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1st
Level Conjure
Spell Component Fire
Burst Fist
of Stone Hornung's
Guess* Lasting
Breath Metamorphose
Liquids Murdock's
Feathery Flyer Nahal's
Reckless Dweomer* Patternweave*
2nd
Level Chaos
Shield* Hornung's
Baneful Deflector* Insatiable
Thirst Maximilian's
Earthen Grasp Nahal's
Nonsensical Nullifier* Past
Life Protection
From Paralysis Ride
the Wind Sense
Shifting 3rd
Level Alacrity Alamir's
Fundamental Breakdown Alternate
Reality* Augmentation
I Far
Reaching I Fireflow* Fool's
Speech* Lorloveim's
Creeping Shadow Maximilian's
Stony Grasp Minor
Malison Spirit
Armor Squaring
the Circle Watery
Double Wizard
Sight 4th
Level Dilation I
Divination
Enhancement Far
Reaching II Greater
Malison Locate
Creature Mask
of Death Minor
Spell Turning Mordenkainen's
Celerity Summon
Lycanthrope There/Not
There* Thunder
Staff Turn
Pebble to Boulder Unluck*
5th
Level Far
Reaching III Khazid's
Procurement Lower
Resistance Magic
Staff Mind
Fog Safeguarding Von
Gasik's Refusal Vortex* Waveform*
6th
Level Augmentation
II Bloodstone's
Spectral Steed Claws
of the Umber Hulk Dilation
II Forest's
Fiery Constrictor Lorloveim's
Shadowy Transformation Wildshield* Wildstrike*
7th
Level Acid
Storm Bloodstone's
Frightful Joining Hatch
the Stone From the Egg Hornung's
Surge Selector* Intensify
Summoning Malec-Keth's
Flame Fist Shadowcat Spell
Shape* Steal
Enchantment Suffocate
8th
Level Abi-Dalzim's
Horrid Wilting Airboat Gunther's
Kaleidoscopic Strike Homunculus
Shield Hornung's
Random Dispatcher* Wildzone*
9th
Level Chain
Contingency Elemental
Aura Estate
Transference Glorious
Transmutation Stabilize* Wail
of the Banshee Wildfire* Wildwind*
Italicized
spell is reversible. An
asterisk (*) indicates a wild magic spell. First-Level
Spells Conjure
Spell Component (Conjuration/Summoning) Range:
1 mile/level Components:
V, S Duration:
1 round Casting
Time: 1 Area
of Effect: 3 components/level Saving
Throw: None
When this spell is cast, the wizard teleports desired items directly to
his hand. The objects must be naturally occurring components for spells the
wizard knows and they must be within spell range. The components must be items
commonly found in the area, such as a twig, feather, firefly, or bit of beeswax
in a forest.
If the components lie underground or underwater at a depth greater than
10 feet, they cannot be conjured, even if the caster is at a similar depth (such
as in a cavern or at the bottom of a lake).
The spell will not cause the appearance of components whose value exceeds
1 gp. Thus, it is impossible to summon gemstones, crystals, metals, pearls, etc.
Additionally, components cannot be manmade or altered from their natural state
(coins, jewelry, cut or crushed gems, mirrors, etc.), nor can they be taken from
someone else's possession.
A single conjure spell component spell will summon three
components per level of the caster. They may be three different components or
multiples of a single component.
Attempts to conjure an animal's body parts (such as bat fur) produce
unpredictable results. The DM should roll on the table below. D4
Roll
Result 1
Desired
component appears. 2
Component does not appear. 3
Creature is teleported to the caster. 4
Caster
is teleported to the creature.
Only animals with Intelligence scores of 1-4 can be affected by this
spell. Humanoids and fantastic animals (dragons, bugbears, unicorns, etc.)
cannot be affected.
In all cases, the DM must use common sense to determine the likelihood of
the component being located within spell range. Fire
Burst (Alteration, Evocation) Range:
5 yards/level Components:
V, S Duration:
Instantaneous Casting Time: 1
Area
of Effect: One 10'-radius circle Saving
Throw: Neg.
When this spell is cast upon a nonmagical fire (such as a campfire,
lantern, or candle), it causes the fire to flash and shoot arrows of flame. All
creatures within 10 feet of the fire source suffer 1 point of damage per level
of the caster (maximum of 10 points). Victims who roll a saving throw
successfully suffer no damage. Fist
of Stone (Alteration) Range:
0 Components:
V, S Duration:
1 round/level Casting
Time: 1 Area
of Effect: The caster's hand Saving
Throw: None
Upon completion of this spell, one of the caster's hands (his choice)
turns to stone. It is flexible and can be used to punch, smash, or crush objects
and opponents as if the wizard had Strength of 18/00. Combat bonuses for
Strength do not apply if the caster uses any weapon other than his fist.
While the spell is in effect, the wizard cannot cast spells requiring
somatic components. Hornung's
Guess* (Divination) Range:
300 yards Component:
V Duration:
Instantaneous Casting
Time: 2 Area
of Effect: Special Saving
Throw: None
Hornung, one of the leading wizards in the field of wild magic (before
his untimely disappearance while experimenting with wildwind ), developed
this spell to improve the accuracy of his estimates. The spell provides a wizard
with an instant and highly accurate estimate of the number of persons or objects
in a group.
The spell's area of effect is one group of a general class of objects.
All objects of the group must be within spell range and the group as a whole
must be visible to the caster. The wizard need not see every individual in the
group, merely the general limits of the group's size and area. For example, a
wizard on a hill could look down on a forest and estimate the number of trees in
all or part of it. He could not get an estimate of the number of goblins within
the forest, however, since the group as a whole (the goblins) is concealed from
sight.
The estimate generated is accurate to the largest factor of ten (rounded
up). For example, if Hornung's guess were cast on a group of 439
horsemen, the estimate would be 400. If there were 2,670 horsemen, the spell
would estimate 3,000. If there were 37 horsemen, the answer would be 40.
Clearly, using the spell on small groups (especially those with fewer than 10
members) is pointless.
Hornung's guess can be used to quickly estimate the size of
treasure hoards and army units. It is particularly popular with moneylenders and
generals. Lasting
Breath (Alteration) Range:
5 yards/level Components:
V, S Duration:
1d4 rounds +1 round/level Casting
Time: 1 Area
of Effect: One creature/level Saving
Throw: None
This spell increases the amount of time a character can hold his breath.
As described in the Player's Handbook, a character can hold his breath
for a number of rounds equal to one-third his Constitution score. The effect of
this spell is added to that figure.
The duration of the spell is always unknown to the recipient; the DM
secretly rolls 1d4 to determine the exact duration. At the end of this time, the
character must succeed a Constitution check or be forced to take a breath as per
the rules. Metamorphose
Liquids (Alteration) Range:
Touch Components:
V, S, M Duration:
Permanent Casting
Time: 1 round Area
of Effect: 1'-cube/level Saving
Throw: Special
This spell transmutes one type of liquid into an equal amount of a
different, nonmagical fluid (water, wine, blood, oil, apple cider, etc.). The
caster must touch the fluid itself (not simply its container) for the spell to
take effect.
Magical liquids (such as potions) receive a saving throw vs.
disintegration with a +3 bonus to avoid the spell's effect. Fluids can be
transmuted only into nonmagical liquids; it is not possible to change a magical
liquid into another type of magical liquid. Poisons may be rendered harmless
through use of this spell, but the spell has no effect on poisons already
consumed.
Living creatures are unaffected by the spell, excluding those from the
elemental plane of water. Such creatures are allowed a saving throw vs. spell.
Failure results in 1d4 points of damage per level of the caster, while success
indicates half damage. Only one creature can be affected by a single casting of
this spell, regardless of the creature's size.
The material component is a drop of the liquid that the caster intends to
create, which must be placed on the wizard's tongue and consumed. Creating
poisons through use of this spell is especially dangerous. Murdock's
Feathery Flyer (Alteration) Range:
0 Components:
V, S, M Duration:
1 round/level Casting
Time: 1 Area
of Effect: The caster Saving
Throw: None Upon casting this spell, a feathery membrane grows under the wizard's
arms, extending along his sides all the way to his feet. The membrane appears to
merge
with the caster's skin and clothing.
If the caster spreads his arms and jumps from a height, he may glide
through the air. For each foot of elevation, the wizard can glide five feet
horizontally. Thus, a wizard jumping from a 10-foot wall could glide up to 50
feet. Gliding characters have a movement rate of 12 and Maneuverability Class E.
A wizard attempting to carry more than his normal weight allowance plummets to
the earth upon takeoff.
When the spell expires, the feathers instantly disappear. If the wizard
is airborne, he immediately plummets toward the ground.
The material component is an eagle's feather. Nahal's
Reckless Dweomer* (Invocation/Evocation) Range:
Special Components:
V, S Duration:
Special Casting
Time: 5 Area
of Effect: Special Saving
Throw: Special
This spell is the wild mage's ultimate last-resort spell. When cast, the
mage releases a sudden flood of wild magical energy in the hope of seizing and
shaping that energy into a desired spell effect. The attempt usually fails, but
something almost always occurs in the process.
Before casting the spell, the mage announces the spell effect he is
trying to create. The mage must be able to cast the spell (i.e., have it in his
spell books), but need not have it memorized. After announcing the spell (along
with the target and any other conditions required by the spell), the wild mage
casts Nahal's reckless dweomer. A burst of magical energy is released,
which the wild mage tries to manipulate into the desired form. The actual effect
of the spell is rolled randomly on Table 2: Wild Surge Results.
Because the release of energy is planned by the mage, his level is added
to the dice roll. If the result indicates success, the mage has shaped the
magical energy into the desired effect. More often than not, the effect is
completely unexpected. The result may be beneficial to the mage or it may be
completely disastrous; this is the risk the mage takes in casting Nahal's
reckless dweomer. Patternweave*
(Divination) Range:
10 yards Components:
V, S, M Duration:
1 round Casting
Time: 3 Area
of Effect: 10-foot square Saving
Throw: Special
Patternweave allows the caster
to make sense of apparent chaos. The caster can see such things as pottery
shards reformed into a whole pot, shreds of paper formed into a page, scattered
parts as a working machine, or specific trails appearing out of overlapping
footprints.
After casting the spell, the mage studies seemingly random
elements--broken bits of glass, shreds of paper, intermingled trails, etc. The
items to be studied must be tangible--coded flashing lights, garbled speech, or
thoughts of any kind cannot be studied.
The wizard must study the random elements for one round, after which the
DM secretly makes a saving throw vs. spell for the wizard. If the saving throw
is failed, the spell fails. However, if the saving throw is successful, the
caster sees in his mind the pattern these objects form. If the items studied are
truly random, no information is gained.
After the caster has visualized the pattern, he can attempt to reassemble
the parts into their original form. This requires another saving throw vs. spell
to determine whether the mage remembers sufficient details to accomplish the
task. The amount of time required and the quality of restoration vary according
to the complexity of the pattern. Reassembling a shredded map may be easy;
reassembling a broken clock is significantly more difficult; rebuilding a
shattered mosaic is extremely difficult. In any case, the wizard can make only a
reasonable copy of the item. He can use this spell to restore works of art, but
they will be worth only a small percentage of their original value.
The material component is a small hand lens through which the caster
studies the objects. The lens is not consumed in the casting. Second-Level
Spells Chaos
Shield* (Abjuration) Range:
0 Components:
V, S Duration:
1d10 rounds+2 rounds/level Casting
Time: 2 Area
of Effect: The caster Saving
Throw: Special
Following the discovery of wild magic came the discovery of wild surges
and the personal danger such surges create. After several wild mages destroyed
themselves by rather spectacular means (or suffered very odd side effects), the chaos
shield was created as protection from these surges.
This spell imbues the wild mage with special protection against the
effects of wild surges. It protects only against wild surges caused by the
caster's own spells, not from the effects of another mage's wild surges.
When a wild surge affects a caster protected by chaos shield, he
is allowed a saving throw vs. magic. If the saving throw is successful, the
effect of the surge on the caster is negated. If the saving throw is failed, the
caster is affected normally by the surge. The spell does not protect against
wild surges that might be caused by its own casting.
The chaos shield protects only the caster and does not negate the
effects of a wild surge for other characters who might be in the area of effect.
