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Charm
Monster (Enchantment/Charm) Range:
60 yds.
Components: V, S Duration:
Special
Casting Time: 4 Area
of Effect: 1 or more creatures
Saving Throw: Neg. in
20-ft. radius
This spell is similar to a charm person spell, but it can affect
any living creature--or several low-level creatures. The spell affects 2d4 Hit
Dice or levels of creatures, although it only affects one creature of 4 or more
Hit Dice or levels, regardless of the number rolled.
All possible subjects receive saving throws vs. spell, adjusted for
Wisdom. Any damage inflicted by the caster or his allies in the round of casting
grants the wounded creature another saving throw at a bonus of +1 per point of
damage received. Any affected creature regards the spellcaster as friendly, an
ally or companion to be treated well or guarded from harm. If communication is
possible, the charmed creature follows reasonable requests, instructions, or
orders most faithfully (see the suggestion spell). If communication is
not possible, the creature does not harm the caster, but others in the vicinity
may be subject to its intentions, hostile or otherwise. Any overtly hostile act
by the caster breaks the spell, or at the very least allows a new saving throw
against the charm. Affected creatures eventually come out from under the
influence of the spell. This is a function of the creature's level (i.e., its
Hit Dice).
Monster Level %
Chance Per Week
or Hit Dice of
Breaking Spell
1st or up to 2
5%
2nd or up to 3+2
10%
3rd or up to 4+4
15%
4th or up to 6
25%
5th or up to 7+2
35%
6th or up to 8+4
45%
7th or up to 10 60%
8th or up to 12 75%
9th or over 12 90%
The exact day of the week and time of day is secretly determined by the
DM. Confusion
(Enchantment/Charm) Range:
120 yds.
Components: V, S, M
Duration:
2 rds. + 1 rd./level
Casting Time: 4 Area
of Effect: Up to 60-ft. cube
Saving Throw: Special
This spell causes confusion in one or more creatures within the area,
creating indecision and the inability to take effective action. The spell
affects 1d4 creatures, plus one creature per caster level. These creatures are
allowed saving throws vs. spell with -2 penalties, adjusted for Wisdom. Those
successfully saving are unaffected by the spell. Confused creatures react as
follows: D10
Roll
Action
1
Wander away (unless prevented) for duration of spell 2-6
Stand confused for one round (then roll again) 7-9
Attack nearest creature for one round (then roll again) 10
Act normally for one round (then roll again)
The spell lasts for two rounds plus one round for each level of the
caster. Those who fail are checked by the DM for actions each round for the
duration of the spell, or until the "wander away for the duration of the
spell" result occurs.
Wandering creatures move as far from the caster as possible, according to
their most typical mode of movement (characters walk, fish swim, bats fly,
etc.). Saving throws and actions are checked at the beginning of each round. Any
confused creature that is attacked perceives the attacker as an enemy and acts
according to its basic nature.
If there are many creatures involved, the DM may decide to assume average
results. For example, if there are 16 orcs affected and 25% could be expected to
make the saving throw, then four are assumed to have succeeded. Out of the other
12, one wanders away, four attack the nearest creature, six stand confused, and
the last acts normally but must check next round. Since the orcs are not near
the party, the DM decides that two attacking the nearest creature attack each
other, one attacks an orc that saved, and one attacks a confused orc, which
strikes back. The next round, the base is 11 orcs, since four originally saved
and one wandered off. Another one wanders off, five stand confused, four attack,
and one acts normally.
The material component is a set of three nut shells. Contagion
(Necromancy) Range:
30 yds.
Components: V, S Duration:
Permanent
Casting Time: 4 Area
of Effect: 1 creature
Saving Throw: Neg.
This spell causes a major disease and weakness in a creature. The
afflicted individual is immediately stricken with painful and distracting
symptoms: boils, blotches, lesions, seeping abscesses, and so on. Strength,
Dexterity, and Charisma are reduced by 2. Attack rolls are decreased by 2. The
effect persists until the character receives a cure disease spell or
spends 1d3 weeks taking a complete rest to recover. Characters ignoring the
contagion for more than a day or so may be susceptible to worse diseases at the
discretion of the DM. Detect
Scrying (Divination) Range:
0
Components: V, S, M Duration:
1d6 turns + 1 turn/level
Casting Time: 3 Area
of Effect: 120-ft. radius
Saving Throw: Special
By means of this spell, the wizard immediately becomes aware of any
attempt to observe him by means of clairvoyance, clairaudience, or magic mirror.
This also reveals the use of crystal balls or other magical scrying devices,
provided the attempt is within the area of effect of the spell. Since the spell
is centered on the spellcaster, it moves with him, enabling him to
"sweep" areas for the duration of the spell.
When a scrying attempt is detected, the scryer must immediately roll a
saving throw. If this is failed, the identity and general location of the scryer
immediately become known to the wizard who cast this spell. The general location
is a direction and significant landmark close to the scryer. Thus, the caster
might learn, "The wizard Sniggel spies on us from east, under the
stairs," or, "You are watched by Asquil in the city of Samarquol."
The material components for this spell are a small piece of mirror and a
miniature brass hearing trumpet. Dig
(Evocation) Range:
30 yds.
Components: V, S, M Duration:
1 rd./level
Casting Time: 4 Area
of Effect: 5-ft. cube/level
Saving Throw: Special
A dig spell enables the caster to excavate 125 cubic feet of
earth, sand, or mud per round (i.e., a cubic hole 5 feet on a side). In later
rounds the caster can expand an existing hole or start a new one. The material
thrown from the excavation scatters evenly around the pit. If the wizard
continues downward past 20 feet in earth, there is a 15% chance that the pit
collapses. This check is made for every 5 feet dug beyond 20 feet. Sand tends to
collapse after 10 feet, mud fills in and collapses after 5 feet, and quicksand
fills in as rapidly as it is dug.
Any creature at the edge (within 1 foot) of a pit must roll a successful
Dexterity check or fall into the hole. Creatures moving rapidly toward a pit dug
immediately before them must roll a saving throw vs. spell to avoid falling in.
Any creature in a pit being excavated can climb out at a rate decided by the DM.
A creature caught in a collapsing pit must roll a saving throw vs. death to
avoid being buried; it escapes the pit if successful. Tunneling is possible with
this spell as long as there is space available for the material removed. Chances
for collapse are doubled and the safe tunneling distance is half of the safe
excavation depth, unless such construction is most carefully braced and
supported.
The spell is also effective against creatures of earth and rock,
particularly clay golems and those from the Elemental Plane of Earth. When cast
upon such a creature, it suffers 4d6 points of damage. A successful saving throw
vs. spell reduces this damage to half.
