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Banishment
(Abjuration) Range:
20 yds.
Components: V, S, M Duration:
Instantaneous
Casting Time: 7 Area
of Effect: 60-ft. radius
Saving Throw: Special
A banishment spell enables the caster to force some extraplanar
creature out of the caster's home plane. The effect is instantaneous, and the
subject cannot come back without some special summoning or means of egress from
its own plane to the one from which it was banished. Up to 2 Hit Dice or levels
of creature per caster level can be banished.
The caster must both name the type of creature(s) to be sent away and
give its name and title as well, if any. In any event, the creature's magic
resistance must be overcome for the spell to be effective.
The material components of the spell are substances harmful, hateful, or
opposed to the nature of the subject(s) of the spell. For every such substance
included in the casting, the subject creature(s) loses 5% from its magic
resistance and suffers a -2 penalty to its saving throw vs. spell. For example,
if iron, holy water, sunstone, and a sprig of rosemary were used in casting a
banishment upon a being that hates those things, its saving throw versus the
spell would be made with a -8 penalty (four substances times the factor of -2).
Special items, such as hair from the tail of a ki-rin or couatl feathers, could
also be added to change the factor to -3 or -4 per item. In contrast, a titan's
hair or mistletoe blessed by a druid might lower the factor to -1 with respect
to the same creature. If the subject creature successfully rolls its saving
throw vs. spell, the caster is stung by a backlash of energy, suffers 2d6 points
of damage, and is stunned for one round. Bigby's
Grasping Hand (Evocation) Range:
10 yds./level
Components: V, S, M Duration:
1 rd./level
Casting Time: 7 Area
of Effect: Special
Saving Throw: None
Bigby's grasping hand is a superior version of the 6th-level spell
Bigby's forceful hand. It creates a man-sized (5 feet) to
gargantuan-sized (21 feet) hand that appears and grasps a creature designated by
the caster, regardless of what the spellcaster does or how the opponent tries to
escape it. The grasping hand can hold motionless a creature or object of up to
1,000 pounds weight, slow movement to 10 feet per round if the creature weighs
between 1,000 and 4,000 pounds, or slow movement by 50% if the creature weighs
up to 16,000 pounds. The hand itself inflicts no damage. The grasping 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 order it to release a trapped opponent
or can dismiss it on command.
The material component is a leather glove. Charm
Plants (Enchantment/Charm) Range:
30 yds.
Components: V, S, M Duration:
Permanent
Casting Time: 1 turn Area
of Effect: 10 x 30 ft.
Saving Throw: Neg.
The charm plants spell enables the spellcaster to bring under
command vegetable life forms and communicate with them. These plants obey
instructions to the best of their ability. The spell will charm plants in a
30-foot x 10-foot area. While the spell does not endow the vegetation with new
abilities, it does enable the wizard to command the plants to use whatever they
have in order to fulfill his instructions. If the plants in the area of effect
do have special or unusual abilities, these are used as commanded by the wizard.
For example, this spell can generally duplicate the effects of the
1st-level priest spell entangle, if the caster desires. The saving throw
applies only to intelligent plants, and it is made with a -4 penalty to the die
roll.
The material components of the spell are a pinch of humus, a drop of
water, and a twig or leaf. Control
Undead (Necromancy) Range:
60 ft.
Components: V, S, M Duration:
3d4 rds. + 1 rd./level
Casting Time: 1 rd. Area
of Effect: 1d6 undead
Saving Throw: Special
This spell enables the wizard to command 1d6 undead creatures for a short
period of time. Upon casting the spell, the wizard selects one point within
range of the spell. Those undead nearest to this point are affected, until
either undead equal in Hit Dice to the caster's level or six undead are
affected. Undead with 3 Hit Dice or less are automatically controlled. Those of
greater Hit Dice are allowed a saving throw vs. spell, which, if successful,
negates the attempt to control that creature. Regardless of the success or
failure of the saving throw, each creature required to make a check counts
toward the Hit Dice limit of the spell.
Those creatures under the control of the wizard can be commanded by the
caster if they are within hearing range. There is no telepathic communication or
language requirement between the caster and the controlled undead. Even if
communication is impossible, the controlled undead do not attack the spellcaster.
At the end of the spell, the controlled undead revert to their normal behaviors.
Those not mindless will remember the control exerted by the wizard.
