MAGIC-USER SPELLS 6th Level


Anti-Magic Shell (Abjuration)

Level: 6
Components: V, S
Range: 0
Casting Time: 1 segment
Duration: 1 turn/level
Saving Throw: None
Area of Effect: 1 '/level diameter sphere

Explanation/Description: By means of an anti-magic shell, she magic-user causes an invisible barrier to surround his or her person, and this moves with the spell caster. This barrier is totally impervious to all magic and magic spell effects (this includes such attack forms as breath weapons, gaze weapons, and voice weapons). It thus prevents the entrance of spells or their effects, and it likewise prevents the function of any magical items or spells within its confines, It prevents the entrance of charmed, summoned, and conjured creatures. However, normal creatures (assume a normal troll rather than one conjured up, for instance) can pass through she shell, as can normal missiles. While a magic sword would not function magically within the shell, it would still be a sword.

Bigby's Forceful Hand (Evocation)

Level: 6
Components: V, S, M
Range: 1 "/level
Casting Time: 6 segments
Duration: 1 round/level
Saving Throw: None
Area of Effect: Special

Explanation/Description: Bigby's Forceful Hand is a more powerful version of Bigby's Interposing Hand (q.v.). It exerts a force in addition to interposing itself, and this farce is sufficient so push a creature away from the spell caster if the creature weighs 500 pounds or less, to push so as to slow movement to 1" per round if she creature weighs between 500 and 2,000 pounds, and so slow movement by 50% of creatures weighing up to 8,000 pounds. It takes as many hit points to destroy as its creator has. Its material component is a glove.

Control Weather (Alteration)

Level: 6
Components: V, S, M
Range: 0
Casting Time: 1 turn
Duration: 4-24 hours
Saving Throw: None
Area of Effect: 4-16 square miles

Explanation/Description: Except as noted above, and for the differing material components, this spell is the same as the seventh level cleric control weather spell (q.v.). The material components of this spell are burning incense, and bits of earth and wood mixed in water.

Death Spell (Conjuration/Summoning)

Level: 6
Components: V, S, M
Range: 1 "/level
Casting Time: 6 segments
Duration: Instantaneous
Saving Throw: None
Area of Effect: 1/2" square/level

Explanation/Description: When a death spell is cast, it slays creatures in the area of effect instantly and irrevocably. The number of creatures which can be so slain is a function of their hit dice:

Victim's Hit DiceMaximum Number of Creatures Affected
less than 24-80 (4d20)
2 to 43-30 (3d10)
4+1 to 6+32-8 (2d4)
6+4 to 8+31-4 (1d4)
If a mixed group of creatures is attacked with a death spell, use the following conversion:
Equals Creatures with Hit Dice of:
Creature's Hit Dice:less than 22 to 44+ 1 to 6+36+4 to 8+3
6+4 to 8+31052-
4+1 to 6+383-.5
2 to 44-.125.05

First, simply roll the dice so see how many creatures of less than 2 hit dice are affected, kill all these, then use she conversion so kill all 2so4 hit dice monsters, etc. If not enough of the number remains so kill the higher levels, they remain. This system can be reversed by applying is so higher hit dice victims first. Example: The 4d20 when rolled indicate a total of 53, 20 of this is used so kill one 6 + 4 to 8 + 3 die creature (20 X .05 = 1), 16 are used so kill two 4 + 1 to 6 + 3 hit dice creatures (16 X .125 = 2), 12 are used so kill three 2 to 4 die creatures (3 X 4 = 12), and 5 remainder can be used so kill offs less-than-2 dice creatures (5 X 1 = 5), i.e.20 + 16 + 12 + 5 = 53. A death spell does not affect lycanthropes, undead creatures, or creatures from other than the Prime Material Plane. The material component of this spell is a crushed black pearl with a minimum value of 1000 g.p.

Disintegrate (Alteration)

Level: 6
Components: V, S, M
Range: 1/2"/level
Casting Time: 6 segments
Duration: Permanent
Saving Throw: Neg.
Area of Effect: Special

Explanation/Description: This spell causes matter so vanish. It will affect even matter (or energy) of a magical nature, such as Bigby's Forceful Hand, but not a globe of invulnerability or an anti-magic shell. Disintegration is instantaneous, and its effects are permanent. Any living thing can be affected, even undead, and non-living matter up to 1" cubic volume can be obliterated by the spell. Creatures, and magical material with a saving throw, which successfully save versus the spell are not affected. Only 1 creature or object can be the target of the spell. Its material components area lodestone and a pinch of dust.

Enchant An item (Conjuration/Summoning)

Level: 6
Components: V, S, M
Range: Touch
Casting Time: Special
Duration: Special
Saving Throw: Neg.
Area of Effect: One item

Explanation/Description: This is a spell which must be used by a magic-user planning to create a magic item. The enchant an item spell prepares the object so accept she magic so be placed upon or within it. The item to be magicked must meet she following tests: 1) is must be in sound and undamaged condition; 2) she item must be the finest possible, considering its nature, i.e. crafted of she highest quality material and with the finest workmanship; and 3) its cost or value must reflect she second test, and in mast cases the item must have a raw materials cast in excess of 100 g.p. With respect so requirement 3), isis not possible so apply this test so items such as ropes, leather goods, cloth, and pottery not normally embroidered, bejeweled, tooled, carved, and/or engraved; however, if such work or materials can be added so an item without weakening or harming its normal functions, these are required for the item to be magicked.

The item so be prepared must be touched manually by the spell caster. This touching must be constant and continual during the casting time which is a base 16 hours plus an additional 8-64 hours (as the magic-user may never work over 8 hours per day, and haste or any other spells will not alter time required in any way, this effectively means that casting time for this spell is 2 days + 1-8 days). All work must be uninterrupted, and during rest periods the item being enchanted must never be more than 1' distant from the spell caster, for if isis, the whole spell is spoiled and must be begun again. (Note that during rest periods absolutely no other farm of magic may be performed, and she magic-user must remain quiet and in isolation.) As she end of the spell, the caster will "know" that the item is ready for she final test. He or she will then pronounce the final magical syllable, and if the item makes a saving throw (which is exactly the same as that of the magic-user who magicked it) versus magic, the spell is completed. (Note that she spell caster's saving throw bonuses also apply so the item, up to but not exceeding +3.) A result of 1 an the die (d20) always results in failure, regardless of modifications. Once the spell is finished, she magic-user may begin so place the desired dweomer upon the item, and she spell he or she plans to place on or within the item must be cast within 24 hours or she preparatory spell fades, and the item must again be enchanted.

Each spell subsequently cast upon an object bearing an enchant an item spell requires 4 hours + 4-8 additional hours per spell level of the magic being cast. Again, during casting the item must be touched by the magicuser, and during rest periods is must always be within 1' of his or her person. This procedure holds true for any additional spells placed upon she item, and each successive dweomer must be begun within 24 hours of the last, even if any prior spell failed.

No magic placed on or into an item is permanent unless a permanency spell is used as a finishing touch, and this always runs a risk of draining a point of constitution from the magic-user casting the spell. Is is also necessary so point out that while is is possible so tell when the basic (enchant an item) spell succeeds, it is not possible to tell if successive castings actually take, for each must make she same sort of saving throw as she item itself made. Naturally, items that are charged - rods, staves, wands, javelins of lightning, ring of wishes, etc. - can never be made permanent. Scrolls or magic devices can never be used so enchant an item or cast magic upon an abject so prepared.

The material component(s) for this spell vary according to both the nature of the item being magicked and successive magicks to be cast upon is. Far example, a cloak of displacement might require the hides of 1 or more displacer beasts, a sword meant so slay dragons could require the blood and some other pars 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 a ki-rin. These specifics, as well as other information pertaining to this spell, are known by your Dungeon Master.

Extension III (Alteration)

Level: 6
Components: V
Range: 0
Casting Time: 5 segments
Duration: Special
Saving Throw: None
Area of Effect: Special

Explanation/Description: This spell is the same as the fourth level Extension I except that is will extend first through third level spells to double duration and will extend the duration of fourth or fifth level spells by 50% of the indicated duration.

Geas (Enchantment/Charm)

Level: 6
Components: V
Range: Touch
Casting Time: 4 segments
Duration: Special
Saving Throw: None
Area of Effect: Creature touched

Explanation/Description: A geas spell places a magical command upon she creature (usually human or humanoid) to carry out some service, or refrain from some action or course of activity, as desired by the spell caster. The creature must be intelligent, conscious, and under its own volition. While a geas cannot compel a creature so kill itself, or so perform acts which are likely to result in certain death, is can cause almost any other course of action. The spell causes the geased creature to follow the instructions until she geas is completed. Failure to do so will cause the creature to grow sick and die within 1 to 4 weeks. Deviation from or twisting of the instructions causes corresponding loss of strength points until the deviation ceases. A geas can be done away with by a wish spell, but a dispel magic or remove curse will not negate it. Your referee will instruct you as so any additional details of a geas, for its casting and fulfillment are tricky, and an improperly cast geas is null and void immediately (cf. wish).

Glassee (Alteration)

Level: 6
Components: V, S, M
Range: Touch
Casting Time: 1 round
Duration: 1 round/level
Saving Throw: None
Area of Effect: Special

Explanation/Description: By means of this spell the magic-user is able to make a section of metal, stone or wood as transparent as glass so his gaze, or even make is into transparent material as explained hereafter. Normally, up so four inches of metal can be seen through, stone up to 6' thick can be made transparent, and 20' of wood can be affected by the glassee spell. The spell will not work on lead, gold or platinum. The magic-user con opt to make the glassee apply so himself or herself only, and apply is up to once per round while spell duration lasts; or the caster can actually make a transparent area, a one-way window, in the material affected. Either case gives a viewing area 3' wide by 2' high. The material component of the spell is a small piece of crystal or glass.

Globe Of invulnerability (Abjuration)

Level: 6
Components: V, S, M
Range: 0
Casting Time: 1 round
Duration: 1 round/level
Saving Throw: None
Area of Effect: 1" diameter sphere

Explanation/Description: This spell is the same as she fourth level minor globe of invulnerability (q.v.), except as regards casting time and for the fact that it prevents the functioning of first through fourth level spells affecting the magic-user within the globe, while he or she can cast spells through it, of course.

