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This magic evokes a sudden outward thrust in all directions away from the caster. Its effects vary, depending on what is within the AOE:
By means of this spell, the wizard bestows total invulnerability to un-enchanted melee attacks that cut or pierce the skin.
Blows from magical weapons, blunt impacts and any attack from a larger-than-man-sized creature instead lose 1 point from each damage die (minimum 1/die).
This Aegis does not affect missile weapons of any kind.
This spell has also been called Skin Of Bronze.
By means of this spell, the wizard bestows total invulnerability to hurled and projected missiles such as arrows, axes, bolts, javelins, small stones, and spears.
It blocks only small, un-enchanted missiles where neither bow nor projectile are magical. Against larger or enchanted missiles it subtracts 1 point from each damage die (minimum 1/die).
This spell also repels Magic Missiles, so that they cause no damage.
The individual touched when this spell is cast is empowered to make great leaps, once per round for the duration of the spell.
Leaps can be up to 30 ft. forward, 20 ft. straight upward, or 10 ft. backward.
Far Despatch does not ensure a safe landing at the end of the leap. If the landing point is anything other than a flat surface, a Save vs. Dex is required to remain upright.
The Airy Water spell turns normal liquid into a less dense, breathable substance. It does not require a verbal component and can be cast underwater.
The caster and any companions in the spell's AOE can move freely and breathe just as if the bubbling water were air. The globe is centred on and moves with the caster.
Water-breathing creatures avoid a zone of Airy Water, although intelligent ones can enter it if they are able to move by means other than swimming. No water-breathers can breathe in an area affected by this spell.
When an Alarum spell is cast, the wizard causes a selected area to react to the presence of any creature larger than a normal rat.
Ethereal creatures do not trigger an Alarum, but flying, levitating, invisible, incorporeal and gaseous creatures do.
As soon as any creature enters the warded area, touches it, or otherwise contacts it without speaking a password established by the caster, the Alarum spell lets out a loud tolling that can be heard clearly within 200ft. This radius is reduced by 10 ft. for each interposing door and by 20 ft. for each substantial interposing wall. The sound lasts for one round and then ceases.
The caster can dismiss the Alarum with a single word.
An illusion of one or more small animals can be brought into being by means of this spell. The animals must be of a sort very familiar to the wizard, each no larger than a fox, a rabbit, or a hawk, and can be of more than one type.
The Figments look and sound like the creatures in question, but have no scent or temperature, and are dispelled if touched. Most real animals will find them curious, but instinctively know that they are not real.
A successful, active attempt to Disbelieve will allow observers to realise that the animals are illusory.
This spell creates the lowest of the undead monsters - skeletons or zombies. Skeletons are collections of bones, given animation by a malevolent demon-fragment, whereas zombies retain some hateful and bestial part of their own original spirit. The remains of Elves cannot be used to create zombies, for reasons unknown.
This spell assumes that the bodies or bones are available and are reasonably intact (those of undead skeletons or zombies destroyed in combat will not be).
The risen undead will obey the simple verbal commands of the caster; for example, they can follow the caster, remain in an area and attack any creature (or only a specific type of creature) entering, and so on.
The following types of dead creatures can be animated:
Smaller and larger animated undead will have the usual AC and movement for a skeleton or zombie, but adjusted THACO and damage caused in proportion to their size.
The undead remain animated until they are destroyed; the magic cannot be dispelled.
A given caster can command twice the given number of undead above through multiple castings of Animate Dead. It is possible to continue to cast beyond this limit, but uncontrolled skeletons and zombies will seek to slay all living things nearby, including the caster.
The casting of this spell is not a good act, and only evil beings use it frequently.
This spell allows a wizard to shape and animate existing smoke, mist or fog within the confines of the AOE.
The details of the shape and the complexity of its movement are poor at lower caster levels, but improve with experience. A sufficient amount of smoke, fog or mist be present when the spell is cast.
For example, a 1st-level wizard is able to make a blurry, stocky humanoid shape, but cannot make it look like a dwarf. He could cause it to clumsily drift through the mist, as long as it remains within the spell's range.
By 3rd level, a wizard can create a shape that resembles a dwarf made of mist, and have it walk it about in a realistic manner. At this level, unwary observers may believe that the shapes are real creatures or objects, although a successful passive or active Disbelief roll will reveal their true nature.
The spell requires that the caster maintain Full Concentration and remain within range, or else the mist loses its form.
This spell is believed to be the creation of Jormunrek, a magician of the barbarous Northlands.
This powerful spell enables the caster to summon demonic spirits to imbue one or more inanimate objects with a semblance of life. The Animated Objects then attack whatever foes the caster designates.
Objects can be of any unenchanted material, including wood, metal, stone, and fabrics. Attempting to animate an item in someone's possession grants that person a Save to prevent the spell's effect.
Animated Objects evince a malevolence and hatred of all things, owing to the evil spirits that give them vitality.
The stats for Animated Objects vary, depending on size and material, as determined by the DM. Many will have special attacks, such as tripping, overbearing and smothering.
Rug | Stool | Table | Statue | |
---|---|---|---|---|
HD | 3 | 1 | 4 | 5 |
AC | 8 | 7 | 6 | 4 |
THACO | 18 | 20 | 17 | 16 |
ATTACKS | Trip, smother | Kick 1d4, trip | Kick 1d8, overbear | Strike 4d4 |
MV | Slither 20 ft. | 40 ft. | 30 ft. | 20 ft. |
This spell is a more powerful version of Animate Dead, able to raise the bones of the dead as dangerous skeletal soldiers. It only functions on man-sized humanoid remains, inhabiting them with fragments of spirits from an Infernal netherworld.
This spell assumes that bones are available and are reasonably intact (those of undead skeletons or zombies destroyed in combat will not be).
The risen undead will obey the simple verbal commands of the caster; for example, they can follow the caster, remain in an area and attack any creature (or only a specific type of creature) entering, and so on.
The undead remain animated until they are destroyed; the magic cannot be dispelled. The following types of dead creatures can be animated and controlled:
*Creating Skeletal Husks requires that a black sapphire be embedded in each skull to empower them.
The undead remain animated until they are destroyed; the magic cannot be dispelled. A caster can only command the given number of undead at one time.
The casting of this spell is not a good act, and only evil beings use it frequently.
This spell allows its caster to change the flight of a single missile each round, hurling it back at its sender, or at any other creature within its normal range from the sender. For a missile to be affected, it must pass within range of the spell during its flight.
Reversed missiles can include thrown axes, arrows, bolts, spears, javelins and the like, as long as neither bow nor projectile are magical. It cannot affect catapult stones, hurled boulders, or similar large objects. Any number of Magic Missiles each round from the same originating caster can also be reversed.
Such a missile strikes as though wielded by the caster of the Retribution, as a proficient weapon, at +2 To Hit, doing its normal damage. A reflected Magic Missile hits unerringly, as usual.
Spellcasting, combat or movement are impossible while a wizard is using Archer's Retribution; it will end immediately if the mage loses Full Concentration.
This allows the wizard to instantly ignite several unenchanted arrows or crossbow bolts. The missiles must be nocked and drawn at the completion of the spell. If they are not loosed within one round, they are consumed by the magic (although this will not harm the archers or their bows).
The arrows inflict normal damage, plus 1d6 HP of fire damage to any target struck. Arrows Aflame can injure creatures normally harmed only by magical weapons. They may also ignite flammable materials.
This magic transforms the caster and all his personal equipment into a cloud of insubstantial vapour. A Smoke Semblance is barely recognisable as a living being, although its behaviour may prove indicative.
While in vaporous form, the caster cannot make attacks, converse or cast spells, but may be contacted via Azaelin's Telepathic Bond, Azaelin's Empathic Perception, and the like. He is immune to all physical damage, but may be forced away by strong winds (e.g. Gust Of Wind). Charms, Suggestions and similar magics can affect a wizard in this form.
A Smoke Semblance can move at 20 ft. / round, and can pass through any gap not completely air-tight. It cannot pass through water or other liquids.
By means of Astral Journey, a wizard can project his soul, and those of up to six companions, into the Astral Realm, leaving their physical body and material possessions behind and inert in the Mortal World.
To travel together, the caster and companion creatures must be linked in a circle. These fellow travellers are dependent upon the caster for guidance, and can be stranded or lost in the Astral Realm. Otherwise they will go with him to his chosen destination.
The soul-forms can then travel to the other Realms (except the Ethereal), and there form new temporary bodies. Only enchanted items can be brought with them on this journey; mundane objects will have no equivalent elsewhere.
During this journey, which might take an indeterminate period of time, the travellers' soul-forms are tethered to their material bodies by silvery cords. If a cord is broken, the affected person is killed, Astrally and materially; however, very few forces can sever a cord. If an Astral form is slain while travelling, the cord simply returns to the original body, reviving it from its state of suspended animation. When a second body is formed in another Realm, the silvery cord becomes part of it, until the Astral Realm is entered again.
While elsewhere, the travellers' bodies are vulnerable. If they are slain while their soul-forms are Astrally travelling, the lost souls go to an unknown fate. If the travellers have already formed new bodies in another Realm, they become forfeit to the powers there, and usually are never seen again.
In order to regain their bodies, the caster must use Astral Journey once more for the return trip.
This spell is of ancient origin, said to have been first created by the mysterious Sleeper, lost to antiquity.
This powerful divination attaches an invisible channel to its target, allowing the caster to spy upon them over great distances.
The Astral Tether gives the wizard the ability to experience the target's sense impressions at any time they choose. This includes sights, sounds, scents and other impressions. Pain is also transmitted, which can cause the caster some distress.
While attached to the Tether, the target will often feel a nagging sense of being spied upon. The base chance of this happening is equal to the subject's Int as a percentage, modified as follows:
The Tether can also be seen via Second Sight, Reveal or a similar power; it will seem to be a fine, twisted silvery cord, leading away. If it can be kept in sight, it can be followed back to the caster. Detect Scrying can also be used to discover the identity of the wizard who placed the Tether.
The Tether will snap if the target travels to another Realm, and can also be broken by a successful Dispel Arcane Magic or Mordenkainen's Disjunction.
When Audible Glamer is cast, an illusory sound appears within the caster's hearing range. The sound can seem to recede, approach, or remain fixed, as the caster desires, and can be of any type of sound the caster can imagine.
The maximum noise of the Audible Glamer at 1st level is that of four men at their loudest. Each additional caster level adds a like volume. A horde of rats running and squeaking is about the same volume as eight men running and shouting. A bellowing gryphon is equal to the noise volume of 16 men, while a roaring dragon is equal to the noise volume of about 24 men.
Unlikely or poorly-imagined Glamers (perhaps created without prior knowledge of the subject) may grant a passive attempt to Disbelieve. In any case, a successful Disbelief attempt will let an observer realise that the sound is an illusion.
This spell can enhance the effectiveness of other illusions.
When this spell is cast, it creates a magical barrier around the recipient at a distance of 1 ft. The barrier moves with the recipient and has three major effects:
* Except for the caster's own creations or familiar.
The Aura ends if the protected creature makes a melee attack against a blocked creature or tries to force the barrier against one.
The globe of protection of this spell is identical in all respects to a Aura Of Protection, except that it encompasses a much larger area.
The effect is centred on and moves with the creature touched. Any protected creature within the circle can break the warding against conjured monsters if they enter melee against them.
* Except for the caster's own creations or familiar.
If a creature too large to fit into the AOE is the recipient of the spell, the spell acts as a normal Aura Of Protection spell, for that creature only.
The Aura ends if the central protected creature makes a melee attack against a blocked creature or tries to force the barrier against one.
This spell enables the caster to sense the basic emotions of a creature, such as fear, hunger, thirst, anger, pain, joy, or love. It will function on all animals and creatures possessing a mind, including wilful undead.
One creature can be probed each round, and the creature must be within the caster's line of sight.
Azaelin's Ineluctable Domination enables the caster to control the actions of the target. It affects any single man-sized or smaller humanoid, and a Save is allowed to resist it. It operates much like Charm Person, but is more powerful, and does not require verbal commands to function.
Success means the wizard has established an unspoken link with the subject. If a common language is shared, the wizard can generally force the subject to perform as the wizard desires, although the caster does not receive direct sensory input from the subject. While Dominated, the subject is conscious of the caster's power over them, but will be unable to resist, other than as outlined below.
Subjects resist this control, and those forced to take actions against their natures receive a new Save with a bonus of +1 to +3, depending on how extreme the action is. Obviously self-destructive orders will not be followed. Once control is established, there is no limit to the range at which it can be exercised, as long as the caster and subject are within the same Realm. Affected creatures have periodic chances to break the spell:
The exact timing of the check is secretly determined by the DM.
An Aura Of Protection can prevent the caster from exercising control or using the mental link while the subject is warded, but it cannot prevent the establishment of Domination.
This spell allows for deeper study of an unshielded mind than Reading Of Minds can accomplish.
The target creature must be within line of sight of the caster, and will perceive the intrusive probe as a increasingly painful headache, which they can struggle against and attempt to throw off.
The depth of information discovered by the caster improves during the spell's duration:
Round | Information gathered | Save |
---|---|---|
1st | Surface thoughts or emotions | No |
2nd | Deeper thoughts or memories | Yes* |
3rd and 4th | Deeper thoughts or memories | No |
5th | Dreams, suppressed memories, or primal desires | Yes* |
6th and later | Dreams, suppressed memories, or primal desires | No |
*A successful Save ends the spell immediately.
With this spell, the mage can forge a mental link between two or more creatures with an intelligence of 6 or higher. It can only be established between willing creatures, but those involved need not speak the same language to communicate. Each may then choose to broadcast thoughts to be received by the others in the group, as if speaking silently.
The Telepathic Bond can be placed upon one creature / four levels of the caster, so long as each is within the targeting range. Once the Bond is formed, the creatures can stay in contact even if they move out of that range, as long as they remain within the same Realm.
A Permanency spell does not have the power to make a Telepathic Bond a lifelong link, but a Wish spell does. Only two creatures can be permanently bonded together for each Wish cast.
The casting of Baleful Mists creates an immobile bank of dense vitriolic fog. The billowing pearlescent vapours have a strong sour tang which burns the nose and eyes.
The vapours are deadly to living things, and vegetation exposed to them will die - grass and similar small plants in two rounds, bushes and shrubs in four, small trees in eight, and large trees in 16 rounds.
Any creature attempting to move through the Mists progresses at 25% of normal movement rate. Creatures not immune to acid suffer damage according to the length of time they are exposed to the vapours, as follows:
The Baleful Mists can be moved only by a very strong wind; one more powerful than a Gust Of Wind. A Fireball, Flame Strike, or Wall Of Fire can burn the cloud away in a single round.
This spell duplicates on a larger scale the effects of a Scabrous Touch.
Bane Of Flesh affects the targets selected by the caster within the AOE. All affected can Save to resist, with a modifier as follows:
A failed Save inflicts horrible suppurating wounds that appear in random locations on a victim's body. This causes damage as follows:
Injuries from this spell cause great pain and heal very slowly; at no more than 1 HP / day naturally. However, magical healing can do away with the wounds immediately.
A Banishment spell enables the caster to force one or more otherworldly creatures back to their home Realm. Up to 2 HD or levels of creature / caster level can be Banished.
The caster must name the type of creature(s) to be sent away and any titles they possess. The creatures' Magic Resistance must be overcome for the spell to be effective. However, the spell requires material components; one or more substances harmful, hateful, or opposed to the nature of the subject(s) of the spell. For every such substance included in the casting, the targets lose 1 point from their Magic Resistance. The components burn away, wither, or turn to dust after the spell is cast.
Banishment works upon creatures that are physically present, but also can serve to drive a possessing spirit from an unwilling host. In either case the target is driven to their home Realm.
The effect is immediate, and the subjects cannot voluntarily return to the Mundane Realm for 100 years, unless another being specifically summons them. Creatures that are successfully Banished usually bear great resentment against the caster, and will exact vengeance if they can.
This magic is a more effective, targeted version of Hold Portal, able to block a door, gate or similar entrance to a particular species, or to an individual. During casting, the wizard must name either a race (e.g. 'Men', or 'Dwarves') or an individual.
The resulting spell blocks the opening (as long as the portal is smaller than the spell's AOE). The named creature(s) cannot mundanely open the door without destroying it - and the Bar Passage doubles the effective HP of the portal, and gives it a +4 to all Saves against damaging effects.
Alternatively, Knock, Dispel Arcane Magic or similar will remove the spell. It is also possible to move around the barrier by use of certain magics, such as Teleport or Open The Way.
This magic is a necromantic effect, used to do away with a corpse and also place it beyond normal hope of being restored to life.
When cast, The Barghest's Charnel Feast calls up a hissing halo of black flames, which plays over the dead body and consumes it. A smaller than man-sized corpse will be gone within 5 rounds; man-sized 10 rounds, large 20, and so on. Some part of the remains can be saved via Break Sorcery, if it is successfully cast during this period.
The spell leaves behind nothing but a dark scorch mark, a small amount of fine ash and a lingering aura of necromantic magic. A corpse destroyed by Charnel Feast cannot be brought back via Raise Dead or Reincarnation, although Resurrection or a Wish will work.
This wizardry creates a conspicuous force which draws to it undead creatures across long distances; it often results in a gathering of dangerous unliving beings.
It usually manifests as a great pillar of roiling black smoke, 20 ft. across, stinking of brimstone and dead flesh, which will climb up to 100 ft. if ceiling space allows. The Beacon gives off an unsettling buzz, as if composed of millions of angry flies, and radiates a bone-chilling cold. Natural animals will usually flee the area, unless strongly reined in.
Once placed, it has a wide AOE, within which all mindless undead creatures immediately begin to move at their fastest speed towards the Beacon. Willed undead are affected in the same way, but can resist by making a Save - if they then remain within the AOE, every further 5 rounds will necessitate another Save. A master in control of mindless undead can similarly make Saves on his thralls' behalf to force them to ignore the calling.
Once the unliving reach the Beacon, they must remain within 100 ft. of it for the duration, and will follow their usual instincts, attacking or preying on the living nearby. When the spell ends, mindless undead who were under the control of a master will drift back to where they began; willed undead are free to act as they desire.
This powerful but dangerous spell allows the caster to shift his soul into the body of an animal he touches, controlling its actions for the duration. It functions only on normal, non-Dire, non-giant animals. The target is allowed a Save to avoid the effect.
A controlled animal has its full senses and usual attacks, including poisons and the like, and may move at its usual rate. Its AC and THACO likewise remain the same. The animal cannot speak (except via Speak With Animals) or cast spells, and its manipulation of objects may be limited. While the caster's soul occupies the beast it is immune to animal-controlling spells, but is affected by Charm Person and similar magic, which might seem peculiar to witnesses.
While the caster's soul is elsewhere, his own body lies inert and vulnerable. If his body is slain while in this state his mind remains in the animal body permanently. Should the beast die while containing the caster's soul, he will perish.
Once the spell duration expires, the caster's soul flies back to his own body, and the animal returns to its normal behaviour.
This spell is used to confine a creature for a long period; perhaps forever. It is often used in conjunction with a Great Pentacle to trap an otherworldly enemy, but can also work on a foe native to the Mortal Realm.
Because of the lengthy Casting Time, the subject will usually need to be restrained beforehand; again, a Pentacle will often suffice, but there are many other viable methods.
The caster can choose from several kinds of possible Binding, detailed below. In each case a standard Save applies, modified by the method used.
The Bound In Shackles and Bound And Bottled methods require additional materials (chains and a container, respectively). These can be of any kind, although it is to the caster's advantage if they are as strong as possible.
A creature Bound In Shackles or Bound In Shade can converse with nearby beings. No Bound creature can take other actions or cast spells, however.
Type | Description | Duration | Save Bonus |
---|---|---|---|
Bound In Shackles | Subject physically chained to the spot, and generates Emanations Of Antipathy Or Sympathy, of the caster's choice. The chains can be physically broken by an outside force. | 3 years / caster level* | 0 |
Bound In Slumber | Subject enters a comatose sleep; will awake if shaken or injured | 1 year / caster level* | +1 |
Bound In Shade | Subject becomes incorporeal, and must remain within a 5 ft. radius. Freed by a simple act, specified by the caster. | Permanent** | +2 |
Bound And Bottled | Subject shrunk and imprisoned within a container; breaking or opening the container will free them. | Permanent** | +3 |
*Non-permanent methods can be renewed before the duration expires by another casting of the Spell Of Binding, whether by the original caster or another one. The same method must be used, and a new Save applies at that time.
**Permanent methods allow a new Save (at the same modifiers) to be made each year; success frees the subject.
A creature caught in a Binding will radiate magic. A Dispel Arcane Magic will not free it, although a successful Mordenkainen's Disjunction will work.
The Black Reek is a hideous stench that this spell evokes around the caster, described by those who have experienced it as a compound of dung, rotting flesh and stagnant swamp-water.
It lingers for the duration, irritating and disgusting any living creature that breathes within the AOE, except the caster. Each round that it takes effect, those nearby must make a Save or suffer -2 on all rolls until they leave the area. Unintelligent animals with particularly powerful senses of smell will leave the AOE if they fail the Save, and cannot re-enter until the spell ends.
There are no records of a mage named 'Laogzed', and researchers have attributed this spell to Hargyn, although he never confirmed that he was its creator.
Casting this spell brings into being a sorcerous blade in the caster's grip, usually a knife or dagger, but it can be up to the size of a longsword.
It can be used to make one attack per round, at a +2 bonus To Hit. The Blade of Fell Aspect does not inflict normal damage, instead causing one of three possible effects on a hit. One must be selected by the caster prior to any blow.
While holding the weapon, the wielder cannot cast another spell.
A Blade of Fell Aspect passes into nothingness in an instant if it leaves the caster's hand (it cannot be sheathed to be wielded again later). However, it cannot be knocked or wrestled from his grip. It also vanishes instantly if the caster dies or becomes unconscious.
This spell is believed to use dark powers that originate from the Infernal Realms.
With this spell the caster endows a mundane edged weapon with a +2 bonus To Hit and damage. This magic is visible, usually as a fiery blue-white glow about the weapon, which fades when the spell expires.
The weapon must be touched by the caster, but can be wielded by any creature afterwards. Blade's Thirst does not affect thrown, missile or already enchanted weapons.
A blade enchanted in this way can damage creatures only struck by magical weapons.
This spell creates and focuses an agonising force into the mind of the target, invisibly subjecting them to a hideous and traumatic pressure. It only functions on living creatures of animal or greater intelligence.
Blast The Mind can be cast without speaking; the wizard need only fix the target with a vicious glare, which can often be done surreptitiously.
If the victim fails a Save, they sustain 1d4 damage, +2 / caster level (to a maximum of +10). Victims are often seen to spontaneously bleed from their nose, eyes and ears.
This spell causes existing wounds to begin to bleed copiously.
If the victim has already suffered damage from sharp or tearing attacks, and fails a Save, they begin to lose additional HP at a rate of 2 per round. The blood may make the victim's grip slippery and have additional effects, such as impeding vision or footing.
If a victim falls to 0 HP or below, the Bleeding Wounds effect ends, although natural bleeding may well continue.
Any Cure spell will nullify the Bleeding Wounds, in addition to its usual effects, and if the wounds are securely bound the flow will stop.
A given victim can suffer from any number of cumulative Bleeding Wounds.
With this spell a wizard calls into existence a roaring jet of flame, which comes bursting from his fingertips.
It can burn one creature on the first round of its existence, causing 2d6 HP damage - a Save halves the effect.
The Blistering Scorcher remains for two rounds, moving as the caster wills, and can be held on the original target, or moved to any other within range. Again, a successful Save will half the damage sustained.
Flammable materials touched by the jet will ignite and char, and playing the Scorcher over such will rapidly cause a fire to begin.
The creator of this spell is a mysterious specialist in fire spells.
This spell gives the caster the ability to call up vicious and insulting mockery, which he can use to drive one or more creatures into a violent rage.
The caster need not speak the language of the targets, but they must be intelligent enough to be insulted. If the caster taunts a mixed group, he must choose the type of creature to be affected. Strongly led creatures might gain a Save bonus of +1 to +4, at the DM's discretion.
Separation of the caster from a victim by an obviously impenetrable or uncrossable boundary breaks the spell, but otherwise those failing to Save rush to do battle with the caster. All affected creatures attack the wizard in melee, rather than with missile weapons or spells.
If used in conjunction with Speech A'Bounding, the creatures might attack the apparent source, depending upon their Intelligence, a leader's presence, and so on.
After this spell is cast, a spear of hardened bone springs into being in the air above one of the caster's hands and flashes away in any direction he indicates.
A Bone Javelin strikes once per round. A successful To Hit roll is required, at +4 To Hit, and causes 1 HP damage / caster level. It can damage Ethereal targets, the undead and creatures only damaged by magic weapons.
The Javelin returns to the caster after striking a living creature or obstacle, or when it reaches its maximum range. When returning it will twist and turn in the air as necessary to avoid barriers. Only a barrier without gaps can prevent its return and end the spell. Once returned, it floats above the caster's hand until sent forth again.
After the round of inital casting, the wizard can take action, make attacks or cast another spell, as well as direct the Javelin to strike.
It is possible to strike the Javelin out of the air, by making an attack against AC -2. The attack must deal 7 HP damage to shatter it, which will immediately end the spell.
This spell enables the caster to store an item inside his body, melding its substance with one of his internal organs.
The item must be smaller than the caster's heart - about 1/2lb, the size of a fist, at most. While inside the wizard's body the item is inert, but may be retrieved and replaced any number of times until the duration expires.
At maximum, a man-sized caster can have a total of 5 items kept inside their body.
While in effect, the caster's body radiates magic from inside, and a Dispel Arcane Magic will cause concealed items to be painlessly ejected from the caster's flesh. A Curse Of Dwindling or shapeshifting spells used upon the caster will instantly bring them to -5 HP (and bleeding) as the item tears through their flesh.
Bridge Of Agonies makes its caster a conduit for injuries and disabilities, allowing him to transfer them from one creature to another.
It is usually cast upon two conscious and willing subjects, as the caster needs to touch each for the entire Casting Time of the spell. Occasionally one or both of the participants is unwilling, immobilised or unconscious; in that case a Save on either part nullifies the Bridge effect.
If the spell takes effect, one of the touched creatures may be healed, up to 2 HP / caster level, by transmitting the damage to the other creature. Additionally a single affliction such as poisoning, a disease, blindness or deafness may be passed from one to the other. The caster decides who is the recipient of each effect, but they have to pass through his own body. If the momentary loss of HP is enough to drop him to 0 HP or less, or if he fails a required Save against a passing disability he takes the full effect himself. If that happens the Bridge breaks, and the injuries reside in the caster from then on. Otherwise the disabilities pass on through, and the caster is unharmed.
Should a recipient be immune to a transmitted disability, they are unable to take it on and the caster absorbs the full effects instead.
Once the injuries are residing in a new recipient, he will need to make his own Saves, if appropriate, and can then be healed by mundane or magical means.
The magic of this spell causes a single metal object, whether as soft as gold or as hard as True Iron, to become very fragile, as if it were delicate crystal.
The caster must physically touch the item; if it is an opponent or an object in a creature's possession, the wizard must make a successful touch attack roll. Any single metal item, e.g. a suit of mail, can be affected by the spell.
All items gain a Save, with a bonus equal to their magical bonus value or protection. Artifacts and relics constructed of metal may be affected at the discretion of the DM, though it is highly unlikely.
An Iron Golem can be affected, although it will usually (75%) only have one limb made Brittle.
Affected items automatically shatter if struck by any normal blow from a hard object.
An object affected shows no outward sign of being Brittle until it is struck, although the lingering magic can be detected. The change is unalterable by any means short of Wish; a Dispel Arcane Magic or Mordenkainen's Disjunction will not reverse the spell.
When the wizard casts this spell, a jet of searing flame shoots from his fingertips. His hands must be held so as to project a fanlike sheet of flames; the wizard's thumbs must touch each other and the fingers must be spread. The Burning Hands send out flame jets 5 ft. long in a horizontal arc 120 degrees in front of the wizard.
Any creature in the area of the flames suffers 1d3 HP damage, +2 / caster level, to a maximum of 1d3+20. Flammable materials touched by the fire burn; such materials can be extinguished in the next round if no other action is taken.
Caligarde's Flensing Rain Of Razors summons a vicious wind of such force that it flays the target's flesh. Because a large volume of air is needed to create the Rain Of Razors, this spell can only be cast outdoors or in a chamber of great size (at the DM's discretion).
The victim will sustain 1d4 HP / caster level, against which there is no Save. Additionally, the victim must make a Save or lose a limb:
This spell was famously employed by its creator against Northman High Jarl Herjolf Gnarlfist, slaying him and beginning the end of the First Occupation of the Northmen in the Petty Kingdoms.
This spell brings into being a spectral hovering sword. This Unrelenting Bodkin appears in the air directly above a target creature, hanging point downwards some two feet above their head. It awaits some trigger before dropping upon its victim.
The Unrelenting Bodkin has no physical existence. It is invisible to all but the caster and those employing Detect Arcane Magic, Second Sight or similar. The blade cannot be touched or attacked. It travels with the victim, and cannot be left behind by Teleportation or travel to other Realms.
It will fall upon the fulfilment of a single condition, set verbally during its casting. Typical conditions include the target creature uttering a certain name or word; starting to cast a spell; drawing a weapon, or going to sleep. The condition cannot be tied to a specific time or location. Many years can pass between the casting of a Unrelenting Bodkin and its fall.
Once the condition occurs, the cursed blade plummets downwards and inflicts 2 HP damage / caster level, causing a painful, wracking convulsion that prevents movement, speech and spellcasting for a round. Victims often fall, writhing, to the ground, and must Save vs. Wisdom or cry out in agony.
A Petty Wish, Wish, or similarly powerful magic can destroy the spell unless the casting of that spell is the condition which will cause the Bodkin to fall.
A creature can only have one Unrelenting Bodkin waiting above them at a given time.
The creator of this spell is better known for Caligarde's Flensing Rain Of Razors, used to slay the Northman High Jarl Herjolf Gnarlfist in centuries past.
By means of this spell, the caster conjures a normal animal, along with appropriate riding gear, to serve him as a steed.
The animal serves willingly and well, but at the expiration of the spell duration it disappears, returning to its own place. The type of Mount gained by this spell depends on the caster level; a caster can choose a lesser animal if desired. Available steeds include the following:
The statistics of the animal gained are typical for its kind. Horses can attack, if necessary.
The Mount disappears when it or the caster are slain, leaving no trace behind.
When a wizard wishes to gain supernatural guidance, he casts Call Upon Sagacious Powers, contacting some other-worldly entity and asking a single question of import.
The DM can supply a list of possible Powers that may be called upon. The caster will know which of the available Powers are best suited to answer the question in hand, and can attempt to direct the question towards a particular being, but will often find that some other is contacted instead.
The casting of this spell must be accompanied by the sacrifice of something valued by the Power. The more precious the sacrifice, the better the chance of spell success. A very precious item grants a bonus of +1 to the dice roll, an extremely precious item adds +2, and a priceless item adds +3. Many of the darker Powers may require a living sacrifice.
If the Power chooses to gift an answer, it will be in the form of a dreamlike fancy or allegory that enters the caster's mind.
When this spell is cast, the wizard creates a billowing mass of misty vapours, similar to a Nacreous Coil. The caster can create less vapour if desired, as long as a rectangular or cubic mass at least 10 ft. on a side is formed.
The Gloom obscures all sight, normal and infravision, beyond 2 ft. However, unlike normal fog, only a very strong wind (gale force or greater) can move these vapours, and any creature attempting to move through the Leaden Gloom progresses at a reduced movement rate:
A Gust Of Wind spell cannot affect a Leaden Gloom. A Fireball, Flame Strike, or Wall Of Fire can burn it away in a single round.
If the caster should die, the Leaden Gloom dissipates within moments.
This is often the first magic taught to an apprentice, and retains its usefulness throughout a wizard's life. Cantrip is a minor effect, but has the unique property of not leaving the memory when cast; it can be re-cast at will, although only one can be in effect at a time.
The possible effects of the spell vary greatly, and can accomplish almost any minor magical effect - for example:
* Effects marked allow a Save.
A Cantrip cannot apply a penalty or a bonus to rolls.
This spell causes the air around a target to instantly coalesce into a rough, irregular block of ice, trapping them within it.
The target is allowed a Save to avoid the effect. This Save is modified as follows:
* E.g. a creature from the Elemental Court of Fire
A failed Save traps the target. A living creature will enter a state of frozen torpor for 1 minute / caster level (half duration if they are naturally of high temperature). An unliving or other-worldly creature, such as a demon, undead being or golem, will be able to break out of the ice in (30-Str) rounds.
If this spell is cast at a submerged target, they and the Catafalque will float upwards and bob to the surface.
Those outside the block can chip away at the ice to help the victim escape; the block will have the equivalent of 10 HP / caster level. Torches or other heat sources applied to the ice will cause damage, as appropriate for the source.
By means of this spell, the wizard enables the recipient to see up to 60 ft. in normal darkness. There is usually a noticeable change to the recipient's eyes; they may become oddly reflective.
Bright sources such as fire, torches and Greater Mage's Light tend to blind this vision, and Cat's Eyes does not function in their presence.
This spell creates a discharge that begins as a single stroke of Lightning, leaping from the fingertips of the caster. Unlike a Lightning Bolt spell, Chain Of Lightning strikes one object or creature initially, then arcs to a series of others within range, losing effectiveness with each jump.
The bolt initially inflicts 1d6 HP damage / caster level, to a maximum of 12d6 (halved on a successful Save). After the first strike, the Lightning arcs to the next nearest creature within 50 ft., possibly including the caster. If a large mass of iron or water (over 100 lbs) is within this range, it will contain the arc and halt the spell.
Each jump reduces the strength of the Lightning by 1d6. Any creature hit receives a Save for half damage; those immune to Lightning can be struck, even though no damage is taken.
The Chain can strike as many times (including the first object or creature) as the caster has levels, although each target can be struck only once. The bolt continues to arc until it has struck the appropriate number of targets, until it strikes a mass of iron or liquid, or until there are no more objects or creatures to strike.
When Chamber Long Vacant is cast, the wizard causes an area to appear to be empty, neglected, and unused.
Those who enter the area see dust on the floor, cobwebs, dirt, and other conditions, typical of a long-abandoned place. If they pass through the AOE, they seem to leave tracks, tear away cobwebs, and so on. Unless they forcefully collide with some real object cloaked by the spell, the place appears empty.
This spell can cloak only inanimate things. Living things are not made invisible, but their presence does not otherwise disturb the spell.
If forceful contact with a cloaked object occurs, those creatures subject to the spell are then entitled to a Disbelief roll. A failure will mean they believe that the object has been made invisible.
A Second Sight spell and similar effects can penetrate the deception, but a Detect Invisibility spell cannot.
Unlikely or poorly-imagined Vacancies (perhaps created in a busy street) may grant a passive attempt to Disbelieve. In any case, a successful Disbelief attempt will let an observer see through the fakery and perceive the area as it truly is.
This spell may be the creation of The Numinous Adept, a being of utter mystery.
This spell enables the wizard to alter his appearance, including clothing and equipment, to appear up to a foot shorter or taller; thin, fat, or in between; and of any generally man-shaped bipedal race. The caster cannot duplicate a specific individual.
The spell does not provide the abilities or mannerisms of the chosen form, nor appropriate sounds or odours. If a creature makes physical contact with the caster, they will feel the wizard's true form.
This spell cannot change the appearance of the caster's shadow. If examined, it will show his normal shape.
The caster does not need to maintain concentration for the Guise to remain in effect, and so can move around, attack, or cast another spell without spoiling the magic.
The DM may allow a passive roll for Disbelief under certain circumstances; if, for example, the caster acts in a manner obviously inconsistent with his chosen role, or if the caster is touched by another creature. In any case, a successful Disbelief attempt will let an observer realise that the Guise is an illusion.
The origins of this spell are said to predate the rise of Man's kingdoms.
In its usual form, this spell changes a volume of water into the caster's choice of blood, wine, ale or mead. The resulting liquid is of average quality, and the change is permanent.
The reverse of the spell changes any of the above liquids into pure, clear water.
Magical liquids, poisons and water-based creatures are not affected by this spell.
Mass Charm affects a number of creatures, bringing them under the sway of the caster.
All targeted creatures can make a Save to avoid the effects. Their combined levels / HD cannot exceed twice the caster's level.
Any affected creature regards the caster as a friend and an ally. If communication is possible, the creature follows reasonable requests, instructions, or orders faithfully. If communication is not possible, the creature does not harm the caster, but others in the vicinity may be subject to its intentions, hostile or otherwise.
Any overtly hostile act by the caster breaks the spell, or at the very least allows a new Save against the Charm. Otherwise, affected creatures have periodic chances to break the spell:
If two or more Charms simultaneously affect a creature, the result is decided by the DM. This could range from one effect being clearly dominant, to the subject being torn by conflicting desires, to new Saves that could negate both spells.
The subject retains full memory of the events that took place while they were Charmed.
This spell is similar to Charm Person, but it can affect any living creature, or several low-level creatures, bringing them under the sway of the caster.
The spell affects 2d4 HD or levels of creatures, although it only affects one creature of 4 or more HD or levels, regardless of the number rolled.
All possible subjects receive Saves to resist the effect. Any damage inflicted by the caster or his allies in the round of casting grants the wounded creature another Save, at a bonus of +1 / HP of damage received.
Any affected creature regards the caster as a friend and an ally. If communication is possible, the creature follows reasonable requests, instructions, or orders faithfully. If communication is not possible, the creature does not harm the caster, but others in the vicinity may be subject to its intentions, hostile or otherwise.
Any overtly hostile act by the caster breaks the spell, or at the very least allows a new Save against the Charm. Otherwise, affected creatures have periodic chances to break the spell:
The exact timing of the check is secretly determined by the DM.
If two or more Charms simultaneously affect a creature, the result is decided by the DM. This could range from one effect being clearly dominant, to the subject being torn by conflicting desires, to new Saves that could negate both spells.
The subject retains full memory of the events that took place while they were Charmed.
This spell can only be used upon the caster himself. It bolsters his body with magical energies, to give him great internal fortitude and allow him to withstand privation.
For the duration, the caster does not need to rest, sleep, eat or drink. He will, however, still require 8 hours meditative rest to recover spells.
Once the spell duration has expired, the caster must immediately eat and drink heartily and rest for 12 hours, or risk collapse (roll Endurance NWP, at -2 per day of Untiring Nourishment beyond the first, to remain active after the spell).
The caster cannot re-cast the Charm upon himself until he has broken fast and rested.
This spell affects any single man-sized or smaller humanoid it is cast upon, bringing them under the sway of the caster.
The target receives a Save to avoid the effect. Any damage inflicted by the caster or his allies in the round of casting grants the wounded creature another Save, at a bonus of +1 / HP of damage received.
Any affected creature regards the caster as a friend and an ally. If communication is possible, the creature follows reasonable requests, instructions, or orders faithfully. If communication is not possible, the creature does not harm the caster, but others in the vicinity may be subject to its intentions, hostile or otherwise.
Any overtly hostile act by the caster breaks the spell, or at the very least allows a new Save against the Charm. Otherwise, affected creatures have periodic chances to break the spell:
The exact timing of the check is secretly determined by the DM.
If two or more Charms simultaneously affect a creature, the result is decided by the DM. This could range from one effect being clearly dominant, to the subject being torn by conflicting desires, to new Saves that could negate both spells.
The subject retains full memory of the events that took place while they were Charmed.
Charm Plants enables the caster to bring under command vegetable life forms and communicate with them. These plants obey instructions to the best of their ability. The Save applies only to intelligent plants, and has a -3 penalty.
While the spell does not endow the vegetation with new abilities, it does enable the wizard to command the plants to use whatever powers they have in order to fulfill his instructions.
This spell can duplicate the effects of Entangle, if the caster desires.
When the caster completes this spell, an icy rime covers his chosen hand, seeming to smoke if the air is moist.
Any creature touched with the hand must roll a successful Save or suffer 1d4 HP damage and lose 1 point of Strength. If the Save is successful, the creature remains unharmed. Creatures not rated for Strength suffer a -1 penalty to their To Hit and damage rolls for every successful touch. Lost Strength returns at the rate of 1 point / hour.
This spell has a special effect on unliving creatures: if touched by the caster they suffer no damage or Strength loss, but they must successfully Save or flee for 1d4 rounds, + 1 round / caster level. The touch does not transmit harmful effects to the caster from his contact with the unliving.
This spell allows several mages to combine their power, increasing the spell-casting ability of one of their number. It requires at least three wizards, and can involve a maximum of ten.
The caster of Circle Of Power steps into the centre of a ring formed by the other wizards, who must begin a chant in unison. The ring must also be laid with holly branches and dusted with powdered silver.
The caster gains 1 extra level of spell energy for each other participant in the Circle, allowing his spells to be cast at a higher equivalent level. No additional spell slots are gained. Additionally, the caster makes Saves at his new, adjusted level while the ring remains intact.
While forming a Circle Of Power, none of the ring of mages may cast spells, rest, use magical items, nor converse. They lose all Dex bonuses to AC. The caster may pause to speak, rest or take other actions, as long as he does not leave the ring.
The spell may continue indefinitely, until the chant ends (by enforced silence or fatigue), or the Circle is broken (by one of the participants stepping away, being forcibly moved, knocked down or rendered unconscious)
The Clairaudience spell enables the wizard to concentrate upon some locale and hear in his mind any noise within 60 ft. of that point. Distance is not a factor, but the locale must be known and within the current Realm - a place familiar to the caster, or an obvious one (such as behind a door, around a corner, in a visible copse of trees, and so on). Only normally audible sounds can be heard.
True Lead or various magical protections can foil the spell. If this occurs, the caster will realise that the effect has been blocked.
A successful Clairaudience may cause observed creatures to feel a nagging sense of being spied upon. The base chance of this happening is equal to the subject's Int as a percentage, modified as follows:
Detect Scrying may also reveal the Clairaudience.
Clairvoyance empowers the wizard to see whatever is within sight range from the spell locale chosen. Distance from the wizard is not a factor, but the locale must be known and within the current Realm - familiar or obvious (such as behind a door, around a corner, in a visible copse of trees, and so on). It requires some reflective surface in which the caster can view the scene; a still pool, looking-glass or burnished metal plate will suffice.
