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Antimagic
Shell (Abjuration) Range:
0
Components: V, S Duration:
1 turn/level
Casting Time: 1 Area
of Effect: 1 ft./level diameter
Saving Throw: None
By means of this spell, the wizard surrounds himself with an invisible
barrier that moves with him. The space within this barrier is totally impervious
to all magic and magical spell effects, thus preventing the passage of spells or
their effects. Likewise, it prevents the functioning of any magical items or
spells within its confines. The area is also impervious to breath weapons, gaze
or voice attacks, and similar special attack forms.
The antimagic shell also hedges out charmed, summoned, or conjured
creatures. It cannot, however, be forced against any creature that it would keep
at bay; any attempt to do so creates a discernible pressure against the barrier,
and continued pressure will break the spell. Normal creatures (a normally
encountered troll rather than a conjured one, for instance) can enter the area,
as can normal missiles. Furthermore, while a magical sword does not function
magically within the area, it is still a sword. Note that creatures on their
home plane are normal creatures there. Thus, on the Elemental Plane of Fire, a
randomly encountered fire elemental cannot be kept at bay by this spell.
Artifacts, relics, and creatures of demigod or higher status are unaffected by
mortal magic such as this.
Should the caster be larger than the area enclosed by the barrier, parts
of his person may be considered exposed, at the DM's option. A dispel magic
spell does not remove the spell; the caster can end it upon command. Bigby's
Forceful Hand (Evocation) Range:
10 yds./level
Components: V, S, M Duration:
1 rd./level
Casting Time: 6 Area
of Effect: Special
Saving Throw: None
Bigby's forceful hand is a more powerful version of Bigby's
interposing hand. It creates a man-sized (5 feet) to gargantuan-sized (21
feet) hand that places itself between the spellcaster and a 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. However, the
forceful hand also pushes on the opponent. This force can push away a creature
weighing 500 pounds or less, slow movement to 10 feet per round if the creature
weighs between 500 and 2,000 pounds, or slow movement by 50% if the creature
weighs more than 2,000 pounds.
A creature pushed away is pushed to the range limit, or until pressed
against an unyielding surface. The hand itself inflicts no damage. The forceful
hand has an Armor Class of 0, has as many hit points as its caster in full
health, and vanishes when destroyed. The caster can cause it to retreat (to
release a trapped opponent, for example) or dismiss it on command.
The material component is a glove. Chain
Lightning (Evocation) Range:
40 yds. + 5 yds./level
Components: V, S, M Duration:
Instantaneous
Casting Time: 5 Area
of Effect: Special
Saving Throw: ½
This spell creates an electrical discharge that begins as a single stroke
of lightning, 2½ feet wide, commencing from the fingertips of the caster.
Unlike a lightning bolt spell, chain lightning strikes one object or
creature initially, then arcs to a series of other objects or creatures within
range, losing energy with each jump.
The bolt initially inflicts 1d6 points of damage per level of the caster,
to a maximum of 12d6 (half damage if the object or creature rolls a successful
saving throw vs. spell). After the first strike, the lightning arcs to the next
nearest object or creature. Each jump reduces the strength of the lightning by
1d6. Each creature or magical object hit receives a saving throw vs. spell.
Success on this save indicates the creature suffers only half damage from the
bolt.
The chain can strike as many times (including the first object or
creature) as the spellcaster has levels, although each creature or object can be
struck only once. Thus, a bolt cast by a 12th-level wizard can strike up to 12
times, causing less damage with each strike. The bolt continues to arc until it
has struck the appropriate number of objects or creatures, until it strikes an
object that grounds it (interconnecting iron bars of a large cell or cage, a
large pool of liquid, etc.), or until there are no more objects or creatures to
strike.
Direction is not a consideration when plotting chain lightning arcs.
Distance is a factor--an arc cannot exceed the spell's range. If the only
possible arc is greater than the spell's range, the stroke fades into
nothingness. Creatures immune to electrical attack can be struck, even though no
damage is taken. Note that it is possible for the chain to arc back to the
caster!
The material components are a bit of fur, a piece of amber, glass, or
crystal rod, and one silver pin for each experience level of the caster. Conjure
Animals (Conjuration/Summoning) Range:
Special
Components: V, S Duration:
1 rd./level
Casting Time: 6 Area
of Effect: 30 yds. radius
Saving Throw: None
The conjure animals spell enables the wizard to magically create
one or more mammals to attack his opponents. The total Hit Dice of the mammals
cannot exceed twice his level, if determined randomly, or his level if a
specific animal type is requested (see the Dungeon Master Guide). Thus, a
wizard of 12th level could randomly conjure two mammals with 12 Hit Dice, four
with 6 Hit Dice each, six with 4 Hit Dice each, eight with 3 Hit Dice each,
twelve with 2 Hit Dice each, or 24 with 1 Hit Die each. Count every +1 hit point
bonus of a creature as ¼ of a Hit Die; thus, a creature with 4+3 Hit Dice
equals a 4 ¾ Hit Dice creature. The conjured animal(s) remain for one round for
each level of the conjuring wizard, or until slain. They follow the caster's
verbal commands. Conjured animals unfailingly attack the wizard's opponents, but
they resist being used for any other purpose. Contingency
(Evocation) Range:
0
Components: V, S, M Duration:
1 day/level
Casting Time: 1 turn Area
of Effect: The caster
Saving Throw: None
By means of this spell, the wizard is able to place another spell upon
his person so that the latter spell will come into effect under the conditions
dictated during the casting of the contingency spell. The contingency
spell and the spell it is to bring into effect are cast at the same time (the
one-turn casting time indicated is the total for both castings).
The spell to be brought into effect by the prescribed contingency must be
one that affects the wizard's person (feather fall, levitation, fly, feign
death, etc.) and be of a spell level no higher than 1/3
of the caster's experience level (rounded down), but not higher than the
6th spell level.
Caster Level Contingency
Spell Level
12-14
4th
15-17
5th
18+
6th
Only one contingency spell can be placed on the spellcaster at any
one time; if a second is cast, the first one (if still active) is cancelled. The
conditions needed to bring the spell into effect must be clear, although they
can be rather general. For example, a contingency spell cast with an airy
water spell might prescribe that any time the wizard is plunged into or
otherwise engulfed in water or similar liquid, the airy water spell will
instantly come into effect. Or a contingency could bring a feather fall
spell into effect any time the wizard falls more than 2 feet. In all cases, the
contingency immediately brings into effect the second spell, the latter being
"cast" instantaneously when the prescribed circumstances occur. Note
that if complicated or convoluted conditions are prescribed, the whole spell
complex (the contingency spell and the companion magic) may fail when
called upon.