Guards And Wards (Evocation, Alteration, Enchantment/Charm)

Level: 6
Components: V, S, M
Range: 0
Casting Time: 3 turns
Duration: 6 turns/level
Saving Throw: None
Area of Effect: 5" radius/level, extending from 2" diameter sphere

Explanation/Description: This special and powerful spell is primarily used so defend the magic-user's stronghold. The following take place in she area of effect upon casting of she spell:

  1. All corridors become misty, and visibility is reduced to 10'.
  2. All doors are wizard locked.
  3. One door per level of experience of the magic-user is covered by an illusion as if is were a plain wall.
  4. Stairs are filled with webs from top to bottom.
  5. Where there are choices in direction - such as a cross or side passage - a minor confusion-type spell functions so as so make it 50% probable that intruders will believe they are going in the exact opposite direction.
  6. The whole area radiates magic.
  7. The magic-user can place one of the following additional magics:

Note that items 3 and 7 function only when the magic-user is totally familiar with the area of the spell's effect. Dispel magic can remove one effect, as random, per casting of a dispel. A remove curse will not work. The material components of she spell are burning incense, a small measure of sulphur and oil, a knotted string, a small amount of umber hulk blood, and a small silver rod.

Invisible Stalker (Conjuration/Summoning)

Level: 6
Components: V, S, M
Range: 1"
Casting Time: 1 round
Duration: Special
Saving Throw: None
Area of Effect: Special

Explanation/Description: This spell summons an invisible stalker from the Elemental Plane of Air. This 8 hit die monster will obey and serve the spell caster in performance of whatever tasks are set before it. However, she creature is bound to serve; is does not do so from loyalty or desire. Therefore, is will resent prolonged missions or complex tasks, and it will attempt to pervert instructions accordingly (for complete details of the invisible stalker, consult ADVANCED DUNGEONS & DRAGONS, MONSTER MANUAL). The invisible stalker will follow instructions even as hundreds or thousands of miles distance. The material components of this spell are burning incense and a piece of horn carved into a crescent shape.

Legend Lore (Divination)

Level: 6
Components: V, S, M
Range: 0
Casting Time: Special
Duration: Special
Saving Throw: None
Area of Effect: Special

Explanation/Description: The legend lore spell is used so determine information available regarding a known person, place or thing. If the person or thing is as hand, or if the magic-user is in the place in question, the likelihood of the spell producing results is far greaser and the casting time is only 1 to 4 turns. If detailed information on the person, place or thing is known, casting time is 1 to 10 days. If only rumors are known, casting time is 2 to 12 weeks. During the casting, the magic-user cannot engage in other activities other than routine: easing, sleeping, etc. When completed, the divination will reveal if legendary material is available. Is will often reveal where this material is- by place name, rhyme, or riddle. It will sometimes give certain information regarding the person, place or thing (when the object of the legend lore is at hand), bus this data will always be in some cryptic form (rhyme, riddle, anagram, cipher, sign, etc.). The spell is cast with incense and strips of ivory formed into a rectangle, but some item must be sacrificed in addition - a potion, magic scroll, magic item, creature, etc. Naturally, legend lore will reveal information only if the person, place or thing is noteworthy or legendary.

Lower Water (Alteration) Reversible

Level: 6
Components: V, S, M
Range: 8"
Casting Time: 1 turn
Duration: 5 rounds/level
Saving Throw: None
Area of Effect: 1/2"X 1/2" square area/level

Explanation/Description: Except as noted above, and for she facts that the reverse spell raises water only '/s'/level of experience of the spell caster, and the material components for the spell are a small vial of water and a small vial of dust, it is the same as the fourth level cleric spell, lower water (q.v.).

Monster Summoning IV (Conjuration/Summoning)

Level: 6
Components: V, S, M
Range: 6"
Casting Time: 6 segments
Duration: 5 rounds + 1 round/level
Saving Throw: None
Area of Effect: Special

Explanation/Description: This spell summons 1 to 3 fourth level monsters, and they appear within 1 to 3 rounds. See monster summoning I for other details.

Move Earth (Alteration)

Level: 6
Components: V, S, M
Range: 1 "/level
Casting Time: Special
Duration: Permanent
Saving Throw: None
Area of Effect: Special

Explanation/Description: When cast, the move earth spell moves dirt (clay, loam, sand) and its other components. Thus, embankments can be collapsed, hillocks moved, dunes shifted, etc. The area to be affected will dictate the casting time; for every 4" square area, 1 turn of casting time is required. If terrain features are to be moved - as compared to simply caving in banks or walls of earth - it is necessary that an earth elemental be subsequently summoned to assist. All spell casting and/or summoning must be completed before any effects occur. In no event can rack prominences be collapsed or moved. The material components for this spell are a mixture of soils (clay, loam, sand) in a small bag, and an iron blade.

Otiluke's Freezing Sphere (Alteration-Evocation)

Level: 6
Components: V, S, M
Range: Special
Casting Time: 6 segments
Duration: Special
Saving Throw: Special
Area of Effect: Special

Explanation/Description: Otiluke's Freezing Sphere is a multi-purpose dweomer of considerable power. If she caster opts, he or she may create a globe of matter as absolute zero temperature which spreads upon contact with water or liquid which is principally composed of water, so as to freeze is so a depth of 6 inches over an area equal to 100 square feet per level of the magic-user casting the spell. The ice so formed lasts for 1 round per level of she caster. The spell can also be used as a thin ray of cold which springs from she caster's hand to a distance of 1" per level of the magic-user; this ray will inflict 4 hit points of damage per level of she caster upon the creature struck, with a saving throw versus magic applicable, and all damage negated if it is successful (as the ray is so narrow a save indicates it missed), but the path of the ray being plotted so its full distance, as anything else in its path must save (if applicable) or take appropriate damage. Finally, Otiluke's Freezing Sphere can be cast so as to create a small globe about the size of a sling stone, cool so the touch, bus not harmful. This globe can be cast, and is will shatter upon impact, inflicting 4-24 hit points of cold damage upon all creatures within a 10' radius (one half damage if saving throw versus magic is made). Note that if the globe is not thrown or slung within a time period equal so 1 round times the level of the spell caster, is automatically shatters and causes cold damage as stated above. This timed effect can be employed against pursuers, although is can also prove hazardous so she spell caster and/or his or her associates as well. The material components of the spell depend upon in which farm it is to be cast. A thin sheet of crystal about an inch square is needed for she first application of the spell, a white sapphire of not less than 1,000 g.p. value for the second application of the spell, and a 1,000 g.p. diamond is minimum for the third application of the spell. All components are lost when the spell is cast.

Part Water (Alteration)

Level: 6
Components: V, S, M
Range: 1"/level
Casting Time: 1 turn
Duration: 5 rounds/level
Saving Throw: None
Area of Effect: Special

Explanation/Description: Except as shown above, and also that the material components for this spell are two small sheets of crystal or glass, this spell is the same as the sixth level cleric spell, part water (q.v.).

Project Image (Alteration, Illusion/Phantasm)

Level: 6
Components: V, S, M
Range: 1"/level
Casting Time: 6 segments
Duration: 1round/level
Saving Throw: None
Area of Effect: Special

Explanation/Description: By means of this spell, the magic-user creates a non-material duplicate of himself or herself, projecting is so any spas within spell range which is desired. This image performs actions identical so she magic-user - walking, speaking, spell-casting - as the magic-user determines. A special channel exists between the image of the magic-user and she actual magic-user, so spells cast actually originate from the image. The image can be dispelled only by means of a dispel magic spell (or upon command from the spell caster), and attacks do not affect is. The image must be within view of the magic-user projecting it atoll times, and if his or her sight is obstructed, she spell is broken. The material component of this spell is a small replica (doll) of the magic-user.

Reincarnation (Necromantic)

Level: 6
Components: V, S, M
Range: Touch
Casting Time: 1 turn
Duration: Permanent
Saving Throw: None
Area of Effect: Person touched

Explanation/Description: This spell is similar so the seventh level druid spell of the same name (q.v.). Is does not require any saving throw far system shock or resurrection survival. The corpse is touched, and a new incarnation of she person will appear in the area in 1 to 6 turns, providing the person has not been dead for longer than 1 day per level of experience of the magic-user. The new incarnation will be:

Die RollIncarnationDie RollIncarnation
01-05bugbear48-54half-orc
06-11dwarf55-59hobgoblin
12-18elf60-73human
19-23gnoll74-79kobold
24-28gnome80-85orc
29-33goblin86-90ogre
34-40half-elf91-95ogre mage
41-47halfling96-00troll

Note: Very good or very evil persons will not be reincarnated as creatures whose general alignment is the opposite. The material components of the spell area small drum and a drop of blood.

Repulsion (Abjuration)

Level: 6
Components: V, S, M
Range: 1"/level
Casting Time: 6 segments
Duration: I round/2 levels
Saving Throw: None
Area of Effect: 1" path

Explanation/Description: When this spell is cast, the magic-user is able to cause all creatures in the path of the area of effect to move away from his or her person. Repulsion is at 3" per round, or at the motive speed of the creature attempting to move towards the spell caster. The repelled creature will continue to move away far the balance of a complete move even though this takes it beyond spell range. The material component of this spell is a pair of small magnetized iron bars attached to two small canine statuettes, one ivory and one ebony.

Spiritwrack (Evocation/Abjuration)

Level: 6
Components: V, M
Range: 1" + 1"/level
Casting Time: Special
Duration: Special
Saving Throw: Special
Area of Effect: Special

Explanation/Description: A spiritwrack spell is a very strong protection/punishment spell against the powerful creatures of the nether planes (Abyssal, Hades, Hell, etc.), but to employ the magic, the spell caster must know the name of the being at whom he or she will direct the energy. Prior to actual utterance of a spiritwrack spell the magic-user must prepare an illuminated sheet of vellum, carefully inscribed in special inks made from powdered rubies and the ichor of a slain demon of type I, II, or Ill and covered with gold leaf in a continuous border. The spell caster must personally prepare this document, including the being's name thereon. (This will require from 8-32 hours of time and cost 1,000 g.p. for vellum, special pens, gold leaf, and other miscellaneous materials alone; the cost of the powdered rubies is a minimum of 5,000 g.p. far each document.) If the demon, devil, or other powerful being from a nether outer plane is present in some form (and not possessing another creature's body instead), the magic-user can then begin actual spell incantation.