To activate the spell, the spellcaster needs a miniature shovel and tiny
bucket and must continue to hold them while each pit is excavated. These items
disappear at the conclusion of the spell. Dimension
Door (Alteration) Range:
0
Components: V Duration:
Instantaneous
Casting Time: 1 Area
of Effect: The caster
Saving Throw: None
By means of a dimension door spell, the wizard instantly transfers
himself up to 30 yards distance per level of experience. This special form of
teleportation allows for no error, and the wizard always arrives at exactly the
spot desired--whether by simply visualizing the area (within spell transfer
distance, of course) or by stating direction such as, "300 yards straight
downward," or, "upward to the northwest, 45 degree angle, 420
yards." If the wizard arrives in a place that is already occupied by a
solid body, he remains trapped in the Astral Plane. If distances are stated and
the spellcaster arrives with no support below his feet (i.e., in mid-air),
falling and damage result unless further magical means are employed. All that
the wizard wears or carries, subject to a maximum weight equal to 500 pounds of
nonliving matter, or half that amount of living matter, is transferred with the
spellcaster. Recovery from use of a dimension door spell requires one
round. Emotion
(Enchantment/Charm) Range:
10 yds./level
Components: V,S Duration:
Special
Casting Time: 4 Area
of Effect: 20-ft. cube
Saving Throw: Neg.
When this spell is cast, the wizard can create a single emotional
reaction in the subject creatures. The following are typical:
1. Courage: This emotion causes the creatures affected to become
berserk, fighting with a +1 bonus to the attack dice, causing +3 points of
damage, and temporarily gaining 5 hit points. The recipients fight without
shield and regardless of life, never checking morale. This spell counters (and
is countered by) fear.
2. Fear: The affected creatures flee in panic for 2d4 rounds. It
counters (and is countered by) courage.
3. Friendship: The affected creatures react more positively (for
example, tolerance becomes goodwill). It counters (and is countered by) hate.
4. Happiness: This effect creates joy and a feeling of complacent
well-being, adding +4 to all reaction rolls and making attack unlikely unless
the creatures are subject to extreme provocation. It counters (and is countered
by) sadness.
5. Hate: The affected creatures react more negatively (for
example, tolerance becomes negative neutrality). It counters (and is countered
by) friendship.
6. Hope: The effect of hope is to raise morale, saving throw
rolls, attack rolls, and damage caused by +2. It counters (and is countered by) hopelessness.
7. Hopelessness: The affected creatures submit to the demands of
any opponent: surrender, get out, etc. Otherwise, the creatures are 25% likely
to do nothing in a round, and 25% likely to turn back or retreat. It counters
(and is countered by) hope.
8. Sadness: This creates unhappiness and a tendency toward maudlin
introspection. This emotion penalizes surprise rolls by -1 and adds +1 to
initiative rolls. It counters (and is countered by) happiness.
All creatures in the area at the instant the spell is cast are affected
unless successful saving throws vs. spell are made, adjusted for Wisdom. The
spell lasts as long as the wizard continues to concentrate on projecting the
chosen emotion. Those who fail the saving throw against fear must roll a
new saving throw if they return to the affected area. Enchanted
Weapon (Enchantment) Range:
Touch
Components: V, S, M Duration:
5 rds./level
Casting Time: 1 turn Area
of Effect: Weapon(s) touched
Saving Throw: None
This spell turns an ordinary weapon into a magical one. The weapon is the
equivalent of a +1 weapon, with +1 to attack and damage rolls. Thus, arrows,
axes, bolts, bows, daggers, hammers, maces, spears, swords, etc., can be made
into temporarily enchanted weapons. Two small weapons (arrows, bolts, daggers,
etc.) or one large weapon (axe, bow, hammer, mace, etc.) weapon can be affected
by the spell. The spell functions on existing magical weapons as long as the
total combined bonus is +3 or less.
Missile weapons enchanted in this way lose their enchantment when they
successfully hit a target, but otherwise the spell lasts its full duration. This
spell is often used in combination with the enchant an item and permanency
spells to create magical weapons, with this spell being cast once per desired
plus of the bonus.
The material components of this spell are powdered lime and carbon. Enervation
(Necromancy) Range:
10 yds./level
Components: V, S Duration:
1d4 hrs. + 1 hr./level
Casting Time: 4 Area
of Effect: 1 creature
Saving Throw: Neg.
This spell temporarily suppresses the subject's life force. The
necromancer points his finger and utters the incantation, releasing a black bolt
of crackling energy. The subject must roll a saving throw vs. spell, adjusted
for Dexterity, to avoid the bolt. Success means the spell has no effect. Failure
means the subject is treated exactly as if he had been drained of energy levels
by a wight, one level for every four levels of the caster. Hit Dice, spells, and
other character details dependent on level are lost or reduced. Those drained to
0th level must make a system shock check to survive and are helpless until the
spell expires. The spell effect eventually wears off, either after 1d4 hours
plus one hour per caster level, or after six hours of complete and undisturbed
rest. Level abilities are regained, but lost spells must be rememorized. Undead
are immune to this spell. Evard's
Black Tentacles (Conjuration/Summoning) Range:
30 yds.
Components: V, S, M Duration:
1 hr./level
Casting Time: 1 rd. Area
of Effect: 30 sq. ft./level
Saving Throw: None
This spell creates many rubbery, black tentacles in the area of effect.
These waving members seem to spring forth from the earth, floor, or whatever
surface is underfoot--including water. Each tentacle is 10 feet long, AC 4, and
requires as many points of damage to destroy as the level of the wizard who cast
the spell. There are 1d4 such tentacles, plus one per experience level of the
spellcaster.
Any creature within range of the writhing tentacles is subject to attack
as determined by the DM. The target of a tentacle attack must roll a saving
throw vs. spell. If this succeeds, the subject suffers 1d4 points of damage from
contact with the tentacle; the tentacle is then destroyed. Failure to save
indicates that the damage inflicted is 2d4 points, the ebon member is wrapped
around its subject, and damage will be 3d4 points on the second and all
succeeding rounds. Since these tentacles have no intelligence to guide them,
there is the possibility that they entwine any object--a tree, post, pillar,
even the wizard himself--or continue to squeeze a dead opponent. A grasping hold
established by a tentacle remains until the tentacle is destroyed by some form
of attack or until it disappears at the end of the spell's duration.