Clairvoyance does not enable the use of magically enhanced vision, but does allow normal sight within 10 ft, even if the area is pitch dark. Magical darkness in the area will block the caster's sight, however. True Lead or various magical protections can also foil the spell. If this occurs, the caster will realise that the effect has been blocked.
A successful Clairvoyance may cause observed creatures to feel a nagging sense of being spied upon. The base chance of this happening is equal to the subject's Int as a percentage, modified as follows:
Detect Scrying may also reveal the Clairvoyance.
When the first form of this magic is cast, this spell clouds the minds of witnesses, causing them to see the caster as a dull, inconsequential, and unappealing humanoid creature.
Each observer sees their own unremarkable vision, appropriate to the surroundings. For example, while standing in the Court of Good King Bunderwal, onlookers might see the caster as just another courtier, but while passing through an orcish settlement, anyone looking would see only an unwashed orc thug.
Any creature in the area actively attempting to find or recognise the caster must make an extensive search, with a -3 penalty to their Perception.
The spell works best if the recipient is surrounded by similar creatures or objects; the bigger the potential crowd to be lost in, the better the illusion functions. The DM may increase the penalty in these cases.
This spell may also be cast by touch on an unattended object, which causes it to appear as a mundane or inconsequential item of about the same size and shape. For example, a gem-studded staff might appear as a broom. The size of the object affected cannot be larger than a chair or a suit of armour. Again, a search for the Cloaked object suffers a -3 penalty to Perception.
This form of the spell can be made the subject of a Permanency spell.
Cloak Of Banality affects all the senses; speaking to a concealed caster or picking up a concealed object will not necessarily reveal them, although another Perception roll at -3 should be made.
While casting this spell the wizard points to a cloud overhead in an open sky - it only functions outdoors. The cloud will then begin to float down over the next few minutes, changing shape to resemble some kind of sailing vessel as it does so. The caster and up to one passenger / caster level may step onto it as the cloud rises again.
The Cloud Galley moves at a speed of up to 50 miles per hour, under the command of the caster. It travels at a height of between 200 and 500 ft. - caster's choice - but it is not very manoeuvrable. The passengers feel no wind from the passage; the cloud surface is soft and comfortable.
Only the caster and his chosen passengers find the cloud solid; other objects and creatures will pass through it as if through a normal cloud. The Galley can be affected by winds and weather magics.
The Galley only exists while the caster is conscious and touching it; if he is knocked unconscious or leaves the cloud it becomes insubstantial again, and any passengers or cargo will plummet to the ground.
This spell is believed to be the creation of Jormunrek, a magician of the barbarous Northlands.
This magic is used to enchant a gem of not less than 1gp value. The gem becomes a Coal Stone, shedding a warm, dim light in a 5 ft. radius.
The heat given off will keep two people warm in cold weather and sear exposed flesh on touch, causing 1 point of damage. If left on a flammable surface, it will usually ignite the material within a minute or so.
The Coal Stone will burn for 10 days per gold piece value of the gem used. Once the spell ends, the gem is left as a blackened and worthless husk.
When cast, Command The Spirits Of The Earth slowly moves dirt, clay, loam and sand. It will allow the caster to collapse embankments, move hillocks, shift sand dunes, or dig trenches. It cannot safely create long, deep tunnels, as they tend to collapse without support.
The area to be affected dictates the Casting Time; for every 120 ft. x 120 ft. surface area and 10 ft. of depth, ten minutes of Casting Time is required. The maximum area that can be affected is 720 ft. x 720 ft. x 60 ft. deep, which takes one hour.
This spell does not violently break the surface of the ground. Instead, it creates wavelike crests and troughs, with the earth reacting like a dense fluid, until the desired result is achieved. Trees, structures, rock formations and the like will not be destroyed, but may shift position as the earth moves.
The spell effects are generally too gradual to trap or bury any creature, except the very slowest.
This spell is believed to be of ancient origin, predating the rise of Man's kingdoms.
This spell enables the wizard to command undead creatures for a short period of time. The spell can affect both mindless and free-willed undead beings.
Upon casting the spell, the wizard selects a point within range. Those undead nearest to this point are affected, up to a number of HD equal to the caster's level.
Only undead with 4 or more HD are allowed a Save, which, if successful, negates the attempt. Regardless of the success or failure of the Save, each creature required to make a check counts toward the HD limit of the spell. Any undead currently under the sway of another being (e.g. a more powerful undead) gain a bonus as appropriate for that being's level or HD against this spell.
Free-willed undead cannot be commanded to act in a self-destructive way, but mindless undead can be ordered to perform any action.
Once Command The Undead ends, the unliving revert to their normal behaviours. Free-willed undead will remember the control exerted by the wizard, and may seek vengeance.
When this spell is cast, the wizard is able to understand a single spoken or written foreign tongue. It does not enable the caster to speak or write the language themselves. Comprehend Language does not reveal messages concealed in otherwise normal text.
Written material can be read at the rate of one page per minute. Magical writing cannot be read, other than to know it is magical. Comprehend Language can be foiled by spells such as Imperative Script or the reverse of this spell, as below.
The reverse, Confuse Language, renders up to ten pages of writing or a single creature's speech incomprehensible. If cast upon a creature, a Save is allowed to negate the effect. If cast upon writing, the spell duration becomes 1 hour / caster level.
Confuse Language can be removed by Dispel Arcane Magic or similar.
When this spell is cast, the wizard is able to confound any attempt to scry (by means of either a spell or a magical device) any point within the AOE; a would-be spy will instead see a seething grey cloud and hear only an indistinct far-off mumble.
This spell will block any of the following methods of scrying. Some methods will only be blocked while the target is within the Confound Scrying's AOE; they will be detectable again once they pass out of it:
Confound Scrying cannot block the sight of a creature using Second Sight.
This ancient spell brings forth a servitor drawn from the Infernal Realms; a dull-witted Brute that follows the caster's spoken commands. It arrives in the midst of a cloud of smoke and brimstone, and will bow before its Master, awaiting orders.
Brutes are hulking man-shaped beings, standing seven feet tall, broad and long-armed, with rasping skin of a dull grey. Their eyes are coloured a malevolent amber, and their talons a yellowish ivory. They can speak haltingly, if they must, but prefer to keep a sullen and resentful silence.
They have a Str of 18(50) and are tireless, able to carry great loads or batter down obstacles. They will enter combat if ordered, but will not don armour or bear weapons, instead striking with their massive clawed hands. They know no fear, and will fight to the death gladly. If slain, their stinking corpses soon melt away into an unidentifiable putrid mass.
Usually a Brute remains until the next time the sun rises. However, if the caster is prepared to sever one of his own fingers for it to devour, the Brute will remain permanently (unless slain). A sacrificed digit cannot be regrown through any means. These things must also be fed daily on several pounds of raw flesh, if they are to remain. If their Master dies, they will return whence they came.
This spell is believed to have its origins in a cursed land, long gone.
Conjure Dire Beasts enables the wizard to summon one or more great and ferocious animals to attack his opponents. It is known that such malevolent beasts come from another Realm.
The caster must specify the kind of animal he wishes to call; the following is a list which can serve as a starting point:
The total HD of the animals cannot exceed the caster's level.
The Conjured Beasts unfailingly attack the wizard's opponents, but they resist being used for any other purpose, and must be forcefully commanded by the caster to do otherwise.
The animal(s) remain for one round for each level of the conjuring wizard, or until they or the caster are slain. When their time is up, all traces of them fade away.
The origins of this spell are believed to predate Man's kingdoms.
This spell infuses the essence of an Elemental Spirit into the caster's surroundings, causing it to rise to serve him. The caster can choose which appears, but sufficient material of the appropriate type must be available for the magic to work; 2 cubes 10 ft. on a side.
Water Elementals cannot pass more than 180 ft. from a large body of water.
The caster must maintain Minor Concentration to keep his hold over the Elemental, and it must remain within 90 ft. of him. Otherwise it turns on the wizard and attacks (if engaged in battle, it will turn on him as soon as the current combat is over).
There is always a 5% chance that the Elemental turns on its conjurer, regardless of concentration. This check is made at the end of each round after the first. An Elemental that breaks free of its control can be dismissed again if the caster wishes, but the chance of success is only 50%, and the caster can only try once.
If the caster should die, the Elemental will immediately return to the Court whence it came.
This spell is believed to be of ancient origin, predating the rise of Man's kingdoms.
This spell infuses the essence of a Duke of the Elemental Courts into the caster's surroundings, causing it to rise to serve him. The caster can choose which appears, but sufficient material of the appropriate type must be available for the magic to work; 3 cubes 10 ft. on a side.
Dukes Of Water cannot pass more than 180 ft. from a large body of water.
The Spirit will agree to follow instructions, bound as it is by ancient pacts to the caster's desires, but will be free to defend itself if attacked. Otherwise it will help the caster however possible, including attacking the caster's opponents, and remains for the spell duration, or until slain.
If the caster should die, the Elemental will immediately return to the Court whence it came.
The origins of this spell are believed to predate the rise of Man's kingdoms.
This spell infuses the essence of a Greater Duke of the Elemental Courts into the caster's surroundings, causing it to rise to serve him. The caster can choose which appears, but sufficient material of the appropriate type must be available for the magic to work; 5 cubes 10 ft. on a side.
Dukes Of Water cannot pass more than 180 ft. from a large body of water.
The Spirit will agree to follow instructions, bound as it is by ancient pacts to the caster's desires, but will be free to defend itself if attacked. Otherwise it will help the caster however possible, including attacking the caster's opponents, and remains for the spell duration, or until slain.
If the caster should die, the Elemental will immediately return to the Court whence it came.
The origins of this spell are believed to predate the rise of Man's kingdoms.
Within one round of casting this spell, the wizard conjures 2d4 loyal creatures. The monsters appear, as if from thin air, anywhere within range, as desired by the wizard.
The caster can choose which creatures appear from the following list:
They attack the caster's opponents to the best of their ability, not needing to check morale. This goes on until he commands that the attacks cease, the spell duration expires, or he or the monsters are slain. When their time is up, they vanish, leaving no trace.
If no opponent exists to fight, summoned monsters can, if the wizard can communicate with them and if they are physically able, perform other services for the summoning wizard.
Within one round of casting this spell, the wizard conjures 1d6 loyal creatures. The monsters appear, as if from thin air, anywhere within range, as desired by the wizard.
The caster can choose which creatures appear from the following list:
They attack the caster's opponents to the best of their ability, not needing to check morale. This goes on until he commands that the attacks cease, the spell duration expires, or he or the monsters are slain. When their time is up, they vanish, leaving no trace.
If no opponent exists to fight and the wizard can communicate with them, the summoned monsters can perform other services for the summoning wizard.
Within one round of casting this spell, the wizard conjures 1d4 loyal creatures. The monsters appear, as if from thin air, anywhere within range, as desired by the wizard.
The caster can choose which creatures appear from the following list:
They attack the caster's opponents to the best of their ability, not needing to check morale. This goes on until he commands that the attacks cease, the spell duration expires, or he or the monsters are slain. When their time is up, they vanish, leaving no trace.
If no opponent exists to fight and the wizard can communicate with them, the summoned monsters can perform other services for the summoning wizard.
Within one round of casting this spell, the wizard conjures 1d3 loyal creatures. The monsters appear, as if from thin air, anywhere within range, as desired by the wizard.
The caster can choose which creatures appear from the following list:
They attack the caster's opponents to the best of their ability, not needing to check morale. This goes on until he commands that the attacks cease, the spell duration expires, or he or the monsters are slain. When their time is up, they vanish, leaving no trace.
If no opponent exists to fight and the wizard can communicate with them, the summoned monsters can perform other services for the summoning wizard.
Within one round of casting this spell, the wizard conjures 1d3 loyal creatures. The monsters appear, as if from thin air, anywhere within range, as desired by the wizard.
The caster can choose which creatures appear from the following list:
They attack the caster's opponents to the best of their ability, not needing to check morale. This goes on until he commands that the attacks cease, the spell duration expires, or he or the monsters are slain. When their time is up, they vanish, leaving no trace.
If no opponent exists to fight and the wizard can communicate with them, the summoned monsters can perform other services for the summoning wizard.
Within one round of casting this spell, the wizard conjures 1d3 loyal creatures. The monsters appear, as if from thin air, anywhere within range, as desired by the wizard.
The caster can choose which creatures appear from the following list:
They attack the caster's opponents to the best of their ability, not needing to check morale. This goes on until he commands that the attacks cease, the spell duration expires, or he or the monsters are slain. When their time is up, they vanish, leaving no trace.
If no opponent exists to fight and the wizard can communicate with them, the summoned monsters can perform other services for the summoning wizard.
Within one round of casting this spell, the wizard conjures 1d2 loyal creatures. The monsters appear, as if from thin air, anywhere within range, as desired by the wizard.
The caster can choose which creatures appear from the following list:
They attack the caster's opponents to the best of their ability, not needing to check morale. This goes on until he commands that the attacks cease, the spell duration expires, or he or the monsters are slain. When their time is up, they vanish, leaving no trace.
If no opponent exists to fight and the wizard can communicate with them, the summoned monsters can perform other services for the summoning wizard.
By means of this spell, the wizard is able to place another spell upon his person so that latter will automatically and instantly come into effect, under a set of specific conditions. Contingent Grammerie must be cast first; the spell it is to invoke must be cast immediately afterwards, whereupon it is held in abeyance until activated.
The spell to be invoked must be one that only affects the wizard's person and be of a spell level no higher than shown below:
The conditions needed to bring the spell into effect must be clear, although they can be rather general; otherwise the Contingency will fail.
Only one Contingent Grammerie can be placed on the caster at a time; if a second is cast, the first one is cancelled.
By means of this spell, the wizard is able to convert a single raw material into a finished product. Thus, the caster can use Craftsman's Cunning to create a wooden bridge from a clump of trees, a rope from a patch of hemp, clothes from flax or wool, and so forth.
Magical or living things cannot be created or altered by Craftsman's Cunning. If the caster works with stone or metal, the AOE is reduced to 1 cubic foot / level instead of 1 cubic yard.
Articles requiring a high degree of craftsmanship (jewelry, swords, glass, crystal, etc.) cannot be created unless the wizard succeeds at an appropriate NWP roll, usually at a penalty.
The Casting Time is one minute per cubic yard / foot of material affected.
Like Minor Creation, Major Creation enables the wizard to create an illusion of an inanimate item - soft goods, rope, wood, stone, crystal, metal, mixed together as desired. The object created cannot exceed 1 cubic foot / caster level. The duration of the Creation varies with the materials:
The resulting object will look, sound and feel real to observers. Extended handling and inspection over more than five minutes will grant a passive roll to Disbelieve; anyone who succeeds realises that the item is fake.
The quality and design of the resulting object will depend on an appropriate crafting Non-Weapon Proficiency roll by the caster.
This spell enables the wizard to create an illusion of an inanimate item - cloth, soft goods, rope, or wood, mixed together as desired. The object created cannot exceed 1 cubic foot / caster level.
The resulting object will look, sound and feel real to observers. Extended handling and inspection over more than five minutes will grant a passive roll to Disbelieve; anyone who succeeds realises that the item is fake.
The quality and design of the resulting object will depend on an appropriate crafting Non-Weapon Proficiency roll by the caster.
This spell requires bone from a sentient being who was murdered; enough to sculpt a one-handed edged weapon. While casting, the wizard runs his hands over the bone, causing it to become straight and sharpened.
The resulting Crypt Blade is identical in size and weight to a normal bladed weapon of its type, although it is obviously made of browning, pitted bone. It can be wielded by any creature proficient in its type.
The Blade is unbreakable, until it crumbles into dust at the spell's expiration, and counts as a +3 magical weapon To Hit and damage. Additionally, any wounds it causes bleed copiously until bandaged, or ten rounds pass. Because of this, the victim loses one additional HP per round, per wound, over and above the initial damage.
Against undead, a Crypt Blade does double normal damage, and if the undead fails to Save against the first successful strike, it is instantly destroyed. If the Save succeeds, the unliving being does not need to Save again against later blows.
All HP lost to this weapon can only be healed through natural rest, not via regeneration or magical means, short of a Petty Wish.
The creator of this spell is unknown, bar his name.
After casting Cryptic Hunger, the caster must indicate his intended target. What follows is not entirely in the victim's mind; the sounds of claws scrabbling over the ground and teeth snapping are audible to all within hearing range.
The victim can choose to make an active attempt to Disbelieve during the first round, and every three rounds after. Any success ends the spell.
Otherwise the victim will see a pursuing clot of darkness, bearing four sets of claws and a gaping, slavering mouth full of sharp teeth. The Hunger rushes upon the target at a rate of 40 ft./round. Doors and other solid barriers block the imaginary creature - all within range will hear the thing clawing and scraping to break through. If a barrier is removed and the victim continues to believe, the pursuit will continue.
If it catches up with the victim, it will attack at THACO 18, using two claws for 1d4 damage and one bite at 1d6. The victim may attack the imaginary beast in melee, but the Cryptic Hunger can only be 'injured' by spells or by enchanted weapons. It has AC 4 - when it has taken 16 HP in 'damage' it disappears.
Injuries caused by the Hunger are only in the mind of the target; they cannot bring the victim to below 0 HP, and will fade away within 2d6 minutes.
It is believed that this spell is of recent creation, by the mysterious mage known as Whisper.
This spell temporarily suppresses the vital energies of the subject. The caster points his finger and utters the incantation, releasing a black bolt of crackling energy. The subject can roll a Save to avoid the bolt entirely.
Failure means a loss of 1 Str / 2 caster levels. For creatures without a Str rating, each lost point is a -1 To Hit and -1 damage.
A creature brought to 0 Str (or -10 To Hit) will die within 2d4 rounds, unless a Lift Curse or Remove Curse (cast at a level equal to that of the caster of Enervation) or Heal spell is used (which will also restore all lost Str). Otherwise, Str loss returns at a rate of 1 point per day.
Those slain by this spell may return (in three nights) as vengeful Ghosts, especially if they were strong-willed in life. Such spirits may be driven to seek out their murderer.
Undead are immune to this spell.
Curse Of Shapes is a powerful magic that completely alters the form and ability of the recipient. Only corporeal targets can be affected, and they can be Shapeshifted into the form of any other corporeal creature. The caster can choose the new shape of the victim, which must be of an existing kind he is familiar with.
Almost all creatures will be traumatised from being forced into a new shape, and very few will welcome the spell. A Save applies. Natural shapeshifters (lycanthropes, dopplegangers, and so on) are affected for only one round, and can then resume their normal form.
The Cursed creature acquires the physical abilities of the new shape, while retaining its own mind. The new shape will confer mundane AC due to toughness and quickness, mundane movement abilities, and mundane, physical attacks. The target's original THACO, HP and Saves are retained. If the new shape can speak and use its limbs well enough, a changed caster can retain his original spellcasting ability. A new shape radically different from the victim's own might impose penalties to their Dex rolls, Initiative, and the like for a period.
When the Curse takes effect, the victim's non-magical equipment, if any, melds into the new form. Magical items will not change, and may fall to the ground or be left behind.
This spell cannot change the appearance of the recipient's shadow. If examined, it will show their normal shape.
If slain, the Cursed creature reverts to its original form, though it remains dead.
A Lift Curse or Remove Curse cast at the same level as the Curse can restore the victim's own body.
The origins of this spell are said to predate the rise of Man's kingdoms.
Greater Curse Of Shapes is a more powerful version of Curse Of Shapes, able to change any corporeal creature into any solid shape the caster is familiar with, including inanimate objects such as trees and rocks.
Almost all creatures will be traumatised from being forced into a new shape, and very few will welcome the spell. A Save applies. Natural shapeshifters (lycanthropes, dopplegangers, and so on) are affected for only one round, and can then resume their normal form.
If the new shape is that of an animate creature, the victim acquires their physical abilities. The new shape will confer mundane AC due to toughness and quickness, mundane movement abilities, and mundane, physical attacks. The target's original THACO, HP and Saves are retained. If the new shape can speak and use its limbs well enough, a changed caster can retain his original spellcasting ability. A new shape radically different from the victim's own might impose penalties to their Dex rolls, Initiative, and the like for a period.
Even if the victim's new shape is inanimate they retain their own mind, and so can be contacted via various telepathic and empathic spells and powers.
When the Curse takes effect, the victim's non-magical equipment, if any, melds into the new form. Magical items will not change, and may fall to the ground or be left behind.
This spell cannot change the appearance of the recipient's shadow. If examined, it will show their normal shape.
If slain in its new shape, the Cursed creature reverts to its original form, though it remains dead.
A Lift Curse or Remove Curse cast at the same level as the Curse can restore the victim's own body.
The origins of this spell are said to predate the rise of Man's kingdoms.
This spell is a more powerful version of Curse Of Shapes, able to affect multiple victims.
The magic can completely alter the form and ability of the recipients. Only corporeal targets can be affected, and they can be Shapeshifted into the form of any other corporeal creature. The caster can choose the new shape of the victims, which must be of an existing kind he is familiar with. All the victims must be cursed with the same new form.
Almost all creatures will be traumatised from being forced into a new shape, and very few will welcome the spell. A Save applies. Natural shapeshifters (lycanthropes, dopplegangers, and so on) are affected for only one round, and can then resume their normal form.
The Cursed creatures acquire the physical abilities of the new shape, while retaining their own minds. The new shape will confer mundane AC due to toughness and quickness, mundane movement abilities, and mundane, physical attacks. The targets' original THACO, HP and Saves are retained. If the new shape can speak and use its limbs well enough, a changed caster can retain his original spellcasting ability. A new shape radically different from the victim's own might impose penalties to their Dex rolls, Initiative, and the like for a period.
When the Curse takes effect, victims' non-magical equipment, if any, melds into the new form. Magical items will not change, and may fall to the ground or be left behind.
This spell cannot change the appearance of the recipients' shadows. If examined, they will show their normal shape.
If slain, Cursed creatures revert to their original forms, though they remain dead.
A Lift Curse or Remove Curse cast at the same level as the Curse can restore a victim's own body.
The origins of this spell are said to predate the rise of Man's kingdoms.
This fearsome Curse turns any sort of living flesh into rock or stone.
The target is allowed a Save to avoid the effect, which also turns their carried possessions into stone. The process is highly traumatic; victims are usually found bearing expressions of agony.
The reverse of the spell, Restore Flesh, turns stone that was previously flesh back to normal, along with the target's petrified equipment. The survival of the creature is subject to a System Shock roll.
If a petrified creature should be damaged and then Restored to flesh, its injuries will be retained, however grave.
This fearsome Curse turns any sort of living flesh into rock or stone.
The targets are allowed a Save to avoid the effect, which also turns their carried possessions into stone. The process is highly traumatic; victims are usually found bearing expressions of agony.
The reverse of the lesser version of the Curse can be used to restore those effected.
If a petrified creature should be damaged and then restored to flesh, its injuries will be retained, however grave.
This magic is a more powerful version of the curse Strike Blind, able to affect multiple targets. The spell removes its victims' sight, leaving them able to see only a seething grayness before their eyes.
A blinded creature has a -3 penalty to Surprise, -3 To Hit and +3 AC.
Any of the following spells can break this curse:
The original caster can do away with the curse of Blindness with a mere thought.
This spell is a powerful curse that lies dormant until its unfortunate recipient has died, through whatever means. It may only be cast upon humans or half-breed humans. Three nights after death, they rise as an undead creature, never to know rest again.
A living creature under the effects of this spell will show up as powerfully cursed to divination, and usually suffers from horrible nightmares until they die.
When risen, the new undead is free-willed, although its new alignment is as normal for the undead type they have become. However, if the original caster attempts to control them (via a spell, granted power or a magical item), the undead suffers a -3 penalty to resist.
The table below shows which variety of undead a victim becomes, based on their experience level before death:
Destruction of the body after death or a consecrated burial have no effect on this curse, and neither will a Lift Curse or Remove Curse, unless cast at 18th level or higher. A Wish spell will remove the Curse Of Undeath, if worded correctly.
With this spell, the wizard causes his body to shift directly from one spot to another, at a random time and in a random direction.
The spell activates on its own Initiative every round, a roll of 2d6. At that time the wizard disappears and instantaneously reappears 10 ft. distant from his previous position. Direction is determined by a roll of 1d8:
The caster cannot Dance into a solid object; re-roll in this case. If shifting is impossible except into a fixed, solid object, the caster will remain where he is.
During each round that he shifts, the caster can be attacked only by opponents who beats the spell's Initiative, or by those who are able to affect both locations at once (e.g. with a Fireball, or similar area effect).
If the caster wants to wait until after the Dance, he must add his own Initiative roll to that of the spell. Alternatively, the caster can try to act before the shift (he must announce his intent before any Initiative rolls). In this case, the caster compares the two dice rolls. If he beats the spell's roll, he can go first. If not, he will Dance first and then acts in whatever direction he's facing. He must complete his intended action, whatever the consequences.
This spell will not work if cast within a Ward Against Teleportation.
When a Dancing Lights spell is cast, the wizard creates, at his option, from one to four lights that resemble either torches or lanterns (and cast that amount of light), glowing spheres of light (resembling will-o-the-wisps), or one faintly glowing, vaguely manlike shape.
The Dancing Lights bob, drift and move as the caster desires, without him needing to concentrate. The spell winks out if the range or duration is exceeded.
This unpleasant magic allows a wizard to take on the likeness of a recently-dead person by wearing their face over his own. The corpse can be of any man-shaped creature from hobbit- to gnoll-sized.
The caster must cut the body's face away by hand and place it on his features. There it will adhere, and the magic grants him that creature's semblance from head to toe. The face that the caster wears must be reasonably intact. Minor wounds it bears will come with it and show in the caster's assumed appearance.
Death Mask does not provide clothing or equipment, nor the person's abilities and mannerisms. If a creature makes physical contact with the caster, they will feel the wizard's true form.
Any kind of prolonged contact with those who know the creature personally will require the caster to make an Acting NWP roll, possibly at a penalty, in order to maintain the disguise.
When the spell ends, the Death Mask will rapidly rot away and fall from the wizard's face, taking with it the disguise.
When The Spell Of Death is cast, it instantly snuffs out the life forces of creatures in the AOE. It does not affect the unliving or creatures from other Realms.
The number of creatures that can be slain depends on their HD:
If creatures of differing HD are affected by The Spell Of Death, 4d20 is rolled to determine how many creatures of under 2 HD are affected. Leftover points are applied against the equivalent values for creatures of greater HD, counting the lowest HD creatures first.
Such creatures cannot be Raised or Resurrected, but an individual slain in this manner might be brought back via a Wish.
Humans and half-breed humans slain by the spell might return as Ghosts or (if evil) Wraiths, especially if strong-willed in life, and will usually desire retribution upon their killer.
This spell has also been known as Cessation Of The Divine Fire.
This spell affects a circular area around the caster, causing locks to spring open, knots to untie, and binding spells of various kinds to be automatically dispelled.
It has no power over Divine magics, but otherwise affects any of the following:
This spell enables the wizard to specially prepare a garment so as to hold far more than it normally could.
It requires a finely sewn gown or robe of high-quality material (at least 5 gp value), fashioned so as to contain numerous pockets. Deep Pockets allows these to hold a total of 100 lbs (or up to 5 cubic ft. in volume) as if it were only 10 lbs, without obvious bulges.
If the spell duration expires, or if a successful Dispel Arcane Magic is cast on the robe, all stored objects will immediately fall to the ground. The caster can also empty all the Pockets with a single command.
It is not unknown for a wizard to find that his Deep Pockets sometimes contain small amounts of rich earth and leaf mulch, in addition to their chosen contents. The reason for this is not widely understood.
This spell is very much like Sending Most Urgent, allowing brief contact with a far distant creature. However, with this spell the message can also contain a Suggestion.
The caster must be familiar with the creature contacted and must have in his possession some small part of the subject - a hank of hair, scrap of nail, dram of blood or spittle, or the like.
If the creature in question is not within the same Realm as the caster, there is a base 5% chance that the Demand does not arrive. Local conditions of other Realms may increase this chance considerably, at the option of the DM.
The Demand must be 25 words or less, including the Suggestion. The subject can attempt a Save to resist, with a -2 penalty. If the suggested order is impossible or meaningless, the message is understood, but the Suggestion is automatically ineffective.
When Detect Arcane Magic is cast, the wizard detects arcane magical emanations in a path 10 ft. wide and up to 60 ft. long, in the direction he is facing. The intensity of the magic can be determined (dim, faint, moderate, strong, overwhelming), and the wizard has a 10% chance per level to recognize if a certain type of magic (alteration, conjuration, etc.) is present.
This spell cannot detect magic of a divine nature.
The caster can turn, scanning a 60-degree arc per round. A stone wall of 1 ft. or more thickness, solid metal of 1 inch thickness, or 3 ft. of solid wood blocks the spell. Magical areas, multiple types of magic, or strong local magics may confuse or conceal weaker emanations.
When the wizard casts Detect Invisibility, he is able to see clearly any objects or beings that are invisible, as well as any that are nearby in the Ethereal Realm. In addition, it enables the wizard to detect mundanely hidden or concealed creatures (for example, a thief in the shadows, a hobbit in the underbrush, and so on).
It does not reveal the method of concealment or invisibility, nor does it reveal illusions or enable the caster to see through physical objects.
The spell operates along a narrow path; the caster may turn and move to cover a wider area once each round.
By means of this spell, the wizard immediately becomes aware of any attempt to observe him by means of Clairvoyance, Clairaudience, Magic Mirror and similar spells.
This magic can be cast using only the wizard's voice.
It also reveals the use of crystal balls or other magical scrying devices, provided the attempt is within the AOE of the magic. The spell is centered on the caster and moves with him, enabling him to sweep areas for the duration of the spell.
When a scrying attempt is detected, the scryer must immediately make a Save. If this is failed, the identity and general location of the scryer immediately become known to the wizard who cast this spell. The general location is a direction and significant landmark close to the scryer. Thus, the caster might learn, 'The wizard Sniggel spies on us from east, under the stairs,' or, 'You are watched by Asquil in the city of Marsember.'
This spell is believed to be the creation of Abaris the Sage, once King of Old Thyle in centuries past.
This spell enables the caster to locate all undead creatures out to the limit of the spell.
The AOE extends in the direction the caster is facing. Scanning a direction requires one round, and the caster must be motionless. The spell does not give specific location or distance. It can find undead through walls and obstacles but is blocked by 1 ft. of solid stone, 3 ft. of wood, 8 ft. of loose earth, or a thin coating of metal.
The spell does not indicate the type of undead detected, nor their numbers, only that undead are present in a given direction.
This spell is a powerful and specific curse, laid upon an individual by means of a temporary necromantic talisman.
The spell requires three nights of preparation over the talisman, which must be created from the jaw of a wolf slain by magic. The Jawbone must be joined with some object intimately linked with the intended victim; spittle, a lock of hair, nail clipping, beloved possession or similar. While preparing the talisman, the caster must not be disturbed, or the magic is ruined and the linked object loses its efficacy.
Once ready, the Jawbone must be pointed at the intended victim to take effect, and the caster must chant a brief gutteral phrase, which requires 5 Initiative Counts. The victim can Save to avoid the curse, at a penalty of -3.
If the Save is failed, the victim takes the effects: all of their attributes are reduced by 3, they become wizened and aged in appearance, and suffer from horrible and persistent nightmares. They also become impossible to affect with any of the following spells, if cast by a wizard:
If any of this list of spells are in effect when the Devil's Jawbone is cast, they end immediately.
The effects of the Jawbone are permanent. They cannot be affected by Dispel Arcane Magic or Lift Wizard's Curse. A Lift Curse or Remove Curse cast at equal level to the caster of Devil's Jawbone will remove it.
Whether or not the victim Saves, the Jawbone loses all power immediately afterwards.
The origins of this spell are said to predate the rise of Man's kingdoms. It is a signature curse of The People of The Black Circle, a sinister group of wizards who do not hesitate to use it.
By means of a Dimension Door spell, the wizard instantly transfers himself and his carried equipment across a short distance.
This special form of Teleportation allows for no error, and the wizard always arrives at exactly the spot desired - whether by simply visualising the area, or by stating distance and direction.
If the wizard arrives in a place that is already occupied by a solid body, he will instead find himself deposited at a random spot in the Ethereal Realm. If the caster arrives in mid-air, they will plummet to the ground.
Recovery from use of Dimension Door requires one round, during which time the caster cannot attack or cast spells.
This spell converts solid material into a puff of fine dust. Only one creature or object can be affected; they are allowed a Save to avoid the spell, but if they fail they are instantly destroyed.
Only creatures with fewer HD/levels than the caster can be targeted. It has no effect on creatures without solid form, such as bodiless undead and Ethereal beings.
It can destroy some magical objects, including:
However, The Spell Of Disintegration is blocked by a Globe Of Invulnerability To Magic or a Puissant Domain Against Sorcery.
By means of this spell, the caster seeks to force a single creature from another Realm to return to its proper home. If the creature desires to be returned to its home Realm, no Save is necessary; otherwise its Magic Resistance applies.
Dismissal works upon creatures that are physically present, but also can serve to drive a possessing spirit from an unwilling host. In this case the Dismissal can only force it to vacate the host; it will remain in the area and may be able to possess another.
The effect is instantaneous, and the subjects cannot voluntarily return to the Mundane Realm for 10 years, unless another being specifically summons them. Creatures forcibly Dismissed usually bear great resentment against the caster, and will exact vengeance if they can.
This spell requires a material component, which is any item that is distasteful to the subject creature. The component burns away or turns to dust after the spell is cast.
When this spell is cast, it has a chance to negate arcane magic within its AOE.
The caster can always Dispel his own magics; otherwise, the chance is a base of 11 or higher on 2d10, ± difference in caster levels. Any roll of 2 is an automatic failure and 20 a success. Each effect in the spell's area is checked individually to determine if it is dispelled.
On a success:
This spell cannot affect magic or magical items that have a divine source.
Dolorous Itch affects the epidermis of the subject creatures. Creatures with very thick or insensitive skins (such as scaled creatures) are unaffected. The wizard can choose one of two effects when the spell is cast:
This version of the spell can be cast at one creature only, with a Save penalty of -2. When Boils is cast, the subject notices nothing for 1d4 rounds, but thereafter its entire skin begins to break out in itching red buboes.
It lowers Charisma by 1 point per day for each of four days. After one week, Dexterity is also lowered by 1 point.
The boils persist until either a Cure Disease or Dispel Arcane Magic is used. Symptoms vanish immediately upon the removal of the boils, and all attributes return to normal.
This effect can be targeted on up to four enemies within range and the AOE. When cast, it causes each subject to feel an itching sensation on some portion of its body.
Each can make a Save to resist the effect. If cast at one creature, the Save has a -3 penalty; if cast at two creatures, the Save has a -1 penalty; and if cast at three or four creatures, the Save is normal.
If one round is not immediately spent scratching the irritated area, the creature must spend the next three rounds squirming and twisting, with a -2 To Hit and -3 AC penalty. Spellcasting is impossible in the first round, although not the later rounds. Doing nothing but scratching the itch for a full round prevents the rest of the effect.
This magic requires the caster to lightly touch an already sleeping or unconscious creature. The effect is to lock them into sleep, preventing them from waking for the duration of the spell or until they would wake normally, whichever is longest.
The target will not wake up until the effect ends or they are injured. A rough shaking, loud sounds or bucket of water in the face will not rouse them; they can be carried elsewhere and remain asleep.
The creation of this spell is believed to have been long ago, in a land lost to antiquity; little is known of its creator.
This spell must be cast on a sealable container of some sort. Dweomer's Vessel prepares the container to receive another spell, and to hold it until the seal is broken.
The size and composition of the Vessel that must be used depend on the power of the spell to be placed within. A 1st lvl spell may be held in a simple leather pouch, a 2nd requires a pottery flask, 3rd level spells require a wooden box, and so on up to 6th level spells (the highest possible), requiring a heavy iron-bound cask. Any Vessel must be sprinkled with powdered garnet, to a value of 10 gp / spell level it must hold.
Once the Vessel is ready, the second spell must be cast the following round. Only the mage who cast Dweomer's Vessel may place spells within it. Once the second spell is cast, the container must be sealed immediately, or the magic will escape.
While held within, there is a 5% chance each hour that the trapped spell will burst the Vessel and take effect. Otherwise, it will remain until the duration expires, or until the seal is physically broken.
Only one Dweomer's Vessel may be cast on a single container at a time. If two or more Vessels are within 30 ft. of each other, the magics of the containers will begin to clash, and the chance that each will spontaneously escape is increased by +5% each hour per additional container.
Once a trapped spell is released, there is a further 3% chance / spell level that it will fade away without effect. Otherwise the magic will instantly affect the area around the Vessel, as if at zero range. A touch-ranged spell can only affect a creature touching the Vessel at the time.
The caster cannot automatically dispel the Vessel.
When the duration of the Dweomer's Vessel ends, the contained spell fades away and is gone. The container itself can be used again for another casting of the spell.
By casting this spell, a wizard establishes a link between himself and an animated skeleton or zombie, allowing the caster to hear any sounds that occur within the vicinity of the undead being, exactly as if he were standing at the spot. The undead need not be under the control of the caster for this spell to function, but must be within line of sight when it is cast.
Once it takes effect, Echoes In The Skull will continue even if the undead creature moves out of sight of the caster, as long as it remains within range.
Should the undead be the target of a deafening power, the wizard will suffer the effects.
Some attribute the origins of this spell to one Anarazel, a mysterious figure from ages past.
This spell causes the victims' bodies to begin burning from within. Any creature not naturally resistant to magical fire can be affected by this spell, even those without solid bodies, such as Shadows and Spectres.
Unless the targets successfully Save, at a -3 penalty, they ignite and will then sustain 2d8 HP damage each round.
Victims will suffer horribly while burning; smoke will issue from their mouths and nostrils and a terrible light will glow from within.
If the flames burn for six or more rounds, the victim's possessions must Save on the sixth round, and again on the seventh, or be destroyed.
An Eldritch Pyre cannot be extinguished with water or smothering, but can be halted by a successful Dispel Arcane Magic, a Protection From Fire, or similar magical effects and defences.
This powerful spell can be used solely against people or creatures who use arcane magics. It causes a great dull cloud to descend upon their senses, reducing their intellect to that of a moronic child (Int 3).
In almost all cases, this will remove their ability to use arcane spells or magic powers, excepting only those that are truly instinctive.
A Heal, Dispel Arcane Magic, Lift Curse, Remove Curse or Petty Wish spell can be used to end the effect.
The creator of this spell is a notorious eccentric who is said to dwell in a giant cauldron.
This spell is related to The Manifold Effigies Of Being, in that it creates a number of illusory duplicates of the caster. The Elusive Throng, however, is designed to facilitate the wizard's escape by having each image flee in a separate direction.
The number of images created is 1d4, +1 / three caster levels, to a maximum of eight. Each member of The Throng is a separate illusion, complete with realistic sounds of breathing and running footsteps, and each can be struck in combat as if AC 8. Any successful hit will dispel that particular image, as will damage from other sources, such as magic.
Where at all possible, each image will move away at maximum speed, automatically seeking separate exits from the local area. If there are not enough exits, those left over will attempt to keep away from all other beings within range of the spell. As each image passes beyond spell range, it will wink out.
Alternatively, an active attempt to Disbelieve may be made upon an individual image; a successful roll will allow a creature to realise that specific image is fake.
This spell causes an object or a location to emit repellent or attractive emanations. The wizard must decide which effect is desired, and which kind of creature the spell will attract or repel. The spell cannot be cast on an animate being.
The Emanations can be made effective towards an entire race, in which case the race must be explictly named, or towards an alignment, in which case it will only affect supernatural or strongly-aligned creatures.
If an object is already enchanted, affected creatures or characters Save with a -2 penalty.
The two possible effects are:
Affected creatures feel an overpowering urge to leave the area, or to not touch the affected item.
If a Save is successful, the creature can stay in the area or touch the item, but the creature will feel very uncomfortable, and a persistent burning sensation will cause it to suffer the loss of 1 point of Dexterity per round (for the spell's duration), subject to a maximum loss of 4 points and a minimum Dexterity of 3.
Failure to Save forces the being to abandon the area or item, shunning it until the spell expires.
Affected creatures feel an overpowering elation when in the area, or when touching and possessing the affected item.
Unless a Save is made, the creature will stay, or refuse to release the object. If the Save is successful, the creature is not affected, but a second Save must be made 1d6 x 10 minutes afterwards, or the affected creature will return to find the area or object.
A creature under the effects of Emanations Of Sympathy may react with anger or violence if kept away from the enchanted object or area.
This powerful magic lays a mantle of ineffable nobility upon the caster, conferring both great beauty and the power of command. The Crown draws the eyes and ears of all living beings within the AOE. Those able to hear and understand his speech must Save, or fall under his power.
The glamour of the Empress' Crown requires another Save each round that such creatures remain within the AOE.
Furthermore, sighted creatures must make a Save if they attempt to harm the caster. Those who fail are not necessarily Charmed, although they cannot attack.
Any who succesfully Save will realise that there is an unnatural aura surrounding the caster.
Any damage inflicted by the caster or his allies grants a wounded creature another Save, at a bonus of +1 per point of damage received.
Any Charmed creature regards the wearer of the Crown as their master. If communication is possible, the creature follows reasonable requests, instructions, or orders faithfully.
If two or more Charms simultaneously affect a creature, the result is decided by the DM. This could range from one effect being clearly dominant, to the subject being torn by conflicting desires, to new Saves that could negate both spells.
Any creature who is Charmed by the Crown will automatically escape the control if they leave the AOE around the caster.
This spell is for use on inanimate objects only. It enchants the item with a weak but useful facility that must be appropriate to the object's usual purpose. For example, a cloth could be enchanted to clean instantly and thoroughly, a saddle to prevent saddle-soreness, a hat to remain on the wearer's head even in a high wind, and so on.
A Convenient Enchantment's effects cannot cause harm of any sort, require a Save, or emulate the effects of a true magical item.
When complete, the duration of a continuous effect will be 1d4 months. A non-continuous effect (such as a cleaning cloth) will last forever, and may be invoked from the item once per day.
A given wizard can create one such enchanted item / caster level; they can end the enchantment on an object with a simple snap of the fingers.
This magic enables a willing recipient to climb easily upon vertical surfaces, and even hang upside down from ceilings, as if they had beome a giant spider.
The affected creature must have bare hands and feet in order to climb, moving at a maximum movement rate of 30 ft. / round (20 ft. if encumbered in any way). During the course of the spell, the recipient cannot easily handle small objects, because they tend to stick to his hands and feet.
