MAGIC-USER SPELLS 7th Level


Bigby's Grasping Hand (Evocation)

Level: 7
Components: V, S, M
Range: 1"/level
Casting Time: 7 segments
Duration: 1 round/level
Saving Throw: None
Area of Effect: Special

Explanation/Description: Bigby's Grasping Hand is a superior version of the sixth level Bigby's Forceful Hand spell (q.v.), being like it in many ways. The Grasping Hand can actually hold motionless a creature or object of up to 1,000 pounds weight, or move creatures as a double strength Forceful Hand. The material component is a leather glove.

Cacodemon (Conjuration/Summoning)

Level: 7
Components: V, S, M
Range: 1"
Casting Time: Special
Duration: Special
Saving Throw: Special
Area of Effect: Creature summoned

Explanation/Description: This perilous exercise in dweomercraeft summons up a powerful demon of type IV, V, or VI, depending upon the demon's name being known to the magic-user. Note that this spell is not of sufficient power to bring a demon of greater power, and lesser sorts are not called as they hove no known names. In any event, the spell caster must know the name of the type IV, V, or VI demon he or she is summoning. As the spell name implies, the demon so summoned is most angry and evilly disposed. The spell caster must be within a circle of protection (or a thaumaturgic triangle with protection from evil) and the demon confined within a pentagram (circled pentacle) if he or she is to avoid being slain or carried off by the summoned cacodemon. The summoned demon can be treated with as follows:

  1. The magic-user can require the monster to perform a desired course of action by force of threat and pain of a spiritwrack spell (q.v.), allowing freedom whenever the demon performs the full extent of the service, and forcing the demon to pledge word upon it. This is exceedingly dangerous, as a minor error in such a bargain will be seized upon by the monster to reverse the desired outcome or simply to kill and devour the summoner. Furthermore, the demon will bear great enmity for the magic-user forever after such forced obedience, so the spell caster had better be most powerful and capable.
  2. By tribute of fresh human blood and the promise of 1 or more human sacrifices, the summoner can bargain with the demon for willing service. Again, the spell caster is well advised to have ample protection and power to defend himself or herself, as the demon might decide the offer is insufficient -or it is easier to enjoy the summoner's slow death - and decide not to accept the bargain as offered. Although the demon will have to abide by a pledge, as his name is known, he will have to hold only to the exact word of the arrangement, not to the spirit of the agreement. On the other hand, only highly evil magic-users are likely to attempt to strike such a bargain, and the summoned cacodemon might be favorably disposed towards such a character, especially if he or she is also chaotic.
  3. The summoned demon can be the object of a trap the soul spell (q.v.). In this case, the magic-user will not speak with or bargain for the demon's services, although the cacodemon might be eager to reach an accord with the dweomercraefter before he is forced into imprisonment. The trapping of the demon is risky only if proper precautions have not been taken, for failure to confine the monster usually means only that it is able to escape to its own plane. Once trapped, the demon must remain imprisoned until the possessor of his object of confinement breaks it and frees him, and this requires one service from the now loosed monster, If the individual(s) freeing the demon fails to demand a service when the monster asks what is required of him, the demon is under no constraint not to slay the liberator(s) on the spot, but if a service is required, the creature must first do his best to perform it and then return to the Abyss.
The duration of service of any demon must be limited unless the demon is willing to serve for an extended period. Any required course of action or service which effectively requires an inordinate period of time to perform, or is impossible to perform, is SOY0 likely to free the demon from his obligations and enable him to be unconstrained in his vengeance upon the spell caster if he or she is not thereafter continually protected, for a demon so freed can remain on the plane it was summoned to for as long as 666 days.

The demon summoned will be exceptionally strong, i.e. 8 hit points per hit die.

Casting time is 1 hour per type (numeric) of the demon to be summoned, If there is any interruption during this period, the spell fails, If there is an interruption while the cacodemon is summoned, it is 10% probable that it will be able to escape its boundaries and attack the magic-user, this percentage rising cumulatively each round of continued interruption.

Each demon is entitled to a saving throw versus this summoning spell. If a score higher than the level of the magic-user summoning is rolled with 3d6 (2d10 with respect to type VI demons), that particular spell failed to bring the desired demon. When this occurs, it is certain that the named demon is imprisoned or destroyed or the name used was not perfectly correct, so the spell caster will have so call upon another name to bring forth a cacodemon.

The components of this spell are 5 flaming black candles; a brazier of hot coals upon which must be burned sulphur, bat hairs, lard, soot, mercuric-nitric acid crystals, mandrake root, alcohol, and a piece of parchment with the demon's name inscribed in runes inside a pentacle; and a dish of blood from some mammal (preferably a human, of course) placed inside the area where the cacodemon is to be held.

Charm Plants (Enchantment/Charm)

Level: 7
Components: V, S, M
Range: 3"
Casting Time: 1 turn
Duration: Permanent
Saving Throw: Neg.
Area of Effect: Special

Explanation/Description: The charm plants spell allows the spell caster to bring under command vegetable life forms, communicate with them, and these plants will obey instructions to the best of their ability. The spell will charm plants in a 3" X 1" area. While the spell does not endow the vegetation with new abilities, it does allow the magic-user to command the plants to use whatever they have in order to fulfill his or her instructions, and if the plants in the area of effect do have special or unusual abilities, these will be used as commanded by the magic-user. The saving throw applies only to intelligent plants, and it is mode at -4 on the die roll. The material components of the spell area pinch of humus, a drop of water and a twig or leaf.

Delayed Blast Fire Ball (Evocation)

Level: 7
Components: V, S, M
Range: 10" + 1"/level
Casting Time: 7 segments
Duration: Special
Saving Throw: 1/2
Area of Effect: 2" radius globe

Explanation/Description: This spell creates a fire ball with + 1 on each of its dice of damage, and it will not release its blast for from 1 to 50 segments (1/10 to 5 rounds), according to the command upon casting by the magic-user. In other respects, the spell is the same as the third level fire ball spell (q.v.).

Drawmij's Instant Summons (Conjuration/Summoning)

Level: 7
Components: V, S, M
Range: Infinite + special
Casting Time: 1 segment
Duration: Instantaneous
Saving Throw: None
Area of Effect: One small object

Explanation/Description: When this spell is cast, the magic-user teleports some desired item from virtually any location directly to his or her hand. The object must be singular, can be no larger than a sword is long, have no more mass and weight than a shield (about 75 g.p. weight), and it must be non-living. To prepare this spell, the magic-user' must hold a gem of not less than 5,000 g.p. value in his or her hand and utter all but the final word of the conjuration. He or she then must hove this same gem available to cast the spell. All that is then required is that the magic-user utter the final word while crushing the gem, and the desired item is transported instantly into the spell caster's right or left hand as he or she desires. The item must, of course, have been previously touched during the initial incantation and specifically named, and only that particular item will be summoned by the spell. If the item is in the possession of another creature, the spell will not work, but the caster will know who the possessor is and roughly where he, she, or it is located when the summons is cast. Items can be summoned from other planes of existence, but only if such items are not in the possession (not necessarily physical grasp) of another creature. For each level of experience above the 14th, the magic-user is able to summon a desired item from 1 plane further removed from the plane he or she is upon at the time the spell is cast, i.e. 1 plane at 14th level, but 2 at 15th, 3 at 16th, etc. Thus, a magic-user of 16th level could effect the spell even if the item desired was on the second layer of one of the outer planes, but at 14th level the magic-user would be able to summon the item only if it were on one of the Elemental Planes or the Astral or the Ethereal Plane.

Duo-Dimension (Alteration)

Level: 7
Components: V, S, M
Range: 0
Casting Time: 7 segments
Duration: 3 rounds + 1 round/level
Saving Throw: None
Area of Effect: Personal

Explanation/Description: A duo-dimension spell causes the caster to have only two dimensions, height and width but no depth. He or she is thus invisible when a sideways turn is made, and this invisibility can only be detected by means of a true seeing spell or similar means. In addition, the duo-dimensional magic-user can pass through the thinnest of spaces as long as they have the proper height according to his or her actual length - going through the space between a door and its frame is a simple matter. The magic-user con perform all actions on a normal basis. He or she can turn and become invisible, move in this state, and appear again next round and cast a spell, disappearing on the following round. Note that when turned the magic-user cannot be affected by any form of attack, but when visible he or she is subject to triple the amount of damage normal for an attack form, i.e. a dagger thrust would inflict 3-12 hit points of damage if it struck a duo-dimensional magic-user. Furthermore, the magic-user has a portion of his or her existence on the Astral Plane when the spell is in effect, and he or she is subject to possible notice from creatures thereupon. If noticed, it is 25% probable that the magic-user will be entirely brought to the Astral Plane by attack from the astral creature.

