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Spells
Spells
The following describes Novid's special spells. Note that Novid also knows all of the 10th level spells shown on the Tenth-Level Spells page.
Novid's Spell Book
Spells listed in TEAL are not known to Novid
Spells listed in BOLD PURPLE are special spells not found in the Player's Handbook
Spells listed in BOLD BLUE are spells from The Tome of Magic
1st Level
Affect Normal Fires
Alarm
Armor
Audible Glamer
Burning Hands
Cantrip
Change Self
Charm Person
Chill Touch
Color Spray
Comprehend Languages
Conjure Spell Component (Tome of Magic)
Dancing Lights
Detect Magic
Detect Undead
Enlarge
Erase
Feather Fall
Find Familiar
Friends
Gaze Reflection
Grease
Hold Portal
Hypnotism
Identify
Jump
Light
Magic Missile
Mending
Message
Mount
Nystul's Magical Aura
Phantasmal Force
Protection From Evil
Read Magic
Shield
Shocking Grasp
Sleep
Spider Climb
Spook
Taunt
Tenser's Floating Disc
Unseen Servant
Ventriloquism
Wall of Fog
Wizard Mark
2nd Level
Alter Self
Bind
Blacklight
Blindness
Blur
Continual Light
Darkness, 15' Radius
Deafness
Deeppockets
Detect Evil
Detect Invisibility
ESP
Flaming Sphere
Fog Cloud
Fool's Gold
Forget
Glitterdust
Hypnotic Pattern
Improved Phantasmal Force
Invisibility
Irritation
Knock
Know Alignment
Leomund's Trap
Levitate
Locate Object
Magic Mouth
Melf's Acid Arrow
Mirror Image
Misdirection
Plauge
Protection From Cantrips
Pyrotechnics
Ray of Enfeeblement
Rope Trick
Scare
Shatter
Spectral Hand
Stinking Cloud
Strength
Summon Swarm
Tasha's Uncontrollable Hideous Laughter
Web
Whispering Wind
Wizard Lock
3rd Level
Blink
Clairaudience
Clairvoyance
Delude
Dispel Magic
Explosive Runes
Feign Death
Fireball
Flame Arrow
Fly
Gust of Wind
Haste
Hold Person
Hold Undead
Illusionary Script
Infravision
Invisibility, 10' Radius
Item
Leomund's Tiny Hut
Lightning Bolt
Melf's Minute Meteors
Monster Summoning I
Nondetection
Phantom Steed
Protection From Evil, 10' Radius
Protection From Normal Missiles
Secret Page
Sepia Snake Sigil
Slow
Spectral Force
Suggestion
Tongues
Vampiric Touch
Water Breathing
Wind Wall
Wraithform
4th Level
Charm Monster
Confusion
Contagion
Detect Scrying
Dig
Dimension Door
Emotion
Enchanted Weapon
Enervation
Evard's Black Tentacles
Extension I
Fear
Fire Charm
Fire Shield
Fire Trap
Fumble
Hallucinatory Terrain
Ice Storm
Illusionary Wall
Improved Invisibility
Leomund's Secure Shelter
Magic Mirror
Massmorph
Minor Creation
Minor Globe of Invulnerability
Monster Summoning II
Novid's Terrifying Trance
Otiluke's Resilient Sphere
Phantasmal Killer
Plant Growth
Polymorph Other
Polymorph Self
Rainbow Pattern
Rary's Mnemonic Enhancer
Remove Curse
Shadow Monsters
Shout
Solid Fog
Stoneskin
Vacancy
Wall of Fire
Wall of Ice
Wizard Eye
5th Level
Advanced Illusion
Airy Water
Animal Growth
Animate Dead
Avoidance
Bigby's Interposing Hand
Chaos
Cloudkill
Cone of Cold
Conjure Elemental
Contact Other Plane
Demishadow Monsters
Dismissal
Distance Distortion
Domination
Dream
Extension II
Fabricate
False Vision
Feeblemind
Hold Monster
Leomund's Lamentable Belaborment
Leomund's Secret Chest
Magic Jar
Major Creation
Monster Summoning III
Mordenkainen's Faithful Hound
Passwall
Seeming
Sending
Shadow Door
Shadow Magic
Stone Shape
Summon Shadow
Telekinesis
Teleport
Transmute Rock to Mud
Wall of Force
Wall of Iron
Wall of Stone
6th Level
Antimagic Shell
Bigby's Forceful Hand
Chain Lightning
Conjure Animals
Contingency
Control Weather
Death Fog
Death Spell
Demishadow Magic
Disintegrate
Enchant an Item
Ensnarement
Extension III
Eyebite
Geas
Glassee
Globe of Invulnerability
Guards and Wards
Invisible Stalker
Legend Lore
Lower Water
Mass Suggestion
Mirage Arcana
Mislead
Monster Summoning IV
Mordenkainen's Lucubration
Move Earth
Otiluke's Freezing Sphere
Part Water
Permanent Illusion
Power Word: Silence
Programmed Illusion
Project Image
Reincarnation
Repulsion
Shades
Stone to Flesh
Tenser's Transformation
Transmute Water to Dust
True Seeing
Veil
7th Level
Banishment
Bigby's Grasping Hand
Charm Plants
Control Undead
Delayed Blast Fireball
Drawmij's Instant Summons
Duo-Dimension
Finger of Death
Forcecage
Limited Wish
Mass Invisibility
Monster Summoning V
Mordenkainen's Magnificent Mansion
