GANETH'S (IN)COMPLEAT NON-STANDARD SPELL FILE 8/25/00 revision Copyright (c) 596, Barshen Enterprises Ltd. Maintained by Erich Greene ======================================================================== >> General Notes and Conventions << ======================================================================== CWH = Complete Wizard's Handbook PHB = Player's Handbook (2nd Edition) TOM = Tome of Magic "Modified" spells differ from the published spells in some respect. To conserve space under my too-small disk quota, only the modifications are listed here. "Clarified" spells -- should be self-explanatory. Some of this document's contents are simply my speculations about things we've seen; these are generally marked with something like "full description n/a". Spell names in quotes are the names I've more-or-less randomly given things, and may bear no relation to the actual spell names (I'm sure Rahul does *not* have a spell named "Bad-Ass Precast", for instance :) ; names that aren't quoted I'm fairly sure about, but could be wrong. Remember the disclaimer at the end at all times. ======================================================================== >> General Rules Notes << ======================================================================== Casting multiple spells of the same type on a subject generally gives the max of the two with respect to damage, duration etc. This includes spells like shocking grasp, strength and stoneskin, but excludes spells like cure light wounds or fireball. Summoned monsters are not subject to dispel magic. Concentration: must make a WIS check every CON rounds to keep going. Invisibility/sanctuary are not broken by summonings. Unless otherwise noted, illusions and polymorphs do not allow the recipient to masquerade as an extraplanar without permission from a relevant extraplanar sponsor. "One round" casting times are implemented as 10 segment casting times: they begin on init and can be held (rather than extending through the entire round, from segment 1 through post-10). The first round of a multiple round casting presumably starts on init as well, though I haven't heard anything semi-definite about it. ======================================================================== >> Mage Spells << ======================================================================== Revised Opposition Schools ------------------------------------------------------------------------ Abjuration -> Alteration Alteration -> Abjuration, Conj/Summ, Necromancy Conj/Summ -> Divination, Evocation Divination -> Conj/Summ Ench/Charm -> Evocation, Necromancy Evocation -> Ench/Charm, Conj/Summ Illusion -> Evocation, Necromancy Necromancy -> Illusion, Ench/Charm ------------------------------------------------------------------------ General Notes ------------------------------------------------------------------------ Standard casting time for a level L mage spell is L segments. ------------------------------------------------------------------------ First Level Spells ------------------------------------------------------------------------ Air Bolt (Alteration, Evocation) Range: 6" + 1"/level Components: V, S Duration: Instantaneous Casting Time: 1 Area of Effect: One creature Saving Throw: None This spell allows the caster to fire a bolt of air at a single target (normal attack roll, no range modifiers). A successful strike does 1d6+L points of bludgeoning damage to the target. To strike a creature in melee requires a called shot. On an attack roll of 20, the victim must make a DEX check or fall prone. ------------------------------------------------------------------------ Alarm (Abjuration) -- modified PHB As PHB, except: - school is Abjuration (only) - spell automatically wakes caster, everyone else gets CON checks ------------------------------------------------------------------------ Armor (Conjuration) -- modified PHB Range: 0 Area of Effect: The caster ------------------------------------------------------------------------ Charm Person (Enchantment/Charm) -- modified PHB As PHB, except: - a wizard may only charm someone with HD<=L - a wizard may not keep more then 2L levels/HD of charmed creatures at any time. ------------------------------------------------------------------------ Color Spray (Alteration) -- modified PHB Very much under consideration. ------------------------------------------------------------------------ Comprehend Languages (Alteration, Divination) -- modified PHB As PHB, except also in Divination ------------------------------------------------------------------------ Diminutive Darkness (Alteration) Range: 1" per level Components: V, S Duration: 2d4 rounds + 1 round per level Casting Time: 1 Area of Effect: 2-foot radius sphere Saving Throw: None (Negates) This spell is very similar to the first level magic user spell Darkness (see also the second level magic user spell Darkness, 15' Radius). It has only a 2-foot radius, however. This gives the spell many different uses. For example, it can be used to block the light of a torch, lantern, magic sword, etc. This would prevent all sorts of vision only within the 2-foot radius, so one could still see about with infravision or ultravision (or normal vision, if there is another light source). It can blind a creature as a light spell would without creating light that could alert others, and also without obscuring the caster's own sight as would a normal darkness spell (if cast upon a creature or its possessions carried, the creature gets a saving throw, and if the throw is made, the darkness appears 5' behind). The spell can cancel a light spell, but has no effect on continual light or ambient light. ------------------------------------------------------------------------ Electric Blades (Alteration, Evocation) [bards may learn] Range: 0 Components: V, M Duration: Special Casting Time: 1 Area of Effect: 2 blades Saving Throw: None This spell must be cast with a metal blade of some sort in each hand. Both blades then acquire a flickering blue glow. When a hit by either blade is scored it causes 1-4 more points of damage of electricity. If both blades hit the same target in the same round the victim must save versus petrification or be stunned for one round. Each blade only shocks once and then is normal again. ------------------------------------------------------------------------ Feather Fall (Alteration) -- modified PHB Casting Time: "extremely fast" ------------------------------------------------------------------------ Find Familiar (Conjuration/Summoning) -- modified PHB As PHB, except: - costs 100gp not 1000gp - familiars get a bonus of L hp - familiars get the benefit of protective magics that are caster only - if a familiar saves, it takes no damage from an attack ------------------------------------------------------------------------ Fire Wheel (Alteration, Evocation) Range: 6" + 1"/level Components: V, S, M Duration: Instantaneous Casting Time: 1 Area of Effect: One creature Saving Throw: None This spell brings forth a magical wheel of fire which can be thrown by the caster (normal attack roll). A successful strike does 1d6+L points of fire damage to the target. A missed attack roll will cause the fire wheel to dissipate harmlessly near the target. If the victim is carrying flammable substances, they may be set alight at the option of the DM. ------------------------------------------------------------------------ Friends (Enchantment/Charm) -- modified PHB As PHB, except: - when spell wears off, creatures get to save vs spells (wis adj) Those that make it realize that they had been influenced, else they do not. ------------------------------------------------------------------------ Gaze Reflection (Alteration) -- modified PHB As PHB, except the field completely surrounds the wizard. ------------------------------------------------------------------------ Identify (Divination) -- modified PHB As PHB, except: - caster can attempt to find command words etc if the component is spent - otherwise only very basic properties are determined ------------------------------------------------------------------------ Jamye's Melodramatic Music (Alteration, Illusion) [bards may learn] -- description currently unavailable Provides the caster/recipient(?) with a soundtrack. ------------------------------------------------------------------------ Lesser Invisible Object (Illusion/Phantasm) [bards may learn] Range: touch Components: V, S Duration: 5 rounds/level Casting Time: 1 Area of Effect: One object not larger than 3 cubic feet per level Saving Throw: None This spell causes an object to vanish from sight, much like the second level magic user spell invisibility (which affected only creatures). The spell lasts only 2 rounds per level of the caster or until the caster wills it to end. For example, a quiver of arrows or a bow could be made invisible and carried, and when desired, a moments thought could make them appear. Note that not even the caster can see the invisible object, so if she or he is to use it most effectively, it may be necessary to make it visible. ------------------------------------------------------------------------ Mikazuki's Monochromatic Beam (Evocation) Range: 6" + 1"/level Components: V, S Duration: instantaneous Casting Time: 1 Area of Effect: One creature Saving Throw: Neg A thin beam of light shoots from the caster's index finger. Target takes 1d6+L hit points of damage if save vs spells (dex modified) is failed. A fumbled save blinds the target for 1d6 rounds and stuns it for one round. The color of the beam is chosen at casting time from Red, Green or Blue. ------------------------------------------------------------------------ Minor Annoyance (Illusion) [bards may learn] Range: 5 feet per level Components: V, S Duration: 1 round per level Casting Time: 1 Area of Effect: One creature Saving Throw: Negates This spell creates the illusion (sound and feel) of a mosquito flying into the victim's ear. The victim must save vs spell to avoid the effect at the end of each round, and a save at the time the spell is cast. If the initial save is made, the victim is unaffected. The illusion takes effect at the beginning of the round after the spell was cast. The spell disrupts concentration (preventing casting) and also imposes a penalty of -2 on AC during this time. ------------------------------------------------------------------------ Quantas's Target Bow (Enchantment) Range: Touch Components: V, S, M Duration: 2d4 rounds + 1 round per level Casting Time: 2 Area of Effect: One bow Saving Throw: None While this spell is in effect, any arrows fired from the bow (which may not be a crossbow) are +2 to hit a specific target. The caster must be able to see the target, and call his shot. The +2 only affects hits on the target, not on someone or something that gets in the way. If the target is in melee, the target gets a +2 to it's size rating when the DM determines the odds of hitting the target as opposed to those around it. For example, if firing on a size six giant who is in melee with a size two elf, there would normally be a one in three chance to hit the elf. With target bow in effect, the giant would be raised to size eight, giving only a one in four chance to hit the elf. Should the arrow go at the elf anyway, it would not get its +2 to hit (since the giant is the target). Note that the arrow fired from the target bow is in no way magical. The material component is a feather from a bird of prey, rubbed against the bow string. ------------------------------------------------------------------------ Rangefinder (Divination) Range: 0 Components: V, S Duration: 3 rounds per level Casting Time: 1 Area of Effect: The Caster Saving Throw: None This spell enables the caster to determine the exact range to one object or creature in LOS per round. In addition to many mundane uses, the spell will halve range modifier penalties on missile weapons fired upon a target that has been ranged: medium range: -1; long range: -2. ------------------------------------------------------------------------ Read Magic (Divination, Meta-magic) -- modified PHB As PHB, except that a mage must cast read magic on a spellbook other than his own each time he memorizes spells from it. ------------------------------------------------------------------------ Shocking Grasp (Alteration) -- clarified PHB When cast underwater, shocking grasp does the usual d8+L points of damage (but with a saving throw for half damage) to all creatures within 5' (but note that the spell effect will not extend out of the water). ------------------------------------------------------------------------ Sleep (Enchantment/Charm) -- modified PHB Saving Throw: Neg. ------------------------------------------------------------------------ Taunt (Enchantment) -- modified PHB Duration: 1 round/level As PHB, except: - lasts for 1 round/level - victims get to save (WIS adjusted) every round (until save is made) ------------------------------------------------------------------------ Unseen Servant (Conjuration/Summoning) -- modified PHB As PHB, except: - physical manifestation is a disembodied glove (AC 6) with 6 HP - servant has no fingers and cannot perform very delicate tasks ------------------------------------------------------------------------ Werp's Unseen Escape (Illusion/Phantasm) [bards may learn] Range: 0 Components: V, S, M Duration: 1 round per level Casting Time: 1 Area of Effect: Caster Saving Throw: None This spell is a weakened version of the second level magic user spell invisibility (q.v.). For the chance to detect invisibility (see Dungeon Master's Guide, page 60), an observer is treated as five levels higher than actual. ------------------------------------------------------------------------ Wizard Glue (Enchantment) Range: Touch Components: S, M Duration: Permanent Casting Time: 1 Area of Effect: 20 square feet per level Saving Throw: None Wizard Glue will hold one relatively flat surface to another, a mirror to a wall for example. The strength of the bond is 20 pounds per level of the wizard, up to 120 pounds. Dispel Magic will end the spell, and a strength of 10 or greater can break a 20-pound bond. A strength of 12 can break a 40-pound bond, a strength of 14 can break a 60-pound bond, and so forth. If the item held by the glue is brittle, it may be shattered in the separation. Honey is the material component of this spell. ------------------------------------------------------------------------ Wizard Mark (Alteration) -- modified PHB As PHB, except: - material component costs 10gp rather than 100gp - no two wizards can have the same rune (so non-forgeable) - if cast upon a living person, the victim gets a save ------------------------------------------------------------------------ Second Level Spells ------------------------------------------------------------------------ Blindness (Illusion/Phantasm) -- modified PHB Range: 60 yards Components: V,S,M Duration: 1 turn/level Otherwise as PHB, except can be cured by cure blindness, dispel magic or remove