The material components of this spell are a thin, flat ivory likeness of the spell caster (which must be of finest workmanship, gold filigreed, and enameled and gem-studded at an average cost of 5,000 to 10,000 g.p.) and a strip of parchment. As the spell is uttered, the parchment is given a half twist and joined at the ends. The figurine is then passed through the parchment loop, and both disappear forever.

Limited Wish (Conjuration/Summoning)

Level: 7
Components: V
Range: Unlimited
Casting Time: Special
Duration: Special
Saving Throw: Special
Area of Effect: Special

Explanation/Description: A limited wish is a very potent but difficult spell. It will fulfill literally, but only partially or for a limited duration, the utterance of the spell caster. Thus, the actuality of the post, present or future might be altered (but possibly only for the magic-user unless the wording of the limited wish is most carefully stated) in some limited manner. The use of a limited wish will not substantially change major realities, nor will it bring wealth or experience merely by asking. The spell can, for example, restore some hit points (or all hit points for a limited duration) lost by the magic-user. It can reduce opponent hit probabilities or damage, it con increase duration of some magical effect, it can cause a creature to be favorably disposed to the spell caster, and so on (cf. wish). The limited wish can possibly give a minor clue to some treasure or magic item. Greedy desires will usually end in disaster for the wisher. Casting Time is the actual number of seconds - at six per segment - to phrase the limited wish.

Mass Invisibility (Illusion/Phantasm)

Level: 7
Components: V, S, M
Range: 1"/level
Casting Time: 7 segments
Duration: Special
Saving Throw: None
Area of Effect: Special

Explanation/Description: This is the same as an invisibility spell (q.v.) except that it can hide creatures in a 3" X 3" area, up to 300 to 400 man-sized creatures, 30 to 40 giants, or 6 to 8 large dragons.

Monster Summoning V (Conjuration/Summoning)

Level: 7
Components: V, S, M
Range: 7"
Casting Time: 6 segments
Duration: 6 rounds + 1 round/level
Saving Throw: None
Area of Effect: Special

Explanation/Description: This spell summons 1-2 fifth level monsters, and they will appear in 1-3 rounds. See monster summoning I for other details.

Mordenkainen's Sword (Evocation)

Level: 7
Components: V, S, M
Range: 3"
Casting Time: 7 segments
Duration: 1 round/level
Saving Throw: None
Area of Effect: Special

Explanation/Description: Upon casting this spell, the magic-user brings into being a shimmering sword-like plane of force. The spell caster is able to mentally wield this weapon (to the exclusion of activities other than movement), causing it to move and strike as if it were being used by a fighter. The basic chance for Mordenkainen's Sword to hit is the some as the chance for a sword wielded by a fighter of one-half the level of the spell caster, i.e. if cast by a 14th level magic-user, the weapon has the same hit probability as a sword wielded by a 7th level fighter. The sword has no magical "to hit" bonuses, but it can hit any sort of opponent, even those normally struck only by +3 weapons or astral, ethereal o out of phase; and it will hit any armor class on a roll of 19 or 20. It inflicts 5-20 hit points on opponents of man-size or smaller, and 5-30 on opponents larger than man-sized, It can be used to subdue, It lasts until the spell duration expires, a dispel magic is used successfully upon it, or its caster no longer desires it. The material component is a miniature platinum sword with a grip and pommel of copper and zinc which costs 500 g.p. to construct, and which disappears after the spell's completion.

Phase Door (Alteration)

Level: 7
Components: V
Range: Touch
Casting Time: 7 segments
Duration: 1 usage/2 levels
Saving Throw: None
Area of Effect: Special

Explanation/Description: When this spell is cast, the magic-user attunes his or her body, and a section of wall is affected as if by a passwall spell (q.v.). The phase door is invisible to all creatures save the spell caster, and only he or she can use the space or passage the spell creates, disappearing when the phase door is entered, and appearing when it is exited. The phase door lasts for 1 usage for every 2 levels of experience of the spell caster, It can be dispelled only by a casting of dispel magic from a higher level magic-user, or by several lower level magic-users, casting in concert, whose combined levels of experience are more than double that of the magic-user who cast the spell.

Power Word, Stun (Conjuration/Summoning)

Level: 7
Components: V
Range: 1/2"/level
Casting Time: 1 segment
Duration: Special
Saving Throw: None
Area of Effect: One creature

Explanation/Description: When a power word, stun is uttered, any creature of the magic-user's choice will be stunned - reeling and unable to think coherently or act - for 2 to 8 (2d4) melee rounds. Of course, the magic-user must be facing the creature, and it must be within the spell caster's range of '/2" per level of experience. Creatures with 1 to 30 hit points will be stunned for 4-16 (4d4) rounds, those with 31 to 60 hit points will be stunned for 2 to 8 (2d4) rounds, those with 61 to 90 hit points will be stunned for 1 to 4 (d4) rounds, and creatures with over 90 his points will not be affected. Note that if a creature is weakened due to any cause so that its hit points are below the usual maximum, the current number of his points possessed will be used.

Reverse Gravity (Alteration)

Level: 7
Components: V, S, M
Range: 1/2"/level
Casting Time: 7 segments
Duration: 1 segment
Saving Throw: None
Area of Effect: 3" X 3" square area

Explanation/Description: This spell reverses gravity in the area of effect, causing all unfixed objects and creatures within it to "fall" upwards. The reverse gravity lasts for 1 second (1/6 segment) during which time the objects and creatures will "fall" 16' up. If some solid object is encountered in this "fall", the object strikes it in the same manner as a normal downward fall. At the end of the spell duration, the affected objects and creatures fall downwards. As the spell affects an area, objects tens, hundreds or even thousands of feet in the air can be affected. The material components of this spell area lodestone and iron filings.

Simulacrum (Illusion/Phantasm)

Level: 7
Components: V, S, M
Range: Touch
Casting Time: Special
Duration: Permanent
Saving Throw: None
Area of Effect: One creature

Explanation/Description: By means of this spell the magic-user is able to create a duplicate of any creature. The duplicate appears exactly the same as the real. There are differences: the simulacrum will have only 51% to 60% (50% + 1% to 10%) of the hit points of the real creature, there will be personality differences, there will be areas of knowledge which the duplicate does not have, and a detect magic spell will instantly reveal is as o simulacrum, as will a true seeing spell. At all times she simulacrum remains under the absolute command of she magic-user who created is, although no special telepathic link exists, so command must be exercised in the normal manner. The spell creates the form of the creature, but it is only a zombie-like creature. A reincarnation spell must be used so give the duplicate a vital force, and a limited wish spell must be used so empower the duplicate with 40% to 65% (35% + 5% to 30%) of the knowledge and personality of the original. The level, if any, of the simulacrum, will be from 20% so 50% of the original creature. The duplicate creature is formed from ice or snow. The spell is cast over the rough form, and some piece of the creature so be duplicated must be placed inside the snow or ice. Additionally, the spell requires powdered ruby. The simulacrum has no ability so become more powerful, i.e. it cannot increase its levels or abilities.

Statue (Alteration)

Level: 7
Components: V, S, M
Range: Touch
Casting Time: 7 segments
Duration: 6 turns/level
Saving Throw: Special
Area of Effect: Creature touched

Explanation/Description: When a statue dweomer is cast, the magic-user or other creature is apparently turned so solid stone, along with any garments and equipment worn or carried. The initial transformation from flesh to stone requires 1 full round after the spell is cast. Thereafter the Creature can withstand any inspection and appear to be a stone statue, although a faint magic will be detected from the stone if Isis checked for. Despite being in this condition, the petrified individual can see, hear, and smell normally. Feeling is only as acute as that which will actually affect she granite-hard substance of the individual's body, i.e. chipping is equal so a slight wound, but breaking off one of the statue's arms is another matter. The individual under she magic of a statue spell can return to normal state in 1/6 of a segment, and then return to statue state in the same period if he or she so desires, as long as the spell duration is in effect. During the initial transformation from flesh to stone, the creature must make a saving throw of 82% or less, with -1 deducted from the dice roll score for each point of his or her constitution score, so an 18 constitution indicates certain success. Failure indicates system shock and resultant death. The material components of this spell are lime, sand, and a drop of water stirred by an iron bar such as a nail or spike.

