From: jimv@ucrmath.ucr.edu (jim vassilakos) Newsgroups: rec.games.frp Subject: Magus Divlantia: Spells (A-M) Date: 18 Oct 90 20:18:05 GMT Organization: University of California, Riverside Divlantian Spellbook Spell Descriptions A -- M Aid Divine Magic / level 2 Casting Time: 1 segment Range: Touch Duration: 1 round +1 per lvl Saving Throw: None Explanation: The recipient of the spell gains a +1 to hit and eight additional hitpoints. Animate Dead Necromancy / level 4 Casting Time: 1 hour Range: 10 feet Duration: Permanent Saving Throw: None Explanation: This spell causes the bones or lifeless bodies of animals, humanoids, or monsters to become animated as skeletons or zombies, capturing the spirits of the slain and enslaving them into an existence which lies in a nether sphere between life and death. These "undead" can be controlled by the caster through short, simple commands. Note that once the spell is cast, the Necromancer no longer needs to concentrate to maintain control over the undead, and further note that there is no upper limit on the number of undead which may be controlled by a single Necromancer once animated. 6th level: Skeletal Animals & Non-Combative Servants Material component: Unanimated skeletons of animals of humanoids #: 1 7th level: Traditional Skeletons Material component: Freshly slain warriors #: d8+1/lvl 8th level: Zombies Material component: Unblessed corpses #: d8+1/lvl 9th level: Zombie Monsters Materials component: Freshly slain monsters #HD: 1/lvl Animate Wood Naturalism / level 1 Casting Time: 1 segment Range: Touch Duration: 1 round Saving Throw: None Explanation: This spell allows the spellcaster to bend wood to his will, making it supple and flowing, altering the shape of the wood permanently (though the form created must bear some semblance to the original form of the wood). A living tree may be animated at five feet (height) per level. Dead wood may be animated at a rate of two arrow shafts per level. The wood may be made to grasp, entangle, or attack as club. Apparition Illusion / level 2 Casting Time: 1 minute Range: Touch Duration: 1 minute/lvl Saving Throw: Neg Explanation: This spell transforms the recipient's/victim's face into a horrible and terrifying mask of the caster's own imagination. The spell will not duplicate the face of any known creature, but the characteristic of a number of creatures can be mixed. The magic used is highly volatile, and often takes on a life of its own, adding emphasis to the ideas of the caster. Creatures of one hit die or under who are surprised must roll save vs magic or flee for 1-3 minutes. If the spell is cast on an unwilling victim, the victim is allowed a save vs magic to avoid the affects. Arcane Bolt Necromancy / level 1 Casting Time: 1 segment Range: 60 feet Duration: Instantaneous Saving Throw: None Explanation: This spell causes a bolt of magical energy fly from the hands of the spell caster and strike an opponent doing d6 damage + 1 point/lvl. Atom Blast Common / level 3 Casting Time: 1 segment Range: 5 feet/lvl Duration: Instantaneous Saving Throw: None Explanation: This spell causes any solid, non-animate, non- magical, non-living substance to explode from within causing 1-4 points of damage per level of caster to creatures within ten feet of blast. Audible Glamer Illusion / level 2 Casting Time: 1 segment Range: 60 feet + 10ft/lvl Duration: 2 segments/lvl Saving Throw: Special Explanation: By means of this spell, the spellcaster can create a sound of a volume of four men plus four men per level above 2nd. Creatures who make have a reasonable expectancy not to believe the sound and who also make their save versus magic realize that it is only an illusion and hear the sound decrease in volume until it is no more than a whisper. A horde of rats make the sound of eight men, a roaring lion is the volume of sixteen, and a roaring dragon makes the volume of twenty-four. Belch Enchantment / level 0 Casting Time: 1 segment Range: 10 feet Duration: 2-12 seconds Saving Throw: Neg. Explanation: This spell causes the recipient to emit a monstrous, throaty, fuming, sticky, smelly belch for 2d6 seconds. Blur Illusion / level 2 Casting Time: 2 segments Range: Self Duration: 3 rounds + 1/lvl Saving Throw: None Explanation: The Illusionist causes his form to become blurred, thus distorting the perception of attackers causing all missile and melee attack to be made at -2 except for the first attack which is made at -4. Further, all directed magical attack saving throws are made at +1. Buggery Naturalism / level 0 Illusion / level 0 Casting Time: 1 segment Range: 30 feet Duration: Instant Saving Throw: Neg Explanation: The caster creates a number of small bugs equal to his level. In the illusionist's case, these bugs are only illusionary, but with the Naturalist, they are real. If they are made to appear within the pockets (or open orifice) of an individual, a save vs magic may apply to negate the cantrip's effects. Call Lightning Naturalism / level 4 Elementalism / level 4 Casting Time: 5 segments Range: 1/2 mile diameter Duration: 1/2 min/lvl Saving Throw: 1/2 Explanation: The caster, taking advantage of stormy conditions, may summon forth lightning to strike opponents up to a quarter mile away. One bolt may be called down from the skies to strike a single target per half-minute of spell duration, striking for 2d8+d8/lvl. The caster must resume concentration during each segment of attack, and roll "to hit" (using base thaco), treating opponents as AC10 unless the target is exceptionally large where anything but a fumble hits. Creatures struck may make save vs magic to take only 1/2 damage. Chameleon Illusion / level 1 Naturalism / level 2 Casting Time: 1 minute Range: Touch or Self Duration: 1 minute/lvl Saving Throw: None Explanation: This spell alters the coloration of the recipient's skin, clothes, and gear to match that of the surrounding background, so that he is difficult to spot and attack. The affected creature cannot normally be spotted at distances of further than 100 feet, and at closer distances, he is 20% unlikely to be seen when moving, and thieves are given a 