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King Trimalon's Spell Book
King Trimalon
Inventory, Spellbooks with spells known
Spellbook
Read Magic (1)
Copy (2)
Lesser Distraction (3)
Hornung's Guess (6)
Giant Fur (2)
Sharpen (3)
Gripdeck (3)
Fingerblade (6)
Bone Shards (6)
Remove Disease (7)
Mystic Writing (7)
Alter Self (7)
Unpickable Lock (4)
Brannart's Acidic Grip (5)
Backblast (4)
Undead Control (3)
Feign Death (3)
Farspeaker (8)
Flame Arrow (5)
Protection From Gas, 5-Foot Radius (4)
Juggle (5)
Acid Bolt (Drowish) (4)
Spellbook
Summon Spirit (9)
Remove Curse (7)
Watchware (7)
Fresh Surroundings (5)
Animal Growth (10)
Motion (6)
Deathmaster's Vial (7)
Shield Of Winds (5)
Shatterbone (10)
Watchware, 30' Radius (9)
Jonstal's Improved Double Wizardry (11)
Vampire Dagger (7)
Spellbook
Tower Of Mental Resistance (10)
Greater Sign of Sealing (6)
Spellbook
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first level wizard spells
Copy
1st Level Wizard spell
(Evocation) The Complete Wizard's Handbook
Range: Special Components: V, S, M
Duration: Instantaneous Casting Time: 1 round
Area of Effect: One Target Saving Throw: Special
Copy enables the caster to make a perfect copy of a map, letter, or any other written or drawn document. The caster must have a blank parchment or a book with blank pages of the sufficient size to hold the copy. The caster holds the blank object over the object to be copied, then casts the spell; the copy immediately appears on the formerly blank object. The copy is permanent and is a perfect duplicate of the original.
Copy can also be used to copy spells from a new spell book into the caster's spell book, assuming the book is of sufficient size to contain the new spells. The caster must first roll to see if he can learn the new spells; if so, he can cast copy to instantly copy them into his spell book.
The material components for this spell are a piece of blank parchment (or a book with blank pages, as described above), and a drop of black ink.
Copyright 1999 TSR, Inc.
Giant Fur
Schools: Alteration
Area of Effect: Creature touched
Casting Time: 1 rd.
Components: V, S, M
Critical:
Duration: Instantaneous
Knockdown: None
Range: Touch
Saving Throw: None
Sensory:
Subtlety: +6
Never Ban Cantrip: False
Reversible: False
Wizard Spell: True
Priest Spell: False
Level: 1
Description:
This spell causes the recipient's body hair to grow thickly in a matter of seconds, covering him with a layer of matted hair that provides armor protection equivalent to that of padded armor (AC 8). Any member of a mammalian race, intelligent or not, can benefit from this spell, even if he keeps his hair shaved off. Thri-kreen and other nonmammalian beings are not affected by this spell. Successive castings on an individual have no effect as long as a previous casting is in effect. The armor does not hinder movement or prohibit spellcasting--it's the recipient's own body hair, after all--and the hair shrinks back into the body at the spell's end. The spell lasts until successfully dispelled or until the wearer takes cumulative damage totaling greater than 8 hit points plus 1 hit point per level of the caster. This spell's protection is cumulative with normal shield and Dexterity bonuses but not with protective spells like armor.
The material component for this spell is a strand of giant hair.
Notes: Available on Athas; very rare. (Updated from DRAGON Magazine.)
Hornung's Guess* (Divination)
1st Level Wizard spell
Range: 300 yards Tome of Magic
Component: V
Duration: Instantaneous
Casting Time: 2
Area of Effect: Special
Saving Throw: None
Hornung, one of the leading wizards in the field of wild magic (before his untimely disappearance while experimenting with wildwind ), developed this spell to improve the accuracy of his estimates. The spell provides a wizard with an instant and highly accurate estimate of the number of persons or objects in a group.
The spell's area of effect is one group of a general class of objects. All objects of the group must be within spell range and the group as a whole must be visible to the caster. The wizard need not see every individual in the group, merely the general limits of the group's size and area. For example, a wizard on a hill could look down on a forest and estimate the number of trees in all or part of it. He could not get an estimate of the number of goblins within the forest, however, since the group as a whole (the goblins) is concealed from sight.
The estimate generated is accurate to the largest factor of ten (rounded up). For example, if Hornung's guess were cast on a group of 439 horsemen, the estimate would be 400. If there were 2,670 horsemen, the spell would estimate 3,000. If there were 37 horsemen, the answer would be 40. Clearly, using the spell on small groups (especially those with fewer than 10 members) is pointless.
Hornung's guess can be used to quickly estimate the size of treasure hoards and army units. It is particularly popular with moneylenders and generals.
Lesser Distraction
Schools: Illusion/Phantasm
Area of Effect: 1 creature
Casting Time: 1 rd.
Components: S
Critical:
Duration: Instantaneous
Knockdown: None
Range: 5 feet/level
Saving Throw: Neg.
Sensory:
Subtlety: +4
Never Ban Cantrip: False
Reversible: False
Wizard Spell: True
Priest Spell: False
Level: 1
Description:
With this spell, the caster causes the subject to hear a faint noise or see something indistinct out of the corner of his eye. The caster must decide if the illusion will be auditory or visual but cannot choose to further define the distraction. It will be a sound, but not a footstep or a low moan. Or it will be a glimpse of something, but not of a person.
The subject must make a successful saving throw versus spell at a penalty of -4 or believe the sight or sound to originate from a direction of the spellcaster's choice. The spellcaster cannot choose distance. The subject can be made to believe that he heard a sound behind him, but not that it was something moving 30 feet behind him. He can be made to think that he saw motion off to his right, but not that it was something moving at the top of a wall 50 feet from him.
The subject is free to act as he chooses on the illusion. He may ignore it or may be moved by duty or curiosity to investigate.
Because the illusion is quick and not detailed, the subject has a -4 penalty to his saving throw. If he fails the saving throw, he believes the sight or sound to be real but does not know what made it. If he makes the saving throw, he assumes that he was "seeing things" or "hearing things" and does not act on the distraction. Even if he makes his saving throw, he does not know that he was the target of a spell.
This spell is used by ninja attempting an escape or infiltration. It is designed to encourage a guard to leave his post for a moment.