Vanish (Alteration)

Level: 7
Components: V
Range: Touch
Casting Time: 2 segments
Duration: Special
Saving Throw: None
Area of Effect: Special

Explanation/Description: When the magic-user employs this spell, he or she causes an object to vanish. The magic-user can cause the object to be teleported (see teleport spell) if it weighs up too maximum of 500 g.p. per level of experience of the spell caster, i.e. a 14th level magic-user can vanish and cause so reappear as his or her desired location 7000 g.p. weight. Greater objects can be made so vanish, but they are simply placed into the ethereal plane and replaced with stone. Thus, a door can be made so disappear, and is will be replaced by a stone wall of 1' thickness, or equal in thickness to the door, whichever is greater. The maximum volume of material which can be affected is 3 cubic feet per level of experience. Thus, both weight and volume limit the spell. A dispel magic which is successful will bring back vanished items from the ethereal plane.

Banishment (Abjuration - Evocation)

Level: 7
Components: V, S, M
Range: 2"
Casting Time: 7 segments
Duration: Permanent
Saving Throw: Special
Area of Effect: 2 levels/HD of creature(s) per/eve/of caster

Explanation/Description: A banishment spell enables the caster to force some creature from another plane to return to its own abode. The effect is instantaneous, and the subject cannot come back without some special summoning or means of egress from its own plane to the one from which it was banished. More than one creature can be forced into magical banishment, providing the spell caster is of sufficient strength (levels of experience) to do so, and providing that the potential subjects are within range of the spell. The spell requires that the magic-user both name the type of creature(s) to be sent away, give its true and proper name as well, and call upon powers opposed to the creature(s). In any event, the target creature's magic resistance must be defeated for the spell to be effective.

The material components of the spell are substances harmful, hateful, and/or opposed to the nature of the subject(s) of the dweomer For every such substance included in the casting, a subject creature loses -2 from the dice rolled to determine its save versus spell. For example, if iron, holy water, sunstone, and a sprig of rosemary were used in casting a banishment upon a demon, its saving throw versus the spell would be made at -8 (four substances times the factor of 2). Special items, such as hair from the tail of a ki-rin, or couatl feathers, could also be added to bring the factor up to -3 or -4 per such item. In contrast, a devil's scale or titan's hair, or mistletoe blessed by a druid might lower the factor to -1 with respect to a demon. If the subject creature makes its saving throw versus the spell, the caster will be stung by a backlash of energy, take 2-12 points of damage, and be stunned for 2-12 segments.

Note: If the powers called upon when casting the banishment spell are directly and actively opposed to the creature(s) to be banished, or if they are favorably and actively concerned with the interests of the spell caster, these powers can augment the efficacy of the spell components by from -1 (least concerned) to -6 (most concerned). Specifics of this effect are left up to the judgement of the referee.

Forcecage (Evocation)

Level: 7
Components: V, S, + special
Range: 1 "per 2 levels
Casting Time: 3-4 segments
Duration: 6 turns + 1/level
Saving Throw: None
Area of Effect: 2" cube

Explanation/Description: This powerful spell enables the caster to bring into being a cube of force, but it is unlike the magic item of that name in one important respect: The forcecage does not have solid walls of force; it has alternating bands of force with '12' gaps between. Thus, it is truly a cage rather than an enclosed space with solid walls. Creatures within the area of effect of the dweomer are caught and contained unless they are able to pass through the openings - and of course all spells and breath weapons can pass through the gaps in the bars of force of the forcecage. Furthermore, creatures with a magic resistance can apply that resistance in a single attempt to pass through the walls of the cage. If resistance fails, then the creature in question is caged. Regardless of success, any and all other creatures also in the area of effect of the spell are trapped unless they also have magic resistance which allows them to escape. The forcecage is also unlike the solid-walled protective device, cube of force, in that it can be gotten rid of only by means of a dispel magic spell or by expiration of the dweomer

By means of special preparation at the time of memorization, a force-cage spell can be altered to a forcecube spell. Forcecube has one-eighth the area of effect (a cube 1 "on a side), and the dweomer then resembles the magic of a cube of force in all respects except for the differences between a cast spell and the magic of a device, including the methods of defeating its power

Although the actual casting of either application of the spell requires no material component, the study of the spell required to commit it to memory does demand that the magic-user powder a diamond of at least 1,000 gp value, using the diamond dust to trace the outlines of the cage or cube he or she desires to create via spell casting at some later time. Thus, in memorization, the diamond dust is employed and expended, for upon completion of study, the magic-user must then toss the dust into the air and it will disappear

Mordenkainen's Magnificent Mansion (Alteration/Conjuration)

Level: 7
Components: V, S, M
Range: 1"
Casting Time: 7 rounds
Duration: 1 hour/level
Saving Throw: None
Area of Effect: 300 sq. ft per level of caster

Explanation/Description: By means of this spell, the magic-user conjures up an extra-dimensional dwelling, entrance to which can be gained only at a single point of space on the plane from which the spell was cast. From the entry point, those creatures observing the area will see only a faint shimmering in the air, an area of some 4' in width and 8' in height. The caster of the spell controls entry to the mans/on, and the portal is shut and made invisible behind him when he enters. He may open it again from his own side at will. Once observers have passed beyond the entrance, they will behold a magnificent foyer and numerous chambers beyond. The place will be furnished and contain sufficient foodstuffs to serve a nine-course banquet to as many dozens of people as the spell caster has levels of experience. There will be a staff of near-transparent servants, livened and obedient, there to wait upon all who enter The atmosphere and temperature will be clean, fresh, and warm.

Since the place can be entered only through its special portal, outside conditions do not affect the mansion, nor do conditions inside it pass to the plane beyond. Rest and relaxation within the place is normal, but the food is not. It will seem excellent and be quite filling as long as one is within the place. Once outside, however, its effects disappear immediately, and ravenous hunger will strike unless the individuals actually ate normal food. For each imaginary meal eaten inside the mansion, the individual must spend 1 hour sitting and eating normal fare. Failure to do so means that he or she has lost as many points of strength as he or she ate meals when in the mansion-like space. Such strength loss is restorable upon eating as noted, but this must be done within 6 hours or the loss of strength will be permanent. The components for this spell are a miniature portal carved from ivory, a small piece of polished marble, and a tiny silver spoon. These are utterly destroyed when the spell is cast.

(It is worth mentioning that this spell has been used in conjunction with a normal portal, as well as with illusion magic. There is evidence that the design and interior of the space created can be altered to suit the caster's wishes.)

Sequester (Illusion/Phantasm - Abjuration)

Level: 7
Components: V, S, M
Range: Touch
Casting Time: 1 round
Duration: 1 week + 1 day/level
Saving Throw: Special
Area of Effect: 2' cube per level of caster

Explanation/Description: When cast, this spell not only prevents detection and location spells from working to detect or locate the objects affected by the sequester spell, it also renders the affected object(s) invisible to any form of sight or seeing. Thus, a sequester spell can mask a secret door, a treasure vault, or whatever Of course, it does not render the subject proof from tactile discovery or from devices such as a robe of eyes or a gem of seeing. If cast upon a creature not desiring to be affected and able to resist and avoid the spell, a normal saving throw versus spell is given. Living creatures (and even undead types) affected by a sequester spell become comatose and are kept effectively in a state of suspended animation until the spell wears off or is dispelled. The material components of the spell are basilisk eyelash, gum arabic, and a dram of whitewash.

Teleport Without Error (Alteration)

Level: 7
Components: V
Range: Touch
Casting Time: 1 segment
Duration: Instantaneous
Saving Throw: None
Area of Effect: Special

Explanation/Description: This spell is similar to a teleport spell. The caster is able to transport himself or herself, along with the material weight noted for a teleport spell, to any known location on his or her home plane - with no chance for error. The spell also enables the caster to travel to other planes of existence, but any such plane is, at best, "Studied carefully:' This assumes that the caster has, in fact, actually been to the plane and carefully perused an area so that it could later be used as a destination for teleportation without error The table for teleport is used for teleporting to other planes, with the appropriate knowledge of the plane to which transportation is desired used to determine chance of error (Exception: See 9th-level magic-user spell succor, described hereafter.) The caster can do nothing else in the round that he or she appears from a teleport.

Torment (Evocation - Alteration)

Level: 7
Components: V, S, M
Range: 1"
Casting Time: 1 round
Duration: Special
Saving Throw: Special
Area of Effect: One creature

Explanation/Description: When this spell is cast, the magic-user seeks to force submission and obedience from a captive creature from another plane from whom a service is being demanded (also see dolor and ensnarement spells herein). The initial uttering of the spell causes a link from the caster to the captive creature bound in a magic circle, thaumaturgic triangle, or pentagram. (An intended victim of this spell must fail a magic resistance check, if applicable, for the Torment to have any effect.) Thereafter, the magic-user continues to read the balance of the specially prepared writing, and each round this continues, the captive feels progressively worse - discomfort and then pain. The first two rounds bring twinges, the third and fourth rounds of reading bring shooting pains, and the fifth and sixth rounds of reading cause aches and then cramps.