20% bonus to hide in shadows if remaining still (even in sunlight). Further, missile weapons suffer a -4 penalty to hit. Chant Divine Magic / level 2 Casting Time: 1 segment Range: 60' radius Duration: While chanting Saving Throw: None Explanation: All allies make attacks, damages, and saves at +1 whiles all foes are at -1. The spell is broken as soon as the caster stops chanting, either due to moving or attacking or to taking damage. Charm Person Enchantment / level 3 Casting Time: 4 segments Range: 80 feet Duration: Special Saving Throw: Neg Explanation: This spell will cause any humanoid to regard the caster as a trusted friend and ally to be heeded and protected. Although this does not grant the caster the ability to command the affected humanoid as a robot, it does assure that anything the caster says to the affected creature will be taken in the most favorable way. If the initial saving throw is made, the creature will not realize that a spell had been cast on him. Otherwise, the affected creature must recheck his save vs magic once per (20-int) days until the spell is broken (creatures with a twenty or greater intelligence are not affected). It is, however, possible to double or triple charm creatures, so even if they break the first charm, they must still contend with others (for the purpose of saves, each charm is handled separately from the others). It has been known, however, for members of the opposite sex to on occasion become amorously attracted to the spellcaster, thus continuing the charm indefinitely. The caster may negate the charm at any time, unless such attraction has occurred. One dispel will break all the charms on a creature, and if the caster attempts to harm the charmed creature, this will also break the magic. To further confuse matters, a creature may become charmed to more than one spellcaster. Chime of Opening Enchantment / level 1 Casting Time: 1 segment Range: 1 foot Duration: 1 segment Saving Throw: None Explanation: This spell causes the release of any single, mechanical, non-magical bond or lock. The material component is a brass tubular chime. Clairvoyance Mysticism / level 1 Casting Time: 3 segments Range: Special Duration: 1 seg/lvl Saving Throw: None Explanation: By use of this spell, the caster empowers himself to see within his mind's eye whatever is within sight range of a place familiar to the caster. Infrared and Ultraviolet sight may apply if available to the caster. Note that clairvoyance beyond a magically sealed location is normally impossible. Cleric Ceremony Divine Magic / level 1 Casting Time: One hour Range: Touch Duration: Permanent Saving Throw: Special Explanation: This spell has a wide number of applications, more of which are bestowed on the spellcaster and he/she rises in level. 1st level: Coming of Age, Burial, Marriage 3rd level: Dedication, Consecrate Item 5th level: Investiture, Special Vows 7th level: Ordination 9th level: Consecrate Ground 11th level: Anathematize Coming of age allows the recipient (usually age 14) a +1 for one saving throw, and allows a child to become recognized as a young man. Burial magically protects a grave, shielding the corpse with a protection from evil. Marriage allows two people to become united as one in the eyes of a god and of that god's pantheon. Dedication allows the recipient to enter the spellcaster's religion (if being converted from another religion, the spellcaster must be higher in level than the previous priest). Consecrate item is preformed to make holy water (or wafers or wine) and is also used to make containers holy so that objects held do not lose their potency. It creates a spiritual link between objects and a god. Investiture brings an aspiring cleric to 1st level. Special vows are conferred upon a cavalier or paladin before the religious warrior embarks upon their 1st level. The spell protects the recipient from curses and makes them more susceptible to quest spells (-4 save) cast by a cleric of the same alignment as the spellcaster. Ordination confers upon a cleric the religious right to gain followers and build a congregation. Consecrate grounds allow a religious edifice to become less susceptible to disrepair. Anathematize is a form of excommunication which physically brands a guilty victim (saving throw at -4). Circle of Protection Necromancer / level 1 Low Magic / level 2 Casting Time: 10 minutes Range: Touch Duration: Permanent Saving Throw: None Explanation: By means of this spell, the necromancer inscribes a circle of protection (usually with magical chalk) to which he "ties" a thaumaturgic triangle into which a demon or spirit or elemental may be summoned by other spells. Inside the circle, the spellcaster cannot be hurt by the summoned creature, nor can that creature be loosed except by the spellcaster's will. A save versus intelligence must be made to determine if the circle was properly inscribed. The circle (along with any other merged inscriptions) may be temporarily neutralized by simply rubbing a break. In this way, no creatures may find their way into the spellcaster's plane, though the circle may be easily restored by casting a "Restore Circle" spell and inscribing out the break. Create Food and Water Conjuration / level 3 Casting Time: 1 round Range: 10 feet Duration: Permanent Saving Throw: None Explanation: This spell creates one day of normal rations per level for one person, or one-third that amount for a horse. Cure Ia (Cure Light Wounds) Divine Magic / level 1 Casting Time: 1 segment Range: Touch Duration: 1 segment Saving Throw: None Explanation: This spell heals 1-8 points of damage. Cure Ib Divine Magic / level 1 High Magic / level 2 Casting Time: 1 segment Range: Touch Duration: 1 segment Saving Throw: None Explanation: This spell heals 1-4 points of damage plus another 1-4 for every second level the spell caster has attained above 1st (d4 at 1st, 2d4 at 3rd, 3d4 at 5th, etc). Cure II (Cure Serious Wounds) Divine Magic / level 2 Casting Time: 1 segment Range: Touch Duration: 1 segment Saving Throw: None Explanation: This spell heals 3-17 (2d8+1) points of damage. Cure IIIa (Cure Critical Wounds) Divine Magic / level 3 Casting Time: 1 segment Range: Touch Duration: 1 segment Saving Throw: None Explanation: This spell cures 6-27 (3d8+3) points of damage. Cure IIIb Divine Magic / level 3 Casting Time: 1 segment Range: Touch Duration: 1 segment Saving Throw: None Explanation: This spell cures 1-4 points of damage per level of spellcaster. Cure IV Divine Magic / level 4 Casting Time: 1 segment Range: Touch Duration: 1 segment Saving Throw: None Explanation: This spell cures 1-6 points of damage per level of spellcaster. Cure Blindness Divine Magic / level 3 Casting Time: 1 round Range: Touch Duration: Permanent Saving Throw: None Explanation: This spell cures blindness even to the point of completely regenerating the recipient's eyes. Cure Disease Divine Magic / level 3 Range: Touch Duration: Permanent Saving Throw: None Explanation: This spell cures most forms of parasitic, bacterial, and viral diseases, although rejuvenation may take as long as a week after the spell is cast. Curse I Necromancy / level 1 Casting Time: 2 segments Range: In sight Duration: Permanent until Saving Throw: Negates removed or dispelled Explanation: This spell allows the caster to place one of four curses on the victim. 1) Aging: +10 years to age. 2) Bane: Discomfort, Uneasiness, Inability to sleep well. 3) Hex: -1 to hit and saves. 4) Ugliness: reduce comeliness by 1/2. Dancing Lights Illusion / level 1 Conjuration / level 1 Casting Time: 1 segment Range: 40 feet+10/lvl Duration: 2 seg/lvl Saving Throw: None Explanation: The caster, by use of this spell, may create one to four dancing lights either in the shape of glowing spheres, lantern lights, or torch flames. Alternatively, the lights may be merged together to form the resemblance of a medium or small sized creature. The spellcaster may control the lights simultaneously while performing actions other than spell casting. The lights will dance at limitless speed, forward or back, ducking around corners or underwater. They immediately dissipate if range is exceeded. If live glowworms or fireflies are used as material components, the lights are permanent until dispelled but have a tendency to become unwieldy. Darkness Common / level 1 Illusion / level 1 Casting Time: 1 segment Range: Touch / 40 feet Duration: 1 hour+10 min/lvl Saving Throw: None Explanation: May be casted upon an object (touched) to create a temporary forty foot sphere of darkness. Non-magical light may not penetrate. Infravision may not work. Ultravision will work, however. May be used to cancel Light spell. Deadly Strike Common / level 3 Casting Time: 1 segment Range: Self Duration: d6 segments Saving Throw: None Explanation: This spell causes all successful hits on hand-held or hurled weapons to strike for maximum damage vs opponents. Detect Charm Common / level 1 Enchantment / level 1 Casting Time: 1 segment Range: 10 feet Duration: Instantaneous Saving Throw: None Explanation: Will detect any sort of magical charm, seduction, or other spell binding a character to another person. Detect Good Divination / level 1 Casting Time: 1 segment Range: 60 feet Duration: 1 segment Saving Throw: None Explanation: This spell enables the caster to sense the aura of goodness. Diviners of fourth level and above may also sense both the degree and location of such auras. Diviners of seventh level and above may concentrate the spell on a single individual, sensing the name of that individual's god (if good) and noting the level of devotion that person holds toward the god and the state of favor the individual has achieved. Detect Illusion Illusionist / level 1 Casting Time: 1 segment Range: Range of senses Duration: 3 rounds + 2/lvl Saving Throw: None Explanation: The spellcaster can see what is illusion and what is not, and can pass this ability to others by a joining of hands. Detect Invisibility Illusion / level 1 Casting Time: 1 segment Range: 10 feet/level Duration: 5 minutes/level Saving Throw: None Explanation: By use of this spell, the caster can partially see any creature or object invisible, astral, ethereal, hidden (such as hiding in shadows), or out of phase. Detect Lie Divination / level 1 Enchantment / level 1 Casting Time: 1 segment Range: Special Duration: Instant Saving Throw: None Explanation: This spell detects the residue or echo of falsity. It can only be directed toward a single statement uttered by a single individual. If the individual disbelieves his own words then the detection is positive. Note that misleading statements which are not actually false in the mind of the individual, no matter how grossly deceiving, will not be detected as lies by this spell. Detect Life Divination / level 1 Common / level 1 Casting Time: 1 segment Range: 60 feet Duration: 1 segment Saving Throw: None Explanation: This spell enables the caster to sense the aura of life. Diviners may also sense as will one attribute per level above third, noting such attributes as number, degree (size), concentration (power), and location. Diviners may also focus in on a particular aura and sense at will one "color" per level above seventh, noting such features as kingdom (animal, plant, etc...), state (live, undead, divine, etc), form (gaseous, liquid, solid), and extension (prime-material, para-ethereal, negative-energy, etc). Detect Magic Common / level 1 Divination / level 1 Casting Time: 1 segment Range: 30 feet Duration: 1 segment Saving Throw: None Explanation: The common form of this spell allows the caster to detect magic in one object. If the spell is cast for a group of objects and only one is magical, magic will be detected for the group. The divination form of this spell allows the caster to turn in a 60 degree arc, detecting the magical radiance of many objects and being able to distinguish these from their non- magical counterparts. At fourth level, diviners can detect nuances of strength and alignment or may utilize the spell to sense the general properties (5%/lvl) of a single magic. Dig High Magic / level 4 Casting Time: 1 segment Range: 30 feet Duration: 1 segment/lvl Save: None Explanation: By use of this spell, the caster may excavate one five foot cube (125 cubic feet) of