The caster cannot voluntarily cancel the protection once he has learned the
nature of a wild surge; the chaos shield protects from both good and
harmful effects. Thus, if a wild surge resulted in a heal spell for all
characters within 10 feet of the caster, the protected caster might not benefit,
while all others in the radius would be healed.
The spell remains in effect until it negates a wild surge or the spell
duration expires. Hornung's
Baneful Deflector* (Evocation) Range:
Touch Components:
V, S, M Duration:
2 rounds/level Casting
Time: 2 Area
of Effect: One creature Saving
Throw: None
This spell partially surrounds the recipient in a shimmering,
hemispherical field of force. The field is transparent and moves with the
subject, forming a shell about one foot away from his body. The shell serves as
a shield against all forms of individually targeted missile attacks (including
magic missiles and other spells). The caster designates the position of the
shell (protecting the front, rear, side, or top of the recipient). The spell
does not protect against area effect spells or other attacks that strike several
creatures at once.
Whenever an individual missile attack is directed at a protected
creature, the baneful deflector activates. Instead of striking the target
creature, the missile's target is determined randomly among all creatures within
a 15-foot hemisphere of the protected creature, including the protected
creature. The missile then changes course toward its new target with normal
chances to hit. If the new target is beyond the range of the missile, no target
is hit. If the protected creature is struck, the spell immediately fails. If
several people are protected by baneful deflector, a missile will change
course several times before reaching its target.
The material component is a small prism that shatters when the spell is
cast. Insatiable
Thirst (Enchantment/Charm) Range:
5 yards/level Components:
V, S Duration:
1 round/level Casting
Time: 2 Area
of Effect: One creature Saving
Throw: Neg.
This spell instills in the victim an uncontrollable desire to drink. The
victim is allowed a saving throw to avoid the effect. If the roll is failed, the
creature must consume any potable liquids it can find (including magical
potions, which might result in strange effects if potions are mixed). Although
poisons are not considered potable, a victim may not realize that a liquid is
poisonous. The victim will not consume a liquid he knows to be poisonous.
No matter how much the creature drinks, its magical thirst is not
quenched until the spell ends. During this time, the creature can do nothing but
drink or look for liquids to drink. Victims of this spell believe they are dying
of thirst and (depending upon their nature) may be willing to kill for drinkable
fluids. Maximilian's
Earthen Grasp (Evocation) Range:
10 yards+10 yards/level Components:
V, S, M Duration:
3 rounds+1 round/level Casting
Time: 2 Area
of Effect: One creature Saving
Throw: Special
This spell causes an arm made of compacted soil to rise from the ground.
The spell must be cast on open turf, such as a grassy field or a dirt floor.
The earthen arm and hand (which are about the same size as a normal human
limb) arise from the ground beneath one creature targeted by the caster. The
hand attempts to grasp the creature's leg. The victim must attempt a saving
throw; if successful, the hand sinks into the ground. Each round thereafter
(until the spell ends or the target moves out of spell range), the hand has a 5%
chance per level of the caster of reappearing beneath the targeted creature, at
which time another saving throw is required.
If a saving throw is missed, the earthen limb firmly grasps and holds the
creature in place. An individual held by the hand suffers a movement rate of 0,
Armor Class penalty of -2, and attack penalty of -2. All Dexterity combat
bonuses are negated. The hand causes no physical damage to the victim.
The arm may be attacked by any creature, including the arm's victim. The
arm has AC 5 and hit points equal to double the caster's maximum hit points. For
example, a caster who normally has 15 hit points can create an earthen hand with
30 hit points. The maximum number of hit points that an earthen hand may have is
40. When the arm's hit points are reduced to zero or when the spell duration
ends, the hand crumbles.
The material component is a miniature hand sculpted from clay, which
crumbles to dust when the spell is cast. Nahal's
Nonsensical Nullifier* (Abjuration) Range:
Touch Components:
V, S, M Duration:
1d6 rounds+1 round/level Casting
Time: 2 Area
of Effect: Creature touched Saving
Throw: None
This spell scrambles the aura of the affected creature, giving random
results to know alignment, detect evil, and detect lie
spells cast on that creature.
When a protected creature is the focus of one of these divinations, the
information gained is randomly determined. Thus, if know alignment is
used against a chaotic evil creature protected by the nonsensical nullifier,
the response could be any alignment combination. If two characters both use the
same divination on the same target, two random results are generated.
A new random result is generated each round; thus, continued observation
of a protected creature usually results in different answers. The table below
should be used to determine the random alignment. D10
Roll
Alignment
1
Lawful Good
2
Lawful
Neutral 3
Lawful
Evil 4
Neutral
Good 5
Neutral
6
Neutral
Evil 7
Chaotic
Good 8
Chaotic
Evil 9
Chaotic
Neutral 10
No alignment
The material component is a small amount of egg yolk smeared into the
hair of the recipient. Past
Life (Divination) Range:
Touch Components:
V, S Duration:
Special Casting
Time: 1 round Area
of Effect: One creature Saving
Throw: None
By touching the remains of a dead creature, this spell allows a caster to
gain a mental image of the deceased's former appearance. The remains can be of
any age and only a tiny fragment is required, such as a bone splinter or a
strand of hair.
When cast by a wizard of at least 7th level, he is able to view the final
minute of the subject's life from the subject's point of view.
When cast by a wizard of at least 9th level, a personal possession (a
ring, a favorite walking stick, etc.) may be substituted for bodily remains. Protection
From Paralysis (Abjuration) Range:
Touch Components:
V, S, M Duration:
1 turn/level Casting
Time: 2 Area
of Effect: One creature Saving
Throw: None
The recipient of this spell receives total immunity to magical paralysis.
Spells such as hold person and slow have no effect on the
individual. This spell also provides protection against the paralysis attacks of
monsters (a ghoul's touch, for example). This spell offers no protection against
physical damage.
The material component is a bit of cloth taken from a priest's robes. Ride
the Wind (Alteration) Range:
5 yards/level Components:
V, S, M Duration:
1 turn/level Casting
Time: 2 Area
of Effect: One creature/level Saving
Throw: Neg.
This spell allows creatures targeted by the caster to become virtually
weightless and be lifted upon the wind. Affected creatures can control their
altitude by rising or descending at a movement rate of 12, but are at the mercy
of the wind for speed and direction. Recipients can stop forward movement only
by grasping something to anchor them in place. If no wind is present, this spell
has no effect.
Unwilling targets are allowed a saving throw to resist the effect.
Each subject and his equipment must weigh less than 100 pounds per level
of the caster. Thus, a 6th-level wizard could affect six creatures each weighing
600lbs. or less. This spell may be cast only on living creatures.
The material components are a small handful of straw and a dry leaf. Sense
Shifting (Alteration) Range:
0 Components:
V, S, M Duration:
3 turns Casting
Time: 2 Area
of Effect: The caster Saving
Throw: None
Sense shifting allows the
wizard to affect all spells of levels 1 through 3 that he casts within the
duration of the spell. For each spell, he can modify one of three sensory
features pertaining to the spell: color, sound, or patterned visual appearance
of the spell effect. The changes produced by this spell do not affect the
functions of the affected spell nor any saving throws that apply against their
effects.
Sense shifting might be used to produce green fireballs, magic
missiles that streak through the air with a scream, colored continual
light globes, customized designs for a hypnotic pattern, or a spectral
hand that makes scrabbling sounds as it attempts to grasp a target.
Sense shifting cannot create any form of invisibility. It cannot
completely silence a spell effect (thus, a fireball's blast might be
muted, but not wholly eliminated).
The material component is a twist of multi-colored ribbon with a small
silver bell fastened to its end. Third-Level
Spells Alacrity
(Alteration) Range:
0 Components:
V, S, M Duration:
1 turn+1 round/level Casting
Time: 1 Area
of Effect: The caster Saving
Throw: None
The use of an alacrity spell allows the wizard to speed up the
casting of spells of 5th level and lower. Only spells that are cast within the alacrity
spell's duration are affected.
Casting times of 2-5 are reduced by 1; casting times of 6-9 are reduced
by 2; and a casting time of one round is reduced to a casting time of 8. Casting
times for spells which require more than 1 round are reduced by 20% (e.g., an animate
dead spell affected by alacrity could be cast in only 4 rounds).
Spells which have a casting time of 1 are not affected by this spell.
The material component is a miniature hourglass which is destroyed when
the spell is cast. Alamir's
Fundamental Breakdown (Divination) Range:
Touch Components:
V, S, M Duration:
Special Casting
Time: 1 round Area
of Effect: One item Saving
Throw: Special
By casting this spell, the wizard learns what ingredients and formulas
were used to create a chemical mixture or magical item.
The information instantly appears in the caster's mind but may be lost if
the wizard cannot comprehend it. The caster must roll an Intelligence check; if
successful, the wizard understands the formula and retains it in his memory. If
the roll is missed, the caster cannot comprehend what he has learned and the
information is immediately forgotten. If the spell is cast a second time on the
same substance, the spell automatically fails unless the wizard has advanced to
the next experience level.
The caster's level determines the type of information gleaned:
5th Level: The type and quantity of ingredients and the
preparation process required to produce a non-magical mixture are learned. For
example, the wizard could learn how to produce Greek fire or gunpowder, or could
learn the recipe for something simple, like chocolate cake.
9th Level: The wizard may learn the proper ingredients and formula
for making a magical liquid (potion, scroll ink, etc.).
14th Level: The caster may learn the formula for creating any type
of magical object, excluding unique items and objects of extreme power
(artifacts and relics).
In all cases, simply knowing the proper formula does not mean the wizard
can successfully create the item or material. The construction of alchemical
mixtures and magical items is a time-consuming and expensive undertaking.
This spell has detrimental effects on the magical item analyzed.
Single-use items (potions, oils, etc.) are automatically destroyed; the spell
consumes the item in the process of analyzing it. Reusable magical items must
make a saving throw vs. disintegration. If the saving throw is failed,
Alamir's fundamental breakdown releases the magic of the item in an
explosive blast, rendering it permanently nonmagical. The caster suffers 4d8
points of damage from the explosion.
The material component is a wand cut from a 100-year-old oak tree. The
wand is used to touch the item in question, and vanishes in a puff of smoke when
the spell is complete. Alternate
Reality* (Alteration) Range:
0 Components:
V, S, M Duration:
Instantaneous Casting
Time: 3 Area
of Effect: Creature touched Saving
Throw: None
With this spell, the caster creates a small variation in probabilities.
This variation lasts only a moment, but creates alternate results for one recent
event. When the spell is cast, any one event attempted by the recipient during
the previous round is recalculated, essentially allowing (or forcing) the
creature to make new die rolls.
Only events that begin and end in a single round can be affected. Only
one die roll can be rerolled. If the creature touched is a willing recipient,
the player can choose which roll (the original or the new roll) affects him,
more than likely picking the most successful. If the creature is unwilling, he
must redo the action. The second result, whatever its outcome, cannot be
changed.
Typical uses of this spell include allowing a fighter to reroll an
attack, forcing an opponent to reroll a saving throw, or allowing a wizard to
reroll the damage caused by a fireball. The
material component is a small, unmarked die. Augmentation
I (Invocation/Evocation) Range:
0 Components:
V, S, M Duration:
Special Casting
Time: 2 Area
of Effect: Special Saving
Throw: None
This spell augments the damage inflicted by any spell of levels 1-3. For
each die of damage rolled, the caster adds one point to the damage total.
The augmentation I spell affects only one spell cast on the round
immediately following the augmentation. If an entire round or more
elapses, the augmentation is wasted.
Only spells which cause direct physical damage are affected by augmentation;
for example, monsters gained through monster summoning I gain no bonuses
to their damage.
The material component is a pair of concentric circles of bronze or
silver. Far
Reaching I (Alteration) Range:
0 Component:
V Duration:
Special Casting
Time: 2 Area
of Effect: Special Saving
Throw: None
This spell allows the wizard to extend the range of any one 1st- or
2nd-level spell by 50% or any one 3rd-level spell by 25%. The spell to be
affected must be cast on the round immediately following the far reaching I
spell. If a complete round or more elapses, the far reaching I is wasted.