The material components of this spell are (in addition to those of the
companion spell) 100 gp worth of quicksilver and an eyelash of an ogre mage,
ki-rin, or similar spell-using creature. In addition, the spell requires a
statuette of the wizard carved from elephant ivory (which is not destroyed,
though it is subject to wear and tear), which must be carried on the person of
the spellcaster for the contingency spell to perform its function when
called upon. Control
Weather (Alteration) Range:
0
Components: V, S, M Duration:
4d6 hrs.
Casting Time: 1 turn Area
of Effect: 4d4 sq. mi.
Saving Throw: None
The control weather spell enables a wizard to change the weather
in the local area. The spell affects the weather for 4d6 hours in an area of 4d4
square miles. It requires one turn to cast the spell, and an additional 1d4
turns for the weather conditions to occur. The current weather conditions are
decided by the DM, depending on the climate and season. Weather conditions have
three components: precipitation, temperature, and wind. The spell can change
these conditions according to the following chart.
The upper-cased headings represent the existing weather conditions. The
small headings beneath each large heading are the new conditions to which the
caster can change the existing conditions. Furthermore, the caster can control
the direction of the wind. For example, a day that is clear and warm with
moderate wind can be controlled to become hazy, hot, and calm. Contradictions
are not possible--fog and strong wind, for example. Multiple control weather
spells can be used only in succession.
The material components for this spell are burning incense and bits of
earth and wood mixed in water. Obviously, this spell functions only in areas
where there are appropriate climatic conditions. Precipitation
Temperature
Wind
CLEAR
WEATHER
HOT
CALM
Very clear
Sweltering heat
Dead calm
Light clouds or hazy
Warm
Light wind PARTLY
CLOUDY
WARM
Moderate wind
Clear weather
Hot
MODERATE WIND
Cloudy
Cool
Calm
Mist/light rain/small hail
COOL
Strong wind
Sleet/light snow
Warm
STRONG WIND CLOUDY
Cold
Moderate wind
Partly cloudy
COLD
Gale
Deep clouds
Cool
GALE
Fog
Arctic cold
Strong wind
Heavy rain/large hail
Storm Driving
sleet/heavy snow
STORM
Gale
Hurricane-typhoon Death
Fog (Alteration,
Evocation) Range:
30 yds.
Components: V, S, M Duration:
1d4 rds. + 1/level
Casting Time: 6 Area
of Effect: Two 10-ft. cubes/level
Saving Throw: None
The casting of a death fog spell creates an area of solid fog that
has the additional property of being highly acidic. The vapors are deadly to
living things, so that vegetation exposed to them will die--grass and similar
small plants in two rounds, bushes and shrubs in four, small trees in eight, and
large trees in 16 rounds. Animal life not immune to acid suffers damage
according to the length of time it is exposed to the vapors of a death fog, as
follows:
1st round:
1 point
2nd round: 2
points
3rd round: 4
points
4th and each succeeding round:
8 points
The death fog otherwise resembles the 2nd-level fog cloud spell:
rolling, billowing vapors that can be moved only by a very strong wind. Any
creature attempting to move through the death fog progresses at a rate of 1 foot
per unit of normal movement rate per round. A gust of wind spell cannot
affect it, but a fireball, flame strike, or wall of fire can burn it away in a
single round.
The material components are a pinch of dried and powdered peas, powdered
animal hoof, and strong acid of any sort (including highly distilled vinegar or
acid crystals), which must be obtained from an alchemist. Death
Spell (Necromancy) Range:
10 yds./level
Components: V, S, M Duration:
Instantaneous
Casting Time: 6 Area
of Effect: 30-ft. cube/level
Saving Throw: None
When a death spell is cast, it snuffs out the life forces of
creatures in the area of effect instantly and irrevocably. Such creatures cannot
be raised or resurrected, but an individual slain in this manner might be
brought back via a wish. The number of creatures that can be slain is a
function of their Hit Dice.
Maximum # of Creatures'
Hit Dice Creatures Affected Under 2
4d20
2 to 4
2d20
4+1 to 6+3 2d4
6+4 to 8+3 1d4
If creatures of differing Hit Dice are attacked with a death spell,
roll the dice (4d20) to determine how many creatures of under 2 Hit Dice are
affected. If the number rolled is greater than the actual number of sub-2 Hit
Dice creatures, apply the remainder of the roll to the higher Hit Dice creatures
by consulting the following table. Creatures'
Hit Dice Conversion Factor (CF) Under 2
1
2 to 4
2
4+1 to 6+3 10
6+4 to 8+3 20
In other words, from the 4d20 roll subtract the number of creatures of
less than 2 Hit Dice (these creatures die). If there are any remaining points
from the 4d20 roll, subtract 2 for each creature of 2 to 4 Hit Dice (these
creatures also die). If this still doesn't use up all the 4d20 roll, subtract 10
for each creature of 4+1 to 6+3 Hit Dice, and so on. Stop when all the creatures
are dead, all the 4d20 roll is used up, or the remainder is less than half the
CF of any remaining creatures. (If the remainder is one-half or more of the CF
of a creature, that creature dies.)
For example, a mixed group of 20 goblins, eight gnolls, and four ogres,
led by a hill giant, are caught in the area of a death spell. The 4d20
roll gives a total of 53 points; 20 of this eliminates the goblins (20 x 1 CF),
16 kills the gnolls (8 x 2 CF), and the remaining 17 kills two ogres (10 points
to kill one ogre, and the remaining 7 points are enough to kill one more ogre).
The other two ogres and the hill giant are unharmed.
A death spell does not affect lycanthropes, undead creatures, or
creatures from planes other than the Prime Material.
The material component of this spell is a crushed black pearl with a
minimum value of 1,000 gp. Demishadow
Magic (Illusion/Phantasm) Range:
60 yds. + 10 yds./level
Components: V, S Duration:
Special
Casting Time: 6 Area
of Effect: Special
Saving Throw: Special
This spell is similar to the 5th-level shadow magic spell, but
this spell enables the casting of partially real 4th- and 5th level evocations (cone
of cold, wall of fire, wall of ice, cloudkill, etc.). If recognized as
demishadow magic (if a saving throw vs. spell is successful), damaging spells
inflict only 40% of normal damage, with a minimum of 2 points per die of damage.
A demishadow magic cloudkill slays creatures with fewer than 2 Hit Dice and
inflicts 1d2 points of damage per round. Disintegrate
(Alteration) Range:
5 yds./level
Components: V, S, M Duration:
Instantaneous
Casting Time: 6 Area
of Effect: 1 creature or
Saving Throw: Neg. 10
x 10 x 10 ft. cube
This spell causes matter to vanish. It affects even matter (or energy) of
a magical nature, such as Bigby's forceful hand, but not a globe of
invulnerability or an antimagic shell. Disintegration is instantaneous, and its
effects are permanent. Any single creature can be affected, even undead.