curse. ------------------------------------------------------------------------ Continual Light (Alteration) -- modified PHB Duration: Special As PHB, except: - duration is 1 day/level normally - duration is GP days/level where GP is the value of a gem (if this is the object of the spell) ------------------------------------------------------------------------ Deafness (Illusion/Phantasm) -- modified PHB Duration: 1 turn/level Otherwise as PHB, except can be cured by cure deafness, dispel magic or remove curse. ------------------------------------------------------------------------ Detect Invisibility (Divination) -- modified PHB As PHB, except: - thieves hiding in shadows have their chances halved against this spell - spell allows caster to see general outlines (size etc) not details - spell functions even if caster is blinded - the caster's eyes extend into the astral and etheral planes, making it vulnerable to special attacks during the spell duration ------------------------------------------------------------------------ Dust Warriors (Conjuration/Summoning, Necromancy) Range: 5 yards per level Components: V, S, M Duration: Special Casting Time: 2 Area of Effect: 2" long square Saving Throw: None The material component for this spell is a full set of teeth from a man-sized or larger carnivore, which must be cast on an area of earth, rock, raw stone, sand or gravel as the spell is cast. The spell generates 1 skeleton + 1 per 2 levels which rise from the area. They will fight for the caster until they are turned or destroyed, the caster is slain, rendered unconscious or moves out of spell range of the group, or the magic is dispelled. They last only while there is someone to attack (including each other, if necessary) -- any round in which there are no targets available, the skeletons will fade back into dust. If dragon's teeth are used as the material component, each skeleton will have bonus hit points equal to the age category of the dragon (count 4 HP = 1 HD for turning and attack purposes). Furthermore, they will be immune to the attack type of the dragon's breath weapon. ------------------------------------------------------------------------ ESP (Divination) -- modified PHB Saving Throw: Special As PHB, except - victim gets a save vs. spell to avoid having thoughts read - victim will only be aware of the intrusion on a 20 - no save against simply having one's mind detected ------------------------------------------------------------------------ "Eyebeams" -- full description currently unavailable Gaze 1/round; fire ------------------------------------------------------------------------ Flaming Sphere (Evocation) -- modified PHB As PHB, except: - victims who make contact take 2d4 save for half - victims who are within 5 feet take d4 save for none ------------------------------------------------------------------------ Fools' Gold (Alteration, Illusion) -- modified PHB As PHB, except one must touch the object to get a save. ------------------------------------------------------------------------ Ghoul Touch (Necromancy) -- modified CWH Still under consideration; paralysis will be toned down, nausea likely to remain. (Could call it ghast touch, I guess...) ------------------------------------------------------------------------ Guilda's Sneakabout Light (Alteration) [bards may learn] -- not yet encountered ------------------------------------------------------------------------ Inaudibility (Illusion/Phantasm) Range: Touch Components: V, S, M Duration: 5 rounds/level Casting Time: 2 Area of Effect: One creature Saving Throw: Negates This spell completely masks all sounds made by the recipient. These include sounds such as breathing and talking. Object thrown, dropped, or knocked over by the recipient will not be silenced by the spell, as they are not in contact with the inaudible creature. An unwilling creature is allowed to make a saving throw against this spell, after being hit in combat. Spells with verbal components cannot be cast while this spell is in effect. The material component for this spell is a piece of cotton. ------------------------------------------------------------------------ Jet of Steam (Evocation) Range: 5' per level Components: V, S Duration: Instantaneous Casting Time: 2 Area of Effect: One creature Saving Throw: Neg This spell causes a jet of superheated steam to shoot from the caster's hand. If the victim fails a save vs spells (dex adjusted), it suffers (1d4+1) hit points of damage per level of the caster. A successful save indicates that the jet has missed and causes no damage. ------------------------------------------------------------------------ Kanugal's Ashen Choke (Necromancy) Range: 30 yards Components: V, S, M Duration: 1 round/level Casting Time: 2 Area of effect: one creature Saving throw: none The caster hurls ash at the target, and extends the gloved hand in a clawlike grip. A grey, misty hand appears at the target's throat and the caster tries to hit using normal Thac0. On a successful hit, the ashen hand will begin choking the victim. Damage is: 1, 2, 3, 4 ... points per successive round with no further to-hit rolls required. The hand looses its grasp if the caster takes an action other than maintaining the choke. If the caster takes damage while choking, a failed save vs spell drops the choke. A lost choke or a missed attack can be re-established next round with a new to-hit roll. The choke is also interrupted if LOS is lost, victim makes a successful bend-bars roll, or if the hand takes damage = level of caster. The hand is affected by silvered or magical weapons, and has an AC of 7. When choking, attacks on the hand may also damage the victim... The material components are ash from a cremated corpse and a grey woolen glove. ------------------------------------------------------------------------ Levitate (Alteration) -- modified PHB As PHB, except when this spell is terminated, recipient is lowered as a feather fall. [i.e., the obvious offensive use is no more] ------------------------------------------------------------------------ Maximillian's Earthen Grasp (Conjuration/Summoning) -- modified TOM As TOM, except: - the spell is C/S rather than Alteration - the arm has 2L hit points ------------------------------------------------------------------------ Petition (Conjuration/Summoning) Range: Special Components: V Duration: Instantaneous Casting Time: 1 round Area of Effect: One creature Saving Throw: Special This spell is used to alert an extra-planar being that the caster wishes to contact it. The spell does not allow further communication (though the extra-planar being may then contact the caster through other magic). ------------------------------------------------------------------------ Plane Source (Divination) Reversible Range: 5 yards Components: V, S Duration: Instantaneous Casting Time: 2 Area of Effect: One creature or item Saving Throw: Negates Reveals the Plane of origin of any one creature, object or magical phenomenon in spell range, or the Plane reachable by the closest gate or dimensional nexus point. Hostile or unwilling creatures save vs. spells to avoid their origins being divined. The reverse obscures detection by this spell for 24 hours. ------------------------------------------------------------------------ Ride the Wind (Alteration) -- modified TOM Range: Touch Area of Effect: One creature Otherwise as TOM, except the spell can be cast in the absence of wind. ------------------------------------------------------------------------ Secret Torch (Illusion/Phantasm) [bards may learn] -- not yet encountered ------------------------------------------------------------------------ Selective Summoning (Conjuration/Summoning) Range: 0 Components: V, S Duration: Special Casting Time: 1 round Area of Effect: Next monster summoning cast by wizard Save: None Selective summoning enables wizards to somewhat control the results of their monster summonings (also affects Summon Swarm and similar spells). The wizard gets an extra roll per three levels and may select from any of the results of the die. Duplicate die rolls are not rerolled, so it is possible for this spell to have no useful effect. For example, an 8th level summoner casts Selective Summoning followed by Mon Sum II. Since 8/3 = 2 (rounded down), the wizard gets 2 extra rolls. Rolling 3 times, the wizard gets "giant centipede", "lizardman" and "giant centipede". Seeing that the party is fighting in knee-deep water, the summoner selects Lizardman. Note that his spell affects only the type of creature (not the number, hitpoints etc). If no applicable spell is cast within 1 turn of Selective Summoning, the latter is lost. ------------------------------------------------------------------------ Selika's Jumping Spider (Alteration) -- desc currently unavailable Combination of jump and spider climb. ------------------------------------------------------------------------ Sense Shifting (Alteration) -- modified TOM As TOM, except: - spells of any level can be affected - the spell cannot be used in a way that generates combat bonuses, but can be used for misdirection. ------------------------------------------------------------------------ Silvatore's Silver Lining -- still in research Makes weapons temporarily silvered. ------------------------------------------------------------------------ Strength (Alteration) -- clarified PHB If multiple castings are strength are applied to one creature, the single best result holds. ------------------------------------------------------------------------ Timer (Conjuration/Summoning, Divination, Metamagic) Range: 0 Components: V, S, M Duration: Special Casting Time: 2 Area of Effect: Next spell cast by wizard Saving Throw: None This spell allows the wizard to set a mental alarm that monitors the progress of the next spell that he/she casts. The time of the alarm may be set at the time of casting to be between 1 to 10 rounds. The alarm will alert the spellcaster that the specified spell is about to run out. This spell is useful for monitoring spells with a variable duration. Timer cannot detect spells that end through triggering (e.g. fire trap) nor spells that have been dispelled. If the duration of the spell is shorter than the length of the alarm, the alarm goes off as the second spell is cast. The material component for the spell is a small hourglass with crystal sand (worth 50gp) which is not consumed, and a pinch of cystal sand (1gp) which is consumed. ------------------------------------------------------------------------ Wings (Alteration) [bards may learn] Range: Touch Components: V, S, M Duration: 5 rounds per level Casting Time: 3 rounds to cast, 3 more for wings to grow Area Of Effect: One creature Saving Throw: None By this spell, the caster creates "wings" to appear out of the affected creature's back. The wings are magically attached to the back area, but are not attached in the sense that the person can be wearing clothing or armour. They are not part of the creature. The wings need a +1 magical weapon to hit, have AC 7 and have 2-12 hitpoints before being destroyed. The spell has no effect on creatures that already have wings. The wings can support a total of 200 pounds + 20 pounds per level. They give an aerial maneuver rating of C, and fly at a rate of 12". The material component of this spell is a bird's feather. The wings appear to be the same colour as that of the bird feather used in the spell. ------------------------------------------------------------------------ Third Level Spells ------------------------------------------------------------------------ Blink (Alteration) -- modified PHB This spell now does phasing rather than blinking. The caster has a 50% chance in be in or out of phase, with no conscious control. All phasing creatures (blinkers, phase spiders) are in phase simultaneously. This spell can be ended with a word. Note that spell effects with duration (monsters, walls etc) are in real space. ------------------------------------------------------------------------ Clairaudience (Divination) -- modified PHB Still under consideration, range will be limited. ------------------------------------------------------------------------ Clairvoyance (Divination) -- modified PHB Still under consideration, range will be limited, material component will cost 100gp (as clairaudience). ------------------------------------------------------------------------ Conceal Magic (Divination, Illusion) [bards may learn] Range: Touch Components: V, S, M Duration: 4 hours per level Casting Time: 1 turn Area of Effect: One object or spell Saving Throw: None The caster may hide an item or spell from Detect Magic using this spell. Items or spells created by the caster are automatically affected, but for other targets, a level vs level roll (as Dispel Magic) must be made. For example, a 5th level wizard wants to smuggle a magic ring (treated as 12th lvl magic) into the city of Marakeel. Since the difference in levels is 7, the wizard must roll an 18+ on a d20 to successfully mask the magic. The level of the person casting Detect Magic is not taken into account by the spell. The caster is not aware of success or failure (but can easily check with Detect Magic). The spell does not block more powerful magics such as True Seeing. The material component is a lead pellet and gold foil (1gp). ------------------------------------------------------------------------ Dispel Magic (Abjuration) -- modified PHB As PHB, but cannot disrupt spells that are in the process of being cast. ------------------------------------------------------------------------ Far-Sight (Divination) Range: 0 Components: V, S Duration: 3 rounds per level Casting Time: 3 Area of Effect: The Caster Saving Throw: None This spell allows the caster to see distant objects as if they were much closer. For every four levels of the caster, the magnification factor may be doubled (so L5-7 x2; L8-11 x4; L12-15 x8; L16-19 x16; L20 x32). Changing the magnification requires 1 round, during which time the caster is temporarily blind. If the caster engages in melee combat while its vision is magnified, it suffers a penalty of -3 on attack rolls and armor class (offset by blindfighting etc). The spell does not increase ranges of other Detection spells in effect, nor will it counteract lighting, cover, or horizon effects. ------------------------------------------------------------------------ Feign Death (Necromancy) -- modified PHB Under consideration. ------------------------------------------------------------------------ Gaseous Form (Alteration) Range: touch Components: V, S Duration: 1d6 rounds + 1 round per level Casting Time: 3 Area of Effect: Creature touched Saving Throw: Negates This spell allows the caster to turn the creature touched into a pink cloud of gas, for the duration of the spell. If the creature touched is an unwilling recipient of the spell, he gets a save, with a successful save negating the spell. The spells effects are identical to that of the Potion of gaseous form, with regards to movement rates, and the effects of a Gust of