Far reaching I affects only a spell cast by the same wizard. Far
reaching I does not affect spells that have range of 0 or touch. Fireflow*
(Alteration) Range:
30 yards Components:
V, S, M Duration:
1 round/level Casting
Time: 3 Area
of Effect: One fire source Saving
Throw: None
This spell allows a wizard to control natural fires by manipulating
randomness and adjusting probabilities to cause them to spread and take shape in
any direction he desires. Once cast, the wizard points at any fire within range.
He can then cause that fire to move in any direction desired within spell range,
as long as the flames contact a solid surface (the fire may not be raised in the
air).
The caster must maintain concentration or the spell fails. The flames can
be spread at the rate of 50 square feet per turn. Thus, if a caster affects a
campfire, he could create a flaming line 1 foot wide and 50 feet long or fill a
5' 0 10' square in a single round.
The flames are not limited by a lack of burnable material and can be
directed to spread over water, snow, ice, and other nonflammable surfaces. The
surface is not harmed, but objects and creatures caught in the flames suffer
damage as if they had stepped into the original fire source. Thus, a character
caught in flames created from a candle will suffer only minor damage, while a
character caught in a blaze that originated from a huge bonfire will be severely
burned.
The material components are a small paintbrush and a pot of pitch. Fool's
Speech* (Alteration) Range:
Touch Components:
V, S, M Duration:
1 hour/level Casting
Time: 1 turn Area
of Effect: Caster+1 creature/level Saving
Throw: None
With this spell, the wizard empowers himself and others of his choosing
with the ability to speak a secret language incomprehensible to others.
Creatures designated to speak the language must be touching each other when the
spell is cast.
Once cast, the characters can choose to speak normally or in their secret
tongue. They can speak and understand this mysterious language fluently.
Fool's speech is not recognizable as any known language, nor does
it remotely sound like any language. A comprehend languages or tongues
spell will not translate it. It can be understood by a character wearing a helm
of comprehending languages and reading magic, although the normal percentage
chances apply.
The material component is a small whistle made of bone. Lorloveim's
Creeping Shadow (Illusion) Range:
0 Components:
V, S, M Duration:
1 round/level Casting
Time: 7 Area
of Effect: The caster's shadow Saving
Throw: None
This spell causes the wizard's shadow to elongate, stretching away from
his body at a rate of 15 yards per round. It can elongate a maximum distance of
10 yards per level of the caster.
The shadow moves as an ordinary shadow, along floors and up walls. The
caster may maneuver in any manner feasible to place the shadow where he desires.
A caster might position his shadow over a high window in a tower in order to spy
on the tower's occupants. The shadow makes no sound and is 90% undetectable in
all but the brightest surroundings.
While the spell lasts, the illusionist can see, hear, and speak through
his shadow. The shadow cannot physically touch, pick up, or attack creatures or
objects. It can be struck only by spells, magical weapons of +1 or better, or
other special attacks (such as a dragon's breath). The shadow has the same Armor
Class as the caster. Hit points lost by the shadow are suffered by the caster.
To cast the spell, a light source of at least the brightness of a candle
must be present.
The material component is a small statuette of the caster sculpted from a
piece of obsidian worth at least 1,000 gp. Maximilian's
Stony Grasp (Evocation) Range:
20 yards+10 yards/level Components:
V, S, M Duration:
5 rounds+1 round/level Casting
Time: 3 Area
of Effect: One creature Saving
Throw: Special
This spell must be cast on stony ground, such as a manmade stone floor, a
natural cavern floor, or a boulder-strewn field. It is not possible to cast the
spell on a stone wall or ceiling. The spell causes an arm made of stone (about
the same size as a normal human limb) to rise from the ground beneath any
creature targeted by the caster. The stony hand attempts to grasp the leg of the
targeted creature, who is allowed a saving throw to avoid the effect; if the
save is successful, the hand disappears. Each round thereafter, the hand has a
5% chance per level of the caster of reappearing and attacking.
Creatures grasped by the hand suffer a movement rate of 0, AC penalty of
-2, and attack penalty of -2. Grasped characters lose any Dexterity bonuses. The
hand causes no damage to its victim.
The stony limb has AC 2 and hit points equal to triple the caster's
maximum hit points. The maximum number of hit points a stony hand may have is
60.
The material component is a miniature hand sculpted from stone, which
crumbles to dust when the conjured hand is destroyed or the spell expires. Minor
Malison (Enchantment/Charm) Range:
60 feet Component:
V Duration:
2 rounds/level Casting
Time: 2 Area
of Effect: 30-foot-radius sphere Saving
Throw: None
This spell allows a wizard to adversely affect all the saving throws of
his enemies. Opponents under the influence of this spell make all saving throws
at a penalty of -1.
Alternatively, the wizard may select any one school of magic and cause
his enemies to make all saving throws against magic from that school at -2. This
penalty is not cumulative with a saving throw penalty derived from the wizard
being a specialist; the penalty is not increased to -3. Spirit
Armor (Necromancy) Range:
0 Components:
V, S Duration:
2 rounds/level Casting
Time: 3 Area
of Effect: The caster Saving
Throw: Special
This spell allows the wizard to surround himself with a portion of his
own life essence, which takes the form of a shimmering aura. The spirit armor
offers protection equivalent to splint mail (AC 4) and grants the wizard a +3
bonus to saving throws vs. magical attacks. The spirit armor's effects
are not cumulative with other types of armor or magical protection, but
Dexterity bonuses apply.
The spirit armor is effective against magical and nonmagical
weapons and attacks. It does not hinder movement or add weight or encumbrance.
It does not interfere with spellcasting.
When the spell ends, the aura dissipates and the caster temporarily loses
a bit of his life essence, suffering 2d3 points of damage unless he succeeds at
a saving throw vs. spell. No damage is sustained if the save is successful. The
hit points lost can be regained only through magical healing. Squaring
the Circle (Alteration) Range:
0 Components:
V, S, M Duration:
1 round/level Casting
Time: 2 Area
of Effect: Special Saving
Throw: None
Squaring the circle allows a
wizard to alter the shape of the area of effect of one spell of 1st- through
5th-level spells. The spell to be affected must be cast within the duration of
the squaring the circle spell.
Square or cubic areas of effect can be transformed into circular or
spherical areas of effect. Circular or spherical areas of effect can likewise be
transformed into square or cubic areas of effect. In both cases, the length of a
side of a square area is equated to the diameter of a circular or spherical
area.
Alternatively, a square or cubic area can be transformed into a
rectangle. The rectangle cannot cover more or less square footage than the
standard square area of the spell.
Similarly, a circular or spherical area can be transformed into an oval
or egg shape. The area covered by the oval or egg shape cannot cover more or
less square footage than the original area of the spell.
The material component is a small pendant of any precious metal with a
circle fashioned inside a square. Watery
Double (Conjuration/Summoning,
Enchantment) Range:
Touch Components:
V, S Duration:
Special; max. 10 rounds Casting
Time: 3 Area
of Effect: One body of liquid Saving
Throw: Neg.
This spell may be cast on any body of liquid as large as an ocean or as
small as a glass of wine. The first creature whose reflection is cast on the
surface of the liquid releases the spell. When the spell is triggered, the
liquid immediately forms an exact three-dimensional image of the reflected
creature. If more than one creature casts a reflection simultaneously, only one
watery double forms. Each creature has an equal chance of being the victim of
the spell (roll randomly).
The size of the watery double is restricted by the volume of fluid
available. If the spell were cast on a full mug of ale, the double would form
from the ale, becoming a mug-sized duplicate of the victim. The watery double
will never exceed the actual size of the victim regardless of the size of the
body of liquid.
When the spell is cast on the liquid, its duration is considered
permanent until the power is released by a creature's reflection. The liquid
will not evaporate until the spell is triggered. When the watery double
forms, it remains animated for 1 round per experience level of the caster, to a
maximum of 10 rounds.
The watery double attempts to touch the creature it has
duplicated. It can affect only the creature that it resembles. It has the same
THAC0 and current hit points as the creature it duplicates, but cannot cast
spells or use any of the creature's magical items or special abilities. The watery
double is AC 6 and its movement rate is double that of the victim. It may
seep under doors and through cracks.
If the watery double succeeds in touching the creature, it merges
with the individual, covering his entire body in a skin of liquid. The victim
must attempt a saving throw. If successful, the creature has resisted the
spell's effect and the watery double "dies," becoming normal
fluid (and soaking the creature in the process). If the saving throw is failed,
the watery double begins forcing its way into the victim's body,
inflicting 1d8 points of damage per round until it is destroyed.
The watery double dissipates if reduced to zero hit points or when
the spell's duration expires. Striking the watery double while it is wrapped
around its victim causes an equal amount of damage to the victim. Part water,
lower water, and transmute water to dust spells instantly destroy a watery
double. Wizard
Sight (Divination) Range:
0 Components:
V, S Duration:
1 round/level Casting
Time: 3 Area
of Effect: The caster Saving
Throw: None
Upon completion of this spell, the caster's eyes glow blue and he is able
to see the magical auras of spellcasters and enchanted objects. Only the auras
of those things normally visible to the caster are seen; this spell does not
grant the wizard the ability to see invisible objects, nor does it give him
X-ray vision. This spell does not reveal the presence of good or evil or reveal
alignment.
While wizard sight is in effect, a wizard is able to see whether
someone is a spellcaster and whether that person is a priest or a wizard (and
what type of specialist, if any). He can sense if a nonspellcaster has the
potential to learn and cast wizard spells (e.g., whether a fighter will someday
gain the ability to cast a spell).
Although a spellcaster's level cannot be discerned, the wizard can see
the intensity of a spellcaster's aura and guess at the individual's magical
power (dim, faint, moderate, strong, overwhelming). This can be extremely
ambiguous even when a wizard has some method of comparison; the DM might
announce that a subject's intensity is roughly equivalent to that of a
companion, or he might announce that a subject's aura is the strongest the
wizard has ever encountered.
An object's magical abilities cannot be discerned. The fact that it is
magical and the type of magic (abjuration, alteration, etc.) are obvious. The
wizard can see the intensity of an item's magical aura and guess at its power,
but cannot tell whether a magical item is cursed. Fourth-Level
Spells Dilation
I (Alteration) Range:
0 Component:
V Duration:
Special Casting
Time: 4 Area
of Effect: Special Saving
Throw: None
Dilation I allows a wizard to
increase the area of effect of any one spell of levels 1-3. The area of effect
is increased by 25%; thus, a stinking cloud would fill a 25-foot cube,
while a slow spell would affect creatures in a 50-foot cube. Fractions of feet
or yards (as appropriate to the spell) are dropped.
Dilation I must be cast immediately prior to the spell to be
dilated; if a complete round or more elapses, the dilation is wasted. The
dilation spell affects only spells which have areas of effect defined in feet or
yards (numbers of creatures cannot be increased). The dilation affects only
spells cast by the same wizard. Divination
Enhancement (Evocation) Range:
0 Component:
V Duration:
2 turns+2 rounds/level Casting
Time: 4 Area
of Effect: The caster Saving
Throw: None
This spell allows a wizard to extend both the duration and range of the wizard
eye spell and any divination spells of levels 1-4. Duration and range are
both increased by 50% for the length of the divination enhancement.
All divination spells cast within the duration of the enhancement are
increased. The expiration of the enhancement cancels all divination spells in
effect. Far
Reaching II (Alteration) Range:
0 Component:
V Duration:
Special Casting
Time: 4 Area
of Effect: Special Saving
Throw: None
This spell's function is identical to the 3rd-level far reaching I
spell, except that a spell of 1st or 2nd level has its range doubled and a spell
of 3rd level has its range increased by 50%. In addition, any spell of 4th level
has its range extended by 25%. Greater
Malison (Enchantment/Charm) Range:
60 feet Component:
V Duration:
2 rounds/level Casting
Time: 4 Area
of Effect: 30-foot-radius sphere Saving
Throw: None
This spell operates exactly like the 3rd-level minor malison spell
except that the wizard places a -2 penalty on all saving throws of all hostile
creatures within the area of effect. Optionally, the wizard may create a -3
penalty to saving throws against spells from one school of magic. This penalty
is not cumulative with a saving throw penalty which derived from the wizard
being a specialist; the penalty is not increased to -4. Locate
Creature (Divination) Range:
50 yards/level Components:
V, S, M Duration:
1 turn/level Casting
Time: 5 Area
of Effect: One creature Saving
Throw: None
This spell is similar to the 2nd-level locate object spell.