The material component for this spell is a small piece each of bone and
raw meat. Delayed
Blast Fireball (Evocation) Range:
100 yds. + 10 yds./level
Components: V, S, M Duration:
Special
Casting Time: 7 Area
of Effect: 20-ft. radius
Saving Throw: ½
This spell creates a fireball, with a +1 bonus to each of its dice of
damage, which releases its blast anytime from instantly to five rounds later,
according to the command given by the wizard. In other respects, the spell is
the same as the 3rd-level spell fireball. Drawmij's
Instant Summons (Conjuration/Summoning) Range:
Infinite + special
Components: V, S, M Duration:
Instantaneous
Casting Time: 1 Area
of Effect: 1 small object
Saving Throw: None
When this spell is cast, the wizard teleports some desired item from
virtually any location directly to his hand. The single object can be no longer
in any dimension than a sword, can have no more weight than a shield (about
eight pounds), and must be nonliving.
To prepare this spell, the wizard must hold a gem of not less than 5,000
gp value in his hand and utter all but the final word of the conjuration. At
some point in the future, he must crush the gem and utter the final word. The
desired item is then transported instantly into the spellcaster's right or left
hand, as he desires.
The item must have been previously touched during the initial incantation
and specifically named; only that particular item is summoned by the spell.
During the initial incantation, the gem becomes magically inscribed with the
name of the item to be summoned. The inscription is invisible and unreadable,
except by means of a read magic spell, to all but the wizard who cast the
summons.
If the item is in the possession of another creature, the spell does not
work, and the caster knows who the possessor is and roughly where he, she, or it
is located when the summons is cast. Items can be summoned from other planes of
existence, but only if such items are not in the possession (not necessarily the
physical grasp) of another creature. For each level of experience above the
14th, the wizard is able to summon a desired item from one plane farther removed
from the plane he is in at the time the spell is cast (one plane away at 14th
level, two planes away at 15th, etc.). Thus, a wizard of 16th level could cast
the spell even if the desired item was on the second layer of one of the Outer
Planes, but at 14th level the wizard would be able to summon the item only if it
were no farther than one of the Inner Planes, the Ethereal Plane, or the Astral
Plane (see the Planescape Campaign Setting boxed set). Note that special
wards or barriers, or factors that block the teleport or plane shift
spells, may also block the operation of this spell. Objects in Leomund's secret
chest cannot be recovered by using this spell.
Note: If the item is wizard marked, it can be summoned from anywhere on
the same plane unless special local conditions apply. Furthermore, the details
of the location of the item are more specific, and the item is more easily
traceable with other types of scrying magic. Duo-Dimension
(Alteration) Range:
0
Components: V, S, M Duration:
3 rds. + 1 rd./level
Casting Time: 7 Area
of Effect: The caster
Saving Throw: None
A duo-dimension spell causes the caster to have only two
dimensions, height and width, with no depth. He is thus invisible when turned
sideways. This invisibility can be detected only by means of a true seeing
spell or similar methods. In addition, the duo-dimensional wizard can pass
through the thinnest of spaces as long as these have the proper height--going
through the space between a door and its frame is a simple matter. The wizard
can perform all actions normally. He can turn and become invisible, move in this
state, and appear again next round and cast a spell, disappearing on the
following round.
Note that when turned, the wizard cannot be affected by any form of
attack, but when visible, he is subject to double the amount of damage normal
for an attack form; for example, a dagger thrust would inflict 2d4 points of
damage if it struck a duo-dimensional wizard. Furthermore, the wizard has a
portion of his existence in the Astral Plane when the spell is in effect, and he
is subject to possible notice by creatures there. If noticed, it is 25% probable
that the wizard is pulled entirely into the Astral Plane by any attack from an
astral creature. Such an attack (and any subsequent attack received on the
Astral Plane) inflicts normal damage.
The material components of this spell are a flat ivory likeness of the
spellcaster (which must be of finest workmanship, gold filigreed, and enameled
and gem-studded at an average cost of 500 to 1,000 gp) and a strip of parchment.
As the spell is uttered, the parchment is given half a twist and joined at the
ends. The figurine is then passed through the parchment loop, and both disappear
forever. Finger
of Death (Necromancy) Range:
60 yds.
Components: V, S Duration:
Permanent
Casting Time: 5 Area
of Effect: 1 creature
Saving Throw: Neg.