Nonliving matter, up to a 10-foot x 10-foot x 10-foot cube, can be obliterated
by the spell. The spell creates a thin, green ray that causes physical material
touched to glow and vanish, leaving traces of fine dust. Creatures that
successfully save vs. spell have avoided the ray (material items have resisted
the magic) and are not affected. Only the first creature or object struck can be
affected.
The material components are a lodestone and a pinch of dust. Enchant
an Item (Enchantment,
Invocation) Range:
Touch
Components: V, S, M Duration:
Special
Casting Time: Special Area
of Effect: 1 item
Saving Throw: Neg.
This is a spell that must be used by a wizard planning to create a
magical item. The enchant an item spell prepares the object to accept the
magic. The item must meet the following tests: 1) it must be in sound and
undamaged condition; 2) the item must be the finest possible, considering its
nature, i.e., crafted of the highest quality material and with the finest
workmanship; and 3) its cost or value must reflect the second test, and in most
cases the item must have a raw-materials cost in excess of 100 gp. With respect
to requirement 3, it is not possible to apply this test to items such as ropes,
leather goods, cloth, and pottery not normally embroidered, bejeweled, tooled,
carved, or engraved. If such work or materials can be added to an item without
weakening or harming its normal functions, however, these are required for the
item to be enchanted.
The wizard must have access to a workshop or laboratory, properly
equipped and from which contaminating magic can be screened. Any magical item
not related to the fabrication process (such as most protective devices) and
within 30 feet of the materials is a source of contaminating magic and will
spoil the process.
The item to be prepared must be touched by the spellcaster. This touching
must be constant and continual during the casting time, which is a base 16 hours
plus an additional 8d8 hours (as the wizard may never work more than eight hours
per day, and haste or any other spells will not alter the time required
in any way, this effectively means that casting time for this spell is two days
+ 1d8 days). All work must be uninterrupted, and during rest periods the item
being enchanted must never be more than 1 foot distant from the spellcaster; if
it is, the whole spell is spoiled and must be begun again. (Note that during
rest periods absolutely no other form of magic can be performed, and the wizard
must remain quiet and in isolation or the enchantment is ruined.)
At the end of the spell, the caster will know that the item is ready for
the final test. He will then pronounce the final magical syllable, and if the
item makes a saving throw (which is exactly the same as that of the wizard) vs.
spell, the spell is completed. The spellcaster's saving throw bonuses also apply
to the item, up to +3. A result of 1 on the 1d20 roll always results in failure,
regardless of modifications. Once the spell is finished, the wizard can begin to
place the desired spell upon the item. The spell he plans to place must be cast
within 24 hours or the preparatory spell fades, and the item must be enchanted
again.
Each spell subsequently cast upon an object bearing an enchant an item
spell requires 2d4 hours per spell level of the magic being cast. Again, during
casting the item must be touched by the wizard, and during the rest periods it
must always be within 1 foot of his person. This procedure holds true for any
additional spells placed upon the item, and each successive spell must be begun
within 24 hours of the last, even if the prior spell failed.
No magic placed on an item is permanent unless a permanency spell
is used as a finishing touch. This always runs a 5% risk of draining 1 point of
Constitution from the wizard casting the spell. Also, while it is possible to
tell when the basic spell (enchant an item) succeeds, it is not possible
to tell if successive castings actually work, for each must make the same sort
of saving throw as the item itself made. Naturally, an item that is charged--a
rod, staff, wand, javelin of lightning, ring of wishes, etc.--can never
be made permanent. Magical devices cannot be used to enchant an item or cast
magic upon an object so prepared, but scrolls can be used for this purpose.
The materials needed for this spell vary according to both the nature of
the item being enchanted and the magic to be cast upon it. For example, a cloak
of displacement might require the hides of one or more displacer beasts, a
sword meant to slay dragons could require the blood and some other part of the
type(s) of dragon(s) it will be effective against, and a ring of shooting
stars might require pieces of meteorites and the horn of ki-rin. These
specifics, as well as other information pertaining to this spell, are decided by
the DM and must be discovered or researched in play. Ensnarement
(Conjuration/Summoning) Range:
10 yds.
Components: V, S, M Duration:
Special
Casting Time: 1 turn Area
of Effect: Special
Saving Throw: Neg.
Casting this spell attempts a dangerous act: to lure a powerful creature
from another plane to a specifically prepared trap, where it will be held until
it agrees to perform one service in return for freedom from the ensnarement
spell. The type of creature to be ensnared must be known and stated, and if it
has a specific, proper, or given name, this must be used in casting the ensnarement
spell. The spell causes an awareness of a gatelike opening on the plane of the
creature to be ensnared. A special saving throw is then made to determine if the
creature detects the nature of the planar opening as a trap or believes it to be
a gate. To save, the creature must roll equal to or less than its Intelligence
score on 1d20. The score is modified by the difference between the creature's
Intelligence and that of the spellcaster. If the creature has a higher score,
the difference is subtracted from its dice roll to save. If the spellcaster has
a higher score, the difference is added to the dice roll.
If the saving throw succeeds, the creature ignores the spell-created
opening, and the spell fails. If the saving throw fails, the creature steps into
the opening and is ensnared.
When so trapped, the otherplanar creature can freely attack the ensnaring
wizard, unless the caster has created a warding circle. Such circles may be
temporary (drawn by hand) or permanent (inlaid or carved). Even with such
protection, the entrapped creature may break free and wreak its vengeance upon
the spellcaster.
A hand-drawn circle has a base failure chance of 20%, while one inlaid or
carved has a base of 10% (and that is for the first time it is used, to
determine whether or not the job was done properly). The base chance is modified
by the difference between the wizard's combined Intelligence and experience
level and the Intelligence and the experience level or Hit Dice of the creature
ensnared. If the spellcaster has a higher total, that difference in percentage
points is subtracted from the chance for the creature to break free. If the
creature has a higher total, that difference is added to its chance to break
free.
The chance can be further reduced by careful preparation of the circle.
If the hand-made circle is drawn over a longer period of time, using specially
prepared pigments (1,000 gp value per turn spent drawing), the chance of
breaking free is reduced by 1% for every turn spent in preparation. This can
bring the base chance to 0%.
Similarly, an inlaid or carved design can be brought to a 0% chance of
the creature breaking free by inlaying with various metals, minerals, etc. This
cost will require a minimum of one full month of time and add not less than
50,000 gp to the basic cost of having the circle inlaid or carved into stone.
Any break in the circle spoils the efficacy of the spell and enables the
creature to break free automatically. Even a straw dropped across the line of a
magic circle destroys its power. Fortunately, the creature within cannot so much
as place a straw upon any portion of the inscribed ward, for the magic of the
barrier absolutely prevents it.
