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Antipathy-Sympathy
(Enchantment/Charm) Range:
30 yds.
Components: V, S, M Duration:
2 hrs./level
Casting Time: 1 hr. Area
of Effect: 10-ft. cube or
Saving Throw: Special one
item
This spell allows the wizard to set certain vibrations to emanate from an
object or location that tend to either repel or attract a specific type of
intelligent creature or characters of a particular alignment. The wizard must
decide which effect is desired with regard to what creature type or alignment
before beginning the spellcasting, for the components of each application
differ. The spell cannot be cast upon living creatures.
Antipathy: This spell causes the affected creature or alignment
type to feel an overpowering urge to leave the area or to not touch the affected
item. If a saving throw vs. spell is successful, the creature can stay in the
area or touch the item, but the creature will feel very uncomfortable, and a
persistent itching 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 vs. spell forces the being to abandon
the area or item, shunning it permanently and never willingly returning to it
until the spell is removed or expires.
The material component for this application of the spell is a lump of
alum soaked in vinegar.
Sympathy: By casting the sympathy application of the spell, the
wizard can cause a particular type of creature or alignment of character to feel
elated and pleased to be in an area or touching or possessing an object or item.
The desire to stay in the area or touch the object is overpowering. Unless a
saving throw vs. spell is successfully rolled, the creature or character will
stay or refuse to release the object. If the saving throw is successful, the
creature or character is released from the enchantment, but a subsequent saving
throw must be made 1d6 turns later. If this saving throw fails, the affected
creature will return to the area or object.
The material components of this spell are 1,000 gp worth of crushed
pearls and a drop of honey.
Note that the particular type of creature to be affected must be named
specifically--for example, red dragons, hill giants, wererats, lammasu,
catoblepas, vampires, etc. Likewise, the specific alignment must be named--for
example, chaotic evil, chaotic good, lawful neutral, true neutral, etc.
If this spell is cast upon an area, a 10-foot cube can be enchanted for
each experience level of the caster. If an object or item is enchanted, only
that single thing can be enchanted; affected creatures or characters save vs.
spell with a -2 penalty. Bigby's
Clenched Fist (Evocation) Range:
5 yds./level
Components: V, S, M Duration:
1 rd./level
Casting Time: 8 Area
of Effect: Special
Saving Throw: None
The Bigby's clenched fist spell brings forth a huge, disembodied
hand that is balled into a fist. This magical member is under the mental control
of the spellcaster, who can cause it to strike one opponent each round. No
concentration is required once the spell is cast. The clenched fist never
misses, but it can only strike as directed by the caster. Thus, it can be fooled
by invisibility or other methods of concealment and misdirection. The
effectiveness of its blows varies from round to round.
D20 Roll Result
1-12 Glancing blow--1d6
hp
13-16 Solid punch--2d6
hp
17-19 Hard punch -- 3d6
hp; opponent is stunned for next round
20
Crushing blow*--4d6 hp; opponent is stunned for next three rounds
* The wizard adds +4 to the die rolls of subsequent attacks if the
opponent is stunned, as the opponent is not capable of dodging or defending
against the attack effectively.
The fist has an Armor Class of 0, and is destroyed by damage equal to the
hit points of its caster at full health.
The material component of this spell is a leather glove and a small
device (similar to brass knuckles) consisting of four rings joined so as to form
a slightly curved line, with an "I" upon which the bottoms of the
rings rest. The device must be fashioned of an alloy of copper and zinc. Binding
(Enchantment,
Evocation) Range:
10 yds.
Components: V, S, M
Duration:
Special
Casting Time: Special Area
of Effect: 1 creature
Saving Throw: Special
A binding spell creates a magical restraint to hold a creature,
usually from another plane of existence. Extraplanar creatures must be confined
by a circular diagram; other creatures can be physically confined. The duration
of the spell depends upon the form of the binding and the level of the caster(s),
as well as the length of time the spell is actually uttered. The components vary
according to the form of the spell, but they include a continuous chanting
utterance read from the scroll or book page giving the spell; gestures
appropriate to the form of binding; and materials such as miniature chains of
special metal (silver for lycanthropes, etc.), soporific herbs of the rarest
sort, a corundum or diamond gem of great size (1,000 gp value per Hit Die of the
subject creature), and a vellum depiction or carved statuette of the subject to
be captured.
