Date: Thu, 17 Sep 92 10:25:22 -0500 From: Max Becherer To: wsbusr1@urc.tue.nl Subject: Re: Magic Items, Spells and Creatures W I Z A R D S P E L L S Cantrips Mini Missile (Evocation) Range: 1" + 1"/3 Levels Components: S Duration: Instantanious Casting Time: 1/4 Segment Area of Effect: Special Saving Throw: Special This cantrip is a weaker version of the Magic Missile. Casting generates one missile plus one per level. Each is sufficient to kill creatures typically affected by an Exterminate cantrip; i.e., those that normally have 0 hit points. 10 mini missiles will inflict 1 hit point of damage if a save verses spells is failed. Sanh's Harmless Ray of Light (Evocation) Range: 6" + 1"/Level Components: V,S Duration: One second Casting Time: 1/4 Segment Area of Effect: 1 creature Saving Throw: Special When cast, a ray of light is emitted from the caster's index finger, lasting about a second. The color is up to the caster (sunlight cannot be duplicated, as the ray is monochromatic, like a laser). If aimed at a creature, a save vs spells is required. If the save succedes, the ray missed. If it fails, the ray hits, inflicting no damage. Only a critical failure (1) can result in any ill effect. In that case, the victim was struck in the eyes, and is dazzled for 1-6 segments (-2 on all rolls). Of course, if the creature in question is blind, or immune to such attacks, there is no effect. At the DM's option, creatures particularly sensitive to light may be dazzled for a longer period of time. Note: While the spell is magical, the light generated is not, and therefore is not subject to magic resistance. Sparks (Evocation) Range: 1D4 feet Components: S Duration: Instantanious Casting Time: 1/4 Segment Area of Effect: A few square feet Saving Throw: Special When this cantrip is cast, a shower of sparks sprays forth from the casters hand. These sparks are harmless unless cast in the presence of highly flamable or explosive substances. Creatures particularly suseptible to fire damage, such as trolls, may, at the DM's option, suffer a point or two of damage from the sparks. Such injury can be avoided with a successful save vs Breath at +4. Stone (Summoning) Range: 20 feet Components: V,S Duration: Instantanious Casting Time: 1-3 seconds Area of Effect: One pebbls Saving Throw: Special This cantrip conjures up a small pebble in any desired location within 20 feet of the caster. The verbal component is a short phrase describing the desired location (e.g. "In John's shoe). If the pebble will in any way affect another creature, as in the above example, a saving throw is permitted to resist the spell. Wizard Spells 1st Level Spells Sanh's Ray of Light (Evocation) Range: 6" + 1"/Level Components: V,S Duration: instantanious Casting Time: 1 Segment Area of Effect: 1 Creature Saving Throw: Neg, Special This spell is a more powerful version of Sanh's Harmless Ray of Light. If a save vs Magic is failed, the victim suffers 1D6 hit points plus one per level of the caster. A fumbled save results in the victim being permanently blindned in one eye and dazzled for 1D6 rounds (-2 on all rolls). As per the cantrip, Sanh's ray of light is basically a laser beam. The color is chosen by the caster, but multichromatic light, such as sunlight, cannot be duplicated. Since the beam itself is not magical, magic resistance has no effect against this spell. Swim (Alteration) Range: Touch Components: V,S,M Duration: 1 Turn/Level + 1D6 Turns Casting Time: 1 Segment Area of Effect: 1 Creature Saving Throw: None When cast on a willing creature who cannot swim, that being is granted the ability to swim tirelessly for the duration of the spell. If the recipient can swim, he tirelessly swims at double his normal swimming speed for the duration of the spell. Note, this spell does NOT grant the ability to breathe underwater. The material component is the fin of any fish, or the leg of any amphibian. Unguided Missile (Evocation) Range: 6" + 1"/Level Components: V,S Duration: Instantanious Casting Time: 1 Segment Area of Effect: Special Saving Throw: Neg, Special This is a modified Magic Missile which flies in a perfectly straight path from the caster's fingertips. It does not home in on its target, and therefore a save vs magic is permitted to avoid the effects of the spell (Note: a seperate save is required for each missile). In exchange for this reduced effectiveness, the missiles are more damaging than normal magic missiles, inflicting 1D6+2 hit points per missile. In every other way, this spell is identical to Magic Missile. 2nd Level Spells Bigby's Tickling Fingers (Evocation) Range: 1" + 1"/Level Components: V,S,M Duration: 1 Round/Level Casting Time: 2 Segments Area of Effect: 1 creature Saving Throw: Special When cast, this spell creates a pair of disembodied hands which procede to tickle a victim of the caster's choosing. Each round, the victim must save vs spells or suffer a -4 penalty to all rolls. If the save is failed, the victim may cast no spells that round. The caster may select a new victim each round. If the caster's concentration is broken while the spell is in effect, the spell is terminated. The hands cannot be physically attacked, only dispell magic type attacks or breaking the caster's concentration will destroy the hands. The material component is a pair of gloves and a feather. Claws (Alteration) Range: 0 Components: V,S,M Duration: 1 Round/Level Casting Time: 2 Segments Area of Effect: 1 Creature Saving Throw: None When cast, this spell causes a vicious set of serrated claws to grow on the hands of the recipient. The recipient must be willing, and a being not already posessing clews. These claws vanish in one round per level of the caster. They double the number of attacks normally afforded, and damage is 1D6 plus any stringth bonuses. The recipient may use no other weapons, nor