Once safely ensnared, the creature can be kept for as long as the
spellcaster dares. (Remember the danger of something breaking the ward!) The
creature cannot leave the circle, nor can any of its attacks or powers penetrate
the barrier. The caster can offer bribes, use promises, or make threats in order
to exact one service from the captive creature.
The DM will then assign a value to what the wizard has said to the
ensnared creature, rating it from 0 to 6 (with 6 being the most persuasive).
This rating is then subtracted from the Intelligence score of the creature. If
the creature rolls a successful Intelligence check against its adjusted
Intelligence, it refuses service. New offers, bribes, etc., can be made, or the
old ones re-offered 24 hours later, when the creature's Intelligence has dropped
by 1 point due to confinement. This can be repeated until the creature promises
to serve, until it breaks free, or until the caster decides to get rid of it by
means of some riddance spell. Impossible demands or unreasonable commands are
never agreed to.
Once the single service is completed, the creature need only so inform
the spellcaster to be instantly sent from whence it came. The creature might
later seek revenge. Extension
III (Alteration) Range:
0
Components: V Duration:
Special
Casting Time: 6 Area
of Effect: Special
Saving Throw: None
This spell is the same as the 4th-level extension I spell, except
that it will extend 1st- through 3rd-level spells to double duration and will
extend the duration of 4th- or 5th-level spells by 50%. Eyebite
(Enchantment/Charm,
Illusion/Phantasm) Range:
20 yds.
Components: V, S Duration:
1 round/3 levels
Casting Time: 6 Area
of Effect: 1 creature
Saving Throw: Special
An eyebite spell enables the caster to merely meet the gaze of a
creature and speak a single word to cause an effect. This gaze attack is in
addition to any other attacks allowed to the wizard. The wizard selects one of
four possible gaze attacks at the time the spell is cast, and this attack cannot
be changed. For example, a 12th-level caster who chose fear would have
four opportunities to make gaze attacks causing fear, one for each round of the
spell's duration. Any gaze attack is negated by a successful saving throw vs.
spell, with Wisdom adjustments. The four effects of the spell are as follows:
Charm: The wizard can charm a single person or monster by gaze and
by uttering a single word. The effect is to make the charmed subject absolutely
loyal and docile to the caster, even to the point of personal danger. It is
otherwise the same as a charm monster spell. All creatures other than
humans, demihumans, and humanoids save with +2 bonuses.
Fear: The wizard can cause fear by gaze and by speaking a single
word. The subject flees in blind terror for 1d4 rounds. After this, the creature
refuses to face the caster and cowers or bolts for the nearest cover if
subsequently confronted by the caster (50% chance of either). The latter effect
lasts one turn per caster level. This attack can be negated by spells that
counter fear.
Sicken: This power enables the caster to merely gaze, speak, a
word, and cause sudden pain and fever to sweep over the subject's body.
Creatures with ability scores function at half effectiveness; others inflict
only one-half damage with physical attacks. Movement is at one-half normal rate.
The subject remains stricken for one turn per level of the caster, after which
all abilities return at the rate of one point per turn of complete rest or one
point per hour of moderate activity. The effects cannot be negated by a cure
disease or heal spell, but a remove curse or successful dispel
magic spell is effective. Creatures other than humans, demihumans, and
humanoids save with +2 bonuses versus this attack.
Sleep: The wizard can cause any individual to fall into a comatose
slumber by means of a gaze and a single word, unless the subject successfully
rolls its saving throw vs. spell. Creatures normally subject to a 1st-level sleep
spell save with -2 penalties. An affected creature must be shaken or otherwise
shocked back to consciousness.
In all cases, the gaze attack has a speed factor of 1. This spell does
not affect undead of any type, or extend beyond the plane occupied by the
caster. Note that the caster is subject to the effects of his reflected gaze and
is allowed any applicable saving throw. In the case of a reflected charm
gaze, the caster is paralyzed until it wears off or is countered. Geas
(Enchantment/Charm) Range:
10 yds.
Components: V Duration:
Special
Casting Time: 4 Area
of Effect: 1 creature
Saving Throw: None
A geas spell places a magical command upon a creature (usually
human or humanoid) to carry out some service, or to refrain from some action or
course of activity, as desired by the spellcaster. The creature must be
intelligent, conscious, under its own volition, and able to understand the
caster. While a geas cannot compel a creature to kill itself or perform acts
that are likely to result in certain death, it can cause almost any other course
of action. The geased creature must follow the given instructions until the geas
is completed. Failure to do so will cause the creature to grow sick and die
within 1d4 weeks. Deviation from or twisting of the instructions causes a
corresponding loss of Strength points until the deviation ceases. A geas can be
done away with by a wish spell, but a dispel magic or remove
curse spell will not negate it. Your DM will decide any additional details
of a geas, for its casting and fulfillment are tricky, and an improperly cast
geas is ignored. Glassee
(Alteration) Range:
Touch
Components: V, S, M Duration:
1 rd./level
Casting Time: 1 rd. Area
of Effect: Special
Saving Throw: None
By means of this spell, the wizard is able to make a section of metal,
stone, or wood as transparent as glass to his gaze, or even make it into
transparent material as explained hereafter. Normally, the glassee spell
can make up to 4 inches of metal, 6 inches of stone, and 20 inches of wood
transparent. The spell will not work on lead, gold, or platinum. The wizard can
opt to make the glassee work only for himself for the duration of the spell, or
he can actually make a transparent area, a one-way window, in the material
affected. Either case gives a viewing area 3 feet wide by 2 feet high. If a
window is created, it has the strength of the original material.
The material component of the spell is a small piece of crystal or glass. Globe
of Invulnerability (Abjuration) Range:
0
Components: V, S, M Duration:
1 rd./level
Casting Time: 1 rd. 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-, 3rd-, or 4th-level spell effects from
penetrating. Thus, the area of effect of any such spell does not include the
area of the globe of invulnerability. This includes innate spell-like abilities
and effects from devices. However, any type of spell can be cast out of the
magical sphere; spells pass from the caster of the globe to the subject without
effect on the globe. Fifth and higher level spells are not affected by the
globe. The globe can be brought down by a successful dispel magic spell.
The material component of the spell is a glass or crystal bead that
shatters at the expiration of the spell. Guards
and Wards (Evocation,
Alteration, Enchantment/Charm) Range:
0
Components: V, S, M Duration:
1 hr./level
Casting Time: 3 turns Area
of Effect: Special
Saving Throw: None
This special and powerful spell is primarily used to defend the wizard's
stronghold. The ward protects a one-story stronghold, with a base dimension of
400 feet x 400 feet. The wizard can ward a multistory area by reducing the base
area proportionately. The following take place in the warded area upon casting
the spell: 1.
