First Level Spells
Ba Se Kir's Uncontrollable Hunger
(Enchantment/Charm)Range: 10 yards
Components: V,S,M
Duration: 1 turn/level (1 hr max)
Casting Time: 4
Area of Effect: One Person
Saving Throw: Neg
This Spell causes the victim to eat uncontrollably, and unceasingly for the duration of the spell. The Victim will eat all available foodstuffs, and even those which are normally not palatable to him, until the spells ends, or he is incapacitated
from eating too much (DMs discretion). The victim will eat to the exclusion of all other activities, under the delusion that he is dying of hunger. Only a life or death situation will stop the eating.
The Material component for the spell is a 1 cm cube of Stirge Jerkey, which is consumed in the casting of the spell.
All saves against this spell add the Wisdom modifier to the roll.
Flowerbloom
(Conjuration/Summoning)Range:
10 yardsComponents: V,S
Duration: 1 day
Casting Time: 1
Area of Effect: 10 foot radius
Saving Throw: None
This spell will bring forth magical flowers, which are in bloom for the duration of the spell. The caster can produce any knid of flower he has ever seen. The flowers will appear to grow from the ground, or if they are of a climbing variety, they will appear to grow from strong, healthy vines. The flowers will not wilt and die at when the spell expires, they will simply vanish. The spell can be renewed by subsequent castings, so it is a favorite of court wizards everywhere.
Neelis Spinner
(Conjuration/Summoning)Range:
30 yardsComponents: S,M
Duration: 1 turn
Casting Time: 1
Area of Effect: 30 foot radius
Saving Throw: None
This spell was developed in the Orient, and uses more physical principals than magical. The material components are specially colored flash powders, which are carefully folded in an origami ricepaper flower. The device is hurled by the caster, and it ignites and begins spinning in the air, emitting multi-colored sparks (depending on the types of flash powder used). The spinner can be moved about by telekinesis, and will continue to be held aloft for up to one turn, when it will explode. Hundreds of these spells are cast during festivals in the orient.
Though it makes a poor weapon, Neelis Spinner can also be used offensively. Using the caster's THACO, he can hurl it at an opponent, and it will cause 1d10 points of damage. The spinner will hit the ground and extinguish itself if the attack roll misses. Alternitavely, the caster can move it about at a rate of 12", and can shower sparks on an adversary, without expending the spell. The spark shower will cause 1d2 points of damage on a successful attack roll. The Spinner itself is considered AC 3, and has but a single hit point.
Second Level Spells
Arnica's Loss of Identity
(Illusion/Charm)Range:
TouchComponents: V,S,M
Duration: 1 round/level
Casting Time: 2
Area of Effect: One Person
Saving Throw: Neg
This relatively benign, but certainly mischievous spell will cause the subject to believe it is, and always has been, a tree or rock, or small animal (as chosen by the caster). The subject will sit completely still if it believes it is a plant or mineral, hop around and sniff things if it believes it is a rabbit (and flee from larger animals), etc. If the subject looks at its hands, it will see paws or leaves, as appropriate. To others observing the victim, no change will be apparent, other than sudden incoherence, and perhaps attempts to make animal noises. In any case, the subject will be unable to speak or communicate in any meaningful way. The DM should award a player character who falls victim to this spell experience points if he or she acts the part appropriately.
The material component of the spell is a small bit of fur, leaf or other essence of the thing the victim is to believe it has become.
Cause Infection
(Necromancy)Range:
25 yardsComponents: S,M
Duration: 1 round + 1 round/3 levels
Casting Time: 5
Area of Effect: One Creature
Saving Throw: Neg.
This spell will cause inflammation of existing wounds, resulting in a painful magically inflicted infection, which spreads rapidly.
In casting this spell, the caster must first make a successful To-Hit roll, throwing the material component at the victim (+2 bonus to hit, as missile weapon). If the target is hit, he must then make a save vs. poison. If the save is failed, the spell will cause an extra 50% damage in the next round after damage is suffered, for the duration of the spell. The extra damage occurs one round after the original damage, and cannot exceed 5 points per round. A Cure Disease, Remove Curse or Dispel Magic spell will remove this effect.
The material component of the spell is dust infused with some type of contagion, or any infection causing agent, such as dead insects, or carrion.
Clean Cloth
(Enchantment/Abjuration)Range:
TouchComponents: V,S
Duration: 1 day/level
Casting Time: 1 round
Area of Effect: 1 textile
Saving Throw: None
This spell will keep any warded cloth completely clean for the duration of the spell. It will become waterproof (liquids, including acids, will simply roll off of it), and no amount of effort will soil the cloth. In addition, the cloth gains a +4 bonus to all item saving throws, and may grant the wearer a +1 to save in certain situations (DM's discretion, but usually both top and leggings must be warded, and only saves versus acid, breath weapons, and area effect spells will be modified). Note that the garment can save once per two levels of the caster (for itself, or the wearer), and then the magic fades. This spell cannot be cast cumulatively.
Also note that leather is considered cloth, so hide, padded, or studded leather armors can be warded with two castings of the spell.
The material component of the spell is diamond dust, crushed lye, and powdered lodestone.
Muni Buka's Slow Paralysis
(Enchantment/Charm/Alteration)Range:
120 yardsComponents: V,S,M
Duration: 3 rounds/level
Casting Time: 2
Area of Effect: One Creature
Saving Throw: Neg (Special)
Muni Buka's Slow Paralysis is a subtle spell which serves to gradually immobilize the target. An unwary recipient of the spell may not even notice the gradual rigidity imparted by the spell. Because the target is slowly drawn deeper into the magic, he has more than one opportunity to resist it's effects, however, each saving throw is increasingly difficult.
The spell acts much like a slow spell in the first round of effect (save versus paralysis -4 to negate) causing 1/2 movement rate, penalties to AC and attack rolls of -4 and all dexterity and combat bonuses are negated.
In the second round of effect, the target can save vs. paralyzation to escape the effect (this time at -6), if he fails, he will then move at 1/4 his movement rate, suffer -6 penalties to AC and Attack rolls, and all dexterity and combat bonuses are negated.
The victim will be allowed a third and final attempt to save in the third round of effect (again, versus paralysis, this time at -8 to negate all accumulated effects). If the victim fails this saving throw, he will then be rigid and completely immobile, as though effected by a hold spell.
The material components for this spell are a small straight piece of iron, and a drop of molasses.
This spell will also negate the effects of a Haste spell (No save) on one target.
Power Word, Sleep
(Conjuration/Summoning)Range: 30 yards
Components: V
Duration: 5 rounds/level
Casting Time: 1
Area of Effect: Special
Saving Throw: None
This spell is an exact duplicate of the first level spell Sleep , except that it requires no somatic or material components.
Rolanthus' Dreadlock Weaver
(Alteration / Enchantment / Charm)Range:
30 yardsComponents: V,S,M
Duration: Perminant (until cut)
Casting Time: 4
Area of Effect: 1 humanoid
Saving Throw: None
Rolanthus' Dreadlock Weaver is a powerful cantrip that will instantly weave the hair of the target into perfect dreadlocks (hair must be at least 4"). This has absolutely no effect in game terms, except that it is a cool hairdo (and putting it on your enemies may enrage them).
The reverse of the spell, Rolanthus' Get that Weave Out, will undo this or even the most elaborate of hairdos, and will dispel a Xarnia's Unruly Mane.
The material component of the spell is a pinch of dung or arbaic gum or molasis or any thick and very sticky substance. For the reverse of the spell, it is a drop of honey and a pinch of lye. All components are consumed in the casting.
Rumbie's Rogue Enhancement
(Enchantment/Charm)Range:
TouchComponents: V,S,M
Duration: 1 turn/level
Casting Time: 1 round
Area of Effect: 1 Rogue or individual with rogue abilities.
Saving Throw: None
Rumbie's Rogue Enhancement will raise the skill of the recipient in a chosen thiefly endeavor 10%. The recipient must tell the caster which skill he wants raised before the spell is cast, or else the effect is random (equal change for all skills). Skills cannot be raised above 95%, but the 10% bonus can be divided up into different skills, and successive Rumbie's Rogue Enhancements are cumulative.
The Material component of this spell is a pinch of any slippery substance, and a hair from a thief with the skill desired (or a being with the skill), and of a higher ability level than the subject of the spell.