The creature refusing to submit to the performance of a service is given a straight saving throw versus spell, adjusted each round for the intensity of the dweomer to be affected by it. The save in the first round is made at-1 to the die roll, the second at -2, the third at -3, the fourth at -4, and the fifth and sixth at -6 and -8 respectively. Failing the saving throw indicates the creature has agreed to the mage's demands. There is no penalty following round 8 in any event.

The effects of the torment will have an effect on the creature should it break loose. The creature is -1 on initiative for every 2 rounds the spell has been in effect, up to a maximum penalty of -4 on round 8. In addition, the creature is -1 to hit and -1 per die of damage after 3 rounds of the spell, this increasing by -1 per round to -4 in round 6, then decreasing again to -1 in round 9.

It is likely that any intelligent creature with low moral standards will submit once it realizes the nature of the spell it is being subjected to. Naturally, this does not cause the creature to feel anything other than immense hatred for the magic-user. The forced service will be carried out to the letter, as is the case with all such agreements, but the creature will most certainly seek whatever revenge it can.

Preparation for the casting of a torment spell requires either the secret name for the type of creature or its given name to be inscribed in the text of the incantation. The caster must also identify himself or herself. This establishes the link and allows the dweomer to be efficacious. However, for every 1 point of intelligence of the creature above

that of the spell caster, there is a 10* chance that the captive creature will gain control, draw the caster into the confines of its prison, and carry him or her off to its own plane and whatever fate is thus decreed. If the magic-user is interrupted or distracted during the reading, there is a 5% chance per point of intelligence of the captive creature that it will gain control.

The material component of the spell is the aforementioned "specially prepared writing" (in the form of a scroll). Its special inks will require an expenditure of not less than 1,000 gp per hit die of the creature to be affected by the dweomer of the spell.

Truename (Enchantment/Alteration)

Level: 7
Components: V, S
Range: 3"
Casting Time: Special
Duration: Special
Saving Throw: Neg.
Area of Effect: Thing named

This spell enables the magic-user to have great power over any living thing which has a name, generic or individual, known to the spell caster. Naturally, most true names are not known (even by the creatures themselves), for the common names of most things are not their true and secret names. True names are discovered through hard work, spying, extensive use of legend lore and sagecraft (at the most difficult levels). The casting of a truename spell requires the magic-user to call out the true name of the subject and then begin a recitation of verse which encompasses the nature and/or history of the subject. This will require 3 segments. Thereafter, still in verse (and preferably rhyming or near-rhyming), the caster must describe the desired result of the truename spell. Each possible result differs in the length of time necessary to effectuate it:

Multiple Suggestion: The verses can contain from 1 to 4 suggestion powers, just as if each were a spell. Each verse requires 1 segment to recite. (See suggestion spell.) In a total of 7 segments (including the time for the initial reading), 4 suggestions can be made.

Weakness and Surrender: The verses recited cause actual loss of 1 point of strength (-1 to hit and damage, -1 on movement rate) for each segment of recitation. With the loss of each point of strength, the subject must save versus paralyzation or meekly surrender. Each verse must continue tori segment. Strength loss is recovered in from 2-8 rounds after the recitation ceases, and with recovery of strength the subject regains its will to resist.

Polymorph: The verses can cause the subject to change into something else, just as if a polymorph any object spell had been cast. No system shock saving throw is needed. The length of time in verses (1 segment per verse) to cause the polymorph depends on how radical the change:

mineral to animal = 10 verses
mineral to vegetable = 9 verses
vegetable to animal 8 verses
monster to normal = 7 verses
monster to monster = 6 verses
other to human = 5 verses
animal to animal = 4 verses
vegetable to vegetable = 3 verses
mineral to mineral = 2 verses

The reverse of the preceding cases also holds. In cases not stated, the OM is to use the closest stated case as a guide. The subject returns to its natural form in time. Duration is 6 turns per level of the spell caster minus 1 turn for every verse required to effect the polymorph. The subject will think and behave exactly as a nonpolymorphed thing of the same type, but have its original hit points.

Transport: When the transport verses are recited, the subject will be teleported without error or otherwise moved to some other place. The number of verses required depends on the location of the transport:

same plane/100 mile range = 4 verses
same plane/500 mile range = 5 verses
same plane/2,000 mile range = 6 verses
one plane/world removed = 7 verses
two planes/worlds removed = 8 verses

The subject will automatically be altered so as to be able to physically survive the normal conditions of the place to which it is sent. There is no saving throw if the subjects are willing, even if they have a magic resistance.

If at any time during the recitation of the spell the caster is interrupted, the magic fails and the spell is lost.

Volley (Abjuration)

Level: 7
Components: V, S, M
Range: Special
Casting Time: 1 segment
Duration: Special
Saving Throw: Special
Area of Effect: Special

Explanation/Description: This highly dangerous dweomer enables the prospective recipient of a spell to turn the casting back upon its sender Thus, the range, duration, area of effect, and saving throw of this spell depend upon circumstances and the spell being volleyed. Assume that a power word kill is cast at a magic-user prepared with a volley spell. The volley has been cast also, so that when the power word kill is aimed at the target, the volley causes the spell to bounce back upon its caster. Then, if the caster of the first spell fails to make a saving throw versus spell, the power word kill works upon its caster rather than its intended target. However, if the original caster does save versus spell, the spell once again flies toward the original target. The caster of the volley spell must then save versus spell, or be affected by the attack. Again, if the caster of the volley spell saves, then the spell is returned to its originator, who must again save or be affected. The spell will be sent back and forth until one or the other fails to save, or until the spell loses its power. The entire spell is volleyed, such that if a lightning bolt were to start 10 feet before the volleying magic-user, the full spell would be returned, leaving others in the volleying party unscathed. Each exchange will take a single second. A spell will lose power if it passes through a number of exchanges equal to its level, counting each volley, but not the original casting, as half of a single exchange; i.e., a 1st-level spell will be cast, volleyed the first time, (perhaps) return volleyed, and then will dissipate; a 2nd-level spell would go through four volley portions (two complete exchanges) before being exhausted; and so on. The material component is a bit of bent willow or other flexible wood, crisscrossed with specially prepared strands of gut.

Amorphous Blob (Alteration,Necromancy)

Level: 7
Components: V,S,M
Range: Touch
Casting Time : 1 segment
Duration: Special
Saving Throw: None
Area of Effect: Glass orb filled with fluid

The casting of this spell requires that the wizard first construct a crystal orb filled with a swirling, gelatinous fluid. The orb and its contents take 1-4 weeks to manufacture. In order for the spell component to be made properly, the wizard must enlist the aid of an experienced alchemist and must build a special laboratory equipped with its own strange, custom-made apparatus, the total cost of which can be no less than 5,000 gp. The wizard also needs to procure the following ingredients used to formulate the weird fluid: one pint of the spell-caster's blood, three pints of ochre jelly, and one dram of acid from a black pudding. With these ingredients, the alchemist prepares a viscous solution and encapsulates it in a finely blown glass ball, 1' in diameter. The wizard then holds the sphere in a shocking grasp so that he can magically activate the liquid contents. Once these procedures are completed, the wizard may use the orb at any time thereafter to cast an amorphous blob. Should the glass container break before the spell is actually employed, the fluid is lost and the wizard must start the process over again from scratch.

Casting an amorphous blob causes the fluid inside the sphere to congeal into a dangerous, amoeboid life-form that is released whenever the glass is shattered. The wizard can smash the ball by hurling it at an opponent (treat as a grenadelike missile), but great care must be taken since the caster has no control over his creation once it is released. The blob resembles an ochre jelly and has the following statistics: AC 6, MV 6, HD 3, hp 24, #AT 1, Dmg 3-12, AL N. The monster feeds in order to grow, and it grows extremely fast. The blob has a volume of four cubic feet upon its release, but on a killing attack, the amoeboid creature engulfs its prey and gains 1 hp for each hit die of the dead victim. Every 8 hp gained by the blob endows it with an additional hit die (in terms of fighting ability) and results in not only an increase in volume of four cubic feet, but also a cumulative bonus of +1 on damage rolls (modified results cannot exceed 12 hp damage per round).