Instead of finding an inanimate object, however, it allows the wizard to find a
creature. The wizard casts the spell, slowly turns, and is able to sense the
direction of the person or creature, provided the subject is within range. The
wizard learns how far away the creature is and in what direction it is moving
(if at all).
This spell can locate a general species of creature (a horse or umber
hulk, for instance) or can be used to find a specific individual. The wizard
must have physically seen the individual or the type of creature at least once
from a distance of no more than 10 yards.
Unlike locate object, this spell is not blocked by lead. It is
blocked, however, by running water (such as a river or stream). Objects cannot
be found through use of this spell.
The material component is a bit of a bloodhound's fur. Mask
of Death (Necromancy) Range:
Touch Components:
V, S, M Duration:
1 hour/level Casting
Time: 1 round Area
of Effect: One creature Saving
Throw: None
By casting this spell, a wizard can change a corpse's features to make it
appear to be someone else. The caster must possess an accurate portrait of the
individual to be duplicated, or must have a clear mental image of the person
based on personal experience.
If animate dead is cast on the body, it can be animated to become
a zombie that looks exactly like the copied person. The double is a mindless
automaton, however, having all the characteristics of a normal zombie.
This spell may be cast on a creature that has already become a zombie.
The wizard must successfully touch the zombie in combat, unless the zombie is
controlled by the caster.
The material component of this spell is a drop of doppleganger's blood. Minor
Spell Turning (Abjuration) Range:
0 Components:
V, S, M Duration:
3 rounds/level Casting
Time: 4 Area
of Effect: The caster Saving
Throw: None
This spell is similar to the 7th-level spell turning, which causes
spells cast against the wizard to rebound on the original caster. This includes
spells cast from scrolls and innate spell-like abilities, but 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, and so forth. 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 in which the
protected wizard were standing.
One to four (1d4) spell levels may be turned. The exact number is
secretly rolled by the DM; the player never knows how effective the spell is.
Unlike the 7th level version of this spell, minor spell turning is
not capable of partially turning a spell. For example, if a wizard has three
levels of spell turning, he can turn three 1st-level spells, one 1st and one
2nd, or one 3rd-level spell. He can in no way turn spells of 4th level or above.
If the caster is the target of a spell of a higher level than he is capable of
turning, the caster receives the full brunt of the spell.
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 non-functional for 1d4 turns 98-00
Both casters are
sucked through a rift into the Positive Material plane
The material component of this spell is a smoothly polished silver coin. Mordenkainen's
Celerity (Alteration, Invocation) Range:
0 Components:
V, S, M Duration:
1 turn Casting
Time: 4 Area
of Effect: Special Saving Throw: None
Mordenkainen's celerity affects
spells of levels 1-3 which alter the movement of the wizard such as feather
fall, jump, spider climb, levitate, fly, and haste. Spells to be
affected must be cast within 1 turn of the casting of the celerity. Spells do
not expire when the celerity expires.
Spells cast following the celerity receive a 25% bonus to duration. This
effect may not be gained in conjunction with other means of magically extending
a spell's duration. In addition, the caster's movement rate is increased by 25%.
Feather fall is an exception; the rate of descent may be reduced by 25%
at the caster's option.
The area of effect is always the caster, except in the case of the haste
spell, for which the effects of the celerity will operate on 1d4 creatures in
addition to the wizard. The celerity will not affect the other creatures in any
other manner.
The celerity gives the wizard a +2 bonus to his saving throws against
spells of levels 1-3 which directly affect his movement. This includes web,
hold person, and slow. The wizard also gains a +2 bonus on all saving
throws against magical paralysis attacks.
The material component is a small pouch or vessel containing centipede or
millipede legs. Summon
Lycanthrope (Conjuration/Summoning) Range:
Special Components:
V, S, M Duration:
Special Casting
Time: 1 turn Area
of Effect: One creature Saving
Throw: Neg.
This spell is effective only on the night of a full moon and one night
immediately preceding and following it.
For the spell to be effective, the caster and the lycanthrope must be on
the same plane of existence; there is no other range limitation. When the spell
is cast, the nearest lycanthrope (as determined by the DM) of the chosen species
must attempt a saving throw. If successful, the creature is unaffected. If it
fails, the lycanthrope instantly appears near the caster.
Upon arrival, the creature can freely attack the wizard unless the caster
has created a warding circle. If a circle is present, the lycanthrope appears in
the circle; otherwise, it appears 1d10 feet away from the caster in a random
direction (the DM should use the scatter diagram for grenade-like missiles found
in the DUNGEON MASTER® Guide to determine direction).
A warding circle is a temporary prison drawn with specially prepared
pigments laced with silver filings. These pigments cost 100 gp for each foot of
diameter of the circle (thus, a circle 10 feet across costs 1,000 gp). A warding
circle must be at least 5 feet in diameter; if smaller, the lycanthrope is
automatically freed. Preparing the circle takes one turn per foot of diameter.
Even with such protection, the lycanthrope can break out of the circle
and wreak vengeance upon the summoner. The creature's base chance of success is
20%, modified by the difference between its Hit Dice and the wizard's experience
level. If the spellcaster is of a higher level, the difference is subtracted
from the creature's chance of escaping the circle. If the lycanthrope is of
higher Hit Dice than the wizard's level, the difference is added to its chance.
Each creature is allowed only one attempt to escape.
Any break in the circle spoils the power of the spell and enables the
lycanthrope to break free. Even a straw dropped across the line of a magic
circle destroys its power. Fortunately, the creature cannot take any action
against any portion of the ward, for the magic of the barrier absolutely
prevents this.
Once safely ensnared, the lycanthrope can be held for as long as the
summoner dares. The creature cannot leave the circle, nor can any of its attacks
or powers penetrate the magical barrier. When the full moon sets, the
lycanthrope reverts to its human form. At this time, it is free of the spell and
may leave the circle.
The material components are a drop of blood from any animal, a human
hair, and a moonstone worth at least 150 gp. If the caster elects to create the
warding circle, the components described above are also required. There/Not
There* (Evocation) Range:
30 yards Components:
V, S, M Duration:
1-6 turns Casting
Time: 1 round Area
of Effect: 10' cube Saving
Throw: None
This peculiar wild magic creates a random fluctuation in the
probabilities of existence. The spell can be cast only upon nonliving objects
and can affect only materials within a 10'x10'x10' cube.
Objects in the area of effect either remain normal and visible or they
disappear (50% chance). The state of existence for any object is determined
randomly and changes with each viewing and viewer. Thus, a single object could
appear and disappear several times during the course of the spell. Furthermore,
it might be "there" for one onlooker, but "not there" for
another.
For example, a wild mage casts this spell on a doorway. The DM rolls
percentile dice and determines the door is "there" for the wizard. The
wizard's companion also looks at the door. The DM rolls and determines that the
door is "not there" for the companion. The pair studies the door for
several minutes, during which time the door does not change (this counts as a
single viewing for each character).
The wizard and his companion then close their eyes. When they look at the
door again, new checks for each character reveal the door is "not
there" for both characters. The pair steps through the open archway and
turns around to look at the door once again. This time it is "not
there" for the wizard, but "there" for his companion. This random
changing continues throughout the duration of the spell.
Objects that are "there" are normal in all respects. Doors can
be opened, chests can be picked up and carried, and rocks can be used as
barricades. Objects that are "not there" are gone, although their
absence does not cause ceilings to collapse or other damage. A wizard could walk
through a "not there" wall without difficulty.
When two parties perceive a there/not there object differently,
the object functions for each party according to its own perceptions. For
example, a wizard hides behind a rock that he sees as "there." Her
enemy, a fighter, perceives the rock as "not there" and fires arrows
at the wizard. The wizard would perceive the arrows as bouncing off the rock,
while the fighter would perceive the arrows as missing their target or falling
short. The fighter would be subject to a check before firing each arrow to
determine whether his perception changes (assume that the fighter must look away
from the rock every time he nocks an arrow; each time he takes aim, this counts
as a new viewing).
After the spell is cast, any objects removed from the area of effect
retain their uncertain existence for the duration of the spell. Thus, a pair of
heroes could pick up a treasure chest, carry it down the hall, set it down, and
discover it had vanished while their backs were turned. Worse still, one might
see the chest and the other not! The
material component is a small piece of cat fur sealed inside a small box. Thunder
Staff (Invocation/Evocation) Range:
0 Components:
V, S, M Duration:
Instantaneous Casting
Time: 4 Area
of Effect: 20'x40' cone Saving
Throw: 1/2
Upon completion of this spell, the wizard raps his staff on the ground
and produces a thundering cone of force 5' wide at the apex, 20' wide at the
base, and 40' long. All creatures wholly or partially within this cone must roll
a successful saving throw or be stunned for 1d3 rounds. Stunned creatures are
unable to think coherently or act during this time and are deafened for 1d3+1
rounds. Additionally, those who fail the save are hurled 4d4+4 feet by the wave
of force, suffering 1 point of damage per two feet thrown. Intervening surfaces
(walls, doors, etc.) may restrict this distance, but damage remains the same
(4d4+4).
If the save is successful, the victim is not stunned, but is deafened for
1d3+1 rounds and is hurled only half the distance.
Giant-sized or larger creatures who succeed at their saving throws are
deafened but are not thrown, suffer no loss of hit points, and are not stunned.
If the saving throw is failed, such creatures are hurled 2d4+2 feet, suffer one
point of damage per two feet thrown, and are deafened and stunned.
The cone of force is considered to have a Strength of 19 for purposes of
opening locked, barred, or magically held doors. This spell can move objects
weighing up to 640 pounds a maximum distance of 4d4+4 feet. Fragile items must
make a saving throw vs. crushing blow or be destroyed.
The material components are a vial of rain gathered during a thunderstorm
and the wizard's staff, which must be made of oak. The staff is not destroyed
during casting. Turn
Pebble to Boulder (Alteration) Reversible Range:
Touch Components:
V, S, M Duration:
Special Casting
Time: 4 Area
of Effect: Special Saving
Throw: None
At the culmination of this spell, the caster hurls a pebble which grows
and increases in speed, becoming a deadly boulder that inflicts 3d6+8 points of
damage if it strikes the target. (The rules for boulders as missile weapons
apply as described in the DUNGEON MASTER Guide. ) The caster's THAC0 is
used to determine success, and the caster is considered to be proficient with
the thrown pebble and receives no penalty for range. The maximum range of attack
is equal to 50 feet plus 10 feet per level of the caster. Only the caster may
throw the pebble.
The wizard can enchant one stone at 7th level and gains one stone per
three levels of experience thereafter (two stones at 10th level, three at 13th
level, etc.). Only one pebble may be thrown per round, and pebbles must be
hurled in consecutive rounds. The spell has a duration in rounds equal to the
number of pebbles enchanted. Each pebble requires a separate attack roll.
Pebbles may be thrown at different targets within range.
The material components are pebbles, which revert to normal size when the
spell expires.
The reverse of this spell, turn boulder to pebble, shrinks a
boulder to the size of a pebble. It affects only naturally occurring rocks and
can not be used to shrink a statue or a cut gemstone.
The number of rocks that may be affected is equal to the number of
experience levels of the caster. Boulders must not exceed one cubic foot per
level of the caster. Thus, a 10th-level wizard could shrink 10 rocks, each of
which is equal to or less than 10 cubic feet in size. All rocks are affected in
the same round the spell is cast. Though they need not be touched, the boulders
must be within 50 feet of the caster. Boulders that have been shrunk remain so
until dispelled. Unluck*
(Evocation) Range:
10 yards Components:
V, S, M Duration:
2d10 rounds Casting
Time: 4 Area
of Effect: One creature Saving
Throw: Neg.
With this spell, the wild mage creates a negative pattern in the random
forces surrounding one creature. The creature is allowed a saving throw; if
successful, the spell fails. If the saving throw is failed, random chance falls
into an unlucky pattern. Any action involving random chance (i.e., any time a
die roll affects the character) performed by the victim during the next 2-20
rounds requires two separate attempts; the worse result is always applied. (The
victim rolls twice for attacks, damages, saving throws, etc., always using the
worse die roll.)
A luckstone or similar magical device will negate unluck.
Doing so, however, prevents the magical item from functioning for 2d10 rounds.
