From: jimv@ucrmath.ucr.edu (jim vassilakos) Newsgroups: rec.games.frp Subject: Magus Divlantia: Spells (N-Z) Date: 18 Oct 90 20:19:03 GMT Organization: University of California, Riverside Divlantian Spellbook Spell Descriptions N -- Z Neutralize Poison Naturalism / level 3 Casting Time: 1 segment Range: Touch Duration: Permanent Saving Throw: None Explanation: By use of this spell, the caster detoxifies any non- magical venom or slows any magical venom in any creature or substance. The spell may also be cast on dying creatures who have been poisoned in order bring the creature to health. Oath Enchantment / level 3 Casting Time: 1 minute Range: Special Duration: Permanent Saving Throw: None Explanation: By means of this spell, the caster sets down a magical contract between himself and some other individual, which cannot be broken by either party except where conditions of punishment are specifically agreed upon. All that is necessary is that the two parties somehow be in communication, have full understanding of the agreement, and that both willingly accept it. Because of the nature of the magic, oaths which are not clear and well defined tend to end in disaster for both parties. The oath may only be "unbound" if contingency was set for its unbinding within the magical contract. Open Book High Magic / level 4 Common / level 5 Casting Time: 1 hour Range: Touch Duration: Variable Saving Throw: Special Explanation: This spell may be worked upon a single, magically- sealed tomb, causing the tomb in question to open at the final utterance of the spell's verbal components: "Edro ---!" Note that a name which the book recognizes as its own must be known by the caster in order to effect this spell. Generally speaking, a book which wants to stay shut may save vs spell at the level of its writer to avoid being opened, but special conditions may apply to this, furthermore, very special books may be equipped with more magical protection, such as the sigil of the author or powerful runes and wards. Ouija Board Low Magic / level 2 Necromancy / level 3 Casting Time: 1-10 rounds Range: Touch Duration: Special Saving Throw: Special Explanation: By means of this spell the caster and a co-caster may vocally ask questions of the spirit of a dead creature and receive answers through the ouija board according to the knowledge of that creature. Unwilling spirits may attempt to fight the power of the ouija board and may save versus spell as they would have saved just before they died, and willing spirits will not be able to find the ouija board 10% of the time (-1% for every ten years dead). The ouija board is an oval slab of polished wood upon which is carved the numbers & letters of a writing system. In the first segment this spell is cast, the carvings on the board will change to represent the letters and numbers of the writing system of the creature being called. Note that at least one of the casters will need to read that language in order to understand the spirits answers. Also on the board are the words "yes" and "no" for answering simple questions quickly. These are always in the same location, so a spellcaster asking a spirit yes/no questions need not converse in that spirit's language. While both casters hold opposite ends of a mithril triangle to the face of the board in which a hollow circle is inscribed, the spirit pushes the hollowed circle over the desired symbols. If two or more spiritualists or necromancers use the ouija board together, the spellcaster's level is treated as the sum of both. Otherwise, the co-caster is ignored, though this individual must also be a spell-caster. Occasionally, the spirit may be yanked from the board by another, or may grow disinterested in the conversation. The chance that a spirit will "stay with it" for each minute of conversation is (10*lvl)% for the first minute minus a cumulative 10% for each additional minute. Long dead creatures will be more difficult to contact and keep "on-line" once contacted. Having a part of the skeleton of the creature being contacted or being at the place of death or main place of living or place of burial also helps somewhat (+50% for contact and staying). As a final note, it should be remembered that the ouija board is a powerful magical item linking the prime-material plane to the various spirit domains including the Plane of the Dead. Powerful spirits have been known to use such a board as an exit from their final places of rest. Pain Necromancer / level 2 High Magic / level 2 Casting Time: 1 segment Range: 50 feet Duration: 3 segments / lvl Saving Throw: Negates Explanation: The victim suffers from excruciating pain and is unable to cast spells or to move at greater