This spell turns an ordinary weapon into a magical one. The enchantment grants a +1 bonus to To Hit and damage rolls.
Ten small (e.g arrows, bolts, daggers) or three large weapons (e.g axe, bow, sword, mace) can be affected by the spell. A weapon that is already magical cannot be affected by Ensorcel Weapon.
Missile weapons enchanted in this way lose their enchantment when they successfully hit a target, but otherwise the spell lasts its full duration.
Erase removes writings of magical or mundane nature from a scroll or from one to two pages of parchment or similar surfaces. It can remove any of the following:
It will not remove:
Mundane writings are automatically erased if the caster is touching them; otherwise, the chance for success is 90%. Magical writings must be touched, and are only 30% likely to be erased, plus 5% / caster level, to a maximum of 90%.
This spell summons several thick squamous Tentacles into the AOE. These waving arms seem to spring forth from whatever surface is underfoot, writhing and thrashing mindlessly, trying to wrap around anything within reach.
There are 1d4 Black Tentacles, +1 / caster level. Each is 20 ft. long, and about a foot in diameter. Each attacks a random solid target of S size or larger within the AOE, possibly including the caster of the spell or nearby trees, pillars or the like.
Any target of a Tentacle can resist with a Save. If this succeeds, the subject suffers 1d4 HP damage from the Tentacle's abrasive touch; but it then bursts apart into an unpleasant mass, and is destroyed.
A failed Save inflicts 2d4 points, and means that the Black Tentacle is wrapped around its subject. Each subsequent round its rasping grip will inflict another 2d4 damage. Once grabbed, the victim will not be attacked by another Tentacle.
A target grabbed by a Tentacle cannot move, although if M-sized or smaller they will be thrown about as the thing coils and writhes. They have a penalty To Hit of -3, lose 2 AC and all Dex bonuses to AC, and must make a Concentration roll to cast spells.
The grip of a Tentacle can be broken with a Str vs Str 22 roll. Others can try to sever the limb; it has AC 4, and has 1 HP / caster level.
Once entwined, the limbs never give up their grip, until destroyed. Even the death of a grabbed target will not cause a Black Tentacle to let go.
However, the death of the caster will cause the Tentacles to retract, writhing feebly, soon vanishing entirely.
Erlik, creator of this spell, is unknown, bar some non-specific and unpleasant rumours.
This spell requires a severed hand from a thinking being; the magic turns it into an illuminating object that reveals hidden things.
Once complete, the fingers of the Corpse Candle ignite, each burning like a wavering candle, and the whole gives off an unpleasant light equivalent to a torch, although cold. The caster can command the hand to float in place, up to 10 ft. from the ground, or accompany him, moving along at head height, up to 50 ft. away.
The light of the Candle will limn undead creatures within its area with a peculiar light, making their unliving status obvious. It also lingers upon and reveals creatures hiding through mundane means (e.g. in shadows, or beneath undergrowth) as well as Invisible creatures. It does not reach into the Ethereal Realm.
The Corpse Candle can be struck down by a blow (it has AC 6 and 3 HP) or destroyed by damaging spells.
Erlik, creator of this spell, is unknown, bar some non-specific and unpleasant rumours.
This spell causes living creatures with fewer than 6 HD / levels to fall into fits of trembling and shaking. All such within the AOE must Save or be affected.
Those who fail the Save will not initiate combat for the duration of the spell. If cornered by a foe, they fight, but with -1 penalties To Hit, damage rolls, and Saves.
This spell allows the caster to hear the heartbeats of all creatures within range. The loudness of the sounds may allow him to estimate how close they are, while their strength and rapidity may give him information about their emotions, state of wakefulness, and the like.
Many creatures do not have heartbeats or any equivalent.
Etch gives the caster the ability to burn a short message by touch into any non-magical and non-living substance, be it as fine as silk or as hard as iron, excepting True Metals.
He may write up to one word or symbol / level, each of a size no larger than his usual handwriting. The writing will be recognisable as the caster's hand, unless he uses the Forgery proficiency.
The Etched words are not in themselves magical, and once inscribed can only be removed by physically destroying the surface on which they are written, or by the use of Erase.
Fulgurant Incantation draws on an existing fire source to produce a great exuberant burst of glowing, multi-coloured fireworks.
This effect may partially blind those creatures within line of sight and 120 ft. of the source, unless they successfully Save. This imposes a -2 to Surprise rolls and -2 To Hit
The spell requires one fire source within range, which if mundane and smaller than a large bonfire is immediately extinguished. Magical fires are not put out, although a fire-based creature (such as a Fire Elemental) used as a source suffers 1 HP damage / caster level.
This spell allows the caster to establish a second viewpoint that hovers high above him, like a bird of prey. It is usually cast outdoors, as it requires at least 200 ft. of vertical space over the caster's head. The Falcon's Eye moves with the caster.
Falcon's Eye allows him to examine a wide circle around, in detail, as if he stood no more than six feet from any point. He can switch viewpoints to-and-from his own eyes at will for the duration of the spell, without confusion.
The spell does not, however, grant any power to look through darkness or solid cover, so anything concealed under a roof remains invisible. Any kind of enhancement to the wizard's vision (such as Cat's Eyes) does not apply to the remote viewpoint.
While using the Falcon's Eye viewpoint, the caster will be immune to gaze effects that need eye contact to function.
This spell reverses the pull of the ground in the AOE, causing all unattached objects and creatures within it to fall upwards.
Fall Into The Sky lasts as long as the caster desires, or until the spell expires. If some solid object is encountered in the Fall, the object strikes it, suffering normal falling damage.
At the end of the spell duration, the affected objects and creatures fall downwards again.
The subjects of this spell leave behind an illusion covering their footprints as they travel, causing any creature following to misidentify their tracks.
Each subject's tracks will appear to have been left by another kind of creature (up to one size larger or smaller than the subject) with which the caster is familiar. Different subjects may be granted different sets of tracks as desired; for example, a group of five humans could leave tracks resembling three ogres and two dire wolves.
The illusion includes appropriate odours, and so can fool creatures that track with scent as easily as those that use their eyes.
A successful active attempt to Disbelieve will allow an observer to perceive the true nature of the tracks.
When this spell is cast, the creatures or objects affected immediately assumes the mass of a piece of down. The spell works only upon free-falling, flying, or propelled objects (such as missiles).
The Feather Fall affects one or more objects or creatures in the AOE, as long as the total weight does not exceed 200 lbs, + 200 lbs / caster level.
The rate of falling changes to a mere 5 ft. / round, and no damage is incurred upon landing while the spell is in effect. However, when the spell ends, a normal rate of fall is in effect once more.
It can be effectively combined with Gust Of Wind and similar spells.
This powerful curse takes total possession of the victim's senses, plunging them into a complete imaginary world.
During the lengthy Casting Time, the wizard silently delineates the particulars of the fantasy world he will create. These can be detailed, elaborate, and utterly alien to normal experience, or differ only in minor ways from existence as the target knows it. Hideous or paradisical scenarios are both possible, or any mixture that the caster can conceive of.
The Delusion affects all the senses of the victim, no matter how esoteric, and cannot be Disbelieved once it takes hold. Unless restrained, the creature will stumble unknowingly through the real world, perceiving only the wizard's creation.
The target cannot feel pain or discomfort from an outside source, and will eat and drink only if viands are components of the Delusion, possibly starving to death.
The fifth and later rounds of a casting of Azaelin's Plundering Of The Mind can be used by another wizard to witness the mental world that the target inhabits.
Only the following effects can end the victim's Delusional state:
This spell may be the creation of The Numinous Adept, a being of utter mystery.
By means of this spell the caster, or any other willing person, can be put into a cataleptic state that cannot be distinguished from actual death.
Although the person affected can smell, hear, and comprehend, no feeling or sight of any sort is possible. They will not feel or react to injury or mistreatment, and damage taken in halved.
Paralysis and poison do not affect a person under the influence of this spell, but poison still in the body becomes effective when the spell ends.
Creatures under Feign Death are subject to any number of mind-affecting spells, such as Azaelin's Empathic Perception.
The caster is able to end the spell effect at any time, and Dispels can remove it. It requires a full round for bodily functions to begin again.
Any closeable portal or object can be warded by an invisible Incendiary Rune, which if intruded upon suddenly flares into visibility, and then bursts into brightly-coloured flame.
The caster can use the trapped object without discharging it, as can any individual to whom the spell was specifically attuned when cast. Attunement to another individual requires a hank of hair, dram of blood, nail clippings, preserved spittle or beloved personal object.
The fiery burst is centred on the portal or object; it causes 3d8 damage, + 1 HP / caster level, to all within 5 ft. Victims can Save to sustain half damage. This has no adverse effects on the trapped item itself, but it can ignite nearby objects.
Once the Rune has exploded, the spell ends. The shape of the Rune will be recognisable to those in the know as that of the caster's personal sigil, should they survive.
Use of Detect Invisibility, Second Sight, Reveal or True Seeing can show the Rune before it is activated. Mundane searching cannot.
Knock or Erase cannot remove or help avoid the Incendiary Rune. A successful Dispel Arcane Magic can do so.
Successive Felojun's Incendiary Runes cannot be placed closer than 20 ft. from each other, and anything protected by one cannot also have a second closure or warding spell upon it. This includes Phandaal's Vitriolic Critique, Great Sigil, Hold Portal, Wizard Lock and other magics.
This spell empowers the caster to throw small balls of fire at targets within range, at a rate of 1 per round.
Each Bolt requires a roll To Hit against AC 10 + Dex and shield bonus, and does 2d6 damage if successful. Those struck must make Saves for flammable material they are carrying, or else it ignites and is destroyed.
Throwing Fiery Bolts is treated as a combat action; the caster can move but cannot cast other spells or make other attacks. Taking such actions immediately ends the Fiery Bolts casting.
The creator of this spell is a mysterious specialist in fire spells.
Final Moments allows the caster a dim view into the past of a recently deceased creature. If the mage is of 9th level or below, the spell requires that he has in his hands a fragment of the body itself - preserved spittle, a tooth or hank of hair will suffice. If the mage is of higher level, the caster may perform the spell merely by holding an item that was very personal to the deceased.
The time elapsed since the death of the target may also be a factor:
Upon casting, mages of 3rd-6th level see a dim mental image from the deceased's point of view at the moment of their death. Higher level wizards will see the final twelve breaths of the deceased's life, again from their point of view. The images are soundless and indistinct; it may prove difficult to identify figures via the corpse's sight, especially if it was dark at the time.
Final Moments will not work on a person who dies and is then consecrated by a priest, nor upon the corpses of sightless creatures.
Finger Of Death snuffs out the victim's life.
The caster utters the incantation, points his index finger at a living target, and unless they succeed in a Save, they are immediately slain. A creature that successfully Saves still suffers 3d8+3 HP damage. Undead are immune to this spell.
A slain victim cannot be Reincarnated, Raised or Resurrected. Only a full Wish will restore the subject to life.
Those slain by this spell may return (in three nights) as a vengeful Ghost, especially if they were strong-willed in life. Such spirits may be driven to seek out their murderer.
It is said that a certain sinister circle of mages make copious use of this spell. Their version tears the victim's living heart gorily from their body, bursting apart the ribcage.
This spell causes a gossamer veil of multihued flame to encircle any single mundane fire that the caster indicates. This dancing radiance can enthrall and Charm observers within 20 ft.
Any sighted creatures observing the fire must Save or be Charmed into gazing, transfixed and unmoving, at the flames. While enthralled, creatures are subject to Suggestions of 6 or fewer words, Saving with a -2 penalty.
The caster can give one such Suggestion to each creature, and the wording need not be the same. Each Suggestion will persist for one hour at most; the compulsion will begin to take place once the Fire Charm itself ends.
This spell requires that there be a naked source of flame within spell range. Once cast, this magic causes the source to spit out tiny barbs of fire which damage all within the AOE.
Damage done is 1d4, +1 / 2 caster levels - a successful Save avoids all damage. Flammable materials in the area must also Save or be ignited.
If a torch or similar held fire source is used to produce Fire Darts, the creature carrying it will drop the source if they fail the Save.
Fire Gate requires two lit fires (enchanted or otherwise), each of at least 4 ft. across. Once the spell is cast, the mage steps into the first fire and is instantly Teleported to the other, if it is within spell range.
The destination fire need not be visible to the caster, merely within range - the caster will be able to sense its presence. If there are multiple fires within range, the caster may choose which he arrives in.
If the mage does not have some form of magical or mundane protection against the flames, they will take normal burning damage.
Certain magical wards may block this spell from functioning.
This spell is usually cast with an outstretched hand or pointing finger, sending a burning mote leaping away which, unless blocked, blossoms into a Fireball at the caster's chosen destination. Anything solid which blocks the mote causes an early detonation.
A Fireball is an explosive burst of flame, which detonates with a low roar and inflicts 1d6 HP damage / caster level (up to a maximum of 10d6). A Fireball's burst creates little pressure and generally conforms to the shape of its surroundings.
A Fireball can also ignite flammable materials, and melt soft metals such as gold, copper, and silver. Exposed items can Save to resist the heat. If carried by a creature that has itself Saved, items are not affected.
This spell changes one of the wizard's clenched fists (caster's choice as to which) into solid stone. His hand becomes as resilient as normal stone, and may be used as a club for 1d2+4 damage (+ Str bonus).
The caster is unable to unclench his Fist Of Stone without ending the spell, nor can his fingers be forced apart by others without breaking them. This is useful if the caster is gripping an object he wants to keep hold of.
The Fist is vulnerable to various stone-affecting magics, with potentially dire consequences.
Flaming Globe creates a blazing spherical fire within 30 ft. of the caster. This Globe rolls over the ground in whichever direction the wizard points, at a rate of 30 ft. / round.
The Flaming Globe moves as long as the caster actively directs it, leaping over low barriers of less than 3 ft. high. Movement requires Minimal Concentration from the caster. Otherwise, it merely stays at rest and burns.
Flammable substances are set afire by contact with the Globe. Creatures touched must Save or suffer 2d4 HP damage. Those within 5 feet must also Save or suffer 1d4 HP damage. The DM may adjust the Saves if there is little or no room to dodge the Globe. It has no mass, and so cannot push creatures aside or batter down obstacles.
A Flaming Globe can be extinguished, like any normal fire of its size.
By the use of this spell, the caster or a creature touched is briefly Teleported to a chosen destination within range. An unwilling recipient must be touched in combat.
The spell recipient shifts at the end of the spell's Casting Time, and remains there until the same Initiative Count the round afterwards, then Teleporting back to where they started. They will take with them whatever they are wearing and carrying, up to their normal limits.
No possibility of error exists in the Teleportation. If the Journey is made into an area already occupied by a solid body, or if the area of return is similarly blocked, the traveller will appear in the nearest open space. The spell effect can be blocked by Ward Against Teleportation and similar magics.
During the round spent at the location the recipient can perform any action that can be completed in the time available.
The return journey always occurs at the end of the effect, regardless of the caster's or recipient's wishes or state of consciousness. Even a subsequently dead creature will return.
This spell makes an ordinary Fly into a magical spy, able to transmit what it witnesses to the caster. The Fly must begin within 5 ft. of the caster.
The insect flies at 30 ft. / round, as controlled by the caster, who must maintain Minimal Concentration for the duration of the spell.
Upon casting the spell on a living insect, the spell grants limited Clairaudience and Clairvoyance. The wizard can hear any noise within 10 ft. of the insect. Clairvoyance through the Fly, however, is rather disorientating, and the wizard is at penalties of -2 To Hit and +2 to his AC while the spell functions, and for three rounds after it ends.
Fly On The Wall may cause observed creatures to feel a nagging sense of being spied upon. The base chance of this happening is equal to the subject's Int as a percentage, modified as follows:
Detect Scrying may also reveal the Spider.
Certain magical barriers (e.g. Globes Of Invulnerability) sever the link between caster and insect, and the effect will be noticeable to a Detect Arcane Magic or Detect Scrying that includes the insect in its AOE.
The Fly will transmit certain harmful effects to the caster. Any form of blindness effect or gaze attack (including petrifaction) aimed at the Fly instead affects the wizard. Saves apply as usual. If the caster should be blinded while the spell remains, he can use the Fly On The Wall to see.
The Fly is prone to being swatted, squashed, or slain, and if so the spell immediately ends.
This spell enables the wizard to bestow the power of magical flight. The creature affected is able to move vertically and horizontally at a rate of 60 ft. / round (half that if ascending, twice that if descending in a dive).
The recipient of Flight may cast spells and maintain Minimal Concentration, as long as their speed remains at 60 ft. / round or less.
However, missile fire suffers a cumulative penalty of -1 To Hit / round, to a maximum of -4; a round spent recovering position will reduce the penalty back to -1. Lack of leverage makes it impossible to cock a medium or heavy crossbow, or use certain other weapons, such as a sling. Melee attacks made while in flight may be delayed by the need to make a flying pass at enemies.
This special flying spell is not cast on a creature, but upon an object. The enchanted object gains the power to fly up to 80 ft. / round under the caster's direction. A broom, chair, table, carpet, wagon, or hut could all be made capable of flight. The object moves clumsily, but can rise and fall by the command of the caster.
The spell can affect an object of up to 25 lbs / caster level, and the object can carry four times that amount of weight in passengers or freight, assuming the object is large and strong enough to do so.
The caster must maintain Minimal Concentration upon the Flying Chattel to direct its motion and maintain its flight, else it will hover in mid air. If the caster is knocked unconscious, stunned, or slain while directing the Flying Chattel, it will immediately begin to fall earthward.
Smaller objects under the effect of a Flying Chattel, such as a chair, may be difficult for a passenger to safely remain in. Any violent action (like receiving a blow in combat) will necessitate a Save vs. Dex, or the passenger will fall out. It may be useful to provide some means of securing a passenger to the object.
This spell creates an area of heavy mist wherein the nightmares of the victims are given form, in much the same manner as Phantasmal Killer.
The Fog blocks all sight (as Darkness), including Night Vision. It is magically dense; wind cannot shift it and fire will not burn it away, and it automatically extinguishes normal fires in the area.
Anyone attempting to leave the Fog Of Nightmares must Save at -3 or become disorientated, stumbling back into it for another round. Those caught within the Fog must Save or suffer feelings of dread and fear, suffering -2 To Hit and damage.
There is a 3 in 4 chance each round that one of the creatures in the Fog will be attacked by an illusory monster from their own imagination. 25% of the attacks will be from Phantasmal Killers, the remainder from a Greater Shade of HD equal to the caster's level (their form is chosen by the DM).
Once a victim successfully defeats a monster or exits the Fog, they are safe from that casting of the spell.
The monsters that appear within a Fog Of Nightmares cannot be Disbelieved. Second Sight or True Seeing will render them harmless to a witness.
With this spell copper coins can temporarily be changed to gold pieces, or brass items turned to solid gold. The AOE is 10 cubic inches, or about 150 coins, / caster level. If cast upon coins, the caster can determine the apparent nationality and minting.
The fakery is not usually detectable by sight. Handling the Fools' Gold grants a passive chance to Disbelieve, which, if successful, allows a creature to see through the illusion.
If the 'gold' is struck hard by an object of True Iron or True Silver, it will revert to its natural state.
By means of this Charm, the caster causes creatures within the AOE to temporarily forget the events of the period just before. For every two caster levels, one minute of past time is forgotten.
Forgetfulness affects the targets selected by the caster within the AOE. All affected can Save to resist, with a modifier as follows:
This does not negate the effects of Charms, Suggestion, Geas, Quest, or similar spells, but it is possible that the identity of the being who cast such magic could be forgotten.
A priest's Heal will restore the lost memories, as will a Petty Wish or Wish, but no other means will do so before the duration expires. Once it does, all lost memories will return, with their original clarity.
Forlorn Encystment functions only if the intended victim's name (not necessarily their True Name) is known and declared as the caster touches them. It cannot be used on a target without a name, such as an animal or mindless thing.
When successful, the recipient is suddenly swallowed by the earth, to be entombed in a state of suspended animation in a small cyst far beneath the surface.
Arcane searches via a crystal ball, Locate Item, or similar means cannot find an Encysted creature. A priestly Commune or Reflecting Pool can do so, although they may not give an exact position.
The victim remains trapped until the reverse of this spell is cast, including the creature's name, upon the spot at which the creature was sunk into the earth. If the caster does not perfectly intone the name of the creature to be freed, other creatures previously Encysted might be released instead, at a distance of up to a league away.
This magic is believed to have its origins in an ancient inhuman power, from whom the sorcerors of the First Kingdom learned.
This spell creates a hidden space inside a hollowed-out egg, which can hold up to 30 lbs or 3 cubic ft. of material.
The item can be made from the egg of any creature, carefully emptied and painted with appropriate magical sigils. At the end of the Casting Time the caster places the item(s) desired into the shell.
The caster may not remove any item without breaking the Egg and dispelling the magic. Only non-living, unenchanted items may be stored within, and while there no time passes for them. This allows the storage of cooked food, lit flames and volatile liquids.
The result weighs no more than a normal unhatched egg, and is just as fragile.
When the spell duration runs out, if the Fragile Egg is shattered or the magic Dispelled, everything that was stored inside instantly hatches out.
Upon casting Fugitive Dominion, the wizard causes the flow of time in the AOE to entirely halt for a single moment. The spell can be cast without gestures or movement by the caster, as long as they are able to speak.
Seen from outside the AOE, the zone simply seems to shimmer for an instant. Inside the area, the wizard can move and act freely, but all other creatures are frozen, unthinking and immobile.
The caster does not know exactly how much time they will have available within the Dominion; the DM will roll 1d3+1 to determine the duration in rounds.
Nothing can enter the AOE without also being stopped in time. If the wizard leaves the area, the spell is immediately negated.
The casting of Gate opens a portal between the Realm of the caster and the Realm of a specific being of great power, so that some other-worldly creature may come to the wizard's aid.
It requires that the caster call out the name of the being aloud, and draws that creature's attention. Something will always step through the Gate; the being themselves or one of their minions. The caster may then ask a favour of the traveller.
The reaction of the called being depends on how important the reason for summoning it is, in the opinion of that creature:
If the matter is trifling, the being might leave, inflict an appropriate penalty on the wizard, or attack them. If the matter is of middling importance, the being can take some positive action to set matters right, then demand appropriate repayment. If the matter is urgent, the being can act accordingly and ask whatever is its wont thereafter, if appropriate.
The actions of the being that comes through depend on many factors, including the alignments of the wizard and the deity, the nature of his companions, and who or what opposes or threatens the wizard. Such beings generally avoid direct conflict with their equals or betters.
Casting this spell ages the wizard 5% of their normal life span.
This spell has two different potential functions. The caster may decide when casting which he will use:
The wizard causes nearby shadows to draw in upon him, giving him a Hide In Shadows bonus of +5. This form of the spell merely enhances local shadows, so appropriate light sources must be present and an effort must be made to hide.
It can only affect the caster, who must maintain Full Concentration for the effect to persist. A maximum duration of 3 rounds / caster level still applies
This version creates the illusion of a number of humanoid forms, appearing exactly as do undead shadows. One Fearful Shade / caster level can be created, appearing within an AOE of 10 sq. ft. / level. The wizard has control over each form's actions. While they resemble shadows, they are completely powerless, although they often inspire fear in onlookers.
The mage must maintain Minimal Concentration, and even then the maximum duration of 3 rounds / caster level still applies.
This magic calls into being a weird barrier; a wall seemingly made of thousands of live, searching eyes, of all sizes from human to giant. Each eye restlessly rolls and darts in its orbit, seeking out all within view.
The wall is always 3 ft. thick and at least 10 ft. high, but it can be shaped into a circle, a long rectangle, or any other configuration, up to the total AOE allowed.
The Gazing Rampart conveys the vision of these eyes to its creator, organising them into a coherent impression. The caster is immediately made aware of anything visible that occurs within 100 ft. and line of sight of the wall, in any direction.
The eyes are collectively able to spot invisible things and those hidden in shadows or the like, and can pierce mundane darkness. They also Detect Arcane Magical auras.
The Rampart also blocks physical access and attacks. It can be damaged or destroyed, however; 15 HP damage from any source will rupture the eyes across one 15 sq. ft section, and produce a hole large enough for a man to squeeze through.
The wall will transmit certain harmful effects to the caster. Any form of blindness effect or gaze attack (including petrifaction) aimed at the Rampart instead affects the wizard. Saves apply as usual. If the caster should be blinded while the wall remains, he can use the Rampart's eyes to see.
If the caster should die, the Gazing Rampart will deliquesce away to nothingness within moments.
Gathrales, the creator of this spell, is notoriously eccentric. Some have called him mad.
Geas places a magical command upon a creature, either to carry out some service desired by the caster, or to be barred from some action. The creature must be intelligent, conscious, and able to understand the wizard, cannot be currently under the effects of a Charm or similar power, and cannot be from a foreign Realm. Because of the lengthy Casting Time, an involuntary target must usually be restrained for the magic to work.
A Geas of service must consist of a single task. It cannot compel a creature to kill itself or perform acts that are likely to result in certain death, but can take it into risky situations or danger. Once the task has been completed, the Geas ends.
A creature under a Geas of service must work towards this end at all times. If they stray, they suffer physical and mental distress, acquiring a cumulative penalty of -1 to all rolls every three waking hours. This penalty will be reduced by 1 for every 3 days spent actively working towards the Geas.
A barring Geas prohibits the recipient from performing a single action; e.g. the eating of meat, or using a sword, or entering a named place. The prohibited action cannot be one that the recipient needs to do to survive, such as drinking water.
A creature who breaks a barring Geas immediately suffers a penalty of -1 to all rolls, and again each further time they forfeit. This penalty is reduced by 1 for every 7 days they go without breaking the Geas. A barring Geas can potentially last forever.
A Geas can be done away with by Petty Wish or Lift Curse. Dispel Arcane Magic or Remove Curse will not negate it.
Lesser Geas places a magical command upon a creature to carry out some service desired by the caster. The creature must be intelligent, conscious, and able to understand the wizard, cannot be currently under the effects of a Charm or similar power, and cannot be from a foreign Realm. Because of the lengthy Casting Time, an involuntary target must usually be restrained for the magic to work.
A Lesser Geas consists of a single task. It cannot compel a creature to kill itself or perform acts that are likely to result in certain death, but can take it into risky situations or danger. Once the task has been completed, the Geas ends.
A creature under a Geas of service must work towards this end for the entire duration. If they stray, they suffer physical and mental distress, acquiring a cumulative penalty of -1 to all rolls every hour. This penalty will be reduced by 1 for every 3 hours spent actively working towards the Geas.
A Geas can be done away with by Petty Wish, Remove Curse or Lift Curse. Dispel Arcane Magic will not negate it.
This spell creates a tiny glowing mote, hot to the touch and giving off a low crackle, which the caster can drop or place as they wish, within 5 ft. Once there, the wizard must set the mote to explode, choosing a delay of from one to five rounds. It cannot then be moved.
Before it detonates, the Germ resembles a firefly, and may be conspicous in darkened surroundings. A successful Dispel Arcane Magic cast upon it will snuff it out and end the spell, but mundane efforts (such as pouring water over it) will not.
When it does erupt, it becomes a Fireball; an explosive burst of flame, which detonates with a low roar and inflicts 1d6+1 HP damage / caster level (up to a maximum of 10d6+10). A Fireball's burst creates little pressure and generally conforms to the shape of its surroundings.
The Fireball can also ignite flammable materials, and melt soft metals such as gold, copper, and silver. Exposed items can Save to resist the heat. If carried by a creature that has itself Saved, items are not affected.
When this spell is cast, the skin of the wizard's hands changes to resemble the rotting flesh of an Elder Ghoul. Those within 10 ft. of the wizard will detect a sickening stench; if they have met Elder Ghouls before, they will recognise the smell.
All humanoids touched by the affected wizard must make Saves or be paralysed for 3d6 rounds. Only one creature may be touched per round, and the wizard must make a successful attack roll.
This spell inflicts a creature with a terrible sickness. The afflicted individual is immediately stricken with painful and distracting symptoms: boils, blotches, lesions, seeping abscesses, and so on, along with a horrific stench. Str, Con and Dex are reduced by 3, Cha by 6, and movement by 25%.
The victim may infect all he comes into contact with (Saves apply), although those infected do not themselves become carriers. His illness is obvious to any nearby, who will usually shun him and may try to drive him away.
The effect persists until the character receives a Lift Curse, Remove Curse, Cure Disease or Heal.
This spell creates an illusion that makes the recipient appear to be of great beauty to all who catch sight of them. The reverse, Grotesque Curse, has the opposite effect. If it is used in combat, a successful hit must be scored upon the victim. The effects of either version may not be immediately apparent to the recipient, unless they can examine themselves in a looking glass or similar.
Glamour gives a +3 bonus to all Reaction Rolls, if beauty affects the onlooker, and Grotesque Curse a -3 penalty.
While there is a profound effect on how the recipient is viewed by others, this spell does not conceal their identity without further disguise, and people who know them well will be able to recognise them in their changed state.
A successful, active attempt to Disbelieve will allow an observer to see through the disguise and perceive the target as they truly are.
This magic works only when the caster is at a height, with as much open space around him as possible. With it the caster and his normal possessions become able to glide through the air.
The duration of Glide Of The Kestrel is 1d6 rounds indoors and 1d10 rounds outdoors. Each round of gliding the caster will float a horizontal distance equal to the height at which he originally started. He will also drift downwards every round an equal proportion of the original height, until at the end of the spell the caster touches the ground. The caster may glide only once per casting of the spell.
The caster has little manoeuvrability after his initial leap and may not cast spells while gliding. His own attacks are made at a -2 penalty To Hit, although his AC is at a -2 bonus.
This spell creates a shimmering immobile sphere around the caster that prevents any 1st to 3rd level arcane spell effects from penetrating, including innate magic abilities and effects from devices. Additionally, it will block a Disintegration spell. The Globe does not stop magic from exiting, so the caster can cast his own spells from within.
Once placed, the Globe remains where it is; the caster can leave and return to the region without penalty.
It does not block divine spells or effects of any kind.
The Globe can be brought down with a successful Dispel Arcane Magic.
This spell creates a faintly shimmering immobile sphere around the caster that prevents any 1st or 2nd level arcane spell effects from penetrating, including innate magic abilities and effects from devices. The Globe does not stop magic from exiting, so the caster can cast his own spells from within.
Once placed, the Globe remains where it is; the caster can leave and return to the region without penalty.
It does not block divine spells or effects of any kind.
The Globe can be brought down with a successful Dispel Arcane Magic.
This spell is a lesser version of Invisibility, one which can be granted to any willing creature by touch. The spell requires that the recipient hide his features for the duration; any kind of mask, bag, hood or item that entirely covers the face will suffice.
While the spell is functioning, any foe who attempts to directly harm the recipient in any way must make a Save. A failure means that the enemy loses sight of them, and they will then remain hidden from the foe for the duration of the spell. Sightless enemies and the undead are not affected.
However, those who fall under the effects of the spell can still sense the Hooded creature, and will not lose track of their whereabouts. While they cannot directly attack the recipient, they can impede, block or herd them, and can make them the indirect target of area-effect attacks.
A would-be attacker who successfully Saves is not affected by that casting of Going Hooded.
While Going Hooded, the recipient cannot themselves take offensive action, or cast any kind of spell, or else the invisibility effect ends. Any action that accidentally or purposefully reveals their face will also break the spell.
From thin air, this spell weaves a vanishingly fine glistening strand, like a thread of spiderweb. As the caster desires, each end can bond to an unliving surface.
The Gossamer Thread is very strong, although not sharp. It can be used as a tripwire, to bind a foe, to suspend an object off the ground, or for any similar task.
The strand can support up to 200lbs. It can be cut by a magical blade that inflicts 8 points of damage, or snapped with a Save vs. Str at a -6 penalty. If broken, it fades away into a soft dew.
The Thread is very hard to spot; a Save vs. Perception at -4 is required.
This spell allows the caster to make contact with a being from another Realm in order to gain knowledge. Such beings are often of sinister and alien aspect; the majority dwell in forbidden and cruel Realms.
The caster may ask a single question, and they always run the risk of their mind becoming infected with a creeping madness. The identity of the alien intelligence may not be known to the caster, and it will usually identify itself with a symbolic alias, such as 'the Grey Prince', 'Maw Of Fear', or the like.
While casting and asking the question, the caster enters a kind of trance, during which time they cannot perceive the outside world, and may be vulnerable. Any injury sustained will break the contact and end the spell.
The other-worldly being will resent the intrusion, and their answer to the wizard's question will be vague and brief.
The answer brings with it a chance for madness; the caster must Save vs. Wisdom at a +3 bonus or lose their mind. If insanity strikes, the duration is determined by how much the roll was failed by:
The type of madness is usually a form of catatonia, paranoia, or intense megalomania. Alternatively, it might manifest as any other psychosis of the DM's choice. If insanity occurs, any remaining questions will be forgotten and the Grammerie broken.
A Lift Curse, Remove Curse, Heal or similar magic will cure the insanity.
This spell is believed to be the creation of Abaris the Sage, once King of Old Thyle in centuries past.
This spell can be targeted upon a single S- or M-sized individual, who must be standing upon unconsecrated earth or soil as the spell is cast. The spell causes many rotting and skeletal arms to spring from the ground underneath the target's feet, which attempt to grab them and hold them fast.
A Save allows them to avoid the Grasp, but the hands will reappear on a 20% chance / caster level, for every round the original target remains within range and standing on earth. If the Grasp does reappear another Save is necessary.
A grabbed victim is held for the remaining duration of the spell, unless the arms are destroyed. While held, the victim cannot take even a single step, loses all Dex bonuses and 2 AC, and makes all attacks at -2. The Grasp is AC 7 and can sustain damage equal to twice the caster's original HP.
Some priests may be able to Turn the Grasp of Death, causing the hands to withdraw permanently - it is affected as if the spell were a Ghoul.
This spell can be targeted upon a single S- or M-sized individual, who must be standing on soil or earth as the spell is cast. The Grasp Of Earth is a human-sized forearm and hand made from earth, which bursts from the ground to grab the target.
A Save will allow the Grasp to be avoided - the arm sinks back into the earth - but there is a 20% chance / caster level that it will reappear each round, so long as the target is still within range and standing on earth. If the Grasp reappears another Save is necessary.
A grabbed victim is held for the remaining duration of the spell, unless the arm is destroyed. While held, the victim cannot take even a single step, loses all Dex bonuses and 2 AC, and makes all attacks at -2. The arm is AC 5 and can sustain damage equal to twice the caster's original HP before crumbling away.
This spell can be targeted upon a single S or M sized individual, who must be standing on stone or rock as the spell is cast. The Grasp Of Stone is a human-sized rough stone forearm and hand, which bursts from the ground to grab the target.
A Save will allow the Grasp to be avoided - the arm sinks back into the ground - but there is a 20% chance / caster level that it will reappear each round, so long as the target is still within range and standing on stone. If the Grasp reappears another Save is necessary.
A grabbed victim is held for the remaining duration of the spell, unless the arm is destroyed. While held, the victim cannot take even a single step, loses all Dex bonuses and 2 AC, and makes all attacks at -2. The arm is AC 2 and can sustain damage equal to three times the caster's original HP before crumbling away.
This spell cloaks the recipient in the stink of the grave, causing mindless undead to ignore them. Undead of 4 or fewer HD are automatically affected, but those with more HD receive a Save to avoid the effect. Intelligent undead are not fooled by a Graveshroud.
The stench is foul and distinctive, and tends to linger wherever the caster has visited. Living creatures will usually try to avoid his presence.
The Graveshroud ends immediately if the recipient makes any attack on the undead, although casting non-offensive spells does not break the ward.
A priest protected by this spell cannot turn or order affected undead. Undead under his control will follow their last command until the Graveshroud ends.
The creator of this spell is unknown, bar his name.
This is a powerful spell, occasionally used by necromancers to do away with the minions of a rival. It only affects embodied undead with 5 HD or less, forcing each to make a Save or be trapped.
The AOE must have a friable ground surface - soil, sand, clay or similar - from which the spell summons many emaciated clutching hands. These hands grab at the targets and drag them below.
Targets who fail the Save are interred within the ground, each pinned by several of the grasping hands, unable to escape under their own power. They are buried about six feet down, where a Detect Undead might find them. Free-willed undead, such as Barrow-Wights, will moan and struggle in their bonds, which is audible to a Save vs. Perception at -3 from the surface.
Strenuous digging can uncover each undead being, which will release them from the grasp of the grave. The released unliving will retain their previous allegience, if any. Accidental excavation is also possible.
The creation of this spell is attributed to one Geenya Dare, a mysterious figure from the dim past.
Grease covers a material surface with a slippery layer. It can be used to coat an area or a single object.
If cast on an area, any creature entering it, or caught in it when the spell is cast, must Save vs. Dex or slip and fall. Those who successfully Save can reach the nearest non-greased surface by the end of the round. Those who remain in the area are allowed a Save each round, until they escape. Saves are modified if a creature is running, the surface is an incline, or for similar circumstances.
The spell can also be used to create a greasy coating on an item. Objects not in use are always affected by this spell, while creatures wielding an item receive a Save vs. Dex to keep hold. If the initial Save is failed, the creature immediately drops the item. Another Save must be made each round the creature attempts to use the Greased item.
This powerful spell grants the caster an expansive vision of everything that is occurring within range, piercing almost all attempts to hide or confuse his perception.
The Great And Inescapable Eye requires the caster to maintain Minimal Concentration, so that he may take in all that it brings to his sight. He can move only at a walk, and cannot engage in combat or cast other spells without closing the Eye and ending the magic.
When cast, the spell gives the wizard a detailed view of everything that takes place within 300 ft. He can see through solid barriers as required, and is able to peer into locked boxes and behind stone walls. He can see through any illusion of 8th level or below, recognising them as false, and can see hidden or concealed objects and creatures, including those that are Invisible or in darkness. He can also see the true forms of Shapeshifted creatures, see magical auras, and look into neighbouring Realms, including the Realm Ethereal.
Unlike Second Sight, this spell will also penetrate a Prismatic Sphere or Wall. It cannot, however, see a creature under the effects of Walk Imperceptible.
The Great And Inescapable Eye does not provide sound or sensory impressions other than vision.
When this spell is cast, the wizard causes all designated animals, up to a maximum of eight within the AOE, to grow to twice their normal size. Only natural animals, including giant creatures, can be affected by this spell.
The effects of this growth are doubled HD (improving THACO) and double damage in combat. Land-based creatures will also move at double rate.
The reverse, Dwindle Animal, reduces animal size by half and likewise reduces HD, THACO, damage and movement rates as appropriate.
A Great Salamander may only be conjured from a bonfire-sized (or larger) source of flames within spell range. Once the spell is completed, the Salamander flows out of the fire; a 30 ft. long snake-like Elemental of flame. It is under the caster's spoken commands.
The Great Salamander cannot pass out of range from its original fire source, and if the source is extinguished, or the caster dies, the Salamander burns out and vanishes.
The creature will also ignite flammable substances that it passes over; it cannot cross or enter water.
This spell is believed to be of ancient origin, predating the rise of Man's kingdoms.
This fearsome curse brings a virulent plague upon a wide area, causing great distress within. The wizard must travel around the perimeter of the affected zone, leaving behind him a foul-smelling grey dust which disperses on the winds. If the caster is prevented from making a complete circuit of the AOE, the spell is interrupted and lost.
Once cast, all living creatures within the region must Save or become victims of the contagion. Those who fail suffer as follows:
The symptoms of the Scourge vary, but may include hideous outbreaks of boils and cankers, violent convusions and sweating, bleeding and vomiting. It is always obvious that a terrible sickness is abroad. While affected, victims have a penalty of -3 from all rolls and move at half normal rate.
Those affected do not become contagious, but will remain sickened even if they later leave the AOE.
Certain divine magics can restore vitality and prevent death:
A Wish can be used to drive out the sickness from the entire AOE.
This special and powerful spell is primarily used to defend the wizard's stronghold. The ward protects a one-story building, with a base size of 400 feet x 400 feet. The wizard can ward a multi-story building by reducing the base area proportionately.
Upon casting the spell, the following effects take place in the warded area:
Effects 6 and 7 can only be used when the wizard is totally familiar with the area of the spell's effect.
Dispel Arcane Magic can remove one effect, at random, per casting.
This spell summons a strong wind that originates from the wizard, blowing in the direction he is facing.
It will turn over light objects, disperse most vapours, and force away gaseous creatures or those under Levitation or Feather Fall.
The Gust Of Wind forces small flying creatures backwards 1d6 x 30 ft., and applies a 60 ft / round force to man-sized flying beings. It slows larger-than-man-sized flying creatures by 50% for one round.
The Wind is sufficient to extinguish candles, torches, and similar unprotected flames. It has a 10% chance / caster level to extinguish covered flames, and will fan large fires outward 1d6 ft. / round in the direction of the wind's movement.
Gust Of Wind can also be used to give a sudden burst of speed to a small boat or ship with a sail (no larger than a Knarr). The vessel will move at +5mph for the duration of the Gust, although its captain must make a Boating or Seamanship NWP roll not to lose control of its facing. See here for Travel rules.
This spell creates an illusion that hides the actual terrain within the AOE. Thus, open fields or a road can be made to look like a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to look like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road.
The Hallucinatory Terrain looks, sounds, feels and smells appropriate to the chosen illusion, and can be walked on without the fakery being noticed, unless a traveller is injured by unseen terrain features. Any journey through it will be at the slowest rate for either the real or illusory ground.
Jarring or unlikely changes in terrain may allow a passive chance to Disbelieve; in any case, a successful Disbelieve roll will allow an observer to see through the illusion.
This is an improved version of Shattering Invocation. It causes the destruction of non-magical, inanimate objects in the AOE.
Hammer-Blow smashes objects into fragments, whether they are fragile or not, including stone items, metal weapons and armour, as long as each weighs less than 20lbs. Gems, stone and metal items are allowed a Save to resist the spell; other materials are not.
Hammer-Blow has no effect on magical objects. Against buildings it causes 10 Structural Damage.
This magic is a powerful variant of the various Hold spells. It creates a mystical barbed chain, often ornate and baroque in appearance, which pins the targets' shadows, and so their bodies, to the spot. Any creature with a solid body can be affected, including many kinds of undead. The Howling Chain gives off a unearthly, piercing wail, which often attracts attention across a wide area.