The material component is a piece of a broken mirror. Fifth-Level
Spells Far
Reaching III (Alteration) Range:
0 Component:
V Duration:
Special Casting
Time: 5 Area
of Effect: Special Saving
Throw: None
This spell operates exactly like the 3rd-level far reaching I
spell except that the range of any spell of levels 1-3 is increased by 150% and
the range of any 4th- or 5th-level spell is increased by 50%. Khazid's
Procurement (Divination, Summoning) Range:
Special Components:
V, S, M Duration:
1 round/level Casting
Time: 1 turn Area
of Effect: Special Saving
Throw: None
This spell allows the caster to more easily access rare or dangerous
spell components. The wizard casts this spell upon a silver mirror while
concentrating on a mental image of the material he desires. The base chance of
success is 50%, modified by the following factors:
•+1% per level of the caster
•+10% if the caster has seen the same
type of substance or object before; this bonus is
not cumulative with the following bonus
•+20% if the caster has a sample of the
material or the same type of object in his
possession; this bonus is not cumulative with the bonus above
•+30% if the wizard knows the location
of the desired object
•-50% if the caster has never seen the
same type of material or item before
If the percentile roll indicates failure, the caster is unable to locate
the desired ingredient and the spell ends. If the roll indicates success, the
wizard has located the object or substance and the mirror becomes a magical gate
through which the caster can see the target. The size of the gate is determined
by the size of the mirror, to a maximum size of 3 feet by 2 feet.
The gate always appears within arm's length of the target, allowing the
wizard to reach through the mirror, grasp the object of his desire, and draw it
back through the gate. The wizard must risk his own safety--the gate does not
allow the use of probes, long-handled ladles, tongs, or other equipment to
gather the material. The caster cannot move completely through the gate.
The gate vanishes when the spell's duration expires or when the target or
the wizard moves more than 10' away from it.
The gate is visible from both sides, and other creatures can reach
through the gate. Breath weapons, gaze attacks, missiles, spells, and similar
attacks cannot be cast through the gate. Because creatures can pass their limbs
through the gate, physical attacks and touch spells can be used.
The only limit to the range of this spell is that the caster and the
target must be on the same plane of existence. Elemental forces (not creatures)
will not pass through the gate. Thus, the wizard does not run the risk of
flooding his laboratory by opening a gate beneath the sea, for example. However,
the spell does not provide any sort of protection against a hostile environment.
The material components are an exquisite silver mirror of no less than
10,000 gp value and a black opal worth at least 1,000 gp which must be powdered
and sprinkled on the mirror. The mirror is not lost after casting and may be
used again, but the powdered opal is consumed in the casting. Lower
Resistance (Abjuration, Alteration) Range:
60 yards Components:
V, S, M Duration:
1 turn+1 round/level Casting
Time: 5 Area
of Effect: One creature Saving
Throw: None
Using this spell, a wizard may attempt to reduce the magic resistance of
a target creature. The magic resistance of the victim works against the lower
resistance spell itself, but at only half its normal value. No saving throw
is permitted in addition to magic resistance.
If the victim does not resist the effects of this spell, his magic
resistance is reduced by a base 30% plus 1% per experience level of the wizard
casting the spell.
This spell has no effect on creatures that have no magic resistance.
The material component is a broken iron rod. Magic
Staff (Enchantment/Charm) Range:
Touch Components:
V, S, M Duration:
Special Casting
Time: Special Area
of Effect: The wizard's staff Saving
Throw: None
This spell allows a wizard's staff to store one spell level for every
three levels of the caster. Thus, a 9th-level wizard can store three spell
levels (three 1st-level spells, one 1st and one 2nd, or one 3rd-level spell).
Spells that are to be stored in the staff must be memorized normally by
the wizard. The spells are then cast as normal when charging the staff; casting
requires the spell's normal casting time plus one round. The spell is wiped from
memory and material components are consumed. All spells to be stored must be
cast into the staff within 1 turn.
All stored spells have a casting time of 1.
Spells remain in the staff until cast or dispelled, or up to 1 hour per
level of the caster. After this time, all stored spells fade away.
Only wizards who know the magic staff spell can cast spells from
another wizard's staff. This applies to wizards who have never learned or could
not normally cast the spells stored in a staff. It is common, however, for the
staff's owner to implement a command word which must be known by anyone wishing
to use the staff.
The material component for this spell is a staff cut from an ash tree.
For each spell level the wizard intends to imbue into the staff, it must be
inlaid with rubies worth at least 1,000 gp. Mind
Fog (Enchantment/Charm) Range:
80 yards Components:
V, S Duration:
3 turns Casting
Time: 3 Area
of Effect: 20-foot cube Saving
Throw: Neg.
A mind fog is a physical block of fog that enables the wizard to
weaken the mental resistance of his victims. Victims are allowed a saving throw
at a -2 penalty to avoid the effects.
A creature who falls victim to the mind fog suffers -2 penalties
to all saving throws against two categories of magic: all spells of the
illusion/phantasm and enchantment/charm schools that affect the mind directly;
and spells of 1st through 5th level which affect the mind directly. For example,
phantasmal force is a mind-affecting spell; phantom steed is not.
The penalty to saving throws operates cumulatively with any penalties
that operate for other reasons. Affected creatures suffer the penalty as long as
they remain in the fog and for 2d6 rounds thereafter. Safeguarding
(Abjuration) Range:
0 Components:
V, S, M Duration:
1 turn+1 turn/level Casting
Time: 5 Area
of Effect: 15-foot-radius sphere Saving
Throw: None
Use of this spell protects the wizard and anyone in the area of effect
from damage caused by the rebounding of the wizard's spells. This includes
damage from a fireball cast in an area too small for its effects, a
reflected lightning bolt, or any other offensive area spell that overlaps
the safeguarding's area of effect. The protection is effective against
spells of 7th level and lower. The protection does not apply to damage from
spells rebounded by any form of magical spell turning. This spell does not
protect the wizard against damage from spells or attacks cast by enemies or
other party members.
A wizard who has cast safeguarding is free to move and act
normally. The spell's effect is always centered on him, regardless of his
actions. Other creatures are free to enter and exit the area of effect.
An area spell cast by the wizard will take effect normally, but its
effects will be negated within the area of the safeguarding spell. This
applies only to area spells centered outside the radius of the safeguarding
spell. If the wizard casts an offensive area spell within the area of the safeguarding,
the safeguarding is immediately negated and those within the area suffer
full damage from the spell. The wizard is free to cast non-offensive area spells
and individually targeted spells within the area of the safeguarding.
The material component is a piece of preserved skin from any creature
that possesses natural magic resistance. Von
Gasik's Refusal (Abjuration) Range:
10 yards/level Components:
V, S, M Duration:
1 hour/level Casting
Time: 5 Area
of Effect: 20-foot-square/level Saving
Throw: None
This powerful spell is designed to prevent unauthorized spellcasters from
entering a hallway, doorway, window, or other point of entry.
The spell creates an invisible barrier that blocks the targeted area. Any
nonspellcasters and those spellcasters specifically named by the caster may pass
freely. All other spellcasters collide with the invisible barrier. Members of
classes with lesser spellcasting abilities (paladins, rangers, and bards) are
blocked only if the character is of sufficient level to cast spells.
The wizard is able to ward one area up to 20'-square for each level of
his experience. Thus, a 12th-level wizard may protect a square area 240 feet on
a side. The area of effect may be divided among several smaller portals as long
as the total area does not exceed the caster's limit. Each portal must be in
range and sight of the caster at the time the spell is cast.
The barriers exist for one hour per level of the caster unless they are
dismissed by the caster or dispelled by a dispel magic spell. A disintegrate
spell immediately destroys a barrier, as does a rod of cancellation or a sphere
of annihilation.
The invisible walls are not affected by physical blows, cold, heat, or
electricity. Thrown and projected weapons (both magical and mundane) are not
repelled by the barrier and may pass through the area normally. Spells can be
cast through the barrier. Dimension door, teleport, and similar effects
can bypass the barriers.
The material component is a pinch of dust from any wizard's tomb. Vortex*
(Evocation) Range:
30 yards Components:
V, S, M Duration:
1d4 rounds+1 round/level Casting
Time: 5 Area
of effect: 5-foot-diameter circle Saving
Throw: ½
A vortex is a swirling mass of magical energy, barely controllable
by the caster. On the round of casting, a small sparkle of lights fills the air
at the desired position. On the second round, a 7'-tall, multicolored tornado
appears. From this moment on, the caster must maintain concentration in order
for the vortex to remain.
Each round, the caster can move the vortex 60 feet. However,
control of direction is not perfect. The caster has complete control over
distance, but can only suggest the desired direction. The caster has a 50%
chance of moving the vortex in the direction he desires; if the die roll
indicates failure, the vortex moves according to the scatter diagram for
grenade-like missiles. Thus, the vortex usually moves in the general
direction desired, but on occasion, it may move to either side or directly
toward the caster.
The vortex cannot pass through objects larger than its area of
effect (it could move through a sapling but not an ancient oak tree) and will be
redirected by these, rebounding along the general line of movement. For example,
if cast in a narrow hallway, the vortex might ricochet down the hall,
bouncing from side to side.
The vortex is composed of raw magical energy. Nonmagical creatures
struck by the vortex suffer 1d4 points of damage per level of the caster.
Magical creatures and spellcasters suffer 1d6 points of damage per level of the
caster. Creatures struck are allowed a saving throw vs. magic to suffer only
half damage.
Each time a creature is struck, there is a 5% chance that the vortex
will explode in a wild surge. Use Table 2 to determine the results of any wild
surge. If the vortex causes a wild surge, the spell ends immediately.
The material components are a silk streamer and a handful of straw. Waveform*
(Alteration) Range:
40 yards Components:
S, M Duration:
1d10 rounds Casting
Time: 5 Area
of Effect: 10-foot-cube/level Saving
Throw: ½
By means of this spell, the wild mage is able to shape and direct the
patterns of water currents, allowing him to mold liquids into a variety of
forms. The spell affects a quantity of liquid no larger than the area of effect.
If cast onto a larger body, such as an ocean or large lake, the spell affects
only the water within the area of effect.
After casting waveform, the mage can form the water into any
desired shape. The spell does not bind the liquid together in any fashion; it is
still limited by its fluid properties and gravity. Thus, a mage could not use waveform
to create a humanoid creature with arms and legs and direct it to walk across
land. He could, however, create a roughly human shape with flowing arms that
rises out of the water, crashes forward in a huge splash, then rises and repeats
the process. Other possible shapes include gigantic waves, geysers, whirlpools,
and troughs.
The shape takes one round to form, after which it can be maintained by
concentration. The shape can be directed to move in any direction at the rate of
90 feet per round. If the waveform moves into or through a body of water,
the form loses no intensity. However, if the wave is moved over dry ground, it
loses one die of damage for every 10 feet crossed.
If propelled against a target, the waveform causes 1d4 points of
damage per level of the caster to creatures in its path. The waveform can
be directed against creatures on the surface or underwater. Those struck are
allowed a saving throw; success indicates half damage.
If the victims are in or on a body of water, the shape will sweep them
along. Creatures of small size are carried with the form, moving at its speed.
Medium and large size creatures are swept along at half the water's speed.
Creatures larger than this resist the movement. Those caught in the current can
make a Strength check each round to swim free of the current.
Boats and ships are particularly vulnerable to the waveform. If
the waveform is twice the size of the vessel or more, the ship must make
a seaworthiness check (as described in Table 77 of the DMG ). Vessels passing
the check suffer damage as described above, reducing seaworthiness ratings for
future checks by 2d6 points until repairs are made.
Alternatively, this spell can be cast directly at a single water-based
creature--a water weird, water elemental, or other creature from the elemental
plane of water. In this case, the spell causes 1d6 points of damage per level of
the caster. The effect is instantaneous and the spell ends immediately after the
attack is made.
The material component is a small, carved oar decorated with aquamarines
worth at least 500 gp. The oar disintegrates when the spell is cast. Sixth-Level
Spells Augmentation
II (Evocation) Range:
0 Components:
V, S, M Duration:
3 turns Casting
Time: 6 Area
of Effect: Special Saving
Throw: None
This spell functions exactly like the 3rd-level augmentation I
spell except that five spells of levels 1-3 may be affected. For each die of
damage caused by augmented spells, one hit point is added to the damage total.