Another application of this spell is in the creation of magic items. The spell is highly useful because it can be made permanent. It is believed that the elves use a spell simular to this in the creation of Boots and Cloaks of elvenkind.
Swift Bow
(Alteration/Enchantment)Range:
TouchComponents: V,S
Duration: 1 round/level
Casting Time: 1 round
Area of Effect: One Bow
Saving Throw: None
This spell will enchant any bow (but not crossbows) such that any archer can make one additional attack with the weapon each round. The spell does not increase accuracy or damage, only the number of attacks which can be made. The spell is a favorite of elves everywhere.
Taxmix's Driving Spear
(Evocation)Range:
100 yardsComponents: V, S
Duration: Instantaneous
Casting Time: 3
Area of Effect: 1 Creature
Saving Throw: 1/2
Taxmix's Driving Spear is a three foot Spear of magical force, simular to a Magic Missile. It is the same for purposes of what creatures it will and will not affect, (for example, Ju-Ju zombies are not effected by this spell), and is also stopped by any spell which would stop a magic missile (Shield, Magic Missile Reflection, or Lightning Reflection for example), however, it cannot be absorbed by a Thunderlance spell, nor can it be subject to a Missile Mastery Spell. The caster hurls the bolt like a spear or javelin, and it will unerringly strike any target for a variable amount of damage.
Roll (1d12) Effect
1 (grazing hit) 2d6 (2-12)
2 2d10 (2-20)
3-6 4d6 (4-24)
7-11 7d4 (7-28)
12 (sticks in target) 9d4 (9-36)
Unlike a Magic Missile, a saving throw for half damage applies. Also, any object, living or inantimate, can be affected by this spell.
Wa Tang's Jap Slap
(Conjuration/Summoning)Range:
25 yardsComponents: V,S,M
Duration: Instantaneous
Casting Time: 2
Area of Effect: 1 target
Saving Throw: None
Wa Tang's Jap Slap causes a ghostly purple hand to appear anywhere within the range of the spell, which the caster can use to make a Sap attack against the target's head. The spell will strike at the target using the casters THACO, and on a successful hit, will cause 2d4 points of damage, and may knock the target out, as per knockout rules in the Complete Fighter's Handbook (5% per point to a maximum of 40%). Note that there is no attack penalty (-8) to hit the target's head when using this spell. This is the only application of the spell when attacking creatures, and a blow to the head may well cause death to weakened or low hit dice creatures.
The spell can also be used against inanimate objects, acting as a Shatter spell, except that the attack roll needs to be made. The blow will always strike the target in a clumsy manner, and therefore cannot be used in any manner similar to Telekinesis.
The material component is a purple silken glove (dyed with indigo), and a purple feather of any kind.
Y'Barra's Voracious Scavengers
(Conjuration/Summoning)Range:
10 yardsComponents: V,S,M
Duration: 1d4 + 1 turn/2 levels
Casting Time: 1 round
Area of Effect: 30 yard radius
Saving Throw: None
This spell conjures up small creatures, which resemble gremlins or imps. One is summoned per 2 levels the caster has attained, to a maximum of ten. The Scavengers have the following statistics:
1/2 HD, AC 7, MV 12, #ATT: 1, THACO: 20, Damage per attack: 1d2,
Morale: 1-2
The Voracious Scavengers will eat any food, refuse or even carrion within the area of effect. They may even attack a creature that is incapacitated or near death (5% total hit points). The tiny humanoids (1 foot tall) will return to their home dimension when the spell expires, there is nothing left to eat, or if they are attacked or seriously threatened. The Scavengers are sexless, and come in a variety of colors: magenta, aqua, lime, cream, and carnation.
Third Level Spells
Ba Se Kir's Password Door
(Alteration/Enchantment)Range:
TouchComponents: V,S
Duration: Permanent
Casting Time: 1 round
Area of Effect: 30 square feet/level
Saving Throw: None
This spell functions exactly like the 2nd level wizard spell Wizard Lock, except that it allows the caster to add a password (or phrase) to the effect, so that anyone who knows the word may also pass freely through the door. The password can only be changed by using Dispel Magic, and then casting another Password Door. The password or phrase itself can be up to one syllable long per level of the caster.
As with Wizard Lock, this spell can be countered by a Knock spell.
Rolanthus' Bubble Trap
(Alteration/Conjuration)Range:
40 yardsComponents: V,S,M
Duration: 1 round/level
Casting Time: 5
Area of Effect: 1 or more creatures in a 20 foot radius.
Saving Throw: Neg.
Rolanthus' bubble trap creates bubbles which can magically entrap medium, or smaller sized creatures in shimmering spherical enclosures. The caster can control the distribution of the effect, but the amount of bubbles is random. Roll 5d4, and each point has enough energy to trap a tiny sized creature. Use this conversion chart for other sizes:
SIZE POINTS NEEDED
M 5
S 2
T 1
Insect 1/5
The bubbles begin to float upward at a rate of 10 feet per round after being created, to a maximum of 30 feet on the fourth round. The bubbles are AC 5, and 5 Hit Points each. Falling damage applies if someone is in a bubble when it bursts, but if the spell expires, the bubble float gently down to the ground. The Bubbles can be moved by a strong wind, or the use of flight or similar method, and can be held in place by a Hold Vapor or Wind Wall spell.
Improved Sleep
(Enchantment/Charm)Range:
30 yardsComponents: V,S,M
Duration: 5 rounds/level
Casting Time: 4
Area of Effect: Special
Saving Throw: None
Improved Sleep acts exactly like the first level spell Sleep, except that it can effect 5d4 Hit Dice of creatures up to 8 HD. The Material component of the spell is identical to Sleep, a pinch of fine sand, rose petals or a live cricket.
Pavero's Bond Conjuring
(Conjuration/Summoning)Range:
5 yds + 5 yds/ lev. (Max 100 yds)Components: V,S,M
Duration: 1d10 rounds + 1 round/ level
Casting Time: 4
Area of Effect: One Creature
Saving Throw: Neg
This spell conjures magical bonds which encircle the victim in several circular floating bands made of either fire or ice, depending on the material component used. This spell can be used to entrap any humanoid being up to Large size, though they must be standing to be affected, prone creatures cannot be affected. The bonds encircle the victim so he cannot move without touching the bands, which will cause 1d12 points of damage (no save for half). The victim can attempt to make a successful bend bars roll each round to escape, but will suffer damage in the process. No attacks, or spell casting, (other than spells with only a verbal, or only verbal and material components) are possible. Psionics are, of course, can be used while entraped. The spell can be negated by Pavero's Release.
The material component of the spell is a lava rock for fire bands, or a sprinkle of spring water for ice bands.
Pavero's Release
(Alteration)Range:
25 yardsComponents: V (or S)
Duration: Instantaneous
Casting Time: 1
Area of Effect: One Creature
Saving Throw: None
This spell will free the target creature from any and all bonds and constrictions and constraints currently affecting it, magical or mundane. Chains will be cast away, as will ropes used to tie hands, Bolas, garrotes, gags, manacles, Iron Bands of Billaro, Bands of Ice spells, Hold or Stop Spells, Necklaces of Strangulation, Nets and Ropes of Entanglement, Pavero's Bond Conjuring spells, Rugs of Smothering, Sovereign Glue, Viscid Globs, Web spells, etc. In addition, creatures which can immobilize a victim, or attach themselves to a victim can be removed with this spell, for example, slimes, jellies, Executioner's Hoods, and the tentacles of a Mind Flayer, adherers, vines. The spell can even break the hold of wrestling moves, or very strong creatures ("bear hugs").
Spell is ineffective against spells of 6th level or higher which entrap victims (Forcecage, Imprisonment etc.). Likewise, cursed magic items which simply compel the victim to continue using them are not considered "bonds" unless they in some way limit mobility or pose an immediate threat through constriction, asphyxiation, or continued attachment (DM discretion in all cases not addressed).
Finally, spell can be cast either with a single word, or a short gesture (needing only one free hand to cast), as necessitated by the caster's situation, for example, a gagged or strangled caster can use a somatic component. Likewise, a wizard who is swimming, and entrapped by a giant clam, or grappled by an octopus can use a simple somatic gesture to escape. Note that a gagged and bond caster is still unable to use this spell.