Magic resistance applies unless the subject's true name is used. A saving
throw is not applicable as long as the experience level of the caster is at
least twice as great as the Hit Dice of the subject. The caster's level can be
augmented by one-third of the levels of each assisting wizard of 9th level or
higher, and by one level for each assistant of 4th through 8th level. No more
than six other wizards can assist with this spell. If the caster's level is less
than twice the Hit Dice of the subject, the subject gains a saving throw vs.
spell, modified by the form of binding being attempted. The various forms of
binding are:
Chaining: The subject is confined by restraints that generate an antipathy
spell affecting all creatures who approach the subject, except the caster.
Duration is as long as one year per level of the caster(s). The subject of this
form of binding (as well as in the slumber and bound slumber versions) remains
within the restraining barrier.
Slumber: Brings a comatose sleep upon the subject for a duration
of up to one year per level of the caster(s).
Bound Slumber: A combination of chaining and slumber that lasts
for up to one month per level of the caster(s).
Hedged Prison: The subject is transported to or otherwise brought
within a confined area from which it cannot wander by any means until freed. The
spell remains until the magical hedge is somehow broken.
Metamorphosis: Causes the subject to change to some noncorporeal
form, save for its head or face. The binding is permanent until some prescribed
act frees the subject.
Minimus Containment: The subject is shrunken to a height of 1 inch
or even less and held within the hedged prison of some gem or similar object.
The subject of a minimus containment, metamorphosis, or hedged prison radiates a
very faint aura of magic.
The subject of the chaining form of the spell receives a saving throw
with no modifications. However, slumber allows the subject a +1 bonus, bound
slumber a +2 bonus, hedged prison a +3 bonus, metamorphosis a +4 bonus, and
minimus containment a +5 bonus to the saving throw. If the subject is magically
weakened, the DM can assign a -1, -2, or even -4 penalty to the saving throw. A
successful saving throw enables the subject to burst its bonds and do as it
pleases.
A binding spell can be renewed in the case of the first three
forms of the spell, for the subject does not have the opportunity to break the
bonds. (If anything has caused a weakening of a chaining or slumber version,
such as attempts to contact the subject or magically touch it, a normal saving
throw applies to the renewal of the spell.) Otherwise, after one year, and each
year thereafter, the subject gains a normal saving throw vs. the spell. Whenever
it is successful, the binding spell is broken and the creature is free. Clone
(Necromancy) Range:
Touch
Components: V, S, M Duration:
Permanent
Casting Time: 1 turn Area
of Effect: 1 clone
Saving Throw: None
This spell creates a duplicate of a human, demihuman, or humanoid
creature. This clone is in most respects the duplicate of the individual,
complete to the level of experience, memories, etc. However, the duplicate
really is the person, so if the original and a duplicate exist at the
same time, each knows of the other's existence; the original person and the
clone will each desire to do away with the other, for such an alter-ego is
unbearable to both. If one cannot destroy the other, one will go insane and
destroy itself (90% likely to be the clone), or possibly both will become mad
and destroy themselves (2% chance). These events nearly always occur within one
week of the dual existence.
Note that the clone is the person as he existed at the time at which the
flesh was taken for the spell component, and all subsequent knowledge,
experience, etc., is totally unknown to the clone. The clone is a physical
duplicate, and possessions of the original are another matter entirely. A clone
takes 2d4 months to grow, and only after that time is dual existence
established. Furthermore, the clone has one less Constitution point than the
body it was cloned from; the cloning fails if the clone would have a
Constitution of 0.
The material component of the spell is a small piece of the flesh from
the person to be duplicated.