than half speed. Pentagram Common / level 3 Casting Time: 10 minutes Range: Touch Duration: Permanent Saving Throw: None Explanation: By means of this spell, the spellcaster inscribes a pentagram inside which he cannot be harmed by non-elemental forms of magical energy, though neither can he attack with such spells. A save versus intelligence must be made to determine whether the inscriptions were made correctly. Phantasmal Force I Illusion / level 3 Casting Time: 3 segments Range: 50 ft Duration: 1 seg/lvl Save: Special Explanation: Upon the casting of this spell, an illusion is generated which may attack all believing creatures within a five foot per level radius of the illusion's epicenter which itself must be within 50 feet of the caster. Creatures within the radius must make an int check (@ +or- 5pts depending on the plausibility of the illusion) or believe in the illusion's reality. Creatures which make their int checks may save vs spell or suffer the illusions effects despite their disbelief. The illusion may cause up to d6 damage per creature for every segment such creatures are in the radius. The caster must maintain concentration for the duration or the magic will dissipate. Phantasmal Force II Illusion / level 4 Casting Time: 2 segments Range: 100 ft Duration: 2 seg/lvl Saving Throw: Special Explanation: By use of this spell, the caster creates an illusion which may attack all believing creatures within a five foot per level radius of the illusion's epicenter which itself must be within 100 ft of the caster. Creatures within the radius must make both a modified int check and a save vs spell in order to avoid the illusion's effects. The illusion may cause up to d8 damage per creature for every segment such creatures are within the radius. The caster must maintain minimal concentration on the illusion, being unable to cast spells but able to otherwise act normally (or abnormally for that matter). Furthermore, the caster may move the epicenter of the illusion at will. Finally, the illusion may persist in a reiterative form for 1-4 segments after the caster breaks off concentration either by leaving the range of the epicenter or casting spells. Phantasmal Force III Illusion / level 5 Casting Time: 4 segments Range: 5'/lvl Duration: 1 seg/lvl Saving Throw: Special Explanation: When this spell is cast on a single individual of not greater than twice the hitdice/level of the caster, the diabolic magic of the spell sweeps into the darkest corner of the victim's mind constructing from the idea an illusory form of the subject's greatest fear. This fear "strikes" with a 15 thaco, is invulnerable to all attacks, and will kill the subject on a successful hit. Generally speaking, the only defense save for distracting the caster is an attempt to disbelieve (make int check on 3d6). Potion of Big Dick Thaumaturgy / level 1 Preparation Time: 1 hour Duration: d8 hours Material Component: The testes of a large mammal Explanation: This potion increases the size and vitality of the recipients dick by a variable amount depending on the specific nature of the material component used, going so far as bestowing a dick to the dickless in many cases. (A very useful spell in Jim's game... yes, I'm a sick puppy :-) Power Bolt Common / level 1 Casting Time: 1 segment Range: 60 feet Duration: Instantaneous Saving Throw: None Explanation: This spell sends a magical bolt of electricity which causes d8 damage to the affected creature or object. Present Common / level 0 Casting Time: 1 second Range: 2 feet Duration: 3 seconds Saving Throw: Neg. Explanation: By use of this cantrip, the caster causes known objects within the range to move to his hand. A belt pouch may open and coins fly out, a dagger may remove itself from its sheath, a backpack may open and vial move itself to the possession of the caster, etc.... If the creature in possession of the needed article makes a save vs magic, then his dweomer overpowers the caster's and the cantrip is rendered ineffective. Objects cannot be take from the hands of any individual, and any pouch, backpack, or container which was opened during the course of the spell will remain open after its completion. Preserve Thaumaturgy / level 1 Casting Time: 1 minute Range: Touch Duration: Permanent Saving Throw: None Material Component: one fluid dram liquid dust. Explanation: By means of this spell, the caster may preserve one pound/gallon per level of any non-living, non-magical, non- animate material in its present state for an indefinite duration. Any subsequent use of the material immediately dispels the dweomer. Quicksilver Common / level 4 Casting Time: Instantaneous Range: Self Duration: 1 segment Saving Throw: None Explanation: This is basically one of those piss off the fighter sub-class spells. What happens, is that suddenly, during the segment of casting, the caster is capable of casting (level/2) segments worth of spells. Because of the difficulty of this spell, the caster must save vs spell or blow it big time. All the spells cast with Quicksilver are thus subject to special failure, DM's imagination required. Raise Dead Divine Magic / level 5 Casting Time: 1 hour Range: 10 feet Duration: Permanent Saving Throw: Special Explanation: By use of this spell, the caster can raise from the dead any humanoid creature which has passed from the world of the living within the last (lvl) days. The individual, once raised, will be extremely weak, and must rest for d20 days before being fit to travel. Recently created undead may also be "raised" by use of this spell but are allowed a saving throw vs magic to resist its power. Note that any missing bodily parts of the dead creature in question will result in a living creature minus those parts. For this reason, if the flesh has been rotted or burned away, the creature may not be raised simply by use of this spell. Also note that all recipients must make resurrection and system shock checks in order to "survive" the ordeal, and that once raised, the recipient's constitution decreases by one point. Read Magic Common / level 1 Casting Time: 1 segment Range: Sight Duration: Special Saving Throw: None Explanation: Allows spellcaster to read magical inscriptions and writings. This spell is principally used to allow spellcasters to cast spells from scrolls. With this spell the spellcaster may cast two levels of scrolls per level of spellcaster in the case of casting two or more scrolls; so a third level spellcaster may cast a 2nd level and 4th level scroll, six 1st level scrolls, etc; and these scrolls may be cast hours apart. Resist Fire Elementalist / level 2 Naturalist / level 3 Casting Time: 2 segments Range: Touch Duration: 10 minutes/lvl Saving Throw: None Explanation: By means of this spell, the caster can resist damaging heat, causing all fire and heat based attacks to do only half damage, and allowing saves at +3. Restore Circle Necromancy / level 1 Low Magic / level 1 Casting Time: 2 segments Range: Touch Duration: Permanent Saving Throw: None Explanation: This spell restores the magic of a neutralized Circle of Protection and merged inscriptions as the spellcaster inscribes out the break with the proper magical material, usually a ball of magical chalk. Rope Trick Common / level 2 Casting Time: 2 segments Range: Touch Duration: 2 turns/lvl Saving Throw: None Explanation: When cast on the end of a length of rope, that end may be tossed away from the spell caster (subject to gravity), where it will stick in midair at its furthest point from the spellcaster for the spell's duration. Five persons may climb the rope and hide at its end (in extra-dimensional space), unseen, drawing the slack with them as they go. Also, the spell may be used as a make-shift grappling hook when there is nothing for a hook to catch onto. The rope may be thrown upwards (3.3*str) feet maximum and generally less if accuracy is desired. Horizontal throws may be twice this number if there is a ten foot radius of swing room. Scram High Magic / level 4 Enchantment / level 4 Casting Time: 1 second Range: 60 feet radius Duration: 10 minutes/level Saving Throw: Neg Explanation: By use of this spell, the caster may frighten away five hit dice of creatures, animal, or people per level of experience. Those affected will avoid physical contact for at least 10 minutes per level of caster. Scratch Illusion / level 0 Casting Time: 1 segment Range: 10 feet Duration: 1 segment Saving Throw: Neg. Explanation: The victim of this cantrip will experience an annoying itch on some portion of his or her body and must save vs magic or involuntarily attempt to scratch the itch. Seduction Enchantment / level 1 Casting Time: One hour Range: Special Duration: Permanent Saving Throw: Special Explanation: The spellcaster may affect one individual of the opposite sexual orientation to become enamored with the spellcaster and willingly subject to all of his/her commands. That the victim has been seduced (magically or otherwise) will be readily apparent to all on a wisdom check. In order to cast the spell, the enchanter must extract and personal item of the victim's, and then cast the spell onto the item in solitude. When the item is given back to the victim and recognized, the spell is complete. The victim is allowed a special saving throw on a d20 based his/her highest class. Barbarians: 15 Fighters/Rangers: 13 Thieves/Assassins: 12 