Xarnia's Unruly Mane
(Alteration)Range:
10 yardsComponents: V,S,M
Duration: 1 turn/level
Casting Time: 2
Area of Effect: One Creature
Saving Throw: Neg
This spell will cause the victim's hair to grow rapidly and until it tangles, knots, and weighs the target down so much it is incapacitated. Obviously, this spell is only effective on creatures with hair, but it will not effect enchanted creatures such as unicorns, chimara, or magical humanoids such as faeries, dryads, pixies, and sirines. for example. It is also useless against creatures with very little, or mutated hair, for example, armadillos, elephants, porcupines, and whales.
The Hair will begin growing at the rate of one foot per round, with a maximum length of one foot per level of the caster, until it reaches twice the height or body length of the creature. After just two rounds, the character's hearing and vision checks are at -5. On the third round, the victim begins to suffer a -1 to hit penalty, which increases by -1 for every round after that. When the hair exceeds height or body length, movement is slowed to one half, and Dexterity bonuses to Armor Class are negated. When hair reaches twice the body length, the victim cannot move. The hair cannot be cut by anything except a magical weapon, or it will simply
regrow until the spell is over. A Dispel Magic or Remove Curse spell will end the growth, but the hair will remain if Dispel Magic used. When the spell ends, the hair remains, and can be cut by normal means.
The Material component of the spell is kelp, honey and alfalfa.
Fourth Level Spells
Conjure Water Weirds
(Conjuration/Summoning)
Range:
20 yardsComponents: V,S,M
Duration: 1 turn + 1 round per level
Casting Time: 1 round
Area of Effect: 1 pool of water
Saving Throw: None
This spell was said to have been uncovered by the great mage Muni Buka during his travels throughout the world.
It has since been popularized among the elementalist wizards who specialize in water. This spell conjures up 2d4 water weirds (See Monstrous Manual), which appear in a body of water up to 20 yards distant form the caster. The monsters fight for the caster for the duration of the spell, or until slain.
This spell requires at least 10 gallons of water to support each creature (this serves as the material component), or it will fail. Water Weirds conjured by this spell need never check morale.
Grendel's Nobility Exacter
(Divination)Range:
TouchComponents: V,S,M
Duration: Permanent (See Below)
Casting Time: 1 hour
Area of Effect: 1 Subject
Saving Throw: None
Grendel's Nobility Exacter is a powerful divination, which can trace the lineage of any subject touched. The caster needs a drop of the subject's blood and a sheet of fine parchment or velum (two feet square or larger). After the long ritual is performed (The slightest interruption will disrupt it), the arcane divination will cause a diagram of the subject's lineage to appear on the paper. The Nobility Exacter is so named because it is often used by Court mages to determine royal decent for marriage purposes. Lineage is traced back one generation per level of the caster.
Increased Fertility
(Necromancy)Reversible
Range:
TouchComponents: V,S,M
Duration: 1 month
Casting Time: 1 turn
Area of Effect: 1 female
Saving Throw: None
This spell will increase the fertility of any female warded, so that she is 90% likely to become pregnant at any attempt for the duration of the spell. It also may increase the number of offspring if impregnation does occur. Use the following table to determine the number of viable offspring.
Roll d% Effect
01-30 Normal
31-80 Twins or 2x offspring
81-92 Triplets or 3x offspring
93-98 Quadruplets or 4x offspring
99-00 Quintuplets or 5x offspring
Note that the effect of large pregnancies may be dangerous for some individuals and species, and this spell grants no extra guarantee that the mother or children will survive.
The material component of this spell is a bit of fur from a rabbit's tail, a vial of Aqua Regina, Royal Jelly (from the larva of a queen bee), and a silver needle. All of the items, except the needle, are used up in the casting.
The reverse of this spell Barrenness will prevent pregnancy for one year. this variation only takes 4 segments to cast. Only Increased Fertility, Remove Curse, or Cure Disease will remove this effect. The material component for the reverse of the spell is a bit of scab.
Muni Buka's Incubation
(Alteration/Enchantment)Range:
TouchComponents: V,S,M
Duration: Permanent
Casting Time: 1 seg. per subject
Area of Effect: One or more eggs
Saving Throw: None
Muni Buka's Incubation causes eggs of any kind to hatch more quickly. The spell provides the eggs with necessary temperature and conditions for the eggs to develop properly. The eggs will hatch in one-tenth of the time it would normally take. The caster can enchant eggs with hatchling Hit Dice equal to his own level (or for creatures which hatch at less than one Hit Dice, 2 eggs per level).
The material component of the spell is a feather from the breast of a mother hen.
Rolanthus' Faerie Fire Supreme
(Alteration / Illusion /Phantasm)
Range:
100 yardsComponents: V,S,M
Duration: 5 rounds/levels
Casting Time: 4
Area of Effect: 40 foot radius.
Saving Throw: Neg.
Rolanthus' Faerie Fire Supreme acts just like Faerie Fire, except that the aura surrounding the targets is composed of tiny illusions of fairy-like creatures, which plague the victims, giggling and causing distraction which results in a -2 to AC and a -2 to hit for the duration of the spell in dark situations. In twilight or better illumination, the penalties are only -1 AC and -1 to hit.
The material compoent of the spell is foxfire.
Rolanthus' Mindtwister
(Enchantment/Charm/Alteration/Phantasm)
Range:
20 yardsComponents: V,S
Duration: 1 round/2 levels
Casting Time: 8
Area of Effect: One creature
Saving Throw: Neg.
Rolanthus' Mindtwister causes the victim to have horrifying hallucinations of shadowy creatures invading his mind. The effect is devastating: On the first round, there are as many images as the caster has levels. This has the effect of causing the victim to suffer a penalty of 1 attribute point for each phantasm he sees, determined randomly, between Dexterity, Intelligence, Wisdom, and Charisma. Roll 1d4 each round for each image, and subtract 1 point from either : 1: Dexterity, 2 : Intelligence, 3 : Wisdom, 4 : Charisma.
Each round, the victim can remove one image by making a save against the highest of these attributes. Reroll the remaining attribute penalties each round, until the spell expires. This spell cannot be disbelieved as an illusion, if the initial save is failed, only subsequent attribute checks, or the expiration of the spell will remove the images.
Another effect of the spell is that spell casting and psionics can be disrupted if intelligence or wisdom is affected. The caster must save vs. paralysis to avoid spell failure.
Rolanthus' Most Bodacious Entertainers
(Illusion/Charm)Range:
20 yardsComponents: S, M
Duration: 1 turn + 1 round/ level
Casting Time: 1 round
Area of Effect: 20 yard radius
Saving Throw: Neg.
Rolanthus' Most Bodacoius Entertainers conjures up extremely beautiful (19 charisma) exotic dancers to entertain all in the area of effect, transfixing thier attention. One dancer will appear for each person or humanoid in the area of effect, appropriate to sex, race, and basic desires. Targets must save versus paralyzation, or they will be so enthralled by the entertainers that they will continue to watch them for the duration of the spell. If the affected are ambushed during the spell, they will be suprised and lose initative automatically, and suffer a -3 penalty to AC. Any attack will negate the distracting effect of the spell (but not the dancers), unless it is stealthily applied, so that those in the audience not attacked do not notice the effect of the attack. If an unsuccessful attack is made against one of the audience, and the failed attack is not detected (for example, an arrow or missile weapon that misses, or a spell with no visual effect), the penalty will still apply against another attack.
The material component of the spell is a garter belt or other undergarment which has been worn by an exotic dancer or whore of at least 15 charisma, while plying thier trade. The garment can be used for three castings of the spell, and then must be worn by the provider again.
Tazmix's Lightning Trident
(Evocation)Range:
0 (Or 150 yards)Components: V,S,M
Duration: Instantaneous
Casting Time: 5 (3)
Area of Effect: 20 foot radius or 1 target
Saving Throw: Neg (1/2)
Taxmix's Lightning Trident is a 20 foot long weapon of pure electrical energy, which can be use in three ways:
A: It can be spun around in a 180 degree arc, causing 6d8 points of damage.
B: It can be spun around in a 360 degree arc, causing 4d8 points of damage. A successful save for variation A or B indicates the target ducked or dodged the bolt completely.