The DM may, in addition, add other stipulations to the success of a
cloning effort, requiring that some trace of life must remain in the flesh
sample, that some means of storing and preserving the sample must be devised and
maintained, etc. Demand
(Evocation,
Enchantment/Charm) Range:
Unlimited
Components: V, S, M Duration:
Special
Casting Time: 1 turn Area
of Effect: 1 creature
Saving Throw: Special
This spell is very much like the 5th-level wizard spell sending,
allowing a brief contact with a far distant creature. However, with this spell
the message can also contain a suggestion (see the 3rd-level wizard spell suggestion),
which the subject will do its best to carry out if it fails its saving throw vs.
spell, made with a -2 penalty. Of course, if the message is impossible or
meaningless according to the circumstances that exist for the subject at the
time the demand comes, the message is understood but no saving throw is
necessary and the suggestion is ineffective.
The caster must be familiar with the creature contacted and must know its
name and appearance well. If the creature in question is not in the same plane
of existence as the spellcaster, there is a base 5% chance that the demand does
not arrive. Local conditions on other planes may worsen this chance considerably
at the option of the DM. The demand, if received, will be understood even if the
creature has an Intelligence ability score as low as 1 (animal Intelligence).
Creatures of demigod status or higher can choose to come or not, as they please.
The demand message to the creature must be 25 words or less, including
the suggestion. The creature can also give a short reply immediately.
The material components of the spell are a pair of cylinders, each open
at one end, connected by a thin piece of copper wire and some small part of the
subject creature--a hair, a bit of nail, etc. Glassteel
(Alteration) Range:
Touch
Components: V, S, M Duration:
Permanent
Casting Time: 8 Area
of Effect: Object touched
Saving Throw: None
The glassteel spell turns normal, nonmagical crystal or glass into
a transparent substance that has the tensile strength and unbreakability of
actual steel. Only a relatively small volume of material can be affected (a
maximum weight of 10 pounds per level of experience of the spellcaster), and it
must form one whole object. The Armor Class of the substance is 1.
The material components of this spell are a small piece of glass and a
small piece of steel. Incendiary
Cloud (Alteration,
Evocation) Range:
30 yds.
Components: V, S, M Duration:
4 rds. + 1d6 rounds
Casting Time: 2 Area
of Effect: Special
Saving Throw: ½
An incendiary cloud spell exactly resembles the smoke effects of a
pyrotechnics spell, except that its minimum dimensions are a cloud 10
feet tall, 20 feet wide, and 20 feet long. This dense vapor cloud billows forth,
and on the third round of its existence begins to flame, causing 1-2 points of
damage per level of the spellcaster. On the fourth round it inflicts 1d4 points
of damage per level of the caster, and on the fifth round this drops back to 1-2
points of damage per level as its flames burn out. In any successive rounds of
existence, the cloud is simply harmless smoke that obscures vision within its
confines. Creatures within the cloud need to make only one saving throw if it is
successful, but if they fail the first saving throw, they roll again on the
fourth and fifth rounds (if necessary) to attempt to reduce the damage sustained
by one-half.
In order to cast this spell, the wizard must have an available fire
source (just as with a pyrotechnics spell), scrapings from beneath a dung
pile, and a pinch of dust. Mass
Charm (Enchantment/Charm) Range:
5 yds./level
Components: V Duration:
Special
Casting Time: 8 Area
of Effect: 30-ft. cube
Saving Throw: Neg.
A mass charm spell affects either persons or monsters just as a charm
person or charm monster spell. The mass charm spell, however,
affects a number of creatures whose combined levels of experience or Hit Dice
does not exceed twice the level of experience of the spellcaster. All affected
creatures must be within the spell range and within a 30-foot cube. Note that
the creatures' saving throws are unaffected by the number of recipients (see the
charm person and charm monster spells), but all target creatures
are subject to a penalty of -2 on their saving throws because of the efficiency
and power of this spell. The Wisdom bonus against charm spells does apply. Maze
(Conjuration/Summoning) Range:
5 yds./level
Components: V, S Duration:
Special
Casting Time: 3 Area
of Effect: 1 creature
Saving Throw: None
An extradimensional space is brought into being upon the utterance of a maze
spell. The subject vanishes into the shifting labyrinth of force planes for a
period of time that is dependent upon its Intelligence. (Note: Minotaurs are not
affected by this spell.)