Cavaliers/Paladins: 10 Spell Casters: 9 Naturalists/Priests: 8 The role is modified by adding the victim's wisdom and level and subtracting the spellcasters apparent comeliness and enchantment level. The spell is effective until dispelled. While under the enchantment, the victim will take as gospel everything the enchanter says, and will strive to protect and defend the spellcaster at all times. If the spell is broken by another magic or by the will of the enchanter, however, the victim will remember everything and know that magic was involved. Sexify Enchantment / level 2 Illusion / level 3 Casting Time: 1 minute Range: Touch Duration: Variable Saving Throw: None Explanation: The recipient of this spell undergoes a transformation in appearance to become more sexually attractive to members of the opposite gender no matter what the recipient's initial comeliness. Looks, smell, smoothness, and even taste of the outer skin are all effected. The recipient's comeliness is effected as follows: Level of Caster Adjusted Comeliness Duration 2nd 14 10 minutes 3rd 15 20 minutes 4th 16 half-hour 5th 16 one hour 6th 17 two hours 8th 17 four hours 10th 18 eight hours 12th 19 sixteen hours 14th 20 one day 16th 21 three days 18th 22 seven days 20th 23 one moon 22nd 24 one year Note that if two spellcasters, an enchanter and an illusionist work this magic in conjunction (or if a single caster has this spell in both colleges) then their levels may be added together to effect a stronger magic. Further, this spell has the effect of negating any curse magic which degrades the recipient's natural beauty. The material component of this spell is a cosmetic and perfume kit magically prepared by a thaumaturge. Shatter High Magic / level 2 Casting Time: 1 segment Range: 60 feet Duration: Permanent Saving Throw: Neg Explanation: This spell causes one object/lvl of 10 lbs/lvl or lighter to shatter. Each object is allowed to make a save vs crushing blow to resist the magic. Shield Common / level 1 Casting Time: 1 segment Range: Self Duration: 5 segs/lvl Saving Throw: None Explanation: This spell creates an invisible barrier directly in front of the caster that moves with the caster, providing AC3 protection against frontal attacks and +1 for frontally based saving throws. The shield provides total invulnerability vs Magic Missile, Astral Bolt, Cause Ia, Word of Power, Magic Darts, Mystic Bolt, and Arcane Bolt. Shocking Grasp Common / level 1 Casting Time: 1 segment Range: Touch Duration: one touch Saving Throw: None Explanation: Does 1-8 points of damage plus one point per level. Shoo High Magic / level 0 Naturalism / level 0 Casting Time: 1 second Range: 30 feet radius Duration: 1 hour/lvl Saving Throw: None Explanation: This spell allows the caster to "shoo" away annoying bugs and small pests. Shout (Word of Sound) High Magic / level 4 Casting Time: 1 segment Range: 5/lvl ft, 30 deg arc Duration: Instant Saving Throw: 1/2 Explanation: This spell allows the caster to shout with such intensity that a sonic field is generated, expanding in a thirty degree radius from the caster, doing (1d4+1)/lvl damage to all within 5 feet/lvl of the caster in a 30 degree arc. Glass stands a 10%-50% chance of breaking depending on whether it is free standing, fragile, muffled, or sturdy, and creatures caught in area of effect suffer deafness for d10 melees. Victims save vs magic for half-damage or suffer extended deafness for d10 hours and are stunned for d4 segments. Note that hard surfaces such as stone walls caught in area of effect may cause ricochet of the sonic field back upon the caster, and that wandering monsters within d6*1000 feet may be attracted. Shutup High Magic / level 1 Casting Time: 1 segment Range: 60 feet Duration: 1 round/lvl Saving Throw: Neg. Explanation: This spell causes the mouth of the victim to disappear (only skin will be present) for the duration of the spell. The victim may not talk (except in muffled noise), nor place any objects in his or her mouth. When cast against a spellcaster, an immediate dispel will negate, however, concentration of any previous spell in the works will be broken. Sigil High Magic / level 1 Casting Time: 1 segment Range: Touch Duration: Permanent Saving Throw: None Explanation: The spellcaster may inscribe/write his personal sigil, emblem, or seal over any non-magical item. The sigil will prevent the opening of any door, chest, or lock until dispelled, and any person touching the item inscribed with the sigil (other than the spellcaster) will receive 1-4 points of damage. Slap Illusion / level 0 Casting Time: Instantaneous Range: 10 feet Duration: Instantaneous Saving Throw: Neg. Explanation: The victim of this spell feels