Wind spell, though the caster, if he casts the spell on himself, can turn non-gaseous at any time. ------------------------------------------------------------------------ Hezlik's Precast (Alteration, Meta-magic) Range: 0 Components: V, S, M Duration: Special (max 1 turn/level) Casting time: 1 round + other spell Area Of Effect: Caster Saving Throw: None By this spell, the next spell the caster casts will be held (will not take effect) until either the duration ends or the caster says a keyword that will set off the spell. The spell that is held must be third level or lower, and a magic user can only have one spell hung at any given time. For those spells that require a direction or a special action (like pointing a finger for lightning bolt), the caster will have to say the keyword and point at that time. The caster can use this spell during surprise segments, or in a round with 0 casting time. If cast after combat has begun, the caster can move at 1/2 speed or get 1 attack (no more spells) in addition to firing the precast spell. The material component is 5gp worth of sandalwood paste which is smeared on the wizard's forehead. It will disappear once the precast spell is used, but the precast spell fizzles if the paste is wiped off prematurely. ------------------------------------------------------------------------ Hold Person (Enchantment/Charm) -- modified PHB As PHB, except: - held people can be attacked at +4 to passive AC - victims may attempt to "rog out" of the spell by sheer mental effort. This effort causes L points of mental damage (but does not affect stoneskins) and allows the victim a new saving throw; the attempt is a full-round action and a successful save frees the victim. Victims who fail may retry every round (and take appropriate damage). Victims cannot bleed to death as a result of mental damage; they go to 0 (and weekly) and are rendered unconscious - the spell ends if the victim takes L points of damage from external sources (i.e., not including rog-out attempts) ------------------------------------------------------------------------ Intercept Divinations (Divination) Range: 0 Components: V, S Duration: 5 rounds/level Casting Time: 3 Area of Effect: 60' radius sphere Saving Throw: Neg. The caster can tap in on divination spells of 1st or 2nd level which take place in LOS within the AOE. The tapping is passive and the caster can monitor only one spell in any given round. The caster must make successful spellcraft check to tap into hostile spells unless he knows the spell. Unwilling targets get a saving throw vs spell (wis adjusted). Can tap into friendly priest's find traps, or a fellow mage's det invis etc. ------------------------------------------------------------------------ Lekilum's Light Storm (Alteration, Evocation) Range: 60 yards + 10 yards/level Components: V, S, M Duration: special Casting Time: 3 Area of Effect: special Saving Throw: special This spell is similar to Melf's minute meteors. The caster can create light spells to illuminate a battlefield etc. The spell ends when L globes have been fired, when remaining ones have been discarded or when the magic is successfully dispelled. There are two versions: A) The wizard discharges five globes every round. These cannot be targeted at individuals, but are usually used to illuminate a large area quickly. B) The wizard fires one globe every round, in addition to normal actions (except for actions requiring concentration). If the globe is used as an attack, the caster may not attack in any other way during the round, but is free to perform non-offensive actions. If the globe is only used to light up areas, the caster can act without restrictions. An initiative is rolled for the globe. The material component is a crystal tube costing 100gp which is not consumed during casting. ------------------------------------------------------------------------ Lightning Bolt (Evocation) -- clarified PHB When cast underwater, the AOE is a 20'-radius sphere. This AOE is not volume filling and will not extend out of the water. (A lightning bolt that starts in air and then hits water is bound to be more complicated, but the situation hasn't arisen thus far.) ------------------------------------------------------------------------ Maximillian's Stony Grasp (Conjuration/Summoning) -- modified TOM Otherwise as TOM, except the hand has 3L hit points. ------------------------------------------------------------------------ Phantom Steed (Conjuration, Phantasm) -- clarified PHB The movement given in PHB is the base rate; the steed can sprint like a normal creature. ------------------------------------------------------------------------ Range Extension I (Alteration, Meta-magic) -- TOM (Far Reaching I) ------------------------------------------------------------------------ Slow (Alteration) -- modified PHB As PHB, except DEX and thief bonuses to AC are halved (rounding down) rather than negated. ------------------------------------------------------------------------ Soul Safe (Necromancy) Range: Touch Components: V, S, M Duration: 1 day per level Casting Time: 1 turn Area of Effect: One creature Saving Throw: Special With this spell, the Necromancer stores the soul of the recipient in a piece of jet, the material component. While its soul is thus protected, the character suffers a penalty of -2 to attack rolls and saving throws, it does not heal naturally, and magical healing functions on at only half normal efficacy. Level drains on the character are temporary in effect, and the lost levels are regained once the soul is reuinited with the body. If the character loses all levels, then it must make a system shock check to survive; if the check is successful, the character is left helpless until the soul can be reunited with the body. If the character is slain by undead while under the effects of this spell, the soul cannot be corrupted and forced to rise as undead itself (though the body can still be animated as a zombie or skeleton). If the soul safe is destroyed, or if the spell expires, the soul will return (across any distance) to its body, unless that body is dead, in which case it will journey to its final resting place. This spell affects only races with souls. The material component costs 25gp. ------------------------------------------------------------------------ Streck's Black Umbrella (Necromancy) Range: 0 Components: V, S, M Duration: 1 round per level Casting Time: 3 Area of Effect: 5' radius Saving Throw: None Upon casting this spell, the caster is surrounded by a transluscent black pall that drains life from any who come into contact with it. The shimmering hemispherical zone extends to 5' radius from the caster, resembling an umbrella. Any living person in the zone (friend or foe) takes 1 point of damage during any round of exposure, and this point is transferred to the caster. Negative plane protection and similar magics guard against this transfer without expending themselves. While this spell is in effect, the caster's hit points may exceed his/her maximum, but the excess hit points will be lost at the end of the spell. Although this spell is not innately evil, its reckless use will affect the caster's alignment appropriately. The material component is a miniature black gauze umbrella (1sp) that withers and is consumed during casting. ------------------------------------------------------------------------ Streck's Red Umbrella (Evocation) Range: 0 Components: V, S, M Duration: 1 round per level Casting Time: 3 Area of Effect: 5' radius Saving Throw: None Upon casting this spell, the caster is surrounded by a blazing umbrella made from fire. Fire spouts out from above the caster's head, raining down in a 5' radius. The caster and his/her equipment is not affected by this fire, but anyone else (allies and foes alike) in the zone is burnt for 1d6 points of damage (take worst of two rolls if victim is susceptible to fire) during any round of exposure. The fire is normal in nature, so resistance to fire will negate this damage. Flammable substances (e.g. oil, greek fire) may catch fire, but since the sparks do not linger, most other substances are not likely to burn. The flames are thin, and do not obscure vision, yet the illumination is equivalent to a light source of 15' radius. The material component is a tiny red gauze umbrella (1sp) that catches fire and burns during casting. ------------------------------------------------------------------------ Tongues (Alteration, Divination) -- modified PHB As PHB, but the spell is also in Divination. ------------------------------------------------------------------------ Wizard Sight (Divination) -- modified TOM, not encountered We don't know about this spell, but we know that it may be modified to allow a saving throw (once per casting) on creatures, will only reveal if the person is a spellcaster, not the type, and does not reveal "potential" to cast spells. ------------------------------------------------------------------------ Fourth Level Spells ------------------------------------------------------------------------ Alcoreax's Icetrail (Conjuration/Summoning) Range: 0 Components: V, S, M Duration: 1 round per level Casting Time: 4 Area of Effect: See below Saving Throw: Negates This spell conjures a wave of hardened ice which the caster actively directs. After casting, the wizard simply taps the ground to activate the spell. The wave of ice begins where the caster taps the ground, and reaches its full dimensions after advancing only 10 feet. It travels at a speed of 40 feet per round. The crest of the wave is 10 feet high and 15 feet wide; after the crest of the wave has passed, the height of the remaining "trail" is only 3 feet high. Creatures coming into contact with the crest suffer 2d6 + L points unless immune to cold. In addition, creatures of less than large size must save vs spells or be buried under the crest. Buried individuals start to suffocate under the ice (use rules for drowning) and may break free by making a Strength check, and taking L points of damage from the sharp ice. Buried individuals may be freed from the outside by allies who hack through the ice for one round and take the damage (no Strength check is required). The crest of the wave can be disrupted by 30 or more points of fire damage, or negated by a wall of fire in any case. At the end of the spell duration, the crest of the ice wave immediately loses all momentum and melts; the spell will cause no more damage, and trapped creatures can easily break free taking no damage. The material components for this spell are a steel pin and a piece of ice. ------------------------------------------------------------------------ Alpha's Hunting Pack (Conjuration/Summoning) Range: 30 yards Components: V, S, M Duration: 5 rounds per level Casting Time: 1 round Area of Effect: Special Saving Throw: None This spell summons into the caster's vicinity a pack of canines who will fight on behalf of the caster, if such is required. The caster may choose one of the packs below (others at the discretion of DM): 1) 4d4 jackals 2) 3d4 wild dogs 3) 2d4 wolves 4) 1d4 dire wolves The pack will follow relatively simple commands to the best of its ability and can track by scent as a 5th level ranger with WIS 14. They will arrive in 1d6 rounds after being summoned. If damaged by the caster or his/her party, the entire pack is dispersed (note that this includes area of effect attacks). The material component for this spell is a finely crafted silver hunting horn worth 250gp (not consumed) which must be sounded during casting. ------------------------------------------------------------------------ Alpha's Shadowfire (Evocation, Necromancy) Range: 0 Components: V, S, M Duration: Instantaneous Casting Time: 4 Area of Effect: 1' diameter, 5' per level long ray Saving Throw: 1/2 This spell calls forth a seething black ray shot through with veins of red fire. All creatures in the path of the spell will suffer d4 damage per level of the caster. A successful save vs. breath weapon will result in only half damage. Fire resistance provides no protection from this spell, but resistance to energy drains is applicable. If a victim is reduced below 0 hit points, the target must save vs spells or be disintegrated. The material component is a black opal worth at least 500 GP. ------------------------------------------------------------------------ Broom (Enchantment) Range: Touch Components: V, S, M Duration: 1d6 hours + 1 hour/level Casting Time: 1 turn Area of Effect: Broom touched Saving Throw: None This spell allows the caster and his/her equipment to fly for long periods. The broom flies with a movement rate of 24 and is encumbered as a light warhorse. The broom has MC E and can be called by the caster within 100' using the command word. The material components for the spell are a broom (not consumed) and a wing feather from a bird (consumed) which must be rubbed along the broom. Any creature using the command word may control the broom while seated upon it (both friend and foe). ------------------------------------------------------------------------ Calling Card (Illusion/Phantasm) -- parameters currently unavailable Improvement on Wizard Mark; creates a small torus of fire (light, no heat) with wizard mark in the middle. ------------------------------------------------------------------------ Chaos Vision (Illusion/Phantasm) Range: 0 Components: V, S Duration: 2 turns per level Casting Time: 1 turn Area of Effect: 1" per level radius sphere Saving Throw: None This spell creates a blurring, disorienting static field that affects all creatures and objects in the area of effect. True seeing will penetrate the illusion, but Detect spells and scrying (unless enhanced by true seeing) see nothing useful. Note that this spell is not a subtle illusion. The static has the following effects: 1) Creatures and objects inside the field are masked by static (vs sight, scry) 2) Incoming teleports and dimension doors are 50% likely to fail. 3) All attacks on targets in the field are at -4 (treat as darkness). The area of effect is stationary, so people may enter the field to gain its benefits, or leave it to escape its ill effects as desired. Note that creatures in the field can attack those outside the field at no penalties (with spells or ranged weapons). ------------------------------------------------------------------------ Continual Ambience (Alteration) Like con light, but no shadows ------------------------------------------------------------------------ Dalik's Overload (Illusion/Phantasm) Range: 1" per level Components: V, S, M Duration: 3 rounds + 1 round per level Casting Time: 4 Area of Effect: One creature Saving Throw: Special This spell causes a temporary sensory overload to occur in all the sensory nerve endings of the target creature. Because of this overload of all the senses (sight, smell, touch, taste, hearing) will be "burnt out" for the duration of the spell. The creature will find itself in a state of total sensory deprivation for the spells duration. This means