Intelligence of Time
Trapped
Mazed Creature
in Maze
under 3 2d4 turns
3-5 1d4 turns
6-8 5d4 rounds
9-11 4d4 rounds
12-14 3d4 rounds
15-17 2d4 rounds
18+ 1d4 rounds
Note that teleport and dimension door spells will not help
a character escape a maze spell, although a plane shifting spell
will. Mind
Blank (Abjuration) Range:
30 yds.
Components: V, S Duration:
1 day
Casting Time: 1 Area
of Effect: 1 creature
Saving Throw: None
When the very powerful mind blank spell is cast, the creature is
totally protected from all devices and spells that detect, influence, or read
emotions or thoughts. This protects against augury, charm, command,
confusion, divination, empathy (all forms), ESP, fear, feeblemind, mass
suggestion, phantasmal killer, possession, rulership, soul trapping, suggestion,
and telepathy. Cloaking protection also extends to the prevention of
discovery or information gathering by crystal balls or other scrying
devices, clairaudience, clairvoyance, communing, contacting other planes,
or wish-related methods (wish or limited wish). Of course,
exceedingly powerful deities can penetrate the spell's barrier. Monster
Summoning VI (Conjuration/Summoning) Range:
Special
Components: V, S, M Duration:
7 rds. + 1 rd./level
Casting Time: 8 Area
of Effect: 80-yd. radius
Saving Throw: None
This spell is much like the 3rd-level spell monster summoning I,
except that it summons 1d3 6th-level monsters. These monsters appear in 1d3
rounds within the spell's area of effect and attack the caster's opponents,
until either he commands them to cease, the spell duration expires, or the
monsters are slain. These creatures do not check morale, and they vanish when
slain. If no opponent exists to fight, summoned monsters can, if the wizard can
communicate with them, and if they are physically capable, perform other
services for the summoning wizard.
The material components of this spell are a tiny bag and a small (not
necessarily lit) candle. Otiluke's
Telekinetic Sphere (Evocation,
Alteration) Range:
20 yds.
Components: V, S, M Duration:
2 rds./level
Casting Time: 4 Area
of Effect: sphere with diameter
Saving Throw: Neg. of
1 ft./level
This spell is exactly the same as the 4th-level wizard spell Otiluke's
resilient sphere, with the addition that the creatures or objects inside the
globe are nearly weightless--anything contained within it weighs only 1/16 its
normal weight. Any subject weighing up to 5,000 pounds can be telekinetically
lifted in the sphere by the caster. Range of control extends to a maximum
distance of 10 yards per level after the sphere has actually succeeded in
encapsulating a subject or subjects. Note that even if more than 5,000 pounds of
weight is englobed, the perceived weight is only 1/16 of the actual weight, so
the orb can be rolled without exceptional effort. Because of the reduced weight,
rapid motion or falling within the field of the sphere is relatively harmless to
the object therein, although it can be disastrous should the globe disappear
when the subject inside is high above a hard surface. The caster can dismiss the
effect with a word.
In addition to a hemispherical piece of diamond and a matching piece of
gum arabic, the caster must also have a pair of small bar magnets as material
components for this spell. Otto's
Irresistible Dance (Enchantment/Charm) Range:
Touch
Components: V Duration:
1d4+1 rounds
Casting Time: 5 Area
of Effect: Creature touched
Saving Throw: None
When an Otto's irresistible dance spell is placed upon a creature,
the spell causes the recipient to begin dancing, complete with feet shuffling
and tapping. This dance makes it impossible for the victim to do anything other
than caper and prance; this cavorting worsens the Armor Class of the creature by
-4, makes saving throws impossible except on a roll of 20, and negates any
consideration of a shield. Note that the creature must be touched, as if melee
combat were taking place and the spellcaster were striking to do damage. Permanency
(Alteration) Range:
Special
Components: V, S Duration:
Permanent
Casting Time: 2 rds. Area
of Effect: Special
Saving Throw: None
This spell affects the duration of certain other spells, making the
duration permanent. The personal spells upon which a permanency is known
to be effective are as follows: comprehend
languages
protection from evil detect
evil
protection from normal missiles detect
invisibility
read magic detect
magic
tongues infravision
unseen servant protection
from cantrips
The wizard casts the desired spell and then follows it with the permanency
spell. Each permanency spell lowers the wizard's Constitution by 1 point.
