Date: Wed, 22 Dec 1993 15:26:34 -0500 From: dbj@Central.KeyWest.MPGN.COM (David E. Brooks Jr) To: wsbusr1@urc.tue.nl Subject: Re: Last call for spells for Great Net Spellbook Okay, here are a gathering of Wizard spells I've devised over the years. I hope they're well received. All of these spells are Copyright (C) 1993 David E. Brooks Jr and Elizabeth H. Brooks, but can be used for any purpose or redistributed in any fashion so long as we get the proper credit. ------------------------------------------------------------------------ First Level Wizard Spells Power Word: Attention (Evocation) Level: 1 Components: V Range: 0 Casting Time: 1 Duration: Instantaneous Saving Throw: None Area of Effect: All creatures in 50 foot radius This is an ancient spell of unknown origins that has been in common use for untold centuries. As the name implies, the utterance of the Power Word: Attention will get the atten- tion of any and all creatures within a 50 foot radius, regardless of any languages they may speak. It is the caster's responsibility to make use of the temporary situa- tion, for the creatures affected by this spell will resume their normal activities within a single round. Repeated use of this spell in a short time span is poorly received in many (if not all) locales. Creatures involved in spellcasting, combat, deafened, under the effect of a silence spell or involved in any other pur- suit requiring concentration are not affected by Power Word: Attention. Crier's Boon (Alteration/Evocation) Level: 1 Components: V, S, M Range: Touch Casting Time: 1 Duration: 1 turn/level Saving Throw: None Area of Effect: One creature This simple spell grants the recipient the ability to effortlessly speak in a loud clear voice for the duration. Persons as far away as 200 feet can hear the recipient of a Crier's Boon over a normal crowd as if they were standing next to him or her. Exceptionally noisy areas can reduce the distance the recipient's voice will travel, as deter- mined by the DM. Crier's Boon has been used for countless years by Town Criers and Nobility alike to address large numbers of per- sons. Many times, this spell is used in conjunction with Power Word: Attention (described elsewhere) to great effect. To cast this spell, the Wizard is required to take a piece of fine vellum and roll it into a cone-like shape during the casting of the spell. Second Level Wizard Spells Euclarke's Cantankerous Clothing (Enchantment) Level: 2 Components: V,S,M Range: 10 yards/level Casting Time: 4 Duration: 1 round/2 levels Saving Throw: Neg. Area of Effect: One creature By use of this spell, the caster causes the target crea- ture's clothing to animate and inhibit the creature's actions. Any clothing worn by the character will swirl, untuck, unbutton, unclasp, twist, fold, chafe or any other action that could disrupt the charcter's activity. A saving throw versus magic negates the spell. In game terms, the target creature is at a -2 penalty on attack, defense, saving throws and initiative. Spellcasting is not ruined by this spell, but the casting time of any spell is increased by 2 segments since the caster must slow down to avoid mistakes. Note that the target creature must be wearing some form of clothing for the spell to be effective. The spell lasts for one level for every two levels of the wizard casting the spell, up to a maximum duration of 10 rounds (1 turn). The material component for Euclarke's Can- tankerous Clothing is a small square of cloth, which must be twisted, stretched and pulled during the casting of the spell. Heethem's Hydromorph (Alteration/Enchantment) Level: 2 Components: V, S Range: 10 feet Casting Time: 2 Duration: 2 turns/level Saving Throw: None (Neg.) Area of Effect: 1 cubic foot of liquid/level This somewhat frivolous spell allows the caster to create spectacular fountains and wondrous sculptures out of water (or water-like substances). For example, the caster can make a portion of a lake into a flowing fleur-de-lis or a courtyard pool into a shimmering fountain. There are no restrictions on what shape or form the water may take, save the artistic talent of the caster. This spell may only be cast upon still, or nearly still por- tions of water. Any attempt to use this spell on turbulent waters will fail. Heethem's Hydromorph can be cast upon a creature from the Elemental Plane of Water, but the creature is allowed a saving throw versus magic (at +4) in order to avoid being reshaped by this spell. In any event, the crea- ture is still allowed all of it's normal attacks and may resume it's natural shape at the beginning of the next round. If desired, a Permanancy or Semi-Permanency (See Dragon Kings) spell may be placed on the Hydromorph, although com- plete evaporation of the liquid will break