;; tasha-spellbook.txt ; -*- outline -*- * Learn spells: 100%/125% base thau | affinity sage bonus | research 95% +5% +5% +5% +15% -l list * cantrip applications | free: 1 ** 0 1 ; clean ** 0 1 ; teleport ** 0 1 ; polymorph ** 0 1 ; suggestion ** 0 1 ; illusion * First List (10) | fixed: 4 free: 8 ** 1 1 ; * Nahal's Reckless Dweomer (ToM 20) (VS) ; ; School: Inv/Evo (Wild) ; Range: Special ; Comp: VS ; Duration: 1 day/lvl ; CT: 5 ; AoE: special ; Save: special ; ; This spell is the wild mage's ultimate last-resort spell. ; When cast, the mage releases a sudden flood of wild magical ; energy in the hope of seizing and shaping that energy into a ; desired spell effect. The attempt usually fails, but ; something almost always occurs in the process. ; ; Before casting the spell, the mage announces the spell ; effect he is trying to create. The mage must be able to cast ; the spell (i.e., have it in his spell books), but need not ; have it memorized. After announcing the spell (along with ; the target and any other conditions required by the spell), ; the wild mage casts Nahal's reckless dweomer. A burst of ; magical energy is released, which the wild mage tries to ; manipulate into the desired form. The actual effect of the ; spell is rolled randomly on Table 2: Wild Surge Results. ; ; Because the release of energy is planned by the mage, his ; level is added to the dice roll. If the result indicates ; success, the mage has shaped the magical energy into the ; desired effect. More often than not, the effect is ; completely unexpected. The result may be beneficial to the ; mage or it may be completely disastrous; this is the risk ; the mage takes in casting Nahal's reckless dweomer. ; ** 1 1 ; * Fluctuating Armor (VSM# small piece of armor) ; (Conjuration) Wild ; ; Range: Touch Components: V, S, M ; Duration: Special Casting Time: 1 rd. ; Area of Effect: 1 creature Saving Throw: None ; ; By means of this spell, the wizard creates a magical ; field of force that serves as armor. The AC of the armor is ; 8-d6, determined each time an attack is made. ; ; The spell is not cumulative with other armor; for example, ; someone in chain mail (AC5) would have an effective AC of 5 ; if the d6 roll was a 2, and an effective AC of 3 if the d6 ; roll was a 5. It is similarly not cumulative with the ; _shield_ spell, but it is cumulative with the bonuses due to ; a normal shield, dexterity, or other magical effects. ; ; The armor spell does not hinder movement or prevent ; spellcasting, and adds no weight or encumbrance. It lasts ; until successfully dispelled or until the wearer sustains ; cumulative damage totaling greater than 8 points + 1 per ; level of the caster. (It is important to note that the ; armor does not absorb this damage. The armor merely grants ; an AC; the wearer still suffers full damage from any ; successful attacks.) Thus, the wearer might suffer 8 points ; from an attack, then several minutes later sustain an ; additional 1 point of damage. Unless the spell were cast by ; a wizard of 2nd level or higher, it would be dispelled at ; this time. Until it is dispelled, the armor spell grants the ; wearer full benefits of the Armor Class gained. ; ; The material component is a small piece of some type ; of armor that has been used in combat. ; ** 1 5 ; * Nonsensical Detection Screen (VSM silk scarf) ; ; School: Enchantment/Charm (Wild) ; Range: Touch ; Comp: VS ; Duration: special ; CT: 7 ; AoE: special ; Save: none ; ; Similiar in manner to a combination of _Nahal's Nonsensical ; Nullifier_ and _Nystul's Magical Aura_, this enchantment ; cloaks any one item of no more than 5 lbs per caster level ; or one contiguous empty area of no more than 5 square feet ; per caster level in an aura of shifting magic. The item or ; area will appear to be magical to the next d4+2 attempts at ; detection. The intensity and type of magic detected is ; determined randomly each time. Detecting multiple types of ; magic of varying levels is not typical. ; ; This spell masks the aura of most magical items, although ; the DM may rule that artifacts and very strong items shine ; through. Even if this is the case, it combines with the ; spell's random effect nicely. ; ** 1 1 ; Copy (CWH 95) (VSM paper or book and drop of ink) ; ; School: Evocation ; Range: Special ; Comp: VSM (blank paper (or book) and a drop of ink) ; Duration: Instantaneous ; CT: 1 round ; AoE: one object ; Save: Special ; ** 1 1 ; Erase (PH 173) (VS) ; (Alteration) ; ; Range: 30 yds. Components: V, S ; Duration: Permanent Casting Time: 1 ; Area of Effect: 1 scroll or 2 pages Saving Throw: Special ; ; The erase spell removes writings of either magical or ; mundane nature from a scroll or from one to two pages of ; paper, parchment, or similar surfaces. It removes explosive ; runes, glyphs of warding, sepia snake sigils, and wizard ; marks, but it does not remove illusory script or symbols ; (see those spells). Nonmagical writings are automatically ; erased if the caster is touching them; otherwise, the chance ; for success is 90%. Magical writings must be touched, and ; are only 30% likely to be erased, plus 5% per caster level, ; to a maximum of 90% (for example, 35% for a 1st-level ; caster, 40% for a 2nd-level caster, etc.). ; ** 1 1 ; Light (PH 176) (VM# firefly or phosphor. moss) ; (Alteration) ; ; Range: 60 yds. Components: V, M ; Duration: 1 turn/level Casting Time: 1 ; Area of Effect: 20-ft. radius Saving Throw: Special ; ; This spell creates a luminous glow, equal to torchlight, ; within a fixed radius of the spell's center. Objects in ; darkness beyond this sphere can be seen, at best, as vague ; and shadowy shapes. The spell is centered on a point ; selected by the caster, and he must have a line of sight and ; unobstructed path for the spell when it is cast. Light can ; spring from air, rock, metal, wood, or almost any similar ; subsntance. ; ; The effect is immobile unless it is specifically ; centered on a moveable object or mobile creature. If this ; spell is cast upon a creature, the applicable magic ; resistance and saving throw rolls must be made. Successful ; resistance negates the spell, while a successful saving ; throw indicates that the spell is centered immediately ; behind the creature, rather than upon the creature itself. ; Light taken into an area of magical darkness does not ; function, but if cast directly against magical darkness ; negates it (but only for the duration of the light spell, if ; the darkness effect is continual). ; ; Light centered on the visual organs of a creature blinds it, ; reducing its attack rolls and saving throws by 4 and ; worsening its Armor Class by 4. The caster can end the spell ; at any time by uttering a single word. ; ; The material component is a firefly or a piece of ; phosphorescent moss. ; ** 1 1 ; Wizard Mark (PH 180) (VSM diamond dust, pigment, pen/finger) ; (Alteration) ; ; Range: Touch Components: V, S, M ; Duration: Permanent Casting Time: 1 ; Area of Effect: Up to 1 sq. ft. Saving Throw: None ; ; When this spell is cast, the wizard is able to inscribe, ; visibly or invisibly, his personal rune or mark, as well as ; up to six additional characters of smaller size. A wizard ; mark spell enables the caster to etch the rune upon stone, ; metal, or any softer substance without harm to the material ; upon which the mark is placed. If an invisible mark is made, ; a detect magic spell will cause it to glow and be visible ; (though not necessarily understandable). Detect ; invisibility, true seeing, a gem of seeing, or a robe of ; eyes will likewise expose an invisible wizard mark. A read ; magic spell will reveal the maker's words, if any. The mark ; cannot be dispelled, but it can be removed by the caster or ; by an erase spell. If cast on a living being, normal wear ; gradually causes the mark to fade. ; ; The material components for this spell are a pinch of ; diamond dust (about 100 gp worth) and a pigment or pigments ; for the coloration of the mark. If the mark is to be ; invisible, the pigments are still used, but the caster uses ; a stylus of some sort rather than his finger. ; ** 1 1 ; Magic Missle (PH 176) (VS) ; (Evocation) ; ; Range: 60 y + 10 y/lvl Components: V, S ; Duration: Instantaneous Casting Time: 1 ; Area of Effect: 1-5 targets Saving Throw: None ; ; Use of the magic missile spell creates up to five ; missiles of magical energy that dart forth from the wizard's ; fingertip and unerringly strike their target. This includes ; enemy creatures in a melee. The target creature must be seen ; or otherwise detected to be hit, however, so near-total ; concealment, such as that offered by arrow slits, can render ; the spell ineffective. Likewise, the caster must be able to ; identify the target. He cannot direct a magic missile to ; "Strike the commander of the legion," unless he can single ; out the commander from the rest of the soldiers. Specific ; parts of a creature cannot be singled out. Inanimate objects ; (locks, etc.) cannot be damaged by the spell, and any ; attempt to do so wastes the missiles to no effect. Against ; creatures, each missile inflicts 1d4+1 points of damage. ; ; For every two extra levels of experience, the wizard ; gains an additional missile--he has two at 3rd level, three ; at 5th level, four at 7th level, etc., up to a total of five ; missiles at 9th level. If the wizard has multiple missile ; capability, he can have them strike a single target creature ; or several creatures, as desired. ; ** 1 2 ; Detect Magic (PH 172) (VS) ; (Divination) ; ; Range: 0 Components: V, S ; Duration: 2 rds./level Casting Time: 1 ; Area of Effect: 10 x 60 ft. Saving Throw: None ; ; When the detect magic spell is cast, the wizard ; detects magical radiations in a path 10 feet wide and up to ; 60 feet long, in the direction he is facing. The intensity ; of the magic can be determined (dim, faint, moderate, ; strong, overwhelming), and the wizard has a 10% chance per ; level to recognize if a certain type of magic (alteration, ; conjuration, etc.) is present. The caster can turn, ; scanning a 60-degree arc per round. A stone wall of 1 foot ; or more thickness, solid metal of 1 inch thickness, or a ; yard or more of solid wood blocks the spell. Magical areas, ; multiple types of magic, or strong local magical emanations ; may confuse or conceal weaker radiations. Note that this ; spell does not reveal the presence of good or evil, or ; reveal alignment. Otherplanar creatures are not necessarily ; magical. ; ** 1 2 ; Protection from Hunger and Thirst (CWH 97) (SM small food) ; ; School: Abjuration ; Range: Touch ; Comp: SM (small piece dried meat and water) ; Duration: 1 day/lvl ; CT: 1 turn ; AoE: caster ; Save: NONE ; ** 1 3 ; Cantrip (PH 170) (VS) ; (All Schools) ; ; Range: 10 ft. Components: V, S ; Duration: 1 hr./level Casting Time: 1 ; Area of Effect: Special Saving Throw: None ; ; Cantrips are minor spells studied by wizards during ; their apprenticeship, regardless of school. The cantrip ; spell is a practice method for the apprentice, teaching him ; how to tap minute amounts of magical energy. Once cast, the ; cantrip spell enables the caster to create minor magical ; effects for the duration of the spell. However, these ; effects are so minor that they have severe limitations. They ; are completely unable to cause a loss of hit points, cannot ; affect the concentration of spellcasters, and can only ; create small, obviously magical materials. Furthermore, ; materials created by a cantrip are extremely fragile and ; cannot be used as tools of any