Example: A blob freed from a sphere kills four 2-hp opponents. The blob, therefore, grows four cubic feet larger and attacks as a 4-HD monster, doing 4-13 hp damage per round.

Note that the blob needs only one round to grow to its new volume, and during this time the creature can perform no other action. All increases in hit dice, size, and damage are permanent and do not decrease with the loss of hit points. No known limit exists to the blob's total volume, and if not soon killed, the creature can become extremely powerful.

The blob can regenerate 1 hp per round, but this ability cannot bring a dead blob back to life. The creature can flow through narrow openings and can ooze along walls and ceilings. The blob also secretes a digestive acid that dissolves wood (at a rate of 2" /round) and metal (at a rate of 1/2" /round); stone and glass remain unaffected. Magical cold does no damage to the blob, but slows the monster (as the spell) for 2-8 rounds. Fire harms the creature normally, but lightning actually imbues the blob with an extra hit point for every hit die of damage that might have been inflicted; thus, a 6d6 lightning bolt endows the creature with 6 hp, possibly increasing the blob's size and attack potential. Mind-influencing spells, of course, have no effect upon this unintelligent creation, and all forms of magical control are useless against it.

Bloodstars (Evocation)

Level: 7
Components: V,S,M
Range: 0
Casting Time : 7 segments
Duration: 1 rd. per level
Saving Throw: None
Area of Effect: Special

This spell creates seven star-shaped, spiked fields of whirling, sparkling force from seven drops of the caster's blood. These bloodstars move about (MV Fl 22, MC: A) in response to the caster's will. All seven can attack separate targets, although a bloodstar can't move more than 90' away from its caster.

A bloodstar strikes targets at THACO 4, and its razor-sharp points of force slash through all armor and nonmagical barriers to inflict 4d4 points of damage. (Due to the "energy aura" exuded by a striking bloodstar, a single being can suffer damage from only one bloodstar in one round.)

Once a particular bloodstar has drawn blood, the caster can make it explode on any subsequent round, dealing 3d6 hp of damage to all creatures within 10'. The caster is immune to all effects of his own bloodstars, which pass through him as though he does not exist. A wizard can grapple with a foe, hold him in one place, and bring already-existing bloodstars slashing through them both, harming only his foe.

Bone Javelin (Alteration, Evocation)

Level: 7
Components: V,S,M
Range: 10'/lvl.
Casting Time: 7 segments
Duration: 1 rd./lvl.
Saving Throw: None
Area of Effect: Special

This magic requires a drop of the caster's blood, a tiny carved replica of a javelin fashioned of any organic material, and a bone or bone fragment. A javelin of bone springs into being in the air above one of the caster's hands (caster's choice) and flashes (at a speed of 300'/round) in the direction pointed by the caster. The javelin turns after striking a living creature or obstacle, or when it reaches its maximum range, then returns at the same speed to the caster. It then floats above the caster's hand until directed forth again. Spell-casting or other activities may be undertaken without unintentionally sending forth or dissipating the javelin.

A bone javelin strikes only once per round. A successful to-hit roll is required (all creatures in the javelin's path are imperilled if the javelin misses the target chosen by the caster). A bone javelin is AC -4, shatters if dealt at least 7 hp damage, and does 1 hp damage per level of the caster to creatures it strikes. It can damage Ethereal, undead, other-planar, and Prime Material plane creatures alike. A bone javelin can twist and turn as necessary to overcome barriers and return to its caster.

Dancing Shards (Evocation)

Level: 7
Components: V, S, M
Range: 10 yds. + 5 yds. per level
Casting time: 7 segments
Duration: 1 round per level
Saving Throw: None
Area of Effect: Five creatures

Dancing shards creates up to five magical ice shards that attack specific targets as directed by the caster. When casting the spell, the wizard must be able to see and specify his intended targets (up to five different individuals). It is not possible to target a single creature with more than one shard. When the spell is completed, a dancing shard of ice appears above each of the specified targets and begins attacking. The attacking shards last a number of rounds equal to the caster's experience level.

They attack once per round as a 3HD monster and inflict 1d6 hp damage. The target of the attack can attempt to parry the shards, but attempts to shatter or otherwise destroy them are futile. As long as the targeted creatures remain within range of the spell, the shards follow and attack until the spell expires. If a target moves out of the caster's range, the shard stays motionless at the extreme range, waiting for its designated target to return Such a shard cannot be redirected to another target. The wizard must maintain concentration for the shards to continue their attack each round. Movement is possible while concentrating, but casting other spells or participating in combat are not.

The material component for this spel is a shard of glass that is broken in the casting. (A large shard of glass can provide the material components for multipIe castings of the dancing shards spell.)

Dimensional Fog (Conjuration/Summoning)

Level: 7
Components: V,S,M
Range: Sight distance
Casting Time: 1 round
Duration: Instant
Saving Throw: None
Area of Effect: one vessel or group

This spell is used to send its targets to alternate realities (or alternate crystal spheres). The mage casting the spell usually does not have the target's best interests in mind, although the spell could theoretically be used for limited inter-planar transport. Dimensional fog can only be used when a dense fog descends upon the area of effect, typically a seagoing vessel or tight grouping of folk. Weather magic can be used to provide the fog, but spells such as wall of fog are insufficient. There are several other restrictions. First, the caster must be within sight distance of the area of effect. Second, the caster may not go along with the target vessel.

When the spell is cast, the fog becomes thick, misty, silvery, and sound-deadening. When the fog disperses (usually several hours later), the vessel is on an alternate prime-material plane. The caster can either specify a destination or let the destination be random. The alternate plane must meet several requirements. First, It must be a viable alternate world, not a plane. The victims may not be sent to places like outer Gehenna or the Elemental Plane of Fire. Second, the alternate world must be at least marginally habitable. Sending the victims to a planet with no air is not allowed; sending them to a plane where the atmosphere is so thin that it is barely breathable is allowed. Third, the alternate prime material plane must have a navigable sea for the ship to sail upon The spell does not provide any automatic way home. There must be a way home, although the victims might have to be quite clever and industrious in order to find it.

The material component (consumed) is a small sphere of finest crystal (worth not less than 500 gp) filled with cloudy water, which must be swirled while the spell is cast.

Discern (Divination)

Level: 7
Components: V,S,M
Range: Touch
Casting Time: 1 turn
Duration: Perm.
Saving Throw: None
Area of Effect: 1"

Explanation/Description: A magic-user who casts a discern spell is provided (or provides another) with the ability to determine if a person has the potential to become a powerful magic-user. Once cast, the discern spell is permanent (though subject to a dispel magic spell) and functions continuously, without concentration by the recipient of the spell. The spell may be cast by any magic.user of the necessary level, though the recipient of the spell must be a magic-user of at least 5th level; the spell may also be applied to the spell-caster. Discern is used primarily as a recruiting device for various magical orders and schools of every sort of alignment and ethic.

Once cast, discern confers upon the recipient the ability to magically determine if a person has the potential to become a powerful mage simply by being within 20' of that person and interacting in a normal fashion with the candidate for two rounds. The recipient of the spell perceives the potential for magic-use in a candidate as a dim aura surrounding the subject. The aura is invisible by any other means, including true sight, true seeing, infravision, or other types of magical or normal vision, and is so dim that it cannot be perceived in bright light (such as direct sunlight). The aura is of constant strength, regardless of the potential of the candidate. For game purposes, a human, elf, or half-elf scanned by this spell registers favorably if he has an intelligence of 14 or greater and scores of 6 or better in all other characteristics. A variation of this spell may exist that is more selective and detects only those who have the potential to become great ilusionists as well (thus including gnomes among the races affected, but detecting only those persons with intelligence scores of 15 or better and dexterity scores of 16 or better).

Even if a positive result is obtained, the spell in no way guarantees that the person will become a great mage (or even a mage at all); it simply indicates ability based on intelligence, aptitude, and the will to achieve. The Book of Black Circles stresses the fact that the spell is no more than a prediction; even if a person has the ability, he may opt not to become a mage, quit before he reaches a high level, or die before achieving greatness. The DM should use his judgment regarding who is highlighted by this spell's use.

The material component of the spell is a gem of seeing or a similar magical device (such as eyes of minute seeing) which allows for a special type of vision. The material component is consumed when the spell is cast.

Display (Evocation)

Level: 7
Components: V, S, M
Range: 300 yards
Casting time: Special
Duration: 1 turn/level
Saving throw: None
Area of effect: Special

This special spell binds several spells together into a single display or show. Display takes 1 round to cast for each spell that is bound. The caster must have all spells to be displayed memorized or immediately available on a scroll. The caster actually casts the spells during the casting of the display spell. This spell has the following effects:

( The timing, direction, areas of effect, and color of all spells bound are dictated by the caster. Spells do not have to be cast within the display spell in the same order that the caster desires the outcome of the display to be.