All corridors become misty; visibility is reduced to 10 feet. 2.
All doors are wizard locked. 3.
Stairs are filled with webs from top to bottom. These act as the
2nd-level web spell, except that they regrow within one turn if
destroyed. 4.
Where there are choices in direction--such as a cross or side passage--a
minor confusion-type spell functions so as to make it 50% probable that
intruders believe they are going in the exact opposite direction. 5.
The whole area radiates magic. The normal use of the detect magic
spell becomes impossible for those of less than the caster's level and difficult
for others. 6.
One door per level of experience of the wizard is covered by an illusion
to appear as if it were a plain wall. 7.
The wizard can place one of the following additional magical effects:
A. Dancing lights in four corridors.
B. A magic mouth in two places.
C. A stinking cloud in two places.
D. A gust of wind in one corridor or room.
E. A suggestion in one place.
Note that items 6 and 7 function only when the wizard is totally familiar
with the area of the spell's effect. Dispel magic can remove one effect,
at random, per casting. A remove curse spell will not work.
The material components of the spell are burning incense, a small measure
of sulphur and oil, a knotted string, a small amount of umber hulk blood, and a
small silver rod. Invisible
Stalker (Conjuration/Summoning) Range:
10 yds.
Components: V, S, M Duration:
Special
Casting Time: 1 rd. Area
of Effect: Special
Saving Throw: None
This spell summons an invisible stalker from the Elemental Plane of Air.
This 8-Hit Dice monster obeys and serves the spellcaster in performing whatever
tasks are set before it. It is a faultless tracker within one day of the
quarry's passing. The invisible stalker follows instructions even if they send
him hundreds or thousands of miles away and, once given an order, follows
through unceasingly until the task is accomplished. However, the creature is
bound to serve; it does not do so from loyalty or desire. Therefore, it resents
prolonged missions or complex tasks, and it attempts to pervert instructions
accordingly. Invisible stalkers understand common speech but speak no language
save their own.
The material components of this spell are burning incense and a piece of
horn carved into a crescent shape. Legend
Lore (Divination) Range:
0
Components: V, S, M Duration:
Special
Casting Time: Special Area
of Effect: Special
Saving Throw: None
The legend lore spell is used to determine legendary information
regarding a known person, place, or thing. If the person or thing is at hand, or
if the wizard is in the place in question, the likelihood of the spell producing
results is far greater and the casting time is only 1d4 turns. If only detailed
information on the person, place, or thing is known, casting time is 1d10 days.
If only rumors are known, casting time is 2d6 weeks.
During the casting, the wizard cannot engage in activities other than the
routine: eating, sleeping, etc. When completed, the divination reveals if
legendary material is available. It often reveals where this material is--by
place name, rhyme, or riddle. It sometimes gives certain information regarding
the person, place, or thing (when the object of the legend lore is at
hand), but this data is always in some cryptic form (rhyme, riddle, anagram,
cipher, sign, etc.). Naturally, a legend lore spell reveals information
only if the person, place, or thing is noteworthy or legendary.
For example, suppose Delsenora came across an extremely well-made sword.
It radiates magic, but when she used an identify spell, she could not
learn any information. Even giving it to a trusted fighter didn't work, as the
sword did not reveal any special powers. Finally, she casts a legend lore
spell, hoping to gain more information. Since the sword is at hand, she
completes the spell in three turns. In her mind comes the message, "Once
this was the sword of he who waits till Albion's time of greatest peril, when
unto his hand it shall fly again. Fair was the hand that gave me and fair was
the hand that reclaimed me." Clearly, Delsenora realizes, this must be a
very powerful item, since her spell gave only a cryptic answer. But who is he
who waits? And where is Albion? For more information, Delsenora is going to have
to cast more spells. But now the process will take much longer, since she has
only the vaguest of clues to follow.
The legend lore spell is cast with incense and strips of ivory
formed into a rectangle, but some item of value to the caster must be sacrificed
in addition--a potion, magical scroll, magical item, etc. Lower
Water (Alteration) Reversible Range:
80 yds.
Components: V, S, M Duration:
5 rds./level
Casting Time: 1 turn Area
of Effect: 10-ft./level square
Saving Throw: None
The wizard casting a lower water spell causes water or similar
fluid in the area of effect to sink away. The water can be lowered up to 2 feet
for every experience level of the wizard, to a minimum depth of 1 inch. The
water is lowered within a square area whose sides are 10 feet long per caster
level. Thus, a 12th-level wizard affects a volume of 24 feet x 120 feet x 120
feet, a 13th-level caster a volume of 26 feet x 130 feet x 130 feet, and so on.
In extremely large and deep bodies of water, such as deep ocean, the spell
creates a whirlpool that sweeps ships and similar craft downward, putting them
at risk and rendering them unable to leave by normal movement for the duration
of the spell. When cast on water elementals and other water-based creatures,
this spell acts as a slow spell: The creature moves at half speed and
makes half the number of attacks each round. It has no effect on other
creatures.
The material component of this spell is a small vial of dust.
Its reverse, raise water, causes water or similar fluids to return
to their highest natural level: spring flood, high tide, etc. This can make
fords impassable, float grounded ships, and may even sweep away bridges, at the
DM's option. It negates lower water and vice versa.
The material component of the raise water spell is a small vial of
water. Mass
Suggestion (Enchantment/Charm) Range:
30 yds.
Components: V, M Duration:
4 turns + 4 turns/level
Casting Time: 6 Area
of Effect: 1 creature/level
Saving Throw: Neg.
The mass suggestion spell enables the wizard to influence the
actions of one or more chosen creatures in the same way as the suggestion
spell. Up to one creature per experience level of the caster can be influenced,
provided that all subject creatures are within the 30-yard range. Undead are not
subject to this spell. The suggestion must be reasonably worded and understood
by the creatures, and must be the same for all hearing it. Creatures
successfully saving vs. spell are unaffected. Saving throws against the spell
suffer a penalty of -1, and if a single creature is to be affected, its saving
throw suffers a -4 penalty. Note that a very reasonable mass suggestion can
cause the saving throw to be made with an additional penalty (such as -1, -2,
etc.), at the discretion of your DM. A mass suggestion can continue in effect
for a considerable duration, at the DM's discretion. Conditions that will
trigger a special action can also be specified; if the condition is not met
before the spell expires, the action will not be performed.