cast somatic spells. The material component is the claw of a griffin. Continual Sparks (Alteration) Range: 0 Components: V, S Duration: Permanent Casting Time: 2 Segments Area of Effect: 1 small object or area Saving Throw: none A modified form of the Continual Light spell, Continual Sparks causes an object or area not greater than a few square inches to continuously emit electrical sparks. These do no damage, but are a tremendous source of ignition around flamable substances. A varient of the spell causes a spark to strike anything comming within 1 inch of the area affected. A small metal ball with both Continual Sparks and Contiual Light is a highly effective device for eliminating bothersome insects. Improved Magic Missiles (Evocation) Range: 6" + 1"+/Level (See Below) Components: V, S Duration: Instantanious Casting Time: 2 Segments Area of Effect: Special Saving Throw: None Improved Magic Missile is actually a family of at least three discrete varients, each optimized to enhance one characteristic of the spell: Number of missiles, Damage, or Range. If an Improved Magic Missile spell is found, roll on the following table: D100 Roll Result 01-10 Range 11-55 Numbers 56-99 Damage 00 Two Spells, Roll Again Number: Range and damage are as per the 1st level Magic Missile spell. Caster can evoke one missile per level, doubling the number of missiles created. A rare varient (5%) inflicts 1D3 hit points, but grants the caster two missiles per level. Damage: The spell is identical to 1st Level Magic Missile spell, except that the missiles inflict 2D4+2 hit points a piece. 30% of copies of this spell are a weaker varient which inflicts 1D6+1 HP per missile, but is otherwise identical to the 1st level spell. Range: This rare spell doubles the range of the 1st level spell to well over 120 yards. Ideal for use against flying enemies. One in twenty copies of this spell inflict 1D6+1 HP. Jet of Steam (Evocation) Range: 5' per Level Components: V,S Duration: Instantanious Casting Time: 2 Segments Area of Effect: 1 Creature Saving Throw: Neg This spell causes a jet of superheated steam to shoot from the casters hand, striking one victim up to 5 feet away per level of the caster. If a saving throw vs Spells is failed, the victim suffers 1D4+1 hit points of damage per level of the caster. Since the jet is quit narrow, a successful save indicates that it missed, inflicting no damage. Sanh's Improved Ray of Light (Evocation) Range: 6" + 1"/Level Components: V,S Duration: instantanious Casting Time: 2 Segments Area of Effect: 1 Creature Saving Throw: Neg, Special This spell is a more powerful version of Sanh's Ray of Light. If a save vs Magic is failed, the victim suffers 1D4 hit points per level of the caster. A fumbled save results in the victim being permanently blindned in one eye and dazzled for 2D6 rounds (-2 on all rolls). As per the first level version, Sanh's improved ray of light is basically a laser beam. The color is chosen by the caster, but multichromatic light, such as sunlight, cannot be duplicated. Since the beam itself is not magical, magic resistance has no effect against this spell. 3rd Level Spells Acidball (Evocation) Range: 1" + 1"/Level Components: V,S,M Duration: Instantanious Casting Time: 3 Segments Area of Effect: 20-Foot radius Saving Throw: 1/2 This spell is identical to Fireball except that it inflicts acid damage instead of fire. The material component is a ball of bat guano and caustic soda. Ball Lightning (Evocation) Range: 1" + 1"/Level Components: V,S,M Duration: Instantanious Casting Time: 3 Segments Area of Effect: 20-Foot radius Saving Throw: 1/2 This spell is identical to Fireball except that it inflicts Elecrical damage instead of fire. The material component is a ball of bat guano and iron filings. Forceball (Evocation) Range: 1" + 1"/Level Components: V,S,M Duration: Instantanious Casting Time: 3 Segments Area of Effect: 20-Foot radius Saving Throw: 1/2 This spell is identical to Fireball except that it inflicts damage with an expanding globe of magic-missile-like force. The material component is a ball of bat guano and sawdust cut from a giant's club. Iceball (Evocation) Range: 1" + 1"/Level Components: V,S,M Duration: Instantanious Casting Time: 3 Segments Area of Effect: 20-Foot radius Saving Throw: 1/2 This spell is identical to Fireball except that it inflicts cold damage instead of fire. The material component is a ball of bat guano and powdered glass. Heavy Magic Missile (Evocation) Range: 12" + 2"/Level Components: V,S Duration: Instantanious Casting Time: 3 Segments Area of Effect: Special Saving Throw: None This is the most powerful of the common enhancements of the magic missile, combining the best of all three classes of Improved Magic Missile. The caster is able to call forth one missile inflicting 2D4+2 hit points per level, at double the range of a normal magic missile. A varient which evokes 2 missiles inflicting 1D4+1 exists, but it is rare (5% of copies) and difficult to control (10% chance of failure per Inteligence point below 18). Sanh's Laser Bolt (Evocation) Range: 6" + 1"/Level Components: V,S Duration: instantanious Casting Time: 3 Segments Area of Effect: 1 Creature Saving Throw: Neg, Special Sanh's Laser Bolt is the most powerful of Sanh's simpler light ray spells. It inflicts 1D6 HP per level of the caster. A fumbled save results in permanent blindness in one eye, followed by 1D6 rounds of total blindness and 2D6 rounds in a dazzled state. As per the earlier spells, the light is both monochromatic and non-magical. Sanh's Slippery Surface (Alteration/Evocation) Range: up to 1"/Level Components: V,S,M Duration: Special Casting Time: 3 Segments Area of Effect: Special Saving Throw: Special When cast, this spell covers a surface (usually a floor) with an unstable, rapidly shifting force field, rendering