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Advanced
Illusion (Illusion/Phantasm) Range:
60 yds. + 10 yds./level
Components: V, S, M Duration:
1 rd./level
Casting Time: 1 rd. Area
of Effect: One 40-ft. cube +
Saving Throw: Special one
10-ft. cube/level
This spell is essentially a spectral forces spell that operates
through a program (similar to a programmed illusion spell) determined by
the caster. It is thus unnecessary for the wizard to concentrate on the spell
for longer than the round of casting it, as the program has then started and
will continue without supervision. The illusion has visual, audio, olfactory,
and thermal components. If any viewer actively attempts to disbelieve the spell,
he gains a saving throw vs. spell. If any viewer successfully disbelieves and
communicates this fact to other viewers, each such viewer gains a saving throw
vs. spell with a +4 bonus.
The material components are a bit of fleece and several grains of sand. Airy
Water (Alteration) Range:
0
Components: V, S, M Duration:
1 turn/level
Casting Time: 5 Area
of Effect: 10-ft. radius
Saving Throw: None sphere
or 15-ft. radius hemisphere
The airy water spell turns normal liquid, such as water or
water-based solutions, into a less dense, breathable substance. Thus, if the
wizard wanted to enter an underwater place, he would step into the water, cast
the spell, and sink downward in a globe of bubbling water. He and any companions
in the spell's area of effect can move freely and breathe just as if the
bubbling water were air. The globe is centered on and moves with the caster.
Water-breathing creatures avoid a sphere (or hemisphere) of airy water, although
intelligent ones can enter it if they are able to move by means other than
swimming. No water-breathers can breathe in an area affected by this spell.
There is only one word that needs to be spoken to actuate the magic; thus, it
can be cast under water. The spell does not filter or remove solid particles of
matter.
The material component of the spell is a small handful of alkaline or
bromine salts. Animal
Growth (Alteration) Reversible Range:
60 yds.
Components: V, S, M Duration:
1 rd./level
Casting Time: 5 Area
of Effect: Up to 8 animals
Saving Throw: None in
a 20-ft. cube
When this spell is cast, the wizard causes all designated animals, up to
a maximum of eight, within a 20-foot-square area to grow to twice their normal
size. The effects of this growth are doubled Hit Dice (with improvement in
attack rolls) and doubled damage in combat. The spell lasts for one round for
each level of experience of the wizard casting the spell. Only natural animals,
including giant forms, can be affected by this spell.
The reverse, shrink animal, reduces animal size by half and
likewise reduces Hit Dice, attack damage, etc.
The component of both versions of the spell is a pinch of powdered bone. Animate
Dead (Necromancy) Range:
10 yds.
Components: V, S, M Duration:
Permanent
Casting Time: 5 rds. Area
of Effect: Special
Saving Throw: None
This spell creates the lowest of the undead monsters--skeletons or
zombies--usually from the bones or bodies of dead humans, demihumans, or
humanoids. The spell causes existing remains to become animated and obey the
simple verbal commands of the caster. The skeletons or zombies can follow the
caster, remain in an area and attack any creature (or just a specific type of
creature) entering the place, etc. The undead remain animated until they are
destroyed in combat or are turned; the magic cannot be dispelled. The following
types of dead creatures can be animated:
A) Humans, demihumans, and humanoids with 1 Hit Die. The wizard
can animate one skeleton for each experience level he has attained, or one
zombie for every two levels. The experience levels, if any, of the slain are
ignored; the body of a newly dead 9th-level fighter is animated as a zombie with
2 Hit Dice, without special class or racial abilities.
B) Creatures with more than 1 Hit Die. The number of undead
animated is determined by the monster Hit Dice (the total Hit Dice cannot exceed
the wizard's level). Skeletal forms have the Hit Dice of the original creature,
while zombie forms have one more Hit Die. Thus, a 12th-level wizard could
animate four zombie gnolls (4 x [2+1 Hit Dice] = 12), or a single fire giant
skeleton. Such undead have none of the special abilities they had in life.
C) Creatures with less than 1 Hit Die. The caster can animate two
skeletons per level or one zombie per level. The creatures have their normal Hit
Dice as skeletons and an additional Hit Die as zombies. Clerics receive a +1
bonus when trying to turn these.
This spell assumes that the bodies or bones are available and are
reasonably intact (those of skeletons or zombies destroyed in combat won't be!).
It requires a drop of blood and a pinch of bone powder or a bone shard to
complete the spell. The casting of this spell is not a good act, and only evil
wizards use it frequently. Avoidance
(Abjuration,
Alteration) Reversible Range:
10 yds.
Components: V, S, M Duration:
Permanent until dispelled
Casting Time: 5 Area
of Effect: Up to 3-ft. cube
Saving Throw: Special
By means of this spell, the caster sets up a natural repulsion between
the affected object and all other living things except himself. Thus, any living
creature attempting to touch the affected object is repulsed (unable to come
closer than 1 foot), or repulses the affected object, depending on the relative
mass of the two (a halfling attempting to touch an iron chest with an avoidance
spell upon it will be thrown back, while the chest will skitter away from a
giant-sized creature as the creature approaches).
The material component for the spell is a magnetized needle. The spell
cannot be cast upon living things; any attempt to cast avoidance upon the
apparel or possessions of a living creature entitles the subject creature to a
saving throw vs. spell.
The reverse of this spell, attraction, uses the same material
components and sets up a natural attraction between the affected object and all
living things. A creature is drawn to the object if the creature is smaller, or
the object slides toward the creature if the creature is larger. It takes a
successful bend bars/lift gates roll to remove the enchanted object once it has
adhered to an object or creature. Bigby's
Interposing Hand (Evocation) Range:
10 yds./level
Components: V, S, M Duration:
1 rd./level
Casting Time: 5 Area
of Effect: Special
Saving Throw: None
The Bigby's interposing hand spell creates a man-sized to
gargantuan-sized magical hand that appears between the spellcaster and his
chosen opponent. This disembodied hand then moves to remain between the two,
regardless of what the spellcaster does or how the opponent tries to get around
it. Neither invisibility nor polymorph fools the hand once a creature has been
chosen. The hand does not pursue an opponent.