The material components of this spell are a snake's tongue and either a
bit of honeycomb or a drop of sweet oil. Mirage
Arcana (Illusion/Phantasm,
Alteration) Range:
10 yds./level
Components: V, S (M optional) Duration:
Special
Casting Time: Special Area
of Effect: 10 ft./level radius
Saving Throw: None
The magic of this spell is similar to that of the vacancy spell,
only more powerful and elaborate. The spell enables the caster to make an area
appear to be something other than it is--a setting he has personally seen. The
spell remains as long as the caster maintains a minimal concentration upon it.
Even after this, the spell persists for a total of one hour plus one additional
turn for each experience level of the caster. (Note: Minimal concentration can
be maintained during normal conversation but not while spellcasting, in melee,
or if harmed by an attack.) If the caster actually uses a small bit of anything
connected with the place to create this spell, it takes on a quasi reality.
In its basic form, forceful contact is necessary to have any hope of
discovering the magic, short of a detection device or spell. In its more complex
form, where a material component is used, detection is possible only by some
magical means, whether device, item, or spell. Either form of mirage arcana is
subject to the dispel magic spell.
As with all powerful illusions, the mind of the believer urges
appropriate effects upon the viewer's body. Under the influence of the spell,
the viewer could possibly walk across a bed of hot coals thinking it was a
shallow stream of water that was cooling his feet (and thus suffer no damage),
dine upon imaginary food and actually be satisfied, or rest comfortably upon a
bed of sharp stones, thinking it a featherbed. Gravity is not affected by the
spell, however, so an envisioned bridge spanning a deep chasm does not support
the believer. Those who witness the event see it as a sudden disappearance of
the individual. They do not connect it with an illusion unless they are
otherwise aware of some magic at work. Mislead
(Illusion/Phantasm) Range:
10 yds.
Component: S Duration:
1 rd./level
Casting Time: 1 Area
of Effect: Special
Saving Throw: None
When a mislead spell is cast by the wizard, he actually creates an
illusory double at the same time that he is cloaked by improved invisibility
magic (see the 4th-level spell). The wizard is then free to go elsewhere while
his double seemingly moves away. The spell enables the illusion of the wizard to
speak and gesture as if it were real, and there are full olfactory and touch
components as well. A true seeing spell or a gem of seeing will
reveal the illusion for what it is. A detect invisibility or true
seeing spell or items such as a gem of seeing or robe of eyes
can detect the invisible wizard (see the 5th-level wizard spell shadow door). Monster
Summoning IV (Conjuration/Summoning) Range:
Special
Components: V, S, M Duration:
5 rds. + 1 rd./level
Casting Time: 6 Area
of Effect: 60-yd. radius
Saving Throw: None
This spell is much like the 3rd-level spell monster summoning I,
except that this spell summons 1d3 4th-level monsters. These appear 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,
summoned monsters can, if the wizard can communicate with them, and if they are
physically capable, perform other services for the summoning wizard.
The material components of this spell are a tiny bag and a small (not
necessarily lit) candle. Mordenkainen's
Lucubration (Alteration) Range:
0
Components: V, S Duration:
Instantaneous
Casting Time: 1 Area
of Effect: The caster
Saving Throw: None
By use of this spell, the wizard is able to instantly recall any 1st-
through 5th-level spell he has used during the past 24 hours. The spell must
have been memorized and actually used during that time period. Mordenkainen's
lucubration allows the recovery of only one spell. If the recalled spell
requires material components, these must be provided by the caster; the
recovered spell is not usable until the material components are available. Move
Earth (Alteration) Range:
10 yds./level
Components: V, S, M Duration:
Permanent
Casting Time: Special Area
of Effect: Special
Saving Throw: None
When cast, the move earth spell moves dirt (clay, loam, sand) and
its other components. Thus, embankments can be collapsed, hillocks moved, dunes
shifted, etc. However, in no event can rock prominences be collapsed or moved.
The area to be affected dictates the casting time; for every 40 yard x 40 yard
surface area and 10 feet of depth, one turn of casting time is required. The
maximum area that can be affected is 240 yards x 240 yards, which takes four
hours.
If terrain features are to be moved--as compared to simply caving in
banks or walls of earth--it is necessary that an earth elemental be subsequently
summoned to assist. All spell casting or summoning must be completed before any
effects occur. As any summoned earth elemental will perform most of its work
underground, it is unlikely that it will be intercepted or interrupted. Should
this occur, however, the movement of the earth requiring its services must be
stopped until the elemental is once again available. Should the elemental be
slain or dismissed, the move earth spell is limited to collapsing banks
or walls of earth.
The spell cannot be used for tunneling and is generally too slow to trap
or bury creatures; its primary use is for digging or filling moats or for
adjusting terrain contours before a battle.
The material components for this spell are a mixture of soils (clay,
loam, sand) in a small bag and an iron blade.
Note: This spell does not violently break the surface of the ground.
Instead, it creates wavelike crests and troughs, with the earth reacting with
glacierlike fluidity until the desired result is achieved. Trees, structures,
rock formations, etc. are relatively unaffected, save for changes in elevation
and relative topography. Otiluke's
Freezing Sphere (Alteration,
Evocation) Range:
Special
Components: V, S, M Duration:
Special
Casting Time: 6 Area
of Effect: Special
Saving Throw: Special
Otiluke's Freezing Sphere is a multipurpose spell of considerable
power. If the caster opts, he may create any of the following:
A) Frigid globe. A small globe of matter at absolute zero
temperature that spreads upon contact with water, or a liquid that is
principally water, freezing it to a depth of 6 inches over an area equal to 100
square feet per level of the spellcaster. This ice lasts for one round per level
of the caster.
The material component is a thin sheet of crystal about an inch square.
B) Cold ray. The spell can be used as a thin ray of cold that
springs from the caster's hand to a distance of 10 yards per level of the
wizard; this ray inflicts 1d4+2 points of damage per level of the caster upon
the first creature struck. A saving throw vs. spell is applicable; all damage is
negated if it is successful (as the ray is so narrow a save indicates it
missed). If the first creature is missed, the path of the ray is plotted to its
full distance, and anything else in its path must save (if applicable) or suffer
appropriate damage.
The material component is a white sapphire of not less than 1,000 gp
value.
C) Globe of cold. This creates a small globe about the size of a
sling stone, cool to the touch, but not harmful. This globe can be hurled,
either by hand to a distance of 40 yards (considered short range), or as a sling
bullet. The globe shatters upon impact, inflicting 6d6 points of cold damage
upon all creatures within a 10-foot radius (one-half damage if a saving throw
vs. spell is successful). Use the Grenadelike Missile Table in the Dungeon
Master Guide to find where misses strike. Note that if the globe is not
thrown or slung within one round per level of the spellcaster, it shatters and
causes cold damage as stated above. This timed effect can be employed against
pursuers, although it can prove hazardous to the spellcaster and his associates
as well.