Hargyn's Howling Chain affects the targets selected by the caster within the AOE. All affected can Save to resist, with a modifier as follows:
If it takes effect, a victim cannot move more than a single step for the spell's duration. Flying targets are pinned to the ground and cannot take wing. While chained, the targets suffer from -3 AC penalty and lose any Dex bonus to AC. They can only use melee weapons against those who come within reach, and at a -3 penalty, although they are able to use missile weapons and cast spells as usual.
The Chain can be Dispelled, but cannot be broken by force or damage of any kind. Any creature able to become incorporeal or enter the Ethereal Realm can use those methods to step out of the Howling Chain and escape.
The victims of Hargyn's Uncontrollable Hideous Laughter perceive everything as hilariously and debilitatingly funny. All affected beings must be living and have an Int of 5 or more.
The effect is not immediate, and creatures feel only a slight tingling on the round the spell is cast. On the round immediately following, victims acquire a rictus grin, then begin to giggle, chuckle, titter, snicker and guffaw. In the third round they will grow weaker and begin to stagger, breaking into gales of agonised laughter.
The spell can be ended prematurely by Lift Wizard's Curse, Lift Curse or Remove Curse.
When this spell is cast, each affected creature moves at double its normal rate, and gains a -4 Initiative bonus.
This spell negates the effects of Tzunk's Iron Shoes. It is not cumulative with itself or with other similar magic.
This magic has also been called The Quickening Step.
When cast on an area, this spell creates several illusory effects. It functions only when the area is dimly lit, working best at night. While Haunting is in effect, anyone who enters the area feels a constant chill breeze and hears an occasional low moan. Mysterious footsteps sometimes echo off in the distance, and doors can be heard to creak open out of sight.
For every 10 minutes spent in the area, creatures of 1st level/1 HD or less must make a Save or flee in terror. Any creature who flees the area must make a similar Save the first time they try to re-enter it, even if the spell duration has long since expired.
Hawk Flight is a spell that may be bestowed upon a single creature touched, or on the caster himself. It is an improvement on Flight, allowing a movement rate of 100 ft. / round (half that if ascending, twice that if descending in a dive).
The recipient of Hawk Flight may cast spells and maintain Minimal Concentration, as long as their speed remains at 60 ft. / round or less.
However, missile fire suffers a cumulative penalty of -1 To Hit / round, to a maximum of -4; a round spent recovering position will reduce the penalty back to -1. Lack of leverage makes it impossible to cock a medium or heavy crossbow, or use certain other weapons, such as a sling. Melee attacks made while in flight may be delayed by the need to make a flying pass at enemies.
This spell enforces a written or spoken oath made by a creature. The recipient must be intelligent, cannot be currently under the effects of a Charm, Suggestion or similar power, and cannot be from a foreign Realm. It is usually placed as part of some larger bargain with the caster.
Once the spell is complete and the Oath has been made, the recipient will find themselves aware of the presence of a number of unseen creatures; they will feel the flapping of tiny leathery pinions and hear the chittering of many unpleasant voices. These imps may be seen clearly with Detect Invisiblity or similar magics; each is a little bat-winged homonculous, fanged and cruel, whose faces resemble twisted versions of the recipient's own.
While disturbing, the imp-things will not cause harm until the recipient seems to be on the verge of breaking their Oath (DM's judgement). Immediately, the Hellions will begin to bite and claw painfully at their skin, all the while setting up a litany of complaints and cajoling that only the spell recipient can hear.
The attentions of the angered imps will distract the recipient, disturb their sleep and plague their waking thoughts. They will suffer a -2 penalty To Hit and lose 2 AC, and must make a Concentration roll to cast spells.
If the Oath is indeed broken, the Hellions will continue their punishment for the remaining spell duration. Otherwise, if the recipient avoids actually breaking the terms of their agreement, the imps will cease their depredations after one hour.
Removing a Hellion-Bound Oath can only be done by the original caster, or via Mordenkainen's Disjunction or Petty Wish. Dispel Arcane Magic or Break Sorcery will not end it.
This magic summons a single powerful stroke of lightning, with accompanying thunderclap, which injures a single target within range.
The Thunderbolt usually strikes downwards, discharging with great force into its victim. The target can leap aside with a successful Save, avoiding all harm. Any target standing in water or carrying a great deal of metal has a penalty of -3 to their Save.
A Parsimonious Thunderbolt inflicts 1d4 HP damage / caster level.
This spell allows the caster and his associates to step through the Pale, the boundary between worlds, and walk into the Realm Ethereal. There they will find themselves in a twilit misty forest of vast trees, occupied by any number of strange and possibly hostile beings.
Each spot in the Mundane Realm corresponds to one in the Endless Forest, but travel across the dreamlike Ethereal Realm is ten times faster than the equivalent, so great distances can be covered in a short time, when the travellers re-emerge.
It is not unknown for the denizens of the Realm to intercept travellers. Some do not return.
The Druidic counterpart to this spell is known as Walk Logres.
This spell holds 1 to 4 humanoid, man-sized or smaller creatures rigidly immobile. Certain creatures, such as the undead, cannot be Held.
Hold Man affects the targets selected by the caster within the AOE. All affected can Save to resist, with a modifier as follows:
Held creatures cannot move or speak, but they remain aware of events around them, and can use abilities that do not require motion or speech. Being Held does not prevent the worsening of the subjects' condition due to wounds, disease, or poison.
This spell is believed to have its origins in an ancient inhuman being, from whom the sorcerers of the First Kingdom learned.
This spell holds 1 to 4 creatures rigidly immobile. Certain creatures, such as the undead, cannot be Held.
Hold Monster affects the targets selected by the caster within the AOE. All affected can Save to resist, with a modifier as follows:
Held creatures cannot move or speak, but they remain aware of events around them, and can use abilities that do not require motion or speech. Being Held does not prevent the worsening of the subjects' condition due to wounds, disease, or poison.
This spell bars a door, gate, or other closeable entrance. The magical closure keeps the Portal fast, just as if it were securely locked. It will not function on a lockable item, such as a chest or clasp, only a doorway or similar.
The caster or a wizard 4 or more levels higher than the caster can open the Portal with a touch; it will close again after they pass.
Otherwise, a Held Portal can be destroyed or physically battered down, and any creature from another Realm with 4 or more HD can shatter the spell and burst the Portal open.
A Knock or Dispel Arcane Magic can also negate it.
This spell calls together a swarm or flock of small creatures (often rats or crows, but any single kind of small beast will do) to serve as spies for the caster.
Once gathered, the little animals will disperse and roam at the limits of the spell, seeking out other creatures and attempting to observe them from concealment.
The caster will instantly be able to see and hear any such creatures through the eyes and ears of the Host, and can direct them to follow intruders with a thought. The animals will only remain within the AOE of the spell, which is immobile; if the caster leaves the area, the Host will break apart.
The Host Of Watchful Eyes may cause observed creatures to feel a nagging sense of being spied upon. The base chance of this happening is equal to the subject's Int as a percentage, modified as follows:
Detect Scrying may also reveal the Host Of Watchful Eyes.
Slaying or removing more than a handful of the creatures will cause the Host to break apart, ending the spell; each animal has its usual defenses. Members of the Host will not attack; they can be affected by spells such as Charm Man Or Beast, Hold Animal, etc. Walk Amongst Beasts will allow an intruder to entirely avoid being discovered by the creatures.
This spell will transmit certain harmful effects to the caster. Any form of blindness effect or gaze attack (including petrifaction) aimed at members of the Host instead affects the wizard. Saves apply as usual. If the caster should be blinded while the spell remains, he can use the Host Of Watchful Eyes to see.
With this spell, the wizard creates a glowing, rainbow-hued band of interweaving patterns. The caster need not utter a sound, but he must gesture appropriately.
Any creature caught in it may become fascinated, and will gaze at it as long as the effect lasts. The spell can captivate a maximum of 24 levels / HD of creatures. Each is entitled to a Save.
The Hues Of Fascination will remain for as long as the caster maintains Minimal Concentration. If he loses concentration, the lights will remain static for 1d4+1 extra rounds, and then fade away.
Alternatively, the wizard can make a simple gesture and the pattern of colours will drift slowly off in his chosen direction, followed by the onlookers, at a rate of 10 ft. / round. This ends the caster's concentration, and so the spell will persist for a further 1d4+1 rounds before ending.
If the Hues Of Fascination leads its subjects into obvious danger, each is allowed a second Save to break the spell.
If a creature's view of the lights is blocked, the spell is immediately broken. Any injury sustained by an onlooker will also break the Fascination.
This spell calls a canine from a far-off Realm to serve the caster.
The animal summoned is dependent on caster level. Repeated summonings will tend to call upon the same recognisable specimen:
A Hunting Hound will instinctively protect its master, attacking ferociously and without fear any foes it senses. Otherwise it will follow orders, understanding simple verbal commands of 12 words or less.
The Hound will have a Tracking NWP score of 18, and can hunt sufficiently well in an hour to feed the wizard for one day, provided there is enough game in the local area.
If its master dies, the beast will fade away and vanish whence it came.
This spell is a powerful apparition that, once placed by the caster, operates and reacts independently.
The Illusion includes sights, sounds and odours as appropriate for the subject, and will seem to give off warmth, if required. It can even be touched, and seem to touch or injure others, although any hurt caused will be Subdual Damage, which heals quickly and cannot kill. At the most, attacks from a Greater Illusion may render a target unconscious.
Such phantasms cannot leave the original AOE of the spell, and if apparently dragged or forced 'out' of the area will vanish.
Unlikely or poorly-imagined Greater Illusions (perhaps created without prior knowledge of the subject) may grant a passive attempt to Disbelieve.
In any case, a successful Disbelief attempt will let an observer see through the fakery, and mean that they cannot be injured by it. Any previous injury sustained, once a Disbelief is successful, will immediately fade away.
This spell is a powerful permanent apparition that, once placed by the caster, operates and reacts independently.
It includes sights, sounds and odours as appropriate for the subject, and will seem to give off warmth, if required. It can even be touched, and seem to touch or injure others, although any hurt caused will be Subdual Damage, which heals quickly and cannot kill. At the most, attacks from a Permanent Illusion may render a target unconscious.
If appropriate, a Permanent Illusion may be 'slain'. If so, the phantasm will remain as an apparent corpse, and can be examined in all mundane respects and still seem real.
Such phantasms cannot leave the original AOE of the spell, and if apparently dragged or forced 'out' of the area, will vanish.
Unlikely, seemingly immortal or poorly-imagined Permanent Illusions (perhaps created without prior knowledge of the subject) may grant a passive attempt to Disbelieve.
In any case, a successful Disbelief attempt will let an observer see through the fakery, and mean that they cannot be injured by it. Any previous injury sustained, once a Disbelief is successful, will immediately fade away.
This spell creates a series of spectral events that activates when a specific condition occurs.
The occurrence that triggers the Drama can be as general or as specific and detailed as desired, and can include commands, a reaction to a specific intruder, or anything similar, as long as it occurs within the AOE. A Illusory Drama cannot react to magically concealed creatures.
The Drama will include sights, sounds and odours as appropriate for the subject, and will seem to give off warmth if required, although it will be betrayed by a touch. It can be of any object, creature, or force, as long as it remains within the boundaries of the AOE.
Unlikely or poorly-imagined Illusory Dramas (perhaps created without prior knowledge of the subject) may grant a passive attempt to Disbelieve.
In any case, a successful Disbelief attempt will let an observer realise that the Drama is a fake.
This spell creates the illusion of a wall, floor, ceiling, or similar surface, which is permanent until dispelled. It appears absolutely real when viewed, but physical objects can pass through it without difficulty.
Unlikely or poorly-imagined Illusory Walls may grant a passive attempt to Disbelieve.
In any case, a successful Disbelief attempt will let an observer realise that the Wall is an illusion.
When Illyra's Irresistible Dance is placed upon a creature, the spell causes the recipient to begin dancing, complete with feet shuffling and tapping. Only living two-legged creatures can be affected.
The spell makes it impossible for the victim to do anything other than energetically caper and prance, strutting and kicking their legs up high in a ridiculous manner.
While affected, they cannot attack, cast spells or achieve useful movement. This cavorting also applies a -3 AC penalty and negates any bonus from a shield or Dex.
This spell enables the wizard to write magically powerful instructions. It requires a writing surface and some material with which to write or daub on it. The caster must know the names of his intended target(s), and include them in the text. Intended targets must be literate.
The Imperative Script appears to all readers to be some form of foreign or magical writing; only the named targets are able to decipher it easily. Otherwise, the hidden writings can be read by a combination of Second Sight and Comprehend Language.
If a named target glances at the Script, they must make a Save. A success means the creature can look away with only a mild sense of disorientation. Failure means the creature is subject to the minor Suggestion implanted in the script.
The Suggestion cannot require more than 30 minutes to carry out, and will never cause the target to act against their normal instincts. The command could be to close the book and leave, or to forget the existence of the book, for example.
An Erase or successful Dispel Arcane Magic will remove the Imperative Script.
An Implacable Shadow is an illusory effect; a great clot of shadow that seems to appear far behind the caster, then rushes past at great speed towards its target. It is only visible to the caster and the target creature.
It travels at 100 ft. / round, and will chase down its target if he moves out of the spell's initial targeting range, until its duration expires. The Shadow will even follow its target if he Teleports away, appearing at the same remove as it had when last seen.
A successful active Disbelief attempt or an escape to another Realm will allow the victim to avoid the Shadow.
When it impacts, the Implacable Shadow does 3d4 HP damage, +1 / caster level, and knocks the victim flat, if they fail a Save vs. Dex.
This spell summons an invisible and intangible creature whose purpose is to spy on a given being. After casting, the wizard has one hour to assign it a quarry within spell range, or else the Imp vanishes again.
Once given a target, the Imp Of Witness remains with them at any distance and no matter how rapidly they move, silently reporting their actions and nearby sounds to the caster. Only the use of Teleport, Dimension Door or similar magics will allow the target to escape it.
When followed by an Imp Of Witness, a quarry will experience a constant nagging feeling of being watched, although the creature is entirely silent and invisible. A Detect Arcane Magic will reveal its presence, and any of the below spells will show its semblance; a small, smoky imp-like being with milky eyes:
The Imp cannot be harmed with spells or attacks, but a Dispel Arcane Magic or similar effect will banish it.
If its master should die, the Imp Of Witness will fade into nothingness within moments.
Incendiary And Effulgent Flux creates a dense cloud of sooty smoke that billows forth to fill the AOE. For a few brief moments it only obscures vision, but then bright embers begin to flare inside it, fastening themselves onto any creatures within and burning with intense heat.
* Creatures within can Save for half damage
This spell is a powerful method of locating and tracking a target creature. It requires some scrap of the target's body (e.g a hank of hair, fingernails, phial of spittle or a dram of blood) and a map. Ideally the map should be as accurate as possible, because the casting assumes that the target is within the area depicted. If not, the spell fails.
While the Inexorable Search is in effect, the fragment will shift across the map to position itself appropriately as the target moves. The scale and accuracy of the map, compared to the size of the fragment, will define how exact the positioning is. If the target should travel suddenly (e.g. via Teleport) the fragment will leap to match. If the target leaves the map, the fragment will stop at their last known position.
Once the spell expires, the scrap burns away and is gone.
This spell is targeted on a single creature, which can resist with a Save. Should they fail to Save they are immediately inflicted with a terrible burning need to drink.
For the duration of the spell he will try to drink any and all liquids he believes to be potable, including potions and unrecognised poisons. Only a life-threatening situation will keep the target away from a potential drink, and that will only ward him off until the threat is lifted or the spell duration expires.
When this spell is cast, the wizard can cause a single overwhelming sensation to fill the minds of the subject creatures. Each victim is allowed a Save to resist.
The Instilled Emotion overwhelms any opposite effect from the same spell, and also from any similar spell of 4th level or below.
The caster can choose which Emotion to create when casting the spell, from the following:
* Duration is 3d4 rounds.
** Duration is 6d4 rounds.
This spell confers Invisibility upon all creatures within 10 ft. of the recipient, making them undetectable by normal or Night Vision.
Items dropped or put down by the invisible creatures become visible; objects picked up disappear, if they can be hidden away beneath clothing. Carried light sources are not affected, and will seem to float unsupported.
The centre of the effect is mobile with the recipient, and those affected by this spell cannot see each other. Any creature moving out of the area becomes visible, but creatures later moving into the area do not become invisible.
Affected creatures (other than the recipient) that attack negate the invisibility only for themselves. If the recipient attacks, the Invisibility, 10' Radius is broken for all.
Invisible creatures Surprise others at a -3 penalty.
Attacks against invisible creatures suffer a -4 penalty To Hit.
Telltale noise, footprints and other traces can allow an opponent to sense an invisible creature. These traces are only noticeable when actively looked for within 10 ft.; a Save vs. Perception at a -4 penalty will allow the opponent to detect them. If successful, the invisible creature can be attacked at a lesser penalty of -2, until able to disengage and move away.
This is a very powerful version of Invisibility, intended for use on the battlefield. It can hide creatures in a vast area: up to 400 man-sized creatures, 30 to 40 giants, or six to eight dragons. All the recipients become undetectable by normal or Night Vision.
Items dropped or put down by invisible creatures become visible; objects picked up disappear, if they can be hidden away beneath clothing. Carried light sources are not affected, and will seem to float unsupported.
The effect moves with the centre of the group; individuals leaving the AOE of the spell become visible. Any member of the group who attacks or casts an offensive spell will likewise ends its effects for themselves.
Invisible creatures Surprise others at a -3 penalty.
Attacks against invisible creatures suffer a -4 penalty To Hit.
A moving Invisible Legion that consists of many creatures will inevitably make a good deal of noise, and will leave obvious traces of their passage. These clues are noticeable within 50 ft. of the group, via a successful Save vs. Perception. A group that remains static requires a Save vs. Perception at a -3 penalty to be detected.
Members of an Invisible Legion that has been detected can be attacked at a lesser penalty of -2, until able to disengage and move away.
This spell causes the creature touched to vanish from sight and be undetectable by normal or Night Vision.
Items dropped or put down by the invisible creature become visible; objects picked up disappear, if they can be hidden away beneath clothing. Carried light sources are not affected, and will seem to float unsupported.
Invisible creatures Surprise others at a -3 penalty. However, if they make any kind of attack or cast any kind of offensive spell, the Invisibility is immediately broken.
Attacks against invisible creatures suffer a -4 penalty To Hit.
Telltale noise, footprints and other traces can allow an opponent to sense an invisible creature. These traces are only noticeable when actively looked for within 10 ft.; a Save vs. Perception at a -4 penalty will allow the opponent to detect them. If successful, the invisible creature can be attacked at a lesser penalty of -2, until able to disengage and move away.
This magic summons a tiny, bothersome winged insect to plague the victim. The Gnat is no more than a black speck, but it produces an irritating buzz out of proportion to its size.
Once conjured, the pest follows the caster's direction, circling incessantly around the victim's head, darting nimbly to and fro to try to remain out of reach. It is barred by an Aura Of Protection or similar ward.
The Irksome Gnat is highly distracting; the victim suffers a penalty of -1 on all rolls while it remains. While it stays, any attempt by the victim to cast a spell requires a Concentration roll, or else the spell is lost.
The creature is very hard to swat with a normal blow; it has the equivalent of AC0 (AC4 to a lit torch or equivalent). Any successful hit will kill the insect.
Alternatively, various magical effects can be used to target or Dispel it. The Gnat can also be blown away and made harmless by strong winds.
This spell requires the use of a particular kind of gem, known as a Roguestone, said by some to be growths from the brains of slain demons, and found only in Gnomish lands. Using Jewel Of Far Gallivants, the stone is enchanted to be the destination of a Infallible Teleport.
Once the stone is ensorcelled, the caster may Teleport to its location, even across Realms, merely by uttering a single word. The caster will appear in the nearest open space to the gem, with all his carried equipment. There is no chance of failure when using this spell, although certain abjurations can prevent Teleport magics from functioning.
A given Roguestone may have only one Jewel Of Far Gallivants spell cast upon it at a time. Each casting functions once. If the gem is destroyed, the magic is lost.
Jut Of Seething Vapour produces a narrow jet of boiling steam that roasts anything in its path. Its effects continue out to the full range of the spell, unless blocked by a creature or object 5 ft. wide.
It inflicts 1d4 HP damage / caster level, and the impact will also knock flat any creature of size L or smaller, leaving them stunned (-3 To Hit and -2 AC) for 1d3 rounds. A successful Save halves damage and allows the victim to remain standing and avoid being stunned.
The Vapour also damages objects and equipment.
Knock opens all stuck, barred, locked, knotted or Held fastenings within the AOE. They will spring apart, often causing some noise and disturbance.
It opens secret doors, as well as locked or trick-opening boxes or chests, knots, welds, shackles, or chains. It does not raise barred gates or similar impediments (such as a portcullis). Fastened armour, belts and clothing may become loosened; all targets within the AOE must make a Save or lose 1 AC until they can re-fasten their attire.
Alternatively, Knock can be used to temporarily open a single Wizard Locked fastening. In this case no other locks or fastenings are affected, and the Wizard Lock is forced open only for five minutes, after which it secures itself again.
When Know Fear is cast, the wizard sends forth a wave of icy terror that causes creatures within its AOE to turn away and flee in panic.
Creatures affected by Know Fear flee at their fastest rate for the duration, and are likely to drop whatever they are holding when struck by the spell; the base chance of dropping items is 60% at 1st level / HD, -5% per lvl / HD over.
This spell only functions if a good quantity of ice or snow are present in the area around the caster. Casting Lance Of The Northern Wastes causes it to begin to coalesce into a slim icy spear, which forms in mid-air in front of the caster.
The Lance is vulnerable to physical and magical attack during the Casting Time, at AC 4 with 15 HP. Any heat applied will immediately melt the Lance and end the spell.
The next round the caster may direct the Lance to fly at a target. It moves with blinding speed, and hits at the caster's THACO +2, able to damage creatures only hurt by +2 magical weapons. It inflicts 3d8+3 damage on a hit, and necessitates a Save or the victim is rime-covered for 1d3 rounds, attacking and defending at -2.
Whether it hits or misses, the Lance Of The Northern Wastes then shatters, becoming mundane ice once more.
If directed at a target out of range the Lance will dissolve harmlessly into a cloud of icy fog at the boundary, ending the spell.
This spell creates a pair of powerful giant bat wings, sprouting and unfolding to a 20 ft. span from the recipient's back. An unwilling recipient may resist the effect with a Save.
The Leathery Wings allow the user to fly somewhat clumsily but powerfully, at a rate of 50 ft. / round. The Wings are able to lift twice their recipient's weight, or break the fall of three times their weight. Given room to move, they can buffet for 2d4 damage - attacks are made at the user's THACO.
Using the Wings requires as much concentration as walking, so most spells can be cast and maintained, as long as the recipient flies no faster than 30 ft. / round.
However, missile fire suffers a cumulative penalty of -1 To Hit / round, to a maximum of -4; a round spent recovering position will reduce the penalty back to -1. Lack of leverage makes it impossible to cock a medium or heavy crossbow, or use certain other weapons, such as a sling. Melee attacks made while in flight may be delayed by the need to make a flying pass at enemies.
On the ground, the Wings may be wrapped around the user and one other M sized creature to provide protection of AC 6, but this greatly impedes any form of movement; the pair can only shuffle along awkwardly.
Otherwise, walking with Leathery Wings is at 2/3rds normal rate; they may also be too large to fit in enclosed spaces.
The creator of this spell was once High Magister of Tugersbir, before he left the role and vanished from society.
This spell prepares a cut and engraved gemstone to contain magical energy. Preparation requires 1 uninterrupted day for each level of energy, during which time the gem must remain in the caster's possession, and no other spells cast. A mage may enchant a Lens to hold a number of energy levels equal to half their caster level (round down).
The energy levels that can be held within a Lens are also limited by its value - 10gp for each.
Gazing through a Lens Of Arcane Power to use its energies adds 2 to a spell's Casting Time. It increases all of the spell's properties that rely on caster level, including the difficulty of Saves made by enemies. A spell can only be empowered by one Lens at a time.
The held energy need not be released all at once, but can be distributed between several spells over time, as needed by the user. The detailed engravings on the surface of the Lens will fade and smooth out as the energies are used up.
A finished Lens Of Power will hold the energy until it is used or the Lens is destroyed. A depleted Lens can be re-charged with another casting of this spell.
If a Lens Of Arcane Power is destroyed, the trapped energy is released in a magical implosion, causing 1d4 damage / energy level to all within 10 ft. (Save halves damage). A Lens is as resilient to damage as any mundane gemstone.
A Lens is subject to the effects of Dispel Arcane Magic and similar. If successful, the gem will become inert.
Once created, a Lens Of Power can be used by another wizard, and so they are often given to apprentices by their masters in time of need.
This spell creates a pair of linked containers, one large and one small. The large Secret Chest can be hidden in the Ethereal Realm and recalled via the smaller version.
The large chest must be exceptionally well-made and expensive (never less than 50gp), constructed by master craftsmen, and usually measures 3 ft. x 4 ft. x 2 ft. Once it is finished, the wizard must have a tiny perfect replica made, of the same materials.
The large Secret Chest can further be protected with locks, traps or magical wards. This box can contain 1 cubic ft. of material / caster level, no matter what its apparent size. Living matter makes it 75% likely that the spell fails, so the chest is typically used for securing valuable inanimate objects.
A wizard can own only one pair of matched chests at any given time.
Once the pair of containers are complete, the caster speaks the long final incantation. This causes the large chest to vanish into the Ethereal Realm. As long as the caster has the small Secret Chest, he can recall the large one whenever he desires. This requires a few spoken words and 4 Initiative Counts.
When the caster has completed his business, a further intoned phrase and 4 more Initiative Counts will send the large container back to its hiding place.
Whenever the large Secret Chest is brought back to the Mortal Realm, a window to the Ethereal Realm remains open for about 10 minutes. The portal slowly shrinks away, but in the meantime a denizen of the Ethereal Realm might possibly come through.
While the large Secret Chest is in the Ethereal Realm, there is a cumulative 1% chance per week that some being comes across it. This chance is reset to 1% when the chest is recalled.
If the miniature chest is lost or destroyed, or 60 days go by without a recall, the large version will not return, although it might be possible to recover it by travelling in person.
The creation of this spell was long ago, in a land lost to antiquity.
This spell enables the wizard to magically call into being a sturdy cottage or lodge, which assembles itself from material that is common in the area where the spell is cast - stone, timber, or sod.
The floor area of the lodging is 30 square feet / caster level, and the surface is level, clean, and dry. In all respects the lodging resembles a normal cottage, with a sturdy door, two or more shuttered windows, and a small fireplace.
The inside of the Shelter contains rude furnishings as desired by the caster - up to eight bunks, a trestle table and benches, as many as four chairs or eight stools, and a writing desk.
While the lodging is secure against winds of less than gale force, it has no heating or cooling source (other than natural insulation qualities). Therefore, it must be heated as a normal dwelling, and extreme heat adversely affects it and its occupants. The dwelling does, however, provide considerable security otherwise, as it is as strong and fire-resistant as a normal stone building, regardless of its material composition.
The door, shutters, and chimney are secure against intrusion, the former two being Wizard Locked and the latter being secured by a top grate of iron and a narrow flue. All three areas are also protected by an Alarum spell.
An Unseen Servant is also conjured to provide service to the caster.
If the caster should die, the Shelter fades away into nothingness.
The creation of this spell was long ago, in a land lost to antiquity.
When this spell is cast, the wizard summons local birds to quickly weave a snug roofed bower around his person. It will be comprised of a mixture of nearby materials; whatever the little birds can fetch from the locale.
The Bower has a rudimentary door, and room inside for three man-sized creatures, if they huddle together. The others can freely pass into and out of the hut without harming it, but if the caster dies or removes himself from the Bower, it collapses into a formless heap.
The Resolute Bower maintains a comfortable temperature, even if the outside is freezing cold or in scorching sunshine, and provides protection against rain, dust, sandstorms, and the like. The Bower can withstand any wind of less than storm force without being harmed, but winds greater than that will blow it apart.
The interior of the Resolute Bower can be illuminated dimly upon the caster's command, or he can extinguish the light as desired. The cover is opaque from the outside, although those within can peer out through cunning gaps.
Missiles, weapons, and most spell effects can pass through the Bower without affecting it, although the occupants cannot be seen from outside, and blind targeting of them is at a -3 To Hit penalty.
The creation of this spell was long ago, in a land lost to antiquity.
When Levitate is cast, the wizard can place it upon an object or a single creature, subject to a maximum weight limit of 100 lbs / caster level. If the subject of the spell is unwilling, or the object is in the possession of a creature, a Save is allowed to negate the effect.
If the spell is cast upon the wizard, he can move vertically up or down at a movement rate of 10 ft. per round, without needing to concentrate.
If cast upon an object or another creature, the wizard can Levitate it at the same speed, according to his command. Levitating another target requires Minimal Concentration to be maintained by the caster.
This spell does not empower horizontal movement, but the recipient could slowly drag themselves by hand along the face of a cliff, for example.
A Levitating creature attempting to use missile fire suffers a cumulative penalty of -1 To Hit / round, to a maximum of -4; a round spent recovering position will reduce the penalty back to -1. Lack of leverage makes it impossible to cock a medium or heavy crossbow, or use certain other weapons, such as a sling.
The caster can cancel the spell as desired.
This spell is used to counter certain arcane curses. It requires a day of the caster's constant attentions upon the recipient, and often the brewing of various unpleasant draughts, as well as other invasive and painful procedures such as pins into the soles of the feet, burning of areas of body hair, and so on.
It can remove any of the following curses:
This spell has no effect upon priestly Curses of any kind.
Upon casting this spell, the wizard releases a powerful stroke of lightning that leaps out to the full range.
The Bolt inflicts 1d6 HP damage / caster level (to a maximum of 10d6) to each creature within its AOE. A successful Save reduces this damage to half. Any target standing in water or carrying a great deal of metal has a penalty of -3 to their Save.
The strike may also set fire to combustibles, sunder wooden doors, splinter up to six inches of stone, and melt soft metals (lead, gold, silver, bronze, copper except True Copper). Saves must be rolled for any such objects that withstand the full force of a stroke. If the Save fails, the material is destroyed and the Bolt continues.
Locate Creature allows the caster to know continuously, over the duration of the spell, the direction in which a chosen creature lies.
He casts the spell, naming either an individual whom he personally knows, or else a species he is familiar with, and then slowly turns until he feels that he is facing in the correct direction.
If the caster is trying to find a species the spell tracks only the closest member. The spell does not disclose distance to the target, but only functions if there is a subject within range.
This spell is blocked by True Lead.
This spell is believed to be the creation of Abaris the Sage, once King of Old Thyle in centuries past.
Locate Item allows the caster to know continuously, over the duration of the spell, the direction in which a chosen object lies. The spell can only locate inanimate objects, such as apparel, jewellery, furniture, tools, weapons, or a ladder or stairway.
He casts the spell, naming either a unique item he is personally familiar with, or else a kind of object such as 'a stairway' or 'a gold ring', and then slowly turns until he feels that he is facing in the correct direction.
The spell does not disclose distance to the target, but only functions if the chosen object is within range.
This spell is blocked by True Lead.
This spell is believed to be the creation of Abaris the Sage, once King of Old Thyle in centuries past.
This spell enables the caster to see the whereabouts of all items that are inscribed with his Wizard's Sigil, as long as they are within the same Realm as the caster. The caster gains only a very dim and distorted momentary glimpse of the area immediately surrounding each item, without sound or other sensory input.
Additionally, the caster may choose one item so marked to be instantly summoned to his hand, as long as it does not weigh more than 10 lbs., is within 100 miles, and is not in the immediate possession of another creature. If it is currently on the person of another creature, they will feel an odd tugging, and the summoning effect will fail.
The item Teleports to the caster, and so may be blocked by certain spells, such as Ward Against Teleportation.
Trying to summon the object burns away the Sigil on the item in question, even if the attempt fails.
This spell may only be cast on weapons or objects such as wands that are held in the hand - it does not function on rings, clothing or packs, or similar. The object becomes linked to a single person, (who must hold it during the casting), in that it will return to his hand if called for when lost. The object will fly back from a maximum range of 120 ft. in one round, avoiding obstacles as it does.
Impassable barriers, such as a closed door, will cause the object to fall to the ground until its way is clear. A Loyal Weapon will tear itself from the grip of another person when called, unless their Strength is 18(50) or more.
Loyal Weapon may be made Permanent.
By means of this spell, the wizard creates magical protection that serves as if it were scale mail (AC 6). Mage's Armour can be granted to another individual.
The spell has no effect on a person who already has a mundane AC of 6 or better. It is not cumulative with Shield or The Peerless Bulwark Of Zelastes, but it does add to a Dexterity bonus to AC, any bonus for carrying a mundane shield, and spells such as Sigil Of Armouring.
Mage's Armour does not hinder movement or prevent spellcasting, and adds no weight or encumbrance.
It lasts until the duration expires, or until the recipient sustains cumulative damage totaling greater than 8 points, +1 / caster level. Mage's Armour does not absorb this damage.
This spell summons a translucent, weightless suit of phantom mail that grants the caster AC 4. The armour is intangible unless resisting an attack, and makes no sound.
The spell has no effect if the caster already has a mundane AC of 4 or better. It is not cumulative with Shield or The Peerless Bulwark Of Zelastes, but it is with a Dexterity bonus to AC, any bonus for carrying a shield, and spells such as Sigil Of Armouring.
Mage's Armour, Greater does not hinder movement or prevent spellcasting, and adds no weight or encumbrance.
It lasts until the duration expires, or until the recipient sustains cumulative damage totaling greater than 12 points, +1 / caster level. The Armour does not absorb this damage.
With this spell, the wizard is able to perfectly duplicate any style of handwriting of which he has a good sample. The forgery is good enough to fool even the closest scrutiny, although it does radiate faint magic. The wizard merely casts the spell and begins writing.
For the duration of the spell his handwriting will perfectly match that of the sample. The wizard need not be writing for the entire duration; he is free to stop and resume any number of times.
Once the spell's duration expires, all the forged script will immediately change to show the caster's real handwriting.
This spell creates a luminous glow, equal to torchlight, within a fixed radius of the spell's centre. The spell is centred on a point selected by the caster, and he must have a line of sight and unobstructed path when casting.
The effect is immobile, and cannot be cast upon an object or a creature.
The reverse of the spell, Mage's Darkness, creates a shadowy twilight in the same AOE and under the same conditions, but with half the duration. Any normal or magical light source of lesser intensity than Light does not function there.
Darkness cast against Mage's Light cancels both, and vice versa. Cast against a Greater version of the spell, it will remove the Greater effect for the lesser spell's duration.
This spell is similar to Mage's Light, except that it produces a source as bright as full daylight, and that it lasts until negated by magical darkness or by a Dispel Arcane Magic.
The effect is immobile, and cannot be cast upon an object or a creature.
Certain creatures, such as Orcs and many undead beings, will instinctively avoid a zone of Greater Mage's Light, finding it painful and unpleasant.
The reverse of the spell, Greater Mage's Darkness, causes pitch blackness similar to Darkness, but of greater density and AOE. It has the same effect as Greater Mage's Light if cast directly on a creature.
Greater Darkness cast against Greater Light cancels both, and vice versa. If it is cast against a lesser version of the opposite spell, it will overpower the lesser spell, while remaining in force itself.
The Magic Jar spell enables the caster to shift his spirit into a special receptacle (a sapphire of at least 200gp value or more). From there the caster can force an exchange of souls between the Jar and another creature, thus enabling the wizard to possess the target's body, while the target's spirit is confined in the gem.
The Jar must be within spell range of the wizard's body at the time of spellcasting. Once complete, the caster's body lies inert, appearing to be in a very deep sleep.
While in the Magic Jar, the caster can sense and try to possess any living creature within a radius of 10 ft. / caster level of the gem; however, exact creature types and relative physical positions cannot be determined. Between a group of creatures, the caster can sense a difference of four or more levels / HD.
This spell will also fail (and the caster will understand why) if the the intended recipient has pledged their soul to another.
An attempt to possess a host body requires a full round. It is blocked by Aura Of Protection or a similar ward. It is successful only if the subject fails a Save with a special modifier (see following):
The Save is modified by subtracting the combined Intelligence and Wisdom scores of the target from those of the wizard. This modifier is added to (or subtracted from) the die roll.
Failure to possess the host leaves the wizard's spirit in the Magic Jar.
If successful, the caster's spirit occupies the host body and the host's spirit is confined in the Magic Jar. A held soul cannot escape the gem or try to possess another creature.
The caster retains his own THACO, class abilities, and any adjustments due to his Intelligence or Wisdom. If the host body is man-shaped, and necessary components are available, the wizard can use his memorised spells. The host body retains its own HP and physical abilities. The DM decides if any clumsiness results, should the new form be very different.
The caster can shift from a host back to the Jar if within range, returning the pent-up soul to its body. This requires one round, and afterwards the caster can try to possess another target. The spell ends when the wizard shifts back from the Jar to his own body.
If the host body is slain and the Jar is within range, the caster returns to the receptacle and the host spirit is lost. If the host body is slain beyond the range of the spell, the caster dies and the host's spirit is ejected from the Jar, to become lost.
If the body of the caster is slain, his spirit can survive in either the receptacle or the host body.
A successful Dispel Arcane Magic cast on an occupied host can drive the caster back into the Magic Jar and prevent him from making any more attempts to possess, for 1d4 rounds + 1 round / caster level of the Dispel.
If the Jar is destroyed or ruined by Mordenkainen's Disjunction while a spirit occupies it, that spirit is lost. The receptacle cannot be affected by a Dispel Arcane Magic.
A lost spirit of either caster or host may become a Ghost. They can be recalled by a Resurrection or similar.
By means of this spell, the wizard changes a mirror into a scrying device similar to a crystal ball, which can be used to spy upon a target creature by peering through the Astral Realm. The mirror used must be of finely wrought and highly polished silver, and cost not less than 100 gp.
The chance of success is as shown below. Any failure prevents a second attempt upon the same subject for 1 day.
Magic Mirror cannot locate a creature under Forlorn Encystment.
A successful roll allows the caster to both see and hear the target, from a fixed point of view. This point of view is usually about 8 ft. in the air, tilted downwards, but can appear at any height off the ground if the caster desires.
Once established, the following spells can be easily cast through a Magic Mirror:
The following spells have a 5% chance / caster level of operating correctly:
The Magic Mirror may cause observed creatures to feel a nagging sense of being spied upon. The base chance of this happening is equal to the subject's Int as a percentage, modified as follows:
Use of Magic Missile creates up to five missiles of magical energy that dart forth and unerringly strike their target(s).
For every two caster levels beyond 1st, the wizard gains an additional Missile, up to a total of five missiles at 9th level. If the wizard has multiple missiles, he can have them strike a single target creature or several creatures, as desired. This includes enemy creatures in a melee.
Targets must be seen or otherwise detected to be hit, however, so total concealment can render the spell ineffective. Specific parts of a creature cannot be singled out. Against creatures, each Missile inflicts 1d4+1 HP damage.
Inanimate objects cannot be damaged by the spell, and any attempt to do so wastes the missiles to no effect.
When this spell is cast, the wizard imbues an inanimate object with an enchanted Mouth that, when a specified trigger occurs, suddenly appears and speaks a message.
The spell functions when specific visual or aural conditions are fulfilled, according to the command of the caster. Conditions can be as general or as detailed as desired. Some examples are:
In any case, its detection range is 15 ft. / caster level.
Triggers can react to a character in an appropriate disguise. A Magic Mouth cannot detect invisible or hidden creatures.
The message can be in any language known by the caster (except the True Speech). It must be of 25 words or less, and can be delivered over a few minutes.
The Mouth cannot speak spells or use magical commands. It does, however, move to the words articulated, and its voice is recognisably that of the caster.
A Magic Mouth will speak only once unless made Permanent. In that case it will repeat its message each time the conditions are met.
By means of this spell, the wizard creates a magical Arrowred from the bow of a fighter of the same level as the wizard.
No modifiers for range, non-proficiency, or specialisation apply. The Arrow inflicts 2d4 points of acid damage on a hit; the victim's carried equipment must Save or be destroyed.
For every three caster levels, the acid lasts for another round, inflicting another 2d4 HP damage. Quick application of enough water or other liquid can wash the acid off.
This spell enables the wizard to cast small globes of fire, each of which bursts into a head-sized sphere upon impact.
The Meteors hit as hurled missiles with a +2 bonus To Hit, and without range penalties.
A direct hit causes 1d6 points of damage, and may ignite combustible materials. Misses are treated as Grenade-like Missiles that inflict 1 HP damage to creatures within 3 ft.
The spell can be cast in either of two ways:
This magic calls upon a virulent dark power, and concentrates it within a single arrowhead. This is targeted upon a single named individual, whom it will slay on a successful hit. The target must be a living creature, native to the Mortal Realm. The weapon can only be used during the next night, and its powers fade at dawn.
The arrowhead must be knapped from flint, bound in henbane root, and carved with a sigil containing the name of the target. It can then be attached to any unenchanted shaft and used in battle. A caster may only have one Malefic Dart in existence at a given time.
When fired, the Dart strikes at normal chances To Hit, unless the target's True Name has been inscribed on it, which grants a +3 bonus. The arrow may be fired from a magical bow, but cannot itself bear another enchantment.
A successful hit will slay the target. If it misses, and the arrow can be retrieved, it can re-enchanted the next night as another Malefic Dart, which must target the same foe.
This spell is believed to rely on forces summoned from the Infernal Realms.
In order to cast this spell, the mage must burn a small fragment of the intended victim's body (a nail clipping or lock of hair suffices) and make stabbing motions for the duration of the magic. The fragment will be gone by the end of the spell duration.
The victim of this conjuration, if within range, is visited by a disembodied inhuman hand clutching a barbed dagger, which attacks him immediately. It strikes once / round, using its caster's THACO, for 1d8+1 damage.
The Clutch moves with its victim, following inexorably. This will occur even if the victim Teleports or uses other magics, as long as he remains within range.
It may be struck in combat by damaging spells, an enchanted or Blessed weapon as if AC 5, with HP equal to its caster's. A Dispel Arcane Magic can also remove it.
This spell is rumoured to have its origins in the Nether Realms, and some regard its use as indicative of wickedness.