The finger of death spell snuffs out the victim's life force. If
successful, the victim can be neither raised nor resurrected. In addition, in
human subjects the spell initiates changes to the body such that after three
days the caster can, by means of a special ceremony costing not less than 1,000
gp plus 500 gp per body, animate the corpse as a juju zombie under the control
of the caster. The changes can be reversed before animation by a limited wish
or similar spell cast directly upon the body, and a full wish restores
the subject to life.
The caster utters the finger of death spell incantation, points
his index finger at the creature to be slain, and unless the victim succeeds in
a saving throw vs. spell, death occurs. A creature successfully saving still
receives 2d8+1 points of damage. If the subject dies of damage, no internal
changes occur and the victim can then be revived normally. Forcecage
(Evocation) Range:
10 yds./2 levels
Components: V, S, special Duration:
6 turns + 1/level
Casting Time: 3-4 Area
of Effect: 20-ft. cube
Saving Throw: None
This powerful spell enables the caster to bring into being a cube of
force, but it is unlike the magical item of that name in one important respect:
The forcecage does not have solid walls of force; it has alternating bands of
force with ½-inch gaps between. Thus, it is truly a cage, rather than an
enclosed space with solid walls. Creatures within the area of effect of the
spell are caught and contained unless they are able to pass through the
openings--and, of course, all spells and breath weapons can pass through the
gaps in the bars of force of the forcecage.
A creature with magic resistance has a single attempt to pass through the
walls of the cage. If the resistance check is successful, the creature escapes.
If it fails, the creature is caged. Note that a successful check does not
destroy the cage, nor does it enable other creatures (save familiars) to flee
with the escaping creature. The forcecage is also unlike the solid-walled
protective device, cube of force, in that it can be gotten rid of only by means
of a dispel magic spell or by the expiration of the spell.
By means of special preparation at the time of memorization, a forcecage
spell can be altered to a forcecube spell. The cube created is 10 feet on
a side, and the spell then resembles that of a cube of force in all respects
save that of the differences between a cast spell and the magic of a device,
including the methods of defeating its power.
Although the actual casting of either application of the spell requires
no material component, the study required to commit it to memory does demand
that the wizard powder a diamond of at least 1,000 gp value, using the diamond
dust to trace the outlines of the cage or cube he desires to create via
spellcasting at some later time. Thus, in memorization, the diamond dust is
employed and expended, for upon completion of study, the wizard must then toss
the dust into the air and it will disappear. Limited
Wish (Conjuration/Summoning,
Invocation/Evocation) Range:
Unlimited
Components: V Duration:
Special
Casting Time: Special Area
of Effect: Special
Saving Throw: Special
The limited wish is a very potent but difficult spell. It will
fulfill literally, but only partially or for a limited duration, the utterance
of the spellcaster. Thus, the actuality of the past, present, or future might be
altered (but possibly only for the wizard unless the wording of the spell is
most carefully stated) in some limited manner. The use of a limited wish will
not substantially change major realities, nor will it bring wealth or experience
merely by asking. The spell can, for example, restore some hit points (or all
hit points for a limited duration) lost by the wizard. It can reduce opponent
hit probabilities or damage, increase duration of some magical effect, cause a
creature to be favorably disposed to the spellcaster, mimic a spell of 7th level
or less, and so on (see the 9th-level wish spell). Greedy desires usually
end in disaster for the wisher. Casting time is based on the time spent
preparing the wording for the spell (clever players decide what they want to say
before using the spell). Normally, the casting time is one round (most of it
being taken up by deciding what to say). Casting this spell ages the caster one
year per 100 years of regular life span. Mass
Invisibility (Illusion/Phantasm) Range:
10 yds./level
Components: V, S, M Duration:
Special
Casting Time: 7 Area
of Effect: 60 x 60 yds.
Saving Throw: None
This is a more extensive adaptation of the invisibility spell for
battlefield use. It can hide creatures in a 60-yard x 60-yard area: up to 400
man-sized creatures, 30 to 40 giants, or six to eight large dragons. The effect
is mobile with the unit and is broken when the unit attacks. Individuals leaving
the unit become visible. The wizard can end this spell upon command.
