Date: Tue, 22 Feb 1994 11:54:34 -0500 From: GOURLAY@SLAIS.UBC.CA Subject: Re: NPC Spells > Reply-to: Steve Posivak > Subject: NPC Spells > > In light of the many spells which are created from PC mage research, I was > wondering if any of the other devious DMs out there create spells specifically > for their NPCs- something nasty that the players have never seen before, > perhaps. While playing my game, the players often know what spell is being > cast from the described effects. This is a [very] bizarre spell for just such an event. It is only recommended for CN wild mages who have been known to charge into battle armed only with their dagger. It is a spell designed by a DM [me] for use on players. Just a few points: -I have not had a chance to playtest it yet, so use at your own risk -It is very wierd [I know this] -This is from memory, so it may not be entirely complete; adjust it to your own taste Random Spell (Invocation/Evocation) Wild Magic Level: 1 Range: special Casting Time: 1 Components: V Area of Effect: special Duration: special Saving Throw: special This risky spell draws upon the chaos of magic to form magical energy into a spell of more power than the wild mage would otherwise be casting. The Random Spell, when casts, creates an effect equal to a randomly rolled spell two levels higher (i.e. a 3rd level spell). At the instant of casting, the mage receives very general knowledge about targeting the spell (i.e. an area 15' radius up to 120 yards; on yourself; by touch; etc.), but nothing else. They do not know if the spell is harmful or helpful, what it is (even generally), or anything else. The random spell should be rolled off of a fairly large list of spells that includes both common and unusual spells. The lists in the back of the FR hardcover book would work quite well. There is an equivalent spell for every level up to 7th, each of which duplicates a randomly rolled spell two levels higher. Very wierd, very risky, but perfect (I think) for a CN wild mage Date: Fri, 4 Feb 1994 12:23:42 -0500 From: GOURLAY@SLAIS.UBC.CA Subject: ADND-L: request for info; new spell I'm starting a new campaign after not DMing or playing for a couple of years and I'm interested in hearing people's opinions about the kits in the newer manuals (such as the Bard's, Dwarves and Elves books, and any others). Have any of the kits proven to be too powerful or unbalancing in anyone's campaign? How about the priesthoods in Monster Mythology? Now for a little imput the balance the request: I feel that the spells granted to conjurers are (except at higher levels) somewhat on the wimpy side. Though Monster Summoning spells are useful, they really don't measure up to offensive power of a fireball or slow spell. 1st and 2nd level conjuration/summoning spells are even worse. So I designed a series of (hopefully balance) spells which summon a specific type of creature: the 'Call' spells: Dog Call (Conjuration/Summoning) Level: 1 Range: 30 yards Components: V, S Duration: 2 rounds + 2 rounds/level Casting Time: 1 Area of Effect: special Saving Throw: none This spell summons a number of dogs to fight for the wizard. The dogs summoned will only fight; they cannot be used for other tasks. The wizard can summon one hit dice worth of dogs per level, selected from the following table: Level of Wizard Summoned Dogs 1-4 Wild Dogs (1hd cost each) 5-7 War Dogs (2hd cost each) 8+ Blink (4hd cost) or Death Dogs (2hd cost) The wizard can always choose dogs from a lower level. Only one type of dog can be summoned with each casting. A maximum of 12hd of dogs can be summoned with this spell. Let me know what you think. This is the first of a long series of spells (Spider Call, Beetle Call, Snake Call, etc) all of which work on the same principles (1 hd per level summoned; one type of creature summoned, etc). Note that it does not have as many uses as a Monster Summoning spell (since the called creatures will only fight), and its fairly limited duration. Date: Mon, 7 Mar 1994 14:31:48 -0500 From: GOURLAY@SLAIS.UBC.CA Subject: ADND-L: New Spells From the pages of the DMs Tome of New Spells for Players Who Have Played Too Long and Seen Too Much: Chapter 5 ~~~~~~~~~ Wizard Spells, Level 5 Ability Suppressor (Alteration) Range: 10 yards/level Components: V, S Duration: 1d4 rounds + 1 round/level Casting Time: 5 Area of Effect: 1 creature or object Saving Throw: negates This spell can suppress an ability of any creature or object. For example, the regenerating power of a troll, breath weapon of a dragon, petrifying gaze of a medusa or level draining of a spectre can be suppressed if the creature fails its saving throw. The spell can also be cast on an object to remove one of its powers, such as the sharpness ability of a sword of sharpness or the wall of fire power of a wand of fire. An object in the possession of a creature gains that creature's saving throw; other object must save vs disintegration to avoid the spell The ability or power to be suppressed must be known in some detail. For example, the wizard could suppress the 'fiery breath weapon' of a dragon, as long as the breath weapon was in some way fiery or fire based. Purely natural effects, such as normal damage from a sword, cannot be suppressed. Absorb Spell (Abjuration) Range: 0 Components: V, S Duration: 1 turn/level Casting Time: 5 Area of Effect: caster Saving Throw: none This spell allows the wizard to use hostile magic to recall previously cast spells. Any time that the wizard successfully saves vs a spell, he can use the magic to remember spells. The level of the spell saved against is the number of levels that can be remembered (e.g. if the wizard saves against a 6th level spell, then he or she can remember a 6th level spell, or two 3rd level spells, etc.). This ability only recalls previously cast spells; absorbed points cannot be saved for future use. Area effect spells, innate spell-like abilities, spells that do not have a saving throw, and non-hostile (DM's discretion) spells are not affected by Absorb Spell. Animate Skeletal Warrior (Necromancy) Range: 10 yards Components: V, S, M Duration: 1-4 rounds + 1 round/level Casting Time: 5 Area of Effect: special Saving Throw: none This spell animates one or more skeletons to serve the wizard as powerful warriors. A wizard can animate one skeleton warrior per five levels of experience (round all fractions down). These skeletons have the following statistics: MV 12, AC 3, HD 8, THAC0 13, #AT 2/1, Dam/AT 1-8+chill (-1 to hit, damage and saving throws for 1-4 turns, no saving throw, multiple hits are cumulative), Magic Resistance 10%, half damage from slashing/piercing weapons, holy water inflicts 3-12 damage on them, immune to sleep, charm, fear, hold, paralysis; half damage from cold, fire; regenerate 1 hit point per round (even if 'killed'; fire/acid damage is permanent), gaze causes paralysis (saving throw to avoid; duration 2-8 rounds; every three rounds starting on the 3rd round of combat). The material components of this spell are human (only) skeletons that are reasonably intact and a drop of blood from the wizard. When the spell duration ends, the skeletons crumble into dust. Only evil wizards use this spell frequently; others may suffer alignment changes. Avian Call (Conjuration/Summoning) Range: 120 yards Components: V, S, M Duration: 1 round/level Casting Time: 5 Area of Effect: special Saving Throw: none This spell is basically similar to the _Dog Call_ that I posted a while back. The mage summons 1 hd per level of avians. The creatures summoned can only be used in combat. Only one type of creature can be summoned per casting of this spell; any remainders are lost. None of these creatures can be used as a mount, even in combat. level of the wizard summoned avians 9-11 Blood Hawk (1 hd cost), Hippogriff (4hd) 12-14 Giant Owl, Giant Eagle 15-17 Griffon 18+ Wyvern (9hd), Dragonne (9hd) The wizard can always choose to summon avians from a lower level. Internal Combustion (Alteration, Invocation/Evocation) Range: 5 yards/level Components: V, S Duration: special Casting Time: 3 Area of Effect: one creature/3 levels Saving Throw: special This spell causes the victim's body to burst into very hot flames, which have their origin from within the body. The wizard can affect one creature per round, up to a maximum of one creature per three levels (round down). If the wizard takes a round to do something else, the remaining potential of the spell is lost. However, the wizard only has to concentrate during the actual casting of the spell, and has a speed of 3 when attacking of subsequent rounds. Any creature attacked is allowed a saving throw to avoid all damage, and be immune to further attacks from that particular casting of the spell. Those who fail their saving throw take 2 hit points of damage per level of the wizard. On succeeding rounds, the flames continue to burn, doing 1 hit point of damage per level of the wizard. On each of these rounds, the creature is allowed another saving throw (at the beginning of the round) to end the spell. The flames cannot be put out by any non-magical means. Any creature killed by this spell will be completely reduced to ashes by the flames. Poison (Alteration) Range: 35 yards Components: V, S Duration: 2 rounds/level Casting Time: 5 Area of Effect: 10' x 10' square Saving Throw: special This spell changes a small portion of food or drink into deadly poison. Anyone eating or drinking even a small portion of the poisoned substance must save vs poison or die in 3-12 rounds. The spell affects all food and drink in a 10'x10' square. If the drink affected is part of a larger body of liquid (e.g. only part of a wine keg is in the area), then the poison in this item will either have a reduced effect, or no effect (DM's discretion). This spell cannot be used to create pure poison. Protection from Poison (Abjuration) Range: 10 yards Components: V, S Duration: 1 round/level Casting Time: 5 Area of Effect: one creature Saving Throw: none This spell totally protects its recipient from all forms of poison except the most powerful. The recipient is immune to all poisons except those will a saving throw modifier of -2 or more. Against these poisons the recipient gains a +8 to their saving throw. Against poisons that do not normally allow a saving throw, the recipient is allowed a normal, unmodified save. Natural poisons of very powerful creatures (e.g. Lolth, powerful fiends, etc.) will probably not be affected by this spell (again, at the DM's discretion <--my favorate phrase). Scorpion Call (Conjuration/Summoning) Range: 40 yards Components: V, S Duration: 1 round/level Casting Time: 5 Area of Effect: special Saving Throw: none This spell is basically identical to Avian Call (one hit dice summoned per level of the caster; creatures can only be used in combat; only one type of scorpion summoned per casting of this spell; any remainders are lost; wizard can always select scorpions from a lower level). level of wizard summoned scorpions 9-11 large (3 hd cost) 12-15 huge (6 hd) 16+ giant (7 hd) Selective Fireball (Invocation/Evocation) Range: 10 yards + 10 yards/level Components: V, S, M Duration: instantaneous Casting Time: 5 Area of Effect: 20' radius (as 3rd lvl fireball) Saving Throw: 1/2 This spell is identical to the 3rd level fireball except that the wizard can selectively not affect any number of creatures in the area of effect. Any creature selected by the wizard (which can include the wizard him or her self) does not take any damage from the fireball. Switch (Alteration) Range: 120 yards Components: V, S Duration: permanent Casting Time: 1 Area of Effect: special Saving Throw: negates This spell causes the wizard and the victim to instantly switch places via a no-error teleport. The victim must be of size Large or smaller, and must fail a saving throw vs spell. The mage has to be able to see the victim. Turn Undead (Abjuration) Range: 120 yards Components: V, S Duration: special Casting Time: 5 Area of Effect: special Saving Throw: none This spell allows the wizard to turn undead in the same fashion as a priest. The spell only turns undead, it does not allow the priest to command undead as some evil priest can do. If the wizard is of good alignment, then the turning is done at the wizard's level minus four. If the wizard is neutral (excluding neutral evil), then the turning is done at their level minus six. This spell is of no use to evil wizards. In all other aspects, the spell operates as a normal turning attempt, with the wizard required to roll a d20 to see if the attempt is successful. Date: Mon, 16 May 1994 15:19:41 GM+5 From: Peter Gourlay Subject: Third Level Spells Third Level Spells Ape Call (Conjuration/Summoning) Level: 3 Range: 30 yards Casting Time: 3 Components: V, S Area of Effect: special Duration: 2 rounds/level Saving Throw: none This spell is similar in effect to the other call spells. With it the wizard can summon up to one hit dice worth of carnivorous apes to fight. The apes will only fight, they cannot be used for other tasks. Each ape has a hit dice cost of 5, and all remainders are dropped. This spell can only be cast in tropical areas, and is a favorite of tribal spellcasters and witch doctors in these areas. Bolt of Stone (Evocation) Level: 3 Range: 40 yards + 10 yards/level Casting Time: 3 Components: V, S, M Area of Effect: special Duration: instantaneous Saving Throw: 1/2 This spell creates a powerful bolt of stone, approximately two feet long, which strikes its target without fail up to the maximum range. The bolt inflicts 1d6 points of damage per level, to a maximum of 10d6. As well, any creature struck by the bolt must save versus petrification or be stunned for one round per two levels of the wizard. A separate saving throw is also allowed for half damage. The bolt can be used to open doors as a frost giant and inflicts damage to structures as a large catapult. Objects struck by the bolt may have to make a saving throw versus crushing blow to avoid being destroyed, at the DM's option. The material component of the spell is a polished piece of marble. Detect Shapechanger (Divination) Level: 3 Range: 10 yards Casting Time: 1 round Components: V, S Area of Effect: one creature/level Duration: 1 round/level Saving Throw: negates By means of this spell a wizard can see the true form of any shapechanging creature. One the first round of viewing, the victim is allowed a saving throw versus spell. If the saving throw is failed, the wizard will see if the creature has the ability to change form. If the saving throw is successful, the spell will say that the creature cannot shapechange. On the second round of viewing, the wizard sees the true form of the creature. There is only a saving throw on the first round, not the second. Note that a wizard who knows polymorph self or shapechange will detect as a shapechanger, even if neither spell is currently memorized. This spell does not detect or see through illusions. Disrupt Spellcaster (Alteration) Level: 3 Range: 5 yards/level Casting Time: 3 Components: V, S Area of Effect: one spellcaster Duration: 2-8 rounds Saving Throw: negates This spell makes the victim incapable of casting spells for 2-8 rounds. There is a saving throw vs magic to avoid this (incantatrix save at +2). This spell actually makes spellcasting impossible by disrupting the magical energy of memorized spells. Thus, the victim could still cast a spell from a scroll, and innate spell-like abilities are not affected. Free Elemental (Abjuration) Level: 3 Range: 10 yards/level Casting Time: 3 Components: V, S Area of Effect: 1 creature Duration: instantaneous Saving Throw: negates This spell can be used to free one creature summoned from the inner planes from the control of its summoner. Typically it is used on elementals summoned by a Conjure Elemental spell or device, but it also works on such creatures as Aerial Servants and Invisible Stalkers. The spell is cast on the summoned creature, and unless the wizard who summoned it makes a saving throw versus magic that creature is freed from control. The freed creature may return to its own plane (25%) but usually turns on the summoner and his or her companions (75%). This spell has no effect on creatures from the Ethereal Plane. Lesser (3rd) Wildfire (Invocation/Evocation) Level: 3 Wild Magic Range: 0 Casting Time: 1 Components: V Area of Effect: variable Duration: variable Saving Throw: variable Lesser Wildfire allows the wizard to duplicate the effect of any 1st level wizard spell. The wizard does not need to know the spell being duplicated, but must have a general knowledge of the spell and its effects. Any saving throws vs the spell effects are at +1. Maladweomer (Alteration) Level: 3 Range: 10 yards/level Casting Time: 3 Components: V, S Area of Effect: one creature Duration: 1 round/level Saving Throw: negates Maladweomer causes all of the spells and spell-like power of the victim to function at the nadir of their effectiveness. Any damage caused by offensive magics will be the minimum possible, saving throws vs the victim's spells are at +4, and any ongoing spells are altered (ie: a creature previously charmed by the victim would receive another saving throw). Random (3rd) Spell (Invocation/Evocation) Level: 3 Wild Magic Range: special Casting Time: 3 Components: V Area of Effect: special Duration: special Saving Throw: special This spell is identical to the 1st level Random Spell, save that it duplicates the effect of a 5th level spell. Shadowfire (Alteration, Invocation/Evocation) Level: 3 Range: 10 yards + 10 yards/level Casting Time: 3 Components: V, S, M Area of Effect: 20' radius Duration: 1 turn + 1 round/level Saving Throw: special Shadowfire combines the fireball and darkness 15' radius spells. The spell creates an immobile area of darkness 20' in radius. In the instant after the spell is cast the darkness is filled with rippling black fire, doing 1d4 points of damage per level of the wizard, to a maximum of 10d4. A saving throw is allowed for half damage, but not to ignore the darkness. The damage only occurs on the first instant, not in subsequent rounds. Unlike a fireball, the flame does not adjust to fill its maximum potential volume. The material component is a lump of coal. Spider Call (Conjuration/Summoning) Level: 3 Range: 20 yards Casting Time: 3 Components: V, S, M Area of Effect: special Duration: 2 rds + 1 rd/lvl Saving Throw: none Spider Call summons a variable amount of spiders to fight for the wizard. The spiders will fight for the duration of the spell and then disappear, but they cannot be used for other tasks. This spell was developed by drow wizards in the service of Lolth. Spiders are selected from the following table, depending on the wizard's level: Level Summoned Spiders 5-7 Large Spiders 8-10 Huge Spiders 11-13 Giant Spiders 14+ Phase Spiders The wizard can summon up to one hit dice of spiders per level (drop all fractions). Giant spiders count as five hit dice and phase spiders count as six. A wizard can always summon the spiders from a lower level. Only one type of spider can be summoned, and all remainders are lost. Giant water spiders can be summoned at 11th level and giant marine spiders at 14th. Other types of spiders can also be summoned, at the DM's discretion. The material component of this spell is a drop of the wizard's blood. Steelskin (Alteration) Level: 3 Range: touch Casting Time: 3 Components: V, S, M Area of Effect: creature touched Duration: 1 round/level Saving Throw: none This spell hardens the skin of one creature so it is better able to resist physical attack. A creature protected by this spell has its armor class lowered by two, and takes -1 on each die of damage from physical attacks. The material component of the spell is a small steel bar. Stone Limbs (Alteration) Level: 3 Range: 10 yards/level Casting Time: 3 Components: V, S Area of Effect: 1-4 creatures in a 40' cube Duration: 2 rounds/level Saving Throw: negates Unless the victims save vs spell, they will find that all of their limbs, and indeed their entire bodies, have grown heavy and stiff. All to hit rolls are at -2, and armor class is raised by two. Initiative rolls are made with a +3 penalty. The creature's movement rate is cut in half, and non-magical flying is impossible (though creatures that are flying when first affected by this spell will glide to the ground, not fall). Date: Thu, 12 May 1994 21:19:37 GM+5 From: Peter Gourlay Subject: Spells Level Two Spells Centipede Call Range: 40 yards Casting Time: 2 Components: V, S Area of Effect: special Duration: 2 rounds/level Saving Throw: none This spell summons a number of centipedes to fight for the wizard. The centipede can only be used in combat; they will resist doing anything else. The wizard can summon one hit dice of centipedes per level, selected from the following list: Level of Wizard Centipedes Summoned 3-4 Huge (1/2 hd cost) 5-8 Giant (1hd cost) 9+ Megalo(4hd cost) The wizard can always select centipedes from a lower level. Only one type of centipede can be summoned, all remainders are dropped. A maximum of 12 centipedes can be summoned. Hail of Stone (Evocation) Level: 2 Range: 10 yards/level Casting Time: 4 Components: V, S, M Area of Effect: 5 foot radius/level (max 60'r) Duration: instantaneous Saving Throw: none This spell summons a rain of stones in the area of effect. The spell causes 1-3 points of damage per level of the wizard to all within the area, to a maximum of 15d3. However, the wizard must make a normal to hit roll versus each creature in the area to see if they are hit by the stones. If the to hit roll is unsuccessful, the creature takes no damage. The material component is a handful of small stones. Power Word - Slow (Alteration) Level: 2 Range: 60 yards + 5 yards/level Casting Time: 1 Components: V Area of Effect: one creature Duration: 5 rounds + 1 round/level Saving Throw: special This spell slows one creature within range, otherwise it is the same as the third level spell Slow. There is a -2 penalty to the saving throw. Protection from Charm (Abjuration) Level: 2 Range: touch Casting Time: 2 Components: V, S, M Area of Effect: creature touched Duration: 1 turn/level Saving Throw: none This spell gives the recipient a +1 bonus for every two levels of the wizard to save versus all charm magic. It is effective against spells and spell-like effects, but not the effect of high charisma (either normal or magically enhanced). The material component is a lock of hair from a person with a charisma of at least 17. Protection From Light (Abjuration) Level: 2 Range: touch Casting Time: 2 Components: V, S Area of Effect: creature touched Duration: 1 hour/level Saving Throw: none The recipient of a Protection from Light spell is granted a total immunity to all light, natural or magical, for the duration of the spell. Light spells cast against anyone protected by this spell will automatically fail. Any creature adversely affected by light can ignore magical light while under this spell. This spell is often used by Drow mages. This spell is not effective for creatures that are actually harmed by sunlight, such as vampires. Random (2nd) Spell (Invocation/Evocation) Level: 2 Wild Magic Range: special Casting Time: 2 Components: V Area of Effect: special Duration: special Saving Throw: special This spell is identical to the 1st level Random Spell, save that it duplicates the effect of a 4th level spell. Resist Poison (Abjuration) Level: 2 Range: touch Casting Time: 2 Components: V, S Area of Effect: one person Duration: 3 rounds/level Saving Throw: none This spell grants a willing recipient the ability to better resist poison. The spell grants a +1 saving throw bonus versus poison for every three levels of the wizard (round up). If the bonus is +4 or more, then the recipient gains a normal saving throw versus a poison that would not normally grant one. Speak with Dead (Necromancy) Level: 2 Range: 1' Casting Time: 1 turn Components: V, S, M Area of Effect: one creature Duration: special Saving Throw: special This spell is similar in operation to the 3rd level priest spell. The necromancer must have the majority of the remains of the body, including the head or skull. The dead are as evasive as possible when questioned. Though the dead cannot tell outright lies, they can tell half-truths or be very cryptic. The dead will have great though not total knowledge of the necromancer and his goals (the DM should assume that whatever he knows, the dead person also knows). This spell is more powerful than the priest spell, but the dead tend to be less helpful. Even dead people who agree with the