Notes: Restricted to ninja spellcasters and those trained by them; common.
Read Magic
1st Level Wizard spell
(Divination) Player's Handbook
Range: 0 Components: V, S, M
Duration: 2 rds./level Casting Time: 1rd.
Area of Effect: Special Saving Throw: None
By means of a read magic spell, the wizard is able to read magical inscriptions on objects--books, scrolls, weapons, and the like--that would otherwise be totally unintelligible. (The personal books of the wizard, and works already magically read, are intelligible.) This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed scroll. Furthermore, once the spell is cast and the wizard has read the magical inscription, he is thereafter able to read that particular writing without recourse to the use of the read magic spell. The duration of the spell is two rounds per level of experience of the spellcaster; the wizard can read one page or its equivalent per round.
The wizard must have a clear crystal or mineral prism, which is not expended, to cast the spell.
Sharpen
Schools: Alteration
Artifice
Area of Effect: 2 weapons/level
Casting Time: 3
Components: V, S
Critical:
Duration: 1 round/level
Knockdown: None
Range: Touch
Saving Throw: None
Sensory:
Subtlety: +2
Never Ban Cantrip: False
Reversible: False
Wizard Spell: True
Priest Spell: False
Level: 1
Description:
An enterprising wizard who lived near a castle gate came up with this spell. It sharpens and straightens edges in weapons, clearing the normal dents and nicks out. The edges will have a normal sharpness, not conferring any bonus to damage or attack rolls. Blunt weapons are not affected by this spell, though piercing weapons are. Hedge wizards have been known to cast this spell for city guardsmen at a discount especially before inspection, just in case the wizard needs a hand later.
Notes: Uncommon for hedge wizards and artificers; otherwise, very rare. (Updated from DRAGON Magazine.)
second level wizard spells
Alter Self
2nd Level Wizard Spell
(Alteration) Player's Handbook
Range: 0 Components: V, S
Duration: 3d4 rds. + 2 rds./level Casting Time: 2
Area of Effect: The caster Saving Throw: None
When this spell is cast, the wizard can alter his appearance and form--including clothing and equipment--to appear taller or shorter; thin, fat, or in between; human, humanoid, or any other generally man-shaped bipedal creature. The caster's body can undergo a limited physical alteration and his size can be changed up to 50%. If the form selected has wings, the wizard can actually fly, but at only one-third the speed of a true creature of that type, and with a loss of two maneuverability classes (to a minimum of E). If the form has gills, the caster can breathe under water as long as the spell lasts. However, the caster does not gain any multiple attack routines or additional damage allowed to an assumed form.
The caster's attack rolls, Armor Class, and saving throws do not change. The spell does not confer special abilities, attack forms, or defenses. Once the new form is chosen, it remains for the duration of the spell. The caster can change back into his own form at will; this ends the spell immediately. A caster who is slain automatically returns to his normal form.
Bone Shards
Schools: Invocation/Evocation
Area of Effect: 1 creature
Casting Time: 2
Components: V, S, M
Critical:
Duration: Instantaneous
Knockdown: None
Range: 5 yards/level
Saving Throw: ½
Sensory:
Subtlety: +3
Never Ban Cantrip: False
Reversible: False
Wizard Spell: True
Priest Spell: False
Level: 2
Description:
This spell must be cast while the caster holds the skull of a large lizard, crocodile, bear, tiger, or other carnivorous animal. Upon casting the spell, the skull shatters and the pieces vanish, whereupon the target creature is bombarded with shards of bone of teeth. The target must be within range; otherwise, the spell is wasted. The bone fragments cause 2d6 points of damage +1 point per caster level or half damage if a saving throw succeeds. A failed saving throw versus spell also imposes a -1 penalty to the victim's attack and damage rolls until the embedded shards are removed. If the creature spends 4 rounds removing the shards, it suffers no further ill effects. This spell is not effective against undead creatures.
The material component is the large, undamaged skull that is destroyed in the casting.
Fingerblade
Schools: Invocation/Evocation
Area of Effect: Special
Casting Time: 2
Components: V, S, M
Critical:
Duration: 1 round/level
Knockdown: None
Range: 0
Saving Throw: None
Sensory:
Subtlety: +3
Never Ban Cantrip: False
Reversible: False
Wizard Spell: True
Priest Spell: False
Level: 2
Description:
This spell brings into being an invisible, razor-sharp, weightless blade extending from one of the caster's fingers. A Fingerblade can be willed out of existence by its caster at any time. It strikes as a +1 short sword, and the enchantment protects the wielder's hand from breakage due to impacts of the sword against opposing blades, walls, and the like.
The caster of a Fingerblade can choose to destroy any one non-magical bladed weapon that the fingerblade touches (specific and successful attack roll required). There is no saving throw against this power of the spell; the touched weapon and the Fingerblade both vanish, instantly and silently. This power can't affect magical weapons, or non-magical weapons bearing any sort of temporary dweomer (e.g., a normal sword upon which a Light spell has been cast).
The material components of a Fingerblade spell are a fingernail clipping (from the caster) and a needle or long, narrow, and sharp fragment of tempered metal.
Gripdeck
Schools: Alteration
Area of Effect: Target vessel
Casting Time: 2
Components: V, S, M
Critical:
Duration: 1 hour/level
Knockdown: None
Range: 0
Saving Throw: None
Sensory:
Subtlety: +3
Never Ban Cantrip: False
Reversible: False
Wizard Spell: True
Priest Spell: False
Level: 2
Description:
A Gripdeck spell improves the traction of the deck and actually makes it "grip" a sailor's feet, thus reducing the chance of being swept overboard in high winds, storms, rough seas, extreme maneuvers, or combat. Anyone who might be swept overboard gains a +3 saving throw bonus. If the event does not allow a saving throw, all personnel now receive an unadjusted saving throw versus paralysis to avoid being swept or knocked overboard. Anyone who does somehow fall overboard falls no more than 10' from the ship.