The material components of the mass invisibility spell are an
eyelash and a bit of gum arabic, the former encased in the latter. Monster
Summoning V (Conjuration/Summoning) Range:
Special Components: V, S,
M Duration:
6 rds. + 1 rd./level Casting Time: 6 Area
of Effect: 70-yd. radius Saving Throw: None
This spell is much like the 3rd-level monster summoning I spell,
except that this spell summons 1d3 5th-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 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
Magnificent Mansion (Alteration,
Conjuration) Range:
10 yds.
Components: V, S, M Duration:
1 hr./level
Casting Time: 7 rds. Area
of Effect: 300 sq. ft./level
Saving Throw: None
By means of this spell, the wizard conjures up an extradimensional
dwelling, entrance to which can be gained only at a single point of space on the
plane from which the spell was cast. From the entry point, those creatures
observing the area see only a faint shimmering in the air, in an area 4 feet
wide and 8 feet high. The caster of the spell controls entry to the mansion, and
the portal is shut and made invisible behind him when he enters. He may open it
again from his own side at will. Once observers have passed beyond the entrance,
they behold a magnificent foyer and numerous chambers beyond. The place is
furnished and contains sufficient foodstuffs to serve a nine-course banquet to
as many dozens of people as the spellcaster has levels of experience. There is a
staff of near-transparent servants, liveried and obedient, to wait upon all who
enter. The atmosphere is clean, fresh, and warm.
Since the place can be entered only through its special portal, outside
conditions do not affect the mansion, nor do conditions inside it pass to the
plane beyond. Rest and relaxation within the place is normal, but the food is
not. It seems excellent and quite filling as long as one is within the place.
Once outside, however, its effects disappear immediately, and if those resting
have not eaten real food within a reasonable time span, ravenous hunger strikes.
Failure to eat normal food immediately results in the onset of fatigue or
starvation penalties as decided by the DM.
The material components of this spell are a miniature portal carved from
ivory, a small piece of polished marble, and a tiny silver spoon. These are
utterly destroyed when the spell is cast.
(It is worth mentioning that this spell has been used in conjunction with
a normal portal, as well as with illusion magic. There is evidence that the
design and interior of the space created can be altered to suit the caster's
wishes.) Mordenkainen's
Sword (Evocation) Range:
30 yds.
Components: V, S, M Duration:
1 rd./level
Casting Time: 7 Area
of Effect: Special
Saving Throw: None
Upon casting this spell, the wizard brings into being a shimmering,
swordlike plane of force. The spellcaster is able to mentally wield this weapon
(to the exclusion of all activities other than movement), causing it to move and
strike as if it were being used by a fighter. The basic chance for
Mordenkainen's sword to hit is the same as the chance for a sword wielded by a
fighter of half the level of the spellcaster. For example, if cast by a
14th-level wizard, the weapon has the same hit probability as a sword wielded by
a 7th-level fighter.
The sword has no magical attack bonuses, but it can hit nearly any sort
of opponent, even those normally struck only by +3 weapons or those who are
astral, ethereal, or out of phase. It hits any Armor Class on a roll of 19 or
20. It inflicts 5d4 points of damage to opponents of man size or smaller, and
5d6 points of damage to opponents larger than man size. It lasts until the spell
duration expires, a dispel magic is used successfully upon it, or its
caster no longer desires it.
The material component is a miniature platinum sword with a grip and
pommel of copper and zinc, which costs 500 gp to construct, and which disappears
after the spell's completion. Phase
Door (Alteration) Range:
Touch
Components: V Duration:
1 usage/2 levels
Casting Time: 7 Area
of Effect: Special
Saving Throw: None
When this spell is cast, the wizard attunes his body, and a section of
wall is affected as if by a passwall spell. The phase door is invisible
to all creatures save the spellcaster, and only he can use the space or passage
the spell creates, disappearing when the phase door is entered, and appearing
when it is exited. If the caster desires, one other creature of man size or less
can be taken through the door; this counts as two uses of the door. The door
does not pass light, sound, or spell effects, nor can the caster see through it
without using it. Thus, the spell can provide an escape route, though certain
creatures, such as phase spiders, can follow with ease. A gem of true seeing
and similar magic will reveal the presence of a phase door but will not allow
its use.
The phase door lasts for one usage for every two levels of experience of
the spellcaster. It can be dispelled only by a casting of dispel magic
from a higher-level wizard, or from several lower-level wizards, casting in
concert, whose combined levels of experience are more than double that of the
wizard who cast the spell (this is the only instance in which dispel effects can
be combined).