earth, sand, mud per level. Cave-ins are possible if the caster digs lower than five feet without accounting for surrounding ground pressure. Probabilities of cave-ins rise proportionally to depths below five feet, starting at 15%/35%/55% for earth, sand, and mud respectively. Creatures caught in area of effect must check dex to avoid falling in. Disguise Illusion / level 3 Casting Time: 10 minutes Range: 0 Duration: 10 minutes/lvl Saving Throw: None Explanation: This spell allows the caster to assume the appearance of any humanoid, provided he is familiar with the person whose appearance he wishes to assume. The spell may change the height of the caster by up to one foot, sex, facial features, color and length of hair, build, and even voice. However, it does not change the caster's clothing, skills, or personality traits. Someone familiar with the "real" person has a (lvl*3 + wis*2) % chance of seeing through the disguise by noting subtle changes in personality. Actions entirely out of character would allow all to make a wisdom check to detect the disguise. In order the affect this spell, the caster must keep in his possession and item from the body or an item constantly worn of the person to be assumed. Dispel Common / level 2 Casting Time: 1 segment Range: 30 feet Duration: Permanent Saving Throw: None Explanation: By use of this spell, the caster can attempt to negate the affects of any other single spell providing that at least some part of that spell's area of effect is within thirty feet of the caster. The base chance for success is 50% modified upward or downward by 5% per level the caster is above or below the caster of the spell being negated. This spell can also be used to negate the magical effects of potions (either before or after ingestion), with the level of potion maker being generally treated as 12th. Distract Common / level 2 Casting Time: Instant Range: 60 feet Duration: Instant Saving Throw: Neg Explanation: This spell is specifically designed toward distracting spellcasters before they can unleash their magic. The victim must save vs spell at -5 or lose spell concentration. Note that this spell has absolutely no effect against non spell- casters. All it does is interrupt the flow of magical information between the spellcasters conscious and subconscious. Druid Ceremony Naturalist / level 1 Casting Time: 1 hour Range: Touch Duration: Permanent Saving Throw: Special Explanation: This spell has a wide number of applications, more of which are bestowed on the spellcaster as he rises in level. 1st level: Coming of Age, Rest Eternal, Marriage 3rd level: Dedication 5th level: Investiture 7th level: Special Vows 9th level: Hallowed Ground 11th level: Initiation 12th level: Cast Out Coming of Age is preformed upon young people (generally 14yrs) as a symbolic entrance into adulthood (conferring a +1 on one saving throw). When Rest Eternal is cast on a deceased being, the spirit is symbolically set free of the body so that animation, raise dead, and resurrection are not possible. Marriage allows two people to become united as one in the eyes of nature and the gods who symbolize nature. Dedication allows the recipient to worship druidic deities provided that the recipient is true-neutral in alignment. The recipient is charged with the responsibility to preserve and protect nature and the balance of forces. Dedication can be over- ridden by higher level naturalist if the recipient wishes to change allegiance. Investiture brings an aspiring druid to 1st level. Special vows are conferred upon a cavalier before the religious warrior embarks upon their 1st level. The spell protects the recipient from curses and makes them more susceptible to quest spells (-4 save) cast by a naturalist. Hallowed Ground is cast by a naturalist on his permanent grove, ensorceling the trees of the grove so that they will never be affected by disease or natural disaster. The ground remained hallowed for as long as the Naturalist maintains the grove as his permanent base. Initiation imbues the Naturalist with the shape-changing and immunity to woodland charm powers which become available at 8th and 10th level. Cast Out is a form of excommunication or punishment which can be preformed on an individual who has committed sacrilege upon the natural environment or upon a Naturalist who has violated the principles of Naturalism. The victim of the spell exudes a powerful negative aura, causing all natural creature encounters to react negatively. The spell can only be cast with the permission of the leader of the spellcaster's order, and can be lessened by a reverse casting of the spell or neutralized by a Hierophant Druid. An intended recipient of Ceremony who is unwilling gets a saving throw at -4 to negate its effects. Dust Devil Elementalist / level 3 Casting Time: 2 segments Range: 30 feet Duration: 1 round/lvl Saving Throw: None Explanation: This spell enables the caster to conjure a dust devil, a weak air elemental, (AC2, hp2d8, MV18", D/A:1d4, magic weapons inflict double damage). The dust devil appears as a small whirlwind, fifteen feet tall, five feet in diameter at its base and twice that at its top. It will move as ordered by the spellcaster but vanishes if ordered more than 30 feet from the caster or if ordered to attack an native of the plane of elemental air or a creature with magic resistance. It can hold a gaseous cloud at bay, and its winds are sufficient to put out small fires. While skimming along the ground, it will pick up loose particles (if any) and create a dust cloud 30 feet in diameter in which normal vision is obscured, and spellcaster caught within the cloud must make a save versus magic or have their concentration broken. Dwindle Common / level 2 Casting Time: 3 segments Range: Self Duration: 1 turn/level Saving Throw: None Explanation: The caster is able to shrink himself to as small as one inch in height for the duration of the spell, during which time all items carried are also shrunk. This spell may be cancelled at any time by the caster. Effects on combat mechanics are left undefined and to the DM's discretion. Eldritch Fire Elementalism / level 1 Casting Time: 1 segment Range: 60 feet Duration: 1 segment Saving Throw: 1/2 Explanation: The spellcaster hurls a magical bolt of flame which does 1-6 points of damage on impact and has a 50% chance of catching the target's combustibles on fire (burning clothes do d6 to 2d6 points of damage depending on how heavy they are). Victim may make save versus spell for half damage. Fire-based creatures take no damage; cold-based take double. Elemental Burst Elementalism / level 1 Casting Time: 3 segments Range: 60 feet Duration: Instantaneous Saving Throw: None Explanation: This spell causes wood or stone to burst violently, fire to flare, or small volumes of water of air to become turbulent, possibly knocking people and objects over within a radius of twenty feet. Wood and Stone will to 1-8 and 1-10 points of damage respectively to victims within ten feet of burst. Fire will do 1-6 points of damage to victims within ten feet of flare and 2-12 to those within three feet. When flare is used, there is a 50% chance of flammable objects within 10 feet of catching fire. Elemental Square Elementalist / level 3 Casting Time: 10 minutes Range: N/A Duration: Permanent Saving Throw: None Explanation: By means of this spell, the elementalist inscribes a square into a circle. Within the square, the spellcaster is protected from elementals and elemental forces, though it is impossible to cast spells of an elemental nature in order to attack outside the square or bring elemental forces inside the square. Empathy Mysticism / level 1 Casting Time: 1 segment Range: Sight/one creature Duration: 1 seg/lvl Saving Throw: Neg Explanation: This spell enables the caster to sense the general needs, drives, and emotions generated by an individual. Excite Fire Elementalist / level 2 Enchantment / level 3 Casting Time: 1 segment Range: 20 feet Duration: 1 segment Saving Throw: 1/2 Explanation: This spell causes fire to hurl itself at a victim for up to five feet per point lost for a maximum of sixty feet. Upon contact with the victim, the fire does 1-4 points damage per level of spellcaster minus range loss and divided by two if save versus spell is successful. Since the fire is dragged from a source, that fire is effectively lost from the source. Candles supply 1 point each, torches can supply 6 points, flasks of lighted oil supply 12 points, and average sized fireplaces or campfires supply 30 points. Faerie Fire Common / level 1 Casting Time: 1 segment Range: 80' Duration: 1 min/lvl Saving Throw: Neg Explanation: This spell creates twelve feet of pale glowing light per level of caster which may be used to outline creatures and objects (12' is required to outline a 6' tall creature). Creatures so outlined are visible at 80' and suffer an armor class penalty of -2 but may save vs spell in order to "shake off" the faerie fire. Fart Enchantment / level 0 Casting Time: 1 segment Range: 10 feet Duration: 2-12 seconds Saving Throw: Neg Explanation: This spell causes the recipient to emit a loud, raunchy, obnoxiously odoriferous fart for 2d6 seconds. Dex check to avoid distraction. Fear Enchantment / level 4 High Magic / level 4 Casting Time: 1 segment Range: 60' (30-90 arc) Duration: 1 seg/lvl Saving Throw: Neg Explanation: This spell causes all creatures within the range of the spell to either save vs spell or flee in panic. Creatures affected are (65%-5%/lvl) likely to drop whatever they are holding. This spell requires as its material component a single nail from the foot of a sheep. Fiery Eyes Enchantment / level 2 Casting Time: 2 segments Range: 30 feet Duration: 3 segments +1/lvl Saving Throw: None Explanation: By means of this spell, the caster causes his eyes to glow with an unnatural light, causing beams to shoot forth up to thirty feet, causing a single creature or object d4 fire damage per segment when he focuses his eyes on for more than three segments. Further, all creatures in area of affect must save vs magic or be distracted and lose initiative for the 1st round. If cast in conjunction with hypnosis, hypnotic pattern, or mass suggestion, victims suffer a -1 penalty on saves if they are looking at the caster. After the spell is affected, the caster does not need to concentrate to maintain its effect. Find Familiar Enchnt & Natrl / level 1 Common / level 2 Casting Time: 1 hour Range: Special Duration: 1 month Saving Throw: n/a Explanation: Once per year a spellcaster may use this spell to summon a familiar. Once cast, on the night of a new moon, the animal of creature familiar has until the close of the moon to answer the call. The spellcaster will then be able to communicate telepathically with the familiar and see through its eyes at will. If the familiar is killed, the spellcaster permanently loses an amount of hit points equal to the familiar's hit point total. Fire Charm Elementalism / level 4 Casting Time: 1 segment Range: 10 feet Duration: 2 segments/lvl Saving Throw: Neg Explanation: This spell causes a beautiful, gossamer veil of multi-hued flame to dance around any normal fire larger than a torch flame. All creatures within 30' must save vs spell or become transfixed with the spectacle. While so charmed, creatures are subject to suggestions of twelve or fewer words, saving at -3 for suggestions of average reasonability and suffering the second charm for a full d6 minutes/level of caster. The fire charm and/or suggestions are broken by physical attack. The fire charm is also broken by obscurement of the dancing flame. Fireball Elementalist / level 3 Casting Time: 3 segments Range: 50ft + 10ft/lvl Duration: 1 segment Saving Throw: 1/2 Explanation: By use of this spell, the caster causes a bright ball of elemental fire (one inch diameter per level) to grow in his throwing hand for three segments. At the end of this time the caster must throw the ball toward a specific declared target (Roll to hit and dex; if both are made then ball hits specific target, if only one is made then target hits within twenty feet of target, if neither is made then ball misses entirely). When the ball hits a solid object, it explodes in flames causing a d6 of damage per level