( All spells can be designated as harmful or nonharmful. If nonharmful, then only the light or noise effects causes anyone undue distress. The spellcaster must know and use the difference in the verbal component as the results are exactly as the spell is cast. This is of particular importance for spells cast off scrolls (which are set and cannot be changed by verbal components).

( The following spells can be bound by this spell: affect normal fires, cantrip, light, dancing lights, phantasmal force, sparkler, firecracker, improved phantasmal force, flare, goblin chaser, pyrotechnics, dragon whirl, Roman candle, spark fountain, starburst, bakarapper, fire burst, continual light, darkness 15' radius, fog cloud, magic mouth, audible glamour, wall of fog, special effects, and sense shifting. Spells that manipulate the characteristics of another spell (range, duration, etc.) can also be bound if cast within the display spell.

* Bound spells activate according to the program designated by the caster regardless of their original spell duration.

The material component of this spell is a silver wand encrusted with gems, the whole of which is worth at least 1,500 gp. The wand is not consumed in the casting.

Dragon breath (Evocation)

Level: 7
Components: V,S,M
Range: Varies
Casting Time: 3 segments
Duration: 3 rounds
Saving Throw: Special
Area of Effect: Varies

This powerful spell is rarely used because its material component is the tooth of a dragon. Any type, size, and age of dragon may be the source-even teeth taken from a dragon's skeletal remains or undead form will work. The spell enables the wizard to unleash a breath weapon up to three times (once per round, if no other spell-casting is undertaken( as if the wizard was a dragon of the same sort as once possessed the tooth used. The wizard must have the proper incantation for the type of dragon chosen, as different wordings exist for the different dragon types, the most widely known being blue, black, green, and white. Red and copper are hard to find, and the incantations for other dragon types are very rare indeed. The precise effects of each breath weapon-range, area of effect, and saving-throw details-are as given in the Monstrous Compendium Volume 1, under "Dragon." The damage dealt by each breath is as given therein, but the wizard's experience level is used to find which dragon age the damage corresponds to. Divide the wizard's level by three, rounding down, to find the assumed "age" and thus the amount damage done. For example, a 14th-level mage (the lowest level at which this spell can be cast) spitting acid as a black dragon does 8d4+4 damage, as if he were a juvenile, or age category 4, dragon.

If a mage tries to combine attributes of various dragon breath weapons during the casting by altering or 'doubling up' the incantation, the result is always the explosion of the tooth (which the caster must hold in his hand during casting) into 36 magic missiles erupting in all directions. These unguided magical bolts, each doing 1d4+ 1 hp damage, travel for 120' before dissipating; all beings within range should save vs. spells to see if they get hit. If struck, roll any die to see how many times: an odd roll equals one missile, an even roll equals two. All beings within 30' of the caster must save four times; the caster must save 10 times (for all failures, roll even/odd to see how many bolts strike).

Electric bow (Evocation)

Level: 7
Components: V,S,M
Range: 0
Casting Time : 7 segments
Duration: Special
Saving Throw: None
Area of Effect: Special

When cast, this spell creates a light-blue, glowing bow of +1 value in the caster's hands (or on the ground at his feet, at the caster's option.) The bow can take any one of many forms, depending on the level of the caster, as shown on the chart below:

Caster's levelBow created
14th-levellight crossbow or short bow
15th-levelheavy crossbow or composite short bow
16th-levellong bow
17th-levelcomposite long bow
18th-levelballista

The caster may choose any type of bow allowable to his level or below. The electric bow created is as a normal bow (ranges, firing rate, etc.), and it can strike any creature as a +3 weapon, though its true bonus on attack and damage rolls is only +1. The bow can be used by the caster as if she has proficiency with the weapon in question, or by anyone of the caster's choosing who has proficiency in the weapon. The spell cannot create bows that give bonuses for exceptional strength. The bow exists until dispelled or it has fired all its arrows.

The bow automatically loads itself when drawn or cocked, a missile of lightning appearing in the weapon. The ballista cocks and loads itself upon the verbal command "Load;" and fires upon the command "Fire;" each action taking one round for a fire rate of 1/2. Flight arrows are created for short and long bows, and the appropriate quarrel appears for cross-bows. These arrows do damage as normal arrows of the type of bow employed, the weapon bonus of +1, any bonuses the user may have with a bow, plus an extra point of damage for every two levels of the caster above 12th (+ 1 at 14th, +2 at 16th, etc.).

As many missiles may be fired from the bow as the caster has levels. However, if an arrow or bolt, magical or not, is placed or cocked into the bow, it disappears and the spell is lost, as only the special lighting arrows of the spell may be shot from the bow. The material component for this spell is a trio of fine tail feathers handpicked from a quail, tied together with the bowstring of the bow used to bring the bird down. The bowman who shot the bird must have been at least 8th level at the time of the kill.

Flame chase (Evocation)

Level: 7
Components: V,S,M
Range: 30yds.+10 yds./lvl.
Casting Time : 3 segments
Duration: 2 rnds. + 1 rd./lvl
Saving Throw: 1/2
Area of Effect: Special

Upon casting this spell, the wizard causes several paths of flame to form on the ground. The flame paths begin to pursue all opponents in the area in order to engulf each of them in a column of flames. The spell creates one 3'-wide path of flame for every two levels of experience attained by the caster, to a maximum of six paths. The paths begin 3' from the caster and travel straight toward any opponents on the ground that the mage is aware of and who are in range of the spell. The flame paths travel at a movement rate of 24 and can travel across any horizontal surfaces except water, snow, ice, and other wet surfaces. The fire does not require combustible material such as wood, grass, or weeds; it may travel over bare outdoor or indoor surfaces.

When the path catches its target, the victim will be engulfed in a column of flames that causes 3d6 hp fire damage immediately and 1d6 hp damage per round for the remaining duration of the spell. The flame path and column continues to follow burning victims until the spell ends, is dispelled, or until victims cross any of the surfaces mentioned above. Items engulfed in the column as well as in the flame's path must also save vs. magical fire each round or be destroyed. Flame paths are able to climb vertical surfaces of less than 45 degrees, as long as the surface is wide enough to accommodate the flame path's width (a rope, for example, is not wide enough.) Flame paths never pursue inanimate objects, but they can pursue nonliving or undead ones.

Victims able to outdistance the pursuing flames or who manage to move across wet surfaces without being affected by a column of flames are in for a big surprise. If a victim is within 10' of the end-point of the path after the flames have moved for the round, and if the flames are unable to close the distance due to the victim's superior speed or an obstruction, the flames that normally form the column will leap to the victim instead. This flame blast causes double-normal flame-column damage (6d6 hp) in a single round. The path is considered to have expended all of its power and ceases to exist. Items and victims alike caught by the flame blast save vs. spells at a -2 penalty.

A player using this spell may roll separate initiatives for each flame path to determine when it will move during the round. The flame blast mentioned above (but not the path's movement) always occurs last in the round after all attacks and movements have been made. As noted above, the flame paths move straight toward victims. Unintended victims caught in flame's way are burned for 1d6 hp damage (save applicable) and only for as long as they remain in the path. Finally, any incidental fires caused by the spell are considered nonmagical for the purpose of saving throws and may not be dispelled. Croplands, dry forest, grasslands, and similar areas may burn uncontrollably.

The material components for this spell are a small pouch filled equally with sulphur and coal dust, a live caterpillar, and a live firefly. Material components are expended.

Frame Teleport (Alteration)

Level: 7
Components: V
Range: Special
Casting Time: 1 segment
Duration: 1-4 rounds
Saving Throw: None
Area of Effect: Special

This spell allows its caster to teleport his body between two closed wooden frames of any size that are any distance apart on Plane. The caster must touch one frame directly as the spell is cast and must visualize the other (i.e., it must be a frame the caster has either touched or seen previously, though such viewing may have been by means of a scrying spell or similar means of remote scrutiny).

If either of the frames has a gap or break in it, the spell simply won't work and is wasted. If either of the frames bears an enchantment, or arrival through the far one is into an area filled with an operating magical ward or barrier, that remote magic is unaffected, the ftame teleport fails, and its caster suffers 2d6 hp damage from a magical backlash.

