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- 1 - Mage Spells Contents Level 0 Boil Water Buggery Compass Count Fart Firefinger Impersonation Invisible Scribe Jamye’s Appearing Ink Mini Missile Narek’s Shears Narin’s Mask Notice Pitch Protection from Sun Remove Sanh’s Harmless Ray of Light Scratch Shoo Silvadel’s Magic Feather Slap Sobriety Sort Sparks Stepping Stones Stone Taster’s Choice Tune Tweak Umbrella Vision Level 1 Ahrvar’s Forgery Alpha’s Acid Stream Alpha’s Electric Arc Alpha’s Hunting Hound Alpha’s Sparkle Beam Alpha’s Starlight Alpha’s Wall of Darkness Animal Animate Mist Association Awaken Azalldam’s Fabricated Bridge Baazblade Buoyancy Cat Spirit Clean Coloration Comeliness Detect Poisoning Diminutive Darkness Drowse Electric Blades Fellstar’s Flame Finger Find Water Flash Flu Fool’s Spell Freeze Frost Touch Glow Guilda’s Treacherous Tripwire Hallucinatory Steps History Death Armour Death’s Dark Grasp Detect Chaos Detect Dragonkind Detect Illusion Detect Magic II Detect Phase Detect Spirit Disease Dispel Silence Disposal Draconiangliding Dream Control Dreamoore’s Explosive Missile Dreamoore’s War Disk Duck Dumbness Dust Warriors Elemental Burst Excite Fire Expose Magic Exterminate Fellstar’s Flamehand Fiery Eyes Fog Phantom Fossilize Frostfire Garithrall’s Hideous Leech Gold to Gems Guilda’s Sneakabout Light Hair Growth Hand of Ithiqua Heat Feed Horizontal Rope Trick Hydrate Imitation Improved Find Familiar Inaudibility Incinerate Kestrel’s Voice of the Bat Last Experience Lightservant Magic Eye Magic Mike’s Projection Malta’s Pattern Creation Malta’s Pattern Image Mangar’s Bloodfire Memorize Song Mimicry Noise Filter Noska Trade’s Blackfire Paldeggeron’s Accurate Arrow Petition Photocopy Plane Source Pobithakor’s Pacifier Pointdexter’s Dex Points Power Bolt Power Word, Awaken Protection from Enchantment Refresh Resist Paralysis Restore Reveal Owner Runetrue Sanh’s Improved Ray of Light Sarius’ Golden Squares of Protection Secret Light Secret Torch Seduction Sexify Sexual Imagination Shadow Bolt I Shadow Bolt II Shield II Shocksphere Mage Spells Contents Human Torch Inaudibility Influence Other Insolence Invisibility to Draconians Jamye’s Melodramatic Music Kazago’s Lock Pick Last Image Lesser Invisible Object Little Death Mental Notepad Minor Annoyance Minor Mimicry Murder Weapon Orko’s Initial Marker Painting Personal Magnetism Pilpin’s Mapper Pilpin’s Prompt Protection from Chaos Protection from Rain Quanta’s Target Bow Sand Skin Sand Spray Sangfroid Sanh’s Ray of Light Sara’s Searing Skean Shadows Sharpen Sigil Skeleton Skulkskin Snapshot Spirit Command Starshine Static Charge Swim Time of Death Tree Swipe Tricks Urlic’s Unwholesome Meal Waterproof Wimbly’s Wonderful Web Wither Wizard Glue Level 2 Acid Water Aerate Ahrvar’s Instant Offensiveness Ahshay’s Mystic Mutable Aura Alpha’s Moonlight Alpha’s Rainbow Beam Alpha’s Spark Shower Alpha’s Star Gaze Alpha’s Starblades Ambient Light Annoyance Anvil Fall Azalldam’s Fabricated Boat Bigby’s Tickling Fingers Byen’s Arrow Carrion’s Foul Stench Cause of Death Chameleon Charm of Healing Cheffield’s Major Feast Circle of Power Claws Cloud Walk Coin Toss Continual Sparks Dancing Fire Light

Mage Spells Contents - GERSTMAIR · Detect Phase Detect Spirit Disease Dispel Silence ... Wound Closure Zhaida’s Instant ... Mage Spells Contents - 3 - Sleepcloud Song of Fear

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Page 1: Mage Spells Contents - GERSTMAIR · Detect Phase Detect Spirit Disease Dispel Silence ... Wound Closure Zhaida’s Instant ... Mage Spells Contents - 3 - Sleepcloud Song of Fear

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Mage Spells Contents

Level 0

Boil WaterBuggeryCompassCountFartFirefingerImpersonationInvisible ScribeJamye’s Appearing InkMini MissileNarek’s ShearsNarin’s MaskNoticePitchProtection from SunRemoveSanh’s Harmless Ray of LightScratchShooSilvadel’s Magic FeatherSlapSobrietySortSparksStepping StonesStoneTaster’s ChoiceTuneTweakUmbrellaVision

Level 1

Ahrvar’s ForgeryAlpha’s Acid StreamAlpha’s Electric ArcAlpha’s Hunting HoundAlpha’s Sparkle BeamAlpha’s StarlightAlpha’s Wall of DarknessAnimalAnimate MistAssociationAwakenAzalldam’s Fabricated BridgeBaazbladeBuoyancyCat SpiritCleanColorationComelinessDetect PoisoningDiminutive DarknessDrowseElectric BladesFellstar’s Flame FingerFind WaterFlashFluFool’s SpellFreezeFrost TouchGlowGuilda’s Treacherous TripwireHallucinatory StepsHistory

Death ArmourDeath’s Dark GraspDetect ChaosDetect DragonkindDetect IllusionDetect Magic IIDetect PhaseDetect SpiritDiseaseDispel SilenceDisposalDraconianglidingDream ControlDreamoore’s Explosive MissileDreamoore’s War DiskDuckDumbnessDust WarriorsElemental BurstExcite FireExpose MagicExterminateFellstar’s FlamehandFiery EyesFog PhantomFossilizeFrostfireGarithrall’s Hideous LeechGold to GemsGuilda’s Sneakabout LightHair GrowthHand of IthiquaHeat FeedHorizontal Rope TrickHydrateImitationImproved Find FamiliarInaudibilityIncinerateKestrel’s Voice of the BatLast ExperienceLightservantMagic EyeMagic Mike’s ProjectionMalta’s Pattern CreationMalta’s Pattern ImageMangar’s BloodfireMemorize SongMimicryNoise FilterNoska Trade’s BlackfirePaldeggeron’s Accurate ArrowPetitionPhotocopyPlane SourcePobithakor’s PacifierPointdexter’s Dex PointsPower BoltPower Word, AwakenProtection from EnchantmentRefreshResist ParalysisRestoreReveal OwnerRunetrueSanh’s Improved Ray of LightSarius’ Golden Squares of ProtectionSecret LightSecret TorchSeductionSexifySexual ImaginationShadow Bolt IShadow Bolt IIShield IIShocksphere

Mage Spells Contents

Human TorchInaudibilityInfluence OtherInsolenceInvisibility to DraconiansJamye’s Melodramatic MusicKazago’s Lock PickLast ImageLesser Invisible ObjectLittle DeathMental NotepadMinor AnnoyanceMinor MimicryMurder WeaponOrko’s Initial MarkerPaintingPersonal MagnetismPilpin’s MapperPilpin’s PromptProtection from ChaosProtection from RainQuanta’s Target BowSand SkinSand SpraySangfroidSanh’s Ray of LightSara’s Searing SkeanShadowsSharpenSigilSkeletonSkulkskinSnapshotSpirit CommandStarshineStatic ChargeSwimTime of DeathTree SwipeTricksUrlic’s Unwholesome MealWaterproofWimbly’s Wonderful WebWitherWizard Glue

Level 2

Acid WaterAerateAhrvar’s Instant OffensivenessAhshay’s Mystic Mutable AuraAlpha’s MoonlightAlpha’s Rainbow BeamAlpha’s Spark ShowerAlpha’s Star GazeAlpha’s StarbladesAmbient LightAnnoyanceAnvil FallAzalldam’s Fabricated BoatBigby’s Tickling FingersByen’s ArrowCarrion’s Foul StenchCause of DeathChameleonCharm of HealingCheffield’s Major FeastCircle of PowerClawsCloud WalkCoin TossContinual SparksDancing Fire Light

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SilhouetteSillvatar’s Silver LiningSlowspellSonic BarrierSonoric’s LodestoneSound BitSpelltouchSpider Climb IISpitfireStealth MissileStrengthenSummon UndeadTalking MistTranscribe SongTread of the CorpseTrosli’s Spontaneous DefenestrationVanquil’s TentVeschiul’s ShadowboltVeschiul’s ShadowcurseWarstoneWeave KnotsWingsWound ClosureZhaida’s Instant Stoneskin RemoverZombie

Level 3

Albino Fruit FliesAlpha’s CometAlpha’s DarklightAlpha‘s Flames of the FaltineAlpha’s Heat LightningAlpha’s Ice BoltAlpha’s Images of IkonnAlpha’s LightwallAlpha’s Lucent LanceAlpha’s Night of the LeonidsAlpha’s Rolling ThunderAlpha’s SilverlightAlpha’s StarfireApparitionAstral WallAzalldam’s WatersprayBilador’s SpellshapeBleedBrainsChannel ItemCharm UndeadChimeConceal MagicControl Normal FiresCurse WeaponDetect CharmDetect TeleportDheryth’s TomeloreDispelDisrobeDistractDreamoore’s Eldritch SphereDwindleEldarr’s Spell ConversionEnhance IllusionExploding CoinsFellstar’s Flaming VortexForget SpellFree ActionGaseous FormGo-BehindGopherGrasping Hands of HorrorHangHold SpiritHypnosisImproved Armour

Improved Know AlignmentIntelligent MistJam RadioJamye’s Prismatic SnowballKallum’s Cold FrostKevin’s Holy RainKiri’s Guardian SigilKuglan’s Key WardenLeapMagic Missile IIMajor AnnoyanceMalta’s Pattern TransportMarty’s Magic BowMerkridan’s MisplayalMirror EscapeMolten GroundNecromantic BoltNoska Trade’s Ghoul ArrowOpen BookOrko’s LubricityPander’s Improved IdentifyPilpin’s Infatuating GreedPobithakor’s TracerProficiencyProtection from Chaos, 10 Foot RadiusRathe’s TriggerReconstructResist ParalysisRhuva’s SpellscanSanh’s Laser BoltSanh’s Slippery SurfaceSarius’ Golden Circles of ProtectionSelective DefilingShadow BridgeShadow StaveShup UpSnowballSonoric’s Magic TrackerSonoric’s TranceSoul SafeSpirit CallStren’s Improved Floating DiskStength of the DamnedSuggest IllusionTelepathic FamiliarTenser’s Deadly StrikeTimejump

Vanquil’s Immunity to PainVanquil’s SnowballView PastWarboulderWimbly’s Enwrapment

Level 4

Acid BoltsAcid SprayAdvanced Magic MouthAlcoreax’s IcetrailAlpha’s Acid RainstormAlpha’s Acid ResistanceAlpha’s Ball LightningAlpha’s Chill of the VoidAlpha’s Elemental FormAlpha’s FirefallAlpha’s Flames of FalrothAlpha’s Hunting PackAlpha’s Rainbow BlastAlpha’s Ray of ParalysisAlpha’s ShadowfireAlpha’s Sheet LightiningAtom BlastAttacking MistBand of Ice

Bergil’s Fire BoltBranit’s Backstabbing SurpriseBroomChaos VisionCheffield’s Kingly FeastCircle of ProtectionContinual AmbienceDamian’s Insulated EnvelopeDeaden SensesDeadly StrikeDeadthoughtDeja VuDelusionDetect SpellcastingDheryth’s MonomorphDisguiseDisplacementDragonstrengthDreamoore’s Eldritch ShieldDreamoore’s Warding ShieldDust DevilEldarr’s FlameshroudEldarr’s ShockshroudElemental Geyser-SpellsEnemy BlinkFellstar’s Flaming WaterFog WarriorForce BoltGlamden’s MixerHand of TimeHistoryHydro ShieldIllumineImproved Charm PersonImproved Magic MouthIndependent Spectral HandInertiaJadwin’s Concentration ConspiracyJadwin’s Item ExchangeJamye’s Greased PigJamye’s Headless Flying Roasted PigJamye’s Morning AfterJibril’s Anti-Magic ShieldJustin’s Mental MapKiri’s ContainerKiri’s Energy FieldKiri’s Smarter ServantKiri’s Toy SoldiersKnots and BindsMimicMissile Multiplication IMystyk’s BacklashNecromantic RunesNegative BoltNoska Trade’s Endoplasmatic QuagmirePander’s Whirlwind TravelPobithakor’s AlarmProtection from DominationOrko’s Gaseous FormOrko’s GeyserPainParanoiaPeace and QuietPilpin’s BandPilpin’s Fire CarpetRathe’s Mage LockResist AcidReverseRhuva’s Counter-ScryRhuva’s TrackerRune ISarius’ Golden Triangles of ProtectionSarius’ Mage WardShadow WallSillvatar’s Dragon WingsSleep II

Mage Spells Contents

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SleepcloudSong of FearSonoric’s Animal AwarenessSonoric’s Fly on the WallSonoric’s Spying MinionsSpell TellSpirit SkillSpiritual TriangleStar ShieldSteal SkillStingStone BridgeSuppress Magic ResistanceTeleport TraceThe Nimbleton HoldThorgon’s Faithful SteedTime WarpTsugua’s Uncontrollable HiccupsTurn Acid to WaterUldark’s Conjured FireballUldark’s Conjured Frost BoltUnderstandingVander’s LibrarianVandergast’s ForcetrapVanquil’s BackbiterVanquil’s Cellular RegenerationVanquil’s IceballVanquil’s LightshedVanquil’s Milling CrowdView PastWax ImpressionsWind Blast

Level 5

5-Mile CarrierAbsorb Level DrainAlpha’s Aurora BorealisAlpha’s BalefireAlpha’s Blue BlazeAlpha’s Incantation of Elemental DominationAlpha’s LightningarmourAlpha’s Moons of MunnopoorAlpha’s Saint Elmos’ FireAlpha’s Shooting StarsAlpha’s Spectral HoundAlpha’s Star-Powered MageryAlpha’s StarshieldAlpha’s Wizard LightAnti-Anti-Magic ShellAuralon’s Deflective PlatesAzura’s Death ShadowAzura’s Soul WhipBigby’s StrangulationBlizzardBone SplinterCantrip PermanencyChaos MagicChelymber’s Improved Non-DetectionContinual FlyContinual InvisibiltyContinual Secret LightDetect SpellDheryth’s Stone IntegrityDoubled Magic MissileDragonstrengthDreamoore’s Greater Eldritch SphereDreamoore’s SpellbladeDwarf GolemElemental SquareEyerayFellstar’s Flame ConeFire CharmForce Shield

ForcewhipFreamoore’s SpellbladeGreenfireHigh-Energy Lightning BoltImproved FireballJamye’s Armour ReversalKalessin’s Long ArmKestrel’s Skill EraserKiri’s Excellent SkillKiri’s Mystical Coat of ArmourKiri’s Mystical ScreenLightning CurtainLycanthropyMagic MistMaster of ArmsMatthias’ Rainbow DoomMeillikhom’s Room of SeclusionMental LedgerMissile Multiplication IIMordenkainen’s Involuntary WizardryNegate Magic ResistanceNightmareNoska Trade’s Bizarre InseminationOuija BoardPentagramPhantasmal Force IPilpin’s Enhanced AlarmPilpin’s InsanityPilpin’s PowerPobithakor’s ProtectionRathe’s Contigency TriggerRhuva’s Wizard StomperSanh’s SunraySarius’ Ethereal TransferSarius’ Golden Stars of ProtectionSex ChangeSillvatar’s Dragon ClawSillvatar’s FlamestaffSillvatar’s ShockingstaffSonoric’s Illusionary ObserverSonoric’s Superior MinionsSpell TurningSummon WarriorSuperior SleepTaint AlignmentTimespeedTravel CancellationTryton’s ArmourTryton’s Death GripVanquil’s Drifting BlizzardVanquil’s Freeze RayWiley’s DoorWiley’s TeleportWolldin’s BackstabberWonderlight

Level 6

Acid RainAlpha’s FirefountainAlpha’s Rainbow WarriorAlpha’s Starlight CitadelAlter OccurrenceAzura’s Black ScytheBlock TeleportBonebindCelestarion’s Barrier of BlackwhiteContingent Polymorph OtherCopyrightCoradon’s Cataclysmic CorinaryCreate GhastDetect IndividualDheryth’s Energy CloakDheryth’s Energy Globe

Dheryth’s Energy LanceDheryth’s Energy NetDheryth’s Spell SupportDiamondbladeDitan’s DemolitionDitan’s Portable QuartersDragon’s BreathDreamoore’s Blade SummoningDreamoore’s Eldritch DecagonDreamoore’s Missile TempestDreamoore’s Viper LanceEldarr’s Improved Spell ConversionEnergy FieldFeeblebodyFellstar’s Flame ArcFellstar’s Flame DomeFlashburnGiant StrengthGlamden’s Acid FireGlamden’s Gas JetGlobe of ForceImproved Wiley’s DoorJadwin’s Free ThoughtsJadwin’s Illusion EnhancerJustin’s SkimmerKalessin’s Spell LoadLestat’s LitebladeLich’s PalmLightning CloakLorth’s StasisMage LockMasol’s Light BlastMass TeleportMicah’s ShieldMinor Accursed RiteMinor PoltergeistMoloranis’ Marvelous MapMystyk’s Improved BacklashNoska Trade’s Immortal MountOrko’s Acid ConeOrko’s DragonfirePilpin’s EtherealnessPilpin’s Liqid FirePrismatic RayProgrammable Dispel MagicProjectileProjection SpellQuintessa’s Slaying SpearRainbow WarriorRape TrickRebel’s FlyReplayRetroactive Dispel MagicRune IISarius’ Frost Giant ManifestationSarius’ Platinum PlatformSertain’s Certain SlayingSillvatar’s Surgical StrikeSpellinkStaff of Light/DarknessTeleport TrapTeleport via FireTeleportalVandergast’s Armoured ForcetrapWimpWizard WatchX-Ray VisionZhaida’s Improved Identifier

Level 7

BloodstarsChaos EnvironmentCreate Mummy

Mage Spells Contents

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Create UndeadDeflect Magic Weapon AttacksElectrosphereEnergy ShieldEtherealnessEye of the BeholderFeather Fall FieldFellstar’s Flame FogJadwin’s Deceiving ForgeryJamye’s Flesh to ToastJamye’s Improved Armour ReversalLestat’s LegionLestat’s LieutenantLlewllynn’s Wall of ForceLuckMeral’s Minor BangMind FindNearthia’s Combat SpellNearthia’s Spell VortexNoska Trade’s Feign DustOrko’s LaserPhantasmal Force IIPilpin’s AcidballPilpin’s Alignment CharmPilpin’s MassmorphPilpin’s Ravaging Spheres of FirePobithakor’s PlacerPrevention of Transmutation From Rock to MudRead MindRetrieveSarius’ Fire Giant ManifestationSarius’ Temporal Demi-PlaneSever ShadowSharpnessSillvatar’s Dragon BiteStashSummon WizardTharo’s Temporal StudyUldark’s Radiant BoltValcon’s Spectral ArmyWind TunnelWolldin’s FearstalkerZandare’s Twist

Level 8

Annihilate MatterCelestarion’s WardingCaligula’s Vitality DrainChannelingDeathshroudDemonstarDheryth’s Sanctum SanctorumDitan’s Everdeep PocketElemental GateFellstar’s Flame JetImproved Mirror ImageJamye’s Spell ReversalLife LeechLightning StormLong-Range CarrierLorth’s SendingMajor Globe of InvulnerabilityMasol’s Spell of Item TransferalMystyk’s HalflifeMystyk’s Major BacklashMystyk’s Plane SurvivalNoska Trade’s Mass ContagionOsko’s Elemental TriadsOrko’s Petrifying GazeOrko’s Spell ExtensionPhantasmal Force IIIPhase ConjugationPilpin’s Black DeathPilpin’s Ephemeral Wand

Power LinkRememberRepairRune IIISarius’ Ethereal GatewaySeizureSheathShout - Word of SoundSillvatar’s Dragon ArmourSmoke CageSonic BlastStargateStone ProtectionStonemorph SurvivalSummon WraithsTeleport BlockTeleport WarpTonal AttackTwinVandergast’s Vacuous Void

Level 9

Alamanther’s ReturnBone ShatterCantor’s Closed CottageCelestarion’s Total BlastCoradon’s ConflagarationDamians MindswapDing Shu’s Draconian HolocaustDing Shu’s Marvelous ChopsticksDitan’s Portable DwellingEldarr’s Major Spell ConversionExpanded AwarenessFellstar’s Flame SheetFenzill’s Phantasmal FingersFire GemGenocideGreater DisintegrationKiri’s PossessionLazatar’s SpellstopperLazzaro’s Murderous SwordLichdomLorth’s TranslocationMagic SwarmMental LibraryMezzalldam’s Choking FistMezzalldam’s Lightning SwarmMystyk’s Mystical MissileOrko’s AbsorptionOrko’s Dimensional TravelOrko’s Mnemonic EnhancerPilpin’s Dark WallPilpin’s NightmarePilpin’s Soul ExchangePower Word, VapourisationRalor’s Bolt of Dragon SlayingRune IVSarius’ Endosmotic Zone of MagicSillvatar’s Dragon BreathSillvatar’s Superior SummoningSphere of AnnihilationStaff of SmitingSunballSymmetryTelnorne’s Force LayerTempestconeUldark’s Ultimate Summoning

Level 10

ConduitLearn Language

Mass DeathNoska Trade’s Selective Death SpellOrko’s Time TravelRune VVorpal BladeYouth

Priest Spells Contents

Level 1

Animal/Bird CallAnimal EnmityAnimal TracksCoalstoneComprehend LanguagesConjured WeaponCreate EarthDetect EnemyDetect LifeDieme’s Forcing HandDispel FatigueFaithfulnessFlame TongueGnat SwarmGitGnat SwarmGrowGuardian WatchItchQuick StepRequest AnimalRock-JumpSeedlingSense DirectionSharpleafStrikingTrackerTranceTripWater to Wine

Level 2

Bat SenseBattle CryCommand IICure Moderate WoundsDetect Invisibility 15' RadiusDetect PhaseDetect StyleDieme’s Forceful HandDispelEfembe’s Spitting ImageEmpathyFlame/Frost BladeHeliot’s Healing SleepImproved Detect GoodInaudibilityMystic BoltNauseaPlanar VisionProtection from Charm, 10' RadiusResist Eye ContactResist ParalysisSethron’s Fearful BrayingSpecialisationSpread HealingStone MessageStopStrength of the AvengerSummon Swarm

Priest Spells Contents

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TrackingUnentangleWeaknessWild Deer Speed

Level 3

Air ColumnAir LanceAnimate WoodAura of NatureBerserkerChameleonChime of OpeningCure Medium WoundsCurse IDhalkuir’s Diametric AbjurationEtherealnessHeatImproved Charm PersonLight StepLion’s ClawMiscountOxen StrengthPreserveProtection from ConstrictionProtection from LycanthropesProtection from PetrificationProtection from Undead, 3 m RadiusOathRemove ScarRootSelective EntangleStatusStone SeedsTrue Speak

Level 4

AdaptationAwakeBeppie’s Happy HourCure Serious WoundsDetect CurseDouble SpecialisationFearlessnessFish CommandEtherealnessHallucinatory PlainLathander’s Mourning GlowLightning StrikeMeandering PathMoonlightNeutralize GasOffensive SummoningPacifyPossess AnimalProtectionProtection from Elementals, 3 m RadiusRemove ScarsReptile CommandRevive PlantSanctum SigilSong of CourageSpirit TrackerSpiritual TriangleVarmooseWings of God

Level 5

Animal Merge

Avian CommandCure Critical WoundsCure InsanityDariod’s Vestigial VineDivinae Attributes of the AvengerEntreatyGodrageHidden ChampionImproved ForgetImproved Lion’s ClawKarmaKiss of DeathLightning StrikeMammal CommandOstraciseQuench FlameRaise EnergyRevisitationScramStonewoodVindicator’s QuestViper’s BiteWarp Metal

Level 6

Adaption, 3 m RadiusConjure Air ElementalDedi’s Invisible Poison SwampHoldImproved Animate DeadMass CureMental GruntMonster MergePass via WaterPolymorph into TreeProtection from UndeadSacrificeSpontaneous CombustionWord of Passage

Level 7

AvatarAwaken ForestBlack Storm of VengeanceConjure Water ElementalDeath WailDeath WarriorDivine Visage of the AvengerHammer of RetributionHenley’s Digit of DisruptionLifeforceOathbreakerRaise EnergyRazorwindStop the SunTreegrowth

Priest Spells Contents

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Cantrips

Boil Water (Evocation)

Range: 0.3 mComponents: V, SDuration: PermanentCasting Time: 1 roundArea of Effect: One containerSaving Throw: None

With this cantrip, the wizard can heat thewater (or water-based liquid) in a container ofup to a quart to boiling. The wizard must con-centrate on the container during the entirecasting. The cantrip is used mainly by herbal-ists, who use it to create poultrices anddraughts quickly.❊

Buggery (Conjuration/Summoning,Illusion/Phantasm)

Range: 9 mComponents: V, SDuration: InstantaneousCasting Time: 1Area of Effect: SpecialSaving Throw: Negates

The wizard creates a number of small bugsequal to his level. In the illusionist’s case, thesebugs are only illusionary, but with the conjurer,they are real. If they are made to appear withinthe pockets (or open orifice) of an individual,a save vs. magic may apply to negate thecantrip’s effects.❊

Compass (Divination)

Range: SpecialComponents: VDuration: 2 rounds/levelCasting Time: 1Area of Effect: One glowing arrow, 0.3 m

longSaving Throw: None

This cantrip causes a glowing arrow to ap-pear where indicated by the caster. It is a lightgreen colour, and points directly north. Willwork underground, as well as on sea, and is notaffected by lodestones (magnets).❊

Count (Divination)

Range: TouchComponents: V, SDuration: PermanentCasting Time: 1 roundArea of Effect: One 1 m³/levelSaving Throw: None

Count verbally announces the number ofobjects in the specified area (with a minimumof one cubic metre), like grains of sand orpieces of silver. Count can count 10^(level +

Mage Spells Level 0

1) things, i.e. a first-level wizard can Count 100things, a second-level one 1000 things, a third-level one 10,000 things, and so on.❊

Fart (Enchantment/Charm)

Range: 3 mComponents: V, SDuration: 2d6 secondsCasting Time: 1Area of Effect: One personSaving Throw: Negates

This spell causes the recipient to emit a loud,raunchy, obnoxiously odoriferous fart for 2d6seconds. The victim must make a Dexteritycheck to avoid distraction.❊

Firefinger (Evocation)

Range: 0Components: V, MDuration: InstantaneousCasting Time: 1Area of Effect: The wizard’s fingerSaving Throw: None

When cast, the Firefinger cantrip causesflame to spurt several inches from the wizard’soutstretched finger. Combustibles will be ig-nited by the flame if they are dry.

The material component is pitch, which mustbe rubbed on the finger prior to casting.❊

Impersonation (Illusion)

Range: 0Components: V, S, MDuration: 1 roundCasting Time: 1Area of Effect: The wizardSaving Throw: None

This cantrip allows the wizard to imperson-ate any speaker with nearly perfect ability. Thewizard can only speak in languages he knows,and must possess a small item recently inclose proximity to the original speaker (forexample, an article of clothing). The wizard’saudience will probably be greatly amused ifthey can see who is speaking, or completelyfooled if not.❊

Invisible Scribe (Conjuration/Sum-moning)

Range: 1 mComponents: V, S, MDuration: ConcentrationCasting Time: 4Area of Effect: SpecialSaving Throw: None

By casting this cantrip, the wizard brings intoexistence a field of force able to write on nor-mal materials with a quill pen. The wizard mustsit quietly for the duration of the writing, andsimply speaks what is to be written. The Scribe

writes in a handwriting vaguely like the wizard’sin any language the wizard knows how to read.It is fairly slow.

The material component for the spell is ink,which is consumed in the casting.❊

Jamye’s Appearing Ink (Alteration)Reversible

Range: TouchComponents: V, MDuration: SpecialCasting Time: 1Area of Effect: SpecialSaving Throw: None

This cantrip turns a small amount of ink (upto one pint) into water. The ink remains clearand colourless until it dries, at which time itreverts to its normal state. The material com-ponent is the ink itself.

The reverse, Jamye’s Disappearing Ink, turnsup to a pint of water into an inky liquid thatevaporates like water, leaving no trace when itdries.❊

Mini Missile (Evocation)

Range: 1 m + 1 m/3 levelsComponents: SDuration: InstantaneousCasting Time: 1Area of Effect: SpecialSaving Throw: Special

This cantrip is a weaker version of the MagicMissile. Casting generates one missile plus oneper level. Each is sufficient to kill creatures typi-cally affected by an Exterminate cantrip; i.e.,those that normally have zero hit points. 10 MiniMissiles will inflict 1 point of damage if a savevs. spells is failed.❊

Narek’s Shears (Alteration)Reversible

Range: 0Components: V, SDuration: ConcentrationCasting Time: 2Area of Effect: One targetSaving Throw: Negates

Narek’s Shears causes hair, fur, or fur-likegrowth on the target to shorten by up to aninch, possibly causing it to disappear. Its effecton nearly bare skin is to completely preventgrowth for 2 days.

The reverse of this spell, Augmented Hairi-ness, causes hair or fur to thicken andlengthen by up to two inches. This increase ispermanent until the hair is trimmed or cut.Neither form affects rugs, furs, or any other hairor fur not on a living body. Unwilling targets geta save vs. spell.❊

Narin’s Mask (Illusion)

Range: 0

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Mage Spells Level 0

Components: V, SDuration: 1 turnCasting Time: 3Area of Effect: The wizardSaving Throw: Special

This spell causes others to not see the de-tails of the wizard’s face. Anyone paying atten-tion to the wizard is entitled to a saving throwvs. Spell. If the save succeeds, they realize thatthey cannot discern some detail in the wizard’sface; careful attention will then negate thespell. A Dispel Illusion will cancel the spellentirely.❊

Notice (Enchantment/Charm)

Range: 0Components: VDuration: ConcentrationCasting Time: 1 roundArea of Effect: The wizardSaving Throw: None

With this cantrip, the wizard can put himselfinto a trancelike state in which he is highlyaware of the details of his surroundings. For theduration of the trance, the wizard is at +2 per-ception (or +4 if there is something particularhe is looking for), but cannot take any actions.Also, he loses any Dexterity bonus to armourclass and takes a further -2 penalty, and islikely to ignore most attempts at communicat-ing with him. The wizard can break the tranceat any time, and can do so in response to aremark he “didn’t hear”, an impending attack,or whatever - it is assumed that his subcon-scious will snap him out if really necessary.❊

Pitch (Evocation)

Range: 0Components: VDuration: 2 roundsCasting Time: 1Area of Effect: CasterSaving Throw: None

This cantrip sounds a perfectly-tuned notefrom out of nowhere. The note is centred on thecaster, and can be heard from a distance of 6m. Things that block normal noise (walls, cur-tains, Silence 4,5 m Radius, etc.) block this aswell.

This spell is useful for tuning instruments „byear“, or with the help of a Tune cantrip. It is alsoslightly disturbing to those around the caster,as any single note would be if held out for tworounds.

To cast this cantrip, the bard must speak outloud the name of the note he wishes to hear,such as „Middle C“, „B Flat“, or „Quarter-stepabove the first F Sharp above High C“.❊

Protection From Sun (Abjuration)Reversible

Range: TouchComponents: V, MDuration: 3 hours + 1 hour/level

Casting Time: 2Area of Effect: One personSaving Throw: None

This cantrip protects the target from suffer-ing sunburn even under very adverse condi-tions. It does not protect against sun stroke,sunblindness, or heat exhaustion. The reverseof the spell allows the target to get a nice tanby staying in the sun for only an hour or so inany clime and on all but the cloudiest days.

The material component is a small amountof coconut milk, which the wizard must rub ona patch of bare skin.❊

Remove (Alteration)

Range: TouchComponents: V, SDuration: PermanentCasting Time: 1 minuteArea of Effect: 1 m³/levelSaving Throw: None

Like Sort, Remove can remove a number ofthings from a pile of things. The objects re-moved are not gone, but placed on a pile ad-jacent to the original pile. This cantrip has thesame restrictions and capacities as Sort(q.v.).❊

Sanh’s Harmless Ray of Light (Evo-cation)

Range: 6 m + 1 m/levelComponents: V, SDuration: One secondCasting Time: 1Area of Effect: One creatureSaving Throw: Special

When cast, a ray of light is emitted from thewizard’s index finger, lasting about a second.The colour is up to the wizard (sunlight can-not be duplicated, as the ray is monochromatic,like a laser). If aimed at a creature, a save vs.spells is required. If the save succeeds, the raymissed. If it fails, the ray hits, inflicting no dam-age.

Only a critical failure (1) can result in any illeffect. In that case, the victim was struck in theeyes, and is dazzled for 1d6 tenths of a round(-2 on all rolls). Of course, if the creature inquestion is blind, or immune to such attacks,there is no effect. At the DM’s option, creaturesparticularly sensitive to light may be dazzledfor a longer period of time.

Note: While the spell is magical, the lightgenerated is not, and therefore is not subjectto magic resistance.❊

Scratch (Illusion/Phantasm)

Range: 3 mComponents: V, SDuration: InstantaneousCasting Time: 1Area of Effect: One creatureSaving Throw: Negates

The victim of this cantrip will experience anannoying itch on some portion of his body andmust save vs. magic or involuntarily attempt toscratch the itch.❊

Shoo (Abjuration)

Range: 0Components: V, SDuration: 1 hour/levelCasting Time: 1Area of Effect: 9 m radiusSaving Throw: None

This spell allows the wizard to “shoo” awayannoying bugs and small pests.❊

Silvadel’s Magic Feather (Enchant-ment)

Range: 10 mComponents: V, S, MDuration: ConcentrationCasting Time: 1Area of Effect: One featherSaving Throw: None

This spell simply allows the caster to con-trol a feather. This is very useful for writingthings secretly, or for tickling someone. It isrelated to the Unseen servant spell. It lasts untilconcentration is broken.

The material component for this spell is afeather.❊

Slap (Illusion/Phantasm)

Range: 3 mComponents: V, SDuration: InstantaneousCasting Time: 1Area of Effect: One creatureSaving Throw: Negates

The victim of this spell feels a forceful slapacross the cheek. Creatures must save vs.magic or lose concentration of spells and bedistracted for one round, dazed by the blow.❊

Sobriety (Alteration)Reversible

Range: TouchComponents: V, S, MDuration: See belowCasting Time: 2Area of Effect: One personSaving Throw: Negates

Casting this cantrip removes all effects ofalcohol from the wizard or any one other personhe touches. It also instantly cures hangovers.

The material component is a fresh lemon,juice from which must be squeezed on thewizard’s fingers before the casting. Unwillingtargets are granted a save vs. Spells. The du-ration of this cantrip is permanent, until the

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Mage Spells Level 0

subject gets drunk again. If the spell is cast onthe wizard himself, a saving throw at -5 is re-quired, since concentration is very difficult.

The reverse cantrip, Drunkenness, makesthe wizard or his chosen target drunk for aboutan hour with no hangover. The wizard mustwave his hand before the chosen targets eyesfor the spell to take effect.

The material component is a sip of alcoholicdrink.❊

Sort (Alteration)

Range: TouchComponents: V, SDuration: PermanentCasting Time: 1 minuteArea of Effect: 1 m³/levelSaving Throw: None

This cantrip separates the specified amount,with a minimum of 1 cube metre, of any mix-ture of dry materials: salt and pepper, for ex-ample, or gold, platinum, and bronze. Thiscantrip does not affect living things, and can-not be used to separate materials bound to-gether, i.e. mortar, plaster or stone.❊

Sparks (Evocation)

Range: 1d4 feetComponents: SDuration: InstantaneousCasting Time: 1Area of Effect: A few square feetSaving Throw: Special

When this cantrip is cast, a shower of sparkssprays forth from the wizard’s hand. Thesesparks are harmless unless cast in the pres-ence of highly flammable or explosive sub-stances.

Creatures particularly susceptible to firedamage, such as trolls, may, at the DM’s op-tion, suffer a point or two of damage from thesparks. Such injury can be avoided with a suc-cessful save vs. breath weapon at +4.❊

Stepping Stones (Evocation)

Range: 0Components: V, SDuration: 1/10 round/levelCasting Time: 1Area of Effect: 4 spheres, 0.3 m diameter

eachSaving Throw: None

This cantrip creates 4 spheres of force ap-proximately 0.3 m in diameter. They can beplaced anywhere within 6 m of each other, andlast approximately 1/10 round per level of thecaster. Magical combat of just about any sortwill destroy these very useful discs so try notto use them in combat.❊

Stone (Conjuration/Summoning)

Range: 6 m

Components: V, SDuration: InstantaneousCasting Time: 3Area of Effect: One pebbleSaving Throw: Special

This cantrip conjures up a small pebble inany desired location within 20 feet of the wiz-ard. The verbal component is a short phrasedescribing the desired location (e.g.: “in John’sshoe”). If the pebble will in any way affect an-other creature, as in the above example, a sav-ing throw is permitted to resist the spell.❊

Taster’s Choice (Illusion/Phantasm)

Range: 9 mComponents: V, SDuration: 1 round/levelCasting Time: 1Area of Effect: One creatureSaving Throw: Negates

Under the influence of this cantrip, an indi-vidual at meal will taste whatever taste he in-wardly desires.❊

Tune (Alteration)Reversible

Range: 0Components: V or MDuration: InstantaneousCasting Time: 1Area of Effect: 1.5 m radius sphereSaving Throw: None

With this cantrip, the bard can bring one noteof an instrument in tune with either a hummednote, the equivalent note played by a secondinstrument (in which case the component ofthe spell is that other instrument, which is ob-viously not consumed in the casting; whatgood would that do?), or the result of a preced-ing Pitch cantrip (q.v.). The one note will endup perfectly in tune with the reference note. Asmany instruments as are in the area of effectcan be brought into tune at once.

A well-Tuned instrument (with two or moreTuned notes) has the effect of making thebard’s songs more melodious and enjoyable;this has the game effects of reducing the sav-ing throws of hostile creatures vs. the bard’smood-altering story telling by 1, as well asmaking the bard’s morale-boosting song affectthe listeners for half again as long (i.e. one anda half rounds per level) as it usually does.

Too many notes perfectly Tuned on an instru-ment, however, will have a negative effect onother bards in the area, who will realize that theTuned instrument has been magically alteredto sound so perfect. For each note above onethat the instrument has been Tuned, the hos-tile bard personally gets a +1 to his savingthrow vs. the playing bard’s friendly effects.

Although the Tuning is instantaneous, the ef-fects of the cantrip last for a while. In perfectconditions (humidity on the low side, comfort-able temperature, no rough handling), the in-strument will stay Tuned for a week. In less than

perfect conditions (typical adventuring abuse,for example), the instrument will have to be re-Tuned every day. If the instrument is takenapart for storage, such as flutes or otherwoodwinds are, the instrument will have to bere-Tuned every time it is reassembled.

The reverse of this cantrip, Untune, causesone note of the specified instrument to becomehorribly out of tune. It also has the side effectof turning the caster’s hands a brilliant red forone turn after the cantrip is cast,unfortunately.❊

Tweak (Illusion/Phantasm)

Range: 3 mComponents: V, SDuration: InstantaneousCasting Time: 1Area of Effect: One creatureSaving Throw: Special

This cantrip causes the victim to feel thesensation of being “tweaked” as if by an un-seen forefinger and thumb. The portion of thebody being tweaked must be seen by the wiz-ard and be uncovered by armour. The wizardmust either save vs. spell or make an Intelli-gence check to avoid losing concentration.Other intelligent, small, and medium sizedcreatures must make the same save or checkor be distracted for one round. The wizard mustmake a tweaking motion with his hand in or-der to affect the spell.❊

Umbrella (Abjuration)

Range: 0Components: V, SDuration: 1 hour/levelCasting Time: 1Area of Effect: CasterSaving Throw: None

As with all cantrips this one can be veryuseful though not very powerful. It manifestsitself as a field of force that resembles anumbrella. It lasts for up to one hour per levelof caster as a maximum though if the concen-tration of the caster is broken for more than 1minute it will fade away. It actually does havesome form and is „worth“ 6 hit points thoughonly magical weapons will affect it.❊

Vision (Alteration)

Range: 0Components: V, SDuration: 1 turnCasting Time: 1Area of Effect: CasterSaving Throw: None

Allows the caster to see things in the dis-tance up to three times better for the durationof this spell. It will also allow him to see thingsmore clearly as they appear to be only one thirdof the distance from them. It does cause some

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Mage Spells First Level

problems though with trying to see thingsclose up. The spell duration may be ended atany time.❊

Mage Spells First Level

Ahrvar’s Forgery (Alteration)

Range: TouchComponents: V, S, MDuration: 1 round/levelCasting Time: 1Area of Effect: CasterSaving Throw: None

With this spell, the caster is able to perfectlyduplicate the any style of handwriting of whichhe has a sizable sample. The forgery is goodenough to fool even the closest scrutinisation,although it does radiate faint magic.

The caster merely casts the spell, and be-gins writing. His handwriting will perfectlymatch that of the sample, for the length of thespell’s duration. Those watching the casterwrite will believe that the handwriting on thepage is actually that of the caster, unless ofcourse they witness the casting of the spell,which may make them rather suspicious. Thecaster need not be writing the entire durationof the spell; he is free to stop and resume writ-ing any number of times within the duration.Also, the caster only needs the handwritingsample to be copied during the initial castingof the spell.

The material component of this spell is asample of the handwriting to be copied (con-taining an example of every letter in the alpha-bet to be used), and a writing instrument.❊

Alpha’s Acid Stream (Conjuration)

Range: 30 mComponents: V, S, MDuration: InstantaneousCasting Time: 1Area of Effect: One creatureSaving Throw: Special

The spell causes a thin stream of purplish,hissing acid to shoot forth from the caster’soutstretched hand, out to the maximum rangeof the spell. This acid causes 1d4 damage perlevel of the caster, up to a maximum of 8d4. Theintended target may attempt a save vs. petrifi-cation to dodge the jet of acid,

Size of tarSize of tarSize of tarSize of tarSize of target:get:get:get:get: Modification toModification toModification toModification toModification tosaving thrsaving thrsaving thrsaving thrsaving throw:ow:ow:ow:ow:

Tiny +3Small +1Medium -Large -1Huge -2Gargantuan -4

and if successful the jet of acid will havebeen avoided, and will continue on in a straightline out to the extent of its range. Any creature

in the path of the acid must save as above orbe struck by the spell. The Acid Stream canaffect only one target in any event.

The material component is a drop of anyacid.❊

Alpha’s Electric Arc (Evocation)

Range: 10 m + 10 m/levelComponents: V, SDuration: InstantaneousCasting Time: 1Area of Effect: One creatureSaving Throw: Special

This spell causes an arc of electricity to leapfrom the caster’s extended fingertip. This elec-tricity unerringly strikes one target of the cast-er’s choice, inflicting 1d4 damage, plus onepoint per level of the caster (up to a maximumof +12), with no saving throw. A target in metalarmour or wielding a large, mostly metallicweapon (e.g. any sword, battle axe) must savevs. spells and, if the save is failed, the bonus(i.e. per level) damage inflicted by the spell isdoubled.❊

Alpha’s Hunting Hound (Conjura-tion/Summoning)

Range: 10 mComponents: V, S, MDuration: 12 turns + 6 turns/levelCasting Time: 1 roundArea of Effect: One creatureSaving Throw: None

This spell calls a canine creature to be ahelper and boon companion to the spell casterfor the duration of the spell. The type of houndsummoned depends upon the caster’s level,but the hound will always understand verbalcommands given it, so long as they are 12words or less and relatively simple. The houndwill further also be capable of tracking as if aranger of half the level of the summoner, andcan hunt sufficiently well to feed the spell-caster for one day, provided there is game ex-tant in the caster’s area.

The type of hound summoned is as follows:

Level:Level:Level:Level:Level: TTTTType of hound:ype of hound:ype of hound:ype of hound:ype of hound:

1-3 Jackal4-7 Wild dog8-12 Wolf13+ Dire wolf

If the caster takes a lower-level hound (or adire wolf when 18th level), it will have maximumhit points, be +1 to hit and on damage, trackat +1 level, and can understand even relativelycomplex commands of up to 50 words inlength.

The material component is a piece of freshmeat.❊

Alpha’s Sparkle Beam (Evocation)

Range: 0Components: V, S, MDuration: InstantaneousCasting Time: 1Area of Effect: 0.3 × 6 × 1.5 m coneSaving Throw: Special

This spell draws upon the power of the Posi-tive Material Plane and calls forth a ray ofgolden light. Anyone in the area of effect of thespell must save vs. petrification or be blindedfor 1 round. The true function of this spell, how-ever, is its use against undead, creatures of theLower Planes, and those drawing power fromthe Negative Material Plane or the Plane ofShadow. Such creatures suffer 1d4 damage,plus an additional 1d4 at every even level ofthe caster (e.g. 4d4 at 8th), up to a maximumof 8d4. These creatures may save vs. spells tohalve this damage.