that the it will not be able to see, hear, taste, feel or smell anything. There is an additional side effect of this spell. Because the loss of the senses can be so shocking an experience to some creatures, there is a 1% chance per point of intelligence and wisdom that the creature will go insane (catatonic) for 3 weeks. This can be cured by a Heal spell. If the creature makes its saving throw vs. spells, then the spell does not completely take effect. Only 1 to 4 of the creatures senses are affected (determined randomly). Note that some combination of lost senses could leave the creature helpless anyway. The material components for this spell are a small leather hood, a shrill whistle, several sharp pins, smelling salts, and a drop of lemon juice. Similar components (e.g. skunk musk for smelling salts) may be substituted as long as all senses are covered. ------------------------------------------------------------------------ Deep Avoidance I -- description currently unavailable Some sort of directional force field, affects creatures and objects ------------------------------------------------------------------------ Dreamoore's Eldritch Shield (Abjuration) Range: Touch Components: V, S, M Duration: Special Casting Time: 1 Area of Effect: 1 creature Saving Throw: None This spell protects the recipient from any magic energy based attacks. Each individual manifestation (e.g. magic missiles, etc) directed at the recipient is absorbed by the shield, whether or not they successfully hit. The eldritch shield can withstand up to 1d4 + 1 attack per three levels. Note that regular attacks also reduce an eldritch shield without any penalty, and the shield may only absorb spells which the caster has sufficient levels to cast. (e.g. a 9 hit die eldritch shield can protect from 5-8 magic missiles or similar spells, while a griffon would take off three from the shield and still inflict normal damage). The material component is 100 gp of diamond dust which must be sprinkled upon the creature to be protected. The protection provided by this spell is mutually exclusive with stoneskin, and if either spell is cast upon a creature while the other spell is in effect, both spells are negated with a series of popping noises. If used offensively in this manner, the caster must make a successful attack roll in melee. ------------------------------------------------------------------------ Electric Arcs (Evocation) Range: 5 yards per level Components: V, S, M Duration: Instantaneous Casting Time: 4 Area of Effect: L Creatures within range Saving Throw: Half This spell allows the wizard to fire upto one bolt of lightning per level of the caster at objects or creatures within range. The bolts strike unerringly and affect only the creature targeted. Each bolt does d6+L points of damage, save for half. If multiple bolts strike a victim, a save must be made for each bolt, and the total effect is equal to the max(damage after save). The material component for the spell is a glass rod and a bit of fur. ------------------------------------------------------------------------ Independent Spectral Hand (Necromancy) Range: 30 yards + 5 yards per level Components: V, S, M Duration: 2 rounds per level Casting Time: 2 Area of Effect: One opponent Saving Throw: None This spell causes a ghostly, glowing hand, shaped from the caster's life force, to materialise within the spell range and move as the caster desires. Any touch attack spell of 6th level or less that is subsequently cast by the wizard can be delivered by the spectral hand The spell attacks as the caster at a +2 bonus to hit. The caster may perform other actions. The hand is AC -3 and may be hit by magic only. Any damage dispels it and does 1d6 points to the caster. ------------------------------------------------------------------------ Minor Globe of Invulnerability (Abjuration) -- modified PHB As PHB, except: - the protection is a shell so anyone inside can cast spells normally - any spell coming back in is suppressed if it is < 4th level ------------------------------------------------------------------------ Nicomas' Bolt of Negation (Abjuration) Range: 6"+1"/level Components: V, S Duration: Instantaneous Casting Time: 4 Area of Effect: One creature or object Saving Throw: Special This bolt is a form of dispel magic. All items and spells must make their save or be dispelled. Objects are only neutralized for 1 round. The target must also make a save vs magic or take 1 point/level of caster. Note that it is possible for the target to make its save, yet have all of its spells negated. ------------------------------------------------------------------------ Polymorph Self (Alteration) -- clarified PHB As PHB, noting that: - when caster becomes a humanoid, all physical stats become 10 (but no hp change) - caster is penalized by non-proficiency penalty if using natural weapons ------------------------------------------------------------------------ Range Extension II (Alteration, Metamagic) -- TOM (Far Reaching II) ------------------------------------------------------------------------ Scarab-scry (Divination) Range: 10 yards per level Components: V, S, M Duration: 1 day Casting Time: 4 Area of Effect: One creature or object Saving Throw: Negates The mage casts this spell, and hurls a small carved scarab at a target within range. A creature or object in a creature's possession gets a save to avoid the scarab. It clings invisibly to its victim, noticed only in a determined search. The caster then always knows where the victim is (distance & direction), provided it is within one mile per level, and the target is not enclosed in lead. The tracker can be renewed each morning by recasting the spell. ------------------------------------------------------------------------ Stoneskin (Alteration) -- modified PHB As PHB, except: - cost of diamond dust is 100gp - stoneskins are shattered by attacks that hit AC10, adjusted by DEX, blur etc. - stoneskins reduce falling damage: each *pop* reduces damage by half, and damage stops once you get below 1d6 ("so a big fall will peel 'em off, plus you bounce a bunch of times") ------------------------------------------------------------------------ Teleport Trace (Divination) Range: 10 yards per level Components: V, S, M Duration: 1 turn + 1 round per level Casting Time: 4 Area of Effect: One creature Saving Throw: Neg The wizard casts this spell on a character or creature who is likely to teleport or employ similar magic in the near future. If the recipient does cast teleport (or dimension door, word of recall, etc.), then the wizard who placed the teleport trace will receive a mental image of the target location. The caster of the trace will then know his location relative to that of the teleporter, and he will be able to use his/her own teleportation or scrying magic with maximum accuracy. The caster points to the target with a 10gp gem in hand. The gem disappears at the end of the spell duration. ------------------------------------------------------------------------ Wall of Fire (Evocation) -- clarified PHB Duration: Concentration + 1 round/level As PHB, noting that the spell lasts L rounds after concentration ceases. ------------------------------------------------------------------------ Fifth Level Spells ------------------------------------------------------------------------ Force Shapechange (Necromancy) -- modified CWH Casting Time: 5 Area of Effect: One creature Saving Throw: Special As CWH, except: - casting time is 5 segments - AOE is one creature - half damage is calculated normally - the material components for this spell are a hair from the hide of any lycanthrope and a piece of moonstone (10gp) ------------------------------------------------------------------------ Magic Jar (Necromancy) -- modified PHB As PHB, except that the caster can only take over one victim per casting of the spell. ------------------------------------------------------------------------ Programmable Dispel Magic (Abjuration) -- Full desc. curr. unavailable Duration: Special Casting Time: 2 turns Area of Effect: 10' radius Cast on an area with an instruction like "when evil passes, dispel stoneskin"; triggered much like a glyph. Dispel goes off at caster's level against specified spell. Material component is lots of diamond dust. ------------------------------------------------------------------------ Shadow Projection -- Description currently unavailable And a "black-boxed" scroll too...neato. Maybe even clerical in origin? (There is some indication that this does not actually exist as a mage spell; the scroll itself appears to be a trigger for some other, possibly priestly, magic.) ------------------------------------------------------------------------ Seventh Level Spells ------------------------------------------------------------------------ Duo-Dimension (Alteration) -- modified PHB Ignore the name of the spell. Completely. This spell allows the caster to transfer back and forth between the astral plane and the prime (or wherever it's being cast from). When on the astral, the caster can only interact with the prime as any other astral creature would. (The caster also interacts with the astral like any other astral creature; whether that's good or bad depends on who else is in the astral neighborhood.) When on the prime, they interact normally with everything around them, except for the definite drawback of taking double damage from everything that's done to them. (Consider being on the prime at the wrong moment the equivalent of facing the wrong way with the standard spell.) As with the standard spell, astral creatures may be able to pull the caster fully onto the astral plane. (Again, whether this is good or bad depends on the creature in question.) Otherwise, the caster drops fully back onto the prime when the spell ends. ------------------------------------------------------------------------ Sharpness (Enchantment, Alteration) Range: Touch Components: V, S, M Duration: 1 round per level Casting Time: 1 round Area of Effect: 1 edged weapon Saving Throw: None A weapon affected by this spell will sever limbs, much like a sword of sharpness. It will remain this way for 1 round per level of the caster. Only slashing weapons can be affected and the spell confers no further bonuses to attack or damage. The material component is a small mithril alloy razor costing 500gp, which has been affected by Enchanted Weapon. To create a permanent weapon of sharpness, the caster must substitute a miniature version of the weapon, created in mithril in lieu of the razor. The latter is far more expensive. ------------------------------------------------------------------------ Eighth Level Spells ------------------------------------------------------------------------ Xaxol's Mass Teleport (Alteration) -- full desciption currently unavail As teleport, but can bring unlimited(?) people; each creature traveling takes one hit point of damage. Chances for error as per fifth level spell Teleport. ------------------------------------------------------------------------ Ninth Level Spells ------------------------------------------------------------------------ Greater Disintegrate (Alteration) -- full desc. currently unavailable Duration: Instantaneous Area of Effect: Special Saving Throw: Neg. Like disintegrate (M6), but longer range, penalty on saves, and can cover 1000 cubic feet per level. ------------------------------------------------------------------------ Shape Change (Alteration) -- modified PHB As PHB, except: - the caster gets all capabilities of the assumed form (including saves and magic resistance) - the caster reverts to his natural form if killed ------------------------------------------------------------------------ Spellfire (Meta-magic) -- full description currently unavailable Area of Effect: 10" radius sphere (could be a top-out) Save or take d10(?) per memorized spell level. Running spells have a chance of being dispelled; the casters of those spells take a point of damage for each spell so disrupted. Possibly differential effects based on distance from center. [Note: This may be tech disguised as a spell.] ------------------------------------------------------------------------ Other Spells ------------------------------------------------------------------------ Improved Tenser's "Mass Offensive Blink" -- as in blink the party off the cliff Darakh's Exploding Coins -- more valuable coins do more damage; apparently fades after a few hours "Damage Absorption Shield" -- looks like molasses mail "Scrying Through Rats" -- the wererat guild must love this... Misidentify Traps Pobietakhor's Alarm "Improved Spectral Hand" -- spidermage version of Spectral Hand, can take some damage and keep on keepin' on; this is not Independent Spectral Hand "Summon Undead (I?)" -- L 1 or 2, CS/Necro, conjures in skeletons "Sphere o' Spell Reflection" "Badass Precast" -- A scaled-up Hezlik's: can trigger 2 per round, nontrivial level spells (like 9th) [note: may be tech items with command words mimicking spells] "Para/Death" -- fail save and die; if save but no 20, paralysis; short duration if save by more than 4 Streck's Blue Umbrella Animate Weapon Reverse Prismatic Bracers of Death -- whatever you say, ace Arrow of Force Shadow Fist Deep Avoidance I - IV (some info on I, see 4th level spells) "Improved Vocalize" -- allows casting while bound and gagged "Cloudheal" -- spreads some sort of healing agent instead of toxins "Spectral Hand Ruse" -- does damage to attackers when they hit the hand; limited hp ======================================================================== >> Priest Spells << ======================================================================== Sphere Notes ------------------------------------------------------------------------ Elemental sphere: Spells can be Air, Earth, Fire, or Water. Minor access to this sphere grants access to all types. Major access grants minor access to all four types, but major access to only two. Which two is mythos-dependent. Astral includes Numbers (basically Dimensional sphere) Combat includes War Guards includes Wards ------------------------------------------------------------------------ General Notes ------------------------------------------------------------------------ Standard casting time for a level L priest spell is L+3 segments. ------------------------------------------------------------------------ First Level Spells ------------------------------------------------------------------------ Animal/Bird Call (Conjuration/Summoning) Sphere: Animal, Summoning Range: 0 Components: V, S Duration: 1 round per level Casting Time: 1 round Area of Effect: 12" + 1" per level radius area Saving Throw: None This spell allows the priest to call all animals or birds within the spell effect. The animals or birds will converge upon the priest within 1d3 rounds. While the spell is in effect, none of the animals or birds will attack each other. While there, the priest may set one small task for the group to perform. When the spell ends, the animals or birds will