it extremely slippery. Anyone within the spell's effect must roll a dex check for every action taken to avoid slipping and falling. The following penalties apply: Standing: -1 Walking: -3 Running: -5 Fighting: -9 Anyone who falls will slide toward the edge of the area affected. Creatures with magic resistance roll each round to be unaffected for that round only. The area of effect is one 10 by 10 foot square per level (100 square feet), and the duration is one round. If the caster wishes, area may be traded for duration, for instance, a 10th level caster may affect 1,000 square feet for 1 round, 500 square feet for 2 rounds, 250 square feet for 4 rounds, etc. The area affected must, however, be at least 10 square feet (that would be 10 square feet for 100 rounds for our 10th level caster!). The surface the spell is cast on must be relatively smooth. A wooden floor with a loose board or two, or a slightly bumpy stone surface is ok, gravel, however, is not. It is also possible to cast Sanh's Slippery Surface on a wall (rendering it unclimbable) or a ceiling. The material component for this spell is a small vial of oil, or a fresh bananna peel. Using Oil of Slipperiness (1/10 oz) doubles the effect of the spell and adds an additional -1 penalty to all dex rolls. Note: Using Oil of Etherialness as a material component is an invitation to disaster. If done, roll on the following table: D100 01-85: Open rift to Etherial Plane, See Below 86-95: Spell fizzles 96-99: Spell functions at 1/2 caster's level 00 : Spell functions normally The caster must save vs death or be destroyed. All within 20 feet of caster save vs magic or be thrown into an Ether cyclone. Caster automatically sucked in. 20 foot diameter rift to Ether lasts 1D6 turns + 1 Turn per level of caster. There is a 1% chance per level of the (very foolish) caster that the rift will be permanent. Steamball (Evocation) Range: 1" + 1"/Level Components: V,S,M Duration: Instantanious Casting Time: 3 Segments Area of Effect: 20-Foot radius Saving Throw: 1/2 This spell is identical to Fireball except that it creates a blast of super hot steam instead of fire. The material component is a ball of bat guano and salt from boiled seawater. 4th Level Spels Reverse (Alteration) Range: 0 Components: V,S,M Duration: Instantanious Casting Time: 4 Segments Area of Effect: One spell Saving Throw: Special This spell will change any reversable spell up to 5th level previously cast into its reversed form. Spells cast by the caster are automatically reversed, but those cast by others can resist the spell's effects as per Dispel Magic. The material component is a small silver mirror. Rune I (Enchantment) Range: Special Components: V,S,M Duration: Until Discharged Casting Time: 1 turn/spell Level Area of Effect: Variable Saving Throw: Variable This spell allows the caster to inscribe a rune containing the energies of one spell up to 3rd Level. Instructions of up to 1 word per level may be given to control the Rune. The material component is 100 GP Gems and inks per level of the spell contained in the rune. Sanh's Sunray (Evocation) Range: 8" +1"/Level Components: V,S Duration: Instantanious Casting Time: 4 Segments Area of Effect: 1 creature Saving Throw: Neg, Special Sanh's Sunray is a specialty spell designed for use against undead and other foul creatures of darkness. This ray exactly matches the radiation mix of pure sunlight; it inflicts 1D4 HP per level of the caster against living beings, not all that impressive at first glance. Undead and other negative matter creatures fare far worse, sustaining a whopping 1D12 per level of the caster. Saving throws are the same as per Sanh's Ray of light, except that undead save at -4, and undead which are specifically harmed by sunlight suffer the effects of 1 round in the sun per level of the caster in lieu of a normal damage roll (unless, of course, the normal roll would be more damaging). For fumbled saves, the victim loses one eye, is blinded for 1D6 rounds followed by 2D6 rounds in a dazzled state. The reason this is so is because of the large amount of ultraviolet light in the ray. Since only the source of the light, not the light itself is magical, magic resistance is ineffective against this spell. Sleepcloud (Evocation) Range: 10 yards Components:V,S Duration: 1Round/Level Casting Time: 4 Segments Area of Effect: 40'wide by 20'high by 20'deep cloud Saving Throw: None This spell is identical in every way to Cloudkill, except that instead of slaying its victims, they are put to sleep for 1 hour per level of the caster, up to a maximum of 12 hours. They cannot be awakened by any normal means until at least 1/4 of the sleep time has passed. There is an up side to it, however: if the victims are not disturbed, they will awaken completely refreshed, and will have healed at double the normal rate due to the depth of their rest. Consequently, this spell has many beneficial uses. The gas created by this spell is a deep indigo, and has a pleasant sweet smell as opposed to cloudkill's vile green fumes. 