Mordenkainen's Sword
Phase Door
Power Word, Stun
Prismatic Spray
Reverse Gravity
Sequester
Shadow Walk
Simulacrum
Spell Turning
Statue
Teleport Without Error
Vanish
Vision
8th Level
Antipathy-Sympathy
Bigby's Clenched Fist
Binding
Clone
Demand
Glassteel
Incendiary Cloud
Mass Charm
Maze
Mind Blank
Monster Summoning VI
Otiluke's Telekinetic Sphere
Otto's Irresistible Dance
Permanency
Polymorph Any Object
Power Word, Blind
Prismatic Wall
Screen
Serten's Spell Immunity
Sink
Symbol
Trap the Soul
9th Level
Astral Spell
Bigby's Crushing Hand
Crystalbrittle
Energy Drain
Foresight
Gate
Imprisonment
Meteor Swarm
Monster Summoning VII
Mordenkainen's Disjunction
Power Word, Kill
Prismatic Sphere
Realism
Shape Change
Succor
Temporal Stasis
Time Stop
Weird
Wish
* Italicized spells are reversible.
Novid's Terrifying Trance
Enchantment/Charm
Level 4
Range: 50 feet
Duration: 2 rounds per level
Area of Effect: 1 creature
Components: S
Casting Time: 5
Saving Throw: Negates
This spell causes any one intelligent creature to run away at full speed. Those with ten or more hit dice are unaffected. Creatures with intelligence of 13 or greater are allowed a saving throw to negate the effects of the spell.
Realisim
Conjuration/Summoning
Illusion/Phantasam
Level 9
Range: 10 feet
Duration: Permanent until dispelled
Area of Effect: (creates 1 creature)
Components: V,S,M
Casting Time: 1 segment
Saving Throw: None
This spell creates a semi-real creature from a small peice of a real one (using a small bit of hair, and eye, etc). The creature is very powerful, and thus the material component must also be from a very powerful type of being (a dragon, beholder, vampire, etc of average or greater age and power). The creature may attack on the same round it is summoned.
The creature moves about the same speed as a human, regardless of the type of creture "summoned". It may make one attack at the same attack range of the original type of creature, including at a distance if the creature had such an attack type. The craeture acts on it's own, with limited intelligence, in the favor of it's creator. As it is an illusionary creature, it cannot be affected by mental attacks of any sort.
The creature is semi-real, and will not be seen as an illusion to such spells as Truesight or other spells that see through illusions. Those spells will show the creature as magical, however, if those spells detect magic. A Dispell Magic or Dispell Illusion have their normal chances of making the creature disappear.
No matter the compnent used to summon the semi-real creature, it has an AC of -10, causes damageequal to the caster's level X2 (save for half damage), has a THAC0 equal to the caster, and 25% magic resistance. It's existance is very taxing, however, causing the caster 1 hit point of damage each round it exists.
Chromatic Orb (Alteration, Evocation)
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 1
Area of Effect: One creature
Saving Throw: Neg.
This spell causes a 4-inch-diameter sphere to appear in the caster's hand. Within the limits described below, the sphere can appear in a variety of colors; each color indicates a different special power. The caster can hurl the sphere at an opponent up to 30 yards away, providing there are no barriers between the caster and the target. If the target is no more than 10 yards away, the caster's to hit roll is made with a +3 bonus. If the target is 10-20 yards away, the caster's roll is made with a +2 bonus. If the target is 20-30 yards away, the caster's roll is made with a +1 bonus.
If the chromatic orb misses its target, it dissipates without effect. If the target creature makes a successful saving throw, the chromatic orb is also ineffective. Otherwise, the color of the orb determines the amount of damage inflicted and its special power, as summarized on Table 16; details about the special powers are listed below. The caster can create a single orb of any color listed for his level or lower; for instance, a 3rd-level wizard can create an orange, red, or white orb. The material component for this spell is a gem of the appropriate hue or any diamond. The gem must have a value of at least 50 gp.