necromancer will dislike being summoned. This spell cannot be cast more than once per month on any single creature, and any creature summoned more than once in any given year by the same necromancer receives a +3 to its saving throw. Caster's Maximum Length Time Number of Level of Time Dead Questioned Questions up to 7th 1 month 3 rounds 3 7th-8th 1 year 5 rounds 5 9th-12th 10 years 1 turn 7 13th-15th 100 years 1 turn 9 16th-20th 1000 years 2 turns 11 21st+ any 2 turns 13 A necromancer specialist always casts this spell at one level up on the chart. Players should be forewarned of possible effects of casting this spell - loosing spirits, attracting the attention of lower planar powers, etc. - that occur at the discretion of the DM. Date: Wed, 11 May 1994 20:42:49 GM+5 From: Peter Gourlay Subject: Yet more spells Chill (Alteration) Level: 1 Range: 10 yards/level Casting Time: 1 Components: V, S Area of Effect: one creature Duration: 1 round/level Saving Throw: negates This spell chills the victim, lowering their body temperature and slowing reactions. Any creature that fails its saving throw suffers a -2 penalty to initiative and a -1 to hit. Any creature without a normal, living body is immune to this spell (golems, undead, elementals, etc.). Creatures immune or resistant to cold are also immune to this spell. Cramps (Enchantment/Charm) Level: 1 Range: 30 yards Casting Time: 1 Components: V, S Area of Effect: one creature Duration: 2 rounds/level Saving Throw: negates This spell forces the victim to save vs magic or suffer from severe stomach cramps which will cut that creature's movement rate in half and put it at -1 on all to hit rolls. Creatures without normal metabolisms (such as undead and elementals) are not affected by this spell. Destroy Barrier (Alteration) Level: 1 Range: 120 yards Casting Time: 1 Components: V, S Area of Effect: one creature Duration: permanent Saving Throw: negates This spell breaks a protection from evil or good spell unless the victim saves vs magic at -1. If used against an area protection (Protection from Evil/Good 10'r), it must be cast against the person who cast the spell. Any protection spell broken is totally destroyed. Dog Call (Conjuration/Summoning) Level: 1 Range: 30 yards Casting Time: 1 Components: V, S Area of Effect: special Duration: 2 rounds/level Saving Throw: none This spell summons a number of dogs to fight for the wizard. The dogs summoned will only fight, they cannot be used for other tasks. The wizard can summon one and a half hit dice of dogs per level, selected from the following chart: Level of Wizard Summoned Dogs 1-4 Wild Dogs (1 hd cost) 5-7 War Dogs (2 hd cost) 8+ Blink (4 hd) or Death (2 hd) The wizard can always chose the dogs from a lower level. Only one type of dog can be summoned, and any remainders are dropped. A maximum of 10 dogs can be summoned. Hesitate (Alteration) Level: 1 Range: 120 yards Casting Time: 1 Components: V Area of Effect: one creature Duration: 2 rounds/level Saving Throw: negates This spell slows down the victim's reaction time, adding 1d6 to the initiative roll of each round the spell is in effect. This amount is rolled every round. A haste spell negates a hesitate, and a creature under the effect of a haste (or a potion of speed) is immune to hesitate. Protection from Chaos (Abjuration) Level: 1 Reversible Range: touch Casting Time: 1 Components: V, S, M Area of Effect: creature touched Duration: 2 rounds/level Saving Throw: none This spell is basically identical to Protection from Evil, save that for in addition to protecting against summoned and conjured creatures, it protects against all chaotic creatures in the same manner as the other spell protects against evil creatures. The reverse of this spell is Protection from Law. To complete this spell, the caster must trace a 3' diameter circle upon the floor wth powdered obsidian for Protection from Law and powdered glass for Protection from Chaos.. Random Spell (Invocation/Evocation) Level: 1 (Wild Magic) Range: special Casting Time: 1 Components: V Area of Effect: special Duration: special Saving Throw: special This risky spell duplicates the effect of a randomly selected 3rd level spell. The wizard does not know what spell will be duplicated, that is determined in the instant the spell is cast. In that instant, the wizard learns the basics of how the spell is targeted. The wizard might know to select a single target, a centre point for an area-effect spell, an object, a direction (for a cone or similar spell), or whatever. If there is no suitable target within range (the range is that of the duplicated spell), then the Random Spell fails. The wizard learns nothing else, including whether or not the spell is harmful or helpful. Slivers of Stone (Invocation/Evocation) Level: 1 Range: 30 yds + 10 yards/level Casting Time: 1 Components: V, S, M Area of Effect: one creature Duration: Instantaneous Saving Throw: none This spell creates a stream of sharp stone shards that unerringly hit their target. The stone inflicts 2-5 points of damage. For every three levels gained, the wizard inflicts another 2-5 points of damage. This spell is a earth elementalist version of the magic missile spell, and protections against that spell are also useful against slivers of stone. Slivers of Stone has the same limitations as magic missile. Streams of Fire (Evocation) Level: 1 Range: 10 yards + 5 yards/level Casting Time: 1 Components: V, S, M Area of Effect: one creature Duration: instantaneous Saving Throw: 1/2 This spell causes a thin stream of fire to strike one creature within range. The fire inflicts 1d2 + 1 points of damage per level, with a saving throw allowed for half damage. The maximum damage is 10d2 + 10. The material component of this spell is either a burning torch which the wizard holds, or a pinch of sulfur. Swim (Alteration) Level: 1 Reversible Range: 30 yards Casting Time: 1 Components: V, S, M Area of Effect: one creature Duration: 3 rounds/level Saving Throw: special This spell gives the recipient the ability to swim with ease. The character has a swimming rate of 12 and can carry his normal load of equipment with no difficulty. A normally outfitted character cannot drown while this spell is in effect. This spell does not impart the ability to breath underwater. The reverse of the spell, Sinking, reduces the swimming ability of the target by one class if it fails its saving throw versus magic. Thus natural swimming creatures are treated as land creatures trained in swimming, characters with swimming proficiency are treated as if they didn't have this ability, and unproficient characters sink like stones. The material component of this spell is a scale from any fish. Undeath Friendship (Necromancy) Level: 1 Range: 0 Casting Time: 1 Components: V, S Area of Effect: the spellcaster Duration: 1 turn/level Saving Throw: none This spell creates an empathetic link with undead, allowing a normal reaction roll to determine interaction between the undead and the wizard. Obviously, if the wizard is hostile or a threat, then the reaction roll is meaningless. The wizard receives normal charisma bonuses, plus an additional +5%. Generally, a friendly reaction roll just means a wary acceptance. Date: Sat, 7 May 1994 15:06:34 GM+5 From: Peter Gourlay Subject: ADND-L: new spells 7th Level Spells Aura of Panic (Illusion/Phantasm) Level: 7 Range: 0 Casting Time: 7 Components: V, S Area of Effect: 20' radius Duration: 1 round/level Saving Throw: special This spell creates a 20' radius of fear around the caster. Any creature who enters this area must save versus spell or flee in blind terror for 2-8 rounds. Creatures affected have a 75% - 5% per level (minimum 25%) chance that they will drop whatever they are carrying. Any creature prevented from fleeing will fight as a beserker to whomever is restraining them. A new saving throw is required each round spent in the aura. Body Fire (Alteration, Evocation) Level: 7 Range: 50 yards Casting Time: 7 Components: V, S, M Area of Effect: Up to 4 creatures in a 40' r Duration: special Saving Throw: special This spell causes the victim's body to start burning from within. Unless the victim saves vs magic with a -3 penalty he or she will be subjected to the flames, taking 2-20 points of damage per round. Two rounds after the flames start, and every two rounds thereafter, the victim is allowed another saving throw, with one less on the penalty per time ie: -2 on round 3, -1 on round 5, and no penalty thereafter. The flames can also be halted by a successful Dispel Magic, or a Protection from Fire spell, which works automatically. If the flames burn for three or more rounds, all items on the victim must save vs magical fire or be destroyed. If the flames burn for 5 or more rounds the items save with a -2 penalty. Any creature not naturally resistant to magical fire can be affected by this spell, even those without solid bodies, such as shadows and spectres. The material component is a red gemstone of any t ype worth 500 gp. Cacofiend (Conjuration/Summoning) Level: 7 Range: 10'/level Casting Time: special Components: V, S, M Area of Effect: summoned creature Duration: special Saving Throw: special This perilous exercise in dweomercraft summons up a powerful tanar'ri - any true tanar'ri, depending upon the fiend's name known to the magic user. Note that this spell is not of sufficient power to bring a tanar'ri of greater power, and lesser sorts are not called as they have no known names. In any event, the spell caster must know the name of the fiend he or she is summoning. As the spell names implies, the fiend so summoned is most angry and evilly disposed. The spell caster must be within a circle of protection (or a thaumaturgic triangle with protection from evil) and the tanar'ri confined within a pentagram (circled pentacle) if he or she is to avoid being slain or carried off by the summoned fiend. The summoned fiend can be treated with as follows: 1) The magic user can require the monster to perform a desired course of action by force of threat and pain of a spiritwrack (or similar) spell, allowing freedom whenever the fiend performs the full extent of the service, and forcing the fiend to pledge its word upon it. This is exceedingly dangerous, as a minor error in such a bargain will be seized upon by the monster to reverse the desired outcome or simply to kill and devour the summoner. Furthermore, the fiend will bear great enmity for the magic user forever after such force obedience, so the spell caster had better be prepared and powerful. 2) By tribute of fresh human blood and the promise of one or more human sacrifices, the summoner can bargain with the fiend for willing service. Again, the spell caster is well advised to have ample protection and power to defend himself or herself, as the fiend might decide that the offer is insufficient - and it is easier to enjoy the summoner's slow death - and decide not the accept the bargain as offered. Although the fiend will have to abide by a pledge, as its name is known, it will have to hold only to the exact word of the arrangement, not to the spirit of the agreement. On the other hand, only highly evil wizards are likely to attempt to strike such a bargain, and the summoned fiend might be favorably disposed towards such a character, especially if he or she is also chaotic. 