of caster to all creatures within 3 feet of the explosion center per level of caster and igniting all combustible materials within twice that range. If the ball does not hit a solid object within the required range, then it dissipates. If a direct hit on a creature is scored, then the damage is doubled for that creature, however, since the ball takes a full segment to travel to its target, the creature (if not surprised) may make a dex save to jump out of the way. If the spell is cast underwater, all damages and ranges are reduced by a factor of five. Flame Blade Elementalism / level 1 Naturalism / level 2 Casting Time: 1 segment Range: 0 Duration: 1 round/level Saving Throw: None Explanation: This spell causes a blazing blade of fire to spring from the spellcaster's hand. A successful hit with the "weapon" causes 5-8 (d4+4) points of damage (2 more on undead or cold- based creatures and 2 less on creatures protected from fire). Fire based creatures take no damage from the spell. The flame blade can ignite combustible materials but is not considered a magical weapon except with respect to the undead class. Flaming Sphere Elementalist / level 2 Casting Time: 2 segments Duration: 1 round/level Saving Throw: Neg. Explanation: This spell causes a burning globe of five foot radius to come into being up to ten feet distant from the spellcaster and roll in the direction the spellcaster points at a rate of ten feet per round inflicting 2-8 (2d4) points of damage to all creatures with which it comes into contact unless a save versus spell is made thus negating the flaming sphere. The sphere may roll over low barriers not over four feet tall, or through all flammable barriers. It may even roll uphill (as long as the slope is no greater than 45 degrees) and may be extinguished by water or by lack of oxygen. Flatulence Enchantment / level 3 Casting Time: 3 segments Range: 30 feet Duration: 1 rnd/lvl Saving Throw: Neg Explanation: The victim of this spell blows forth a stinking cloud from his or her nether regions. All creatures with noses within 20 feet of the affected creature must flee or be caught within the confines of the cloud, saving vs poison of being rendered helpless for d4+1 rounds. The victim may avoid farting on a save vs magic and str check, but this will cause a deathburp during the next segment. Flutterblast Enchantment / level 5 Casting Time: 3 segments Range: 30 feet + 10/lvl Duration: 1 seg/lvl Saving Throw: Neg Explanation: During the first segment of casting this spell, a loud grumbling will be heard building strength within the tummy of the victim. The second segment will certainly be distracting (dex check at -5 for spellcasters) as the victim's eyes bulge out in precognition of what is about to occur. During the third segment of casting, the spell will bloom into its full effect, and a flutterblast of obnoxious and hideous stench will burst forth from the victim's nether regions, fanning out 30 degrees for a distance of 10 feet per level of caster. The flutterblast will propel the victim forward 10 feet, and the gas will continue to spread at a rate of 30 feet per segment for of number of segments equal to the caster's level. Everyone caught in the stench must save vs poison or puke for d4 rounds. Those saving make all attacks at -4, and move at half speed. Further, there is a 2% chance that a demon will be attracted by the stench and may come to take away the offensive victim and milk that putrid hole. Fly Common / level 4 Casting Time: 1-3 segments Range: Touch Duration: 10 min/lvl + 10-60 min Saving Throw: None Explanation: The recipient of this spell may fly horizontally at a speed of 120' per segment, 60'/seg ascending vertically, or 240'/seg diving vertically. Taking flight, however, is a bit of a problem, demanding that the caster be lightly encumbered and running at full speed whilst flapping his arms before the spell will take hold. The spell demands two wing feathers or scales of an animal capable of flight as a material component, and for the verbal component, the caster must "screech" as the animal in question. Note that exceptional components may produce exceptional results (DM's discretion). Fog Cloud Elementalism / level 2 Conjuration / level 2 Casting Time: 2 segments Range: 500 feet Duration: 1 round/lvl Saving Throw: None Explanation: This spell creates a mass of fog 100 feet in radius which obscures normal vision to five feet and (if already dark) obscures infravision to ten feet. The cloud may be made to move at ten feet per segment for the maximum range, during which time full concentration of the caster need not be held.. Force Shield Common / level 1 Casting Time: 1 segment Range: Self Duration: 5 segs/lvl Saving Throw: None Explanation: This spell creates a magical shield of force around the caster at a six inch radius (tootsies exempted) which absorbs damage at a rate of one point per segment plus one point per two additional levels per segment. The shield also protects the caster from biting insects, foul weather, and poisonous gasses. However, the caster is unable to make physical contact with anything outside (but not under) the shield for the duration of the spell. The spell may be broken at will. The shield provides total invulnerability vs Magic Missile, Astral Bolt, Cause Ia, Word of Power, Magic Darts, Mystic Bolt, and Arcane Bolt. Force Spheres High Magic / level 4 Common / level 5 Casting Time: 1 segment Range: 20 feet/lvl Duration: half-segment/lvl Saving Throw: 1/2 Explanation: By means of this spell, the caster generates and is able to throw two spheres of force per segment for a number of segments equal to half his level. The caster must still make his to-hit (at +5), and each sphere does d6/lvl on contact. Further, the caster may make the sphere's curve around walls (and the like) to hit objects at random (loss of +5 bonus). Opponents may save for half-damage. Note that while the spell is in effect, the caster is occupied and cannot cast other magics. Forget Enchantment / level 2 High Magic / level 1 Casting Time: 1 segment Range: 30 feet Duration: Permanent Saving Throw: Neg Explanation: This