Rumor has it that this spell has been adapted by a certain powerful
wizard (or wizards) to create renewable (or permanent) portals, which may (or
may not) be keyed to specific individuals (henchmen) or items (such as rings). Power
Word, Stun (Conjuration/Summoning) Range:
5 yds./level
Components: V Duration:
Special
Casting Time: 1 Area
of Effect: 1 creature
Saving Throw: None
When a power word, stun spell is uttered, any creature of the
wizard's choice is stunned--reeling and unable to think coherently or act--for a
duration dependent on its current hit points. Of course, the wizard must be
facing the creature, and the creature must be within the range of 5 yards per
experience level of the caster. Creatures with 1 to 30 hit points are stunned
for 4d4 rounds, those with 31 to 60 hit points are stunned for 2d4 rounds, those
with 61 to 90 hit points are stunned for 1d4 rounds, and creatures with over 90
hit points are not affected. Note that if a creature is weakened so that its hit
points are below its usual maximum, the current number of hit points is used. Prismatic
Spray (Conjuration/Summoning) Range:
0
Components: V, S Duration:
Instantaneous
Casting Time: 7 Area
of Effect: 70 x 15 ft. spray
Saving Throw: Special
When this spell is cast, the wizard causes seven shimmering, multicolored
rays of light to flash from his hand in a triangular spray. This spray is 70
feet long and spreads to 15 feet wide at the end. It includes all colors of the
visible spectrum; each ray has a different power and purpose. Any creature with
fewer than 8 Hit Dice struck by a ray is blinded for 2d4 rounds, regardless of
any other effect.
Any creature in the area of effect will be touched by one or more of the
rays. To determine which ray strikes a creature, roll 1d8 and consult the
following table:
Prismatic Spray Results 1
= red
5 = blue 2
= orange
6 = indigo 3
= yellow
7 = violet 4
= green
8 = struck by two rays, roll again twice (ignoring any 8s) Color
Order
of
Ray
of Ray
Effect of Ray Red
1st
Inflicts 20 points of damage, save vs. spell for half. Orange
2nd
Inflicts 40 points of damage, save vs. spell for half. Yellow
3rd
Inflicts 80 points of damage, save vs. spell for half. Green
4th
Save vs. poison or die; survivors suffer 20 points of
poison damage. Blue
5th
Save vs. petrification or be turned to stone. Indigo
6th
Save vs. wand or go insane. Violet
7th
Save vs. spell or be sent to another plane. Reverse
Gravity (Alteration) Range:
5 yds./level
Components: V, S, M Duration:
1 rd./level
Casting Time: 7 Area
of Effect: 30 ft. x 30 ft.
Saving Throw: None
This spell reverses gravity in the area of effect, causing all unattached
objects and creatures within it to "fall" upward. The reverse gravity
lasts as long as the caster desires or until the spell expires. If some solid
object is encountered in this "fall," the object strikes it in the
same manner as it would during a normal downward fall. At the end of the spell
duration, the affected objects and creatures fall downward. As the spell affects
an area, objects tens, hundreds, or even thousands of feet in the air above the
area can be affected.
The material components of this spell are a lodestone and iron filings. Sequester
(Illusion/Phantasm,
Abjuration) Range:
Touch
Components: V, S, M Duration:
1 week + 1 day/level
Casting Time: 7 Area
of Effect: 2-ft. cube/level
Saving Throw: Special
When cast, this spell not only prevents detection and location spells
from working to detect or locate the objects affected by the sequester
spell, it also renders the affected object(s) invisible to any form of sight or
seeing. Thus, a sequester spell can mask a secret door, a treasure vault,
etc. Of course, the spell does not prevent the subject from being discovered
through tactile means or through the use of devices (such as a robe of eyes
or a gem of seeing). If cast upon a creature who is unwilling to be
affected, the creature receives a normal saving throw. Living creatures (and
even undead types) affected by a sequester spell become comatose and are
effectively in a state of suspended animation until the spell wears off or is
dispelled.