3) The summoned fiend can be the object of a trap the soul spell. In this case, the wizard will not speak with or bargain for the fiend's services, although the fiend might be eager to reach an accord with the wizard before it is forced into imprisonment. The trapping of the fiend is risky only if proper precautions have not been taken, for failure to confine the monster usually means only that it is able to escape to its own plane. Once trapped, the fiend must remained imprisoned until the possessor of his object breaks it, and this requires one service from the now freed monster. If the individual(s) freeing the fiend fails to demand a service when the monster asks what is required of him, the fiend is under no constraint not to slay the liberator(s) on the spot, but if a service is required, the creature must first do its best to perform it, and then return to the Abyss. The duration of service of any fiend must be limited unless the fiend is willing to serve for an extended period. Any required course of action or service which effectively requires an inordinate period of time to perform, or is impossible to perform, is 50% likely to free the fiend from its obligations and enable it to be unconstrained in its vengeance upon the wizard if he or she is not thereafter continually protected, for a fiend so freed can remain on the plane it was summoned to for as long as 666 days. The fiend summoned by this spell will be exceptionally strong (8 hit points per die), due to the magical processes involved in the summoning. Casting time is half an hour per hit dice of the fiend. If there is any interruption during this period, the spell fails. If there is an interruption while the fiend is summoned, it is 10% probable that it will be able to escape its boundaries and attack the wizard, this percentage rising cumulatively each round of continued interruption. Each fiend is entitled to a saving throw vs this summoning spell. If a score higher than the level of the wizard summoning is rolled with 3d6 (4d6 for balors), that particular spell failed to bring the desired fiend. When this occurs, it is certain that the named fiend is imprisoned or destroyed, or the name used was not perfectly correct, so the spell caster will have to call upon another name to bring forth a fiend. The components of this spell are five flaming black candles; a brazier of hot coals upon which must be burned sulphur, bat hairs, lard, soot, mercuric-nitric acid crystals, mandrake root, alcohol, and a piece of parchment with the fiendsz'szs name inscribed in runes inside a pentacle; and a dish of blood from some mammal (preferably a human, or course) placed inside the area where the fiend is to be held. Cloud of Death (Necromancy) Level: 7 Range: 60 yards Casting Time: 7 Components: V, S Area of Effect: special Duration: 1 round/level Saving Throw: negates This spell creates a black cloud of acidic smog that is 30' wide, 30' deep and 20' high. The cloud is stationary, and restricts vision as a darkness spell. However, the cloud also has a horrible life draining effect. Any in the cloud when it was created must save vs magic or be drained of 1-2 levels. This draining only occurs on the instant after the cloud is created, but is permanent. Conjuration Enhancer (Conjuration/Summoning) Level: 7 Range: 0 Casting Time: special Components: V Area of Effect: special Duration: special Saving Throw: none This one word spell is cast immediately before any of the Monster Summoning spells. It allows the wizard to choose from the applicable list what creatures are summoned. The two spells are both cast in the same round; the enhancer does not add any time to the casting of the monster summoning spell. Dissension (Enchantment/Charm) Level: 7 Range: 10 yards/lvl Casting Time: 7 Components: V, S Area of Effect: 30' radius Duration: 2 rounds/level Saving Throw: negates This spell causes all those in the area of effect to be filled with contempt and hatred for all others in that area. Those that save vs spells are not filled with these emotions, but they might still be the target of hatred. There is a 75% chance that creatures affected by this spell will immediately attack their new enemy. Their targets will either be those most different from them (ie: another race, another class, from another country or clan, etc.), or someone chosen at random. These attacks will continue until all the affected creatures are dead (or one is the only survivor), or the spell duration ends. Leaving the initial area has no effect on the outcome of the spell. If there is no initial attack, there will be insults and other slights. This could easily degenerate into fighting at the discretion of the DM, depending on other events and the nature of those affected. For creatures that are normally hostile to each other, the chance of immediate attack rises to 90%. Lawful creatures save at +1 vs this spell, as do good creatures. Chaotic ones save at -1. These bonuses and penalties are cumulative. If those affected by this spell are directly attacked by another enemy (one that was not in the initial area of the spell), there is a 50% chance that they will turn on this new attacker, afterwards resuming their old attack. Disrupt Spellcasting II (Alteration) Level: 7 Range: 5 yds/lvl Casting Time: 7 Components: V, S Area of Effect: one spellcaster Duration: 1 day/level Saving Throw: negates This is an improved version of the 3rd level Disrupt Spellcasting. The only change is the increased duration. It makes the victim incapable of casting spells for the duration, one day per level of the wizard. This spell actually makes spellcasting impossible by disrupting the magical energy of memorized spells. Thus, the victim could still cast a spell from a scroll, and innate spell-like abilities are not affected. There is a saving throw vs magic to avoid this (incantatrixes save at +2). The only way to remove this spell is with a successful Dispel Magic. Fog of Nightmares (Illusion/Phantasm) Level: 7 Range: 10 yards/level Casting Time: 7 Components: V, S Area of Effect: special Duration: 2 rounds/level Saving Throw: special This spell creates an area of heavy fog where the nightmares of the victims are given form in much the same manner as shadow monsters and phantasmal killers. The spell forms an area of fog 30' high, with sides of 10'/level. The fog blocks all sight (as darkness) and infravision. It is heavy and magical; wind does not move it and fire will not burn it away. It automatically extinguishes normal fires in the area. Those in the fog must save vs spells or suffer feelings of dread and fear. Any under these feelings suffers -2 to hit and damage. As well, anyone trying to leave the fog must save vs spells at -3 or become disoriented and wander around for another round. There is a 75% chance on each round (starting on the first) that a monster will attack a creature in the fog (rolled individually for each creature). This monster is either a phantasmal killer (25%) or a shadow monster (HD equal to 1/3 the caster's level, rounded up; the caster can chose the form of the shadow monster). New shadow monsters can be of different types. Shadow monsters and phantasmal killers will leave the fog, but no new monsters will attack the victim unless they reenter the fog. Gate Lesser Fiend (Conjuration/Summoning) Level: 7 Range: 10 yards Casting Time: 1 round Components: V, S, M Area of Effect: special Duration: 1 turn/level Saving Throw: special This is the first of a series of risky spells developed to try and harness the power of the fiends of the lower outer planes. Obviously, any spell dealing with these evil creatures entails a good deal of risk and the potential for controlling a lot of power. With this spell, the wizard can gate in a number of lower-powered fiends. These fiends get a saving throw (with a -2 penalty). Magic resistance is not effective against this spell. If the save is successful, then they are free-willed and will attack the wizard and his allies. If the save is failed, then they will obey the wizard. However, before the spell is ended, the fiends must kill one creature each, or they will remain behind at the end of the spellsz'szs duration, and become free-willed. Fiends with an intelligence of average or 5+ hit dice must kill an intelligent humanoid creature (human, demihuman or human-sized goblinoid). If the wizard attacks the fiends, they automatically become free-willed. Fiends always can defend themselves against attack. Because this is a gate, not a summoning, Dispel Magic will not send the fiends back where they came from; a Dismissal or similar spell is required. Gated fiends cannot use their gating abilities. They can perform tasks other than fighting if the wizard requests this. The following types of fiends can be gated in with this spell: 3-30 Lemure (they collectively only need to kill one creature to avoid becoming free-willed), 3-36 Nupperibo (they too only collectively need to kill one creature), 2-12 Spinagon, 3-30 Manes (they collectively need to kill one creature), 1-6 Rutterkin. Free-willed fiends are automatically expelled from the Prime Material Plane after 10 turns. Casting this spell is an evil act, and will result in a change of alignment for good or neutral wizards. The material component for this spell is a holy symbol from any good faith (minimum value 500gp, must have been made by that faith) which is broken as the spell is cast. Improved Conjure Elemental (Conjuration/Summoning) Level: 7 Range: 60 yards Casting Time: 3 rounds Components: V, S, M Area of Effect: special Duration: 1 turn/level Saving Throw: none This is an improved conjure elemental designed to reduce the risks of that spell. In most respects it is similar the the 5th level spell. However, the elemental will have 12 hit dice, and there is only a 1% chance per round that the elemental will break free of its control. As well, the wizard can maintain concentration even if wounded or grappled if he can save versus breath weapon. Finally, every three rounds the wizard can cast another spell and still maintain control of the elemental. Invulnerability (Abjuration) Level: 7 Range: 0 Casting Time: 7 Components: V, S, M Area of Effect: spellcaster Duration: 2 rounds/level Saving Throw: none This spell protects the wizard from all forms of weapons. The spellcaster is totally immune to non-magical weapons. Magical weapons only inflict damage equal to their plus, no strength or specialization bonuses apply. Natural weapons (claws, bite, etc.) inflict -3 hit points per die damage (minimum one point). This spell offers no protection against spells or special attack forms, or even weapons created by spells (ie: Mordenkainen's Sword). The material component of this spell is a normal metal weapon of any sort. Permanent Charm (Enchantment/Charm) Level: 7 Range: 5 yds/lvl Casting Time: 4 Components: V, S Area of Effect: one creature Duration: permanent Saving Throw: negates This spell is identical to the Charm Monster spell, except that only one creature can be affected, and any creature that fails its saving throw can never break the spell itself, unless it is abused by the wizard. Permanent Charm can be dispelled normally, and poor treatment of the charmed creature by the wizard could allow another saving throw. The initial saving throw versus this spell is at -2 due to its great power. Stone Gaze (Alteration) Level: 7 Range: 5 yards/level Casting Time: 7 Components: V, S, M Area of Effect: special Duration: 1 round/level Saving Throw: negates This spell grants the wizard a gaze attack equal to that possessed by medusae. Anyone that meets the spellcastersz'szs gaze must save versus petrification or be turned to stone. Like a medusa, the spellcaster is vulnerable to his own gaze. Unlike the medusa, the Stone Gaze is an active attack; the caster consciously attacks one creature, and only one attack can be performed per round. The only exception to this is when the caster sees his own gaze. The component for this spell is the eye of a creature that possesses a stone to flesh gaze, such as a medusa or basilisk. Terror (Illusion/Phantasm) Level: 7 Range: 5 yards/level Casting Time: 3 Components: V Area of Effect: special Duration: 1 round/3 levels Saving Throw: negates This is an advanced form of the Fear spell. When a Terror spell is cast, an invisible ray shoots from the wizard's hand to the target, never missing. One additional ray follows each round, unless the wizard undertakes another action. The victim must save versus spell with a -2 penalty or be affected as follows: creatures of 6 hit dice or less immediately die of fright; those from 6+1 to 8 hit dice collapse to the ground for 6 full turns in utter terror, refusing to notice any outside presence except a physical attack, if attacked they fight back beserkly; 8+1 to 10 hit dice creatures flee in panic for one round per level of the caster, automatically dropping whatever they were holding; creatures of 10+1 hit dice or greater flee in panic for one round per level of the caster but only have a 25% chance to drop what they were holding. The wizard can shoot forth one ray for every three levels he or she has obtained, rounded down. Only one ray can be issued per round. Undead and those with protection against fear are also immune to