Augmentation II affects the first five spells which cause direct
damage that are cast within the duration of the augmentation II spell.
Only spells that cause direct physical damage are affected by this spell.
The material component is a pair of concentric circles of gold or
platinum. Bloodstone's
Spectral Steed (Necromancy) Range:
10 yards Components:
V, S, M Duration:
1 hour/level Casting
Time: 1 round Area
of Effect: Special Saving
Throw: None
This spell allows a wizard to create a quasi-real, vulturelike creature.
The flying steed can carry the caster and one other person per three levels of
the wizard's experience (four at 12th level, five at 15th, etc.). All passengers
must be specifically named during the casting.
The spectral steed looks like a huge, skeletal vulture with tattered
wings. As it flies, it utters hideous screeches that echo through the sky. The
spectral steed flies at a movement rate of 4 per level of the caster, to a
maximum movement rate of 48. It appears with a bit and bridle, plus one saddle
per passenger.
All normal animals shun the spectral steed and only monsters will attack
it. The mount has AC 2 and 10 hit points plus 1 hit point per level of the
caster. If it loses all of its hit points, the spectral steed disappears. It has
no attack mode.
The material component is a hollow bone from a vulture's wing, which must
be carved into a whistle and blown when the spell is cast. Claws
of the Umber Hulk (Alteration) Range:
Touch Components:
V, S, M Duration:
1 turn/level Casting
Time: 1 round Area
of Effect: One creature Saving
Throw: None
When this spell is cast, the subject's hands widen and his fingernails
thicken and grow, becoming equivalent in size and power to the iron-like claws
of an umber hulk. The transformation takes one full round and is excruciatingly
painful, requiring a system shock roll. A failed roll causes the subject to
suffer 3d4 points of damage.
The subject can burrow as an umber hulk, cutting through 10 feet of solid
stone or 60 feet of soil per turn. The only limitation to this is the subject's
stamina; at the end of each turn of burrowing, the subject must succeed a
Constitution check or be forced to rest for one turn.
Burrowing through soil does not necessarily create a passable tunnel. If
the subject wishes to make a passage in which others can travel or that he can
exit when the spell ends, he must dig at a rate of 30 feet per turn. Cutting a
tunnel through solid rock does not require extra care or time.
The recipient of this spell can make two claw attacks per round, each
inflicting 2d6 points of damage plus any Strength bonuses. Each attack is made
with a -2 penalty to hit. This penalty applies until the subject has made two
successful consecutive attacks (not necessarily in the same round), at which
time he is accustomed to using the claws. The penalty is dropped for the
remainder of the spell.
The material component is an umber hulk's claw. Dilation
II (Alteration) Range:
0 Component:
V Duration:
Special Casting
Time: 5 Area
of Effect: Special Saving
Throw: None
This spell functions exactly like the 4th-level dilation I spell,
except that the area of effect of a 1st-, 2nd-, or 3rd- level spell is extended
by 50%. Alternatively, the wizard may extend the area of effect of one 4th- or
5th-level spell by 25%. Forest's
Fiery Constrictor (Conjuration/Summoning) Range:
10 yards/level Components:
V, S, M Duration:
1 round/level Casting
Time: 6 Area
of Effect: One source of fire Saving
Throw: Special
This spell causes a tentacle of magical flame to snake forth from any
existing source of natural or magical fire. The flaming tendril is 10 feet long,
has AC 7, can be hit only by magical weapons of +2 or better, and has hit points
equal to double the caster's level.
Any creature within 20 feet of the tentacle is subject to attack as
directed by the caster. The victim must attempt a saving throw; if successful,
the subject has avoided entanglement, but suffers 1d6 points of fire damage from
contact with the tendril. If the saving throw is failed, the victim is entangled
by the flaming serpent and suffers 3d6 points of fire damage each round until
the tendril is destroyed or the spell expires.
If the fire source from which the tentacle emanates is extinguished, the
remaining time that the fiery constrictor may exist is cut in half.
The material component is a red dragon's scale. Lorloveim's
Shadowy Transformation (Illusion)
Range:
Touch Components:
V, S Duration:
1d4 rounds+1 round/level Casting
Time: 6 Area
of Effect: Special Saving
Throw: Neg.
When this spell is cast, the illusionist transforms one creature or a
specified amount of non-living material into shadow, making it insubstantial.
Thus, a door could be turned to shadow and entered. The maximum amount of
inanimate material that may be transformed is one cubic foot per level of the
caster.
Unwilling creatures are allowed a saving throw to resist the shadowy
transformation. Magical items and the magical effects of spells (such as Bigby's
forceful hand or a wall of stone ) cannot be affected.
A transformed creature and all its gear become insubstantial. The
creature can pass through small holes, narrow openings, and the smallest cracks.
The creature cannot fly without additional magic.
No form of attack is possible when in shadow form except against
creatures that exist on the Ethereal plane. In this case, all attacks are
normal; however, the shadowy creature may be harmed only by magical weapons of
+1 or greater or by creatures able to affect those struck only by magical
weapons. Spells and special attacks have normal effects.
Most undead creatures will ignore a creature in shadow form, believing it
to be a wraith or spectre; however, liches and powerful undead may save vs.
spell with a -4 penalty to recognize the spell. A successful dispel magic
spell forces the creature in shadow form back to normal form. Wildshield*
(Alteration) Range:
0 Components:
V, S, M Duration:
Special Casting
Time: 1 round Area
of Effect: The caster Saving
Throw: None
This spell cloaks the caster in a whirling band of scintillating colors,
completely concealing him. The caster is able to see normally within and outside
the shield.
The wildshield protects the caster from the effects of spells and
magical items. The shield can completely absorb 2d6 spell levels (i.e., if the
roll of 2d6 results in 10, the shield could absorb ten 1st-level spells, two
5th-level spells, or any similar combination), thereby negating their effects on
the caster. Both area effect spells and those individually targeted at the wild
mage can be absorbed. In the case of area spells, the wildshield protects
only the mage. All others in the area of effect suffer normal effects from the
spell.
Wildshield also protects against wild surges, whether caused by
the caster's magic or by an outside source. Each wild surge is considered equal
to 1d6 spell levels.
The spell remains in effect until it is either canceled by the caster or
it reaches its spell level capacity. If the capacity is met exactly, the wildshield
simply ceases to function. However, if the wildshield is struck by more
spell levels than it can absorb, it explodes in a wild surge. The spell that
triggered the surge is completely negated, its energy instead transformed into a
wild surge (see Table 2). Since the shield no longer functions, the formerly
protected wizard is subject to full effects of this wild surge.
The material component is a small sponge. Wildstrike*
(Conjuration/Summoning) Range:
30 yards Components:
V, S, M Duration:
2d4 rounds Casting
Time: 6 Area
of Effect: One creature Saving
Throw: Neg.
This spell is used primarily against hostile spellcasters. It distorts
all attempts at spellcasting, converting spell energy into wild surges.
The victim of a wildstrike is allowed a saving throw; if
successful, the spell has no effect. If the saving throw is failed, the target
is enclosed within a field of wild magic. If the victim casts spells or uses a
charge from a magical item, a wild surge is automatically created (refer to
Table 2). When determining the effects of this surge, the true level of the wild
mage who cast the wildstrike is subtracted from the die roll, making the
effects of the wild surge more likely to affect the victim.
The material component is a small glass tube that is shattered in the
casting. Seventh-Level
Spells Acid
Storm (Evocation) Range:
10 yards/level Components:
V, S, M Duration:
1 round/level Casting
Time: 7 Area
of Effect: 40-foot-diameter circle Saving
Throw: ½
This deadly spell unleashes a downpour of magical, gelatinous acid
droplets. All creatures within the area of effect are coated by globs of gooey
acid. The acid can be washed off only with wine, vinegar, or by a successful dispel
magic or similar spell. The acid remains present for 1 round per level of
the caster, then vanishes.
Creatures coated by the acid suffer 1d4 hit points of damage each round
during rounds 1-3, 1d6 points in each of rounds 4-6, and 1d8 points on each
round thereafter. Characters who successfully save vs. spells during the first
round suffer only half damage from the acid for the remaining rounds. When the
spell expires, no further damage is inflicted.
Acid damage can be healed through any means except regeneration. The
material component is a drop of acid. Bloodstone's
Frightful Joining (Necromancy) Range:
Touch Components:
V, S Duration:
1 turn/level Casting
Time: 7 Area
of Effect: One undead creature Saving
Throw: Special
When this powerful spell is employed, the wizard transfers his spirit to
the body of an undead creature, totally dominating it. If the undead creature
has intelligence, it is allowed a saving throw vs. spell to resist the joining.
If the save is successful, the caster's spirit is forced back into his own body.
The wizard must make a system shock roll; if the roll fails, the wizard suffers
5d6 points of damage. If the roll succeeds, the wizard suffers half this damage.
If the creature's save fails, the necromancer joins his life essence with
that of the undead. While in the creature's body, the caster can use all of its
special attacks and innate abilities, excluding spells memorized by the
creature.
The wizard's body remains comatose, is subject to all regular attacks,
and suffers damage normally. The wizard's spirit can travel an unlimited
distance from his physical body as long as they remain on the same plane of
existence.
If intelligent, the possessed undead continually tries to purge the
caster with mental threats that can be heard only by the wizard. The thoughts of
the undead are ghastly. During the first minute of each hour of possession, the
caster must succeed an Intelligence check in order to retain his sanity. The
roll is modified by the difference between the creature's Intelligence and that
of the spellcaster. If the undead has a higher score, the difference is added to
the die roll. If the necromancer has a higher Intelligence, the difference is
subtracted from the roll.
If the roll is successful, nothing happens and the caster may continue to
possess the undead. If the Intelligence roll fails, the wizard's intellect
degenerates, making him a raving, homicidal maniac. His spirit is immediately
forced to return to his body, and he must attempt a system shock roll with
damage occurring as outlined above. The caster remains dangerously insane until
a heal or wish spell is used to restore his intellect.
This spell can be very useful when combined with the mask of death
spell.
When the spell's duration expires, the necromancer's spirit immediately
returns to his body. Hatch
the Stone from the Egg (Alteration,
Enchantment, Evocation) Range:
Touch Components:
V, S, M Duration:
Special Casting
Time: 1d4+4 hours Area
of Effect: One alchemical mixture Saving
Throw: None
When a wizard wishes to create the magical item known as the philosopher's
stone, he must first discover its alchemical formula, which tells him the
necessary ingredients and the method of preparing them. This information is not
provided by this spell, and this spell is useless without the formula. (The
exact ingredients and formula are decided by the Dungeon Master and must be
discovered by the wizard by adventuring.)
When the formula has been discovered and the ingredients prepared, the
wizard enchants the alchemical mixture with the enchant an item spell. Hatch
the stone from the egg is then cast upon the mixture. This spell slowly
transmutes the mixture into its final form as the philosopher's stone. The
process is completed with a permanency spell.
The material component for this spell is a magical item known as the philosopher's
egg, which is an enchanted retort used to hold the alchemical mixture. The
egg is not destroyed upon completion of the spell and may be used again.
(Further details about the philosopher's egg are found in Chapter 4 of
this book.) Hornung's
Surge Selector* (Alteration) Range:
0 Components:
V, S, M Duration:
Special Casting
Time: 1 round Area
of Effect: The caster Saving
Throw: None
The great Hornung, having been blasted more than once by his own wild
surges, devised a method of improving the results of wild magic and, not
incidentally, his own chances of survival. The result was Hornung's surge
selector.
By casting this spell, the wild mage gains greater control over wild
surges. When the caster's spell creates a wild surge, two separate results are
determined from Table 2. The caster can then choose which of the two results
will take effect. This spell can be used in conjunction with Nahal's reckless
dweomer.
The spell's duration is a fixed number of surges or 12 hours, whichever
comes first. The wild mage is able to shape one wild surge per five levels of
his experience; thus, a 15th-level caster could shape three wild surges within a
12-hour period. At the end of 12 hours, the spell expires, regardless of the
number of surges remaining.