The material component is a bit of crushedsunstone.❊

Alpha’s Starlight (Evocation, Illusion)

Range: 5 m/levelComponents: V, S, MDuration: 1 turn/levelCasting Time: 1 roundArea of Effect: 1 m²/levelSaving Throw: None

This spell illuminates an area as a cloudlessoutdoor night sky filled with stars. This light ispale and wan, and dilutes vision mostly toblack and white. Full visual acuity is possibleonly out to a range of 10 m, but general identi-fication can be made out to 20 m.

Stationary figures can be made out at 40 m,and movement detected out to 80 m. Interven-ing cover will, of course, reduce sighting dis-tances accordingly. This light does not interferewith infravision, and there are ample shadowswithin the area of effect to hide in. The illusion-ary component of the spell creates the appear-ance of an actual starry night sky. The area ofeffect is stationary.

The material component is a piece of blackvelvet and a few bits of glass.❊

Alpha’s Wall of Darkness (Alteration)

Range: 60 mComponents: V, S, MDuration: 1 round/levelCasting Time: 2Area of Effect: 3 × 3 m/levelSaving Throw: None

This spell brings into being a wall of black-ness which cannot be seen through, even withinfravision or ultravision. It is dispelled instantlyby a Light or Continual Light (q.v.) spell. It hasno physical existence, and does not hinder norharm those passing through it. It does, how-ever, block the passage of sound from one sideto the other, assuming that the spell is not cast

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Mage Spells First Level

in such a way (such as in a field of grass) whichwould otherwise allow sound to move aroundthe edges of the wall.

The material component is some pitch andsoot, or a lump of coal.❊

Animal (Illusion/Phantasm)

Range: 9 m + 3 m/levelComponents: V, SDuration See belowCasting Time: 1Area of Effect: One animal formed/levelSaving Throw: Special

An illusion of one or more small animals canbe brought into being by means of this spell.The animals must be of a sort very familiar tothe magic user, and each can be no larger thana fox, a rabbit, or a medium hawk. Animals cre-ated can be of more than one type. The illusionis visual and auditory, being much like a spe-cialized form of the second level magic userspell Improved Phantasmal Force.❊

Animate Mist (Alteration)

Range: 30 mComponents: V, S, MDuration: 2d4 rounds + 1 round/levelCasting Time: 1Area of Effect: 6 m + 3 m/level

cube of mist or fogSaving Throw: Special

This spell allows a wizard to shape a densemist or fog into any shape within the confinesof the area of effect. The shape can then beanimated. The details of the shape and thecomplexity of the animation are poor at lowerwizard levels, but increase with experience. Afirst-level wizard may be able to make a “hu-manoid-shape” of a given size, but couldn’tmake it look like a dwarf. Similarly, he couldn’tanimate it, but could displace it within thespell’s range. By third level, the wizard cananimate the shape to the point where it couldlook like a dwarf (but not a particular dwarf)and talk.

The material component is a bit of densemist, fog or smoke. The spell can “add” mist,but it can’t create mist out of nothing. For ex-ample, the smoke from a fire or a fog spellworks sufficiently.

MMMMMiiiiissssst mat mat mat mat magggggeseseseses: When cast by a mist mage, themist-shape spell has the meta-magic ability ofincreasing the effect or potency of other spells.If Animate Mist is cast prior to a spook spell,the spook can affect more creatures - usually1 die more -, or a -2 penalty on the victim’ssaving throws can be added.❊

Association (Divination)

Range: 0Components: V, SDuration: InstantaneousCasting Time: 5Area of Effect: 2 surfacesSaving Throw: None

When casting this spell, the forensic wizardmust bring two surfaces into contact with oneanother. Possibilities include the surface of ajewel and that of a safe, or the surface of anarrow and that of a bow. If the two surfaceswere ever before adjacent, the spell so indi-cates, and if the surfaces were ever directlyconnected as a single item, an even strongerreading results.❊

Awaken (Evocation)

Author: August Neverman

Range: 0Components: V, S, MDuration: InstantaneousCasting Time: 1 roundArea of Effect: 3 m radiusSaving Throw: Negates

This spell will wake a character (or charac-ters) to full alertness instantaneously. It can beset to trigger on a specific action such as aword or action.

The material component is a horn (whichcan be reused). Each being that may be wokeup must be named in the spell when cast.❊

Azalldam’s Fabricated Bridge (Con-juration/Summoning)

Range: 0Components: V, S, MDuration: 2 round/levelCasting Time: 1Area of Effect: 10 m/level × 5 m/level

bridgeSaving Throw: None

Using this spell, the caster conjures mate-rial from the plane of shadows and uses it toshape a semi-real bridge. This bridge is 5 mwide and is 10 m long per level of the caster;both ends of the bridge must rest on solidground. The bridge will support 100 pounds perlevel of the caster; any additional weight willcause it to collapse. The bridge will normallylast for 2 rounds per level of the caster, but thecaster may end the spell with a single word.

The bridge is not an illusion per se, and socannot be disbelieved; it may however, be dis-pelled normally.

The material component for this spell is asmall wooden carving of a bridge; this carv-ing is not consumed when the spell is cast.❊

Baazblade (Enchantment)

Author: Axel & Marc Gerstmair

Range: TouchComponents: V, S, MDuration: 3d6 roundsCasting Time: 1Area of Effect: SpecialSaving Throw: None

This spell allows the caster to enchant pierc-ing and slashing weapons, so that they are notaffected by the imprisoning effect of a dyingBaaz. When a Baaz is killed by such a weapon,no saving throw has to be made. The wizardmay enchant up to one weapon per three lev-els, if it belongs to one of the following catego-ries: small, medium. Any larger arm counts astwo weapons. For example, a 10th-level wizardmay enchant four long swords, two longswords and one two-handed sword or two two-handed swords.

The material component for this spell is apinch of dust from a killed baaz, which mustbe trickled over the weapon.❊

Buoyancy (Alteration)

Range: 0Components: V, SDuration: 1 hour/levelCasting Time: 1Area of Effect: Creature touchedSaving Throw: Negates

This spell causes the person whom it is castupon to immediately float towards the surfaceof any body of water. The person immediately“falls” towards the surface of the water andremain there. While the spell is in effect, theperson cannot be drowned by waves orweather. The spell will lift 100 pounds per levelof wizard. Water breathing creatures which maydie in the air are allowed a save vs. spells toresist the spell.❊

Cat Spirit (Alteration)

Range: TouchComponents: S, MDuration: 1 turn/levelCasting Time: 5Area of Effect: Creature touchedSaving Throw: Negates

The cat form spell grants many of the abili-ties traditionally associated with cats, thoughit does not significantly alter the features of therecipient. The spell grants a +2 bonus tostealth, as the recipient’s tread will be abso-lutely quiet for the duration. The spell alsohalves all damage taken from falls and allowsthe recipient to land on his feet. Finally, it grantsthe ability to grow claws, allowing each handto do 1d3 damage. It does not, however, im-prove singing ability.

The material component is whiskers from acat.❊

Clean (Alteration)

Range: TouchComponents: V, S, MDuration: InstantaneousCasting Time: 4Area of Effect: One person or creatureSaving Throw: Negates

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Mage Spells First Level

This particular version of Clean was re-searched by Carlene the Rose a few yearsearlier in her career, to maintain her appear-ance with care.

When cast, the recipient is immediately re-lieved of any dirt or filth from the body andclothes. The skin is softened as if washed bythe finest soap and spiced perfumes. The hairis set back to a current fashionable style asenvisioned by the wizard. These effects nor-mally last until nature takes its toll upon therecipient.

This spell also has a 5% chance per level,applicable once, of cleaning the recipient ofany non-magical skin disease or parasites.

The material components are a small pieceof soap and a fairly freshly plucked rose orsimilar flower.❊

Coloration (Alteration)

Range: 3 m/levelComponents: V, S, MDuration: 1 day/levelCasting Time: 1Area of Effect: 1 m²/level maximumSaving Throw: Special

This spell causes a chosen surface tochange colour, glow, or both, be it a section ofwall, a box, a sword, or a creature (a savingthrow vs. magic will negate the effect if thesubject is unknowing or unwilling). Multiplecolours can be chosen (up to 256 different col-ours and shades). If made to glow, the objectwill emit light for a range of five feet.

The material component for colour is a smallamount of die or ink of the appropriate colour,and to cause a glow the spell consumes a bitof phosphor or a glowworm.❊

Comeliness (Illusion/Phantasm)Reversible

Range: 0Components: V, SDuration: 1 hour/levelCasting Time: 1 roundArea of Effect: Creature touchedSaving Throw: None (Negates)

A comeliness spell will increase a creaturescomeliness score (or decrease it if the reverseis cast) by means of illusion. The change inpoints is dependent upon the recipient’spresent comeliness:

IncrIncrIncrIncrIncrease inease inease inease inease in DecrDecrDecrDecrDecrease inease inease inease inease inComelinessComelinessComelinessComelinessComeliness ComelinessComelinessComelinessComelinessComeliness

PrPrPrPrPresentesentesentesentesent ChangeChangeChangeChangeChange PrPrPrPrPresentesentesentesentesent ChangeChangeChangeChangeChangeScorScorScorScorScoreeeee ScorScorScorScorScoreeeee6 or less 2-8 5 or less 17 to 12 2-7 6 to 7 1-213 to 15 1-6 8 to 9 1-416 to 17 1-4 10 to 12 1-618 to 19 1-2 13 to 16 2-720+ 1 17+ 2-8

An unwilling victim receives a saving throw,which, if successful, will negate.❊

Detect Poisoning (Divination, Necro-mancy)

Range: 0Components: V, SDuration: 1 turnCasting Time: 1 roundArea of Effect: SpecialSaving Throw: None

With this spell, the forensic wizard can de-termine if a corpse has been poisoned. Onecorpse can be checked each round. The wiz-ard can determine the means by which thepoison was administered and the place atwhich it entered the body, and he has a 5%chance per level of being able to exactly iden-tify the poison.❊

Diminutive Darkness (Alteration)

Range: 3 m/levelComponents: V, SDuration: 2d4 rounds + 1 round/levelCasting Time: 1Area of Effect: 0.6 m radius sphereSaving Throw: None (Negates)

This spell is very similar to the first levelmagic user spell Darkness (see also the sec-ond level magic user spell Darkness). It hasonly a 0.6 m radius, however. This gives thespell many different uses. For example, it canbe used to block the light of a torch, lantern,magic sword, etc. This would prevent all sortsof vision only within the 0.6 m radius, so onecould still see about with infravision or ultravi-sion (or normal vision, if there is another lightsource). It can blind a creature as a light spellwould without creating light that could alert oth-ers, and also without obscuring the caster’sown sight as would a normal darkness spell (ifcast upon a creature or its possessions car-ried, the creature gets a saving throw, and if thethrow is made, the darkness appears 1.5 m be-hind). The spell can cancel a light spell, but hasno effect on continual light or ambient light.❊

Drowse (Illusion/Phantasm)

Range: 9 mComponents: V, SDuration: 1 round/levelCasting Time: 1Area of Effect: One creatureSaving Throw: None

This spell creates the illusion in the victimmind that she or he is extremely exhausted,and in fact on the verge of collapsing and fall-ing asleep. There is no saving throw. The vic-tim will suffer a -4 to hit, -2 on AC, 50% visionand 1/2 her or his normal movement rate for thefull duration of the spell. Spell casters will havea chance of spell failure equal to 100% - 5%per point of their prime requisite (use intelli-

gence or wisdom). The spell can be negatedby Dispel Illusion or Dispel Exhaustion (but notby Dispel Magic).❊

Electric Blades (Evocation)

Range: 0Components: V, MDuration: SpecialCasting Time: 1Area of Effect: 2 bladesSaving Throw: None

This spell must be cast with a metal bladeof some sort in each hand. Both blades thenacquire a flickering blue glow. When a hit byeither blade is scored it causes 1-4 more pointsof damage of electricity. If both blades hit thesame target in the same round the victim mustsave versus petrification or be stunned for oneround. Each blade only shocks once and thenis normal again.

The material components for this spell aretwo metal blades, which are not consumed bythe casting.❊

Far Sight (Alteration)

Range: TouchComponents: V, S, MDuration: 2 rounds/levelCasting Time: 1 roundArea of Effect: SpecialSaving Throw: Special

This spell allows the target’s sight to be in-creased up to five times (the target has con-trol over this, but can change during the spell’sduration). The spell can be cancelled at anytime. While the spell is in effect, the target can-not see anything close; after the spell is can-celled, the target is disoriented for 1d4 roundsand has a 5% chance per sight multiplier usedto fall unconscious for 1d6 rounds unless aConstitution check is made.

The material component for this spell is asmall round piece of glass which is consumedin the casting.❊

Fellstar’s Flame Finger (Evocation)

Range: 25 mComponents: V, SDuration: InstantaneousCasting Time: 1Area of Effect: One targetSaving Throw: 1/2

When this spell is cast, a thin bolt of sear-ing flames shoots forth from the caster’s indexfinger. This bolt will automatically hit a singletarget inflicting 1d10 points of damage, plus 1point per level of the caster, up to a maximumof 1d10+10. A successful save vs. spell re-duces this damage by half. If a save is failed,possessions do not have to make a save, un-less they were targeted specifically by thespell, in which case the owner suffers no dam-

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Mage Spells First Level

age, but the object must save vs. magical fire(at +2) or be destroyed (only one object maybe targeted per casting).

Find Water (Divination)

Range: 1 mile, depth 3 m/levelComponents: S, MDuration: 2 rounds/levelCasting Time: 1 turnArea of Effect: One twigSaving Throw: None

When casting this spell, the diviner graspstwo ends of a Y-shaped twig. The remainingend twists around to point in the direction ofthe nearest source of fresh water within thespell range. The branch can twist but twentydegrees, and then the diviner will feel a tug inthe direction of the water. The diviner canspecify a minimum amount of water to seek(greater than the amount in a human body, forexample). Also, he can restrict the depth atwhich to seek the water.

The material component is a Y-shapedtwig.❊

Flash (Evocation)

Range: 36 mComponents: VDuration: 3 roundsCasting Time: 1Area of Effect: One creatureSaving Throw: Negates

Victims failing their saving throw are blindedfor the next round due to a flash of light thatappears in their eyes. All to-hit rolls for the nexttwo rounds are made at -2 due to spots in theireyes.❊

Flu (Alteration)

Range: 1 foot/levelComponents: V, MDuration: 1d6 days + 1 day/levelCasting Time: 2Area of Effect: One creatureSaving Throw: Negates

This spell will cause the victim to get the flu,which will last 1d6 + the level of the wizard indays. The Flu is very contagious: anyone within1 yard of the victim will also get the flu. Withsubsequent victims, the flu is no longer con-tagious, however. The Flu reduces surprise by5%, and combat attack and defense rolls by5% for the duration of the spell. The flu will start1d4 hours after the victim has failed his sav-ing throw.

The material component for this spell is ahandkerchief.❊

Fool’s Spell (Alteration)

Range: 0Components: SpecialDuration: Instantaneous

Casting Time: 1Area of Effect: SpecialSaving Throw: none

A wizard can cast a Fool’s Spell prior to cast-ing any other spell in a given round; it costs thewizard a +1 to initiative. When the spell’s poweris called upon, it makes the next spell cast bythe wizard appear to be another spell. Exam-ple: a wizard casts Fool’s Spell followed by aDomination spell in a court of law. Since otherwizards are watching, he makes the Domina-tion spell look like a Comprehend languagesspell. Only Spell Tell can detect the use of FoolSpell.j

Freeze (Enchantment)

Range: 9 mComponents: V, SDuration: InstantaneousCasting Time: 1Area of Effect: 0.2 m³/levelSaving Throw: None

This spell instantly freezes a quantity ofwater in any shape the wizard desires. If a liv-ing creature has any part of it inside the areaof effect, it can make a saving throw vs.paralysation (with a +4 bonus) to escape, orbe stuck in the ice. The ice is nonmagical andcan be affected normally.❊

Frost Touch (Evocation)

Range: TouchComponents: V, SDuration: 1 round/levelCasting Time: 1Area of Effect: Creature touchedSaving Throw: None

This spell delivers 1d6 points of damage. Inaddition to this, you add 1 point of damage forevery level above first. Cold based creaturesare immune to this, and fire based creaturestake double damage.❊

Glow (Alteration)

Author: August Neverman

Range: 0.6 m/levelComponents: V, S, MDuration: 1 hour/levelCasting Time: 5Area of Effect: One creatureSaving Throw: Negates

This spell causes the object or person af-fected to emit an eerie glow. The colour rangesfrom blue to green. It cannot be dispelled butit can be negated by a Darkness spell. Thesaving throw is made at +1 per level (or hit die)of the victim, but at a -1 per level of the wizard.The glow is not bright enough to read with, butis easy to spot in the dark.

The material components of this spell aresome fireflies.❊

Guilda’s Treacherous Tripwire (En-chantment/Charm)

Range: TouchComponents: V, S, MDuration: 1 round/levelCasting Time: 1Area of Effect: One tripwireSaving Throw: Negates

One wire (up to 3 m long) can be stretchedacross a hall, or such. The wire becomes cam-ouflaged—undetectable without find traps. Thefirst creature to attempt to pass must save vs.wands (add dexterity defensive adjustment) orbe caught when the wire springs free. The wirewill twine tightly about the ankles of its victim,tripping him. It must then be tediously untan-gled (or sawed loose) which will take at least30 seconds under ideal conditions. If hackedloose in combat, it will take 1 round, and the vic-tim will take 1d4 damage unless an enchantedblade is used (which will cut without effort).

Note that the wire is required, but not con-sumed. The material component is a smallspring.❊

Hallucinatory Steps (Alteration, Illu-sion/Phantasm)

Range: 3 mComponents: SDuration: 2d6 rounds + 1 round/levelCasting Time: 1 turnArea of Effect: One creatureSaving Throw: Negates

This spell, when cast, will cause the affectedperson to keep thinking there is a just one morestep (or stair) in front of them, you know, likewhen you go up 10 flights and start forgettingyou have got to a landing and take that extrastep. It reduces movement rate by 5% and isextremely annoying. This effect happens, evenwhen the affected person is walking on flatground.❊

History (Divination)

Author: Jim Gitzlaff

Range: TouchComponents: V, S, MDuration: SpecialCasting Time: 1 turnArea of Effect: one object or place (max

90 m²Saving Throw: None

This spell allows the caster to “tune in” to thepsychic impressions left on an object or smallarea. The power gives the wizard the ability todivine special purposes, famous owners, andpowerful alignment bends. The spell will notidentify a magic item per se, but would iden-tify the signet ring of a long deceased noblehouse as such. Furthermore, history doublesthe chance of a rare or unknown items valuebeing determined. This spell is most commonly

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Mage Spells First Level

used on nonmagical plunder, books, and itemssold at auctions. Only a single touch is neededto make the spell work.❊

Human Torch (Evocation)

Range: 0Components: V, S, MDuration: 3 roundsCasting Time: 2Area of Effect: CasterSaving Throw: None

This spell causes the caster and all his cloth-ing to become engulfed in flames. Theseflames do not harm the caster or his equipmentbut cause 1d4 points of damage to anyonewithin 1.5 m and an additional 1d6 to anyonewho actually touches him. The flames them-selves are only about as hot as a torch but thesurrounding area will feel like a blast furnace.

The material component is a burning torch.❊

Inaudibility (Illusion/Phantasm)

Author: Thom Watson

Range: TouchComponents: V, S, MDuration: 1 hour/levelCasting Time: 2Area of Effect: Creature touchedSaving Throw: Negates

This spell completely masks all soundsmade by the recipient: bodily functions suchas breathing and sleeping as well as soundsmade by striking another object (walking, forexample). Any object held by the recipient islikewise silenced. Objects thrown, dropped, orknocked over by the recipient are not under theeffect of the spell, however, and these maymake noise at the ends of their trajectories. Anunwilling victim receives a saving throw againstthis spell.

The material component is a bit of cotton.❊

Influence Other (Alteration)

Range: 0.3 m/levelComponents: V, S, MDuration: 1 roundCasting Time: 5Area of Effect: One personSaving Throw: Negates

On success of the spell, the wizard maycause the victim to produce any of the follow-ing bodily functions.

Giggle, belch, hiccup, sneeze, wink, spit,pee, trip, fall, gag, congest, choke, stumble,limp, nod, punch self, faint, nap, sleep, drool,think, moan, screech, giggle, bark, hoot, cat-erwaul, shout, yell, boo, whoop, cry, cheer, ap-plaud, bawl, roar, whimper, shriek, scream, hiss,heckle and any others you can think of.

Success of each is determined as 10%chance of failure for each level the victim hashigher than the wizard (maximum 99%, mini-mum 1%).

The material component is a genuine li-cence of some sort, which is not consumed inthe casting.❊

Insolence (Illusion/Phantasm)

Range: 6 mComponents: V, S, MDuration: 1 round/levelCasting Time: 1Area of Effect: One creatureSaving Throw: Negates

This spell causes its victims to sound andappear crude, insulting and arrogant, in all thatshe or he says or does, to all observers. Thevictim, however, will not be aware that anythingis amiss. While the general meaning of what-ever is said will be the same, the illusioncauses observers to see and hear a twistedversion in which the speaker is so insolent thatall reactions are checked at -50%. Additionally,such speech might not be tolerated at all insome situations (for example, automatic dis-missal from a king’s court, or perhaps evenworse...). Even if the target makes her or hissaving throw, the attack will not be noticed(unless the somatic and verbal gestures of thecaster are seen and recognized).

If an observer has reason to believe thatsomething is amiss, she or he gains as savingthrow if an attempt is made to disbelieve. Sucha saving throw is made at +4 if the fact that itis an illusion has been communicated. If thesesaving throws are failed, it still appears real.

The material component is a bit of dung orspittle, which is wrapped in the magic user’shand. The hand is then subtly waived at thecreature to be affected. The verbal componentis a low guttural sound made in the throat.❊

Invisibility to Draconians (Illusion/Phantasm)

Range: TouchComponents: V, S, MDuration: SpecialCasting Time: 1Area of Effect: One creatureSaving Throw: Negates

When casting this spell, the wizard musttouch one creature in order to make it invisibleto draconians. Draconians can neither detectthe recipient by normal means nor infravision.If the recipient does not speak, no noise canbe heard from moving, as if he is using ElvenBoots. Any other effects are similar to the nor-mal invisibility spell.

Dragons are not affected by this spell; theycan see and hear the recipient normally. Thecreature can also be seen by his companionsand any non-draconian.❊

Jamye’s Melodramatic Music (Al-teration, Conjuration, Enchantment/Charm)

Range: 10 m + 10 m/levelComponents: V, S, M

Duration: 4 rounds + 1 round/levelCasting Time: 1Area of Effect: One intelligent creatureSaving Throw: Negates

The spell causes the music to be playedwhenever the victim performs certain actions;such as entering a room, charging into battle,or making an announcement. The type ofmusic is determined by the caster.

The material components for this spell area miniature golden horn, moustache wax, ashort length of rope, and a lace handkerchief.❊

Kazago’s Lock Pick (Alteration)

Range: 0Components: S, MDuration: 1 day + 1 day/5 levelsCasting Time: 1 roundArea of Effect: CasterSaving Throw: None

This spell allows the bard to pick locks. Thebard’s Pick Pockets percentage roll becomesan Open Locks percentage roll, and the bardis treated as a thief in this respect for the en-tire duration of the spell.

This spell is different from both the second-level Knock spell and the Unlock cantrip in thatit can possibly affect much more than one lock,and that its effects are far less certain. It is es-pecially useful on fact-finding missions wherethe bard is worried about coming across manylocked doors along the way.

The material components for this spell area set of thieves’ picks and tools, which are notconsumed in the casting.❊

Last Image (Divination, Necromancy)

Range: 0Components: V, SDuration: InstantaneousCasting Time: 1 roundArea of Effect: One corpseSaving Throw: None

When the forensic wizard casts this spell, hesees whatever the recipient corpse saw at thevery instant of death, with the intent of learn-ing the identity of the murderer, or at least thelocation of death. If the recipient was killed bya gaze attack, the wizard suffers this attack aswell, but with a +4 bonus to his saving throw.❊

Lesser Invisible Object (Illusion/Phantasm)

Range: 3 mComponents: V, SDuration: 1 turn/levelCasting Time: 1Area of Effect: One object not larger than81 dm³/levelSaving Throw: None

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Mage Spells First Level

This spell causes an object to vanish fromsight, much like the second level magic userspell invisibility (which affected only creatures).The spell lasts only 2 rounds per level of thecaster or until the caster wills it to end. For ex-ample, a quiver of arrows or a bow could bemade invisible and carried, and when desired,a moments thought could make them appear.Note that not even the caster can see the in-visible object, so if she or he is to use it mosteffectively, it may be necessary to make itvisible.❊

Little Death (Necromancy)

Range: 18 mComponents: V, SDuration: 1d4 + 1 roundsCasting Time: 1Area of Effect: One creatureSaving Throw: Negates

This spell may be cast on any living (notgolem, undead, etc.) creature native to thePrime Material plane and with 6+4 or less hitdice. The victim must save vs. magic at -3 orfall paralysed for 1d4 + 1 rounds.❊

Mental Notepad (Alteration)

Range: 0Components: V, S, MDuration: PermanentCasting Time: See belowArea of Effect: CasterSaving Throw: None

This spell allows the caster to store informa-tion in the unused portions of his brain for laterrecall. The information thus stored will be avail-able for complete recall as if the caster wasreading the information from a parchment in hishands. The caster is able to store up to twopages of information in the brain through theuse of this spell. If at a later time, the casterwishes to add more information, it change theinformation that is current in his brain, then thecaster will be required to recast the spell andre-memorize the information again. Note thatthere can only be one spell active in the cast-ers brain at anyone time.

The material component of this spell is alead crystal sheet of no less than 50 GP valuewhich disappears after the spell is cast.❊

Minor Annoyance (Illusion)

Range: 1.5 m/levelComponents: V, SDuration: 1 round/levelCasting Time: 1Area of Effect: One creatureSaving Throw: Negates

This spell creates the illusion (sound andfeel) of a mosquito flying into the victim’s ear.The victim will then act appropriately, whichusually means stopping and trying to get theillusionary mosquito out of his ear, until eithera successful saving throw vs. spell is made, orthe spell expires.

The spell takes effect at the beginning of theround after it is cast. This means that it cannotbe used to interrupt a spell, although it can beused to keep spells from being cast in theround(s) afterward.

The victim gets a saving throw at the timeof the casting, and then at the end of eachround thereafter.❊

Minor Mimicry (Illusion/Phantasm)

Range: TouchComponents: V, SDuration: SpecialCasting Time: 1Area of Effect: Creature touchedSaving Throw: Special

This spell allows the magic user to make thecreature touched to appear as something elsefor the duration of the spell. The illusion hasvisual and minor auditory (such as cracklingof fire, mumbling, etc., similar to ImprovedPhantasmal Force) components only. The formis chosen by the magic user, and unwillingcreatures gain a saving throw. The illusion canbe as small as half the size of the creaturemasked, and as large as something that wouldfit within 8 dm³ + 8 dm³ per level. Once the formis taken, it remains almost stationary, with onlyminor movement possible; for example, a trollillusion could growl and make threateningmotions but could not walk and attack, and afire could dance and crackle but could notspread. For this reason, objects are the formsmost often chosen. Movement is not possiblefor the recipient creature if the spell is to bemaintained, as this would break the spell. If therecipient remains still or nearly still, however, thespell will last so long as the magic user main-tains faint concentration (spell casting andtaking damage break the spell, but talking andwalking do not) and remains within 3 m perlevel of the location of the recipient (obviouslynot a problem if the magic user and the recipi-ent are the same person). If the spell is bro-ken for any reason, it will last a further 1-3rounds + 1 round per level of the caster. Theillusion does not follow any movement madeby its recipient.❊

Mist (Evocation)

Range: 20 mComponents: V, SDuration: 2 rounds/levelCasting Time: 1Area of Effect: Up to one 15 m cube/levelSaving Throw: None

Mist creates a huge fog cloud that can beseen through, but reduces the range of visiongreatly. In normal use, all sighting distances (inthe Player’s Handbook) are halved. Vision canbe decreased to a third of its normal range byreducing the area of effect to one cube (with a7.5 m side) per level.

The shape of the cloud must be rectangu-lar. For example, a second-level wizard couldcreate a Mist cloud of 30 x 15 x 15 m.

Murder Weapon (Divination, Necro-mancy)

Range: TouchComponents: V, S, MDuration: 1 turnCasting Time: 1 roundArea of Effect: SpecialSaving Throw: None

The caster of this spell can check oneweapon per round to determine if it was usedto kill a specific corpse, of whom he has ablood sample. A „murder weapon“ is one whichreduced the victim to zero hit points, or deliv-ered the poison which did so.❊

Orko’s Initial Marker (Conjuration/Summoning)

Range: 5 m/levelComponents: V, S, MDuration: SpecialCasting Time: 1 roundArea of Effect: One defeated creatureSaving Throw: None

When this spell is cast, it creates a giantblack (or other colour) magic marker to appearand draw the wizard’s initials on a defeatedvictim. The marker will draw on any surface:water, fire, magma, acid, etc. The wizard canchoose to alter the colour of the marker if hewishes.

The material component for the spell is apiece of black cloth.❊

Painting (Illusion/Phantasm)

Range: 36 mComponents: VDuration: ConcentrationCasting Time: 1Area of Effect: 6 m high cubeSaving Throw: Negates

By the means of this spell the caster cancreate an illusion of whatever he wants, as longas he concentrates and the illusion remains inthe area of effect. It is usually easy to recog-nize what the illusion is supposed to be of, butany creature that can do so can also recog-nize that it is an illusion.❊

Personal Magnetism (Alteration)

Range: 15 m + 3 m/levelComponents: V, S, MDuration: 5 rounds/levelCasting Time: 5Area of Effect: SpecialSaving Throw: Negates

By means of this spell, a mage is able toendow a single target creature with a magicalfield which causes all creatures within the areaof effect (of the same basic species) to bedrawn toward the target creature, much in thesay way that metal is attracted to a lodestone.

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Mage Spells First Level

The spell will affect target creatures of up to 4+ 2 HD. A saving throw (vs. spells) will totallynegate this spell, but the hit dice of the targetcreature modify its saving throw in the follow-ing manner:

Hit dice:Hit dice:Hit dice:Hit dice:Hit dice: Modification to save:Modification to save:Modification to save:Modification to save:Modification to save:

less than 1 -4less than 2 -3less than 3 -2less than 4 -14 or more -

Creatures that have magical auras are totallyimmune to this spell. This includes dragons,cockatrice, etc.

If the spell dweomer successfully affects thetarget creature it will then attempt to attract allsurrounding creatures of the same species,causing them to move at their normal move-ment rate (and locomotion) toward the targetcreature. The area of effect is sphere aroundthe target creature which extends outward 3 mper level of the spellcaster, up to a maximumof a 30 m radius. The number of creatureswithin the area of effect which the dweomer willattempt to attract is equal to twice the currentlevel of the spellcaster. The mage is unable tochange this number in any way and may him-self be affected by the dweomer (if of the samespecies as the target creature) if caught withinthe area of effect. For purposes of this spell,hybrids are considered an individual species,so half-orcs would only attract other half-orcs,not other orcs and/or humans.

The area of effect is stronger near the tar-get creature and therefore has more of achance to attract a being toward the target thanat the outer limits of the sphere. The outer 3 marea of the sphere’s influence will always allowcreatures to save (vs. spells against the attrac-tion normally. But, for every 3 m closer thecreature(s) is penalized by a cumulative -1modifier to its saving throw.

Here are examples of a 1st level, 5th level,and 10th level mage casting this spell:

1st level Mage1st level Mage1st level Mage1st level Mage1st level MageRange:Range:Range:Range:Range: Save:Save:Save:Save:Save:0 m -10 m 0

5th level Mage5th level Mage5th level Mage5th level Mage5th level MageRange:Range:Range:Range:Range: Save:Save:Save:Save:Save:0 m -10 m -420 m -330 m -240 m -150 m 0

10th level Mage10th level Mage10th level Mage10th level Mage10th level MageRange:Range:Range:Range:Range: Save:Save:Save:Save:Save:0 m -10 m -920 m -830 m -740 m -650 m -560 m -470 m -380 m -290 m -1100 m 0

A successful saving throw against the attrac-tion means that the spell is unable to attractthis creature toward the target creature.

Note that the mage may reduce the size ofthe area of effect to less than he is able to af-fect (in 3 m decrements) but the saving throwmodifiers are a product of the size of the areaof effect, not the level of the mage casting thespell. This means that if a 10th level mage re-duces the area of effect to a 3 m sphere itwould only be able to affect creatures within 3m of the target creature and they would receivea normal save, but he will still able to try to at-tract 20 creatures toward the target whereasthe 1st level mage would only be able to attract2. Also, remember that the area of effect isthree dimensional, and can affect creaturesthrough any material that does not shieldagainst magic (e.g., lead). Creatures that arephysically unable to become „stuck“ to thetarget will stick to whatever physical object isblocking their path, such as walls, floors, doors,etc.

If any creatures become „stuck“ to the tar-get creature, it and whatever is stuck to it be-come entangled with each other, effectivelyreducing their normal movement rate to 0.Creatures being drawn toward the target aretotally unable to attack, but may attack from themass with one attack form per round if the at-tack does not require melee combat (e.g.,breath weapon, gaze, etc.). If the combat formrequires physical contact, a „stuck“ creature isonly entitled to attack once per round and onlyif it is first attacked by someone striking at itwhile it is entangled. Attacks on entangledcreatures are at +4 to hit, and the creature(s)are penalized -3 on the return attack. Also,creatures so entangle lose all armour class bo-nuses for dexterity.

The material component of this spell is alodestone of at least 2 GP in weight. It will dis-integrate if the target creature successfully

saves against the spell. Otherwise, it is reus-able, and only need be touched during thecasting to act as a focus for the mage.

The source of this spell is SariusMendlekine.❊

Pilpin’s Mapper (Conjuration/Sum-moning)

Range: 0Components: V, S, MDuration: 6 turns + 1 turn/levelCasting Time: 1Area of Effect: SpecialSaving Throw: None

This spell will create a map of the wizard’spath for the duration of the spell. The map willrecord basic features (e.g., doors, stairs, win-dows, cliffs, rivers, etc.) on a piece of vellumprovided by the wizard. Unusual or specialfeatures (e.g., statues, paintings, smells, andnoises) can be added at the will of the wizard.The material components are a piece of vel-lum (that the map is created on) and a vial ofink. Neither is consumed in the casting, exceptfor some drips of ink.❊

Source: Allan Longley

Pilpin’s Prompt (Conjuration/Sum-moning)

Range: 0Components: V, S, MDuration: 1 week/levelCasting Time: 1Area of Effect: The wizardSaving Throw: None

This spell is used to remind the wizard of anappointment or event. The wizard decideswhen and what to be reminded of (within 1week per level), and a voice only the wizardcan hear will deliver the reminder at that time.The reminding message can be up to 20 wordslong.

The material component is a small piece ofelephant hide.❊

Protection from Chaos (Abjuration)Reversible

Range: TouchComponents: V, S, MDuration: 2 rounds/levelCasting Time: 1Area of Effect: Creature touchedSaving Throw: None

This spell is very similar to Protection fromEvil (q.v.) except in its purpose and intent; itkeeps out chaotic, as well as summoned orenchanted creatures. It acts as magical armouron the recipient; the protection encircles the re-cipient at a one foot distance, thus preventingbodily contact by creatures of an enchantedor summoned or chaotic nature. Summonedanimals or monsters are similarly hedged fromthe protected being.

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Mage Spells First Level

Furthermore, any and all attacks launchedby chaotic creatures incur a penalty of -2 fromdice rolls to hit the protected creature, and anysaving throws caused by such attacks aremade at +2 on the protected being’s dice.

This spell can be reversed to become Pro-tection from Law, although it still keeps out en-chanted or summoned chaotic creatures aswell.

To complete this spell, the mage must tracea 1 m diameter circle upon the floor/ground withpowdered obsidian for protection from law andpowdered glass for protection from chaos; orin the air using burning incense or burningdung with respect to law/chaos.❊

Protection from Rain (Abjuration)

Range: 0Components: S, MDuration: 1 hour/levelCasting Time: 1Area of Effect: CasterSaving Throw: None

After casting this spell, the wizard will remaindry even if standing in the midst of a torrent.The caster is protected from splashes and fall-ing drops, but he is not protected from moreconcentrated bodies such as puddles. Thewater will simply bead and flow down an invis-ible field which surrounds the caster and hisclothing at a distance of about one inch.

An oiled leather rag is the material compo-nent of this spell.❊

Quantas’ Target Bow (Enchantment)

Range: TouchComponents: V, S, MDuration: 2d4 rounds + 1 round/levelCasting Time: 2Area of Effect: One bowSaving Throw: None

While this spell is in effect, any arrows firedfrom the bow (which may not be a crossbow)are +2 to hit a specific target. The caster mustbe able to see the target, and call his shot. The+2 only affects hits on the target, not on some-one or something that gets in the way.

If the target is in melee, the target gets a +2to it’s size rating when the DM determines theodds of hitting the target as opposed to thosearound it. For example, if firing on a size sixgiant who is in melee with a size two elf, therewould normally be a one in three chance to hitthe elf. With target bow in effect, the giant wouldbe raised to size eight, giving only a one in fourchance to hit the elf. Should the arrow go at theelf anyway, it would not get its +2 to hit (sincethe giant is the target).

Note that the arrow fired from the target bowis in no way magical.

The material component is a feather from abird of prey, rubbed against the bow string.❊

Sand Skin (Conjuration)

Range: 0

Components: V, S, MDuration: SpecialCasting Time: 1 roundArea of Effect: CasterSaving Throw: None

By this spell, the caster will cover himselfwith sand that will repel damage. The caster willbe able to cover himself with enough sand toblock 8 + 1 per level points of damage. Thetype of sand used causes the body to beslightly shaded to that colour. The spell lastsuntil all the points are used up. Multiple cast-ing only raises you back to the maximum of asingle casting.

The material components for this spell areground granite, sandstone, or some other typeof fine sand.❊

Sand Spray (Alteration)

Range: 6 mComponents: V, MDuration: InstantaneousCasting Time: 1Area of Effect: SpecialSaving Throw: None

By means of this spell, the wizard sends outa spray of sand in a horizontal arc of 90 de-grees in front of himself. This attack is resolvedon the fighter’s missile attack table. If success-ful, it will blind 1d4 individuals in the field of firefor one round. Those individuals blinded willsuffer a -4 penalty to their attacks, while giv-ing the wizard and his companions a +4 gainto their attack rolls - for the remainder of theround - or give them a 2 round headstart to flee.

The material components for this spell areground granite, sandstone, or some other typeof fine sand.❊

Sangfroid (Abjuration)

Range: 0Components: V, S, MDuration: 1 turn/levelCasting Time: 1Area of Effect: CasterSaving Throw: None

This spell confers immunity to all “nuisance”cantrips and first-level spells cast upon thebard. In addition, it gives the bard a +4 bonusto his saving throws vs. nuisance spells of sec-ond level or higher.

Nuisance spells are those that do no dam-age, but are designed to adversely affect thebard’s concentration, train of thought, orsenses. Most Illusion and Charm spells fall intothis category, as do Blindness, Deafness, andsuch spells that otherwise cause blindness ordeafness. All three variations of the Annoyancespell (q.v.) are included as well. There are moresuch spells, but an exhaustive list here is un-warranted.

This spell is primarily used while performing,as it keeps outside events such as hecklersand Taunt spells from interrupting the bard’sperformance.

The material component for this spell is achip of granite.❊

Sanh’s Ray of Light (Evocation)

Range: 6 m + 1 m/levelComponents: V, SDuration: InstantaneousCasting Time: 1Area of Effect: One creatureSaving Throw: Negates

This spell is a more powerful version ofSanh’s Harmless Ray of Light. If a save vs.Magic is failed, the victim suffers 1d6 points ofdamage plus one per level of the wizard. Afumbled save results in the victim being per-manently blinded in one eye and dazzled for1d6 rounds (-2 on all rolls).

As per the cantrip, Sanh’s Ray of Light isbasically a laser beam. The colour is chosenby the wizard, but multichromatic light, such assunlight, cannot be duplicated. Since the beamitself is not magical, magic resistance has noeffect against this spell.❊

Sara’s Searing Skean (Summoning)

Range: 60 m + 10 m/levelComponents: V, S, MDuration: SpecialCasting Time: 2Area of Effect: One creatureSaving Throw: None

Sara’s Searing Skean summons a sprite fromthe elemental plane of fire which is manifestedon the prime material plane as a flaming aurasurrounding a silver dagger in the possessionof the wizard. To invoke the Skean, the wizardpoints the silver dagger at the intended targetand speaks a command word. The flame leapsoff the dagger and unerringly strikes the targetindicated by the wizard. Even if the target isengaged in melee, it need only be seen by thewizard in order for the spell to succeed.

The attack of the Skean results in damageof 2 HP + 1d3 HP per level of wizard to a maxi-mum of 9d3 at ninth-level. Also, flammableobjects such as paper or wood will be ignitedby the flames, and undead receive normaldamage from the attack. The sprite will nottravel through or over water, but does doublenormal damage to creatures from the elemen-tal plane of water which are otherwise “stand-ing” in open air. The dagger does not harm fireusing creatures or creatures from the elemen-tal plane of fire.

After its attack, the sprite normally returns tothe elemental plane of fire, however, there is a5% chance that the sprite will remain, attack-ing the nearest creature (possibly even thewizard) on the next round. The sprite mustmake this 5% roll each round it stays away fromthe elemental plane of fire, and for each roundthe sprite remains, the strength of its attack isreduced by 1d3 until it dissipates. If the sprite’sattack strength falls below 1d3, it will automati-cally return to the elemental plane of fire. For

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Mage Spells First Level

every level of the wizard’s experience beyondthe first level, the probability of the sprite re-maining is reduced by 1%.

The material component of this spell is asilver dagger which may be re-used, and apinch of sulphur which is thrown into the wind.The results of this spell on planes other thanthe prime material plane are currently unde-fined.❊

Shadows (Illusion/Phantasm)

Range: 0 or 18 m (see below)Components: V, SDuration: SpecialCasting Time: 1Area of Effect: See belowSaving Throw: None

This spell has three different potential func-tions, the choice of which may be made at thetime of casting:

i. The magic user may cast shadows uponherself or himself, with this covering giving heror him a chance of hiding in shadows as thatfor a thief of equal level. The magic user cantake advantage of (or is penalized by) dexter-ity and racial adjustments. This form of the spellis only shadow enhancing, so an effort muststill be made to hide. It can be cast only on themagic user’s person (a range of 0 for this func-tion), and the magic user must remain still andconcentrate faintly to maintain the shadows.This can only be of use where shadows alreadyexist. If the caster is also a thief, this spell canbe used to either give the chance of hiding asdescribed above or add a 2% per level (magicuser’s level) to the character’s normal thiefchances of hiding in shadows.

ii. This version causes a number of shadowyforms to dart about up to 18 m distant in a 6 msquare area, until the spell expires. This couldbe most distracting, for it appears as thoughthere are humanoid and possibly animal formsmoving about. These shadows cannot exist insunlight or a continual light, but could still beseen jumping between areas of cover.

iii. This version creates the illusion of anumber of humanoid forms, appearing exactlyas the undead shadow. Up to 1 form per levelcan be made, appearing in a 3 m + 0.3 m perlevel square area. The magic user has controlover each form’s actions. While they may looklike shadows, they are completely powerless(with the exception, perhaps, of causing fearor uncertainty - a normal reaction for one con-fronted with this situation). The magic usermust maintain concentration, and even thenthe maximum duration of 3 rounds per level stillapplies. If she or he breaks concentration, theshadows will last 1-2 rounds longer before fad-ing away.❊

Sharpen (Alteration)

Range: 0Components: V, S, MDuration: 3 months/levelCasting Time: 1 turnArea of Effect: One weaponSaving Throw: None

This keeps a sharp edge on any oneweapon for at least the time period specified,provided the weapon is used normally only (i.e.,in combat).❊

Sigil (Conjuration/Summoning)

Range: TouchComponents: S, MDuration: PermanentCasting Time: 1Area of Effect: One objectSaving Throw: None

The wizard may inscribe or write his personalsigil, emblem, or seal over any nonmagicalitem. The sigil will prevent the opening of anydoor, chest, or lock until dispelled, and anyperson touching the item inscribed with thesigil (other than the wizard) will receive 1d4points of damage.❊

Skeleton (Necromancy)

Range: TouchComponents: V, S, MDuration: PermanentCasting Time: 1 hourArea of Effect: One corpseSaving Throw: None

With this spell, the necromancer can turnone humanoid corpse into a skeleton. The skel-eton may then be controlled as per animatedead. A mage may only have in existencethrough us of this spell one skeleton per level.

Hit points of the skeleton are determinedrandomly. Disposing of skeletons with insuffi-cient hit points is possible, if expensive. Whena skeleton created by this spell is damaged,the damage cannot be repaired.

The material component of this spell is asalve that requires 50 GP and 24 uninterruptedhours to create.❊

Skulkskin (Illusion/Phantasm)

Range: TouchComponents: S, MDuration: 1 turn/levelCasting Time: 1Area of Effect: Creature touchedSaving Throw: None

Similar to the effect of the skulk’s renownability, this spell enables the recipient tochange colour so as to blend with her or hisbackground; however, unlike the skulk’s abil-ity, it changes not only the skin colour, but thecolour of any items worn or carried also. Thechance of successfully hiding depends on theactivity of the recipient, as shown on the fol-lowing table:

Movement RateMovement RateMovement RateMovement RateMovement Rate Chance of SuccessChance of SuccessChance of SuccessChance of SuccessChance of Success

0 (stationary) 80% + 2%/levelUp to 1 60% + 2%/levelUp to 3 40% + 2%/levelUp to 6 20% + 2%/levelUp to 9 2%/level

The recipient may attack without ruining thespell, and will surprise on a 1-4 in 6 if success-fully hidden from view. Once seen, a creaturecannot successfully hide from an observer untilfirst moving out of its line of sight. Note thatchances to detect invisibility (DMG page 60)apply against this spell.