Terror. Troll Call (Conjuration/Summoning) Level: 7 Range: 40 yards Casting Time: 7 Components: V, S Area of Effect: special Duration: 1 round/level Saving Throw: none This spell summons a number of fierce trolls to fight for the wizard in the manner of the other call spells. The wizard can summon either normal trolls (7 hit dice cost), or, at 16th level, two-headed trolls. The wizard can summon one and one-half hit dice per level, with all remainders being dropped. Only one type of troll can be summoned. Other types of trolls could be summoned, at the DMsz'szs discretion. Undead Army (Necromancy) Level: 7 Range: 360 yards Casting Time: 1 Components: V, S, M Area of Effect: special Duration: 2 rounds/level Saving Throw: none This spell is a version of Animate Dead developed for immediate battle field use. It animates corpses in the same manner as the 5th level spell, but the magic only lasts for a limited time. As well, Undead Army is very quick, requiring only a single word and a gesture. Those animated resemble ghouls in all ways, include having 2 hit dice each. The wizard can animate one of these creatures for every two levels (round up). The ghouls created by this spell are unusually hard to turn, doing so as if they were wraiths. They cannot be commanded or disrupted (command results are ignored; disrupted results are treated as a turn). Water Survival (Alteration, Enchantment) Level: 7 Range: 5 yards/level Casting Time: 7 Components: V, S Area of Effect: special Duration: 1 day/level Saving Throw: none This multi-purpose spell was developed for the exploration of the Elemental Plane of Water. It requires only one word to bring into operation, so it can be cast underwater. The spell can take one of two forms, chosen at the time of casting: 1) Water Breathing can be bestowed upon one creature per three levels of the wizard 2) Water Survival can be bestowed on a single creature. It includes: water breathing, free action for the purposes of underwater movement only, and a swimming speed of 18. As well, the benefactor receives a +2 bonus to all surprise rolls while underwater Five levels are added to the spellcaster for the purpose of seeing if the water survival can be dispelled. Whale Call (Conjuration/Summoning) Level: 7 Range: 120 yards Casting Time: 7 Components: V, S Area of Effect: special Duration: 2 rounds/level Saving Throw: none This spell is identical to the other call spells, except as detailed below. Up to one and one-half hit dice per level can be summoned. Level Whale Summoned 14-15 Narwhal (5/6/7 hd) 16-17 Common Whale (12-36 hd) 18+ Killer (9-12 hd) Only one type of whale can be summoned, and all remainders are dropped. The whales can only be used in combat. Date: Thu, 19 May 1994 14:59:11 GM+5 From: Peter Gourlay Subject: Fourth Level Spells I have some clarifications for the familiar table that I posted yesterday that I will try to post later on. In general, don't have a cow, don't give 1st level wizards a dragon for a familiar, and there is a difference between a charmed humanoid and a familiar. These are fourth level spells that I posted back in March (I think); however, enough people asked me to post them again that I will do so. Peter (gourlay@slais.ubc.ca) Comments, suggestions, and vicious, vile, nuclear-holocaust-like flames always welcome. Beetle Call (Conjuration/Summoning) Level: 4 Range: 50 yards Casting Time: 4 Components: V, S, M Area of Effect: special Duration: 1 round/level Saving Throw: none This spell summons a variable number of beetles to fight for the wizard. The beetles cannot be used for other tasks. The type of beetle that can be summoned depends on the level of the wizard: Level Summoned Beetles 7-10 Fire, Bombardier 11-13 Water, Boring 14-17 Stag, Slicer 18+ Death Watch(11 hd), Rhinoceros Note that beetles from a lesser level can always be summoned. Up to one dice per level of the wizard can be summoned (round down). Only one type of beetle can be summoned, and all remainders are dropped. Other types of beetles can be summoned, at the DM's discretion. The material component of this spell is a small, live beetle. Bone Lock (Necromancy) Level: 4 Range: 10 yards/level Casting Time: 4 Components: V, S, M Area of Effect: 1 creature Duration: 2 rounds/level Saving Throw: special This spell causes the bone joints of a creature to lock, effectively immobilizing it for the duration of the spell unless it makes a successful saving throw versus magic. Even if the saving throw is made, the creature is slowed. Obviously, a creature must have a bone structure in order for this spell to be effective. Any creature that is entirely composed of bone saves at -3. The material component of the spell is a bone shard. Dehydrate (Alteration) Level: 4 Range: 10 yards/level Casting Time: 4 Components: V, S Area of Effect: one creature Duration: instantaneous Saving Throw: 1/2 This spell causes 1d6 points of damage per level of the caster (maximum 15d6) to any creature that is water-based or has a substantial amount of water in its system. Thus, for example, spectres, stone golems and air elementals are immune to this spell. Creatures that dwell primarily in water save at -1 and those from the Elemental Plane of Water save at -2 and take +1 on each die of damage. Drider Form (Alteration) Level: 4 Range: 0 Casting Time: one round Components: V, S Area of Effect: the spellcaster Duration: 1 turn/level Saving Throw: none This spell allows the wizard to transform him or herself into a drider, the drow-spider cross. The wizard gains all the abilities of a drider except spellcasting. As well, the wizard can still cast spells normally. The wizard gains the once per day innate spellcasting of drow, a poisonous bite, 15% magic resistance, and night vision. However, unlike similar polymorph spells, the wizard must remain in the drider form until the spell ends, or it is dispelled. The wizard who cast drider form cannot dispel it, another spellcaster must do it. The wizard is not healed at the end of the spell. Elemental Turning (Abjuration) Level: 4 Range: 0 Casting Time: 5 Components: V, S, M Area of Effect: 60 foot radius Duration: 1 round/2 levels Saving Throw: negates This spell drives out true elementals of one type designated when the spell is cast. If the elemental fails it save versus magic, it must leave the area of effect and not return for the duration of the spell. Any elemental that cannot leave the area, or is forced into a position where it cannot escape the spell, immediately withdraws to its own plane. The spell is centered on the wizard, and moves with him. The spell does not break the concentration of any creature controlling the elemental, or affect other creatures from the elemental planes. The material component is a bit of element from the plane opposite to the one being affected - fire for water elementals, water for fire elementals, a puff of air for earth elementals and earth for air elementals. Fire Breath (Evocation) Level: 4 Range: 0 Casting Time: 4 Components: V, S Area of Effect: 50' long cone, 25' diameter at end, 5' at base Duration: special Saving Throw: 1/2 This spell enables the spellcaster to breath a cone of fire in the dimensions indicated. The fire does 1d10 damage per three levels of the wizard (rounded up), with a saving throw allowed for half damage. The wizard has the option of breathing the fire immediately, or waiting for up to one round per two levels. If the spell is discharged in a round other than the one it was cast in, it has an initiative modifier of +3. If for some reason the spell is not discharged before the spell expires, the fire explodes in the stomach of the wizard, inflicting 3-30 points of damage. Lesser Death Spell (Necromancy) Level: 4 Range: 10 yards/level Casting Time: 4 Components: V, S Area of Effect: one 10' cube/level Duration: instantaneous Saving Throw: none This spell is identical to the 6th level Death Spell, except in the number of creatures affected. Creature's Hit Dice Maximum # Affected Under 2 3d10 2 to 4 3d6 Creature's Hit Dice Conversion Factor Under 2 1 2 to 4 2 Note that the death spell does not affect lycanthropes, undead or creatures from planes other than the Prime Material. Lesser (4th) Wildfire (Invocation/Evocation) Level: 4 Wild Magic Range: 0 Casting Time: 1 Components: V Area of Effect: variable Duration: variable Saving Throw: variable This spell is identical to the 3rd level lesser wildfire, except it can duplicate any 1st or 2nd level wizard spell. Level Drain (Necromancy) Level: 4 Range: 5 yards/level Casting Time: 4 Components: V, S Area of Effect: one creature Duration: instantaneous Saving Throw: negates When the necromancer casts this spell a black bolt of negative plane energy shoots out to strike one creature within range. The creature struck must save vs magic or lose one level/hit dice, just as if they were touched by a wight. The various protections against negative plane energy are also useful for protecting against this spell. Power Word Fear (Illusion/Phantasm) Level: 4 Range: 5 yards/level Casting Time: 1 Components: V Area of Effect: one creature Duration: special Saving Throw: negates This spell forces the victim to save versus spell with a -4 penalty or flee for one round per level of the wizard. The chance of dropping whatever the victim is holding is 60% at first level (or one hit dice), dropping by 5% per level or hit dice. Undead are immune to this spell. Protection from Petrification (Abjuration) Level: 4 Range: touch Casting Time: 4 Components: V, S Area of Effect: creature touched Duration: 2 rounds/level Saving Throw: none This spell grants the recipient a bonus to save vs petrification based on the wizard's level. The recipient gets a +1 bonus for every four levels of the wizard (round up). This bonus is effective against all attacks which turn their victims to stone. Protection from the Elements (Abjuration) Level: 4 Range: touch Casting Time: 1 round Components: V, S, M Area of Effect: creature touched Duration: 2 rounds/level Saving Throw: none This spell protects the recipient from one element chosen when the spell is memorized. The recipient is totally immune to non-magical manifestations of the element, including the environment of various elemental and para-elemental planes. Against magic the recipient receives a +3 to the saving throw and takes 50% less damage. This spell is effective against cold, fire, and electricity among others, but not against negative or positive energy. Random (4th) Spell (Invocation/Evocation) Level: 4 Wild Magic Range: special Casting Time: 4 Components: V Area of Effect: special Duration: special Saving Throw: special This spell is identical to the 1st level Random Spell, save that it duplicates the effect of a 6th level spell. Resist Energy Drain (Abjuration) Level: 4 Range: touch Casting Time: 1 round Components: V, S Area of Effect: creature touched Duration: 1 turn/level Saving Throw: none This spell grants a saving throw vs death magic to resist the energy draining touch of any undead. The spell does not work against any sort of attack besides the touch of an undead creature. Scarring (Alteration, Enchantment/Charm) Level: 4 Range: 5 yards/level Casting Time: 2 Components: V, S Area of Effect: one creature Duration: permanent Saving Throw: negates This spell causes horrible scarring on the face of the victim. Unless the victim (who must be humanoid) saves versus magic it will scarred permanently. The scars can only be removed by a regenerate spell, and they lower charisma by 1-4 points. At the D.M.'s discretion certain creatures, such as goblinoids, might not have their charisma lowered. Shape Change - Undead (Necromancy) Level: 4 Range: 0 Casting Time: one round Components: V, S, M Area of Effect: spellcaster Duration: 1 turn/level Saving Throw: none This spell allows the wizard to assume the form of any undead (very rare types of undead could be beyond the power of this spell, at the discretion of the DM). The wizard must have at least twice as many levels as the undead has hit dice. The wizard gains all the abilities of the undead except spellcasting and innate spell-like abilities. Thus the fear aura of a lich, charm gaze of a vampire and magic jar ability of a ghost would not be gained through use of this spell. Most touch attacks are not considered to be spell-like