The size of the hand is determined by the wizard, and it can be from
human size (5 feet) all the way up to titan size (25 feet). It provides cover
for the caster against the selected opponent, with all the attendant combat
adjustments. It has as many hit points as the caster in full health and has an
Armor Class of 0.
Any creature weighing less than 2,000 pounds trying to push past the hand
is slowed to half its normal movement. If the original opponent is slain, the
caster can designate a new opponent for the hand. The caster can command the
hand out of existence at any time.
The material component of the spell is a soft glove. Chaos
(Enchantment/Charm) Range:
5 yds./level
Components: V, S, M Duration:
1 rd./level
Casting Time: 5 Area
of Effect: Up to 40-ft. cube
Saving Throw: Special
This spell is similar to the 4th-level confusion spell, but only
the following beings receive a saving throw: fighters, wizards specialized in
enchantments, monsters that use no magic and have an Intelligence of 4 or less,
creatures of 21 Intelligence or higher, and creatures with more levels or Hit
Dice than the caster's level.
The spell causes disorientation and severe perceptual distortion,
creating indecision and the inability to take effective action. The spell
affects 1d4 creatures, plus one creature per caster level. Those allowed saving
throws roll them vs. spell with -2 penalties, adjusted for Wisdom. Those who
successfully save are unaffected by the spell. Affected 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 one round for each level of the caster. Those affected
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 using 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.
The material component for this spell is a small disc of bronze and a
small rod of iron. Cloudkill
(Evocation) Range:
10 yds.
Components: V, S Duration:
1 rd./level
Casting Time: 5 Area
of Effect: 40 x 20 x 20 ft. cloud
Saving Throw: None This spell generates a billowing cloud of
ghastly yellowish green vapors that is so toxic as to slay any creature with
fewer than 4+1 Hit Dice, cause creatures with 4+1 to 5+1 Hit Dice to roll saving
throws vs. poison with -4 penalties or be slain, and creatures with up to 6 Hit
Dice (inclusive) to roll unmodified saving throws vs. poison or be slain.
Holding one's breath has no effect on the lethality of the spell. Those above
6th level (or 6 Hit Dice) must leave the cloud immediately or suffer 1d10 points
of poison damage each round while in the area of effect.
The cloudkill moves away from the spellcaster at 10 feet per round,
rolling along the surface of the ground. A moderate breeze causes it to alter
course (roll for direction), but it does not move back toward its caster. A
strong wind breaks it up in four rounds, and a greater wind force prevents the
use of the spell. Very thick vegetation will disperse the cloud in two rounds.
As the vapors are heavier than air, they sink to the lowest level of the land,
even pouring down den or sinkhole openings; thus, the spell is ideal for slaying
nests of giant ants, for example. It cannot penetrate liquids, nor can it be
cast under water. Cone
of Cold (Evocation) Range:
0
Components: V, S, M Duration:
Instantaneous
Casting Time: 5 Area
of Effect: Special
Saving Throw: ½
When this spell is cast, it causes a cone-shaped area of extreme cold,
originating at the wizard's hand and extending outward in a cone 5 feet long and
1 foot in diameter per level of the caster. It drains heat and causes 1d4+1
points of damage per level of experience of the wizard. For example, a
10th-level wizard would cast a cone of cold 10 feet in diameter and 50 feet
long, causing 10d4+10 points of damage.
Its material component is a crystal or glass cone of very small size. Conjure
Elemental (Conjuration/Summoning) Range:
60 yds.
Components: V, S, M Duration:
1 turn/level
Casting Time: 1 turn Area
of Effect: Special
Saving Throw: None
There are actually four spells in the conjure elemental spell. The
wizard is able to conjure an air, earth, fire, or water elemental with this
spell--assuming he has the material component for the particular elemental. (A
considerable fire source must be in range to conjure a fire elemental; a large
amount of water must be available to conjure a water elemental.) Conjured
elementals have 8 Hit Dice.
It is possible to conjure successive elementals of different types if the
spellcaster has memorized two or more of these spells. The type of elemental to
be conjured must be decided upon before memorizing the spell. Each type of
elemental can be conjured only once per day.
The conjured elemental must be controlled by the wizard--the spellcaster
must concentrate on the elemental doing his commands--or it turns on the wizard
and attacks. The elemental will not break off a combat to do so, but it will
avoid creatures while seeking its conjurer. If the wizard is wounded or
grappled, his concentration is broken. There is always a 5% chance that the
elemental turns on its conjurer regardless of concentration. This check is made
at the end of the second and each succeeding round. An elemental that breaks
free of its control can be dispelled by the caster, but the chance of success is
only 50%. The elemental can be controlled up to 30 yards away per level of the
spellcaster. The elemental remains until its form on this plane is destroyed due
to damage or until the spell's duration expires. Note that water elementals are
destroyed if they are ever more than 60 yards from a large body of water.
The material component of the spell (besides the quantity of the element
at hand) is a small amount of one of the following:
Air Elemental--burning incense
Earth Elemental--soft clay
Fire Elemental--sulphur and phosphorus
Water Elemental--water and sand
Special protection from uncontrolled elementals is available by means of
a protection from evil spell. Contact
Other Plane (Divination) Range:
0
Components: V Duration:
Special
Casting Time: 1 turn Area
of Effect: Special
Saving Throw: None
When this spell is cast, the wizard sends his mind to another plane of
existence in order to receive advice and information from powers there. As these
powers resent such contact, only brief answers are given. (The DM answers all
questions with "yes," "no," "maybe,"
"never," "irrelevant," etc.) Any questions asked are
answered by the power during the spell's duration. The character can contact an
elemental plane or some plane farther removed. For every two levels of
experience of the wizard, one question may be asked. Contact with minds far
removed from the plane of the wizard increases the probability of the
spellcaster going insane or dying, but the chance of the power knowing the
answer, as well as the probability of the being telling the correct answer, are
likewise increased by moving to distant planes. Once the Outer Planes are
reached, the Intelligence of the power contacted determines the effects.