The wizard cannot cast these spells upon other creatures. This application of
permanency can be dispelled only by a wizard of greater level than the
spellcaster was when he cast the spell.
In addition to personal use, the permanency spell can be used to
make the following object/creature or area-effect spells permanent: enlarge
prismatic sphere fear
stinking cloud gust
of wind
wall of fire invisibility
wall of force magic
mouth
web
Additionally, the following spells can be cast upon objects or areas only
and rendered permanent: alarm
wall of fire audible
glamer
distance distortion dancing
lights
teleport solid
fog
These applications to other spells allow it to be cast simultaneously
with any of the latter when no living creature is the target, but the entire
spell complex then can be dispelled normally, and thus negated.
The permanency spell is also used in the fabrication of magical
items (see the 6th-level spell enchant an item). At the DM's option,
permanency might become unstable or fail after a long period of at least 1,000
years. Unstable effects might operate intermittently or fail altogether.
The DM may allow other selected spells to be made permanent. Researching
this possible application of a spell costs as much time and money as
independently researching the selected spell. If the DM has already determined
that the application is not possible, the research automatically fails. Note
that the wizard never learns what is possible except by the success or failure
of his research. Polymorph
Any Object (Alteration) Range:
5 yds./level
Components: V, S, M Duration:
Variable
Casting Time: 1 rd. Area
of Effect: Special
Saving Throw: Special
This spell changes one object or creature into another. When used as a polymorph
other or stone to flesh spell, simply treat the spell as a more
powerful version, with saving throws made with -4 penalties to the die roll.
When it is cast in order to change other objects, the duration of the spell
depends on how radical a change is made from the original state to its enchanted
state, as well as how different it is in size. The DM determines the changes by
using the following guidelines: Kingdom
Animal, vegetable, mineral Class
Mammals, bipeds, fungi, metals, etc. Relationship
Twig is to tree, sand is to
beach, etc. Size
Smaller, equal, larger Shape
Comparative resemblance of the original to the polymorphed state Intelligence
Particularly with regard to a change in which the end product is
more intelligent
A change in kingdom makes the spell work for hours (if removed by
one kingdom) or turns (if removed by two). Other changes likewise affect spell
duration. Thus, changing a lion to an androsphinx would be permanent, but
turning a turnip to a purple worm would be a change with a duration measured in
hours. Turning a tusk into an elephant would be permanent, but turning a twig
into a sword would be a change with a duration of several turns.
All polymorphed objects radiate a strong magic, and if a dispel magic
spell is successfully cast upon them, they return to their natural form. Note
that a stone to flesh spell or its reverse will affect objects under this
spell. As with other polymorph spells, damage sustained in the new form can
result in the injury or death of the polymorphed creature.
For example, it is possible to polymorph a creature into rock and grind
it to dust, causing damage, perhaps even death. If the creature was changed to
dust to start with, more creative methods to damage it would be needed; perhaps
the wizard could use a gust of wind spell to scatter the dust far and
wide. In general, damage occurs when the new form is altered through physical
force, although the DM will have to adjudicate many of these situations.
The system shock roll must be applied to living creatures, as must the
restrictions noted regarding the polymorph other and stone to flesh
spells. Also note that a polymorph effect often detracts from an item's or
creature's powers, but does not add new powers, except possibly movement
capabilities not present in the old form. Thus, a vorpal sword
polymorphed into a dagger would not retain vorpal capability. Likewise,
valueless items cannot be made into permanent valuable items.