Mystic Writing
Schools: Alteration
Geometry
Area of Effect: Special
Casting Time: 2
Components: V, S, M
Critical:
Duration: Until triggered
Knockdown: None
Range: Touch
Saving Throw: None
Sensory:
Subtlety: +3
Never Ban Cantrip: False
Reversible: False
Wizard Spell: True
Priest Spell: False
Level: 2
Description:
By casting this spell, the wizard inscribes a message of up to 25 words upon a solid surface, using a special pigment. Any interruption of the inscription process prevents completion of the message, but does not affect words already inscribed. The words glow for one round after they are written, and then fade out. They reappear when a Detect Magic spell is cast upon them, or when a specified event takes place within 10 yards of the location. When the mystic writing is triggered, it remains for one round and then vanishes.
Triggering events might include the arrival of a certain creature or type of creature known to the caster, a certain date, or events such as "when moonlight strikes this stone," or "when a bard stands here and plays an elven ballad." Spells cannot be incorporated into mystic writing. The spell lends itself to permanency.
The material component is the special pigment, which costs 200 gp per application.
Notes: Uncommon spell. (Updated from POLYHEDRON Newszine.)
Remove Disease
Schools: Necromancy
Area of Effect: 1 person
Casting Time: 1 turn
Components: V, S, M
Critical:
Duration: Special
Knockdown: None
Range: Touch
Saving Throw: None
Sensory:
Subtlety: +6
Never Ban Cantrip: False
Reversible: False
Wizard Spell: True
Priest Spell: False
Level: 2
Description:
The Remove Disease spell is most often used by charlatans without true healing abilities. It merely removes a patient's symptoms, an effect that the practitioner tries to pass off as a full cure. Sometimes this leads to an incidental cure, if the patient's symptoms only prevented rest or eating well, but more often the patient's condition secretly worsens.
All effects dealing with the affected person's physical appearance and perception of pain or discomfort vanish, but losses of hit points and ability scores continue, as do system shock checks and saving throws. Because the subject can feel no symptoms, he usually takes no further steps to deal with the illness and eventually dies from a disease he might otherwise have survived (for example, a pneumonia sufferer with symptoms removed might go out into the cold and damp to do a day's work, and suffering double pneumonia without realizing it).
The material component is a fertile egg from an avian or reptile.
Notes: Rare in the DRAGONLANCE setting; virtually unknown elsewhere. (Updated from DRAGON Magazine.)
Krynn Lore: Remove Disease
During the Age of Darkness, true clerics were not to be found on Krynn, but false clerics took their place. Some renegade wizards used "miracles" to convince people of their authenticity as messengers of the gods; one such was the dangerous Remove Disease spell, still seen on rare occasions in isolated areas of Ansalon.
When this spell is performed, the symptoms of the patient are transferred to the material component--a freshly laid, fertile egg from any avian or reptile, including dragons. Depending on the severity of the symptoms, the creature developing within the egg is likely to be disfigured but strangely not ill (such as a chick with all of the physical symptoms of the plague but without the plague germs themselves, which still covertly attack the patient).
If the patient should die from the disease before the false cleric can get out of town, the egg can be brought forth and broken, with the pitiful creature inside being blamed for the miscasting of the spell ("If the egg you villagers had provided me was truly fresh, this would not have happened." [crack!] "See? The evidence of your mistake is to be seen in the contents of the egg.")
The false clerics wisely attempted to keep the nature of this spell secret, but even where the truth was known some people were willing to pay the cleric's price in order to get relief from aches and pains they suffered, even knowing that the disease itself might still affect them. Given a choice between pain, nausea, fever, and the like while waiting for a possible recovery (or at least feeling comfortable during the wait), many sufferers of this Age were willing to pay the price, which was wildly variable, and take the gamble.
Someone in a later Age who acquires a scroll inscribed with this spell will likely have no quick way of knowing the spell's true nature (a successful Intelligence check after three hours of study reveals the spell's actual effects).
Unpickable Lock
Schools: Alteration
Artifice
Area of Effect: 1 lock
Casting Time: 2
Components: V, S, M
Critical:
Duration: 2-4 (1d3+1) months
Knockdown: None
Range: Touch
Saving Throw: None
Sensory:
Subtlety: +3
Never Ban Cantrip: False
Reversible: False
Wizard Spell: True
Priest Spell: False
Level: 2
Description:
This spell can be cast on any lock (key or combination) and lasts for 2 to 4 months. Any character attempting to pick the affected lock suffers a -25% penalty to his Open Locks score. This spell can be keyed to a single individual (not necessarily the spellcaster) who can open the ensorcelled lock freely, even without the proper key or combination.
The material component of this spell is a sliver of bone.
Notes: Rare spell.
third level spells
Backblast
Schools: Abjuration
Area of Effect: Creature touched
Casting Time: 3
Components: V
Critical:
Duration: Special
Knockdown: None
Range: Touch
Saving Throw: None
Sensory:
Subtlety: +1
Never Ban Cantrip: False
Reversible: False
Wizard Spell: True
Priest Spell: False
Level: 3
Description:
This spell enables the caster to hurl back spells involving flames or fiery explosions (only; not heat alone, or lightning- like electrical energy discharges) at their source(s). Magical item effects and even the most powerful spells (such as Meteor Swarm) are affected. The spell protects a single creature, usually the caster, but it can be another touched during spellcasting; once casting is complete, the protection cannot be transferred.
Otherwise, it exists as an invisible aura around the protected creature, operating without any concentration and without disturbing subsequent spellcasting by the protected creature. When a fiery spell attack strikes, the Backblast functions automatically; the recipient cannot choose to take the damage and keep the protection for later. However, the spell also prevents any disruption of casting or other activity by the protected creature and protects all flammable items on the creature from harm; they need not make saving throws against fire-based attacks.
Once activated, a backblast spell works for a single round and then ends. It reflects back all fiery attacks in that round: for example, several different Fireballs. A Backblast will send a spell back (a Delayed Blast Fireball, for instance) over vast distances to a source who has left the scene--but can't follow a source onto another plane. In such cases, the attacking magic is negated.
Once cast, this spell continues until it is activated, Dispel Magic is cast on the protected creature, it expires after one turn plus 1 turn per level, or until the creature dies or moves from one plane of existence to another.
Brannart's Acidic Grip
Schools: Invocation/Evocation
Area of Effect: The caster
Casting Time: 3
Components: V, S
Critical:
Duration: 1 round/level
Knockdown: None
Range: 0
Saving Throw: None
Sensory:
Subtlety: +2
Never Ban Cantrip: False
Reversible: False
Wizard Spell: True
Priest Spell: False
Level: 3
Description:
The Acidic Grip spell coats a caster's hand with a highly potent acid. The caster remains immune to the effects of this acid for the spell's duration. Any creature the wizard touches with a successful melee attack suffers 1d3 points of damage, plus 1 point per level of the caster. The exposed creature takes this damage each round of exposure; those the caster grabs and holds suffer damage each round until they break free.