The material component is a bit of skin froma colour-changing creature (such as a chame-leon, troglodyte, skulk, pseudo-dragon, etc).❊

Snapshot (Invocation/Evocation)

Range: SightComponents: V, S, MDuration: InstantaneousCasting Time: 0Area of Effect: One pageSaving Throw: None

With this spell, the wizard causes an imageof whatever he sees, even thermal images andmagical auras, to appear on a sheet of parch-ment or vellum (the material component of thespell).❊

Spirit Command (Enchantment/Charm)

Range: 30 mComponents: VDuration: 1 roundCasting Time: 1Area of Effect: One creatureSaving Throw: None

This spell enables the mage to command aspirit or extra-planar creature with a singleword. The command can be uttered in a lan-guage the creature can understand (or a lan-guage the creator could understand if it is asummoned spirit). Spirits and creatures with 6or more hit dice receive a save; spells save attheir caster’s level (if the caster is at least ofsixth level).❊

Starshine (Illusion/Phantasm)

Range: 0Components: S, MDuration: 1 turn/levelCasting Time: 5Area of Effect: 9 m radiusSaving Throw: None

This spell causes the immediate areaaround the wizard to become dimly illuminatedas if by starlight, enabling clear vision of up tothirty feet, with indistinct vision at up to sixtyfeet. The spell will only work in near to totaldarkness, and will cause the ceiling of indoor

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Mage Spells First Level

caverns to appear as a constellation, takenconveniently from the wizard’s memory. Thematerial component for this spell is a silverpiece.❊

Static Charge (Alteration)

Range: TouchComponents: V, S, MDuration: 4 rounds/levelCasting Time: 2Area of Effect: One creatureSaving Throw: Negates

This spell causes the victim to have a seri-ous static charge for the duration of the spell.The static charge causes the affected creatureto be very edgy and irritable. The saving throwis at +1 per level (or hit die) of the victim - butat -1 per level of the wizard.

The material components are a glass rodand wool.❊

Swim (Alteration)

Range: TouchComponents: V, S, MDuration: 1d6 turns + 1 turn/levelCasting Time: 1Area of Effect: One creatureSaving Throw: None

When cast on a willing creature who cannotswim, that being is granted the ability to swimtirelessly for the duration of the spell. If therecipient can swim, he tirelessly swims at dou-ble his normal swimming speed for the dura-tion of the spell. Note, this spell does not grantthe ability to breathe underwater.

The material component is the fin of any fish,or the leg of any amphibian.❊

Time of Death (Divination, Necro-mancy)

Range: TouchComponents: V, SDuration: InstantaneousCasting Time: 9Area of Effect: One corpseSaving Throw: None

This spell allows the forensic wizard to esti-mate the time of death of the recipient corpseto within 5% if the corpse has been dead nomore than one day per level of the caster, towithin 20% otherwise.❊

Tree Swipe (Alteration)

Range: 9 m + 3 m/levelComponents: V, S, MDuration: 1 round + 1 round/3 levelsCasting Time: 1Area of Effect: One fully grown treeSaving Throw: None

By use of this spell, the caster will control atree branch for the duration of the spell. Thecaster can make the branch wave, attack, fana small breeze, etc. If the branch attacks, itdoes so as a fighter of the same level as thecaster and will do 2d6 damage. This spellworks only on full-size trees.

The material components needed are a treebranch, a verbal „smack“ and a swing of thearm.❊

Tricks (Illusion/Phantasm)

Range: 0Components: V, S, MDuration: 1 round/levelCasting Time: 1Area of Effect: 3 m radiusSaving Throw: Special

The wizard creates a number of various mi-nor illusions such as coloured sparkles, puffsof smoke, or small floating objects equal to hislevel. Creatures of low and semi-intelligence(Intelligence scores of 2-7) must save versusspell or become involuntarily fascinated for 1d6melee rounds or until attacked (DM’s discre-tion), while even creatures of higher Intelli-gence or lower Intelligence may become dis-tracted. Tricks is most commonly used for thepurpose of entertaining an audience.

The material components are some pebb-les.❊

Urlic’s Unwholesome Meal (Illusion/Phantasm)

Range: 0Components: V, S, MDuration: 1 turn + 1 turn/levelCasting Time: 5Area of Effect: 2 portions + 1 portion/levelSaving Throw: Negates

This spell is used to disguise existing foodor to create a completely illusionary meal. Theillusion will have full visual, thermal, touch andsmell components.

With the former usage, a bland meal can bemade to appear in all respects as a royal feast(or vice versa), and even spoiled food or poi-son can seem irresistible. The serving vesselsand utensils can also be disguised. (Spoiledfoods will often cause nausea, and as a gen-eral rule, if a save versus poison is failed, acharacter will be incapacitated for 3-18 roundsfollowing a 2-16 round onset time. Allow a 25%or greater chance (depending upon what waseaten) for more serious poisoning lasting 4-48hours. Both Slow Poison and Neutralize Poisonwould be effective in countering these symp-toms.) A saving throw vs. spells is not givenuntil the creature actually begins to consumethe affected meal, and this is made at -4 un-less a close examination of the food is made.If failed, the diner will believe the illusion to bereal, and will have no cause for alarm. If thesave is successful, the creature will see themeal’s true form, and will be aware of the pres-ence of an illusion.

If a complete illusionary meal is consumed,a victim will believe that his hunger and/or thirsthas been satiated, but only for as long as thespell duration. A saving throw is allowed, be-ing the same as that of the former applicationof the spell.

The spell requires the magic user to sprin-kle a pinch of gold dust over the food (or air)where the illusion is to be created.❊

Waterproof (Alteration, Evocation)

Range: TouchComponents: V, S, MDuration: 1 turn/levelCasting Time: 1Area of Effect: Creature or item touchedSaving Throw: None

This spell creates an invisible, thin mem-brane around the recipient and any objects inhis possession, through which water cannotpass, except at the mouth (water breathing, forexample, is not hindered if it is in effect, but itis not otherwise provided by this spell). Itspurpose is to protect and keep dry objects thatcould otherwise be damaged or destroyed bywater (spellbooks, torches, tinderboxes, etc.),since precipitation merely beads and rolls offthe recipient and bodies of water do not pen-etrate the barrier. The spell does not confer anyspecial abilities to survive or breathe underwa-ter, but it will keep the wizard and his posses-sions dry while there.

If used against a creature native to the el-emental plane of water, the spell inflicts 1d4points of damage on a successful attack roll.The wizard may affect an additional man sizedcreature for every extra level of experience.

The material component of the spell is aduck feather or a small square of oilcloth.❊

Wimbly’s Wonderful Web (Conjura-tion, Evocation)

Range: 10 m/levelComponents: V, S, MDuration: 2 rounds/levelCasting Time: 1Area of Effect: One creatureSaving Throw: None

This spell, when cast, creates one strand ofa very sticky web material similar to the kindspiders use to wrap up their captured prey.When the strand hits a creature, it immobilizesthem for the duration of the spell. When thespell wears off, the weblike material ceases tobe sticky and the creature can easily escape.

During the spell, the webs require at least a21 strength or better to break, or an edgedweapon doing at least 2 points of damage perlevel of the caster. If this is not done carefullythen the entangled creature takes 3/4 full dam-age if the would be helper misses the webs orhalf damage if he does not. The webs wouldtake 1/4 or 1/2 damage respectively. The webscould be more easily burned off but the en-trapped creature would take 2-7 damage fromthe burning webs. The webs for this case areconsidered Armour Class 0

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Mage Spells Second Level

In order for the target creature to be hit, thecaster attacks as a monster of equal hit dice.Dexterity bonuses are added to the caster’sroll, if any.

If the spell misses the target creature, thenan other creature behind the target may be hit(the spell travels in a straight line out to itsmaximum range or until it hits something).

The material component for this spell issome spider webs which disappear when thespell is cast.❊

Wither (Necromancy)

Range: 30 mComponents: V, S, MDuration: InstantaneousCasting Time: 1Area of Effect: 9 m²/levelSaving Throw: Special

This spell kills all normal vegetation within anarea of 9 m² per level of the caster, who deter-mines the shape of that area at the time ofcasting. Trees receive a saving throw of 11, andspecial plants such as treants suffer but 1d6points of damage.

The material component is acid, sprinkledover the whole area of effect. Casting time isexclusive of this administration.❊

Wizard Glue (Enchantment)

Range: TouchComponents: S, MDuration: PermanentCasting Time: 1Area of Effect: 1.8 m²/levelSaving Throw: None

Wizard Glue will hold one relatively flat sur-face to another, a mirror to a wall for example.The strength of the bond is 20 pounds per levelof the wizard, up to 120 pounds. Dispel Magicwill end the spell, and a strength of 10 or greatercan break a 20-pound bond. A strength of 12can break a 40-pound bond, a strength of 14can break a 60-pound bond, and so forth. If theitem held by the glue is brittle, it may be shat-tered in the separation.

Honey is the material component of thisspell.❊

Mage Spells SecondLevel

Aerate (Alteration)

Range: 0Components: V, S, MDuration: 1 turn (+1/level) see belowCasting Time: 1Area of Effect: 1 creature/levelSaving Throw: NegatesSpecialist/School: Elementalist, Altera-tion, Abjuration

This spell will cause the victim to change intoa small cloud which will descend into a groundcovering mist. The intended victim must betouched by the caster. The caster can touchone victim per round up to the maximumnumber affected for his level. The intended vic-tim is allowed a saving throw vs polymorph tonegate. The spell causes no pain, discomfortor actual damage, however a system shock rollmust be made (with a +5 bonus) or the crea-ture will remain a mist forever. The natural du-ration of the spell is listed above. The spell canbe cancelled by the caster, a Dispel Magic froma mage of equal or higher level to the caster,or the caster may set a specific duration at thetime of casting. This last option is particularlyuseful if the mage casts the spell on himself.When the spell expires or is cancelled, the vic-tim will be restored. The mist can be dispersedover an area of 9 m² per level of the caster andthe victim will still be restored successfully. Thisis the most dangerous of the four elementalpolymorph spells for if the mist is dispersedmore than this, the victim cannot be restoreduntil all the mist is brought within these limits.The mist tends to spread rapidly if not con-tained within a sealed room for example.

The material component of this spell is aburning twig or incense.❊

Acid Water (Alteration)

Range: 20 mComponents: V, S, MDuration: 1 round/levelCasting Time: 2Area of Effect: 5 l/levelSaving Throw: None

This spell turns water into an acidic sub-stance. If a creature touches this stuff, it takes2d4 damage. If the acid is drunk, it will take 4d4damage. The caster can do anything in or tothe substance without taking any damage.❊

Ahrvar’s Instant Offensiveness (En-chantment/Charm)

Range: 120 mComponents: V, SDuration: 2 rounds/levelCasting Time: 1Area of Effect: One personSaving Throw: Negates

This spell effects any single intelligent beingit is cast upon. By intelligent being, it is meantany creature with a rudimentary form of spo-ken language. This includes humans, demi-humans, humanoids, intelligent monsters, etc.

The victim receives a saving throw vs. spellto avoid the effect, with the appropriate adjust-ments due to Wisdom. If the victim fails hissave, the victim’s speech immediately be-comes offensive to all who can understand thelanguage the victim is using. The victim, how-ever, only hears what he thinks he is saying,and may become extremely curious as to whyeverybody is mad at him. The words of the vic-tim become so offensive, in fact, they act as alow-power Taunt spell, with those hearing andcomprehending the victim’s speech making a

save vs. magic at +4, or else be consumed witha mindless desire to bash the victim’s head in.Each person within hearing of the victim willhear whatever would be considered most of-fensive by them. The caster is the only one ableto hear what is actually spoken by the victim,and is thereby immune to the taunt effect.

The components of this spell are the com-mand word, and a subtle pointing motion bythe caster, at the target.❊

Ahshay’s Mystic Mutable Aura (Illu-sion/Phantasm)

Range: TouchComponents: V, S, MDuration: 1 day/levelCasting Time: 1 roundArea of Effect: One object or personSaving Throw: Special

This spell creates a magic aura around anobject similar to the one from Nystul’s MagicAura. However, it hides not the magic property,but the alignment of the target. The caster canspecify which alignment he wants the objectto radiate as well as the strength of the radia-tion. The higher the level of the caster the moreradical alignment he could place on the objector person. Note that this aura does not changethe alignment (if present) of a person or object.

This spell foils such spells as Detect Good/Evil, a paladins Detect Evil ability and the spellKnow Alignment. It does not change the effectof the Protection from Good/Evil spells. Notethat the priest version of True Seeing or a Gemof True Seeing will see through this spell. If theobject or person acts in a different way than isindicated by the aura, other people will get adisbelieve check. A mage with the true sightspell will now get a true reading off a detect evil.

The material component of this spell is asheet of thin silk in an appropriate colour to thealignment being cast. It is consumedcompletely.❊

Alpha’s Moonlight (Evocation)

Range: 5 m/levelComponents: V, S, MDuration: 1 turn/levelCasting Time: 1 roundArea of Effect: 3 m/level radiusSaving Throw: None

This spell creates an area of soft blue-greylight, apparently coming downwards fromabove. This light effectively washes out all col-our, but clear vision is certainly possible withinthe area of effect. Vision is also possible out to10 m beyond the spell’s radius, but such visionis dim and shadowy at best. The moonlightdoes not interfere in any way with infravision,but the nature of the light is such that creaturesadversely affected by bright light suffer onlyhalf the normal penalties when within theMoonlight and none when within its shadowyfringes. The Moonlight spell may be centred onthe caster, in which case it moves with him.Otherwise, the spell must be cast on an areaand is stationary.

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Mage Spells Second Level

The material component of this spell is amoonstone that has been exposed to actualmoonlight for a full night.❊

Alpha’s Rainbow Beam (Evocation)

Range: 10 m + 5 m/levelComponents: V, S, MDuration: InstantaneousCasting Time: 2Area of Effect: One creatureSaving Throw: Negates

This spell draws upon the power of theQuasi-Elemental Plane of Radiance and bringsforth a beam of pure light. The colour of thelight making up the beam is normally randomlydetermined by a roll of a d8. However, thecaster has a chance equal to 5% per level ofbeing able to select the colour of the beam (thecaster may not select a multi-hued beam. Suchoccurs only as the result of an aberration in themagic). The colours of the beams are as fol-lows:

1d81d81d81d81d8 Colour of beam:Colour of beam:Colour of beam:Colour of beam:Colour of beam:

1 red (cold)2 orange (heat)3 yellow (acid)4 green (poison)5 blue (electrical)6 indigo (holy water)7 violet (force)8 multi-hued beam - roll twice ig-

noring 8’s

The beam does a base of 2d6, plus an ad-ditional point of damage for each level of thecaster (e.g. a 7th level caster would inflict 9-19(2d6+7) points of damage). Any creature re-sistant to the attack form indicated by the col-our of the beam takes NO damage, while acreature vulnerable to the specific attack form(such as heat vs. a yeti) will suffer double dam-age. A saving throw indicates that the beamhas missed and the intended victim is unaf-fected. Note that the beam may hit a targetother than the one intended. Once the beamhits a solid object, it stops, even if that objectis transparent. Any creature suffering damagefrom the spell must make item saving throwsif appropriate.

The material component of the spell is asmall clear gem or crystal prism worth at least50 GP.❊

Alpha’s Spark Shower (Evocation)

Components: V, S, MDuration: 1 roundCasting Time: 2Area of Effect: 1,5 x 6 m long x 3 m basewedge shapeSaving Throw: 1/2

The caster extends his arms and speaks thespell, and a sheet of sizzling purple sparksshoots forth from the caster’s hands. Thesesparks cause 1d4 electrical damage per three

levels of the caster, rounded up, to a maximumof 5d4. Those wielding metal weapons (swords,etc.) or wearing partially metal armour (ring,scale, chain) save at -2 and suffer +1 point ofdamage per die. Those wearing full metal ar-mour (splint, banded, plate, etc.) save at -4 andsuffer double damage.

The material component is a bit of fur, glass,and copper.❊

Alpha’s Star Gaze (Evocation)

Range: 60 mComponents: VDuration: InstantaneousCasting Time: 2Area of Effect: One creature/2 levelsSaving Throw: Special

This spell causes a blazing white sheet oflight to issue from the caster’s eyes. This sheetwill envelop a number of creatures based onthe caster’s level. Those who fail a save vs. pet-rification will be blinded for a full turn. Thosewho do save are merely dazzled (-2 on to hitand AC) for 1 round, having looked away justin time. Dark dependent creatures such asdrow and gray dwarves save at a -4 vs. thisspell, and the duration of its effects aredoubled.❊

Alpha’s Starblades (Conjuration)

Range: 10 m + 10 m/levelComponents: V, S, MDuration: 1 round/2 levelsCasting Time: 2Area of Effect: One creature/3 levelsmaximumSaving Throw: None

This spell creates one magical star-shapedbladed weapon for each three levels of thecaster, up to a maximum of seven. The castermay then throw these as weapons, out to thespell’s maximum range. They are treated asSlashing weapons with respect to effective-ness vs. armour, and the caster’s to hit rolls withthem are at +3, in addition to any bonus forhigh dexterity. Each Starblade that strikescauses 2d4 damage, +2 vs. creatures withpowers drawing on the negative material planeor plane of shadow.

The material component is a small silverstar.❊

Ambient Light (Alteration)

Range: 60 mComponents: V, S, MDuration: 1 turn/levelCasting Time: 2Area of Effect: 12 m radius globeSaving Throw: None

This spell is in many ways similar to the firstlevel spell Light (q.v.). With an Ambient Lightspell, while there is a centre for its sphere ofeffect, there is no point of light at this centre -

the intensity of the light is consistent through-out the entire globe. The light is even behindobjects or walls, in a closed chest, in fact, eve-rywhere in the area of effect. Therefore, abso-lutely no shadows exist. The spell has anumber of interesting effects because of this;for example, if cast in a hallway, the light wouldextend through a door or wall into an adjacentroom (or even into secret tunnels below thehall) up to the full area of effect. Just beyondthe 12 m radius globe, reflected light from theactual area of affect lights up 4 m further. Thisis much dimmer than the globe, is very shad-owy (if there is something to cast one), andfades off into complete darkness (assuming,of course, the area would be dark without thisspell). One obvious advantage of the spell isto make hiding in shadows impossible withinthe area of effect.❊

Annoyance (Illusion)

Range: 1.5 m/levelComponents: V, S, MDuration: 1 round/levelCasting Time: 2Area of Effect: One creatureSaving Throw: Special

This is a more powerful version of the firstlevel spell Minor Annoyance (q.v.), in that itcreates the illusion of a bumblebee flying intothe victim’s ear. The victim only gets one sav-ing throw; if successful, the annoyance lasts foronly one round. The spell’s effects start at thebeginning of the next round, just like MinorAnnoyance.

The material component of this spell is adead insect. If an actual dead bumblebee isused, the victim’s saving throw is made at -2.❊

Anvil Fall (Alteration)

Author: Thom Watson

Range: 10 m/levelComponents: VDuration: 1 round/levelCasting Time: 1Area of Effect: SpecialSaving Throw: Negates

When this spell is cast, the creature(s) orobject(s) affected immediately assume themass of solid lead. A falling or flying object orcreature affected starts to plummet, and dam-age taken from falling is doubled, i.e., 2d6 per3 m fallen, to a maximum of 20d6 from a heightof 30 m. The Anvil Fall affects one or moreobjects or creatures in a 3 m cube, as long asthe maximum original weight of the creaturesor objects does not exceed a combined totalof 200 pounds plus 200 pounds per level of thewizard.

A Feather Fall cast upon a creature or ob-ject under the influence of an Anvil Fall will onlynegate the latter, and the creature then re-ceives only normal falling damage. An addi-tional Feather Fall would then be needed to

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achieve the normal effect of that spell, and twosuch spells could probably not be cast in timeby a single wizard.

Like a Feather Fall, an Anvil Fall works onlyupon free-falling, flying, or propelled objects,and cannot affect a sword blow or a chargingcreature.❊

Azalldam’s Fabricated Boat (Conju-ration/Summoning)

Range: 0Components: V, S, MDuration: 1 turn/levelCasting Time: 2Area of Effect: SpecialSaving Throw: None

This spell is similar to Azalldam’s FabricatedBridge except it shapes a boat from the con-jured shadows instead of a bridge. The castermay create a boat of 4,5 m² per level (up to amaximum of 90 m²). The boat will support 100pounds per level of the caster; any additionalweight will cause the boat to capsize. The spellwill last 1 turn for each level of the caster, or untilthe caster ends it.

Similar to the Fabricated Bridge spell, theboat may not be disbelieved, but may be dis-pelled.

The material component for this spell is asmall wooden carving of a boat; this carvingis not consumed when the spell is cast.❊

Bigby’s Tickling Fingers (Evocation)

Range: 1 m + 1 m/levelComponents: V, S, MDuration: 1 round/levelCasting Time: 2Area of Effect: One creatureSaving Throw: Special

When cast, this spell creates a pair of dis-embodied hands which proceed to tickle avictim of the wizard’s choosing. Each round, thevictim must save vs. spells or suffer a -4 pen-alty to all rolls. If the save is failed, the victimmay cast no spells that round. The wizard mayselect a new victim each round. If the wizard’sconcentration is broken while the spell is ineffect, the spell is terminated.

The hands cannot be physically attacked,only Dispel Magic type attacks or breaking thewizard’s concentration will destroy the hands.

The material component is a pair of glovesand a feather.❊

Byen’s Arrow (Illusion/Phantasm)

Range: TouchComponents: V, S, MDuration: 6 turns/levelCasting Time: 1 round/arrowArea of Effect: One arrow/2 levelsSaving Throw: None

Several decades past, Byen, the famed as-sassin/illusionist of the City of Yorkad, createdthis spell so as to be able to execute certain

„assassinations“ which would seem com-pletely real but in which the victim would (hope-fully) not be killed. Byen’s Arrow creates a verypowerful illusion that is modelled exactly afteran actual arrow. The caster must take a realarrow, of fine quality, and spend one entireround chanting and weaving her or his handsalong the edge of the arrow. To complete thecasting, the caster must prick her or his fingerwith a splinter of wood and smear it upon thearrowhead. The arrow is then actually replacedby an illusion, that has full visual, audible, tac-tile, thermal, and olfactory components. Anattempt to disbelieve can be made, but thesave is made a -2 DM (or +2 if informed of theillusion); however, in most circumstances, therewill be no reason to suspect anything is amiss.The magic user can „enchant“ up to 1 arrowfor every two levels she or he possesses, eacharrow taking one round of preparation.

The arrows must be shot in a normal man-ner (i.e. the magic user must have someone ofa class able to make use make use of a bowto shoot them). Such a user will in no way sus-pect that the arrows are illusionary from just ex-amining them. If these arrows hit a target, theillusion continues so that the target will bleedillusionary blood, an will feel illusionary pain.Unless the victim for some reason attemptedto disbelieve and this attempt was successful,the victim will take the full 1-6 damage from thearrow, plus any applicable bonuses forstrength, specialisation, a magic bow, etc. Only25% of this damage is actual, but even afterthe illusion fades (which happens in 5 rounds+ 1 round per level after being hit) the victimwill still suffer form shock and a loss in confi-dence and composure. Hit points lost becauseof these arrows that were not part of actualdamage will be recovered at a rate of 1 HP perround of rest or 1 HP per turn of even mild ac-tivity, but not at all for strenuous activity. Crea-tures brought below zero HP because of thisillusionary damage will be unconscious andmust make a system shock survival roll of elsedie of shock, losing 1 HP per round until reach-ing -10, unless they receive aid. Even creaturesthat can be hit by only by silver, iron or magi-cal weapons will suffer from all the above ef-fects unless they have some special resistanceto illusions (or have reason to be suspiciousand disbelieve).

Note that Byen’s Arrow will work on light andheavy quarrels of high quality as well as onarrows.

The material component for this spell is anarrow or quarrel of fine quality (s.a.).❊

Carrion’s Foul Stench (Evocation)

Range: 30 mComponents: S, MDuration: 1 round/level above firstCasting Time: 3Area of Effect: 6 m cubeSaving Throw: Negates

This spell in many respects duplicates theeffects of the second-level spell Stinking Cloud.Except where noted, this spell duplicates theeffects of Stinking Cloud.

It has a slightly longer casting time and aduration which is shorter by one round, but ithas the advantage of lacking a verbal compo-nent: the material components are waved inthe air and the spell’s gestures made, but oth-erwise the spell is utterly silent.

It produces a thin grey cloud of vapourwhich reeks of rotting flesh and the odours ofthe tomb.

The material component for this spell is a bitof zombie or ghoul flesh or a small strip ofcarrion crawler hide.

If ghast flesh is substituted saves versus thisspell will be at -1.❊

Cause of Death (Divination, Necro-mancy)

Range: 0Components: V, S, MDuration: InstantaneousCasting Time: 1 turnArea of Effect: One corpseSaving Throw: None

With this spell the forensic wizard can de-termine if the corpse has received damagefrom any of the causes listed in the table be-low, and which cause actually reduced him tozero hit points. This spell involves dissection ofthe corpse, and the material components area magnifying glass and a set of scalpels. Theseare not expended by the casting.

CauseCauseCauseCauseCause Notes and secondarNotes and secondarNotes and secondarNotes and secondarNotes and secondaryyyyyinforinforinforinforinformationmationmationmationmation

Exposure exposure to cold, fire, heat,or lightning; drowning

Falling or height fallen fromhangingDisease or organs affected, parasitesold age involvedMagic applies only to magic mis-

sile or necromantic effectsWound wound inflicted by bludg-

eoning, piercing, or slashing

The DM may introduce a chance of failure ifthe body is greatly decomposed, and he mightgive false information based on nature of thetrauma. A corpse swatted by a dragon’s tail, forexample, might show the same indications asone which fell from a great height, and a poi-soned corpse usually looks like one which diedof disease. The prudent forensic wizard alwaysdetects poison just to be sure.❊

Chameleon (Illusion/Phantasm)

Range: TouchComponents: V, MDuration: 1 round/levelCasting Time: 1 roundArea of Effect: One creatureSaving Throw: None

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Mage Spells Second Level

This spell alters the coloration of the recipi-ent’s skin, clothes, and gear to match that ofthe surrounding background, so that he is dif-ficult to spot and attack. The affected creaturecannot normally be spotted at distances offurther than 30 m, and at closer distances, heis 20% unlikely to be seen when moving, andthieves are given a 20% bonus to hide in shad-ows if remaining still (even in sunlight). Further,missile weapons suffer a -4 penalty to hit. Thematerial component for this spell is some cha-meleon skin.❊

Charm of Healing (Illusion/Phan-tasm)

Range: TouchComponents: V, S, MDuration: 5 rounds/levelCasting Time: 1 roundArea of Effect: One creatureSaving Throw: None

Charm of Healing allows a wizard to con-vince the recipient of the spell that they havebeen cured of some damage. The spell “heals”1d4 points of damage plus an additional pointfor every three levels of the wizard, this curingis in-fact illusionary and only lasts for the du-ration of the spell. Note where the recipient ofthis spell has suffered illusionary damage thenthe hit points recovered are permanent (i.e.,equivalent to priestly cure spells).

The material components for this spell area piece of coral, a bandage and a few dropsof pure spring water.❊

Cheffield’s Major Feast (Alteration)

Range: 30 mComponents: V, S, MDuration: PermanentCasting Time: 5 roundsArea of Effect: 4 people fed/levelSaving Throw: None

When this spell is cast into a large pot oronto an appropriate number of plates it bringsinto being enough food to feed four per levelof the caster for one meal. The food is nourish-ing and filling, the drink is cool and refreshing.The food may not taste the best in the worldbut it certainly fills the cracks. It also makes,when chilled and rewarmed, exceptional lefto-vers.

This spell requires a handful of rice which iscooked over a low boil while the caster mut-ters „cooks in just 5 minutes.“

The spell was created by a magic userwhose abilities as a chef far surpassed thoseof his spell casting. He is known far and wideas a chef of great skill.❊

Circle of Power (Evocation)

Range: SpecialComponents: V, SDuration: SpecialCasting Time: Special

Area of Effect: SpecialSaving Throw: None

This powerful spell allows a group of magesto work in conjunction to create a special areaof effect (the circle) into which one mage (orpossibly two) may enter and have their work-ing level of experience increased. A minimumof four mages is required to initiate the spell,and the spell must be cast by the mages of thecircle, not read or used from any device.

First, the mages form a circle and begincasting the spell. The spells from each magemust then synchronize into a rhythmic chant-ing effect. This means that it will take as manyrounds as the highest level member of the cir-cle to make the circle synchronize and becomeoperative. From that point on, a mage mayenter the circle and have his working level ofexperience increased by the total combinedlevels of the circle spellcasters minus one levelfor each member of the circle. Once entered,the central mage may rest and study as ahigher level mage, but may not use new spelllevels, just the higher memorisation capabili-ties, spell range, duration increases, etc. If thetotal number of levels bestowed reaches 20,another mage may step into the circle and di-vide the increased level benefits between him-self and the first mage with all odd remaininglevels becoming useless and therefore ig-nored.

Any members of the circle who are injuredimmediately fall away from the circle’s synchro-nisation and the central mage(s) lose(s) thebenefits of that member’s levels one turn later.New mages may join into the circle at any time(taking an equal number of rounds as theirexperience level to synchronize with the circle),though, and since the effects of being in a cir-cle will not wear off for one full turn other cir-cles may be formed which the mage may en-ter to retain his current working level (or in-crease of decrease it according to the levelsof the new circle).

Members of the circle may chant (from thesynchronisation point) for a period of turnsequal to the combination of their intelligenceand constitution scores divided by two andthen added to their current experience level.The circle members (but not the centralmages) gain a magic resistance to any attacksagainst the circle which would silence the spellequal to the total experience levels of the cir-cle members.

The source of this spell is the TelnorneMageocrat.❊

Claws (Alteration)

Range: 0Components: V, S, MDuration: 1 round/levelCasting Time: 2Area of Effect: One creatureSaving Throw: None

When cast, this spell causes a vicious setof serrated claws to grow on the hands of therecipient. The recipient must be willing, and abeing not already possessing claws. Theseclaws vanish in one round per level of the wiz-

ard. They double the number of attacks nor-mally afforded, and damage is 1d6 plus anyStrength bonuses. The recipient may use noother weapons, nor cast somatic spells.

The material component is the claw of agriffin.❊

Cloud Walk (Alteration)

Range: TouchComponents: V, S, MDuration: 1d6 turns + 1 turn/levelCasting Time: 3Area of Effect: Creatures touchedSaving Throw: None

This spell allows the recipient to walk on anyform of fog, cloud, or smoke as if it were solid.The recipient may move at normal movementrate, plus the movement rate of the smoke(thus a rising column of smoke from a fire mightcarry the recipient up at 12 movement rate).The smoke must be reasonably thick, reduc-ing visibility significantly. This spell will not al-low walking on fine mist.

The material component is a hair from anightmare.❊

Coin Toss (Alteration)

Range: 9 mComponents: S, MDuration: InstantaneousCasting Time: 2Area of Effect: One metal coinSaving Throw: None

Coin Toss gives an electrical charge to asingle metallic coin, which is then thrown at thetarget. The casting of the spell appears to berather innocuous, but a bit theatrical (i.e., tak-ing approximately 10 seconds to take a coinout of a purse). Only a wizard who has thisspell, someone actively using the spellcraftproficiency (and states it), or someone whohas fallen victim to this spell before will recog-nize that Coin Toss is being cast. Upon com-pleting the spell, the wizard throws the coin atthe intended victim, requiring an attack roll.Treat metal armour as AC 10, but allow for anymagical or Dexterity bonuses. If the victim isactively trying to catch the coin, consider it anautomatic hit (“Take my last gold piece, thief!”).If the attack is successful, the victim takes 1point of damage per wizard level (up to amaximum of 16 HP). If the coin is gold or an-other good conductor, add 1 to the damage roll.If the victim is wearing metal armour, add 1d4to the damage roll.

The material component is the coin beingthrow, which is consumed in the casting.❊

Continual Sparks (Alteration)

Range: 0Components: V, SDuration: PermanentCasting Time: 2Area of Effect: One small object or areaSaving Throw: None

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Mage Spells Second Level

A modified form of the Continual Light spell,Continual Sparks causes an object or area notgreater than a few square inches to continu-ously emit electrical sparks. These do no dam-age, but are a tremendous source of ignitionaround flammable substances.

A variant of the spell causes a spark to strikeanything coming within 3 cm of the area af-fected. A small metal ball with both ContinualSparks and Continual Light is a highly effec-tive device for eliminating bothersomeinsects.❊

Dancing Fire Light (Alteration, Evo-cation)

Range: 60 m + 10 m/levelComponents: V, S, MDuration: 1 round/levelCasting Time: 2Area of Effect: SpecialSave: 1/2

This spell - except as noted - is the same asDancing Lights (out of TSR’s Player’s Hand-book). The lights are orange-like in colour andgive off heat. If the caster concentrates on theballs, he can have them attack doing 1-3 pointsof damage per ball (4 balls maximum). All theballs must attack the same target in any givenround. Optionally, the caster can form onemass that looks like a fire elemental and canattack once per round and does 3-9 points ofdamage. The heat can set fire to flammables.

The material components needed are apiece of flint and either a bit of phosphorus orwithwood.❊

Death Armour (Necromancy)

Range: 0Components: V, SDuration: 1 round/levelCasting Time: 3Area of Effect: CasterSaving Throw: None

While this spell is in effect, any creature whotouches the caster with exposed flesh (to casta spell, for example) will suffer 1d8 points ofdamage. The spell will not protect the necro-mancer from damage, nor does it have any ef-fect on an armed opponent, but it will affectundead, and the death master adds one pointto damage inflicted with his bare hands.❊

Death’s Dark Grasp (Conjuration/Summoning, Necromancy)

Range: 10 m + 10 m/levelComponents: V, S, MDuration: 1 round + 1 round/levelCasting Time: 2Area of Effect: One creatureSaving Throw: Special

This spell is a variant of Maximillian’s EarthenGrasp from the Tome of Magic. Except wherenoted, this spell duplicates the effects ofMaximillian’s Earthen Grasp.

When this spell is cast, rather than produc-ing an earthen hand, this spell causes manyundead arms to spring from the ground under-neath the target’s feet. If the target’s save issuccessful, then the arms sink into the earthand the spell progresses as per the spell de-scription. If the target fails his save, undeadforms resembling zombies burst up from theground, lashing out at the target to grasp andhold him with unyielding strength.

The armour class of the arms or creaturesis 6 (as opposed to the AC 5 in Maximillian’sEarthen Grasp). The hit points of the undeadforms created are equal to twice the wizard’snormal hit points up to a maximum of 40 HP.The undead forms created are unturnable, andat the end of the spell’s duration will sink downinto the earth from whence they came.

If this spell is cast in a graveyard, the soil ofthe graveyard will be more likely to produce theundead forms in a quick, unexpected manner.Thus saves vs. this spell would be at -1 and thechance that the undead hands or forms reap-pear under the target’s feet after a successfulsave throw is 10% per level of the wizard ratherthan 5% per level which is the usual chancefor this occurrence if cast in otherenvironments.❊

Detect Chaos (Divination)Reversible

Range: 60 mComponents: V, SDuration: 5 rounds/levelCasting Time: 2Area of Effect: 0,3 m wide pathSaving Throw: None

This spell is similar in all respects to thesecond level mage spell Detect Evil/Good(q.v.), except that the mage is detecting forChaos/Law.❊

Detect Dragonkind (Divination)

Range: 0Components: V, SDuration: 1 turn/2 levelsCasting Time: 2Area of Effect: 20 m + 10 m/level radiusSaving Throw: None

While the duration of this spell, any kind ofdraconian, including dragons can be sensedby the caster. Invisible and polymorpheddragonkind can be sensed regardless of theiralignment or size. Only special magical itemsgrant them a total immunity to the spell effect.By casting the spell the mage only learns theexact direction and distance of nearby crea-tures, not their number or type. The caster canconcentrate on one direction (north, east,south, west) per round. It should be mentionedthat dead and transformed dragonkind can bedetected, too.❊

Detect Illusion (Divination, Illusion/Phantasm)

Range: 0Components: V, S, MDuration: 3 round + 2 rounds/levelCasting Time: 1Area of Effect: SpecialSaving Throw: None

The wizard can see what is illusion and whatis not, and can pass this ability to others by ajoining of hands.

The material component for this spell is afeather-duster, which is consumed in thecasting.❊

Detect Magic II (Divination)

Range: 0Components: V, SDuration: 3 rounds/levelCasting Time: 2Area of Effect: 1,8 m + 0,6 m/level path,0,6 m wideSaving Throw: None

This spell is just like TSR’s Detect Magic spellexcept it is more sensitive, has a longer range(1,8 m+ 0,3 m per level for the TSR version), andthe caster will be able to determine accuratelywhat kind of magic (alteration, divination, con-juration, etc.) is in effect if the magic is within1,8 m + 0,3 m per level. This spell will not blindor hurt someone if in an area of extreme magic,the caster will simply know that stronger magicis in effect.❊

Detect Phase (Divination)

Range: 5 m/levelComponents: V, S, MDuration: 1 round/levelCasting Time: 2Area of Effect: CasterSaving Throw: None

When this spell is cast, the caster can seeand perceive any creature that is out of or in adifferent phase than that of the caster. Thismeans that the caster will see clearly suchcreatures with special defences as displace-ment, blinking, duo-dimension, astral, or ethe-realness and those who can shift out of phase,such as a phase spider. Furthermore, if thecaster has means to attack such creatures, hewill have none of the ill effects that normally oc-cur when trying to attack (i.e. the caster wouldknow the exact location of a displacer beast,or where the phase spider is etc.). The infor-mation cannot be communicated to his fellowsby words.

The material component of this spell re-quires a lens of calcite crystal which must beviewed through for the spell to have effect. Itdoes not disappear at the end of the spell.

Some Mages have made spectacles of cal-cite crystal so they would have their hands freeto do other things after casting the spell.❊

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Mage Spells Second Level

Detect Spirit (Divination)Reversible

Range: 20 m + 5 m/levelComponents: V, SDuration: SpecialCasting Time: 5Area of Effect: One creature or objectSaving Throw: None

Detects the presence of a soul spirit ormentality in any body or object (enchantedswords, etc.), and whether or not the mindcontrolling the body is its „native“. Thus, it willnot detect charming or hypnosis but will de-tect possession. Only the fact of a mind is de-tected, not its nature. If it is cast on a normallyinvisible spirit (such as an Invisible Stalker orUnseen Servant), the caster can see the crea-ture as a visible force for one turn per level.

The reverse, Obscure Spirit, has a range oftouch and conceals a single mind or spirit fromdetection by this spell for 24 hours.❊

Disease (Illusion/Phantasm)

Range: 30 mComponents: V, SDuration: SpecialCasting Time: 2Area of Effect: One creatureSaving Throw: Negates

Similar to spells such as Blindness andDeafness, a Disease spell will cause its targetto believe that she or he has contracted a real(natural) disease. Even though the spell affectsthe mind, the victim believes so strongly in thedisease that boils, pains and any other symp-toms normally associated with the affliction willbe imagined, putting the individuals healthunder considerable stress.

If the target has recently been in a situationwhere contracting a disease is quite likely(such as living in filthy surroundings, falling intosewage or garbage heaps, attacks from giantrats or othyugs, etc.), a saving throw is madeat a penalty of -4; on the other hand, if a char-acter has recently had a Cure Disease castupon herself or himself, is immune to normaldiseases, or has some other strong reason tobelieve that she or he could not possibly havecontracted a disease, then a saving throw at+4 or higher (probably +8 if normally immune)is allowed.

Once the spell takes effect, it is permanentuntil the inflicted receives a Dispel Illusion. Thedisease is determined randomly from the ta-ble in the DMG, with the full effects describedinflicting the target.❊

Dispel Silence (Abjuration)

Range: 10 m/levelComponents: S, MDuration: 1 round/levelCasting Time: 2Area of Effect: 4,5 m radius sphereSaving Throw: None

When cast, this spell automatically dispelsany magical silence within its area of effect.Furthermore, no silence spell will have effectwithin the area of effect for the duration of thespell.

The casting of this spell requires a small sil-ver bell, chime, or gong, which must be strucktwice, at the end of each segment of casting.The device must be worth at least 50 GP, andis consumed in the casting.❊

Disposal (Evocation, Alteration)

Author: Thom Watson

Range: 0Components: V, SDuration: 1 day/levelCasting Time: 2Area of Effect: 0.25 m circleSaving Throw: Special

The casting of this spell evokes a hole, 0.25m in diameter, in the wizard’s hand. The holemay be placed on any surface; anything sub-sequently dropped into it (an item must besmaller than the hole’s diameter; since this isneither an extra-dimensional space nor asphere of annihilation, items larger than that arenot “sucked” into it) vanishes and is teleportedto the bottom of the nearest sewage system(moat, sewer, large body of water, etc.). It isespecially effective for disposing of garbage,kitchen waste, body wastes, etc., and may beused in the garderobe of an area otherwisedevoid of plumbing. Magical and living items(of at least animal Intelligence; normal insectsand non-sentient plant life are therefore notconsidered “living” for this purpose) receive asaving throw to resist the teleportation. (Therewas no plumbing in Kestrel’s tower, hence thisspell saves on traipsing up and down all thosestairs with a chamberpot).❊

Draconiangliding (Alteration)

Author: Axel & Marc Gerstmair

Range: TouchComponents: V, S, MDuration: 1d6 turns + 1 turn/levelCasting Time: 2Area of Effect: One creatureSaving Throw: None

By casting this spell the mage bestows him-self or one creature with the ability to glide likea draconian. The recipient must spread hisarms, while semi-material wings grow fromthem to a total wingspan of 3 metres.

The spell only affects large or smaller crea-tures including their equipment. The recipientis capable of gliding four metres per one me-tre height. The bestowed creature is not ableto gain height. It cannot stop gliding, while it isnot on ground, but he may accelerate by turn-ing his wings downwards. The glider must beaware of having a crash, if he does not turn his

wings upwards 5 metres above ground. Oth-erwise, he suffers 1d6 points of damage per 3metres falling height up to a maximum of 20d6.

The normal speed is 18, while nosediving isat 30, manoeuvrability class is D. The wingssupport 20 pounds per level of the caster.

The material component for this spell is apart of a draconian’s wing, which is consumedby casting this spell.❊

Dream Control (Enchantment/Charm,Phantasm)

Range: 0.3 m/levelComponents: V, S, MDuration: SpecialCasting Time: 1Area of Effect: One creatureSaving Throw: Negates

This spell causes the victim to have dreamsexactly as the wizard lays them out. Night-mares, messages, fantasies are all possibleactions in the dreams. These dreams will seemreal. If the person finds out about the sourceof the dreams it is likely that he will not takekindly to them. The chance of success is 5%per level of the wizard minus 10% per level ofvictim (less 5% per degree of extremeness ofthe dreams as determined by the DM). Thisspell can deprive the victim of a good night’ssleep with the same chance of success, thuspreventing him from regaining spells overnight.The victim must have been touched at sometime by the wizard to use this spell. If the spellis negated, the wizard cannot try to control thedreams of the same victim again until he hasgained a level.

The material component for this spell is anornamental cushion, arduously decorated, of atleast 20 GP value.❊

Dreamoore’s Explosive Missile (Al-teration/Evocation)

Range: 0Components: V, S, MDuration: SpecialCasting Time: 2Area of Effect: SpecialSaving Throw: Special

This spell actually has two variations. Thefirst produces a special dart which the magic-user hurls toward its target. The dart has a +3„to hit“ bonus at 10 m or less, +2 at 20 m, and+1 at 30 m. A successful hit does 3-6 damagepoints +1 hit point per caster’s hit die. The sec-ond version enchants an ordinary arrow orquarrel, making it magical for hitting purposes,and delivering double normal damage +1 hitpoint per caster’s level.

Both versions also have a residual blast ra-dius, inflicting 2d4 damage, or 1d4 on a savevs. magic. Any item struck directly by an explo-sive missile must save vs. crushing blow toavoid damage. The explosive missile must beused within three rounds of creation, otherwiseit detonates and does damage to those imme-diately around it.

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Mage Spells Second Level

The material components are sulphur, dia-mond dust, and the appropriate missile beingenchanted. The first version requires a 10 GPsilver dart as it’s missile.❊

Dreamoore’s War Disk (Evocation)

Range: 60 mComponents: V, SDuration: SpecialCasting Time: 2Area of Effect: SpecialSaving Throw: None

The war disk is a small hand hurled missilewhich the magic-user throws toward its target.It’s „to hit“ bonus is +3 at less than 20 m, +2from 20 - 40 m, and +1 from 40 - 60 m. Thecaster must declare which version he is cast-ing prior to the throw. The first type hits onlyonce for 1d4 base damage + 1 hit point perlevel of the caster. The second may be thrownonce per round for 1d4 + 1 point of damageper successful hit and automatically returns atthe end of the round. Its duration is one roundper level.❊

Duck (Enchantment/Charm)

Range: 10 mComponents: V, SDuration: InstantaneousCasting Time: 1 (but takes up the entireround - s.b.)Area of Effect: One creatureSaving Throw: None

By this spell, the caster helps the defenceout on himself or another creature. If the castersees an attack coming, the caster can causethe creature to be suddenly moved out of theway so as to cause the attack to miss. This willonly work against body (claws, bit, etc.) or handheld weapons. The creature that has beenmoved must then take 5 segments readjustinghis position before it can attack again.