The accompanying random table is subject to DM changes, development of
extraplanar NPC beings, and so on.
If insanity occurs, it strikes as soon as the first question is asked.
This condition lasts for one week for each removal of the plane contacted (see
the DMG or the Planescape™ Campaign
Setting boxed set), to a maximum of 10 weeks. There is a 1% chance per plane
that the wizard dies before recovering, unless a remove curse spell is
cast upon him. A surviving wizard can recall the answer to the question.
On rare occasions, this divination may be blocked by the action of
certain lesser or greater powers.
Chance of
Chance of
Chance of
Plane
Insanity *
Knowledge
Veracity ** Elemental
Plane
20%
55% (90%)
62% (75%) Inner
Plane
25%
60%
65% Astral
Plane
30%
65%
67% Outer
Plane, Int 19
35%
70%
70% Outer
Plane, Int 20
40%
75%
73% Outer
Plane, Int 21
45%
80%
75% Outer
Plane, Int 22
50%
85%
78% Outer
Plane, Int 23
55%
90%
81% Outer
Plane, Int 24
60%
95%
85% Outer
Plane, Int 25
65%
98%
90%
* For every point of
Intelligence over 15, the wizard reduces the chance of insanity by 5%.
** If the being does not know an answer, and the chance of veracity is
not made, the being will emphatically give an incorrect answer. If the chance of
veracity is made, the being will answer "unknown."
Percentages in parentheses are for questions that pertain to the
appropriate elemental plane. Optional
Rule
The DM may allow a specific Outer Plane to be contacted (see the
Planescape Campaign Setting boxed set). In this case, the difference in
alignment between the caster and the plane contacted alters the maximum
Intelligence that can be contacted--each difference in moral or ethical
alignment lowers the maximum Intelligence that can be contacted by 1. For
example, an 18th-level lawful good caster could contact Mount Celestia (a lawful
good plane) on the "Intelligence 20" line, or Elysium (a neutral good
plane) on the "Intelligence 19" line. Demishadow
Monsters (Illusion/Phantasm) Range:
30 yds.
Components: V, S
Duration:
1 rd./level
Casting Time: 5 Area
of Effect: 20-ft. cube
Saving Throw: Special
This spell is similar to the 4th-level spell shadow monsters,
except that the monsters created are effectively 40% of normal hit points. If
the saving throw is made, their damage potential is only 40% of normal and their
Armor Class is 8. The monsters have none of the special abilities of the real
creatures, although victims may be deluded into believing this to be so. Dismissal
(Abjuration) Range:
10 yds.
Components: V, S, M Duration:
Permanent
Casting Time: 1 rd. Area
of Effect: 1 creature
Saving Throw: Neg.
By means of this spell, a wizard on the Prime Material Plane seeks to
force or enable a creature from another plane of existence to return to its
proper plane. Magic resistance, if any, is checked if this spell is used to
force a being home. If the resistance fails, the caster's level is compared to
the creature's level or Hit Dice. If the wizard's level is higher, the
difference is subtracted from the creature's die roll for its saving throw vs.
spell. If the creature's level or Hit Dice is higher, the difference is added to
the saving throw roll.
If the creature desires to be returned to its home plane, no saving throw
is necessary (it chooses to fail the roll).
If the spell is successful, the creature is instantly whisked away, but
the spell has a 20% chance of actually sending the subject to a plane other than
its own.
The material component is any item that is distasteful to the subject
creature. Distance
Distortion (Alteration) Range:
10 yds./level
Components: V, S, M Duration:
2 turns/level
Casting Time: 5 Area
of Effect: 10-ft. cube/level
Saving Throw: None
This spell can be cast only in an area completely surrounded or enclosed
by earth, rock, sand, or similar materials. The wizard must also cast a conjure
elemental spell to summon an earth elemental. The elemental serves without
attempting to break free when the spellcaster announces that his intent is to
cast a distance distortion spell. The spell places the earth elemental in
the area of effect, and the elemental then causes the area's dimensions to be
either doubled or halved for those traveling over it (spellcaster's choice).
Thus, a 10-foot x 100-foot corridor could seem to be either 5 feet wide and 50
feet long or 20 feet wide and 200 feet long. When the spell duration has
elapsed, the elemental returns to its own plane.
The true nature of an area affected by distance distortion is
undetectable to any creature traveling along it, but the area dimly radiates
magic, and a true seeing spell can reveal that an earth elemental is
spread within the area.
The material needed for this spell is a small lump of soft clay. Domination
(Enchantment/Charm) Range:
10 yds./level
Components: V, S Duration:
Special
Casting Time: 5 Area
of Effect: 1 person
Saving Throw: Neg.
The domination spell enables the caster to control the actions of
any person until the spell is ended by the subject's Intelligence (see the charm
person spell). Elves and half-elves resist this enchantment as they do all charm-type
spells. When the spell is cast, the subject must roll a saving throw vs. spell
at a penalty of -2, but Wisdom adjustments apply. Failure means the wizard has
established a telepathic link with the subject's mind. If a common language is
shared, the wizard can generally force the subject to perform as the wizard
desires, within the limits of the subject's body structure and Strength. Note
that the caster does not receive direct sensory input from the subject.
Subjects resist this control, and those forced to take actions against
their natures receive a new saving throw with a bonus of +1 to +4, depending on
the type of action required. Obviously self-destructive orders are not carried
out. Once control is established, there is no limit to the range at which it can
be exercised, as long as the caster and subject are on the same plane.