a forceful slap across the cheek. Creatures must save vs magic or lose concentration of spells and be distracted for one segment, dazed by the blow. Sleep High Magic / level 2 Enchantment / level 2 Casting Time: 1 segment Range: 30ft + 10ft/lvl Duration: 5 rounds / lvl Saving Throw: None Explanation: The caster affects an arc of thirty to ninety degrees at thirty feet to the maximum range. Victims fall into a comatose sleep from which they cannot be awakened until the duration expires or the spellcaster wishes them (individually) awake or they take damage. The number of creatures which can be affected is a function of their hit dice. Hit Dice # Affected up to 1 4-16 (4d4) 1+1 to 2 2-8 (2d4) 2+1 to 3 1-4 (d4) 3+1 to 4 1-2 (d4/2) 4+1 to 4+4 0-1 (d2-1) Slow High Magic / level 3 Casting Time: 1 segment Range: 10 feet/lvl Duration: 1 segment/lvl Saving Throw: Special Explanation: The caster affects a 30-90 degree arc at ten feet to the maximum range. This spell causes affected creatures to move, attack, and otherwise make all actions at half speed. Its affects are cumulative so that it will negate a haste, or if used twice will reduce a creature to a quarter speed. Creatures with more hit dice than the level of spellcaster may make a saving throw vs magic to resist the affects of the spell. To determine the number of creatures affected, consult the table below. Creatures hit dice # Affected up to 1 2d10 1+1 to 2 d12 2+2 to 4 d8 4+1 to 6 d6 6+1 to 8 d4 8+1 & up 1 Song of Courage Enchantment / level 3 Casting Time: 2 segments Range: 100' radius Duration: 1 min/lvl Saving Throw: None Explanation: By use of this spell, the caster sings a song of glory, thus bestowing great courage and resolve upon his allies within the radius of effect. Whilst his song is heard, his companions are immune to fear magic and do not need to make morale checks. The caster must place his fullest concentration on the singing for the duration of the spell. Song of Fear Enchantment / level 3 Casting Time: 4 segments Range: 100' radius Duration: 1 min/lvl Saving Throw: Neg Explanation: By use of this spell, the caster sings a song of blood-curdling horror, inspiring terror within a hundred feet his person. All creatures within earshot (including allies) must save vs spell or flee in panic until beyond the radius of effect. Sonic Blast Illusion / level 4 Casting Time: 1 segment Range: 60'+10'/lvl (30-90 arc) Duration: Instantaneous Saving Throw: Neg Explanation: By means of this spell, the caster creates an illusory sonic blast by the clap of his hands which is capable of deafening and stunning creatures which fail their saves. Once the direction and arc are determined, creatures nearest the caster are affected first, each one draining the illusory magic from the spell until its power is expired. Creatures failing their save are stunned for 1-4 segments, able to run on a successful int check but not fight. The number of creatures which may be affected is as follows: Hit Dice # Affected Hit Dice # Affected 0-1 2-40 7-8 1-6 -2 1-20 9-10 1-4 -3 1-12 11-12 1-2 -4 1-10 13-14 1 5-6 1-8 15-16 0-1 (50%) Spiritual Triangle Low Magic / level 2 Necromancy / level 3 Casting Time: 10 minutes Range: Touch Duration: Permanent Saving Throw: None Explanation: By means of this spell the spellcaster may inscribe a Spiritual Triangle (a triangle inscribed in a circle). While within this triangle, the spellcaster cannot be magically influenced or controlled by any sort of charm, suggestion, or hypnosis. Nor can the spellcaster by psychically or spiritually assaulted. The beneficiary of the spell will likewise be unable to cast such spells from within the triangle. A save versus intelligence must be made to determine if the inscriptions were made correctly. Spontaneous Combustion Ele-Nat / Level 2 Common / level 3 Casting Time: 1 segment Range: 30 feet Duration: Instantaneous Saving Throw: None Explanation: This spell causes one square foot of flammable material per level of caster to burst into flames. Heavy burning clothing such as thick robes will cause d12 damage per segment while light burning clothing will cause only d6 damage per segment. Rolling on a floor with smother have of the fire damage and put out the flame in two segments. Staff of Smiting Thaumaturgy / level 5 Enchantment / level 5 Casting Time: 1 day Range: Touch Duration: Permanent Saving Throw: None Explanation: This spell creates a magical staff. First an thaumaturge must find the finest wood of a hazel tree and fashion it magically into a wizard's staff. The staff must be then dipped in serpent's venom and touched by a dragon's breath. Then, it must be enchanted and sprinkled with mithril dust. The staff thus