sort. Lastly, a cantrip lacks ; the power to duplicate any other spell effects. ; ; Whatever manifestation the cantrip takes, it remains ; in effect only as long as the wizard concentrates. Wizards ; typically use cantrips to impress common folk, amuse ; children, and brighten dreary lives. Common tricks with ; cantrips include tinklings of ethereal music, brightening ; faded flowers, glowing balls that float over the caster's ; hand, puffs of wind to flicker candles, spicing up aromas ; and flavors of bland food, and little whirlwinds to sweep ; dust under rugs. Combined with the unseen servant spell, ; it's a tool to make housekeeping and entertaining simpler ; for the wizard. ; ** 1 3 ; Chill Touch (PH 172) (VS) ; (Necromancy) ; ; Range: 0 Components: V, S ; Duration: 3 rds. + 1 rd./level Casting Time: 1 ; Area of Effect: The caster Saving Throw: Neg. ; ; When the caster completes this spell, a blue glow ; encompasses his hand. This energy attacks the life force of ; any living creature upon which the wizard makes a successful ; melee attack. The touched creature must roll a successful ; saving throw vs. spell or suffer 1d4 points of damage and ; lose 1 point of Strength. If the save is successful, the ; creature remains unharmed. Creatures not rated for Strength ; suffer a -1 penalty to their attack rolls for every other ; successful touch. Lost Strength returns at the rate of 1 ; point per hour. Damage must be cured magically or healed ; naturally. ; ; This spell has a special effect on undead creatures. ; Undead touched by the caster suffer no damage or Strength ; loss, but they must successfully save vs. spell or flee for ; 1d4 rounds + 1 round per level of the caster. ; ** 1 3 ; Identify (PH 175) (VSM pearl, owl feather, wine) ; (Divination) ; ; Range: 0 Components: V, S, M ; Duration: 1 rd./level Casting Time: Special ; Area of Effect: 1 item/level Saving Throw: None ; ; When an identify spell is cast, magical items ; subsequently touched by the wizard can be identified. The ; eight hours immediately preceding the casting of the spell ; must be spent purifying the items and removing influences ; that would corrupt and blur their magical auras. If this ; period is interrupted, it must be begun again. When the ; spell is cast, each item must be handled in turn by the ; wizard. Any consequences of this handling fall fully upon ; the wizard and may end the spell, although the wizard is ; allowed any applicable saving throw. ; ; The chance of learning a piece of information about an ; item is equal to 10% per level of the caster, to a maximum ; of 90%, rolled by the DM. Any roll of 96-00 indicates a ; false reading (91-95 reveals nothing). Only one function of ; a multifunction item is discovered per handling (i.e., a ; 5th-level wizard could attempt to determine the nature of ; five different items, five different functions of a single ; item, or any combination of the two). If any attempt at ; reading fails, the caster cannot learn any more about that ; item until he advances a level. Note that some items, such ; as special magical tomes, cannot be identified with this ; spell. ; ; The item never reveals its exact attack or damage ; bonuses, although the fact that it has few or many bonuses ; can be determined. If it has charges, only a general ; indication of the number of charges remaining is learned: ; powerful (81% - 100% of the total possible charges), strong ; (61% - 80%), moderate (41% - 60%), weak (6% - 40%), or faint ; (five charges or less). The faint result takes precedence, ; so a fully charged ring of three wishes always appears to be ; only faintly charged. ; ; After casting the spell and determining what can be ; learned from it, the wizard loses 8 points of Constitution. ; He must rest for one hour to recover each point of ; Constitution. If the 8-point loss drops the spellcaster ; below a Constitution of 1, he falls unconscious. ; Consciousness is not regained until full Constitution is ; restored, which takes 24 hours (one point per three hours ; for an unconscious character). ; ; The material components of this spell are a pearl (of ; at least 100 gp value) and an owl feather steeped in wine; ; the infusion must be drunk prior to spellcasting. If a ; luckstone is powdered and added to the infusion, the ; divination becomes much more potent: Exact bonuses or ; charges can be determined, and the functions of a ; multifunctional item can be learned from a single reading. ; At the DM's option, certain properties of an artifact or ; relic might also be learned. ; ** 1 3 ; Read Magic (PH 178) (VSM! crystal or mineral prism, !) ; (Divination) ; ; Range: 0 Components: V, S, M ; Duration: 2 rds./level Casting Time: 1rd. ; Area of Effect: Special Saving Throw: None ; ; By means of a read magic spell, the wizard is able to ; read magical inscriptions on objects--books, scrolls, ; weapons, and the like--that would otherwise be totally ; unintelligible. (The personal books of the wizard, and works ; already magically read, are intelligible.) This deciphering ; does not normally invoke the magic contained in the writing, ; although it may do so in the case of a cursed scroll. ; Furthermore, once the spell is cast and the wizard has read ; the magical inscription, he is thereafter able to read that ; particular writing without recourse to the use of the read ; magic spell. The duration of the spell is two rounds per ; level of experience of the spellcaster; the wizard can read ; one page or its equivalent per round. ; ; The wizard must have a clear crystal or mineral prism, ; which is not expended, to cast the spell. ; ** 1 2 ; Shield (PH) (VS) ; (Evocation) ; ; Range: 0 Components: V, S ; Duration: 5 rds./level Casting Time: 1 ; Area of Effect: Special Saving Throw: None ; ; When this spell is cast, an invisible barrier comes ; into being in front of the wizard. This shield totally ; negates magic missile attacks. It provides the equivalent ; protection of AC 2 against hand-hurled missiles (axes, ; darts, javelins, spears, etc.), AC 3 against small ; device-propelled missiles (arrows, bolts, bullets, manticore ; spikes, sling stones, etc.), and AC 4 against all other ; forms of attack. The shield also adds a +1 bonus to the ; wizard's saving throws against attacks that are basically ; frontal. Note that these benefits apply only if the attacks ; originate from in front of the wizard, where the shield can ; move to interpose itself. ; * Second List (10) | fixed: 6 free: 12 ** 2 3 ; * Chaos Shield (ToM 21) (VS) ; School: Wild Abjuration ; Range: 0 ; Components: V, S ; Duration: 1d10 rounds+2 rounds/level ; Casting Time: 2 ; Area of Effect: The caster ; Saving Throw: Special ; ; Following the discovery of wild magic came the ; discovery of wild surges and the personal danger such surges ; create. After several wild mages destroyed themselves by ; rather spectacular means (or suffered very odd side ; effects), the chaos shield was created as protection from ; these surges. ; ; This spell imbues the wild mage with special ; protection against the effects of wild surges. It protects ; only against wild surges caused by the caster's own spells, ; not from the effects of another mage's wild surges. ; ; When a wild surge affects a caster protected by chaos ; shield, he is allowed a saving throw vs. magic. If the ; saving throw is successful, the effect of the surge on the ; caster is negated. If the saving throw is failed, the caster ; is affected normally by the surge. The spell does not ; protect against wild surges that might be caused by its own ; casting. ; ; The chaos shield protects only the caster and does not ; negate the effects of a wild surge for other characters who ; might be in the area of effect. The caster cannot ; voluntarily cancel the protection once he has learned the ; nature of a wild surge; the chaos shield protects from both ; good and harmful effects. Thus, if a wild surge resulted in ; a heal spell for all characters within 10 feet of the ; caster, the protected caster might not benefit, while all ; others in the radius would be healed. ; ; The spell remains in effect until it negates a wild surge or ; the spell duration expires. ** 2 2 ; * Nahal's Nonsensical Nullifier (VSM egg yolk) ; School: Wild Abjuration ; Range: Touch ; Components: V, S, M ; Duration: 1d6 rounds+1 round/level ; Casting Time: 2 ; Area of Effect: Creature touched ; Saving Throw: None ; ; This spell scrambles the aura of the affected ; creature, giving random results to know alignment, detect ; evil, and detect lie spells cast on that creature. ; ; When a protected creature is the focus of one of these ; divinations, the information gained is randomly determined. ; Thus, if know alignment is used against a chaotic evil ; creature protected by the nonsensical nullifier, the ; response could be any alignment combination. If two ; characters both use the same divination on the same target, ; two random results are generated. ; ; A new random result is generated each round; thus, ; continued observation of a protected creature usually ; results in different answers. The table below should be used ; to determine the random alignment. ; ; D10 ; Roll Alignment ; 1 Lawful Good ; 2 Lawful Neutral ; 3 Lawful Evil ; 4 Neutral Good ; 5 Neutral ; 6 Neutral Evil ; 7 Chaotic Good ; 8 Chaotic Evil ; 9 Chaotic Neutral ; 10 No alignment ; ; The material component is a small amount of egg yolk ; smeared into the hair of the recipient. ; ** 2 4 ; * Surge Missile (VS) ; ; Evocation (Wild) ; ; Range: 60 y + 10 y/lvl Components: V, S ; Duration: Instantaneous Casting Time: 1 ; Area of Effect: d8 targets Saving Throw: None ; ; Use of the surge missile spell creates up to five ; missiles of magical energy that dart forth from the wizard's ; fingertip and unerringly strike their target, just like the ; 1st level spell _Magic Missile_. This includes creatures in ; melee. The target creature must be seen or otherwise ; detected to be hit, however, so near-total concealment, such ; as that offered by arrow slits, can render the spell ; ineffective. Likewise, the caster must be able to identify ; the target. She cannot direct a magic missile to "Strike the ; commander of the legion," unless she can single out the ; commander from the rest of the soldiers. Specific parts of a ; creature cannot be singled out. ; ; Whenever a missile strikes a target, a wild surge ; occurs. Sutract the caster's level from the roll to ; increase the likelyhood of a `bad' effect. Magic resistance ; is effective against being struck by a surge missile, but ; _Shield_ and similar magic is not. ; ; For every two extra levels of experience past the ; first, the wizard gains an additional missile--two at 3rd ; level, three at 5th level, four at 7th level, etc., up to a ; maximum of 4+d6 missiles, roll at eah casting. If the wizard ; has multiple missile capability, he can have them strike a ; single target creature or several creatures (up to d8, roll ; each casting), as desired. ; ** 2 1 ; Continual Light/Dark (PH 180) (VS) ; (Alteration) ; Reversible ; ; Range: 60 yds. Components: V, S ; Duration: Permanent Casting Time: 2 ; Area of Effect: 60-ft. radius Saving Throw: Special ; ; This spell is similar to a light spell, except that it ; is as bright as full daylight and lasts until negated by ; magical darkness or by a dispel magic spell. Creatures who ; suffer penalties in bright light suffer them in this spell's ; area of effect. As with the light spell, it can be cast into ; the air, onto an object, or at a creature. When cast at a ; creature, the target gets a saving throw vs. spell; success ; indicates that the spell affects the space about 1 foot ; behind the creature instead. Note that this spell can also ; blind a creature if it is successfully cast upon the ; creature's visual organs, reducing its attack rolls, saving ; throws, and Armor Class by 4. If the spell is cast on a ; small object that is then placed in a light-proof covering, ; the spell's effects are blocked until the covering is ; removed. ; ; A continual light brought into an area of magical ; darkness (or vice versa) is temporarily negated so that the ; otherwise prevailing light conditions exist in the ; overlapping areas of effect. A direct casting of continual ; light against a similar or weaker magical darkness cancels ; both. ; ; This spell eventually consumes the material it is cast upon, ; but the process takes far longer than the time in the ; typical campaign. Extremely hard and expensive materials can ; last hundreds or even thousands of years. ; ** 2 1 ; Darkness 15' Radius (PH 181) (VSM bat fur, pitch/coal) ; (Alteration) ; ; Range: 10 yds./level Components: V, S, M ; Duration: 1 turn + 1 rd./level Casting Time: 2 ; Area of Effect: 15-ft. radius Saving Throw: None ; ; This spell causes total, impenetrable darkness in the ; area of effect. Infravision is useless. Neither normal nor ; magical light works unless a light or continual light spell ; is used. In the former event, the darkness spell is negated ; by the light spell, and vice versa. ; ; The material components of this spell are a bit of bat ; fur and either a drop of pitch or a piece of coal. ; ** 2 1 ; ESP (PH 182) (VSM copper piece) ; (Divination) ; ; Range: 0 Components: V, S, M ; Duration: 1 rd./level Casting Time: 2 ; Area of Effect: 5 yds./level Saving Throw: None ; (90 yds. maximum) ; ; When an ESP spell is used, the caster is able to ; detect the surface thoughts of any creatures in ; range--except for those of undead and creatures without ; minds (as we know them). The ESP is stopped by 2 feet of ; rock, 2 inches of any metal other than lead, or a thin sheet ; of lead foil. ; ; The wizard employing the spell is able to probe the ; surface thoughts of one creature per round, getting simple ; instinctual thoughts from lower order creatures. Probes can ; continue on the same creature from round to round or can ; move on to other creatures. The caster can use the spell to ; help determine if a creature lurks behind a door, for ; example, but the ESP does not always reveal what sort of ; creature it is. If used as part of a program of ; interrogation, an intelligent and wary subject receives an ; initial saving throw. If successful, the creature ; successfully resists and the spell reveals no additional ; information. If the saving throw is failed, the caster may ; learn additional information, according to the DM's ruling. ; The creature's Wisdom adjustment applies, as may additional ; bonuses up to +4, based on the sensitivity of the ; information sought. ; ; The material component of this spell is a copper ; piece. ; ** 2 2 ; Flann's Finery (WSC2 376) (VS) ; ; School: Abjuration ; Range: Touch ; Comp: VS ; Duration: day/lvl ; CT: 1 rnd ; AoE: Creature touched ; Save: NONE ; ; Using _Flann's Finery_, a wizard (or other spel recipient) can ; resist dirt, blood, sweat, and other undesirable substances ; that otherwise would soil their persons or clothing. Although ; this spell in no way protects an individual from damage due to ; acid, disease, etc., it keeps her looking good. It preserves ; metal items from rust and tarnish and keeps clothing from ; tearing or wearing thin. ; ** 2 3 ; Forget (PH 183) (VS) ; (Enchantment/Charm) ; ; Range: 30 yds. Components: V, S ; Duration: Permanent Casting Time: 2 ; Area of Effect: 1-4 creatures Saving Throw: Neg. ; in a 20-ft. cube ; ; By means of this spell, the spellcaster causes ; creatures within the area of effect to forget the events of ; the previous round (the one minute of time previous to the ; utterance of the spell). For every three levels of ; experience of the spellcaster, another minute of past time ; is forgotten. This does not negate charm, suggestion, geas, ; quest, or similar spells, but it is possible that the being ; who placed such magic upon the recipient could be forgotten. ; From one to four creatures can be affected, at the ; discretion of the caster. If only one is to be affected, the ; recipient saves vs. spell with a -2 penalty; if two, they ; save with -1 penalties; if three or four are to be affected, ; they save normally. All saving throws are adjusted by ; Wisdom. A priest's heal or restoration spell, if specially ; cast for this purpose, will restore the lost memories, as ; will a limited wish or wish, but no other means will do so. ; ** 2 2 ; Knock/Lock (PH 184) (V) ; (Alteration) ; Reversible ; ; Range: 60 yds. Components: V ; Duration: Special Casting Time: 1 ; Area of Effect: 10 sq. ft./level Saving Throw: None ; ; The knock spell opens stuck, barred, locked, held, or ; wizard-locked doors. It opens secret doors, as well as ; locked or trick-opening boxes or chests. It also loosens ; welds, shackles, or chains. If used to open a wizard-locked ; door, the spell does not remove the former spell, but simply ; suspends its functioning for one turn. In all other cases, ; it permanently opens locks or welds--although the former ; could be closed and locked again later. It does not raise ; barred gates or similar impediments (such as a portcullis), ; nor does it affect ropes, vines, and the like. Note that the ; effect is limited by the area; a 3rd-level wizard can cast a ; knock spell on a door of 30 square feet or less (for ; example, a standard 4-ft. x 7-ft. door). Each spell can undo ; up to two means of preventing egress through a portal. Thus ; if a door is locked, barred, and held, or triple locked, ; opening it requires two knock spells. In all cases, the ; location of the door or item must be known--the spell cannot ; be used against a wall in hopes of discovering a secret ; door. ; ; The reverse spell, lock, closes and locks a door or ; similar closure, provided there is a physical mechanism. It ; does not create a weld, but it locks physically operated ; locking mechanisms, set bars, and so on, up to two ; functions. It cannot affect a portcullis. ; ** 2 4 ; Magic Missile Reflection (WSC2 535) (VSM drop of caster's spit) ; ; School: Alteration, Abjuration ; Range: Touch ; Comp: VSM ; Duration: 2 rnds +rnd/lvl ; CT: 2 ; AoE: Creature touched ; Save: NONE ; ; MM's are reflected back at source. Can be transferred by ; touch and one-word V of incant. ; ** 2 3 ; Rope Trick (PH ) (VSM powdered corn, twisted parchment loop) ; ; School: Alteration ; Range: Touch ; Components: V, S, M ; Duration: 2 turns/level ; Casting Time: 2 ; Area of Effect: Special ; Saving Throw: None ; ; When this spell is cast upon a piece of rope from 5 to ; 30 feet long, one end of the rope rises into the air until ; the whole rope hangs perpendicular, as if affixed at the ; upper end. The upper end is, in fact, fastened to an ; extradimensional space. The spellcaster and up to seven ; others can climb up the rope and disappear into this place ; of safety where no creature can find them. The rope can be ; taken into the extradimensional space if fewer than eight ; persons have climbed it; otherwise, it simply stays hanging ; in the air (extremely strong creatures might be able to ; remove it, at the DM's option). Spells cannot be cast ; across the interdimensional interface, nor can area effects ; cross it. Those in the extradimensional space can see out of ; it as if there were a 3-foot x 5-foot window centered on the ; rope. The persons in the extradimensional space must climb ; down prior to the end of the spell, or they are dropped from ; the height at which they entered the extradimensional space. ; The rope can be climbed by only one person at a time. Note ; that the rope trick spell enables climbers to reach a normal ; place if they do not climb all the way to the ; extradimensional space. Also note that creating or taking ; extradimensional spaces into an existing extradimensional ; space is hazardous. ; ; The material components of this spell are powdered ; corn extract and a twisted loop of parchment. ; ** 2 1 ; Vocalize (CWH 98) (SM# small golden bell without clapper) ; ; School: Alteration ; Range: Touch ; Comp: SM (small golden bell without clapper) ; Duration: 5 rounds ; CT: 1 round ; AoE: one spell-casting creature ; Save: NONE ; ** 2 1 ; Wizard Lock (PH 189) (VS) ; (Alteration) ; ; Range: Touch Components: V, S ; Duration: Permanent Casting Time: 2 Area ; of Effect: 30 sq. ft./level Saving Throw: None ; ; A wizard lock spell cast upon a door, chest, or portal ; magically locks it. The caster can freely pass his own lock ; without affecting it; otherwise, the wizard-locked door or ; object can be opened only by breaking in, by a successful ; dispel magic or knock spell, or by a wizard four or more ; levels higher than the one casting the spell. Note that the ; last two methods do not remove the wizard lock; they only ; negate it for a brief duration--about one turn. Creatures ; from other planes cannot burst a wizard lock as they can a ; held portal (see the hold portal spell). ; * Third List (10) | fixed: 10 free: 20 ** 3 1 ; * Alternate Reality (Tom 24) (VSM# small, unmarked die) ; ; School: Alteration (wild) ; Range: 0 ; Components: V, S, M ; Duration: Instantaneous ; Casting Time: 3 ; Area of Effect: Creature touched ; Saving Throw: None ; ; With this spell, the caster creates a small variation ; in probabilities. This variation lasts only a moment, but ; creates alternate results for one recent event. When the ; spell is cast, any one event attempted by the recipient ; during the previous round is recalculated, essentially ; allowing (or forcing) the creature to make new die rolls. ; ; Only events that begin and end in a single round can ; be affected. Only one die roll can be rerolled. If the ; creature touched is a willing recipient, the player can ; choose which roll (the original or the new roll) affects ; him, more than likely picking the most successful. If the ; creature is unwilling, he must redo the action. The second ; result, whatever its outcome, cannot be changed. ; ; Typical uses of this spell include allowing a fighter ; to reroll an attack, forcing an opponent to reroll a saving ; throw, or allowing a wizard to reroll the damage caused by a ; fireball. ; ; The material component is a small, unmarked die. ; ** 3 0 ; * Fool's Speech (VSM small bone whistle) ; ; (Alteration) wild ; ; Range: Touch ; Components: V, S, M ; Duration: 1 hour/level ; Casting Time: 1 turn ; Area of Effect: Caster+1 creature/level ; Saving Throw: None ; ; With this spell, the wizard empowers himself and others of ; his choosing with the ability to speak a secret language ; incomprehensible to others. Creatures designated to speak ; the language must be touching each other when the spell is ; cast. ; ; Once cast, the characters can choose to speak normally or in ; their secret tongue. They can speak and understand this ; mysterious language fluently. ; ; Fool's speech is not recognizable as any known language, nor ; does it remotely sound like any language. A comprehend ; languages or tongues spell will not translate it. It can be ; understood by a character wearing a helm of comprehending ; languages and reading magic, although the normal percentage ; chances apply. ; ; The material component is a small whistle