A protection from evil spell can prevent the caster from
exercising control or using the telepathic link while the subject is so warded,
but it cannot prevent the establishment of domination. Dream
(Invocation,
Illusion/Phantasm) Reversible Range:
Touch
Components: V, S Duration:
Special
Casting Time: 1 turn Area
of Effect: 1 creature
Saving Throw: None
The dream spell enables the caster, or a messenger touched by the
caster, to send messages to others in the form of dreams. At the beginning of
the spell, the caster must name the recipient or identify him by some title that
leaves no doubt as to his identity.
As the caster completes the spell, the person sending the spell falls
into a deep trancelike sleep, and instantaneously projects his mind to the
recipient. The sender then enters the recipient's dream and delivers the message
unless the recipient is magically protected. If the recipient is awake, the
message sender can choose to remain in the trancelike sleep. If the sender is
disturbed during this time, the spell is immediately cancelled and the sender
comes out of the trance. The whereabouts and current activities of the recipient
cannot be learned through this spell.
The sender is unaware of his own surroundings or the activities around
him while he is in his trance. He is totally defenseless, both physically and
mentally (i.e., he always fails any saving throw) while in the trance.
Once the recipient's dreams are entered, the sender can deliver a message
of any length, which the recipient remembers perfectly upon waking. The
communication is one-way; the recipient cannot ask questions or offer
information, nor can the sender gain any information by observing the dreams of
the recipient. Once the message is delivered, the sender's mind returns
instantly to his body. The duration of the spell is the time required for the
sender to enter the recipient's dream and deliver the message.
The reverse of this spell, nightmare, enables the caster to send a
hideous and unsettling vision to the recipient, who is allowed a saving throw
vs. spell to avoid the effect. The nightmare prevents restful sleep and causes
1d10 points of damage. The nightmare leaves the recipient fatigued and unable to
regain spells for the next day. A dispel evil spell cast upon the
recipient stuns the caster of the nightmare for one turn per level of the cleric
countering this evil sending. Extension
II (Alteration) Range:
0
Components: V Duration:
Special
Casting Time: 4 Area
of Effect: Special
Saving Throw: None
This spell is the same as the 4th-level extension I spell, except
it extends the duration of 1st-through 4th-level spells by 50%. Fabricate
(Enchantment,
Alteration) Range:
5 yds./level
Components: V, S, M Duration:
Permanent
Casting Time: Special Area
of Effect: 1 cu. yd./level
Saving Throw: None
By means of this spell, the wizard is able to convert material of one
sort into a product that is of the same material. Thus, the spellcaster can
fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp,
clothes from flax or wool, and so forth. Magical or living things cannot be
created or altered by a fabricate spell. The quality of items made by
this spell is commensurate with the quality of material used as the basis for
the new fabrication. If the caster works with a mineral, the area of effect is
reduced by a factor of 27 (1 cubic foot per level instead of 1 cubic yard).
Articles requiring a high degree of craftsmanship (jewelry, swords,
glass, crystal, etc.) cannot be fabricated unless the wizard otherwise has great
skill in the appropriate craft.
Casting requires one full round per cubic yard (or foot) or material to
be affected by the spell. False
Vision (Divination) Range:
0
Components: V, S, M Duration:
1d4 rds. + 1 rd./level
Casting Time: 5 Area
of Effect: 30-ft. radius
Saving Throw: None
When this spell is cast, the wizard is able to confound any attempt to
scry (by means of either a spell or a magical device) any point within the area
of effect of the spell. To use the spell, he must be aware of the scrying
attempt, although knowledge of the scryer or the scryer's location is not
necessary. Upon casting the spell, the caster and all he desires within the
radius of the spell become undetectable to the scrying. Furthermore, the caster
is able to send whatever message he desires, including vision and sound,
according to the medium of the scrying method. To do this, the caster must
concentrate on the message he is sending. Once concentration is broken, no
further images can be sent, although the caster remains undetectable for the
duration of the spell.
The material component for this spell is the ground dust of an emerald
worth at least 500 gp, which is sprinkled into the air when the spell is cast. Feeblemind
(Enchantment/Charm) Range:
10 yds./level
Components: V, S, M Duration:
Permanent
Casting Time: 5 Area
of Effect: 1 creature
Saving Throw: Neg.
This spell is used solely against people or creatures who use magic
spells. The feeblemind causes the subject's intellect to degenerate to
that of a moronic child. The subject remains in this state until a heal
or wish spell is used to cancel the effects. Magic-using beings are very
vulnerable to this spell; thus, their saving throws are made with the following
adjustments: Spell
Use of Target
Saving Throw Adjustment Priest
+1
Wizard
(human)
-4 Combination
or nonhuman
-2
Wisdom adjustments apply to the saving throw.
The material component of this spell is a handful of clay, crystal,
glass, or mineral spheres, which disappears when the spell is cast. Hold
Monster (Enchantment/Charm) Range:
5 yds./level
Components: V, S, M Duration:
1 rd./level
Casting Time: 5 Area
of Effect: 1-4 creatures in
Saving Throw: Neg. a
40-ft. cube
This spell immobilizes from one to four creatures of any type within
spell range and in sight of the spellcaster. He can opt to hold one, two, three,
or four creatures. If three or four are attacked, each saving throw is normal;
if two are attacked, each saving throw suffers a -1 penalty; if only one is
attacked, the saving throw suffers a -3 penalty.
The material component for this spell is one hard metal bar or rod for
each monster to be held. The bar or rod can be as small as a three-penny nail. Leomund's
Lamentable Belaborment (Enchantment,
Evocation) Range:
10 yds.
Components: V Duration:
Special
Casting Time: 5 Area
of Effect: 1 or more creatures
Saving Throw: Special in
a 10-ft. radius
This devious spell distracts the subject creatures by drawing them into
an absorbing discussion on topics of interest to them. A chain of responses
occurs during the next 11 rounds, with additional saving throws as described
later. These responses are conversation (rounds 1-3), possible confusion (rounds
4-6), and then either rage or lamentation (rounds 7-11). All saving throws are
affected by the creatures' Intelligences, as noted later. The subject creatures
must be able to understand the language in which the spellcaster speaks.