The caster can use Brannart's Acidic Grip to destroy inanimate material, it burns a hand-sized hole through 2 inches of wood or 1 inch of metal in a single round. Magical materials are immune to the effects of the acidic touch.
The spell was created by the Glantrian wizard Brannart McGregor.
Notes: Rare or very rare.
Farspeaker
Schools: Alteration
Artifice
Area of Effect: 1 box/level, to 12
Casting Time: Special
Components: V, S, M
Critical:
Duration: 1 hour/level
Knockdown: None
Range: Touch
Saving Throw: None
Sensory:
Subtlety:
Never Ban Cantrip: False
Reversible: False
Wizard Spell: True
Priest Spell: False
Level: 3
Description:
This spell enchants two or more specially constructed boxes so that words spoken into one will be heard from all the others. The boxes must remain within one-half mile per level of the caster, to a maximum of 5 miles. Boxes taken out of range will become functional when brought back into range
The boxes must be constructed of a sturdy ceramic material and filled with a fine silver wire; the cost is about 100 gp each. They are roughly 8 inches square and weigh about two pounds each. The boxes are reusable. The wizard must touch each box in the course of casting the spell.
The material component is heart's blood from a hydra with at least as many heads as the number of boxes to be activated.
Notes: Common for artificers; otherwise very rare. (Updated from POLYHEDRON Newszine.)
Feign Death
3rd Level Wizard Spell
(Necromancy) Player's Handbook
Range: Touch Components: V, S
Duration: 1 hr. + 1 turn/level Casting Time: 1
Area of Effect: Creature touched Saving Throw: None
By means of this spell, the caster (or any other creature whose levels of experience or Hit Dice do not exceed the wizard's own level) can be put into a cataleptic state that is impossible to distinguish from death. Although the person or creature affected by the feign death spell can smell, hear, and know what is going on, no feeling or sight of any sort is possible. Thus, any wounding or mistreatment of the body is not felt and no reaction occurs; damage is only half normal. In addition, paralysis, poison, and energy-level drain cannot affect an individual under the influence of this spell. Poison injected or otherwise introduced into the body takes effect when the spell recipient is no longer under the influence of this spell, although a saving throw is permitted.
Note that only a willing individual can be affected by a feign death spell. The spellcaster can end the spell effects at any time desired, as will a successful dispel, but a full round is required for bodily functions to begin again.
Flame Arrow
3rd Level Wizard Spell
(Conjuration/Summoning) Player's Handbook
Range: 30 yds. + 10 yds./level Components: V, S, M
Duration: 1 rd Casting Time: 3
Area of Effect: Special Saving Throw: None
This spell has two effects. First, the wizard can cause normal arrows or crossbow bolts to become magical flaming missiles for one round. The missiles must be nocked and drawn (or cocked) at the completion of the spell. If they are not loosed within one round, they are consumed by the magic. For every five levels the caster has achieved, up to 10 arrows or bolts can be affected. The arrows inflict normal damage, plus 1 point of fire damage to any target struck. They may also cause incendiary damage. This version of the spell is used most often in large battles.
The second version of this spell enables the caster to hurl fiery bolts at opponents within range. Each bolt inflicts 1d6 points of piercing damage, plus 4d6 points of fire damage. Only half the fire damage is inflicted if the creature struck successfully saves vs. spell. The caster receives one bolt for every five experience levels (two bolts at 10th level, three at 15th level, etc.). Bolts must be used on creatures within 20 yards of each other and in front of the wizard.
The material components for this spell are a drop of oil and a small piece of flint.
Undead Control
Schools: Necromancy
Area of Effect: Special
Casting Time: 1
Components: V, S, M
Critical:
Duration: Special
Knockdown: None
Range: 20 yards
Saving Throw: Special
Sensory:
Subtlety: +3
Never Ban Cantrip: False
Reversible: False
Wizard Spell: True
Priest Spell: False
Level: 3
Description:
With this spell, the caster can control any undead creatures within range as if an evil priest four levels lower in experience (thus, a 5th-level wizard can affect undead as though he were a 1st-level evil cleric). While casting the spell, the wizard rolls 1d20 and consults Taming Undead table to determine whether or not the monsters are commanded (a "D" result is treated as a "T"). The wizard can make only one attempt to control the undead; whether or not the attempt succeeds, the spell is used. Any encountered group (not type) of undead that resists the control of the wizard can never be commanded by his use of this spell.
When confronting a variety of undead, the wizard affects the weakest type of creatures first. Multiple castings of the spell may be required to exert control over the more powerful members of an undead horde. The spell permits the wizard to wrest control of the monsters from another evil priest or from another wizard employing this magic. Note that anyone of good alignment must, of course, use the spell only after careful consideration. (See the DMG for more information regarding the influence of evil priests over undead creatures.)
The material component is an evil priest's unholy symbol or some other properly cursed talisman forcefully presented to the affected monsters. The component is not lost in the casting and may be subsequently reused.
Notes: Restricted to necromancers (uncommon) and Deathmasters (common). Known to be in the Cryptikronos (the Book of Horror). (Updated from DRAGON Magazine.)
fourth level spells
Acid Bolt (Drowish)
Schools: Conjuration/Summoning
Area of Effect: Special
Casting Time: 4
Components: V, S, M
Critical:
Duration: Instantaneous + 1 round/3 lvls
Knockdown: None
Range: 200 yards
Saving Throw: Special
Sensory:
Subtlety: +4
Never Ban Cantrip: False
Reversible: False
Wizard Spell: True
Priest Spell: False
Level: 4
Description:
The caster creates a continuous, straight stream of shimmering liquid that emerges from the caster's hand, and can be aimed, using the caster's attack roll to attain a "direct hit." On impact, the bolt forms a 10-foot radius sphere of acid, and explodes outward in a burst of liquid.