The material components of this spell are mercury, gum arabic, and smoke. Power
Word, Blind (Conjuration/Summoning) Range:
5 yds./level
Components: V Duration:
Special
Casting Time: 1 Area
of Effect: 15-ft. radius
Saving Throw: None
When a power word, blind spell is cast, one or more creatures
within the area of effect become sightless. The spellcaster selects one creature
as the target center, and the effect spreads outward from the center, affecting
creatures with the lowest hit point totals first; the spell can also be focused
to affect only an individual creature. The spell affects up to 100 hit points of
creatures; creatures who currently have 100 or more hit points are not affected
and do not count against the number of creatures affected. The duration of the
spell depends upon how many hit points are affected. If 25 or fewer hit points
are affected, the blindness is permanent until cured. If 26 to 50 hit points are
affected, the blindness lasts for 1d4+1 turns. If 51 to 100 hit points are
affected, the spell lasts for 1d4+1 rounds. An individual creature cannot be
partially affected. If all of its current hit points are affected, it is
blinded; otherwise, it is not. Blindness can be removed by a cure blindness
or dispel magic spell. Prismatic
Wall (Conjuration/Summoning) Range:
10 yds.
Components: V, S Duration:
1 turn/level
Casting Time: 7 Area
of Effect: 4 ft./level wide
Saving Throw: Special x
2 ft./level high
This spell enables the wizard to conjure a vertical, opaque wall--a
shimmering, multicolored plane of light that protects him from all forms of
attack. The wall flashes with all colors of the visible spectrum, seven of which
have a distinct power and purpose. The wall is immobile, and the spellcaster can
pass through the wall without harm. However, any creature with fewer than 8 Hit
Dice that is within 20 feet of the wall and does not shield its vision is
blinded for 2d4 rounds by the colors.
Each color in the wall has a special effect. Each color can also be
negated by a specific magical effect, but the colors must be negated in the
precise order of the spectrum. The accompanying table shows the seven colors of
the wall, the order in which they appear, their effects on creatures trying to
attack the spellcaster, and the magic needed to negate each color.
The wall's maximum proportions are 4 feet wide per level of experience of
the caster and 2 feet high per level of experience.
A prismatic wall spell cast to materialize in a space occupied by
a creature is disrupted and the spell is wasted. Prismatic
Wall Effects Color Order
Effect of Color
Spell Negated By
Red 1st Stops nonmagical missiles--inflicts 20 points of damage, save for half cone of cold Orange 2nd Stops magical missiles--inflicts 40 points of damage, save for half gust of wind Yellow 3rd Stops poisons, gases, and petrification--inflicts 80 points of damage, save for half disintegrate Green 4th Stops breath weapons--save vs. poison or die; survivors suffer 20 points of damage passwall Blue 5th Stops location/detection and mental attacks--save vs. petrification or turn to stone magic missile Indigo 6th Stops magical spells--save vs. wand or go insane continual light Violet 7th Force field protection--save vs. spell or be sent to another plane dispel magic Screen (Divination/Illusion) Range:
0
Components: V, S Duration:
1 hr./level
Casting Time: 1 turn Area
of Effect: 30-ft. cube/level
Saving Throw: Special
This spell combines several elements to create a powerful protection from
scrying and direct observation. When the spell is cast, the wizard dictates what
will and will not be observed in the area of effect. The illusion created must
be stated in general terms. Thus, the caster could specify the illusion of him
and another playing chess for the duration of the spell, but he could not have
the illusionary chess players take a break, make dinner, and then resume their
game. He could have a crossroads appear quiet and empty even while an army is
actually passing through the area. He could specify that no one be seen
(including passing strangers), that his troops be undetected, or even that every
fifth man or unit should be visible. Once the conditions are set, they cannot be
changed.
Attempts to scry the area automatically detect the image stated by the
caster with no saving throw allowed. Sight and sound are appropriate to the
illusion created. A band of men standing in a meadow could be concealed as an
empty meadow with birds chirping, etc. Direct observation may allow a saving
throw (as per a normal illusion), if there is cause to disbelieve what is seen.