peacefully disperse to whence they came. ------------------------------------------------------------------------ Animal Enmity (Enchantment/Charm) Sphere: Animal Range: Touch Components: V, S Duration: 1 day Casting Time: 4 Area of Effect: One creature Saving Throw: Negates This spell simply causes the victim to be offensive to animals for the period of one day. Horses will shy or buck, dogs will bark, bulls will charge, birds will aim at them, etc. Note that animals with a close association to the victim won't do anything to hurt the victim, they'll just treat him like you would treat a friend who, for some reason, smelled horrible. ------------------------------------------------------------------------ Bless (Conjuration/Summoning) -- clarified PHB Bless stacks with Chant and/or Prayer. ------------------------------------------------------------------------ Call Upon Faith (Invocation) -- modified TOM Casting Time: 4 ------------------------------------------------------------------------ Coalstone (Alteration) Sphere: Elemental (Fire) Range: Touch Components: V, S, M Duration: Special Casting Time: 3 turns Area of Effect: One gem Saving Throw: None When this spell is cast, the priest enchants a gem, turning it into a coalstone. The coalstone glows and gives off heat. It is hot enough to start a fire, ignite flammable substances and sheds light in a 5' radius. Holding the coalstone will inflict 1 hit point of damage per round unless the wielder possesses some form of protection. The coalstone will burn for 1 day per GP value of the gem used for a maximum of 1 year per level of the caster, after which the coalstone crumbles into a fine powder. Another function of the coalstone is that the caster may opt to cause it to explode. This will cause 1 point of concussion damage for every 100 days left on the duration (save for 1/2) and ignite any flammables within a 5' radius. The material component for the spell is the gem to be enchanted and a sprig of holly. ------------------------------------------------------------------------ Command (Enchantment/Charm) -- modified PHB Sphere: Charm, Law ------------------------------------------------------------------------ Comprehend Languages (Divination) Sphere: Divination Casting Time: 4 Otherwise as the mage spell. ------------------------------------------------------------------------ Create Cloud (Conjuration) Reversible Sphere: Elemental (Air), Summoning Range: 30 yards Components: V, S, M Duration: 1 hour per level Casting Time: 1 round Area of Effect: Saving Throw: None This spell allows the caster to create 1 cubic foot of soft, white, cloud-like substance for every experience level of the caster. The cloud is created in a large sheet, but can be sculpted into other forms if desired. This magical substance has the texture of clay, but is very light; two cloud structures can be merged into one. Once created, the cloud substance hovers passively, much like a balloon, and will bear 5 pounds per cubic foot before beginning to sink. An appropriately shaped cloud of sufficient volume could be used to carry objects or people. The caster has no control over the cloud's motion, and it will blow with the wind, rise on thermal currents and fall apart if exposed to gales. The cloud has AC10, and takes no damage from piercing or bludgeoning attacks; howewever it provides no protection from such attacks to objects or creatures on the cloud. Every 2 hp of damage translates to a loss of 1 cubic foot (including carrying capacity) of cloud. Clouds carrying more than their capacity will descend at feather-fall speed; those carrying more than twice their capacity will rupture and drop objects. The DM will adjudicate special circumstances. The material component of this spell is a small puff of steam (e.g. from the caster's breath) and the priest's holy symbol. The reverse of the spell destroys the appropriate amount of cloud matter. ------------------------------------------------------------------------ Create Ice (Conjuration) Reversible Sphere: Elemental (Water) Similar to create water, but creates a block of ice, volume 4 gallons/level (1x1x0.5L or other shape). Ice can be used to drop on people and do 1 hp/level, save for none. Destroy ice is the reverse. ------------------------------------------------------------------------ Create Lizard Oil (Conjuration) Sphere: Animal, Creation Range: Touch Component: V,S,M Duration: 1 day Casting Time: 4 Area of Effect: 1 creature Saving Throw: None When cast upon an amphibian creature, this spell allows it to survive outside water without incurring penalites. The material component for this spell is 1 drop of grease and the priest's holy symbol. ------------------------------------------------------------------------ Create Water (Conjuration) -- modified PHB Sphere: Creation, Elemental (Water) ------------------------------------------------------------------------ Diminutive Darkness (Alteration) Sphere: Sun Range: 1" per level Components: V, S Duration: 2d4 rounds + 1 round per level Casting Time: 4 Area of Effect: 2-foot radius sphere Saving Throw: None (Negates) This spell is very similar to the first level magic user spell Darkness (see also the second level magic user spell Darkness, 15' Radius). It has only a 2-foot radius, however. This gives the spell many different uses. For example, it can be used to block the light of a torch, lantern, magic sword, etc. This would prevent all sorts of vision only within the 2-foot radius, so one could still see about with infravision or ultravision (or normal vision, if there is another light source). It can blind a creature as a light spell would without creating light that could alert others, and also without obscuring the caster's own sight as would a normal darkness spell (if cast upon a creature or its possessions carried, the creature gets a saving throw, and if the throw is made, the darkness appears 5' behind). The spell can cancel a light spell, but has no effect on continual light or ambient light. ------------------------------------------------------------------------ Emotion Read (Divination) -- modified TOM Casting Time: 4 ------------------------------------------------------------------------ Feather Fall (Alteration) Sphere: Elemental (Air) Casting Time: "extremely fast" as 1st level mage spell ------------------------------------------------------------------------ Invisibility to Animals (Illusion/Phantasm) -- modified PHB As PHB, except: - school is illusion/phantasm - this spell is only broken if an animal affected by the spell is attacked - animals under the command of an intelligent creature attack recipients at a penalty of -4 on attack rolls. - animals with 10 or more HD can save vs spells if suspicious ------------------------------------------------------------------------ Know Age (Divination) -- modified TOM Casting Time: 4 Saving Throw: Neg. As TOM, except unwilling targets get a save. ------------------------------------------------------------------------ Know Direction (Divination) -- modified TOM Casting Time: 4 ------------------------------------------------------------------------ Know Time (Divination) -- modified TOM Casting Time: 4 ------------------------------------------------------------------------ Linkboy (Conjuration/Summoning) Sphere: Summoning Range: 10 yards Components: V, S, M Duration: 1 hour per level Casting Time: 4 Area of Effect: 30' radius circle Saving Throw: None This spell summons in a magical servant to provide light for the priest's party. The servant is a noncombatant specimen of the caster's race (not necessarily male) with 1/2 HD, 1 HP and AC 10 who carries a lit torch in one hand and who moves as verbally directed by the caster. If the servant is instructed to move more than 30' away from the caster, it is automatically dispelled. The servant is dressed in garments of the priest's religion and is unable to speak or reason. The latter limitation guarantees perfect morale. The linkboy moves as an unencumbered person of its race, and can be the recipient of any spells (both helpful or harmful). For instance, a mage in the party could waste a fly spell on the servant, to create a flying linkboy. The torch carried by the linkboy is magical and will not be extinguished under normal circumstances, nor can it be removed from the linkboy's possession. If slain, the linkboy and its torch both disappear. The material component for this spell is a candle and the priest's holy symbol. ------------------------------------------------------------------------ Log of Everburning (Enchantment) -- modified TOM Casting Time: 4 ------------------------------------------------------------------------ Pray (Conjuration/Summoning) Sphere: Summoning Range: Touch Components: V,S,M Duration: 1 round/level Casting Time: 4 Area of Effect: caster Saving Throw: special This spell brings favor from the caster's deity upon itself, giving a bonus of +1 on their attack rolls, saving throws and Armor Class. This spell is not cumulative with similar spells such as Bless, Chant or Prayer; neither are multiple castings of Pray cumulative. The material component of this spell is the holy symbol of the priest. ------------------------------------------------------------------------ Priestly Sigil (Alteration) Sphere: All Range: Touch Components: V,S,M Duration: Permanent Casting Time: 4 Area of Effect: Up tp 1 square foot Saving Throw: None Identical to Wizard Mark, except that the mark shows up on Detect Good/Evil and Know Alignment. ------------------------------------------------------------------------ Ring of Hands (Abjuration) -- modified TOM Duration: Concentration Casting Time: 4 ------------------------------------------------------------------------ Sacred Guardian (Enchantment/Charm) -- modified TOM Casting Time: 4 As TOM, except: - standard casting time - no mental image - doesn't work across planes (?) ------------------------------------------------------------------------ Sanctuary (Abjuration) -- clarified PHB Use of summoning magic does not break a sanctuary. ------------------------------------------------------------------------ Thought Capture (Divination) -- modified TOM Casting Time: 4 ------------------------------------------------------------------------ Second Level Spells ------------------------------------------------------------------------ Aura of Comfort (Evocation) -- modified TOM Casting Time: 5 ------------------------------------------------------------------------ Bat Sense (Alteration) Sphere: Animal Range: Touch Components: V, S, M Duration: 5 rounds/level Casting Time: 5 Area of Effect: One creature Saving Throw: None When this spell is cast, it enables the recipient to be able to sense objects, creatures, etc. around him as a bat would (i.e. by the reflection of sound waves). To use this ability, the recipient must spend one round "switching" his sensory input. While using this capability, it must keep its eyes closed. Invisible creatures may be "seen" using this spell, and chances for thieves hiding in shadows are halved. The range of this vision is 60' and will not operate in silence areas. Note that the recipient can also hear other sonar-using creatures within 60'. When using this ability, if the recipient is within the effect of a shout spell, horn of blasting, or similar phenomenon, then he must make a save versus death or be stunned for 1d6 rounds and have a 50% chance of becoming deaf. ------------------------------------------------------------------------ Brandobaris' Blinders (Illusion, Enchantment) Sphere: Charm Range: 10 yards/level Components: S, M Duration: 1 round per level Casting Time: 5 Area of Effect: 5-foot per level radius Saving Throw: Negates All creatures within the area effect at the time of casting who fail their saves will have their hearing muted --- they will not hear anything unless they can sense it with another sense. For example, victims will not respond to shouts from behind them, but will be able to continue conversations with people that they can see. Observing "suspicious" events grants additional saves (with bonuses at DM's discretion). The material component for this spell is a pair of earmuffs (3gp). ------------------------------------------------------------------------ Chant (Conjuration/Summoning) -- clarified PHB Chant stacks with Bless. ------------------------------------------------------------------------ Charm Person or Mammal (Enchantment/Charm) -- modified PHB As PHB, except: - a priest may only charm someone with HD<=L - a priest may not keep more then 2L levels/HD of charmed creatures at any time. ------------------------------------------------------------------------ Create Holy Symbol (Conjuration) -- modified TOM Casting Time: 5 ------------------------------------------------------------------------ Darkness 15' Radius (Alteration) Sphere: Sun Casting Time: 5 Otherwise as mage spell. ------------------------------------------------------------------------ Draw Upon Holy Might (Invocation) -- modified TOM Casting Time: 5 As TOM, except: - standard casting time - the material component is a sprinkle (not a vial) of holy water - the priest is not rendered comatose at the spell's conclusion Also note that the effects of this spell are not cumulative with other magical attribute enhancements. ------------------------------------------------------------------------ Dream Horse (Conjuration/Summoning) Sphere: Summoning, Travelers Range: 0 Components: V, S, M Duration: 1 day Casting Time: 1 turn Area of Effect: Special Saving Throw: None This spell summons a horse of unusual intelligence. The beast understands the priest's native tongue and is able to follow spoken commands. Although it is not a warhorse, the creature has exceptional morale. Additionally, the horse saves against fear as the priest who summoned it. The horse will refuse to be ridden by anyone other than the caster, but the priest may offer it to another for important missions (to carry a vital message, etc). If an unauthorized person attempts to ride the horse, it will buck and rear, attempting to unseat its rider every round. The first time this spell is cast, the priest must carefully visualize the horse of his/her dreams, and this is the creature that will appear *every* time the spell is cast. The horse is AC 7 and has 8 HP + 1 HP per level of the caster. If the horse is ever killed, the priest cannot cast the spell for 21 days, after which a new horse must be visualized. ------------------------------------------------------------------------ Dust Devil (Conjuration/Summoning) -- modified PHB Sphere: Elemental (Air), Summoning ------------------------------------------------------------------------ Earth Devil (Conjuration/Summoning) Sphere: Elemental (Earth), Summoning Similar to dust devil, but does d6 hps of dmg instead of d4; cannot fly; AC 3, 6" move (1" through soil, cannot tunnel through rock or stone) ------------------------------------------------------------------------ Enthrall (Enchantment/Charm) -- modified PHB Sphere: Charm, Law ------------------------------------------------------------------------ Fire Devil (Conjuration/Summoning) Sphere: Elemental (Fire), Summoning Similar to dust devil, but AC4, d6 damage, 9" move, must be created from a fire, starts fires, takes L points from created water ------------------------------------------------------------------------ Frisky Chest (Enchantment/Charm) -- modified TOM Sphere: Guards & Wards Duration: 1 day/level Casting Time: 5 As TOM, except the object *cannot* sprout wings or fins. ------------------------------------------------------------------------ Hesitation (Enchantment/Charm) -- modified TOM Casting Time: 5 ------------------------------------------------------------------------ Hold Person (Enchantment/Charm) -- modified PHB Sphere: Charm, Law As PHB, except: - held people can be attacked at +4 to passive AC - victims may attempt to "rog out" of the spell by sheer mental effort. This effort causes L points of mental damage (but does not affect stoneskins) and allows the victim a new saving throw; the attempt is a full-round action and a successful save frees the victim. Victims who fail may retry every round (and take appropriate damage). Victims cannot bleed to death as a result of mental damage; they go to 0 (and weekly) and are rendered unconscious - the spell ends if the victim takes L points of damage from external sources (i.e., not including rog-out attempts) ------------------------------------------------------------------------ Ice Devil (Conjuration/Summoning) Sphere: Elemental (Water), Summoning Similar to dust devil, but does d6 hps of dmg instead of d4. Needs a snowy environment to cast spell. 