spell causes one creature to forget past memories according to the following table based on the level of spellcaster. Memories may be regained by a remove curse, dispel, or wish. level time forgotten 1 last minute 2 last 3 minutes 3 last 5 minutes 4 last 20 minutes 5-6 last hour 7-8 last day 9-10 last week 11-12 last month 13+ any 240 hours of past year Fumble High Magic / level 3 Casting Time: 1 segment Range: 5 feet/lvl Duration: 1 segment Saving Throw: Neg. Explanation: By use of this spell, the caster may cause one creature per level (closest within a 30-90 degree arc) to suddenly become clumsy, fumbling weapons in combat or tripping and falling in chase. Those creature affected will fumble and recover the segment after the spell is cast, and may spend the entire next segment gathering dropped objects. Git High Magic / level 2 Naturalism / level 2 Casting Time: 1 second Range: 40 feet radius Duration: 30 minutes/lvl Saving Throw: Neg Explanation: By use of this spell, the caster may frighten away two hit dice of animals per level of experience. Hairy Common / level 0 Casting Time: 1 second Range: 10 feet Duration: Permanent Saving Throw: Neg Explanation: This cantrip causes hair, fur, or any hairlike growth to thicken and lengthen 2d6 inches. Thus, the range of things which can be affected is quite large: a head of hair, a peach, a beard, eyebrows, a cat's tail, etc.... Note that living creatures may save vs magic to negate the affects of the cantrip. Hold High Magic / level 4 Casting Time: 1 segment Range: 60 feet (0-90 degree arc) Duration: 1 segment/lvl Saving Throw: Neg Explanation: This spell immobilizes its victims, causing creatures affected to stop all activity and freeze in position. The creatures affected may be allowed to talk (this often includes spellcasting) as desired by the Wordist, but no other actions than non-magical thinking may proceed during the duration of the spell. Hold may be cast on one creature per every two levels of caster, but for every additional creature above one, all creatures to be affected save at +1. Hypnosis Enchantment / level 3 Casting Time: 1 segment Range: Sight Duration: 24 hours Saving Throw: Neg Explanation: The victim of this spell must save versus magic or be hypnotized by the caster, thus obey all commands of the caster, except those that are self-destructive or radically against his alignment. While under the "unclosed" spell, it will be somewhat apparent that the victim is under a charm (int & wis checks apply), however, the spell may be "closed" by the spellcaster until the duration expires. To do this, the caster may give the victim a set of instructions to obey under a specific set of circumstances. Until those circumstances arise, the victim will act normal not realizing that he is under the spell. After the spell has elapsed, the victim will have no recollection of any events while under hypnosis unless the spellcaster has instructed him to remember. In this way, the victim's long-term memory for the hypnosis period can also be programmed. To effect the hypnosis, the spellcaster must use a small shiny object to catch the victim's attention. Igetigitt (yucky) Illusion : level 3 Casting Time: 1 segment Range: 30 feet Duration: 1 seg/lvl Saving Throw: Neg Explanation: The victims of this spell becomes overcome by revulsion and is otherwise totally grossed out by a sickening illusion of the spellcaster's choice. Particularly inventive and disgusting illusions may warrant an adjustment to the saving throw of up to -5 (DM's discretion), where the victims completely lose control of bodily fluids and enter a state of semi-shock. The caster may effect 2 hit dice of creatures per level. Note that after the spell is cast, it proceeds without the caster's aid for the normal duration. Incontinence (aka Offal Joke) Enchantment / level 0 Casting Time: 1 segment Range: 10 feet Duration: Instantaneous Saving Throw: Neg Explanation: This spell causes the recipient to lose sphincter control and have a messy accident. Has a tendency to distract spellcasters (dex check required to hold spell). Invisibility Illusion / level 3 Casting Time: 2 segments Range: Touch Duration: Special Saving Throw: None Explanation: This spell causes the recipient and his gear to vanish from sight and not be detectable even by infravision. The spell remains in effect until magically broken or willed undone by the spell caster or recipient or until the recipient cancels the spell by attacking another creature. Jump Common / level 1 Casting Time: Instantaneous Range: Touch Duration: 1 segment Saving Throw: None Explanation: The recipient may jump forward, backward, or skyward at a range of thirty feet plus ten feet per level of caster. In making horizontal jumps, however, the recipient inadvertently arcs reaching a mid-point elevation of one-third of the distance to be covered. Knock High Magic / level 2 Casting Time: 1 segment Range: 30 feet Duration: Special Saving Throw: None Explanation: This spell opens stuck, held, locked, barred, welded, or wizard locked portals, doors, chests, shackles, or locks of nearly any variety. If used vs a magical lock, rather than negating the former spell it simply suspends the spell for a number of minutes equal to the caster's level. Since the knock spell is limited to either mechanical unlocking or magical suspension, if a door is locked mechanically as well as magically, then two spells must be cast in order to undo both locks. Know Alignment Low Magic / level 1 Divination / level 2 Casting Time: 1 segment Range: 10 feet Duration: 1 segment Saving Throw: None Explanation: This spell enables the caster to sense the alignments of one creature per level. Diviners of fourth level and above may sense the degree of commitment vs flexibility various individuals hold with respect to these alignments, and a diviner of seventh level and above may gain insights into recent transgressions and into the relationship these individuals have with their chosen deities. Levitation Mysticism / level 2 Casting Time: 1 segment Range: 20'+10'/lvl Duration: 1 min/lvl Saving Throw: Neg Explanation: This spell enables up