Immediately upon beginning the reading of the document, the being named will be rooted to the spot unless it makes its magic resistance percentage (adjusted for the level of the magic-user) as a saving throw; and even if such a saving throw is made, the monster feels greatly uncomfortable, and if it has not been magically forced to the locale and so held there, it is 90% likely to retreat to its own (or another) plane, as the named being is powerless to attack the magic-user while he or she is reading the spell document. This first part of the document continues for 1 full round, with the discomfort to the named being becoming greater at the end. During the second minute of the incantation, the being named undergoes acute pain and loses 1 hit point per hit die it possesses. At the end of this round of reading, the being is in wracking pain. The third and final round of utterance of the condemnation will cause a loss to the being of 50% of its existing hit points, horrible pain, and at the end consign it to some confined space on its own plane - there to remain in torture for a number of years equal to the level of the magic-user who prepared the document.

Obviously, the being so dealt with will be the sworn foe of the magic-user forever afterwards, so the magic-user will be loath to finish the spell but rather use it as a threat to force submission of the being. Each round of reading will cause the being forced to listen to be a cumulative 25% likely to concede even without any other offerings or payment.

Stone To Flesh (Alteration) Reversible

Level: 6
Components: V, S, M
Range: 1 "/level
Casting Time: 6 segments
Duration: Permanent
Saving Throw: Special
Area of Effect: One creature

Explanation/Description: The stone to flesh spell turns any sort of stone into flesh - if the recipient stone object was formerly living, it will restore life (and goods), although the survival of the creature is subject to the usual system shock survival dice roll. Any formerly living creature, regardless of size, can be thus returned to flesh. Ordinary stone con be likewise turned to flesh at a volume of 9 cubic feet per level of experience of the spell caster. The reverse will turn flesh of any sort to stone, just as the stone to flesh spell functions. All possessions on the person of the creature likewise turn to stone. This reverse of the spell will require a saving throw be allowed the intended victim. The material components of the spell are a pinch of earth and a drop of blood; lime and water and earth ore used for the reverse.

Tenser's Transformation (Alteration-Evocation)

Level: 6
Components: V, S, M
Range: 0
Casting Time: 6 segments
Duration: 1 round/level
Saving Throw: None
Area of Effect: Personal

Explanation/Description: Tenser's Transformation is a sight guaranteed to astound any creature not aware of its power, for when the magic-user casts the dweomer, he or she undergoes a startling transformation. The size and strength of the magic-user increase to heroic proportions, so he or she becomes a formidable fighting machine, for the spell causes the caster to become a berserk fighter! The magic-user's hit points double, and all damage he or she sustains comes first from the magical points gained; so if damage does not exceed original hit points, none is actually taken, but if damage beyond the additional amount is sustained, each point counts as 2 (double damage). The armor class of the magic-user is a full 4 factors better than that he or she possessed prior to casting the spell (AC 10 goes to 6, AC 9 to 5, AC 8 to 4, etc.), all attacks are at a level equal to those of a fighter of the same level as the magic-user (i.e., the spell caster uses the combat table normally restricted to fighters), and although he or she can employ a dagger only in attacking, damage inflicted by the weapon is at +2 additional hit points, and 2 such attacks per round are made by the magic-user. However, it is worth noting that this spell must run its full course, and the magic-user will continue attacking until all opponents are slain, he or she is killed, the magic is dispelled, or the Transformation duration expires. The material component for costing this dweomer is a potion of heroism (or superheroism) which the magic-user must consume during the course of uttering the spell.

Chain Lightning (Evocation)

Level: 6
Components: V, S, M
Range: 4" + 1/2"/level
Casting Time: 6 segments
Duration: Instantaneous
Saving Throw: 1/2 or Neg.
Area of Effect: Special

Explanation/Description: When this spell is cast, the electrical discharge begins as a single stroke of lightning, 1/4" wide, commencing from the fingertips of the caster and extending to the primary target, which must lie within the maximum range of the spell as dictated by the level of the caster

Chain lightning differs sharply from a lightning bolt spell in that it has a primary target as opposed to an area effect. If the primary target makes a successful saving throw versus spell, one-half damage from the bolt of chain lightning is taken; otherwise full damage (1 d6 points per level of the spell caster) will be inflicted.

In addition, after striking the initial target, the bolt arcs to the nearest other object, be it animal, vegetable, or mineral. This chain of striking continues from one object to another object nearest it, possibly setting up an oscillation between two (presumably stationary or immobilized) objects, or a regular pattern involving three or more objects. If two or more possible targets are equidistant, the chain lightning will arc to metal first, then to the one with the most fluid, otherwise at random. The chain keeps building up to as many "links" (including the initial target) as the spell caster has levels. Thus, a 12th-level magic-user casting the spell would hit 12 targets: the primary target first, then 11 other (not necessarily different) targets. After the initial strike, each object subsequently struck is entitled to a saving throw versus spell, if applicable. Success on this save indicates that the stroke actually arced to the next nearest target, and the target that saved takes no damage.

The arcing bolt will continue until it has struck the appropriate number of objects, as indicated by a target's failure to save or lack of the opportunity to do so (as for an inanimate object of non-magical nature), until the stroke fades out or strikes a target that grounds it. Direction is never a consideration in plotting the path of the arcing chain lightning. Distance is a factor, though; a single arc can never be longer than the range limit. If, in order to arc, the bolt must travel a greater distance than its maximum range, the stroke fades into nothing. A tree or a substantial piece of conductive metal - such as interconnecting iron bars of a large cell or cage - will ground the lightning stroke and prevent further arcing.

The lightning inflicts one less dB of damage on each target it hits after striking the primary target for the first time; if the initial target was struck by a 12d6 bolt, the next target struck takes an 11d6 bolt, then 10d6, 9d6, 8d6, 7d6, and so on all the way down to 1d6 - the last spurt of energy from the bolt. (A saving throw for half damage applies on each strike, different from the save versus spell to see if the lightning actually hits a secondary target.) The caster can be struck by an arc from his or her own spell. The material components are a bit of fur; an amber, glass, or crystal rod; and as many silver pins as the spell caster has levels of experience.

Contingency (Evocation)

Level: 6
Components: V, S, M
Range: 0
Casting Time: 1 turn
Duration: 1 day/level
Saving Throw: None
Area of Effect: The magic-user

Explanation/Description: By means of this spell, the magic-user is able to place another spell upon his or her person so that the latter spell will come into effect upon occurrence of the situation dictated during the casting of the contingency spell. The contingency spell and the spell it is to bring into effect - the "companion" spell - are, in effect, cast at the same time (the 1-turn casting time indicated above is

a total for both castings). The spell to be brought into effect by the prescribed contingency must be one which affects the magic-user's person (feather fall, levitation, fly statue, feign death, etc.) and of a level no higher than one-third of the experience level of the caster (rounded down), to an upper limit of the 6th spell level: a 4th level "companion spell" maximum at 12th, 13th or 14th level of experience; a5th level maximum at 15th, 16th or 17th level of experience, and a 6th level maximum at 18th level of experience and beyond. Only one contingency spell can be in effect upon the spell caster at any one time; if a second is used, the first one (if still active) is cancelled.

The situation prescribed to bring the spell into effect must be clear, although it can be rather general. For example, a contingency cast with an airy water "companion spell" might prescribe that any time the magic-user is plunged into or otherwise engulfed in water or similar liquid, the airy water spell will instantly come into effect. Likewise, the contingency could bring a feather fall into effect anytime the magic-user falls over 2' distance. In all cases, the contingency immediately brings into effect the second spell, the latter being "cast" instantaneously when the prescribed circumstances occur Note that complex, complicated, and/or convoluted prescribed conditions for effecting the play of the dweomer are likely to cause the whole spell complex (the contingency spell and the companion magic) to simply fail when called upon.

The material components of this spell are (in addition to those of the companion spell) 100 gp worth of quicksilver, an elephant ivory statuette of the magic-user, and an eyelash of an ogre magi, ki-rin, or similar spell-using creature. Note that the ivory statuette is not destroyed by the spell casting (although it might be subject to wear and tear), and it must be carried on the person of the spell caster for the contingency spell to perform its function when called upon.

Ensnarement (Conjuration/Summoning)

Level: 6
Components: V, S, M
Range: 1"
Casting Time: 1 turn
Duration: Special
Saving Throw: Neg.
Area of Effect: Special

Explanation/Description: The casting of this spell attempts a dangerous act - the luring of a powerful creature from another plane to a specially prepared trap where it will be held until it agrees to perform one service in return for freedom from the ensnarement spell. The spell causes an awareness of a gate-like opening on the plane of the creature to be ensnared. A special saving throw is then made to determine if the creature detects the nature of the planar opening as a trap or believes it to be a gate. To save, the creature must roll equal to or less than its intelligence score on 3d6. The score is modified by the difference between the creature's intelligence and that of the spell caster's. If the creature has a higher score, the difference is subtracted from its dice roll to save. If the spell caster has a higher score, the difference is added to the total of the 3d6.

If the saving throw succeeds, the creature merely ignores the spell-created opening, and the dweomer fails. If the saving throw is not made, the creature steps into the opening and is ensnared. The type of creature to be ensnared must be known and stated, and if it has a specific, proper, or given name, this also must be used in casting of the ensnarement spell.

When actually ensnared, the creature coming from another plane to that of the spell caster is not constrained from harming the one who trapped it. Therefore, the caster uses a magic circle (for creatures from the upper planes or the Astral Plane), a thaumatugic triangle (for creatures from the Ethereal, Elemental, or Concordant Opposition planes), or a pentagram (for creatures from the lower and infernal planes). Regardless of such protection, there is a chance that the entrapped creature will be able to break free and wreak its vengence upon the spell caster The base chance for an ensnared creature to break free depends on the manner in which the confining design was made. A hand-done one has a base chance of 20% of being broken, one inlaid or carved has only a base of 10%, and that for the first time only (which indicates whether or not the job was done properly). This base chance is modified by the total score of the magic-user's combined intelligence and experience level compared to the intelligence score and the experience level or number of hit dice of the creature summoned. If the spell caster has a higher total, that difference is subtracted from the percentage chance for the creature to break free. If the creature has a higher total, that difference is added to its chance to break free.