The material component is a brass spinner. Intensify
Summoning (Conjuration/Summoning,
Necromancy) Range:
Special Components:
V, S, M Duration:
1 turn Casting
Time: 6 Area
of Effect: Special Saving
Throw: None
This spell enhances the strength of creatures summoned by the caster via
1st through 6th level conjuration/summoning spells. Only spells which bring
summoned creatures to the wizard are affected.
The first two conjuration/summoning spells cast by the wizard within one
turn following the intensify summoning spell are affected. Summoned creatures
gain 2 hit points per hit die. The affected creatures retain their bonus hit
points until the normal expiration of the spell that summoned them.
The material components are a small leather pouch and a miniature silver
candelabra. Malec-Keth's
Flame Fist (Evocation) Range:
0 Components:
V, S Duration:
1 round/level Casting
Time: 1 Area
of Effect: One creature or object Saving
Throw: Special
When this spell is completed, one of the caster's hands (his choice)
bursts into light and is surrounded by an aura of flame. The caster suffers no
damage from this effect. Illumination is equal to that of a torch.
If the wizard successfully touches an opponent, the subject must attempt
a saving throw. If the roll is successful, the flame remains on the caster's
hand (and he may use it to make further attacks until the spell's duration
expires) and the touched creature suffers 1d4+2 points of fire damage. If the
save is failed, the flame leaves the caster's hand to surround the victim's body
in an aura of searing fire. The superheated aura burns for 1 round, inflicting
1d4 points of damage per level of the caster.
Instead of attacking a creature, the caster may choose to touch any
single object, which is automatically surrounded by the searing aura for 1 round
and must succeed at an item saving throw vs. magical fire or be destroyed. The
aura can surround an object up to 5 cubic feet in volume per level of the
caster. Shadowcat
(Illusion) Range:
10 yards/level Components:
V, S, M Duration:
1 turn/level Casting
Time: 3 Area
of Effect: Special Saving
Throw: None
When this spell is cast, the wizard brings into being a cat made of
shadow. The shadowcat is the size of a normal cat and may be either grey
or black at the caster's option. The caster has complete telepathic control of
the feline; he can see, hear, and even speak through it as long as it remains
within range. At the moment it moves out of range, the shadowcat
vanishes. The caster does not need to concentrate on the shadowcat.
The shadowy feline is insubstantial, making subject only to magical or
special attacks, including those by weapons of +1 or better. It has AC 5, a
movement rate of 18, and saving throws equal to those of the caster. The cat
dissipates if it loses hit points equal to one-half the caster's total hit
points. The shadowcat has no attacks of its own and cannot touch or carry
objects. A successful dispel magic spell causes the cat to vanish.
A shadowcat makes no sound as it moves. It is 90% undetectable in
all but the brightest conditions. It can pass through small holes or narrow
openings.
The material components of this spell are a black pearl of at least 100
gp value and a claw from a grey or black cat. Spell
Shape* (Alteration) Range:
0 Components:
V, S, M Duration:
1d4+1 rounds Casting
Time: 1 round Area
of Effect: The caster Saving
Throw: Special
This spell gives the wild mage the ability to seize magical energy
directed at him and reshape it as he desires. While it is in effect, the spell
gives no visible sign of its existence. It offers no protection against area
effect spells.
If a wild mage is the target of a spell or magical item, this spell
automatically allows him a saving throw. If the saving throw is failed, the
opponent's spell has normal effects. If the saving throw is successful, the spell
shape absorbs the magical energy of the opponent's spell. The wild mage can
then choose to let the energy dissipate or he can instantly use it to cast a
spell back at the opposing mage. The return spell must be of an equal or lesser
spell level than the original one and must be currently memorized by the mage.
The act of returning the spell does not cost the wild mage any of his memorized
spells. Spell energy cannot be saved; if not used immediately, it dissipates.
For example, Hamos, a wild mage, is protected by a spell shape and
is struck by a finger of death (a 7th-level spell). He succeeds at his
saving throw and is now able to cast a spell of 7th level or lower. Hamos
currently has feeblemind memorized. Since it is only a 5th-level spell,
he chooses to cast it back at his enemy. He makes his level variation check (and
doesn't get a wild surge) and the feeblemind is sent hurtling back at his
foe. Hamos still has his original feeblemind memorized. The remaining two
spell levels are lost, since they were not used in the same round.
If a wild mage is struck by two spells at once, he may choose which spell
to shape. He suffers all effects of the remaining spell.
The material component is a diamond worth no less than 2,000 gp. When the
spell is cast, the diamond is transformed into a lump of coal. Steal
Enchantment (Enchantment) Range:
Touch Components:
V, S, M Duration:
Permanent Casting
Time: 1 hour Area
of Effect: One item Saving
Throw: Neg.
This spell "steals" the enchantment from a magical item and
places it within another, non-magical item (the material component). Both
objects must be touched by the wizard during casting. The two items must be of
the same category (blunt weapon, edged weapon, ring, amulet, shield, armor,
wand, etc.).
The enchantment can be transferred only to a nonmagical item. Only the
energy of one item can be transferred; it is not possible to combine two magical
items into one item. The new item has all the properties of the original magical
item (including the same number of charges, if any).
At the culmination of the spell, the original magical object is allowed
an item saving throw vs. disintegration with all modifiers it is allowed as a
magical item. Exceptionally powerful objects (such as artifacts) may be
considered to automatically succeed the saving throw at the DM's discretion.
If the saving throw is successful, the magical object resists the effect
and the spell ends in failure. If the roll is failed, the magical item loses all
of its powers, which are transferred to the previously nonmagical object.
Even if the magical item fails its saving throw, the spell's success is
not guaranteed. There is a chance that the enchantment might be lost. The base
chance of this occurring is 100%, modified by -5% per level of the caster. Thus,
a 20th-level wizard has no chance of losing the magic. If the enchantment is
lost, both items become nonmagical.
The material component is the nonmagical item which is to receive the
enchantment. It must be of equal or greater value than the object to be drained. Suffocate
(Alteration, Necromancy) Range:
30 yards Components:
V, S, M Duration:
1 round/level Casting
Time: 7 Area
of Effect: 10-foot-radius circle Saving
Throw: Neg.
This spell draws the breath out of all creatures within the area of
effect who fail a saving throw. Their breath is placed within a small silk bag
held by the caster.
Each round, a victim of this spell must attempt a Constitution check. If
failed, the creature suffers 2d4 points of damage. If successful, the subject
has taken in enough air to reduce the damage to 1d4.
As they struggle and gasp for air, affected creatures move and attack at
half their normal rates, have a -4 Armor Class penalty, an attack penalty of -4,
and lose all Dexterity combat bonuses.
Effects of this spell continue each round regardless of whether the
victims remain in the original area of effect. The damage accumulates until the
spell expires, the silk bag is opened, or a successful dispel magic spell
is cast upon the bag. The penalties to combat remain in effect for 1d3 rounds
after the spell ends.
The material component is a small silk bag studded with black opals worth
a total of no less than 5,000 gp. The bag is not destroyed during casting, but
becomes useless for future castings if a successful dispel magic spell is used
on it. Eighth-Level
Spells Abi-Dalzim's
Horrid Wilting (Alteration, Necromancy) Range:
20 yards/level Components:
V, S, M Duration:
Instantaneous Casting
Time: 8 Area
of Effect: 30-foot cube Saving
Throw: ½
This spell evaporates moisture from the bodies of every living creature
within the area of effect, inflicting 1d8 points of damage per level of the
caster. Affected creatures are allowed a saving throw, with success indicating
half damage.
This spell is especially devastating to water elementals and plant
creatures, who receive a penalty of -2 to their saving throws.
The material component is a bit of sponge. Airboat
(Alteration, Enchantment) Range:
1 mile Components:
V, S Duration:
1 hour/level Casting
Time: 1 round Area
of Effect: Special Saving
Throw: None
This spell must be cast under a cloudy sky. The caster points at a cloud,
which immediately descends toward him. As it comes closer, the cloud changes
shape, becoming any sort of vessel imagined by the wizard (a dragon-shaped
galley, a one-man dinghy, etc.).
Although the airboat is made of cloud, it feels solid and can support the
weight of the caster plus one passenger per level of the wizard. It can fly at
any speed up to 5 miles per hour per level of the caster (to a maximum of 90
miles per hour).
The caster maintains total telepathic control over the airboat's speed
and direction. While controlling the vessel, the wizard is able to perform other
actions but may not cast other spells. Gunther's
Kaleidoscopic Strike
(Invocation/Evocation) Range:
5 yards/level Components:
V, S Duration:
Instantaneous Casting
Time: 8 Area
of Effect: One creature Saving
Throw: Neg.
When this spell is cast, a thin beam of shimmering, kaleidoscopic light
shoots from the wizard's fingertips toward his target. The victim is allowed a
saving throw to resist the beam.
This spell has no effect on nonspellcasters, causing them no harm
whatsoever. Creatures with innate spell-like abilities are also unaffected.
Against wizards and priests, this spell can be devastating. It
"short-circuits" the arcane energy stored in a spellcaster's mind,
wiping away a number of memorized spells. Lost spells must be rememorized.
The number of spells drained is equal to the caster's level minus 1d20.
Thus, a 16th-level wizard drains a maximum of 15 spells, but could drain no
spells depending on the die roll. After subtracting the die roll from the
caster's level, any result of zero or a negative number indicates that the
victim loses no spells.
Spells are drained from the wizard's memorized spells beginning with
1st-level spells and working up to higher level spells. Any decision regarding
which spell should be drained from a specific level should be determined
randomly. Homunculus
Shield (Evocation, Necromancy) Range:
0 Components:
V, S, M Duration:
1 round/level Casting
Time: 3 Area
of Effect: The caster Saving
Throw: None
By creating a homunculus shield, the wizard separates a portion of
his mind in the form of an exteriorized magical homunculus. This creature is
invisible to all but the caster and appears as a miniature version of the caster
perched atop the wizard's head.
The wizard may move and act normally while this spell is in effect. The
magical homunculus operates as an independent spellcaster. It may cast only teleport,
contingency, and protective spells of 4th level and lower. It casts only
spells from the wizard's memorized store of spells, but any spells cast by the
homunculus are done so with a casting time of 1. The wizard selects which spells
are cast by his homunculus; after they are cast, they are wiped from the
caster's memory.
The homunculus has 1 hit point per two levels of the caster. These points
are "borrowed" from the caster; while the homunculus is present, the
wizard's hit points are reduced by this amount.
The homunculus cannot be struck by melee or missile weapons separately
from the wizard. It can be damaged separately from the wizard (e.g., by a magic
missile targeted at the homunculus or by area effect spells). The homunculus
has the attributes and saving throws of the wizard.
At the end of the spell's duration, the homunculus disappears and any hit
points it had are restored to the wizard. Hit points lost by the homunculus can
be regained only by magical healing.
If the wizard's hit points are reduced to zero at any time during the
spell, the wizard is dead even if the homunculus had hit points remaining.
A wizard with an active homunculus shield suffers a -4 saving
throw penalty against magic jar spells cast upon him due to the division of his
mental energy.
The material component is a miniature sculpted bust of the spellcaster. Hornung's
Random Dispatcher* (Abjuration) Range:
30 yards Component:
V Duration:
Instantaneous Casting
Time: 2 Area
of Effect: One creature Saving
Throw: Neg.
With the utterance of a few words, this spell can hurl a creature to a
random plane and leave him there. The target, if unwilling, is allowed a saving
throw. If successful, the spell fails. If unsuccessful, the victim and all items
carried by him are sent to a random plane. To determine the plane, roll on the
table below. D100
Roll
Plane 01-03
Abyss 04-06
Acheron 07-12
Alternate Prime Material Plane 13-17
Arcadia 18-23
Astral Plane 24-27
Beastlands (Happy Hunting Grounds) 28-30
Concordant Opposition 31-35
Elemental Plane (Air, Fire, Earth, or Water) 36-38
Elysium 39-44
Ethereal Plane 45-47
Gehenna 48-50
Gladsheim 51-53
Hades 54-58
Limbo 59-61
Negative Material Plane 62-64
Negative Quasi-Plane (Vacuum, Ash, Dust, or Salt) 65-67
Nine Hells 68-70
Nirvana 71-73
Olympus 74-76
Pandemonium 77-79
Para-Elemental
Plane (Smoke, Magma, Ooze, or Ice) 80-82
Positive Material Plane 83-85
Positive Quasi-Plane (Lightning, Radiance, Minerals, or Steam) 86-91
Prime Material
Plane* 92-94
Seven Heavens 95-97
Tarterus 98-100
Twin Paradises *
Characters sent to the Prime Material plane are teleported elsewhere in the same
world.