The component for this spell is a piece of tentacle from a giant octopus
or giant squid. Extension
I (Alteration) Range:
0
Components: V Duration:
Special
Casting Time: 2 Area
of Effect: Special
Saving Throw: None
By use of an extension I spell, the wizard prolongs the duration
of a previously cast 1st-, 2nd-, or 3rd-level spell by 50%. Thus, a levitation
spell can be made to function 15 minutes/level, a hold person spell made
to work for three rounds/level, etc. Naturally, the spell affects only spells
that have durations. This spell must be cast immediately after the spell to be
extended, either by the original caster or another wizard. If a complete round
or more elapses, the extension fails and is wasted. Fear
(Illusion/Phantasm) Range:
0
Components: V, S, M Duration:
Special
Casting Time: 4 Area
of Effect: 60-ft. cone,
Saving Throw: Neg. 30-ft.
diameter at end, 5-ft. at base
When a fear spell is cast, the wizard sends forth an invisible
cone of terror that causes creatures within its area of effect to turn away from
the caster and flee in panic. Affected creatures are likely to drop whatever
they are holding when struck by the spell; the base chance of this is 60% at 1st
level (or at 1 Hit Die), and each level (or Hit Die) above this reduces the
probability by 5%. Thus, at 10th level there is only a 15% chance, and at 13th
level no chance, of dropping items. Creatures affected by fear flee at their
fastest rate for a number of melee rounds equal to the level of experience of
the spellcaster. Undead and creatures that successfully roll their saving throws
vs. spell are not affected.
The material component of this spell is either the heart of a hen or a
white feather. Fire
Charm (Enchantment/Charm) Range:
10 yds.
Components: V, S, M Duration:
2 rds./level
Casting Time: 4 Area
of Effect: 15-ft. radius
Saving Throw: Neg.
By means of this spell the wizard causes a normal fire source, such as a
brazier, flambeau, or bonfire, to serve as a magical agent, for from this source
he causes a gossamer veil of multihued flame to encircle the fire at a distance
of 5 feet. Any creatures observing the fire or the dancing circle of flame
around it must successfully roll a saving throw vs. spell or be charmed into
remaining motionless and gazing, transfixed, at the flames. While so charmed,
creatures are subject to suggestions of 12 or fewer words, saving vs. spell with
a -3 penalty, adjusted for Wisdom. The caster can give one such suggestion to
each creature, and the suggestions need not be the same. The maximum duration
for such a suggestion is one hour, regardless of the caster's level.
The fire charm is broken if the charmed creature is physically attacked,
if a solid object comes between the creature and the veil of flames so as to
obstruct vision, or when the duration of the spell expires. Those exposed to the
fire charm again may be affected at the DM's option, although bonuses may also
be allowed to the saving throws. Note that the veil of flame is not a magical
fire, and passing through it incurs the same damage as would be sustained from
passing through its original fire source.
The material component for this spell is a small piece of multicolored
silk of exceptional thinness that the spellcaster must throw into the fire
source. Fire
Shield (Evocation,
Alteration) Range:
0
Components: V, S, M Duration:
2 rds. + 1 rd./level
Casting Time: 4 Area
of Effect: The caster
Saving Throw: None
This spell can be cast in one of two forms: a warm shield that protects
against cold-based attacks, or a chill shield that protects against fire-based
attacks. Both return damage to creatures making physical attacks against the
wizard. The wizard must choose which variation he memorizes when the spell is
selected.
When casting this spell, the wizard appears to immolate himself, but the
flames are thin and wispy, shedding no heat, and giving light equal to only half
the illumination of a normal torch. The color of the flames is determined
randomly (50% chance of either color)--blue or green if the chill shield is
cast, violet or blue if the warm shield is employed. The special powers of each
shield are as follows:
A) Warm shield. The flames are warm to the touch. Any cold-based
attacks are saved against with a +2 bonus; either half normal damage or no
damage is sustained. There is no bonus against fire-based attacks, but if the
wizard fails to make the required saving throw (if any) against them, he
sustains double normal damage.
The material component for this variation is a bit of phosphorous.
B) Chill shield. The flames are cool to the touch. Any fire-based
attacks are saved against with a +2 bonus; either half normal damage or no
damage is sustained. There is no bonus against cold-based attacks, but if the
wizard fails to make the required saving throw (if any) against them, he
sustains double normal damage.
The material component for this variation is a live firefly or glow worm
or the tail portions of four dead ones.
Any creature striking the spellcaster with its body or hand-held weapons
inflicts normal damage upon the wizard, but the attacker suffers the same amount
of damage. An attacker's magical resistance, if any, is tested when the creature
actually strikes the wizard. Successful resistance shatters the spell. Failure
means the creature's magic resistance does not affect that casting of the spell. Fire
Trap (Abjuration,
Evocation) Range:
Touch
Components: V, S, M Duration:
Until discharged
Casting Time: 1 turn Area
of Effect: Object touched
Saving Throw: ½
Any closeable item (book, box, bottle, chest, coffer, coffin, door,
drawer, and so forth) can be warded by a fire trap spell. The spell is
centered on a point selected by the spellcaster. The item so trapped cannot have
a second closure or warding spell placed upon it (if such is attempted, the
chance is 25% that the first spell fails, 25% that the second spell fails, or
50% that both spells fail). A knock spell does not affect a fire trap in
any way--as soon as the offending party enters or touches the item, the trap
discharges. Thieves and others have only half their normal chance to detect a
fire trap (by noticing the characteristic markings required to cast the spell).
They have only half their normal chance to remove the trap (failure detonates
the trap immediately). An unsuccessful dispel does not detonate the spell. The
caster can use the trapped object without discharging it, as can any individual
to whom the spell was specifically attuned when cast (the exact method usually
involves a keyword). When the trap is discharged, there is an explosion of
5-foot radius from the spell's center; all creatures within this area must roll
saving throws vs. spell. Damage is 1d4 points plus 1 point per level of the
caster, or half this (round up) for creatures successfully saving. (Under water,
this ward inflicts half damage and creates a large cloud of steam.) The item
trapped is not harmed by this explosion.
To place this spell, the caster must trace the outline of the closure
with a bit of sulphur or saltpeter and touch the center of the effect.
Attunement to another individual requires a hair or similar object from that
person. Fumble
(Enchantment/Charm) Range:
10 yds./level
Components: V, S, M Duration:
1 rd./level
Casting Time: 4 Area
of Effect: 30-ft. cube
Saving Throw: Special
When a fumble spell is cast, the wizard creates an area in which
all creatures suddenly become clumsy and awkward. Running creatures trip and
fall, those reaching for an item drop it, those employing weapons likewise
awkwardly drop them, etc. Recovery from a fall or picking up a fumbled object
typically requires a successful saving throw and takes one round. Note that
breakable items might suffer damage when dropped. A subject succeeding with his
saving throw can act freely that round, but if he is in the area at the
beginning of the next round, another saving throw is required. Alternatively,
the spell can be cast at an individual creature. Failure to save means the
creature is affected for the spell's entire duration; success means the creature
is slowed (see the 3rd-level spell).
The material component of this spell is a dab of solidified milk fat. Hallucinatory
Terrain (Illusion/Phantasm) Range:
20 yds./level
Components: V, S, M Duration:
1 hr./level
Casting Time: 1 turn Area
of Effect: 10 yds./level cube
Saving Throw: None
By means of this spell, the wizard causes an illusion that hides the
actual terrain within the area of effect. Thus, open fields or a road can be
made to look like a swamp, hill, crevasse, or some other difficult or impassable
terrain. A pond can be made to look like a grassy meadow, a precipice like a
gentle slope, or a rock-strewn gully like a wide and smooth road. The
hallucinatory terrain persists until a dispel magic spell is cast upon
the area or until the duration expires. Individual creatures may see through the
illusion, but the illusion persists, affecting others who observe the scene.