abilities. The wizard also gains all the vulnerabilities of the undead, and can be turned, commanded or even disrupted by priests. The wizard can make one change of form for every three levels, but cannot return to normal form until the spell duration expires or the magic is dispelled. If at any point the wizard assumes the form of an undead that drains levels, the wizard must make a saving throw versus death magic at the end of the spell or lose a level. Sleep (Enchantment/Charm) Level: 4 Range: 40 yards Casting Time: 1 Components: V Area of Effect: one creature per round Duration: 2 rounds/level Saving Throw: negates This is a hypnosis spell; the wizard looks upon the victim and summons the power through the eye. The victim must save versus magic or fall into a deep sleep. The victim can only be awakened by been shaken or hit; noise will never wake up the victim. If the victim meets the gaze of the wizard when the spell is being cast, then it saves at -1. The verbal component is a single word of power that can be spoken very quickly and quietly. Teleport Tracer (Divination) Level: 4 Range: 50 yards Casting Time: 4 Components: V, S Area of Effect: special Duration: instantaneous Saving Throw: none A teleport tracer allows the wizard to follow the faint trail left by teleporting creature. The tracer tells the wizard where the teleporting creature went to, within a few blocks, or several miles in the countryside (less accurate for longer distances, only very general information for multi-planar travel). If the wizard so chooses, he can teleport along the exact same route, though this must be done on the round after the tracer is cast. The tracer must be cast within one turn of the original teleport. This spell is also effective against Word of Recall and Dimension Door spells, or non-magical (psionic) teleports, but not true dimension travel or plane shifting. Vertigo (Enchantment/Charm) Level: 4 Range: 10 yards/level Casting Time: 4 Components: V, S Area of Effect: one creature Duration: 2 rounds/level Saving Throw: negates Those affected by this spell must save versus spell or suffer from severe vertigo. If a creature fails its saving throw, there is a 50% chance each round that they will be overcome with vertigo and be forced to sit or lie down. If on a cliff (or similar) they will fall. Creatures forced to sit down are unable to do anything that round and in effect stunned (+2 to hit such creatures). Those that remain on their feet suffer at +3 penalty to armor class and a -2 penalty on attack rolls; as well, they lose all dexterity bonuses. The chance for vertigo is checked each round. Date: Sat, 21 May 1994 16:48:07 GM+5 From: Peter Gourlay Subject: 5th level spells These have been posted before, but again, there were enough requests, so I will post them again. I'll post 6th level spells on Tuesday (or so), and then on to yet-unseen 8th level spells. Peter (gourlay@slais.ubc.ca) 5th Level Spells The last time I posted these, one person felt that a number of them were too much like clerical abilities, specifically Turn Undead and Internal Combustion (and maybe one or two others, I forget). I didn't agree (and I still don't; I feel that they are either not like clerical abilities at all (like Internal Combustion) or are low- enough powered (Turn Undead) that they are still viable spells), but that was one of the criticisms. The other had to do with Selective Fireball (that it was too powerful). On this point, I could see his logic, but I am including it again anyway; people can decide if it is too powerful for them. I have included my reworking of the Magic Jar spell, and a redone Stealspell spell (from the Incantatrix, as presented in _Dragon_). Ability Suppressor (Alteration) Level: 5 Range: 10 yards/level Casting Time: 5 Components: V, S Area of Effect: 1 creature or object Duration: 1d4 rounds + 1 round/level Saving Throw: negates This spell can suppress an ability of any creature or object. For example, the regenerating power of a troll, breath weapon of a dragon, petrifying gaze of a medusa or level draining of a spectre can be suppressed if the creature fails its saving throw vs spells. The spell can also be cast on an object to remove one of its powers, such as the sharpness ability of a sword or sharpness. An item in the possession of a creature gains that creature's saving throw. Other items must save versus disintegration. The ability or power to be suppressed must be known in some detail. For example, the wizard could suppress the 'fiery breath weapon' of a dragon, as long as the breath weapon was in some way fiery or fire based. Absorb Spell (Abjuration) Level: 5 Range: 0 Casting Time: 5 Components: V, S Area of Effect: the spellcaster Duration: 1 turn/level Saving Throw: none This spell allows the wizard do use hostile magic to recall previously cast spells. Any time the wizard successfully saves vs a spell, he can use the magic to remember spells. The level of the spell saved against is the number of levels that can be remembered; ie: if the wizard saves against a 4th level spell, he can recall a 4th level spell, or two 2nd level spells, etc. Area effect spells, innate spell-like abilities, spells that do not have a saving throw and non-hostile (DM's discretion) spells are not affected by the Absorb Spell. Animate Ghoul (Necromancy) Level: 5 Range: 10 yards Casting Time: 1 round Components: V, S, M Area of Effect: special Duration: permanent Saving Throw: none This spell creates a higher form of undead, a ghoul, from the body of any humanoid smaller than an ogre. The body must be reasonably intact, and must have obtained at least 5th level in any class before death. The ghoul usually obeys the commands of its animator, though it is free willed. If the wizard appears weak or vulnerable, the ghoul will turn on him or her. This is not a common occurrence, as the ghouls tend to be cowards. They will not carry out suicidal requests. Animate Skeletal Warrior (Necromancy) Level: 5 Range: 10 yards Casting Time: 5 Components: V, S, M Area of Effect: special Duration: 1-4 rounds + 1 round/level Saving Throw: none This spell animates one or more skeletons to serve the wizard as warriors. A wizard can animate one skeleton per five levels of experience he possesses (round all fractions down). These skeletons have the following statistics: MV: 12 AC: 3 HD: 8 THAC0: 13 NA: 2/1 DAM: 1-8 + chill (-1 to hit, damage and saving throws for 1-4 turns, no saving throw allowed) Magic Resistance: 10% half damage from slashing or piercing weapons; holy water inflicts 3-12 points of damage; immune to sleep, charm, fear, hold, paralyzation, cold; half damage from fire; regenerate 1 hit points per round even after destroyed, fire and acid damage does not regenerate; gaze causes paralyzation (saving throw to avoid) for 2-8 rounds, can be used once every three rounds starting on the third round of combat. The material components of this spell are human (only) skeletons that are reasonably intact, a drop of blood from the wizard and a pinch of bone powder. When the spell duration ends, the skeletons crumble into dust. The magic animating skeletal warriors cannot be dispelled, though they will be destroyed by an anti-magic area. The casting of this spell is not a good act, and only evil wizards use it frequently. Avian Call (Conjuration/Summoning) Level: 5 Range: 120 yards Casting Time: 5 Components: V, S, M Area of Effect: special Duration: 1 round/level Saving Throw: none This spell is identical to the other call spells, save for the type of creature summoned. Level Summoned Avians 9-11 Blood Hawk (1hd); Hippogriff (4hd) 12-14 Giant Owl; Giant Eagle 15-17 Griffon 18+ Wyvern (9hd); Dragonne (9hd) Note that creatures summoned by any of the call spells can only be used in combat, so none of these creatures can be used as a mount (even in combat). Up to one dice per level can be summoned, with all remainders being dropped. Only one type of avian can be summoned. Internal Combustion (Invocation/Evocation, Alteration) Level: 5 Range: 5 yards/level Casting Time: 3 Components: V, S Area of Effect: one creature/3 levels Duration: special Saving Throw: special This spell, which is related to Body Fire, causes the victim's body to burst into very hot flames. The wizard can affect one creature per round, up to a maximum of one creature per three levels (round up). If the wizard takes a round to do something else, then any remaining potential of the spell is lost. The wizard only has to concentrate during the actual casting of the spell, and has a speed of 3 when attacking creatures on succeeding rounds. Any creature attacked is allowed a saving throw versus spell to avoid the effects. Those who fail their saving throw take two points of damage per level of the wizard. In each successive round the victim is allowed another saving throw to put out the flames. In the second and following rounds the spell causes one point of damage per level of the wizard. The flames cannot be put out by any other means. Any creature killed by this spell will be completely reduced to ashes by the flames. Lesser (5th) Wildfire (Invocation/Evocation) Level: 5 Wild Magic Range: 0 Casting Time: 1 Components: V Area of Effect: variable Duration: variable Saving Throw: variable This spell is identical to the 3rd level lesser wildfire except that any spell of levels 1 to 3 can be duplicated. Any saving throws are at their standard values (not +1). Magic Jar (Enchantment/Charm) Level: 5 Range: 10' per level Casting Time: 1 round Components: V, S, M Area of Effect: one creature Duration: special Saving Throw: special Magic Jar enables the wizard to take over the mind of the victim and thus control the creature's body. In fact, if the body is human or humanoid, the magic user can even use the spells that he or she knows. The possessor can call upon rudimentary knowledge of the possessed, but not upon the real knowledge, i.e. a possessor will not know the language or spells of the possessed. The spell caster transfers his or her life force to a special container (a large gem or crystal), and from this magic jar the life force can sense and attack any creature within the spell range radius, but what the creature is, is not determinable from the magic jar. The special life force receptacle must be within spell range of the magic user's body at the time of spell casting. Possession only takes place if the victim fails to make the required saving throw. Failure to possess a victim leaves the life force of the magic user in the magic jar. Possession attempts require one round each. If the body of the spell caster is destroyed, the life force in the magic jar is not harmed. If the magic jar is destroyed, the life force is snuffed out. Returning to the real body requires one round, and can only be done from a magic jar in spell range of the body. The saving throw vs a magic jar spell is modified by comparing the combined intelligence and wisdom scores (intelligence only in non-human or non-humanoid creatures) of the magic user and victim. Difference Die Adjustment Negative 9 or + +4 Negative 8 to 6 +3 Negative 5 to 3 +2 Negative 2 to 0 +1 Positive 1 to 4 0 Positive 5 to 8 -1 Positive 9 to 12 -2 Positive 13 or + -3 A negative score indicates the wizard has a lower score than does his or her intended victim; thus, the victim has a saving throw bonus. The magic jar is the spell's material component. Note that a possessed creature with any negative difference or a positive difference of less than 5 is entitled to a saving throw each round to determine if it is able to displace the possessor's mind, a positive difference of 5 to 8 gains a saving throw each turn, a positive difference of 9 to 12 gains a saving throw each day, and a positive difference of 13 or better gains a saving throw each week. If the magic jarred creature regains control of its mind, the magic user is trapped until he or she can take over the mind for control or escape. Poison (Alteration) Level: 5 Range: 5 yards/level Casting Time: 5 Components: V, S Area of Effect: 10' x 10' square Duration: 1 round/level Saving Throw: special This spell changes a small portion of food or drink into deadly poison. Anyone eating or drinking even a small portion of the poisoned substance must save vs poison or die in 3-12 rounds. The spell