The caster must prepare for this spell, andmust declare at the end of the previous roundthat he is casting this spell. The caster thenwaits until the monster attacks, and throws thespell.

Creatures that have never had this done tothem before must make a save vs. petrificationor be stunned for 2 rounds.❊

Dumbness (Illusion/Phantasm)

Range: 30 mComponents: V, SDuration: SpecialCasting Time: 2Area of Effect: One creatureSaving Throw: Negates

This spell causes the recipient creature tobecome completely dumb, believing that sheor he is unable to speak by means of voice inany way (cf. Blindness, Deafness). This effectcan only be removed by Dispel Illusion, or by

the will of the caster, and is permanent untilsuch time. The victim does get a saving throwverses spell to avoid the effect.

Note: this spell could be very effectiveagainst creatures such as androsphinxes,dragonnes and harpies.❊

Dust Warriors (Conjuration/Summon-ing, Necromancy)

Range: 5 m/levelComponents: V, S, MDuration: SpecialCasting Time: 3Area of Effect: 20 m long squareSaving Throw: None

The material component for this spell is a fullset of teeth from a man-sized or larger carni-vore which must be cast on an area of earth,rock, raw stone, sand or gravel as the spell iscast. The spell generates 1 skeleton + 1 per 2levels which rise from the area. They will fightfor the caster until they are turned or destroyed,the caster is slain, rendered unconscious ormoves out of spell range of the group, or themagic is dispelled. They last only while thereis someone to attack (including each other, ifnecessary) - any round in which there are notargets available the skeletons will fade backinto dust.

If dragon’s teeth are used as the materialcomponent, each skeleton will have bonus hitpoints equal to the age category of the dragon(count 4 HP = 1 HD for turning and attackpurposes). Furthermore, they will be immuneto the attack type of the dragon’s breathweapon.❊

Elemental Burst (Alteration)

Components: S, MRange: 18 mCasting Time: 3Duration: InstantaneousSaving Throw: NoneArea of Effect: 3 m cube

This spell causes wood or stone to burstviolently, fire to flare, or small volumes of waterof air to become turbulent, possibly knockingpeople and objects over within a radius of 6 m.Wood and Stone will do 1d8 and 1d10 pointsof damage respectively to victims within threemetres of burst. Fire will do 1d6 points of dam-age to victims within 3 m of the fire and 2d6 tothose within one metre. When the fire versionis used, there is a 50% chance of flammableobjects within three metres of catching fire.❊

Excite Fire (Alteration)

Range: 6 mComponents: V, MDuration: InstantaneousCasting Time: 1Area of Effect: One fire sourceSaving Throw: ½

This spell causes fire to hurl itself at a vic-tim for up to five feet per point lost for a maxi-mum of sixty feet. Upon contact with the vic-tim, the fire does 1d4 points damage per levelof the wizard minus Range loss and divided bytwo if save versus spell is successful. Since thefire is dragged from a source, that fire is effec-tively lost from the source. Candles supply 1point each, torches can supply 6 points, flasksof lighted oil supply 12 points, and averagesized fireplaces or campfires supply 30points.❊

Expose Magic (Divination)

Range: 10 m/levelComponents: V, SDuration: InstantaneousCasting Time: 4Area of Effect: SpecialSaving Throw: None

This spell will inform the caster of all of thedetails of a single spell cast within one roundper level - including the destination of a tel-eport, the target of a charm spell, the name ofa spell without obvious effect, etc. The spelldoes not invalidate illusion magic - the spell willreturn an answer consistent with the illusion (i.e.that a Fireball was cast rather than a SpectralForces) unless the caster has already disbe-lieved successfully.❊

Exterminate (Abjuration)

Range: TouchComponents: V, S, MDuration: 1 turn/levelCasting Time: 2Area of Effect: Creature touchedSaving Throw: None or special

Exterminate negates Call Insect, protectsone person against Insect Plague, and gives+6 on saves vs. Summon Insects. Dispel Magicrequires a mage of twice the caster’s level.Magic resistance applies only to the creaturetouched.

To negate this spell, both victim and insectshave to make their saves.❊

Fellstar’s Flamehand (Evocation)

Range: TouchComponents: VDuration: SpecialCasting Time: 2Area of Effect: One creatureSaving Throw: 1/2

When cast, this spell causes the caster’shands to glow with a soft red light; if the casterscores a hit in combat, his hand will dischargea sheet of flames that will engulf the target. Thevictim suffers damage equal to 1d10 + 1 perlevel of the caster (a successful save vs. spellreduces the damage by one half). This spellmay be used twice per casting (once for eachhand); both charges must be used within 5rounds plus 1 round per two levels of the

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Mage Spells Second Level

caster; after this time, any remaining chargesare lost. Two attacks may not be made in thesame round unless the wizard is normally ca-pable of doing so; in this case, two separate„to hit“ rolls must be made, and each suffers a-2 penalty.

The flames from this spell will ignite anycombustible material; these flames may beextinguished the following round, if no otheraction is taken.❊

Fiery Eyes (Enchantment/Charm)

Range: 0Components: V, SDuration: 3 rounds + 1 round/3 levelsCasting Time: 2Area of Effect: The WizardSaving Throw: None

By means of this spell, the wizard causes hiseyes to glow with an unnatural light, causingbeams to shoot forth up to ten metres, caus-ing a single creature or object 1d4 points of firedamage per round when he focuses his eyeson for more than three rounds. Further, all crea-tures in area of affect must save vs. magic orbe distracted and lose initiative for the firstround. If cast in conjunction with Hypnosis,Hypnotic Pattern, or Mass Suggestion, victimssuffer a -1 penalty on saves if they are lookingat the wizard. After the spell is affected, thewizard does not need to concentrate to main-tain its effect.❊

Fog Phantom (Conjuration/Summon-ing)

Range: 0Components: V, S, MDuration: 1 turn/levelCasting Time: 3Area of Effect: SpecialSaving Throw: None

This spell creates a vaguely human shapedpillar of fog. The fog phantom can do no dam-age, but it can be controlled remotely by thewizard. The Phantom moves at 0.3 m + 0.3 mper level of the wizard. The wizard can “see”and “hear” through the Fog Phantom. This spellrequires complete concentration: disturbanceswill cause the termination of the spell beforethe end of its duration. The Fog Phantom can-not pass through cracks or the like. Strongwinds and intense heat or cold will cause theFog Phantom to disintegrate.

The material component for this spell issome smoke.❊

Fossilize (Alteration)

Range: 0Components: V, S, MDuration: 1 turn (+1/level) see belowCasting Time: 1Area of Effect: 1 creature/levelSaving Throw: NegatesSpecialist/School: Elementalist, Altera-tion, Abjuration

This spell will cause the victim to change intoa stone statue which will collapse into a pile ofpea-sized gravel. The intended victim must betouched by the caster. The caster can touchone victim per round up to the maximumnumber affected for his level. The intended vic-tim is allowed a saving throw vs polymorph tonegate. The spell causes no pain, discomfortor actual damage, however a system shock rollmust be made (with a +5 bonus) or the crea-ture will remain gravel forever. The natural du-ration of the spell is listed above. The spell canbe cancelled by the caster, a Dispel Magic froma mage of equal or higher level to the caster,or the caster may set a specific duration at thetime of casting. This last option is particularlyuseful if the mage casts the spell on himself.When the spell expires or is cancelled, the vic-tim will be restored. The gravel can be dis-persed over an area of 9 m² per level of thecaster and the victim will still be restored suc-cessfully. If the gravel is dispersed more thanthis, the victim cannot be restored until all thegravel is brought within these limits.

The material component of this spell is asmall stone.❊

Frostfire (Alteration)

Range: 10 m/levelComponents: V, S, MDuration: 2 turns/levelCasting Time: 2Area of Effect: SpecialSaving Throw: Special

Through the use of the frostfire spell, thewizard is able to change the normally hot ra-diance of fires to a cold radiance. Two effectsmay be produced through the use of this spell.The first is a total absence of heat radiation (c.f.light spell); the flame will continue to burn andgive off light, but no heat is produced. Thesecond category will inflict frost damage toanyone who comes into contact with them. Forexample, a torch normally causes 1d3 pointsof heat damage. If the cold version of the spellis cast upon the torch, it will now inflict 1d3points of cold damage to anyone struck by thetorch. The flames subjected to this spell be-come tinged with blue for the duration of thespell.

As a rule, the wizard can affect an amountof flame equal to one torch or four candles forevery level that the caster possesses. For thepurposes of this spell, a small campfire is con-sidered to be equal to three torches, a bonfireequal to six, and a wall of fire to eight. If fireunder the effect of a forstfire spell goes out, theeffects of the spell cease immediately.

As a last option, this spell may be cast uponfire-dwelling or fire-using creature such as anefreet, fire elemental, etc. The being is alloweda saving throw; success indicates that the spellhas no effect, but a failed saving throw causesthe victim to suffer 2d4 hp of damage. Only onecreature can be affected by this use of thespell.

The material components for this spell area piece of ivory and a pinch of soot if the heat-less version of this spell is cast. If the coldversion is used, a piece of ice and a crystal ofat least 10 gp value are required.❊

Garithrall’s Hideous Leech (Conjura-tion/Summoning)

Range: 150 yardsComponents: V, S, MDuration: SpecialCasting Time: 2Area of Effect: One creatureSaving Throw: Negates

This is a variant of Melf’s Acid Arrow. Unlessotherwise noted this spell mimics many of theproperties of Melf’s Acid Arrow.

When this spell is cast, a small black spherea few inches across appears in the wizard’shand. The wizard then proceeds to hurl thissphere at the target of the spell. If it does notstrike the target or is not thrown immediatelyafter its creation the sphere fades into nothing-ness.

If it hits successfully, on the spot which thesphere struck appears a huge, black, shinyleech-like creature which bites into the targetand begins to drink the target’s blood. Thisleech can even bite into creatures hit only by+1 or better magical weapons. The creaturecannot be removed by anything short of aDispel Magic or the wizard’s own hand until ithas had its fill of the target’s blood and is sated,at which time the creature falls to the ground.The number of rounds this takes and the dam-age inflicted due to the blood drain are as perMelf’s Acid Arrow. The creature’s bite carries ananesthesia which makes the target obliviousto its presence if it is struck by suprise. Thetarget will, however, notice that it is growingprogressively weaker and may make a Wisdomcheck every round to spot the creature.

As previously mentioned, when the creatureis sated (or if the wizard removes it before thisoccurs), it will fall from its target where it maybe collected later by the wizard. The creaturewill survive for up to one hour after being re-moved from the target during which time it re-tains its immunity to all attacks save DispelMagic and the wizard’s hand. After one hour itwill dissolve into a small puddle of blood. Be-fore the end of this hour, the wizard may forcethe leech to dissolve itself at any time or alter-nately bleed it slowly if he has a dagger or simi-lar weapon on hand (again, only a weaponwielded by the wizard will be effective againstthis creature). The blood may be collected inwhatever receptacle the wizard has availablefor later use in poisons, potions, other spells,sympathetic magicks, etc.

If the target of the leech is not a creature offlesh and blood that would be harmed by theleech’s blood drain, then the bite of the leechwill inflict only 1d4 points of damage before theleech falls off the target. Although it should beobvious, it is worthy of note that this spell doesnot damage the target’s items as it does notshower the target in acid as does Melf’s AcidArrow. Also note the shorter range of this spell.

The material component for this spell is aleech which has fed upon the wizard’s ownblood and has afterwards been lanced with ahot needle and killed.❊

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Mage Spells Second Level

Gold to Gems (Alteration)Reversible

Range: TouchComponents: V, S, MDuration: PermanentCasting Time: 1 roundArea of Effect: 200 gp/levelSaving Throw: None

By means of this spell, the wizard convertsa number of gold pieces, minus some randompercentage, into a single gem of equal value.The wizard places the gold pieces in the leftpan of an ordinary balance, speaks a com-mand word, and the coins vanish. A single gemappears in the right pan, equal in value to theamount of coins minus 1d10%. This extraamount is the material component. The wizardcan convert up to 200 gold pieces per level peruse of the spell. Thus, a fifth-level wizard couldconvert up to 1000 gold pieces into a singlegem.

The reverse of the spell, Gems to Gold, con-verts a single gem (subject to level limits),placed in the right pan of the balance, into goldcoins of equal worth, minus 1d10% of the valueof the gem. If too many coins, or a gem ofgreater value than the wizard can convert athis current level, are placed on the balance, thespell is lost but nothing is expended materially.The type of gem obtained cannot be specifiedby the wizard.❊

Guilda’s Sneakabout Light (Altera-tion)

Range: 50 mComponents: V, S, MDuration: 1 turn + 1 round/levelCasting Time: 2Area of Effect: 1.5 m radius sphereSaving Throw: None

Creates a dim, floating light of variable inten-sity that follows the caster. At its brightest, it isenough to read with good eyesight, and it canbe extinguished and restored at will during theduration. No light produced by the spell es-capes the 1.5 m radius, preventing the casterfrom being given away by his light—so thisspell is ideal for thieves. Note that backgroundlight penetrates the area of effect freely, so thecaster is in no way concealed by this spell.❊

Hair Growth (Evocation)Reversible

Range: TouchComponents: S, MDuration: 1 turn/levelCasting Time: 2Area of Effect: One creatureSaving Throw: Negates

This spell causes hair to grow (the reverseeliminates all hair) on the victim. The victim’shair will grow at a rate of 3 cm per turn for theduration of the spell.

The material component for the spell is ahair, and a pair of scissors or a sharp knife forthe reverse, Hair Razor (Alteration).❊

Hand of Ithiqua (Illusion/Phantasm)

Range: 30 mComponents: V, SDuration: 3 rounds/levelCasting Time: 2Area of Effect: One creatureSaving Throw: Negates

A target of the Hand of Ithiqua, failing to savevs. magic will be pinned to the ground by aninvisible force. The force is illusionary, but willseem completely real to the victim, so that sheor he will be unable to move. The victim will bepinned to the ground at a location of the magicuser’s choice, and despite any struggling willhave a movement of 0 regardless of strength.The subject will be very prone, +4 to be hit (withno AC adjustment for dexterity) and -4 toattack.❊

Heat Feet (Alteration)

Range: 20 mComponents: V, S, MDuration: 1 round/levelCasting time: 3Area of Effect: One creature/levelSaving Throw: Special

This spell causes the affected creatures’footgear to become very hot, blistering the vic-tim’s feet. Because of this, the target fights witha -2 to hit, a +2 penalty to it’s armour class,loses any dexterity bonuses, and moves at 5/6 of it’s normal speed. The reduction in move-ment rate lasts until the blisters have healed.Creatures that are immune to fire don’t sufferany of these effects. Flammable footgear mustsave vs. normal fire or be ruined; footgear thatsaves is merely a bit charred.

Alternatively, this spell can be used to coun-ter the effects of natural cold. In this mode, thespell will keep the affected creatures’ feet com-fortably warm for 1 turn per level of the caster,even in snow or ice.

The material components for this spell aretwo leaves of stinging nettle and, of course,footgear.❊

Horizontal Rope Trick (Alteration)

Range: TouchComponents: V, S, MDuration: 2 turns/levelCasting Time: 2Area of Effect: SpecialSaving Throw: None

When cast on the end of a length of rope,that end may be tossed away from the wizard(being subject to gravity), where it will remainhanging in midair at its furthest point from thewizard for the spell’s duration. Five personsmay climb the rope and hide at its end (in ex-tra-dimensional space), unseen, drawing the

slack with them as they go. Also, the spell maybe used as a make-shift grappling hook whenthere is nothing for a hook to catch onto. Therope may be thrown upwards up to Strengthmetres at most and generally less if accuracyis desired. Horizontal throws may be twice thisnumber if there is a ten foot radius of swingroom.

The material components for this spell area paper Moebius ring and a string of yarn.❊

Hydrate (Alteration)

Range: 0Components: V, S, MDuration: 1 turn (+1/level) see belowCasting Time: 1Area of Effect: 1 creature/levelSaving Throw: NegatesSpecialist/School: Elementalist, Altera-tion, Abjuration

This spell will cause the victim to change intoa pillar of water will collapse into a puddle ofwater. The intended victim must be touched bythe caster. The caster can touch one victim perround up to the maximum number affected forhis level. The intended victim is allowed a sav-ing throw vs polymorph to negate. The spellcauses no pain, discomfort or actual damage,however a system shock roll must be made(with a +5 bonus) or the creature will remain apuddle of water forever. The natural duration ofthe spell is listed above. The spell can be can-celled by the caster, a Dispel Magic from amage of equal or higher level to the caster, orthe caster may set a specific duration at thetime of casting. This last option is particularlyuseful if the mage casts the spell on himself.When the spell expires or is cancelled, the vic-tim will be restored. The water can be dis-persed over an area of 9 m² per level of thecaster and the victim will still be restored suc-cessfully. If the water is dispersed more thanthis, the victim cannot be restored until all thewater is brought within these limits.

The material component of this spell is adrop of water.❊

Imitation (Illusion/Phantasm)

Range: 0Components: V, SDuration: 2 turns + 1 turn/levelCasting Time: 2Area of Effect: CasterSaving Throw: Special

This spell is similar in nature to Change Self(q.v.), but allows the magic user to assume theform of a specific creature. There is, however,a chance that the form will not be accuratelyimitated, with some inconsistency or fault be-ing noticed by the observer(s). The chance ofan observer detecting this ruse is as follows:

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Mage Spells Second Level

ObserObserObserObserObserververververver’’’’’sssss Base chanceBase chanceBase chanceBase chanceBase chance Modifier forModifier forModifier forModifier forModifier forfamiliarityfamiliarityfamiliarityfamiliarityfamiliarity of detectionof detectionof detectionof detectionof detection castercastercastercastercaster’’’’’ssssswith assumedwith assumedwith assumedwith assumedwith assumed familiarfamiliarfamiliarfamiliarfamiliar-----ityityityityityforforforforformmmmm

Very well known 25% -5%Seen often 15% +0%Seen occasionally 10% +10%Seen once 5% +20%Never seen 0%* N/A

*This is recognizing a nonspecific form as afalse one.

Additional Modifiers:Additional Modifiers:Additional Modifiers:Additional Modifiers:Additional Modifiers:

+5% per level of the viewer-5% per level of the magic user+20% if listener attempts to determine

authenticity+10% if only seen occasionally+5% if seen once or never seen-1% per 30 cm of distance

The chance of detection should be rolledupon initial contact, once for every three turnsof exposure or one turn of direct conversation,and once for an attempt to determine authen-ticity. The spell may not be immediately recog-nized as an illusion, even if a fault is detected,for it could be seen as a disguise or a physi-cal change (as with a doppleganger). Notethat strong physical contact could reveal thespell, as the illusion is only visual. Also, unlessa Voice spell is also used, observers couldbecome very suspicious. The size of the altera-tion can be 50% of actual. Note that thechange is entirely illusionary (unlike Alter Self)— no actual physical properties are gainedwhatsoever and special abilities (gaze attacks,horror effects, etc.) cannot be reproduced soas to have these special effects.❊

Improved Find Familiar (Summon-ing)Reversible

Range: 1 mile/levelComponents: V, S, MDuration: SpecialCasting Time: 1 up to 24 hoursArea of Effect: One creatureSaving Throw: Negates

This spell attracts a familiar to act for thewizard. The wizard may attract a familiar of upto 1/2 his hit dice. The wizard may specify thetype of creature preferred but not the specificcreature. Hence they can specify “a cat” butnot specify “Mrs. Pike’s Ginger Tom”.

Furthermore, the wizard gains the ability tocommunicate mentally with his familiar and touse the senses of the familiar while this is be-ing concentrated on. Hence they can “see”through their familiar’s eyes, “listen” with itsears, etc. No other actions are possible duringthis concentration. The range for this commu-nication is 5 miles per level of the wizard.

The wizard gains the hit points of the famil-iar when it is within four metres, and on itsdeath (if not “Released” beforehand), will per-

manently lose double the amount of these hitpoints (regardless of the distance to the famil-iar). If a familiar is in range, it must be of thesame alignment as the wizard and will thenwillingly serve its master or mistress as long asit does not involve a threat to its life and as longas suitable rewards are given to the familiar atregular intervals (mice for cats, treasure orsouls for more powerful creatures). Failure toprovide such suitable rewards allows the famil-iar an additional save vs. magic (at +1 for eachtime rewards have been ignored).

The DM determines the likelihood of thepreferred creature being within range and de-termines all results including the type, size, hitdice and abilities of the attracted familiar. Therange of the spell is one mile per level of thewizard.

The material components of this spell in-clude feathers, fur or skin etc of the creaturepreferred and a total of 100 GP worth of in-cense and herbs per hit die of the summonedfamiliar. The familiar so attracted receives asaving throw vs. magic to ignore the summons.The spell may be attempted only once every6 months.

This spell is a specialized version of the“Charm Person or Mammal” spell, and reward-ing the familiar gives a strong chance of anindividual offering his services to e.g. a wizardor dragon for quite a period. Both stand tobenefit from the co-existence.

By introducing this spell to a campaign,familiars should be more common to all wiz-ards including dragons, drow, etc. It would bequite beneficial for a dragon to have a humanfamiliar. The familiar is able to arrange deliveryof suitable bribes, slaves, information, treasureor whatever else the dragon would require. Itcan always be useful to have such a spy in anenemy camp. On the same basis, it also meansthat a powerful witch is able to have a troll ordoppleganger act as her familiar for severalyears. In return, the familiar gains treasure,knowledge or power or just food and security.

The reverse of this spell, Release Familiar,has a range of 0, since the wizard must be ableto touch his familiar to release it. This versionof the spell has no material components andis permanent. Its casting time is 0, and thefamiliar is not entitled to a saving throw.❊

Inaudibility (Illusion/Phantasm)

Range: TouchComponents: V, S, MDuration: 1 hour/levelCasting Time: 2Area of Effect: One creatureSaving Throw: Negates

This spell completely masks all soundsmade by the recipient. These include soundssuch as breathing, talking, as well as soundsmade when the recipient strikes another ob-ject, in fact, any object held by the recipient willalso likewise be silenced.

Object thrown, dropped, or knocked over bythe recipient will not be silenced by the spell,as they are not in contact with the inaudiblecreature.

An unwilling creature is allowed to make asaving throw against this spell, and it is a greatway to silence spell casters (unless they havethe spell vocalize).

The material component for this spell is apiece of cotton.❊

Incinerate (Alteration)

Range: 0Components: V, S, MDuration: 1 turn (+1/level) see belowCasting Time: 1Area of Effect: 1 creature/levelSaving Throw: NegatesSpecialist/School: Elementalist, Altera-tion, Abjuration

This spell will cause the victim to erupt intoflame and immediately collapse into a pile ofash. The intended victim must be touched bythe caster The caster can touch one victim perround up to the maximum number affected forhis level. The intended victim is allowed a sav-ing throw vs polymorph to negate. The spellcauses no pain, discomfort or actual damage,however a system shock roll must be made(with a +5 bonus) or the creature will remainash forever. The natural duration of the spell islisted above. The spell can be cancelled by thecaster, a Dispel Magic from a mage of equalor higher level to the caster, or the caster mayset a specific duration at the time of casting.This last option is particularly useful if the magecasts the spell on himself. When the spell ex-pires or is cancelled, the victim will be restored.The ash can be dispersed over an area of 9m² per level of the caster and the victim will stillbe restored successfully. If the ash is dispersedmore than this, the victim cannot be restoreduntil all the ash is brought within these limits.

The material component of this spell is apinch of ash.

The source of this spell is Korbin Imiriss.❊

Kestrel’s Voice of the Bat (Altera-tion)

Range: 0Components: V, S, MDuration: 1 turn + 1 round/levelCasting Time: 3Area of Effect: The wizardSaving Throw: None

This spell grants the wizard the ability to usesonar to “see” and move safely at a normal ratein the dark, even in magical darkness. Thewizard can tell size and general shape of ob-jects up to 10 m away in any direction he faces.The wizard must actively concentrate to “see”his surroundings, but merely ceasing concen-tration does not end the spell, and the wizardmay resume the sonar again within the spell’sduration.

The material component is a bit of batguano.❊

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Mage Spells Second Level

Last Experience (Divination, Necro-mancy)

Range: 0Components: V, S, MDuration: 1 roundCasting Time: 1 roundArea of Effect: One corpseSaving Throw: None

With this spell, the forensic wizard relives thelast minute of the recipient’s life. If the victimwas conscious during this minute, the wizardmust make a system shock check or beknocked out for 1d4 hours.

The material components are a convex lensand a scalpel.❊

Lightservant (Alteration, Conjuration/Summoning)

Range: 0Components: V, S, MDuration: 2 turns/levelCasting Time: 2Area of Effect: 30 m radius around casterSaving Throw: None

This spell is a variation of the first-levelmagic-user spell Unseen Servant. The servantcreated by this spell is visible as a vaguelymanlike form of glowing light, and is slightlystronger, being able to lift 30 pounds weightand taking 8 hit points of magical damage todestroy. The light provided by the servant isenough to allow normal vision in a 0,3 m radiusaround the servant.

Except as noted above, and that the mate-rial components of this spell are a live fireflyand a piece of thread, this spell behaves asUnseen Servant.❊

Magic Eye (Alteration)

Range: 0Components: V, S, MDuration: SpecialCasting Time: 2 turnsArea of Effect: One specific locationSaving Throw: None

By means of this spell, the wizard creates a“third eye”, much like the spell Wizard Eye, ex-cept that it remains in a specific location oncecast. It can be triggered in two ways, the firstbeing a predefined event occurring, such assome creature passing in front of it. The sec-ond can be done from anywhere on the sameplane, by willing it to activate. Once activatedthe eye lasts 2 rounds per level; however, theEye can be reactivated (each activation usesa minimum of 2 rounds). The Eye sees as wellas the wizard: if the wizard can normally seeinvisible so can the eye. Magic enhancements,such as spectacles or Detect Invisible, do notwork through the Magic Eye.

The material component for this spell is aneye of some sort.❊

Magic Mike’s Projection (Conjura-tion)

Range: 0Components: V, MDuration: 3 turns/levelCasting time: 2Area of Effect: One 30 m high, 30 m ra-dius cylinderSaving Throw: None

For this spell to take effect, the mage makesa cone out of a sheet of parchment and placesinside it one copper coin for each 5 rounds ofspell effect. The magic words are chanted andthe parchment cone crumpled and released.When the parchment cone is crumpled, it is re-placed by a 10 cm diameter, black, spherewhich remains at its location of creation for theduration of the spell.

The black sphere is the centre of a cylinder3 m high with a 3 m radius. Any sound withinthe cylinder is projected into a surrounding cyl-inder which is 30 m high and has a 30 m ra-dius. The black sphere is also the centre of thiscylinder.

Anyone within the 30 m cylinder hearssounds as if they were in a corresponding lo-cation within the 3 m cylinder.

This spell was created my Michael Verilait,a mage who was usually frustrated at not be-ing able to hear what was happening onstage.❊

Malta’s Pattern Creation (Alteration)

Range: 0Components: V, S, MDuration: PermanentCasting Time: SpecialArea of Effect: SpecialSaving Throw: None

With this spell, the caster can create a pat-tern for use with the spell Malta’s Pattern Trans-port. The Pattern can be any image with anycolours, but it must include a circle which formsthe outer edge. The Pattern can be any cm ra-dius, but the cost of making the Pattern is de-pendent on the materials used - so bigger Pat-terns cost more. The Pattern can be woven intocloth, painted onto cloth or a hard surface, orinlaid into a hard surface. The Pattern must beat least one metre in diameter with no maxi-mum size. The cost to make a Pattern is equalto the square metres of the Pattern times theamount below:

MaterialMaterialMaterialMaterialMaterial CostCostCostCostCost TTTTTimeimeimeimeimeSaveSaveSaveSaveSave

Painted on Cloth 5 SP 1 h 15Woven into Cloth 1 GP 10 h 12Woven into Rug 2 GP 15 h 10Painted on Wood 1 GP 3 h 10Painted on Stone 2 GP 4 h 8Inlaid in Wood 3 GP 12 h 5Inlaid in Stone 5 GP 16 h 2

Patterns cannot be repaired, they must beremade completely. Patterns can be moved(assuming the material can be moved as oneunit) without damage. The saving throw listedis the save the Pattern must make when usedfor transport (see Malta’s Pattern Transport fordetails) - the material saves normally for anyother damaging situation.❊

Malta’s Pattern Image (Alteration)

Range: 0Components: V, S, MDuration: SpecialCasting Time: 1 hourArea of Effect: One PatternSaving Throw: None

With this spell, the caster can imprint the sizeand image of an undamaged Pattern. Thisimprinted image can later be used by thecaster to create a matching Pattern of his own.The imprinted image can be recalled by thecaster for up to one month per caster’s level(at casting time). If this time is exceeded, orthe caster creates a matching Pattern (even ifdifferent size), then the imprinted image is dis-pelled. This spell is necessary to create anexact size matching Pattern if the original Pat-tern is not present for the creation of the match-ing Pattern. The caster can have up to one im-printed image/size per level at a time.❊

Mangar’s Bloodfire (Evocation, Nec-romancy)

Range: 40 mComponents: V, S, MDuration: 2 rounds/levelCasting Time: 2Area of Effect: One creatureSaving Throw: 1/2 (check each round)

This spell engulfs a creature with blue firethat burns for 1d4 HP per 3 caster levels (orfraction thereof) on round 1, then loses 1d4 perround until it goes out. The flames do not ig-nite flammable objects, they just hurtcreatures.❊

Memorize Song (Enchantment/Charm)

Range: 0Components: V, SDuration: PermanentCasting Time: 1Area of Effect: CasterSaving Throw: None

This spell enables the caster to memorizethe next song he hears. From then on, thecaster can sing and play the song exactly ashe heard it, without worrying about forgettingverses or notes later on in life.

This is especially useful for travelling min-strels, who must remember someone else’ssongs for a long time in order to sing them (inother words, „spread the news“) in far awaylands.❊

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Mage Spells Second Level

Mimicry (Illusion/Phantasm)

Range: TouchComponents: V, SDuration: 3 rounds/levelCasting Time: 2Area of Effect: One creatureSaving Throw: None

This spell is similar to the first level magicuser spell Minor Mimicry (q.v.). However, thespell continues even after a form is dispelledby movement, and once the spell recipientagain becomes stationary, she or he can beconcealed by a new form (again chosen by themagic user). Therefore, the only ways the spellwould end are an end to concentration by themagic user or the spell recipient passing be-yond 10 m range per level. If the casters’ con-centration is ended, any illusionary form will last5 rounds + 1 round per level.❊

Noise Filter (Illusion)

Range: 10 m/levelComponents: S, MDuration: 1 round/levelCasting Time: 2Area of Effect: 1.5 m/level radiusSaving Throw: Special

All creatures within the area effect at the timeof casting will have their hearing muted - theywill not hear anything unless they have someother confirmation of its existence. Thus, youcan only hear people speak if you can see theirface or know precisely what they will say; back-ground noise will continue if you know it shouldbe there but sudden noises from the next roomwill not be heard, etc. Once a creature noticesor becomes suspicious of the effect (by turn-ing around and seeing a large pile of brokencrockery they did not hear break, for example),it will automatically be dispelled with respectto that creature.

The material component is a pair ofblinders.❊

Noska Trade’s Blackfire (Evocation,Necromancy)

Range: 0Components: V, S, MDuration: 1 turn/levelCasting Time: 2Area of Effect: 0.3 m radius sphereSaving Throw: None

When this spell is cast, a cold, black fireappears in the wizard’s hand, shedding violetcoloured light equivalent to torchlight. The wiz-ard can hold the Blackfire without taking dam-age or throw it at an opponent. Throwing it atan opponent requires a roll to hit. If the spherehits, the target ignites the creature’s life forcedoing 1d6 points of damage the first round and1d3 the following rounds until extinguished.The flames can be extinguished by paddingthem out, but water has no effect. The flamesonly consume living matter (creatures and

plants) and have no effect on nonliving mate-rial or undead. The end product of Blackfirecombustion is oxygen and a grey-blue ash.

The material components are human fat andpowdered magnesium.

Source: Ted Dreibelbis.❊

Paldeggeron’s Accurate Arrow (En-chantment)

Range: SpecialComponents: V, SDuration: 1d6 turns + 1 turn/levelCasting Time: 1Area of Effect: SpecialSaving Throw: None

When cast, Paldeggeron’s Accurate Arrowminorly enchants one missile weapon (i.e. slingstone, arrow, quarrel, etc.) to automatically hitany target normally within the weapon’s range.Effective with „called shots“, and situations ofthat nature. The missile’s enchantment doesnormal damage as it were an unaided hit of thesame nature. The enchantment instantly wearsoff upon the arrival at the missile’sdestination.❊

Petition (Conjuration/Summoning)

Range: SpecialComponents: VDuration: InstantaneousCasting Time: 1 roundArea of Effect: One creatureSaving Throw: Special

This spell is used to alert an extra-planarbeing that the caster wishes to contact it. Thespell does not allow further communication(though the extra-planar being may then con-tact the caster through other magic).❊

Photocopy (Evocation)

Range: SightComponents: V, S, MDuration: InstantaneousCasting Time: 2Area of Effect: SpecialSaving Throw: None

This spell, a variation of the first-level Copyspell, allows the wizard to create a permanentimage, on a piece of parchment, canvas, or thelike, of whatever he sees and concentratesupon at the time of casting, to the range of hisvision. Detail in the final picture depends ondistance, field of vision, and level of the wizard.For every level of the wizard, he may choosethat the final image will appear on the parch-ment as if he were 10 m closer to the subject;e.g., the picture created by a fifth-level wizardstanding 60 m away from a creature couldcontain detail he would normally notice at adistance of 10 m.

Material components are a piece of parch-ment, paper or canvas - which is not expendedand upon which the image appears - and asilver coin and a pinch of salt (which areexpended).❊

Plane Source (Divination)Reversible

Range: 5 m/levelComponents: V, S, MDuration: InstantaneousCasting Time: 2Area of Effect: One creature or itemSaving Throw: Negates

Reveals the Plane of origin of any one crea-ture, object or magical phenomenon in spellrange, or the Plane reachable by the closestgate or dimensional nexus point. Hostile orunwilling creatures save vs. spells to avoid theirorigins being divined.

The reverse obscures detection by this spellfor 24 hours.❊

Pobithakor’s Pacifier (Alteration)

Range: 0Components: VDuration: InstantaneousCasting Time: 1 secondArea of Effect: CasterSaving Throw: None

This spell is used when the caster is thesubject of the Pobithakor’s Placer spell. Whatthis spell does is disrupts the energies andallows the caster a saving throw vs. spells toavoid the effect. There is enough time when thecaster is being pulled through to cast this spell.

The verbal component varies, but usuallysounds something like „not tonight, I have aheadache“ or „not on the first date“.❊

Pointdexter’s Dex Points (Alteration)

Range: TouchComponents: V, S, MDuration: 6 turns/levelCasting Time: 1 turnArea of Effect: Creature touchedSaving Throw: None

Similar to a Strength spell, this spell causesan increase of a character’s Dexterity for a lim-ited duration. The spell may never increase aDexterity rating score beyond the maximumvalues set by race and sex. The amount of in-crease depends on the class of the characteraffected:

ClassClassClassClassClass Dexterity gainDexterity gainDexterity gainDexterity gainDexterity gain

Priest 1d4Fighter 1d6Wizard 1d6Thief 1d8

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Mage Spells Second Level

For multi-class characters and characterswith two classes, roll the die for whicheverclass is most favourable.

The material component of this spell is a setof three small balls.❊

Power Bolt (Invocation/Evocation)

Range: 18 mComponents: S, MDuration: InstantaneousCasting Time: 1Area of Effect: One creature or objectSaving Throw: None

This spell sends a magical bolt of electric-ity which causes 1d8 points of damage to theaffected creature or object.

The material component for this spell is apiece of cat skin.❊

Power Word, Awaken (Enchantment/Charm)

Range: 1d3 feet + 5 feet/levelComponents: VDuration: SpecialCasting Time: 1Area of Effect: SpecialSaving Throw: Special

This spell was designed as a counter-spellto the first-level Sleep spell. A DM which whomI played ruled that the Sleep spell’s targets hadto be kicked or somehow given at least a pointof damage to be woken from the slumber.

The wizard must pick a living creature withinthe area of effect (see below) for the spell.When the Power Word is spoken, that target willbe subject to the effects of the Power Word aslisted below. In addition, twice the wizard’s levelof hit dice of creatures within 1d3 feet + 5 feetper level, will also be affected, starting with theclosest creature. These creatures may be ei-ther asleep or awake, since the spell’s effectsare not limited to sleeping creatures.

The spell causes an effect like a suddenrush of adrenaline to the creatures.

If the creatures are asleep, either magicallyor normally, the Power Word will wake themfrom their slumber. The sleeping creatures willbe up and ready for action half a round later.There is no save, and the creatures will awakeneven if they wish to remain asleep. Note thatthis completely ruins a wizard’s or priest’s rest-ing, forcing them to begin again. They havenormal to hit ratios and armour class. Sleep-ing creatures have no indication of why theywake up, their unconscious mind just receivesthe Word and wakes them.

If the creatures are awake, they automati-cally gain initiative for the round, as well as a+1 to hit and a bonus -1 AC for that round. Anycreature performing an action that requires ex-treme concentration (such as casting a spell,scaling a wall, picking a lock, etc.) must savevs. spell or automatically fail the action. Like-wise, affected creatures attempting missile firemust save vs. spell. Failure indicates the shotwill miss, success means they must roll with a

-1 to hit. The awoke creatures will know the gen-eral location of the wizard, since they heard thePower Word consciously.

This spell is not effective within a magicalSilence, nor will Vocalize make the spell cast-able. Since this spell does not cause damage,it will not disrupt an Invisibility spell.❊

Protection From Enchantment (Ab-juration)

Range: TouchComponents: V, S, MDuration: 1 round/levelCasting Time: 2Area of Effect: Creature touchedSaving Throw: None

The recipient of this spell is partially immuneto magical forms of sleep, charm, and fear. Heautomatically receives a saving throw even ifone is not ordinarily permitted, and if one is per-mitted, he saves at +4. Note that this spell willnot free the recipient from any enchantmentalready in force, nor will it protect him fromnatural drowsiness or feminine guile. Also notethat protection extends only to actual charmspells, such as charm person or charm mon-ster, not to enchantment/charm spells as aclass.

The material component is a lapis lazuli ormore potent stone.❊

Refresh (Alteration)Reversible

Range: TouchComponents: V, S, MDuration: 1 day + 1 day/levelCasting Time: 1 roundArea of Effect: One person or creatureSaving Throw: Negates

This spell has an initial effect exactly like thatof the first-level spell Clean (q.v.). In addition,Refresh keeps the recipient in that condition forthe full duration of the spell. Thus, any dirt orodour would simply not find a hold upon theperson. One could survive downpours of rain,wading through mud, and walk through a sandstorm with one’s clothes clean, skin fragrant,and hair in place (after a pass of the comb ortwo).

The spell also prevents the recipient fromcontracting any of the common nonmagicalcontagious diseases, keeps wounds from in-fecting, and blocks the sun’s ultraviolet rays.

The reverse of the spell, Dirty, has all theeffects one would expect: attract dirt and filth,etc.

The spell components are a piece of soap,a small sheet of silk, and a fairly freshly pluckedrose or similar flower.❊

Resist Paralysis (Abjuration)

Range: TouchComponents: V, S, MDuration: 1 round/levelCasting Time: 5

Area of Effect: Creature touchedSaving Throw: None

For the duration of this spell, the recipient isimmune to all forms of paralysis, includinggaze attacks, paralytic poison, and Hold spells,but it does not negate paralysis already in ef-fect.

The material component is a feather and aninfusion of tea and ginger (to be consumed bythe recipient).❊

Restore Circle (Necromancy)

Range: TouchComponents: V, S, MDuration: PermanentCasting Time: 2Area of Effect: SpecialSaving Throw: None

This spell restores the magic of a neutralizedCircle of Protection and merged inscriptions asthe wizard inscribes out the break with theproper magical material, usually a ball of magi-cal chalk.❊

Reveal Owner (Divination)

Range: TouchComponents: V, S, MDuration: 1 round/levelCasting Time: 1 roundArea of Effect: One itemSaving Throw: None

The caster of this spell receives a mentalimpression of the most recent owner or own-ers of the recipient object. An „owner“ is de-fined as an intelligent entity who was in directphysical contact (i.e., no gloves) with the ob-ject one hour, or who had the object upon hisperson for 24 hours. These time requirementsmay be divided by the caster’s level, and forevery 4 levels of the caster, one previous ownercan be identified. Thus an eighth level wizard,for example, could determine the last two own-ers who carried the object for at least 3 hourseach.

The information gained is sufficient that thewizard will recognize the owner on sight, andhe can uniquely specify the owner for the pur-pose of such spells as legend lore.

The material component of this spell is ahandful of dust.❊

Runetrue (Invocation, Abjuration)

Range: SpecialComponents: V, MDuration: 1 turn/levelCasting Time: 5 roundsArea of Effect: SpecialSaving Throw: None

This is a spell that allows wizards to infusethe magical symbols they draw (see below)with the power needed to repel summoned or

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Mage Spells Second Level

extraplanar creatures. The maximum hit diecreature that may be fenced in or out is equalto the wizard’s level plus four.

Note: As the above implies, it is possible tofence out summoned or extraplanar creaturesof less than 4 HD by using the symbols with-out the runetrue spell.

The only symbols that this spell empowersare listed below:

Symbol Protects from

Pentacle Demons, demodandsPentagram Devils, daemonsMagic circle Spirits of GoodMagic Undead(protection) circleThaumaturgic Spirits of Nature andcircle NeutralityThaumaturgic Elementalstriangle

The wizard must still create the symbolmanually, using anything from a stick to goldinlay.❊

Sanh’s Improved Ray of Light (Evo-cation)

Range: 6 m + 1 m/levelComponents: V, SDuration: InstantaneousCasting Time: 2Area of Effect: One creatureSaving Throw: Negates

This spell is a more powerful version ofSanh’s Ray of Light. If a save vs. Magic is failed,the victim suffers 1d4 points of damage perlevel of the wizard. A fumbled save results inthe victim being permanently blinded in oneeye and dazzled for 2d6 rounds (-2 on all rolls).

As per the first-level version, Sanh’s im-proved ray of light is basically a laser beam.The colour is chosen by the wizard, butmultichromatic light, such as sunlight, cannotbe duplicated. Since the beam itself is notmagical, magic resistance has no effectagainst this spell.❊

Sarius’ Golden Squares of Protec-tion (Evocation)

Range: 0Components: V, S, MDuration: 1 turn + 1 round/levelCasting Time: 2Area of Effect: One floating 0.6 m longsquare plate/levelSaving Throw: None

This spell creates golden, shimmeringsquare plates of force which move around thecaster in a constant motion, attempting to de-flect missile, hand, or weapon attacks directedat the caster. The AC of the mage is not alteredby the spell, but any successful physical attack(less boulders, ballista, or attacks similar to adragon’s belly flop manoeuvre) will be de-

flected if the mage successfully saves versusbreath weapons. Non-missile attacks by crea-tures with an effective strength of 19 or greaterrequire a saving throw versus spells to deflect.

Each plate is able to sustain 4 hit points ofdamage before disrupting, so if a deflectedattack does not cause enough damage to dis-rupt a square (chosen randomly) the squarewill remain active. For every 5 squares active,the effects of breath weapons directed at thecaster will be reduced by 1 hit point per dam-age die, with 1 hit point damage per die beingthe maximum reduction allowable. Though, un-less the breath weapon causes less damagethan the current hit points of a square it will as-suredly disrupt the entire field of squares in theprocess.

While the squares orbit the mage he is at a-1 to hit penalty for every square active when-ever a to hit roll is needed, including spells. Themage may create fewer squares than the maxi-mum possible.

The material component(s) of this spell is asingle gold piece for every square created. Allpieces are thrown into the air where they dis-appear and are replaced by the floatingsquares.

The source of this spell is Sarius Mendle-kine.❊

Secret Light (Alteration)Reversible

Range: 60 mComponents: V, MDuration: 1 turn/levelCasting Time: 1Area of Effect: 6 m-radius globeSaving Throw: Special

This spell is in all respects the same as thefirst-level spell Light, except that only the wiz-ard can see the light. This of course means thatit can in no way be used as an attack (blind-ing people, harming certain undead, etc.). It willcancel magical darkness, as it will be can-celled by magical darkness, just like Light.

The material components are the same asfor Light plus two drops of blood and a tearfrom the wizard.

The spell can be reversed to Secret Dark-ness, although this normally isn’t very useful.Perhaps if in presence of a blinding light youcould cast Secret Darkness at the light source,so that you wouldn’t be blinded. Of course,you’d better have another source of illumina-tion handy. Also, it wouldn’t save a vampire fromthe effects of direct sunlight - the light is stillhitting his body, he just can’t see it.❊

Secret Torch (Illusion/Phantasm)

Range: TouchComponents: V, S, MDuration: 6 turnsCasting Time: 1 round/torchArea of effect: One torch/2 levelsSaving Throw: None

This spell lights one or more ordinarytorches. The flames will, however, be cold anddark, shedding no ordinary light. The wielderof the torch will however be able to see by thetorch, as if it was an ordinary torch, as long ashe has it in his hand. Only one person can ben-efit from the torch at a given time: if two or morepersons touch it, no-one will benefit. Thewielder must hold it in his bare hand if he wantsto see by it, and the flames will seem warm tohim. The torch can be put aside or handedover, as an ordinary torch would be, but can notset fire to anything. It can be extinguished byany normal means, e.g. water or very strongwinds. The torch will slowly smoulder and burnout, as an ordinary torch would.