The chance may be further modified by care in preparation of the protective symbol. If the hand-made protection is inscribed over a long period of time, using specially prepared pigments (1,000 gp per turn of application), the chance of an ensnared creature breaking free is reduced by 1% for every turn spent to preparing; i.e., an expenditure of 1 turn and 1,000 gp reduces the chance of breaking free by 1%. This can bring the base chance to 00*, but the further modifications for intelligence and level/hit dice still must be made thereafter, and no amount of special preparation can negate that risk. Similarly, an inlaid or inscribed design can be brought to a 0% chance of being broken by inlaying it with various metals, minerals, etc. This effort will require a minimum of one full month of time and add not less than 50,000 gp to the basic cost of having the protection inlaid or inscribed into stone. Any breaking of the lines of protection or blurring of the glyphs, runes, and sigils which guard the magical barrier will spoil the efficacy of the dweomer and allow the creature to break free automatically. Even a straw dropped across the lines of a circle destroy its power Fortunately, the creature within cannot so much as place a straw upon any portion of the inscribed protective device, for the magic of the barrier absolutely prevents it.

Once safely ensnared, the creature can be kept for as long as the spell caster dares. (Remember the danger of something breaking the inscription1) The caster can offer bribes, use promises, or make threats in order to exact one service from the captive creature. The DM will then assign a value to what the magic-user has said to the ensnared creature, rating it from 0 to 6. This rating is then subtracted from the intelligence score of the creature. If the creature makes its saving throw, a score equal to or less than its adjusted intelligence, it will refuse service. New offers, bribes, etc. can be made, or the old ones re-offered 24 hours later, when the creature's intelligence has dropped by 1 point due to confinement. This can be repeated until the creature promises to serve, until it breaks free, or until the caster decides to release it by means of some riddance spell. It need not be stressed that certain other spells can be used to force a captive creature into submission.

Once the single service is completed, the creature need only so inform the spell caster to be instantly teleported from whence it came. Revenge can be sought (cf efreeti, aerial servant, and invisible stalker). Impossible commands or unreasonable commands will never be agreed to.

Eyebite (Enchantment/Charm, Illusion/Phantasm)

Level: 6
Components: V, S
Range: 20'
Casting Time: 1 segment
Duration: Special
Saving Throw: Special
Area of Effect: One creature

Explanation/Description: An eyebite spell enables the caster to merely meet the gaze of his or her subject and speak a single word to cause the dweomer to be effectuated. With this single spell, the caster can choose which particular effect is to strike the subject, but the eyebite spell is then dissipated, even though only one of its four possible effects were used. The four effects of the spell to be chosen from are these:

Charm: The magic-user can charm a person or monster by gaze and vocalization of a single word. The effect is to make the charmed subject absolutely loyal and docile with respect to the charmer, even to the point of personal danger It is otherwise the same as a charm person or charm monster spell. A successful saving throw versus spell negates this effect.

Fear: The magic-user can cause fear by gaze and vocalization of a single word. The subject will act as if struck by a fear spell unless a saving throw versus spell is successful.

Sicken: This power enables the caster to merely gaze at the subject, speak a word, and cause sudden nausea and sickness to sweep over the subject's body. The victim will be at one-half normal abilities (strength, intelligence, etc.) from the pain and fever (creatures without ability scores are not affected). Movement will be at one-half normal rate also, and the victim will have to rest half of each turn in order to be able to move at all. A saving throw versus spell will negate the power of the dweomer Otherwise, the victim will remain struck by the sickness, losing one actual point of constitution per day until death occurs at zero constitution points. The effects are negated by a successful dispel magic spell or by a heal spell. Alter reality, limited wish, and wish spells will also remove the sickness, but a cure disease will not. Note: All non-human, non-demi-human, and non-humanoid creatures save at +4 versus this effect.

Sleep: The magic-user can cause any individual to fall into a comatose slumber by means of a gaze and a single word, unless the subject makes its saving throw versus spelt. Creatures normally subject to the 1st-level spell sleep save at -2. Undead are not subject to this power Affected creatures must be shaken or otherwise shocked to bring them back to consciousness.

Mordenkainen's Lubrication (Alteration)

Level: 6
Components: V, S
Range: 0
Casting Time: 1 segment
Duration: Instantaneous
Saving Throw: None
Area of Effect: The magic-user

Explanation/Description: By use of this spell, the magic-user is able to instantly recall any spell he or she has used and otherwise forgotten during the past 24 hours. The spell must have been memorized and actually used during the stated time period, and it cannot be of greater power than fifth level. Mordenkainen's Lucubration enables the spell caster to recall any 1st-through 5th-level spell precisely as if it had never been cast. Only one such spell can be so recalled by use of the lucubration dweomer The spell recalled can thereafter be cast normally on any succeeding round. Material spell components must be available if the spell recalled requires such, or else the remembered spell is not usable until the material components are available.

Transmute Water to Dust (Alteration) Reversible

Level: 6
Components: V, S, M
Range: 6"
Casting Time: 6 segments
Duration: Permanent
Saving Throw: None (& special)
Area of Effect: 1 cubic "per level of caster

Explanation/Description: This spell is identical to the 6th-level druid spell of the same name, except as noted above. The magic-user does not need mistletoe as a material component.

Accelerated Metabolism (Alteration)

Level: 6
Components: V,S,M
Range: Touch
Casting Time : 6 segments
Duration: 1 turn/lvl. + 1-6 turns
Saving Throw : None
Area of Effect: One creature

Explanation/Description: This spell speeds up the life processes of the recipient at a rate of 1 day/turn for the duration of the spell. All life processes (sleeping, eating, healing, etc.) progress at this accelerated pace. If insufficient nourishment is provided, the recipient suffers from thirst and starvation. Three rounds of rest per turn must be allowed, otherwise exhaustion results and no healing is possible. The other seven rounds per turn must be spent eating and drinking a day's rations. The recipient regains 1 hp/turn for the first seven turns (minus any penalty due to poor constitution). In subsequent multiples of seven turns, characters with constitution bonuses additionally receive their constitution bonus score. In any case, 28 turns of accelerated metabolism heal a character completely.

However, each turn ages the recipient a week (as opposed to a day), due to the stresses of the artificially high metabolic rate.

Note that the character does not move or fight any faster than normal. Also, if the recipient of the spell is unwilling, a saving throw is applicable.

The material component for this spell is a candle, which must be lit at both ends. The candle must burn for the duration of the spell; if it is extinguished, the spell ends prematurely. The candle is completely burned if the spell runs its normal course.

ACID TO WATER (Alteration) Reversible

Level: 6
Components: V,S,M
Range: 1"/Level
Casting Time: 6 segments
Duration: Permanent
Saving Throw: Special
Area of Effect: 1 liter per level

This spell turns any sort of acid into water. If the acid is not natural to the caster's plane or is magical in nature, a Save vs. Magic is applicable at +3. The reverse of the spell turns water into acid (type is chosen by the caster, more corrosive types are more difficult to create). Salt water can be changed but is entitled to a saving throw at +3. The water or acid must be at least partially visible. Material components are a drop of water and a pinch of baking soda. A drop of any form of acid and a pinch of baking soda are used for the reverse.

Alter Dream (Enchantment/Charm)

Level: 6
Components: V, S, M
Range: 10 yds/lvl
Casting Time: 1 turn
Duration: 1 turn/ivI
Saving Throw: Special
Area of Effect: One sleeping creature

This spell acts as an enter dream spell, but it allows the caster to affect the course of the dream, much as a director affects the course of a play. The caster has the same control over the events of the dream as an illusionist has over his phantasms; however, the caster must take care not to disrupt the natural flow of the dream, or else the dreamer may sense the presence of an intruder.

If the caster makes only 'logical' changes in a dream, the dreamer gains no saving throw and must simply experience the dream to its conclusion or to the end of the spell's duration. For instance, if the image of the dreamer's mother turns from singing a lullaby to chiding the dreamer for cheating a business partner, the dreamer senses no intrusion. On the other hand, if the dreamer's mother suddenly transforms into a troll and attacks the dreamer, the sudden shock allows a saving throw vs. spells. Success indicates that the dreamer becomes aware of the spellcaster's intrusion and may attempt to eject the spellcaster from the dream. The spellcaster must roll a saving throw vs. spells every round. As long as he succeeds, he may remain in the dream; if he fails, he awakes and cannot return to the dream without casting another alter dream spell.

In addition to acting as an enter dream spell, alter dream allows the caster to implant a suggestion (as the spell). Alter dream also permits the caster to warp the dream so that it attacks the dreamer, with the same effects as the illusion spell phantasmal killer. However, any failed attempt to kill the dreamer automatically alerts the victim to the caster's presence and gives him a chance to turn the phantasmal killer back on the spellcaster. The spellcaster must immediately end the spell or else face the phantasmal killer.

The material components of this spell are a bit of melted glass and a one-ounce strip of dreamwillow bark, which the caster must steep in hot water and imbibe.

Alvira's stasis shell (Alteration)

Level: 6
Components: V,S,M
Range: Touch
Casting Time: 2
Duration: 1 dav/lvl.
Saving Throw: None
Area of Effect: One small nonliving object

Alvira of the Living City created this spell to use in conjunction with extension. She then cast it upon a copy of her spellbook and hid it where it would remain for years, just in case something happened to her original spellbook. The largest object that can be affected by this spell is a large standard spellbook, and the smallest object is the size of a vial of potion. An object protected by this spell cannot be affected by any force less powerful than a disintegrate spell or a successful dispel magic. Water, fire, acid, lightning, and even dragon breath merely move along the outer shell of the stasis. The spell cannot affect living tissue directly, though there are reports that living tissue within a container is affected. For all intents and purposes, time has stopped for the object held within the field.

Avalanche (Evocation)

Level: 6
Components: V, S, M
Range: 50 yds.
Casting Time: 1 round
Duration: 2d4 rounds
Saving Throw: Negates
Area of Effect: 20' radius

Avalanche is a more impressive and powerful version of the snowman spell. Like the hail spell, the caster must indicate the point that will be the "epicenter" of the snowstorm, as long as it is within his casting range. When this spell is cast, all creatures within the area of effect are covered in snow and ice crystals that fall on them from above.