C: It can be hurled at any single target within 150 yards, and will strike unerringly for 6d12 points of damage (a save for 1/2 applies). This variation only takes 3 segments to cast.
Targets wearing metal save against all versions of the spell at a -2 penalty.
The material component of the spell is a small trident of pure platinum, of exquisite craftsmanship (at least 50 gps value), with a small aquamarine inset (250 gps minimum value). The trident is reusable.
Tazmix's Steam Cloud/Trap
(Evocation/Enchantment)Range:
10 yards / TouchComponents: V,S
Duration: 1 round/2 lev / Until discharged
Casting Time: 5 / 1 round
Area of Effect: 10 ft rad globe / 1 object
Saving Throw: 1/2
This spell has two variations:
Tazmix's Steam Cloud : Simular to the 2nd level spell Flaming Sphere, except that it is a ball of concentrated steam which hovers above the ground. it can be controlled by the caster, and will move at a rate of 25 feet per round when concentrated upon (continues to move in last specified direction if not concentrated on). The cloud is not stopped by any barrier with even the smallest gap in it (fences, windoes, cracks in walls etc.) creatures inside the steam cloud suffer 3d6 points of damage per round (save for half damage).
Tazmix's Steam Trap: Simular to a Fire Trap spell, except that is causes 2d8 points of scalding damage, and can be combined with other wards. It does a mere 1d6 points of damage if some used underwater.
Unshakable Concentration
(Abjuration)Range:
TouchComponents: V,S,M
Duration: 2 rounds/level
Casting Time: 1
Area of Effect: 1 spell caster
Saving Throw: None
A useful abjuration for mages and clerics alike, this spell protects the recipient from having his spells disrupted by attacks. Damage from attacks totaling up to 30 points in a single round will not disrupt a spell caster. Damage over 30 points allows a single unmodified save versus paralysis to avoid having concentration broken. This spell is also called Conjurer's Ward in some lands.
The material component of the spell is 100 gold pieces worth of Tiger's Eye agate, and a pinch of powdered brain from a magic or psionics using creature (Beholders, clerics, dragons, greater demons, Ki 'Rin, mages, Mind Flayers, Etc.), both of which are consumed in the casting of the spell.
Y'barra's Accursed Bewitchment
(Charm/Evocation)Range:
Touch (or special, see below)Components: V,S,(M)
Duration: 1 hour/level
Casting Time: 6 Seg. (or 2 rounds)
Area of Effect: 1 creature
Saving Throw: Neg.
This spell is a special form of Bestow Curse that causes misfortune for the target. The victim suffers a -2 to attack rolls, -4 on saving throws, and -1 to AC. The victim also looses 10% of total normal hit points for the duration of the spell. The spell has only verbal and somatic components, and requires an attack roll. Alternately, it can be cast from any distance, if the caster has a personal affect from the subject, or something the subject has touched recently (within one day). This variation requires two full rounds to cast.
The effects of this spell can be countered by Remove Curse cast by a mage or cleric of equal or higher level than the caster, as will Dispel Magic at
-10% chances.
Y'barra's Kinetic Cushion
(Abjuration)Range:
TouchComponents: V,S,M
Duration: 1 rounds/level
Casting Time: 2
Area of Effect: One creature
Saving Throw: None
This powerful abjuration has many beneficial effects. First, it grants a +3 bonus to AC, vs all attacks (blindsides included). Second, it will absorb 1 point of damage per level of the caster when he is attacked with physical weapons (such as weapons, teeth, claws, and tails). In addition, creatures who inject poison will fail to do so on a successful hit, if all damage is absorbed. Magical weapons are also affected, except the magical "plus" damage cannot be absorbed (this does not apply to blades of Sharpness or Vorpal weapons). Magical damage of any kind cannot be absorbed, but the AC bonus is still applicable against spells which require an attack roll. Third, falling damage can be negated by the spell.
The material component of this spell is a silken pillow worth 50 gps, embroidered with the runes of this spell formulae. The component is consumed in the casting.
Fifth Level Spells
Anti-School Shell
(Abjuration)Range:
0Components: V,S
Duration: 1 turn/level
Casting Time: 4
Area of Effect: 1 foot/level dia. sphere
Saving Throw: None
This spell behaves exactly like the sixth level spell Anti-Magic Shell, except that it will only one school of magic at a time, which. The school of magic must be chosen at the time the spell is cast, and cannot be changed. Obviously, the most popular option is to attune the spell against Evocation spells, which will also negate breath weapons as an Anti-Magic Shell. For this reason, the rare spell is greatly sought after as a lower level alternative to the aforementioned spell.
Ba Se Kir's Instant Hole
(Alteration)Range:
25 feetComponents: V,S,M
Duration: Perminant
Casting Time: 7
Area of Effect: Special
Saving Throw: Special
Instant Hole causes a large cylinder shaped 10 foot radius hole to come into being beneath the target. The depth of the hole is dependent on the level of the caster. The caster may control the radius of the hole and its depth (up to 10 feet per 3 levels of experience) but it is always circular.
The hole is perminantly open, or the caster can cause it to "bury" itself if he wills it to happen within 5 rounds. The hole will shrink in radius at the rate of 1 foor per round. Any creatures buried can hold their breath as per rules, and make a saving throw versus death each round there after until he is dug up, or dies.
The material component of the spell is a small platinum shovel worth 500 gps that is hurled at the target location with a successful attack roll, a +2 bonus applies to this roll (use grenade-like weapons chart to determine final position). If the shovel lands in the target area, creatures standing where the hole opens fall in, and sustain 1d6 damage per 10 feet of depth. The target may avoid the affect by making a dexterity check at -3, success indicating the target ran away or sprang out of the way of the opening hole and did not fall in.
Note that this spell works by causing the dirt and rock to become etherial, it does not displace earth as does a Dig spell, and a successful dispel magic will close the hole at any time.
Crushing Force
(Evocation)Range:
60 yardsComponents: V,S,M
Duration: 1d4+1 rounds
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: Special
This spell evokes raw force from the Quasi-Elemental Plane of Vacuum, it is a very uncertain offensive spell, causing a variable amount of harm. The first three rounds, the victim gets no saving throw. Round one causes 5 points of damage, and subsequent rounds cause an additional 1d4 plus the previous round's total. Spell casters must make a save versus paralyzation to avoid having spells disrupted by the effect. The saving throw is at -1 , plus another -1 each round the spell lasts.
If the spell lasts for five rounds, the victim must save versus death, or suffocate and die on the fifth round.
A successful Dispel Magic will halt the crushing.
The material component of this spell is a piece of rock crystal worth at least 50 gold pieces, which implodes after the spell is cast.
Gigantism
(Alteration / Enchantment / Charm)
Range:
TouchComponents: V,S,M
Duration: 1 turn / 3 levels
Casting Time: 7
Area of Effect: One creature.
Saving Throw: Neg.
Gigantism is a combination of an Enlarge spell and an extremely potent Strength spell. It is one of the few remaining spells of the Kaladynian Ancients. The target enlarges its volume and mass 10% per level of the caster, and gains strength based on the table below.
Class Strength gained
(level of caster)
9th 12th 15th+Priest 1d6 2d6 3d6
Psionicist 1d6+1 2d6+1 3d6+1
Rogue 1d6 2d6 3d6
Warrior 1d8 2d8 3d8
Wizard 1d4 2d4 3d4
If strength exceeds 18, each point grants 10% exceptional strength (or if the character already has percentile strength), and after 18/00, each two points rolled adds 1 point of strength to a maximum of 25 strength. For example, a fighter with 18/51 strength is the recipient of this spell from a 12th level wizard, and roll on 2d8 is 11. The fighter's strength is 21 (5 points to 18/00, 2 more points to 19, 2 more points to 20, and the final 2 points to 21).
The material components of the spell are hair from a giant and a pinch of powdered iron.