created will be capable of striking at +3 for d6+3 twice per round. Once per day it may strike as a venomous weapon, doing double damage for the attack and causing the victim to save vs poison or suffer the effects. The staff may also attack for 10d6 with the breath of the dragon which imbued this magic, however this attack destroys the staff. Starshine Illusion / level 2 Casting Time: 5 segments Range: 30 feet Duration: 10 min/lvl Saving Throw: None Explanation: This spell causes the immediate area around the caster to become dimly illuminated as if by starlight, enabling clear vision of up to thirty feet, with indistinct vision at up to sixty feet. The spell will only work in near to total darkness, and will cause the ceiling of indoor caverns to appear as a starscape, taken conveniently from the caster's memory. Status Common / level 2 Casting Time: 1 round Range: Self Duration: 1 week Saving Throw: Neg. Explanation: This spell causes a creature an amount of damage equal to ten percent of current hitpoints, rounded down, to creatures of lower level than the spell caster on a failed save versus magic when the creature failed to address or refer to the caster as he requests. Stinking Cloud Naturalism / level 2 Casting Time: 2 segments Range: 30 feet Duration: 1 rnd/lvl Saving Throw: Neg. Explanation: The spellcaster causes a billowing mass of nauseous vapors some twenty feet in diameter to materialize up to 30 feet away causing creatures in the cloud to save vs. poison or be rendered helpless due to nausea for d4+1 rounds. Those who make their save must escape the cloud immediately or be rendered helpless within it. Stone Shape Conjuration / level 5 Elementalism / level 5 Casting Time: 1 minute Range: Touch Duration: Permanent Saving Throw: None Explanation: By use of this spell the caster may cause one cubic foot of stone per level to form itself into any shape desired. The fineness in detail is not great unless the caster combines the magic with a proficiency in sculpting. In the conjurist version of this spell, the material component of the stone is created at the onset of casting. Otherwise, the stone must be supplied by the caster or the environment. Stone Tell Low Magic / level 3 Naturalism / level 5 Casting Time: 1 minute Range: Touch Duration: 1 minute Saving Throw: None Explanation: Through this spell's magic, the caster may communicate by the tactile language of stone. Because of the nature of this language, the caster's hands must both be applied to the stone in question during the spell's duration. Note that although stone is considered a lawful element (and will rarely ever lie), it is somewhat slow and laconic in its response to questions. Stoneskin I High Magic / level 2 Common / level 3 Casting Time: 1 second Range: Touch Duration: 5 min/lvl Saving Throw: None Explanation: The recipient of this spell is immune to one non- magical attack. Stoneskin II High Magic / level 3 Common / level 4 Casting Time: 1 second Range: Touch Duration: Infinite Saving Throw: None Explanation: The recipient of this spell is immune to one non- magical attack. Stop High Magic / level 1 Enchantment / level 1 Casting Time: 1 segment Range: 60 feet Duration: 1 segment/lvl Saving Throw: Neg Explanation: This spell causes the single creature affected to stop what it is doing and remain still for a number of segments equal to the spellcaster's level. When cast against a spellcaster, however, an immediate dispel may be effected. Suggestion Enchantment / level 2 Casting Time: 1 segment Range: 30 feet Duration: 1 hour + 1/lvl Saving Throw: Neg Explanation: This spell allows the caster to alter another creatures choice of action through a simple suggestion. The creature in question must understand the language of the suggestion, and seriously life-threatening suggestions must be phrased in the most fluid and polite manner in order to have even a remote chance of being effective. Intelligence checks may apply to such "go take a dip in the acid" suggestions. Reasonable suggestions, however, may call for a minus on the saving throw. Using a snake's tongue as a material component gives the spell extra power and duration (depending on the size and intelligence of the snake). Taster's Choice Illusion / level 0 Casting Time: 1 segment Range: 30 feet Duration: 1 segment/lvl Saving Throw: Neg Explanation: Under the influence of this cantrip, an individual at meal will taste whatever taste he inwardly desires. Teleportal High Magic / level 5 Casting Time: 1 segment Range: 30 feet Duration: Up to a minute Saving Throw: None Explanation: This spell conjures a dimensional door, either on a solid surface or anchored by some sort of substance. two-hundred