The snow causes no physical damage, but it is cold enough to paralyze the targets if a successful saving throw vs. paralysis is not made. The paralysis lasts 2d4 rounds or until the creatures are dragged out from under the area of effect. Even if the saving throw is successful, the creatures in the avalanche suffer a -4 penalty to initiative rolls for two rounds, and movement within the area of effect is reduced by half. The caster, if in the area of effect, is not immune to the spell.

The snow and ice created by this spell dissolve into the air and cannot be consumed or used as water.

The material component is a handful of down or fleece, which is thrown during casting.

Barrier reaver (Alteration)

Level: 6
Components: V,S,M
Range: 10 yards/level
Casting Time: 6 segments
Duration: 1 round
Saving Throw: None
Area of Effect: Cylinder, 1/level in diameter and length

This spell forces an opening in any magical barrier, including an anti-magic shell, a layer of a prismatic sphere, or a conjured physical barrier such as a wall of iron. The opening comes into being at the end of the round of casting and lasts for the entire next round.

During this time, spells and other attacks can be launched through the opening, creatures who can fit through it can pass the barrier, and what is beyond the opening can be observed. The caster of the barrier reaver is free to cast another spell during the round in which the opening exists. This spell does not destroy the barrier; the opening closes at the end of the round, doing 6d6 hp shearing damage to any creature caught within it and forcibly expelling them or their remains on either side of the barrier (the DM should choose which side at random). The material component of this spell is a small metal key.

Bonebind (Necromancy)

Level: 6
Components: V,S,M
Range: 10 yds./level
Casting Time : 6 segments
Duration: 1 rd. per level
Saving Throw: Special
Area of Effect: One undead/level

This spell requires a bone from any creature, held in the caster's hand. It can affect only undead.

The effects of a bonebind are automatic on all chosen undead of 7HD or less with corporeal forms. Such undead are curled into a ball (if more than one undead is affected, they are all gathered into one tightly-packed sphere) and held helpless, immobile and with their special abilities in stasis, until the spell expires or the caster frees them by an act of will. Typically, this "boneball" is rolled off a cliff, into an obstacle or fire, or conveyed into the midst of foes, whereupon the caster ends the magic, freeing the undead to fight.

Against incorporeal undead and all undead of 8HD or more who don't turn as "Special," a bonebind acts only as a slow spell. Bonebind also has additional effects against certain types of undead. When cast on a vampire, it forces the vampire into corporeal form and traps it in that form for the spell's duration (so that it must remain solid, visible, and can't fly). A bonebind spell prevents a banshee from wailing while the spell is in effect, and protects the caster from the aging effects of seeing a ghost. In the latter case, the spell makes the caster glow with a white radiance, but has no effect on the ghost or other undead present. To be effective against aging, it must be cast within one turn after sighting the ghost.

Corporeal undead of 7HD or less get no saving throw against a bonebind. Incorporeal undead and all undead of 8HD or more save vs. spell with a -1 penalty, but are allowed a saving throw every second round after the spell contacts them. Whenever one succeeds, they break free of the spell. Liches and vampires are specially susceptible to bonebind spells, and save with a -3 penalty (every second round until free, as above). "Special" undead are immune to bonebind spells.

Dauntra's cloak (Necromancy)

Level: 6
Components: V, S, M
Range: 0
Casting Time: 6 segments
Duration: 1 rnd/lvl
Saving Throw: None
Area of Effect: One creature

This spell protects the recipient against all known venoms and poisons (including poisonous gases, but not choking smoke or other physical airborne dangers) in the caster or another being touched during casting. Despite its name, the spell is not a visible aura, shield, or cloak, but an internal body state that automatically negates any poison coming into contact with it-- allowing a being who knows they'll face poison to prepare for it beforehand.

The spell duration is based on the caster's level, not the level or hit dice of a recipient being. The spell is thought to be effective on all mammalian creatures, and it requires a human hair, a drop of human blood, and at least two drops of a known (liquid) poison in its casting.

Dweomer Divest (Evocation)

Level: 6
Components: V, S, M
Range: 20 yds.
Casting Time: 1 round
Duration: Instantaneous
Saving Throw: Negates
Area of Effect: See below

This is perhaps the most infamous spell in a rhabdomancer's possession. Using this powerful magic, the wizard can steal away the dweomer from an enchanted object and use it for his own ends. The caster must aim his dowsing rod at the magical item and intone this spell. Then he must make a saving throw vs. magic adjusted as listed below:

ItemAdjustment
wand or rodnone
staff-2 on save
potion-2 on save
ring-4 on save
miscellaneous-4 on save
arms/armor-6 on save
artifactspell fails

The rhabdomancer's saving throw determines the spell's effects. An abysmal failure, a roll of 1 (which may be a modified roll), means that the magic was stolen, but the power cannot be contained or controlled by the caster, and the magic "detonates" on the caster. Offensive spells are resolved normally, though the rhabdomancer still receives any relevant saving throws. Other magical effects are twisted so as to be detrimental in some fashion to the mage (for example, an invisibility spell divested from a ring may only cause the caster to be invisible to his own sight!). A failed saving throw, but not an abysmal roll, results in no power being divested, and the caster suffers a -2 on all saves against that item should it later be used against him for a period of 24 hours. A successful saving throw indicates that a small portion of that item's power is taken by the rhabdomancer. Defensive magic (like that of a cloak of protection) is automatically applied to the caster. All other magic is released immediately in the segment following the dweomer divest, with the subject/target of the spell at the rhabdomancer's whim. All stolen magic functions at a level of ability equal to 6th for wands, 8th for rods, 12th for potions, rings, staves, and miscellaneous items; this affects duration, range, and possible inflicted damage (though some offensive spells, like fireball, will still have an instantaneous effect).

A phenomenal success, a natural roll of 20, means that the rhabdomancer has greater control of the magic. As long as the dweomer is not from the schools of Conjuration/Summoning or Illusion, and the DM can assign it a spell level that has been already mastered by the mage, the caster may choose to memorize the magic rather than immediately cast it. Of course, if the rhabdomancer has already in mind his full complement of 2nd-level spells and lifts the dweomer from a continual light sphere, he cannot choose to memorize that stolen spell. A potion that has been divested loses the equivalent of one dose, while charged items lose one charge with each successful casting of this spell. All other items become nonoperational for 1d4 rounds following the casting should their dweomer be lifted.

Graft (Alteration)

Level: 6
Components: V,S,M
Range: Touch
Casting Time : 1 turn
Duration: Perm.
Saving Throw : See below
Area of Effect: Recipient

Explanation/Description: When a spellcaster invokes a graft spell, he may attach an appendage of another creature in place of a missing limb on the recipient's body, who may be either the caster or another being. The appendage must take the place of a lost limb - e.g., the caster cannot place the arm of another creature onto a body which had no such limb before, nor add an extra arm in the middle of his chest. Additionally, the limb to be grafted must also perform roughly the same function as the old one; consequently, a mage may not attach a foot to an arm stump. The appendage may be of any size, but the recipient of the limb must be able to manipulate it with his current strength. If the limb is overly cumbersome or exceptionally different from the original, the limb may inhibit movement or limit spell casting ability. The appendage to be replaced may be anywhere on the body, i.e., arms, legs, feet, or hands, or parts thereof, but it cannot be the head. The replacement may also be of any form, the demon's claws, a bear's forepaw, or another human hand could take the place of a lost hand, claw, or paw.

The appendage to be grafted must have been alive within the hour before the spell is cast, or the graft will not take. The member to be grafted may be successfully joined provided that the recipient of the limb makes a successful system-shock roll upon completion of the casting. A failed roll indicates that the graft does not take, and the limb withers and dies in one day.

If the graft does take, then the new member will remain in place and function normally. Furthermore, the recipient even receives all the strength and dexterity bonuses or penalties the limb had previously. The grafted appendage also has all the immunities and weaknesses, including armor class and damage ability, that the appendage had previously, so long as such bonuses and penalties did not result from special characteristics of the limb's original body (thus, innate spell-casting abilities, psionic ability, magic resistance, and strength bonuses do not apply). For example, if a magic-user were to graft on the hand of an arcanadaemon, his new hand would be AC -2, would take only half damage from cold, and would cause 1-4 hp clawing damage. The hand would, however, no longer be magic resistant (as is an arcanadaemon's hand). If a magic-user were to graft on the forefoot of a lizard, though the mage may gain an improved armor class for that hand, he would probably not be able to cast spells due to the low potential dexterity of a lizard's claw. The hand of an ogre (the largest-size humanlike being whose limbs may be so used) would allow for a grasping strength equal to an 18 (nonpercentile) strength; however, the magic-user could not lift weights at the same strength level as only his hand has this ability, unless the magic-user previously had an 18 strength.

The material components of the spell are the appendage to be grafted and a mixture made up of the blood of the being to which the member originally belonged, the blood of the caster, a potion of polymorphing, a potion of extra-healing, and at least 10,000 gp worth of powdered moonstone. The components are consumed (except for the appendage, of course) when the spell is cast.

Greater spelldream (Invocation, Illusion/Phantasm)

Level: 6
Components: V,S
Range: 1 yd./lvl.
Casting Time: 1 turn
Duration: 1 turn/lvl.
Saving Throw: Special
Area of Effect: One touched creature

This spell allows the caster to remove any spells of sixth level or less already in effect on a single chosen spell recipient, who must be visible to the caster or specifically named during spell-casting. Except for the differences noted here, this spell is identical in all respects to a lesser spelldream.