Goritch Servant
(Necromancy)Range: Not Applicable
Components: V,S,M
Duration: Permanent
Casting Time: 1 hour
Area of Effect: 1 Dead Humanoid Baby
Saving Throw: None
A Goritch Servant spell requires a dead baby humanoid in good condition, and a 5000 GP green gem, which is hammered into the corpse's forehead. After this has been properly procured, The spell is cast with 1000 GPs worth of special herbs and spices, and a Goritch Servant is created:
Intelligence: 13-14
Alignment: Chaotic Evil
AC: 2
Movement: 15'
HD: 4 (30 hps)
THACO:
NO. ATTACKS: 2 claws (1d6 each)
MR: 10%
SD: Hit by silver or magical weapons only, Immune to hold, sleep, charm and ESP spells.
SIZE: T (2' Tall)
Morale: Fanatical (19-20)
XP Value: 975
From The Ramblings of Moribundus
"The Goritch Servant is an abomination of this world. It is a humanoid infant, greenish skin, 2' high, red eyes and purple fingernails. The Goritch is a servant, ward, and libram keeper. The Goritch will almost never attack an outsider or any foe from the front, yet it'll fight to the finish."
Improved Invisibility 10' Radius
(Illusion/Phantasm)Range:
TouchComponents: V,S
Duration: 4 rounds + 1 round/level
Casting Time: 5
Area of Effect: 10 foot radius
Saving Throw: None
This spell was created by the great wizard Muni Buka. It is basically the same as the fourth level spell Improved Invisibility, except that it affects all creatures in a 10' radius.
Nergal's Infidelity
(Enchantment/Charm)Range:
TouchComponents: V,S
Duration: 1 day/level
Casting Time: 3
Area of Effect: 1 creature
Saving Throw: Neg.
This dark charm, created by the evil enchanter Nergal the Malign, will cause even the most loyal of spouses to burn with lust for anyone of a 13 or higher charisma, of the appropriate gender/race.
Nergal also found it had many other applications (much to his delight):
A: If cast against someone who is a retainer or henchman, and his master named, he will turn against his master on a failed save.
B: If cast against a soldier, and his king, nation, or commander is named, he will mutiny or desert as appropriate to alignment, on a failed save (save at +1).
C: If cast against a cleric, and his deity is named, he will renounce his god, and loose all spell ability on a failed save. The saving throw is at +3 and a wisdom bonus applies.
D: Regardless of what else the spell is used for, it will cancel out all first and second level Enchantment/Charm spells currently affecting the recipient.
Note that this spell has little or no effect upon a subject already unfaithful to the named master.
Rolanthus' Tittering Mockery
(Enchantment/Charm/Phantasm)Range:
100 yardsComponents: V,S,M
Duration: 1 day/level
Casting Time: 1 round
Area of Effect: One Person
Saving Throw: Neg
This spell places a dweomer on the target, such that anytime he says or does anything even mildly humorous, or trips, or makes the slightest mistake (DM discretion) he hears a disembodied voice from behind him that snickers, titters and chokes with laughter for a full round (only the victim can hear it). Largely benign in effect, this spell is however highly annoying, and will disrupt concentration the first three times it occurs (possibly more, depending on how much heed is paid to it). It can be removed by Dispel Magic or Remove Curse.
The material components of the spell are a feather from a mocking bird or goose, and 1 raspberry, both of which are consumed in the casting of the spell.
Y'Barra's Deadly Darts
(Evocation)Range:
20 yardsComponents: V,S
Duration: Instantaneous
Casting Time: 6
Area of Effect: One or more creatures directly ahead of the caster.
Saving Throw: Special
Y'Barra's Deadly Darts enables the caster to fire needle-like darts from his fingertips. The caster can create one dart per 2 levels of experience, and can aim them at different targets within range, or multiple darts at one target. The darts instantly kill creatures of up to 4 Hit Dice or less. Creatures up to 6 hit dice must save versus poison with a -3 penalty or be slain (a save indicates 1d10 points of damage per dart, only one save versus poison is needed no matter how many darts hit the target). Creatures above 6 Hit Dice take 1d10 points of damage per dart, and must save versus paralyzation, or be paralyzed for 2d4 turns.
Sixth Level Spells
Buka's Boulders
(Conjuration/Summoning)Range:
50 yards + 5 yards/levelComponents: V,S,M
Duration: Instantaneous
Casting Time: 6
Area of Effect: 25 foot radius
Saving Throw: 1/2
Buka's Boulders rains small boulders down on the area of effect. Anything in the area of effect suffers 1d20 points of damage per 4 levels of the caster. Items in the area may have to save vs. crushing blow (DM discretion). Anyone killed by the boulders, or anything destroyed may suffer the following effects:
Size Effect
T or S Crushed to a pulp
M Buried (50%) or Crushed(20%)
L Buried (20% chance)
H+ N/A
The material component of the spell is a black pouch, which contains inside one purple gem of any variety (100 gp value or higher) per four levels of the caster.
Cause Arthritis
(Alteration / Necromancy)
Range:
10 feetComponents: S,M
Duration: Permanent
Casting Time: 7
Area of Effect: 1 creature.
Saving Throw: Neg.
This spell causes the victim's joints to become rigid like natural arthritis. Cause Arthritis has the following effects:
* Permanent loss of 1 hp per level or HD of the target.
* Dexterity is lost using the table below:
Dexterity Points lost
18+ 3d4
15-17 2d4+1
12-14 1d6+2
9-11 1d6
5-8 1d4
1-4 1d6
The affliction is magical in nature, so it cannot be cured with Cure Disease. A Remove Curse spell cast by a mage or priest of equal or greater level as the caster will reverse the condition, as will Limited Wish, Heal or Wish. A Haste spell is a crude way to cure the spell, it will restore the lost dexterity and hp immediately in lieu of its normal effects, but the recipient will suffer 3d6 points of damage from the abrupt physiological change, and ages 5 years instead of one.
The material component of the spell are two fine silk strings (100 gps value) which are tied around the caster's elbow joints and then torn as he looks at the victim and chants the spell, and powdered ghoul bone, which the caster tosses toward the victim. The dust explodes with a bang and a bright flash as the spell is completed.
Free Flight
(Alteration)Range:
TouchComponents: V,S,M
Duration: 1 hour per level
Casting Time: 5
Area of Effect: Creature touched
Saving Throw: None
Acts as a fly spell with longer duration, and greater speed and maneuverability. A character can be endowed with either of the following possible effects:
36' Flight rate, and maneuverability class A
48' Flight rate, and maneuverability class B
the material component of the spell is a feather from a Roc, or any other fantastic bird of flying creature (Aarockaa, Quatl).
Globe of Acid
(Conjuration/Summoning)Range:
100 yardsComponents: V,S,M
Duration: Special
Casting Time: 6
Area of Effect: 10 foot radius
Saving Throw: 1/2
A Globe of Acid spell conjures up a large ball of acid which will fly toward the target point chosen by the caster, and burst into a 20 foot diameter area, causing 10d10 damage to everything in that area. The ground and everything in the area is than saturated in sticky burning acid, which will cause an additional 1d10 points of damage for one round per every four levels of the caster after the initial burst.
The material component of this spell is a glass sphere with a drop of acid inside (which costs about 100 gps to construct), which the caster hurls at the target area.
Jando's Awesome Scintillating Sky
(Illusion/Charm)Range:
0Components: V,S,M
Duration: 1 turn/ 4 levels
Casting Time: 1
Area of Effect: 2 mile radius
Saving Throw: Special
This spell instantly causes massive kaleidoscopic effects to erupt in the sky, which are visible by either night or day. Characters or creatures with up to 3+ HD will stop whatever they are doing, and stare at the magnificent spectacle. Creatures from 4 HD to (+ HD are allowed a saving throw vs. paralyzation. at +2, with an additional +1 per 5 HD over 10HD. In any case, creatures engaged in combat will only stare in awe for one round maximum. During this time, dexterity, shield and single weapon style AC bonuses will be negated, and an additional +2 to AC penalty is added, and no actions are possible.
The material components are 0ne 1,000 GP Opal and a prism, as well as crushed diamond, sapphire, ruby, amber, amethyst, and jacinth dust (at least 50 GPs worth of each), and a kaleidoscope. All of the gems are consumed in the casting of this spell.
Muni Buka's Prolonged Enlargement
(Alteration)Reversible
Range:
5 yards/levelComponents: V,S,M
Duration: 8 Hours/level
Casting Time: 1 round
Area of Effect: One person/object
Saving Throw: Neg
This spell functions like the 1st level wizard spell Enlarge, except that it lasts longer, and the recipient is enlarged 200% + 10% per level of the caster above 12th.