15" move, AC 4. (These are the snowscooters the ice creatures rode on.) ------------------------------------------------------------------------ Know History (Divination) -- resurrected/revised 1st edition Sphere: Divination, Time Still under consideration. ------------------------------------------------------------------------ Lighten Load (Alteration) -- modified TOM Area of Effect: 10' cubic volume of items Saving Throw: None (willing targets only) As TOM, except lightened objects can't be used. ------------------------------------------------------------------------ Mind Read (Divination) -- modified TOM Sphere: Thought Range: 5 yards/level Components: V,S Duration: 1 round/level Casting Time: 5 Area of Effect: Special Saving Throw: None Otherwise as per mage spell ESP. ------------------------------------------------------------------------ Music of the Spheres (Enchantment/Charm) -- modified TOM Sphere: Charm Casting Time: 5 ------------------------------------------------------------------------ Mystic Transfer (Invocation) -- modified TOM Duration: 1 turn For the spell to be cast successfully, none of the priests involved may take damage. ------------------------------------------------------------------------ Nap (Alteration) -- modified TOM Sphere: Time, Travelers Casting Time: 5 Area of Effect: 1 person As TOM, but subject ages eight hours. ------------------------------------------------------------------------ Sanctify (Conjuration/Summoning) -- modified TOM Reversible Duration: Special (sum of casters' levels in rounds) ------------------------------------------------------------------------ Sharpleaf (Alteration, Enchantment) Sphere: Combat, Plant Range: Touch Components: V, S, M Duration: 1 turn per level Casting Time: 5 Area of Effect: 1 leaf per level Saving Throw: None Using this spell, the priest causes oak leaves to become rigid and extremely sharp. These Sharpleaves can now be wielded or thrown as knives (d3/d2). Although the leaves get no attack or damage bonus, their enchantment allows them to strike creatures that need upto +1 weapons. The Sharpleaves can be used by anyone who knows how to use a knife. If the leaves are crumbled before the spell is cast, then the resulting pieces are similar to caltrops, doing 1d2 points each. One leaf can cover 5' square, with 1d4 hitting the first creature to enter. ------------------------------------------------------------------------ Shield-bearer (Conjuration/Summoning) Sphere: Combat, Summoning Range: 0 Components: V, S, M Duration: 1 turn per level Casting Time: 5 Area of Effect: Special Saving Throw: None This spell summons a fearless shield-bearer to protect the priest. The summoned creature is of the caster's race and comes wearing ring mail and carries a body-shield with the caster's device emblazoned boldly upon it. The shieldbearer uses this shield to defend the caster, especially when the caster is attempting to cast a spell. The shieldbearer provides the usual bonus of -1 on AC in melee combat from all frontal attacks and a bonus of -2 on AC against missile fire (neither cumulative with caster's shield, if any). However the spell is of most use when the caster is engaged in spellcasting that requires concentration (demon summoning, chant spell etc), for in this case, the shield-bearer's shield counts as 50% hard cover against missile fire (from the front), granting -4 bonus on AC and +4 bonus on spells that cause physical damage. Furthermore, the shield-bearer is somewhat intelligent and will move around to provide the best protection possible. Unfortunately, the shield-bearer only gets the usual bonus from the shield, and is therefore a tempting target... Truly paranoid casters can summon three such shieldbearers (one spell for each shieldbearer), and if this is done, a turtle-like formation providing 50% cover from all directions is possible. As a special benefit, the three shieldbearers can avail themselves of this also. The shieldbearer will not attack, but can be instructed to make loud rallying cries (improving morale of troops within 60' by +1). Multiple shieldbearers do not further modify this bonus. The shieldbearer is a 1st level warrior, with 8 HP but the priest can, at the time of casting, imbue it with some of his/her own HP (to a maximum of half). These donated hit points will disappear with the shieldbearer at the end of the spell's duration. Shieldbearers try to remain within 5' of the caster and will disappear if separated from their caster for more than 1d3 rounds. As with Linkboy (q.v.) the shieldbearer can be the recipient of spells (both beneficial and harmful). The shield-bearer may wear better armor (if such is provided by the caster) at the time of casting, and the armor will be left behind when the shieldbearer leaves. The material component of the spell is a miniature wooden shield which costs about 1sp. ------------------------------------------------------------------------ Spotlight (Evocation/Invocation) Sphere: Light Range: 10 yards per level Components: V,S Duration: 1 turn + 1 round per level Casting Time: 5 Area of Effect: Column of light 5' diameter and 30' high This spell causes a bright column of light to appear within the specified range. The column moves as verbally directed by the priest at a rate of 15". If the spell is cast in a dark area, creatures within the column attack targets in darkness at a -2 penalty. Illuminated targets may be attacked at ge from outside at no penalty. This spell is ideally suited for illuminating night combats. ------------------------------------------------------------------------ Stop (Enchantment/Charm) Sphere: Charm Range: 0" Components: V, S Duration: 1 round per level Casting Time: 1 Area of Effect: One 1" per level long, 2" per level wide at base cone Saving Throw: 1/2 This spell is intended for those times an army is racing toward you in a charge. Each creature in the cone will have to save vs. spell or come to a sudden full stop as if it ran into a solid wall (no damage is caused, they just stop). For the rest of the duration, those that did not save cannot advance towards the caster (but may otherwise move normally). Those who save may advance at half normal speed. Creatures without hearing, or those who do not understand the caster are unaffected by the spell. To cast this spell, the cleric puts his open hand forward and yells stop in the appropriate language. ------------------------------------------------------------------------ Unentangle (Alteration) Sphere: Plant Range: Touch Components: V, S, M Duration: 1 turn per level Casting Time: 3 Area of Effect: One person per 2 levels Saving Throw: Special An unentangle spell is used to allow creatures to pass through an entangle spell cast by the same caster. If the spell is used to pass another caster's entangle spell then the effects are as follows: normal movement if a save vs. spells is made or 1/2 normal movement if the saving throw fails. This spell also allows normal movement through the densest of forests, briar thickets, wall of thorns, etc. ------------------------------------------------------------------------ Weakness (Enchantment/Charm) Sphere: Charm Range: 30 yards Components: V, S Duration: 1 turn per level Casting Time: 5 Area of Effect: One creature Saving Throw: Special This spell allows the priest to induce great weakness in any humanoid creature. Victims immediately lose 1d8 points of Strength (with 10% of exceptional strength counting as 1 point). When casting the spell, the priest points at the target creature and informs the victim that its strength has been sapped. If the victim can understand the caster, and is intelligent enough (INT > 3) to realize that it has been targeted, then no saving throw is granted. If the spell is cast under less than optimal situations, a successful saving throw (adjusted by Wisdom) allows the target to negate the spell. The spell will generally fail on a blinded creature unless the caster can unambiguously identify it (i.e. knows the target's name, target is alone etc). The loss of strength results in combat penalties, and new encumberance constraints. ------------------------------------------------------------------------ Whirlpool Devil (Conjuration/Summoning) Sphere: Elemental (Water), Summoning Similar to dust devil, but cannot leave the water, does d4 damage, swims, can trap swimmers (who need to make swimming checks), puts out small fires, AC 6, 12" move (swimming) ------------------------------------------------------------------------ Third Level Spells ------------------------------------------------------------------------ Accelerate Healing (Alteration) -- modified TOM, info incomplete Sphere: Time, Travelers Duration: Special? Age d4 days, get some healing. ------------------------------------------------------------------------ Create Campsite (Conjuration/Summoning) -- modified TOM Casting Time: 6 ------------------------------------------------------------------------ Cure Serious Wounds (Necromancy) -- modified PHB As PHB, but third level instead of fourth. ------------------------------------------------------------------------ Dispel Magic (Abjuration) -- modified PHB As PHB, but cannot disrupt spells that are in the process of being cast. ------------------------------------------------------------------------ Domination (Enchantment/Charm) Sphere: Sphere Casting Time: 8 As 5th level mage spell. ------------------------------------------------------------------------ Extradimensional Detection (Divination) -- modified TOM Sphere: Astral, Divination Casting Time: 6 ------------------------------------------------------------------------ Eyes of Chaos (Enchantment/Charm) Sphere: Chaos, [Charm?] Range: 0 Components: V,S,M Duration: 1 round per level Casting Time: 5 Area of Effect: One creature Eyes of Chaos imbues the caster with a gaze-attack that causes doubt and uncertainty in the minds of a single target creature. A creature meeting the caster's gaze is affected (randomly) as shown below: Roll Effect ---- ------ 1 Confusion on target creature only 2 Rage: attack caster (as Taunt). New save every round to stop. 3 Fear: (as Spook) 4 Hypnotism: 5 Hysteria: (as Tasha's) 6 Friendship: (as if caster was under effect of Sanctuary) Creature gets appropriate saving throws, treating caster as a Wizard of same level if applicable. This spell will not affect creatures of Animal intelligence or less, nor will it affect creatures which cannot see the caster. ------------------------------------------------------------------------ Feign Death (Necromancy) -- modified PHB Under consideration. ------------------------------------------------------------------------ Gaze of Fear (Enchantment/Charm) Sphere: Charm Range: 30' Components: V,S,M Duration: 1 round/level Casting Time: 5 Area of Effect: One creature per round Saving Throw: Neg. Once every round for the duration of the spell, the caster may project a selective fear attack against a creature which meets his/her gaze. The creature must save vs spells (Wis adjusted) or else flee for 1 round in terror. The caster may target the same creature multiple times if desired. Any creature which saves against the spell is immune for the remaining duration. This spell is ineffective against creatures which cannot meet the priest's gaze. ------------------------------------------------------------------------ Holy Damage (Evocation/Invocation) Sphere: All Range: 0 Components: V, S, M Duration: Instantaneous Casting Time: 6 Area of Effect: 30' radius sphere Saving Throw: Special This spell causes the priest's holy symbol to flare with power from its deity, causing damage to all creatures of the wrong alignment in the area of effect. When the spell is cast by a Good priest, all Evil creatures suffer 1 point of magical "holy" damage per level of the priest, with no saving throw. Conversely, Evil priests damage all Good creatures with no saving throw. Neutral creatures receive a saving throw vs spells to avoid damage in both cases. Priests worshipping a True Neutral deity do not get this spell. Priests worshipping a Lawful Neutral or Chaotic Neutral deity do damage according to Law/Chaos alignment. This spell will cause double damage to outer planar creatures of the appropriate alignments, and counts as holy water for purposes of regeneration. The material component for the spell is the priest's holy symbol, which must be held high in one hand during the spell casting. ------------------------------------------------------------------------ Ice Shape (Alteration) Sphere: Elemental (Water) As stone shape. ------------------------------------------------------------------------ Invisibility Purge (Abjuration) -- modified TOM Sphere: Guards & Wards ------------------------------------------------------------------------ Line of Protection (Abjuration) -- modified TOM Reversible As TOM, excpet the field causes 1d4 points of damage per the average of the levels of the casters involved (rounded down), save for half (undead and evil priests get no save). ------------------------------------------------------------------------ Magic Miracle (Invocation) Sphere: Healing Range: 0 Components: V, S Duration: 1 turn/level Casting Time: 6 Area of Effect: The Caster By casting this spell, the priest invokes an invisible benevolent aura about him/herself. For the duration of the spell, incoming Magic Missiles, whether