Ice Magic (Alteration, Elemental Ice)

Level: 6
Components: V, S
Range: 120 yds.
CastingTime: 6 segments
Duration: Special
Saving Throw: Special
Area of Effect: Special

Ice magic is a special spell that allows the caster to shape ice and snow, to fortify current ice-based spells, or to control ice-related creatures within the caster's range. The caster must choose how he wishes to use it, with the following effects:

  1. To shape ice: The caster can shape existing ice into bridges, ladders, and the like, up to one 10' x 10' square per level. If there is enough ice on the ground, he can choose to create sharp jags of ice with the same damaging effects as the spike stones spell, while large ice stalactites on the ceiling could be formed that would cause 1-8 hp damage each (no more than one large ice stalactite per three experience levels). The effects last 1 turn per level.
  2. To fortify ice and cold spells: The duration of all such spells (such as wall of ice) can be doubled, except for those with instantaneous effects. Ice spells that cause damage are deadlier (+1 hp damage per Hit Die of damage). The spell must be cast 3 rounds before the spell to be fortified is cast.
  3. To control ice creatures: Beings from the para-elemental plane of ice can be dominated by the caster (as the 5th-level wizard spell), one target per round. Once one being fails its save, it serves the caster unquestioningly until he chooses to dominate some other such creature. This lasts for 1 round per level.
The material component of this spell is ice, which is required for all castings except when the second option is chosen (some spells to be fortified are instantaneous, so they cannot be cast beforehand).

Icicles (Evocation)

Level: 6
Components: V, S, M
Range: 0
Casting Time: 1 round
Duration: 3 turns per level
Saving Throw: None
Area of Effect: Two icicles per level

This spell creates one 3' long icicle for every two levels of the caster (with a maximum of 10 icicles). The icicles can be hurled toward an opponent in combat. To attack, the icicles must be thrown like small spears, and a successful hit must be made. The casting wizard is not subject to non-proficiency penalties when throwing the icicles. Anyone else attempting to throw them, however, suffers any applicable non-proficiency penalties. The icicles act as spears +3 and cause 1d8 +3 hp damage. They shatter upon impact regardless of whether a successful hit is made. The icicles last for three rounds for every experience level of the caster regardless of the weather conditions.

The material component is a pinch of diamond powder worth approximately 10 gp. Since the diamond powder is scattered at the time of casting, it must be replaced each time the spell is cast.

Inscribe (Evocation/Alteration)

Level: 6
Components: V,S,M
Range: 7"
Casting Time: 1 round
Duration: 1 turn + 1 turn/level
Saving Throw: Special
Area of Effect: One inscription

Explanation/Description: By means of this spell, a magic-user may be able to inscribe a spell he or she cannot understand at the time (due to low level, lack of time in which to study or write, or insufficient intelligence or training) into a spell book or onto a suitable writing surface (such as a slate or scroll) The magic-user may by means of this spell inscribe non-magical text or markings, spells of any class or level, and magical runes or inscriptions (such as glyphs or symbols - these latter are not triggered by such inscription, but their duplicates created by this spell contain all the harmful properties of the originals, and may be triggered by subsequent examination, touching, or study). The originals copied by means of this spell are not altered or affected in any way. Due to the broad nature of magics with which this spell can cope, it is sometimes called the "Universal Pantograph" by Elminster's colleagues.

Nonmagical writings are always successfully copied by this spell (i.e., the magic-user will always make his or her saving throw). Copies are perfect counterfeits of the original, duplicating errors in the original, ink hue, and the layout and size of characters exactly. The magic-user must make a saving throw versus spells, at -4, to attempt the writing of any spell, spell ink formulas, or magical symbol, glyph, or rune, if the inscription's origin or nature is not that of magic-user or a magic-user subclass (including incantatrixes, from issue #90). If the material to be copied is not a spell but is of magic-user or allied origin, the saving throw is made at +2 if the inscription is up to one level greater than those he or she currently uses, + 0 at two levels higher, and at -1 per level from three levels higher onward.

The saving throw modifiers for the copying of spell texts are as follows: + 3 for a spell of the maximum level usable by the magic-user, +4 for a spell of one level lower than the maximum, +5 for a spell of two levels lower, and so on. If this saving throw is failed, the inscription is not copied, and the caster is stunned for 1-3 rounds and suffers 1-2 hp of damage per level of spell attempted. Such damage is to both psyche and body (only 1-4 hp per day can be healed, by any means or combination of means).

The inscription created by this spell requires the presence (within a 7" spherical radius of the quill, which may itself be no farther than 1" from the original to be copied) of the caster, but not his or her concentration. He or she is not in a trance, and may sleep, cast other spells, study, or do anything as long as he or she does not leave the spell radius (including use of a blink spell or becoming astral or ethereal, or using a rope trick, portable hole, or other means to enter an extra-dimensional space) or die during the process of inscription. This process is by means of an enchanted, animated quill (which can be reused as many times as desired), a general-purpose magical spell ink formulae (cf. "Pages From The Mages," write ink formulas, second formulas, issue #62), and a drop of the caster's blood.

The quill will inscribe magical writings at the rate of one turn per level of the spell attempted. Non-magical writings take 1-6 turns to inscribe, depending on volume: one turn for a one-page written inscription (up to 500 words or so), two turns if maps, diagrams, illustrations, or designs are involved (including calligraphic variations in text, illuminated letters, and the like), three turns for "chapbook" or pamphlet-sized writings, four turns for a book, and five or six turns for large tomes, atlases, multivolume works, etc.

If at any time during the process of inscription the quill is interrupted (it will evade attempts to grab or deflect it, but can be destroyed by any attack dealing at least 4 hp damage, and is flammable) or the mage breaks the conditions described above, all of the inscribed writing will fade in 1-2 rounds and be forever lost, and the spell is wasted (the quill is not harmed, and may he reused). Inscriptions to be copied by means of an inscribe spell may be concealed by darkness, other text overlaid, and the like, but they cannot be magically concealed (by invisibility, unreadable magic, blur, and the like), or the spell has no effect; prior removal of such magics is necessary.

An erase spell cast upon the quill will halt its work and ruin the inscription (unless itself countered by casting dispel magic, or an offsetting write spell, on the quill within two rounds of casting), but completed inscriptions made through use of an inscribe spell cannot be erased unless they fail to save vs. spells as though of the level of the caster of inscribe at the time of casting. Such inscriptions can be readily concealed by secret page and other magics, however.

This spell requires prior construction of a quill, which is traditionally made from the finger bone of an intelligent being who could, in life, write; electrum of the purest sort; and, ash wood or rosewood. A shaft of the desired length is fashioned of the rose-wood, then riveted with electrum to the bone. Upon the bone is then cast a Nulathoe's ninemen spell (q.v., "Pages From The Mages," issue #62), and the bone is then affixed to a pen nib or point fashioned of electrum.

Enchant an item is then cast upon the pen, and within its period of efficacy wizard eye, unseen servant, and (if desired) permanency spells are added. The pen must then be used daily by the mage, and carried about on his or her person constantly (next to the flesh, if possible) for the period of a moon (in the Realms, as here, about a month). It is then ready for use, and may then have subsequent magics (such as invisibility and Drawmij's instant summons) cast upon it. It may be carried in a Leomund's tiny chest and enlarged or shrunk without harm. If not endowed with permanency, the quill will last for only seven usages (with an inscribe spell, unlimited normal use as a writing implement), or 100 days, whichever comes first.

Ironside (Alteration)

Level: 6
Components: V,S,M
Range: Touch
Casting Time: 6 segments
Duration: 1 turn +1 round per level
Saving throw: None
Area of effect: One vessel

This spell increases the strength of the recipient vessel's hull. Saving throws vs. crushing blow are made against iron. Attacks against the ship are made against AC 0. Note that this spell in no way affects the flammability of the vessel, it only operates in terms of durability. In all other respects, it still has the same properties of its constituent material.

The material component for this spell is a bit of ironwood.

Jonstal's improved double wizardry (Alteration)

Level: 6
Components: V
Range: 0
Casting Time : 1 segment
Duration: 1 rd./level
Saving Throw: None
Area of Effect: One creature

This powerful magic enables a caster to unleash two specific spells at once by uttering one word. Both spells take effect in the same round on the caster or a touched recipient being (both on the same being, not one spell on each), and function normally (save that the duration of each becomes one round per level of the caster). The caster must memorize the two spells beforehand; they are not lost from memory until the improved double wizardry is employed. If either magic is cast by itself, the improved double wizardry vanishes with it. Material components for the two spells are consumed when this spell is uttered, and must be on the caster's person (but need not be revealed or handled by the caster) or the improved double wizardry will not take effect. Only the caster can unleash the spell, even if another being accidentally or maliciously speaks the trigger word. The only two spells that can be paired by use of a Jonstal's improved double wizardry are fly and non-detection. Despite years of research, the archmage Jonstal has managed to master only one other pair of "combination" spells (see Jonstal's double wizardry). No known being short of the Faerunian lesser divine power Azuth can freely cast any two spells in the same round.

Lightningcloak (Alteration/Evocation)

Level: 6
Components: V,S,M
Range: 0
Casting Time: 1 round
Duration: Special
Saving Throw: Special
Area of Effect: The caster

Upon casting this spell, a shimmering aura of lightning surrounds the wizard. This lightning produces a crackling sound that is audible at a 5' range, and in dark areas the lightningcloak will outline the spell-caster as if a faerie fire spell had been cast upon her.

Under the effects of the lightningcloak, the wizard is a giant battery capable of discharging lightning bolts as she sees fit. The maximum damage of these bolts is 1d6 damage for each level of the wizard, and she can discharge the bolts at the rate of one per round. The amount of damage caused by each bolt can be varied by the spell-caster, i.e., a 12th-level wizard can cast two 6-dice bolts, four 3-dice bolts, a 9-dice bolt and three 1-die bolts, or any combination that adds to 12 dice. Saving throws are allowed against these bolts, with success indicating that the victim suffers half damage.

The lightningcloak also protects the wizard from the effects of electricity and electrical attacks. These attacks are absorbed with no harm to the wizard up to a maximum of 8 points of absorption per level of the spell-caster (e.g., 80 points for a 10th-level mage).

However, the spell will end if the lightningcloak absorbs its full capacity of electrical damage. In addition, anyone who attempts to touch a lightningcloaked mage will be shocked for 1d6 points of damage. If a metal object (such as a metal weapon) is the touching agent, the maximum of six points of damage will be sustained by the attacker. No saving throws apply against this property of the lightningcloak. The lightningcloak spell will end when all its lightning bolts have been used or if it absorbs its maximum capacity of electrical damage as noted. Otherwise, the duration of the lightningcloak spell is one turn plus one round for each level of the wizard.

The material components for this spell include powdered amber and rose quartz (100 gp total value), a bit of phosphorous, and a finely woven cloak of no less than 500 gp value. The cloak must be worn for the spell to take effect, but the cloak may be re-used for subsequent castings of the spell.