The material component is a 1,000-gp diamond. Part
Water (Alteration) Range:
10 yds./level
Components: V, S, M Duration:
5 rds./level
Casting Time: 1 turn Area
of Effect: 20 ft. x
Saving Throw: None 3
ft./level x 30 ft./level
By employing a part water spell, the wizard is able to cause water
or similar liquid to move apart, thus forming a 20-foot-wide trough. The depth
and length of the trough are dependent upon the level of the wizard, and a
trough 3 feet deep by 10 yards long is created per level. For example, at 12th
level the wizard would part water 36 feet deep by 20 feet wide by 120 yards
long. The trough remains as long as the spell lasts or until the wizard who cast
it opts to end its effects. If cast under water, this spell creates an air
cylinder of appropriate length and diameter. If cast directly on a water
elemental or other water-based creature, the creature receives 4d8 damage and
must roll a successful saving throw vs. spell or flee in panic for 3d4 rounds.
The material components for the spell are two small sheets of crystal or
glass. Permanent
Illusion (Illusion/Phantasm) Range:
10 yds./level
Components: V, S, M Duration:
Permanent
Casting Time: 6 Area
of Effect: 20-ft. cube +
Saving Throw: Special 10-ft.
cube/level
When this spell is cast, the wizard creates an illusion with visual,
auditory, olfactory, and thermal elements. The spell can create the illusion of
any object, creature, or force, as long as it is within the boundaries of the
spell's area of effect. It affects all creatures that view the illusion, even to
the extent of them suffering damage from falling into an illusory pit full of
sharp spikes.
Creatures that attempt to disbelieve the illusion gain a saving throw vs.
spell and, if successful, they see it for what it is and add +4 bonuses to
associates' saving throws, if this knowledge can be communicated effectively.
Creatures not sensing the spell effect are immune until they become aware of it.
The permanent illusion is subject to a dispel magic spell, of course.
The material component of the spell is a bit of fleece. Programmed
Illusion (Illusion/Phantasm) Range:
10 yds./level
Components: V, S, M Duration:
Special
Casting Time: 6 Area
of Effect: 20-ft. cube +
Saving Throw: Special 10-ft.
cube/level
This spell creates a spectral force spell that activates upon
command or when a specific condition occurs. The illusion has visual, auditory,
olfactory, and thermal elements. It can be of any object, creature, or force, as
long as it remains within the boundaries of the spell's area of effect.
The occurrence that begins the illusion can be as general or as specific
and detailed as desired, such as the following: "Begin only when a
venerable female human carrying a sack of groat clusters sits cross-legged
within one foot of this spot." Such visual triggers can react to a
character using the disguise ability. Command range is 5 yards per level
of the wizard, so a 12th-level wizard can command the programmed illusion to
occur at a maximum encounter range of 60 yards. A programmed illusion cannot
distinguish invisible creatures, nor alignment, level, Hit Dice, or class,
except by external garb. If desired, the effect can be keyed to a specific noise
or spoken word. The spell lasts until the illusion occurs; thus, the spell
duration is variable. The illusion will last for a maximum of one round per
level of the spellcaster.
Creatures that attempt to disbelieve the illusion gain a saving throw vs.
spell and, if successful, see it for what it is and add +4 bonuses to
associates' saving throws, if this knowledge can be communicated effectively.
Creatures not sensing the spell effect are immune until they become aware of it.
The illusion is subject to a dispel magic spell.
The material component of the spell is a bit of fleece. Project
Image (Alteration,
Illusion/Phantasm) Range:
10 yds./level
Components: V, S, M Duration:
1 rd./level
Casting Time: 6 Area
of Effect: Special
Saving Throw: None
By means of this spell, the wizard creates a nonmaterial duplicate of
himself, projecting it to any spot within spell range. This image performs
actions decided by the wizard--walking, speaking, spellcasting--conforming to
the actual actions of the wizard unless he concentrates on making it act
differently (in which case the wizard is limited to half movement and no
attacks).
The image can be dispelled only by means of a successful dispel magic
spell (or upon command from the spellcaster); attacks pass harmlessly through
it. The image must be within view of the wizard projecting it at all times, and
if his sight is obstructed, the spell is broken. Note that if the wizard is
invisible at the time the spell is cast, the image is also invisible until the
caster's invisibility ends, though the wizard must still be able to see the
image (by means of a detect invisibility spell or other method) to
maintain the spell. If the wizard uses dimension door, teleport, plane shift,
or a similar spell that breaks his line of vision, the project image
spell ends.
The material component of this spell is a small replica (doll) of the
wizard. Reincarnation
(Necromancy) Range:
Touch
Components: V, S, M Duration:
Permanent
Casting Time: 1 turn Area
of Effect: Person touched
Saving Throw: None
With this spell, the wizard can bring back to life a person who died no
more than one day per level of experience of the wizard before the casting of
the spell. The essence of the dead person is transferred to another body,
possibly one very different from his former body. Reincarnation does not require
any saving throw, system shock, or resurrection survival roll. The corpse is
touched, and a new incarnation of the person will appear in the area in 1d6
turns. The person reincarnated recalls the majority of his former life and form,
but the character class, if any, of the new incarnation might be different
indeed. The new incarnation is determined on the following table. If a player
character race is indicated, the character must be created.
D100 Roll Incarnation
01-05
Bugbear
06-11
Dwarf
12-18
Elf
19-23
Gnoll
24-28
Gnome
29-33
Goblin
34-40
Half-elf
41-47
Halfling
48-54
Half-orc
55-59
Hobgoblin
60-73
Human
74-79
Kobold
80-85
Orc
86-90
Ogre
91-95
Ogre mage
96-00
Troll
Note: Very good or very evil persons will not be reincarnated as
creatures whose general alignment is the opposite.
The material components of the spell are a small drum and a drop of
blood. Repulsion
(Abjuration) Range:
0
Components: V, S, M Duration:
1 round/2 levels
Casting Time: 6 Area
of Effect: 10 ft./level x 10 ft.
Saving Throw: None
When this spell is cast, the wizard is able to cause all creatures in the
path of the area of effect to move directly away from his person. Repulsion
occurs at the speed of the creature attempting to move toward the spellcaster.
The repelled creature continues to move away for a complete round even if this
takes it beyond spell range. The caster can designate a new direction each
round, but use of this power counts as the caster's principal action in the
round. The caster can, of course, choose to do something else instead of using
the repulsion attack.
The material component for this spell is a pair of small magnetized iron
bars attached to two small canine statuettes, one ivory and one ebony. Shades
(Illusion/Phantasm) Range:
30 yds.