made of bone. ; ** 3 3 ; Clairaudience (PH 190) (VSM small horn (100gp)) ; (Divination) ; ; Range: Unlimited Components: V, S, M ; Duration: 1 rd./level Casting Time: 3 ; Area of Effect: 60-ft. radius Saving Throw: None ; ; The clairaudience spell enables the wizard to ; concentrate upon some locale and hear in his mind any noise ; within a 60-foot radius of that point. Distance is not a ; factor, but the locale must be known--a place familiar to ; the spellcaster or an obvious one (such as behind a door, ; around a corner, in a copse of trees, etc.). Only sounds ; that are normally detectable by the wizard can be heard by ; use of this spell. Lead sheeting or magical protections ; prevent the operation of the spell, and the wizard has some ; indication that the spell is so blocked. The spell creates ; an invisible sensor, similar to that created by a crystal ; ball spell, that can be dispelled. The spell functions only ; on the wizard's current plane of existence. ; ; The material component of the spell is a small horn of ; at least 100 gp value. ; ** 3 1 ; Clairvoyance (PH 190) (VSM powdered pineal gland) ; (Divination) ; ; Range: Unlimited Components: V, S, M ; Duration: 1 rd./level Casting Time: 3 ; Area of Effect: Line of sight Saving Throw: None ; ; Similar to the clairaudience spell, the clairvoyance ; spell empowers the wizard to see in his mind whatever is ; within sight range from the spell locale chosen. Distance ; from the wizard is not a factor, but the locale must be ; known--familiar or obvious. Furthermore, light is a factor, ; as the spell does not enable the use of infravision or ; magical enhancements. If the area is magically dark, only ; darkness is seen; if naturally pitch dark, only a 10-foot ; radius from the center of the spell's area of effect can be ; seen. Otherwise, the seeing extends to the normal vision ; range according to the prevailing light. Lead sheeting or ; magical protection foils a clairvoyance spell, and the ; wizard has some indication that it is so blocked. The spell ; creates an invisible sensor, similar to that created by a ; crystal ball spell, that can be dispelled. The spell ; functions only on the wizard's current plane of existence. ; ; The material component is a pinch of powdered pineal ; gland. ; ** 3 3 ; Dispell Magic (PH 191) (VS) ; (Abjuration) ; ; Range: 120 yds. Components: V, S ; Duration: Instantaneous Casting Time: 3 ; Area of Effect: 30-ft. cube Saving Throw: None ; ; When a wizard casts this spell, it has a chance to ; neutralize or negate magic it comes in contact with, as ; follows: ; ; First, it removes spells and spell-like effects ; (including device effects and innate abilities) from ; creatures or objects. Second, it disrupts the casting or use ; of these in the area of effect at the instant the dispel is ; cast. Third, it destroys magical potions (which are treated ; as 12th level for purposes of this spell). ; ; Each effect or potion in the spell's area is checked ; to determine if it is dispelled. The caster can always ; dispel his own magic; otherwise, the chance to dispel ; depends on the difference in level between the magical ; effect and the caster. The base chance is 50% (11 or higher ; on 1d20 to dispel). If the caster is of higher level than ; the creator of the effect to be dispelled, the difference is ; subtracted from the number needed on 1d20 to dispel (making ; it more likely that the dispel succeeds); if the caster is ; of lower level, the difference is added to the number needed ; on 1d20 to dispel (making it less likely that the dispel ; succeeds). A roll of 20 always succeeds and a roll of 1 ; always fails. Thus, if a caster is 10 levels higher, only a ; roll of 1 prevents the effect from being dispelled. ; ; A dispel magic spell does not affect a specially ; enchanted item, such as a magical scroll, ring, wand, rod, ; staff, miscellaneous item, weapon, shield, or armor, unless ; it is cast directly upon the item. This renders the item ; nonoperational for 1d4 rounds. An item possessed and carried ; by a creature gains the creature's saving throw against this ; effect; otherwise, it is automatically rendered ; nonoperational. An interdimensional interface (such as a bag ; of holding) rendered nonoperational would be temporarily ; closed. Note that an item's physical properties are ; unchanged: A nonoperational magical sword is still a sword. ; ; Artifacts and relics are not subject to this spell; ; however, some of their spell-like effects may be, at the ; DM's option. ; ; Note that this spell can be very effective when used ; upon charmed and similarly beguiled creatures. Certain ; spells or effects cannot be dispelled; these are listed in ; the spell descriptions. ; ** 3 1 ; Haste (PH 192) (VSM shaving of licorice root) ; (Alteration) ; ; Range: 60 yds. Components: V, S, M ; Duration: 3 rds. + 1 rd./level Casting Time: 3 ; Area of Effect: 40-ft. cube, Saving Throw: None ; 1 creature/level ; ; When this spell is cast, each affected creature ; functions at double its normal movement and attack rates. A ; hasted creature gains a -2 initiative bonus. Thus, a ; creature moving at 6 and attacking once per round would move ; at 12 and attack twice per round. Spellcasting and spell ; effects are not sped up. The number of creatures that can be ; affected is equal to the caster's experience level; those ; creatures closest to the center of effect are affected ; first. All affected by haste must be in the designated area ; of effect. Note that this spell negates the effects of a ; slow spell. Additionally, this spell ages the recipient by ; one year, because of sped-up metabolic processes. This spell ; is not cumulative with itself or with other similar magic. ; ; Its material component is a shaving of licorice root. ; ** 3 4 ; Fly (PH 192) (VSM bird feather) ; (Alteration) ; ; Range: Touch Components: V, S, M ; Duration: 1 turn/level + 1d6 turns Casting Time: 3 ; Area of Effect: Creature touched Saving Throw: None ; ; This spell enables the wizard to bestow the power of ; magical flight. The creature affected is able to move ; vertically and horizontally at a rate of 18 (half that if ; ascending, twice that if descending in a dive). The ; maneuverability class of the creature is B. Using the fly ; spell requires as much concentration as walking, so most ; spells can be cast while hovering or moving slowly (movement ; of 3). Possible combat penalties while flying are known to ; the DM (found in the "Aerial Combat" section of Chapter 9 of ; the DMG). The exact duration of the spell is always unknown ; to the spellcaster, as the variable addition is determined ; secretly by the DM. ; ; The material component of the fly spell is a wing ; feather of any bird. ; ** 3 3 ; Vampiric Touch (PH 197) (VS) ; (Necromancy) ; ; Range: 0 Components: V, S ; Duration: One touch Casting Time: 3 ; Area of Effect: The caster Saving Throw: None ; ; When the caster touches an opponent in melee with a ; successful attack roll, the opponent loses 1d6 hit points ; for every two caster levels, to a maximum drain of 6d6 ; points for a 12th-level caster. The spell is expended when a ; successful touch is made or one turn passes. The hit points ; are added to the caster's total, with any hit points over ; the caster's normal total treated as temporary additional ; hit points. Any damage to the caster is subtracted from the ; temporary hit points first. After one hour, any extra hit ; points above the caster's normal total are lost. The ; creature originally losing hit points through this spell can ; regain them by magical or normal healing. Undead creatures ; are unaffected by this spell. ; ** 3 1 ; Wraithform (PH 198) (SM# gauze, smoke) ; ; School: Alteration (wild) ; Range: 0 Components: S, M ; Duration: 2 rds./level Casting Time: 1 ; Area of Effect: The caster Saving Throw: None ; ; When this spell is cast, the wizard and all of his ; gear become insubstantial. The caster is subject only to ; magical or special attacks, including those by weapons of +1 ; or better, or by creatures otherwise able to affect those ; struck only by magical weapons. Undead of most sorts will ; ignore an individual in wraithform, believing him to be a ; wraith or spectre, though a lich or special undead may save ; vs. spell with a -4 penalty to recognize the spell. ; ; The wizard can pass through small holes or narrow ; openings, even mere cracks, with all he wears or holds in ; his hands, as long as the spell persists. Note, however, ; that the caster cannot fly without additional magic. No form ; of attack is possible when in wraithform, except against ; creatures that exist on the Ethereal Plane, where all ; attacks (both ways) are normal. A successful dispel magic ; spell forces the wizard in wraithform back to normal form. ; The spellcaster can end the spell with a single word. ; ; The material components for the spell are a bit of ; gauze and a wisp of smoke. ; ** 3 1 ; Pain Touch (WH 100) * Fourth List (9) | fixed: 15 free: 30 ** 4 1 ; * There/Not There (ToM 32) (VSM small cat fur inside box) ; ; School: Evocation (wild) ; Range: 30 yards ; Components: V, S, M ; Duration: 1-6 turns ; Casting Time: 1 round ; Area of Effect: 10' cube ; Saving Throw: None ; ; This peculiar wild magic creates a random fluctuation ; in the probabilities of existence. The spell can be cast ; only upon nonliving objects and can affect only materials ; within a 10'x10'x10' cube. ; ; Objects in the area of effect either remain normal and ; visible or they disappear (50% chance). The state of ; existence for any object is determined randomly and changes ; with each viewing and viewer. Thus, a single object could ; appear and disappear several times during the course of the ; spell. Furthermore, it might be "there" for one onlooker, ; but "not there" for another. ; ; For example, a wild mage casts this spell on a ; doorway. The DM rolls percentile dice and determines the ; door is "there" for the wizard. The wizard's companion also ; looks at the door. The DM rolls and determines that the door ; is "not there" for the companion. The pair studies the door ; for several minutes, during which time the door does not ; change (this counts as a single viewing for each character). ; ; The wizard and his companion then close their eyes. ; When they look at the door again, new checks for each ; character reveal the door is "not there" for both ; characters. The pair steps through the open archway and ; turns around to look at the door once again. This time it ; is "not there" for the wizard, but "there" for his ; companion. This random changing continues throughout the ; duration of the spell. ; ; Objects that are "there" are normal in all respects. ; Doors can be opened, chests can be picked up and carried, ; and rocks can be used as barricades. Objects that are "not ; there" are gone, although their absence does not cause ; ceilings to collapse or other damage. A wizard could walk ; through a "not there" wall without difficulty. ; ; When two parties perceive a there/not there object ; differently, the object functions for each party according ; to its own perceptions. For example, a wizard hides behind a ; rock that he sees as "there." Her enemy, a fighter, ; perceives the rock as "not there" and fires arrows at the ; wizard. The wizard would perceive the arrows as bouncing off ; the rock, while the fighter would perceive the arrows as ; missing their target or falling short. The fighter would be ; subject to a check before firing each arrow to determine ; whether his perception