the spell. This spell will not function on the Elemental Plane of Water or it's adjacent plane of Ooze, but operates normally on any other plane that can contain a liquid. Protection from Housework (Abjuration) Reversible Level: 2 Components: V, S, M Range: 0 Casting Time: 1 round Duration: 1 day/level Saving Throw: None Area of Effect: One room up to 10' by 10'/ level Although the title of this spell may seem strange, it's use is common throughout the lands -- particularly those of the gentry or nobility. What Protection from Housework does is prevent air-borne dust from settling on surfaces and keep common spores and molds from growing within the area of effect, essentially eliminating the need to perform everyday dusting and cleaning. This spell does not, however, clean up dirt and muck that is accidently or deliberately brought into the area, thus it is wise to prevent muddy children or recently returned adventurers into the protected area. The reverse of this spell Continual Housework causes dust and dirt to accumulate much more rapidly than normal. Nor- mally, within a few hours after casting the spell, the area will covered in a fine layer of dust. The material components for the normal version of this spell is a small clump of bird feathers tied together, whereas the reverse requires a bit of an old cobweb. Shadetree (Illusion/Alteration) Level: 2 Components: V, S, M Range: 0 Casting Time: 5 rounds Duration: 1 hour/level Saving Throw: None Area of Effect: Special When this spell is cast, the caster creates one or more Shadetrees, each shading (as a tree would) approximately a 12 foot radius. One such tree can be created for every 4 levels of experience of the Wizard. Beneath a Shadetree, the temperature will be 5 degrees per level cooler than the surrounding temperature (no cooler than 75 degrees in any case). If the air temperature is less than 75 degrees, no cooling will occur. Shadetrees created by this spell cannot be scaled in any manner. The caster is required to use a leaf, twig, small feather fan and a drop of water during the casting of the spell. Wizard's Voice (Alteration/Evocation) Level: 2 Components: V, S, M Range: 50 yards/level Casting Time: 5 Duration: Special Saving Throw: None Area of Effect: 30' radius sphere Wizard's Voice is an old spell, dating back to the earliest days of Magic. When cast, a loud, booming representation of the Wizard's voice is projected to any point within range. The Wizard may speak anything desired, up to 2 words per level of the caster. Spells may not be cast through Wiz- ard's Voice, but command words for previous placed magic may be allowed, at the discretion of the DM. Normally, however, Wizard's Voice is used to warn intruders of their lack of wisdom, or to call apprentices to their presence for additi- ional chores. The material component for Wizard's Voice is a small glass jar, into which the caster must speak, seal and immediately smash underfoot. Third Level Wizard Spells Shailar's Spell Concealment (Illusion) Level: 3 Components: V, S Range: 0 Casting Time: 1 Duration: Special Saving Throw: Special Area of Effect: The caster By use of this spell, it becomes possible for a Wizard char- acter to conceal the motions and sounds used to cast spells. Essentially, an illusion of the caster performing mundane activities applicable to the current situation is created, i.e., eating food if at a banquet or browsing through goods at a bazaar. Viewers that suspect that something is amiss are allowed a saving throw versus magic at a -2 to negate the effects of the spell insofar as the viewer is concerned. Viewers that make their saving throw are allowed to communi- cate the truth of the fallacy to others, thus allowing them one additional saving throw with a +2 on the die roll. The reaction of the viewers is entirely dependent upon the situ- ation at hand (peasants and serfs might become frightful, while regents and royalty could be infuriated, for instance). If desired, the Wizard may cancel the spell at any time. The spell last for 1 turn per level of the caster or until the Wizard character has cast any quantity of spells equal to the experience level of the Wizard. Determine Prowess (Divination) Level: 3 Components: V, S Range: 10 feet/level Casting Time: 3 Duration: 1 round Saving Throw: Special Area of Effect: One Creature This spell allows the caster to determine the approximate power of the target creature in relation to the caster. When cast, the Dungeon Master responds by telling the player the target creature's relative power by using phrases such as "About the same", "A little worse", "Vastly inferior" or "Much more powerful". If a saving throw is made by the targeted creature, the Wizard casting Determine Prowess will feel as if the target