Creatures in the sphere of acid suffer 4d4 damage and each exposed item they wear or carry must make a saving throw versus acid. Creatures hit by the sphere take damage for multiple rounds, unless the acid is somehow neutralized. The continuing effect is an additional 1d4 points of acid damage per three levels of the caster per round. The effect lasts 1 round for every three experience levels of the caster. Thus a 10th-level caster's acid bolt lasts for a maximum of three additional rounds, inflicting 3d4 additional points of acid damage per round. The acid can be countered by dousing the victim in at least a half gallon of water, wine, or similar liquid, or other measures deemed sufficient by the DM.
Creatures struck by splashes from the acid bolt (any creature within a 20-foot radius danger zone) take 2d4 points of acid splash damage. Splash damage is only taken for the round in which the bolt strikes and generally won't require item saving throws.
The material components of this spell are spittle from the caster, a dart, thorn, needle, or icicle, a crystal or glass sphere of any size, and a clear glass vial of acid.
Notes: Common for drow; otherwise rare.
Juggle
Schools: Invocation/Evocation
Area of Effect: The caster
Casting Time: 5
Components: V, S
Critical:
Duration: Special
Knockdown: None
Range: 0
Saving Throw: None
Sensory:
Subtlety: +3
Never Ban Cantrip: False
Reversible: False
Wizard Spell: True
Priest Spell: False
Level: 4
Description:
This spell requires a proficiency in juggling. The caster creates harmless balls of fire that can be juggled safely. With further work, spheres of ice, water, colored light, or glowing white daggers can be substituted--one such substitution is gained with every three levels of experience the caster has attained.
The items disappear on contact with something besides the juggler's hands or when the caster ceases her concentration. Each item can be thrown, up to two per round at a target. This requires both an attack roll to strike the target and a juggling proficiency roll to keep the other items juggling). Each missile, regardless of form, does 1d4 damage plus 1 hit point per level of the caster. A water ball inflicts no damage, but causes the creature struck to lose its next initiative roll.
Protection From Gas, 5-Foot Radius
Schools: Abjuration
Area of Effect: 5' radius around creature
Casting Time: 1
Components: V, S, M
Critical:
Duration: 2 rounds/level
Knockdown: None
Range: Touch
Saving Throw: None
Sensory:
Subtlety: +3
Never Ban Cantrip: False
Reversible: False
Wizard Spell: True
Priest Spell: False
Level: 4
Description:
All remaining within this globe of protection are immune to toxic gases, poisonous vapors, and similar hazards. The 5-foot radius sphere is centered on and moves with the caster. Harmless vapors that only obscure vision are unaffected, and the sphere has no effect on gaseous creatures. The degree of protection depends on the caster's level.
At 7th level, this spell protects against gases of nonmagical origin and those created by 1st-and 2nd-level spells (such as Stinking Cloud). Against other magical gases, the protected creatures receive a +2 bonus to any saving throw allowed.
At 9th level, immunity is gained to magical gases created by spells of 4th level or magical creatures of less than 8 Hit Dice.
At 12th level, the protection is extended to spells of 6th level and creatures of less than 16 Hit Dice (such as a gorgon's breath).
At 15th level, protection is extended to all such effects except those that are of demipower- or artifact-level origin.
This spell's unusually short casting time allows its rapid use when toxic gas is detected.
Notes: Uncommon for abjurers and air mages; otherwise, rare.
Remove Curse/Bestow Curse
4th Level Wizard Spell
(Abjuration) Player's Handbook
Reversible
Range: Touch Components: V, S
Duration: Permanent Casting Time: 4
Area of Effect: Special Saving Throw: Special
Upon casting this spell, the wizard is usually able to remove a curse--whether it is on an object, on a person, or in the form of some undesired sending or evil presence. Note that the remove curse spell cannot affect a cursed shield, weapon, or suit of armor, for example, although it usually enables a person afflicted with a cursed item to be rid of it. Certain special curses may not be countered by this spell, or may be countered only by a caster of a certain level or higher. A caster of 12th level or higher can cure lycanthropy with this spell by casting it on the animal form. The were-creature receives a saving throw vs. spell and, if successful, the spell fails and the wizard must gain a level before attempting the remedy again.
The reverse of the spell is not permanent; the bestow curse lasts one turn for every experience level of the wizard casting the spell. It causes one of the following effects (roll percentile dice):
D100 Roll Result
1-50 Lowers one ability of the subject to 3 (the DM determines which by random selection)
51-75 Worsens the subject's attack rolls and saving throws by -4
76-00 Makes the subject 50% likely per turn to drop whatever it is holding (or simply do nothing, in the case of creatures not using tools)
It is possible for a wizard to devise his own curse, and it should be similar in power to those given (the DM has final say). The subject of a bestow curse
spell must be touched. If the subject is touched, a saving throw is still applicable; if it is successful, the effect is negated. The bestowed curse cannot be dispelled.
Summon Spirit
Schools: Necromancy
Area of Effect: 1 dead human or demihuman
Casting Time: 1 turn
Components: V
Critical:
Duration: 1 round/level
Knockdown: None
Range: 10 yards
Saving Throw: Special
Sensory:
Subtlety: +4
Never Ban Cantrip: False
Reversible: False
Wizard Spell: True
Priest Spell: False
Level: 4
Description:
The wizard can use this spell to raise up the spirit of a dead human or demihuman, which may then answer questions put to it by those present at the summoning. Of course, the questioners must speak the same language as the dead creature.
Extensive preparations are required (see below). Summoning a dead spirit is far from a certain enterprise. The base chance that a spirit will answer the summons is 50% + 1% for each experience level of the wizard casting the spell. The chance also depends on the authority of the caster in the spirit world, the length of time the subject has been dead, and the specific time of the casting (see table).
Regardless of actual penalties or bonuses, the chance of success never drops below 5% or rises above 95%. If the spell fails, the summoning may attract the attention of some other (potentially hostile) spirit or undead creature, either from the netherworld or the general vicinity of the caster. The chances of summoning a malicious undead are 5%, cumulative with every failed attempt by the same caster. The DM may roll on the table for the priest spell, Summon Undead. Note that this spell in no way protects the wizard or those present at the casting from the attacks of inadvertently summoned undead.
If the summoning is successful, the desired spirit slowly rises from the ground before the caster. The spirit's willingness to answer questions will first determine the effectiveness of the spell. If the spirit is a different alignment than the caster or formerly had more Hit Dice than the caster's current level of experience, the shade is allowed a saving throw versus spell to resist the interrogation.