created from the spell or an item, are absorbed harmlessly and converted into healing. The priest heals 1 HP per point of damage caused by an incoming missile, limited by the maximum HP of the priest. Excess healing is lost, and dissipates harmlessly. Even if the priest is unable to heal (e.g. priest is diseased) the incoming magic missiles are negated. Since magic missiles normally cause no visible damage, a devious caster may attempt to fool the aggressor into believing that the magic missiles had normal effect. In this event, a successful spellcraft check (against Magic Miracle) will reveal the deception. Naturally the deceiving priest must take appropriate actions (i.e. interrupt the spell, stagger back etc) or the deception is not convincing. ------------------------------------------------------------------------ Minor Animate Object (Enchantment) Sphere: Creation, Summoning Range: 10 yards Components: V, S Duration: 1 round/level Casting Time: 6 Area of Effect: 1 cubic foot per level Saving Throw: None This spell enables the caster to animate objects to move without directly causing damage. Objects must either be articulated (like puppets) or flexible (eg. rope, cable). Therefore, a caster could cause a rope bridge to sway, or curtains to billow, but will not allow the caster to animate a stone statue. ------------------------------------------------------------------------ Miscast Magic (Invocation/Evocation) -- modified TOM Casting Time: 6 ------------------------------------------------------------------------ Neutralize Acid and Alkali (Conjuration/Summoning) Reversible Sphere: Healing Range: Touch Components: V, S Duration: Permanent Casting Time: 6 Area of Effect: Creature touched or 1 cubic foot of substance/2 levels Saving Throw: None By means of this spell, the priest is able to neutralize acidic and caustic substances by changing them to an equal quantity of neutral salt solution. Unwilling victims require the priest to roll a successful attack in melee. The spell automatically determines if the substance is acidic or alkaline in nature and neutralizes it. The reverse of the spell also requires an attack roll, and if successful, the caster's hand deposits either an acidic or a caustic (50% chance of either) paste on the opponent's flesh. This paste lasts for 1 round per level (or until dispelled or neutralized) and burns for 1d4 hp each round. The paste may also be washed off in 1d3 rounds if the victim has access to a neutral liquid and does nothing else during this time. Note that an attempt to neutralize an acid by mixing it with an alkali (or vice versa) without this spell is a difficult process for it depends not only on the volumes but also the strengths (number of ions) of the substances involved. Thus, attempting to (for example) neutralize the caustic reverse of this spell by firing a Melf's Acid Arrow into the victim is mere wishful thinking. ------------------------------------------------------------------------ Prayer (Conjuration/Summoning) -- clarified PHB Prayer stacks with Bless. ------------------------------------------------------------------------ Root (Enchantment/Charm) Sphere: Plant Range: Touch Components: V, S, M Duration: 5 rounds/level Casting Time: 1 round Area of Effect: Creatures touched Saving Throw: Special By means of this spell, the priest causes a willing recipient's feet, paws or hooves to be firmly rooted to the ground, becoming immovable. Attacks such as swallowing, being levitated, thrown, tripped are stopped. The recipient may "root" and "unroot" at will, as long as it occurs within the duration of the spell. Rooting or unrooting takes 1/2 a round, so the recipient may root & attack, or unroot & move 1/2, but not move, root & attack. The recipient may not perform any action requiring legwork (walking, running, etc.) while rooted. At the end of the spell's duration, the recipient is automatically unrooted. While a subject is rooted, it loses all DEX bonus benefits, cannot tumble etc. Rooting requires soil or earth underfoot, and cannot be done on stone or rock. For every level of the caster above the minimum required to cast this spell (5th), another creature may be affected. The material component is a piece of oak root. ------------------------------------------------------------------------ See Astral (Divination) Sphere: Astral, Divination Range: 0 Components: V, S, M Duration: 1 turn + 5 rounds/level Casting Time: 6 Area of Effect: The caster Saving Throw: None This spell is similar to the spell See Unseen, except that it functions with respect to astral creatures and objects. Essentially the spell allows the priest to observe anything on the astral plane that is within line of sight. This means that the priest will be alerted to creatures ambushing from the astral without exposing the priest to the usual insanity that occurs upon looking at the astral plane in its full glory. While this spell is in effect, the caster's eyes glow an unearthly Red. If this spell is cast in conjunction with the other See <*> spells, the color of the caster's eyes is the positive combination of the colors involved. ------------------------------------------------------------------------ See Ethereal (Divination) Sphere: Astral, Divination Range: 0 Components: V, S, M Duration: 1 turn + 5 rounds/level Casting Time: 6 Area of Effect: The caster Saving Throw: None This spell is similar to the spell See Unseen, except that it functions with respect to border ethereal creatures and objects. The spell further clearly reveals mages under the effect of the Wraithform spell. While this spell is in effect, the caster's eyes glow an unearthly Green. If this spell is cast in conjunction with the other See <*> spells, the color of the caster's eyes is the positive combination of the colors involved. ------------------------------------------------------------------------ See Unseen (Alteration, Divination) Sphere: Divination Range: 0 Components: V, S, M Duration: 1 turn + 5 rounds/level Casting Time: 6 Area of Effect: The caster Saving Throw: None This spell enables the caster to see invisible creatures within the caster's normal field of view. Thieves hiding in shadows and concealed objects have chances reduced by 50%. While this spell is in effect, the priest's eyes glow an unearthly blue. Although this does not shed appreciable light, the effect is distinctive and clearly visible from 30'. This spell can be ended with a single utterance at any time. To cast this spell, the priest touches his/her holy symbol to his/her eyes. ------------------------------------------------------------------------ Solonor's Guiding Arrow (Enchantment/Charm) Sphere: Plant, Combat Range: Touch Components: V,S,M Duration: 1 round per level (but see below) Casting Time: 6 Area of Effect: 10' radius around target arrow Saving Throw: None The priest imbues the selected arrow (known as the Guiding Arrow) with an enchantment that attracts other arrows towards a common enemy. If the Guiding Arrow successfully strikes a target, all other arrows which are aimed at the same target gain a +4 bonus on the attack roll which is applicable only towards offsetting penalties due to melee, cover or concealment. This effect expires upon the death of the target creature or after L rounds (whichever comes first). All arrows aimed at other targets within the AOE incur a -4 penalty on their attack roll. Particularly poor shots or random fire into the area may be deflected into the Guiding Arrow's target at the DM's option. If the Guiding Arrow fails to hit the intended target, the grenade-like missiles chart should be consulted and the appropriate AOE determined. In such cases, the Guiding Arrow spell merely serves to adversely affect all archery in the area. When multiple Guiding Arrows have intersecting areas of effect, all effects from the spell are negated in the zone of intersection. Guiding Arrows which are not fired will still affect archery fire. This may be hazardous to the person carrying the arrow. Inventive adventurers will no doubt be able to use this to their advantage. This spell only affects arrows (normal, magical, conjured) that have wooden shafts. Arrow-like projectiles composed of other materials (ice, metal, acid-arrow etc) are neither helped nor hindered by the Guiding Arrow. The material component of this spell is a straight thorn. [Researched by Silvana] ------------------------------------------------------------------------ Squeaking Floors (Evocation) -- modified TOM Sphere: Guards & Wards As TOM, except the spell doesn't trigger on a successful MS check. ------------------------------------------------------------------------ Strength of One (Alteration) -- modified TOM Duration: 1 round/level Casting Time: 6 ------------------------------------------------------------------------ Summon Swarm (Conjuration/Summoning) Sphere: Animal, Summoning As 2nd level mage spell. ------------------------------------------------------------------------ Telepathy (Divination, Alteration) -- modified TOM Casting Time: 6 ------------------------------------------------------------------------ Thief's Lament (Alteration) -- modifed TOM Sphere: Guards & Wards As TOM, except that one skill is impaired with respect to one object. ------------------------------------------------------------------------ Unearthly Choir (Invocation) -- modified TOM Casting Time: 6 ------------------------------------------------------------------------ Visual Augury -- full description currently unavailable Sphere: Chaos Ask a question (more general than augury "but less clear"), see a vision (get a headache?); may be past, present, or future, may be true or false. ------------------------------------------------------------------------ Wind Feet (Alteration) Sphere: Elemental (Air) Range: Touch Components: V, S Duration: 1 round per level Casting Time: 6 Area of Effect: One Creature Saving Throw: None This spell is similar to Air Walk, but lasts for only a short time. The creature affected can run through the air at its land movement rate. The spell allows the creature to cross chasms and pits, get to the top of trees and so on. While the spell is in effect, the creature may stand in the air as if it were solid ground. The creature falls normally at the end of the spell's duration. ------------------------------------------------------------------------ Fourth Level Spells ------------------------------------------------------------------------ Age Plant (Alteration) -- modified TOM Sphere: Time, Plant ------------------------------------------------------------------------ Astral Window (Divination) -- modified TOM Casting Time: 7 Saving Throw: Neg. As TOM, except: - fourth level instead of third - standard P4 casting time - creatures get saves to avoid being viewed through the window ------------------------------------------------------------------------ Awake (Alteration, Invocation) Sphere: Healing Range: 0 Components: V, S, M Duration: Permanent Casting Time: 5 Area of Effect: 3" radius sphere Saving Throw: None When this spell is cast, the cleric invokes the blessings of his deity and claps his hands sharply once. The sound of the clap allows all creatures within the area of effect who hear it to awaken. Sleeping (naturally or magically induced) creatures will wake up. Those under the influence of mind affecting drugs/substances will become coherent for 1 round per level of the caster. Creatures whose minds are under some sort of foreign influence (i.e. charmed, hypnotised, dominated, enthralled, etc. but not possessed) get a second saving throw. In any case, all creatures within the effect will experience a temporary clarity of thought. Creatures at 0 HP regain consciousness and are able to move around at 1/2 speed. The sound of the clap can be clearly heard for 100 yards, and will alert enemies in the area. The material component is a small golden bell worth 10gp. ------------------------------------------------------------------------ Barracuda Form (Alteration) Sphere: Animal Range: 0 Components: V,S,M Duration: 1 turn/level Casting Time: 1 round Area of Effect: The caster Saving Throw: None This spell allows the priest to temporarily transform into a giant barracuda. The priest gains the movement rate, AC, damage, and special abilities of the new form, but retains original hit points, mental abilities, saves, and THAC0. The priest cannot be encumbered when casting this spell; any equipment melds into the new form. There are a number of versions of this spell, including Snake Form, Crocodile Form, etc. These spells require a part of the animal and the priest's holy symbol as material components. ------------------------------------------------------------------------ Blessed Warmth (Alteration) -- modified TOM Casting Time: 7 ------------------------------------------------------------------------ Body Clock (Alteration) -- modified TOM Sphere: Time, Travelers Casting Time: 7 ------------------------------------------------------------------------ Call Woodland Beings (Conjuration/Summoning) -- modified PHB Sphere: Animal, Plant Duration: Special As PHB, except: - sphere: Animal, Plant - duration: Special (max 1 day/level) - spell transports creatures via plants to your area, selecting creatures that are OK with your alignment. Creatures are willing (saves not needed) - creatures are restricted to vegetation (small creatures from small plants) - percentages dependent on woodlands -- light: 30%; moderate: 60%; dense: 90% - priest calls once, and if something shows, it arrives in 2 turns. - total 7 effective HD of creatures (approx). Sample for temperate: good: good tixie, unicorn, centaur, good elf neut: neut tixie, satyr, wereboar, neutral elf evil: evil tixie, needleman, werewolf, ogre - special offerings can bring better things (treant, troll etc) - priest must send back all creatures before casting spell again - summoned creatures return via plants when mission complete if possible ------------------------------------------------------------------------ Chaotic Combat (Invocation/Evocation) -- modified TOM Casting Time: 7 Saving Throw: Neg. As TOM, except: - casting time is P4 standard - an unwilling recipient gets a save ------------------------------------------------------------------------ Circle of Privacy (Alteration) -- modified TOM Casting Time: 7 ------------------------------------------------------------------------ Circle of Warding (Abjuration) -- no spell bead required Sphere: Guards & Wards Range: 0 Components: V,S,M Duration: 2 rounds/level Casting Time: 7 Area of Effect: 5' radius circle Saving Throw: Special When casting this spell, the priest traces a circle of 5' radius around him/herself using burning incense. Once completed, this softly glowing (stationary) circle wards against creatures entering it (upto 7 man-sized creatures). This ward duplicates the effects of Holy Damage (L points of damage, doubled for extraplanars). Neutral beings may save for none. Creatures are affected only once (upon first crossing the Circle), but