The material components of the spell are a basilisk eyelash, gum arabic,
and a dram of whitewash. Shadow
Walk (Illusion,
Enchantment) Range:
Touch
Components: V, S Duration:
6 turns/level
Casting Time: 1 Area
of Effect: Special
Saving Throw: None
In order to use the shadow walk spell, the wizard must be in an
area of heavy shadows. The caster and any creature he touches are then
transported to the edge of the Prime Material Plane where it borders the
Demiplane of Shadow. In this region, the wizard can move at a rate of up to 7
miles per turn, moving normally on the borders of the Demiplane of Shadow but
much more rapidly relative to the Prime Material Plane. Thus, a wizard can use
this spell to travel rapidly by stepping onto the Demiplane of Shadow, moving
the desired distance, and then stepping back onto the Prime Material Plane. The
wizard knows where he will come out on the Prime Material Plane.
The shadow walk spell can also be used to travel to other planes
that border on the Demiplane of Shadow, but this requires the potentially
perilous transit of the Demiplane of Shadow to arrive at a border with another
plane of reality.
Any creatures touched by the wizard when shadow walk is cast also
make the transition to the borders of the Demiplane of Shadow. They may opt to
follow the wizard, wander off through the plane, or stumble back into the Prime
Material Plane (50% chance for either result if they are lost or abandoned by
the wizard). Creatures unwilling to accompany the wizard into the Demiplane of
Shadow receive a saving throw, negating the effect if successful. Simulacrum
(Illusion/Phantasm) Range:
Touch
Components: V, S, M Duration:
Permanent
Casting Time: Special Area
of Effect: 1 creature
Saving Throw: None
By means of this spell, the wizard is able to create a duplicate of any
creature. The duplicate appears to be exactly the same as the original, but
there are differences: The simulacrum has only 51% to 60% (50% + 1d10%) of the
hit points of the real creature, there are personality differences, there are
areas of knowledge that the duplicate does not have, and a detect magic
spell will instantly reveal it as a simulacrum, as will a true seeing
spell. At all times the simulacrum remains under the absolute command of the
wizard who created it. No special telepathic link exists, so command must be
exercised in some other manner. The spell creates the form of the creature, but
it is only a zombielike creation. A reincarnation spell must be used to
give the duplicate a vital force, and a limited wish spell must be used
to empower the duplicate with 40% to 65% (35% + 5 to 30%) of the knowledge and
personality of the original. The level of the simulacrum, if any, is from 20% to
50% of that of the original creature.
The duplicate creature is formed from ice or snow. The spell is cast over
the rough form and some piece of the creature to be duplicated must be placed
inside the snow or ice. Additionally, the spell requires powdered ruby.
The simulacrum has no ability to become more powerful; it cannot increase
its level or abilities. If destroyed, it reverts to snow and melts into
nothingness. Damage to the simulacrum can be repaired by a complex process
requiring at least one day, 100 gp per hit point, and a fully equipped
laboratory. Spell
Turning (Abjuration) Range:
0
Components: V, S, M Duration:
Up to 3 rds./level
Casting Time: 7 Area
of Effect: The caster
Saving Throw: None
This powerful abjuration causes spells cast against the wizard to rebound
on the original caster. This includes spells cast from scrolls and innate
spell-like abilities, but specifically excludes the following: area effects that
are not centered directly upon the protected wizard, spell effects delivered by
touch, and spell effects from devices such as wands, staves, etc. Thus, a light
spell cast to blind the protected wizard could be turned back upon and possibly
blind the caster, while the same spell would be unaffected if cast to light an
area within which the protected wizard is standing.
From seven to ten spell levels are affected by the turning. The exact
number is secretly rolled by the DM; the player never knows for certain how
effective the spell is.
A spell may be only partially turned--divide the number of remaining
levels that can be turned by the spell level of the incoming spell to see what
fraction of the effect is turned, with the remainder affecting the caster. For
example, an incoming fireball is centered on a wizard with one level of spell
turning left. This means that 2/3 of the fireball affects the protected wizard,
1/3 affects the caster, and each is the center of a fireball effect. If the
rolled damage is 40 points, the protected wizard receives 27 points of damage
and the caster suffers 13. Both (and any creatures in the respective areas) can
roll saving throws vs. spell for half damage. A partially turned hold or paralysis
spell will act as a slow spell on those who are 50% or more affected.