The material component of this spell is the toe-nail or fingernail of a giant, and a pinch of gold dust (1gp worth) and a magnifying glass.
This spell can be reversed for opposite effect, as the 1st level spell Reduce.
Muni Buka's Transformation
(Alteration/Enchantment/Charm)Range:
0Components: V,S,M
Duration: 1 round/level
Casting Time: 6
Area of Effect: The caster
Saving Throw: None
Muni Buka's Transformation is a combination of the spells Enlarge, Strength, and Fear. The spell increases the caster's strength by 2d4 points, to a maximum of 18. At 18, each additional point equals a 10% percentile strength increase (the same applies if the caster already has percentile strength, to an absolute maximum of 18/00). The caster also grows 10% in height, weight and volume, per level of the caster. Once fully enlarged, the caster does an extra 10% damage per level, and generates an Aura of Fear in a 20 foot radius. Creatures of 3 Hit Dice or less will flee automatically (No save) for 2d6 rounds. Creatures up to 6 Hit Dice must save versus petrification or flee for 2d6 rounds.
The material components are a scale from a dragon of any type, a pinch of powdered silver, and a bit of hair or dung from a animal known for strength.
Power Word, Darkness
(Conjuration/Summoning)Reversible
Range:
10 yards/levelComponents: V
Duration: Permanent
Casting Time: 1
Area of Effect: Sphere, 10 foot dia/level
Saving Throw: None
This spell will cause a blanket of darkness to permanently engulf the area of effect. Neither True Seeing spells and devices, or any other known magic item, or scrying device will function in the darkness, nor can it be negated by light spells. Only Dispel Magic, an Anti-Magic Shell, or greater magic will remove the darkness.
All standard darkness penalties apply in the area of effect (-4 to hit).
This spell can be reversed as Power Word, Light, with opposite effects. Either version of the spell can cancel out the other.
Power Word, Invisibility
(Conjuration/Summoning)Range:
25 yardsComponents: V
Duration: Permanent
Casting Time: 1
Area of Effect: 1 creature, 8 cu ft
Saving Throw: None
This spell renders a person or object permanently invisible, until the spell is canceled by dispel magic, anti-magic shells, or greater magics.
Steelskin
(Alteration)Range:
0Components: V,S,M
Duration: Special
Casting Time: 2
Area of Effect: 1 creature
Saving Throw: None
This spell is an improved version of the commonly known Stoneskin spell. It has a much longer duration. The spell blocks one normal attack per level. It is also proof against Vorpal blades.
The material component is steel dust and diamond dust.
Super Strength
(Alteration)Range:
TouchComponents: V,S,M
Duration: 2 hours/level
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: None
Super Strength is one of the few remaining spells of the Ancient Ones. It raises a creature's strength score for long periods of time. How much extra strength is gained depends upon the caster's level, and the original strength of the creature:
Caster's Strength of Creature
Level =<18* 18%** 19+
12-13 18/50 18/00 +1
14-15 18/75 19 +2
16-17 18/90 20 +3
18-19 18/99 21 +4
20+ 18/00 22 +5
* Creatures of 18 strength are treated as if the caster were one category higher. If caster is 20th level or higher, they gain a 19 strength.
** Creatures of 18/00 strength are treated as if the caster were one category higher. If caster is 20th level or higher, they gain a 23 strength.
The material component of the spell is a pinch of admantite, diamond, or minthril dust.
Wa Tang's Dancing Stars
(Conjuration/Summoning)Range:
60 yards + 10 yards/levelComponents: V,S
Duration: 3 rounds
Casting Time: 1
Area of Effect: 1 target
Saving Throw: 1/2
This spell conjures 5 dancing motes of light, which shoot from the casters fingers and strike their target unerringly, they then hover around the target, and strike again the next two rounds. Each star does 1d6 plus 1 point of damage per 2 levels of the caster above 10, to a maximum of +5 at 22nd level. The stars can be hit and destroyed with spells or magical weapons (AC -5, each needs but only 1 point of damage to destroy). All of the stars can be negated by dispel magic.
Y'Barra's Crystal Cage
(Conjuration)
Range:
20 yardsComponents: V,S,M
Duration: 1 turn/level
Casting Time: 7
Area of Effect: 1creature up to large size
Saving Throw: Special
When casting this spell, the wizard throws the spell component (a piece of crystal of at least three inches in length) at the target, and must make a successful To-Hit roll (modified for Dexterity missile bonus, and +2 to hit). If the crystal hits the target, a crystalline structure begins growing around the target, and will completely enclose it instantly, unless a saving throw versus petrification is made. Creatures so enclosed can only escape with a successful bend bars roll (only one roll is allowed), in which case the cage shatters. Otherwise, without outside help, the creature is trapped, and enters a state of suspended animation for the duration of the spell. The cage is AC -5, and 50 hit points for purposes of trying to break it from the outside.
Seventh Level Spells
Lesser Omni-Abjuration
(Abjuration)Range:
TouchComponents: V,S,M
Duration: Special
Casting Time: 6 (3 rounds for objects)
Area of Effect: 1 creature or object
Saving Throw: None
Lesser Omni-Abjuration functions like Omni-Abjuration, except that it confers a +3 bonus to all saves, ability checks. Spells with no saves are allowed a special 1/2 damage saving throw at 17. All other harmful spells or effects suffered by the recipient are reduced by 20% damage, duration, etc.
The material components are a piece of polished Tiger's Eye worth at least 50gps, essence of butterfly, or a well preserved butterfly dried and crushed and sprinkled over the recipient, any gem of at least 500gps, and a silver bracelet of at least 100ps value, worn by the recipient. All but the bracelet are consumed in the casting.
This spell can also be used to ward objects, for three item saving throws at +3. This spell fades on objects after 3 months, even if all of the saves have not been used. The material component is 50 gps of silver dust. The spell can be made permanent.
Lower Resistance 10' Radius
(Alteration)Range:
60 yardsComponents: V,S,M
Duration: 1 turn + 1 round/level
Casting Time: 7 (6)
Area of Effect: 10' radius or one target
Saving Throw: None
This spell is an enhanced version of the fifth level spell Lower Resistance. It will lower the magic resistance of all in a ten foot radius by 30% plus 1% per level. There is no save against this spell, but magic resistance applies at one half original value.
A second variation of the spell can be targeted at a single subject, lowering its resistance by 50% plus 1% per level. This version of the spell only takes 6 segments to cast. In this variation, there is also no save, and magic resistance applies at only one-third the total.
The material component of the spell is a broken silver rod.
Mass Teleport
(Alteration)Range:
100 yards + 5 yards/levelComponents: V,S
Duration: Instantaneous
Casting Time: 7
Area of Effect: 1 or more creatures or objects.
Saving Throw: Neg
This spell works exactly like Teleport except that it has an area effect. The caster can selectively choose which creatures in the area are teleported. Weight has no bearing on the creatures or objects to be teleported, but they must be at least 75% contained in the area of effect, or they will not be teleported. Normal chances of failure apply.
Muni Buka's Certain Death
(Evocation)Range:
100 yardsComponents: V,S,M
Duration: Instantaneous
Casting Time: 7
Area of Effect: 1 target
Saving Throw: 1/2
This spell releases a black bolt of energy, which unerringly strikes the target for 50 points of damage, plus 10 points of damage per 3 levels beyond the 14th.
The material component of the spell is a gem worth at least ten times the damage the spell will do in gold pieces. The gem shatters into dust after the spell is cast.
Segulk's Sorcerous Beast
(Conjuration/Summoning)Range:
50 yardsComponents: V,S,M
Duration: 1 turn per level
Casting Time: 7
Area of Effect: Special
Saving Throw: None
This spell will summon one nameless creature from a long-forgotten plane once visited by the Arch-mage Segulk. The creature summoned by this spell appears in a number of different forms: A magnificent humanoid, similar to a genie, a great reptilian levitation, a tentacled horror, a demonic being, etc. Its physical attributes are 10+1d20 HD, and its armor class is - (1d10). Whatever the beast's form, it also possess great magical ability, 10-60% magic resistance, (1d6x10), and 5d4 levels of priest, magic user, or even psionic abilities.