The spell otherwise operates safely, silently, and without peril to its caster, allowing his body to emerge from frames much too small to allow its physical passage. Arrival is safe regardless of what is occupying a frame (such as a picture, mirror, or closed door), and it causes no harm to the material within the frame. The spell doesn't guarantee safety thereafter, however, if the area on the far side of the far frame is (for instance) underwater, or filled with a raging fire, or being used for target practice.

The user of this spell can pass entirely through the far frame (ending the spell instantly) or pass only partially through it, leaving part of his body behind by the original frame. This second option allows the caster to withdraw to the original location at any time during the three rounds after the round of casting. Before that time, the caster can take or leave items, observe, speak, reach, grasp things, and even cast spells or launch attacks in the new location (on the far side of the far frame).

If the caster remains in "both places' when the spell expires, he is catapulted through both frames into the "new' location, suffering 4d4 hp damage, and the link with the old frame vanishes. While the caster is "in both places," he is vulnerable to attacks at both locations and suffers double normal damage from all harmful occurrences in the "new" location. A frame teleport protects its caster against any need for System Shock survival rolls or Constitution checks (for whatever reason) while it is operating.

Manor's Mind Vision (Alteration/Divination)

Level: 7
Components: V,S,M
Range: Special
Casting Time : 8 segments
Duration: 3 rds./lvl.
Saving Throw : None
Area of Effect: Creature touched

Manor's mind vision is essentially a more powerful version of Manor's Mindsight. It is subject to the same restrictions and bonuses, in terms of movement, combat, and concentration, as the mindsight spell, and has the same range (20' plus 10' per two levels of the caster). The mind vision spell also allows the caster to view all objects within the radius of the spell simultaneously, as the mindsight spell does. However, while using the mind vision spell, the mage may also view unlit areas as if they were brightly light. Furthermore, any illusions viewed will be apparent as such, and the true form of any item or object viewed can be easily determined. In addition, all invisible objects and creatures may be seen, and all polymorphed objects and creatures are seen as they truly are, with a hazy image superimposed showing their polymorphed form.

Any magical item viewed with a mind vision spell is recognized as such, as if the mage were seeing it while using a detect magic spell. Pits, traps, secret and concealed doors, symbols, magical traps, and so on are seen for what they are. Furthermore, the mage correctly perceives the alignment of any creature viewed by the aura it projects (barring the use of psionic disciplines). Finally, the mage may opt to forgo the ability to view dark areas as if they were lit, and may instead view them with either infravision or ultravision, though once a particular type of vision is chosen it may not be changed for the duration of the spell.

The mage does not need any functioning sensory organs for this spell to work, and he may in fact be blind, blindfolded, or even without eyes. The caster of the spell may view all objects within a line of sight that he would normally perceive, under existing light conditions and with his normal vision through the mind vision, while casting other spells or engaging in combat. If he wishes to view more distant areas or areas on the other side of solid barriers, concentration must be maintained. The material component of the spell is two eyes of a being originating on a plane other than the Prime Material plane, immersed in a potion of ESP and a potion of gaseous form. The components of the spell are consumed upon its completion.

Mass Teleport (Apportation)

Level: 7
Components: V, S
Range: Touch
Casting Time : 1 round
Duration: Instantaneous
Saving Throw: None
Area of Effect: Up to 12 people

By casting this spell, the caster instantly transports himself and up to 11 companions to another location. Distance is not a factor, but interplanar transport is not possible. Like the teleport other spell, accuracy depends on the caster's familiarity with the target location. Only one roll is made for the entire group being teleported, with "familiarity" referring to the caster's familiarity, not the group's.

While casting this spell, the caster stands in the center of a circle formed by his companions, who must hold hands for the entire round. Breaking this circle before the end of the round disrupts the spell.

Mine

Level: 7
Components: V,S,M
Range: 0
Casting Time: 1 turn
Duration: until dispelled
Saving Throw: none
Area of Effect: special

Explanation/Description: Mine is a special sort of contingency spell. Mine is not cast upon a person; rather, it is cast upon a location. Thereafter, its functioning is just contingency, ie. whenever the proscribed special circumstances takes place, the spell will be triggered. The mine might be a fireball which is set to detonate whenever intruders pass by the spot or it might trigger a defensive or protective spell around the spell caster who might be making a final, defensive stand at the mined spot. A magic-user may at any time have a number of active mines equal to his level divided by four (round down). The necessary material component is a large diamond which must be buried a few inches beneath the ground at the spot where the mine is centered. The diamond must be worth at least 1000 gp. If the diamond is of less value, it will not hold the mine as well over long durations or it may cause the spell to be triggered by some incident other than what is supposed to trigger it. All of this is in the option and discretion of the DM.

Negative Plane Protection (Abjuration, Necromancy)

Level: 7
Components: V,S,M
Range: Touch
Casting Time : 1 segment
Duration: 1 turn/lvl.
Saving Throw: None
Area of Effect: 1 creature

By means of three drops of the caster's blood (plus one drop from the creature to be protected by the spell, if it is not the caster), this magic protects against energy drain spells and undead powers. The caster or any eligible creature touched by the caster is partially protected against one undead attack per level of the caster (this differs from the priest spell of the same name).

Undead that exist partially on the Negative Material plane (such as shadows, wights, wraiths, spectres, and vampires) do physical damage by any attack, but if the protected being saves vs. death magic, no drain of experience or strength results. Instead, the attacking undead suffers 2-12 (2d6) hp damage (attackers using energy drain spells are not so harmed). Unlike the clerical spell, failure to save vs. death magic does not cause the protected being double physical damage.

Rebinding (Enchantment, Alteration, Invocation/Evocation)

Level: 7
Components: V,S,M
Range: Touch
Casting Time: 2 turns
Duration: Special
Saving Throw: Neg.
Area of Effect: One item

Rebinding is possibly the most powerful spell known to hedge wizards, and it is certainly the most rare. Out of a thousand hedge wizards, one might know this spell. Rebinding is cast upon a broken magical item such as a long sword + 1 in order to bind the magicks into the materials of the item. The item must be forged anew or repaired by an expert (a master swordsmith for the long sword), then rebinding must be cast again on the item. The item gets a saving throw on both occasions and must fail both saving throws for the item to be remade. This has no effect on an item that has run out of charges, is disintegrated, or which is missing some pieces. (If, in the example, the long sword was hit by a crystalbrittle or Mordenkainen's disjunction spell, it cannot be remade by a rebinding spell.) This is typically used for the repair of family heirlooms, items made in accordance with a prophesy, or similarly irreplaceable items. The material component is two pieces of lodestone and a skein of silver wire costing 50 gp, both vanishing during the casting of the spell.

Repel Undead (Abjuration, Necromancy)

Level: 7
Components: V,S,M
Range: Touch
Casting Time: 4 segments
Duration: 1 rd./lvl.
Saving Throw: Special
Area of Effect: Special

This spell enables a caster to force undead away from his person. Repelled undead move away at their full movement rate to the limit of the spell's range and cannot move closer. If solid barriers prevent their fleeing out of spell range, the undead are held against the barrier until the spell expires or the caster moves away. The spell effect remains centered on and moves with the caster.

Undead that are able to launch missile or spell attacks are free to do so, but even by magical means they cannot approach creatures who are within this spell's range, regardless of further spell-casting, slumber, or unconsciousness on the part of the caster, and regardless of attacks made against the undead.

Undead who successfully save vs. spells at -3 may enter or remain in spell range (and attack other creatures or otherwise take normal actions) for one round, but they must save each and every round. On any round in which the save fails, the magic forces the undead to move directly away from the caster at full movement rate. In places dedicated to evil, evil undead may save at -2, -1, or normally, at the DM's discretion. The material component of this spell is a magnet in bar form, with a drop of the caster's blood placed on one end and a fragment of bone or tissue from any undead wired or tied to the other end.

Spectral Navigator (Conjuration, Summoning)

Level: 7
Components: V,S,M
Range: 10'
Casting time: 10 segments
Duration: 1 hour per level
Saving Throw: None
Area of effect: Special

This spell creates a ghostly, quasI-tangible navigator who will, for the duration of the spell, steer the ship. The navigator unerringly avoids all natural obstacles, if possible, and always takes the course most likely to allow a vessel to reach port safely.

The material components of this spell are a tiny golden ship's wheel and a chad with the ship's position at the time of casting and the desired destination plotted.