The caster has no control over the destination of the target. The
conditions at the destination may kill the target (for example, arriving in the
elemental plane of fire) or merely make life difficult. This determination is
left to the DM. Wildzone*
(Conjuration/Summoning) Range:
0 Components:
V, S, M Duration:
2d6 turns Casting
Time: 1d6 rounds Area
of Effect: 300'x300' square Saving
Throw: None
This powerful spell creates a disruption in magical forces similar to the
conditions found in wild magic regions (areas where the effects of magic have
been permanently altered). This spell has only a temporary effect, although the
effects of wildzone could possibly be rendered permanent.
The spell creates a wild magic region centered on the caster. The area of
effect cannot be shaped in any way; it is always a square 300 feet long
on each side (90,000 square feet).
Within the wildzone, wild magic reigns. Any spell cast in the area
of effect is automatically treated as a wild surge (see Table 2). Effects from
magical items that expend charges are also treated as wild surges when used in
the area. Other magical items function normally.
Spells cast into the wildzone from outside the area of effect
function normally, but spells cannot be cast out of the area of effect without
triggering a wild surge.
The material components are several pots of paint which must be spilled
across a sheet of hammered silver worth no less than 2,000 gp. Ninth-Level
Spells Chain
Contingency (Evocation) Range:
0 Components:
V, S, M Duration:
1 day/level Casting
Time: 2 turns Area
of Effect: The caster Saving
Throw: None
This powerful spell is similar to the 6th-level contingency spell.
Chain contingency allows the
caster to designate either two or three spells that will take effect
automatically under a specific set of conditions. In other words, when a set of
conditions is met, the designated spells are "cast" immediately
without the caster's intervention.
Chain contingency must be cast together with the spells it is to
trigger. The caster may choose either two spells to occur simultaneously or
three spells to occur consecutively, one per round. Spells must be of 8th level
or lower. Only the 6th-level contingency spell may not be included. The
casting time of 2 turns includes the casting of the spells to be triggered.
Unlike the contingency spell, spells "stored" in chain
contingency can affect creatures other than the caster. These instructions
must be carefully worded; the spell obeys the letter of its instructions and not
the caster's intentions.
In casting chain contingency, the wizard defines the conditions
that will trigger the "stored" spells. This definition must be
carefully worded, but may be as limiting or general as the caster desires. The
caster also states the exact order, target, range, and manner in which the
stored spells are to be cast.
The spell has several limitations in triggering its spells. It does not
have any powers of discernment; thus, an instruction to "target the
highest-level enemy" is not possible. Furthermore, the conditions cannot
involve a delay; a spell cannot be ordered to trigger "three turns after I
sneeze."
When the named conditions are met, the chain contingency is
automatically triggered. If all
specifics of casting a spell are not specified (e.g., target or area of effect),
the effect is automatically centered on the caster.
Possible triggers might include a fall from a distance greater than the
caster's height, the appearance of the first beholder within 30 feet of the
caster, or the wizard pointing his finger and pronouncing a specified word.
Only one chain contingency can be placed on the spellcaster at any
one time. If a second is cast, the first chain contingency is cancelled.
It is possible to have both a contingency and a chain contingency
operating at the same time, provided that there is no overlap in the conditions
specified for triggering the two spells.
Spells triggered by the chain contingency have a casting time of
1. If the spell is triggered under conditions that are impossible to fulfill, it
fails. If one of the spells in a series cannot be fulfilled, the remaining
spells in the series are lost. Normal conditions, including line of sight to the
target, must be fulfilled. All spells originate from the caster; thus, it is not
possible for a caster to teleport and leave behind a series of fireballs
to blast his enemies. In this case, the fireballs would either fail or
destroy something at the caster's destination.
The material components are (in addition to those of the companion
spells) 500 gp worth of quicksilver; a gem of at least 1,000 gp value; an
eyelash from an ogre mage, ki-rin, or similar spell-using creature; and an ivory
statuette of the wizard (which is not destroyed in the casting of the spell)
which must be carried by the spellcaster in order for the chain contingency
to perform its function when triggered. Elemental
Aura (Abjuration, Evocation) Range:
0 Component:
V Duration:
1 hour/level Casting
Time: 1 round Area
of Effect: The caster Saving
Throw: None
This spell has four very different effects depending on the type (air,
earth, fire, water) of elemental aura cast. Only the caster may receive
an elemental aura, and it is not possible to benefit from more than one aura at
one time.
Each aura is three inches thick and covers the caster's entire body. An
aura of air is hazy white in color, an aura of earth is dull grey, an aura of
fire is flickering red, and an aura of water is shimmering blue. The auras have
these effects: Air •
immunity to gas and air-based attacks •
total protection from physical attacks by creatures of the elemental plane of
Air •
ability to cast fly and protection from normal missiles once each Earth •
immunity to attacks from nonmagical weapons made of stone or metal •
immunity to physical attacks by creatures of the elemental plane of Earth •
ability to breathe and move at full movement rate within the element of earth •
ability to cast wall of stone once Fire •
immunity to normal and magical fire •
total protection from physical attacks by creatures of the elemental plane of
Fire •
ability to breathe and move at full movement rate within the element of fire •
total protection from hostile environmental effects while traveling plane of
Fire •
ability to cast wall of fire once Water •
immunity to water- and cold-based attacks •
total protection from physical attacks by creatures of the plane of Water •
ability to breathe and move at full movement rate within the element of water •
ability to cast wall of ice once
The auras do not restrict the caster in any way. He is free to move and
act normally while under the influence of an aura. Estate
Transference (Alteration) Range:
0 Components:
V, S, M Duration:
Permanent Casting
Time: 10 turns Area
of Effect: 1,000 square feet/level Saving
Throw: None
This powerful spell allows a caster to transfer a large area of land in
the Prime Material plane to any of the elemental planes. All buildings, people,
and wildlife within the area of effect are also transported. The land forms a
pocket of the Prime Material plane within the elemental plane. The pocket is a
sphere with a diameter equal to the diameter of the land. The surface of the
pocket allows creatures to enter or exit the pocket, but prevents the elements
from entering the pocket.
Inside the pocket, the land is surrounded by air of a temperature
matching that of the Prime Material plane at the moment the land was moved. In
addition, a source of water is created within the pocket.
Before the spell is cast, the area to be moved must be surrounded by
solid markers of material from the destination plane. Thus, if a wizard
wants to move his castle to the Elemental Plane of Fire, he must first
surround the area with solid blocks of matter from the Elemental Plane of Fire,
such as hardened magma or magically-crystallized fire. The blocks must be spaced
no more than five feet apart and may be placed above ground or under the surface
(at a depth of no more than three feet).
The wizard must be within the area to be moved when he casts the spell.
When the land moves, a hemispherical crater is left behind in the Prime Material
plane. Inside its pocket on the desired plane, the land continues its existence
as if nothing changed, with the exception of occasional visits from planar
creatures.
Any land that is moved in this manner can never again be moved with this
spell.
The material component (in addition to the markers) is the appropriate
magical device to control elementals of the desired plane (bowl commanding
water elementals, brazier commanding fire elementals, censer controlling air
elementals, or stone controlling earth elementals). The item must be
permanently placed at the heart of the area of effect and cannot be used for any
other purpose. If the device is disturbed in any way, the spell immediately
fails, allowing the energies of the elemental plane to flood into the protected
area. Glorious
Transmutation (Alteration) Range:
Touch Components:
V, S, M Duration:
Permanent Casting
Time: 1 turn Area
of Effect: Special Saving
Throw: None
This spell turns iron into silver or lead into gold at the caster's
option. The prime ingredient for this spell is a magical item called the philosopher's
stone, which must be touched by the wizard and alchemically combined with
the metal during casting. The formula for mixing the stone and the metal must be
known by the caster; this information is not provided by this spell and the
spell is useless without it. (The exact ingredients and formula are decided by
the Dungeon Master and must be discovered by the wizard in the course of
adventuring.)
Philosopher's stones vary in quality so much that each is capable
of transmuting either 1d10x50 pounds of iron into an equal quantity of silver or
1d10x10 pounds of lead into the same amount of gold. It is not possible to know
how much metal can be transmuted until the process is complete. If the caster
has more iron or lead prepared than the spell is capable of changing, any excess
is unchanged.
The entire transmutation must be made at one time. Only one stone may be
used per casting of the spell. The entire philosopher's stone is consumed
in the process. Stabilize*
(Abjuration) Range:
0 Components:
V, S Duration:
1d4+1 turns Casting
Time: 1 turn Area
of Effect: 30-foot-radius circle Saving
Throw: None
This spell requires immense magical effort to cast, relegating it to the
highest spell level. Stabilize negates the effects of wild magic regions,
allowing the caster and all creatures in a 30-foot radius to cast spells and use
magical items normally. The spell is centered on the caster and follows his
movements.
The caster's own spells never cause wild surges when cast within the
duration of a stabilize spell, nor do the effects of wild surges extend
into the protected area. Furthermore, the wild mage's spells function at his
true level; Table 2 is not used to determine level variation. The spell
affects wildstrike, wildzone, and wildwind. Wail
of the Banshee (Necromancy) Range:
0 Components:
V, S, M Duration:
Instantaneous Casting
Time: 9 Area
of Effect: 30-foot-radius sphere Saving
Throw: Neg.
At the culmination of this dreadful spell, the wizard screams like a
banshee (a groaning spirit). For each level of the caster, one listener within
30 feet hears the wail. Those who fail a saving throw vs. death magic die
instantly.
The wizard cannot be the victim of his own spell, nor can he choose who
will be affected. If there are more potential victims than the level of the
caster, the DM must randomly determine which creatures are affected. Creatures
who cannot hear (due to ear plugs, deafness, etc.) can be targets, but cannot be
affected and are considered to automatically make their saving throws.
The material component is a lock of hair from an evil female elf. Wildfire*
(Invocation/Evocation) Range:
0 Component:
V Duration:
Variable Casting
Time: 1 Area
of Effect: Variable Saving
Throw: Variable
By means of this spell, the wild mage is able to channel raw magical
energy through himself, shaping it into any form or effect he desires. The
energy is similar in many ways to a wish spell, but has unique
differences.
Wildfire allows the caster to create the effect of any wizard
spell of 8th level or lower. He need only have general knowledge of the spell
and its effects; the spell does not need to be in his own spellbooks.
Any normal saving throws vs. the spell effects are made at a -2 penalty.
Wildfire can also be used in the creation of magical items. The
energy created by the spell may be used to generate effects that are not created
by known spells.
Wildfire can also be used to create items out of nothing. The
magical energy can be shaped and hardened to form solid objects. These objects
have a greenish, glowing tinge and radiate magic. These objects are stronger
than steel yet possess almost no weight. They are immune to fire, cold,
electricity, and all forms of magical attack except dispel magic and wish
spells. Even if they are subjected to these spells, a saving throw is allowed
(equal to the creator's saving throw vs. spell).
When creating objects, the caster is limited only by his own skill and
the dimensions of the object. Items larger than a 10-foot-radius sphere cannot
be fashioned. Creating the object requires only one round, regardless of size.
Thus, a wizard could make an impenetrable dome or a small boat with this spell.
Objects made of wildfire are neither stable nor permanent. Since
the object is made of magic separated from the magical continuum, the material
gradually deteriorates until the magical bonds become too weak to hold the wildfire
in the chosen form. This decay takes 1d6+4 hours. Wildwind*
(Conjuration/Summoning) Range:
100 yards Components:
V, S Duration:
1d3 turns Casting
Time: 8 Area
of Effect: Special Saving
Throw: None
This spell is similar in effect to wildstrike and wildzone.
When cast, a wall of faint, multi-colored lights springs into existence at the
point indicated by the caster. These lights form a line 150 feet long. After the
first round of the spell, the wizard can move the wall of lights. Each round,
the caster can move the wall in the same direction or as much as 45 degrees to
either side. Once the wall is set in motion, it cannot be stopped unless the
spell is cancelled or dispelled. The lights can move 60 feet per round.
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