5th Level Spells Cone of Acid (Evocation) Range: 5 feet/Level Components: V,S,M Duration: Instantanious Casting Time: 5 Segments Area of Effect: Special Saving Throw: 1/2 This rare spell is identical to Cone of Cold, except that it inflicts acid damage. The material component is a small cone carved from the tooth of a black dragon. Cone of Electricity (Evocation) Range: 5 feet/Level Components: V,S,M Duration: Instantanious Casting Time: 5 Segments Area of Effect: Special Saving Throw: 1/2 This spell is identical to Cone of Cold, except that it inflicts electrical damage. The material component is a small cone made of magnetite. Cone of Force (Evocation) Range: 5 feet/Level Components: V,S,M Duration: Instantanious Casting Time: 5 Segments Area of Effect: Special Saving Throw: 1/2 This spell is identical to Cone of Cold, except that it inflicts damage with a magic missile-like force. The material component is a small cone made of diamond (it need not be of premium quality. i.e. 10-40 gp apiece is typical). Cone of Fire (Evocation) Range: 5 feet/Level Components: V,S,M Duration: Instantanious Casting Time: 5 Segments Area of Effect: Special Saving Throw: 1/2 This spell is identical to Cone of Cold, except that it creates a cone of magical fire. The material component is a small cone made of coal or brimstone. Cone of Heat (Evocation) Range: 5 feet/Level Components: V,S,M Duration: Instantanious Casting Time: 5 Segments Area of Effect: Special Saving Throw: 1/2 This spell is a varient of Cone of Fire. Instead of creating fire, the cone consists of raw heat. The material component is a small cone made of coal or brimstone. Cone of Steam (Evocation) Range: 5 feet/Level Components: V,S,M Duration: Instantanious Casting Time: 5 Segments Area of Effect: Special Saving Throw: 1/2 This spell is identical to Cone of Cold, except that it inflicts damage with superheated steam. The material component is a small cone made of salt from boiled seawater. Eyeray (Alteration) Range: Special Components: V,S,M Duration: Special Casting Time: 1 Turn/4 levels Area of Effect: Caster Saving Throw: None This meta-magical spell enhances the effectiveness of all ray-type spells, such as Ray of Enfeeblement, the cold ray version or Otilukes Freezing Sphere, Sanh's Ray spells, Disintegrate, Prismatic Spray, etc. The spell causes the energies to eminate from the caster's eyes instead of his hands (the spell is split into two converging rays). This affords the caster better control of the spell, as he hits what he sees. As a result, all saves against ray-type spells are made at -4. If the caster has only one eye, the saves are at -3. One ray-type spell can be so affected per 4 levels of the caster. When casting a ray spell, the caster must declair whether or not the Eyeray will be used. The spell is active until all its uses have been exhausted. Only one casting of Eyeray may be active at a time. The material component is one pair of gems of the same color as the caster's eyes per 4 levels of the caster, and a few of the caster's eyelashes. The gems must be worth at least 100 gp apiece. If the caster is missing an eye, only one gem per 4 levels is required. Forcewhip (Evocation) Range: 10 Feet Components: V,S,M Duration: 1 Round/Level Casting Time: 5 Segments Area of Effect: Special Saving Throw: None This spell calls into existence a whip-like tendril of force which the caster grasps and uses to strike foes. The whip inflicts 2D6 hit points of damage on a hit. The caster's effective strength when using the whip is dictated by his level. Consult the following table for the caster's effective strength. Level Strength Level Strength Level Strength 09 09 19 18.30 29 24 10 10 20 18.60 30 25 11 11 21 18.90 12 12 22 18.95 13 13 23 18.00 14 14 24 19 15 15 25 20 16 16 26 21 17 17 27 22 18 18 28 23 Beyond 30th Level, the spell has reached its maximum potential; neither duration nor effective strength increase. The caster is treated as a fighter of half his level when casting this spell, and the caster may cast no other spells while using the whip (though he may prematurely terminate the spell). The material component is a whip made of braided gold and mithril fiber worth at least 200gp. Minor Wish (Any) Range: Special Components: V Duration: Special Casting Time: Variable Area of Effect: Special Saving Throw: Special Though Minor Wish is a weaker version of Limited wish, it is still a potent spell in its own right. Any spell effect up to fourth level can be duplicated with a Minor Wish. Examples of other effects possible with this spell are limited teleportation (line of sight or well-known location only), summoning a personal item, etc. This spell cannot Raise Dead like Limited Wish, but it can be used to increase the chances of a resurection attempt succeeding. Like all Wish-type magics, careful DM ejudication is required. Nightmare (Enchantment/Charm) Range: 1 mile Components: V,S,M Duration: Roughly 8 hours, special Casting Time: 1 turn/level Area of Effect: 1 creature/2 levels Saving Throw: Neg This dreadful spell causes its victims to suffer from wracking nightmares the night after it is cast, robbing them of any benefit of sleep. A save vs Death negates the spell's effect. If the save is failed, the victim must make another save each following night with a +2 cumulative bonus to avoid recurrences. Once a successful save has been made, the nightmares cease. Since the recurring nightmares are non-magical, the victim gets the equivalent of 1 hour of sleep per 2 hours. If another nightmare spell is cast on a victim before he has successfully saved against recurrences, he must save at -4, with this penalty being applied against his subsequent saves. This penalty is non-cumulative, i.e. additional castings will not increase the penalty to worse than -4. The material component of this spell is a black mithril statuette of a nightmare worth at least 100gp per level of the caster. Programmable Dispel Magic (Abjuration) Range: 1" Components: V,S,M Duration: Special Casting Time: 2 turns/Level Area of Effect: Special, 10' radius Saving Throw: None This spell is a more refined version of Dispel Magic. The spell allows the caster to specify the exact conditions under which it will manifest its effects, much like a contingency, but without that spell's side effects. Instructions may contain one word per level of the caster. Some examples follow: -When evil passes, dispel stoneshape. -When a century has passed, dispel Sepia Snake Sigil. -When box is opened, dispel all magic. The spell must be cast on an object or place and can affect all magic within 10 feet. Magic cast