changes (assume that the fighter must ; look away from the rock every time he nocks an arrow; each ; time he takes aim, this counts as a new viewing). ; ; After the spell is cast, any objects removed from the ; area of effect retain their uncertain existence for the ; duration of the spell. Thus, a pair of heroes could pick up ; a treasure chest, carry it down the hall, set it down, and ; discover it had vanished while their backs were turned. ; Worse still, one might see the chest and the other not! ; ; The material component is a small piece of cat fur sealed ; inside a small box. ; ** 4 1 ; * Unluck (ToM 33) (VSM piece of broken mirror) ; ; School: Evocation (wild) ; Range: 10 yards ; Components: V, S, M ; Duration: 2d10 rounds ; Casting Time: 4 ; Area of Effect: One creature ; Saving Throw: Neg. ; ; With this spell, the wild mage creates a negative ; pattern in the random forces surrounding one creature. The ; creature is allowed a saving throw; if successful, the spell ; fails. If the saving throw is failed, random chance falls ; into an unlucky pattern. Any action involving random chance ; (i.e., any time a die roll affects the character) performed ; by the victim during the next 2-20 rounds requires two ; separate attempts; the worse result is always applied. (The ; victim rolls twice for attacks, damages, saving throws, ; etc., always using the worse die roll.) ; ; A luckstone or similar magical device will negate ; unluck. Doing so, however, prevents the magical item from ; functioning for 2d10 rounds. ; ; The material component is a piece of a broken mirror. ; ** 4 5 ; * Memory Scramble (VSM string) ; ; School: Necromancy (wild) Range: touch ; Comp: VS Duration: Special ; CT: 1 rnd AoE: creature touched ; Save: Neg ; ; A wizard using this spell, which operates much like the ; wizard spell _forget_, can permanently mask one creature's ; memories of either a specific place, a person, or a time ; period of up to one year (caster's choice). The spell works ; on any intelligent creature by reworking a portion of its ; brain, but the victim is entitled to a save vs. death magic ; to resist. The creature suffers a mild headache and d8 ; daydreams over the next d4 hours. If the save is ; successful, there are no further effects. If the save is ; failed, the any subsequent attempts to recall the masked ; memories instead cause random memories of other things, ; seeming like daydreams. A creature affected by this seems ; to be easily distracted or sidetracked, and prone to ; daydreams; at least in certain areas; the effect does not ; seem unnatural. ; ; _Memory Scramble_ affects only memory and the ability to ; recal factual information, similar to _brainkill_ (WSC 109) ; It has no effect on learned abilities, skills, or spells. ; Althought the victim may not remember remember having ; acquired those skills, they are still possessed. ; ; Aside from relearning masked knowledge as best as one can, ; ``scrambled'' memories cannot be regained except by _wish_ ; and certain psionic disciplines. ; ; The material component of this spell is a short loop of ; string that is tied around the victim's finger. It ; disappears upon casting of the spell. ; ** 4 2 ; * Ion Protector (VSM# rubber ball | [marble|dagon scale]) ; ; School: Wild (Alteration, Evocation) ; Range: 0 ; Comp.: VSM (rubber ball | black dragon scale/ small piece of marble) ; Duration: 2rnd + rnd/lvl ; CT: 4 ; AoE: caster ; Save: None ; Based On: WSC2 519 ; ; Two forms; must be chosen at memorization time. One form ; protects against one type of ionization (electricity), the ; other against a differnt type (acid). The spell creates a ; softly glowing field around the caster's body, white for ; electricity, or blue for acid. The glows produce a dim ; illumination equal to about one eight that of a torch. They ; are harmless if touched. ; ; Lightning Protector: the glow is cool. Lightning-based attacks ; are saved against with a +2 bonus, for either half or no ; damage. Material Component is a small rubber ball. ; ; Acid Protector: the glow is warm. Acid-based attacks are saved ; against with a +2 bonus, for either half or no damage. ; Material Component is a scale from a black dragon or a small ; piece of marble. ; ** 4 1 ; Magic Mirror (PH 203) (VSM finely polished mirror, 1000 gp, !) ; (Enchantment, Divination) ; ; Range: Touch Components: V, S, M ; Duration: 1 rd./level Casting Time: 1 hr. ; Area of Effect: Special Saving Throw: None ; ; By means of this spell, the wizard changes a normal ; mirror into a scrying device similar to a crystal ball. The ; details of the use of such a scrying device are found in the ; DMG (in Appendix 3: Magical Item Descriptions, under the ; description for the crystal ball). ; ; The mirror used must be of finely wrought and highly ; polished silver and cost not less than 1,000 gp. This mirror ; is not harmed by casting the spell, but the other material ; components--the eye of a hawk, an eagle, or even a roc, and ; nitric acid, copper, and zinc-- are used up. ; ; The following spells can be cast through a magic ; mirror: comprehend languages, read magic, tongues, and ; infravision. The following spells have a 5% chance per level ; of the caster of operating correctly: detect magic, detect ; good or evil, and message. The base chances for the subject ; to detect any crystal ball-like spell are listed in the DMG ; (again, in Appendix 3: Magical Item Descriptions, under the ; description for the crystal ball. ; ** 4 1 ; Minor Globe of Invulnerability (PH 204) (VSM glass/crystal bead) ; (Abjuration) ; ; Range: 0 Components: V, S, M ; Duration: 1 rd./level Casting Time: 4 ; Area of Effect: 5-ft. radius Saving Throw: None ; ; This spell creates an immobile, faintly shimmering ; magical sphere around the caster that prevents any 1st-, ; 2nd-, or 3rd-level spell effects from penetrating (i.e., the ; area of effect of any such spells does not include the area ; of the minor globe of invulnerability). This includes ; innate abilities and effects from devices. However, any type ; of spell can be cast out of the magical globe, and these ; pass from the caster of the globe to their subject without ; affecting the globe. Fourth and higher level spells are not ; affected by the globe. The globe can be brought down by a ; successful dispel magic spell. The caster can leave and ; return to the globe without penalty. Note that spell effects ; are not actually disrupted by the globe unless cast directly ; through or into it: The caster would still see a mirror ; image created by a wizard outside the globe. If that wizard ; then entered the globe, the images would wink out, to ; reappear when the wizard exited the globe. Likewise, a ; wizard standing in the area of a light spell would still ; receive sufficient light for vision, even though that part ; of the light spell volume in the globe would not be ; luminous. ; ; The material component of the spell is a glass or ; crystal bead that shatters at the expiration of the spell. ; ** 4 1 ; Phantasmal Killer (PH 205) (VS) ; (Illusion/Phantasm) ; ; Range: 5 yds./level Components: V, S ; Duration: 1 rd./level Casting Time: 4 ; Area of Effect: 1 creature Saving Throw: Special ; ; When this spell is cast, the wizard creates the ; illusion of the most fearsome thing imaginable to the ; victim, simply by forming the fears of the victim's ; subconscious mind into something that its conscious mind can ; visualize--the most horrible beast. Only the spell recipient ; can see the phantasmal killer (the caster sees only a ; shadowy shape), but if it succeeds in scoring a hit, the ; subject dies from fright. The beast attacks as a 4 Hit Dice ; monster. It is invulnerable to all attacks and can pass ; through any barriers, Once cast, it inexorably pursues the ; subject, for it exists only in the subject's mind. ; ; The only defenses against a phantasmal killer are an ; attempt to disbelieve (which can be tried but once), slaying ; or rendering unconscious the wizard who cast the spell, or ; rendering unconscious the target of the spell for its ; duration. To disbelieve the killer, the subject must ; specifically state the attempt and then roll an Intelligence ; check. This roll has a -1 penalty for every four levels of ; the caster. ; ; Special modifiers apply to this attack: ; ; Condition Modifier ; Surprise -2 ; Subject previously attacked by this spell +1 ; Subject is an illusionist +2 ; Subject is wearing a helm of telepathy +3 ; ; Magic resistance, bonuses against fear, and Wisdom ; adjustments also apply. The subject's magic resistance is ; checked first; if the spell overcomes the resistance, the ; subject's fear/Wisdom bonuses (if any) then apply as ; negative modifiers to his Intelligence check. ; ; If the subject of a phantasmal killer attack succeeds ; in disbelieving, and he is wearing a helm of telepathy, the ; beast can be turned upon the wizard, who must then ; disbelieve it or be subject to its attack and possible ; effects. ; ; If the subject ignores the killer to perform other ; actions, such as attacking the caster, the killer may, at ; the DM's option, gain bonuses to hit (for flank or rear ; attacks, etc.). Spells such as remove fear and cloak of ; bravery, cast after the killer has attacked, grant another ; check to disbelieve the effect. ; ** 4 1 ; Stoneskin (PH 208) (VSM granite, diamond dust) ; (Alteration) ; ; Range: Touch Components: V, S, M ; Duration: Special Casting Time: 1 ; Area of Effect: 1 creature Saving Throw: None ; ; When this spell is cast, the affected creature gains a ; virtual immunity to any attack by cut, blow, projectile, or ; the like. Even a sword of sharpness cannot affect a creature ; protected by stoneskin, nor can a rock hurled by a giant, a ; snake's strike, etc. However, magical attacks from such ; spells as fireball, magic missile, lightning bolt, and so ; forth have their normal effects. The spell's effects are not ; cumulative with multiple castings. ; ; The spell blocks 1d4 attacks, plus one attack per two ; levels of experience the caster has achieved. This limit ; applies regardless of attack rolls and regardless of whether ; the attack was physical or magical. For example, a stoneskin ; spell cast by a 9th-level wizard would protect against from ; five to eight attacks. An attacking griffon would reduce the ; protection by three each round; four magic missiles would ; count as four attacks in addition to inflicting their normal ; damage. ; ; The material components of the spell are granite and ; diamond dust sprinkled on the recipient's skin. ; ** 4 1 ; Improved Strength (S&M 145) (VSM strand giant hair) ; ; School: Alteration ; Range: touch ; Comp: VSM (strands of giant hair) ; Duration: 1 rd/lvl ; CT: 4 ; AoE: creature ; Save: NONE ; ; Class Strength Gain ; Warrior d8+4 (max 25) ; Priest d6+4 (max 23) ; Rogue d6+4 (max 23) ; Mage d4+4 (max 21) ; ; percentile brackets count as points. afterwards, fatigue ; sets in, and rest for d3 turns is required. ; ** 4 2 ; Wizard Eye (PH 209) (VSM bat fur) ; (Alteration) ; ; Range: 0 Components: V, S, M ; Duration: 1 rd./level Casting Time: 1 turn ; Area of Effect: Special Saving Throw: None ; ; When this spell is employed, the wizard creates an ; invisible sensory organ that sends him visual information. ; The wizard eye travels at 30 feet per round if viewing an ; area ahead as a human would (i.e., primarily looking at the ; floor), or 10 feet per round if examining the ceiling and ; walls as well as the floor ahead. The wizard eye can see ; with infravision up to 10 feet, and