When Manifold Effigies is invoked, the caster causes from two to eight exact duplicates of himself to come into being.
The number of images created is 1d4, +1 / three caster levels, to a maximum of eight. These images do exactly what the wizard does. Since the spell causes a blurring and slight distortion when it is cast, it is impossible for opponents to be certain which are the illusions and which the actual wizard.
When an image is struck by a melee or missile attack, magical or otherwise, it disappears, but any other existing images remain intact until struck. The images seem to shift and whirl from round to round, so that if the actual wizard is struck during one round, he cannot be picked out from among his images the next.
At the end of the spell duration, all surviving images wink out.
Mantle Of Influence causes the wizard to temporarily gain 2d4 points of Charisma. Intelligent creatures within the AOE at the time the spell is cast must make immediate reaction rolls based on the character's new Charisma. This does not affect creatures in combat.
Those with favorable reactions tend to be very impressed with the caster and make an effort to be his friends and help him, as appropriate to the situation. Officious bureaucrats might decide to become helpful; surly gate guards might wax informative; attacking orcs might spare the caster's life, taking him captive instead.
This spell has also been called The Voice Of The Dragon.
By means of this spell, a wizard can temporarily see through the eyes of any living arachnid, which must begin within 5 ft. of the caster. Small, harmless, living spiders are usually employed, the caster using them as spies to see things where the caster dare not go.
If the creature is mundane and normal-sized, this spell also gives the caster simple control over it, and so they can choose to have the spider move around, hide and so on, as they mentally direct.
Occasionally this spell is cast on a giant spider (a successful hit is required if the spider is hostile and not surprised) to see through its eyes while battling it, so that its opponents can take advantage of striking from a blind spot. This kind of target does not fall under the caster's control.
Most spiders have eight simple eyes whose vision is readily understandable to most intelligent races. The sight afforded by the spell includes the natural Night Vision of the spider, and lasts as long as the spell duration, no matter how far the arachnid travels. The caster cannot continue to see through the spider's eyes if either arachnid or caster move to another Realm of Existence, including the Ethereal.
Many Eyes Of The Spider may cause observed creatures to feel a nagging sense of being spied upon. The base chance of this happening is equal to the subject's Int as a percentage, modified as follows:
Detect Scrying may also reveal the Spider.
Certain magical barriers (e.g. Globes Of Invulnerability) can sever the link between caster and spider, and the effect will be noticeable to a Detect Arcane Magic or Detect Scrying spell that includes the spider in its AOE.
This spell will transmit certain harmful effects to the caster. Any form of blindness effect or gaze attack (including petrifaction) aimed at the Spider instead affects the wizard. Saves apply as usual. If the caster should be blinded while the spell remains, he can use the Many Eyes Of The Spider to see.
This magic places an invisible, unique mark upon a creature. A creature is entitled to a Save to avoid the Mark, although the target will usually be unaware that any spell has been attempted.
The Mark is visible only to the caster and creatures he touches during casting (up to seven M-sized creatures could do so). It can also be seen via Second Sight, Reveal and the like.
The Mark shows through clothing and disguises to those who can see it, even in dim light or through magical transformations. In this way, a marked person can be readily distinguished in a crowd. It radiates magic, and can also detected in that manner.
A given caster's Mark is recognisably his; the same symbol or glyph he uses as a Wizard's Sigil, and those familiar with it may be able to identify the caster.
The Mark fades away when the spell ends, or can be removed by Dispel Arcane Magic, Lift Curse or Remove Curse.
This powerful magic is an improved version of Magic Mirror, and operates in a similar way. It allows the caster to first scry on, and then make contact with, a far distant creature or place, by peering through the Astral Realm.
Like Magic Mirror, it requires a looking glass of finely wrought and highly polished silver that costs at least 100 gp.
The chance of success is as shown below. Any failure prevents a second attempt upon the same subject or location for 1 day.
The Looking Glass cannot locate a creature under Forlorn Encystment.
A successful roll allows the caster to both see and hear the creature or location, from a fixed point of view. This point of view is usually 8 ft. in the air, tilted downwards, but can appear at any height off the ground if the caster desires.
Once established, the following spells can be easily cast via the Looking Glass:
The following spells have a 5% chance / caster level of operating correctly through the mirror:
The Marvellous Looking Glass may cause observed creatures to feel a nagging sense of being spied upon. The base chance of this happening is equal to the subject's Int as a percentage, modified as follows:
Marvellous Looking Glass also allows the caster to plunge his hands through the mirror and make contact with the target.
He can strike with a one-handed weapon, try to strangle a creature, or grab and bring back any small object that will fit within his grasp. He can only reach out to his arms' length from the fixed viewpoint of the mirror, which may be easy for a target to avoid.
The caster cannot use a touch spell or cast spells while his hands are through the Looking Glass, and will take appropriate damage from any injury to his hands or arms. The caster can pull his hands back to safety as a movement action, and try again on subsequent rounds.
This spell is an improved version of Aegis Against Missiles, which can be placed upon the caster or any single creature he touches. It not only prevents damage from many kinds of missile weapon, it reverses the flight of smaller missiles so as to strike the attacker.
Reversed missiles include thrown axes, arrows, bolts, spears, javelins and the like, as long as neither bow nor projectile are magical. The attacker must make an attack roll against themselves, with all normal bonuses To Hit, and inflicts damage as usual.
Magical projectiles and heavier missiles (such as thrown boulders, ballista bolts and the like) are not reversed, but are slowed by Mastery Of Missiles, and lose 2 points per damage die (minimum 1/die).
This spell also reverses any number of Magic Missiles aimed at the recipient, so that they turn upon the attacker.
With this spell, a wizard is able to assume the form of any animate or inanimate thing he can think of.
If the caster becomes a creature, he has all of its abilities save those dependent upon Intelligence, innate magical abilities, and Magic Resistance. He will have the appropriate AC, movement and attacks, but retains the HP he had at the time of casting. If he has enough mobility and speech, he will keep his own spellcasting abilities.
If the wizard changes into an inanimate object, he will have appropriate toughness or vulnerabilities; again, he retains the HP he had when casting the spell.
The caster can further change his form once a round for the duration of the spell; no System Shock roll is needed.
This spell cannot change the appearance of the caster's shadow. If examined, it will show their normal shape.
An adopted shape can be detected as magical; the spell can be ended via Mordenkainen's Disjunction.
Unlike similar spells, a wizard who is killed in another form does not revert to his original shape, which may disallow certain types of revivification.
This spell gives a creature a brief and limited form of levitation. The creature can walk normally over any surface, but so lightly that no tracks are left behind. If the creature breaks into a run, the spell immediately ends.
The creature can move across a fluid as well as a solid surface, but the movement is reduced to half the creature's normal walking rate, as the creature must step carefully. Light Step will not enable a creature to walk across turbulent water or ocean waves, however, as it requires a relatively flat surface. The surface comes into contact with the recipient's feet, and any effects from touching it will apply.
This spell will remove any penalty for attempting stealthy movement over a noisy surface, such as dry leaves.
Some believe that spell was 'acquired' from the Guiddonot witch-warriors of Torgai by the mage Melisande.
This spell creates an unseen encirclement, which the caster can attempt to drop around a target creature to force them to move as he wishes. A Save is allowed to avoid the effect, in which case the spell collapses in on itself and is gone.
Otherwise, the target becomes aware of a faint susurrus and scrabbling at the margins of their person, showing the presence of the Harness.
Each round thereafter the caster can attempt to force the victim to move. The victim must travel in the caster's chosen direction at a rate of 10 ft. / round (or their maximum rate, if it is less). If they choose not to move with the Harness, they suffer the consequences.
These manifest as hundreds of invisible but viciously sharp imp-like claws and teeth, which swarm over the victim, tearing and biting at their skin. This causes 2d4 damage each round that the victim refuses to move as the wizard dictates; a target who continues to do so will find that the Harness travels with them, up to a maximum range of 100 ft. from the caster.
Victims of a Flaying Harness usually lose strips of skin, and bear long, livid marks on their flesh.
A victim can be freed by them moving more than 100 ft. away, by the death of the caster, or by moving Ethereally, via Dimension Door or similar.
This spell invisibly repairs breaks, dents, holes and tears in a mundane object, making it as good as new.
The object can be no larger than a longsword or a shield, but can otherwise be in any state of disrepair, even smashed into hundreds of pieces or turned to a pile of rust. Once Mended, it will seem flawless, as if freshly made.
This spell cannot repair magical items of any type.
Ten minutes after the spell is cast, the magic of the joining fades, and the effect cannot then be Dispelled.
This specialised Charm works simultaneously on up to 10 HD of creatures of Int 4 or less. Each must make a Save or become a docile mount or pack animal for the caster and his associates.
The affected creatures will carry as much as their Strength allows and travel until too fatigued to move. Only if hurt will they fight back, and any injury from their new masters breaks the spell immediately.
Once the spell duration expires, the Menials instantly return to their usual behaviour.
This spell functions only if the caster bears battle wounds (not necessarily from the current combat). It allows the wizard to flee precipitously away from harm.
The first round that the Retraction is in effect, the wizard gains a +2 AC bonus against attacks from his rear. During that round and all remaining rounds of the spell, the caster can also travel at double normal speed, as long as he is always moving away from any danger he can identify.
The caster's movement cannot further be improved via other magics such as Haste, The Spell Of.
By means of this magic, the caster causes any single small object (of less than 3lbs) touched to immediately fly in a straight line along the caster's pointing finger. If the object touched is heavier than the spell's limitation, it quivers, but does not fly, and the spell is lost.
It strikes as a +3 magic weapon at the caster's THACO; if any being is struck by the object, it inflicts 1d6+1 HP damage.
This spell is sometimes used to move harmful objects away, or to transfer keys, coins, and the like to other beings.
When this spell is cast, the wizard creates a weaving, twisting pattern of subtle colours in the air. This Pattern causes any creature looking at it to become fascinated and stand inert. The spell can be cast with a series of gestures, and does not require speech.
The spell can captivate a maximum of 12 levels / HD of creatures. All creatures affected must be within the AOE, and each is entitled to a Save.
The Mesmeric Pattern will remain for as long as the caster maintains Full Concentration, plus two rounds thereafter.
If a creature's view of the lights is blocked, the spell is immediately broken. Any injury sustained by an onlooker will also break their facination with the Pattern.
This spell is similar to Chamber Long Vacant, only more powerful and elaborate. The spell enables the caster to make an locale appear to be something other than it is.
The area will appear to be uninhabited, any real occupants being hidden, but will otherwise look, sound, smell and feel as determined by the caster. If the Mirage includes harmful effects (such as a lit fire), it can cause injury to those who touch it. All such damage is Subdual Damage, which heals quickly and cannot kill. At the most, injuries from a Mirage Arcana may render a target unconscious.
The spell continues as long as the caster maintains Minimal Concentration and remains within range. Even after this, the spell persists for a total of one hour plus 10 minutes / caster level.
Unlikely or poorly-imagined Mirages (perhaps created without prior knowledge of the subject) may grant a passive attempt to Disbelieve. In any case, a successful Disbelief attempt will let an observer see through the fakery, and mean that they cannot be injured by it. Any previous injury sustained, once a Disbelief is successful, will immediately fade away.
When this spell is cast, arcane magic and magical items within the AOE may be disjoined, except those being carried or touched by the caster.
This effect is like a superior Dispel Arcane Magic that disassembles the sorceries into their component parts; the various threads of magic will unravel and discharge as twisting multi-coloured beams or bursts of light.
This spell cannot affect spells or items of a divine nature. Arcane magics are affected as follows:
The creator of this spell, Mordenkainen, was known as 'The Master' for his great feats of magic, before his mysterious disappearance almost 100 years ago.
By use of this spell, the wizard is able to instantly recall any 1st-5th level spell he has used during the past 24 hours.
Mordenkainen's Lucubration allows the recovery of only one spell, which becomes available to be cast again.
This spell is believed to be based on Nystul's Mnemonic Enhancement. Its creator, Mordenkainen, was known as 'The Master' for his great feats of magic, before his mysterious disappearance almost 100 years ago.
By means of this spell, the wizard conjures, as if from thin air, a huge other-worldly dwelling with a single doorway. The doorway is mostly invisible, being only a faint shimmering unless the caster wishes otherwise. Only the caster may open and close the entrance, needing but a thought. Detect Invisibility or similar magic can reveal the doorway, but no power can force the Mansion to open.
Once creatures have passed beyond the entrance, they behold a magnificent foyer and numerous lavishly-appointed chambers beyond. The place is elegantly furnished, and contains sufficient foodstuffs to serve a nine-course banquet to as many dozens of people as the caster has levels of experience. Luxurious bedrooms and the like abound, and there is a staff of ghostly servants, liveried and obedient, to wait upon all who enter.
The atmosphere within is clean, fresh, and warm; it remains separate from external conditions. The elaborate windows of the outermost chambers look out upon a hazy, almost formless dreamscape, although they cannot be used to exit the Mansion.
Anyone within the Mansion is free to leave via the doorway, returning to the Mundane Realm. No offensive actions, spellcasting or the like can take place within; anyone who attempts such will be immediately and unceremoniously ejected by the Mansion's servants.
Rest and relaxation within is normal, but the food and drink are not. It seems excellent and quite filling as long as one is within the place. Once outside, however, its effects disappear immediately, and the guests will feel appropriate hunger and thirst.
If the caster exits the Mansion, or when the spell duration is up, it will fade away to nothingness within moments, returning all still within to the Mundane Realm.
The creator of this spell, Mordenkainen, was known as 'The Master' for his great feats of magic, before his mysterious disappearance almost 100 years ago.
This powerful magic creates an unseen enchantment that moves outwards from the caster's position, causing those within it to fall into a deep and deathly sleep.
When casting Sleep Of Ages, the wizard must stand within an unbroken sigil, drawn in a mixture of his own blood and powdered silver. Into this ring are placed several sprigs of lavender and one or more 100gp value moonstones.
Once the spell is complete, a zone of enchantment begins to move outwards at 10 ft. / round, through physical and most magical barriers, until it reaches its maximum AOE.
A Puissant Domain Against Sorcery, Prismatic Wall, or Prismatic Sphere will block an oncoming Sleep Of Ages from its AOE. Otherwise, all creatures caught within will pass into an enchanted slumber. Only victims who normally require sleep can be affected. Once the spell reaches its full radius, the effect fades away, and will not cause later intruders to fall asleep. The caster may then step out of the sigil without undue harm.
Affected creatures no longer require air, food or water, nor will they grow older as the years pass. They cannot be woken, even by being injured; only a successful Mordenkainen's Disjunction can end the Sleep. If a creature in a Sleep Of Ages is slain its corpse will decay, as it suddenly regains its true age.
The moonstones at the centre of the spell maintain the Sleep Of Ages, losing lustre and crumbling slowly to worthless dust as the years pass. Each 10 gp of value lasts for 1 year of slumber. Once there are no gems remaining the spell ends and its victims awaken, but the duration may be extended by later placing more 100gp stones into the ring, potentially without limit.
The moonstones can, however, be removed by a later intruder, ending the Sleep Of Ages for all its victims. Because of this, a diligent caster may choose to secure the centre of the effect with spells and other defenses.
The creator of this spell, Mordenkainen, was known as 'The Master' for his great feats of magic, before his mysterious disappearance almost 100 years ago.
Upon casting this spell, the wizard brings into being a shimmering mystical blade.
By maintaining Full Concentration, the caster is able to mentally wield the weapon, causing it to move and strike or parry. It can fly out to the full range of the spell to attack.
The Sword strikes at a +3 To Hit, and as if the caster were proficient in its use. The Sword can hit Ethereal opponents and those normally injured only by +3 weapons. It inflicts 4d6 HP damage.
The creator of this spell, Mordenkainen, was known as 'The Master' for his great feats of magic, before his mysterious disappearance almost 100 years ago.
This powerful spell allows the caster to take control of the bodies of man-sized or smaller humanoids within the AOE, letting him choose their every action. It does not function on the undead, golems, or other-worldly creatures.
The maximum number of targets is one / caster level; the caster can choose which beings within the AOE he can try to Puppet. Each gets a Save to avoid the effect.
Those who succumb to Mortal Puppets will find that they have no power over their own bodies, except that they can still speak, in a muffled, stilted manner. The wizard is able to cause them to attack whoever he wishes, fall to the ground, walk or run in any direction, and so on. If he needs them to perform physical actions, their THACO is the same as the caster's, and their Dex is equal to his Int. The caster cannot force them to cast spells or use magical abilities, nor can he make them speak.
While controlling his victims, the caster must maintain Full Concentration, and the victims must remain within the AOE. Otherwise, the target will be freed; they will need a round of inaction to recover, and will then be able to act normally again.
An Aura Of Protection or similar will not block this spell, although a Puissant Domain Against Sorcery, Unassailable Fortress Of The Mind and various Prismatic defenses will do so.
This powerful abjuration causes arcane spells cast against the wizard to rebound on the original caster. By tradition, it appears as a shimmering, iridescent cloak of Astral colours, shedding fragments of fading light.
The Cloak will reflect spells cast from scrolls and innate spell-like abilities, but cannot affect the following:
A total of 2d4+4 spell levels can be affected. The exact number is secretly rolled by the DM. The wizard cannot choose not to turn back a given spell; all viable incoming spells are automatically affected. The reflection takes place before any Save is rolled.
A spell may be only partially affected - divide the number of remaining levels by the spell level of the incoming spell to see what fraction of the effect is affected, with the remainder affecting the caster.
If the protected wizard and a spellcasting attacker both have Moth-Wing Cloaks operating, a resonance is created that has the following effect (roll d100):
Nacreous Coil summons a cloud of dense fog which blocks vision.
The Coil can be of any size and shape up to the maximum AOE, as long as it forms one contiguous mass. The fog obscures all sight, normal and infravision, beyond 2 ft.
A strong breeze (e.g. Gust Of Wind) will disperse either effect in one round, while a moderate wind will reduce the spell duration by 50%.
The origins of this spell are said to predate the rise of Man's kingdoms.
This fearsome spell propels the victim violently upwards, to either impact against whatever solid surface is in the way, or else to soar up to a height chosen by the caster, even into the clouds.
If the target strikes a hard surface, they suffer 1d6 damage for each 10 ft. they have travelled, then plummet back to earth, usually sustaining more injury. Otherwise they will continue moving up at a rate of 100 ft. / round. While moving, they will be unable to cast spells, but may be able to attack others within reach, or take other actions.
If nothing interposes itself, the victim will eventually reach a height of the caster's choice, to a maximum of 500 ft. There they will remain, pinned immediately above the spot they once stood upon. Once in place, they can cast spells again or otherwise act, but cannot move, unless naturally able to fly.
Missile fire from a victim of Nailed To The Sky suffers a cumulative penalty of -1 To Hit / round, to a maximum of -4; a round spent recovering position will reduce the penalty back to -1. Lack of leverage makes it impossible to cock a medium or heavy crossbow, or use certain other weapons, such as a sling.
While Nailed To The Sky, a man-sized creature can be very hard to spot from the ground; a Perception roll is required, at -1 per 100 ft. altitude. The spell can be Dispelled or Disjuncted, or the victim can be brought back to the ground via Levitate, Flight, or a flying creature that can pull with a Str of 16+.
Unless rescued or able to escape themselves, the victim will slowly dehydrate and starve to death, eventually becoming nothing more than dry rags, shifting gently in the wind. Creatures that do not need to eat and drink will remain Nailed forever.
This spell has sometimes been referred to as The Tyranny Of Distance.
Nivi's Whimsical Cart conjures a small ornate oak wagon out of thin air. The Cart is pulled by a shadowy beast of burden of some kind, usually a mule or a goat, but the wizard can instead choose it to have the form of any smallish domesticated animal.
This magical vehicle can carry up to 500 lbs, + 50 lbs / caster level, with a cargo area of 6 ft. long, 6 ft. wide and 3 ft. deep. It travels at a normal walking pace.
The caster must remain within the initial casting range to keep the Cart in existence; otherwise it and its harnessed animal vanish, sometimes unceremoniously dumping driver and contents onto the ground. The same will occur if the harnessed beast is slain; it has HD 1, 1d8 HP and AC 8.
The exact duration of the spell is never known to the caster; the DM makes the 1d2 roll for additional hours. Again, when the time is up, the Cart disappears without warning.
This spell summons a tiny speck of dark energies to the caster's hand, growing in his grasp as the magic coalesces.
Once fully formed, the Black Mote can be hurled at a single creature within range.
The Mote automatically strikes its target, exploding in a hissing burst of darkness. It inflicts 3d4 HP damage, +1 / caster level. The victim must also Save or suffer a painful numbing cold, which inflicts a -2 penalty to all physical rolls for 1d3 rounds.
Undead are unaffected by a Black Mote.
Nystul, the creator of the spell, is most famous for tutoring Mordenkainen 'the Master' as a youth.
This spell creates a sudden bloom of intensely bright light.
All creatures within the AOE who fail a Save are partially blinded for 1d4 rounds (-1 Surprise, -1 To Hit, +1 AC). Those who make their Save are merely dazed for 1d2 rounds, suffering a +1 AC penalty. Sightless creatures are not affected by the spell.
Creatures outside the AOE do not suffer any ill effects, although the Flare is visible for a long distance, especially in darkness.
Nystul, the creator of the spell, is most famous for tutoring Mordenkainen 'the Master' as a youth.
By means of this spell, the target is granted an enchanted Aura. The spell can affect a single creature (an unwilling recipient is allowed a Save to resist), an area of 5 ft. x 5 ft. / caster level, or an object of 5 lbs / caster level.
The caster can specify the school of the false magical aura (e.g. alteration, conjuration). Detect Arcane Magic, Second Sight or Reveal or similar cast upon the target will show only the false aura and school.
If the target is already magical, the new Aura will mask its own emanations, unless they are particularly powerful.
Nystul, the creator of this spell, is most famous for tutoring Mordenkainen 'the Master' as a youth.
By means of this spell, the caster grants himself increased powers of memory with regard to spells.
The caster has two options, which he can choose between at Casting Time:
Nystul, the creator of the spell, is most famous for tutoring Mordenkainen 'the Master' as a youth. Mordenkainen based his own spell, Mordenkainen's Lucubration, on this work.
Open The Way enables the caster to create a narrow passage through soil, clay, wooden, plaster, or stone barriers, but not other materials.
The surface will peel back on itself, revealing the Way.
The spell creates a 5 ft. wide x 8 ft. high x 10 ft. deep opening. Several of these spells can form a continuing passage so that very thick walls can be pierced. The air within the passage is clear and sylvan, thick with the smells of nature, and will have an uneven soil floor, sometimes crossed by great roots that protrude through from beyond.
The caster and any creatures he names can simply walk through; others cannot, unless otherwise able to travel via the Ethereal Realm. Such creatures can easily follow the Way to its end.
If Dispelled, Open The Way closes away from the dispelling caster, ejecting those in the passage from the far end.
The origins of this spell are ancient, believed to predate the rise of Man's kingdoms.
Using this spell, the wizard can construct a spellweave and place it in a specially prepared Orb. It will catch and hold spells cast into it until activated, whereupon all the spells are released at once.
The globe must be about two inches in diameter, made of a True Metal (usually True Silver), and be valued at least 50 gp / spell level it can contain. It will bear ornate runes, sigils or other engravings which denote its power. During the Casting Time it must be kept close to the caster, and he must not use another spell during this period, or else the weave becomes tangled and useless.
Once the Orb is ready, it becomes warm to the touch. The caster may then cast spells into the weave, which catches them and keeps them dormant. The total number of spell levels held in a spellweave cannot exceed half the caster's level, and only 5th level spells and below can be kept there.
A single command word of the caster's choice is used to activate the Orb - only the original caster may do so, and they must be holding the Orb at the time. Once the command is spoken, the spellweave unravels, and the spells it contains are cast one by one, in their original order and at their usual Casting Times. Several spells may be cast in a single round by a Spell-Weaver Orb.
An Orb Of The Spellweaver may not be used to cast spells that require Concentration, nor spells that take up a permanent slot in the caster's memory. Casting touch-delivered spells will require a touch with the Orb.
If the Orb is destroyed before the weave is entirely unravelled, the remaining energy is released in a burst that inflicts 1d10 damage per remaining spell level to all creatures within 10 ft. Once empty, the globe crumbles into worthless dust.
While an Orb Of The Spellweaver exists, its creator must dedicate a spell slot to it. The caster can always choose to end the effect, which returns the metal globe to its unenchanted state.
This spell enchants a greenish chrysoberyl of at least 10gp value to store either an image, or spoken words.
The spell is cast upon the stone, excepting one of the two possible command words, which are delayed until the spell is activated.
Anyone holding The Panoptic Gem may speak one of the command words, which then captures either an image of the area immediately in front of it, or else all words spoken in the next ten breaths, depending on which command is used.
Once an image or speech has been captured, anyone holding the Gem need only speak the same word to make the stone either dimly show the image within, or whisper the words it holds.
A single Gem can only hold one image or a dozen words, but will retain them forever, unless the stone is destroyed.
Paramount Gaze enables the caster to meet the eyes of a creature and intone a single word to cause a powerful effect.
The power in the wizard's Gaze can be used once / round for the duration of the spell. In later rounds, after the first, the caster can move and take other non-combat actions in addition to making a Gaze attack, but cannot cast other spells.
This spell does not affect sightless creatures, undead of any type, or extend beyond the Realm occupied by the caster.
The wizard selects one of four possible effects at the time the spell is cast, and this effect cannot be changed in later rounds. Any Gaze is negated by a successful Save. The four possible effects of the spell are as follows:
This magic is believed to have its origins in an ancient inhuman power, from whom the sorcerors of the First Kingdom learned.
By employing Part Water, the caster is able to cause water or similar liquid to divide, forming a great rift.
The gap remains as long as the spell lasts, or until the caster opts to end its effects. Existing currents appear to flow through the parted water, although swimming creatures and physical objects such as boats cannot enter the rift without tumbling to its floor.
If cast underwater, this spell creates a cylinder of air, of appropriate length and diameter.
If Part Water is cast directly on a Water Elemental or other water-based creature, the creature suffers 4d8 HP damage and must roll a successful Save or flee in panic for 3d4 rounds.
This spell is an improved version of Shield. It creates a mobile barrier that remains in front of the caster to help protect him against harm.
This Bulwark totally negates Magic Missiles. It provides the equivalent protection of AC 1 against hurled missiles (e.g axes, darts, javelins, spears), AC 2 against small propelled missiles (e.g arrows, bolts, manticore spikes, sling stones), and AC 3 against all other forms of attack. The Bulwark also adds a +2 bonus to the wizard's Saves.
These benefits apply only if the attacks originate from in front of the wizard, where the Bulwark can shift to interpose itself.
This spell cloaks the caster in a retributive shield, which usually manifests as an enveloping aura of crackling light, dimly illuminating their surroundings, as does a lit match.
This spell can be cast in one of two forms: a flaming Pelerine that protects against cold-based attacks, or a chill Pelerine that protects against fire-based attacks. The wizard must choose which variation he memorises when the spell is selected.
Creatures striking the caster with its body or hand-held weapons inflict normal damage upon the wizard, but the attacker will also suffer injury as the aura flows back along their weapon. Base damage is 1d4 / caster level (possibly increased if the attacker is vulnerable to heat or cold).
Additionally, the Pelerine helps the caster resist injury, as follows:
To cast this spell is to attempt a dangerous act: luring a powerful creature from another Realm to a prepared trap, where it will be held until it agrees to perform a service. The type of creature to be snared must be known and stated during the casting.
The spell requires the caster to have already created the restraining ward. The ward can occupy an area of at least 10 ft. x 10 ft., to a maximum of 30 ft. x 30 ft., and cannot be interrupted by any kind of solid object.
Great Pentacle opens a portal within the Realm of the target creature, and brings it to their attention. They can resist the summons with a Save, modified if the caster uses their True Name.
If the Save succeeds, the creature ignores the opening, and the spell fails. If it succeeds by 6 or more, they may learn of the identity of the would-be trapper, and later exact retribution. If the Save fails, the creature steps into the opening and is drawn into the Pentacle.
A Great Pentacle may also fail at the moment of arrival of its occupant; the chance is as follows:
A Pentacle that fails has no power over its intended victim.
A being caught in a Great Pentacle cannot pass through its lines, nor use magic or other supernatural abilities on anything outside it. It will be able to throw missiles across the ward, so by tradition the inside of the Pentacle is kept bare of objects.
Only the summoner can enter the Pentacle without breaking it. Any other interruption of the ward will render it useless - this includes creatures entering the bounded regions, a straw laid across the lines, or an object thrown into the area from outside.
Once safely trapped, the caster can offer bribes, use promises, or make threats in order to exact one service from the captive creature. It will usually resist such a service, with a score that begins as being equal to its Wisdom +3. This score drops by 1 for each month that the captive remains within the Pentacle.
The DM will assign a value to what the wizard has said to the trapped creature, rating it from 0 to 5 (with 5 being the most persuasive). This rating is then subtracted from the resistance score of the creature. If the creature rolls a successful 2d10 check against this score, it refuses the service. New offers can be made, or the old ones offered again, once each month.
However, a creature will never agree to an impossible or completely unreasonable demand.
This can be repeated until the creature promises to serve, until it breaks free, until the duration expires, or until the caster decides to free it.
Once a single service is completed, the creature only needs to inform the caster to be instantly returned whence it came. The creature might later seek revenge.
If a captive is freed by the caster without completing a service, it will immediately be able to attack, flee or perform any action it wishes.
Instead of bargaining with the captive, the caster can choose to use The Spell Of Binding to doubly imprison it. Breaking the Binding does not necessarily free the subject from the Great Pentacle; the combined results will depend on the method of Binding used.
This powerful spell can be used to make other castings last forever, or else as part of the enchantment of a magical item.
If used to extend the duration of a spell, Permanency must be cast before the spell, and within its normal range. There are several sets of spells that Permanency is known to work upon; magics that affect the caster, magics that affect other creatures or objects, and magics that only affect an object or area. Other applications may be possible, but researching such will take time and effort; see below.
A successful Dispel Arcane Magic cast upon a spell made Permanent will suppress the effect for 2d6 rounds. A Mordenkainen's Disjunction will remove both the spell and the Permanency.
The following can made Permanent when used on the caster:
The following can made Permanent when used on the caster, another creature or an object:
The following can made Permanent when used on an object or area:
The DM may allow other spells to be made Permanent. Researching this possible application costs as much time and money as independently researching the selected spell itself.
Each spell made Permanent ages the caster by 5% of their usual lifespan.
Using Permanency as part of the creation of a magic item is discussed under the ritual To Enchant A Wondrous Item. This casting does not age the wizard, but may instead reduce their Constitution.
This spell is similar to Invisibility, making the recipient undetectable by normal or Night Vision. By using the Mantle Of Stealth, however, the recipient is able to attack or cast spells and remain unseen.
Items dropped or put down by the invisible creatures become visible; objects picked up disappear, if they can be hidden away beneath clothing. Carried light sources are not affected, and will seem to float unsupported.
Invisible creatures Surprise others at a -3 penalty.
Attacks against invisible creatures suffer a -4 penalty To Hit.
Telltale noise, footprints and other traces can allow an opponent to sense an invisible creature. These traces are only noticeable when actively looked for within 10 ft.; a Save vs. Perception at a -4 penalty will allow the opponent to detect them. If successful, the invisible creature can be attacked at a lesser penalty of -2, until able to disengage and move away.
By hiding mystical runes amongst a piece of writing, the caster can prevent unauthorised persons from reading it. The caster, as well as any other person he allows, can read the protected writing without triggering the Critique.
The presence of Phandaal's Vitriolic Critique is difficult to detect unaided; a 5% chance / caster level of the reader; thieves have only a 5% chance total. A Detect Arcane Magic or similar spell will reveal the runes, however.
When read, the Critique detonates, causing 6d4+6 HP damage to the reader, who gets no Save. Other creatures within the AOE can make a Save to take half damage. The item upon which the runes are placed is destroyed when the explosion takes place, unless it is proof against destruction by magical fire.
The caster can remove the Critique whenever desired. Others can remove it with a successful Dispel Arcane Magic or Erase.
This spell creates an image of any single object, creature, or force, as long as it is within range and no larger than the AOE. The illusion includes appropriate sounds and scents, and will give off warmth if appropriate. While the caster continues to concentrate, they can choose to have the image move about and behave realistically, as they wish.
The illusion lasts until touched, or 3 rounds after the wizard ceases Minimal Concentration.
Unlikely or poorly-imagined Eminent Phantasms (perhaps created without prior knowledge of the subject) may grant a passive attempt to Disbelieve. In any case, a successful Disbelief attempt will let an observer realise that the Phantasm is an illusion.
This spell creates an image of any single object, creature, or force, as long as it is within range and the AOE. The illusion has no smell, nor temperature, and effects that depend on these senses may be obviously fake to observers (granting a free passive roll to Disbelieve). A Greater Phantasm includes some sounds, no louder than footsteps or an indistinct mumble. While the caster continues to concentrate, they can choose to have the image move about and behave realistically, as they wish.
The illusion lasts until touched, or 2 rounds after the wizard ceases Minimal Concentration.
Unlikely or poorly-imagined Greater Phantasms (perhaps created without prior knowledge of the subject) may grant a passive attempt to Disbelieve. In any case, a successful Disbelief attempt will let an observer realise that the Phantasm is an illusion.
This spell creates an image of any single object or creature, as long as it is within range and no larger than the AOE. The illusion has no sound, smell, nor temperature, and effects that depend on these senses may be obviously fake to observers (granting a free passive roll to Disbelieve). While the caster continues to concentrate, they can choose to have the image move about and behave realistically, as they wish.
The illusion lasts until touched, or until the wizard ceases Full Concentration.
Unlikely or poorly-imagined Phantasms (perhaps created without prior knowledge of the subject) may grant a passive attempt to Disbelieve. In any case, a successful Disbelief attempt will let an observer realise that the Phantasm is an illusion.
This powerful spell is a very specific kind of Illusory Drama which always depicts the same scenes, from the notional life and downfall of one Hopnir, an unfortunate necromancer. It is a cautionary tale, designed to enthrall and instruct the observer, replete with disturbing spectacle and booming soliloquies. Experienced casters of illusions will often recognise it as soon as it begins.
All intelligent living creatures within the AOE of the spell, except the caster, must Save when the Tale is cast, or else stand rapt, giving the show their full attention. They can attempt to Save again every 10 minutes thereafter; any successful Save allows a witness to break the spell and turn away. Any injury sustained also ends the Tale.
While enraptured, onlookers will take no other action, except to idly eat and drink. Their Perception is at -3 regarding all other happenings. The caster remains unaffected, and can take the opportunity to cast other spells, leave the area, or take other actions.
When this spell is cast, the wizard creates the illusion of the most fearsome thing imaginable to the victim. It does not function on the undead, mindless or other-worldly creatures.
Only the victim can truly see the Phantasmal Killer (the caster witnesses only a shadowy shape). Once set, it seems to inexorably pursue the target, for it exists only in their mind. It will seem invulnerable to all attacks and appear to pass through any mundane barrier.
The Killer cannot reach a target under an Aura Of Protection or a Puissant Domain Against Sorcery, but will remain for the duration, seemingly intent on breaking through to its victim.
The beast attacks once per round at a THACO of 18, with the following special modifiers:
If the Phantasmal Killer succeeds in scoring a hit, the subject dies from fright.
A Phantasmal Killer can be ended by a single active attempt to Disbelieve, slaying the caster, or by rendering either the caster or the victim unconscious.
Spells such as Remove Fear and Cloak Of Bravery, cast after the Killer has attacked, grant another check to Disbelieve the effect.
When this spell is cast, the wizard summons a sinister horselike creature to serve as a mount. The Steed can be ridden only by the wizard who created it.
A Phantom Steed has a black head and body, gray mane and tail, and smoke-coloured, insubstantial hooves that make no sound. Its eyes are milky-coloured. It bears no saddle or bridle.
It will not fight, but all normal animals shun it and only monstrous ones will attack. The mount has an AC of 2 and 7 HP, + 1 / caster level.
A Phantom Steed moves at a movement rate of 100 ft. / round. It can bear its rider's weight, plus up to 10 lbs / caster level, but it will rear up to throw off any other creature.
These mounts gain certain powers according to the caster's level:
If the spell expires, or the mount or the caster is slain, the Steed returns whence it came in a flaming burst of sulphurous smoke. A rider may suffer a painful fall if this occurs while at speed.
This spell is said to have its origins in an ancient and decadent land, and to call upon Dark Powers that control such beasts.
This spell brings down a terrible curse upon the AOE. For the duration of the spell, any humanoid creature (except a pure-blooded elf) of less than 3 HD who dies within that region will arise as one of the undead at the next sundown. They will become zombies under the spoken control of the caster, who must be present as they rise if he wishes to give them orders.
Otherwise, they will climb from their resting places and attack all living beings nearby, stumbling slowly towards the caster's current location, until the wizard is within range to give verbal commands. If, for whatever reason, the caster is unable to give verbal commands, the unliving will also attack him.
Destroying the corpses of the dead, or burying each in a consecrated grave, will prevent the Plague from taking place.
This spell gives the caster control over all non-magical fires within the AOE.
The caster can cause fires to reduce in size and brightness to become mere coals, snuff them out entirely, or make them flare up. At most, he can double the brightness and heat of the flames, causing them to burn through their fuel at twice normal rate and cause 150% of normal damage.
The spell lasts until the caster cancels it, all the fuel is burned, or the duration expires.
Power Over Flames does not affect Fire Elementals or similar creatures.
Power Over The Elements enables a wizard to change the weather over a wide area. It requires 10 minutes to cast the spell, and an additional 1d4 x 10 minutes for the weather conditions to occur.
The current weather conditions are determined by the DM, depending on the climate and season. The spell can change conditions according to the Weather chart, moving up or down both the weather type and the wind tables by up to three steps.
It is possible to increase winds above gale force; the effects of high wind speed are as follows:
* Structural Damage takes place over the course of the spell
Normally weather patterns shift every 8 hours or so; the caster can allow this to happen naturally or fix the weather, forcing it to remain in his chosen conditions. A few hours in an area affected by Power Over The Elements may allow creatures to realise that something unnatural is in effect; a successful Weather Sense Non-Weapon Proficiency check is needed.
This spell enables the wizard to conjure up an immobile, opaque globe of shimmering, multicoloured Astral light to surround him, granting protection from all forms of attack. The Sphere glares with many different hues, each of which has distinct powers and purposes.
When it first appears, all creatures except the caster within 50 ft. and with fewer than 8 HD must Save, or be blinded for 2d4 rounds by the leaping colours (-3 Surprise, -3 To Hit, +3 AC). Usually only the upper hemisphere of the globe is visible, as the caster is at the centre of the sphere, so the lower half is hidden by the surface he is standing on.
Only the caster can pass in and out of the Prismatic Sphere without harm, though he can cast it over others to protect or trap them within.
The following table shows the colours and effects of the Sphere, as well as a particular counter-spell for each colour. If cast directly upon the Sphere, the counter-spell will automatically bring down the colour in question, but will itself be nullified. However, each colour must be brought down before the next can be affected.
Any creature or object passing through the barrier receives the effect of every colour still remaining.
Colour | Order | Blocks | Effect | Counter-spell |
---|---|---|---|---|
Incarnadine | 1st | Heat and cold | 20 damage, save for half | Terrible Breath Of Frosts |
Umber | 2nd | Magical missiles | 40 damage, save for half | Gust Of Wind |
Amber | 3rd | Poisons, gases, and petrification | 80 damage, save for half | Disintegration |
Viridian | 4th | Breath weapons | Poisonous; Save or die; survivors suffer 20 damage | Open The Way |
Cerulean | 5th | Location/detection and mental attacks | Save or be petrified | Magic Missile |
Cobalt | 6th | Magical spells and immaterial objects | Save or become insane | Greater Mage's Light |
Heliotrope | 7th | Solid objects | Save or be sent to the Astral Realm | Dispel Arcane Magic |
Any object short of an artifact or relic entering the Sphere is destroyed.
A Mordenkainen's Disjunction will destroy a Prismatic Sphere, but a Puissant Domain Against Sorcery will fail to penetrate it.
Prismatic spells are one of the few effects able to harm Golems. They are of ancient origin, said to have been first created by the mysterious Sleeper, lost to antiquity.
When this spell is cast, the wizard causes seven shimmering, multicoloured rays of Astral light to flash from his hand in a triangular Spray. Each ray has a different power.
Every creature in the AOE might be touched by one or more of the rays, beginning with those closest to the caster. To determine which ray strikes a creature, roll 1d8 and consult the following table. Once a ray has struck a target, it is blocked and cannot go on to injure another.
Any creature with fewer than 8 HD struck by a ray is blinded for 2d4 rounds, regardless of any other effect (-3 Surprise, -3 To Hit, +3 AC).
Roll | Colour | Effect |
---|---|---|
1 | Incarnadine | 20 damage, save for half |
2 | Umber | 40 damage, save for half |
3 | Amber | 80 damage, save for half |
4 | Viridian | Poisonous; Save or die; survivors suffer 20 damage |
5 | Cerulean | Save or be petrified |
6 | Cobalt | Save or become insane |
7 | Heliotrope | Save or be sent to the Astral Realm |
8 | Hit by two rays | Roll again twice, ignoring 8s |
The Most Excellent Prismatic Spray is one of the few arcane spells able to penetrate a Puissant Domain Against Sorcery and to harm Golems. It is of ancient origin, said to have been first created by the mysterious Sleeper, lost to antiquity.
This spell enables the wizard to conjure a vertical, opaque barrier - a shimmering, multicoloured plane of Astral light that protects him from all forms of attack. The Wall glares with many different hues, each of which has a distinct power and purpose.
When it first appears, all creatures except the caster within 50 ft. and with fewer than 8 HD must Save, or be blinded for 2d4 rounds by the leaping colours (-3 Surprise, -3 To Hit, +3 AC). The Wall is immobile thereafter.
Only the caster can pass through the Prismatic Wall without harm. It cannot be cast so as to occupy the same space as a creature.
The following table shows the colours and effects of the Wall, as well as a particular counter-spell for each colour. If cast directly upon the Wall, the counter-spell will automatically bring down the colour in question, but will itself be nullified. However, each colour must be brought down before the next can be affected.
Any creature or object passing through the barrier receives the effect of every colour still remaining.