If the illusion involves only a subtle change, such as causing an open
wood to appear thick and dark, or increasing the slope of a hill, the effect may
be unnoticed even by those in the midst of it. If the change is extreme (for
example, a grassy plain covering a seething field of volcanic mudpots), the
illusion will no doubt be noticed the instant one person falls prey to it. Each
level of experience expands the dimensions of the cubic area affected by 10
yards; for example, a 12th-level caster affects an area 120 yds. x 120 yds. x
120 yds.
The material components of this spell are a stone, a twig, and a bit of
green plant--a leaf or grass blade. Ice
Storm (Evocation) Range:
10 yds./level
Components: V, S, M Duration:
Special
Casting Time: 4 Area
of Effect: 20 or 40 ft. radius
Saving Throw: None
This spell can have one of two effects, at the caster's option: Either
great hail stones pound down for one round in a 40-foot-diameter area and
inflict 3d10 points of damage to any creatures within the area of effect, or
driving sleet falls in an 80-foot-diameter area for one round per caster level.
The sleet blinds creatures within its area for the duration of the spell and
causes the ground in the area to be icy, slowing movement by 50% and making it
50% probable that a creature trying to move in the area slips and falls. The
sleet also extinguishes torches and small fires.
Note that this spell will negate a heat metal spell.
The material components for this spell are a pinch of dust and a few
drops of water. Illusionary
Wall (Illusion/Phantasm) Range:
30 yds.
Components: V, S Duration:
Permanent
Casting Time: 4 Area
of Effect: 1 x 10 x 10 ft.
Saving Throw: None
This spell creates the illusion of a wall, floor, ceiling, or similar
surface, which is permanent until dispelled. It appears absolutely real when
viewed (even magically, as with the priest spell true seeing or its
equivalent), but physical objects can pass through it without difficulty. When
the spell is used to hide pits, traps, or normal doors, normal demihuman and
magical detection abilities work normally, and touch or probing searches reveal
the true nature of the surface, though they do not cause the illusion to
disappear.
The material component is a rare dust that costs at least 400 gp and
requires four days to prepare. Improved
Invisibility (Illusion/Phantasm) Range:
Touch
Components: V, S Duration:
4 rds. + 1 rd./level
Casting Time: 4 Area
of Effect: Creature touched
Saving Throw: None
This spell is similar to the invisibility spell, but the recipient
is able to attack, either by missile discharge, melee combat, or spellcasting,
and remain unseen. Note, however, that telltale traces (such as a shimmering
effect) sometimes allow an observant opponent to attack the invisible spell
recipient. These traces are only noticeable when specifically looked for (after
the invisible character has made his presence known). Attacks against the
invisible character suffer -4 penalties to the attack rolls, and the invisible
character's saving throws are made with a +4 bonus. Beings with high Hit Dice
that might normally notice invisible opponents will notice a creature under this
spell as if they had 2 fewer Hit Dice (they roll saving throws vs. spell;
success indicates they spot the character). Leomund's
Secure Shelter (Alteration,
Enchantment) Range:
20 yds.
Components: V, S, M Duration:
1d4+1 hrs. + 1 hr./level
Casting Time: 4 turns Area
of Effect: 30 sq. ft./level
Saving Throw: None
This spell enables the wizard to magically call into being a sturdy
cottage or lodge, made of material that is common in the area where the spell is
cast--stone, timber, or (at worst) sod. The floor area of the lodging is 30
square feet per level of the spellcaster, and the surface is level, clean, and
dry. In all respects the lodging resembles a normal cottage, with a sturdy door,
two or more shuttered windows, and a small fireplace.
While the lodging is secure against winds of up to 70 miles per hour, it
has no heating or cooling source (other than natural insulation qualities).
Therefore, it must be heated as a normal dwelling, and extreme heat adversely
affects it and its occupants. The dwelling does, however, provide considerable
security otherwise, as it is as strong as a normal stone building, regardless of
its material composition. The dwelling resists flames and fire as if it were
stone, and is impervious to normal missiles (but not the sort cast by siege
machinery or giants).
The door, shutters, and even chimney are secure against intrusion, the
former two being wizard locked and the latter being secured by a top grate of
iron and a narrow flue. In addition, these three areas are protected by an alarm
spell. Lastly, an unseen servant is conjured to provide service to the
spellcaster.
The inside of the shelter contains rude furnishings as desired by the
spellcaster--up to eight bunks, a trestle table and benches, as many as four
chairs or eight stools, and a writing desk.
The material components of this spell are a square chip of stone, crushed
lime, a few grains of sand, a sprinkling of water, and several splinters of
wood. These must be augmented by the components of the alarm and unseen
servant spells if these benefits are to be included (string and silver wire
and a small bell). Magic
Mirror (Enchantment,
Divination) Range:
Touch
Components: V, S, M Duration:
1 rd./level
Casting Time: 1 hr. Area
of Effect: Special
Saving Throw: None
By means of this spell, the wizard changes a normal mirror into a scrying
device similar to a crystal ball. The details of the use of such a scrying
device are found in the DMG (in Appendix 3: Magical Item Descriptions, under the
description for the crystal ball).
The mirror used must be of finely wrought and highly polished silver and
cost not less than 1,000 gp. This mirror is not harmed by casting the spell, but
the other material components--the eye of a hawk, an eagle, or even a roc, and
nitric acid, copper, and zinc--are used up.
The following spells can be cast through a magic mirror: comprehend
languages, read magic, tongues, and infravision. The following spells
have a 5% chance per level of the caster of operating correctly: detect
magic, detect good or evil, and message. The base chances for the
subject to detect any crystal ball-like spell are listed in the DMG
(again, in Appendix 3: Magical Item Descriptions, under the description for the crystal
ball. Massmorph
(Alteration) Range:
10 yds./level
Components: V, S, M Duration:
Special
Casting Time: 4 Area
of Effect: 10 ft. cube/level
Saving Throw: None
When this spell is cast upon willing creatures of man-size or smaller, up
to 10 such creatures per level of the caster can be magically altered to appear
as trees of any sort. Thus, a company of creatures can be made to appear as a
copse, grove, or orchard. Furthermore, these massmorphed creatures can be passed
through and even touched by other creatures without revealing their true nature.
Note, however, that blows to the creature-trees cause damage, and blood can be
seen.