with normal vision up to ; 60 feet away in brightly lit areas. The wizard eye can ; travel in any direction as long as the spell lasts. It has ; substance and a form that can be detected (by a detect ; invisibility spell, for instance). Solid barriers prevent ; the passage of a wizard eye, although it can pass through a ; space no smaller than a small mouse hole (1 inch in ; diameter). ; ; Using the eye requires the wizard to concentrate. ; However, if his concentration is broken, the spell does not ; end--the eye merely becomes inert until the wizard again ; concentrates, subject to the duration of the spell. The ; powers of the eye cannot be enhanced by other spells or ; items. The caster is subject to any gaze attack met by the ; eye. A successful dispel cast on the wizard or eye ends the ; spell. With respect to blindness, magical darkness, and so ; on, the wizard eye is considered an independent sensory ; organ of the caster. ; ; The material component of the spell is a bit of bat ; fur. ; ** 4 1 ; Vitriolic Sphere (S&M) (VSM giant slug bile) ; ; School: Conj/Summ ; Range: 150 ; Comp: VSM (giant slug bile) ; Duration: special ; CT: 4 ; AoE: 5-ft radius ; Save: half ; ; 1' sphere of glowing emerald acid that caster directs to ; strike any target within range. When it hits, it explodes ; on target, drenching target in acid. The victim suffers ; d4/lvl (max 12), save for half. If the victim fails save, ; he continues to suffer acid damage in the following rounds, ; suffering 2 less dice per round (still max 12). Each round ; after the first, the target saves or takes damage the next ; round. ; ; The acid can be be neutralized with soda, ash, lye, ; charcoal, or removed with a *large* quantity of water. ; ; The sphere also splashes acid in a 5-foot radius around the ; primary target. Any creature inside that radius must save ; vs. paralyzation or take d4/5-lvl. ; * Fifth List (10) | fixed: 22 free: 44 ** 5 5 ; * Improved Blink (S&M 148) (VS) ; Wild (Alteration) ; ; Range: 0 Components: V, S ; Duration: 1 rnd/lvl Casting Time: 1 ; Area of Effect: caster Saving Throw: none ; ; Improved version of 3rd list _blink_ spell, allowing the ; wizard to shift his body to any point within 15 feet of her ; current location. I get to choose exact time, destination, ; orientation, and facing. ; ; I can blink out of the way of attacks, that auto-miss, but ; if I want to do other things, I have to decide at top of ; round whether to act first or blink first. ; ** 5 1 ; * Surge Trap (VSM enchanted dice) ; ; School: Inv/Evo ; Range: 0 ; Comp: VSM ; Duration: 1 day/lvl ; CT: 1 turn ; AoE: caster ; Save: NONE ; ; trap spell for books, chests, etc (roughly 1^3 meter) ; activated when opened or held for more than 1 round, causes ; the trapped item to teleport to a determined-at-casting ; location. The caster must be `very familiar' (as per ; _teleport_) with this location at the time of casting. ; ; Additionally, a material component can be used to add a ; second ability to the trap. The material component ; consists of a number of enchanted (in any way, including ; _Nystul's Aura_ and _Continual Light_) dice. If this ; material components is used, then triggering the trap also ; causes a wild surge to be generated immediately after the ; trapped item is teleported. The roll is made with both ; `caster' and `target' taken to be whoever triggers the ; trap. After the roll is made, subtract two times the ; number of dice used from the roll, to increase the ; likelyhood of a `bad' effect. No more than the caster's ; level of dice may be used in this way. All but d4 of the ; dice are consumed in the casting; if the d4 is greater than ; the number of dice used, then the DM randomly determines ; what kinds and types of new dice appear. ; ** 5 2 ; * Spell Capture (VSM small glass bead) ; ; School: Wild Alteration/Enchantment ; Range: Touch ; Comp: VSM (glass bead) ; Duration: special ; CT: 4 ; AoE: 1 object ; Save: NONE ; Basis: Spell Deferment, PaDoA, pp. 74 ; ; This spell allows a wizard to `hang' a spell inside a ; normal, unmagical glass bead. The spell can be any ; touch-range spell of 1st through 4th level (inclusive), ; including caster-only spells. Whenever the bead is broken, ; the spell is activated. ; ; The spell will remain suspended in the bead for one day for ; each three levels of the caster (1 for 1, 2, and 3; 2 for 4, ; 5 and 6;...). After that, the spell deteriorates, and there ; is a cumulative 10% chance per day that the spell will fail. ; Additionally, after the spell begins to deteriorate, there ; is a cumulative 1% chance per day that attempting to release ; the spell will result in a wild surge. ; ; In either case (surge or normal release), the being who ; activates the bead is considered to be both the `caster' and ; the `target' of the spell. ; ; Any given mage can have at most 3 of these active at any one time. ; ** 5 1 ; Conjure Elemental (PH) (VSM incense/clay/sand/sulpur&phospor) ; (Conjuration/Summoning) ; ; Range: 60 yds. Components: V, S, M ; Duration: 1 turn/level Casting Time: 1 turn ; Area of Effect: Special Saving Throw: None ; ; There are actually four spells in the conjure ; elemental spell. The wizard is able to conjure an air, ; earth, fire, or water elemental with this spell--assuming he ; has the material component for the particular elemental. (A ; considerable fire source must be in range to conjure a fire ; elemental; a large amount of water must be available to ; conjure a water elemental.) Conjured elementals have 8 Hit ; Dice. ; ; It is possible to conjure successive elementals of ; different types if the spellcaster has memorized two or more ; of these spells. The type of elemental to be conjured must ; be decided upon before memorizing the spell. Each type of ; elemental can be conjured only once per day. ; ; The conjured elemental must be controlled by the ; wizard--the spellcaster must concentrate on the elemental ; doing his commands--or it turns on the wizard and attacks. ; The elemental will not break off a combat to do so, but it ; will avoid creatures while seeking its conjurer. If the ; wizard is wounded or grappled, his concentration is broken. ; There is always a 5% chance that the elemental turns on its ; conjurer regardless of concentration. This check is made at ; the end of the second and each succeeding round. An ; elemental that breaks free of its control can be dispelled ; by the caster, but the chance of success is only 50%. The ; elemental can be controlled up to 30 yards away per level of ; the spellcaster. The elemental remains until its form on ; this plane is destroyed due to damage or until the spell's ; duration expires. Note that water elementals are destroyed ; if they are ever more than 60 yards from a large body of ; water. ; ; The material component of the spell (besides the ; quantity of the element at hand) is a small amount of one of ; the following: ; ; Air Elemental--burning incense ; Earth Elemental--soft clay ; Fire Elemental--sulphur and phosphorus ; Water Elemental--water and sand ; ; Special protection from uncontrolled elementals is ; available by means of a protection from evil spell. ; ** 5 3 ; Adv. Duplicate (based on WH 101) ** 5 1 ; Feeblemind (PH 215) (VSM handful clay,crystal,glass,mineral spheres) ; (Enchantment/Charm) ; ; Range: 10 yds./level Components: V, S, M ; Duration: Permanent Casting Time: 5 ; Area of Effect: 1 creature Saving Throw: Neg. ; ; This spell is used solely against people or creatures ; who use magic spells. The feeblemind causes the subject's ; intellect to degenerate to that of a moronic child. The ; subject remains in this state until a heal or wish spell is ; used to cancel the effects. Magic- using beings are very ; vulnerable to this spell; thus, their saving throws are made ; with the following adjustments: ; ; Spell Use of Target Saving Throw Adjustment ; Priest +1 ; Wizard (human) -4 ; Combination or nonhuman -2 ; ; Wisdom adjustments apply to the saving throw. ; ; The material component of this spell is a handful of ; clay, crystal, glass, or mineral spheres, which disappears ; when the spell is cast. ; ** 5 5 ; Magic Jar (PH 216) (VSM) ; (Necromancy) ; ; Range: 10 yds./level Components: V, S, M ; Duration: Special Casting Time: 1 rd. ; Area of Effect: 1 creature Saving Throw: Special ; ; The magic jar spell enables the caster to shift his ; life force into a special receptacle (a gem or large ; crystal). From there the caster can force an exchange of ; life forces between the receptacle and another creature, ; thus enabling the wizard to take over and control the body ; of another creature, while the life force of the host is ; confined in the receptacle. The special life force ; receptacle must be within spell range of the wizard's body ; at the time of spellcasting. The wizard's life force shifts ; into the receptacle in the round in which the casting is ; completed, allowing no other actions. ; ; While in the magic jar, the caster can sense and ; attack any life force within a 10-foot- per-level radius (on ; the same plane); however, the exact creature types and ; relative physical positions cannot be determined. In a group ; of life forces, the caster can sense a difference of four or ; more levels/Hit Dice and can determine whether a life force ; is positive or negative energy. ; ; For example, if two 10th-level fighters are attacking ; a hill giant and four ogres, the caster could determine that ; there are three stronger and four weaker life forces within ; range, all with positive life energy. The caster could try ; to take over either a stronger or a weaker creature, but he ; has no control over exactly which creature is attacked. ; ; An attempt to take over a host body requires a full ; round. It is blocked by a protection from evil spell or ; similar ward. It is successful only if the subject fails a ; saving throw vs. spell with a special modifier (see ; following). The saving throw is modified by subtracting the ; combined Intelligence and Wisdom scores of the target from ; those of the wizard (Intelligence and Hit Dice in nonhuman ; or nonhumanoid creatures). This modifier is added to (or ; subtracted from) the die roll. ; ; Difference Die Adjustment ; -9 or less +4 ; -8 to -6 +3 ; -5 to -3 +2 ; -2 to 0 +1 ; +1 to +4 0 ; +5 to +8 -1 ; +9 to +12 -2 ; +13 or more -3 ; ; A negative score indicates that the wizard has a lower ; total than the target; thus, the host has a saving throw ; bonus. Failure to take over the host leaves the wizard's ; life force in the magic jar. ; ; If successful, the caster's life force occupies the ; host body and the host's life force is confined in the magic ; jar receptacle. The caster can call upon rudimentary or ; instinctive knowledge of the subject creature, but not upon ; its real or acquired knowledge (i.e., the wizard does not ; automatically know the language or spells of the creature). ; The caster retains his own attack rolls, class knowledge and ; training, and any adjustments due to his Intelligence or ; Wisdom. If the host body is human or humanoid, and the ; necessary spell components are available, the wizard can ; even use his memorized spells. The host body retains its own ; hit points and physical abilities and properties. The DM ; decides if any additional modifications are necessary; for ; example, perhaps clumsiness or inefficiency occurs if the ; caster must become used to the new form. The alignment of ; the host or receptacle is that of the occupying life force. ; ; The caster can shift freely from the host to