The material components are the torch(es)to be lit, and a small portion of oil with rareherbs, which the torches are rubbed with (3GP’s worth per torch). In addition, the spell-caster must have access to a source of fire.❊

Seduction (Enchantment/Charm)

Range: SpecialComponents: V, S, MDuration: PermanentCasting Time: One hourArea of Effect: One personSaving Throw: Special

The wizard may affect one individual of theopposite sexual orientation to become enam-oured with the wizard and willingly subject toall his or her commands. That the victim hasbeen seduced (magically or otherwise) will bereadily apparent to all on a Wisdom check. Inorder to cast the spell, the enchanter mustextract a personal item of the victim’s, and thencast the spell onto the item in solitude. Whenthe item is given back to the victim and rec-ognized, the spell is complete. The victim isallowed a special saving throw on a 1d20based his or her highest class.

ClassClassClassClassClass Saving ThrSaving ThrSaving ThrSaving ThrSaving Throwowowowow

Barbarians 15Cavaliers 10Paladins 10Other Fighters 13Rogues 12Wizards 9Priests 8Monks 8Specialist Priests DM’s option

The roll is modified by adding the victim’sWisdom and level and subtracting the wizard’sapparent Comeliness and enchantment level.The spell is effective until dispelled. While un-der the enchantment, the victim will take asgospel everything the enchanter says, and willstrive to protect and defend the wizard at alltimes. If the spell is broken by another magicor by the will of the enchanter, however, thevictim will remember everything and know thatmagic was involved.

The material component for this spell is aflask of perfume or after-shave that must beshattered.❊

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Mage Spells Second Level

Sexify (Enchantment/Charm, Illusion/Phantasm)

Range: TouchComponents: V, S, MDuration: VariableCasting Time: 1 roundArea of Effect: One personSaving Throw: None

The recipient of this spell undergoes a trans-formation in appearance to become moresexually attractive to members of the oppositegender no matter what the recipient’s initialComeliness. Looks, smell, smoothness, andeven taste of the outer skin are all effected. Therecipient’s Comeliness is effected as follows(note that Comeliness will not decreases bycasting this spell):

WWWWWizarizarizarizarizarddddd NewNewNewNewNew DurationDurationDurationDurationDurationLevelLevelLevelLevelLevel ComelinessComelinessComelinessComelinessComeliness

3rd 14 10 minutes (1 turn)4th 15 20 minutes (2 turns)5th 16 half an hour (3 turns)6th 16 one hour (6 turns)7th 17 two hours8th 17 four hours10th 18 eight hours12th 19 sixteen hours14th 20 one day16th 21 three days18th 22 seven days20th 23 one moon22nd 24 one year

Note that if two specialized wizards, an en-chanter and an illusionist, work this magic inconjunction, then their levels may be addedtogether to achieve a stronger magic. Further-more, this spell has the effect of negating anycurse magic which degrades the recipient’snatural beauty.

The material component of this spell is acosmetic and perfume kit magically preparedby a thaumaturge.❊

Sexual Imagination (Enchantment/Charm)Reversible

Range: 0.3 m/levelComponents: V, S, MDuration: 3 rounds/levelCasting Time: 1 roundArea of Effect: One creatureSaving Throw: Negates

By means of this spell, the victim is causedto become terribly horny for the duration of thespell. The victim has a saving throw as for aCharm spell (q.v.). This spell causes the vic-tim to actively seek sex (or in the reverse ab-hor it) for the duration of the spell.

The material component for this spell is astraight, nonmagical rod. The material compo-nent for the reverse, Sexual Lethargy, is a small,supple twig.❊

Shadow Bolt I (Illusion/Phantasm)

Range: SpecialComponents: V, SDuration: SpecialCasting Time: 1 roundArea of Effect: One creatureSaving Throw: None

This spell creates arrows from wisps from theplane of shadows, when the wizard performsthe somatic action of drawing a physical, un-loaded bow, and mutters the word“shadowbolt”. The arrow is then fired as normal,requiring an attack roll to hit the target, doing1d8 points of damage. Obviously, the wizardshould know how to use a bow.

After the spell is initially cast, up to 2 arrowsper level of the wizard can be fired within thenext hour. Only the wizard can use the arrows,and they disappear both when they do anddon’t hit the target.❊

Shadow Bolt I (Evocation)

Range: 5 m/levelComponents: V, SDuration: InstantCasting Time: 2Area of Effect: One creatureSaving Throw: Special

This spell creates a bolt of gray, shadowyforce that leaps from the caster to a target crea-ture. If the target is within range and visible tothe caster as casting is completed, the boltcannot miss. If not, the bolt is wasted. If anothercreature deliberately blunders into the bolt, itsuffer the spell's full effects; the bolt vanishesafter it strikes a living creature.

Any being struck by a shadow bolt mustmake a saving throw. If it fails, the victim suf-fers 1d6 points of damage plus one point perlevel of the caster. On the round after the bolthits, the victim is wrecked by pain and suffersminus one penalty on Armour Class, savingthrows, attack rolls and ability checks. After theround elapses, the spell's effects end. If thesaving throw succeeds, the target takes only1d4 hp damage total, and does not suffer fromthe pain effects.❊

Shield II (Abjuration)

Range: 10 mComponents: V, SDuration: 5 rounds/levelCasting Time: 2Area of Effect: CasterSaving Throw: None

This spell creates an invisible barrier in ahemisphere around the caster. This barrier pro-vides the equivalent protection of:

AC 0 vs. hand thrown objects (daggers,dart, throwing axes, etc.),

AC 1 vs. device propelled (arrows, bolts,etc.),

AC 2 vs. everything else.

Against magic the caster gains +1 to savesvs. things that are physically damaging, ne-gates magic missiles, and decreases spelldamage by 1 point per level.❊

Shocksphere (Evocation)

Range: 60 m + 10 m/levelComponents: V, S, MDuration: InstantaneousCasting Time: 2Area of Effect: 20 m diameter sphereSaving Throw: 1/2

This spell creates a small ball of crackly bluelight which expands outwards when it contactsa solid object, hits its target, reaches its maxi-mum range or it reaches the point where thecaster wishes it to expand. When it does ex-pand, a large amount of electrical energy isgiven off, small lightning bolts arc from objectto object inside the sphere and blue light isgiven off in a 60 m diameter sphere. All crea-tures within the area of effect must make a savevs. spells or take 1-3 points of damage per levelof the caster (a successful save means dam-age is halved) up to a maximum of 10d3. If aparticular creature was targeted for the spellthen it takes 1d4 points of damage per levelof the caster (up to 10d4) and its saving throwis made at a -2.

If the area in which the Shocksphere ex-pands is not circular then the sphere will ex-pand an conform to the volume it can occupy.The Shocksphere covers a volume of 112 m³.

If a creature fails its saving throw vs. spellthen all of his items must make a saving throwvs. lightning or be destroyed.

Otherwise this spell is similar to a Fireballspell in many respects.

The material components for the spell is asmall chunk of dried flesh from an electric eelor any other creature that uses electricity foran attack.❊

Silhouette (Abjuration, Evocation)

Range: 9 mComponents: V, S, MDuration: 1 round/levelCasting Time: 1 roundArea of Effect: One creatureSaving Throw: Negates

This spell causes the affected person’sshadow to rebel, for the duration of the spell.The shadow will not act properly, will disappearat will, reappear in the wrong place and ingeneral do everything in its power to make theaffected creature look really bad.

The material component for this spell is adoll, which is not consumed in the casting.❊

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Mage Spells Second Level

Sillvatar’s Silver Lining (Enchant-ment/Charm)

Range: TouchComponents: V, S, MDuration: 1 round/levelCasting Time: 2Area of Effect: One melee weapon, 2arrows or 2 boltsSaving Throw: None

This spell is used to temporarily enchant aweapon to give it the properties of a silverweapon. In order for this spell to work, thecaster must have 1 silver piece per pound ofthe weapon to be enchanted. When the spellis cast, the weapon is held in one hand, andthe silver pieces in the other; the two are thentouched together, and the blade „absorbs“ thesilver pieces. For the duration of the spell, oruntil it is dispelled, the weapon will have all theproperties of a silver weapon (i.e. it may beused to hit creatures who are normally harmedonly by silver weapons). If one looks closely atthe weapon, a silver glint will be seen upon itsedge.

This spell will only enchant slashing or pierc-ing weapons; blunt weapons are not affectedby this spell. One melee weapon, or up to twoarrows or bolts may be enchanted per castingof this spell.

The only components for this spell are theweapon and the silver pieces; the silver piecesare lost, but the weapon is unharmed.❊

Slowspell (Alteration)

Range: 0Components: V, S, MDuration: SpecialCasting Time: 2Area of Effect: SpecialSaving Throw: None

This spell can affect an area centred on thecaster, another creature or a stationary areaitself. Whether this area is stationary or canmove with the caster must be determined dur-ing casting. If used to affect an area, slowspellprotects a sphere of 3 m radius per level of thecaster.

A slowspell causes spells cast at a protectedbeing or area to be delayed in taking effect,depending on the level of the mage who castthe slowspell. The magic won't take effect forone round if the caster is 8th level or less, fortwo rounds if the caster is 9-12th level, or forthree rounds if the caster is 13th level or greater.A powerful caster can choose during castingto shorten the delay. (A 13th-level wizard canchoose to cause only a one-round delay, forexample.) The delay can't be lengthened be-yond three rounds by any known means. Aslowspell has no effect on magic cast orwielded by the being it protects, but if cast onan area, a slowspell affects all magic in thatarea, from any source.

Once cast, a slowspell remains ready indefi-nitely. It is activated by contact with appropri-ate magic. When activated, the slowspell de-lays the spell that triggered it and all others it

contacts until its duration runs out. A slowspelllasts for one round per level of the caster, ortwo rounds after coming into contact with adispel magic spell, whichever occurs first. Aslowspell cannot be made permanent.

Casting this spell requires any faceted gem-stone, which is consumed while casting.❊

Sonic Barrier (Abjuration)

Range: 0Components: S, MDuration: 1 turn/levelCasting Time: 2Area of Effect: 3 m radius sphereSaving Throw: None

This spell creates an invisible, sphericalbarrier through which sound cannot pass. Thebarrier remains centred on the caster, enablingan assault group to move in absolute silencewithout giving up intercommunication. How-ever, sound cannot pass into the barrier either,making the party deaf for the duration.

The material component is a glass globe.❊

Sonoric’s Lodestone (Divination)

Range: SpecialComponents: V, S, MDuration: 1d4 rounds + 1 round/levelCasting Time: 2Area of Effect: SpecialSaving Throw: None

Using this spell, the caster is able to deter-mine the general direction of a creature withinthe one mile, per every three levels of thecaster (i.e. two mile range at fourth level, threeat seventh, etc.). This direction sense last forthe duration of the spell, regardless of themovement of the caster, or the creature. If thedistance between the caster and the targetshould exceed the maximum range (targetteleports, etc.), the spell is broken.

If the caster comes within three feet of theobject of the spell, he gets a sharp headache.If the caster actually touches the object of thespell, the spell is broken.

The material component of this spell is someitem which was in contact with the creature, upto the caster’s level in turns previously.❊

Sound Bit (Alteration)

Range: 0Components: V, MDuration: SpecialCasting Time: SpecialArea of Effect: As far as the sound carriesSaving Throw: None

To cast the spell, the wizard places a numberof currant seeds (the material components)near the sound source. Half way through thespell the wizard ceases his chanting. All of thesounds created between this point and thetime the wizard resumes chanting become thesound pattern to repeat. The maximum dura-tion of the sound pattern is up to 1 second per

level of the wizard. The actual duration is thelength of the pattern times the number of cur-rant seeds, provided this is less than the maxi-mum time. The sound need not be created bythe wizard.

When the spell casting has ended, thesound pattern is repeated continuously until allthe currant seeds are used. It is repeated at thesame decibel level as the original sound.❊

Spelltouch (Enchantment)

Range: TouchComponents: V, S, MDuration: SpecialCasting Time: 2Area of Effect: One item of less weight and

volume than the caster’s bodySaving Throw: None

The spell, cast on a nonliving item, allowsanother spell (priestly or wizardly magic of thirdlevel or less) cast on it in the following roundto remain dormant until the item touches atarget creature. The caster of the spelltouchcan specify what race and sex, or type (un-dead, summoned, living, avian, etc.) of creaturewill trigger or be affected by the second spell.The second spell (which need not be knownto or be castable by the caster of thespelltouch) is unleashed by contact betweenthe item and the triggering creature but neednot be a spell that affects only the creature.

For example, a gem set into a throne couldunleash a fireball spell when triggered by thetouch of a guard. (“A living human male” or “fe-male” can be specified, but not “a wizard” or“the king”.)

The caster of the spelltouch can (duringcasting) specify a single type of being as im-mune to the spell, as well as specifying whatsort of being will trigger the spell. An immunebeing in the unleashed spell’s area of effectgains a +4 bonus to any saving throws. If theenchanted item is touched by an immunebeing, either the second spell is not triggeredby that touch, or the being escapes all harmform the spell (whichever is specified by thespelltouch caster).

The material components of this spell are apinch of powdered gemstone (of any type andvalue) and a pinch of the ash left by any firecreated or augmented by a spell, combinedwith a drop of water and touched to the itemduring the casting.❊

Spider Climb II (Alteration)

Range: TouchComponents: V, S, MDuration: 1 round/levelCasting Time: 1 roundArea of Effect: One creatureSaving Throw: None

By this spell, the creature can walk on anysurface and not slip. The creature can walk onwalls, ceilings, ice, etc. and not slip or slide (feetare like suction cups to the surface). The crea-

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Mage Spells Second Level

ture can also have one jump like the spell Jumpfrom TSR’s books (this is only one jump, notthree like the first level spell gives).

The jump does not include a safe landing,but by using this spell, the creature can jumpup on a wall and start climbing, or climb upsome wall and jump to a different wall.

The material components needed are: apiece of gum (tree sap, or some type of stickysubstance) and a small jumping spider (agrass hopper leg and a piece of spider web-bing can be used as a substitute).❊

Spitfire (Evocation)

Range: 3 mComponents: V, S, MDuration: 1 round + 1 round/5 levelsCasting Time: 3Area of Effect: One creatureSaving Throw: None

The casting of this spell causes the recipi-ent (victim) to be surrounded by a swarm ofsmall popping, fire-crackerlike bursts of fire.While these bursts do little damage (only 1points of damage per round) and only 1 pointsof damage per turn to anyone wearing armourother than a shield -they make it impossible toconcentrate to the degree necessary to castany spell. This spell will do no damage at all toanyone who is thoroughly soaked in water, butthe concentration breaking effects of the spellstill function.

The material component of this spell is apinch of sulfur.❊

Summon Undead (Necromancy)

Range: 30 mComponents: V, SDuration: 1 turn + 1 turn/levelCasting Time: 2Area of Effect: SpecialSaving Throw: None

The spell causes 3 HD of undead per 2 lev-els of the caster to appear within range. Theywill obey his commands until slain, dispelled,or the spell ends. The wizard may mix andmatch types as long as he does not exceedhis HD allotment.

The necromancer cannot summon a crea-ture of more HD than his level. Treat a +3 orbetter bonus to HD as the next die up, so awight is worth 5 HD and a wraith is 6, a mummy7, spectre 8, and a vampire (the toughestundead that can be summoned) is worth 9.❊

Stealth Missile (Evocation)

Range: 10 m + 5 m/levelComponents: SDuration: InstantaneousCasting Time: 2Area of Effect: One or more creatures

within a 3 m long squareSaving Throw: None

This spell is the same as a Magic Missilespell, except that it can be cast in absolutesilence, and its missiles are extremely hard tosee (5% chance per observer’s level). It isperfect for those who need quiet and mage/thieves.❊

Strengthen (Alteration)

Range: TouchComponents: V, S, MDuration: 10 years/level (or see below)Casting Time: 1 weekArea of Effect: See belowSaving Throw: None

This enables the wizard to carve a specialrune on some structure, a wall well, or otherstone design, that will keep it sturdy and strongfor the duration specified. About 250 cubic feetof stone per level can be affected. Earthquakeswill not damage the structure.

After the tenth level, the spell becomes per-manent (until dispelled). The material compo-nents for this spell are a piece of chalk, and aset of arches constructed of steel. The wizardmust analyse the structure beforehand, toplace the spell appropriately.❊

Talking Mist (Alteration)

Range: 30 mComponents: V, S, MDuration: SpecialCasting Time: 2Area of Effect: 6 m + 3 m cube of mist

or fog/levelSaving Throw: None

The Talking Mist is similar in many aspectsto a Magic Mouth and an Animate Mist spell.When a “trigger” occurs (as per Magic Mouth),a mist is created and subsequently animated.The animation is simple on lower wizard lev-els, but the message which the mist can speakis always under 25 words.

All other effects are detailed under AnimateMist and Magic Mouth.

The material component of this spell is thesmoke from a burning paper which has themessage written on it.❊

Transcribe Song (Alteration, Evoca-tion)

Range: 0Components: S, MDuration: 1 roundCasting Time: 2Area of Effect: One piece of paperSaving Throw: None

This spell converts sound waves from asong currently being played within hearingrange of the bard to musical notation onto apiece of paper the bard has in his possession.It will transcribe up to one round’s worth ofmusic into the musical notation most familiarto the bard.

This spell is useful for keeping records ofnew songs, or for keeping track of songs thebard is worried about forgetting. It does notwork well for conversations, since it does nottranscribe the words of songs, only the notedof the song itself.

The material components for this spell area piece of paper or parchment, two ounces ofgood ink, and a grain of diamond dust.❊

Tread of the Corpse (Alteration)

Range: TouchComponents: V, S, MDuration: 1 hour + 1 hour/levelCasting Time: 2Area of Effect: Creature touchedSaving Throw: None

The creature affected by this dweomer willfind that their movements have become utterlysilent. So long as the creature does not exceedits normal base movement rate for the environ-ment it is in (i.e. measured in tens of feet in-doors and tens of yards outdoors), then it willmake no perceptible sound as it moves about,regardless of the mode of transport be it flight,swimming, climbing, walking, etc. If the subjectof the spell is willing to take no other actionsbesides movement in a given round, then in-animate objects may be handled silently aswell, meaning that a sword may be unsheathedwithout being heard, or a door opened that isnot jammed in its frame. Any object that re-quires great force to move or open will not al-low for this silent action.

Environmental factors will not normally affectthe subject’s ability to move silently, and thussqueaky doors, floors, water, and mud offer noresistance: squeaky doors will not squeakwhen opened by the subject of the spell,squeaky floors will not give enough to creakunder the subject’s weight (although unsoundflooring will, of course, not remain silent if thefloor cannot support the subject at all andbreaks out from underneath him), water will notsplash with the subject’s passing, and mud willnot slosh. Traps or other items which react in anoisy manner by snapping shut violently or tripwires strung with bells must be avoided nor-mally as they will hinder the subject’s passageand make noise as usual.

Any sudden action on the subject’s part willmake the expected amount of noise, but cau-tious, slow actions will make no sound at all.This spell does not actually mask sounds thatthe subject intends on making, and thusspeech, spell casting, and forcefully openeddoors will all be heard normally. The subject ofthis spell may, of course, alternate betweenmaking noise and moving unheard for thespell’s duration.

Note that this spell is not an illusion, andactually alters the amount of sound a creaturemakes when interacting with its environment.

The material component for this spell is a bitof zombie flesh.❊

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Mage Spells Second Level

Trosli’s SpontaneousDefenestration (Illusion/Phantasm)

Range: 20 mComponents: V, S, MDuration: InstantaneousCasting Time: 1Area of Effect: One creatureSaving Throw: Negates

This spell creates an illusion of a window ina wall near the subject. The subject must savevs. spells or be seized by an irresistible com-pulsion to leap through the supposed window,bonking his head on the wall and taking 1-4points of damage per level of the caster andbeing stunned for one round. Nonintelligentcreatures are immune to this spell, and crea-tures immune to blunt weapons, or unable toperform leaping actions, take no damage.

The material component is a small pane ofglass, which is consumed in casting.

This spell was researched by the gnomishillusionist/thief Trosli Kenderkin, a notorioustrickster who once took out five gnolls (at firstlevel) with a bag of marbles and a dagger.❊

Vanquil’s Tent (Alteration)

Range: 0Components: VDuration: 4 hours + 1 hour/levelCasting Time: 2Area of Effect: 3 m radius sphereSaving Throw: None

This spell is a lesser version of Leomund’sTiny Hut. It will keep out winds of up to 75 kmper hour, as well as one type of precipitation(rain, snow, sleet, hail, etc) that is named atcasting time and cannot be changed. For ex-ample, if the spell was cast to keep out rain, butthe weather changed to hail, the hail would beable to enter the Tent. As with Leomund’s TinyHut, the wizard cannot leave the Tent withoutending the spell. Temperatures inside the tentare the same as those outside the tent, butthere is enough room inside for a small fire.

Vanquil developed this spell as a lower-levelalternative to the Tiny Hut, since he typicallyused all of his third-level spells in combat.❊

Veschiul’s Shadowbolt (Evocation)

Range: 120 mComponents: V, SDuration: InstantaneousCasting Time: 2Area of Effect: SpecialSaving Throw: None

The spell Shadowbolt allows the mage tomold a bolt of shadow from the Plane ofShadow, and fire it up to 120 m range. A to-hitroll is required, but is made as a fighter at alevel of 1.5 times the mage’s level, rounded up.The Shadowbolt does damage by impact: atranges under 40 m, the damage is 1d4 perlevel, at ranges between 40 m and 80 m thedamage is 1d4 per 2 levels, and at greater

ranges the damage is 1d4 per 4 levels. Thenumber of dice should be rounded down in allcases (thus, a fifth level mage at 50 m does2d4 damage, but a sixth level mage does 3d4).The creature must make a dexterity check toremain standing, adjusted by a -1 for every twolevels of the mage (again, rounded down), aswell as by mass:

MassMassMassMassMass DexterityDexterityDexterityDexterityDexterity DistanceDistanceDistanceDistanceDistance(pounds)(pounds)(pounds)(pounds)(pounds) adjustmentadjustmentadjustmentadjustmentadjustment

1 - 30 -8 25 m31 - 60 -6 20 m61 - 90 -4 15 m91 - 120 -3 10 m121 - 150 -2 5 m151 - 180 -1 -181 - 210 0 -211 - 240 +1 -241 - 270 +2 -271 - 300 +3 -300+ +4 -

The distance column indicates how far thetarget has been knocked away from the mageif the modified dexterity check was failed.❊

Veschiul’s Shadowcurse (Alteration)

Range: 30 mComponents: V, S, MDuration: SpecialCasting Time: 3Area of Effect: SpecialSaving Throw: Negates

The Shadowcurse can affect any creature ofthe world of light. The area of effect is one crea-ture for every two levels of the mage abovefirst; i.e. a third level mage can affect one crea-ture, a fifth can affect two, and so on. The ef-fect of the Shadowcurse is to afflict the victimswith some of the vulnerabilities of a shade. Theeffects depend on the light conditions, asshown on the following table:

LightLightLightLightLight AbilitiesAbilitiesAbilitiesAbilitiesAbilities MoveMoveMoveMoveMove Max. HPMax. HPMax. HPMax. HPMax. HP

Bright -2 1/2 1/2Average -1 3/4 3/4Twilight - - -Shadowy - - -Night - - -Darkness -1 3/4 3/4

See the description of Shade in the MM IIfor exact descriptions of these light conditions.

The material component is a piece of pitch.❊

Warstone (Alteration)

Range: 0Components: V, S, MDuration: SpecialCasting Time: 4Area of Effect: SpecialSaving Throw: None

This spell enchants up to three small peb-bles, which can be no larger than sling bullets.They can then be hurled or slung at an oppo-nent. The Warstones have a +3 to hit and todamage, and are considered to be enchantedfor purposes for determining if a creature canbe struck.

Upon striking, the stone shatters and flingsshards in a 1.50 m radius, inflicting 1d3 pointsof damage, or only 1 if the stone is smaller thansling bullet size. The stone will still shatter if itmisses.

The material components are three unwor-ked stones.❊

Weave Knots (Enchantment)

Range: 5 mComponents: V, S, MDuration: SpecialCasting Time: 2Area of Effect: SpecialSaving Throw: None

This spell causes a short length of rope, hair,ribbon, twine or thread (up to 0.30 m per levelof the wizard long) to weave and knot itselfaround or into anything the wizard wishes(even itself). The knot is usually quite intricate,and can be extremely difficult to untie by hand.It can be used to join two ends of rope together.Given enough raw material, it could even beused to weave 0.1 m² per level of the wizard ofcloth or tapestry.

The caster of the spell can command theknot to untie at any time, and also to retie it-self. All other creatures cannot untie the lock,although they may be able to cut or break thestring or rope the knot is on. This effect is per-manent, and the knot will detect as magical. Inthe case of cloth or tapestry made from thisspell, it will not unravel. However, it may be torn,ripped, or cut.

Alternatively, the wizard can opt for the knotto be inextricable by anyone else. This is notpermanent, and the knot will not detect asmagical.❊

Wings (Alteration)

Range: TouchComponents: V, S, MDuration: 3 rounds + 2 rounds/levelCasting Time: 3 rounds to cast, 3 morefor wings to growArea Of Effect: One creatureSaving Throw: None

By this spell, the caster creates „wings“ toappear out of the effected creature’s back. Thewings are magically attached to the back area,but are not attached in the sense that the per-son can be wearing clothing or armour. Theyare not part of the creature. The wings need a+1 magical weapon to hit, have AC 7 and have2-12 hitpoints before being destroyed. The spellhas no effect on creatures that already havewings. If there is no room for the wings to grow,e.g. because of clothing, the spell is lost.

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Mage Spells Third Level

The wings can support a total of 200 poundsplus 20 pounds per level. They give an aerialmanoeuvre rating of C, and fly at a rate of 12.

The material component of this spell is abird’s feather. The wings appear to be the samecolour as that of the bird feather used in thespell.❊

Wound Closure (Necromancy)

Range: TouchComponents: V, SDuration: PermanentCasting Time: 5Area of Effect: Creature touchedSaving Throw: None

This spell closes the wounds of the recipi-ent to prevent bleeding and infection, inciden-tally curing 1-4 hit points of damage. All of thevictim’s wounds will be closed by a single cast-ing, but further application is possible to in-crease the healing effect. The spell can beused on corpses to disguise the cause ofdeath, but it does not work on non-corporealor extraplanar entities.

Note: A recent posting suggested thatmages be able to cast healing spells using 1d6instead of 1d8. I believe the above spell de-scription shows my opposition to that ap-proach (see also DMGv2 p. 43), unless youintend to do away with clerics as a PC class.From a game mechanics standpoint, such anapproach would destroy the balance betweenpriest and mage, but there is a campaign back-ground reason as well: Pseudo-medieval medi-cal knowledge would be atrocious. Clericalhealing is a gift from God or the gods, relativelyomniscient and omnipotent fellows, but magi-cal curing would depend upon the mage’sunderstanding of the body and its functions.Thus you might find a wizard who can pull theedges of a wound back together, as describedabove, but you could not find one who couldstimulate the replication of tissue of variousinjured organs, insure an increased blood sup-ply to the affected regions, metabolize fat andincrease respiration to enrich said blood, etc.You certainly could not find a mage to curediseases before any microbes arediscovered.❊

Zhaida’s Instant Stoneskin Re-mover (Conjuration, Evocation)

Range: 2 m + 1 m/levelComponents: V, S, MDuration: 3 roundsCasting Time: 2Area of Effect: One person or creatureSaving Throw: Special

This spell creates 1d4 pebbles, plus 1 peb-ble per level, up to a maximum of 1d4+12 at12th-level. Each pebble counts as one attackregarding Stoneskin spells. To be successful,the wizard must simultaneously hurl the peb-bles at the target, and roll a successful attackroll vs. AC 10 with a +4 added to the die roll forthis to have effect. No modifiers for range,magical protection or Dexterity are applicable.Each pebble will remove one Stoneskin, andno save is allowed.

If used against an opponent without a Stone-skin cast on him, an unmodified attack roll vs.the target’s armour class is required. If suc-cessful, each pebble will inflict but one hit pointof damage, and a successful save vs. spellreduces this to half damage, rounded down.

If the spell creates more pebbles than thetarget has Stoneskins, the extra pebbles arelost, not inflicting any damage.

The material components are a pebble orsling stone to be multiplied and hurled towardsthe target.❊

Zombie (Necromancy)

Range: TouchComponents: V, S, MDuration: PermanentCasting Time: 1 hourArea of Effect: One corpseSaving Throw: None

This spell is identical to Skeleton in most re-spects. Instead of creating a skeleton, it cre-ates a zombie. The caster may control a num-ber of zombies made by this spell equal to halfhis level, round down.

The material component is a salve that costs100 GP and takes 48 hours of uninterruptedtime.❊

Mage Spells Third Level

Albino Fruit Flies (Conjuration/Sum-moning)

Range: 30 m + 10 m/levelComponents: V, S, MDuration: See belowCasting Time: 3Area of Effect: One 3 m cube/levelSaving Throw: Negates (but see below)

This spell causes a great cloud of small,white, harmless but annoying flies to springforth. These bugs are so dense as to obscurevision within the cloud to only 0.6 m. Thesealbino fruit flies, while they do not bite, secretea sticky gooey substance, so that anyonecaught within the cloud and failing a savingthrow will be affected as if by a Slow spell. Whilethe cloud itself will only last for 2 rounds +1round per level of the wizard, the effects of thesticky gunk on characters will last until theymanage to wash it off, a feat which requires atleast half a gallon of water for a man-sizedcreature, and takes 1 turn. Using more water willreduce this time, of course, and complete sub-mersion in water will wash a character in a sin-gle round. These flies have an even worse ef-fect on vegetation. Beings made from vegeta-ble matter will take 1d3 points of damage perlevel of the wizard for as long as they remainwithin the cloud. Other vegetation will surely beeaten within a few rounds, destroying gardensor forests, and probably greatly angering anynearby druids!

The material component of this spell is a liveash-white fly or any other kind of small, harm-less, but extremely annoying insect.❊

Alpha’s Comet (Conjuration, Evoca-tion)

Range: 10 m + 5 m/levelComponents: V, S, MDuration: InstantaneousCasting Time: 3Area of Effect: SpecialSaving Throw: None

This spell creates a flaming missile with atrail of superheated noxious gasses. The cometunerringly strikes one target, the impact caus-ing 3d6 damage and the flames an additional3d6. Furthermore, any creature within 1.5 m ofthe comet’s path will suffer 2d4 fire damage.All those within 1.5 m of the point of impact willsuffer 3d4. Anyone who suffers damage fromthis spell is also considered to have been en-gulfed in the noxious fumes, and will be at -2on all rolls (10% spell failure chance) for 1-6rounds due to coughing, choking, and blurredvision.

The material component is a ball of pitchmixed with sulphur and phosphorous.❊

Alpha’s Darklight (Alteration)

Range: 10 m/levelComponents: V, S, MDuration: 1 turn + 1 round/levelCasting Time: 3Area of Effect: 4.5 m radius globeSaving Throw: None

This spell is exactly the same as the secondlevel magic-user spell Darkness, 4.5 m radius(q.v.), except in that the caster can see nor-mally through the darkness so created as if innormal lighting conditions. Alternatively, thecaster can bestow the visual benefits to an-other character by crushing the material com-ponent and sprinkling the dust into the eyesof the recipient. Note that the spell only allowsnormal vision through the darkness caused bythe particular casting, and lends no benefittowards other darkness, either normal or magi-cal.

The material component is a piece of coalor charcoal, which must be crushed and ap-plied as above.❊

Alpha’s Flames of the Faltine (Al-teration, Evocation)

Range: 0Components: V, S, MDuration: 2 rounds + 1 round/levelCasting Time: 3Area of Effect: SpecialSaving Throw: None

This spell sheathes the caster in hot yellowflames and blurs the caster’s features some-what, causing them to assume a smooth andsomewhat indistinct shape, also turning a darkred colour. The flames will appear to be presenteven coming out of the caster’s eyes andmouth. These flames give the caster no spe-cial protection, but they do shed bright light ina 9 m radius. Furthermore, any creature strik-

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Mage Spells Third Level

ing the caster with a claw, bite, or similar attackor a hand-held weapon less than 1.5 m long willsuffer damage as though contacting a Wall ofFire spell (q.v.) - 2d6 damage + 1 point per levelof the caster. Undead suffer double damage,and creatures especially susceptible to flamemay also take additional damage. The castermay attempt a melee attack to burn others withthis fire, a successful blow causing 1d6 dam-age + 1 point per two levels of the caster. Crea-tures passing within a 1.5 m radius of the castersuffer 1d4 heat damage. By standing still andconcentrating, the caster may extend this heatradiation, inflicting 2d4 within a 1.5 m radius and1d4 within a 3 m radius, but this falls back tothe usual level if the caster stops concentrat-ing or resumes moving. The caster can attemptto destroy inanimate objects by touching them,requiring a save vs. normal fire to avoid de-struction. This may be attempted once perround, at a -1 cumulative penalty for each con-secutive round of handling. Items on the cast-er’s person at the time of the casting of thisspell are unaffected by the flame. The castermay end this spell prematurely if desired.

The material component for this spell is aflask of oil, poured over the caster’s head dur-ing the casting of the spell, and an open flameof any size.❊

Alpha’s Heat Lightning (Evocation)

Range: 10 m/levelComponents: V, S, MDuration: InstantaneousCasting Time: 3Area of Effect: One creatureSaving Throw: 1/2

This spell calls down a bolt of reddish-pur-ple lightning which strikes a single creaturewithin range. The bolt inflicts 1d6 of damageper level of the caster. Cold or water-basedcreatures suffer an additional 1 point of dam-age per die, while creatures resistant to heatOR electricity suffer 1/2 normal damage (1/4with a successful save). All nonmagical metalworn by the target must save vs. lightning (at+2 if the save was made, but at -2 if the savewas failed) or be fused to any nearby metal(sword fused to gauntlet, pieces of armourfused together, preventing movement).

The material component of this spell is ashort glass rod, a bit of fur, and a bit of iron orlodestone.❊

Alpha’s Ice Bolt (Conjuration/Sum-moning)

Range: 60 mComponents: V, S, MDuration: InstantaneousCasting Time: 3Area of Effect: SpecialSaving Throw: Special

With this spell, the magic-user opens a smallhole in the spatial fabric into the supernaturalcold of the para-elemental plane of ice. Itbrings forth a shaft of solid para-elemental ice15 cm thick and 3 m long (the hole is openedfor only a very brief time). This missile hits with

great force, causing 3-30 points of damagefrom the impact alone. If the target saves vs.petrification, only a glancing blow is dealt, andthe victim suffers only 1-10 points of damage.

An additional save (also vs. petrification, andat +4 if only a glancing blow was suffered)must be made, or the victim will be stunned for1-6 rounds from the force of the blow.

The ice absorbs heat from the nearby air,and this causes 1-6 points of cold damage (nosaving throw) to all within 5 feet of the bolt’spath, and within a 10' radius of the target crea-ture. The bolt shatters upon striking its target,and the victim will suffer an additional 4-24points of cold damage (2-12 if only a glancingblow was suffered).

Fire-using creatures take double damagefrom the cold caused by the bolt, while thoseresistant to cold take none. Both types of crea-tures suffer full damage from the bolt itself.

Water-based creatures in liquid form will suf-fer only 1-10 points of damage from the blow,and cannot be stunned, but they will automati-cally be slowed for 2-8 melee rounds.

If the target creature is struck fully (i.e. failsthe initial saving throw), then exposed items onthat side of the caster must make a save vs.crushing blow, and all items carried by thecaster must save vs. magical frost (note alsothat items on the side struck by the bolt mustsave at -10, due to the cold and the blow).

The material component of this spell is aclear gem worth not less than 100 GP.❊

Alpha’s Images of Ikonn (Illusion/Phantasm)

Range: 0Components: V, S, MDuration: 2 rounds/levelCasting Time: 3Area of Effect: 4.5 m radius sphereSaving Throw: None

This spell is similar to the 2nd level MirrorImage spell (q.v.). The caster gains 1 mirrorimage for each level of experience, rather thanrolling randomly. These images can appearanywhere within 4.5 m of the caster, and a blur-ring distortion effect occurs in the casting ofthis spell and at the end of each melee roundwhich prevents isolation of the true wizard inthe new melee round, even if the wizard wassuccessfully attacked in the previous round.Area effect attacks (Fireball, etc.) can still af-fect the caster even if his location is not known.As a final benefit, if one of the images is struckby an opponent, the caster may make an un-modified save vs. breath weapon. If success-ful, the image will not be dispelled by the blow.

The material component of this spell is asmall carving or doll of the caster and a bro-ken mirror.❊

Alpha’s Lightwall (Evocation)

Range: 10 m/levelComponents: V, S, MDuration: 1 round/levelCasting Time: 3Area of Effect: 3 m/level long square

Saving Throw: Special

This spell causes a wall of dazzling yellow-white light to come into being at any pointwithin the range of the caster. Vision throughthe wall by any means is quite impossible,though it is negated by a darkness (q.v.) spellcast at it. When the wall first comes into being,all those within 3 m of it who are not avertingtheir eyes (thus a mage could warn his com-panions that he was about to cast this spell)must make a save vs. petrification to avert theirgaze from the wall in time to avoid being daz-zled by its brightness. This dazzling results ina -2 penalty to hit, a 20% spell failure chancefor spell casters, and a -1 penalty on initiativedice rolls. These effects persist for as manyrounds as the difference between the victim’sdie roll and the roll needed for him to save.These effects can persist even after the dura-tion of the spell has elapsed. Naturally, blind orsightless creatures are unaffected by this spell,but subterranean or dark dependent creatures(e.g. drow, duergar, svirfneblin) suffer a -3 ontheir saving throw. Further, they are not pro-tected by their normal magic resistance, as thespell is not cast directly at them. They are asvulnerable to its existence as any other crea-ture would be. The light given off is equivalentto a continual light (q.v.) spell within 6 m, andequivalent to a light spell (i.e. normal torchlight)in an additional 24 m radius. The Lightwall, ifcast out of doors, can be seen up to a mileaway per level of the caster (reflecting theadditional size of a larger caster’s Lightwall).The wall can, of course, be created smallerthan the maximum size for the caster’s level.The wall itself causes no damage to creaturespassing through it. However, a character fight-ing someone with a Lightwall directly behindhim suffers a -1 on his chances to hit (note thatthis is cumulative with the dazzling effects de-scribed above). Similarly to the first level wallof darkness (q.v.) spell, sound is blocked bythe Lightwall, assuming that it does not allowsound waves to travel around the sides of it (aswhen cast outdoors, for example). It does notabsorb sound or prevent spellcasting, it merelydoes not allow sound to pass through it (evenif such sound is from a Horn of Blasting or aShout spell).

The material component is a clear gemstoneor a sunstone worth not less than 100 GP.❊

Alpha’s Lucent Lance (Alteration)

Range: 10 mComponents: V, S, MDuration: 1 roundCasting Time: 1 roundArea of Effect: SpecialSaving Throw: None

There must be some ambient light availablein order for this spell to work. The effectivenessof this spell is determined by the amount of am-bient light available. The caster must concen-trate for a full round to focus the light into theLucent Lance, after which its energy may bereleased. The power of the Lance is such thatit can carve through wood or soft metal up to10 cm thick, stone up to 2,5 cm thick, or hardmetal up to 1,5 cm thick, this thickness multi-

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plied by the appropriate modifier on the tablebelow. Items carried by a living creature arepartially protected by that creature’s aura, andgain a save vs. magical fire (modified as be-low) to avoid being damaged by the Lance.Living creatures suffer a base of 1d6 damage,modified as below, with a maximum upper limitof not more than 1d6 per level of the caster. TheLucent Lance coalesces as a ball of lightaround the caster’s hand holding the materialcomponent, and shoots forth until maximumrange is reached or until a sufficient thicknessof material blocks its progress. The LucentLance may be traversed over an arc up to 0,3m per level of the caster at its maximum range.The caster’s hand glows brightly while the spellis being cast and while it is active.

TTTTType of lightype of lightype of lightype of lightype of light DamageDamageDamageDamageDamage SaveSaveSaveSaveSaveMod.Mod.Mod.Mod.Mod. Mod.Mod.Mod.Mod.Mod.

Candlelight × 0.5 +3

Single torch or lantern × 1 +1

Multiple torches, Lightspell, starlight,magical dagger × 2 +0

Large bonfire, brightmoonlight, ContinualLight spell, magicalsword × 4 -1

Multiple magical lightsources, indirector filtered sunlight × 6 -2

Direct sunlight, Sunrayspell × 12 -4

If the light source used is a fire of some sort,that fire has a 50% chance of going out. A per-manent light effect (e.g. magical sword or dag-ger) will lose its power to shed light for 1d10rounds. A spell used as the light source will beautomatically dispelled if it’s a 1st-3rd levelspell, and will have its duration cut by 25% if ahigher level spell.

The material component is a small, oblongcorundum rod worth at least 100 GP.❊

Alpha’s Night of the Leonids (Con-juration/Summoning)

Range: 30 m + 10 m/levelComponents: V, S, MDuration: 1 roundCasting Time: 3Area of Effect: SpecialSaving Throw: None

This spell can only be cast outdoors at night.It calls down a number of flaming meteoritesto strike unerringly any targets within range. Thecaster can call down 1d4 meteorites, plus an-other for every five levels of experience (d4+1at 5th-9th, d4+2 at 10th-14th, etc.). Each me-teorite strikes a single target, though more thanone may strike any given target. Each of these

„Leonids“ comes blazing down from the heav-ens, striking for d6+1 impact damage and anadditional d6+1 fire damage.

The material component for this spell is a bitof meteoric iron.❊

Alpha’s Rolling Thunder (Evocation)

Range: 0Components: SDuration: SpecialCasting Time: 1Area of Effect: 1.5 m/level radiusSaving Throw: Special

The caster need but throw his arms heav-enward and a great rolling thunderclap willsound directly overhead. All creatures within 3m of the caster must save vs. petrification orbe knocked prone, suffering 1d4 + 1 damage,and are automatically stunned for 1 round anddeafened for 1d4 + 1 rounds. Those within one-half the radius of the spell (e.g. within 7.5 m ofa 10th level caster) but not within 3 m mustsave vs. spells or be stunned for 1 round, andare automatically deafened for 1d4 + 1 rounds.All others in the area of effect must save vs.spells or be deafened for 1d4 + 1 rounds.❊

Alpha’s Silverlight (Evocation)

Range: 60 mComponents: V, S, MDuration: 2 rounds/levelCasting Time: 3Area of Effect: 9 m radius sphereSaving Throw: Special

This spell is similar to the 2nd level ContinualLight spell in that it creates a very bright light(almost as bright as full daylight). However, anycreature within the area of light which is vulner-able to silver (e.g. wights, wraithes,lycanthropes, devils) will suffer 1d6 damageevery round that it remains in the area of ef-fect, and will be at -2 to on to hit rolls and +2to be hit due to the intense discomfort felt bysuch creatures while within the Silverlight. Al-ternatively, the caster may throw the spell di-rectly at a single target. Such a creature mustsave vs. spells or be blinded for the durationof the spell. If the save is made, the spell formsas per usual about 30 cm behind the intendedtarget, and its duration is halved. A creaturevulnerable to silver who is thus targeted neednot save vs. blinding, but will instead sufferd6+1 (2-7) points of damage per level of thecaster, up to a maximum of 10d6+10, and willbe stunned for 1d4 rounds. A successful sav-ing throw vs. spells at -2 will halve the damageand reduce the duration of the stun to a singleround. If thrown thus at a creature vulnerableto silver, the spell will not form normally, regard-less of the saving throw, as its magic is usedup in the attack on the creature.

The material component is a bit of puresilver.❊

Alpha’s Starfire (Evocation)

Range: 30 mComponents: V, S, MDuration: 1 roundCasting Time: 1Area of Effect: 1.5 m diameter column, 9m highSaving Throw: Special

This spell creates a column of brilliant, blaz-ing silvery-white flames. All within 3 m of thecolumn not looking away must save vs. petri-fication or be blinded for 1 round and dazzled(-2 to hit, +2 to be hit) for an additional 1d3rounds. Creatures adversely affected by brightlight (e.g drow, duergar) save at -3 vs. this ef-fect. Any creature within the narrow column offire (most likely only a single creature) is auto-matically blinded and dazzled as above, andadditionally suffers 1d6 damage per level of thecaster, up to a maximum of 10d6. A save vs.spells will halve this damage. If the spell is castoutdoors under a night sky, a bonus of +1 perdie of damage is added.

The material component for this spell is a bitof silver and a shard of crystal.❊

Apparition (Illusion/Phantasm)

Range: TouchComponents: V, MDuration: 1 round/levelCasting Time: 1 roundArea of Effect: One creature’s faceSaving Throw: Negates

This spell transforms the recipient’s or vic-tim’s face into a horrible and terrifying mask ofthe wizard’s own imagination. The spell will notduplicate the face of any known creature, butthe characteristic of a number of creatures canbe mixed. The magic used is highly volatile,and often takes on a life of its own, addingemphasis to the ideas of the wizard. Creaturesof 1 HD or less who are surprised must roll savevs. magic or flee for 1d3 rounds. If the spell iscast on an unwilling victim, the victim is alloweda save vs. magic to avoid the affects.❊

Astral Wall (Abjuration, Conjuration)

Range: 1 m/levelComponents: V, S, MDuration: 1 turn/levelCasting Time: 1 roundArea of Effect: 30 square m/level, 1.5 mradius at first levelSaving Throw: None

This creates a wall (which can have anyshape the caster desires, including a sphere)which prevents physical effects which wouldpass through normal walls, such as Teleport,Astral Projection, Monkish „phase“ ability, etc.Any such attempt by a character will fail, leav-ing the character on the other side of the wall.It is, however, possible to simply walk throughan Astral Wall. If the spell is linked to an exist-

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ing physical wall (including one created by Wallof Stone or Iron), the duration becomes onehour per level. The Astral Wall can be disruptedby Dispel Magic cast from either the physicalor astral plane.