Upon casting the spell, the wizard begins discussion of some topic
germane to the creature or creatures to be affected. Those making a successful
saving throw vs. spell are unaffected. Affected creatures immediately begin to
converse with the spellcaster, agreeing or disagreeing, all most politely. As
long as the spellcaster chooses, he can maintain the spell by conversing with
the subject(s). If the caster is attacked or otherwise distracted, the subject
creatures do not notice.
Intelligence Saving
Throw Modifier
2 or less
Spell has no effect
3-7
-1
8-10
0
11-14 +1
15+
+2
The wizard can leave at any time after the casting and the subject(s)
continue on as if the caster were still present. As long as they are not
attacked, the creatures ignore all else going on around them, spending their
time talking and arguing to the exclusion of other activities. However, when the
caster leaves, each subject completes only the stage of the spell that it is
currently in, and then the spell is broken.
If the caster maintains the spell for more than three rounds, each
affected creature can roll another saving throw vs. spell. Those failing to save
wander off in confusion for 1d10+2 rounds, staying away from the spellcaster.
Those who make this saving throw continue to talk and roll saving throws for
each round that the caster continues the spell, up through the sixth round, to
avoid the confusion effect.
If the spell is maintained for more than six rounds, each subject must
roll a successful saving throw vs. spell to avoid going into a rage, attacking
all other subjects of the spell with intent to kill. This rage lasts for 1d4+1
rounds. Those who successfully save against the rage effect realize that they
have been deceived and collapse to the ground, lamenting their foolishness, for
1d4 rounds unless attacked or otherwise disturbed. Leomund's Secret Chest (Alteration,
Conjuration/Summoning) Range:
Special
Components: V, S, M Duration:
60 days
Casting Time: 1 turn Area
of Effect: One chest, about
Saving Throw: None 2
x 2 x 3 ft.
This spell enables a specially constructed chest to be hidden deep within
the Ethereal Plane, to be summoned using a small model of the chest. The large
chest must be exceptionally well-crafted and expensive, constructed for the
caster by master craftsmen. If made principally of wood, it must be ebony,
rosewood, sandalwood, teak, or the like, and all of its corner fittings, nails,
and hardware must be platinum. If constructed of ivory, the metal fittings of
the chest must be gold. If the chest is fashioned from bronze, copper, or
silver, its fittings must be electrum or silver. The cost of such a chest is
never less than 5,000 gp. Once it is constructed, the wizard must have a tiny
replica (of the same materials and perfect in every detail) made, so that the
miniature of the chest appears to be a perfect copy. One wizard can have but one
pair of these chests at any given time--even wish spells do not allow
exceptions! The chests themselves are nonmagical, and can be fitted with locks,
wards, and so on, just as any normal chest.
While touching the chest and holding the tiny replica, the caster chants
the spell. This causes the large chest to vanish into the Ethereal Plane. The
chest can contain 1 cubic foot of material per level of the wizard no matter
what its apparent size. Living matter makes it 75% likely that the spell fails,
so the chest is typically used for securing valuable spell books, magical items,
gems, etc. As long as the spellcaster has the small duplicate of the magical
chest, he can recall the large one from the Ethereal Plane whenever the chest is
desired. If the miniature of the chest is lost or destroyed, there is no way,
not even with a wish spell, that the large chest can return, although an
expedition might be mounted to find it.
While the chest is in the Ethereal Plane, there is a cumulative 1% chance
per week that some being finds it. This chance is reset to 1% whenever the chest
is recalled and the spell recast to return it to the Ethereal Plane. If the
chest is found, the DM must work out the encounter and decide how the being
reacts to the chest (for example, it might ignore the chest, fully or partially
empty it, or even exchange or add to the items present!).
Whenever the secret chest is brought back to the Prime Material Plane, an
ethereal window is opened for a variable amount of time (usually about one
turn); the window slowly diminishes in size. When this hole opens between the
planes, check for an ethereal encounter to see if a monster is drawn through.
If the large chest is not retrieved before the spell duration lapses,
there is a cumulative chance of 5% per day that the chest is lost. Magic
Jar (Necromancy) Range:
10 yds./level
Components: V, S, M
Duration:
Special
Casting Time: 1 rd. Area
of Effect: 1 creature
Saving Throw: Special
The magic jar spell enables the caster to shift his life force
into a special receptacle (a gem or large crystal). From there the caster can
force an exchange of life forces between the receptacle and another creature,
thus enabling the wizard to take over and control the body of another creature,
while the life force of the host is confined in the receptacle. The special life
force receptacle must be within spell range of the wizard's body at the time of
spellcasting. The wizard's life force shifts into the receptacle in the round in
which the casting is completed, allowing no other actions.
While in the magic jar, the caster can sense and attack any life force
within a 10-foot-per-level radius (on the same plane); however, the exact
creature types and relative physical positions cannot be determined. In a group
of life forces, the caster can sense a difference of four or more levels/Hit
Dice and can determine whether a life force is positive or negative energy.
For example, if two 10th-level fighters are attacking a hill giant and
four ogres, the caster could determine that there are three stronger and four
weaker life forces within range, all with positive life energy. The caster could
try to take over either a stronger or a weaker creature, but he has no control
over exactly which creature is attacked.
An attempt to take over a host body requires a full round. It is blocked
by a protection from evil spell or similar ward. It is successful only if
the subject fails a saving throw vs. spell with a special modifier (see
following). The saving throw is modified by subtracting the combined
Intelligence and Wisdom scores of the target from those of the wizard
(Intelligence and Hit Dice in nonhuman or nonhumanoid creatures). This modifier
is added to (or subtracted from) the die roll. Difference
Die Adjustment
-9 or less
+4
-8 to -6
+3
-5 to -3
+2
-2 to 0
+1
+1 to +4
0
+5 to +8
-1
+9 to +12
-2
+13 or more -3
A negative score indicates that the wizard has a lower total than the
target; thus, the host has a saving throw bonus. Failure to take over the host
leaves the wizard's life force in the magic jar.