affects all food and drink within a 10' x 10' square. The spell cannot be used to create pure poison. Protection from Poison (Abjuration) Level: 5 Range: 10 yards Casting Time: 5 Components: V, S Area of Effect: one creature Duration: 1 round/level Saving Throw: none This spell totally protects its recipient from all forms of poison except the most powerful. The recipient is immune to all poisons that have any modifier to their saving throws of greater than -3. Against poisons with a modifier of -3 or lower the recipient gets a +8 bonus to the saving throw. The recipient gets another unmodified saving throw vs any poison in their system when the spell is cast. Natural poisons of very powerful creatures (powerful fiends and others) will not be affected by this spell. Random (5th) Spell (Invocation/Evocation) Level: 5 Wild Magic Range: special Casting Time: 5 Components: V Area of Effect: special Duration: special Saving Throw: special This spell is identical to the 1st level Random Spell, save that it duplicates the effect of a 7th level spell. Scorpion Call (Conjuration/Summoning) Level: 5 Range: 40 yards Casting Time: 3 Components: V, S Area of Effect: special Duration: 1 round/level Saving Throw: none This spell summons a number of scorpions to fight for the wizard. The scorpions can only be used in combat, they will not perform other tasks. The type of scorpions summoned is selected from the following list: Level Summoned Scorpion 5-7 Large (3 hd cost) 8-11 Huge (6 hd cost) 12+ Giant (7 hd cost) The wizard can always summon scorpions from a lower level. Up to one dice per level of the wizard can be summoned. Only one type of scorpion can be summoned. Any remainders are dropped. Selective Fireball (Evocation) Level: 5 Range: 10 yards + 10 yards/level Casting Time: 5 Components: V, S, M Area of Effect: 20 foot radius Duration: instantaneous Saving Throw: 1/2 This spell is identical to the 3rd level fireball except the wizard can selectively not affect certain targets within the area of effect. Any creature selected by the wizard does not take any damage from the fireball. Shadowguard (Illusion/Phantasm) Level: 5 Range: 0 Casting Time: 5 Components: S Area of Effect: 10' radius Duration: 2 rounds/level Saving Throw: none This spell animates and gives substance to shadows, causing them to protect the spellcaster. In a 10' radius shadows distort vision, giving the wizard a -2 bonus to armor class. Any creature which enters the radius must save versus fear or flee for one round per level of the priest. Creatures of 10 hd/level or higher save at +3. The shadows help to block non-magical missile attacks. All such attacks inflict -2 on each die of damage (minimum 0). Finally, the wizard can use the spells to transport himself to the Plane of Shadow. This transportation takes 3 rounds, during which the wizard must concentrate on the spell. If the concentration is broken, the entire spell fails. Also, this transportation is one way; a Shadowguard spell cannot be used to move from the Plane of Shadow to the Prime Material Plane. There must be a significant area of shadow for this spell to operate, although darkness is a suitable replacement. The shadow created by a large tree is not sufficient, though that of a large building will do. Snake Call (Conjuration/Summoning) Level: 5 Range: 40 yards Casting Time: 5 Components: V, S, M Area of Effect: special Duration: 2 round/level Saving Throw: none This spell summons a number of snakes to fight for the wizard in the manner of the other call spells. The snakes are selected from the following list: Level Summoned Snakes 9-12 Giant Constrictor; Poisonous (3 hd cost) 13-15 Giant Poisonous (5 hd) 16-17 Spitting (5 hd) 18+ Giant Sea The wizard can summon one and one-half hit dice per level. Only one type of snake can be summoned. All remainders are lost. The material component of this spell is a handful of scales from any giant snake. Stealspell (Enchantment/Charm) Level: 5 Range: 5 yards/level Casting Time: 2 Components: V, S Area of Effect: special Duration: special Saving Throw: negates By means of this spell any single being the wizard points at (who is within range) must save versus spells at -2 or suffer the theft of 1d3 memorized spells. If the victim has no spells memorized, then the spell has no effect. The stolen spells are chosen randomly. The stealspell works against a wizard that is unconscious or insane; anti-magic shell, mind bar and all similar shielding spells are no protection. A spell which the victim has already begun to cast will never be stolen. Spell-like abilities cannot be stolen by this spell. The stolen spells can be immediately cast, or held in the mind for later use. The spells do not require material components. The wizard knows the spells that have been stolen and their general effects. The spells can be retained for up to three hours per level of the spell. The wizard also has the option of writing any of the spells onto a scroll, thus giving the option of trying to learn the spell. However, the wizard cannot use a spell denied by class or level that has been recorded in this manner. Switch (Alteration) Level: 5 Range: 120 yards Casting Time: 1 Components: V, S Area of Effect: special Duration: permanent Saving Throw: negates This spell causes the wizard and the victim to switch places via a no error teleport. The teleportation is instantaneous and permanent. The victim must of size Large or smaller. Turn Undead (Abjuration) Level: 5 Range: 120 yards Casting Time: 5 Components: V, S, M Area of Effect: special Duration: special Saving Throw: none This spell enables the wizard to turn undead in the same fashion as a priest. The spell only turns undead, it does not allow the wizard to command undead as an evil priest can do. If the wizard is of any good alignment, then the turning is done at the wizard's current level minus four. If the wizard is neutral (excluding neutral evil) then the turning is attempted at the current level minus six. This spell is of no use to evil wizards. In all other aspects, this spell operates as a normal turning attempt, including number affected and general results. The material component of this spell is the holy symbol of the wizard's religion, or any good religion. Date: Mon, 30 May 1994 16:54:29 GM+5 From: Peter Gourlay Subject: ADND-L: 8th level spells; look for Greyhawk ideas Not all of these are new spells - Change Form appeared in _Dragon_ (I think) and at least one of the symbols came from some official source (I forget where). The Gate Fiend spells (of 7th, 8th, and 9th level) are in response to the idea that in modules or novels (even in official TSR stuff, like Myth Drannor for example) evil wizards and priests seem to be able to call on fiends with some regularity (if they are high level). I am trying to get a Greyhawk campaign organized, and fiends are - compared to other worlds - relatively common. (BTW, any comment on the Fiend Master? That posting was only a first draft, so suggestions would be appreciated). Also, I am looking for ideas on the World of Greyhawk. I know it quite well, but would appreciate ideas on things like secret societies, powers of specialty priests (since I don't use the generic cleric class), organizations of knights, as well as any general adventures or plots for single campaigns or the entire world. Once I get done designing my adventure (a level 1 to level 13+ grand campaign: save the world, stop the Scarlet Brotherhood, travel the planes, and (mainly) prevent the return of Tharizdun) I will post a summary to the list. (BTW again: any Vancouver people out there, I am looking for more players (or even an ongoing campaign to join if this doesn't get started); email me if you want to play, or if you have a spot open in your campaign). Peter (gourlay@slais.ubc.ca) 8th Level Spells Aging (Necromancy) Level: 8 Range: 5 yards/lvl Casting Time: 8 Components: V, S, M Area of Effect: one creature Duration: Instantaneous Saving Throw: special Upon casting this spell, a black bolt of energy shoots out form the wizard's hand, hitting one creature within its range. The creature struck must save versus spells or immediately age 6-60 years. Any humanoid who is aged must make a system shock roll or die from the internal strain. If a creature makes its saving throw, it is still strongly disoriented, suffering a penalty of -2 to hit and +2 to armor class for one round per level of the wizard. Any creature that is slowed, paralyzed, charmed or stunned suffers a -3 penalty to its saving throw, since they are less able to resist its very powerful energy. The material component of this spell is a black opal worth at least 500 gp. Anti-Magic Resistance (Abjuration) Level: 8 Range: 0 Casting Time: 8 Components: V, S Area of Effect: the spellcaster Duration: 1 round/level Saving Throw: none This spell enables the wizard to operate normally in areas where magic would otherwise not work. These areas include: magic-dead lands, within the radius of an Anti-Magic Shell, and in the cone of the anti-magic ray of a beholder. Each round in one of these areas while under the protection of this spell, the wizard must save vs spell. If the save is successful, the wizard can cast spells normally that round. A new saving throw must be made each round, and whether successful or not, the effects only last for one round. Spells with a duration longer than a single round remain as long as the wizard continues to successfully save. This spell is also effective for spells cast into one of these areas from a normal-magic area, so long as the wizard saves successfully. Change Form (Alteration) Level: 8 Range: touch Casting Time: 8 Components: V, S, M Area of Effect: one creature Duration: permanent Saving Throw: negates When the Change Form is evoked, the caster begins a process which will eventually end with the complete metamorphosis of the victim into an entirely new creature. The change induced by the spell is total in every respect and occurs regardless of the size of the victim and the size of the creature chosen by the caster. An initial saving throw vs. polymorph is allowed to negate the effects of change form, but if this is failed, only a wish can stop the transformation. Furthermore, a wish can only stop the process, not reverse it, once the physical phase of the transformation is complete. A second wish can be used to reverse the process so that the victim will return to normal at the same rate as the initial change occurs. A third wish speeds up the rate of backward change so that it takes but one day. The ultimate form of the victim is chosen by the caster but cannot have more hit dice than the victim presently possesses and must be a native of the Prime Material plane. Immediately after the spell is completed, all characteristics of the target, including ability scores, alignment, form, armor class, hit dice, etc., more one place towards those of the end creature; for every 10 days following the spell's casting, they change one further position. Size is altered at the rate of 1" and 10 # of gain or loss per day. For example, an 8th level fighter who began to change form into a pech would immediately gain a natural armor class of nine; 10 days later he gains AC 8; 20 days later he gains AC 7; and 40 days after that, AC 3. During this time, the fighter would have lost four of his hit dice, become neutral good, and otherwise assumed the appearance, size, form and general characteristics of an average pech. The DM must arbitrate these changes as he sees fit. When all mundane statistics have conformed to those of the new form, the victim loses all class abilities he possessed previously. Thus, if we assume that our fighter's change is complete on the 70th day, he then loses his fighting ability and now attacks as a 4 HD monster. One week after this phase of the transformation is complete, the subject loses all previous memories (except for rudimentary facts about himself, such as his name, place of birth, and so forth) and other functions associated with his previous form such as racial abilities. Instead, he gains all the special abilities (such as magic resistance, special attacks, special defenses, etc.) of his new form, becoming in every respect a member of his new race. However, in some cases, even the change form is not totally efficacious