Certainly onlookers in the area would become suspicious if the column of a
marching army disappeared at one point to reappear at another! Even entering the
area does not cancel the illusion or necessarily allow a saving throw, assuming
the hidden beings take care to stay out of the way of those affected by the
illusion. Serten's
Spell Immunity (Abjuration) Range:
Touch
Components: V, S, M Duration:
1 turn/level
Casting Time: 1 round/recipient Area
of Effect: Creature(s) touched
Saving Throw: None
By use of this spell, the wizard is able to confer virtual immunity to
certain spells and magical attack forms upon those he touches. For every four
levels of experience of the wizard, one creature can be protected by the Serten's
spell immunity spell; however, if more than one is protected, the duration
of the protection is divided among the protected creatures.
For example, a 16th-level wizard can cast the spell upon one creature and
it will last 16 turns, or place it upon two creatures for eight turns, or four
creatures for four turns.) The protection gives a bonus to saving throws,
according to spell type and level, as shown in the following table. Spell Level
Wizard Spell Priest
Spell
1st-3rd
+9*
+7
4th-6th
+7
+5
7th-8th
+5
+3
* Includes beguiling effects.
The material component of this spell is a diamond of at least 500 gp
value, which must be crushed and sprinkled over the spell recipients. Each such
creature must also have in its possession a diamond of at least one carat size,
intact and carried on its person. Sink
(Enchantment,
Alteration) Range:
10 yds./level
Components: V, S Duration:
Special
Casting Time: 8 Area
of Effect: 1 creature or object,
Saving Throw: Special max.
1 cu. ft./level
By means of this spell, a wizard can force a creature or object into the
very earth or floor upon which it stands. When casting the spell, the wizard
must chant the spell for the remainder of the round without interruption. At
that juncture, the subject creature or object becomes rooted to the spot unless
a saving throw vs. spell (for a creature) or disintegration (for an object with
magical properties) is successful. (Note: "magical properties" include
those of magical items as listed in the Dungeon Master Guide, those of
items enchanted or otherwise of magical origin, and those of items with
protection-type spells or with permanent magical properties or similar spells
upon them.) Items of a nonmagical nature are not entitled to a saving throw. If
a subject fails its saving throw, it becomes of slightly greater density than
the surface upon which it stands.
The spellcaster now has the option of ceasing his spell and leaving the
subject as it is, in which case the spell expires in four turns, and the subject
returns to normal. If the caster proceeds with the spell (into the next round),
the subject begins to sink slowly into the ground. Before any actions are taken
in the new round, the subject sinks one-quarter of its height; after the first
group acts, another quarter; after the second group acts, another; and at the
end of the round, the victim is totally sunken into the ground.
This entombment places a creature or object in a state of suspended
animation. The cessation of time means that the subject does not grow older.