The material component is a piece ofparchment.❊

Azalldam’s Waterspray (Invocation/Evocation)

Range: 0Components: V, S, MDuration: InstantaneousCasting Time: 3Area of Effect: 15 m long, 1.5 to 4.5 mwide coneSaving Throw: 1/2

This spell causes a high-pressured cone ofwater to stream from the caster’s hand; thiscone is 15 m long, 1.5 m wide at the caster’shand, and 4.5 m wide at the base. The major-ity of damage is caused by the high pressureof the stream; anyone caught inside the areaof effect suffers 3d8 points of damage; a suc-cessful saving throw vs. spell will reduce thisdamage by one half. Those who fail their savesmust roll saves vs. crushing blow for all theirpossessions to avoid their destruction. In ad-dition, victims who fail their initial saves mustmake a dexterity check; if this check fails, thetarget is pushed backwards 1-20 m, and isknocked prone.

The water from this spell will extinguish anynormal fires, but has only a 50% chance to putout magical fires. This spell will inflict doubledamage on fire elementals or similar creatures.

The material component for this spell is alarge beaker of water which is used up whenthe spell is cast.❊

Bilador’s Spellshape (Alteration)

Range: 10 m/levelComponents: VDuration: SpecialCasting Time: 3Area of Effect: Up to 1.8 m³/levelSaving Throw: None

When cast, this spell allows the altered spellto affect the area the wizard desires, up to 1.8m³ per level.

For instance, a 10th-level wizard could makea wall 0.3 m × 6 m × 1 m in any orientationwhich would be “filled” with the area of effect,a solid dome in a spherical shape 15 cm thickand having a radius of 4.5 m, or flood a hemi-sphere with a radius of 1.8 m. A hemisphericaldome would have a radius of 6.6 m at 15 cmthickness, and a cube 2.1 m on a size couldalso be shaped.

Any spell can be shaped, as long as theshape has a thickness at the axis of at least15 cm. For instance, a Teleport can move any-thing “encompassed”. Lightning bolts becomefields of lightning affecting all those “encom-passed”. Abjurations can enclose areas or sur-round people.❊

Bleed (Alteration)

Range: 1.5 m + 0.3 m/levelComponents: V, S, MDuration: 1 turn/levelCasting Time: 3Area of Effect: One creatureSaving Throw: ½

When cast, this spell causes the victim’snose to bleed for the duration of the spell. Thevictim will loose one hit point every turn of thespell. The spell will also cause the victim to behighly uncomfortable and therefore fight at only95% of efficiency (add 1 to the victim’s THAC0).The damage can be negated by a Cure LightWounds, or having the nose completely boundand having the victim to lay motionless for theduration of the spell.

The material component is a drop of blood.❊

Brains (Alteration)

Range: TouchComponents: S, MDuration: 6 hours/levelCasting Time: 1 hourArea of Effect: One creatureSaving Throw: None

The recipient of this spell gains a temporaryincrease in intelligence as follows:

NorNorNorNorNormalmalmalmalmal ExtraExtraExtraExtraExtraIntelligenceIntelligenceIntelligenceIntelligenceIntelligence PointsPointsPointsPointsPoints

1-4 45-8 39-11 212-13 1

Note: this is not cumulative.

The material component for this spell issome sort of brain, be it from an animal or amonster or from something else.❊

Channel Item (Enchantment, Invoca-tion)

Range: SpecialComponents: V, S, MDuration: PermanentCasting Time: 1 hourArea of Effect: One rechargeable magicitem Saving Throw: Special

This spell is used to recharge any item whichwas initially created by the use of an Enchantan Item spell, such as magical rings, gems,rods, staves, and wands; but not limited tosuch.

The wizard must be fully rested and notengaged in any physical activity to cast thisspell. Usually, most mages try to find a securearea since the chance of spell failure can bedeadly. He first cast this spell over the item, inthe process opening up a channel between

him and the magic item to be recharged, tak-ing one round to initiate the channel. At thistime, the total possible charges an item maycontain may be discerned by casting an Iden-tify at this time with a modifier of +10% addedonto his normal chance of success. Then, theappropriate spells must be cast into the itemto affect its recharging. While the spells neededfor various items are too large to be listed, itcan be assumed that a spell which the itemimitates is able to recharge the item. (Spell re-search can aid in gaining more knowledge ofthis subject).

At the end of the recharging session (or atleast before the channelling effect ends due tothe casting time limitations) the mage must„close“ the item’s channel. This requires a suc-cessful saving throw vs. spells modified by +1for every level of the spellcaster and -1 for everyspell cast into the item which did nothing torecharge it. A failed saving throw means thatnone of the spells cast into the item had anyrecharging affect. If the mage is physically at-tacked and/or the spell disrupted during therecharging period the mage must make an un-modified successful saving throw vs. spells,with a successful save indicating the entireprocess has been merely cast for naught anda failed save indicating that the magic itemexplodes for a magical blast effect in a 3-18 mradius doing damage equal to 1-4 HP of dam-age per charge the item currently contains(save vs. spells for half damage). The item inquestion (unless of artifact or relic status) is ir-revocably ruined in the explosion.

The material component of this spell is asmall gold funnel worth at least 100 GP value,which is destroyed in the casting of the spell.

The source of this spell is the TelnorneMageocrat.❊

Charm Undead (Enchantment/Charm, Necromancy)

Range: 30 mComponents: V, SDuration: SpecialCasting Time: 3Area of Effect: One or more creatures ina 6 m radius sphereSaving Throw: Special

This spell works just like the Players’ Hand-book spell Charm Monster, except as notedabove and that it only works on undead.❊

Chime (Alteration)

Range: 9 mComponents: V, S, MDuration: SpecialCasting Time: 1 roundArea of Effect: One objectSaving Throw: Negates

This spell enchants an object such that,when a condition is met (specified as in MagicMouth), a reasonably loud chime, bong or ringwill sound from the item. This chime is loudenough to wake a nearby sleeper or be heardfrom a nearby room. This behaviour will con-

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tinue, functioning at most once per round, un-til the condition ceases, the item is destroyed,or the dweomer dispelled.❊

Conceal Magic (Divination)

Range: TouchComponents: V, SDuration: 4 hours/levelCasting Time: 3Area of Effect: One objectSaving Throw: Negates

Cast it on a magic item and it renders thatitem undetectable by Detect Magic (great forhiding magical traps). The caster will not knowif the object has made its saving throw, thoughhe can of course check this by casting a De-tect Magic.❊

Control Normal Fires (Alteration)

Range: 0.3 m/levelComponents: V, S, MDuration: 1 round/levelCasting Time: 2Area of Effect: 90 dm³/levelSaving Throw: None

This spell enables the wizard to cause firesas small as a torch or lantern to become aslarge as a 2 m diameter bonfire or to cause abonfire to shrink to the size of a torch or ex-plode into a fire with a diameter of 5.4 m. In thisprocess fuel is burned according to the sizeof the fire. Also heat dissipation can be ad-justed which will also affect the amount of fuelused.

The amount of change a wizard can affectin a fire is determined as follows: take the wiz-ard’s level divided by 2 and round it down. Thisis the maximum multiplier or divisor for the size(in volume) and effects of the fire.

The material component differs for the twodifferent uses of the spell: if the spell is usedto increase a fire, the material component is atinderbox, which is not consumed in the cast-ing. If the spell is used to shrink a fire, thematerial component is a drop of water.❊

Curse Weapon (Enchantment)

Range: 1.5 m/levelComponents: V, S, MDuration: 1 round/2 levelsCasting Time: 3Area of Effect: One weaponSaving Throw: Negates

This spell is used to curse the weapon of anopponent. When it is cast, the caster chooseswhich weapon to curse. Unless the owner ofthe weapon makes a successful save vs. spell,that weapon will have a penalty applied to all„to hit“ and damage rolls for the duration of thisspell. The penalty is equal to 1 for every fourlevels of the caster, to a maximum of -5. Thispenalty only applies to the chosen weapon, notto other weapons carried by the owner.

This spell will negate magical bonuses (onlyfor the spell’s duration); if a weapon’s magicalbonus is reduced, its current value is used fordetermining which types of creatures may behit by it (i.e. if a +4 sword is reduced to +1 bythis spell, it may not be used to hit elementalsfor the duration of the spell).

The material component of this spell is asmall replica of the weapon to be cursed; it isconsumed with the casting.❊

Detect Charm (Divination)

Range: 30 mComponents: V, SDuration: 1 turnCasting Time: 1 roundArea of Effect: One creature/roundSaving Throw: None

This spell will reveal whether or not a recipi-ent is under the effect of a charm spell, pro-vided that the recipient fails his saving throw.Up to ten persons can be checked before thespell wanes. The caster has a 5% chance perlevel of determining the exact nature of thecharm spell (or spells) which affect therecipient.❊

Detect Teleport (Divination)

Range: 0Components: V, SDuration: ConcentrationCasting Time: 3Area of Effect: 240 m radius sphereSaving Throw: None

Aftering casting this spell the caster gets animpression whenever anyone arrives via tel-eport, enters or leaves the prime material planein the area of effect. The spell lasts only whilethe caster concentrates on it. The impressionwill not reveal the location within the range inwhich the effect occurs.❊

Dheryth’s Tomelore (Divination)Reversible

Range: TouchComponents: V, MDuration: InstantaneousCasting Time: 15 roundsArea of Effect: One book or scrollSaving Throw: None

With this spell, the wizard may detectwhether or not a book or scroll is cursed, whatlanguage it is in, whether or not its contents areencoded or enciphered, and other general in-formation about its contents.

None of the following things will be revealedby the spell, though:

1. Absolutely nothing will be told about thespecial books listed in the DMG (e.g. a Librumof Ineffable Damnation, a Manual of PuissantSkill at Arms, etc.). Likewise, very powerfulbooks (artifacts or relics) will be utterly out ofthis spell’s power.

2. Specific spells and scrolls will not be re-vealed (e.g. “Secret Page spell on p.2”, “Fire Trapcast on cover”, “Explosive Runes on binding”,etc.), nor will the exact nature of a curse, ifpresent, be told.

3. If the book or scroll contains spells, thewizard will not be told precisely which spellsare there, although the DM might allow weakstatements like “20 pages are devoted tospells”, or “a few weak spells seem to be insidethis tome”.

The reverse of this spell, Tome Shield (Abju-ration), must be cast on a particular book orscroll, which is thenceforth immune toDheryth’s Tomelore for one month. It furtherresists the operation of the History and Iden-tify spells, granting the protected book a savevs. spell as if it were a wizard of the same levelas the one who cast Tome Shield.

The material component for this spell is amagnifying glass, for the reverse it is a blankpage. Both are consumed in the casting.❊

Dispel (Abjuration)

Range: 9 mComponents: V, S, MDuration: PermanentCasting Time: 1Area of Effect: SpecialSaving Throw: None

By use of this spell, the wizard can attemptto negate the affects of any other single spellproviding that at least some part of that spell’sarea of effect is within nine metres of the wiz-ard. The base chance for success is 50%modified upward or downward by 5% per levelthe wizard is above or below the caster of thespell being negated. This spell can also beused to negate the magical effects of potions(either before or after ingestion), with the levelof potion maker being generally treated as 12th.

The material component of this spell is apiece of gum.❊

Disrobe (Alteration)

Range: 60 m + 10 m/levelComponents: V, SDuration: SpecialCasting Time: 3Area of Effect: One creatureSaving Throw: Negates

The target of this spell must make a savingthrow versus magic. Success indicates that thespell has no effect; failure means that all magi-cal and nonmagical items worn by the creature,excluding items held in hands, are strippedfrom the creature and strewn in a one metreradius. Items magically blink from the creatureto the ground and will not be harmed by thefall unless the creature is flying more than onemetre from the ground.

This spell was researched by Insley Hofton.Insley has a kinky streak. This was inventedpartly as an amusement, and partly to strip allthose nasty magic items from the bad guys. It’s

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best combined with Unseen Servant, Telekine-sis, or light-fingered friends which can pick upthe items thus removed.❊

Distract (Enchantment/Charm)

Range: 18 mComponents: V, MDuration: InstantaneousCasting Time: 1Area of Effect: One wizardSaving Throw: Negates

This spell is specifically designed towarddistracting wizards before they can unleashtheir magic. The victim must save vs. spell at -5 or lose spell concentration. Note that thisspell has absolutely no effect against non-wiz-ards. All it does is interrupt the flow of magicalinformation between the wizard’s consciousand subconscious.

The material component for this spell is apair of scissors, which is consumed in thecasting.❊

Dreamoore’s Eldritch Sphere (Evo-cation)

Range: 20 m + 10 m/levelComponents: V, SDuration: SpecialCasting Time: 3Area of Effect: 0.3 m diameter sphereSaving Throw: None

This potent spell launches a mentally guided0.3 m diameter globe which travels 0-18 m persegment and turns up to 90 degrees per round.The sphere strikes as a monster of the cast-er’s hit dice, but even on a missed roll, themissile may return the following round as longas the magic-user concentrates. Once it hits,the globe disperses and inflicts 2d6 base dam-age + 2 damage points per level of its casterto the first creature touched, up to 2d6 + 20maximum potential (e.g. an 8 hit die eldritchsphere inflicts 22-32 damage points).

The sphere harmlessly vanishes if the cast-er’s concentration is broken or the globe ex-ceeds maximum range. Despite its limited areaof effect, the eldritch’s sphere’s true advantageis its damage potential and ability to pursueand possibly corner single foes.❊

Dwindle (Alteration)

Range: 0Components: V, SDuration: 1 turn/levelCasting Time: 3Area of Effect: The wizardSaving Throw: None

The wizard is able to shrink himself to assmall as one inch in height for the duration ofthe spell, during which time all items carried arealso shrunk. This spell may be cancelled at anytime by the wizard. Effects on combat mechan-ics are left undefined and to the DM’sdiscretion.❊

Eldarr’s Spell Conversion (Altera-tion)

Range: 0Components: V, S, MDuration: 3 turns/levelCasting Time: 1 turnArea of Effect: CasterSaving Throw: None

This spell allows its caster to convert onespell into another of the caster’s choice. Aslong as the Spell Conversion is in effect, whenanother spell is cast, the wizard may chooseto cast it normally, or alter it into another spell.The spell to be altered must be of 3rd level orlower, and the spell to be converted to, mustbe of 2nd level or lower (the addition level ofpower is expended in the conversion process)and must be a spell the wizard already knows,although it does not have to be currentlymemorized.

This spell is usually cast at the beginning ofa day or before a known encounter, to give thecaster ample time to replace it in his memorywith another spell. Only wizard spells may beconverted by this spell -priestly spells are notaffected by it, and only the caster’s own spellsare affected. Range, duration, area of effect,and saving throws are as per the spell beingconverted to; the spell being converted deter-mines the spell components and casting time(however, in order to convert a spell, a few ad-ditional incantations are necessary, and thename of the new spell must also be uttered;this affectively increases the casting time of theoriginal spell by one).

As an example of the use of this spell, let usassume Biff the wizard has cast this spell be-fore a large battle; during the fight, Biff findshimself levitated by an enemy spellcaster anddropped from a great height. Unfortunately, Biffhas nearly used up his compliment of spellsin the battle, and has a single Fireball left - notmuch use in this situation. However, since theSpell Conversion is in effect, Biff starts the in-cantations of the Fireball anyway; when he isdropped, Biff casts the Fireball but uses theSpell Conversion to convert it to a Feather Fall,and he floats softly to the ground unharmed.

The material component for this spell is thepelt of any were-creature; the pelt is consumedwith the casting.❊

Enhance Illusion (Alteration)

Range: 30 mComponents: V, SDuration: 1 round/levelCasting Time: 3Area of Effect: One illusionSaving Throw: None

This spell is one way for wizards to add ac-tual substance to their illusions. Up to tworounds before casting an illusion (notablyPhantasmal Force, Improved Phantasmal Forceor Spectral Force), the wizard casts this spellon the area in which the illusion is to initiallyappear. Once cast, the illusion then does 10%of the actual damage that it would do if it werereal if the victim made a saving throw against

it, and is treated as normal with respect to ar-mour class, attacks, etc., if the victim failed thesaving throw and doesn’t recognize it as an il-lusion. The illusion also becomes armour class10, and gains 10% of the hit points it wouldnormally have; however, illusionary creaturesmay never have more combined hit dice thanthe caster.

If the illusion is not cast in the enhanced areawithin 2 rounds the former spell will be wasted.Multiple enhance illusions on one illusion willcancel each other. This spell can also be usedin conjunction with shadow monsters, demi-shadow monsters or shades, adding 10% morerealism to that already inherent in the spell, andlowering the perceived armour class by 1.

Enhance illusion is attributed to the de-ceased mage Scaurlin Oberlin, who died in amagical duel with a grey slaad he summonedand subsequently released. This is reputedlythe only spell Scaurlin ever wrote in his once-promising career.❊

Exploding Coins (Enchantment)

Range: TouchComponents: V, S, MDuration: SpecialCasting Time: 3Area of Effect: 1 coin/level (up to 10)Saving Throw: None

This spell allows the caster to enchant oneor more coins with an explosive charge; themore valuable the coin, the more potent theexplosion (see table below). The coins will re-tain their enchantment until used or dispelled;the explosion will be triggered when the casterutters a command word chosen during the in-cantation. Alternately, the caster may choosea delay, after which time the coin will explode;the length of this delay may be up to 1 turn perlevel of the caster (measured from the time thecaster speaks the chosen command word).

The following table gives the amount of dam-age for each type of coin, along with the burstradius, and what level is required to enchant aparticular type of coin:

MaterialMaterialMaterialMaterialMaterial BurstBurstBurstBurstBurst LevelLevelLevelLevelLevel RadiusRadiusRadiusRadiusRadius

of coinof coinof coinof coinof coin damagedamagedamagedamagedamage (me-(me-(me-(me-(me-trtrtrtrtre)e)e)e)e)

brass* 1d2 5 0,5copper 1d3 6 0,6iron* 1d3 7 0,7bronze* 1d4 8 0,8chromium* 1d4 9 0,9cobalt* 1d4+1 10 1silver 1d6 11 1,1electrum 1d6 12 1,3steel* 1d6+1 13 1,5gold 1d8 14 1,75titanium* 1d8 15 2platinum 1d10 16 2,5mithril* 1d10 17 3adamantite* 1d12 18 4

*These are additional (optional) materials forcoins, which do not have to be used.

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A maximum of 10 coins may be enchantedper casting of this spell; also, no more than 20of these coins may be brought within 9 m ofeach other safely; if this occurs, the owner(s)must make a saving throw vs. spell for *each*coin. If a coin fails its throw, it explodes nor-mally; if the throw succeeds, the coin simplyvanishes in a puff of smoke. This spell has theadditional limitation that it may only be castonce per two day period.

The only material component for this spellis the coin to be enchanted; the coins areconsumed in the explosion.❊

Fellstar’s Flaming Vortex (Evoca-tion)

Range: 10 m/levelComponents: V, S, MDuration: 1 round/levelCasting Time: 3Area of Effect: 2.4 m high x 0.6 m wide

inverted coneSaving Throw: 1/2

This spell calls into being a spinning vortexof flames that resembles a burning dust devil;the vortex is 2.4 m high and 0.6 m wide at itswidest. The caster may direct the movement ofthe vortex in any direction desired, but it maynot be moved across a body of water. The vor-tex moves at a rate of 10 per round, and thecaster must maintain full concentration in or-der to direct its movements; if the caster losesconcentration, the vortex will move in a straightline at full movement rate until the caster canagain gain concentration. The wizard may notmove the vortex further away than 10 m perlevel of the caster, or the spell terminates.

The caster may use the vortex to attack asingle victim per round; he may attack thesame target in following rounds, or may electto move the vortex to attack a different one.Anyone struck by the vortex suffers 1d4 pointsof damage per level of the caster (up to a maxi-mum of 10d4). A successful save vs. spell re-duces this damage by half. The flames fromthis spell will ignite flammable materials oncontact, but will not harm most other materi-als, unless exposure is prolonged. That is, if acreature is attacked by the vortex for only a sin-gle round, non-flammable possessions are notaffected; if attacked on two consecutiverounds, all possessions must save vs. magicalfire normally (but only if the target fails hissave). Each additional round of exposure in-flicts a -1 on all possessions’ saves (no penaltyin added to the target’s save).

The material component for this spell is apiece of flammable material suspended froma string; the caster lights the material on fireand twirls it in a circle while casting the spell.He must continue doing this throughout the du-ration of the spell, and the material must remainlit; if it does not, the spell ends prematurely.❊

Forget Spell (Alteration)

Range: 100 mComponents: V, S, MDuration: Instantaneous

Casting Time: 3Area of Effect: One wizardSaving Throw: Negates

When casting this spell the Meta Mage triesto make another wizard forget a single spell.The target wizard must save vs. spell at -5, ifsuccessful, nothing happens. If he fails, one ofhis spells is lost (determine at random). TheMeta Mage does not steal the spell, it is sim-ply forgotten and must be re-memorized.❊

Free Action (Abjuration)

Range: TouchComponents: MDuration: 5 rounds/levelCasting Time: 3Area of Effect: Creature touchedSaving Throw: None

This spell grants the recipient the benefits ofProtection from Paralysis, and the additionalbenefits of being able to function without pen-alty in a constricting environment (such as wa-ter, Web spells, Entangle spells, etc). It does notaffect paralysis already existing, unless it iscast specifically to counter such in which caseit gives no further benefit.❊

Gaseous Form (Alteration)

Range: 0Components: V, SDuration: 1d6 rounds + 1 round/levelCasting Time: 3Area of Effect: Creature touchedSaving Throw: Negates

This spell allows the caster to turn the crea-ture touched into a pink cloud of gas, for theduration of the spell. If the creature touched isan unwilling recipient of the spell, he gets asave, with a successful save negating the spell.

The spells effects are identical to that of thePotion of gaseous form, with regards to move-ment rates, and the effects of a Gust of Windspell, though the caster, if he casts the spell onhimself, can turn non-gaseous at any time.❊

Go-Behind (Alteration, Illusion/Phan-tasm)

Range: 30 mComponents: S, MDuration: 1 roundCasting Time: 2Area of Effect: SpecialSaving Throw: Negates

The wizard casts this spell by snapping hisfingers. After doing this, the wizard is instantlytransported behind his opponent (the wizardmust be able to see this area). When this hap-pens, an image of the wizard remains behindand imitates the actions of the wizard for tworounds, then disappears. The foe receives asaving throw vs. spells to believe the image isunreal.

The material component for this spell is a bitof sulphur.❊

Gopher (Conjuration/Summoning)

Range: 12 mComponents: V, S, MDuration: 2 hours/levelCasting Time: 2 roundsArea of Effect: One creatureSaving Throw: Negates

When cast, this spell causes the victim to befollowed by a crazed man who is convincedthat the victim is a gopher. The man has amagic wand that shoots Magic Missile as pro-jectiles. However, the “man” always misses buthe shows up at the worst times, i.e. whensneaking up on a sleeping dragon. Eventhough he misses he will continue to attemptto shoot the victim succeeding in destroyingthe area where the victim is.

The man has AC -2, 200 hp, regenerates 2points of damage per melee round, has anIntelligence of 5 and a Wisdom of 3. He justloves to yell “freeze gopher!” at the top of hisvoice. While this spell is in effect, the victim hasa -95% chance to surprise.

The material component of this spell is agopher tail.❊

Grasping Hands of Horror (Necro-mancy)

Range: 10 m/levelComponents: V, S, MDuration: InstantaneousCasting Time: 1Area of Effect: One arm/levelSaving Throw: Negates

This spell causes a number of arms equalto the level of the caster to reach out of theground and grab at the target. The hands them-selves do no damage, but when they pull youunder you start to suffocate. Victims have tomake a saving throw every round they are inthe area of effect and for every extra hand theyhave a -1 on their save.

In a graveyard or similar corpse-infestedarea there is an additional -2. If they fail theirsave, they are dragged underground and startto suffocate. Others can dig the victim out,mundanely or magically. He will be found sim-ply two feet or so under the ground, paralysed,but quite aware of what happened. A reallyhigh-level mage could cast this spell and af-fect many people by giving five arms to this tar-get, four to that one, and so on.❊

Hang (Alteration)

Range: 0Components: V, SDuration: 3 daysCasting time: SpecialArea Of Effect: CasterSaving Throw: None

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By this spell, the next spell the caster castswill be held (will not take effect) until either theduration ends or the caster says a keyword thatwill set off the spell. The Spell that is held mustbe third level or lower, and a magic user canonly have one spell hung at any given time. Forthose spells that require a direction or a spe-cial action (like pointing a finger for lightningbolt), the caster will have to say the keywordand point at that time. It takes one segment forthe held spell to go off (no casting time, onlyinitiative), and the caster should be given abonus of +2 (in d6 initiative system) or -4 (inthe 10 segment system). When the keyword isspoken by the caster, it is only letting go ofstored energy. The caster still has 80% of hisactivity left in the round: the caster can makeone attack or cast one first or second levelspell late in the round.

The spell to be held must be cast with ex-treme caution. It will take twice the casting timeand twice the components it would normallytake to cast that spell. If the caster tries to castanother spell while another spell is hung, thehung spell will fizzle.

No material components are needed to castthe spell hang, but those needed to cast thenext spell after are doubled.❊

Hold Spirit (Enchantment/Charm)

Range: 120 mComponents: V, S, MDuration: 2 rounds/levelCasting Time: 3Area of Effect: 1-4 spirits in a 6 m cubeSaving Throw: Negates

This spell paralyses creatures which do notcome from the plane they are on, includingconjured spirits and spirits possessing anothercreature. If the spell is cast at 3 or 4 spirits, eachgets an unmodified saving throw. If two arebeing enspelled, they save at -1. If there is a sin-gle target, it saves at -3. Held beings remainaware of events around them and can useabilities which do not require motion or speech.

The material component for this is a straightpiece of cold iron.❊

Hypnosis (Enchantment/Charm)

Range: Sight (reciprocal)Components: V, S, MDuration: 24 hoursCasting Time: 1Area of Effect: One creatureSaving Throw: Negates

The victim of this spell must save versusmagic or be hypnotized by the wizard, thusobey all commands of the wizard, except thosethat are self-destructive or radically against hisalignment. While under the “unclosed” spell, itwill be somewhat apparent that the victim isunder a charm (Intelligence and Wisdomchecks apply), however, the spell may be“closed” by the wizard until the duration ex-pires. To do this, the wizard may give the vic-tim a set of instructions to obey under a spe-

cific set of circumstances. Until those circum-stances arise, the victim will act normal notrealizing that he is under the spell.

After the spell has elapsed, the victim willhave no recollection of any events while underhypnosis unless the wizard has instructed himto remember. In this way, the victim’s long-termmemory for the hypnosis period can also beprogrammed. To effect the hypnosis, the wiz-ard must use a small shiny object to catch thevictim’s attention. This object is not consumedin the casting.❊

Improved Armour (Conjuration)

Range: TouchComponents: V, S, MDuration: SpecialCasting Time: 3 roundsArea of Effect: One creatureSaving Throw: None

This spell is identical to the first level spellArmour although it provides its wearer an ar-mour class of AC 2. The Armour lasts until dis-pelled or until it has received 16 + 2 points perlevel of the caster worth of damage.

Note: The armour does not absorb damagenor is it ordinarily visible. It will work with ashield (fighter/mages only), dexterity bonuses,and other magical protection devices, like ringsand cloaks of protection, although it will notprotect a creature wearing artificial armour. Ar-tificial armour includes all manufacturedarmours, but does not include skin or hidesthat are a natural part of the creature to beprotected.

The material component is a small piece offinely cured blessed leather which the castermust rub all over his body while casting. Note:the leather is reusable.❊

Improved Know Alignment (Divina-tion)

Range: 3 mComponents: V, SDuration: 4 rounds/levelCasting Time: 1Area of Effect: One creature/levelSaving Throw: None

This spell enables the wizard to sense thealignments of one creature per level. Divinersof fourth level and above may sense the de-gree of commitment vs. flexibility various indi-viduals hold with respect to these alignments,and a diviner of seventh level and above maygain insights into recent transgressions andinto the relationship these individuals have withtheir chosen deities.❊

Intelligent Mist (Alteration)

Range: 10 yardsComponents: V, S, MDuration: 1 round/levelCasting Time: 3Area of Effect: SpecialSaving Throw: None

This spell is an extension of the first-levelTalking Mist spell and can be “triggered” toappear under certain circumstances. The spellcan summon a Class I type of intelligent mistfrom the elemental plane of air. Once it ap-pears, the mist delivers an introductory mes-sage, but doesn’t dissipate immediately afterdelivery. It can then stay for its duration andconverse with anyone in the area.

The mist is actually a being from the elemen-tal plane of air (albeit a low powered one). Thedifference between intelligent mists and othersummoned creatures is that the mists actuallyhave access to the knowledge of their sum-moner. This includes 1 language (chosen bythe wizard) and information (not spells) dic-tated by the casting wizard.

For a detailed description of the differenttypes of intelligent mists, see the monster de-scription provided with the level 5 spell, MagicMist. Once the spell duration ceases, the mistreturns to the Plane of Air, but if the spell is“retriggered” before this happens, the samemist is summoned again, with knowledge ofprevious encounters.❊

Jam Radio (Alteration, Divination)

Range: 0Components: V, SDuration: 1 turn/levelCasting Time: 3Area of Effect: 30 m radius sphereSaving Throw: None

This spell prevents all magical communica-tion spells of first or second level from cross-ing the boundary of its area of effect.❊

Jamye’s Prismatic Snowball (Altera-tion, Conjuration, Enchantment)

Range: 0Components: V, S, MDuration: 1 round + 1 round/3 levelsCasting Time: 3Area of Effect: One snowball + 1 snow-ball/levelsSaving Throw: Special

When cast, this spell creates a pile of col-oured snowballs at the caster’s feet. Thenumber of snowballs is equal to the durationof the spell in rounds - 2 at 3rd level, 3 at 6thlevel, 4 at 9th level, etc. The caster can throwone snowball per round as if he were proficientin snowball throwing. Other characters can alsothrow snowballs, but they will suffer a non-pro-ficiency penalty for it (unless they have takena proficiency in snowballs). The snowball hasa range of 30 m, plus 10 m per Strength pointof the thrower over 12.

The snowballs do no physical damage whenthey hit; however, they have powers that varywith the colour of the snowball according to thechart below. In order for the snowball’s magicto work, the target must be hit with it (a suc-cessful „to hit“ roll required). The snowball’spower only affects the creature hit, even if thespell it duplicates has a greater area of effect.

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The snowballs are always picked up andthrown in the order given, starting with red andending (assuming the spellcaster is highenough level) with violet.

No.No.No.No.No. ColourColourColourColourColour Save vs.Save vs.Save vs.Save vs.Save vs. EfEfEfEfEffectfectfectfectfect

1 Red Spell Charm Person2 Orange Spell Faerie Fire3 Yellow Poison Taunt*4 Green Paral. Spook5 Blue Paral. Glitterdust6 Indigo Spell Bind7 Violet Wand Tasha’s Uncontrol-

lable HideousLaughter

* If the yellow snowball hits on an unmodifieddie roll of 20, the victim has been hit in theface and has eaten some of the snow. Itmust then make an additional save vs. poi-son at a -4 or be violently ill (no attacks, ar-mour class worsens by 4) for a number ofhours equal to the caster’s level.

The material components for the spell are asmall rainbow-coloured marble.❊

Kallum’s Cold Frost (Evocation)

Range: 100 m + 10 m/levelComponents: V, S, MDuration: InstantaneousCasting Time: 3Area of Effect: 3 m radius sphereSaving Throw: 1/2

This spell creates a ball of extreme cold andsharp ice particles which expands outwardfrom its detonation point. All creatures in thearea of effect will take 1d6 hit points of dam-age per level of the caster from the cold (savevs. spells for 1/2 damage). All objects in thearea of effect will be frozen, and a layer of frostwill cover the surface of everything in the areaof effect. If a creature fails its saving throw thenall of his items must make a saving throw vs.frost or be destroyed by the extreme cold.

Because of the sharp particles of ice cre-ated in the detonation, the explosion will stillcause damage to those who are immune tocold. If a creature is immune to cold, then thedamage will be 1-2 HP per level of the casterwith a saving throw for half as normal.

The spell can do structural damage towooden structures as can the Fireball spell.

Otherwise this spell is the same in all re-spects as Fireball.

The material components for this spell is ahandful of glass crystals or any kind of crys-tals which is thrown in the direction that thecaster wishes the Iceball to go.❊

Kevin’s Holy Rain (Invocation)

Range: 20 mComponents: S, MDuration: 1 round/levelCasting Time: Special

Area of Effect: 1 m diameter/levelSaving Throw: Special

This spell creates a small cyclone thatmoves from the wizard’s finger and grows intoa billowing white cloud from which a steadydownpour of holy water falls.

The cloud can be directed and controlled aslong as the wizard concentrates on the spell.The cloud can move with MV 6. Undead crea-tures suffer 1d6+1 points of damage per roundthat they are in contact with the rain. Intelligentundead may save vs. breath weapon for halfdamage.

If the save is successful, it means the un-dead has managed to avoid some of the rain.The cloud’s area of effect grows bigger as thewizard advances in levels, up to a maximumof 10 m diameter. As the area of effect growsbigger, the casting time gets longer: 1 segmentper 2 levels with a maximum of 5.

The rain from the cloud keeps falling for oneround per level up to 10 rounds at most. Thewizard can stop the rain at any time by ceas-ing to concentrate on the cloud. The cloud canbe moved by any wind with a force up to 30miles per hour; if the force exceeds this limitthe cloud disperses.

The rain remains holy only long enough todo damage; after it has made contact with anyother matter, it becomes ordinary water.

The material components for this spell area drop of holy water and a hair from a priest ofany good alignment.❊

Kiri’s Guardian Sigil (Abjuration)

Range: TouchComponents: V, SDuration: Special (until discharged)Casting Time: 1 roundArea of Effect: One object or areaSaving Throw: None

This spell is in many ways similar to theSepia Snake Sigil in that it traps people in ashimmering field of force. The spell can be castupon an item or upon an area of up to 10square feet per level. When casting the spell,the wizard must specify the conditions that willset the spell off. Examples: “Anyone whotouches my spell books besides me”, or “Any-one who walks on my welcome mat withoutsaying ‘Arador’”.

One person per level can be named in thecasting of the spell. When the spell is dis-charged, the target is trapped in suspendedanimation inside a impenetrable field of force.There is no save against this spell. The only wayto remove the field is to dispel it (against thewizard’s level), or wish it away.❊

Kuglan’s Key Warden (Conjuration/Summoning)

Range: 12 mComponents: V, S, MDuration: 1 turn + 2 rounds/levelCasting Time: 7Area of Effect: Special

Saving Throw: None

Kuglan’s Key Warden is usable only by con-jurer specialist wizards. It enables the conjurerto summon a two metre tall, shadowy human-oid - known only as a “Key Warden” or “KeyMaster”. The Key Warden (HD 4+4, AC 2,Strength 18/51, 1 AT, Dam. 1d6+3, THAC0 14) willfight only to defend itself. The creature, whoseessence comes from the plane of shadow,wears a belt pouch (under its dark cloak) con-taining duplicates of all of the keys the wizardhas seen, at a maximum distance of six me-tres, or touched within the last one day per levelof the wizard.

The Warden is summoned to assist in open-ing doors, chests, and other locked objects.The conjurer may command it to unlock oropen doors etc., within spell range, by employ-ing either the keys or its strength. If none of thekeys unlocks the object, the Warden, whichnever speaks, will bow to the wizard and waitfor the conjurer’s command to forcibly open theportal or object. If the conjurer so bids theWarden, it will attempt to break down or breakopen the door or object, employing its strength(Open Doors: 13 in 20, 25% Bend Bars/LiftGates).

The Key Warden’s body and keys vanish ifthe creature is slain; the Warden and its keysvanish at the end of the spell’s duration, other-wise. The Key Warden will not give the keys toanyone, including the wizard, and, if someoneis somehow able to steal any keys, the stolenkey(s) will immediately vanish. The Warden maybe commanded to unlock or open as manydoors and objects as the conjurer desires,within the spell’s range and duration - takingone round per opening. The Warden will onlyrespond to commands by the wizard that in-volve unlocking or opening.

Material components for the spell are fivekeys: one of gold, one of silver, one of iron, oneof brass, and one of mithril. The componentsare not consumed by the casting, and may beused again.

This source of this spell is the KuglanShadowgate of Melvaunt, an industrious mid-level conjurer who enjoys good relations withthe Zhentarim.❊

Leap (Alteration)

Range: TouchComponents: V, S, MDuration: 1 turn + 1 turn/levelCasting Time: 1Area of Effect: Creature touchedSaving Throw: None

When this spell is cast the individual is em-powered with the ability to leap. The distancethe individual is able to leap is a total of 6 mper level forward, backward or straight up. Anumber of jumps up to the level of the wizardcan be made. Also, at the end of the leap, theindividual will always land without taking fall-ing damage. Leaps must be completed within1 turn plus 1 turn per level after the spell is cast.

An example: given a seventh-level wizard,the individual affected can jump up to a totalof 42 m in up to a total of seven jumps, i.e.seven times a 6 m jump.

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The material components for this spell arethe legs of a grasshopper or of a frog.❊

Magic Missile II (Evocation)

Range: 60 m + 10 m/levelComponents: V, SDuration: InstantaneousCasting Time: 3Area of Effect: One or more creatures in

a 3 m cubeSaving Throw: None

This improvement on the first level MagicMissile allows the caster to fire 1 missile per 2levels of experience. Each bolt can be individu-ally targeted and does 1d8 point of damage.The spell fires that number of missiles everyround until the caster is hit or ends the spell.After the initial casting the missiles have aspeed factor of 1 each and the caster maymove, or engage in any other action besidesspellcasting after the missiles fire.❊

Major Annoyance (Enchantment/Charm)

Range: 1.5 m/levelComponents: V, S, MDuration: 1 round/levelCasting Time: 3Area of Effect: One creatureSaving Throw: 1/2

This is an even more powerful version of theMinor Annoyance and Annoyance spells (q.v.).It makes the victim’s leg hurt, exactly as if hehas barked his shin on something. Althoughcausing no damage, it is painful enough todisrupt spell casting in the round it is cast in,as well as subsequent rounds, to the limit of thespell. The victim also suffers combat penalties:Armour Class bonuses due to high dexterityare negated, and attacks are made at a -2penalty.

A successful save vs. this spell reduces theduration of the spell to one round per two lev-els of the caster, and reduces the attack pen-alty to -1.

The material component is a coffee bean,carved to look like a miniature table.❊

Malta’s Pattern Transport (Altera-tion)

Range: 0Components: V, S, MDuration: InstantaneousCasting Time: 1 turnArea of Effect: SpecialSaving Throw: None

With this spell, the caster can move himselfand other materials from one Pattern to anotherPattern. The two Patterns must have the sameimage and the destination Pattern must be atleast as big in radius as the source Pattern.Both Patterns must be known to the caster(current locations) and they must be laid flat.

The destination Pattern must not be support-ing any object (even partially). The destinationPattern must also be uncovered such that thereis room for the incoming creatures/objects.

If all of the above conditions exist, then cast-ing the spell will transport the caster and anyobjects/creatures which are completely sup-ported by the source Pattern to the destinationPattern. All objects transported will end up onthe destination Pattern at the same ratio ofdistance to the edge as on the source Pattern.That is, if an object is halfway from the centreto the edge on the source Pattern, then it willbe halfway from the enter to the edge on thedestination Pattern (regardless of the size ofthe destination Pattern).

An object is considered to be completelysupported by the pattern when its weight issupported by the material inscribed in theouter circle of the Pattern or by somethingwhich is itself completely supported. Thatmeans that a person held in the air by anotherwill be transported only if the holder is com-pletely supported. Flying creatures must not beflying at the time of transport.

To cast the spell, the caster must stand in thecentre of an undamaged Pattern and cast thespell. In the first round of the casting, the Pat-tern will begin to glow (each colour of the Pat-tern will emit its own colour). Over the nexteight rounds, the Pattern brightness will in-crease to approximately the same as outsideon a sunny day. As the last word of the spell isstated, the brightness of the Pattern doublesand all completely supported objects/crea-tures are transported to the destination Pattern.

If the destination Pattern is not available (seeabove), then the transported objects/creaturesare returned to the source Pattern after onesecond (and the source Pattern’s save is at -4). The source Pattern is subjected to someheat and other energies in the course of thetransport. These energies cause the sourcePattern to make a save or be damaged (a sin-gle crack or burn mark will alter the Pattern andrender it unusable). The destination Pattern isnot subjected to the same amount of energy,so it does not need to make a saving throw.

The lighting conditions at the destinationPattern do not change, so the transportedcreatures will have to adjust to the current light-ing (1-2 rounds, depending on lighting).Some notes:

1.) Tossing a rug over an inlaid Pattern pre-vents incoming transports.

2.) Rolling up a rug/cloth Pattern preventsincoming and makes it easier to transport thePattern.

3.) The only bidirectional Patterns are exactlythe same size (hence the Pattern Image spell).

4.) The caster must remain in the middle forall of the casting, but creatures/objects alsotransported only have to be on the Pattern inthe last segment.❊

Marty’s Magic Bow (Evocation)

Range: 0Components: V, S, MDuration: 1 round/levelCasting Time: 3

Area of Effect: CasterSaving Throw: None

Marty’s Magic Bow causes a magical forceto propel objects from the caster’s fingersmuch as a bowstring. With arrows, the effect isto allow the caster to release one arrow perround, each arrow attacking as a fighter of 1/2level of the spellcaster. The advantage of thisspell is the fact that the arrow attacks are notmagical: thus there is no magical saving throwinvolved for the target, so if the caster makeshis to-hit roll (at 1/2 his level on the fighter ta-ble) he hits, even if the target is, say, in an anti-magic shell, or in a Cube of Force that KeepsOut All Magic, or if the target is magic resist-ant.

There’s probably a material component (say,a length of string made of silver thread, orsomething like that) but the arrows are notcomponents - i.e. they’re not consumed, andyou might be able to reclaim some of them.Also, magical arrows would provide the appro-priate bonuses to hit/damage.❊

Merkridan’s Misplayal (Alteration)

Range: 20 mComponents: V, SDuration: 2 rounds/levelCasting Time: 1 roundArea of Effect: One instrumentSaving Throw: Special

This spell causes music emanating from amusical instrument to become twisted andharsh. The musical notes effectively becomeinterchanged. The target instrument may beeither magical or nonmagical. Only magical in-struments gain a saving throw (as if the attackwere magical fire) to avoid the spell effects. Ifa bard is playing an affected instrument, allbard abilities directly resulting from the playingof his instrument are lost until the spell expires(or the bard uses a new instrument). The spellhas no effect on sounds from living creatures,although it could effectively garble communi-cation through instruments (i.e., signallingdrums). It only works on items which are emit-ting music at any time while (or up to one roundafter) the spell is being cast.

The origins and history of the spellMerkridan’s Misplayal are unknown. This spellwas discovered in a lost laboratory complex onthe deserted island of Arremara.❊

Mirror Escape (Illusion/Phantasm)

Range: 0Components: S, MDuration: 3 roundsCasting Time: 1Area of Effect: The casterSaving Throw: None

This spell is a modified Mirror Image spell.When it is cast, 1d4+1 images of the wizardappear in various places around him (in a 6 mradius). Within seconds, they all start runningin different directions. They are basically un-seen servants that have an illusion upon them

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of the wizard. They will run until 4 points ofdamage have been inflicted upon them or 3rounds have expired.

The material component of this spell is asmall smoke bomb that is cast down as thewizard’s feet.❊

Molten Ground (Alteration)

Range: 6 mComponents: V, S, MDuration: 1 round/levelCasting Time: 1 roundArea of Effect: 0.6 m/level radiusSaving Throw: None

This spell causes an area of the earth tobubble up molten lava in its area of effect. Af-ter the caster spends one round casting, us-ing up material components of sulphur andlava rock, the spell begins. In the first round theground tremors slightly, and those not wearingheavy feet covering such as metal boots canfeel a slight warmth.

In the second round of the spell the heatbecomes very pronounced, and will ignitepaper, cloth, and dry vegetation touching theground. If the people in the area of effect didnot announce that they were moving in thisround, they are going to be injured.

In the third round the ground becomes mol-ten lava, wooden furniture bursts into flames,and metals with low melting points start tosoften. Anyone in the area of effect takes 3d6damage, 2d6 this round only if wearing thickshoes. In each additional round spent in thearea of effect a person takes 3d6 damage, andany items carried by the person must safe vs.fire or be destroyed.

The intense heat of the lava may causestructural damage to walls that are near or inthe area of effect. Wooden walls will be de-stroyed by fire just like wooden furniture. Pro-tection from Fire will protect a person but nothis items from this spell. Note that lava rock ishard to obtain in most medieval settings, andthat the lava generated by this spell will notwork as a component for later casting (it’smarked by magic).❊

Necromantic Bolt (Necromancy)

Range: 60 m + 10 m/levelComponents: V, SDuration: InstantaneousCasting Time: 1Area of Effect: One creatureSaving Throw: Negates

When the caster completes this spell, a blueglow encompasses his hand and then shootsforth, unerringly striking its target. This energyattacks the life force of any living creature. Thecreature must roll a successful save vs. spellor suffer 1d4 points of damage per level of thecaster and 1 point of strength per level of thecaster. If the save is successful, the creatureremains unharmed. Creatures not rated forstrength suffer a -1 penalty to their attack rollsfor every two caster levels. Lost strength re-

turns at a rate of 1 point per hour. Damage mustbe cured magically or healed naturally overtime.