Components: V, S Duration:
1 rd./level
Casting Time: 6 Area
of Effect: 20-ft. cube
Saving Throw: Special
This spell is related to the shadow monsters and demishadow
monsters spells. The shades spell uses material from the Demiplane of
Shadow to form semireal illusions of one or more monsters, up to 1 Hit Die per
caster level. All shades created by one spell must be of the same sort, and they
have 60% of the hit point total the real creatures would have. Those who view
the shades and fail their saving throws vs. spell believe the illusion.
The shades perform as the real monsters with respect to Armor Class and
attack forms. Special attack forms such as petrification or level drain do not
actually occur, but a subject who believes the shades are real will react
appropriately, until the illusion is countered by a dispel magic spell or
the condition is countered by a heal spell. Those who roll successful
saving throws see the shades as transparent images superimposed on vague shadowy
forms. These are Armor Class 6 and cause only 60% of the true monsters' normal
melee damage. Stone
to Flesh (Alteration) Reversible Range:
10 yds./level
Components: V, S, M Duration:
Permanent
Casting Time: 6 Area
of Effect: 1 creature
Saving Throw: Special
The stone to flesh spell turns any sort of stone into flesh. If
the recipient stone object was formerly living, this spell restores life (and
goods), although the survival of the creature is subject to the usual system
shock survival roll. Any formerly living creature, regardless of size, can be
thus returned to flesh. Ordinary stone can be turned to flesh in a volume of 9
cubic feet per level of experience of the spellcaster. Such flesh is inert,
lacking a vital life force, unless a life force or magical energy is available
(for example, this spell would turn a stone golem into a flesh golem, but an
ordinary statue would become a body). If cast upon stone, the wizard can create
a cylinder of fleshy material from 1 to 3 feet in diameter and up to 10 feet
long, allowing a passage to be made.
The material components are a pinch of earth and a drop of blood.
The reverse, flesh to stone, turns flesh of any sort to stone. All
possessions on the person of the creature likewise turn to stone. The intended
subject of the spell receives a saving throw vs. spell to avoid the effect. If a
statue created by this spell is subjected to breakage or weathering, the being
(if ever returned to his original, fleshy state) will have similar damage,
deformities, etc. The DM may allow such damage to be repaired by various
high-level clerical spells, such as regenerate.
The material components of the spell are lime, water, and earth. Tenser's
Transformation (Alteration,
Evocation) Range:
0
Components: V, S, M Duration:
1 rd./level
Casting Time: 6 Area
of Effect: The caster
Saving Throw: None
Tenser's transformation is a sight guaranteed to astound any creature not
aware of its power, for when the wizard casts the spell, he undergoes a
startling transformation. The size and strength of the wizard increase to heroic
proportions, so he becomes a formidable fighting machine; the spell causes the
caster to become a berserk fighter! The wizard's hit points double, and all
damage he sustains comes first from the magical points gained; once these points
are eliminated, all subsequent damage (to his true hit points) is doubled. The
Armor Class of the wizard is 4 better than that possessed prior to casting the
spell (AC 10 goes to 6, AC 9 to 5, AC 8 to 4, etc.), to a maximum Armor Class of
-10.
All attacks are as a fighter of the same level as the wizard (i.e., the
wizard uses the combat values normally reserved for fighters). The wizard can
use either a dagger or a staff when attacking. A dagger can be used twice per
round, and each successful attack inflicts an additional 2 points of damage. A
staff can be used only once per round, but with a +2 bonus to attack and damage
rolls. The wizard fights in melee in preference to all other forms of attack,
and continues attacking until all opponents are slain, he is killed, the magic
is dispelled, or the spell duration expires.
The material component for casting this spell is a potion of heroism
(or superheroism) that the wizard must consume during the course of
uttering the spell. Transmute
Water to Dust (Alteration) Reversible Range:
60 yds.
Components: V, S, M Duration:
Permanent
Casting Time: 5 Area
of Effect: 10-ft. cube/level
Saving Throw: None (special)
When this spell is cast, the subject area instantly undergoes a change
from liquid to powdery dust. Note that if the water is already muddy, the area
of effect is doubled, while if wet mud is being transmuted, the area of effect
is quadrupled. If water remains in contact with the transmuted dust, the former
quickly soaks the latter, turning the dust into silty mud (if a sufficient
quantity of water exists to do so), otherwise soaking or dampening the dust
accordingly.
Only liquid actually in the area of effect at the moment of spellcasting
is affected. Liquids that are only partially water are affected only insofar as
the actual water content is concerned; however, potions containing water are
rendered useless. Living creatures are unaffected, except for those native to
the Elemental Plane of Water. Such creatures receive saving throws vs. spell.
Failure inflicts 1d6 points of damage per caster level upon the subject, while
success means the creature receives half damage. Only one such creature can be
affected by any single casting of this spell, regardless of the creature's size
or the size of the spell's area of effect.
The reverse of the spell is simply a very high-powered create water
spell that requires a pinch of normal dust as an additional material component.
For either usage of the spell, other components required are diamond dust
of at least 500 gp value and a bit of seashell. True
Seeing (Divination) Range:
Touch
Components: V, S, M Duration:
1 rd./level
Casting Time: 1 rd. Area
of Effect: Line of sight,
Saving Throw: None max.
60 ft.
When the wizard employs this spell, he confers upon the recipient the
ability to see all things as they actually are. The spell penetrates normal and
magical darkness. Secret doors become plain. The exact location of displaced
things is obvious. Invisible things become visible. Illusions and apparitions
are seen through. Polymorphed, changed, or enchanted objects are apparent. (The
real form appears translucently superimposed on the apparent form: A gold dragon
polymorphed to human form would appear human with a ghostly dragon looming over
the human form.) Unlike the clerical version of this spell, the recipient cannot
determine alignment. The recipient can focus his vision to see into the Ethereal
Plane or the bordering areas of adjacent planes. The range of vision conferred
is 60 feet. True seeing does not penetrate solid objects; it in no way confers
X-ray vision or its equivalent. Furthermore, the spell effects cannot be
enhanced with magic.
The spell requires an ointment for the eyes that is made from a very rare
mushroom powder, saffron, and fat. It costs no less than 300 gp per use and must
be aged for 1d6 months. Veil (Illusion/Phantasm) Range:
10 yds./level
Components: V, S Duration:
1 turn/level
Casting Time: 6 Area
of Effect: 20-ft. cube/level
Saving Throw: None
The veil spell enables the wizard to instantly change the
appearance of his surroundings and party or create hallucinatory terrain so as
to fool even the most clever creatures (unless they have the true seeing
spell, a gem of seeing, or a similar magical aid). The veil can make a
sumptuous room seem like a filthy den; even tactile impressions conform to the
visual illusion. Likewise, a party might be made to resemble a mixed band of
brownies, pixies, and faeries led by a treant. If hallucinatory terrain is
created, touch does not cause it to vanish. |