in this respect, as memories and other mental functions, such as intelligence and psionics, may be retained in the being's new form if the new form is basically the same as the old form (ie: humanoid to humanoid, avian to avian, etc.). Once the metamorphosis is complete, the victim grows and ages normally, as would any other member of his new race. He is able to use all natural abilities of his new form, such as flight and other special movements, as if he were born to them, though he may not be able to speak the language of his new form. The material component of the spell is a vial of acid, in which at least 5,000 gp worth of powdered moonstone has been dissolved during a full moon. The vial must be broken upon the victim within one round of the completion of the spell. The acid will cause no damage to the victim of the spell, unless he successfully makes his saving throw, in which case he takes 2-8 hp damage. Cloud of Doom (Invocation/Evocation, Alteration) Level: 8 Range: 60 yards Casting Time: 7 Components: V, S Area of Effect: special Duration: 1 round/level Saving Throw: negates The Cloud of Doom is a cloud of poisonous gas that forces all within it to save vs poison or die in 1-3 rounds. The cloud is 30' wide, 30' deep and 20' high, and is stationary. In high winds the duration of the spell can be halved or even quartered, at the discretion of the DM. Contact Higher Plane (Divination) Level: 8 Range: 0 Casting Time: 2 turns Components: V Area of Effect: special Duration: special Saving Throw: none This spell is a better and less risky version of contact other plane. In all respects, save the table below, it is identical to that 5th level spell. Chance of Chance of Chance of Plane Insanity Knowledge Veracity ~~~~~ ~~~~~~~~~ ~~~~~~~~~ ~~~~~~~~~ Elemental 5% 55% 67% Inner Plane 10% 60% 70% Astral Plane 15% 65% 73% Outer Plane Int 19 20% 70% 75% OP Int 20 25% 75% 78% OP Int 21 30% 80% 81% OP Int 22 35% 85% 83% OP Int 23 40% 90% 86% OP Int 24 45% 95% 90% OP Int 25 50% 98% 93% Chance of knowledge for the appropriate elemental plane is 90%, chance of veracity is 81%. Create Higher Undead (Necromancy) Level: 8 Range: touch Casting Time: special Components: V, S, M Area of Effect: special Duration: permanent Saving Throw: special Create Higher Undead is used by evil necromancers to create some of the more powerful undead (most of these undead can also be created in other ways). This spell will create wraiths, mummies, spectres, swordwraiths, soul beckoners and inquisitors. Other undead can be created at the discretion of the DM. The wizard must have the correct spell components (listed below) and then cast the spell, which takes about one turn per hit dice of the undead. The undead are not under the direct control of the necromancer, but they do tend to follow his or her commands. The source of this control is not loyalty but fear, and if the necromancer is weak then the undead may turn on him. In addition to the specific components listed below, the necromancer must have a cup of dirt from a grave that is at least one hundred years old, and a considerable portion of his own blood. Due to this contribution of blood, the necromancer will be weak the day after the spell is cast (-2 to hit and all saves), and the spell cannot be cast again a full week has past. Wraith: the body of an extremely evil human who obtained at least 7th level in life; five vials of unholy water created by the high priest of an evil religion (minimum 14th level) Mummy: the mummified body of an evil human who obtained at least 7th level in life; a solid gold statue of an evil Egyptian god (usually Set; minimum 5000 gp value) Spectre: the body of an extremely evil human who obtained at least 9th level in life; a painting of the person being animated (the painting must have been done when the person still lived) Swordwraith: the body of an evil human fighter who obtained at least 7th level in life, the fighter must have been part of a military organization and must have fallen in a battle where his or her side eventually lost Soul Beckoner: the body of an evil human, half elf or elf who obtained at least 8th level in life, the person must have died of natural causes and must have been either a wizard or a thief; a philter of persuasion Inquisitor: the body of an evil human or demi-human who obtained at least 7th level in life, the person must have been a ruthless, sadistic torturer who was in charge of a torture facility; the rack or other torture instrument on which a paladin of at least 9th level has recently (within one year) been tortured to death Fire Storm (Invocation/Evocation) Level: 8 Range: 10 yards/level Casting Time: 8 Components: V, S Area of Effect: 60' radius sphere Duration: instantaneous Saving Throw: 1/2 Fire Storm is an expanded version of Fireball. In the instant after the spell is cast, a 60' radius sphere is filled with extremely hot flames. The flames do 1d6+1 damage per level of the wizard, with a saving throw allowed for half damage. Gate Fiend (Conjuration/Summoning) Level: 8 Range: 20 yards Casting Time: 2 rounds Components: V, S, M Area of Effect: special Duration: 2 turns/level Saving Throw: special This spell is similar to the 7th level Gate Lesser Fiend, save that as the power of the fiends being gated goes up, so does the price (and the risks). Any fiend gated in with this spell can save vs spells (with a -2 penalty) to be free-willed. Magic resistance is of no benefit. However, even a controlled fiend will not automatically follow the commands of the wizard. All control means is that the fiend does not attack. As well, a free-willed fiend will not always attack if the wizard acts swiftly (of course, sometimes they will...). This spell summons a single fiend, to whom the wizard makes an offer. If the fiend accepts, it performs a task, which is often just fighting for the wizard. This offer is included in the casting time of the spell. After one round of casting, the fiend is on the Prime Material Plane, and if the concentration of the wizard is broken the fiend becomes free-willed. The nature of the offer varies with each summoning, but it typically includes the chance to kill sentient creatures, and payment in the form of magic or treasure (gold and gems being the most common). Exactly how much that should be offered is usually only found out by consulting sages, old tomes, or wizards that use this spell often (of which there are very few). A quick wizard will increase the reward to a free- willed fiend. As with the lesser spell, a fiend that does not kill a sentient creature will be free-willed at the end of the spell, with the option of staying on the plane of and additional 10 turns and possessing a great deal of enmity towards the wizard. With fiends that are not free-willed, the wizard can dismiss them at any time, returning them to their own plane. This spell can be used to summon the following types of fiends: abishai, barbazu, erinyes, hamatula, osyluth, farastu, alu-fiend (not genius), bar-lgura, cambion (either baron or major, no mages), succubus. The more powerful the fiend, the higher the price. The more intelligent fiends (erinyes, some alu-fiends and cambions, succubus) might demand as their price some service from the wizard. The nature of the service will always be evil, and the goal of the fiend is to entice the wizard into further summonings and greater evils so that eventually the fiends (of that particular type) will control the wizard. If a deal cannot be reached, the fiend is immediately returned to its home plane. Giant Call (Conjuration/Summoning) Level: 8 Range: 50 yards Casting Time: 8 Components: V, S Area of Effect: special Duration: 1 round/level Saving Throw: none This spell summons a number of giants to fight for the wizard, in the manner of the other call spell. Unlike with those spells, the giants summoned by this spell can perform other tasks, provided the wizard can communicate with them. The giants summoned come from the following list: Level Summoned Giants 16-17 Hill (12 hd); Stone (14 hd) 18-19 Fire (16 hd); Frost (14 hd) 20+ Cloud (17 hd) The wizard can summon up to one and one-half hit dice per level. The giants summoned will never be spellcasters. Greater Infravision (Alteration) Level: 8 Range: 0 Casting Time: 8 Components: V, S Area of Effect: the spellcaster Duration: 1 day/level Saving Throw: none This spell is identical to the 3rd level Infravision, save for its greatly increased duration. Note that the wizard cannot cast this spell on other people. Improved Phantasmal Killer (Illusion/Phantasm) Level: 8 Range: 5 yards/level Casting Time: 8 Components: V, S Area of Effect: special Duration: 1 round/level Saving Throw: special This spell, like its fourth level counterpart, draws on the inner fears of the victim's subconscious mind to create a terrifying monster that only he can see. The Killer has all the abilities of its lower level cousin. However, it attacks twice per round as a 6 hit dice creature, hitting any armor class on a 19-20. The defense for this spell is the same as for the fourth level version. Having been attacked by that spell does not grant a bonus to this one. If the Killer is disbelieved, the wizard has a 4% chance per level of turning it onto a new victim. This chance drops to 3% per level for a third victim, 2% per level for a fourth, and 1% per level for a fifth. The Killer can also be turned to a new victim if it kills its current one. If any of the turning attempts fail, the Killer is dispelled. If the Killer is turned on its creater, that wizards gets a +2 on his attempt to disbelieve. Anyone who reverses the Killer cannot direct it to any other victims except the spellcaster. Lesser (8th) Wildfire (Invocation/Evocation) Level: 8 Wild Magic Range: 0 Casting Time: 1 Components: V Area of Effect: variable Duration: variable Saving Throw: variable This spell is identical to the 7th level lesser wildfire; any spell of levels 1 to 6 can be duplicated. Mass Flesh to Stone (Alteration) Level: 8 Reversible Range: 5 yards/level Casting Time: 8 Components: V, S, M Area of Effect: 40' cube Duration: permanent Saving Throw: negates Mass Flesh to Stone is the ultimate attack spell of earth elementalists. It affects up to one creature per two levels in the area of effect. If there are more creatures than this in the cube, then those to be affected are selected randomly. All those affected must save versus petrification or be turned to stone. The reverse of this spell operates normally, except that normal stone cannot be turned to flesh. The material component of this spell is a significant part of a creature that can naturally turn flesh to stone. The eye of a basilisk or medusa, or several snakes from the head of a medusa would be sufficient. Reverse Alignment (Enchantment/Charm) Level: 8 Range: 180 yards Casting Time: 3 Components: V, S Area of Effect: one creature Duration: permanent Saving Throw: negates This spell permanently reverses the alignment of any creature that fails a saving throw vs magic. Any neutral portion of an alignment will go to one of the extremes (a 50/50 chance of either one). True Neutral will go to one of the extremes (LG, CG, LE, CE, equal chance of each one). Creatures that are not intelligent enough to have an alignment, such as many animals, are not affected by this spell. The only way to reverse this spell is with a Restoration. Creatures that fail their saving throw will immediately begin to act in accordance with their new alignment, and will resist any effort to have it reversed back. Symbol (Conjuration/Summoning) Level: 8 Range: touch Casting Time: 8 Components: V, S, M Area of Effect: special Duration: special Saving Throw: special Spell Loss: Any spell caster reading this rune must save vs magic (with a -3 penalty) or immediately suffer the loss of 3-12 randomly selected memorized spells. These spells are merely forgotten, they can be re-memorized in the usual fashion. However, there is always a 10% chance that one of the spells will be totally forgotten, forcing the wizard to try and relearn it. Magic's Bane: Any spell caster reading this rune must save vs magic or be unable to cast spell of any sort. The curse lasts for one day per level of the wizard who placed the symbol, and can only be removed by a heal or successful dispel magic.