If the spirit is agreeable, it can answer no more than one question for every three levels of the caster. Summoned spirits tend to be evasive and cryptic when questioned by the living. In general, their knowledge is limited to what they knew while alive. A spirit can also be called upon to answer specific questions about the near future, regarding actions undertaken before the next nightfall. Questions and predictions about future events are subject to the same conditions and limitations as the priest spell augury.
This spell may also attract hostile undead (if the summoning fails). The DM might modify this spell so that it always summons a host of spirits (numbering 1-20) who must be individually questioned and placated before the desired shade arrives. The DM might increase the chances of summoning a hostile undead (even if the spell succeeds) to reflect the caster's location and the tone of the campaign. Obviously, calling a beneficial spirit near the burial mound of a wraith may bring both creatures to investigate the unusual summons.
Notes: Restricted to necromancers and witches; uncommon. Optionally, rare for diviners and very rare for others.
Spirit Summoning Modifiers
Modifier Condition
+5% Caster is a necromancer
+5% Caster has spirit lore proficiency
+10% Caster is a member of the Witch kit
None Subject dead for up to 1 week
-5% Subject dead for up to 1 month
-10% Subject dead for up to 1 year
-15% Subject dead for up to 10 years
-20% Subject dead for up to 100 years
-30% Subject dead for up to 1000 years
-50% Subject dead 1000 years+
-25% Spell cast by day
None Spell cast at night
+10% Spell cast at full moon
+25% Cast on a holy day associated with the dead
+10% Ancestor present at summoning
-10% Spirit previously summoned within the same month.
Watchware
Schools: Invocation/Evocation
Mentalism
Artifice
Area of Effect: 1 item
Casting Time: 1 rd.
Components: V, S, M
Critical:
Duration: Special
Knockdown: None
Range: Touch
Saving Throw: None
Sensory:
Subtlety: +6
Never Ban Cantrip: False
Reversible: False
Wizard Spell: True
Priest Spell: False
Level: 4
Description:
The wizard can place a Watchware on any single nonliving, intimate object usually a hook, staff, door, or item of treasure. If that item is disturbed or moved at any later time, the caster is alerted. This alert occurs even if the caster is asleep or unconscious, but not if the caster is turned to stone or otherwise unable to think.
The original caster receives a mental image when the Watchware is activated. This mental image is of the item and all items and creatures within 10 feet of it at the time of activation. The mental image generated by the Watchware hosts only a single round and does not include any sound. The image interrupts concentration and disrupts spellcasting in progress, but does not disturb the caster in any other way.
The Watchware is activated when the item is disturbed for any reason, whether someone touches it, pokes it with a pole, a cat walks on it, or an earthquake knocks it over. The item protected by the Watchware spell radiates a faint aura of magic. If a Dispel Magic is cast upon the Watchware, it activates. The Watchware functions only once, then the spell is spent. A wizard can have as many active Watchwares as he has levels, but in practice most wizards keep only one or two to avoid the hassles of accidental activation.
The material components of this spell are a spider web, a small brass or silver bell, and a shard of glass.
Notes: Very rare spell from the FORGOTTEN REALMS setting. Known to be in The Spell Book of Daimos.
fifth level spells
Animal Growth
5th Level Wizard Spell
(Alteration) Player's Handbook
Reversible
Range: 60 yds. Components: V, S, M
Duration: 1 rd./level Casting Time: 5
Area of Effect: Up to 8 animals Saving Throw: None
in a 20-ft. cube
When this spell is cast, the wizard causes all designated animals, up to a maximum of eight, within a 20-foot-square area to grow to twice their normal size. The effects of this growth are doubled Hit Dice (with improvement in attack rolls) and doubled damage in combat. The spell lasts for one round for each level of experience of the wizard casting the spell. Only natural animals, including giant forms, can be affected by this spell.
The reverse, shrink animal, reduces animal size by half and likewise reduces Hit Dice, attack damage, etc.
The component of both versions of the spell is a pinch of powdered bone.
Deathmaster's Vial
Schools: Necromancy
Area of Effect: 1 or more vials
Casting Time: 5
Components: V, S, M
Critical:
Duration: Special
Knockdown: None
Range: Touch
Saving Throw: None
Sensory:
Subtlety: +4
Never Ban Cantrip: False
Reversible: False
Wizard Spell: True
Priest Spell: False
Level: 5
Description:
This spell activates an evil fluid that has been sealed in specially prepared vial. The activated concoction can be hurled as a grenade-like missile. A direct hit inflicts 2d8+3 points of rotting damage. A miss within 5 feet inflicts 1d4+1 points of rotting damage.
The casting activates 1 vial per 3 levels of the caster, up to a total of 5 vials at 15th level. The vials must be used within 2 hours of exposure to direct sunlight, but will last for 2-20 days if kept in darkness. Exposing the liquid to the air after activation destroys it within a round. The vials radiate evil.
Preparation: The base fluid is made from boiling the remains of a ghoul or ghast for 24 hours and adding various noxious substances worth about 300 gp. This yields enough liquid to fill up to 5 small vials (like those used to carry holy/unholy water).
Fresh Surroundings
Schools: Alteration
Area of Effect: 10-foot radius/level
Casting Time: 2 rds.
Components: V, S, M
Critical:
Duration: 1 turn + 1 turn/level
Knockdown: None
Range: 0
Saving Throw: None
Sensory:
Subtlety: +6
Never Ban Cantrip: False
Reversible: False
Wizard Spell: True
Priest Spell: False
Level: 5
Description:
Sunken vessels and goods fare better in fresh water than in salt, so the mages of the Salvagers' Guild pondered the effects of transforming the water surrounding a sunken wreck from brine to fresh water. Inspired by the workings of a Potion of Sweet Water, they finally created this spell.
The material component of fresh surroundings is a 6-tall cone of dried sea salt. It must be kept in a waterproof bag or coffer. While the words of the spell are intoned, the cone must be exposed to the water. As time passes, the cone grows higher and higher, absorbing the salt of the surrounding water.