Bodily and other functions virtually cease, but the subject is otherwise
unharmed. The subject exists in undamaged form in the surface into which it was
sunk, its upper point as far beneath the surface as the subject has height--a
6-foot-tall victim will be 6 feet beneath the surface, while a 60-foot-tall
subject will have its uppermost point 60 feet below ground level. If the ground
around the subject is somehow removed, the spell is broken and the subject
returns to normal, but it does not rise up. Spells such as dig, transmute
rock to mud, and freedom (the reverse of the 9th-level spell imprisonment)
will not harm the sunken creature or object and will often be helpful in
recovering it. If a detect magic spell is cast over an area upon which a sink
spell was used, it reveals a faint magical aura of undefinable nature, even if
the subject is beyond detection range. If the subject is within range of the
detection, the spell's schools can be discovered (alteration and enchantment). Symbol
(Conjuration/Summoning) Range:
Touch
Components: V, S, M Duration:
Special
Casting Time: 8 Area
of Effect: Special
Saving Throw: Special
A symbol spell creates magical runes affecting creatures that pass
over, touch, or read the runes, or pass through a portal upon which the symbol
is inscribed. Upon casting the spell, the wizard inscribes the symbol upon
whatever surface he desires. Likewise, the spellcaster is able to place the
symbol of his choice, using any one of the following: Death
One or more creatures, whose total hit points do not exceed 80, are
slain. Discord
All creatures are affected and immediately fall to loud bickering and
arguing; there is a 50% probability that creatures of different
alignments
attack each other. The bickering lasts for 5d4 rounds, the fighting for
2d4
rounds. Fear
This symbol creates an extra-strong fear spell, causing all
creatures to save
vs. spell with -4 penalties to the die roll, or panic and flee as if
attacked by
a fear spell. Hopelessness
All creatures are affected and must turn back in dejection unless they
save
vs. spell. Affected creatures submit to the demands of any opponent--for
example, surrender, get out, etc. The hopelessness lasts for 3d4 turns;
during this period it is 25% probable that affected creatures take no
action
during any round, and 25% likely that those taking action turn back or
retire from battle, as applicable. Insanity
One or more creatures whose total hit points do not exceed 120 become
insane and remain so, acting as if a confusion spell had been
placed upon
them, until a heal, restoration, or wish spell is used to
remove the
madness. Pain
All creatures are afflicted with wracking pains shooting through their
bodies, causing a -2 penalty to Dexterity and a -4 penalty to attack
rolls for
2d10 turns. Sleep
All creatures under 8+1 Hit Dice immediately fall into a catatonic
slumber
and cannot be awakened for 1d12+4 turns. Stunning
One or more creatures whose total hit points do not exceed 160 are
stunned and reeling for 3d4 rounds, dropping anything they are holding.
The type of symbol cannot be recognized without being read and thus
activating its effects.
The material components of this spell are powdered black opal and diamond
dust, worth not less than 5,000 gp each. Trap
the Soul (Conjuration/Summoning) Range:
10 yds.
Components: V, S, M Duration:
Permanent until broken
Casting Time: Special + 1 Area
of Effect: 1 creature
Saving Throw: Special
This spell forces the creature's life force (and its material body) into
a special prison gem enchanted by the spellcaster. The creature must be seen by
the caster when the final word is uttered.
The spell can be triggered in one of two ways. First, the final word of
the spell can be spoken when the creature is within spell range. This allows
magic resistance (if any) and a saving throw vs. spell to avoid the effect. If
the creature's real name is spoken as well, any magic resistance is ignored and
the saving throw vs. spell suffers a penalty of -2. If the saving throw is
successful, the prison gem shatters.
The second method is far more insidious, for it tricks the victim into
accepting a trigger object inscribed with the final spell word, automatically
placing the creature's soul in the trap. To use this method, both the creature's
true name and the trigger word must be inscribed on the trigger item when the
gem is enchanted. A sympathy spell can also be placed on the trigger
item. As soon as the subject creature picks up or accepts the trigger item, its
life force is automatically transferred to the gem, without the benefit of magic
resistance or saving throw.
The gem prison will hold the trapped entity indefinitely, or until the
gem is broken and the life force is released, allowing the material body to
reform. If the trapped creature is a powerful creature from another plane (which
could mean a character trapped by an inhabitant of another plane when the
character is not on the Prime Material Plane), it can be required to perform a
service immediately upon being freed. Otherwise, the creature can go free once
the gem imprisoning it is broken.
Before the actual casting of the trap the soul spell, the wizard
must prepare the prison, a gem of at least 1,000 gp value for every Hit Die or
level of experience possessed by the creature to be trapped (for example, it
requires a gem of 10,000 gp value to trap a 10 Hit Die or 10th-level creature).
If the gem is not valuable enough, it shatters when the entrapment is attempted.
(Note that while characters have no concept of level as such, the value of the
gem needed to trap an individual can be researched. Remember that this value can
change over time as characters advance.) Creating the prison gem requires an enchant
an item spell and the placement of a maze spell into the gem, thereby
forming the prison to contain the life force. |