by other wizards will resist being dispeled as per dispel magic, unless those wizards colaborate with the caster in the spells preparation. The material component is a silver candle snuff, and a scroll made of velum prepared form disenchanter skin and ink prepared frpm disenchanter blood, and the crushed lens from a Beholder's central eye. The cost is 100gp per word, and the scroll is consumad in the casteing. The candle snuff is not destroyed. Tuan's Electric Fireball (Evocation) Range: 10" + 1"/Level Components: V,S,M Duration: Instantanious Casting Time: 5 segments Area of Effect: 30 foot radius Saving Throw: 1/2 This powerful spell inflicts 1D8 hp per level of the caster to all within a 30 foot radius. Half the damage is fire based, and half is electrical. This allows the spell to be more useful against creatures that may be immune or resistant to one or more types of energy. The material component of this spell is a brimstone sphere with a magnetite core. 6th Level Spells Bigby's Strangualtion (Evocation) Range: 5 yards per level Components: V,S,M Duration: 1 round/Level Casting Time: 6 Segmants Area of Effect: 1 creaturs Saving Throw: Special Bigby's strangulation creates a pair of disembodied hands sized for the victim (up to 1 foot tall per level of the caster). These hands materialize around the victim's throat and commence strangulation. The victim suffers 1 point of damage the first round, and each round thereafter, sustains double the last round's damage. Saving throws: A save is permitted at the beginning of the attack, and if successful, the spell is ruined. Each round after the first, a save for half damage (for that round) is permitted, as the victim is struggling to keep his windpipe open. Needless to say, the victim may engage in no other activity. The hands cannot be attacked physically, but a successful Dispal Magic, a wand of negation,a hungry disenchanter, etc. will destroy them. The material component is a pair of gloves made from the skin of a constricting snake, such as a python or boa constrictor. Upon casting, the gloves vanish (and are worn by the strangling hands). Once the spell is cast, the caster need not maintain concentration for it to work. Feeblebody (Alteration) Range: 10 yards per level Components: V,S,M Duration: Permanent Casting Time: 6 Segmants Area of Effect: 1 creature Saving Throw: Neg This spell is exavcly like Feeblemind, except that Strength, Dexterity and Constitution are permanently reduced to 3. The victim's intelect is unaffected. Note: the victim may not be strong enough to move anymore. The material component is one live mouse. The mouse vanishes upon casting, but is not destroyed. Prismatic Ray (Evocation) Range: 1"/Level Components: V,S Duration: Instantanious Casting Time: 6 segments Area of Effect: 1 victim Saving Throw: Special This spell is a watered down version of Prismatic Spray. Only one ray of the caster's choice is created. The colors available depend on the caster's level. Only red is available at 12th level, and one color is gained per subsequant level. Consult the table below for available colors. Level Colors available. 12 R 13 R,O 14 R,O,Y 15 R,O,Y,G 16 R,O,Y,G,B 17 R,O,Y,G,B,I 18 R,O,Y,G,B,I,V Rune II (Enchantment) Range: Special Components: V,S,M Duration: Until Discharged Casting Time: Area of Effect: Variable Saving Throw: Variable This spell allows the caster to inscribe a rune containing the energies of one spell up to 5th Level. Instructions of up to 1 word per level may be given to control the Rune. The material component is 100 GP Gems and inks per level of the spell contained in the rune. Sertan's Certain Slaying (Death Magic) Range: 6 Components: V,S,M Duration: Permanent Casting Time: 6 Segments Area of Effect: One creature Saving Throw: Special This spell concentrates all the power of a Death spell on one victim. A saving throw IS permitted, save vs Death, of course. For every three levels the caster excedes the victim's level or hit dice, a -1 penalty is applied to the save, and vice versa. If the save is failed, the victim is slain immediately. If it succedes, he is weakened for one turn per level of the caster, suffering a -2 penalty to all roles. This penalty is cumulative. A save which succeds by more than 10, or is critically made negates any and all effects of that casting of the spell. The material component is a black pearl, and the lens from the eye of a catoblepas, costing a total of 1,000 gp. Note: in some places, the lens may be hard to get, as its only known use (besides as a lens) is for death-dealing spells and poisons. 7th Level Spells Animate Dead II (Necromancy) Range: 1"/Level Components: V,S,M Duration: Permanent Casting Time: 1 round/Level Area of Effect: 1"/Level Saving Throw: None This, more powerful version of Animate Dead creates 1 hit die of undead per level of the caster. Any undead not posessing Energy Drain up to 5 hit dice can be created with this spell. The material component is identical to Animate Dead, with the inclusion of a pinch of dust from each of the undead tupes to be created. Detect Individual (Divination) Range: Variable, 10"/Level typical Components: Variable, usually V,S,M Duration: Variable, 2 hours/Level typical Casting Time: Variable, but usually about 7 rounds Area of Effect: One specific being Saving Throw: None, usually This is actually not so much a spell as it is a class of spells. Detect Individual spells are keyed to detect the presence and location of one specific being, and must be researched as new spells for each being. To successfully research a Detect Individual spell, a piece of the being is required. This spell will penetrate nearly all forms of invisibility or nondetection. When found, 95% of the time, the characters will happen on a spell written for some being. 