If the protected wizard and a spellcasting attacker both have spell
turning effects operating, a resonating field is created that has the following
effects:
D100 Roll Effect
01-70 Spell drains away
without effect
71-80 Spell affects both
equally at full damage
81-97 Both turning
effects are rendered nonfunctional for 1d4 turns
98-00 Both casters go
through a rift into the Positive Energy plane
The material component for the spell is a small silver mirror. Statue
(Alteration) Range:
Touch
Components: V, S, M
Duration:
1 hr./level
Casting Time: 7 Area
of Effect: Creature touched
Saving Throw: Special
When a statue spell is cast, the wizard or other creature is
apparently turned to solid stone, along with any garments and equipment worn or
carried. The initial transformation from flesh to stone requires one full round
after the spell is cast.
During the transformation, there's an 18% chance that the targeted
creature suffers a system shock failure and dies. The creature must roll
percentile dice and add its Constitution score to the roll. If the total is 18
or less, the creature dies. If the total is 19 or more, the creature survives
the transformation; the creature can withstand any inspection and appear to be a
stone statue, although faint magic is detected from the stone if someone checks
for it. Note that a creature with a Constitution of 18 or more will always
survive the transformation.
Despite being in this condition, the petrified individual can see, hear,
and smell normally. Feeling is limited to those sensations that can affect the
granite-hard substance of the individual's body--i.e., chipping is equal to a
slight wound, but breaking off one of the statue's arms is serious damage.
The individual under the magic of a statue spell can return to his
normal state instantly, act, and then return to the statue state, if he so
desires, as long as the spell duration is in effect.
The material components of this spell are lime, sand, and a drop of water
stirred by an iron bar, such as a nail or spike. Teleport
Without Error (Alteration) Range:
Touch
Components: V Duration:
Instantaneous
Casting Time: 1 Area
of Effect: Special
Saving Throw: None
This spell is similar to the teleport spell. The caster is able to
transport himself, along with the material weight noted for a teleport
spell, to any known location in his home plane with no chance for error. The
spell also enables the caster to travel to other planes of existence, but any
such plane is, at best, "studied carefully." This assumes that the
caster has, in fact, actually been to the plane and carefully perused an area
for an eventual teleportation without error spell. The table for the teleport
spell is used, with the caster's knowledge of the area to which transportation
is desired used to determine the chance of error. (For an exception, see the
9th-level wizard spell succor.) The caster can do nothing else in the
round that he appears from a teleport. Vanish
(Alteration) Range:
Touch
Components: V Duration:
Special
Casting Time: 2 Area
of Effect: 1 object
Saving Throw: None
When the wizard employs this spell, he causes an object to vanish (i.e.,
to be teleported as if by a teleport spell) if it weighs no more than 50
pounds per caster level. Thus, a 14th-level caster can vanish, and cause to
reappear at a desired location, an object up to 700 pounds in weight. The
maximum volume of material that can be affected is 3 cubic feet per level of
experience. Thus, both weight and volume limit the spell. An object that exceeds
either limitation is unaffected and the spell fails.
If desired, a vanished object can be placed deep within the Ethereal
Plane. In this case, the point from which the object vanished remains faintly
magical until the item is retrieved. A successful dispel magic spell cast
on the point will bring the vanished item back from the Ethereal Plane. Note
that creatures and magical forces cannot be made to vanish.
There is a 1% chance that a vanished item will be disintegrated instead.
There is also a 1% chance that a creature from the Ethereal Plane is able to
gain access to the Prime Material Plane through the vanished item's connection. Vision
(Divination) Range:
0
Components: V, S, M Duration:
Special
Casting Time: 7 Area
of Effect: The caster
Saving Throw: None
When a wizard wishes to gain supernatural guidance, he casts a vision
spell, calling upon whatever power he desires aid from and asking a question
that will be answered with a vision. Two six-sided dice are rolled. If they
total 2 to 6, the power is annoyed and refuses to answer the question; instead,
the power causes the wizard to perform some service (by an ultrapowerful geas or
quest). If the dice total 7 to 9, the power is indifferent and gives some minor
vision, though it may be unrelated to the question. If the dice total 10 or
better, the power grants the vision.
The material component of the spell is the sacrifice of something valued
by the spellcaster or by the power supplicated. The more precious the sacrifice,
the better the chance of spell success. A very precious item grants a bonus of
+1 to the dice roll, an extremely precious item adds +2, and a priceless item
adds +3. |