and fifty pounds per level of caster can enter through the door to another place, but the caster must be the last person through. The door will automatically extinguish itself in one minute if the caster is not yet through. The door can lead to any location the caster desires which is within fifty feet per level of caster. The location may be either visualized from memory or may be given as directions if the caster has no visual memory of the location. If the door leads into a solid object, material creatures will not be able to pass through the door. Note that this spell does not enable individuals to teleport to or from magically sealed locations. Tonal Attack Enchantment / level 4 Casting Time: 2 seg Range: 60 feet/lvl Duration: 1 round/lvl Saving Throw: Special Explanation: Causes a spell-using creature to temporarily lose the knowledge of how to cast all spells unless a saving throw is made. Those fortunate to have made their save must make a role vs. INT before casting each spell throughout the Attack's duration. Even such spells which the recipient does manage to cast will be made as if they were cast by a magician 2 levels lower with respect to spell effects. Tricks Illusion / level 1 Casting Time: 1 segment Range: N/A Duration: 1 round/level Saving Throw: Special Explanation: The spellcaster creates a number of various minor illusions such as colored sparkles, puffs of smoke, or small floating objects as is equal to his level. Creatures of low and semi-intelligence (int-scores of 2-7) must save versus spell or become involuntarily fascinated for 1-6 melee rounds or until attacked (DM's discretion), while even creatures of higher intelligence or lower intelligence may become distracted. "Tricks" is most commonly used for the purpose of entertaining an audience. Turn Undead Divine Magic / level 1 Casting Time: 1 segment Range: 60 feet Duration: instantaneous Saving Throw: Negates Explanation: Allows spellcaster to turn or destroy 1-12 undead. This spell may be cast three times before spell recovery is necessary. Type of Level of Spellcaster Undead 1 2 3 4 5 6 Skeleton 10 7 4 T T D Zombie 13 10 7 T T D Ghoul 16 13 10 4 T T Shadow 19 16 13 7 4 T Wight 20 19 16 10 7 4 Ghast -- 20 19 13 10 7 #: The # the spellcaster needs to roll to effect a turn. T: Automatic Turn. D: Automatic destruction of undead. --: No chance of Turning undead. Tweak Illusion / level 0 Casting Time: 1 segment Range: 10 feet Duration: Instantaneous Saving Throw: Special Explanation: This cantrip causes the victim to feel the sensation of being "tweaked" as if by an unseen forefinger and thumb. The portion of the body being tweaked must be seen by the caster and be uncovered by armor. Spellcaster must either save vs spell or make int check to avoid losing concentration. Other intelligent, small, and medium sized creatures must make same save or check or be distracted for one segment. The caster must make a tweaking motion with his hand in order to affect the spell. Unlock Common / level 1 Casting Time: 3 seconds Range: 1 foot Duration: Instantaneous Saving Throw: None Explanation: This spell conjures an invisible key-like force from the caster's finger which may be extended into most simple key locks for the purpose of opening them. Vamoose High Magic / level 3 Enchantment / level 3 Casting Time: 1 second Range: 50 feet radius Duration: 20 minutes/lvl Saving Throw: Neg Explanation: By use of this spell, the caster may frighten away four hit dice of humanoids per level of experience. Ventriloquism Illusion / level 1 Casting Time: 1 segment Range: 10 feet/lvl Duration: 2 seg + 1/lvl Saving Throw: None Explanation: This spell allows the caster to cause a number of voices, sounds, etc... equal to his level to be heard from a given direction at a relatively low (non-distracting) volume. Those within earshot have a 10*(a-b)% chance of realizing that the voices are only an illusion (where a = the listener's intelligence added to their level/hitdice and b = the caster's level added to twelve). Note that particularly believable or unbelievable illusions may be subject to further modification at the GMs discretion. Wall of Fog Illusion / level 1 Conjuration / level 2 Casting Time: 1 segment Range: 30 feet Duration: 2-8 segments+1/lvl Saving Throw: None Explanation: The spell creates a wall of misty vapors twenty feet thick and twenty feet squared per level in which all sight is obscured beyond two feet. The fog slowly dissipates after the duration expires unless blown away. Whip Common / level 2 Casting Time: 1 segment Range: 20 feet Duration: 1 segment/lvl Saving Throw: None Explanation: By means of this spell, the caster transforms a length of twine, a long tree