Mutate

Level: 6
Components: V,S
Range: 4"
Casting Time: one turn
Duration: Permanent
Saving Throw: neg.
Area of Effect: individual

Explanation/Description: The wizard Thilostolaan tired of wasting the time that was necessary to crossbreed creatures in an attempt to produce new and powerful species over which he could rule. He would work for years and years only to have the experiment fail at the very end. He therefore developed the spell called mutate. Unfortunately, the version of the spell which exists today is an imperfect one (perhaps it is the original and only proof of the fact that Thilistolaan was a failure in all ventures). It is considered imperfect because it more often creates a deficiency in an organism than a benefit. The chance of having a beneficial result is only 15% plus the level of the caster (in the event that the caster wishes this to be added). The target of the spell may make a saving throw if it wishes, but this intent must be announced BEFORE the result of the mutation is determined.

Examples of beneficial and defective mutations follow. The DM should determine what the actual result is without input from the caster (who has no control over the result).

Beneficial: augmented healing capability (regenerate 1 hp per turn); increased strength, speed, etc.; infravision; sharper claws (do more damage on a hit); wings, etc.

Defective: softened bones; loss of strength, speed, etc.; deteriorated lungs (may not be active for more than one turn without rest); inability to digest food properly; etc.

Defective mutations may only be removed by such magic as heal or wish. The mutation will remain with the target under any cirmcumstances (eg. he will still have it even after being resurrected or reincarnated).

Otiluke's Screen (Abjuration)

Level: 6
Components: V,S
Range: 10 yds.
Casting Time: 6 segments
Duration: 1 turn + 1 round per level
Saving Throw: None
Area of effect: One vessel (or a sphere of 10 yds., + 1 yd. per level radius)

This spell creates an invisible screen of energy that surrounds the ship, even below the waterline. Solid objects -water, projectiles, fish, etc. - can pass freely through the screen, while any magical energy that strikes the screen (fireball, lightning bolt, etc.) is absorbed and dissipated. The screen is able to absorb 1d8 hp damage per level of the caster before being disrupted. (Divide this number by 10 and round up to determine the number of hull points the screen can absorb.) If cast somewhere other then on a ship, e.g., on land, the screen is immobile but has virtually the same affects.

Prismatic eye (Alteration, Evocation)

Level: 6
Components: V,S,M
Range: 10'/lvl.
Casting Time : 1 round
Duration: 1 rd./lvl.
Saving Throw: None
Area of Effect: Special

This magic creates a visible orb resembling a human eye (or wizard eye) that floats above one shoulder of the caster. The caster can turn the eye and cause it to move (at a maximum rate of 16) up to the limits of the spell range, and he can see through it as well as employing his own normal vision. The eye has 20' infravision, and normal vision up to 60' in good light.

In the round in which it appears (the round after casting) and once every four rounds thereafter, a prismatic eye can emit a beam of clashing colors equal in effect to a color spray The beam is straight, not fan-shaped, and an attack roll using the caster's base THACO is required to strike a target. The beam can affect only one creature. If it misses or the caster does not cause the eye to emit a ray, the power is lost for another four rounds. Instead of a color spray a prismatic eye can be willed by the caster to emit light as per the wizard spell, centered on itself. The intensity is controlled by the caster but cannot be so bright as to blind; it lasts for only two rounds. The color spray beam of a prismatic eye will strike unconscious (for 2d4 rounds) creatures of up to six hit dice or levels. It blinds creatures with 7-8 levels or hit dice for 1d4 rounds, and stuns more powerful targets (as per power word, stun) for one round. All creatures with at least six levels or hit dice are entitled to a saving throw vs. spells; if successful, the result is always a +1 on the victim initiative due to stunning (enough to ruin spell-casting, or delay or spoil a missile attack).

If attacked, the eye is AC 3 and has 9 hp. The material components of this spell are an eyeball (dried or preserved) from any sort of creature, and a polished, rainbow-hued slice of abalone, oyster, or tortoise shell.

Reconstruction (Alteration/Phantasm)

Level: 6
Components: V, S, M
Range: Touch
Casting Time: 1 round
Duration: 1 round + 1 round/level
Saving Throw: None
Area of Effect: Special

Explanation/Description: By means of this spell, the caster temporarily restores or makes whole a broken item, even if it is badly shattered and/or portions are missing The object is restored to its appearance before being broken - even to smell, weight, solidity, sound when struck, and texture, and will appear whole and unbroken to normal scrutiny. Detect magic will show the spell's dweomer, and a gem of seeing or true seeing spell will reveal the illusion for what it is, but the item can be touched and used - i.e., a rope or bar to hold things or support weight, a weapon to strike with, etc. - normally, without dspelling the illusion, and with results as though the item were whole. Thus, the hilt of a rusted longsword found in a tomb could bt temporarily transformed into a brand-new longsword, doing the same damage in battle as the original did. Magical weapons can be temporarily mended by this spell, and due to the spell, will be magical for "to hit" purposes, but will not regain any bonuses special properties; a silver or gold coin can be temporarily remade into a whole coin by means of this spell; and crushed gemstones restored to their previous, whole, form. If reconstructed item is subjected to prolonge heat and impacts, however (e.g., a blade being reforged), or if a permanency or enchanted weapon spell is cast upon one, the magic will be ended, and the item will revert instantly to its real, damaged, form. A reconstructed item will not revert to its true form if its illusion is merely revealed, and it cannot be "disbelieved" out of existence by an onlooker.

Living things cannot be affected by a reconstruction spell, nor can unbroken items be altered to the prior forms of their component materials; thus, a stone statue cannot be made to look like the boulder or mountain it was carved from. The caster need not know the original appearance of the whole item to duplicate it. A maximum volume of 1 cubic foot of actual item per level of the caster can be reconstructed (although the reconstructed whole may be far larger than this maximum, and will still appear in its entirety). The material components of this spell are the item (or fragment) to be reconstructed, a pinch of fine sand, and a pinch (of at least thumbnail size) of sticky sap or gum.

Repair Breech (Alteration, Conjuration)

Level: 6
Components: V,S,M
Range: 20'
Casting Time: 6 segments
Duration: Instantaneous
Saving Throw: None
Area of effect: One vessel

This spell causes hull and other damage to regenerate. The caster can repair 1d6+1 point of hull damage per level. The effect is nearly instantaneous and is permanent; it cannot be dispelled.

The material components for this spell are a tiny set of shipwright's tools worth at least 500 gp.

Replenish

Level: 6
Components: V,S
Range: 0
Casting Time: 1 turn
Duration: see below
Saving Throw: none
Area of Effect: caster

Explanation/Description: Replenish allows a magic-user to recall the magics of some of the spells that he may have already cast and 'forgotten" on any given day. The spell allows the user to recall a number of spell levels equal to his current level. Therefore, an 18th level magic user may replenish one fourth level spell, four third levels spells, and a second level spell. The spell restricts what a spell may be replenished. No spell of level greater than the highest level spell which a magic-user is capable of casting minus three may be replenished. For example, the 18th level magic-user above may replenish spells of up to 6th level as he is capable of casting a 9th level spell and nine minus three is six.

The replenish spell itself requires no material components, but in order to cast spells recalled, proper components must be used.

Shadow gauntlet (Evocation, Illusion/Phantasm)

Level: 6
Components: V,S
Range: 10'/lvl.
Casting Time : 1 round
Duration: 1 rd./lvl.
Saving Throw: Special
Area of Effect: Special

A shadow gauntlet is a more powerful version of a shadow hand (q.v.) that can wield weapons, snatch at items, or act as a shield for the caster or other creatures. Like shadow hand, the shadow gauntlet appears in midair, moving as the caster wills, and may range in size from human to giant (12' long), varying in luminosity from dark to the equivalent of faerie fire. These specifics, as well as handedness (right or left) and the location of the initial appearance of a shadow gauntlet are determined during casting and cannot be changed thereafter. A shadow gauntlet appears as a gleaming, silvery metal gauntlet. The caster need not concentrate upon this spell to maintain its existence, but he cannot cast a spell in any round in which the gauntlet is shifted to a new target or makes a direct attack.

In a given round, a shadow gauntlet can hamper one creature, slowing it to half its movement rate and temporarily decreasing its armor class by one point, as well as causing any attacks the victim makes to be at a -2 penalty to hit and ruining all of the victim's spell-casting, except verbal-only spells (magical items can still be activated). The gauntlet can instead wield a weapon, striking once per round using the caster's THACO. Magical weapons can be employed by a shadow gauntlet, but it cannot activate magical items. It can strike weaponless once for every three experience levels of its caster in a round (normal attack rolls apply). All weaponless attacks in a given round must be directed at a single target, who is allowed a saving throw against each. If failed, the target sustains 2 hp damage; if successful, no damage is suffered.

A gauntlet can also snatch at items held by others. It lacks the strength or solidity to dislodge anything from any grasp, but it can foil telekinesis and hamper enemy weapons as described above. It can carry objects weighing up to 1 lb. (e.g., a key, ring, or a gem) for up to two rounds. Free or laden, a gauntlet has a movement of up to 24. A shadow gauntlet can also be interposed between a specific creature (the caster or a being the caster can see) and foes attacking him. (Note that someone striking from a side not currently protected by the gauntlet has his attacks determined normally.) The shadow gauntlet adds +1 to all saving throws or ability checks against attacks hitting the one so protected, and it absorbs 1-2 hp damage from all attacks, physical or magical, that do manage to strike the protected being. The gauntlet can absorb as many hit points in this manner as its caster has before being destroyed. A gauntlet has AC 2 (AC 4 if acting as a shield).

A shadow gauntlet can perform only one of the functions described here during a round. If its caster does not concentrate on it, it will continue to perform the last function it was directed to do, moving about as necessary. This does not apply to attacks, however; inattention will cause a previously attacking shadow gauntlet to hang motionless in midair until control is reapplied. If a caster falls unconscious, his spell ceases its actions; if the caster dies, the gauntlet silently vanishes. If a caster goes insane, the gauntlet wildly attacks random living beings within range, at double speed (six attacks per round, three at one target, three at another).