Use the following table to determine the abilities of the creature summoned
Roll (D%) Type of Powers:
01-05 Abjuration
06-10 Alteration
11 Chronomancy
12-13 Conjuration
14-15 Divination
16-18 Driuidic
19-21 Enchantment/Charm
22-24 Illusionist
25-30 Invocation
31-75 Mage
76-78 Necromancy
79-90 Priest
91-98 Psionic
99 Sorcery
00 Wild Magic
This spell is very powerful, but risky. Let the conjurer beware: some of the creatures summoned by this spell will be so powerful, they cannot be controlled by the magic! (DM Discretion). The material component of the spell is
It is rumored certain special material components can be discovered through research, which will summon a certain type of creature are possible.
Y'Barra's
Mystic Shield (Abjuration)Range:
TouchComponents: V,S,M
Duration: Special
Casting Time: 1 round
Area of Effect: One Creature
Saving Throw: None
This spell grants a creature temporary magic resistance: 30% plus 1% per level of the caster. This resistance fades at the rate of 1% per round, plus 1% per level of any spell which it negates.
Creatures with innate magic resistance or items that grant magic resistance add the effect of this spell to their total (99% maximum).
When cast after a successful Enchant an Item spell, and sealed with a permanency spell, This spell grants the item and anyone wielding or wearing it 5% Magic Resistance each time it is successfully made permanent.
The material component is a plate of pure refined admantite 4" x 4" and 1/4" thick, etched with runes of power, and a 1000 gp flawless gem of any type, which is consumed in the casting.
Eighth Level Spells
Deep Freeze
(Alteration)Range:
20 yards/levelComponents: V,S,M
Duration: Instantaneous
Casting Time: 8
Area of Effect: 30-foot radius
Saving Throw: 1/2
This spell, said to be a variation of Ali-Dalsim's Horrid Wilting, causes the temperature in the area of effect to drop so low so drastically, that it causes 1d8 frostbite damage from the cold. This spell is especially effective in extinguishing fires, and will also cause great damage to fire based creatures, who suffer a -2 to saves against this spell.
The material component is a bit of ice or snow.
Firestorm
(Evocation)Range:
20 yards/levelComponents: V,S,M
Duration: Instantaneous
Casting Time: 8
Area of Effect: 30-foot radius
Saving Throw: 1/2
Yet another variation of Abi Dalsim's Horrid Wilting, Lightning Storm, and the like. Cold-based or cold dwelling creatures suffer a -2 penalty to saves against this spell.
Kurg's Ominous Orb of Death
(Evocation/Necromancy)Reversible
Range:
100 yards + 10 yards/levelComponents: V,S,M
Duration: Instantaneous
Casting Time: 7
Area of Effect: 20 foot radius
Saving Throw: None
This spell evokes a shimmering black sphere three feet in diameter, which is composed of raw energy from the negative material plane. The caster can hurl the orb anywhere within range, where it will expand and explode for 8d10 points of damage, and may drain a point of constitution (1% chance per level of the caster).
The reverse of this spell "Glorious Globes of Life" evokes a ball composed of pure energy from the positive material plane. Its effects and applications are unknown.
Lightning Storm
(Evocation)Range:
20 yards/levelComponents: V,S,M
Duration: Instantaneous
Casting Time: 8
Area of Effect: 30-Foot Radius
Saving Throw: 1/2
This spell causes multiple lightning strikes to blast all in the area of effect.
It causes 1d8 points of damage per level. Any creatures wearing metal suffer a -2 to saving throws against this spell.
The material component is a metal rod which is consumed in the casting of the spell.
Mandelbrot's Teleport Trace
(Alteration/Divination)Range:
Line of sightComponents: V,S
Duration: Instantaneous
Casting Time: 2
Area of Effect: Caster
Saving Throw: None
This spell allows the caster to teleport to the exact location that another creature he has seen has teleported to. The spell must be cast within 1 turn after the other creature has teleported to be affective. If the creature has moved since it teleported, the caster will still arrive where ever the creature has went, unless it teleported a second time. This spell is effective with all Teleport type spells, but not other types of travel, such as Astral Travel, Dimension Doors, or World Walk.
Mass Teleport Without Error
(Alteration)Range:
100 yard + 10 yards/levelComponents: V,S
Duration: Instantaneous
Casting Time: 8
Area of Effect: 1 yard radius/level
Saving Throw: Neg
This spell is just like Mass Teleport, except that it will never fail on the same plane as a Teleport Without Error spell. It can be used to traverse planes, with the same chances of failure as a Teleport spell.
Omni-Abjuration
(Abjuration)Range:
TouchComponents: V,S,M
Duration: Special
Casting Time: 7 (5 rounds for objects)
Area of Effect: 1 creature or object
Saving Throw: None
Omni-Abjuration confers a +4 bonus to all saves, ability checks. Spells with no saves are allowed a special 1/2 damage saving throw at 16. All other harmful spells or effects suffered by the recipient are reduced by 40% damage, duration, etc.
The material components are a piece of polished hematite worth 100gps, essence of butterfly, or a well preserved butterfly dried and crushed and sprinkled over the recipient, any gem of at least 1000gps, and a silver bracelet of at least 100ps value, worn by the recipient. All but the bracelet are consumed in the casting.
This spell can also be used to ward objects, for five item saving throws at +4. This spell fades on objects after 1 year, even if all of the saves have not been used. The Material component of this variation is 100 gps of gold dust.
Titan Power
(Alteration)Range:
TouchComponents: V,S,M
Duration: 8 hours/level
Casting Time: 1 round
Area of Effect: 1 creature
Saving Throw: Neg
Titan power endows the recipient with strength equal to that of a Titan of greatest size (25 strength) for the duration of the spell. The affected can hurl boulders as if wearing a Girdle of Storm Giant Strength.
The material component is 1000gps worth or diamond dust, or 500 gps worth of minthril dust, or 250 gps worth of admantite dust. This spell is said to be a spell created long ago, in the time of the ancient ones.
Ninth Level Spells
Greater Omni-Abjuration
(Abjuration)Range:
TouchComponents: V,S,M
Duration: Special
Casting Time: 8 (1 turn for objects)
Area of Effect: 1 creature or object
Saving Throw: None
Greater Omni-Abjuration functions like Omni-Abjuration, except that it confers a +5 bonus to all saves, ability checks. Spells with no saves are allowed a special 1/2 damage saving throw at 15. All other harmful spells or effects suffered by the recipient are reduced by 60% damage, duration, etc.
The material components are the same as Omni-Abjuration (A piece of polished hematite worth 100gps, essence of butterfly, or a well preserved butterfly dried and crushed and sprinkled over the recipient, any gem of at least 1000gps, and a silver bracelet of at least 100ps value, worn by the recipient) value except the gem must be worth at least 5000gps, and the caster also requires 500 gps worth of Amethyst dust to be mixed with the powdered butterfly, with a bit of ground scale or hide from a creature of AC 0 or better. All but the bracelet are consumed in the casting.
This spell can also be used to ward objects, for seven item saving throws at +5. This spell fades on objects after 5 years, even if all of the saves have not been used. The material component of this variation is 1000 gps worth of platinum dust, to be sprinkled over the object.
Greater Teleportation
(Alteration)Range:
0Components: V
Duration: Instantaneous
Casting Time: 1
Area of Effect: 10 yd radius
Saving Throw: Neg
This spell is an enhanced version of teleport w/o error, in that it allows travel between planes without error as long a the area is known to the caster (Seen at least once). In addition, the spell can teleport any desired creatures or objects in the general area.
(10 yard radius, no weight limit) as long as some portion of the intended creature or object is within the area of effect.
Hellfire
(Alteration)Range:
100 yards + 10 yds/levelComponents: V,S,M
Duration: Instantaneous
Casting Time: 5
Area of Effect: 20-yard radius
Saving Throw: 1/2
A Hellfire spell is a huge version of the 3rd level spell Fireball. It inflicts 1d10 per level of the caster.
The material components are bat guano, sulfur and pitch.
Life Leech
(Necromancy)Range:
0Components: V,S
Duration: One touch (1 turn)
Casting Time: 9
Area of Effect: The caster
Saving Throw: 1/2
This spell is a superior version of Vampiric Touch. On a successful attack roll, It causes 10d12 points of damage, which are transferred to the caster. The hit points are added to the caster's total, with any hit points over the caster's normal total treated as temporary additional hit points. After one hour, any extra hit points above the caster's normal total are lost.