stem or plant shoot, or any long flexible object into a magically animated whip. The whip can be hit only by sharp-edged weapons and is sliced in half and rendered ineffective if sustaining ten points of damage by a single weapon in a single round. It may attack in the segment after it was created at the caster's unadjusted Thaco causing 1-2 points against small or medium sized creatures or 1 point against large creatures. It can also be used to disarm creatures (on natural "20"), or for entangling opponents (charging creatures are entangled on a successful hit while disarmed creatures in melee may be "grabbed" on natural "20"). The whip can function without the attention of the spellcaster, but cannot select targets without specific commands. Wimp Common / level 3 Casting Time: 1 segment Range: 30 feet Duration: 1 round/lvl Saving Throw: Neg. Explanation: This spell reduces a humanoid's level of fighting ability to one-half standard rounded up. This affects thaco, number of attacks per segment, extra damage for rangers, backstabbing, monk combat, etc.... Wind Tunnel Elementalism / level 4 High Magic / level 4 Casting Time: 1 segment Range: 10 feet Duration: d10 seg + 1/lvl Saving Throw: None Explanation: By use of this spell, the caster creates a cylindrical tunnel of wind ten feet directly in front of the caster, ten feet in diameter, and stretching 10 feet/lvl in length. As long as the caster maintains concentration on the spell, the tunnel's primary section will be under the caster's control. Once concentration is broken, however, it cannot be retained, and the tunnel will move and grow in a random fashion. The tunnel is capable of moving 10 feet/seg and growing at both ends at the same rate. If it splits into parts due to this movement, it will grow at all loose ends for the duration of the spell. The caster and designated friends may pass through the controlled tunnel unscathed. Others, however, must make strength checks to avoid being pulled into the tunnel, make melee attacks at -2, and may take a point of damage per segment from loose sand, dirt, or pebbles. While in the tunnel, missile and hurled attacks are made at -5. Such attacks through the tunnel "skin" are next to impossible. Note that the caster may walk, communicate non-verbally, and still maintain control, however if the caster is hit or distracted, then control is lost. Wizard Lock Common / level 2 Casting Time: 1 segment Range: Touch Duration: Permanent Saving Throw: None Explanation: This spell magically locks any non-magical door, chest, or portal even against extra-dimensional creatures. Word of Passage High Magic / level 4 Casting Time: 1 segment Range: 3 feet Duration: 1 minute/level Saving Throw: None Explanation: By use of this spell, the casters causes a passage five feet in diameter to be bored into any single non-living substance. The passage will extend ten feet per level of caster, and may be closed behind the caster or allowed to exist for the duration of the spell. Note that stone, metal, water, gas, or even fire are affected, though magical substances and magically locked objects cannot be penetrated. Word of Power High Magic / level 1 Casting Time: 1 segment Range: 100 feet Duration: Instantaneous Saving Throw: None Explanation: This spell sends a magical bolt of energy (treat as electrical) into the target doing 1-6 points of damage plus an additional hit point per level of spellcaster above one. Wraith Form Necromancy / level 4 Casting Time: 1 segment Range: Self Duration: 2 min/lvl Saving Throw: None Explanation: The caster and all carried gear become para- ethereal, and an aura of negative energy surrounds the caster. The caster can only be struck by magical weapons or by silver weapons for half-damage and is treated as gaseous for movement purposes. Undead will not recognize the caster as a living being unless they are of higher status and intelligence in which case they may save vs magic at -4 in order to recognize the necromancer for what he is. Living creatures suffer d6 damage on touch (which is the casters only attack on non-ethereal creatures during the spell duration). The caster may negate the effects of the spell at will, but will appear to non-ethereal creatures as a shadowy, smoky, semi-transparent ghost and will take d6 damage/segment from sunlight. Note that this spell may be cast only from planes adjacent to the ethereal (those being the primes and the surface of the inner sphere). ______________________________________________________________ I Jim Vassilakos I Weenie I I University of California, Riverside I - GM - I I jimv@ucrmath.ucr.edu I extraneous I --------------------------------------------------------------