5% of the time, a set of guidlines and notes will be found which can cut the research time in half. Energy Shield (Abjuration) Range: 0 Components: V,S,M Duration: 1 Round/Level Casting Time: 7 Segments Area of Effect: 1 Creature Saving Throw: None When cast, this spell will absorb 6 hit points of damage per level of the caster. The spell will protect against all spells which inflict direct (i.e. hit point) damage, and physical attacks. Gasses and magics which do not directly harm their victims (such as Charms, Polymorphs, etc.) are unaffected. For magics which slay instantly, such as Disintegrate and Death spells, subtract the recipient's maximum hit points from the Energy Shield. If the shield cannot absorb them all, the recipient suffers the remainder in damage. The material component is a miniature Adamantite shield with a diamond set in the center worth not less than 3,000 gp. This shield is lost in the casting. Resist Magic (Abjuration) Range: Touch Components: V,S,M Duration: 1 turn/level Casting Time: 7 segments Area of Effect: 1 creature Saving Throw: none When cast on a willing being, this spell conferrs 2% magic resistance per level of the caster. If the being already has magic resistance, it is increased, but will never exceed 90%. This spell is not cumulative, i.e. you cannot cast two on one person. The first must expire before the second can be cast. The material component is the dried heart of a mind flayer. Sharpness (Alteration) Range: Touch Components: V,S,M Duration: 1 round/3 levels upon use Casting Time: 1 Round Area of Effect: 1 edged weapon Saving Throw: None When cast on an edged weapon, the weapon will become a weapon of Sharpness upon its next use, and will remain that way for 1 round per 3 levels of the caster. The weapon may not be magical, except if subject to an Enchant spell. The spell adds no plusses to the weapon (it severs on a 20), but plusses due to quality or an Enchant spell do apply. The material component is a mithril razor enchanted to +3 with an Enchant spell costing 500 gp. The spell can be made permanent, but to do so requires a specially forged weapon, and a miniature version of the weapon forged from the same metals in lieu of the razor. The total cost starts at 30,000 gp. 8th Level Spells Improved Mirror Image (Illusion/Phantasm) Range: 0 Components: V,S,M Duration:4 rounds/Level Casting Time: 4 Segments Area of Effect: 12 foot radius Saving Throw: None This spell is a much more powerful version of Mirror Image. Not only are more images (1D6 + 1 per 2 levels) created, but they last longer, and the ruse can only be detected with a gem of trut seeing, or a similar device. The phantasms are solid for all intents and purposes, taking damage when attacked instead of winking out. A Wand of Negation or Dispel Magic will destroy only one of the phantasms. The material component is a small mithril mirror worth not less than 500 gp. Phase Conjugation (Abjuration) Range: 0 Components: V,S,M Duration: 1 Round/Level Casting Time: 8 Segments Area of Effect: One creature Saving Throw: None This powerful defensive spell provides superlative protection against directed energy attacks. Any spell or effect which projects a discrete stream of energy at the recipient is deflected back in the direction from which it came. This is more than just a simple deflection, however. The spell is Phase Conjugated, that means it retraces its path exactly. If the recipient is within 1/2 the range of the attacking spell, the offending caster suffers the full effect of his own spell, NO SAVE ALLOWED! The reason this is so is that the caster cannot possibly dodge fast enough to avoid the rebounding energies. Only magic resistance, and whatever other defenses he may have, will protect him. Examples of spells effected by Phase Conjugation are: -Any ray-type spell -Magic Missiles of any type -Lightning Bolts (Call Lighning will not strike caster) -Cone of Cold, Heat, or Force (only recipient is protected) Examples of spells NOT affected are: -Fireball, or any similar magic (they change form on impact) -Breath weapons -Power words -Touch spells -Cone of Acid or Steam (they projects matter, not energy) The material component of this spell is a small device consisting of three highly polished triangular mithril mirrors set at right angles to each other, forming a corner of a cube. This device costs at least 1,000 gp. Repair (Alteration) Range: Touch Components: V,S,M Duration: Permanent Casting Time: 8 Rounds Area of Effect: Special Saving Throw: None This spell is a heavy-duty version of the 1st level Mend spell. It can repair any non-magical item, completely mend one structural point per level of the caster, and can fix any magic item the caster can create. The material component is a complete miniature tool set appropriate to the damage to be repaired. The set must be made of the finest materials and cost no less than 200 gp. If a magic item is being repaired, a special tool set costing one tenth the value of the damaged item, or 2000 gp, whichever is greater, must be used. The item must than save vs magical fire for the spell to work. Rune III (Enchantment) Range: Special Components: V,S,M Duration: Until Discharged Casting Time: Area of Effect: Variable Saving Throw: Variable This spell allows the caster to inscribe a rune containing the energies of one spell up to 7th Level. Instructions of up to 1 word per level may be given to control the Rune. The material component is 100 GP Gems and inks per level of the spell contained in the rune. Smoke Cage (Evocation/Alteration) Range: 10 feet/Level Components: V,S,M Duration: 1D4 rounds + 1 round/level Casting Time: 7 Segments Area of Effect: 20' Radius Saving Throw: Special This spell creates a 20 foot radius cloud of purple and black smoke up to 10 feet away per level of the caster. The smoke is impervious to all forms of vision. The