to 100 lbs/lvl to levitate vertically at 20' per segment. The caster must maintain concentration throughout the duration. Living or animated creatures are allowed a save vs magic. Light Common / level 1 Casting Time: 1 segment Range: Touch / 40 feet Duration: 1 hour+10 min/lvl Saving Throw: None Explanation: An object (touched) will radiate a forty foot sphere of steady light of any color the spell caster wishes. Underwater, the radius of the sphere is reduced by half (or more). May also be used to cancel a Darkness spell. Light Step Mysticism / level 1 Common / level 2 Casting Time: 3 segments Range: Touch Duration: 1 min + 1 seg/lvl Saving Throw: None Explanation: The recipient of this spell gains the ability to cross silently over flat surfaces at a normal pace (or still fluids at half-normal pace) without activating pressure-based traps or leaving any tangible trace. Lightning Bolt Elementalist / level 3 Casting Time: 2 segments Range: 10 feet/lvl Duration: Instantaneous Saving Throw: 1/2 Explanation: Upon casting this spell, the elementalist releases a powerful bolt of electrical energy from his hands which may fork and attack several targets or focus in on only one. The total damage done in one d8 per level of caster. Up to one target per level of caster may be attacked, however the damage must then be divided (the caster choosing how may dice each creature will take. Unlike Fireball, the to hit with a lightning bolt is automatic. Underwater, the lighting bolt does 1d4 to all creatures within the area of affect excluding the caster. Magic Missile Common / level 1 Casting Time: 1 segment Range: 60 feet+10ft per lvl Duration: Varies Saving Throw: None Explanation: Spellcaster gets one missile plus one more for every two levels above first level. Spellcaster may shoot them at one or multiple targets at a rate of one or more per segment but may not skip a segment without shooting at least one. Each magic missile does 2-5 (d4+1) points of damage. Magic Mouth Conjuration / level 2 Common / level 2 Casting Time: 1 round Range: Touch Duration: Permanent Saving Throw: None Explanation: By means of this spell, the caster creates a magic mouth which will appear on specific conditions set by the caster and say a message of five words per level of caster. The mouth will sense sentient beings at five feet per level, and will be able to distinguish apparent visual characteristics. Master of Arms Common / level 3 Casting Time: 4 segments Range: Touch Duration: 1 turn/lvl Saving Throw: None Explanation: The recipient of this spell temporarily gains an extra proficiency in any single weapon up to a double specialization. Note that the spell may also enable the recipient to use an otherwise non-proficient weapon. The spell lasts for its duration or until another weapon is used by the recipient. Up to three of these spells may be stacked on a single weapon, transforming a non-proficiency into a double-specialization. Mental Grunt Mysticism / level 3 High Magic / level 4 Casting Time: 1 second Range: Self Duration: Special Saving Throw: None Explanation: This spell causes the caster to give a special "oomph!" to any single action (s)he is performing, regardless of its nature. In combat (magical, melee, or missile) it has the affect of either improving the damage, duration, area of effect, or otherwise of any spell or attack. Whatever the situation, however, its effects can only be felt for a short (often instantaneous) duration. It cannot be used to help the caster go several days without sleep, but it might allow the caster to double his maximum pace for a segment. Occasionally, the spell backfires, causing some sort of catastrophic fumble. In order to determine the general affect of the spell, role a d20, and consult the following table. 1: Oopsy... Catastrophic Fumble 2: Uh oh... Normal Fumble 3: Dud... No effect 4-7: Fizz... +10% 8-10: +20% 11-13: So So... +30% 14-15: +40% 16: Yea! +50% 17: +75% 18: Kick Ass! *2 19: *3 20: Wow! Did I do that? Merge Protection Inscriptions Common / level 3 Casting Time: 10 minutes Range: Touch Duration: Permanent Saving Throw: None Explanation: By means of this spell, the spellcaster may merge two or more inscriptions of protection such as Circle of Protection, a Spiritual Triangle, a Pentagram, and an Elemental Square. Munch Magic Item Low Magic / level 5 Casting Time: 1 hour Range: Touch Duration: casting time Saving Throw: Special Explanation: By means of this spell, the caster may drain the magical essence from powerful items, thus acquiring mana and/or special abilities. Of course, the spell requires the material component of a magic item, and the effects vary with the item, however, as a rule of thumb, the number of mana points acquired equal one hundredth of the experience point value of the item where given. Magic items are allowed to save against magic as spellcasters of a level equal to their mana point value, success indicating that the caster was unable to complete the spell and the magic resulted in spell failure (see spell failure rules). As an interesting sidenote, the caster must save vs spell when snuffing intelligent items or suffer a schizophrenia where the caster must share his mind with the spirit of the item in question. Powerful artifacts are particularly nasty in this respect, having the ability of conferring special capacities upon the caster, however, the risk of possession/domination also rises with the increased profit to be had. Mystic Bolt Mysticism / level 1 Casting Time: 1 segment Range: 30 feet Duration: instant Saving Throw: Special Explanation: This spell sends a mystical bolt of energy through the target's mind, doing 1-6 point of fatigue damage plus an additional hit point per level of caster. The spell may only be cast on sentient creatures, and creatures of fifteen of higher intelligence are allowed a saving throw vs spell to avoid the effects entirely. ______________________________________________________________ I Jim Vassilakos I Weenie I I University of California, Riverside I - GM - I I jimv@ucrmath.ucr.edu I extraneous I --------------------------------------------------------------