This spell has a special effect on undeadcreatures. Undead struck by the bolt suffer nodamage or strength loss, but they must suc-cessfully save vs. spell or flee for 1d4 rounds+2 rounds per level of the caster.❊

Noska Trades’ Ghoul Arrow (Evoca-tion, Necromancy)

Range: 70 m + 10 m/levelComponents: V, S, MDuration: InstantaneousCasting Time: 3Area of Effect: One creature/boltSaving Throw: Negates

The Ghoul Arrow spell brings into being onebolt of negative energy for every 5 levels of thewizard. Each bolt can have a different target.Each bolt forms into three vaguely arrowshaped projectiles that hurl towards the wiz-ard’s opponent. The arrows never miss theirtarget and inflict 1d6, 1d3, and 1d3 points ofdamage respectively. The affected creaturemust save vs. paralysis or be paralysed in theareas hit by each of the arrows. Roll 1d6:

Roll (1d6)Roll (1d6)Roll (1d6)Roll (1d6)Roll (1d6) ArArArArArea Hitea Hitea Hitea Hitea Hit

1 left leg2 right leg3 left arm4 right arm5 or 6 body

Limbs paralysed are rendered useless. Bodyparalysis eliminates any Dexterity bonus andresults in the victim always acting at initiative10. The paralysis lasts for 1d6+1 rounds.

The material components are a handful ofghoul flesh and a drop of humanoid blood.

Source: Ted Dreibelbis.❊

Open Book (Alteration)

Range: TouchComponents: V, S, MDuration: VariableCasting Time: 1 hourArea of Effect: One tomeSaving Throw: Special

This spell may be worked upon a single,magically-sealed tome, causing the tome inquestion to open at the final utterance of thespell’s verbal components: “Edro ...!” Note thata name which the book recognizes as its ownmust be known by the wizard in order to effectthis spell. Generally speaking, a book whichwants to stay shut may save vs. spell at thelevel of its writer to avoid being opened, butspecial conditions may apply to this, further-more, very special books may be equippedwith more magical protection, such as the sigilof the author or powerful runes and wards.

Some diamond dust must be sprinkled onthe book for the spell to take effect.❊

Orko’s Lubricity (Alteration)

Range: 9 mComponents: V, S, MDuration: 1 round/levelCasting Time: 3Area of Effect: SpecialSaving Throw: Special

When cast on an individual creature, thisspell gives the same effect as Oil of Slipperi-ness. If cast on a single object of 27 dm³ vol-ume or less, the object becomes impossibleto grasp. Items held by creatures gain a sav-ing throw. If cast on a floor it will make a 6 × 6m square area extremely slick: there will be a95% chance per round that any creaturestanding in the area will slip and fall. Fallencreatures must save vs. spells to regain theirfooting or crawl out of the area at 3 m perround.

The material component of this spell is pow-dered graphite.❊

Pander’s Improved Identify (Abjura-tion, Divination)

Range: 3 m and 0Components: V, S, MDuration: 1 round/levelCasting Time: SpecialArea of Effect: One item/levelSaving Throw: Special

When Pander’s Improved Identify is cast,magical items subsequently touched by thewizard can be identified. The eight hours im-mediately preceding the casting of the spellmust be spent purifying the items and remov-ing influences that would corrupt and blur theirmagical auras. If this period is interrupted, itmust be begun again with a new casting of thespell and the current spell is lost since thishigher level version requires intense concen-tration. When the spell is cast, each item mustbe handled in turn by the wizard. Any conse-quences of this handling fall fully upon thewizard and may end the spell, although thewizard is allowed any applicable saving throw.However, immediately before handling eachitem the caster may scan the items for anycursed properties from a distance of 3 m with-out touching the item. The caster has a 5%chance per level of determining if there is acurse and also the exact nature of the curse,to a maximum of 90%, rolled by the DM. Eachtry is treated as one reading and the casterneed not use a slot to determine the exactnature of a curse unless he wishes. This partof the divination can only detect curses, nottraps. It should be noted that the caster maynot add to the list of original items that were tobe examined once this condition is estab-lished. If the act of detecting for a curse actu-ally triggers one that affects the caster he maymake a saving throw vs. spells to avoid thecurse in question.

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The chance of learning a piece of informa-tion about an item is equal to 10% per level ofthe caster, to a maximum of 90%, rolled by theDM. Any roll of 96-00 indicates a false reading(91-95 reveals nothing). Only one function of amulti-function item is discovered per handling(i.e., a 5th level wizard could attempt to deter-mine the nature of five different items, five dif-ferent functions or a single item, or any com-bination of the two). If any attempt at readingfails, the caster cannot learn any more aboutthat item until he advances a level. Note thatsome items, such as special magical tomes,cannot be identified with this spell.

Exact attack or damage bonuses, chargesof an item may be determined; one per read-ing. A +1/+4 vs. undead longsword has twoindividual functions.

After casting the spell and determining whatcan be learned from it, the wizard loses 8points of Constitution. He must rest for onehour to recover each point of Constitution. If the8-point loss drops the spellcaster below a Con-stitution of 1, he falls unconscious. Conscious-ness is not regained until full Constitution isrestored, which takes 24 hours (one point perthree hours for unconscious character).

The material components of this spell are acrushed pearl and jet gemstone (of at least 100GP value each), and an owl feather steepedin wine, with the infusion drunk prior tospellcasting. If a luckstone is powdered andadded to the infusion, the divination becomesmuch more potent and the functions of a multi-function item can be learned from a singlereading. At the DM’s option, certain propertiesof an artifact or relic might also be learned.

The source of this spell is Pander Pillma.❊

Pilpin’s Infatuating Greed (Enchant-ment/Charm)

Range: 60 mComponents: V, S, MDuration: 1 day + 1 day/levelCasting Time: 1 roundArea of Effect: One creatureSaving Throw: Negates

This spell causes a person (as defined inCharm Person) to be overcome with tremen-dous greed. If the person fails a saving throwversus spell, he will want the first thing of valuethat he sees, and if refused, will become veryangry. They will not act against their alignmentor foolishly risk their life to get what they want,but will not give up until they own the item orone just like it. The person will sell or tradeanything it possesses to get the item. Once inpossession of the item or a replica, the affectedperson will want the next item of value that theysee, and this will continue until the spell dura-tion expires.

For example: Mel - a lawful good ranger -,affected by the spell becomes infatuated witha beautiful carriage he sees in the street. Melattempts to buy the carriage from its owner, butthe owner refuses to sell the carriage on thegrounds that it’s from a far away kingdom. Meldenounces him as greedy and inconsiderate.Mel then starts to journey to the distant king-dom to get one for himself. Eleven days laterthe spell wears off (if cast by a tenth-level wiz-

ard) and he finds himself 11 days away fromhome attempting to buy a carriage he has nouse for.

Shandar - a chaotic evil fighter -, affected bythe spell spies a golden crown she just has tohave. Unfortunately it belongs to her boss, aHigh Priest of Hisisi. Realizing that she can’tjust take it, she spends all the money she hasto hire an assassin for the job. The mission issuccessful and she gets the crown. When theassassin hands her the crown, Shandar’s at-tention is suddenly focused on the exquisitering the assassin possesses. Quickly decidingthat the assassin is no match for her in opencombat, she immediately attacks the assas-sin. Bad move, the assassin kills her.

The spell can be negated by a Heal, Wish,or a successful Dispel Magic.

The material components are a gold pieceand a small piece of lodestone.❊

Pobithakor’s Tracer (Divination, Evo-cation)

Range: SpecialComponents: SDuration: SpecialCasting Time: 1Area of Effect: SpecialSaving Throw: None

This spell was created by an archmageknown as Pobithakor the Powerful, a mage whowas better known as Pobithakor the Paranoid.His fear of absolutely everything around himdrove him to take extreme measures to protecthimself.

This spell is cast when the caster is beingscried upon (DMG Detection of Scrying, pg.141).

If the caster detects that he is being scriedupon, by any means, then the spell can becast. This spell causes the scrying device tobecome two-way. Not only does the scryingcreature see the caster, but the caster can seethe scrying creature. Also, whatever powers thescrying device has, such as clairaudience,then the spell also gives the caster such pow-ers. The range and area of effect are those ofthe scrying device itself. The duration is that ofthe scrying device. Once the caster breaks offcontact the spell ends. If the scrying creaturebreaks off contact, the caster can still scry upto the maximum duration of the scrying device.The caster will receive all the information insidehis head.

If the scrying creature becomes aware thathe is being scried upon and then casts a Dis-pel Magic, the spell will end, but his ownscrying device will become unusable for oneday. If the scrying creature casts a Pobithakor’sProtection spell then the Pobithakor’s Tracerspell will end and the creature’s scrying devicewill be usable.

This spell can be a useful device for longrange communication for prearranged meet-ings between two people.❊

Proficiency (Alteration)

Range: TouchComponents: V, S, M

Duration: One hour/levelCasting Time: 3Area of Effect: One creatureSaving Throw: None

Upon casting this spell, the wizard magicallyempowers himself or another individual to useone or more weapons that he is not proficientwith. The affected individual will be able to usethe weapon(s) in combat withoutnonproficiency penalties of any kind for theduration of the spell. The base number ofweapons that proficiency is gained is one, andone extra weapon can be gained for everythree levels above fifth that the wizard pos-sesses, i.e. an 8th-level mage can empower acreature with two proficiencies. The proficien-cies cannot be split among different individu-als.

Care must be taken when allotting a weaponproficiency for use; if a cleric who worships agod of peace suddenly gains proficiency witha two-handed sword, he may have some aton-ing to do.

Because the spell only grants a nominal de-gree of skill with a weapon, it cannot be usedto augment the abilities of a character who isalready proficient with a weapon. Thus, a fighterwho can already use a longsword cannot havehis skill with the weapon improved to “special-ized” through the use of this spell.

The material components for the proficiencyspell are a bit of fleece and a miniature bronzeweapon or weapons of the type that the spellsrecipient will gain proficiency in.❊

Protection from Chaos, 3 m Radius(Abjuration)Reversible

Range: TouchComponents: V, S, MDuration: 2 rounds/levelCasting Time: 3Area of Effect: 3 m radius sphere around

creature touchedSaving Throw: None

This spell is the same as the first level spellProtection from Chaos (q.v.) except with re-spect to its area of effect.❊

Rathe’s Trigger (Conjuration)

Range: 3 mComponents: V, S, MDuration: SpecialCasting Time: 1 turnArea of Effect: 27 m³/levelSaving Throw: Special

The Trigger spell is designed as a defensivespell. When it is cast, the caster defines a vol-ume which must be at least 15 cm in every di-mension. This area begins to glow faintly. Thecaster then casts another spell directly uponthe Trigger’s area. The Trigger’s area of effectmust be touched by the caster when applyingthe second spell. The glow then vanishes, butboth spells remain. The second spell is held by

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the Trigger until someone enters or touches theTrigger’s area of effect. At this time the secondspell will go off.

If it is an area effect spell (e.g. Fireball, Web)it will be centred on the centre of the Triggerarea. Other considerations (the dimensions ofthe web, for instance) must be specified at thetime of casting the second spell. Person-affect-ing spells (e.g. Hold Person, Charm Person) willbe applied to the person who triggered thespell. A saving throw is applicable only if al-lowed by the second spell. If the caster is inor touching the Trigger’s area of effect, it will notgo off. This allows the caster to escort otherssafely through the trapped area.

One possible use for this spell is two triggersoverlaid in a corridor, one with a Fireball, andthe other, placed slightly behind the first, witha wall of force. If a person enters the regionsfrom the wrong direction, the Fireball will go off,and the wall of force will instantly restrict theblast to one direction. If a person enters the re-gions from the other direction, the wall will trig-ger first and shield him from the blast. Thespells will last until triggered, but if the secondspell is not applied immediately, the trigger willonly last one turn per level of the caster.

The material component is a black pearl ofnot less than 500 GP value per level of the sec-ond spell.❊

Reconstruct (Divination)

Range: 0Components: V, S, MDuration: 1 round/levelCasting Time: 5Area of Effect: One pound/levelSaving Throw: None

This spell temporarily resurrects an item thatwas shattered, burnt, or disintegrated, so thatthe forensic wizard may study it. He mustgather as much of the debris as possible, forotherwise the object can be but partially reas-sembled, in which case it may be illegible orunidentifiable. The object will be very fragile, butit may be the subject of various divinationspells such as identify or reveal owner.

The material component is a drop ofhoney.❊

Resist Paralysis (Abjuration)

Range: TouchComponents: V, S, MDuration: 1 turn/levelCasting Time: 4Area of Effect: Creature touchedSaving Throw: None

For the duration of this spell, the recipient isimmune to all forms of paralysis, includinggaze attacks, paralytic poison, hold spells anddragon induced fear paralysis.

This spell does not remove paralysis alreadyin effect, it just prevents the recipient frombeing paralysed in the future.

The material component of this spell is afeather, and an infusion of tea and ginger whichis consumed by the caster.❊

Rhuva’s Spellscan (Divination)

Range: 0Components: V, S, MDuration: 4 hours + 1 turn/levelCasting Time: 1 minuteArea of Effect: 10 m/level radiusSaving Throw: None

Provided the caster is conscious and withinthe area of effect, he will be made aware of anyspellcasting conducted in that area. The par-ticular spell cast is not made known, but thelocation of the wizard is, precisely if the casteris familiar with the area, generally otherwise.The notification is sufficient to disrupt castingin progress, unless it is consciously sup-pressed before casting (if suppressed, casterdoes not realise the scan was triggered).

The material component is a handful of crys-tal dust.❊

Sanh’s Laser Bolt (Evocation)

Range: 18 m + 3 m/levelComponents: V, SDuration: InstantaneousCasting Time: 3Area of Effect: One creatureSaving Throw: Negates

Sanh’s Laser Bolt is the most powerful ofSanh’s simpler light ray spells. It inflicts 1d6 hitpoints per level of the wizard. A fumbled saveresults in permanent blindness in one eye, fol-lowed by 1d6 rounds of total blindness and 2d6rounds in a dazzled state. As per the earlierspells, the light is both monochromatic andnon-magical.❊

Sanh’s Slippery Surface (Alteration,Evocation)

Range: 3 m/levelComponents: V, S, MDuration: SpecialCasting Time: 3Area of Effect: SpecialSaving Throw: Special

When cast, this spell covers a surface (usu-ally a floor) with an unstable, rapidly shiftingforce field, rendering it extremely slippery. Any-one within the spell’s effect must roll a Dexter-ity check for every action taken to avoid slip-ping and falling. The following penalties apply:

ActionActionActionActionAction ModifierModifierModifierModifierModifier

Standing -1Walking -3Running -5Fighting -9

Anyone who falls will slide toward the edgeof the area affected. Creatures with magic re-sistance roll each round to be unaffected forthat round only.

The area of effect is one 3 by 3 m square perlevel (9 square metres), and the duration is oneround. If the wizard wishes, area may be tradedfor duration, for instance, a tenth-level wizardmay affect 90 square metres for 1 round, 45square metres for 2 rounds, 22.5 square me-tres for 4 rounds, etc. The area affected must,however, be at least 0.9 square metres.

The surface the spell is cast on must berelatively smooth. A wooden floor with a looseboard or two, or a slightly bumpy stone surfaceis ok, gravel, however, is not. It is also possibleto cast Sanh’s Slippery Surface on a wall (ren-dering it unclimbable) or a ceiling.

The material component for this spell is asmall vial of oil, or a fresh banana peel. UsingOil of Slipperiness (one tenth of an ounce) dou-bles the effect of the spell and adds an addi-tional -1 penalty to all Dexterity rolls.

Note: Using Oil of Etherealness as a mate-rial component is an invitation to disaster. If thisis done, roll 1d100 on the following table:

RollRollRollRollRoll EfEfEfEfEffectfectfectfectfect

01-85 Opens a rift to the ethereal plane,see below

86-95 Spell fizzles96-99 Spell functions at half the wizard’s

level00 Spell functions normally

The wizard must save vs. death or be de-stroyed. All within 6 m of wizard save vs. magicor be thrown into an Ether cyclone. The wizardis automatically sucked in. 6 m diameter rift toEther lasts 1d6 turns + 1 turn per level of wiz-ard. There is a 1% chance per level of the (veryfoolish) wizard that the rift will be permanent.❊

Sarius’ Golden Circles of Protection(Evocation)

Range: 0Components: V, S, MDuration: 1 turn + 1 round/levelCasting Time: 3Area of Effect: One floating 0.6 m diam-

eter circle plate/levelSaving Throw: None

This spell creates golden, shimmering circu-lar plates of force which move around thecaster in a constant motion, deflecting anymissile, hand, or weapon attacks directed atthe caster. The AC of the mage is improved bya factor of 1 for every three circles still activeand any successful physical melee attack(less boulders, ballista, or attack forms similarto dragon’s belly flop manoeuvre) will be de-flected automatically. Non-missile attacks bycreatures with an effective strength of 21 orgreater require a saving throw versus breathweapons to deflect.

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Each circle is able to sustain 6 hit points ofdamage before disrupting, so if a deflectedattack does not cause enough damage to dis-rupt a circle (chosen randomly) the circle willremain active. For every 5 circles active, the ef-fects of breath weapons directed at the casterwill be reduced by 1 hit point per damage die,with 1 hit point damage per die being the maxi-mum reduction allowable. Though, unless thebreath weapon causes less damage than thecurrent hit points of a circle it will assuredly dis-rupt the entire field of circles in the process.

While the circles orbit the mage he is at a -1 to hit penalty for every circle active whenevera to hit roll is needed, including spells. Themage may create fewer circles than the maxi-mum possible.

The material component of this spell is asingle gold piece for every circle created. Allpieces are thrown into the air where they dis-appear and are replaced by the floating circles.

The source of this spell is Sarius Mendle-kine.❊

Selective Defiling (Alteration, Necro-mancy)

Range: 20 mComponents: V, SDuration: SpecialCasting Time: 3Area of Effect: SpecialSaving Throw: Negates

As a preserver is avidly against defiling, thetypical preserver, after sufficient experience,will realize what causes defiling, and why pre-server spells don’t defile. As such, he can learnto use this knowledge for his own good.

This spell may emulate any cantrip-like ef-fect, the energy for the spell being drained froma specific plant source. The spell can be usedfor two specific purposes - any other use isstrictly prohibited to one who wishes to pre-serve the land.

1) To kill a Carnivorous plant that is threat-ening. Because of the selective nature, thepreserver can drain the plant’s life without af-fecting the non-hostile plants around it, and willthus leave the soil nutrient rich.

2) To neutralize organic poisons. Organicpoisons, since they are made from the basicelements of life, are also affected by defilingspells, but only if specifically targeted. Note thatwith this use, another spell effect should not beallowed.

Any other use of this spell condemns thewizard to the penalties normally associatedwith a preserver casting a defiling spell.❊

Shadow Bridge (Illusion/Phantasm)

Range: 6 mComponents: V, SDuration: 1 round/levelCasting Time: 1 roundArea of Effect: 1.5 m × 1.5 m/levelSaving Throw: Special

This brings into being a shadowy constructthat people who believe in it can see clearly.The wizard automatically believes in the spell,others have to save vs. spells to do so.

The bridge will support any weight put uponit, as long as that weight is put there by peo-ple who believe in the spell (physical objectsdropped onto the bridge will fall through), evenif there is no apparent support. The bridge cantake on the form of a bridge, staircase or lad-der.

The bridge lasts for the duration, but only aslong as the wizard concentrates on it and hasline of sight with it. The wizard can discontinuethe spell at any time.❊

Shadow Stave (Illusion/Phantasm)

Range: TouchComponents: V, S, MDuration: 3 rounds/levelCasting Time: 8Area of Effect: SpecialSaving Throw: None

This spell brings into being a dark, hardwoodquarterstaff, that gives of a slight, dark glow.The stave is weaved from wisps from the planeof shadow, and remains in existence for theduration of the spell.

The weapon is considered to be magical,with a +1 rating per every 5 levels of the wiz-ard (+1 to hit, +1 to damage, -1 to speed). Thewizard has the weapon ready to parry or attackat the end of the casting, (somatic componentsallow the action of a normal quarterstaff at-tack). Only the wizard can use the weapon. Ifthe staff is dropped, only the wizard can pickit up. To all others it is insubstantial. The wizardcan phase the weapon in and out of reality (thisaction is considered to be at speed 1, and canbe combined with a normal attack, e.g., tophase the staff into reality, and perform a nor-mal attack, the weapon speed is 1 higher thannormal). While it is phased out of reality, thestaff is only solid in the wizards hands, it ap-pears to be a shadow of its normal form, andit can pass through physical objects. Whilephased, it can hit incorporeal objects that areinvolved with the shadows.

The weapon does 1d6 + the pluses listedabove points of temporary damage (that lastsfor an hour) to physical beings. Illusionarybeings and beings made from shadows takepermanent damage.

Material components are powdered carbon,and at least a splinter of hardwood.❊

Shup Up (Alteration)

Range: 36 mComponents: V, MDuration: 1 round/levelCasting Time: 1Area of Effect: One creatureSaving Throw: Negates

This spell causes the mouth of the victim todisappear (only skin will be present) for theduration of the spell. The victim may not talk(except in muffled noise), nor place any ob-

jects in his mouth. When cast against a wizard,a Dispel Magic will negate Shut Up; however,concentration of any previous spell in theworks will be broken.

The material component is a plaster.❊

Snowball (Evocation)

Range: 100 m + 10 m/levelComponents: V, S, MDuration: InstantaneousCasting Time: 3Area of Effect: 2 m radius sphereSaving Throw: 1/2

A snowball is an explosive burst of cold gas,which comes into being with a loud „whoosh“and delivers damage proportional to the levelof the mage who cast it, i.e. 1d6 per level of thespell caster. The snowball doesn’t expend aconsiderable amount of pressure, and it willgenerally conform to the shape of the area inwhich it occurs, thus covering an area equalto its normal spherical volume. [The area whichis covered by the snowball is a total volume ofroughly 900 m³].

Besides causing damage to the target, thesnowball freezes all liquids within its radius.Items exposed to the spell’s effects must makea saving throw to avoid being affected. Itemswith a creature which makes its saving throware considered to be unaffected. The magepoints his finger and speaks the range (dis-tance and height) at which the snowball is tocome into being. A streak flashes from thepointing digit and unless it impacts upon a ma-terial body prior to attaining the predescribedrange, blossoms into the snowball.

If creatures fail their saving throws, they alltake full hit point damage from the spell. Thosewho make their saving throw manage tododge, fall flat or roll aside, and thus take onlyhalf damage from the effect of the spell.

The material component of this spell is ahollow crystal filled with water; suspended inthe water are tiny white quartz flakes [cf.Fireball].❊

Sonoric’s Magic Tracker (Divination)

Range: SpecialComponents: V, S, MDuration: 1d4 rounds + 1 round/levelCasting Time: 3Area of Effect: 6 m radius sphereSaving Throw: None

With this spell, the caster is able to illuminatethe tracks of any being of which he has a someitem that was in contact with the being anumber of turns equal to the caster’s level pre-viously. The item could be anything from a shirt,to a scrap of hair, or drop of blood. The tracksare only visible to the caster, and only trackswithin the area of effect are visible.

The spell only illuminates tracks within thespell’s area of effect (which moves with thecaster), and will only illuminate tracks made ona solid surface (i.e. if the being being trackedtook to flight, or dove into water, the trail wouldend there). However, if the caster is able to

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reach the spot where the trail was resumed (i.e.the being being tracked wades out of a riverat a certain spot), the caster may resume track-ing.

It is up to the caster to determine which di-rection leads to the most recent tracks (i.e.which are coming and which are going), al-though the spell does illuminate a „footprint“of the being which is being tracked. The spellwill allow the caster to track the being if itclimbed walls, and even if it tried to obscureits path, by throwing dirt over it. Objects over 1m thick covering the path, however, do obscureit.

The material component of the spell is something which had been in contact with the crea-ture to be tracked, up to the caster’s level inturns previously. Once the spell is cast, thecaster need not carry the item with him.❊

Sonoric’s Trance (Divination, En-chantment/Charm)

Range: SpecialComponents: V, S, MDuration: 1 round/levelCasting Time: 3Area of Effect: 3 m radius sphereSaving Throw: None

This spell allows the caster to mimic theactions of a creature, provided the actionsoccurred within a number of turns equal to thecaster’s level. During the casting of the spell,the caster must touch some object which thetarget creature was in contact with for at leasta round, and that contact must not have oc-curred more than the caster’s level in hourspreviously.

Upon casting the spell, the caster goes intoa trance, during which he loses all control ofhis actions (save vs. spells at -4 to break spell),and begins mimicing the most recent actionsof the target, provided the actions occurredwithin the area of effect. The spell does notallow the caster to mimic actions of which heis incapable, such as climbing walls, or broadjumping 6 m, and the caster merely imitatesany spells the target may have cast, anddoesn’t actually cast the spell (although ob-servers may recognize the spell he is attempt-ing to cast). If the target did something whichwould take it outside of the area of effect, suchas rapid movement beyond the abilities of thecaster, or teleportation, the spell is broken.

The caster must decide how far back in timehe would like to begin mimicing the actions ofthe target. The actions of the target may takethe caster beyond the original area of effect,but there is a 3 m radius sphere over which isdetermined whether or not the target left thearea of effect.

The caster has the option of casting suchmovement spells as fly and feather fall, priorto Trance, to facilitate movement such as climb-ing, and even flying, and to take the pain outof such actions as falling (if the target was aclutz). The target must be man sized, and hu-manoid.

The caster’s trance will be broken by suchthings as damage, slapping, and other un-pleasant stimuli.❊

Soul Safe (Abjuration, Necromancy)

Range: TouchComponents: V, S, MDuration: 1 day/levelCasting Time: 1 turnArea of Effect: One creatureSaving Throw: Special

With this spell, the Necromancer stores thesoul of the recipient in a piece of jet, the mate-rial component. While his soul is thus protected,a character suffers a penalty of -2 to attack rollsand saving throws, he does not heal naturally,and magical healing functions on him at onlyhalf normal efficacy. If the character is slain byundead while under the effects of this spell,however, his soul cannot be corrupted andforced to rise as undead itself (though the bodycan still be animated as a zombie or skeleton).If the soul safe is destroyed, or if the spell ex-pires, the soul will return (across any distance)to its body, unless that body is dead, in whichcase it will journey to its final resting place. Thisspell affects only races with souls: dwarves,halflings, and humans.❊

Spirit Call (Conjuration/Summoning)Reversible

Range: 10 mComponents: V, S, MDuration: 3 rounds + 1 round/levelCasting Time: 1 roundArea of Effect: SpecialSaving Throw: None

This summons one incorporeal spirit of hitdice equal to one half the caster’s level fromthe astral plane. The round after it is sum-moned, it will begin to perform services for thewizard. In its native form, it is a powerful Un-seen Servant which can go up to 100 m fromthe wizard, lift 50 pounds per hit die, and fly at18. This form has a punch for 1d6 damage, AC0, and takes one point of damage from anyweapon blow.

Secondly, it may provide animating force toa body or statue, in which case it uses what-ever weapons or armour are available (a stonestatue will be AC 0, damage 2d6 or by weapon,move 9 unless affixed or possessing wings).

Thirdly, it may attempt to take over the bodyof one enemy creature. The being so affectedis allowed a save, and the spirit will be forcedback to the astral plane immediately if the saveis successful. If the save fails, effects are as aDomination spell for the duration of the SpiritCall, but the domination cannot force someoneto use magic (the Spirit would not understandthe instructions). A spirit who has less than 1/2 of its hit points left will be unable to possesssomeone.

The material component is a piece ofcandy.❊

Stren’s Improved Floating Disk(Conjuration, Evocation)

Range: 0Components: V, S, M

Duration: 3 turns/levelCasting Time: SpecialArea of Effect: SpecialSaving Throw: None

This spell is an improved version of Tenser’sFloating Disk. The big improvement is thespeed of the disk - now 30. The disk can alsomove from 1-3 m off the ground/water. The diskmovement is based relative to the caster, whichprevents the caster from riding their own disk.However, if two casters use this spell, they canride each others to travel. This travel can eitherbe in the form of independent movement(tricky to communicate since somebody elseis steering yours) or master-slave. In the mas-ter-slave travel, one caster steers a disk whilehe rides on a disk which stays the same dis-tance from its caster.

S1 <—> S2 <—> MCaster 1 is the master and riding in the back

(caster 3’s disk). Caster 2 is in the front ridingon the master’s disk - his own disk stays x feetbehind him. Caster 3 rides in the middle andhis disk also stays x feet behind him. Caster 1steers the chain while the other two can sleep,eat, cast spells, etc. I have this written downat home, but I believe that all other parametersare the same as Tenser’s Floating Disk.❊

Strength of the Damned (Alteration,Necromancy)

Range: TouchComponents: V, S, MDuration: 3 turns/levelCasting Time: 1 turnArea of Effect: PersonSaving Throw: None

This is a variant of the second-level spellStrength. Unless otherwise noted it mimics theeffects of the Strength spell. This spell can onlybe cast on a willing recipient.

This spell utilizes a creature’s own life force,temporarily binding it with negative materialplane energies, channelling the resulting en-ergy flow to produce unholy strength in thespell recipient. Strength gained is based uponclass as follows:

ClassClassClassClassClass StrStrStrStrStrength Gainength Gainength Gainength Gainength Gain

Priest 1d8 pointsRogue 1d8 pointsWarrior 1d10 pointsWizard 1d6 points

All character classes, not just warriors, havethe chance to jump into exceptional Strengthratings as if they were warriors providing thatthis spell gives the recipient greater than 18Strength. Warriors, on the other hand, are al-lowed to advance as high as 19 Strengththrough the use of this spell.

The recipient of the spell will undergo a mi-nor change in appearance as well while thespell’s duration is in effect. Bright, white, pin-points of light will glow in the centres of the

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Mage Spells Third Level

subject’s eyes as a result of the large quantityof negative plane energy that is being utilizedto augment the character’s Strength.

At the end of the spell’s duration, the recipi-ent will experience a terrible backlash from theexertion upon his life energies and the terribleexperience of such close contact with nega-tive material plane energies. As the spell’sduration ends, the recipient must make a savevs. death magic. Success means that he takesonly 2d8 points of damage. Failure indicatesthat the life force of the character was dam-aged greatly and the character takes 2d8points of damage and also loses one life en-ergy level (experience level, HD, etc.).

Creatures without Strength ratings receive abonus of +2 to attack and damage rolls on allattacks.

The material component for this spell is a bitof bone from a giant skeleton or a pinch ofvampire dust.

Suggest Illusion (Illusion/Phantasm)

Range: 60 m + 10 m/levelComponents: V, S, MDuration: 4 rounds + 1 round/levelCasting Time: 3Area of Effect: One creature/3 levelsSaving Throw: Negates

This devious spell causes a targeted crea-tures to believe that they have just discoveredand successful disbelieved an illusion. This isa bit of misdirection caused by the caster, asthe item selected by the caster to be believedas an illusion could actually be real.

This spell could be great for causing en-emies of the caster to walk into a pit becauseit „does not really exist“.

If the victim has a reason to believe that aso called illusion is actually not an illusion, thenhe get a saving throw vs. illusion to actuallydetermine if the item is an illusion or not.

The material component of this spell is a bitof burning incense, which of course adds to amagical „atmosphere“, thus making the vic-tims believe even harder that they are reallyseeing an illusion.❊

Telepathic Familiar (Divination)

Range: 1 km + 1 km/2 levelsComponents: V, SDuration: 1 hour/levelCasting Time: 1 roundArea of Effect: One familiarSaving Throw: None

This spell enables the wizard and his famil-iar to communicate mind-to-mind as thoughthey were speaking with each other. It providesfor greater understanding and depth of com-munication than is enabled by the empathiclink automatically conferred by the find famil-iar spell. If the wizard and his familiar becomeseparated by a distance greater than that al-lowed while the spell duration is still in effect,the spell does not wink out but begins func-tioning again if the distance is closed.❊

Tenser’s Deadly Strike (Enchant-ment)

Range: 0Components: V, S, MDuration: 1 round/levelCasting Time: 3Area of Effect: SpecialSaving Throw: None

This spell improves the martial prowess ofthe wizard. All melee attacks made by the wiz-ard are at the usual chance to hit, but everysuccessful attack does maximum normaldamage to the opponent for the duration of thespell. The spell only affects hand-held meleeweapons and hurled weapons, not device-pro-pelled missile weapons.

The material component is a set of tigerclaws.❊

Timejump (Enchantment, Alteration)

Range: 0Components: VDuration: SpecialCasting Time: 1Area of Effect: The wizardSaving Throw: None

Timejump allows the teleport ahead in timeby (roughly) 60 seconds. When the spell iscast, the wizard disappears for 1 round, andthen reappears in the same place. For the wiz-ard, the shift in time is instantaneous, so hecannot prepare for “re-entry” in any way. Thewizard reappears at the same time in the roundthat he disappeared (using initiative as aclock), and cannot take any actions during theround of “re-entry”. If a solid object is blockingthe spot where the wizard will reappear, thenhe will be trapped in the astral plane. Gettinghome is up to the wizard.❊

Vanquil’s Immunity to Pain (Illusion/Phantasm, Enchantment)

Range: 0Components: V, SDuration: 1 round/levelCasting Time: 2Area of Effect: Creature touchedSaving Throw: Special

This spell is a mixed blessing. It prevents thesubject from feeling any kind of pain, eitherfrom wounds or artificially induced (i.e., magic,psionics). Thus, wizards and psionicists canuse their abilities regardless of what kind ofdamage they take in a round, and tortures andpain-inflicting abilities (like the psionic Inflict Pain)do not affect the recipient. On the downside,the recipient is unaware of any hit point losses,poisoning, disease, etc., and does not know ifhe has been hit or needs healing. The recipi-ent could be down to 1 hit point and not knowit. Low Intelligence creatures tend to feel invul-nerable while under this spell (no pain, no in-jury), while higher Intelligence ones realize thedanger of the situation.

Unwilling creatures get a saving throw ver-sus spell.

Source: Joe Delisle.❊

Vanquil’s Snowball (Evocation, En-chantment)

Range: 25 m/levelComponents: V, SDuration: InstantaneousCasting Time: 1Area of Effect: One creatureSaving Throw: Special

This spell functions like improved version ofSnilloc’s Snowball (although developed withoutknowledge of Snilloc or his spells). When cast,it creates a blue-white snowball in the wizard’shand, which is then thrown in the same round,with a chance to hit equal to the wizard’sTHAC0 plus 3. As it flies towards the target, thesnowball expands to become a one metre di-ameter mound of snow. Neither Shield nor Pro-tection From Normal Missiles (or similar spells)will stop the Snowball, but a Minor Globe ofInvulnerability will. Immunity to cold will notprevent damage, nor being knocked over if thesave is failed, but will prevent the target frombeing unable to cast spells.

If the target makes his saving throw vs. spell,he takes 1d2 points of damage per wizard level(maximum 8d2 points of damage), and can-not cast spells in that round or the next round.❊

View Past (Divination)

Range: 0Components: V, S, MDuration: 1 turn/levelCasting Time: one hourArea of Effect: 1.5 m/level radiusSaving Throw: None

The spell is cast on an area, and allows thecaster to create a three-dimensional image ofthe past in that location. The caster specifiesthe time in the past by the material component:one gold piece equivalent of gold dust is usedfor each hour back that is viewed. Thus if thecaster uses 24 GP worth of dust, he can viewa period starting roughly 24 hours in the pastthrough the duration of the spell (a tenth levelcaster could view the period from 24 hours inthe past to 24 hours - 100 rounds, that is 22hours and 20 rounds, in the past).

After the spell has been cast, the DM rolls1d20 - 10 to determine the error in the timeframe. Thus if the DM rolls 5 - 10 = -5, the timeviewed is actually N hours and 5 rounds in thepast; a roll of 10-10 = 0 indicates exactly theright amount of gold was consumed.

The caster should roll 1d20 to determine theclarity of the casting. A 1 indicates that thescene comes through as shadows in a fog; a20 indicates a crystal-clear picture. This roll canbe repeated in subsequent castings, and rep-resents the difficulty of seeing through time.

Events that were cloaked by spells that hidethemselves from Clairvoyance also mask outView Past, and can never be seen using thisspell.❊

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Mage Spells Fourth Level

Warboulder (Alteration)

Range: 0Components: V, S, MDuration: SpecialCasting Time: 1 turnArea of Effect: SpecialSaving Throw: None

This creates a similar enchantment as theWarstone on a single boulder (up to large cata-pult size). The wizard can then make this boul-der hurl itself up to a distance of 3 m per level,doing damage as if hurled by a catapult. Uponstriking, the boulder shatters and inflicts 2d8damage in a 9 m radius.❊

Wimbly’s Enwrapment (Alteration)

Range: 5 m/levelComponents: V, S, MDuration: 1 round/levelCasting Time: 3Area of Effect: One creatureSaving Throw: None

When this spell is cast, a little blob of a sticky,weblike material flies toward it’s target andcompletely wraps it in a very strong, very stickywebs. The webs cannot be broken unless thetarget creature has at least a 23 strength.

To determine if the blob hits, roll the attackas if the blob was a monster of hit dice equalto the caster’s level.

There are 3 applications of this spell:1) As a glowing sigil drawn in the air by thecaster and pointed at the intended target;2) As a glyph marked on a surface that istouched or gazed upon;3) As a small character written on some magicwork to protect it.

The material components of this spell aresome strands of web that a giant spider usesto bind up its captured prey.❊

Mage Spells Fourth Level

Acid Bolts (Evocation)

Range: 60 m + 10 m/levelComponents: V, SDuration: InstantCasting Time: 4Area of Effect: Up to two creaturesSaving Throw: None

This spell summons two teardrops of flesh-corrosive force that dart forth from the caster'shands to strike their targets unerringly.

Each target must be a single creature thatthe caster can see and distinguish form oth-ers during casting, though a bolt will follow afleeing target out of the caster's view. It willdodge around obstacles and other creatures,even those who move to intercept it. The castercannot aim the bolt at specific body parts,areas, or carried items. Any being struck by an

acid bolt suffers 4d4 points of damage.Undead and nonliving objects (even wood andcloth) are unaffected by an acid bolt.❊

Acid Spray (Evocation)

Range: 0Components: V, S, MDuration: InstantaneousCasting Time: 4Area of Effect: See belowSaving Throw: 1/2

When this spell is cast, it causes a coneshaped spray of acid to extend outwards fromthe casters hand. The length of the cone is 5m per level of the caster and the cone termi-nates with a circular area with a radius of 1.25m per level of the caster. The start of the coneis a circular area of 1 m radius.

The damage from the acid is 1d4 + 1 perlevel of the caster.

The material component of the spell is a vialof acid which is thrown in the direction whichthe cone will go.❊

Advanced Magic Mouth (Alteration)

Range: 3 mComponents: V, S, MDuration: SpecialCasting Time: 4Area of Effect: One objectSaving Throw: None

This spell is identical to Magic Mouth exceptin that the maximum activation range is onlythree metres and that it will continue to func-tion as instructed, over and over, until the ob-ject is destroyed or the dweomer dispelled.❊

Alcoreax’s Icetrail (Evocation)

Range: 0Components: V, S, MDuration: 1 round/levelCasting Time: 4Area of Effect: See belowSaving Throw: Negates

This spell creates a wave of hardened icewhich the caster actively directs. After casting,the wizard simply taps the ground to activatethe spell. The wave of ice begins where thecaster taps the ground, and reaches its fulldimensions after advancing only 3 m. It trav-els at a speed of 12 m per round. The crest ofthe wave is 3 m high and 4.5 m wide; after thecrest of the wave has passed, the height of theremaining “trail” is only 1 m high.

Creatures coming into contact with the crestsuffer 2d6 points plus 1 point damage per levelof the caster, or half this amount if the creatureis cold-using (in general, cold-dwelling crea-tures take half damage from this spell, roundeddown, and cannot suffocate as a result of thisspell). In addition, creatures of less than largesize must save against paralyzation or be bur-ied under the crest. Buried individuals take an

additional 1d3 points of cold damage eachround and must initially make another saveagainst paralyzation or start to suffocate un-der the ice (use the rules for drowning).Trapped creatures may break free, taking 1more point of damage per level of the casterfrom sharp ice.

The crest of the wave can be disrupted by30 or more points of fire damage, or negatedby a wall of fire in any case. At the end of thespell duration, the crest of the ice wave imme-diately loses all momentum and melts; thespell will cause no more damage, and trappedcreatures can easily break free taking no dam-age.

The material components for this spell area steel pin and a glass of icewater.

Alcoreax is the headmaster of TalarinNiulivius, one of the better magical schools onthe continent of Niulivia. Alcoreax’s Icetrail isthe only spell he has researched. This one tookhim over five years to develop.❊

Alpha’s Acid Rainstorm (Conjura-tion/Summoning)

Range: 240 mComponents: V, S, MDuration: InstantaneousCasting Time: 5Area of Effect: 9 × 9 m squareSaving Throw: 1/2

This spell, which functions only out of doors,causes thin streams of hissing violet acid to fallwithin its area of effect. All within the area mustsave vs. spells or suffer full damage. The spellinflicts 1d8 per two levels of the caster(rounded up). All exposed items in the areamust also save vs. acid or be destroyed.

Characters under heavy cover which is notdestroyed by the acid are fully shielded fromthe effects of the spell. The acid, once it strikesthe ground, harmlessly disappears.

The material component for the spell is asmall vial of aqua regia and a strip of zinc.❊

Alpha’s Acid Resistance (Abjuration)

Range: TouchComponents: V, S, MDuration: SpecialCasting Time: 1 roundArea of Effect: Creature touchedSaving Throw: None

This spell grants the subject complete im-munity to acid, up to a point. The spell’s basicduration is 10 rounds per level of the caster.However, for every point of acid damage thatwould have been suffered by the character(after saving throws and any other protectionshave been considered), the duration of thisspell is reduced by one round for every pointof acid neutralised by the spell. This spell alsoprotects the subjects equipment from needingto make any Item Saving Throws vs. acid foras long as the spell is in effect.

The material component is a small glass vialcontaining lye and water.❊

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Mage Spells Fourth Level

Alpha’s Ball Lightning (Evocation)

Range: 10 m + 10 m/levelComponents: V, SDuration: 4 roundsCasting Time: 5Area of Effect: SpecialSaving Throw: 1/2

The caster of this spell can create one to fourspheres of glowing electrical energy. Thesespheres resemble Dancing Lights (q.v.), andthe caster can control them in the same way.The spheres can be moved up to 120 m perround. Each ball is about 1.5 m in diameter, andany creature(s) approaching within 1.5 m willdissipate that ball’s charge. A save vs. spellsresults in half damage, indicating that contactwas across an air gap. Note that more than onecreature approaching within 1.5 m in a singleround can be affected by the ball if that occurs.The charge values are:

Number of balls:Number of balls:Number of balls:Number of balls:Number of balls: Damage per ball:Damage per ball:Damage per ball:Damage per ball:Damage per ball:

1 4d122 5d43 2d64 2d4

Note that if this spell is cast underwater, thesize of the balls doubles as well as the distanceneeded to discharge.❊

Alpha’s Chill of the Void (Alteration,Evocation)

Range: 0Components: V, S, MDuration: 1 roundCasting Time: 5Area of Effect: 6 m wide, 1.5 m/level longpathSaving Throw: None

This spell brings forth a wave of supernatu-ral cold, rolling forth from the caster’s out-stretched arms to the maximum area of effect.Its cold vacuum kills all normal vegetation inthe area except for trees, which have a 50%-100% chance to survive (DM’s discretion,based on size and native environment). Thiscold inflicts 3d4 damage and the vacuum anadditional 3d4 to all living creatures within thearea of effect. Vegetable and fungoid monsterssuffer double damage from this spell.

The material component is a piece of ice.❊

Alpha’s Elemental Form (Alteration)

Range: TouchComponents: V, S, MDuration: SpecialCasting Time: 1 turnArea of Effect: One creatureSaving Throw: None

Use of this spell enable the spellcaster totransform the matter of a creature’s body intothe stuff of a particular elemental plane. The el-emental form enables the character to engagein normal combat with an elemental of thesame or opposite form (i.e. water would allowcombat vs. water or fire elementals), or an el-emental creature, without needing a magicalweapon to hit. It also provides protection vs. thesame element as if a ring of warmth (+2 onsaves, -1 per die of damage, regenerate 1 HPof elemental-caused damage per turn). Thesubject can also exist without danger on theappropriate elemental plane, and can movenormally there. It does not empower the sub-ject with perceptions not normally possessed(e.g. seeing through the rock of elementalearth), but it does prevent elemental damage.A character possessing a ring of elementalcommand who assumes Elemental Form of thesame type gains the cumulative effects of both,and IS empowered with senses on the appro-priate plane as if in normal air.

If this spell is cast on the prime material, thespell will last 1 turn per level of the caster. If caston the appropriate elemental plane, or in theborder Ethereal of that plane, it will last 12 turnsper level. If cast while on an elemental or para-elemental plane different from the form as-sumed, start with the base of 12 turns per leveland halve the duration for each plane removed.An Elemental Form in opposition to the planethe caster is on (air vs. earth, fire vs. water)cannot be assumed at all.