may be damaged again if forced to re-enter the circle. Creatures leaving the circle are not damaged. Creatures standing outside the circle, in melee with the circle's occupants will be affected unless they are using long weapons such as polearms. The material component for this spell is the priest's holy symbol and a stick of incense. ------------------------------------------------------------------------ Defensive Harmony (Enchantment/Charm) -- modified TOM Casting Time: 7 ------------------------------------------------------------------------ Focus (Invocation) -- TOM, will probably be modified DM's note: this spell should not be taken verbatim (still under construction). The overall guidelines (# worshippers reqd etc) are OK, but spell specifics look broken in places. ------------------------------------------------------------------------ Fortify (Necromancy) -- modified TOM Casting Time: 7 ------------------------------------------------------------------------ Ignore Pain (Enchantment/Charm) Sphere: All Range: 0 Components: V, S, M Duration: 1 turn/level Casting Time: 1 round Area of Effect: The caster Saving Throw: Special This powerful spell allows the priest to cast spells while taking damage by concentrating beyond the pain. For every wound sustained by the priest a save versus death (adjusted by WIS) and penalized by the level of the spell must be made. An unsuccessful save interrupts the attempted casting. If all saves are made successfully, the priest may cast "normally". While the spell is in effect, the caster will not feel damage and must obtain visual confirmation of any wounds sustained (DM tracks wounds until the priest can check him/herself). This spell confers no special immunities to attack forms such as poison, sharpness etc and even though no pain is felt, the priest may still be thus interrupted. If the priest dies before the spell is cast, the spell is interrupted. The material component is the priests's holy symbol, a vial of holy/unholy water (as appropriate) which must be consumed by the priest. ------------------------------------------------------------------------ Minor Blade Barrier -- not yet encountered 1/4 damage ------------------------------------------------------------------------ Minor Creation (Illusion/Phantasm) Sphere: Creation As 4th level mage spell. ------------------------------------------------------------------------ Minor Mastery (Special) Sphere: Special Range: Special Components: Special Duration: Special Casting Time: Special Area of Effect: Special Saving Throw: Special A version of this spell exists for every sphere. A priest must declare which spell is being memorized that day. The spell can be cast in one of two ways: 1) The priest may cast the spell as ANY spell from that sphere of level 1-3 as if that spell had instead been memorized. 2) The priest may cast the spell in 1 round, getting the ability to immediately memorize (at 1 turn/spell level) upto 3 levels of spells from the chosen sphere. The spells may then be cast as normal spells. All spells require their usual material components and the priest's holy symbol. This spell is not found in the form of spell beads. Rather, any priest of 8th level or higher who has attracted followers receives the ability to memorize this spell (for any of his/her major spheres). ------------------------------------------------------------------------ Modify Memory (Enchantment/Charm) -- modified TOM Sphere: Thought ------------------------------------------------------------------------ Plant Door (Alteration) -- modified PHB As PHB, except: - if the tree is destroyed, those within are expelled to the Elemental Plane of Plant - multiple plant doors cast into the same area will open onto the same quasi-extradimensional space ------------------------------------------------------------------------ Protection (Abjuration) Sphere: Combat, Protection Range: Creatures touched Components: V,S,M Duration: 1 turn per level Casting Time: 7 Area of Effect: 1 creature per level of caster Saving Throw: None All creatures affected by this spell are protected by the caster's deity, receiving a bonus of 1 to Armor Class and Saving Throws for the duration of the spell. Multiple castings of this spell are cumulative (to a maximum of +3) provided that the casters are from the same religion. ------------------------------------------------------------------------ Protection From Air (Abjuration?) -- full desc. not currently available Sphere: Weather Protects from gusts of wind, air elemental tornado. ------------------------------------------------------------------------ Protection from Petrification (Abjuration) Sphere: Protection, Elemental (Earth) Range: Touch Components: V,S,M Duration: Special Casting Time: 7 Area of Effect: Creature touched Saving Throw: None The effect of this spell changes depending on who is the recipient of the magic --- the caster or some other creature. In either case, the spell lasts no longer than L turns. If the spell is cast upon the caster, it confers complete invulnerability to petrification attacks such as basilisk gazes or magical spells such as flesh to stone, until the spell has absorbed 2L such attacks at which time the spell is negated. If the spell is cast upon another creature it gives a bonus of +4 to the die rolled for saving throws made versus petrification attacks. If this saving throw is failed, the creature is paralyzed rather than petrified. This paralysis is very deep (creature will not awaken from damage sustained and is completely unaware of its surroundings). This paralysis will last for 1 hour, or until negated by a Remove Paralysis spell. The caster's holy symbol is the material component. ------------------------------------------------------------------------ Resistance to Weapons (Abjuration) Sphere: Combat, Protection Range: 0 Components: V,S,M Duration: 1 turn per level Casting Time: 7 Area of Effect: The Caster Saving Throw: None When casting this spell, the priest must choose one of the following types of weapons to be resistant to: bludgeoning, piercing or slashing. For the duration of the spell, the caster takes half damage (rounded down) from any attack forms of that type. Weapons with enchantments of +3 or greater are unaffected by this spell (this includes bonuses from Enchanted Weapon but not Strength, Prayer etc). Weapons with a dual type (P/S etc) will continue to do full damage. A restriction of this spell is that the caster may not be simultaneously protected against more than one type of attack. This spell can affect natural weapon attacks if the attacks are of that given type (for example, Resistance to Bludgeoning will protect against punching, but not against clawing). ------------------------------------------------------------------------ Thought Broadcast (Alteration) -- modified TOM Casting Time: 7 ------------------------------------------------------------------------ Tree Steed (Alteration, Enchantment/Charm) -- modified TOM Casting Time: 7 ------------------------------------------------------------------------ Weapon of the Holy Warrior (Invocation, Enchantment) [no spell bead] Sphere: Combat Range: 0 Components: V,S,M Duration: Special (max 1 round per level) Casting Time: 7 Area of Effect: One priest + one weapon Saving Throw: None Allows the priest to enchant one of his/her (possibly magical) weapons so that it performs as if wielded by a skilled warrior. While the spell is in effect, the priest attacks with the THAC0 and number of attacks of a specialized warrior of his/her level. If the caster is already specialized in this weapon, the spell adds one level of specialization (to a maximum of triple specialization). This spell lasts 1 round per level but ends prematurely if the priest casts a spell, invokes a granted ability, or activates a magic item not usable by warriors. These powers are granted only to the caster, and apply only for the particular enchanted weapon. The material component for this spell is holy water (in addition to the caster's holy symbol). ------------------------------------------------------------------------ Weather Stasis (Abjuration) -- modified TOM Spheres: Guardian, Weather Area of Effect: 10L' cube ------------------------------------------------------------------------ Fifth Level Spells ------------------------------------------------------------------------ Air Walk (Alteration) -- modified PHB As PHB, except creatures can move at twice their normal ground rate. ------------------------------------------------------------------------ Aura of Terror (Enchantment/Charm) Sphere: Charm Range: 0 Components: V,S,M Duration: 2 rounds/level Casting Time: 7 Area of Effect: Creatures within 10' radius per level of caster Saving Throw: Special Upon casting this spell, the priest assumes a form that is terrifying to creatures opposed to the caster's alignment. Depending on the levels/HD of the targets, effects vary as shown below: Level/HD Effect while in AOE -------- ------------------- Less than 1HD Frozen in terror (no save). 1HD to 4HD Save every round or be frozen in terror for that round. All enemies -2 to hit and damage while in the AOE. All applicable saves are against spells (fear), and receive Wisdom modifiers. The negative effects of this spell on a creature are prevented by Remove Fear, Cloak of Bravery etc. Creatures that are frozen in terror may not move or act, but retain their full AC against other attacks. This spell has no effect on mindless creatures (golems, zombies etc). ------------------------------------------------------------------------ Blessed Abundance (Conjuration) -- modified TOM As TOM, but living plants *cannot* be duplicated. ------------------------------------------------------------------------ Champion's Strength (Alteration) -- modified TOM Casting Time: 8 ------------------------------------------------------------------------ Chaotic Commands (Enchantment/Charm) -- modified TOM Casting Time: 8 ------------------------------------------------------------------------ Clear Path (Alteration) -- modified TOM Casting Time: 8 ------------------------------------------------------------------------ Cloud of Purification (Evocation) -- modified TOM Casting Time: 8 ------------------------------------------------------------------------ Commune With Nature (Divination) -- modified PHB Sphere: Plant, Elemental (all) Caster can ask things relevant to sphere(s) he/she gets in right setting (so caster with Plant can use spell in forests; Earth underground etc) ------------------------------------------------------------------------ Extradimensional Manipulation (Alteration) -- modified TOM Sphere: Astral Casting Time: 8 ------------------------------------------------------------------------ Extradimensional Pocket (Alteration) -- modified TOM Sphere: Astral ------------------------------------------------------------------------ Meld (Enchantment) -- modified TOM As TOM, but material component is expended. ------------------------------------------------------------------------ Programmable Dispel Magic (Abjuration) -- full desc. currently unavail. Sphere: Protection(?) As the fifth level mage spell, more or less. ------------------------------------------------------------------------ Quest (Enchantment/Charm) -- modified PHB Sphere: Charm, Law ------------------------------------------------------------------------ Wall of Ice (Evocation) Sphere: Elemental (Water) As mage spell. ------------------------------------------------------------------------ Sixth Level Spells ------------------------------------------------------------------------ Conjure Animals (Conjuration/Summoning) -- modified PHB Sphere: Animal, Summoning ------------------------------------------------------------------------ Feeblebody (Enchantment/Charm) -- full description coming soon Sphere: Charm Drops target's physical stats to 3. ------------------------------------------------------------------------ Hold Monster (Enchantment/Charm) Sphere: Charm Range: 5 yards/level Components: V,S,M Duration: 1 round/level Casting Time: 9 Area of Effect: 1 to 4 creatures in a 40' cube Saving Throw: Neg. This spell is identical to the 5th level Wizard Spell "Hold Monster" except as shown above. The spell requires the priest's holy symbol in addition to the metal rods. ------------------------------------------------------------------------ Monster Mount (Enchantment/Charm) -- modified TOM Casting Time: 9 ------------------------------------------------------------------------ Physical Mirror (Alteration) -- modified TOM Sphere: Protection Casting Time: 9 ------------------------------------------------------------------------ Seclusion (Alteration) -- modified TOM Sphere: Astral Casting Time: 9 ------------------------------------------------------------------------ Sol's Searing Orb (Invocation) -- modified TOM Casting Time: 9 ------------------------------------------------------------------------ Stone to Flesh (Alteration) Reversible Sphere: Elemental (Earth) As mage spell. ------------------------------------------------------------------------ Word of Recall (Alteration) -- modified PHB Sphere: All ------------------------------------------------------------------------ Seventh Level Spells ------------------------------------------------------------------------ Crushing Walls (Enchantment) -- modified TOM As TOM, but 7th level instead of 6th. ------------------------------------------------------------------------ Dimensional Folding (Alteration) -- modified TOM Sphere: Astral As TOM, except: - sphere is Astral rather than Numbers - level is 7th rather than 4th ------------------------------------------------------------------------ Godsrage (?) -- full description currently unavailable Sphere: Combat If the priest has it in memory when killed (note that it does not have to be cast), if they choose they can come alive again for a short period of time with full h.p., full spells, other combat plusses to wreak vengeance upon their killer. The priest cannot be brought back to life after this spell, and all their spell beads shatter after death. ------------------------------------------------------------------------ Heal (Necromancy) -- modified PHB As PHB, except: - seventh level instead of sixth - heals all damage (reverse still leaves 1d4 hp, however) ------------------------------------------------------------------------ Timelessness (Alteration) -- modified TOM Casting Time: 1 round ------------------------------------------------------------------------ Other Spells ------------------------------------------------------------------------ "Puppet" -- allows control of victim's body; speech is in caster's voice; nontrivial casting time? Shadow Projection? ======================================================================== Barshen Enterprises Ltd. makes no warranty, express or implied, regarding the truth or accuracy of the information contained herein, and is not liable for any loss of life, limb, property, spirit, or soul resulting from its use.