creature is "Much more powerful" or "Vastly inferior". The DM can determine randomly or choose as appropriate. Deity level creatures automatically make their saving throw against this spell, and are allowed to choose the reading given to the casting Wizard. Protection from School of Magic (Abjuration) Level: 3 Components: V, S, M Range: Touch Casting Time: 3 Duration: 1 turn/3 levels Saving Throw: Neg. Area of Effect: 1 creature This spell will grant the recipient a +2 bonus to saving throws against spells of a specified school of magic. If this spell is cast by a specialist magic user and is used to protect against one of his opposition schools, the recipi- ent gains an additional +1 to his saving throw versus spells. Chrysolite is necessary for the spell regardless of the school. Other material components differ for each of the schools of magic. They are: School Materials ------ --------- Abjuration No other material component necessary Alteration Diamond Conjuration Iron shavings Divination Opal Invocation/Evocation Miniture Brazier Illusion/Phantasm Fleece Necromancy Rosemary This spell does not apply to spells cast by a Wild Mage or to Elemental Mage, nor to any spell cast by a Priest. Also, Psionic and other spell-like abilities are not affected by this spell. Fourth Level Wizard Spells Gregori's Awareness (Divination) Level: 4 Components: V, S, M Range: 0 Casting Time: 3 Duration: 3 rounds/level Saving Throw: None Area of Effect: 100' radius sphere on caster This spell grants the caster the ability to know when any spell is being cast within the area of effect. Addition- ally, the direction and distance of the spell activity is known as well. If a saving throw versus magic is made by the caster, he or she is granted some additional information about the spell, such as it's level or school. Under no circumstances, however, does Gregori's Awareness detail what particular spell is cast or who the caster is. The material component for Gregori's Awareness is a small golden cone, worth about 50 gold pieces. Dwarkanath's Tutor (Enchantment) Level: 4 Components: V, S Range: Touch Casting Time: 2 rounds Duration: 1 hour/level Saving Throw: Neg. Area of Effect: Creature Touched Dwarkanath's Tutor is a highly useful spell in situations that require that the recipient to use some skill not presently known. Any non-weapon proficiency that is listed in the Player's Handbook (or other official suppliment) may be "learned", provided a suitable "tutor" is used as a base from which to draw the knowledge. This "tutor" should be a willing, intelligent creature that posseses the skill desired. If unwilling, the "tutor" must fail a saving throw versus magic (at +4) for the spell to be successful. The recipient of the skill gains use of the borrowed profi- ciency as if he or she actually gained the knowledge through normal means. Note that level of knowledge is exactly that of the "tutor". Under no circumstances (short of a Wish) can this knowledge be retained after the spell's expiration. If the recipient already knows the skills that are to be endowed upon him or her, the spell automatically fails. Although not specifically mentioned above, languages can be "learned" through the use of Dwarkanath's Tutor. Euclarke's Offhand Remark (Enchantment/Charm) Level: 4 Components: V, S, M Range: 10 yards/level Casting Time: 3 Duration: 1 round/3 levels Saving Throw: Neg. Area of Effect: 30' radius sphere By uttering a short, muttered phrase, the caster causes one or more creatures within the area effect to make a saving throw versus magic or fall victim to Euclarke's Offhand Remark. The victims, should they fail their saving throw, suffer a highly unusual urge to perform all activities for the duration of the spell with their off hand. For example, right-handed fighters will use their left hand (with appro- priate penalities) and a left-handed scribe will attempt to use his right hand to pen a scroll until the termination of the spell. Spellcasters under the effect of Euclarke's Offhand Remark suffer simliar difficulties -- Any spell that requires somatic components takes an additional number of seqments equal to 20 minus the victim's intelligence to cast, but is otherwise unaffected. To effect the spell, the caster needs a small silvered mir- ror which must be polished carefully with the caster's off hand. Ambidextrous characters are not affected by this spell, nor can an ambidextrous Wizard use this spell. Phantasamorph (Enchantment/Charm - Illusion/Phantasm) Level: 4 Components: V, S, M Range: 10 yards/level Casting Time: 6 Duration: Special Saving Throw: Neg. Area of Effect: One creature By means of this spell, the Wizard casting the spell causes two things to happen: 1) The spell recipient (victim) believes that he/she