Creatures to be massmorphed must be within the spell's area of effect;
unwilling creatures are not affected. Affected creatures remain unmoving but
aware, subject to normal sleep requirements, and able to see, hear, and feel for
as long as the spell is in effect. The spell persists until the caster commands
it to cease or until a dispel magic spell is cast upon the creatures.
Creatures left in this state for extended periods are subject to insects,
weather, disease, fire, and other natural hazards.
The material component of this spell is a handful of bark chips from the
type of tree the creatures are to become. Minor
Creation (Illusion/Phantasm) Range:
Touch
Components: V, S, M Duration:
1 hr./level
Casting Time: 1 turn Area
of Effect: 1 cubic ft./level
Saving Throw: None
This spell enables the wizard to create an item of nonliving, vegetable
nature--soft goods, rope, wood, etc. The caster actually pulls wisps of material
of the plane of Shadow from the air and weaves them into the desired item. The
volume of the item created cannot exceed 1 cubic foot per level of the
spellcaster. The item remains in existence for only as long as the spell's
duration.
The spellcaster must have at least a tiny piece of matter of the same
type of item he plans to create by means of the minor creation spell--a
bit of twisted hemp to create rope, a splinter of wood to create a door, and so
forth. Minor
Globe of Invulnerability (Abjuration) Range:
0
Components: V, S, M Duration:
1 rd./level
Casting Time: 4 Area
of Effect: 5-ft. radius
Saving Throw: None
This spell creates an immobile, faintly shimmering magical sphere around
the caster that prevents any 1st-, 2nd-, or 3rd-level spell effects from
penetrating (i.e., the area of effect of any such spells does not include the
area of the minor globe of invulnerability). This includes innate abilities and
effects from devices. However, any type of spell can be cast out of the magical
globe, and these pass from the caster of the globe to their subject without
affecting the globe. Fourth and higher level spells are not affected by the
globe. The globe can be brought down by a successful dispel magic spell.
The caster can leave and return to the globe without penalty. Note that spell
effects are not actually disrupted by the globe unless cast directly through or
into it: The caster would still see a mirror image created by a wizard outside
the globe. If that wizard then entered the globe, the images would wink out, to
reappear when the wizard exited the globe. Likewise, a wizard standing in the
area of a light spell would still receive sufficient light for vision,
even though that part of the light spell volume in the globe would not be
luminous.
The material component of the spell is a glass or crystal bead that
shatters at the expiration of the spell. Monster
Summoning II (Conjuration/Summoning) Range:
Special
Components: V, S, M Duration:
3 rds. + 1 rd./level
Casting Time: 4 Area
of Effect: 40 yd. radius
Saving Throw: None
This spell is much like the 3rd-level spell monster summoning I,
except that this spell summons 1d6 2nd-level monsters. These appear anywhere
within the spell's area of effect and attack the caster's opponents, until he
commands them to cease, the spell duration expires, or the monsters are slain.
These creatures do not check morale; they vanish when slain. If no opponent
exists to fight and the wizard can communicate with them, the summoned monsters
can 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
Resilient Sphere (Alteration,
Evocation) Range:
20 yds.
Components: V, S, M Duration:
1 rd./level
Casting Time: 4 Area
of Effect: 1-ft. diameter/level
Saving Throw: Neg.
When this spell is cast, the result is a globe of shimmering force that
encloses the subject creature--if it is small enough to fit within the diameter
of the sphere and it fails to successfully save vs. spell. The resilient sphere
contains its subject for the spell's duration, and it is not subject to damage
of any sort except from a rod of cancellation, a wand of negation,
or a disintegrate or dispel magic spell. These cause it to be
destroyed without harm to the subject. Nothing can pass through the sphere,
inside or out, though the subject can breathe normally. The subject may
struggle, but all that occurs is a movement of the sphere. The globe can be
physically moved either by people outside the globe or by the struggles of those
within.
The material components of the spell are a hemispherical piece of diamond
(or similar hard, clear gem material) and a matching hemispherical piece of gum
arabic. Phantasmal
Killer (Illusion/Phantasm) Range:
5 yds./level
Components: V, S Duration:
1 rd./level
Casting Time: 4 Area
of Effect: 1 creature
Saving Throw: Special
When this spell is cast, the wizard creates the illusion of the most
fearsome thing imaginable to the victim, simply by forming the fears of the
victim's subconscious mind into something that its conscious mind can
visualize--the most horrible beast. Only the spell recipient can see the
phantasmal killer (the caster sees only a shadowy shape), but if it succeeds in
scoring a hit, the subject dies from fright. The beast attacks as a 4 Hit Dice
monster. It is invulnerable to all attacks and can pass through any barriers,
Once cast, it inexorably pursues the subject, for it exists only in the
subject's mind.
The only defenses against a phantasmal killer are an attempt to
disbelieve (which can be tried but once), slaying or rendering unconscious the
wizard who cast the spell, or rendering unconscious the target of the spell for
its duration. To disbelieve the killer, the subject must specifically state the
attempt and then roll an Intelligence check. This roll has a -1 penalty for
every four levels of the caster.
Special modifiers apply to this attack: Condition
Modifier
Surprise
-2 Subject
previously attacked by this spell
+1 Subject
is an illusionist
+2 Subject
is wearing a helm of telepathy
+3
Magic resistance, bonuses against fear, and Wisdom adjustments also
apply. The subject's magic resistance is checked first; if the spell overcomes
the resistance, the subject's fear/Wisdom bonuses (if any) then apply as
negative modifiers to his Intelligence check.
If the subject of a phantasmal killer attack succeeds in disbelieving,
and he is wearing a helm of telepathy, the beast can be turned upon the
wizard, who must then disbelieve it or be subject to its attack and possible
effects.
If the subject ignores the killer to perform other actions, such as
attacking the caster, the killer may, at the DM's option, gain bonuses to hit
(for flank or rear attacks, etc.). Spells such as remove fear and cloak
of bravery, cast after the killer has attacked, grant another check to
disbelieve the effect. Plant
Growth (Alteration) Range:
10 yds./level
Components: V, S Duration:
Permanent
Casting Time: 4 Area
of Effect: caster's level2
Saving Throw: None x
100 sq. ft.
When a plant growth spell is cast, the wizard causes normal
vegetation to grow, entwine, and entangle to form a thicket or jungle that
creatures must hack or force a way through at a movement rate of 1 per round (or
2 if the creatures are larger than man size). The area must contain brush and
trees for this spell to work. Briars, bushes, creepers, lianas, roots, saplings,
thistles, thorn, trees, vines, and weeds become thick and overgrown so as to
form a barrier. The area of effect is the caster's level, squared, times 100
square feet. This area can be arranged in any square or rectangular shape that
the caster desires. Thus, an 8th-level wizard can affect (8 x 8 =) 64 x 100
square feet, or 6,400 square feet. This could be an 80-foot x 80-foot square, a
160-foot x 40-foot rectangle, a 640-foot x 10-foot rectangle, etc. Individual
plant girth and height is generally affected less than thickness of brush,
branch, and undergrowth. The spell's effects persist in the area until it is
cleared by labor, fire, or such magical means as a dispel magic spell. Polymorph
Other (Alteration) Range:
5 yds./level
Components: V, S, M Duration:
Permanent
Casting Time: 4 Area
of Effect: 1 creature
Saving Throw: Neg.