Light from the orb causes the victim to become surrounded by light to a radius of 20 feet, as if affected by a light spell. The effect lasts for 1 round, during which time the victim makes his attack rolls and saving throws at a -4 penalty, and his AC is penalized by 4.
Heat from the orb is intense enough to melt 1 cubic yard of ice. The victim suffers a loss of 1 point of Strength and 1 point of Dexterity (or for victims without these attributes, -1 to hit and a penalty of 1 to AC) for 1 round.
Fire from the orb ignites all combustible materials within 3 feet of the victim.
Blindness from the orb causes the victim to become blind as per the spell. The effect lasts for 1 round/level of the caster.
Stinking cloud from the orb surrounds the victim in a 5-foot-radius noxious cloud. The victim must save vs. poison or will be reeling and unable to attack until he leaves the area of the vapors. Magnetism from the orb has an effect only if the victim is wearing armor made from iron. The iron armor becomes magically magnetized for 3-12 (3d4) rounds. Other iron objects within 3 feet of the caster will stick tight to the magnetized armor; only dispel magic or a similar spell can release the stuck items. At the end of the spell's duration, the stuck items are released.
Paralysis from the orb causes the victim to become paralyzed for 6-20 (2d8 + 4) rounds; a successful saving throw vs. paralyzation halves the number of rounds.
Petrification from the orb turns the victim to stone. If the victim successfully saves vs. petrification, he avoids turning to stone and instead is slowed (as per the spell) for 2-8 (2d4) rounds. Death from the orb causes the victim to die. If the victim successfully saves. vs death magic, he avoids death and instead is paralyzed for 2-5 (1d4 +1) rounds.
Table 16: Chromatic Orb Effects
Level of
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Color of Orb
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Hit Points
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Special
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Caster
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Generated
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of Damage
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Power
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1st
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White
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1-4
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Light
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2nd
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Red
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1-6
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Heat
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3rd
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Orange
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1-8
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Fire
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4th
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Yellow
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1-10
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Blindness
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5th
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Green
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1-12
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Stinking Cloud
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6th
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Turquoise
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2-8
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Magnetism
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7th
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Blue
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2-16
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Paralysis
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8th
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Violet
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slow
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Petrification
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9th
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Black
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paralysis
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Death
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Blacklight (Alteration)
Level: 2
Range: 1"/level
Components: V,S,M
Casting Time: 2 segments
Duration: 1 round per level
Saving Throw: negates
Area of Effect: 20' radius Globe
By means of this spell, a mage creates a stationary, temporary area of darkness. The darkness is totl and impenetrable, foiling even infravision.
Normal and magical light is negated unless Light or Continual Light magics, or a Dispel Magic, is used to destroy the area of Blacklight. This spell is different from the usual magical Darkness in that the caster (only) can see normally in the area of effect, seeing the spell effect only as a faint, smokey grey or blue haze. Thus the illusionist can move, attack, cast spells and the like normally.
Creatures within the area of effect are adversely affected in combat by the darkness, although a Blindfighting proficiency check aids against this normally. Creatures in the area of effect of Blacklight are allowed a saving throw versus spell (at -3) for each round in which they remain in the Blacklit area. if successful, they can see as well as the illusionist who cast the spell can, for that round onl.
Although concentration is not required to maintain the spell, the caster can end the spell at any time at will. The caster can cast other spells while the Blacklight spell is in effect. The material components of the spell are a peice of coal and an eyeball (from any creature; it may be dried or preserved).
Plauge
Illusion/Phantasam
level: 2
Components; V,S,M
Range: Touch\
Casting Time: 2 segments
Duration: 100 turns/level
Saving Throws; negates
Area of Effect: Creature touched
This spell allows an illusionist to cast a special type of Spectral Force requiring no continued concentration, on any one creature. The illusion created involves smell, texture of skin, appearance and the like, in a simulation of the symptoms of any severe and contagious disease the caster has seen before. If the caster wishes, he can make up a disease, but the effects have a 30% chance of being seen as obviously false. Otherwise, such an illusion has a 6% chance of being detected.
The craeture effected sees his normal body, but those viewing the subject see the illusionary disease.
The material components of this spell are a scrap of human skin and a pinch of soot or charcoal, or black mold or fungus growth.
Power Word: Silence
Alteration
Level: 6
Components: V
Range: 1" per level
Casting Time: 1 segment
Duration: 2 rounds
Saving Throw: None
Area of Effect: Special
this spell enables a magic-user to magically Silence one creature and an area about that creature extending one foot. The Silence occurs instantly upon the utterance of the Power Word; ruining any spellcasting in progress that requires speec or noise, and blocks all sound (deafening the target).
DispellMagic or Dispell Silence will have no effect on this spell; a limited Wish or more powerful spell is required.
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