the ; receptacle if within the 10-foot-per-level range. Each ; attempt to shift requires one round. The spell ends when the ; wizard shifts from the jar to his own body. ; ; A successful dispel magic spell cast on the host can ; drive the caster of the magic jar spell back into the ; receptacle and prevent him from making any attacks for 1d4 ; rounds plus 1 round per level of the caster of the dispel. ; The base success chance is 50%, plus or minus 5% per level ; difference between the casters. A successful dispel magic ; cast against the receptacle forces the occupant back into ; his own body. If the wizard who cast the magic jar is forced ; back into his own body, the spell ends. ; ; If the host body is slain, the caster returns to the ; receptacle, if within range, and the life force of the host ; departs (i.e., it is dead). If the host body is slain beyond ; the range of the spell, both the host and the caster die. ; ; Any life force with nowhere to go is treated as slain ; unless recalled by a raise dead, resurrection, or similar ; spell. ; ; If the body of the caster is slain, his life force ; survives if it is in either the receptacle or the host. If ; the receptacle is destroyed while the caster's life force ; occupies it, the caster is irrevocably slain. ; * Sixth List (9) | fixed: 30 free: 60 ** 6 3 ; * Create Wild Vessel (modified _Magic Staff_) ; ; School: Wild, Alteration ; Range: 0 ; Comp: VSM (item to be turned into vesell) ; Duration: 1 day/lvl ; CT: 1 turn ; AoE: 1 item ; Save: NONE ; ; This spell is basically a very hacked copy of _Magic Staff_, ; with a re-fit power train (thus 6th level) to handle more ; power, albiet with a more specific functionality. Rather ; than one spell level for every three levels, this improved ; version enables one spell level for every two levels of the ; caster. ; ; This spell was designed specifically for use in Anastasia's ; attempt to create a device that would allow her to cast ; wild-magic spells of any level in Baator, and thus is left ; somewhat `rough'. ; ** 6 1 ; * Power Word: Shush (V) ; ; School: Conjuration (wild) Range: 120 yards ; Comp: V Duration: 2 rounds, Special ; CT: 1 AoE: 1 creature ; Save: NONE,special ; ; This spell causes one creature and everything within 1 foot ; of the creature to be unable to make any noise for both the ; current and the entirety of the next round. The target ; retains normal hearing. ; ; Additionally, the target is allowed a saving throw versus an ; _Alternate Reality_-like affect that causes he or she to ; have had the spell in effect for the entirety of the current ; round as well. The actions of the caster are unchanged, ; except in that the _shush__ was in effect during those ; actions. The save is mandatory (no willing failure allowed) ; and is performed at +4 if the recipient is unwiling. ; ; _Power Word: shush_ can only be dispelled by _limited wish_ ; or more potent magic. Spells such as _vocalize_ will ; function normally, but they must have been cast before the ; _shush_ was in effect (including the retroactive silencing ; nature of the _shush_ ; ** 6 3 ; Contingency (PH 221) (VSM# 20pp mercury,sp eyelash (ivory figurine)) ; (Evocation) ; ; Range: 0 Components: V, S, M ; Duration: 1 day/level Casting Time: 1 turn ; Area of Effect: The caster Saving Throw: None ; ; By means of this spell, the wizard is able to place ; another spell upon his person so that the latter spell will ; come into effect under the conditions dictated during the ; casting of the contingency spell. The contingency spell and ; the spell it is to bring into effect are cast at the same ; time (the one-turn casting time indicated is the total for ; both castings). ; ; The spell to be brought into effect by the prescribed ; contingency must be one that affects the wizard's person ; (feather fall, levitation, fly, feign death, etc.) and be of ; a spell level no higher than 1/3 of the caster's experience ; level (rounded down), but not higher than the 6th spell ; level. ; ; Caster Level Contingency Spell Level ; 12-14 4th ; 15-17 5th ; 18+ 6th ; ; Only one contingency spell can be placed on the ; spellcaster at any one time; if a second is cast, the first ; one (if still active) is cancelled. The conditions needed to ; bring the spell into effect must be clear, although they can ; be rather general. For example, a contingency spell cast ; with an airy water spell might prescribe that any time the ; wizard is plunged into or otherwise engulfed in water or ; similar liquid, the airy water spell will instantly come ; into effect. Or a contingency could bring a feather fall ; spell into effect any time the wizard falls more than 2 ; feet. In all cases, the contingency immediately brings into ; effect the second spell, the latter being "cast" ; instantaneously when the prescribed circumstances occur. ; Note that if complicated or convoluted conditions are ; prescribed, the whole spell complex (the contingency spell ; and the companion magic) may fail when called upon. ; ; The material components of this spell are (in addition ; to those of the companion spell) 100 gp worth of quicksilver ; and an eyelash of an ogre mage, ki-rin, or similar ; spell-using creature. In addition, the spell requires a ; statuette of the wizard carved from elephant ivory (which is ; not destroyed, though it is subject to wear and tear), which ; must be carried on the person of the spellcaster for the ; contingency spell to perform its function when called upon. ; ** 6 4 ; Enchant an Item (PH 223) (VSM special) ; (Enchantment, Invocation) ; ; Range: Touch Components: V, S, M ; Duration: Special Casting Time: Special ; Area of Effect: 1 item Saving Throw: Neg. ; ; This is a spell that must be used by a wizard planning ; to create a magical item. The enchant an item spell prepares ; the object to accept the magic. The item must meet the ; following tests: 1) it must be in sound and undamaged ; condition; 2) the item must be the finest possible, ; considering its nature, i.e., crafted of the highest quality ; material and with the finest workmanship; and 3) its cost or ; value must reflect the second test, and in most cases the ; item must have a raw-materials cost in excess of 100 gp. ; With respect to requirement 3, it is not possible to apply ; this test to items such as ropes, leather goods, cloth, and ; pottery not normally embroidered, bejeweled, tooled, carved, ; or engraved. If such work or materials can be added to an ; item without weakening or harming its normal functions, ; however, these are required for the item to be enchanted. ; ; The wizard must have access to a workshop or ; laboratory, properly equipped and from which contaminating ; magic can be screened. Any magical item not related to the ; fabrication process (such as most protective devices) and ; within 30 feet of the materials is a source of contaminating ; magic and will spoil the process. ; ; The item to be prepared must be touched by the ; spellcaster. This touching must be constant and continual ; during the casting time, which is a base 16 hours plus an ; additional 8d8 hours (as the wizard may never work more than ; eight hours per day, and haste or any other spells will not ; alter the time required in any way, this effectively means ; that casting time for this spell is two days + 1d8 days). ; All work must be uninterrupted, and during rest periods the ; item being enchanted must never be more than 1 foot distant ; from the spellcaster; if it is, the whole spell is spoiled ; and must be begun again. (Note that during rest periods ; absolutely no other form of magic can be performed, and the ; wizard must remain quiet and in isolation or the enchantment ; is ruined.) ; ; At the end of the spell, the caster will know that the ; item is ready for the final test. He will then pronounce the ; final magical syllable, and if the item makes a saving throw ; (which is exactly the same as that of the wizard) vs. spell, ; the spell is completed. The spellcaster's saving throw ; bonuses also apply to the item, up to +3. A result of 1 on ; the 1d20 roll always results in failure, regardless of ; modifications. Once the spell is finished, the wizard can ; begin to place the desired spell upon the item. The spell he ; plans to place must be cast within 24 hours or the ; preparatory spell fades, and the item must be enchanted ; again. ; ; Each spell subsequently cast upon an object bearing an ; enchant an item spell requires 2d4 hours per spell level of ; the magic being cast. Again, during casting the item must be ; touched by the wizard, and during the rest periods it must ; always be within 1 foot of his person. This procedure holds ; true for any additional spells placed upon the item, and ; each successive spell must be begun within 24 hours of the ; last, even if the prior spell failed. ; ; No magic placed on an item is permanent unless a ; permanency spell is used as a finishing touch. This always ; runs a 5% risk of draining 1 point of Constitution from the ; wizard casting the spell. Also, while it is possible to tell ; when the basic spell (enchant an item) succeeds, it is not ; possible to tell if successive castings actually work, for ; each must make the same sort of saving throw as the item ; itself made. Naturally, an item that is charged--a rod, ; staff, wand, javelin of lightning, ring of wishes, etc.--can ; never be made permanent. Magical devices cannot be used to ; enchant an item or cast magic upon an object so prepared, ; but scrolls can be used for this purpose. ; ; The materials needed for this spell vary according to ; both the nature of the item being enchanted and the magic to ; be cast upon it. For example, a cloak of displacement might ; require the hides of one or more displacer beasts, a sword ; meant to slay dragons could require the blood and some other ; part of the type(s) of dragon(s) it will be effective ; against, and a ring of shooting stars might require pieces ; of meteorites and the horn of ki-rin. These specifics, as ; well as other information pertaining to this spell, are ; decided by the DM and must be discovered or researched in ; play. ; ** 6 1 ; Globe of Invulnerability (PH 225) (VSM glass/crystal bead) ; (Abjuration) ; ; Range: 0 Components: V, S, M ; Duration: 1 rd./level Casting Time: 1 rd. ; Area of Effect: 5-ft. radius Saving Throw: None ; ; This spell creates an immobile, faintly shimmering, ; magical sphere around the caster that prevents any 1st-, ; 2nd-, 3rd-, or 4th-level spell effects from penetrating. ; Thus, the area of effect of any such spell does not include ; the area of the globe of invulnerability. This includes ; innate spell-like abilities and effects from devices. ; However, any type of spell can be cast out of the magical ; sphere; spells pass from the caster of the globe to the ; subject without effect on the globe. Fifth and higher level ; spells are not affected by the globe. The globe can be ; brought down by a successful dispel magic spell. ; ; The material component of the spell is a glass or ; crystal bead that shatters at the expiration of the spell. ; ** 6 3 ; Invulnerability to Magical Weapons (CWH 105) (VM# broken mweapon piece) ; ; School: Abjuration ; Range: 0 ; Comp: VM (piece of broken magical weapon) ; Duration: rnd/lvl ; CT: 3 ; AoE: 5-ft radius ; Save: NONE ; ** 6 1 ; Permanent Illusion (PH 229) (VSM fleece) ; (Illusion/Phantasm) ; ; Range: 10 yds./level Components: V, S, M ; Duration: Permanent Casting Time: 6 ; Area of Effect: 20-ft. cube + Saving Throw: Special ; 10-ft. cube/level ; ; When this spell is cast, the wizard creates an ; illusion with visual, auditory, olfactory, and thermal ; elements. The spell can create the illusion of any object, ; creature, or force, as long as it is within the boundaries ; of the spell's area of effect. It affects all creatures that ; view the illusion, even to the extent of them suffering ; damage from falling into an illusory pit full of sharp ; spikes. ; ; Creatures that attempt to disbelieve the illusion gain ; a saving throw vs. spell and, if successful, they see it for ; what it is and add +4 bonuses to associates' saving throws, ; if this knowledge can be communicated effectively. Creatures ; not sensing the spell effect are immune until they become ; aware of it. The permanent illusion is subject to a dispel ; magic spell, of course. ; ; The material component of the spell is a bit of ; fleece. ; ** 6 2 ; Trollish Fortitude (S&M 154) ; ; School: Necromancy ; Range: 0 ; Comp: VSM (shred of dried flesh from troll heart) ; Duration: 1 rd/lvl ; CT: 6 ; AoE: caster ; Save: NONE ; ; gain troll regen (3/rnd) and ignore dismember, decap, etc. ; * Seventh List (9) | fixed: 40 free: 80 ** 7 4 ; * Create Power Relay (modified _Spell Shape_) ; ; School: Wild, Alteration ; Range: 0 ; Comp: VSM (diamond worth 2k gp (turned to coal)) ; Duration: d4+1 rounds ; CT: 1 round ; AoE: 1 item ; Save: NONE ; ; This spell is a slightly modified version of _Spell Shape_, ; designed to allow an enchanted item to absorb spells ; directed at the caster, and convert them into magical ; power. Simply put, this is a copy of _Spell ; [Shape|Turning]_ re-fit with a back-end designed to power a ; channel, rather than enabling the caster to cast-back ; spells. ; ; ; ** 7 2 ; * Power Word: Lose (VM special ebony die) ; ; School: Conjuration (wild) Range: 120 yards ; Comp: V Duration: d6+2 rounds,special ; CT: 1 AoE: 1 creature ; Save: NONE, special ; ; This strange, strong _power word_ causes the patterns of ; randomness and chaos in a particular to abruptly settle into ; a sharply negative pattern. Any action that involves ; randomness (such as attack roll, saving throw, level ; variation) will automatically result in the most unfavorable ; result. ; ; Each round after the first, the victim attempts to determine ; the action resolution normally. On the most favorable ; result (`best' roll of the die), the spell is broken. If ; the most unfavorable result is obtained, then the negative ; pattern become so strong that normal existane becomes ; hindered; random motion in air patterns causes difficulty ; breathing, random firing of neurons makes phsyical ; activities such as walking or holding items difficult, etc. ; ; Like most _power words_, _Power word: fail_ cannot be ; _dispelled_ by magic of lesser potency than _limited wish_. ; _luckstones_, _luckblades_, and similar sources of unusual ; luck have their normal affect on the spell resolution, ; making it more likely that the victim will recover, and ; faster. Additionally, such effects cause the duration die ; roll to always be the `most lucky' value for the victim. ; ** 7 1 ; * Kindapermanency (VSM# something) ; ; School: Alteration ; Range: special ; Comp: VSM () ; Duration: special ; CT: 1 round ; AoE: special ; Save: NONE ; basis: Semipermanency, PaDoA, pp. 79 ; ; spell durations increase dramatically, to level-d20 years; if ; 0 or less, d12 months. These rolls are NOT known to the ; caster. ; ** 7 4 ; Mordenkainen's Magnificent Mansion ; ; School: Alteration, Conjuration) ; Range: 10 yds. ; Comp: V, S, M ; Dur: 1 hr./level ; CT: 7 rds. ; AoE: 300 sq. ft./level ; Save: None ; ; By means of this spell, the wizard conjures up an ; extradimensional dwelling, entrance to which can be gained ; only at a single point of space on the plane from which the ; spell was cast. From the entry point, those creatures ; observing the area see only a faint shimmering in the air, ; in an area 4 feet wide and 8 feet high. The caster of the ; spell controls entry to the mansion, and the portal is shut ; and made invisible behind him when he enters. He may open it ; again from his own side at will. Once observers have passed ; beyond the entrance, they behold a magnificent foyer and ; numerous chambers beyond. The place is furnished and ; contains sufficient foodstuffs to serve a nine-course ; banquet to as many dozens of people as the spellcaster has ; levels of experience. There is a staff of near-transparent ; servants, liveried and obedient, to wait upon all who enter. ; The atmosphere is clean, fresh, and warm. ; ; Since the place can be entered only through its special ; portal, outside conditions do not affect the mansion, nor do ; conditions inside it pass to the plane beyond. Rest and ; relaxation within the place is normal, but the food is not. ; It seems excellent and quite filling as long as one is ; within the place. Once outside, however, its effects ; disappear immediately, and if those resting have not eaten ; real food within a reasonable time span, ravenous hunger ; strikes. Failure to eat normal food immediately results in ; the onset of fatigue or starvation penalties as decided by ; the DM. ; ; The material components of this spell are a miniature portal ; carved from ivory, a small piece of polished marble, and a ; tiny silver spoon. These are utterly destroyed when the ; spell is cast. ; ; (It is worth mentioning that this spell has been used in ; conjunction with a normal portal, as well as with illusion ; magic. There is evidence that the design and interior of ; the space created can be altered to suit the caster's ; wishes.) ; ** 7 1 ; Power Word, Stun (PH 235) (V) ; (Conjuration/Summoning) ; ; Range: 5 yds./level Components: V ; Duration: Special Casting Time: 1 ; Area of Effect: 1 creature Saving Throw: None ; ; When a power word, stun spell is uttered, any creature ; of the wizard's choice is stunned--reeling and unable to ; think coherently or act--for a duration dependent on its ; current hit points. Of course, the wizard must be facing the ; creature, and the creature must be within the range of 5 ; yards per experience level of the caster. Creatures with 1 ; to 30 hit points are stunned for 4d4 rounds, those with 31 ; to 60 hit points are stunned for 2d4 rounds, those with 61 ; to 90 hit points are stunned for 1d4 rounds, and creatures ; with over 90 hit points are not affected. Note that if a ; creature is weakened so that its hit points are below its ; usual maximum, the current number of hit points is used. ; ** 7 2 ; Persistence (S&M 155) (VSM# exquisite crystal chalice (2kgp)) ; ; School: Inv/Evo ; Range: 0 ; Comp: VSM (exquisite crystal chalice (2000gp)) ; Duration: 1 day/lvl ; CT: 1 turn ; AoE: caster ; Save: NONE ; ; put spell duration on personal timer, or hold it until willed ; * Eighth List ( * channel: (- 7 (+ 2 ; mm reflection 2 ; surge missile 3 ; alternate reality )) * Spell point allocation base signature (- (+ 538 4 6 10 22) (+ ;;;;;;;; Cantrip (free: 1) 1 1 ; free ;;;;;;;; First (10, fixed: 4, free 8) ;; 4 ; prot hunger and thirst (every 15 days) 4 ; * Nahal's Reckless Dweomer (alt above) 4 ; * Nahal's Reckless Dweomer (b) 4 ; * Fluctuating Armor (s) 4 4 ; MM ;; 4 4 ; det magic ;; 4 ; feather fall 8 ; 8 ; free ;;;;;;;; Second (10, fixed: 6, free 12) ;; 6 ; Flann's Finery (every 15 days) ;; 6 ; Vocalize 6 6 ; * Surge Missile (b) (s) 6 ; Continual light 12 12 ; free ;;;;;;;; Third (10, fixed: 10, free 20) 10 10 ; * Alternate Reality (b) (s) ;;;; 10 ; * Alternate Reality 10 10 ; fly ;;;; 10 ; wraithform 10 10 ; dispell magic 10 ; clairvoyance 10 ; clairaudience 20 ; free ;;;;;;;; Fourth (9, fixed: 15, free 30) 15 ; * Unluck (b) 15 ; * There/Not There (a) 15 ; Stoneskin 15 ; 15 ; Improved Strength 15 ; Vitriolic Sphere ; 15 ; Wizard Eye 30 ; free ;;;;;;;; Fifth (10, fixed: 22, free 44) ; 22 22 ; * Spell Capture (a) 22 ;22 ; * Improved Blink (b) (s) (w/ persistance) 22 ; Feeblemind ;;;;;;;; Sixth (9, fixed: 30, free 60) ;; 30 ; contingency (every 15 days) ;; 30 ; trollish fortitude (w/ persistence) 30 ; * Power Word: Shush (b) 30 ; invulnerability to magical weapons ;;;;;;;; Seventh (9, fixed: 40, free 80) ;; 40 ; Persistence (every 2 weeks) (typ: imp blink, troll fort, inv magic w) 40 40 ; * Power Word, Lose (b) 40 40 ; Power Word, Stun ;;;;;;; 40 ; Mordenkainen's Magnificent Mansion )) * spells cast Prot Hunger and Thirst Flann's Finery Fluctuating Armor Stoneskin Contingency Improved Blink Persistence Detect Magic trollish Fortitue Ion Protector Invisibility * research notes ** Power Channel This is a series of interconnected spells, designed to create a temporary magic item that can force the `raw stuff of magic' into specific, orderly patterns. The spells used to create the item are: modified _Magic Staff_ (_Create Wild Vessel_), modified _Spell Shape_ (_Create Power Relay_), _Nahal's Reckless Dwoemer_, _Enchant an Item_, and some means of making the spells last (_Permanency_ or _Kindapermanency_). The steps of creation involve creating the vessel (_Create Wild Vessel_), creating the magical channel (_Create Power Relay__, and _Nahal's Reckless Dwoemer_), binding the channel into the vessel (_Enchant an Item_, _Kindapermanency_), and preparing the vessel for being girded with spells (_Create Wild Vessel_ again). These spells are typically cast upon a pair of thin leather gloves with golden tracings along the seams, back, and palm. The completed channel allows the user to harness magical energy, including wild magical energy, into powering spells. Using the energies this way requires the ability to shape and focus `wild magic' energy, and thus is usually restricted to wild mages. This power channel can be used in a manner similar to the secondary (wild mage) usage of a _Wand of Wonder_, casting spells from the user's memory, but powering them from the channel. In addition to the spells in the mage's memory, the modified _Magic Staff_ spell can be used to gird spells into the channel, allowing them to be cast in a similar fashion. The spells in the channel can *only* be powered by the channel, and they can only be girded by re-casting the modified _Magic Staff_. The channel gains charges either by the normal method for wands (_Enchant an Item_), or by absorbing spells cast at the wielder, ala the modified _Spell Shape_. Instead of being able to cast-back the magical energy via spell level, the spell levels are added to the current energy of the channel. The channel has a maximum capacity; exceeding this causes it to explode, showering forth its power as spells and wild surges, and is probably `Truly a Sight To See(TM)', as the chained chaotic energies revert to their wild natures. If the channel ever runs *completely* out of power, the magical channel enchantments will `consume' the enchantments of the channel itself, effectively destroying it. ** new Wild spells *** Magical Overload target makes saves/MR/etc first odd round(s), and fails on even round(s). ** known interesting spells + Genie Contract (WSC2 400) + Iron Mind (WSC2 468) + Farscry (WSC2 344) + Jalartan's Miraculun (WSC2 474) + Lapse (WSC2 497) + Lifeproof (WSC2 514) + acid storm (ToM 7th) + acid bolt (wsc) ** new group stuff + Mordenkainen's Force Missle (4th - S&M 147) + Lower Resistance (5th - ToM 34) + Improved Magic Missile (3rd - WSC2 454) + Lance of Disruption + Solvent of Corrosion + Mind Blank + Project Image + Enchant an Item + Enchanted Weapon + Hold Monster + Magic Jar + psychic protection SM ** requests + paralyze FRAdv 3rd + nightscar FRAdv + nondetection PH 3rd + proof against teleportation