Colour | Order | Blocks | Effect | Counter-spell |
---|---|---|---|---|
Incarnadine | 1st | Heat and cold | 20 damage, save for half | Terrible Breath Of Frosts |
Umber | 2nd | Magical missiles | 40 damage, save for half | Gust Of Wind |
Amber | 3rd | Poisons, gases, and petrification | 80 damage, save for half | Disintegration |
Viridian | 4th | Breath weapons | Poisonous; Save or die; survivors suffer 20 damage | Open The Way |
Cerulean | 5th | Location/detection and mental attacks | Save or be petrified | Magic Missile |
Cobalt | 6th | Magical spells and immaterial objects | Save or become insane | Greater Mage's Light |
Heliotrope | 7th | Solid objects | Save or be sent to the Astral Realm | Dispel Arcane Magic |
Any object short of an artifact or relic entering the Wall is destroyed.
A Mordenkainen's Disjunction will destroy a Prismatic Wall, but a Puissant Domain Against Sorcery will fail to penetrate it.
Prismatic spells are one of the few effects able to harm Golems. They are of ancient origin, said to have been first created by the mysterious Sleeper, lost to antiquity.
This spell summons a small spirit animal, usually a crow, raven, black cat or similar, and uses it to carry a message of woe.
The Psychopomp arrives at the caster's location when the casting is complete, and perches upon his shoulder to receive its brief whispered message, which must be a dire and unpleasant prediction of the victim's fate, spoken in any language that the caster understands. It then leaves to travel to its target, at a rate of 100 ft. / round.
While travelling, it will attempt to avoid all barriers and other creatures, but the animal can be intercepted or slain by any number of intervening events. If this happens, the spell ends.
If it arrives safely, the Psychopomp will immediately approach its target and recount the message in a low and sinister whisper, then depart. If the victim can hear and understand the message, they suffer a minor curse which grants them a penalty of -3 on the next three rolls of import (DM's discretion) they must make.
This curse can be broken by Lift or Remove Curse, and sent back upon its caster via Rebound Curses.
By means of this spell, the wizard surrounds himself with an mobile barrier against sorcery. The space within is impervious to almost all arcane magic, and also prevents the functioning of magical items or spells within its confines. The Domain is visible to others, often seeming to be a lucent bubble formed of dancing runes and distorted sigils.
It is possible for three other M-sized creatures to huddle close within the Domain, alongside the caster, but all four will have to remain still, or awkwardly shuffle along together if they want to move.
Ongoing arcane effects will temporarily be nullified while inside the Domain, leaping back to life once they move outside it.
The Puissant Domain Against Sorcery also hedges out charmed, summoned, or conjured creatures. However, it cannot be forced against such a creature; an attempt to do so creates a discernible pressure against the barrier, and continued pressure will break the spell. Normal creatures can enter the area, and enchanted objects are not barred, but have no magical power within it.
Artifacts and creatures of demigod or higher status are unaffected by a Domain.
This spell cannot block a Prismatic Spray, Prismatic Wall or Sphere, and has no effect on divine magic of any kind.
Dispel Arcane Magic cannot affect this spell, although both Petty Wish and Mordenkainen's Disjunction can destroy it. The caster can always end it upon command.
This spell causes a violent underground eruption to burst out beneath the target's feet. It is usually accompanied by a low rumble and a jet of shattered rock and splinters. It does not function if the ground is of worked stone.
The target can make a Save to leap rapidly to one side and avoid the blast; a failure inflicts 1d4 HP / caster level, and necessitates a further Save vs. Dex or the victim is thrown off his feet.
Inanimate objects must also Save or be destroyed; items that weight less than 200 lbs or so will be tossed into the air to land nearby.
The Upset leaves behind a ragged hole a few feet wide and deep.
This magic causes winds to gather around the caster, and his surroundings to darken. This effect builds up throughout the Casting Time, becoming a cloud of rumbling, buffeting winds and moist air lit by leaping sparks, which remains around the caster as he moves.
All melee combat within the cloud suffers from -2 penalties To Hit, unless combatants are able to see in shadowy conditions. Missile fire into or out of the Thunderhead is at a -3 penalty To Hit, due to the strong winds.
All within the Thunderhead, except the caster, must Save every round or suffer 1d4 damage from the sparks that shoot through it. Creatures bearing a great deal of metal Save with a -3 penalty.
Gale force winds or Mastery Of Vapours can disperse the Thunderhead after two rounds.
When Purulent Waft is cast, the wizard summons a billowing mass of nauseous vapours, which seeps from the ground and will sicken breathing creatures caught within it. The mass remains static, roiling within the AOE.
Any creature caught within the miasma must Save, or be left reeling for 1d4+1 rounds, even after leaving the Waft. Failure applies a penalty of -2 to all rolls, a penalty of +2 AC, and forces them to make Concentration rolls in order to cast spells. Those who make successful Saves can leave the vapours without suffering any ill effects, although those remaining must continue to Save each round.
These poisonous effects can be slowed or neutralised by appropriate magic. The Purulent Waft's duration is halved in a moderate breeze and is dispersed in one round by a stronger one, such as a Gust Of Wind.
This spell has also been referred to as Charnel Breath Of The Pit.
When Quivering Statue is cast the wizard, or other willing creature, turns to solid stone, along with any garments and equipment. The initial transformation from flesh to stone requires one full round after the spell is cast.
During the transformation, there is an 20% -Con chance that the recipient dies from shock. If this occurs, the result is usually an ugly twisted amalgam of flesh and stone.
If the spell is successful, the creature can withstand any mundane inspection and appear to be a stone statue. Detect Arcane Magic will discover a faint aura, however. Despite being in this condition, the petrified individual can see, hear, and smell normally. Their sense of feeling is mostly gone; only major impacts can be detected.
The individual affected by Quivering Statue can return to his normal state instantly, act, and then return to the Statue state, all within the same Initiative Count. This shift usually applies a -3 to the Surprise rolls of enemies. If an attacker can act simultaneously, they can injure his fleshly form. These later changes of form do not require a system shock roll to survive.
While a Statue, the recipient is vulnerable only to harm that can damage solid stone. Heavy impacts from blunt objects or long falls onto a hard surface may injure them.
If a Transmute Rock To Mud, Sculptor's Hands, or Shape Stone spell is successfully cast upon the recipient, they will usually perish.
Curse Of The Medusae (reversed) or Dispel Arcane Magic can be used to end the Quivering Statue effect.
This spell requires the caster to hold a mundane staff as he casts it. Upon completion it begins to crawl with black light, and to give off an unsettling insectile buzz.
A Radiant Stave Of Woe is a +4 weapon that inflicts 2d6+1 HP damage on a strike, with several other effects. Only the caster can safely touch it; all others are affected as follows:
None of the above effects allow a Save.
A Radiant Stave Of Woe is immune to all magical attacks and effects except Mordenkainen's Disjunction and Wish. Once the duration is up, the staff burns away and is destroyed.
The ancient wizard and expert on the Infernal, Nezram, called the Demon-Ridden, once stated that a Radiant Stave is the temporary residence of a demon, and refused to make use of the spell.
This spell causes an unpleasant downpour of bloody drops within the AOE, along with a coppery, salty scent. The Rain will drench all within the area, causing them to become susceptible to commands that involve violence and evil deeds. The downpour continues for the duration of the spell, and any creature that enters during that time will be saturated.
Those affected are soaked and stained scarlet from head to foot, unless protected in some way from the Rain - any kind of covering will suffice, such as a waterproof cloak held overhead.
Otherwise, all the targets will feel a rising anger and urges towards violence. Until they are cleaned, they will have a -3 penalty to all mind-controlling effects that invoke anger, hate or battle.
This includes Blistering Taunts, Instil Emotion (hate), specific Commands and Suggestions, but not Charm spells. The effects of Sow Confusion and Sow Chaos are biased by ±2 towards Attack nearest creature.
Cleaning the blood off will need a good dousing in water or similar; it will otherwise rub off with a day of normal activity.
By means of a Ray Of Enfeeblement, a wizard weakens an opponent, reducing its Strength and attacks that rely upon it.
Humanoids of man-size or less are reduced to an effective Strength of 5, losing all Strength bonuses and suffering a To Hit penalty of -1 and a -2 on damage. Other creatures suffer a penalty of -1 on attack rolls and a -1 penalty for each die of damage they inflict, to a minimum of 1 point per die.
When Reading Of Minds is used, the caster is able to detect the surface thoughts of any living creatures in range. The Reading is blocked by 2 ft. of rock, 2 inches of any metal, or a thin layer of True Lead.
The wizard employing the spell is able to probe the surface thoughts of one creature per round, getting simple instinctual thoughts from lower order creatures. Readings can continue on the same creature from round to round, or can move on to other creatures.
The caster can use the spell to help determine if a creature lurks behind a door, for example, but the Reading Of Minds does not always reveal what sort of creature it is.
If used as part of a program of interrogation, an intelligent and wary subject receives an initial Save. If successful, the creature successfully resists and the spell reveals no additional information. If the Save is failed, the caster may learn additional information, according to the DM's ruling. The creature's Wisdom adjustment applies, as may additional bonuses up to +3, based on the sensitivity of the information sought.
This spell requires the caster to inscribe a series of protective sigils upon their skin, using a mixture of inks made from powdered amethyst, toad blood and fennel leaves. These marks can be later covered by armour or clothing, if wanted. When complete, the magic surrounds the wizard with an aura that provides immunity to arcane curses of 4th level or below.
The aura not only protects, it causes curses to rebound upon their casters. The caster can resist their own curses by making a Save, if the curse allows it. Otherwise they take full effect.
If multiple creatures are targeted by a curse, Rebound Curses protects only the caster.
Rebound Curses is effective upon all of the following:
This magic does not affect priestly curses. While it is in effect, the caster loses a 6th-level spell 'slot'.
This spell requires only a verbal component, and so may be easily cast while hands are tied. Upon completion of the spell, the caster's fingernails grow into long razor-sharp talons, able to part rope and shred thick cloth.
In combat the caster may attack once per round with each hand for 1d3 damage. The Red Nails have many other potential uses.
Kodak is an improved version of The Panoptic Gem. It enchants a greenish chrysoberyl of at least 20gp value to store either images, or spoken words.
The spell is cast upon the stone, excepting one of the two possible command words, which are delayed until the spell is activated.
Anyone holding the Kodak may speak a command word, which then captures either an image of the area immediately in front of it, or else all words spoken in the AOE for the next 60 breaths.
A single gem may hold up to six images or one set of speech, and will retain them until the stone is destroyed or they are erased, which is done by speaking the command word backwards.
Once images or words have been captured, anyone holding the Kodak need only speak the command word to make the stone dimly show the images within, or whisper the words it holds.
Reebok, Master Diviner of Praxis, created this spell.
This powerful spell implants a miniature watchful creature within the skull of the target; a Worm able to hear and report on their thoughts.
The magic requires that the target meet the caster's gaze; a Save allows them to turn away before the Regarding Worm takes up residence. Otherwise the effect is permanent and functions anywhere, as long as target and caster are within the same Realm.
The Worm relays the target's conscious thoughts to the caster, whenever the caster wishes to eavesdrop, even if they do not speak a language the caster understands. It cannot report on deeper, unarticulated thoughts, dreams or desires.
Until the spy is removed, the victim will suffer from frequent nightmares of a lurid and unpleasant nature, often interspersed with an ugly and sinister whispering. The presence of the Worm can be detected during the 5th and later rounds of Azaelin's Plundering Of The Mind, or by use of Detect Scrying, Reveal or Second Sight, which will show the tiny, hideous parasite.
Removing the Regarding Worm requires a successful casting of one of the following:
Upon casting this spell, the wizard is able to remove a curse on an object, on a person, or in the form of some undesired sending or evil presence.
Remove Curse does not remove the curse from a malignant object, although the spell usually enables the person afflicted with any such item to get rid of it. Certain special curses may not be countered by this spell, or may be countered only by a caster of a certain level.
This spell can also drive out an other-worldly spirit possessing a mortal shell, although it cannot force it back to its home Realm. Magic Resistance applies.
A caster of 12th level or more can cure forced lycanthropy with this spell by casting Remove Curse on the animal form. The were-creature receives a Save and, if successful, the spell fails and the wizard must gain a level before attempting the remedy on this creature again.
Remove Curse has no effect on curses laid via priestly powers.
This spell allows the caster to protect a small area around him. From his surroundings it summons many snakes of all sizes and kinds, and sets them to wind and patrol restlessly around the border of the AOE.
Only those who were within the Ring when it was cast can safely pass in and out of the AOE. If the caster leaves the Ring, the spell ends and the serpents will disperse.
The Serpents can sense any intrusion at ground level and within 10 ft. of the border, even by an invisible creature. They will immediately attack, once when foes enter the Ring, and again if they attempt to exit.
Flying, levitating and other similar methods will allow an intruder to bypass the Serpents, as long as they can maintain an altitude of at least 6 ft.
The snakes' attack has an equivalent THACO of 15, and those hit sustain 2d4 damage, plus a Strength 2 Poison; lose 1d4 Str/1 Str, for 1 minute/caster level.
The Ring Of Serpents can be destroyed by a successful Snakes To Sticks, cast by a 10th or higher level priest, or by any spell that causes 15 HP damage, as long as it covers most of the AOE.
If the caster should die, the Serpents will rapidly disperse and crawl back whence they came.
This spell allows the caster and his associates to conceal themselves in a small other-worldly space, by climbing a magically-suspended cord.
It requires a piece of rope, vine or similar, from 5 to 30 ft. long. Once cast, one end of the rope rises vertically into the air, vanishing from sight and becoming fastened to a tree limb in the mysterious Ethereal Realm.
The caster and up to seven others can climb up the rope and disappear into this place of safety, where most creatures cannot find them. The rope can be pulled up into the hidden space to complete the concealment.
It is possible for certain creatures to penetrate or see into the space from the Mundane Realm, and for Ethereal powers to affect those hidden. Those who use Rope Trick have reported that they are secured at some great height to a vast branch on a huge tree, in the misty forest that fills the Ethereal Realm. They are unable to leave the immediate area to wander the Realm, but may observe from their height and possibly encounter Ethereal denizens.
Those inside the space can see back into the Mortal Realm via a dim window about 5 ft. square, and must climb down prior to the end of the spell, or they will reappear at height and plummet downward.
Rope Trick enables climbers to reach a normal place if they do not climb all the way to the opening.
WA lesser version of Sculptor's Hands, Ruinous Touch affects non-enchanted materials of leather, wood or rope. It slowly destroys them by rotting and crumbling them at the touch of the caster's bare hands.
The maximum quantity affected each minute, assuming both the caster's hands are free, is one coil of rope, half a suit of leather armour or half a cubic foot of wood.
Any material he touches with his hands is affected, whether he wants to Ruin it or not - a held staff may crumble, for instance.
Any material affected by this spell can avoid its effects by Saving at a -2 penalty; this Save must be repeated each minute if the caster continues his attempts.
Against wooden structures, Ruinous Touch causes 3 Structural damage / minute.
With this spell, a wizard may empower a staff in order that it may memorise spells on his behalf. The staff is usually given to an apprentice or associate, so as to grant them extra magics in time of need. The staff in question must be of the finest workmanship, inlaid with True Metals, valuable gems and the like, to a value of at least 100gp. Such an object will usually require at least two weeks to carve and embellish.
Once the spell is completed, the caster may choose which of his currently memorised spells he will place within it. A maximum of 1 spell level / caster level may be held in a Runestaff, and no spell that requires any form of Concentration can be stored. The caster must also embed a secret command word within the staff. This stage of the spell requires 10 minutes Casting Time.
Any wizard who holds the staff and who knows the secret command word may release its spells, even if usually unable to cast them for reasons of level or school. The spells take effect at the casting level of the original mage who placed them in the staff, with their usual Casting Times. Bards may not use a Runestaff.
These spells count against the original caster's memorisation slots until used, or until the original caster decides to end the Runestaff, whereupon it becomes inert, and his slots return to him. A caster can do so from any distance and at any time; the Runestaff will lose all its magical power instantly, although this may not be obvious to someone carrying it.
If the caster should die, any leftover spell slots remain within the Runestaff; ancient staves exist that still contain power.
Sanctuary Of The Grave allows a necromancer to make his home amongst the dead, within a coffin, grave, tomb, sepulchre, or similar resting place. The chosen location cannot already be Consecrated to a particular faith.
The casting of this spell requires such a place, dedicated to burial or the inhumation of the dead. The caster must first break any seals about the area and remove any magical influences or wards via Dispel Arcane Magic or similar. He must then spend at least one night within, and ensure that it remains undisturbed by any other being, including undead not under his command. Before dawn, he must begin to cast this spell, which will require ten minutes for each 10 ft. cube of the tomb. A necromancer cannot partially dedicate an area; if it is larger than his possible AOE, he must choose another, smaller, locale as his Sanctuary.
If the Sanctuary has gates, a lid or doors, a successful casting of this spell will secure them with a Wizard Lock. Past the entrances, the area will take on a chilly, unsettling air, obvious to any who trespass there. Lights will often gutter and seem unnaturally dim, and a faint stench will pervade the atmosphere. To detection spells, the entire area will radiate a low evil and show an aura of necromantic magic.
Any attempt to Turn Undead within the Sanctuary will be at a -3 penalty.
While the original caster is within his Sanctuary, he will automatically gain an ongoing Essence Of Life effect throughout the area. He can rest there in some safety; the Essence effect will wake him if he is asleep; and he requires only 75% of the normal rest to regain spells (so usually 6 hours). While interred within, the unpleasant energies sustain him, and he need not eat or drink. Furthermore, all his necromantic castings in the area have a additional Save penalty of -1, where a Save is allowed.
Sanctuary Of The Grave is usually permanent. The effect can be suppressed for 2d10 minutes by a successful Dispel Arcane Magic, or removed entirely by Mordenkainen's Disjunction, Dispel Powers or the Ritual Of Consecration.
This spell may be cast on the mage himself or on any other living, willing creature. The recipient must be cut so that their blood fills the caster's cupped hands (for a man-sized recipient this causes a loss of 2 Con). He then closes them and blows on them. Immediately his hands are forced open as a large hawk with blood-red plumage blossoms there.
The Sanguine Hawk is utterly loyal to the recipient of the spell. It understands Common but cannot speak itself.
While the Hawk is in existence, the blood loss of the recipient cannot be healed or restored by any means. They will often appear somewhat wan and unsteady.
A recipient can have multiple Sanguine Hawks in existence at a given time, as long as they can stand the blood loss. Each will remain until slain, dismissed or Dispelled. Only the recipient can choose to dismiss a Hawk, and must do so by verbally commanding the thing to begone. Any of the methods of doing away with it will return the lost blood and Con to the recipient.
This spell causes an ugly suppurating wound to appear on the victim's flesh.
It requires a successful hit if used in combat, inflicting damage as follows:
Injuries from this spell cause great pain and heal very slowly; at no more than 1 HP / day naturally. Magical healing can do away with the wounds immediately, however.
A Scintillant Eye spell creates a floating orb under control of the caster. It appears next to him, a normal-sized but glittering eye, and can move at a rate of 60 ft. / round, up to the spell's maximum range. The caster can see through the Eye with 60 ft. Night Vision.
The Eye is AC 3 with 20 HP, and is damaged only by magical weapons and effects. Beginning on the second round of its existence, and again every second round after, it can send forth a narrow beam of clashing colours. This has the effect of a Scintillant Spray with a 50 ft. range, but can only affect one target at a time.
The Eye will transmit certain harmful effects to the caster. Any form of blindness effect or gaze attack (including petrifaction) aimed at the Eye instead affects the wizard. Saves apply as usual. If the caster should be blinded while the spell remains, he can use the Scintillant Eye to see.
Casting this spell causes a vivid, fan-shaped spray of clashing colours to spring forth from the caster's hand.
1d6 creatures within the AOE are affected, in order of increasing distance from the wizard. All creatures above the caster's level, and all those of 6 HD/lvl or more, are entitled to a Save. The undead and sightless creatures are not affected by the spell.
Creatures not allowed or failing Saves are affected as follows:
This spell gives the caster the ability to mould (albeit clumsily) the hardest substances with his bare hands. The caster can only affect unliving, non-magical substances, but he can work even on gems and metals, which become as soft as clay to the caster's touch.
Each minute, if both hands are free, the caster may mould, bend or crush up to half a cubic foot of material, perhaps pulling handfuls of granite out of a prison wall.
Any material he touches with his hands is affected, whether he wants to Sculpt it or not - a held sword may wilt, for instance. For an artistic or specific Sculpting, an appropriate proficiency roll might be required.
Any material affected by this spell can avoid its effects by Saving at a -2 penalty; this Save must be repeated each minute if the caster continues his attempts.
Against structures, Sculptor's Hands causes 3 Structural damage / minute.
This spell calls a vast throng of creeping insects, spiders and other arthropods, which will soon come upon the caster's location. There they will gather beneath him, raising him up on their chitinous backs and forming a great palanquin, eight feet wide or thereabouts. This can carry the caster and up to 150lbs of other non-living materials.
The Steeds will carry the caster wherever he wishes, keeping him held safely a few feet above the surface they travel over. They move at a steady rate of 30 ft. (or 3 miles per hour), and can travel over any kind of rough terrain, with their passenger always held in relative comfort. They can travel across streams without pausing, and even down or up near-vertical slopes.
The vehicle they form is stable enough for their passenger to sleep upon, cast other spells or use missile weapons from while moving. If commanded to do so, the Steeds will cling together to form an over-arching roof, which will suffice to keep rain or other inclement weather from their master.
Most normal creatures will flee the approach of the Scuttling Steeds, Million-Strong in horror.
The swarm cannot attack, and has the equivalent of 30 HP, but can only be damaged by area-effect attacks and similar. Clouds of poisonous gas and the like may slay the entire horde.
Once the spell expires, the pile of crawling creatures will slowly collapse and scuttle away, or burrow into the ground to hide.
When cast, Secret Page alters the contents of text so that it appears to be something entirely different.
Thus, a map can be changed to become a treatise on burnishing ebony walking sticks. The text of a spell can be altered to show a ledger page, or a recipe for soup.
Confuse Language, Phandaal's Vitriolic Critique and other wards may also be cast upon the Secret Page.
The caster is able to read the original contents by speaking a command word, or remove the Secret Page effect by speaking the command word twice in succession.
Others noting the dim magic can attempt to Dispel Arcane Magic, but if it fails, the page is destroyed. Second Sight will reveal the contents.
When the wizard employs this spell, he confers upon the recipient the ability to see all things as they actually are.
The spell penetrates normal and magical darkness, reveals hidden openings, magical auras and invisible things. The recipient can see through illusions and see the real form of shapeshifted creatures (their real forms will appear to be superimposed on their changed forms).
The recipient can also focus his vision to see into the Ethereal Realm, or the bordering areas of adjacent Realms elsewhere.
The range of vision conferred is 60 ft.
Unlike the priestly version of this spell, the recipient cannot determine alignment.
Second Sight does not penetrate solid objects and the vision it confers cannot be further enhanced with other magics.
This spell enables the caster to alter the appearance of the recipients, including their clothing, arms and equipment.
The caster can make the recipients appear as any generally man-shaped bipedal creature, each up to 3 feet different to his normal height, and thinner or fatter, as desired. All those affected must resemble the same general type of creature: human, orc, ogre, and so on. Each remains a recognizable individual. The illusion includes appropriate sounds, scents and touch components.
Seemings cannot duplicate the appearance of a specific individual.
Unwilling recipients receive Saves vs. spell to avoid the effect.
Those affected resume their normal appearances if slain.
Unlikely or poorly-imagined Seemings (perhaps created without prior knowledge of the subject) may grant a passive attempt to Disbelieve.
In any case, a successful Disbelief attempt will let an observer see through the fakery to a creature's true guise within.
By means of this spell, the caster can contact a single creature with whom he is familiar and whose name and appearance he knows.
The wizard can send a short message of 25 words or less to the recipient; the recipient can answer in like manner immediately. Even if the Sending is received, the subject creature is not obligated to act upon it in any manner.
If the creature in question is not within the same Realm as the caster, there is a base 5% chance that the Sending does not arrive. Local conditions of other Realms may increase this chance considerably, at the option of the DM.
Using this spell, the caster becomes able to travel great distances very quickly. His steps can each carry him up to seven leagues (21 miles) in a moment. The caster may take steps of any length up to this measure, even normal ones, but all count against the amount allowed by the spell, until the measure is complete or the duration expires. The caster may carry no more than his normal Strength will allow.
The caster of Seven League Boots must estimate distances, and will often find himself over- or under-shooting his chosen destination. He does pass through the intervening space, unlike Teleport, and so this spell only functions in wide open areas. Those witnessing his journey will see the caster passing in the form of a vast, misty giant striding across the landscape. The caster cannot interact with passing creatures or the scenery while travelling.
Each step takes 1 Initiative Count to perform, but the caster requires 1 round to get his bearings afterwards, during which he cannot cast spells nor fight.
When cast, this spell summons ghostly bonds to render immobile 1d3 undead creatures whose total HD are equal to or less than the caster's level.
Mindless undead are automatically affected. Other forms of undead are each allowed a Save to negate the effect; even bodiless undead can be Shackled.
The creation of this spell is attributed to one Geenya Dare, a mysterious figure from the dim past.
A wizard casting Eminent Shades wraps raw shadow material around illusions of one or more monsters, to form semi-solid foes. The creatures must be of a sort familiar to him, to a total of 1 HD / caster level. All Shades created by one spell must be of the same sort.
Shades attack whomever the caster directs them to, moving at up to 60 ft. / round. They cannot pass out of spell range, and will not perform other actions. They cannot pass through solid objects, and require space as appropriate for their form. They have physical presence, but weigh only 25% what they should, and may be easier than expected to bowl over or repel.
Eminent Shades are AC 4, and cause 75% of normal damage. Special attacks, such as petrification or Con drain, do not actually occur, but a subject who believes they are real will react appropriately, until the spell duration expires.
Shades can be attacked by normal weapons and most damage-causing spells, but are immune to mind effects such as Sleep, Charm and the like. The HP for each monster is 75% of its normal total.
The shadowy nature of the creatures will not be initially apparent, although if they are poorly visualised onlookers may be allowed passive Disbelief rolls.
Successful passive or active attempts to Disbelieve allow a creature to see the monsters as vague shadowy forms, and will mean that the Shades cannot harm that creature.
A wizard casting Greater Shades wraps raw shadow material around illusions of one or more monsters, to form semi-solid foes. The creatures must be of a sort familiar to him, to a total of 1 HD / caster level. All Shades created by one spell must be of the same sort.
Shades attack whomever the caster directs them to, moving at up to 50 ft. / round. They cannot pass out of spell range, and will not perform other actions. They cannot pass through solid objects, and require space as appropriate for their form. They have physical presence, but weigh only 25% what they should, and may be easier than expected to bowl over or repel.
Greater Shades are AC 5, and cause 50% of normal damage. Special attacks, such as petrification or Con drain, do not actually occur, but a subject who believes they are real will react appropriately, until the spell duration expires.
Shades can be attacked by normal weapons and most damage-causing spells, but are immune to mind effects such as Sleep, Charm and the like. The HP for each monster is 50% of its normal total.
The shadowy nature of the creatures will not be initially apparent, although if they are poorly visualised onlookers may be allowed passive Disbelief rolls.
Successful passive or active attempts to Disbelieve allow a creature to see the monsters as vague shadowy forms, and will mean that the Shades cannot harm that creature.
A wizard casting Shades wraps raw shadow material around illusions of one or more monsters, to form semi-solid foes. The creatures must be of a sort familiar to him, to a total of 1 HD / caster level. All Shades created by one spell must be of the same sort.
Shades attack whomever the caster directs them to, moving at up to 40 ft. / round. They cannot pass out of spell range, and will not perform other actions. They cannot pass through solid objects, and require space as appropriate for their form. They have physical presence, but weigh only 25% what they should, and may be easier than expected to bowl over or repel.
The Shades are AC 6, and cause 50% of normal damage. Special attacks, such as petrification or Con drain, do not actually occur, but a subject who believes they are real will react appropriately, until the spell duration expires.
Shades can be attacked by normal weapons and most damage-causing spells, but are immune to mind effects such as Sleep, Charm and the like. The HP for each monster is 30% of its normal total.
The shadowy nature of the creatures will not be initially apparent, although if they are poorly visualised onlookers may be allowed passive Disbelief rolls.
Successful passive or active attempts to Disbelieve allow a creature to see the monsters as vague shadowy forms, and will mean that the Shades cannot harm that creature.
Shandaril's Long Shadow uses the caster's shadow as a scrying point
This spell needs a nearby light source of at least candle-size, shining upon the caster. After completing the spell, the wizard's shadow stretches enormously, maintaining its normal tendency to run along the ground and up walls.
Wherever the head of the Long Shadow lies, the caster may hear, see and speak as if he stood at that spot. The caster can circle around the light source to aim the shadow in any direction he desires, so long as an opening exists through which it can extend.
The Long Shadow is invisible if it stretches off into darkness. If detected, it may be attacked via magical weapons and spells. If so, its AC is equal to the caster's, and damage done to it injures the caster.
When this spell is cast, the wizard is able to assume the physical form of any creature he knows, from as small as a wren to as large as a troll.
The wizard gains its size, weight, physical movement and powers of breathing as well. The spell does not grant the new form's other abilities, such as attacks, magic, non-physical movement, and the like. If the new shape can speak and use its limbs well enough, the caster can retain his usual spellcasting ability. A new shape radically different from the caster's own might impose penalties to the caster's Dex rolls, Initiative, and the like for a period. The wizard retains his own HP, attack rolls, and Saves.
When the Shapeshift occurs, the caster's non-magical equipment, if any, melds into the new form. Magical items will not change, and may fall to the ground and be left behind.
This spell cannot change the appearance of the caster's shadow. If examined, it will show their normal shape.
The wizard can voluntarily return to his own form at any time, ending the spell. If he has been injured, this also heals 2d6 HP. The wizard also will return to his own form when slain or if the effect is dispelled, but no HP are restored in these cases.
When this spell is cast, the wizard is able to assume the physical form of any man-shaped bipedal creature he knows, with up to a 50% difference in size from his own.
The wizard gains its size, weight, physical movement and powers of breathing as well. The spell does not grant the new form's other abilities, such as attacks, magic, non-physical movement, and the like. If the new shape can speak and use its limbs well enough, the caster can retain his usual spellcasting ability. A new shape radically different from the caster's own might impose penalties to the caster's Dex rolls, Initiative, and the like for a period. The wizard retains his own HP, attack rolls, and Saves.
When the Lesser Shapeshift occurs, the caster's non-magical equipment, if any, melds into the new form. Magical items will not change, and may fall to the ground and be left behind.
This spell cannot change the appearance of the caster's shadow. If examined, it will show their normal shape.
The random component of the spell's duration is not known to the caster; it can expire unexpectedly. The caster can change back into his own form at will; this ends the spell immediately. A caster who is slain automatically returns to his normal form.
With the aid of this spell, the caster may mould bone with his bare hands into whatever shape is desired.
The new shape will be seamless and quite strong, although detailed or delicate work will require a successful use of Sculpture NWP.
Shape Bone may be used to meld the surfaces of larger bones together, as long as the total weight of bone affected does not exceed the maximum weight allowed.
Two pieces of bone previously affected by this spell may be joined into one object, and so large structures may be built up with successive castings.
Shattering Invocation affects non-magical objects of crystal, glass, ceramic, or porcelain, smashing them into many pieces.
The caster can choose to affect a single object, of up to 10lbs / caster level, or any number of smaller objects within the AOE, to the same maximum weight.
When this spell is cast, a small, mobile barrier comes into being in front of the wizard.
This Shield totally negates Magic Missiles. It provides the equivalent protection of AC 2 against hurled missiles (e.g axes, darts, javelins, spears), AC 3 against small propelled missiles (e.g arrows, bolts, manticore spikes, sling stones), and AC 4 against all other forms of attack. The Shield also adds a +1 bonus to the wizard's Saves.
These benefits apply only if the attacks originate from in front of the wizard, where the Shield can shift to interpose itself.
When the wizard casts this spell, he conjures a powerful charge that he can hold and deliver to a target by touch.
The spell remains in effect for one round / caster level, or until it is discharged by the caster touching another creature. The caster must roll To Hit an intended victim; if they are carrying a lot of metal or standing in water he gains a +3 bonus to the roll.
The Shocking Grasp causes 1d8 HP damage, +1 / caster level.
When Shout Of The Titan is cast, the wizard gives himself tremendous vocal powers. The caster can emit an ear-splitting bellow in a cone, radiating from his mouth out to 30 ft. away.
Any creature within this area is deafened for 2d6 rounds and suffers 2d6 HP damage. A successful Save negates the deafness and reduces the damage by half.
A deafened creature suffers a -1 penalty to Surprise rolls and a 25% chance of spell failure for spells with verbal components.
Any brittle substance in the area may be shattered by a Shout. Objects in the possession of a creature receive the creature's Save.
By means of this spell, the wizard is able to shrink one non-magical, non-living object to 1/12 of its normal size. Optionally, the caster can also change its now-shrunken composition to a clothlike one. An object in the possession of another creature is allowed a Save.
Objects changed by an Shrunken Token spell can be returned to normal composition and size by a word of command, specified by the original caster. Dispel Arcane Magic and the like will also restore them, if successful.
This spell fills the target creatures' senses with a kaleidoscope of colors, a cacophony of sounds, and a pungent swirl of odours. Overwhelmed with these impressions, each subject must make a Save vs. Wisdom, or be so dazed that they are unable to act. Even if a subject knows that the effect is illusory, it is still sickened for the duration of the spell, and suffers -2 on all rolls.
This spell has a particularly insidious effect against a creature using Second Sight. Second Sight magnifies the effect, causing the subject to see the truth about everything, all at once. The target must make a second Save vs. Wisdom or be driven permanently insane by the experience.
This spell may be the creation of The Numinous Adept, a being of utter mystery.
By casting this spell, a wizard establishes a link between himself and an animated skeleton or zombie within range, allowing the caster to see from the point of view of the undead being. The undead need not be under the control of the caster for this spell to function, but must be within line of sight when it is cast.
Once it takes effect, Sight Through Empty Sockets will continue even if the undead creature moves out of sight of the caster, as long as it remains within range.
The spell will also transmit certain harmful effects to the caster. Any form of blindness effect or gaze attack (including petrifaction) aimed at the undead creature instead affects the wizard. Saves apply as usual. If the caster should be blinded while the spell remains, he can use the Sight Through Empty Sockets to see.
Some attribute the origins of this spell to one Anarazel, a mysterious figure from ages past.
This spell creates magical runes affecting creatures that pass over, touch, read them, or pass through a portal upon which the glyphs are inscribed.
If the substance into which the mark is inscribed is destroyed, the Sigil loses all power. For that reason, a caster will usually choose to place the runes on a durable surface. In order to function, a Sigil cannot be concealed or covered.
The type of Great Sigil present cannot be recognised without being read, and thus activating its effects. However, all such marks will contain the personal rune of the caster, which might be recognisable by survivors. The caster can choose one of the following effects to place:
A Great Sigil cannot be Erased, and Dispel Arcane Magic will not remove one. Only a successful Mordenkainen's Disjunction or Petty Wish spell can safely do so.
This spell is cast on a leather or cloth garment that has been embroidered with the personal rune or sigil of the wizard. This spell bestows upon the garment an AC bonus of +1, providing it was previously non-magical. For example, a simple cloak provides AC 9 and leather armour becomes AC 6.
This magic is compatible with other magic items and spells, so a Sigil-enspelled cloak and a ring of protection, Mage's Armour or Mage's Armour, Greater add together their bonuses for AC. Note that mundane armour better than leather will not add its AC to the Sigil. Only one Sigil of Armouring may be worn at once.
This spell can be cast on most worn items of leather or cloth, including sashes, robes, tunics, trews, cloaks, belts and boots. The rune or glyph that appears must be worn prominently, and may identify the caster to those in the know.
A variant of this spell is used by the Guiddonot, the Torgai witch-warriors, who paint a horned symbol of their patron Goddess Perchta upon their skin; in order to function, it must not be covered by clothing.
This magic enables the wizard to carve a special mark on some smallish structure - a wall, a well, a small tower or other stonework - that keeps it sturdy and strong for the duration of the spell. The structure will resist small tremors and shifting earth, weathering and other mundane effects, and doubles its normal Structural Damage.
If the caster is of tenth level or higher, the spell becomes permanent (unless dispelled). The casting involves a close study of the structure and careful carving of the Sigil, which is displayed prominently on the outside surface of the structure, and may be recognisable as the caster's own.
A Sky Sigil creates a great rune, sigil or single word formed of glowing letters, which appears high in the air immediately above the caster. The spell can only be cast outdoors, where its message can be clearly seen for 20 miles, or 50 at night.
The utterance of The Simpleton Sent Astray sends the victim into the Ethereal Realm, to wander a sinister and shifting labyrinth of great misty trees and clearings.
The spell distorts the target's perceptions and dulls their senses; they will be trapped for a period of time dependent on their Intelligence:
Once the spell ends, the victim's senses clear and they return to the spot they left.
Although the target may encounter some of the denizens of the Realm as they stumble through it, they will remain unmolested, by ancient agreement.
Teleport and Dimension Door spells will not help a character prematurely escape The Simpleton Sent Astray, although any kind of Ethereal or Astral travel will.
This spell is ancient, and is believed to pre-date Man's use of wizardry.
This magic requires the use of an intact skull from any creature, dog-sized or larger. Once the spell is cast, the skull is placed so as to watch the AOE. It is unable to see invisible things, but will otherwise automatically spot any creature bigger than a cat that enters the area.
When it sees something, the skull rises to hover a few feet off the ground and then lets out an unearthly shriek. The scream can usually be heard by anyone within a quarter mile, but the caster can always hear it, as long as he is within the same Realm. The caster also receives a momentary glimpse of the spell's AOE.
Greater Skull Watch may be foiled by the use of invisibility, or by Silencing or destroying the skull from outside its AOE. The Skull is no more resilient than an ordinary skull of its type.
Greater Skull Watch will stay in place until it is activated. Once the skull has screamed, it explodes into dust.
This magic requires the use of an intact skull from any creature, dog-sized or larger. Once the spell is cast, the skull is placed so as to watch the AOE. It is unable to see invisible things, but will otherwise automatically spot any creature bigger than a cat that enters the area.
When it sees something, the skull rises to hover a few feet off the ground and then lets out an unearthly shriek. The scream can usually be heard by anyone within ¼ mile. Once activated, the skull drops to the ground again and the magic is ended.
Skull Watch may be foiled by the use of invisibility, or by Silencing or destroying the skull from outside its AOE. The Skull is no more resilient than an ordinary skull of its type.
When a wizard casts Sleep, he causes a comatose slumber to come upon one or more living creatures. Only creatures that naturally sleep can be affected by this spell, and it is known to be ineffective against pure-blooded Elves.
The spell affects 2d4 HD of targets, as long as each target has no more than 4+3 HD. The creatures with the least HD are affected first, and partial effects are ignored.
Slapping or wounding awakens affected creatures, but normal noise does not. Awakening requires one entire round.
Cast upon an existing fire or cloud of smoke, this spell will draw it into a wraith-like cowled form that can move to attempt to choke victims.
The man-sized Smoke Ghost cannot support solid objects, but it can envelop an opponent and attempt to suffocate them, filling their lungs with ash and smoke. The Smoke Ghost can be made to swoop into the air after a target and flow through tiny gaps, making escape difficult. It moves at a maximum of 60 ft. / round.
The Ghost can only move when directed by the caster, who must maintain Minimal Concentration to do so. If he loses sight of it or his Concentration fails, it will hover in place.
Once caught, a target can make a Save each round to escape. Being enveloped makes spellcasting and speech impossible, causes 1 HP of damage per round, and partially blinds the victim, so that they attack at -2 To Hit. After (Con/2) rounds of continuous choking, the victim will pass out for 1d4 minutes. Non-breathing targets suffer no damage from a Smoke Ghost, although they may still be blinded.
A Smoke Ghost can be dissipated by a Gust Of Wind or strong natural breeze.
This spell creates a flaming missile with a trail of burning noxious gasses, which flies from the caster towards a single target.
The Smoking Comet strikes unerringly, the impact causing 3d6 HP damage and the flames an additional 3d6. Both sets of damage are halved if the victim successfully Saves.
In addition, all those within 5 ft. of the point of impact will suffer 2d4 points of burning damage. Furthermore, any creature except the caster within 5 ft. of the Comet's path will suffer 1d4 points of fire damage and is engulfed in the noxious smoke, and will be at -2 on all rolls for 1d3 rounds due to coughing, choking, and blurred vision.
This spell, whose origins are obscure, is a specialised Charm effect that has power over animals, including those that are Giant-sized or Dire.
To cast it, the wizard must begin a weird keening song in a lilting foreign tongue; his voice will carry eerily to the full range of the spell. Those animals (within the AOE) that can hear it must Save or fall under his command. Any damage inflicted by the caster or his allies in the round of casting grants the wounded creature another Save, at a bonus of +1 / HP of damage received.
The caster must maintain Full Concentration on the strange melody, which will convey his wishes to the beasts. If for any reason the target creatures become unable to hear the caster, the effect ends until his voice is audible again, whereupon a new Save can be made to resist.
Any affected creature regards the caster as a friend and an ally; it will follow reasonable requests, instructions, or orders faithfully. Any overtly hostile act by the caster breaks the spell, or at the very least allows a new Save against the Song.
If the Songs are maintained for a long period, rolls against fatigue may be required, else the wizard's voice may give out and end the spell.
Soul Rider allows the caster to sense whatever the target creature senses, even through unusual or magical means.
The caster must target the chosen creature while they are within range. The creature then attempts a Save to avoid all effects. If this roll is failed, the spell functions, usually without the target realising that anything has happened. The target may then move outside the initial range, the spell still functioning until its duration expires.
Soul Rider gives no control over the target's movements or actions. The caster may swap back and forth between his own senses and those of the target's at will.
The presence of a Soul Rider will be detected by Detect Scrying, the fifth round of Azaelin's Plundering Of The Mind, and Second Sight. It may also be possible for a priest to uncover the Rider via a Detect Enemy, Reveal or Know Alignment.
This spell is used to create a warding token against a specific attack form. The Amulet can protect only one creature, and only functions once.
Each possible attack form has an object associated with it; once ensorcelled, this item must be displayed prominently for the protective power to work. Those in the know might recognise an Amulet by type:
Valuable materials for Amulets vs. Charms and Poison cost 10gp; the others cost 20gp.