smoke cloud is actually extradimensional, employing forces similar to the Distance Distortion spell. The internal diameter of the cloud is 100 to 150 feet; furthermore, the vapors contain a powerful misdirection spell (save -2) which prevents those inside from wandering out. The cloud persists for 1D4 rounds plus one round per level of the caster, after which it disperses. Only a strong wind will break it up prematurely. Extradimensional devices in the cloud are unaffected. The material component is a black pearl worth at least 500 gp and a bent compass needle. Sunball (Evocation) Range: 1" + 1"/Level Components: V,S,M Duration: Instantanious Casting Time: 8 Segments Area of Effect: 20-Foot radius Saving Throw: 1/2 This powerful spell superficially resembles a fireball; instead of fire, however, the ball consists of solar radiance. All within the area of effect suffer 1D10 hit points of damage per level of the caster. Undead and similar creatures suffer double damage. Creatures specifically harmed by sunlight save vs. Death or are slain instantly. If the save is made, they suffer the effects of 1 turn of full sunlight per level of the caster. The material component is a golden sun symbol with a large topaz set in the center. The symbol costs 2,000gp to make and is lost in the casting. 9th Level Spells Animate Dead III (Necromancy) Range: 1"/Level Components: V,S,M Duration: Permanent Casting Time: 1 round/Level Area of Effect: 1"/Level Saving Throw: None This more powerful version of Animate Dead II allows the caster to create undead up to 1/3 his level in hit dice. Otherwise it is identical to Anamate Dead II Dual Casting (Alteration) Range: 0 Components: V,S,M Duration: Until Used Casting Time: 1 turn/Level Area of Effect: Self Saving Throw: None This rare and powerful spell allows the caster to cast two spells at once. When cast, the spell remains on standby until the caster is ready to use it. On the round it is used, the caster may cast two spells at the same time. The total spell levels cast may not exceed one third the caster's experience level. It is possible to have multiple castings of this spell active; the wizard is limited to one per 9 levels for a maximum of four. The material component is an egg with two yolks, and a perfect crystal sphere composed of spent ioun stones, shiral crystal (lesser), and quartz melted together costing 2,000 gold pieces per level of the caster. The egg is eaten (fried or hard boiled) and the sphere vanishes during casting. Energy Ball (Evocation) Range: 6" + 1"/Level Components: V,S,M Duration: Instantanious Casting Time: 9 Segments Area of Effect: 20 foot Radius Saving Throw: 1/2 This fireball-type spell does all of its "damage" with positive matter. Consequently, it heals 1D6 hp per level of the caster. Negative matter beings suffer 4D6 per level of the caster. A negative energy version of this spell also exists. It drains one level per 10 levels the caster posesses. A successful saving throw halves damage and negates the energy drain. The material component for the positive matter version is a white pearl worth at least 1000gp. The Negative version uses a black pearl of similar value. Energy Bolt (Evocation) Range: Special Components: V,S,M Duration: Instantanious Casting Time: 1 round Area of Effect: Special Saving Throw: None This spell is identical to Bigby's Besieging Bolt in every way, except that it is a bolt of positive energy, and only one bolt is fired. Like the energyball, negative matter creatures take triple damage, and It also has a Negative Matter analogue which drains one level per 10 levels of the caster. The material components for these spells are a flawless diamond, and a black diamond respectively, each worth at least 1,000gp. Greater Disintegration (Alteration/Abjuration) Range: 100 feet/Level Components: V,S,M Duration: Instantanious Casting Time: 9 segments Area of Effect: 10' cube per level Saving Throw: Neg, -2 This powerful spell is a long range, heavy version of Disintegrate. When cast, a sizzling blue beam speings from tha caster's hand derstoying 1,000 cubic feet of matter (10x10x10 cube) per level of the caster. The material component is a pinch of residue from a normal Disintegrate spell. Greater Extradimensional Space (Alteration/Enchantment) Range: Touch Components: V,S,M Duration: 1 Week, + 1 Day/Level Casting Time: 1 Turn/Level Area of Effect: 10'x10'x10' Cube/6 levels Saving Throw: None This powerful spell creates a large extradimensional space lasting one week, plus one day per level. The space is one 10 foot cube per 6 levels. The material component is a door, and 3,000 gp worth of transplanar quartz per 6 levels of the caster. Greater Invisibility (Alteration/Illusion) Range: 0 Components: V,S,M Duration: Until user attacks Casting Time: 9 Segments Area of Effect: I creature Saving Throw: None This powerful cloaking spell offers COMPLETE undetectability to the user. Even True Seeing is ineffective, as this spell was specifically designed to foil this type of magic. A limited Wish will partially foil the spell, allowing the caster to see a blurry outline (-4 to hit). A full wish, however, will bring the spell down. This spell is ineffective against Detect Individual, because of the narrow scope of that divination. The material component is Invisible Stalker ichor. Improved Simulacrum (Illusion/Phantasm) Range: Touch Components: V,S,M Duration: Pernament Casting Time: 9 Special Area of Effect: 1 Creature Saving Throw: None Improved Simulacrum is identical to Simulacrum, except that the Simulacra is created with but one spell; there is no need for Reincarnate and Limited Wish. The material components are as per Simulacrum. Mass Death (Death Magic) Range: Special Components: V,S Duration: Pernament Casting Time: 9 Segments, Special Area of Effect: Special Saving Throw: Neg Mass Death is a modified version of Power Word, Kill. After nine segments of verbal and somatic preparations, the caster is ready to utter the Word of Death. This word can be uttered any time within one turn per level of the caster, provided no other spells except Shout or Ventriloquism, are cast in the intervening time. The Word has a range of 50 feet plus 10 feet per level. All creatures (besided the caster) within the range of the spell, INCLUDING allies, having 1/3 the caster's level or less, must save vs death or be instantly slain. A Shout spell will double the range, while Ventriloquism will allow the caster to move the center of effect. Use of either spell grants the victims a +4 bonus on their save due to magical synergy. It should be noted that the final word must be heard by its victims. The deaf are therefore totally immune to this spell. Magical silence can negate the spell's effect, while loud noises and ear plugs will offer partial protection, i.e. saving throw bonuses, at the DM's disgression. This spell does not affect undead or creatures without functioning auditory organs. Ralorn's Bolt of Dragon Slaying (Death Magic) Range: 20 Yards/Level Components: V,S,M Duration: Permanent Casting Time: 9 segments Area of Effect: 1 Dragon Saving Throw: Neg This spell launches a bolt of killing energy specifically tuned to slay dragons. Any dragon struck by this spell must save vs Death or die. If the save succeded, it suffers 1D10 hit points of damage per level of the caster. Against any other creature, the spell inflicts 1D6 per level, save for half damage. The materal component is the tooth of an Wyrm or greater dragon slain by the caster without using this spell. Rune IV (Enchantment) Range: Special Components: V,S,M Duration: Until Discharged Casting Time: Area of Effect: Variable Saving Throw: Variable This spell allows the caster to inscribe a rune containing the energies of one spell up to 8th Level. Instructions of up to 1 word per level may be given to control the Rune. The material component is 100 GP Gems and inks per level of the spell contained in the rune. This is the most powerful Rune spell normally available. Sheets of Acid Fumes (Evocation) Range: 10 yards/Level Components: V,S,M Duration: Instantanious Casting Time: 7 Segments Area of Effect: 50 foot radius Saving Throw: 1/2 @ -4 This spell is a super Acidball which inflicts 1D6 hit points per level of the caster to all within a 50 foot radius. The material component is a Black Dragon scale. Sheets of Electricity (Evocation) Range: 10 yards/Level Components: V,S,M Duration: Instantanious Casting Time: 7 Segments Area of Effect: 50 foot radius Saving Throw: 1/2 @ -4 This spell is a super Ball Lightning spell which inflicts 1D6 hit points per level of the caster to all within a 50 foot radius. The material component is a Blue Dragon scale. Sheets of Fire (Evocation) Range: 10 yards/Level Components: V,S,M Duration: Instantanious Casting Time: 7 Segments Area of Effect: 50 foot radius Saving Throw: 1/2 @ -4 This spell is a super Fireball which inflicts 1D6 hit points per level of the caster to all within a 50 foot radius. The material component is a Red Dragon scale. Sheets of Force (Evocation) Range: 10 yards/Level Components: V,S,M Duration: Instantanious Casting Time: 7 Segments Area of Effect: 50 foot radius Saving Throw: 1/2 @ -4 This spell is a super Forceball which inflicts 1D6 hit points per level of the caster to all within a 50 foot radius. The material component is a Stellar Dragon scale. Sheets of Frost (Evocation) Range: 10 yards/Level Components: V,S,M Duration: Instantanious Casting Time: 7 Segments Area of Effect: 50 foot radius Saving Throw: 1/2 @ -4 This spell is a super Iceball which inflicts 1D6 hit points per level of the caster to all within a 50 foot radius. The material component is a White Dragon scale. 10th Level Spells (Special) Rune V (Enchantment) Range: Special Components: V,S,M Duration: Until Discharged Casting Time: Area of Effect: Variable Saving Throw: Variable This spell allows the caster to inscribe a rune containing the energies of one spell up to 9th Level. Instructions of up to 1 word per level may be given to control the Rune. The material component is 100 GP Gems and inks per level of the spell contained in the rune. Since few areas can support 10th level magic, this spell is extremely rare. Vorpal Blade (Alteration) Range: Touch Components: V,S,M Duration: 1 round/3 levels upon use Casting Time: 1 Turn Area of Effect: 1 edged weapon Saving Throw: None When cast on an edged weapon, the weapon will become Vorpal upon its next use, and will remain that way for 1 round per 3 levels of the caster. The weapon may not be magical, except if subject to an Enchant spell. The spell adds no plusses to the weapon, but plusses due to quality or an Enchant spell do apply. The material component is a mithril razor enchanted to +6 with an Enchant spell and a Sharpness spell costing 1000 gp. The spell can be made permanent, but to do so requires a specially forged weapon, and a miniature version of the weapon forged from the same metals in lieu of the razor. The total cost starts at 50,000 gp. Youth (Alteration) Range: 0 Components: V,S,M Duration: Permanent Casting Time: 10 turns Area of Effect: One creature Saving Throw: Success This spell reduces the physiological age of the recipient by 2D6+6 years. The recipient must make a saveing throw vs Death for the spell to succeed. If the save is failed, the spell is ruined. A fumbled save (1) results in the recipient being aged 2D6+6 years. Only the recipient's natural saving throw is used in this roll. The material component is a quart of dragon blood, and 1,000 gold pieces worth of gems per year of time the recipient has lived (his chronological age). The recipient must be willing for the spell to work.