The polymorph other spell is a powerful magic that completely
alters the form and ability, and possibly the personality and mentality, of the
recipient. Of course, while a creature with a lower Intelligence can be
polymorphed in form into something with a higher Intelligence, it will not gain
that creature's mental ability. The reverse--polymorphing a higher Intelligence
creature into one of significantly lower Intelligence--results in a creature
much more intelligent than appearances would lead one to believe. The
polymorphed creature must succeed on a system shock (see Table 3) roll to see if
it survives the change. After this, it must make a special Intelligence check to
see if it retains its personality (see following).
The polymorphed creature acquires the form and physical abilities of the
creature it has been polymorphed into, while retaining its own mind. Form
includes natural Armor Class (that due to skin toughness, but not due to
quickness, magical nature, etc.), physical movement abilities (walking,
swimming, and flight with wings, but not plane shifting, blinking, teleporting,
etc.), and attack routines (claw/claw/bite, swoop, rake, and constriction, but
not petrification, breath weapons, energy drain, etc.). Hit points and saving
throws do not change from the original form. Noncorporeal forms cannot be
assumed. Natural shapeshifters (lycanthropes, dopplegangers, higher level
druids, etc.) are affected for but one round, and can then resume their normal
form.
If slain, the polymorphed creature reverts to its original form, though
it remains dead. (Note that most creatures generally prefer their own form and
will not willingly stand the risk of being subjected to this spell!) As class
and level are not attributes of form, abilities derived from either cannot be
gained by this spell, nor can exact ability scores be specified.
When the polymorph occurs, the creature's equipment, if any, melds into
the new form (in particularly challenging campaigns, the DM may allow protective
devices, such as a ring of protection, to continue operating
effectively). The creature retains its mental abilities, including spell use,
assuming the new form allows completion of the proper verbal and somatic
components and the material components are available. Creatures not used to a
new form might be penalized at the DM's option (for example, -2 to attack rolls)
until they practice sufficiently to master it.
When the physical change occurs, there is a base 100% chance that the
subject's personality and mentality change into that of the new form (i.e., a
roll of 20 or less on 1d20). For each 1 point of Intelligence of the subject,
subtract 1 from the base chance on 1d20. Additionally, for every Hit Die of
difference between the original form and the form it is assuming, add or
subtract 1 (depending on whether polymorphed form has more Hit Dice [or levels]
or fewer Hit Dice [or levels] than original, respectively). The chance for
assumption of the personality and mentality of the new form is checked daily
until the change takes place.
A subject acquiring the mentality of the new form has effectively become
the creature whose form was assumed and comes under the control of the DM until
recovered by a wish spell or similar magic. Once this final change takes
place, the creature acquires the new form's full range of magical and special
abilities.
For example: If a 1 Hit Die orc of 8 Intelligence is polymorphed into a
white dragon with 6 Hit Dice, it is 85% (20 - 8 Intelligence + 5 level
difference [6-1] = 17 out of 20 = 85%) likely to actually become one in all
respects, but in any case it has the dragon's physical and mental capabilities.
If it does not assume the personality and mentality of a white dragon, it knows
what it formerly knew as well.
The wizard can use a dispel magic spell to change the polymorphed
creature back to its original form, and this requires a system shock roll. Those
who have lost their individuality and are then converted back maintain the
belief that they are actually the polymorphed creature and attempt to return to
that form. Thus, the orc who comes to believe he is a white dragon, when
converted back to his orc form, steadfastly maintains he is really a white
dragon polymorphed into the shape of an orc. His companions will most likely
consider him mad.
The material component of this spell is a caterpillar cocoon. Polymorph
Self (Alteration) Range:
0
Components: V Duration:
2 turns/level
Casting Time: 4 Area
of Effect: The caster
Saving Throw: None
When this spell is cast, the wizard is able to assume the form of any
creature, save those that are noncorporeal, from as small as a wren to as large
as a hippopotamus. Furthermore, the wizard gains its physical mode of locomotion
and breathing as well. No system shock roll is required. The spell does not give
the new form's other abilities (attack, magic, special movement, etc.), nor does
it run the risk of the wizard changing personality and mentality.
When the polymorph occurs, the caster's equipment, if any, melds into the
new form (in particularly challenging campaigns, the DM may allow protective
devices, such as a ring of protection, to continue operating
effectively). The caster retains all mental abilities, including spell use,
assuming the new form allows completion of the proper verbal and somatic
components and the material components are available. A caster not used to a new
form might be penalized at the DM's option (for example, -2 penalty to attack
rolls) until he practices sufficiently to master it.
Thus, a wizard changed into an owl could fly, but his vision would be
human; a change to a black pudding would enable movement under doors or along
halls and ceilings, but not the pudding's offensive (acid) or defensive
capabilities. Naturally, the strength of the new form is sufficient to enable
normal movement. The spellcaster can change his form as often as desired for the
duration of the spell, each change requiring a round. The wizard retains his own
hit points, attack rolls, and saving throws. The wizard can end the spell at any
time; when voluntarily returning to his own form and ending the spell, he
regains 1d12 hit points. The wizard also will return to his own form when slain
or when the effect is dispelled, but no hit points are restored in these cases. Rainbow
Pattern (Alteration,
Illusion/Phantasm) Range:
10 yds.
Components: S, M Duration:
Special
Casting Time: 4 Area
of Effect: 30-ft. cube
Saving Throw: Neg.
By means of this spell, the wizard creates a glowing, rainbow-hued band
of interweaving patterns. Any creature caught in it may become fascinated and
gaze at it as long as the effect lasts. The spell can captivate a maximum of 24
levels, or Hit Dice, of creatures--24 creatures with 1 Hit Die each, 12 with 2
Hit Dice, etc. All creatures affected must be within the area of effect, and
each is entitled to a saving throw vs. spell. An attack on an affected creature
that causes damage frees it from the spell immediately. Creatures that are
restrained and removed from the area still try to follow the pattern.
Once the rainbow pattern is cast, the wizard need only gesture in the
direction he desires, and the pattern of colors moves slowly off in that
direction, at the rate of 30 feet per round. It persists without further
attention from the spellcaster for 1d3 rounds. All affected creatures follow the
moving rainbow of light. If the pattern leads its subjects into a dangerous area
(through flame, off a cliff, etc.), allow a second saving throw. If the view of
the lights is completely blocked (by an obscurement spell, for instance),
the spell is negated.