Enchanting a Sovereign Amulet requires that the caster prepare the item by hand and keep the object close by for the entire Casting Time, during which period he cannot cast any other spells.
The protection it offers is total against any arcane or mundane effect of 3rd level or less, and against any similar power of a creature of 5 HD or less. It has no effect against divine magics.
Once an Amulet has functioned, it is destroyed. Some will melt, some crumble, some burn to ash or blacken and rot. Amulets against Fire and Cold will function just once against magical or overpowering mundane effects, or else will sustain the wearer against weaker mundane injury for one hour.
A creature can wear multiple Amulets at a time, but they must be of different kinds.
A Sovereign Amulet loses its power within a month of being enchanted; the materials used to create it cannot be reused. This limit can be removed via Permanency, but the Amulet will still only function once.
The origins of this spell are lost in antiquity.
This spell causes a great fog to descend on the minds of one or more creatures within the area, creating indecision and the inability to take effective action.
Only the following beings receive a Save (at a -2 penalty):
Affected creatures react as follows (1d10 roll):
*Those affected are checked by the DM for actions at the start of each round for the duration of the spell, or until the 'wander away' result occurs.
Any confused creature that is attacked perceives the attacker as an enemy and acts according to its basic nature.
This spell clouds the minds of its victims, causing indecision and the inability to take effective action.
Targets are allowed Saves to avoid the effect. Confused creatures react as follows (roll 1d10):
*Those affected are checked by the DM for actions at the start of each round for the duration of the spell, or until the 'wander away' result occurs.
Any confused creature that is attacked perceives the attacker as an enemy and acts according to its basic nature.
Speak On The Wind allows the wizard to whisper messages and receive replies with little chance of being overheard.
As the spell is cast, the wizard secretly or openly points his finger at each creature to be included in the spell effect.
For the duration, whenever the caster or other recipients wish it, they can whisper and their Speech is audible to all of the involved creatures within range. There must be unobstructed paths between recipients as they Speak, or they will not receive that particular message.
The recipients of Speak On The Wind must share a language to communicate; this spell does not confer understanding.
Speak With The Dead enables the caster to ask several questions of a dead creature, and receive answers according to the corpse's prior knowledge. The spell requires that some part of the dead creature is within range, and it can be re-cast on a given body no more than once per week.
A body that has undergone a ritual of Last Rites cannot be contacted via this spell.
A dead creature of different alignment or of higher level / HD than the caster receives a Save. A dead creature that successfully Saves can refuse to answer questions, ending the spell.
The wizard must be able to converse in a language that the corpse once used, and only higher level wizards can converse with a long-dead creature. The number of questions that can be answered and the length of time that the dead being will remain compliant depend on the caster level.
Even if the casting is successful, such creatures are as evasive as possible when questioned. The dead tend to give brief, cryptic answers, and to take questions literally.
Caster Level | Max. Time Dead | Time Questioned | No. of Questions |
---|---|---|---|
5th-6th | 1 week | 1 minute | 2 |
7th-8th | 1 month | 3 minutes | 3 |
9th-12th | 1 year | 10 minutes | 4 |
13th-15th | 10 years | 20 minutes | 5 |
16th-20th | 100 years | 30 minutes | 6 |
21st+ | 1000 years | 1 hour | 7 |
This spell summons a Ethereal guardian to protect the AOE. The Spectral Guard will wait in abeyance until the condition of its activation is fulfilled, whereupon it will appear and attempt to slay all creatures in the area.
The spell functions when specific visual or aural conditions are fulfilled within the AOE, according to the command of the caster. Conditions can be as general or as detailed as desired. Some examples are:
The Guard is a slim ghostly figure whose lower half always tapers away into nothingness, of indeterminate race, bearing an ornate blade.
Immune to Mind-affecting spells, has Second Sight
Able to pass through solid objects and attack Ethereal beings
It cannot leave the area it guards, and once it has slain all present (or is destroyed) it fades away to nothingness and the spell ends.
Only one Spectral Guard may occupy a given area. The caster can always dismiss it at will.
The origins of this spell are believed to predate the rise of Man's kingdoms.
This spell causes a ghostly, immaterial Hand to materialize within the spell range and move as the caster desires. Any touch attack spell of 4th level or less that is subsequently cast by the wizard can be delivered by the Spectral Hand, with a +2 bonus to the attack roll.
The caster cannot perform any other actions when attacking with the Hand; it returns to hover by the caster's side if the caster takes other actions.
The Hand receives flank and rear attack bonuses if the caster is in a position to do so. It is vulnerable to magical attack, including from enchanted weapons, with an AC of 2. Any damage to the Spectral Hand ends the spell and inflicts 1d4 HP damage to the caster.
If the caster dies, the Hand vanishes within moments.
This spell enables the wizard to make his voice seem to issue from somewhere else, such as from another creature, from a statue or behind a door.
The caster can speak in any language that he knows, or make any sound that he can normally make. Trying to ape another's voice will require an Acting NWP roll to succeed.
Unlikely or poorly-imagined Speech may grant a passive attempt to Disbelieve. In any case, a successful Disbelief attempt will let an observer realise that there is fakery afoot.
By use of Lesser Dawdling Dweomer, the wizard prolongs the duration of one of his previously cast 1st to 3rd-level spells by 50%.
Dawdling Dweomer affects only spells that have durations, and must be cast within a round of the spell to be extended, which must be still in effect at that time.
Spendelarde, the creator of this spell, is a wizard known mostly for his work towards minimising unnecessary effort.
By use of Dawdling Dweomer, the wizard prolongs the duration of one of his previously cast 1st to 2nd-level spells by 100%, or a 3rd or 4th-level spell by 50%.
Dawdling Dweomer affects only spells that have durations, and must be cast within a round of the spell to be extended, which must be still in effect at that time.
Spendelarde, the creator of this spell, is a wizard known mostly for his work towards minimising unnecessary effort.
By use of Greater Dawdling Dweomer, the wizard prolongs the duration of one of his previously cast 1st to 3rd-level spells by 100%, or a 4th or 5th-level spell by 50%.
Dawdling Dweomer affects only spells that have durations, and must be cast within a round of the spell to be extended, which must be still in effect at that time.
Spendelarde, the creator of this spell, is a wizard known mostly for his work towards minimising unnecessary effort.
This is an improved version of Unseen Servant. It was originally created by Spendelarde, a notoriously indolent wizard.
The Horde consists of several useful and obedient shapeless servants summoned from the Elemental Court of Air, each able to perform simple tasks over the course of the spell. Between them, they can prepare a basic meal, including fetching wood and lighting a campfire, for example. The Horde can carry a total of 300 lbs and shove 500 lbs, which can be made up of a single object or many. They move at a rate of 80 ft. / round, but must remain within 100 ft. of the caster, or they wink out.
As with single Unseen Servants, the Horde cannot attack or defend in combat. A total of 20 HP of area effect damage applied within the AOE will disperse the group.
This spell summons an invisible Least Elemental Spirit from the Court of Air to act as a servant. This creature can be ordered to carry items for the caster, force open doors, bend bars or lift heavy objects.
To determine its chances of success and maximum weight allowance, the servant is considered to have Strength 18/00. The Porter will not attack or touch other creatures, but might be able to act defensively otherwise - it can hold a door shut as a barricade, for example.
The Porter can only be injured by spells or weapons of +1 or better enchantment. It has AC 0 and 3d8 HP, +1 point / Caster level. If an enemy can see invisible things, it has AC 4, appearing as a smoky, indistinct being, about man-sized.
The Porter's Saves are equal to those of the caster. It has a movement rate of 50 ft. / round, but cannot pass more than 150 ft. from its master, or else it winks out.
If the caster should die, the Porter immediately vanishes.
Spendelarde, the creator of this spell, is a wizard known mostly for his work towards minimising unnecessary effort.
This spell confers the poisonous biting ability of a spider to the caster. Once in effect, this spell lasts until the user has made a number of bites equal to their level / 3 (round down). While it remains, the spell counts against memorisation slots, but the caster can always choose to end it at will.
While under the spell, the caster is also protected by the equivalent of Neutralise Poison, and his skin takes on a faint greenish tinge. His canines also become a little longer and curved.
A Spider's Bite cannot penetrate armour or toughened skin; it is best used in a non-combat situation and against creatures without natural armour.
Caster Lvl | Onset | Successful Save |
---|---|---|
11-13: | 1d4 mins | 2d4 damage |
14-16: | 1 min | 2d6 damage |
17-18: | 1d4 rounds | 2d8 damage |
19-20: | 1d2 rounds | 2d6+6 damage |
21+: | Immediate | 2d6+10 damage |
A failed Save results in death.
When this spell is employed, the wizard can command any non-living rope-like object, including string, cord, or cable. The spell affects 50 ft. of normal rope (of about 1 inch diameter), plus 5 ft. / caster level. Thicker strands reduce the length proportionately.
The Cord cannot move more than about a foot by itself (usually it must be thrown towards a target), but within that area can be ordered to entangle, trip or bind any nearby creature or object. It will tie itself into stout knots as required, and can be told to hold itself taut or go slack.
An active foe can avoid being caught or tripped each round by making a Save. A victim who trips will fall prone, whereas an entangled creature will lose the use of their arms until they can break free.
Alternatively, the Cord can be ordered to securely bind a creature who is already unmoving or restrained, or an inanimate object, in which case there is no Save.
The Cord cannot draw itself tight enough to inflict damage or throttle an enemy.
A typical rope might be AC 6 and take 4 HP of slashing damage before breaking. It can be burst apart with a Save vs. Str at -3.
This spell is believed to be the creation of Jormunrek, a magician of the barbarous Northlands.
An application of this spell fills the recipient's muscles with a vibrant and exhilarating fervour, increasing their Strength.
The Strength gained depends on the caster's level, as shown below:
Those with Strength already greater than the granted value gain +1 (or +50% Extraordinary) instead.
Creatures without Strength scores receive a +1 to attack and damage rolls.
Neither Permanency nor a Wish can make the gain permanent.
When this spell is cast upon willing creatures of man-size or smaller, up to 10 such creatures / caster level can be magically altered into trees, of any sort the caster desires. Thus, a company of creatures can be made to appear as a copse, grove, or an orchard.
Affected creatures remain unmoving but able to see, hear, and feel for as long as the spell is in effect. While transformed, they do not need to sleep, eat or drink.
Changed creatures can be passed by, examined and touched by other beings without revealing their true nature. However, blows to the creature-trees will cause damage, and they will bleed if their bark is pierced.
Creatures in this state are subject to insects, weather, disease, fire, and other natural hazards.
Stand Of Trees persists until the duration expires or the caster commands it to cease; other recipients cannot choose to end it themselves.
This spell causes any wooden staff or pole between 3 ft. and 7 ft. long in the caster's hands to burst into flames.
These flames do not consume the wood, nor do they burn the wielder, but otherwise will ignite flammable materials and inflict 2d4 HP on a hit, in addition to its usual impact damage. A Stave Of Pyres can harm creatures only affected by +1 weapons, although it has no bonus To Hit itself.
The staff can be used by any creature once ignited; the caster can hand it on to another person to use, but may not dispel the spell at will.
A Stave Of Pyres will continue to burn underwater or in high winds.
This spell replaces the target's shadow with that of the caster, who himself displays no shadow for the duration of the spell. By maintaining Full Concentration, the caster can dimly hear and see all that occurs within 20 ft of the recipient.
This spell requires that the caster touch the shadow of the target. If attempted in combat this requires a roll To Hit.
Within a single Realm it operates over any distance, but if the target moves into another Realm the Steal Shadow spell is broken. The spell functions only while the target has a shadow - in an area of complete darkness no scrying may take place, until the target moves away again.
While this magic is in effect, astute observers (Save vs. Perception at -3; one attempt only) may notice that the target's shadow neither resembles him nor apes his actions; it follows the shape and movements of its true owner.
Detect Scrying can discover the effect. A successful Dispel Arcane Magic, Lift Curse or Remove Curse will break the spell.
Steal Youth is an evil necromantic casting by which the victim becomes older and the caster gains years of life.
It is delivered by touch; the caster must make contact with a victim (who must be of the same race) by the end of the round after the spell is cast, or the magic fails. Because of the timing required, it is most often used upon helpless targets.
A successful touch adds 2d4+2 years to the victim's age and subtracts 1d2 from the caster's. Creatures suffer or benefit from all the effects of aging, as appropriate.
A victim slain by use of Steal Youth will become a Ghost, rising 2d4 weeks after death. Such spirits will bear a consuming hatred for the wizard who slew them, and will seek them out.
Stones To Spiders changes a few small rocks into venomous spiders, each about twice the size of a man's fist, under the unspoken control of the caster.
Once the duration expires, the spiders become stones again.
The reverse of the spell negates the normal version, or else can be used to turn similar-sized spiders into inanimate rocks for the duration.
This spell can have one of two effects, at the caster's option:
Either version of this spell will negate a Heat Metal spell within its AOE.
A Storm Of Meteors is a very powerful and spectacular spell which is similar to Fireball.
When it is cast four blazing spheres spring from the outstretched hand of the wizard, and streak in a straight line to any desired distance, up to the maximum range.
Anything solid in the direct path of the missiles receives a concentrated blast that inflicts 10d8 damage (Save for half) within a 10 ft. radius. This may occur prematurely, if the Meteors' journey is interrupted, and can potentially injure the caster.
Otherwise the Meteors leave a fiery trail of sparks, diverging slightly to end in four bursts of roiling flame around their destination. Each inflicts 5d8 HP damage. The set bursts in a diamond or box pattern 20 ft. across, and each blast covers a 25 ft. radius AOE, creating an overlapping centre exposed to all four detonations.
Saves for each AOE apply, for half damage.
The Meteors can also ignite flammable materials, and melt soft metals such as gold, copper, and silver. Exposed items can Save to resist the heat. If carried by a creature that has itself Saved, items are not affected.
Strike Blind curses the victim to be perceive only a seething grayness before its eyes.
A blinded creature has a -3 penalty to Surprise, -3 To Hit and +3 AC.
Any of the following spells can break this curse:
The original caster can do away with the curse of Blindness with a mere thought.
The origins of this spell are said to predate the rise of Man's kingdoms.
Strike Deaf curses the victim to become utterly deaf, its head filled with a phantom noise chosen by the caster.
An affected creature has a -1 penalty to its Surprise rolls unless its other senses are unusually keen. Deafened casters have a 25% chance to miscast any spell with a verbal component.
Any of the following spells can break this curse:
The original caster can do away with the curse of Deafness with a mere thought.
The origins of this spell are said to predate the rise of Man's kingdoms.
Strike Dumb causes the victim's tongue to cleave to the roof of its mouth, so that it is only able to utter gutteral moans and grunts.
A Dumb creature cannot communicate by speech or cast any spell that requires a verbal component.
Any of the following spells can break this curse:
The original caster can do away with the curse of Dumbness with a mere thought.
The origins of this spell are said to predate the rise of Man's kingdoms.
By the power of this spell the gestures of the wizard, along with his droning incantation, cause 1d6 creatures within the area to become susceptible to a brief, reasonable-sounding request.
The request must be given after Subtle Voice Of Reason is cast. Until that time, the success of the spell is unknown. Only a request that is not counter to the victims' usual behaviour can take effect. The subsequent request is not a spell, but simply a spoken urging, which can be given by any unaffected creature present that speaks a language the target(s) understand.
Those who are exceptionally wary or already hostile Save with +1 to +3 bonuses. If the spell is cast at an individual creature that meets the caster's gaze, the Save is made with a penalty of -2. Creatures that successfully Save are not under the influence.
A creature that fails its Save does not remember that the caster enspelled it, instead unconsciously carrying out the request for the duration of the spell.
This spell influences the chosen recipient via the utterance of a few words - phrases or a sentence or two - suggesting a course of action desirable to the caster. The creature to be influenced must be able to understand the wizard.
This magic can be cast using only the wizard's voice.
A very reasonable Suggestion can cause the Save to be made with a penalty, at the discretion of the DM. Obviously harmful requests will prevent the spell from working. Otherwise, any recipient who fails a Save will carry out the Suggestion until the action is complete, or the duration expires.
A hidden condition that will trigger a special action can also be specified; in this case the target will be unaware that they are under a Suggestion. If the condition is not met before the spell expires, the action will not be performed.
This spell influences the chosen recipients via the utterance of a few words - phrases or a sentence or two - suggesting a course of action desirable to the caster. The creatures to be influenced must be able to understand the wizard.
Saves against the spell suffer a penalty of -1, unless targeted on a single creature, in which case it suffers a -3 penalty. A very reasonable Mass Suggestion can cause the Save to be made with an additional penalty, at the discretion of the DM. Obviously harmful requests will prevent the spell from working. Otherwise, recipients who fail a Save will carry out the Suggestion until the duration expires.
A hidden condition that will trigger a special action can also be specified; in this case the targets will be unaware that they are under a Suggestion. If the condition is not met before the spell expires, the action will not be performed.
This spell calls upon a malevolent Invisible Stalker from the Elemental Court of Air. This creature serves the caster in performing whatever tasks are set before it, whether they involve battle, passing a message, carrying or transporting objects or creatures, or any other role.
The Invisible Stalker follows instructions, even if they send it thousands of miles away and, once given an order, follows it unceasingly until the task is accomplished. However, the creature is bound to serve; it does not do so from loyalty or desire. It resents prolonged missions or complex tasks, and will attempt to pervert such orders. Stalkers understand the Common Speech but speak no language except their own.
An Invisible Stalker can track another creature faultlessly, as long as it is within one day of a quarry's passing.
If the caster dies, the Stalker will immediately return whence it came.
A given caster may only have a single Invisible Stalker under his command at one time.
This spell is believed to be of ancient origin, predating the rise of Man's kingdoms.
This spell conjures up a Least Spirit of Air, usually appearing as a small bird, a moth or dragonfly-shape, or sometimes a set of silvery pinpoints.
The creature will follow the spoken commands of its summoner, but will automatically vanish if it passes more than 90 ft. from the caster, or if the caster should die.
Any creature native to the Elemental Court of Air - even another Spirit of Air - can disperse a Spirit with a single blow.
This spell conjures up a Least Spirit of Flame, usually appearing as a hovering, blazing jewel, a flaming peacock or a floating goblet of fire. A sufficient quantity of flaming material must be within range when the spell is cast for the Spirit to manifest.
The creature will follow the spoken commands of its summoner, but will automatically vanish if it passes more than 90 ft. from the caster, or if the caster should die.
Any creature native to the Elemental Court of Fire - even another Spirit of Flame - can disperse a Spirit with a single blow.
This spell conjures up a Least Spirit of Water, usually appearing as a sculpture of foam, a bright fish or a watery serpent with eyes of pearl. A sufficient quantity of water must be within range when the spell is cast for the Elemental to manifest.
The creature will follow the spoken commands of its summoner, and can leave the water to swim through air, but will automatically vanish if it passes more than 90 ft. from the caster, or if the caster should die.
Any creature native to the Elemental Court of Water - even another Spirit of Water - can disperse a Spirit with a single blow.
This spell conjures up a Least Spirit of Earth, usually appearing as a lumpen toad, mass of clay and rock, or other small earthern beast. This spell requires that about 50 lbs of clay, soil or unworked rock be within range.
The creature will follow the spoken commands of its summoner, but will automatically vanish if it passes more than 90 ft. from the caster, or if the caster should die.
Any creature native to the Elemental Court of Earth - even another Spirit of Earth - can disperse a Spirit with a single blow.
When this spell is cast, the wizard conjures up one Shadow for every three caster levels they have. Shadows are mysterious spirits, consumed with anger and madness, drawn from the Realm Ethereal.
These monsters are under the control of the caster and attack his enemies on command. The Shadows remain until they or the caster are slain, they are Dispelled, or the spell duration expires.
If the Shadows create more of their kind by ageing their victims, those beings do not fall under the control of the caster.
This spell allows the caster to bring together the spirits of those buried nearby, forcing them to answer his questions. It must be cast on ground not Consecrated to any faith, and requires a lengthy period of preparation.
To cast Summon The Spectral Throng, a pit must be dug, six feet long by two feet wide and two feet deep. Into the pit the caster must scatter a handful of fragrant herbs, and pour a cup of good wine mixed with a pint of blood from another intelligent being.
As the magic builds in power, ghostly figures will rise from the graves within range and gather about the caster, pushing close into a dense crowd to await his questions. However, those who have undergone a ritual of Last Rites will remain quiescent in their resting places.
The caster may ask one question / level, although there are no guarantees that the Throng will have answers. But the dead may have access to mysteries unknown by the living, even information long lost to time.
The DM will judge each question's relative obscurity, and make a roll on the following table:
Some answers may be so hidden that the DM may rule that they cannot be uncovered via this spell. Each question may be asked only once; restating a similar question will gather no extra information.
Once the spell ends, the Throng will disperse back to their rest.
The group of small animals drawn by Summon Vermin will viciously attack all creatures in their midst. The swarm can gather anywhere within the range of the spell, and the caster can direct it to move at a rate of 30 ft. / round.
Creatures actively defending themselves and doing nothing else suffer 1d3 HP damage for each round spent in the swarm of Vermin. Those taking other actions, including leaving the area, suffer 1d4 HP damage, + 1 point / three caster levels, each round. Spellcasting within the AOE of Summon Vermin requires a Concentration roll.
The Vermin cannot be fought effectively with weapons, but fire and area effect attacks can break up the swarm. The Vermin disperse when the group takes a total of 2 HP / caster level.
An Aura Of Protection will keep the creatures at bay, and many area-effect spells, such as Gust Of Wind and Purulent Waft destroy or disperse the Vermin immediately.
The caster must remain stationary and undisturbed to control the Vermin; if his Full Concentration lapses, the creatures disperse in two rounds.
This unpleasant necromancy allows the caster to steal the dying breath of a victim and use it to bolster themselves.
It can only be used on a living, intelligent creature who is currently at less than 0 HP, and who has not stabilised. It requires that the caster clamp their mouth over that of the victim, to draw in their final breath.
Dying but conscious creatures will usually attempt to resist the caster, and could bite, claw or otherwise throw off the wizard if not restrained. A victim trying to throw the caster off must make a Str vs. Str roll - the victim suffers a penalty equal to their current negative HP.
If the spell is successful, the victim immediately loses all remaining HP and expires. These HP are transferred temporarily to the caster, who will retain them for the duration of the spell - the extra HP then vanish, possibly leaving the caster in an injured state. A caster can only benefit from one set of extra HP at a time.
Those slain by this spell often return as vengeful Ghosts, especially if strong-willed in life, and may be driven to seek out their murderer.
By means of this spell, the wizard confounds the information from certain detection magics. It can be cast upon any willing creature, living or otherwise, or on a single object or small area.
The spells it affects are:
* Gives no impression to the detection spell.
** Gives an impression of the opposite of the truth.
The caster of the detection spell can make a Save to see through the Occultation effect. This roll is made secretly by the DM.
When this spell is used, the wizard instantly transports himself and what he can normally carry to a given destination. The effect usually manifests as a brief concealing cloud of smoke.
A wizard cannot Teleport to an area of empty space - a solid surface must be there to stand on. Areas of strong magical energies may make Teleportation more hazardous or even impossible.
Distance is not a factor, but inter-Realm travel is not possible. If the destination is very familiar to the wizard, it is unlikely that there is any error in arriving, although the caster has no control over his facing when he does. Lesser known areas increase the probability of error, with unfamiliar areas presenting considerable peril:
Knowledge of destination | Arrive too high | Arrive on target | Arrive too low |
---|---|---|---|
Very familiar | 01-02 | 03-99 | 00 |
Studied carefully | 01-04 | 05-98 | 99-00 |
Seen casually | 01-08 | 09-96 | 97-00 |
Viewed once | 01-16 | 17-92 | 93-00 |
Never seen | 01-32 | 33-84 | 85-00 |
Arriving high means the object will appear 10 ft. above the ground for every 1% rolled below the lowest on target chance. Any low result usually means the immediate death of the wizard; some part of their body will often be visible, protruding above the surface of the ground.
The caster can do nothing else in the round that he appears from a Teleport.
This spell is similar to Teleport, except that the caster is able to transport himself to any known location within the same Realm, and without a chance for error. The effect usually manifests as a brief concealing cloud of smoke.
The spell also enables the caster to travel to other Realms of existence, but this will require a roll on the table below. Any such Realm is, at best, 'studied carefully.' This assumes that the caster has, in fact, actually been to the Realm and carefully perused an area for an eventual Infallible Teleport spell:
Knowledge of destination | Arrive too high | Arrive on target | Arrive too low |
---|---|---|---|
Studied carefully | 01-04 | 05-98 | 99-00 |
Seen casually | 01-08 | 09-96 | 97-00 |
Viewed once | 01-16 | 17-92 | 93-00 |
Never seen | 01-32 | 33-84 | 85-00 |
Arriving high means the wizard arrives 10 ft. above the ground for every 1% he is below the lowest on-target probability; this could be as high as 320 ft. if the destination area was never seen.
Depending on the terrain local to the realm, a low result may mean the immediate death of the wizard; some part of their body will usually be visible, protruding above the surface of the ground.
The caster can do nothing else in the round that he appears from an Infallible Teleport.
When a Tenebrous Mantle spell is cast, the wizard causes the outline of his form to become blurred, shifting and wavering.
This distortion causes all missile and melee combat attacks against the caster to be made with -3 penalties on the first attempt and -2 penalties on all successive attacks. It also grants the wizard a +1 bonus to his Save for any direct magical attack.
A Detect Invisibility spell will not counter this effect, but Reveal, Second Sight and similar magic will be able to pierce the Mantle.
This spell grants the caster a powerful premonitory sense in relation to himself or another.
The wizard can specify that he or another is the beneficiary of the spell; if the recipient is another person, they must be within the initial casting range.
Once the spell is complete, the wizard will receive instantaneous warnings of impending danger to the object of the spell. This includes obvious threats, such as a Fireball being aimed or an on-rushing gryphon, but also Charms and similar enchantments about to take place, traps about to be activated, and anything similar.
When the warnings are about him personally, the caster cannot be surprised and always knows the direction from which an attack is coming, as well as some vague sense of the danger that threatens (perhaps a momentary glimpse of a burst of flames, or a great looming fanged shape).
When another person is the object of the spell, the caster receives warnings about that person. This takes place no matter how far away the recipient is, even if in another Realm.
The Presentiment allows the caster to act 5 Initiative counts before the hostile action takes place. The wizard can shout a warning, cast a spell, or take another action if he does not hesitate.
This spell continues to operate for the full duration. Each new source of danger will send another warning impulse; this will not usually happen on successive actions of the same combat, but can be triggered by a major change to the circumstances; for example, the arrival of a new and more dangerous combatant.
Tenser is a name famous from antiquity; a wizard who led adventurers to mighty deeds.
With this spell, the caster creates a slightly concave smoky plane known as Tenser's Floating Disc.
The Disc is 4 ft. across and holds 100 lbs / caster level. It floats at about waist height at all times, and always remains level.
It moves along horizontally within range, as directed by the caster, and will accompany him at a rate of up to 30 ft. / round. If he is under its maximum weight, he may ride on the Disc, which is stable enough to serve as a platform for missile attacks or spell-casting.
If the caster dies or moves out of range, the Floating Disc winks out of existence, and whatever it was supporting drops to the ground.
Tenser is a name famous from antiquity; a wizard who led adventurers to mighty deeds.
This is an improved version of Tenser's Floating Disc, able to carry a greater load, move faster and be maintained at a longer range. It manifests as a slightly concave smoky disc, about 6 ft. across.
A Greater Disc can carry 150 lbs / caster level. It floats at about waist height at all times, and always remains level.
It moves along horizontally within range, as directed by the caster, and will accompany him at a rate of up to 40 ft. / round. If he is under its maximum weight, he may ride on the Disc, which is stable enough to serve as a platform for missile attacks or spell-casting.
If the caster dies or moves out of range, the Floating Disc winks out of existence, and whatever it was supporting drops to the ground.
Tenser is a name famous from antiquity; a wizard who led adventurers to mighty deeds.
When this spell is cast upon an arrow or quarrel, it becomes enchanted with a special dweomer. As long as it is fired within the spell duration, it will change into a large raptor as it leaves the bow.
The Hawk moves and attacks under the control of the caster.
If the spell has been cast upon a magic arrow, the raptor retains whatever magical bonuses the arrow had, including attack or damage bonuses, so a Hawk formed from an arrow +2 will also be + 2 on all To Hit and damage rolls. Other magical effects on the arrow are not carried across.
When the spell ends, the Hawk vanishes into thin air, leaving no trace of the arrow.
Tenser is a name famous from antiquity; a wizard who led adventurers to mighty deeds.
This spell causes the caster to undergo a dramatic change. They will become much bulkier, sprouting muscle and growing up to a foot in height, and take on a new and violent persona to match.
When Transformed, the wizard's HP double. The caster gains a -4 bonus to AC, to a maximum AC of -2. They have a +2 Save bonus against all Mind-affecting magics. The mage can attack twice a round, at +2 To Hit and +4 damage, although they gain no extra Weapon Proficiencies. For the duration, the caster has an equivalent Str of 18(76) and a Con of 18.
While the Transformation continues, the caster will fight in melee in preference to all other forms of attack, and continue attacking until all opponents are slain, he is killed, or the magic is dispelled.
Tenser is a name famous from antiquity; a wizard who led adventurers to mighty deeds.
When this spell is cast, it creates a cone-shaped area of extreme cold, originating at the wizard's hand. The air will usually become fogged with icy precipitation.
The spell drains body heat from victims, causing 2d4 HP damage / caster level. Liquids touched by the Breath must Save or be frozen solid, and non-magical non-True Metals must Save or be shattered.
Additionally, all objects and creatures in the AOE will be covered with an icy rime, which makes them extremely slippery. Any creature in the area must make a Save vs. Dex each round they remain, or slip and fall. The rime remains for 1 round / caster level.
This spell is also known as Winter's Fury and its origins are believed to be ancient, predating the rise of Man's kingdoms.
Terrifying Visage enables the wizard to play upon a creature's natural fears, making them perceive the caster as whatever they fear most. Neither the caster nor onlookers will necessarily know what the apparition is, although the victims' reaction will be obvious.
In order for the spell to take effect, the caster must advance threateningly upon the target, who is allowed a Save to resist. If they fail, they will turn and flee in terror at maximum speed. They will continue to flee until they make a successful Save or the spell duration expires; they can try once each round.
This spell must be targeted upon a melee combat that is already in progress. It is a subtle Charm, which instils a sense of combative honour in all within the AOE who fail a Save. It does not distinguish between friend and foe, but only affects intelligent living creatures.
Those affected are unable to act dishonourably for the duration; this bars them from any use of poisoned attacks, striking from behind, outnumbering a foe of roughly equal power, attacking an unarmed target, and so on. The DM may need to adjudicate what constitutes dishonourable behaviour.
By means of this spell, the wizard is able to move objects with a thought. The Gift can provide either a gentle, sustained force or a single short, violent thrust:
A sustained force enables the wizard to cause a weight of up to 25 lbs to drift along at 20 ft. per round. This version has a range of 30 ft. / caster level. The spell lasts two rounds, plus one round / caster level.
The object can be delicately manipulated, as if it were held with one hand. The weight can be moved in any direction; once it moves out of range it will drop to the ground or come to a halt.
Via a single thrust, the caster can hurl one or more objects or creatures (all within 20 ft.) directly away from himself, to a distance of up to 10 ft. / caster level.
This is subject to a maximum weight of 50 lbs / caster level, and creatures affected are allowed a Save to avoid the thrust. Damage caused by thrown objects is decided by the DM, but cannot exceed 1 HP / caster level.
The various Visaque's Hand spells may aid against this spell.
This spell causes the immediate growth of a creature or object. Unwilling victims are entitled to a Save. It can be cast only upon a single creature, or upon a single object that does not exceed 10 cu. ft. in volume / caster level.
The target grows by up to 25% / caster level, increasing in height and width, and proportionally by weight. All equipment worn or carried by a creature is enlarged by the spell. If insufficient room is available for the desired growth, the target attains the maximum possible size, bursting weak enclosures in the process, but it is constrained without harm by stronger materials - the spell cannot be used to crush a creature by growth.
A creature's HP, AC, and To Hit rolls do not change, but damage rolls increase proportionately with size.
The reverse, Curse Of Dwindling, negates Thrilling Stature or makes creatures or objects smaller. The target loses 25% of its original size / caster level, to a minimum of 10% of the original size. Thereafter, the size shrinks by 1-foot increments to less than 1 foot, by 1-inch increments to 1 inch, and by 1/10-inch increments to a minimum of 1/10 of an inch - the target will not dwindle away to nothingness.
A shrinking object may damage weaker materials affixed to it, but an object will shrink only as long as the object itself is not damaged.
Titan's Fist empowers the caster with the ability to strike a single blow of enormous strength.
He may attempt To Hit once per round at his normal THACO until he is successful, or the spell duration expires. A successful blow does 1d4+1 damage / caster level, to a maximum of 10d4+10, and must be performed with the caster's bare hands - a simple slap suffices.
Titan's Fist may also be used to destroy inanimate objects. It can cause 2 points of Structural Damage / caster level, and force small objects to make a Save, or be smashed.
This spell is an improved version of Ruinous Touch, in that it allows the caster to destroy inanimate non-enchanted objects of leather, wood or rope. Touch Of The Workman's Wrath, however, can affect substances in a more subtle way.
The Touch can rot and crumble up to one coil of rope, half a suit of leather armour or half a cubic foot of wood each minute, if both the caster's hands are free. However, the harm done is not immediately apparent, as it takes place beneath the surfaces touched. A detailed and purposeful examination is required to detect that an item has been ruined. Any attempt to use the item (e.g. putting substantial weight on a rope) will cause it to break, crumble and fall to pieces.
Complex mechanisms, such as a catapult, can easily be rendered useless with this spell by damaging the vital parts of the device, even if the object as a whole is too large to be affected.
Any material affected by this spell can avoid its effects by Saving at a -2 penalty; this Save must be repeated each minute if the caster continues his attempts.
Against wooden structures, Touch Of The Workman's Wrath causes 3 Structural damage / minute.
This spell ensorcels a weapon held by an enemy for a brief moment, causing it to turn treacherously in the hand as if it had a life of its own. Non-magical weapons have no Save against the effect; enchanted weapons can Save as their wielder, with a +1 bonus for each 'To Hit' bonus they have.
The spell takes effect the round after it is cast, with its own Initiative roll. If it occurs before their wielder's turn, they lose any remaining chances to attack that round while they wrestle with the weapon. In any case, on its own Initiative Count, the weapon will twist and attack its wielder.
The Traitorous weapon attacks as if wielded by the victim, and if successful its strike causes damage likewise, with all appropriate effects.
This spell turns natural, non-magical rock of any sort into an equal volume of mud, which (if free-standing) will usually then slump under its own weight.
Creatures heavier than a cat and unable to levitate, fly, or otherwise free themselves from the mud sink at the rate of 1/3 of their height / round, and may eventually suffocate. Trying to escape by swimming forcefully through it is at a rate of 3 ft. / round.
Brush thrown atop the mud can support creatures able to climb on top of it, with the amount required decided by the DM. Creatures large enough to walk on the bottom and still breathe can move through the area at a rate of 10 ft. / round.
The mud remains until a successful Dispel Arcane Magic or the reverse of this spell restores its substance - but not necessarily its original form. Evaporation turns the mud to normal dirt at a rate of 1d6 days per 10 cu. ft. The exact time depends on exposure to the sun, wind, and normal drainage.
The reverse, Transmute Mud To Rock, permanently hardens non-enchanted mud or quicksand into a soft stone. Creatures in the mud are allowed a Save to escape before the area hardens; otherwise they are trapped. Dry sand is unaffected.
When this spell is cast, water in the subject area instantly becomes a dry, powdery grey dust, even that contained in bottles, waterskins and the like.
Living creatures are unaffected, except for those native to the Elemental Court of Water. Such creatures receive Saves; a failure inflicts 1d6 HP damage / caster level, while success inflicts half damage. Only one such creature can be affected by any single casting of this spell, regardless of the creature's size or the size of the spell's AOE.
Enchanted waters and potions may also be ruined by being Transmuted; a Save applies. Holy Water and divine equivalents are always unaffected.
The reverse of the spell, Parched Curse will change a great volume of dust into clear, drinkable water.
Tzunk's Iron Shoes affects a number of creatures equal to the caster's level, if they are within the AOE, with those closest to the centre being affected first.
The spell causes affected creatures to move at half their normal rates, and suffer a penalty of +4 to their Initiative. It negates a Haste spell or equivalent, but does not otherwise affect magically speeded or slowed creatures.
This magic summons a cat-sized and cat-shaped patch of shadow that obeys the caster's merest thought. It cannot attack, but serves as a useful spy or guardian.
The Cat moves without sound, is 90% undetectable in shadows, and completely invisible in darkness. Through it the caster may speak, hear and see (with 60 ft. Night Vision). The beast will never move out of range of the spell.
The Cat will transmit certain harmful effects to the caster. Any form of blindness effect or gaze attack (including petrifaction) aimed at the Cat instead affects the wizard. Saves apply as usual. If the caster should be blinded while the spell remains, he can use the Umbral Cat to see.
The Umbral Cat may cause observed creatures to feel a nagging sense of being spied upon. The base chance of this happening is equal to the subject's Int as a percentage, modified as follows:
If the Umbral Cat or its caster are slain, it fades away to scraps of shadow within moments.
When The Unassailable Fortress Of The Mind is cast, the creature is totally protected from all powers, devices and spells that detect, influence, or read emotions or thoughts.
This includes all kinds of Charms, Suggestions and Commands, mental controls, mind-based Detects, Know Alignment, mind-reading effects, and anything similar. Even Wish-powered effects are blocked.
When a wizard casts this spell, he imbues animated skeletons and zombies under his control with limited intelligence. The spell gives these undead the ability to speak, in order to answer questions, respond to simple situations, shout warnings, or make introductions.
This spell affects a maximum of one undead / caster level, granting each a single task to perform or phrase to speak. Alternatively, a given Lackey can perform more than one task, but counts multiple times against the limit.
A task can be as simple as opening a door when visitors arrive, or as complex as cooking a specific dish, each taking no more than an hour to perform. The tasks are short routines that are performed either daily, when a certain situation arises, or when the proper commands are given.
It takes ten minutes for this spell to affect each creature. Once the spell is cast, the Lackeys need no monitoring, except for commands required to start the performance of specific tasks.
This spell may be cast upon any corpse of an animal usually used as a mount. A skeletal mount results from a corpse on which the flesh has decayed away, a zombie mount otherwise, but both have similar natures.
Mounts can only obey simple commands and carry only 300lbs at most. They may be Turned as skeletons or zombies unless ridden by a greater undead being, whose will overrides theirs.
This spell is a more powerful version of Sleep. It causes a comatose slumber to come upon one or more living creatures. Only creatures that naturally sleep can be affected by this spell.
Undeniable Oblivion affects 4d4 HD of targets, as long as each target has no more than 6+3 HD. The creatures with the least HD are affected first, and partial effects are ignored.
Slapping or wounding awakens affected creatures, but normal noise does not. Awakening requires one entire round.
When Unfortunate Twin is cast by the wizard, he creates an illusory double at the same time that he is cloaked by Phandaal's Mantle Of Stealth.
The wizard is then free to go elsewhere, while his double acts independently. The spell enables the illusion of the wizard to speak and gesture as if it were real, and there are full olfactory and touch components as well. The double cannot cast spells, but it may enter combat, although all injury it inflicts is Subdual Damage, which heals quickly and cannot kill. At the most, injuries from a Twin may render a target unconscious.
The Unfortunate Twin does not require Concentration to be maintained.
An active and successful attempt to Disbelieve will allow an observer to realise that the double is a fake, and mean that they cannot be injured by it. Any previous injury sustained, once a Disbelief is successful, will immediately fade away.
Some regard this spell as the ultimate power of destruction available to mortals. It consists of a long incantation, naming the constituent parts of the intended target in the True Speech, and ending with a cruel word of Unmaking.
If the intended target is a creature or an enchanted object, they can resist the effect with a Save. Mundane objects get no Save. If the Unmaking takes effect, the targeted creature or object vanishes, and is forever gone.It affects even magical creations, e.g:
Once a thing has been Unmade, no known power can restore it, even via Resurrection or Wish.
The Charm of Unmaking is believed to have its origins in an ancient and inhuman teacher, whose pupils were Men of the First Kingdom.
The Unseen Servant is an invisible, mindless, and shapeless force, summoned from the Elemental Court of Air, and used to step and fetch, open unstuck doors, and hold chairs, as well as to clean and mend.
It is not strong, but unfailingly obeys the command of the wizard. It can perform only one activity at a time and can move only lightweight items, carrying a maximum of 20 lbs or pushing/pulling 40 lbs across a smooth surface. It can open only normal doors and containers.
The Unseen Servant cannot fight, nor can it be killed, being a spirit that inhabits the air, rather than a creature. It can be magically dispelled, or eliminated after receiving 6 HP damage from area-effect spells, breath weapons, or similar attacks. If the caster attempts to send it beyond the allowed AOE around him, the spell ends immediately.
If the caster should die, the Servant instantly winks out.
This spell is believed to be of ancient origin, predating the rise of Man's kingdoms.
This powerful spell enables the caster to bring into being a mystic prison to entrap enemies. It traditionally appears as a cube of black iron bars, carved and ornate, but other variants are possible; the gaps between the bars are never narrower than two inches, however. The Cage also extends across the top and floor of the AOE, forming a complete trap.
Creatures within the AOE of the spell are caught unless they are able to pass through the openings.
A creature with Magic Resistance has a single attempt to pass through the walls of the Cage. If the Save is successful, the creature escapes. If it fails, the creature is trapped. A successful Save does not destroy the Cage, nor does it enable other creatures (except familiars) to flee with the escaping creature.
The bars of the Cage are impervious to all harm, and cannot be broken by force or magical energies. They can be Dispelled, Wished away, or the occupants can free themselves by magical means such as Teleport, Dimension Door, or by escaping to the Realm Ethereal.
If the caster should die, the Cage will melt away to nothingness within moments.
The origins of this spell are said to predate the rise of Man's kingdoms.
This spell imbues the caster with an unpleasant and hungry energy which he can release upon a victim, to take their vitality for his own.