Snatchport (Alteration)

Level: 6
Components: V
Range: 90 yards
Casting Time: 1 segment
Duration: 1 round
Saving Throw: Special
Area of Effect: One item of up to 600 lbs.

This spell enables its caster to take any one item within spell range and place it at another spot within spell range. For the purposes of this spell, a collection of items fastened or held together - for instance, a wagon composed of wood bolted and strapped together, or a chest and its contents - is considered "one item." Only non-living items may be moved about by means of snatchport spells, though they may once have been living. Enchanted items, and items directly worn by or in the grasp of a living creature (such as weapons or belt-purses) can't be snatchported.

A snatchport moves the chosen item through extra-dimensional space, around' intervening obstacles such as walls (though it cannot pass unbroken magical barriers such as wardmists). It also has the power to "pluck up" fastened items if its caster makes a successful Bend Bars/Lift Gates roll. Three attempts to pluck a fastened item may be made, with any modifications currently available. In this manner, snatch-port can be used to tear loose dead trees or stumps, lashed-down catapult arms, moored boats, locked doors, etc.

When a tethered item is torn free by means of this spell, it must withstand a "fall" saving throw or be structurally damaged (cracked)? Depending on its nature, this can mean that any subsequent fall or harsh use destroys it, or that it will survive just one more normal usage intact, or that it breaks apart and collapses into component pieces upon delivery to the location chosen by the caster. A snatchport can't be cast so as to move just one wheel, leg, or other component part of an intact item, and therefore cause the item to collapse, begin to move, or be torn apart.

The spell places the moved item exactly where the caster desires -though a midair chosen location will of course mean that the item promptly falls from there (with an attendant item saving throw and possible damage to things beneath). If the caster elects to move an item to the same spot it was in previously, it is considered to have "left" the spot for half a round. Therefore, other beings or items can move through the temporarily vacated area; if one is caught in the area upon reappearance of the item, treat as for direct impact, as described hereafter.

A snatchport creates enough of an air disturbance that even unwitting creatures directly under or in the spot of arrival are allowed a Dexterity check to avoid the arriving item (unless they are constrained from moving or are asleep). The damage from the direct impact of a snatchported item depends on its weight and size, but it is never less than 4d4 hp damage or a crushing blow saving throw.

Spirit Boat

Level: 6
Components: V,S,M
Range: 0
Casting Time: 2 turns
Duration: 2 hours/level
Saving Throw: none
Area of Effect: special

Explanation/Description: The spirit boat allows the caster to take a certain amount of wood (far less than would normally be necessary to build a boat) and shape it into sea-worthy two-man vessel. The wood does not need to be the kind normally used to build boats. Any kind of wood (eg. drift wood, stout branches, etc.) will function in conjunction with the spell to form the vessel. The boat will come equipped with a small sail and any other equipment that is necessary. This does not include compasses, sextants, or other articles, but only equipment involved with the operation of sailing. The wood is consumed when the dweomer fades and the boat disappears no matter where it is.

Static field (Evocation)

Level: 6
Components: V,S,M
Range: Touch
Casting Time : 1 round
Duration: 1 hour/lvl.
Saving Throw: Special
Area of Effect: One object or creature

This spell creates a field of electricity around any object of the caster's choosing. The object receives a saving throw of a 20, with a + 2 bonus if it is a magical item, plus any magical bonuses it may have. If cast on a living creature, a saving throw is made for the creature at a +2 bonus. A successful save indicates that the target evaded the static field before it fully enclosed; failure means entrapment. Anyone attempting to enter or leave the sphere may not, as the field acts as a wall of force, and anyone touching it takes two points of electrical damage per level of the caster, or one-half damage if a save vs. spells is made. The caster cannot be harmed by the spell, but may not enter the static field as long as it is intact. The sphere can be created to a maximum of two feet in diameter, plus six inches for every two levels of the caster. Therefore a 20th-level wizard could create a static field as large as 12' in diameter, easily large enough to contain a man-sized or smaller being. Only objects that fit within the sphere can be so protected. If an attempt is made to enclose something that doesn't fit within the caster's maximum size, the spell fails and is lost. The static field is immobile and cannot be moved, thereby trapping any living creatures caught within.

The sphere may be brought down only by a disintegrate spell (which has a 25% chance of destroying the enclosed item(s) also), a successful dispel magic by someone of higher level than the caster, a wish or alter reality spell. A rod of cancellation will destroy the field (consuming the rod in the process, however), as will a mordenkainen's disjunction spell. (Note that the disjunction also affects the items within the static field.)

The material component is a perfectly formed glass globe, 2" to 3" in diameter, containing a chip from the tooth of a blue dragon. The globe is broken on the item or creature to be enclosed by the sphere, not harming the object or creature but shattering the globe and dissolving the tooth. Breaking the globe on a conscious creature requires a successful attack roll. This spell is affected by permanency

Turn Lightning (Abjuration)

Level: 6
Components: V, S, M
Range: 0
Casting Time: 6 segments
Duration: 5 rounds/level
Saving Throw: None
Area of Effect: Special

This spell provides the caster with a special form of protection against electricity-based attacks by turning them back upon their source, without harming the caster of turn lightning. For example, if a lightning bolt is thrown at the caster, turn lightning causes the bolt to return to its caster, who suffers damage from his own spell (though any saving throws still apply). Even if the lightning bolt is cast at a range which normally prevents a rebound from reaching its caster, turn lightning empowers the lightning bolt so that it completes the return trip. (Note that a spell like call lightning causes lightning that originates from a cloud and not the speilcaster, so turn lightning merely sends the lightning back to the heavens.)

Electrical attacks that cannot be reflected back on their source for logical reasons (e.g., a sustained "field" of electrical energy) are not affected by turn lightning, but the caster is immune to such assaults while the turn Iiqhtning lasts. In any case, the spell lasts until its duration expires or it is removed with a limited wish; dispel magic has no effect.

The material components for this spell are a small ball of gum and a silvered glass mirror, both of which are consumed upon casting the spell.

Vampire Dagger (Necromantic)

Level: 6
Components: VS,M
Range: 0
Casting Time: 6 segments
Duration: 1 rnd./lvI.
Saving Throw : Neg.
Area of Effect: Personal

Explanation/Description: By casting this spell on a specially prepared nonmagical dagger, the magic-user is able to drain hit points from other creatures that he strikes with it and bestow those hit points on himself. The magic-user must attack the creature normally with the dagger. If the hit is successful, the creature takes normal damage from the dagger (1-4 for small and man-sized creatures, 1-3 for largesized creatures, plus any strength bonus), plus bonus damage of 1 hp for every two levels the spell-caster has. The magic-user in turn gains this bonus damage as curative hit points. If the victim makes its saving throw vs. death magic, it takes damage from the dagger but no hit points are transferred to the spell-caster. If the save is a natural 20, the magic-user takes the bonus damage instead of the victim. If this spell drains more hit points from a victim than remain in that victim, the victim dies; only those hit points left to the victim after the dagger's damage (with strength bonuses) is subtracted are transferred to the magic-user. The magic-user cannot gain hit points above his normal hit-point total; all extra hit points are lost.

For example, a 16th-level magic-user hits a minotaur with 26 hp and rolls a 2 for damage, doing a total of 10 hp damage. The minotaur fails its saving throw, and the magic-user gains 8 hp (he lost 10 hp in a previous fight). The next round, the magic-user hits again and does 1 +8 = 9 hp damage. The minotaur makes its save, so no hit points are transferred. On the next round, the magic-user hits again and does 2 + 8 = 10 hp damage. The minotaur fails its save and dies, having had only 7 hp left. Thus, only 7 - 2 = 5 hp can transfer to the caster. The caster gains only 2 hp, however, since this increase puts him at his maximum hit-point total.

This spell is ineffective against creatures that can be harmed only by magical weapons (undead excluded) and creatures that have no blood (e.g., golems). If the dagger is used in an attempt to drain an undead being, the magic-user must save vs. death magic with each strike or die himself; the undead being only takes damage from the dagger and associated strength bonuses. One of the material components of the spell is a dagger that has a channel inside it running from the tip through to the handle. The dagger must be forged from an alloy of silver and steel that has been mixed with the crushed bone of a vampire. The minimum cost of such a dagger is 2,000 gp. Blood from the dagger's wound must travel through the channel and touch the bare flesh of the magic-users hand for the hit points to be transferred. The dagger remains after the completion of the spell. The other material component of this spell is the claw of a vampire, which disappears after the spell is cast. The effects of this spell do not protect the caster from any unusual effects of the victim's blood.

Wood rot (Alteration)

Level: 6
Components: V, S, M
Range: 10 yds.
Casting Time: 4 segments
Duration: 1 rd + 1/lvl
Saving Throw: None
Area of Effect: 10' X 10' of planking

This spell accelerates the decay of a ship's hull or deck structure. The wood thus affected crumbles away at a rate of 1 cubic foot per round, effectively destroying the hull integrity, a mast, or up to 12 square feet of 1 inch thick deck each round. All affected wood must be a continuous area; the rot cannot be sped up in more than one location. The reverse of this spell is restore wood, which can nullify the effects of a wood rot attack or of natural decay. The material component is one wood-borer worm.

Zala's Disruption (Abjuration)

Level: 6
Components: V, S, M
Range: 0
Casting Time: 6 segments
Duration: Instantaneous
Saving Throw: Negates
Area of Effect: 5' radius/level

When invoked, this powerful incantation erases spells rom the minds of wizards and priests within the stated range. Anyone with memorized spells within the radius must make a saving throw vs. spells or lose 1d4 random spells. Anyone failing the first saving throw must roll again; failure results in another 1d4 spells lost and another saving throw until he has no spells left or a saving throw is successful. The caster and any allies in the area of effect are likewise affected by the disruption, though the caster gains a +2 bonus to the saving throw (+3 if an Abjurer). The disrupted magic takes the form of spectacular clouds of shimmering light that hover in the area for hours after the spell takes effect.

The material component is a diamond worth no less than 5,000 gp. However, this gem is not expended in the casting of the spell.

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This page and its contents are presented solely for the purpose of the RPG game events conducted by a private group. Any references to people or places is explicitly within the context of these RPG games and has no connection to any other similarly named source.

Bob Senkewicz / Howell, New Jersey /