The wizard need not utter a sound, but he must gesture appropriately
while holding a crystal prism and the material component, a piece of phosphor. Rary's
Mnemonic Enhancer (Alteration) Range:
0
Components: V, S, M Duration:
1 day
Casting Time: 1 turn Area
of Effect: The caster
Saving Throw: None
By means of this spell, the wizard is able to memorize, or retain the
memory of, three additional spell levels (three 1st-level spells, or one 1st and
one 2nd, or one 3rd-level spell). The wizard has two options:
A) Memorize additional spells. This option is taken at the time the spell
is cast. The additional spells must be memorized normally and any material
components must be acquired.
B) Retain memory of any spell (within the level limits) cast the round
prior to starting to cast this spell. The round after a spell is cast, the
enhancer must be successfully cast. This restores the previously cast spell to
memory. However, the caster still must acquire any needed material components.
The material components of the spell are a piece of string, an ivory
plaque of at least 100 gp value, and ink consisting of squid secretion with
either black dragon's blood or giant slug digestive juice. These disappear when
the spell is cast. Remove
Curse (Abjuration) Reversible Range:
Touch
Components: V, S Duration:
Permanent
Casting Time: 4 Area
of Effect: Special
Saving Throw: Special
Upon casting this spell, the wizard is usually able to remove a
curse--whether it is on an object, on a person, or in the form of some undesired
sending or evil presence. Note that the remove curse spell cannot affect
a cursed shield, weapon, or suit of armor, for example, although it usually
enables a person afflicted with a cursed item to be rid of it. Certain special
curses may not be countered by this spell, or may be countered only by a caster
of a certain level or higher. A caster of 12th level or higher can cure
lycanthropy with this spell by casting it on the animal form. The were-creature
receives a saving throw vs. spell and, if successful, the spell fails and the
wizard must gain a level before attempting the remedy again.
The reverse of the spell is not permanent; the bestow curse lasts
one turn for every experience level of the wizard casting the spell. It causes
one of the following effects (roll percentile dice): D100
Roll
Result
1-50
Lowers one ability of the subject to 3 (the DM determines which
by random selection) 51-75
Worsens the subject's attack rolls and saving throws by -4 76-00
Makes the subject 50% likely per turn to drop whatever it is holding (or
simply do nothing, in
the case of creatures not using tools)
It is possible for a wizard to devise his own curse, and it should be
similar in power to those given (the DM has final say). The subject of a bestow
curse spell must be touched. If the subject is touched, a saving throw is
still applicable; if it is successful, the effect is negated. The bestowed curse
cannot be dispelled. Shadow
Monsters (Illusion/Phantasm) Range:
30 yds.
Components: V, S
Duration:
1 rd./level
Casting Time: 4 Area
of Effect: 20-ft. cube
Saving Throw: Special
A wizard casting the shadow monsters spell uses material from the
Demiplane of Shadow to shape semireal illusions of one or more monsters. The
total Hit Dice of the shadow monster or monsters thus created cannot exceed the
level of experience of the wizard; thus, a 10th-level wizard can create one
creature that has 10 Hit Dice, two that have 5 Hit Dice, etc. All shadow
monsters created by one spell must be of the same sort. The actual hit point
total for each monster is 20% of the hit point total it would normally have. (To
determine this, roll the appropriate Hit Dice and multiply the hit points by .2.
Any remainder less than .4 is dropped--in the case of monsters with 1 or fewer
Hit Dice, this indicates the monster was not successfully created--and scores
between .4 and 1 are rounded up to 1 hit point.)
Those viewing the shadow monsters are allowed to disbelieve as per normal
illusions, although there is a -2 penalty to the attempt. The shadow monsters
perform as the real monsters with respect to Armor Class and attack forms. Those
who believe in the shadow monster suffer real damage from their attacks. Special
attack forms such as petrification or level drain do not actually occur, but a
subject who believes they are real will react appropriately.
Those who roll successful saving throws see the shadow monsters as
transparent images superimposed on vague shadowy forms. These are Armor Class 10
and inflict only 20% of normal melee damage (biting, clawing, weapon, etc.),
dropping fractional damage less than .4 as done with hit points.
For example: A shadow monster griffon attacks a person who knows it is
only quasi-real. The monster strikes with two claw attacks and one bite, hitting
as a 7-Hit Die monster. All three attacks hit; the normal damage dice are
rolled, multiplied by .2 separately, rounded up or down, and added together to
get the total damage. Thus, if the attacks score 4, 2 and 11 points, a total of
4 points of damage is inflicted (4 x .2 = .8 [rounded to 1], 2 x .2 = .4
[rounded to 1], 11 x .2 = 2.2 [rounded to 2]. The sum is 1 + 1 + 2 = 4). Shout
(Evocation) Range:
0
Components: V, M Duration:
Instantaneous
Casting Time: 1 Area
of Effect: 10 x 30 ft. cone
Saving Throw: Special
When a shout spell is cast, the wizard gives himself tremendous
vocal powers. The caster can emit an ear-splitting noise that has a principal
effect in a cone shape radiating from his mouth to a point 30 feet away. Any
creature within this area is deafened for 2d6 rounds and suffers 2d6 points of
damage. A successful saving throw vs. spell negates the deafness and reduces the
damage by half. Any exposed brittle or crystal substance subject to sonic
vibrations is shattered by a shout, while those brittle objects in the
possession of a creature receive the creature's saving throw. Deafened creatures
suffer a -1 penalty to surprise rolls, and those that cast spells with verbal
components are 20% likely to miscast them.
The shout spell cannot penetrate the 2nd-level priest spell, silence,
10’ radius. This spell can be employed only once per day; otherwise, the
caster might permanently deafen himself.
The material components for this spell are a drop of honey, a drop of
citric acid, and a small cone made from a bull or ram horn. Solid
Fog (Alteration) Range:
30 yds.
Components: V, S, M Duration:
2d4 rds. + 1 rd./level
Casting Time: 4 Area
of Effect: 20 x 10 x 10 ft.
Saving Throw: None volume/level
of caster
When this spell is cast, the wizard creates a billowing mass of misty
vapors similar to a wall of fog spell. The caster can create less vapor
if desired, as long as a rectangular or cubic mass at least 10 feet on a side is
formed. The fog obscures all sight, normal and infravision, beyond 2 feet.
However, unlike normal fog, only a very strong wind can move these vapors, and
any creature attempting to move through the solid fog progresses at a movement
rate of 1 foot per round. A gust of wind spell cannot affect it. A
fireball, flame strike, or wall of fire can burn it away in a single round.