has been Polymorphed into another form and 2) An illusion of the form "polymorphed" into is pro- vided to enhance the delusion. If the spell recipient makes a saving throw versus magic, the entire spell is foiled. If there are any observers to this spell, a saving throw on their part does not negate the spell: They will see the victim behaving as if he or she has been Polymorphed (observers might think the victim to be insane). Observers who save may communicate this fact to others (including the victim) thereby gaining one additional save at +4. The Phantasamorph lasts as long as the caster is concentrat- ing on the spell and is within spell range. Violating either condition will shorten the duration to an additional round per level of the caster. The material component of this spell is a small amount of Doppleganger flesh or a small golden trinket suspended on a chain. Fifth Level Wizard Spells Dwarkanath's Morphous Bolt (Alteration/Evocation) Level: 5 Components: V, S, M Range: 10 yards/level Casting Time: 4 Duration: Instantaneous Saving Throw: 1/2 Area of Effect: One creature Dwarkanath's Morphous Bolt is designed for the adventurous Wizard that may face any number of unknowns. Specifically, this spell creates a bolt of some material (see below) that is projected at the target creature unerringly. The damage caused by this spell is always the same, regardless of the physical composition of the bolt: 1d8 for every 2 levels of the caster, up to a maximum of 12d8. A saving throw versus magic reduces the damage by half. Dwarkanath's Morphous Bolt can be created with any variety of materials, such as fire, ice, water, acid, stone or any other physical substance allowed by the Dungeon Master. All that is required by the spell caster is that a sample of the material desired be used as a material component. Note that it must be a physical material, i.e. Bolts cannot be created out of Magical energy (e.g. Magic Missile). Creatures hit by Dwarkanath's Morphous Bolt suffer any advantages or disadvantages as appropriate for their nature. For instance, a Fire Giant hit by a bolt of acid would take normal damage, but additional damage from a bolt of ice. Likewise, a Red Dragon would take reduced damage from a bolt of fire. Dwarkanath's Limitator (Alteration/Enchantment) Level: 5 Components: V, S, M Range: 0 Casting Time: 1 turn Duration: Until Dispelled Saving Throw: None Area of Effect: The caster Dwarkanath's Limitator is a highly atypical spell for magic- users as it causes the spell caster to function as a lower level Wizard. All magical abilities are affected by this spell: Number of spells usable, effectiveness of spells cast, and so forth. Non-magical skills and abilities such as weapon/non-weapon proficiencies, languages spoken and combat abilities are not affected by Dwarkanath's Limitator. After the spell is cast, the character immediately begins to function as a lower level spell caster. All spells previ- ously memorized are not lost, but become inaccessable (except as noted below). For example, if a 10th level Wiz- ard casts this spell to effectively become a 4th level Wiz- ard, he or she does not forget his fourth and fifth level spells, nor the extra first, second and third level spells memorized. At the time of casting, the character must announce which spells he or she is retaining for use and which are being made inaccessable. In order for the Wizard to regain his or her former abili- ties, the material component (A diamond of at least 2,000 gp in worth) must be crushed. The diamond need not be in pos- session of the caster during the course of the spell, but is generally recommended. During the course of the spell, experience points are accu- mulated normally. But, the Wizard has the option of apply- ing them to his effective level instead of his true level (this must be determined at the time of casting the spell -- it cannot be changed mid-stream). If the caster's effective level experience points match or exceed the actual level, Dwarkanath's Limitator will automatically terminate. Dwarkanath's Limitator has one side effect: If the caster is under the effect of a Polymorph Self before casting the spell, it will last until the termination of Dwarkanth's Limitator. This can be useful when the magic-user is dis- guising him or herself as a lower level character. The true level of the caster cannot be determined via a Determine Prowess spell (described elsewhere) or through any divination magic of less than 4th level. A Dispel Magic will not reverse the effects of Dwarkanath's Limitator, but may cancel the effects of any Polymorph Self in effect. A Restoration spell from a Priest has a 3% chance per level of the Priest of terminating Dwarkanath's Limitator. Also, a Wish spell can restore the