If successful, the caster's life force occupies the host body and the
host's life force is confined in the magic jar receptacle. The caster can call
upon rudimentary or instinctive knowledge of the subject creature, but not upon
its real or acquired knowledge (i.e., the wizard does not automatically know the
language or spells of the creature). The caster retains his own attack rolls,
class knowledge and training, and any adjustments due to his Intelligence or
Wisdom. If the host body is human or humanoid, and the necessary spell
components are available, the wizard can even use his memorized spells. The host
body retains its own hit points and physical abilities and properties. The DM
decides if any additional modifications are necessary; for example, perhaps
clumsiness or inefficiency occurs if the caster must become used to the new
form. The alignment of the host or receptacle is that of the occupying life
force.
The caster can shift freely from the host to the receptacle if within the
10-foot-per-level range. Each attempt to shift requires one round. The spell
ends when the wizard shifts from the jar to his own body.
A successful dispel magic spell cast on the host can drive the
caster of the magic jar spell back into the receptacle and prevent him
from making any attacks for 1d4 rounds plus 1 round per level of the caster of
the dispel. The base success chance is 50%, plus or minus 5% per level
difference between the casters. A successful dispel magic cast against
the receptacle forces the occupant back into his own body. If the wizard who
cast the magic jar is forced back into his own body, the spell ends.
If the host body is slain, the caster returns to the receptacle, if
within range, and the life force of the host departs (i.e., it is dead). If the
host body is slain beyond the range of the spell, both the host and the caster
die.
Any life force with nowhere to go is treated as slain unless recalled by
a raise dead, resurrection, or similar spell.
If the body of the caster is slain, his life force survives if it is in
either the receptacle or the host. If the receptacle is destroyed while the
caster's life force occupies it, the caster is irrevocably slain. Major
Creation (Illusion/Phantasm) Range:
10 yds.
Components: V, S, M Duration:
Special
Casting Time: 1 turn Area
of Effect: Special
Saving Throw: None
Like the minor creation spell, the major creation spell
enables the wizard to pull wisps of material from the Demiplane of Shadow to
create an item of nonliving, vegetable nature--soft goods, rope, wood, etc. The
wizard can also create mineral objects--stone, crystal, metal, etc. The item
created cannot exceed 1 cubic foot per level of the spellcaster in volume. The
duration of the created item varies with its relative hardness and rarity: Vegetable
matter
2 hours/level Stone
or crystal
1 hour/level Precious
metals
2 turns/level Gems
1 turn/level Mithral*
2 rounds/level Adamantite
1 round/level
* Includes similar rare metals.
Attempting to use any of these as material components in a spell will
cause the spell to fail. The spellcaster must have at least a tiny piece of
matter of the same type as the item he plans to create--a bit of twisted hemp to
create rope, a chip of stone to create a boulder, and so on. Monster
Summoning III (Conjuration/Summoning) Range:
Special
Components: V, S, M Duration:
4 rds. + 1 rd./level
Casting Time: 5 Area
of Effect: 50-yd. radius
Saving Throw: None
This spell is much like the 3rd-level spell monster summoning I,
except that this spell summons 1d4 3rd-level monsters. These appear 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 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 wizard.
The material components of this spell are a tiny bag and a small candle. Mordenkainen's
Faithful Hound (Conjuration/Summoning) Range:
10 yds.
Components: V, S, M Duration:
Special
Casting Time: 5 Area
of Effect: Special
Saving Throw: None
By means of this spell, the wizard summons up a phantom watchdog that
only he can see. He may then command it to perform as guardian of a passage,
room, door, or similar space or portal. The phantom watchdog immediately
commences a loud barking if any creature larger than a cat approaches the place
it guards. As the faithful hound is able to detect invisible creatures and ward
against the approach of ethereal creatures, it is an excellent guardian. It does
not react to illusions that are not at least quasi-real.
If the intruding creature exposes its back to the watchdog, the dog
delivers a vicious attack as if it were a 10-Hit Dice monster, striking for 3d6
points of damage. It is able to hit opponents of all types, even those normally
subject only to magical weapons of +3 or greater. Creatures without backs (for
example, ochre jellies) are not attacked. The faithful hound cannot be attacked,
but it can be dispelled. The spell lasts for a maximum of one hour plus half an
hour per caster level, but once it is activated by an intruder, it lasts only
one round per caster level. If the spellcaster is ever more than 30 yards
distant from the area that the watchdog guards, the spell ends.
The material components of this spell are a tiny silver whistle, a piece
of bone, and a thread. Passwall
(Alteration) Range:
30 yds.
Components: V, S, M Duration:
1 hr. + 1 turn/level
Casting Time: 5 Area
of Effect: 5 x 8 x 10 ft.
Saving Throw: None
A passwall spell enables the spellcaster to open a passage through
wooden, plaster, or stone walls, but not other materials. The spellcaster and
any associates can simply walk through. The spell causes a 5-foot wide x 8-foot
high x 10-foot deep opening. Several of these spells can form a continuing
passage so that very thick walls can be pierced. If dispelled, the passwall
closes away from the dispelling caster, ejecting those in the passage.
The material component of this spell is a pinch of sesame seeds. Seeming
(Illusion/Phantasm) Range:
10-ft. radius
Components: V, S Duration:
12 hrs.
Casting Time: 5 Area
of Effect: 1 person/2 levels
Saving Throw: None
This spell enables the caster to alter the appearance of one person for
every two levels of experience he has attained. The change includes clothing and
equipment. The caster can make the recipients appear as any generally man-shaped
bipedal creature, each up to 1 foot shorter or taller than his normal height,
and thin or fat or in between. All those affected must resemble the same general
type of creature: human, orc, ogre, etc. Each remains a recognizable individual.