Mass Lower Resistance
(Alteration)Range:
100 yardsComponents: V,S,M
Duration: 1 turn + 1 round/level
Casting Time: 9 (7)
Area of Effect: 30 foot radius or 1 target
Saving Throw: None
A Mass Lower Resistance spell will drop the magic resistance of all creatures in its area of effect by 30% plus 1% per level of the caster. No saving throw is permitted, and magic resistance is only one half effective.
A second variation of the spell can be targeted at a single target, lowering its magic resistance by 70% plus 1% per level of the caster. This variation only takes 7 segments to cast. In this variation, there is also no save, and magic resistance is only one-fifth effective.
The material component of this spell is a broken magic wand of any kind. The wand has to have been broken while it was still at least partially charged.
Mandlebrot's Discernment
(Abjuration-Alteration-Charm)Range:
50 yardsComponents: V,S,M
Duration: 1 turn per level
Casting Time: 1 per subject
Area of Effect: 1 creature per level
Saving Throw: None
This spell is used to cause spells cast after it to differentiate between friend and foe. Any area effect spell of 8th level or less the caster directs in the same area as the warded characters will not affect them. For example, a wizard can cast a prismatic spray at a villain holding his friend hostage, without fear of injuring his ally.
Mandlebrot's Maximizer
(Alteration-Evocation)Range:
0Components: V,S
Duration: 1 round/level
Casting Time: 6
Area of Effect: The caster
Saving Throw: None
Mandlebrot's Maximizer Causes all spells cast by the recipient of the spell to have maximum effect with respect to all parameters. Evocations do full damage, spells with random duration last the maximum possible time, etc. The effect of this spell does not alter a spell's effectiveness in terms of potency as mediated by caster level. This spell is not effective on priestly magic.
Mandlebrot's Nullification
(Abjuration-Alteration)Range:
0Components: V,S
Duration: 1 round/level
Casting Time: 3
Area of Effect: 1'/ level diameter sphere.
Saving Throw: None
This spell acts as a selective Anti-Magic Shell. The caster forms an anti-magic shell just as the 6th level spell, but his own spells will work within the area, and no one else's will. The effect moves with him.
Mandlebrot's
Speed Spell Caster (Alteration)Range:
0Components: V,S,M
Duration: 1 round/level
Casting Time: 5
Area of Effect: The caster
Saving Throw: None
This spell is one the greatest of meta-magics. It will allow spells of up to 1 round can be cast in 1 segment, spells which take rounds to cast require but one segment per round, spells which take turns to cast take rounds to cast.
The material component is dried humming bird's wings, with feathers intact. They can only be used a few times, and then fall apart.
Muni Buka's Magnificent Menagerie of Magic Missiles
(Evocation)Range:
60yards + 10 yards/levelComponents: V,S
Duration: Instantaneous
Casting Time: 9
Area of Effect: 1 target/3 levels
Saving Throw: None
Sometimes called the pinnacle of evocations, or just simply "M-5", this spell releases raw magical energy, which is just like the first level spell Magic Missile for purposes of determining what it can damage. The caster can blast 1 target per 3 levels, for 1d4+1 damage per level of experience. Maximum damage is 20d4+20 points of damage and 10 targets. One damage roll is used for all of the targets.
Oblivion
(Evocation/Conjuration)Reversible
Range:
TouchComponents: V,S
Duration: Permanent
Casting Time: 4
Area of Effect: 1 creature
Saving Throw: Special
This spell utterly destroys the target in body, mind and soul. No resurrection is possible, even by a greater power. The spell manifests itself as a burning aura about the caster's hand, the target of the spell must be touched using a successful attack roll (at +3 to hit) within one turn, or the spell dissipates. Upon a successful hit, the victim must save vs spell at +3, or be forever dead. Success means the victim has to save again at normal odds, or be subject to partial or complete destruction. Use the following chart to determine the effect.
Roll d% Effect
01-25 Mind Destroyed
26-55 Spirit Destroyed
56-90 Body Destroyed
91-93 Mind and Spirit
94-96 Spirit and Body
97-99 Mind and Body
00 Oblivion
Note that with partial destruction, it is possible to cure each of the effects with a Wish or appropriate magic, such as the reverse of this spell (when body is destroyed). The process can be exacting, and it will often appear the being has been obliterated when ever an effect involving bodily destruction is effected in any case.
No known personal abjuration will block this effect (but they will still add saving throw modifiers to the roll Protection from Evil for example is useful against an Evil caster), except for Anti-magic Shells, Prismatic Walls, and Mandlebrot's Nullification. or Magic Resistance.
The reverse of this spell, Infin-Arcania, can restore a disintegrated creature (magical, psionicly, or naturally), or one felled by a Death Spell or similar magic. If cast on a living target, it will heal all damage, and grant 1d4 extra levels for 1d4 hours.
Casting this spell ages the caster 10 years and weakens him 2d4 points of strength and constitution. The lost abilities return one point at a time after each day of complete rest. These effect do harm a caster who has warded himself with the spell, until after the spell expires. Casting this spell may also offend greater powers, and draw unfavorable attention from them 5% of the time.
Power Word, Still
(Conjuration/Summoning)Range:
5 yards/levelComponents: V
Duration: Special
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: None
This spell is similar to Power Word, Stun, except that it will stun one creature of up to 150 hps. Creatures with hit points from 1 to 30 are stunned for 5d4 rounds, creatures with hit points from 31 to 60 are stunned for 4d4 rounds, creatures with hit points from 61 to 90 are stunned for 3d4 rounds, creatures with hit points from 91 to 120 are stunned for 2d4 rounds, and creatures with hit points from 121 to 150 are stunned for 1d4 rounds. As with the former spell, use current number of hit points.
Psyche Drain
(Alteration)Range:
0Components: V,S
Duration: One touch (see below)
Casting Time: 2
Area of Effect: The caster
Saving Throw: 1/2
This spell is a powerful curse which wizards typically use on each other, as well as enemy priests and psionicists. This spell will permanently drain 2d4 points of wisdom or intelligence (caster's choice) on successful attack roll to hit the head -8 to hit. The spell will dissipate if the target is not hit in 3 rounds. Only a Infin-Arcania (Reversed Oblivion), Spellstrike, Restoration, or Wish spell are known restore the lost attribute points.
Shift Power
(Enchantment)Range:
TouchComponents: V,S,M
Duration: Permanent
Casting Time: 1 day
Area of Effect: One item
Saving Throw: Neg
This spell functions as an enhanced Steal Enchantment but with no limit as to relative size and types of items within reason (for example, pluses can be transferred between weapons, but it would be useless to transfer a weapon plus to say, a table). Both items mush undergo a save vs disintegration for the spell to be successful, otherwise both items are rendered useless. The spell is cumulative, so that it is often a shortcut to creating artifacts, as a single item can be imbued with different enchantments. Conflicting magics will cause the item to become cursed (for example, a holy avenger merged with an evil aligned sword). The results of certain combinations of magic items can be deadly.
Each casting of the spell ages the caster 5 years.
Stable Clone
(Necromancy)Range:
TouchComponents: V,S,M
Duration: Permanent
Casting Time: 1 Hour
Area of Effect: Special
Saving Throw: None
This spell act as an improved version of the Clone spell. It is superior in all respects, and there is no chance for insanity in the clone or the original. In addition, the clone has the same Constitution score as the original. This clone takes 2d6+1 months to grow, and requires special reagents and materials of about 10,000 gps in value.
The process is similar to a Simulacrum spell.
Summon Colossal Elemental
(Conjuration Summoning)Range:
100 ydsComponents: V,S,M
Duration: 1 round/level
Casting Time: 9
Area of Effect: Special
Saving Throw: None
This spell was developed by elementalist wizards as an inevitable discovery in their field. It can summon an elemental of greatest size. Occasionally (DM Discretion) It is possible to summon an elemental being so powerful, it breaks free of the caster's control (This will always be 28 HD+)
Roll Hit Dice
01-65 20
66-90 24
91-00 28
The material components are the same as a conjure elemental spell.