For the duration of the spell, the waters in the area of effect are turned to fresh water. Corrosion of submerged goods also halts, allowing better recovery. Nearly all ocean creatures (including hostile races like the sahuagin) cannot survive in fresh water and instinctively refuse to enter the area of effect of a Fresh Surroundings. Fish and other salt water organisms already present begin to die off and try to flee the area as quickly as possible. The guild discovered that this spell could quickly kill sea worms infesting any wreck. This spell has also been used to drive away vicious creatures, but because the cone of salt cannot be moved once the spell has been cast, its area of effect is limited.
Motion
Schools: Alteration
Artifice
Area of Effect: 1 object
Casting Time: 5
Components: V, S
Critical:
Duration: 1 turn/level
Knockdown: None
Range: Touch
Saving Throw: None
Sensory:
Subtlety: +3
Never Ban Cantrip: False
Reversible: False
Wizard Spell: True
Priest Spell: False
Level: 5
Description:
This spell confers a magical motive force on an object touched by the wizard. The object must be designed to move in some way--for example, a wagon would roll on its wheels without the benefit of a horse to pull it; a boat or raft would move over water; a winch, capstan, water wheel, or millstone could be made to turn by itself; or a door or gate could open or shut by itself.
The motion can be started and stopped by command words specified by the wizard during the casting. The potential for motion on command exists for the duration of the spell.
The rate of motion is about the same as the object's normal operating speed (for example, up to 12 for a wagon, 18 for a chariot, etc.), and the wizard can vary speed or direction of motion within this normal range at will. The force of the motion is proportional to the size of the object affected, so a wizard might win a tug of war with a team of large draft horses if he has a large, sturdy cart to work with. This spell is useful for creating unusual machines and devices for a wizard's laboratory.
If the object's motion is interfered with by a greater force than it can counter (a giant grabs a magically powered water wheel and tries to stop it), the object resumes its ordered motion when the obstruction is cleared.
Shield Of Winds
Schools: Invocation/Evocation
Area of Effect: 30'x30'vert. barrier, 2' thick
Casting Time: 5
Components: V, S
Critical:
Duration: 1 round/level
Knockdown: None
Range: 10 yards/level
Saving Throw: None
Sensory:
Subtlety: +3
Never Ban Cantrip: False
Reversible: False
Wizard Spell: True
Priest Spell: False
Level: 5
Description:
This spell creates a windy barrier that can be felt but not seen. The spell summons up breezes, draws them into thin "threads," then weaves them into a tapestry of chaotic, whistling gusts. The result is a wall that is nearly impenetrable. No herd of beasts can batter through it; no titan can break it apart. Once created, the shield cannot be moved.
Magical and nonmagical creatures cannot penetrate the shield of winds. Nor can nonmagical weapons. Gas clouds and whirlwinds are stopped, too, whether magical or natural in origin. Movable objects made of force cannot pass through, nor can prismatic spell effects and the like.
Some assaults do penetrate the shield, however. Purely magical weapons can pass through, provided they have no solid, tangible form. For example, Magic Missiles can penetrate the wall, but an existing arrow enchanted with the flame arrow spell, or a spear +2, cannot. The following can also penetrate the wall: divination spells, magics such as charm, illusion spells such as phantasmal force, energy attacks, as well as sound and sound-based attacks.
Dispel Magic can bring the wall down, while an Antimagic Shell temporarily negates that part of the wall in its area. The caster himself can destroy it instantly at will. He doesn't have to concentrate upon the wall to maintain it. In fact, the caster can die, leave the area, or undertake other spellcasting without affecting the shield in the slightest.
A Shield of Winds has no material component other than sufficient air to create the wall. The spell can't function underwater or in other places with a paucity of air.
Notes: Common for spellcasters from an Arabian setting; otherwise, very rare.
sixth level wizard spells
Greater Sign of Sealing
(Abjuration, Geometry)
Range: 0 Components: S, M
Duration: Permanent Casting Time: 1 turn
Area of Effect: Special Saving Throw: Special
Subtlety: +5 Knockdown: Special
Sensory: Medium visual Critical: Special
A more potent form of the lesser sign of sealing, this spell allows the caster to guard an item or portal and prevent all other creatures from opening or passing through the sealed item or surface. The greater sign has several effects; first of all, it affects a doorway or item that opens (a chest, for instance) as a wizard lock spell. If placed in an open corridor or archway to prevent passage, the greater sign creates a magical barrier that repels all who try to pass.
Second, the greater sign greatly strengthens the physical structure of any door or item it is placed upon, granting a +6 bonus on any item saving throws and allowing the item or door to ignore 1 point of damage per caster level from any attack. For example, a greater sign cast by a 12th-level wizard would reduce the damage of any blow or spell by 12 points, so a fighter armed with a broad sword (maximum damage of 8 points) could never hack through a door protected by the sign.
Finally, if the protected doorway or item is forced open or destroyed by any means, the sign itself is not only destroyed, but also releases a spell upon the offending creature. The spell held by the sign is cast into the ward when the greater sign is created, and any spell the caster has memorized may be used in this way, from a fireball or shocking grasp to a very nasty wish or polymorph. The range of the sign's retributive spell is 10 yards per caster level, so it is possible to destroy the warding from a safe distance.
The sign is displayed in plain sight, and most wizards will recognize it for what it is. The caster cannot specify particular creatures or conditions for the sign's operation; it functions against any creature that attempts to pass it, although the wizard can freely pass through his own sign without activating it. The greater sign can be removed by the caster, thus ending the spell, or it can be defeated by a limited wish or wish spell cast by a wizard of equal or higher level than the original caster; it cannot be dispelled.
The material component for a greater sign is a powdered diamond worth at least 1,000 gold pieces.
Jonstal's Improved Double Wizardry
Schools: Alteration
Area of Effect: 1 creature
Casting Time: 1
Components: V
Critical:
Duration: 1 round/level
Knockdown: None
Range: 0
Saving Throw: None
Sensory:
Subtlety: +1
Never Ban Cantrip: False
Reversible: False
Wizard Spell: True
Priest Spell: False
Level: 6
Description:
This powerful magic enables a caster to unleash two specific spells at once by uttering one word. Both spells take effect in the same round on the caster (or both on a recipient being), and function normally, except that their durations become 1 round per level of the caster. The caster must have memorized the two spells beforehand. They are not lost from memory until the Improved Double Wizardry is employed. If either magic is cast by itself, the Improved Double Wizardry vanishes with it.