The material components for the spell are a pinch of dried, powdered peas
combined with powdered animal hoof. Stoneskin
(Alteration) Range:
Touch
Components: V, S, M Duration:
Special
Casting Time: 1 Area
of Effect: 1 creature
Saving Throw: None
When this spell is cast, the affected creature gains a virtual immunity
to any attack by cut, blow, projectile, or the like. Even a sword of
sharpness cannot affect a creature protected by stoneskin, nor can a
rock hurled by a giant, a snake's strike, etc. However, magical attacks from
such spells as fireball, magic missile, lightning bolt, and so forth have
their normal effects. The spell's effects are not cumulative with multiple
castings.
The spell blocks 1d4 attacks, plus one attack per two levels of
experience the caster has achieved. This limit applies regardless of attack
rolls and regardless of whether the attack was physical or magical. For example,
a stoneskin spell cast by a 9th-level wizard would protect against from
five to eight attacks. An attacking griffon would reduce the protection by three
each round; four magic missiles would count as four attacks in addition to
inflicting their normal damage.
The material components of the spell are granite and diamond dust
sprinkled on the recipient's skin. Vacancy
(Alteration,
Illusion/Phantasm) Range:
10 yds./level
Components: V, S, M Duration:
1 hr./level
Casting Time: 4 Area
of Effect: 10-ft. radius/level
Saving Throw: None
When a vacancy spell is cast, the wizard causes an area to appear
to be vacant, neglected, and unused. Those who behold the area see dust on the
floor, cobwebs, dirt, and other conditions typical of a long-abandoned place. If
they pass through the area of effect, they seem to leave tracks, tear away
cobwebs, and so on. Unless they actually contact some object cloaked by the
spell, the place appears empty. Merely brushing an invisible object does not
cause the vacancy spell to be disturbed: Only forceful contact grants a
chance to note that all is not as it seems.
If forceful contact with a cloaked object occurs, those creatures subject
to the spell can penetrate the spell only if they discover several items that
they cannot see; each being is then entitled to a saving throw vs. spell.
Failure means they believe that the objects are invisible. A dispel magic
spell cancels this spell so that the true area is seen. A true seeing
spell, a gem of seeing, and similar effects can penetrate the deception,
but a detect invisibility spell cannot.
This spell is a very powerful combination of invisibility and illusion,
but it can cloak only nonliving things. Living things are not made invisible,
but their presence does not otherwise disturb the spell.
The wizard must have a square of the finest black silk to cast this
spell. This material component must be worth at least 100 gp and is used up
during spellcasting. Wall
of Fire (Evocation) Range:
60 yds.
Components: V, S, M Duration:
Special
Casting Time: 4 Area
of Effect: Special
Saving Throw: None
The wall of fire spell brings forth an immobile, blazing curtain
of magical fire of shimmering color--violet or reddish blue. The spell creates
either an opaque sheet of flame up to one 20-foot square per level of the
spellcaster, or a ring with a radius of up to 10 feet + 5 feet per two levels of
experience of the wizard. In either form, the wall of fire is 20 feet high.
The wall of fire must be cast so that it is vertical with respect to the
caster. One side of the wall, selected by the caster, sends forth waves of heat,
inflicting 2d4 points of damage upon creatures within 10 feet and 1d4 points of
damage upon those within 20 feet. In addition, the wall inflicts 2d6 points of
damage, plus 1 point of damage per level of the spellcaster, upon any creature
passing through it. Creatures especially subject to fire may take additional
damage, and undead always take twice normal damage. Note that attempting to
catch a moving creature with a newly-created wall of fire is difficult; a
successful saving throw enables the creature to avoid the wall, while its rate
and direction of movement determine which side of the created wall it is on. The
wall of fire lasts as long as the wizard concentrates on maintaining it, or one
round per level of experience of the wizard, in the event he does not wish to
concentrate upon it.
The material component of the spell is phosphorus. Wall
of Ice (Evocation) Range:
10 yds./level
Components: V, S, M Duration:
1 turn/level
Casting Time: 4 Area
of Effect: Special
Saving Throw: None
This spell can be cast in one of three ways: as an anchored plane of ice,
as a hemisphere, or as a horizontal sheet to fall upon creatures with the effect
of an ice storm.
A) Ice plane. When this spell is cast, a sheet of strong, hard ice
is created. The wall is primarily defensive, stopping pursuers and the like. The
wall is 1 inch thick per level of experience of the wizard. It covers a
10-foot-square area per level (a 10th-level wizard can create a wall of ice 100
feet long and 10 feet high, a wall 50 feet long and 20 feet high, etc.). Any
creature breaking through the ice suffers 2 points of damage per inch of
thickness of the wall. Fire-using creatures suffer 3 points of damage per inch,
while cold-using creatures suffer only 1 point of damage per inch when breaking
through. The plane can be oriented in any fashion as long as it is anchored
along one or more sides.
B) Hemisphere. This casting of the spell creates a hemisphere
whose maximum radius is equal to 3 feet plus 1 foot per caster level. Thus, a
7th-level caster can create a hemisphere 10 feet in radius. The hemisphere lasts
until it is broken, dispelled, or melted. Note that it is possible, but
difficult, to trap mobile opponents under the hemisphere.
C) Ice sheet. This casting of the spell causes a horizontal sheet
to fall upon opponents. The sheet covers a 10-foot-square area per caster level.
The sheet has the same effect as an ice storm's hail stones--3d10 points of
damage inflicted to creatures beneath it.
A wall of ice cannot form in an area occupied by physical objects or
creatures; its surface must be smooth and unbroken when created. Magical fires
such as fireballs and fiery dragon breath melt a wall of ice in one round,
though this creates a great cloud of steamy fog that lasts one turn. Normal
fires or lesser magical ones do not hasten the melting of a wall of ice.
The material component of this spell is a small piece of quartz or
similar rock crystal. Wizard
Eye (Alteration) Range:
0
Components: V, S, M Duration:
1 rd./level
Casting Time: 1 turn Area
of Effect: Special
Saving Throw: None
When this spell is employed, the wizard creates an invisible sensory
organ that sends him visual information. The wizard eye travels at 30 feet per
round if viewing an area ahead as a human would (i.e., primarily looking at the
floor), or 10 feet per round if examining the ceiling and walls as well as the
floor ahead. The wizard eye can see with infravision up to 10 feet, and with
normal vision up to 60 feet away in brightly lit areas. The wizard eye can
travel in any direction as long as the spell lasts. It has substance and a form
that can be detected (by a detect invisibility spell, for instance).
Solid barriers prevent the passage of a wizard eye, although it can pass through
a space no smaller than a small mouse hole (1 inch in diameter).
Using the eye requires the wizard to concentrate. However, if his
concentration is broken, the spell does not end--the eye merely becomes inert
until the wizard again concentrates, subject to the duration of the spell. The
powers of the eye cannot be enhanced by other spells or items. The caster is
subject to any gaze attack met by the eye. A successful dispel cast on the
wizard or eye ends the spell. With respect to blindness, magical darkness, and
so on, the wizard eye is considered an independent sensory organ of the caster.
The material component of the spell is a bit of bat fur. |