Summon Ice Mephits (Conjuration/Summoning)

Level: 7
Components: V, S, M
Range: 30 yards
Casting Time: 6 segments
Duration: 5 rounds + 1 round per level
Saving Throw: None
Area of Effect: Special

This spell is very similiar to the more common monster summoning spells. except that it summons 2-7 ice mephits

These little fiends arrive in 1-2 rounds through a small portal from the Paraelemental plane of ice, ready to wreak havoc upon the summoner's enemies. There's an 80%chance that the mephits come as desired, a 10% chance that an equal number of ice trolls come through instead, and a 10% chance that another ice or arctic-related creature comes through (see below):

Anomaly Table (d10)
1Cryohydra (1)
2-3Frost Giant (1-2)
4-7Ice Toad (2-5)
8Remorhaz (1)
9-10Winter Wolf (2-4)
The material component for this spell is a cup of snow.

Summon wind (Conjuration/Summoning)

Level: 7
Components: V, S, M
Range: Special
Casting Time: 1 turn
Duration: Special
Saving Throw: None
Area of Effect: One ship

With this spell the sea wizard calls up a steady wind to fill his sails and blow the ship in a desired direction. The wind never blows harder than required for a moderate rate of travel, but it is completely reliable for as long as it lasts. It is unaffected by prevailing winds. To cast this spell, the wizard must know the true name of a wind elemental, whose help he calls upon to direct the magical winds. If the same elemental has been called previously, there is a 5% cumulative chance per summoning that the elemental refuses to serve. If this happens, the elemental arrives, but is uncontrollable.

Once the spell is successfully cast, the duration of the resulting wind must be determined. First, make an Intelligence ability check. If it fails, the wind blows for one hour and then dies out. If the check succeeds, the wind lasts all day or until dismissed by the wizard. For each day of sailing, another Intelligence check must be made. When the check fails, the wind ceases. The wizard may do other spell-casting while the wind blows, but once it stops it does not start again unless magically summoned once more.

The material component is a flask of air captured and sealed in a bottle on the plane of elemental Air. The spell takes effect when the bottle is opened and the air released.

Translocation shift (Alteration, Evocation)

Level: 7
Components: V, S, M
Range: 0
Casting Time: 1 turn
Duration: 10 days/lvl
Saving Throw: Special
Area of Effect: 1'/lvl diameter sphere

This spell creates an invisible field of protection that guards against beings arriving via dimension door, gate, plane shift, teleport. teleport without error, or phase shifting (into or out of the Ethereal plane) within its confines. All beings attempting to enter the area by such means (and other translocation spells, magical items, and psionic powers) are redirected to a different destination on the same plane, chosen by the caster of the translocation shift. The chosen site must be safe, but it may imprison the traveler or it may be surrounded by waiting dangers.

A translocation shift field is unaffected by dispel magic and all other priest and wizard spells of less than seventh level sent against it. The shift has no effect on the caster, persons speaking a verbal password chosen during casting, or beings bearing a pass-token (any inorganic item) chosen and touched during casting. A "shift field" need not be linked to a password or token, but never excludes its caster.

The spell's saving throw begins with an Intelligence check for incoming magic- or psionic-using beings redirected by the shift field. If the check fails, the spell has its normal effect. If the check succeeds, the being realizes that something is awry. It may try to alter its destination, resulting in safe arrival (i.e. not teleporting into an area occupied by a solid object) in a random destination on the same plane--not the one the field was set up to direct them to, nor any alternative spot they choose in mid-travel! A successful saving throw vs. spell results in a final destination close to the one the arriving being was trying to reach; failure indicates arrival in a spot near where the shift field tried to send them

The material components are a handful of diamond dust (crushed diamonds worth 75,000 gp or more) and a bit of rubber or tree gum.

Transmute Bone to Steel (Necromantic, Alteration) Reversible

Level: 7
Components: V,S,M
Range: 30 yards
Casting Time : 1 round
Duration: Perm.
Saving Throw: Special
Area of Effect: One creature or object

A wizard casting this spell makes any object made of bone, including the joined skeleton of a creature, as strong as steel. The spell may be cast only upon the unanimated bones of a dead being; the bones may thereafter be animated into skeletal form by the usual spells. The bones do not change in appearance and can still move as they could before the casting of this spell. Objects made out of bone will make all future item saving throws as if they were made of hard metal (1st Edition Dungeon Masters Guide, page 80, or 2nd Edition DMG, page 39). The bones now break only under a great deal of pressure, but they will bend. Skeletons that have had this spell cast upon them have AC 3 and take half again the damage that they would normally take from physical attacks. However, skeletons affected by this spell still take normal damage from holy water and magical attacks, and are also subject to spells affecting metal (e.g., transmute metal to wood or heat metal) and the attacks of creatures that affect metal (e.g., rust monsters, which will destroy them). The material components for this spell are steel filings and powdered bone.

The reverse of this spell is transmute steel to bone. By casting this spell, a wizard weakens any metal by making it as brittle as bone, altering all item saving throws appropriately. Each nonliving recipient of this spell (including golems) must make an item saving throw vs. disintegration to avoid the spell's effects. Once the spell is in effect, the former metal item makes all future saves as if it were made of bone. All metal armor loses its effectiveness, becoming AC 7. Whenever a successful hit is made by or upon the item, the transmuted item must make a save vs. crushing blow to remain intact and functional. Magical items weakened by this spell remain magical, with any bonuses applying to their saving throws. Weapons affected by this spell do -2 hp per die of damage (and must save to avoid breakage). Physical attacks versus metal creatures that have failed their saving throws and have been affected by this spell inflict +2 hp per die of damage.

Wings (Alteration)

Level: 7
Components: V,S
Range: 30 yds. + 10 yds./lvl.
Casting Time : 3 segments
Duration: 3 trns./lvl.
Saving Throw: Neg.
Area of Effect: One creature

This spell allows the caster to gift a creature otherwise unable to fly with a pair of usable wings. The wings always sprout from the creature's back, and the spell imparts the creature with the natural ability and know-how to use them. The target creature must have a clearly definable back for the spell to take effect. The wings are always comparable to the size of the creature. The creature cannot have wings already; only one casting of this spell is effective on a creature at any time, although wings from a spell previously cast may be replaced by a new wing type. The caster must choose the desired wing type from the following:

Butterfly: MV 24 (MC: C); flutter
Dragon: MV 30 (MC: C); wing buffet
Dragonfly: MV 36 (MC: B); hover, dart
Eagle: MV 48 (MC: D); dive
Hummingbird: MV 36 (MC: A); hover

Once the spell has been cast, the subject creature must pass a system-shock roll. Failure indicates that its body has rejected the wings, which fail to appear. However, the creature is otherwise unharmed. Unwilling creatures also receive a saving throw vs. spell as well as a system-shock roll. This spell has no effect on polymorphed creatures. Finally, those affected by a wings spell are subject to all the applicable rules of aerial combat (DMG, pages 77-78).

The above wing types all impart additional advantages other than flying movement and advanced maneuverability. The rules for these abilities are as follows:

Dart: The creature may, after spending one round hovering, completely change direction and move at one-and-a-half times its normal flying speed for the next round (round fractions up). This ability may not be used more frequently than every three rounds and may be used only from a hovering position. Obviously, the Hover ability is needed for this ability to work.

Dive: If the winged creature dives for more than 100', its speed is double its normal flying speed. At the end of the dive, the creature may use its natural abilities (claws, bite, sting, etc.) or weapon attacks at a +2 attack bonus and at double normal damage. Common sense should prevail in all cases where natural abilities may not be effective. The DM may also wish to modify the chances to hit further for different situations (cover, concealment, size, etc.).

Flutter: This ability is always active for this wing type. The creature moves in such an erratic fashion that opponents trying to strike receive a -2 penalty on attack rolls. Fortunately, the winged creature knows exactly what it's doing and is able to move and attack normally.

Hover: The creature may hover in place for one round and change direction completely in the next round. This also allows the creature some versatility in performing tasks such as retrieving or placing stationary objects, attacking slow-moving aerial targets, or surveying the ground below. The creature may attack normally while hovering as well.

Wing buffet: The creature may use its wings to buffet opponents with a short burst of air. No damage is ever done, although opponents within 5' are knocked prone upon failing a dexterity check with a +2 on the 1d20 roll. This ability has no effect on creatures of a size larger than that of the winged creature. The creature using this ability must be on the ground and cannot be flying, and it cannot otherwise attack.

The wings vanish at the end of the spell's duration. However, airborne creatures are affected for 1d2 rounds by a feather fall spell. This is a small safeguard built into the spell that allows, in such cases where the caster is affected, for time to cast a new spell in order to maintain flight, select the best place for a landing, or make other preparations for the fall. Once the feather fall wears off, a nonflying creature then plummets to the ground, taking normal falling damage (DMG, page 72).

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