The effect fails for an individual if the illusion chosen by the caster cannot
be accomplished within the spell parameters (for example, a halfling could not
be made to look like a centaur, but he might be made to look like a short, young
ogre). Unwilling persons receive saving throws vs. spell to avoid the effect.
Affected persons resume their normal appearances if slain. The spell is not
precise enough to duplicate the appearance of a specific individual. Sending
(Evocation) Range:
Unlimited
Components: V, S, M Duration:
Special
Casting Time: 1 turn Area
of Effect: 1 creature
Saving Throw: None
By means of this spell, the caster can contact a single creature with
whom he is familiar and whose name and appearance are known. If the creature in
question is not on the same plane of existence as the spellcaster, there is a
base 5% chance that the sending does not arrive. Local conditions on other
planes may worsen this chance considerably, at the option of the DM. The
sending, if successful, can be understood even by a creature with an
Intelligence as low as 1 (animal intelligence).
The wizard can send a short message of 25 words or less to the recipient;
the recipient can answer in like manner immediately. Even if the sending is
received, the subject creature is not obligated to act upon it in any manner.
The material component for this spell consists of two tiny cylinders,
each with one open end, connected by a short piece of fine copper wire. Shadow
Door (Illusion/Phantasm) Range:
10 yds.
Components: S Duration:
1 rd./level
Casting Time: 2 Area
of Effect: Special
Saving Throw: None
By means of this spell, the wizard creates the illusion of a door. The
illusion also permits the wizard to appear to step through this "door"
and disappear. In reality, he has darted aside and can flee, totally invisible,
for the spell duration. Creatures viewing this are deluded into seeing or
entering an empty 10-foot x 10-foot room if they open the "door." A true
seeing spell, a gem of seeing, or similar magical means can discover
the wizard. Certain high Hit Dice monsters might also notice the wizard (see the
invisibility spell), but only if making an active attempt to do so. Shadow
Magic (Illusion/Phantasm) Range:
50 yds. + 10 yds./level
Components: V, S Duration:
Special
Casting Time: 5 Area
of Effect: Special
Saving Throw: Special
The shadow magic spell enables the wizard to tap energy from the
Demiplane of Shadow to cast a quasi-real wizard evocation spell of 3rd level or
less. For example, this spell can be magic missile, fireball, lightning bolt,
or so on, and has normal effects upon creatures in the area of effect if they
fail their saving throws vs. spell. Thus, a creature failing to save against a shadow
magic fireball must roll another saving throw. If the latter roll is
successful, the creature suffers half the normal fireball damage; if the roll is
not successful, the creature suffers full normal fireball damage. If the first
saving throw was successful, the shadow magic nature is detected and only 20% of
the rolled damage is received (rounding down below fractions below .4 and
rounding up fractions of .4 and above). Stone
Shape (Alteration) Range:
Touch
Components: V, S, M Duration:
Permanent
Casting Time: 1 rd. Area
of Effect: 1 cu. ft./level
Saving Throw: None
By means of this spell, the wizard can form an existing piece of stone
into a shape that suits his purposes. For example, the wizard can make a stone
weapon, a special trapdoor, an idol, etc. This spell can also enable the
spellcaster to reshape a stone door so as to escape imprisonment, providing the
volume of stone involved is within the limits of the area of effect. While the
caster can thus create stone doors and coffers, the fineness of detail is not
great. If the construction involves small moving parts, there is a 30% chance
they do not function.
The material component of this spell is soft clay that must be worked
into roughly the desired shape of the stone object and then touched to the stone
when the spell is uttered. Summon
Shadow (Conjuration/Summoning,
Necromancy) Range:
10 yds.
Components: V, S, M Duration:
1 rd. + 1 rd./level
Casting Time: 5 Area
of Effect: 10-ft. cube
Saving Throw: None
When this spell is cast, the wizard conjures up one shadow (see the
Monstrous Manual) for every three levels of experience he has attained. These
monsters are under the control of the spellcaster and attack his enemies on
command. The shadows remain until slain, turned, or the spell duration expires.
The material component for this spell is a bit of smoky quartz. Telekinesis
(Alteration) Range:
10 yds./level
Components: V, S Duration:
Special
Casting Time: 5 Area
of Effect: 10 yds./level
Saving Throw: Neg.
By means of this spell, the wizard is able to move objects by
concentrating on moving them mentally. The spell can provide either a gentle,
sustained force or a single short, violent thrust.
A sustained force enables the wizard to move a weight of up to 25 pounds
a distance up to 20 feet per round. The spell lasts two rounds, plus one round
per caster level. The weight can be moved vertically, horizontally, or both. An
object moved beyond the caster's range falls or stops. If the caster ceases
concentration for any reason, the object falls or stops. The object can be
telekinetically manipulated as if with one hand. For example, a lever or rope
can be pulled, a key can be turned, an object rotated and so on, if the force
required is within the weight limitation. The caster might even be able to untie
simple knots, at the discretion of the DM.
Alternatively, the spell energy can be expended in a single round. The
caster can hurl one or more objects within range, and within a 10-foot cube,
directly away from himself at high speed, to a distance of up to 10 feet per
caster level. This is subject to a maximum weight of 25 pounds per caster level.
Damage caused by hurled objects is decided by the DM, but cannot exceed 1 point
of damage per caster level. Opponents who fall within the weight capacity of the
spell can be hurled, but they are allowed a saving throw vs. spell to avoid the
effect. Furthermore, those able to employ as simple a counter-measure as an enlarge
spell, for example (thus making the body weight go over the maximum spell
limit), can easily counter the spell. The various Bigby's hand spells
also counter this spell. Teleport
(Alteration) Range:
Touch
Components: V Duration:
Instantaneous
Casting Time: 2 Area
of Effect: Special
Saving Throw: None
When this spell is used, the wizard instantly transports himself, along
with a certain amount of additional weight that is on or being touched by the
spellcaster, to a well-known destination. Distance is not a factor, but
interplanar travel is not possible by means of a teleport spell. The
spellcaster is able to teleport a maximum weight of 250 pounds, plus an
additional 150 pounds for each level of experience above the 10th (a 13th-level
wizard can teleport up to 700 pounds). If the destination area is very familiar
to the wizard (he has a clear mental picture due to previous proximity to and
study of the area), it is unlikely that there is any error in arriving, although
the caster has no control over his facing upon arrival. Lesser known areas
(those seen only magically or from a distance) increase the probability of
error. Unfamiliar areas present considerable peril (see table).