Material components for the two spells are consumed when this spell is uttered, and must be on the caster's person (but need not be revealed or handled by the caster) or the Improved Double Wizardry will not take effect. Only the caster can unleash the spell. The only two spells that can be paired by use of a Jonstal's Improved Double Wizardry are Fly and Nondetection. Despite years of research, the archmage Jonstal has managed to master only one other pair of "combination" spells (see Jonstal's Double Wizardry). No known being short of the Faerfinian lesser divine power Azuth can freely cast any two spells in the same round.
Notes: Very rare in the FORGOTTEN REALMS setting (confirmed users are the Seven Sisters, the Chosen, and Jonstal); virtually unknown elsewhere.
Shatterbone
Schools: Necromancy
Area of Effect: 20' wide x 30' long beam
Casting Time: 6
Components: V, S, M
Critical:
Duration: Instantaneous
Knockdown: None
Range: 0
Saving Throw: None
Sensory:
Subtlety: +4
Never Ban Cantrip: False
Reversible: False
Wizard Spell: True
Priest Spell: False
Level: 6
Description:
This spell brings into being a stationary beam lancing out from the caster's body in a direction (and angle, from vertical to horizontal) chosen by the caster. The beam is visible as a shimmering gray area. All undead creatures touched or enveloped in this beam who are least partially corporeal (solid) suffer 4d4 points of damage. Skeletons destroyed in this way burst into motes of dust rather than collapsing into bones that can be salvaged.
The material component of a Shatterbone spell is a mineral crystal, cut gemstone, or a faceted "gem" made of glass through which the bright midday rays of the sun have shone.
Tower Of Mental Resistance
Schools: Abjuration
Mentalism
Area of Effect: 3-foot radius
Casting Time: 1 turn
Components: V, S
Critical:
Duration: Special
Knockdown: None
Range: 0
Saving Throw: None
Sensory:
Subtlety: +5
Never Ban Cantrip: False
Reversible: False
Wizard Spell: True
Priest Spell: False
Level: 6
Description:
This spell wards the caster's mind against mental attack, creating a barrier much like the psionic defense mode, tower of iron will. A creature attacking psionically must breach the tower before its telepathic attacks can affect the protected wizard. The tower also protects anyone standing within three feet of the protected wizard.
The Tower of Mental Resistance is empowered with 1d4 psionic strength points (PSPs) per caster level, to a maximum of 20d4. These points are not expended until the wizard is psionically attacked. The Tower of Mental Resistance remains in force until its strength is exhausted, to a maximum of 24 hours. Casting another such spell restores a partially depleted tower to full strength (reroll PSPs), and extends the maximum duration to 24 hours from the time of the casting.
When the wizard is attacked psionically, the Tower of Mental Resistance instantly becomes active (attempting any telepathic science or devotion against the wizard counts as an attack). Each round that the wizard is attacked, the tower expends 6 PSPs. When the tower runs out of PSPs, the protection fails. The caster can end the spell at any time by an act of will. Any psionic powers the caster may have are rendered unusable as long as the tower of mental resistance remains in effect.
Notes: Very rare spell.
Vampire Dagger
Schools: Necromancy
Area of Effect: 1 dagger
Casting Time: 6
Components: V, S, M
Critical:
Duration: 1 round/level
Knockdown: None
Range: 0
Saving Throw: Neg.
Sensory:
Subtlety: +4
Never Ban Cantrip: False
Reversible: False
Wizard Spell: True
Priest Spell: False
Level: 6
Description:
By casting this spell on a specially prepared nonmagical dagger, the wizard is able to drain hit points from other creatures and bestow those hit points on himself.
The wizard must attack the creature normally with the dagger. If the hit is successful, the creature takes normal damage from the dagger, and must make a saving throw versus death magic. Failure means the creature takes one additional point of damage for every two levels of the caster, which the wizard gains as curative hit points. The wizard cannot gain hit points above his normal hit point total; extra hit points are lost. Also, the wizard cannot gain more hit points than the creature struck has remaining after taking damage from the dagger blow itself.
This spell is ineffective against creatures that can be harmed only by magical weapons and creatures that have no blood. Further, if the dagger strikes an undead creature, the wizard must save versus death magic or die himself, the undead only takes damage from the dagger.
The spell requires a special dagger that has a channel inside it running from the tip through to the handle. The dagger must be forged from an alloy of silver and steel that has been mixed with the crushed bone of a vampire. The minimum cost of such a dagger is 2,000 gp. Blood from the dagger's wound must travel through the channel and touch the bare flesh of the wizard's hand for the hit points to be transferred. The effects of this spell do not protect the caster from any unusual effects of the victim's blood.
The other material component of this spell is the claw of a vampire, which disappears after the spell is cast.
Notes: Very rare spell. (Updated from DRAGON magazine.)
Watchware, 30' Radius
Schools: Invocation/Evocation
Mentalism
Artifice
Area of Effect: 30-foot radius
Casting Time: 1 rd.
Components: V, S, M
Critical:
Duration: Special
Knockdown: None
Range: Touch
Saving Throw: None
Sensory:
Subtlety: +6
Never Ban Cantrip: False
Reversible: False
Wizard Spell: True
Priest Spell: False
Level: 6
Description:
The wizard can place this improved version of the Watchware spell on any fixed location chosen by the caster. If that area is entered or disturbed at a later time, the caster is alerted. This alert occurs even if the caster is asleep or unconscious, but not if the caster is turned to stone or otherwise unable to think.
The original caster will receive a mental impression when the Watchware is activated. This mental image gives some hint of the nature of the disturbance within it at the time of activation. The impression lasts only a single round and does not include any sound. It interrupts concentration and disrupts spellcasting in progress, but does not disturb the wizard in any other way.
The ward is activated when the area is disturbed for any reason, whether someone enters the sphere, pokes into it with a pole, a cat walks on it, or an earthquake shakes it. The area protected by the Watchware, 30-ft. Radius radiates a faint aura of magic. If a Dispel Magic is cast upon the Watchware, it will activate. The Watchware functions only once, then the spell is spent. A wizard can have as many active Watchwares of all types as he has levels, but in practice most keep only one or two to avoid the hassles of accidental activation.
The material components of this spell are a spider web, a small brass or silver bell, and powdered glass, which is sprinkled in a circle about the caster.
Notes: Very rare spell from the FORGOTTEN REALMS setting.
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