character's actual level, but not a Limited Wish. A Limited Wish can be used, however, to cause the caster to accumulate experience points against the current level if such was not the case orginally. Sixth Level Wizard Spells Gregori's Spell Damper (Alteration) Level: 6 Components: V, S, M Range: 10 feet/level Casting Time: 7 Duration: 1 + 1d4 rounds Saving Throw: Neg. Area of Effect: One creature Forever fearful of being outmatched by other spellcasters, Gregori devised this spell to potentially reduce the effec- tivensss of enemy Wizards. When cast, the target creature must make a saving throw versus magic or be affected by Gre- gori's Spell Damper. Failure to save causes the target spellcaster's spells to be reduced in effectivness, which is representated as a temporary reduction of the target's level with regard to the spell's range, area of effect, damage and duration only. This in no way reduces the target's true level, number of castable spells or other abilities. For each round the Spell Damper is in effect, the caster rolls dice to determine the damping effects for the current round. If the caster is 10th level or less, a two-sided die is used (roll a d4, with 1 or 2 indicating one level and a 3 or 4 indicating two levels). Wizards of 11th through 15th levels use a four-sided die and those of 16th through through 20th level use a six-sided die. Spellcasters of 21st or higher level also use a six-sided die, but add one to the result for every even-numbered level above 20th. The maximum amount of dampening that can occur with Gregori's Spell Damper is six levels. In order to cast this spell, the Wizard must create a mini- ture drum from platinum and perfect sheepskin then stuff it with the purest cotton available. Total cost ofthe material components would be approximately 400 gold pieces and two weeks of construction time. Gregori's Shadow (Illusion/Divination) Level: 6 Components: V, S Range: Touch Casting Time: 3 Duration: 24 hours Saving Throw: Neg. Area of Effect: Special This spell was created by Gregori in a desire to inconspicuously monitor selected persons. To activate the spell, the Wizard must touch the recipient's body anywhere a shadow is visible. A saving throw versus magic on the part of the recipient negates the spell. Failure to save, how- ever, causes the target's shadow to be replaced by Gregori's Shadow for the next 24 hours. During this time, the caster can concentrate and be able to hear and see all that is occuring around the recipient within a 20 foot radius. Gregori's Shadow can be made ineffective by the recipient entering an area of total darkness, such as that of a under- ground cavern or a Darkness spell. In this case, the spell is ineffective until the recipient enters a condition where a shadow is created. In addition, Gregori's Shadow can be dispelled by a successful application of a Dispel Magic or Remove Curse spell on the victim. Gregori's Shadow is only effective on creatures of the Prime Material plane. [2] It should be noted that during the course of the spell, the caster will not demonstrate a shadow whatsoever. _________________________ [2] Note: If the recipient or caster enters another plane of existance, the spell is instantly broken. Al- so, the casting of a Light or Continual Light spell on the recipient allows another saving throw with a +2 bonus on the die. Seventh Level Wizard Spells Power Word: Disrupt (Evocation) Level: 7 Components: v Range: 120 feet Casting Time: 1 Duration: Instantaneous Saving Throw: Special Area of Effect: One Creature This spell has the single-minded purpose of fouling spell- casting. The target creature, as long as he or she is under 12th level of experience, cannot complete any spell that is currently being cast. Spellcasters of 12th or higher levels are able to keep their concentration, assuming a saving throw versus magic is successful. Timing of Power Word: Dis- rupt is crucial -- it must be cast during the time the tar- get creature is casting a spell. Therefore, the caster must have gained initiative during the round for this spell to be effective. Innate spell like abilities, magical item command words or psionic powers are not affected by this spell. Any spell disrupted by use of this spell is wasted. Eighth Level Wizard Spells Dwarkanath's Arcane Expander (Alteration) Level: 8 Components: V, S, M Range: Touch Casting Time: 3 turns Duration: 1 day/level Saving Throw: Creature touched Area of Effect: This spell was devised by the Archmage Dwarkanath to increase the variety (but not quantity) of spells normally available to a spellcaster. Essentially, Dwarkanath's Arcane Expande provides a number of additional spells that the Wizard can select from during an adventure (or group of small adventures that are encompassed