Probability of Teleporting: Destination
Is:
High
On Target
Low Very
familiar
01-02
03-99
00 Studied
carefully
01-04
05-98
99-00 Seen
casually
01-08
09-96
97-00 Viewed
once
01-16
17-92
93-00 Never
seen
01-32
33-84
85-00 Teleporting high means the wizard arrives 10
feet above the ground for every 1% he is below the lowest "On Target"
probability; this could be as high as 320 feet if the destination area was never
seen. Any low result means the instant death of the wizard if the area into
which he teleports is solid. A wizard cannot teleport to an area of empty
space--a substantial surface must be there, whether a wooden floor, a stone
floor, natural ground, etc. Areas of strong physical or magical energies may
make teleportation more hazardous or even impossible. Transmute
Rock to Mud (Alteration) Reversible Range:
10 yds./level
Components: V, S, M Duration:
Special
Casting Time: 5 Area
of Effect: 20-ft. cube/level
Saving Throw: None
This spell turns natural rock of any sort into an equal volume of mud.
The depth of the mud can never exceed half its length or breadth. If it is cast
upon a rock, for example, the rock affected collapses into mud. Creatures unable
to levitate, fly, or otherwise free themselves from the mud sink at the rate of
10 feet per round and suffocate, except for lightweight creatures that could
normally pass across such ground. Brush thrown atop the mud can support
creatures able to climb on top of it, with the amount of brush required subject
to the DM's discretion. The mud remains until a dispel magic spell or a
reverse of this spell, mud to rock, restores its substance--but not
necessarily its form. Evaporation turns the mud to normal dirt, at the rate of
1d6 days per 10 cubic feet. The mud to rock reverse can harden normal mud
into soft stone (sandstone or similar mineral) permanently unless magically
changed.
The material components for the spell are clay and water (or sand, lime,
and water for the reverse). Wall
of Force (Evocation) Range:
30 yds.
Components: V, S, M Duration:
1 turn + 1 rd./level
Casting Time: 5 Area
of Effect: 10-ft. square/level
Saving Throw: None
A wall of force spell creates an invisible barrier in the locale
desired by the caster, up to the spell's range. The wall of force cannot move
and is totally unaffected by most spells, including dispel magic.
However, a disintegrate spell will immediately destroy it, as will a rod
of cancellation or a sphere of annihilation. Likewise, the wall of
force is not affected by blows, missiles, cold, heat, electricity, etc. Spells
and breath weapons cannot pass through it in either direction, although dimension
door, teleport, and similar effects can bypass the barrier.
The wizard can, if desired, form the wall into a spherical shape with a
radius of up to 1 foot per level or an open hemispherical shape with a radius of
1.5 feet per caster level. The wall of force must be continuous and unbroken
when formed; if its surface is broken by any object or creature, the spell
fails. The caster can end the spell on command.
The material component for this spell is a pinch of powdered diamond
worth 5,000 gp. Wall
of Iron (Evocation) Range:
5 yds./level
Components: V, S, M Duration:
Permanent
Casting Time: 5 Area
of Effect: 15 sq. ft./level
Saving Throw: None or
special
When this spell is cast, the wizard causes a vertical iron wall to spring
into being. This wall can be used to seal off a passage or close a breach, for
the wall inserts itself into any surrounding nonliving material if its area is
sufficient to do so. The wall of iron is ¼-inch thick per level of experience
of the spellcaster. The wizard is able to create an iron wall of up to 15 square
feet per experience level; thus, a 12th-level wizard can create a wall of iron
with an area of 180 square feet. The wizard can double the wall's area by
halving its thickness.
If the caster desires, the wall can be created vertically resting on a
flat surface, so that it can be tipped over to fall on and crush any creature
beneath it. The wall is 50% likely to tip in either direction. This chance can
be modified by a force of not less than 30 Strength and 400 pounds mass--each
pound over 400 or Strength point over 30 alters the chance by 1% in favor of the
stronger side. Creatures with room to flee the falling wall may do so by making
successful saving throws vs. death. Those who fail are killed. Huge and
gargantuan creatures cannot be crushed by the wall.
The wall is permanent, unless successfully dispelled, but it is subject
to all forces a normal iron wall is subject to--rust, perforation, etc.
The material component of this spell is a small piece of sheet iron. Wall
of Stone (Evocation) Range:
5 yds./level
Components: V, S, M Duration:
Permanent
Casting Time: 5 Area
of Effect: Special
Saving Throw: None
This spell creates a wall of granite rock that merges into adjoining rock
surfaces. It is typically employed to close passages, portals, and breaches
against opponents. The wall of stone is 0.25 inch thick and up to 20 square feet
per level of experience of the wizard casting the spell. Thus, a 12th-level
wizard can create a wall of stone 3 inches thick and up to 240 square feet in
surface area (a 12-foot-wide and 20-foot-high wall, for example, to completely
close a 10-foot x 16-foot passage). The wall created need not be vertical, nor
rest upon any firm foundation (see the wall of iron spell); however, it
must merge with and be solidly supported by existing stone. It can be used to
bridge a chasm, for instance, or as a ramp. For this use, if the span is more
than 20 feet, the wall must be arched and buttressed. This requirement reduces
the area of effect by half. Thus, a 20th-level caster can create a span with a
surface area of 200 square feet. The wall can be crudely shaped to allow
crenelations, battlements, and so forth by likewise reducing the area. The stone
is permanent unless destroyed by a dispel magic or disintegrate
spell, or by normal means such as breaking or chipping.
The material component is a small block of granite. |