When the caster touches an opponent in melee with a successful attack roll, the opponent loses 1d6 HP for every two caster levels, to a maximum drain of 5d6 points. The HP are added to the caster's total - it is possible to go beyond the caster's normal total. Any damage to the caster is subtracted from the temporary HP first.
After ten minutes, any extra HP above the caster's normal total are lost.
Undead creatures are unaffected by this spell.
This spell causes an inanimate object to be Teleported away to a place of the caster's choosing, either in the Mortal Realm or the Ethereal.
The object cannot weigh more than 50 lbs / caster level, and cannot be larger than 3 cu. ft. / caster level. Vanishment does not affect animate creatures or magical forces.
If the Vanished object shifts within the Mortal Realm, the caster will need to roll on the Teleport table to discover whether the object arrives safely:
Knowledge of destination | Arrive too high | Arrive on target | Arrive too low |
---|---|---|---|
Very familiar | 01-02 | 03-99 | 00 |
Studied carefully | 01-04 | 05-98 | 99-00 |
Seen casually | 01-08 | 09-96 | 97-00 |
Viewed once | 01-16 | 17-92 | 93-00 |
Never seen | 01-32 | 33-84 | 85-00 |
Arriving high means the object will appear 10 ft. above the ground for every 1% rolled below the lowest on target chance. Any low result will necessitate a Save for the object, or it will be buried, usually leaving some part protruding above the surface.
However, if desired, a Vanished object can be placed deep within the Ethereal Realm. It will always arrive safely, and while he cannot specify the exact destination, the caster will have a vague understanding of how to reach it there. He will be able to find the object in 2d6 hours of searching, once in the Realm. However, as time passes, it is possible for the item to be removed or destroyed by passing Ethereal denizens; powerfully magical objects are quite likely to draw their attentions.
This spell generates a billowing cloud of ghastly and toxic vapours, usually a vile greenish-yellow in colour.
The cloud is highly poisonous, with effects as follows:
The venom enters through the skin as well as the breath, so many mundane defenses will not prevent poisoning.
The Virulent Miasma moves away from the caster at 10 ft. / round, rolling along the surface of the ground. As the vapours are heavier than air, they sink to the lowest level, pouring down into openings. They cannot penetrate liquids, nor can the spell be cast under water.
A moderate breeze causes it to alter course, but it will not move back toward its caster. A strong wind (e.g. Gust Of Wind) breaks it up in four rounds, and a greater wind force disperses it immediately. Very thick vegetation will disperse the cloud in two rounds.
Visaque's Admonishing Fist brings forth a huge, disembodied hand, balled into a fist. The hand is often of alien colouration, scaly and bearing ragged, ugly talons. The Fist is under the mental control of the caster, who can cause it to strike one opponent each round.
The Admonishing Fist never misses, but it can only strike as directed by the caster, who must maintain Minimal Concentration in any round where he uses it. The effectiveness of its blows varies from round to round - roll 2d10:
* Against a stunned target, further Fist rolls are at +3.
Against structures, blows cause 1 Structural damage per HP rolled. Objects hit must Save vs an Effect Power of 10 or be smashed.
The Fist has AC 0, and has as many HP as its caster at full strength. It can be harmed by mundane attacks and damaging spells of all kinds.
This spell's creator, Visaque, is the famous one-armed Court Wizard of Aryxia.
Visaque's Castigating Hand creates a huge, disembodied hand, usually of somewhat bloated, fleshy appearance. The Crushing Hand is under the unspoken control of the caster, and he can cause it to grasp and squeeze an opponent or other objects.
No attack roll is necessary; the Hand automatically grasps and inflicts constriction damage in any round in which the wizard maintains Minimal Concentration. It is even effective against Ethereal or incorporeal targets, of any size, great or small.
A victim held by the Hand cannot move, and can only cast spells that have no somatic components.
The damage inflicted depends on the number of rounds it acts upon the victim:
If the original opponent is slain or escapes out of range, the caster can designate a new target for the Hand.
If the Hand grasps an item, a Save for the material must be made at an Effect Power of 12. Small constructions, no bigger than a hut, can also be crushed, sustaining 15 points of Structural Damage each round.
The Castigating Hand has AC 0, has as many HP as its caster at full strength, and vanishes when destroyed. It is susceptible to normal combat attacks and damaging spells, but if it is struck by an area-effect spell, the person held suffers the same fate as the Hand.
This spell's creator, Visaque, is the famous one-armed Court Wizard of Aryxia.
This spell enables the caster to create a disembodied Fist. Forming at the end of the round in which the spell is cast, the hand is normally unseen to all but the caster.
It can move 50 ft. / round, but cannot pass beyond spell range from the caster. The Fist can hover in mid-air, swoop, swerve, and dart through openings as the caster directs, but it will disappear if the caster cannot maintain Minimal Concentration.
The Fist can perform one action per round. It is as dextrous as the caster's own hand, and can turn keys, pick pockets and perform any similar action as he desires.
It can grasp objects of hand-size or less, and up to 1 lb weight, and carry them for the duration. Such objects may be in the possession of another creature, but if they are being held the Fist does not have the strength to tear them free.
Alternatively, it can push or slap a single creature, striking at the caster's THACO +2, inflicting 1d4 HP Subdual Damage. A successful attack by the Fist ruins spellcasting during the round it strikes. A Shield, Aura Of Protection or Aegis Against Missiles spell will block the attacks of Visaque's Flying Fist.
A Flying Fist can be damaged by mundane or magical attacks - it is AC 3 (AC 7 to opponents who can see invisible), and has 5 HP.
This spell's creator, Visaque, is the famous one-armed Court Wizard of Aryxia.
Visaque's Interposing Hand creates a man-sized to gargantuan-sized disembodied hand, often of scaly and unpleasantly alien flesh, that appears between the caster and his chosen opponent. This extremity then moves to remain between the two, regardless of what the caster does or how the opponent tries to get around it.
Neither invisibility nor shapeshifting fools the Hand once a creature has been chosen, although it cannot block Ethereal or incorporeal creatures from moving.
Any creature weighing less than 2,000 lbs trying to push past the Hand is slowed to half its normal movement. If the original opponent is slain, the caster can designate a new target for the hand.
The Hand can be of any size up to 20 ft. across. It provides Cover for the caster against the selected target, with all the attendant combat adjustments. It has AC 0, has as many HP as its caster in full health, and vanishes when destroyed. It can be damaged by both mundane and magical attacks.
This spell's creator, Visaque, is the famous one-armed Court Wizard of Aryxia.
This spell creates an invisible pair of disembodied hands that seek out the target and attempt to throttle them. The hands have a single attempt to grab the creature's throat, attacking at the caster's THACO - a miss ends the spell, with no effect. For the duration of the spell, the caster must maintain Full Concentration, or the spell ends.
If the Grip succeeds, the victim will be choked to death by the end of the third round afterwards, unless they can break it by making a Save vs. Strength (or the caster loses concentration). Once the Grip is broken, or after a victim dies, the spell ends.
Many creatures are unaffected by this spell, because they have no discernible throat or do not need to breathe.
This spell's creator, Visaque, is the famous one-armed Court Wizard of Aryxia.
This spell is a more powerful version of Burning Hands, producing an intensely bright fan of searing flames from the caster's hands, which must be held outstretched with the thumbs touching.
The flames inflict 1d6 HP damage, +3 / caster level, to a maximum of 1d6 + 30. A target who Saves takes half damage. Flammable materials touched by the fire begin to burn; such materials can be extinguished in the next round if no other action is taken.
This spell is similar to the spell Speech A'Bounding, in that it allows the caster to throw his voice. However, the caster's voice issues only from the mouth of a specified undead zombie or a skeleton. The undead need not be under the control of the caster for this spell to function, but must be within line of sight when it is cast.
Once it takes effect, Voice From The Skull will continue even if the undead creature moves out of sight of the caster, as long as it remains within range.
The voice will be a scratchy, raspy whisper not identifiable as the caster's.
Some attribute the origins of this spell to one Anarazel, a mysterious figure from ages past.
When this spell is cast, the wizard Teleports some desired item from virtually any location directly to his hand. The single object can be no longer than about 4 ft. in any dimension, must not weigh more than 10 lbs, and must be inanimate.
To prepare this spell, the wizard must utter all but the final word of the conjuration, while holding a carnelian of not less than 500 gp value in one hand and the item to be summoned in the other. The gem becomes magically inscribed with a description of the item; the words are invisible and unreadable to all but the caster, unless Second Sight or similar is used. It is usual for the item to also bear the caster's Wizard's Sigil, prominently marked.
At some point in the future, he must utter the final word while holding the gem, which instantly becomes a puff of worthless smoke and dust. This part of the casting requires just 1 Initiative Count. If the item bears the caster's Sigil, or in any case is not on the person of another creature, the desired item is then transported instantly into the caster's other hand, wherever it may have come from.
If the item is unmarked, and is on the person of another creature, that creature will feel an odd tugging, which they can resist with a Save. If they fail the Save, the item will vanish and re-appear in the caster's grasp. In either case, the companion gem in the hands of the caster is destroyed, and the Prompt Summons effect ends.
Prompt Summons can fetch an object from another Realm, no matter how distant.
Certain wards, barriers, or factors that block Teleport or Astral Journey may also block the operation of this spell. Objects in a Leomund's Secret Chest cannot be recovered via Prompt Summons.
This spell will provide greater protection for the contents of one normal sack or backpack. An Iron Sack is protected as if the interior were lined with a thin layer of solid iron, although the sack becomes no heavier or less flexible.
The Sack cannot contain living creatures or be used as a protective garment; it will guard only inanimate objects.
The Sack makes its Saves against physical or magical damage as if made of hard metal. Items within it must check only if the Sack fails its check.
This magic allows the caster to prepare an area to allow him a means of escape via a targeted Teleport.
Preparing the spell requires the wizard to enscribe his Wizard's Sigil upon a visible surface at his desired sanctum. It must not be concealed or hidden, or the spell will not work, and the Rune will be recognisable as his by those in the know. The caster must be very familiar with the chosen spot and its surroundings, having spent several days there at a minimum.
The resulting symbol has a magical aura, and can be permanently removed via Erase, or by being physically destroyed.
Once the Rune is placed, the caster can step back to it from anywhere within the same Realm by speaking a single word (requiring 1 Initiative Count). There is no chance of this Teleport failing, although various wards can block its functioning. After he arrives, the wizard needs 1 round to organise his thoughts before he can take any other action.
The Rune operates only once for each casting; it must be re-drawn once used. A given caster can have only one Rune Of Beloved Harbour in existence at a time, and while it remains, it occupies one 6th-level spell slot.
By casting this spell, the wizard makes the creature or object touched difficult to find by divination spells, such as Clairaudience, Clairvoyance, Locate Creature, Locate Object, Reading Of Minds, and Detects of all kinds.
It can also prevent location by such magical items as crystal balls and mind-reading medallions.
If any such divination is attempted, the Walk Clandestine caster must roll a Save. If this is successful, the divination fails.
Under this magic, the caster becomes undetectable to all senses save touch, even those that are heightened or magically enhanced.
The caster is invisible, as if under the effects of Phandaal's Mantle Of Stealth. Any finger-sized or smaller object that touches the caster also becomes invisible, preventing them from being discovered by Glittering Dust, dust of appearance or similar methods, such as a bag of flour or thrown paint. The caster remains invisible in the area of any spell that would cancel or reveal it, and is immune to Faith's Corona. Discovering the caster's location is more difficult as a result of these subtle improvements; a Perception roll to even gain a general idea of the caster's whereabouts is at -8.
The spell masks all sounds from leaving the space the wizard occupies, but does not prevent sounds from entering. This makes the caster effectively silent to others, but allows them to hear their surroundings. It also does not prevent the caster from speaking, so they can cast spells with a verbal component, though their voice cannot be heard. This prevents spells such as Shout Of The Titan from functioning.
Also, the caster's odour is neutralised, and cannot be discovered or tracked by a creature using their sense of smell.
The caster leaves no marks, footprints or tracks at all, as if under the effect of Pass Without Trace.
If the caster remains undetected, they can automatically achieve Total Surprise on a foe.
The wizard's Imperceptible nature causes them to be ignored by all forms of divination spells and effects that would detect their presence or any information about them. This includes all Detect spells, scrying devices and spells, and methods of reading and detecting thoughts. It includes both Arcane and priestly magics.
They also do not trigger any magical effect that would normally react to their presence, such as Alarum, Glyph Of Warding and similar, though they can still activate spells that trigger when read (such as Phandaal's Vitriolic Critique or Symbol).
At any time, the caster may temporarily suppress the effects of this spell with a mere thought. As long as the spell continues, the caster may later become Imperceptible again, at a cost of 3 Initiative counts.
Walk In Dreams enables the caster to send messages to others when they sleep.
At the beginning of the spell, the caster must name the recipient. For Walk In Dreams to function, the recipient must be within the same Realm, currently asleep, and not magically protected.
As the caster completes the spell, he too falls into a deep sleep, and projects his mind into the recipient's dreams. If the sender is disturbed during this time, the spell is immediately cancelled and the sender comes out of the trance.
Once a dream has been entered, the caster can deliver a complex and detailed message, which the recipient remembers perfectly upon waking. The communication is one-way; the recipient cannot ask questions or offer information, nor can the sender gain useful information by observing their dreams.
Once the message is delivered, the sender's mind returns instantly to his body. The duration of the spell is the time required for the sender to enter the recipient's dream and deliver the message.
The reverse of this spell, Call Up Nightmare, enables the caster to send a hideous and unsettling vision to the recipient, who is allowed a Save to avoid the effect. If the Save is failed, the Nightmare prevents restful sleep and leaves the recipient fatigued and unable to regain spells for the next day.
However, Dispel Powers cast upon a victim of a Nightmare stuns (-3 To Hit and -2 AC) the caster of Call Up Nightmare for 10 minutes / caster level of the Dispel.
The origins of this spell are said to predate the rise of Man's kingdoms.
This spell brings into being a Wall of utter blackness that cannot be seen through, even by the caster, or with Night Vision. It has no physical existence, and does not hinder nor harm those passing through it. The Wall Of Darkness is 10 ft. x 10 ft. and 1 ft. thick, for each caster level. It always stands vertically.
A Wall Of Darkness provides 100% Concealment for missile attacks that pass through it.
Various powerful divinations, such as Second Sight and Reveal, are able to pierce the Darkness.
If Mage's Light or Greater Mage's Light is cast on its AOE both the Light and the Wall spells are destroyed.
If the caster should die, the Wall will fade away to nothingness within moments.
Wall Of Fire brings forth an immobile, blazing curtain of magical flames of shimmering colour. The spell creates either a sheet of flame up to one 20 ft. square / caster level, or a ring with a radius of up to 10 ft. + 5 ft. / two caster levels. In either form, the Wall Of Fire is 20 ft. high.
The Wall must be cast so that it is vertical with respect to the caster. One side of the Wall, selected by the caster, sends forth waves of heat, inflicting 2d4 HP damage upon creatures within 10 ft.and 1d4 HP damage upon those within 20 ft.
The Wall inflicts 3d6 HP, plus 1 HP / caster level, upon any creature passing through it, doubled if the creature is undead. Creatures especially subject to fire may take additional damage.
The Wall lasts as long as the caster concentrates on maintaining it, or one round / caster level without Minimal Concentration.
If the caster should die, the Wall will fade away to nothingness within moments.
Wall Of Obdurate Force creates an invisible magical barrier.
The wizard can, if desired, form the Wall into a globe with a radius of up to 1 ft. / level, or an open hemisphere with a radius of 1.5 feet / caster level. The Wall Of Obdurate Force must be continuous and unbroken when formed; if its surface is interrupted by any object or creature, the spell fails.
The Wall cannot be moved, and is unaffected by most spells, including Dispel Arcane Magic. The Wall Of Obdurate Force blocks all physical passage and energies. Spells and breath weapons cannot pass through it in either direction, although Ethereal, Dimension Door, Teleport, and similar effects can bypass it.
Disintegration will immediately destroy it.
If the caster should die, the Wall will fade away to nothingness within moments.
This spell can be cast in one of two ways: as a plane of ice, or as a dome:
A Wall Of Ice cannot form in an area occupied by physical objects or creatures; its surface must be smooth and unbroken when created.
A Wall has Structural Points as appropriate for its thickness.
Powerful magical flames will melt a Wall Of Ice in one round, though this creates a great cloud of steamy fog that lasts for ten minutes. Normal fires or lesser magical ones do not hasten its melting.
If the caster should die, the Wall will melt away to nothingness within moments.
When this spell is cast, the wizard causes a vertical iron wall to spring into being.
The Wall Of Iron is 1/4-inch thick / caster level. The wizard is able to create an iron Wall of up to 15 sq. ft. / level, or can double the area by halving its thickness.
The Wall secures itself against any surrounding inanimate material, if it can make contact. This allows the Wall to seal off a passage or close a breach.
If desired, the Wall can be created resting vertically on a flat surface, so that it can be tipped over to crush any creature beneath it. The Wall is 50% likely to tip in either direction. This chance can be modified by a force of not less than 30 Strength and 400 lb mass - each 10 lbs over 400 or Strength point over 30 alters the chance by 1% in favor of the stronger side. Creatures with room to flee the falling Wall may do so by making successful Saves vs Dex. Those who fail take 5d10 damage, and are pinned beneath it.
A Wall Of Iron lasts forever, unless successfully dispelled, but it can rust, or be perforated by enough force. It has Structural Points as appropriate for its thickness.
This spell creates a barrier of rough stone that merges into adjoining rock surfaces. It is typically employed to close passages, portals, and breaches against opponents.
The Wall Of Stone is 1/4-inch thick / caster level, and up to 20 square ft. / level. The Wall must merge with and be solidly supported by existing stone.
It can also be used to bridge a chasm, or as a ramp. For this use, if the span is more than 20 ft., the Wall must be arched and buttressed. This requirement reduces the volume by half.
The Wall can be crudely shaped to allow crenelations, battlements, and so forth by likewise reducing the volume.
A Wall Of Stone has Structural Points as appropriate for its thickness.
The stone is permanent unless destroyed by a Dispel Arcane Magic, Disintegration, or via Structural Damage.
The area affected by this spell becomes a region that prevents the use of many Ethereal magics within it. The atmosphere in the zone will become dry and parched, and the air occasionally seem to blur and twist.
The effects barred include:
*An existing casting of the spell is not affected, but a new casting is barred.
While the spell exists, no-one may use these spells or similar natural abilities to enter or leave the area - although normal methods of movement are not affected.
This spell can be made Permanent. It is believed to be of ancient origin.
The area affected by this spell becomes a region that prevents the use of Teleportation magics within it. The atmosphere in the zone will seem subtly darker, and creatures within it will feel a sense of leaden gravity.
The effects barred include:
While the spell exists, no-one may use these spells or similar natural abilities to enter or leave the area - although normal methods of movement are not impeded. Divine powers or spells are never affected.
This spell can be made Permanent.
Ethereal beings, Dimension Door, Open The Way, Seven League Boots and similar Ethereal travel spells may pass through this Ward without hindrance.
This Ward creates a powerful hedge that bars entry by unliving creatures, corporeal and otherwise. The area affected glows with a wan light which causes psychic anguish to the undead, and its touch pains and repels them.
The spell usually has a circular AOE, but if desired it can be created with an 'eye' at the center (of any smaller size), so that it acts as a trap for undead held within.
The Ward prevents movement by all kinds of undead, but does not block their magical or supernatural powers, such as spellcasting or Fear effects, nor does it prevent them hurling missiles across the barrier.
It cannot be escaped by the use of Ethereal travel, including Open The Way, Dimension Door and similar. However, undead able to Teleport or travel via the Astral Realm can bypass the Ward Against The Undead.
The creation of this spell is attributed to one Geenya Dare, a mysterious figure from the dim past.
The recipient of this spell receives immunity to the effects of Cantrips cast by creatures other than the caster. Any unwilling target of this spell must be touched (via an attack roll) and is allowed a Save to escape the effect.
The spell protects the caster, or one item or person that he touches. Any Cantrip cast upon the protected person or item dissipates, often with an audible fizzle and tiny burst of sparks.
This spell is often used by a wizard who has mischievous apprentices, or one who wishes them to work by hand, rather than by using magic.
The target of this magic is immune to drowsiness, being stunned or dazed, and Sleep effects from any source.
Additionally, Ward Off Slumber gives a +1 bonus to Saves against Hold, Charms and Suggestion effects.
A sleep-inducing poison still in the blood will have full effect when the spell duration expires.
This spell charges the caster's flesh with a vicious and hungry energy, which will be released into the first living creature he touches in the next 5 rounds, friend or foe.
A successful Save means that the victim sustains 1d8+1 HP damage, while a failure inflicts 3d4. In either case the damage done heals lost HP that the caster may have suffered.
A victim who fails his Save also feels an agonising jolt of pain that applies a penalty of -2 to all rolls for 1d3 rounds. During this time the victim cannot concentrate, for example to maintain existing spells.
If the caster does not touch a target within the five rounds he feels the effects of the wracking pain himself, although he does not sustain damage.
The recipients of Water Breathing are able to freely breathe water for the duration of the spell. The caster can affect more than one creature with a single casting; the duration is divided by the number of creatures touched.
The reverse, Air Breathing, enables water-breathing creatures to comfortably survive in air for the duration.
Wave Of Import sends out a powerful impulse that can reach across an entire Realm.
The caster defines the group of people whom it affects, who must be part of some group - for example, 'my allies', Elvish citizens of Enchar', or 'Knights of Cithlor'. The closest members of that group (up to 10 people) feel the Wave Of Import.
Those affected receive an image of the caster and his immediate surroundings, along with his name, his emotional state and the direction in which he lies. The images last a moment only, and carry no added compulsion with them, nor do they allow two-way communication.
This is an improved version of Web, and has many of the same characteristics as that spell.
Web covers a maximum area of eight 10 ft. x 10 ft. x 10 ft. cubes. The strands must be at least 10 ft. thick, and must be anchored on opposite sides, or the Web collapses upon itself and disappears.
Anyone in the area when the spell is cast must make a Save at a -3 penalty. If the Save is successful, two things may have occurred:
Creatures caught within are barely able to move. They can cast spells or use single-handed weapons, but can only travel as shown below:
However, the Web Of The Cunning Ones is also occupied by a myriad of tiny swarming, biting spiders. Any creature that is breaking through the strands will automatically sustain 2 HP damage each round from their attacks, unless they wear sealed armour or have very tough skin, without gaps. The only other way to avoid the bites is to remain still.
The Cunning Web is just as flammable as a lesser Web; any fire will burn the whole thing in one round, tiny spiders included, and cause 2d4 damage to creatures within.
If made Permanent, a destroyed Web will regrow within 10 minutes.
A Web spell creates a many-layered mass of fine, sticky strands similar to spider webs, but far larger and stronger.
Web covers a maximum area of eight 10 ft. x 10 ft. x 10 ft. cubes. The strands must be at least 10 ft. thick, and must be anchored on opposite sides, or the Web collapses upon itself and disappears.
Anyone in the area when the spell is cast must make a Save. If the Save is successful, two things may have occurred:
Creatures caught within are barely able to move. They can cast spells or use single-handed weapons, but can only travel as shown below:
The strands of a Web are highly flammable; any fire can burn them away in a single round. A magical flaming sword can slash them away as easily as a hand brushes away cobwebs. All creatures caught within a burning Web suffer 2d4 HP damage.
If made Permanent, a destroyed Web will regrow within 10 minutes.
This curse causes the victim to plummet into their own shadow, vanishing from sight to wander for a while in a cold and unpleasant place.
The spell requires a successful touch by the caster, and the victim is allowed a Save to resist. A failed Save throws them into a bleak hilly region of colourless grass under a weird twilit sky. A biting wind blows continuously, and there are no landmarks to guide them.
They leave behind their own shadow, which will ape their actions while they are elsewhere, stepping and stumbling across an unseen landscape. During this time, only their shadow can be found via Locate Creature, Magic Mirror, Marvellous Looking Glass or similar. Their shadow will show as enchanted to Detect Arcane Magic.
A creature trapped in a Well Of Shadows can be rescued by Lift or Remove Curse or by a successful Dispel Arcane Magic, as long as the spell can be cast on their errant shadow.
Alternatively, a trapped creature can escape the Well by an Astral Journey or Astral Travel.
Once the spell ends, the victim fades from the bleak lands and returns to their original location, rejoining their shadow.
This spell is a more powerful version of Well Of Shadows, able to affect multiple targets.
It causes the victims to plummet into their own shadows, vanishing from sight to wander together for a while in a cold and unpleasant place.
The victims are allowed a Save to resist. A failed Save throws them into a bleak hilly region of colourless grass under a weird twilit sky. A biting wind blows continuously, and there are no landmarks to guide them.
They leave behind their own shadows, which will ape their actions while they are elsewhere, stepping and stumbling across an unseen landscape. During this time, only their shadows can be found via Locate Creature, Magic Mirror, Marvellous Looking Glass or similar. Their shadows will show as enchanted to Detect Arcane Magic.
A creature trapped in a Well Of Shadows can be rescued by Lift or Remove Curse or by a successful Dispel Arcane Magic, as long as the spell can be cast on their errant shadow.
Alternatively, a trapped creature can escape the Well by an Astral Journey or Astral Travel.
Once the spell ends, the victims fade from the bleak lands and return to their original location, rejoining their shadows.
This rare and powerful magic does not come into operation until another spell is cast within its AOE. When that occurs, a huge, shining ornate wheel instantly appears where the caster originally stood (even if that spellcasting occurred centuries before). It will begin to turn, with a gentle rushing noise, and will absorb the energy of all arcane spells cast within its AOE, so that they fail to function, but serve instead to power The Wheel.
The Wheel does nothing except turn, faster if powerful magics are absorbed, more slowly for weaker effects. Once activated, it will not disappear until dispelled; if starved for magical energy, it will merely turn more and more slowly, and gradually grow dim, until it hangs motionless, translucent and ghostly.
This spell has no power over divine magics or items. Living creatures can pass through the AOE of an active Wheel without harm; it does not drain spells from minds.
A Wheel cannot be dispelled by Dispel Arcane Magic (which it will absorb), nor affected by physical attacks (which pass through it as though it does not exist). A Wish, Petty Wish, or successful Mordenkainen's Disjunction will destroy it.
This spell's AOE extends through rock and void alike in a perfect sphere; it cannot be easily avoided by use of Open The Way or Wittlehatch's Marvellous Excavation.
This spell is thought to have been created by the vampire necromancer Vivamort of Tol-In-Gaurhoth.
This fearsome magic imbues the caster's whispered words with a hideous and mind-destroying power.
It can affect any living creature with a sense of hearing and Int greater than 1, except those of other-worldly origin. Beasts and dumb animals will be driven to excesses of terror by the Whispers, while those more intelligent will have their sanity clawed away in moments as understanding dawns.
Whispers Through The Black Gate must be heard to take effect; very loud surroundings and various sound-blocking magics can prevent it from functioning.
The rolled effect of the spell is permanent, and will reoccur whenever the caster comes closer than 30 ft. to the victim. If the victim is separated from the caster, they will become cognisant again after 1d4 rounds.
Ending this curse can be accomplished via a Remove Curse from a caster of equal level, a priestly Lift Curse, or a more powerful magic such as Petty Wish.
By means of this spell, the wizard is able to either send a message or cause some desired sound effect at a distance.
The Whispering Wind can travel to a specific location within range that is familiar to the wizard. The Wind is as gentle and unnoticed as a zephyr until it reaches the location. It then delivers its whisper-quiet message or other sound.
The wizard can prepare the spell to bear a message of up to 25 words, cause the spell to deliver other sounds for one round, or merely have the Whispering Wind seem to be a faint susurrant stirring of the air.
The message is delivered regardless of whether anyone is present to hear it, and then dissipates; it travels at between one and six miles an hour, as the caster wishes.
This spell is a boon to the traveller; it summons up a powerful mistral, carefully directed to sweep along those it affects and speed their journey.
The caster can choose to affect additional creatures; four Small creatures are equivalent to two Medium- or one Large-sized being.
All those affected must be moving in the same direction as the caster; while they do so they can travel at double their usual long distance rate. If any of the participants chooses to stop, they can move aside from the Wind and no longer be affected; they may be left behind by their companions. The caster can choose to end the spell at any time.
If the caster is at least 7th level, they can choose instead to target the Wind upon the sails of a boat or ship, increasing the movement rate by 5 mph. The maximum size of vessel affected depends on caster level:
A caster can choose to affect a smaller boat or ship; each size lower than their base gives another +5 mph to the vessel's speed.
The effects of Wind At Your Back upon a boat or ship do not necessitate a check against Boating or Seamanship NWPs.
This spell brings forth an invisible curtain of wind, of considerable strength, sufficient to blow away any bird smaller than an eagle, or tear papers and like materials from unsuspecting hands.
Normal insects cannot pass such a barrier. Loose materials, even cloth garments, fly upward when caught in a Wind Wall. Passing arrows, quarrels, sling stones and other missiles under 2 lbs in weight receive a -3 penalty To Hit.
Gases and creatures in gaseous form cannot pass a Wall, although it is no barrier to non-corporeal creatures.
Wings Of The Spectre creates a great ghostly set of pinions, appearing in mid-air next to the caster.
They are intangible to everything except their cargo - people and objects of a weight up to 100 lbs / caster level, who can climb aboard them. Their flight is especially stable - passengers may fight and cast spells from the back of the Wings as though they were standing on solid ground.
The Spectral Wings have a flight speed of 100 ft. / round, but cannot fly in a space too small for their wingspan of 30 ft.
Only the caster can command the Wings, and only if he is touching them. If not given a command the Wings will continue to perform their current action, possibly crashing into anything in their path.
This spell enables the caster to speak and understand additional languages, whether they are racial tongues or regional dialects.
The wizard can speak one additional Tongue / three caster levels, choosing from those he hears during the spell's duration. Only languages spoken by intelligent beings can be chosen; animal tongues cannot be understood via this spell.
While it gives the caster perfect spoken fluency and appropriate accents, Tongues does not also provide literacy in an unknown language.
This spell does not predispose the subject towards the caster in any way.
The reverse of the spell, Babbling Curse, affects all except the caster within 30 ft. A Save is allowed for each creature in the AOE; any who fail become incapable of understanding speech or producing an intelligible sound; hearing and talking in a meaningless stew of words.
The AOE remains in place; moving away allows normal communication to resume, but those who return to the region must make another Save.
The Petty Wish is a very potent spell. It will fulfill literally the utterance of the caster, but only partially or for a limited duration.
Example effects of a Petty Wish:
The use of a Petty Wish will not substantially change reality, nor will it bring wealth or experience merely by asking.
The Casting Time of 10 Counts assumes that the wizard has already prepared the wording of the spell; this may require a lengthy period, as determined by the DM. In dire need, a Petty Wish can be cast without preparation, requiring only 5 Counts, but there is a chance of the caster stumbling over their words, perhaps with dangerous consequences.
Many wizards believe that the Powers which grant Petty Wishes are in fact Demon Lords, bound to do so by ancient pacts, and that they greatly resent the obligation. The caster of the spell should be wary of demanding too much, for fear that the Demons will pervert and corrupt their words.
Casting this spell ages the caster by 1% of their normal life span; this bounty is thought to be the payment for a Petty Wish's power.
Wish is a more potent version of Petty Wish, possibly with permanent effects.
Example effects of a Wish:
A Wish cannot grant experience points.
The Casting Time of 10 Counts assumes that the wizard has already prepared the wording of the spell; this may require a lengthy period, as determined by the DM. In dire need, a Wish can be cast without preparation, requiring only 5 Counts, but there is a chance of the caster stumbling over their words, perhaps with dangerous consequences.
Many wizards believe that the Powers which grant Wishes are in fact Demon Lords, bound to do so by ancient pacts, and that they greatly resent the obligation. The caster of the spell should be wary of demanding too much, for fear that the Demons will pervert and corrupt their words.
Casting this spell ages the caster by 10% of their normal lifespan; this bounty is thought to be the payment for a Wish's power.
This great illusion allows the caster to create a new, almost-real, being of whatever kind and appearance he desires.
The Wistful Shade must be of the same race as the caster, but can have any seeming the wizard requires. It cannot duplicate a real person, however, and will always have an odd and other-worldly mien.
It will have average attributes, excepting only Int, which can be of any value less than the caster's, and Cha, which can be of any value less than 20. It will have Saves and other rolls equivalent to a 0 lvl character, and no useful skills or training. The Shade can converse in one language that the caster knows, although it will be innocent and without knowledge of the world.
Its weird and unearthly demeanour gives it unconscious powers to Charm Person, which can affect any person (except the Shade's creator) who spends more than an hour in its company. A Save allows the influence to be avoided; once a Save has been made, the Shade cannot Charm that creature again.
The being will not grow older, forever remaining at the age its master chose for it, and it cannot learn new skills or materially progress. It has an independent existence from its caster, but is always compelled to follow the wizard's orders when given. Shades must eat and drink, albeit sparingly, or else wither and fade away. They seem to sleep, but lightly and fitfully.
A Shade is immune to all Charms and Suggestions, necromantic effects that age, and to attempts to possess it (e.g. Magic Jar).
The nature of a Wistful Shade can be seen via Second Sight or Reveal, or in the fifth and later rounds of Azaelin's Plundering Of The Mind cast upon it.
A Shade can be slain by inflicting more than 6 HP of damage, or by a successful use of Mordenkainen's Disjunction or Wish. Whenever a Shade perishes, its body dissolves into no more than a light dew.
Wittlehatch's Marvellous Excavation enables the caster to dig a hole of roughly 5 ft. on a side from earth, sand, or mud each round. The dug material will be heaped evenly around the periphery by unseen hands.
In later rounds the caster can expand an existing hole or start a new one; if the wizard continues downward past 20 ft. in earth, there is a 15% chance that the pit collapses. This check is made for every 5 ft. dug beyond 20. Sand tends to collapse after 10 ft., mud fills in and collapses after 5 ft., and quicksand fills in as rapidly as it is dug.
Any creature at the edge of a pit, or rushing towards one that appears, must roll a successful Save on 2d10 vs. Dex, or fall into the hole. A creature in a pit being excavated can clamber out at a rate decided by the DM. A creature caught in a collapsing pit must roll a Save to avoid being buried; it escapes the pit if successful.
It is possible to tunnel sideways with this spell, as long as there is space available for the removed material. Chances for collapse are doubled, and the safe tunneling distance is half of the safe excavation depth, unless the construction is carefully braced and supported.
Wittlehatch's Marvellous Excavation is also effective against creatures of earth and rock, such as Clay Golems and beings from the Elemental Court of Earth. When cast upon such a creature, it suffers 4d6 HP damage. A successful Save (including Magic Resistance) reduces this damage to half.
Wittlehatch, the creator of this spell, is a mysterious figure rumoured to be stranger than most.
When this spell is employed, the wizard creates an invisible and disembodied eye that shows him what it sees.
The Wizard Eye travels at 50 ft. / round if viewing an area ahead as a human would, or 30 ft. / round if closely examining its surroundings. The Wizard Eye can see in the dark up to 20 ft., and with normal vision up to 60 ft. in brightly lit areas. The Eye's powers of vision cannot be enhanced by other spells or items.
Using the Eye requires the wizard to maintain Full Concentration. If his concentration is broken, the spell does not end - the Eye merely becomes inert until the wizard again concentrates, subject to the duration of the spell.
The Eye has substance, and can pass through a space as small as a mousehole. Solid barriers prevent its passage, however.
A Wizard Eye may cause observed creatures to feel a nagging sense of being spied upon. The base chance of this happening is equal to the subject's Int as a percentage, modified as follows:
Detect Arcane Magic or Detect Scrying may also reveal the Eye.
A Wizard's Eye can be swatted from the air and destroyed; it has AC -2, owing to its small size and invisibility. If it can be seen, it has AC 2. It is also subject to being destroyed by any number of spell effects in its area. It has 5 HP.
The caster suffers the effects of any gaze attack, glaring lights or blindness met by the Eye.
A Wizard Lock cast upon a door, chest, lock or portal magically secures it.
The caster can freely pass his own Lock without affecting it; otherwise, the secured object can only be opened by physically breaking it, by a successful Dispel Arcane Magic, or by Knock. Note that Knock does not remove the Wizard Lock; it only negates it for five minutes.
This spell can only be cast if the wizard possesses an object intimately linked with the victim; a lock of hair, nail clipping, beloved possession or similar, which is burned to bring on the Curse. The victim can resist the effect with a Save.
This spell is the most powerful Wizard's Curse. The particular effect on the victim is chosen by the caster from the list below:
Detect Evil and wizardly Detect Arcane Magic will reveal the curse's presence. A Lift Curse, Remove Curse or Lift Wizard's Curse will remove the spell effect.
A victim may bear only one Wizard's Curse (of any of the three kinds) from a particular wizard at a time.
The origins of this spell are said to predate the rise of Man's kingdoms.
This spell can only be cast if the wizard possesses an object intimately linked with the victim; a lock of hair, nail clipping, beloved possession or similar, which is burned to bring on the Curse. The victim can resist the effect with a Save.
When cast, this spell causes a minor misfortune to haunt the target, chosen by the caster from the list below:
Detect Evil and wizardly Detect Arcane Magic will reveal the curse's presence. A Lift Curse, Remove Curse or Lift Wizard's Curse will remove the spell effect.
A victim may bear only one Wizard's Curse (of any of the three kinds) from a particular wizard at a time.
The origins of this spell are said to predate the rise of Man's kingdoms.
This spell can only be cast if the wizard possesses an object intimately linked with the victim; a lock of hair, nail clipping, beloved possession or similar, which is burned to bring on the Curse. The victim can resist the effect with a Save.
This spell is a more powerful version of the Lesser Wizard's Curse. The particular effect on the victim is chosen by the caster from the list below:
Detect Evil and wizardly Detect Arcane Magic will reveal the curse's presence. A Lift Curse, Remove Curse or Lift Wizard's Curse will remove the spell effect.
A victim may bear only one Wizard's Curse (of any of the three kinds) from a particular wizard at a time.
The origins of this spell are said to predate the rise of Man's kingdoms.
When this spell is cast, the wizard is able to enscribe, visibly or invisibly, his personal symbol upon any unliving, unenchanted surface (except that of a True Metal). The inscription does not harm the material.
If an invisible Sigil is made, a Detect Arcane Magic spell will cause it to glow and be visible (though not necessarily understandable). Detect Invisibility, Second Sight or the equivalent will also expose it.
Objects inscribed with a Wizard's Sigil are magically linked with the caster, and this spell is often used as a preliminary for other magics, such as Voriax's Prompt Summons. The caster will find the object easier to scry upon or locate with magics in future.
The symbol can be removed by the caster, by an Erase spell, or by being overwritten with another Wizard's Sigil, cast by a higher level wizard. Otherwise it is permanent.
This spell allows the mage to view a a distance the inside of a room or container. It may be targeted only on an object or area sealed on at least four sides, and that has their personal Wizard's Sigil visibly inscribed on one of its walls.
The caster does not automatically know when there is intrusion, but can choose to spy into the area at any time and see what is occurring there. Wizard's Watch requires some illumination for sight to be gained, and provides no sound or other sensory input. The viewing may be as if from any viewpoint within.
While being used, a Wizard's Watch may cause observed creatures to feel a nagging sense of being spied upon. The base chance of this happening is equal to the subject's Int as a percentage, modified as follows:
Detect Scrying may also reveal the Wizard's Watch.
Defacing or Erasing the Sigil will end the spell.
When The First Word Of Power is uttered, one or more creatures of any type within the spell range and AOE are left reeling and unable to think coherently or act.
The spell can be cast without gestures or movement by the caster, as long as they are able to speak.
Victims will stumble aimlessly without progress, and may drop items they are carrying. They will be unable to converse, other than in an incoherent mumble, and cannot cast spells.
When The Second Word Of Power is uttered, one or more creatures within the AOE become sightless.
The spell can be cast without gestures or movement by the caster, as long as they are able to speak.
The caster selects one creature as the central target, and the effect spreads outwards, affecting creatures with the lowest hit point totals first. The spell can also be focused to affect only an individual creature.
The spell can blind up to 100 HP of creatures; creatures who currently have 100 or more HP are immune and do not count against the total. An individual creature cannot be partially affected.
If a creature is weakened so that its HP are below its usual maximum, the current number of HP is used.
A blinded creature suffers -3 to Surprise rolls, -3 To Hit and +3 AC.
This blindness can be removed by Dispel Arcane Magic, Mordenkainen's Disjunction or Heal. A Cure Blindness will not work.
When The Third Word Of Power is uttered, one or more creatures of any type within the spell range and AOE are slain. This includes undead, Elementals and creatures from other Realms.
The spell can be cast without gestures or movement by the caster, as long as they are able to speak.
The caster selects one creature as the central target, and the effect spreads outwards, affecting creatures with the lowest hit point totals first. The spell can also be focused to affect only an individual creature.
The spell kills up to 120 HP of creatures; creatures who currently have 120 or more HP are immune and do not count against the total. An individual creature cannot be partially affected.
If a creature is weakened so that its HP are below its usual maximum, the current number of HP is used.
When this spell is cast, the wizard and all of his carried equipment become insubstantial, existing partially upon the Ethereal Realm. He becomes able to pass through small holes or narrow openings, even mere cracks, with all he wears or holds in his hands, as long as the spell persists. However, the caster cannot fly without additional magic.
The caster is subject only to magical or special attacks, including those by weapons of +1 or better, or by creatures otherwise able to affect those struck only by magical weapons.
Wizards in Wraith's Form may occasionally encounter denizens of the Ethereal Realm, able to perceive them across the barrier between places, and each will be able to harm the other, physically and via spells.
The Ylfe-Shot (pronounced 'elf-shot') causes a seemingly-natural hurt, a stabbing pain in the back, chest or leg, which nevertheless causes 1d8 damage.
Many victims may believe at first that they have been bitten by a viper or similar creature.
The Ylfe-Shot is never fatal; at worst a creature can be reduced to 1 HP. If the range is 100-150 ft., the target is allowed a Save at +3; +2 if range is 50-100 ft.; normal roll if closer than 50 ft.
A Shield spell will block the effect.
The material component is a tiny flint arrowhead, and the caster must point at the victim while the spell is cast (usually with first and last fingers on one hand); this can be a subtle indication.
The origins of this spell are said to predate the rise of Man's kingdoms.