in the duration). It does not, however, increase the number of spells the charac- ter may cast within a day. For every two levels of the caster, one additional spell level's worth of spells can be memorized. In other words, should an eighteenth level Wizard cast this spell, he or she could memorize an additional 9 first level spells, a fifth and two second level spells, or any other combination where the total spell levels do not exceed 9 (in this example). Note that these spells are additional selections that may be chosen from when a deciding upon a spell to be cast. Be aware that the character affected by Dwarkanath's Arcane Expander must take the time to memorize the additional selections. Because of the nature of the spell, the recipi- ent must begin memorizing these spells within 1 turn of com- pleting the casting of Dwarkanath's Arcane Expander. If multiple spells are being memorized, each must be started within one turn of the previous spell. In order to cast this spell, the caster must gather rare oils and spices, as well as samples of brain tissue from specific spell-casting creatures (The DM should choose some- thing appropriate for his or her campaign). Generally, the gold piece cost for the material components for this spell are typically 10,000gp. Magic Resistance (Abjuration) Level: 8 Components: V, S, M Range: Touch Casting Time: 1 round Duration: 1 round/level + 1d10 rounds Saving Throw: Creature touched Area of Effect: As the name implies, this spell grants the recipient a small amount of Magic Resistance. The amount provided to the recipient is 1% per level of the caster, up to a maximum of 20%. During the course of the spell, the recipient gains the benefits of a naturally magic resistant creature, including the ability to lower the protection provided by this spell temporarily (for healing magic, for instance). See the Player's Handbook and Dungeon Master's Guide for the effects of magic resistance. Unfortunately, the spell is not without it's side effects. At the expiration of the spell, the recipient must make a saving throw versus magic without any bonusus provided by magic items, potions, spells and so forth -- Failure to save indicates that a magic item (determined randomly, excluding artifacts) is drained permanently of any enchantments. If cast upon a creature with natural magic resistance, or already under the effect of a prior Magic Resistance spell, the spell has no beneficial effects, although the draining of a magic item may still occur. A piece of flesh of a naturally magic-resistant creature is required to cast this spell. Ninth Level Wizard Spells Hindsight (Divinitation) Level: 9 Components: V, S, M Range: 0 Casting Time: 2 hours Duration: 1 turn/level Saving Throw: None Area of Effect: The caster This powerful spell enables the caster to view past events in time as if he or she were actually present. The maximum time in the past that may view safely is 100 years per level of the caster. The Wizard can try to view even further in the past, but for every 50 years, or fraction thereof, addi- tional, there is a 3% chance that caster will permanently lose 1d4 points of constitution. Thus, if an 18th level Wizard tried to view an event two-thousand years in the past, there would be a 12% chance that his or her constitu- tion would be reduced by 1d4 points. In any event, at the termination of the spell, the caster's constitution tem- porarily is dropped to 3 for a number of days equal to twice the number of centuries viewed backward in time, rounded up. The region being viewed is the same location the Wizard cast spell, albeit in the past. While "in the past", the caster may move around and visually inspect anything in sight, but any attempt to touch an item or person nets a negative result (i.e., the caster's hand passes harmlessly through the person or item). Also, the caster has the option of changing which time period he or she is viewing, subject to the same limitations mentioned above. (This allows the caster to "fine-tune" the date he or she is viewing without having to cast the spell multiple times). Each change of this type reduces the dura- tion of the spell by five rounds. While the spell is in effect, the caster's mind has effec- tively left the body, thus making the Wizard's body a prime target for possession. Normally suitable protections are in place before attempting to use Hindsight. During the casting of the spell, the caster is required to burn numerous rare spices and rare woods (worth at least 20,000 gp) in an unused brazier specially constructed for this purpose. -- David E. Brooks Jr Phone: (305) 293-8100 Tantalus Incorporated/Multi-Player Games Network Fax: (305) 292-7835 P.O. Box 2310 E-Mail: dbj@mpgn.com Key West, FL 33045 Quote: print chr$(34);