The material component is a small amountof the appropriate element on hand (a hand-ful of clay or earth or a torch flame willsuffice).❊

Alpha’s Firefall (Alteration)

Range: 10 m/levelComponents: V, S, MDuration: SpecialCasting Time: 4Area of Effect: SpecialSaving Throw: Special

This spell is an improved version of the 2ndlevel Pyrotechnics spell (q.v.), specifically the“fireworks” application of that spell. That por-tion of the spell functions exactly as the Pyro-technics spell does with respect to duration,area of effect, saving throw, and the blindingeffect created. However, the “fireworks” createdby this spell are more along the lines of a gey-ser of brightly burning liquid fire, arcing up-wards approximately 18 m into the air and rain-ing down within a 9 m area surrounding the pe-rimeter of the basic fire source. All in this areaof effect suffer 2d6 fire damage with no sav-ing throw allowed. Further, a central promi-nence of flame is thrown upwards by this spell,and the caster may direct this column of fireat a single target within 18 m of the fire source.This plume of fire will inflict 4d10 damage to thevictim, although a saving throw vs. breathweapon is possible to halve this damage.

The liquid fire continues to burn during thefollowing round, under the same conditions asduring the first round, although the fire is lessintense and causes only half the damagecaused during the first round. Combustibles in

the area of effect must save vs. normal fire (ifstruck only by the burning spray) or magicalfire (if the victim of the central plume fails hissaving throw or if the central plume is directedat an inanimate object) to avoid being set afire.A creature who is within the area of the spraywho is targeted by the central plume will notalso suffer fire damage from the spray, as thisminor flame is all but lost in the fury of thecentral prominence. The spray does not fallwithin the area of the original fire source, butonly within 9 m of the perimeter of the firesource. An aerial creature flying within 18 mabove the rising geyser of liquid fire is affectedjust as a creature on the ground would be, andmay also be targeted with the central plume, ifthe caster so desires.

The material component for this spell is alump of pitch mixed with sulphur, saltpetre, andmagnesium, as well as an existing firesource.❊

Alpha’s Flames of Falroth (Altera-tion, Evocation)

Range: 10 mComponents: V, S, MDuration: 1 round/levelCasting Time: 1 roundArea of Effect: SpecialSaving Throw: Special

This spell conjures an extra-dimensionalblack flame to surround a single object or crea-ture within range. This fire has exactly the op-posite effect of normal fire, in that it restorescreatures or objects burned to destruction byfire or acid to their original state. This will notrestore life to a person slain by a Fireball spell,but it will restore the body to full health, suchthat a Raise Dead spell will bring the charac-ter back to full physical health (though anamount of time equal to the time dead must bespent recovering from the psychologicalshock). Similarly, it will not restore enchantmentto a once-destroyed magic item, though a Lim-ited Wish spell is capable of restoring the lostenchantment to the item reconstructed by theFlames of Falroth.

In order to restore an item or creature, the tar-get must fail a saving throw of the same typethat resulted in its destruction. Hence, platemail destroyed by the breath of a black dragonmust fail a saving throw vs. acid, and an ad-venturer felled by a Fireball must fail a save vs.spells. For effects against which there is nosave (e.g. Wall of Fire), assume the save to beas against breath weapon for creatures ormagical fire for items. It is thus more difficultto restore items that were more difficult to de-stroy in the first place. One such save may beattempted each round, and as many saves asdesired may be attempted during the use ofthis spell. No object can ever be affected bythis spell after the spell has been used on itonce, whether or not it was successful. Oncethe save is failed, the object will take 2 roundsto be fully reconstructed from its remains. TheFlames of Falroth may be moved to another ob-ject or creature at any time during the spell’sduration, with 1 round of concentration on thepart of the caster.

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Mage Spells Fourth Level

The Flames of Falroth are very hostile to or-dinary fire. They may be used as a fire extin-guisher or sorts, and will extinguish a 3 m cubeof normal flame every round. Magical fire spellsmust be checked as per Dispel Magic, but mul-tiplying the caster’s level by 2 for the purposesof determining whether the target spell hasresisted the effects of the Flames of Falroth. Ifthis Dispelling attempt is unsuccessful, theFlames of Falroth will vanish back from whencethey came.

If cast at an elemental fire creature of anysort, the Flames of Falroth will automaticallycause 6d6 damage to that creature. After thisinitial attack, the target creature may make asave vs. spell at -3. If successful, the Flamesdisappear without causing further harm. Iffailed, however, the Flames continue to attackthe creature’s very substance, causing 3d6damage every round. A new saving throw isallowed each round, the chance to save im-proving by 1 each round (-2 after the secondround, then -1, etc.). This continues until thecreature is dead, the caster moves the flamesaway (after which time that creature will nolonger be affected by the Flames of Falroth),or until the spell expires or a save is made—inboth of these cases, the Flames disappear.

A fire-using or dwelling creature that usesfire but is not native to the Elemental Plane ofFire (e.g. fire giant, red dragon, chimera) will notbe harmed by the Flames of Falroth, but anyexternal fire powers (fire breath, spells, immo-lation, etc.) will cause only half normal damage,as their effectiveness is mitigated by theFlames.

The material component is a bit of greenwood, a handful of ashes, a smoky quartz crys-tal, and a piece of obsidian.❊

Alpha’s Hunting Pack (Conjuration/Summoning)

Range: 30 mComponents: V, S, MDuration: 5 rounds/levelCasting Time: 1 roundArea of Effect: SpecialSaving Throw: None

This spell summons into the caster’s vicin-ity a pack of canines who will fight on behalfof the caster, if such is required. The composi-tion of the pack will be as follows:

1d1001d1001d1001d1001d100 Number inNumber inNumber inNumber inNumber in TTTTType ofype ofype ofype ofype ofpack:pack:pack:pack:pack: canines:canines:canines:canines:canines:

01-10 4d4 Jackals11-60 3d4 Wild dogs61-90 2d4 Wolves91-00 1d4 Dire wolves

The pack will follow commands to the bestof its ability, so long as they are relatively sim-ple (attack, return, heel, etc.). If attacked by thecaster or his fellows, all creatures summonedwill instantly disappear. The hounds can trackas well as a 5th level ranger, and can be com-manded to perform this activity if it is re-quested of them (such as by allowing them to

smell an article of clothing from the creatureto be tracked, etc.). The hounds will arrive 1-10rounds after the spell is cast.

The material components are a piece offresh, uncooked meat and a finely crafted sil-ver or ivory hunting horn, worth not less than100 GP, which must be sounded during thecasting of the spell.❊

Alpha’s Rainbow Blast (Evocation)

Range: 0Components: V, S, MDuration: InstantaneousCasting Time: 4Area of Effect: 0.3 m wide, 3 m + 1.5 m/level long beamSaving Throw: Negates

This spell is very much like the second levelRainbow Beam spell, but is much more pow-erful. Besides a slightly larger area of effect,and the fact that a solid object will not stop thebeam unless larger than 0.6 m wide andformed of solid stone or some such similardense material, i.e. the beam is not stopped bymere flesh, even if armoured, but would bestopped by a stone wall.

The spell does 2-7 (1d6+1) points of dam-age per level of the caster. The swirling, corus-cating tendrils of multi-hued light also haveproperties as listed under the Rainbow Beamspell. A target resistant to one or more of theseforms of attack takes -1 point of damage perdie per attack that it is resistant to. The obverseapplies for creatures that are particularly vul-nerable to a certain form of attack (e.g. a frostgiant is immune to cold, but is not particularlyvulnerable to fire, so it would take -1 point ofdamage per die. A green slime, vulnerable onlyto fire and cold, would take -5 points of dam-age per die.) The indigo (holy water) beamdoes normal damage except to creatures af-fected by unholy water (paladins, lammasu,etc., who are considered as being resistant),and those affected by holy water (undead, de-mons, etc., who are considered as specificallyvulnerable).

The victim is entitled to a saving throw, which,if successful, indicates that the beam hasmissed. It may hit another target, though. Also,if a target is struck by the beam, he must savevs. petrification or be struck in the face andblinded for 3-6 rounds.

The material component for this spell is asmall diamond worth not less than 100 GP.❊

Alpha’s Ray of Paralysis (Alteration)

Range: 10 m + 5 m/levelComponents: V, S, MDuration: 2 rounds/levelCasting Time: 1Area of Effect: One creatureSaving Throw: Negates

The caster extends his arm, points his fin-ger, and speaks a word to cast the spell. A thin,light blue ray leaps from the caster’s finger. Theintended target must save vs. petrification. Ifthe save is failed, then the creature is struck

by the beam and, unless the creature pos-sesses some innate magic resistance, is para-lysed for 2 rounds per level of the caster. If thesave is made, the pencil-thin ray has missedits original target and continues on in a straightline to the extent of its range. Any creature inthe path of the beam must make the samesaving throw or be struck and paralysed. If theray actually strikes, there is no save vs. its ef-fects.

The following list shows modifications apply-ing to the size of the affected creature:

Size of crSize of crSize of crSize of crSize of creatureatureatureatureature:e:e:e:e: save modifier:save modifier:save modifier:save modifier:save modifier:

Tiny +3Small +1Medium -Large -1Huge -2Gargantuan -4

The ray can affect only one target in anyevent.

The material component is a clear gem ora piece of amber worth at least 100 GP.❊

Alpha’s Shadowfire (Evocation, Nec-romancy)

Range: 0Components: V, S, MDuration: InstantaneousCasting Time: 4Area of Effect: 0.3 m diameter, 1.5 m/

level long raySaving Throw: 1/2

This spell calls forth a seething black rayshot through with veins of green fire. All crea-tures in the path of the spell will suffer 1d4damage per level of the caster, up to a maxi-mum of 20d4. A successful save vs. breathweapon will result in only half damage. A crea-ture that is immune to fire or to energy drain willsuffer only one-half damage (one-quarter if asuccessful save is made). If the damage rolledexceeds a target’s remaining hit points, thattarget is disintegrated.

The material component is a black opalworth at least 500 GP.❊

Alpha’s Sheet Lightning (Evocation)

Range: 30 mComponents: V, S, MDuration: InstantaneousCasting Time: 4Area of Effect: 3 m/level square areaSaving Throw: Special

This spell creates a very bright flashing joltof sheet lightning within the area of effect. Allthose in the area receive 4d4 electrical dam-age with no saving throw. In addition, thosewithin must save vs. petrification to avoid be-ing blinded for 1d3 rounds and must save vs.breath weapon to avoid being stunned for 1d3rounds. Those carrying large, mostly metallic

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weapons (e.g. swords, battle axes) or wearingpartial metal armour (studded-chain) save at-2 vs. the stunning and suffer +1 per die ofdamage. Those in full metal armour (splint orbetter) save at -4 vs. the stunning and sufferdouble damage.

The material component is a bit of fur and asheet of fine crystal worth at least 50 GP.❊

Atom Blast (Invocation/Evocation)

Range: 1.5 m/levelComponents: V, SDuration: InstantaneousCasting Time: 1Area of Effect: 1 pound/levelSaving Throw: None

This spell causes any solid, non-animate,nonmagical, nonliving substance to explodefrom within causing 1d4 points of damage perlevel of the wizard to creatures within threemetres of blast.❊

Attacking Mist (Conjuration/Sum-moning)

Range: 10 yardsComponents: V, S, MDuration: 1 round/levelCasting Time: 3Area of Effect: SpecialSaving Throw: None

This spell can summon a Class II type ofintelligent mist from the elemental plane of air.The creature is summoned when an event trig-gers the spell (similar to Magic Mouth). Thespell attacks first person encountered. The mistwill stop an attack after it has been summonedupon conditions set by the wizard.

The mist is actually a being from the elemen-tal plane of air (albeit a low powered one). Thedifference between intelligent mists and othersummoned creatures is that the mists actuallyhave access to the knowledge of their sum-moner. This includes 1 language (chosen bythe wizard) and information (not spells) dic-tated by the casting wizard.

For a detailed description of the differenttypes of intelligent mists, see the monster de-scription provided with the level 5 spell, MagicMist.

Whether the mist stops attacking or wins thebattle, it will not return to its own plane untileither dispelled or the spell duration expires.

For example, Raji casts an Attacking Mistspell. He states that a mist will be summonedwhen anyone comes into this room, and willcease to attack anyone who speaks hisname.❊

Bands of Ice (Evocation)

Range: 10 m/levelComponents: V, S, MDuration: SpecialCasting Time: 3Area of Effect: One creatureSaving Throw: Negates

When this spell is cast, the wizard is able totrap a chosen victim in thick bands of ice. Thespellcaster can create bands sufficient to holda creature 0.3 m tall for every level that hepossesses, e.g., a 10th-level spell caster maycapture any being of 3 m height or less. If theaffected being is very broad, such as an um-ber hulk, add 0.3 or 0.6 m to its effective heightfor the purposes of determining who or whatthe wizard can capture.

The victim immediately receives a savingthrow to determine the effectiveness of thebands of ice. If the save is successful, the iceis brittle and easily broken, allowing the crea-ture to escape in one combat round. Other-wise, the being is trapped for at least one turn.Once a turn has passed, the victim is alloweda bend bars/lift gates roll to determine if the icehas melted to the point where the creature canescape. If the roll is successful, the creaturebreaks free of the ice an is no longer effectedby the spell. The normal duration of the bandsof ice is two turns. If the spell is cast in a coldenvironment (22° Celcius or lower), the dura-tion is doubled two four turns, and if the sur-roundings are very cold (-18° Celcius or below)the duration is increased to six turns (onehour).

Applying a torch to the bands will shortenthe duration by one round for each round thatheat is applied. Magical fires such as a Fire-ball will melt the ice, but the trapped being willbe injured in the process.

Creatures trapped within the bands of icesuffer 1d6 points of frost damage each turn theice encircles them. Cold-dwelling creatures donot receive any damage while fire-dwellingbeings suffer double damage. The extra dam-age suffered by heat-based creatures is offsetby the monster’s body heat, which will causethe ice to melt twice as fast, halfling the spell’seffective duration.

The material components for this spell areseveral chain links made of nickel, a piece ofiron in the shape of a hoop, and a bit of snow.❊

Bergil’s Fire Bolt (Evocation)

Range: 20 m + 5 m/levelComponents: V, S, MDuration: InstantCasting Time: 4Area of Effect: SpecialSaving Throw: 1/2

The spell creates a powerful bolt of plasmathat in inflicts 1d8 points of damage per levelto anyone in it’s area of effect (maximum dam-age is 12d8). This bolt is 18 m long by 1.5 mwide, it cannot be forked. It streaks outwardmuch like a Lightning Bolt. It does not reflect,however. If the Firebolt hits a wall the plasmaspreads out in 1.5 m radius hemisphere, any-one in the hemisphere takes damage. Thus itis possible to hit someone standing near a walltwice with the Firebolt, once with the bolt andonce with the hemisphere. The Firebolt auto-matically sets fire to anything combustible inthe path or in the hemisphere. The bolt has thesame penetration ability as a Lightning Bolt.

The material components are: a stick, a bitof sulfur, and a dab of royal honey. All areconsumed.❊

Branit’s Backstabbing Surprise(Conjuration)

Range: TouchComponents: V, S, MDuration: SpecialCasting Time: 1 turnArea of Effect: One personSaving Throw: None or 1/2

This spell provides protection againstbackstabbing. When the recipient of the spellis backstabbed, a cloud of acid is createdbehind the spell recipient which blows backand out to form a semi-sphere 2.4 m in radius.All within the area of effect, the recipient not in-cluded, take 6d4 + 6 points of acid damage.Note that the backstabber gets no save (dueto surprise and proximity), all others receivehalf damage upon successful save.

A backstabbing attack is any physical at-tack or combination of attacks initiated frombehind which causes damage equal to 1/5 ormore of the victims hit points at the time of theattack, assuming the attacker is within 2.4 mof the victim when the attack is initiated. Thespell is in effect until dispelled or discharged.This spell will work in combination with otherdefensive spells.

The material component is 100 red antswhich must be rolled in the casters hands, thehusks then thrown over each shoulder of therecipient, and the juice rubbed into the recipi-ents back.❊

Broom (Enchantment)

Range: TouchComponents: V, S, MDuration: 1d6 hours + 1 hour/levelCasting Time: 1 turn (s.b.)Area of Effect: Broom touchedSaving Throw: None

A witch uses this spell to enchant her broomwith the power of flight. The broom flies with amovement rate of 30, minus 1 per 14 poundsabove 182 pounds which it is carrying, and itcan climb and turn at an angle of 30 in re-sponse to the verbal command of its mistress.While the enchantment lasts, the witch cansummon the broom from up to 300 m away.

The long casting time is necessary to set thecommand words, but if the spell is recast onan already enchanted broom, it has a castingtime of 3.

The material components are a broom,which is not used up by the casting, and afeather, which is.❊

Chaos Vision (Illusion/Phantasm)

Range: 10 m/levelComponents: V, SDuration: 1 turn/levelCasting Time: 2 rounds

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Area of Effect: 10 m/level radiussphere

Saving Throw: None

This spell offers some protection from tel-eport spells by constantly shifting and shap-ing what an area looks like. Thus a mage can-not use information gathered previously toteleport to the effected area as the surround-ings will have seemingly changed. Objectslocated in this environment or entering it will beeffected also, first appearing as one object oranimal and then shifting to another.

Another use found for this spell is as a trap.Slimes, molds and other creatures that don’tneed senses to attack can be placed in thisenvironment and effectively are invisible.

Any attacks on anything in the area of effectis hindered by a -4 modifier to hit. Note that trueseeing and similar magics that see through il-lusions will likewise penetrate this one. Nodamage will be taken by being in the illusion.( Unless from something else physical alsothere of course! ) The main purpose is simplyto constantly conceal.❊

Cheffield’s Kingly Feast (Alteration)

Range: 30 mComponents: V, S, MDuration: PermanentCasting Time: 1 turnArea of Effect: One person fed/levelSaving Throw: None

This spell is similar to Cheffield’s Major Feastexcept that it brings into existence food anddrink which is of extremely high quality. Thefood is excellent and nourishing. The drink isrich and tasty. This meal is truly fit for a kingand his kind. In addition to the main meal areappetisers to serve before and desserts to beeaten afterward. Nobody who is being servedby this spell will be unable to finish their food.

The material components of this spell arerich spices (40 GP) and a good quality wine(minimum 10 GP) which must be mixed to-gether when the spell is cast.

As a final note it must be pointed out thatthe four and twenty black birds baked in a pieis an optional feature.❊

Circle of Protection (Alteration, Nec-romancy, Summoning)

Range: TouchComponents: V, S, MDuration: PermanentCasting Time: 1 turnArea of Effect: SpecialSaving Throw: None

By means of this spell, the necromancerinscribes a circle of protection (usually withmagically prepared chalk) to which he “ties” athaumaturgic triangle into which a demon orspirit or elemental may be summoned by otherspells. Inside the circle, the wizard cannot behurt by the summoned creature, nor can that

creature be loosed except by the wizard’s will.A save versus Intelligence must be made todetermine if the circle was properly inscribed.

The circle (along with any other merged in-scriptions) may be temporarily neutralized bysimply rubbing a break. In this way, no crea-tures may find their way into the wizard’s plane,though the circle may be easily restored bycasting a Restore Circle spell and inscribingout the break.

The material component for this spell issome incense to be burnt, worth at least 1000GP.❊

Continual Ambience (Alteration)

Range: 60 mComponents: V, S, MDuration: PermanentCasting Time: 4Area of Effect: 36 m radius globeSaving Throw: None

This spell is the same as the second levelmagic user spell Ambient Light (q.v.), exceptas noted above.❊

Damian’s Insulated Envelope (Abju-ration)

Range: 0Components: V, S, MDuration: 2 rounds + 1 round/levelCasting Time: 4Area of Effect: CasterSaving Throw: Special

Due to his personal dislike of lightning thearchmage Damian crafted this spell to specifi-cally counter its harmful effects. When cast, thisspell seems to cover the caster in a pale bluelight resembling an envelope. Once cast thecaster gains 2 benefits (much like Fire Shield).

1) A save vs. lightning at + 2 indicates nodamage to the caster. A failed save merely in-dicates half damage. If at any time the casteris hit by any acid or acid spell the caster mustsave normally or take double damage.

2) If any melee attacks are made on thecaster, on a successful strike the caster takesnormal damage but so does the attacker.❊

Deaden Senses (Alteration, Illusion/Phantasm)

Range: 10 m/levelComponents: V, S, MDuration: 3 rounds + 1 round/levelCasting Time: 4Area of Effect: One creatureSaving Throw: Special

This spell causes a temporary sensory over-load to occur in all the sensory nerve endingsof the target creature. Because of this overloadof all the senses (sight, smell, touch, taste, hear-ing) will be “burnt out” for the duration of thespell. The creature will find himself in a state oftotal sensory deprivation for the spells duration.This means that the creature will not be able

to see, hear, taste, feel or sell anything. Thecreature will remain completely helpless for theduration.

There is an additional side effect of this spell.Because the loss of the senses can be soshocking an experience to some creatures,there is a 1% chance per point of intelligenceand wisdom that the creature will suffer fromthe insanity of Catatonia for a duration of 2-8weeks afterward. This can be cured with a CureInsanity.

If the creature makes its saving throw vs.spells, then the spell does not completely takeeffect. Only 1 to 4 of the creatures senses areaffected (determined randomly). Note thatsome combination of lost senses could leavethe creature helpless anyway.

The material components for this spell area small leather hoof, a shrill whistle severalsharp pins, smelling salts, and a drop of lemonjuice.❊

Deadly Strike (Enchantment)

Range: 0Components: SDuration: 1d6 roundsCasting Time: 1Area of Effect: The wizardSaving Throw: None

This spell causes all successful hits onhand-held or hurled weapons to strike formaximum damage vs. opponents.

Deadthought (Divination, Necro-mancy)

Range: TouchComponents: V, S, MDuration: SpecialCasting Time: 1 turnArea of Effect: One corpseSaving Throw: None

This is essentially telepathy with a corpse,as the forensic wizard probes the brain of thedeceased for specific data. The dungeonmaster must decide if the information soughtis basic, well known, merely known, or forgot-ten. The table below lists the chance of find-ing the information and the amount of timerequired by the search (if location is in factpossible), but the DM can altar these numbersif the body is in a particularly advanced stateof decomposition.

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TTTTType ofype ofype ofype ofype of ChanceChanceChanceChanceChance TTTTTimeimeimeimeime ExamplesExamplesExamplesExamplesExamplesInfoInfoInfoInfoInfo of findingof findingof findingof findingof finding RequirRequirRequirRequirRequirededededed

(r(r(r(r(rounds)ounds)ounds)ounds)ounds)

Basic 96% 1 Name andprofession

Well 70% 2d4 Relating toKnown current mis-

sionKnown 30% 3d4 Relating to

previousmission

Forgot- 2% 1d10+10 Overheardten once

This spell will continue as long as the wiz-ard concentrates, but on every round there isa 1% chance of that he will go insane.

The material component is a pair of metalhelmets, linked by a copper wire.❊

Deja Vu (Divination)

Range: 20 mComponents: V, S, MDuration: PermanentCasting Time: 1Area of Effect: One creatureSaving Throw: None

This spell throws the victim back to the lo-cation he occupied at a pont in the recent past.It does not turn back time, it merely teleportsback along the victim’s “time line.” This restric-tion makes the resistance that the magic mustovercome much less than a full Teleport Otherspell would have to fight. Deja Vu sends thevictim to the position he occupied 1d6 hoursin the past per level of the caster.

If the victim would be placed inside anotherobject or creature, the victim is placed in a ran-dom direction along his time line until an un-obstructed location is found.

The material component is a timekeepingdevice which is destroyed at the time the spellis memorized by the caster.❊

Detect Spellcasting (Divination)

Range: 10 m/level radiusComponents: V, S, MDuration: 1 round/levelCasting Time: 4Area of Effect: SpecialSaving Throw: None

This spell allows the caster to scan a sur-rounding area for spells being cast by othermagic users. The affected area has a radius of10 m per level of the caster (up to a maximumof 200 m); the caster may make the area ofeffect smaller if he wishes. Any wizard spellsthat are currently being cast, will be detected(priestly magic is not affected). The caster isinstantly aware of the school of magic of allspells in this area; the name of the spell willalso be known, if it has already been learned

by the caster; in addition, the caster gains ageneral feeling of the location of the caster ofeach of the spells (i.e. approximately 9 m east).

The relative strength of two spells from thesame school will also be detected. For exam-ple, if a Meteor Swarm and a Burning Handsspell are both being cast in the area of effect,this spell will detect which is more powerful(this will also work for two Fireball spells castby two wizards of different levels); the actuallevel of the spell is not revealed, and two spellsof different schools cannot be compared in thisway.

The caster may choose one spell to targetfor specific information; this includes: thename and level of the spell (as well as thecaster’s level, if that is relevant to the strengthof the spell), the spell’s target (object, location,creature, etc.), and the exact location of thecaster. Illusions of level 4 or less are revealed,as long as the caster is of higher level than thecaster of the illusion. Illusions of level 5 orhigher will return a false reading (i.e. what thecaster believes the spell to be) unless thecaster has already disbelieved that illusion.

This spell does not detect spells which arealready in effect. It does however detect allspells as they are cast, as long as the durationlasts (i.e. if this spell is cast by a 10th level wiz-ard, it will detect all spells that are cast in thefollowing ten rounds).

This spell does have a drawback: the maxi-mum number of spells that can be processedsafely is equal to the caster’s intelligence di-vided by three (round fractions down). If thereare more than this number of spells being castinside the area of effect, the caster must makea successful system shock roll or fall uncon-scious for 1d6 rounds (this roll must be madeevery round this condition exists).

The material component for this spell is apowered gem worth at least 100 GP whichmust be tossed in the air when the spell iscast.❊

Delusion (Enchantment/Charm, Illu-sion)

Range: 3 mComponents: V, S, MDuration: 1 turn/5 levelsCasting Time: 4Area of Effect: One creatureSaving Throw: None

This spell causes the affected character tobe deluded into thinking that one or more ofhis statistics or powers have been modified(either positive or negative, at the wizard’soption).

The material component for this spell is adrop of perfume.❊

Dheryth’s Monomorph (Alteration)

Range: 0Components: V, S, MDuration: 1 day/3 levels of experienceCasting Time: 4Area of Effect: The wizardSaving Throw: None

This spell was designed to allow a wizard tolook like something he does not for an ex-tended period of time. It grants the nonmagi-cal locomotive powers, senses, and metabolicprocesses of the race of creature whose formis taken. However, a significant part of the spellis dependent on the specific creature whoseshape the wizard wishes to assume. Thus, onlyone shape may be taken on by the wizardusing this spell - ever.

When this spell is found (for instance, on ascroll or in another person’s spell book), it al-ready was custom designed by some otherwizard to adopt a certain form (race, height,weight, hair colour, etc.), and nothing the findercan do will make it do otherwise. This is be-cause the choice of creature vastly changesthe structure of the Monomorph, and thus thechoice of shape may only be made when re-searching the spell from the ground up.

When this spell is independently researchedby a wizard, he gets to decide the specifics ofthe form the spell grants.

If any wizard wants to “change” an existingMonomorph so that a different shape can beassumed, he must head into a library and re-search this change as if it were an entirely newspell. The costs for this, though, are at -25%because the wizard has a copy of the otherform of Monomorph as a model. There is noreason why a wizard with enough time andmoney could not possess several “versions” ofthis spell.

When this spell is cast, the wizard is able toassume the form of a single bipedal human-oid (human, demihuman, faerie, goblin, etc.)with which race the wizard is familiar, but notany quadruped (e.g. centaur), wholly magicalbeing (e.g. golem, demon), or other creaturenot relevantly humanoid. The wizard assumesthe shape of one such creature upon castingthe spell, and retains that shape until the spellceases to function. He may cancel the spellbefore it would normally elapse, but may notalternate between the Monomorphed andregular forms while the spell is functioning.

Monomorph will allow changes as follows:

WWWWWizarizarizarizarizarddddd WWWWWeighteighteighteighteightLevelLevelLevelLevelLevel Min./Max.Min./Max.Min./Max.Min./Max.Min./Max. RacesRacesRacesRacesRaces AgeAgeAgeAgeAge

7 or 8 -10%/+10% * -9 or 11 -20%/+25% ** +/-10%12 or 13 -30%/+50% ** +/-20%14 or 15 -50%/+80% ** +/-40%16 or 17 -70%/+125% ** +/-60%18+ -90%/+200% ** any

*Same as wizard**Any known

The colour of eyes, skin, and hair can bechanged to any possible value, as can hairlength, sex, and other details.

The body whose shape is assumed has thesame physical statistics as the wizard, subjectto all racial and age modifiers, minimums, andmaximums (of the form adopted, of course).The new form will not radiate magic, but it maybe dispelled.❊

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Disguise (Illusion/Phantasm)

Range: 0Components: V, S, MDuration: 1 turn/levelCasting Time: 1 turnArea of Effect: The wizardSaving Throw: None

This spell allows the wizard to assume theappearance of any humanoid, provided he isfamiliar with the person whose appearance hewishes to assume. The spell may change theheight of the wizard by up to one foot, sex,facial features, colour and length of hair, build,and even voice. However, it does not changethe wizard’s clothing, skills, or personality traits.Someone familiar with the “real” person has a(3*level + 2*Wisdom)% chance of seeingthrough the disguise by noting subtle changesin personality. Actions entirely out of characterwould allow all to make a Wisdom check todetect the disguise. In order the affect this spell,the wizard must keep in his possession an itemfrom the body of or an item constantly worn bythe person to be assumed.❊

Displacement (Illusion)

Range: TouchComponents: V, S, MDuration: SpecialCasting Time: 4Area of Effect: One creatureSaving Throw: Negates

When cast on a subject, this spell causesthe subject to appear to be 2 metres to the leftor right (50% chance of each at time of cast-ing) of his actual location. The subject will ap-pear to react to attacks aimed at his apparentposition as if they had actually hit him. If thesubject appears to have been killed by an at-tack aimed at his apparent position, he can-not move more than 2 metres from the appar-ent location of his corpse without cancellingthe spell. Duration is 24 hours or until dispelledor destroyed.❊

Dragonstrength (Alteration)

Range: TouchComponents: V, S, MDuration: 2 turns/levelCasting Time: 5Area of Effect: One personSaving Throw: None

This spell increases the strength of a char-acter. For the duration of this spell the recipi-ent gains all benefits of a higher strength, i.e.a better chance to hit, more damage or agreater chance to pry bars. Regardless of thecharacter’s class and actual strength he gainsthe strength of the dragon whose claw is usedas material component. If the recipient hasalready a girdle of giant strength or anothermagical item that increases strength in use, theeffects are not added. If a claw of a CrystalDragon is used, and the charmed character is

equipped with a Girdle of Storm Giant Strength,for example, he only gains the higher boni, inthis case the boni of the girdle.

Kind of Dragon Claw:Kind of Dragon Claw:Kind of Dragon Claw:Kind of Dragon Claw:Kind of Dragon Claw: StrStrStrStrStrength*:ength*:ength*:ength*:ength*:

Gold 25Silver 24Bronze 23Copper 22Brass 21

Amethyst 23Sapphire 22Emerald 21Topaz 20Crystal 19

Red 24Blue 23Green 22Black 21White 20

*Strength values based on Council ofWyrms.

The material components for this spell area piece of a dragon claw and a powderedblack gem (minimum worth of 500 gp).❊

Dreamoore’s Eldritch Shield (Abju-ration)

Range: 30 mComponents: V, S, MDuration: SpecialCasting Time: 1Area of Effect: One creatureSaving Throw: None

This spell protects the recipient from anymagic energy based attacks. Each individualmanifestation (e.g. Magic Missiles, EldritchSpheres, etc.) directed at the recipient is ab-sorbed by the shield, whether or not they suc-cessfully hit. The eldritch shield can withstandup to 1d4 + 1 attack per three levels.

Note that regular attacks also reduce an el-dritch shield without any penalty, and the shieldmay only absorb spells which the caster hassufficient levels to cast. (e.g. a 9 hit die eldritchshield can protect from 4-7 Magic Missiles orsimilar spells, while a griffon would take offthree from the shield and still inflict normaldamage).

The material component is sapphire anddiamond dust which is sprinkled upon thecreature to be protected.❊

Dreamoore’s Warding Shield (Abju-ration)

Range: 10 mComponents: V, S, MDuration: SpecialCasting Time: 4Area of Effect: One creatureSaving Throw: None

The warding shield is a unique magicalscreen which encompasses one creature andprotects it from harm. The shield remains com-pletely invisible until struck by any attack, in-cluding weapons and spells which cause di-rect damage. Then it then flares pale blue, ab-sorbing part or all of the attack (any damagewhich is not absorbed goes directly to thecharacter using the shield).

The warding shield may absorb up to base1d4 HP damage + 2 points per level of thecaster. If a magic resistant creature attacks thespell’s host, then its resistance is checked first.Success indicates that the shield is bypassedduring that attack, and damage goes directlyto the person being protected. However, theshield remains intact until it loses all hit points,gets dispelled, or until all hit points elapse, ata rate of 1 hit die per turn. A person may haveonly one warding shield at a time.

The material component is 50 GP worth ofdiamond dust which is thrown into the air asthe spell is cast.❊

Dust Devil (Alteration, Conjuration)

Range: 9 mComponents: V, S, MDuration: 1 round/levelCasting Time: 2Area of Effect: SpecialSaving Throw: None

This spell enables the wizard to conjure adust devil, a weak air elemental, (AC 2, 2d8 hp,MV 18, Dam. 1d4, magic weapons inflict dou-ble damage). The dust devil appears as a smallwhirlwind, 4.5 m tall, 1.5 m in diameter at itsbase and twice that at its top. It will move asordered by the wizard but vanishes if orderedmore than 9 m from the wizard or if ordered toattack an native of the plane of elemental airor a creature with magic resistance. It can holda gaseous cloud at bay, and its winds are suf-ficient to put out small fires. While skimmingalong the ground, it will pick up loose particles(if any) and create a dust cloud 9 m in diam-eter in which normal vision is obscured, and awizard caught within the cloud must make asave versus magic or have their concentrationbroken.

The material component of this spell is asmall fan.

Eldarr’s Flameshroud (Abjuration,Invocation/Evocation)

Range: SpecialComponents: V, S, MDuration: 1 round/level (s.b.)Casting Time: 4Area of Effect: CasterSaving Throw: Special

When this spell is cast, the caster is envel-oped in an invisible shroud of flames; a TrueSeeing spell or similar magic will reveal theshroud, and a Detect Magic will reveal stronglines of abjuration and evocation magic. The

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spell imparts on the caster, the equivalent offire resistance for the duration of the spell (seedescription of ring of fire resistance).

In addition to the protection aspect of thisspell, the caster may also use it offensively: anytarget that comes within 3 m of the caster maybe attacked using the shroud; a small fingerof (clearly visible) flames shoots from theshroud and strikes the victim, inflicting 1d4points of damage, plus 1 point per level of thecaster (up to a maximum of 1d4 + 20). A suc-cessful save vs. spell reduces the damage byhalf. Only one such attack may be made perround, and each attack reduces the spell’sduration by one round (thus, an attack may notbe made the last round the spell is in affect).

Anyone who scores a successful melee hiton the caster while he is under the protectionof this spell, suffers damage equal to that in-flicted by an attack from the shroud (1d4 + 1per level); again, a successful save vs. spellreduces the damage by one half. The durationof the spell is not affected in this case.

The material component for this spell is anynormal cape with a chunk of sulphur placedin the pocket; the cape must be worn through-out the duration of the spell; if it is removed,the spell ends prematurely. The cape is not af-fected by the casting of this spell, but the sul-phur is consumed when the spell ends.❊

Eldarr’s Shockshroud (Abjuration,Invocation/Evocation)

Range: SpecialComponents: V, S, MDuration: 1 round/level (s.b.)Casting Time: 4Area of Effect: CasterSaving Throw: Special

This spell is nearly identical to Eldarr’sFlameshroud; in covers the caster in an invis-ible shroud of electricity; the shroud is detect-able by the same means covered in theFlameshroud description. This spell providesthe user with immunity to lightning and otherelectrical attacks for the duration of the spell.

The caster may use the shroud to conductelectrical attacks in the same manner as thatfor the Flameshroud spell; damage is identi-cal, and each attack reduces the duration byone round. The shroud will also provide protec-tion vs. melee attacks as per the Flameshroud,with electricity again replacing flames.

In addition to the cape (which is notharmed), this spell requires a specimen of anyelectricity-using creature, such as an electriceel; this specimen is consumed when the spellends.❊

Elemental Geyser-Spells (Evocation)

Range: 3 m (+0.6 m/level)Component: V, S, MDuration: 1 roundCasting Time: 4Area of Effect: 2.25 m² (+ 2.25 m²/level)Saving Throw: 1/2 damageSpecialist/School: ElementalistHeight of Geyser: 9 m (+ 3 m/level)

The following four spells will cause a fissureor crack to open in the ground at a spot indi-cated by the caster. The designated spot canbe anywhere within the spell range. The fissurewill then erupt in one of the four methods listedbelow. While these spells are listed as varia-tions, they are all individual spells that must beacquired, learned and memorized as such. ex.possessing the Flooding Font spell will not al-low the mage to cast the Crack of Doom.

Flooding Font

The spell causes a 1.5 m round hole to openin the specified location. Any creature within 1.5m of the geyser will suffer 4d4+4 points ofdamage from the concussion of the release ofthe high pressure water. The other danger fromthis spell is that the area of effect will beflooded to 1.5 m within 1 round. The rate of dis-sipation will depend on the actual layout of thearea. If the spell takes affect in a closed room,for example, the victims will find themselves ina swimming pool.

Crack of Doom

This spell will cause a crack 1.5 m long and0.3 m wide to open and a geyser of flame willerupt forth. Any creature within 3 m of the crackwill suffer 4d4+4 points of damage from theheat. Anyone else within the area of effect suf-fer half damage from falling cinders.

Stone Spout

This spell will cause a ragged hole approx.1.2 m in diameter to appear. From the hole willerupt a geyser of dirt, sand, and gravel. Any-one in the area of effect of this spell is not onlysubject to 4d4+4 points of damage from flyingstone and sand, but anyone losing more thanhalf their current HP must make another sav-ing throw vs spells or be buried under themound of debris.

Wind Tunnel

This spell creates a 0.6 m high 1.5 m diam-eter cone from which bursts forth hurricaneforce blast of wind. Any object not securelyfastened down will be hurled about (includingany creatures). Anyone within the area of effectwill suffer from 4d4+d points of damage dueto being blown about and impact with flyingdebris.

The diameter or length of each crack or holewill increase by 0.3 m per level of the caster.Any victim of the above spells who is stand-ing directly on the spot where a geyser erupts,will suffer from double damage.❊

Enemy Blink (Alteration, Enchant-ment/Charm)

Range: 30 mComponents: V, SDuration: InstantaneousCasting Time: 4

Area of Effect: 4d6 creaturesSaving Throw: Negates

This spell makes 4 to 24 creatures blink, iftheir saving throws fail. Otherwise it works likeBlink. Note that this spell is good for use, if anenemy is near a cliff or large body of water.

No creature can be targeted twice by thisspell, i.e., “I’ve got 12, I use them all on him, havehim save 12 times”.❊

Fellstar’s Flaming Water (Alteration,Evocation)

Range: 10 m/levelComponents: V, S, MDuration: 2 rounds/levelCasting Time: 4Area of Effect: 3 m/level radius areaSaving Throw: 1/2

This spell will cause an area of water to in-stantly burst into flames as if covered with oiland set alight. The centre of the area of effectmay be as far away as 10 m per level of thecaster; the area of burning water has a radiusof 3 m per level of the caster, but may besmaller if the caster desires. The spell must becast on an open body of water, such as a lake,river, or ocean; it may not be cast at a containerof water on the person of an individual.

If the centre of the area of effect is on thesurface, the flames will remain only on thesurface; if the spell is cast underwater, theflames will form a sphere (if the distance be-tween the surface and the center of the areaof effect is less than 3 m per level of the caster,the flames will obviously not form a perfectsphere; in this case, the surface of the waterwill burn as well).

The fire will last 2 rounds per level of thecaster, or until extinguished; the flames maynot be doused with water, as this added waterwill burn as well. The fire must be extinguishedby magical means (i.e. dispelled or via a FireQuench or similar magic), or allowed to expire.If cast underwater, the duration of this spell ishalved.

The flames from this fire are sufficientenough to start ships on fire, and any creaturecaught in the area of effect suffers 3d6 pointsof damage, plus 1 point per level of the caster(to a maximum of 3d6+20). A successful savevs. spell reduces the damage by half. If thisspell is used to attack a water elemental orsimilar creature, the damage is doubled, andthere is a -4 penalty to the save.

The material components for this spell is avial filled with a water and oil mixture.❊

Fog Warrior (Conjuration, Evocation)

Range: 0Components: V, S, MDuration: 1 round/levelCasting Time: 1 roundArea of Effect: SpecialSaving Throw: None

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This spell creates a creature much the samein appearance of that created by the second-level Fog Phantom spell (q.v.). This creaturehowever can do damage (1 to half the level ofthe wizard hit points of damage per success-ful hit). It has a THAC0 equal to that of the wiz-ard, and a Strength equal to the wizard’s level.The Fog Warrior has a -2 AC and can be hitonly by weapons with a magical +1 or greater.It has 10 hit points + 1 hit point per level of thewizard. It cannot be dispelled by wind or fire,although fire and ice will do damage to it.

The material component of this spell is somesmoke.❊

Force Bolt (Alteration, Evocation)

Range: 0Components: S, MDuration: InstantaneousCasting Time: 2Area of Effect: SpecialSaving Throw: Negates

This spell causes an invisible bolt to launchforward from the wizards fingertip. The boltdoes not explode on contact with whatever itis directed at, but rather burrows through al-most any object (note that a +5 or better magicarmour deflects it). The bolt has 10 hit points+ 2 hit points per level of the wizard, these hitpoints being “burrowing points”. For each 10 hitpoints of damage a normal magical item takesit will loose a plus.

A normal shield or splint mail or leather ar-mour will use up 5 hit points, chain mail will useup 7 hit points, and full plate will use up 10 hitpoints. For some reason standard elven chainwill always cause this spell to reflect (magicalelven chain does not have this effect unless itis +5 or higher). Items do get a saving throw,and once an item makes its save, the spell islost.

The material component for this spell is a bitof iron.❊

Glamden’s Mixer (Alteration)

Range: 3 m/levelComponents: V, S, MDuration: InstantaneousCasting Time: 4Area of Effect: One potionSaving Throw: None

This spell requires the caster to have a po-tion of any type in his or her possession. Thepotion is held in the caster’s hand, and whenthe spell is cast, the contents is instantly re-moved from its container and reappears in apotion container in the target’s possession. TheDM then makes a potion compatibility check(DMG 2ed. pg. 135) for the target potion andapplies the results normally. If the target hasone or more potion containers in sight, thecaster may choose which one to affect. If thetarget has no containers in sight, then one isaffected randomly; if the target has no potioncontainers in his possession, then the spell has

no effect. This will also work on a potion that isjust about to be quaffed, as long as the castergains the initiative.

The only material component for this spellis the potion to be mixed with the target’spotion.❊

Hand of Time (Necromancy)

Range: TouchComponents: V, SDuration: SpecialCasting Time: 6Area of Effect: Creature touchedSaving Throw: Negates

After casting this spell, the death master’shand will bear a baneful curse, for the nextcreature he touches (possibly requiring an at-tack roll) will instantly become 4d10 yearsolder. The spell lasts for one round per level ofthe caster or until discharged, and it cannot bereversed.❊

History (Divination)

Range: TouchComponents: V, S, MDuration: InstantaneousCasting Time: 1 turnArea of Effect: One object or place (up to

90 m²)Saving Throw: None

This spell allows the wizard to “tune in” to thepsychic impressions left on an object or smallarea. This power gives the wizard the ability todivine hidden purposes, prior owners, secretcompartments, and powerful alignment bends.

The spell will not identify a magic item perse, but would for instance tell the wizard thatthe ordinary looking golden ring he holds is infact the signet ring of a long deceased noblehouse. Further, use of the History spell doublesthe chance that the value of an antique or relicwill be correctly guessed.

This spell is usually used on nonmagicalplunder, books, and items sold at auctions (toverify claims made about their antiquity). Al-though the casting time is long, it is unobtru-sive, and only a single touch is required tomake the spell work.

The material component for this spell is apage from an encyclopedia.❊

Hydro Shield (Alteration, Evocation)

Range: 0Components: V, S, MDuration: 2 rounds + 1 round/levelCasting Time: 4Area of Effect: CasterSaving Throw: None

By casting this spell, the mage appears tobe covered in a mist of water. Variation A is col-oured blue or green; variation B is coloured vio-let or blue. Any creature striking the spell casterwith body or hand-held weapons will inflict nor-

mal damage upon the mage, but the attackerwill take double the damage so inflicted! Theother powers of this spell depend on the vari-ation being used:

Version A: Any electrical attacks will besaved at +2 on the die, and will do either halfdamage (if save is failed) or no damage at all(if save is made). Acid based attacks are nor-mal, but if the mage fails the required savingthrow, he sustains double damage! The mate-rial component for this version is a bit of treegum.

Version B: Any acid attacks will be saved at+2 on the die and will do either half damage(on an unsuccessful save) or no damage (ifsave is successful). Electrical attacks are nor-mal, but if the mage fails to make the requiredsave he sustains double damage from that at-tack.

The material component for this version isan alkaline substance.❊

Illumine (Alteration)

Range: 60 mComponents: V, S, MDuration: 1 turn/levelCasting Time: 4Area of Effect: One or more 3 m radius

globes (s.b.)Saving Throw: Special

The Illumine spell acts as a multiple lightspell. The wizard may create two globes oflight, with an additional globe per two levels ofexperience of the wizard above the 7th. Imme-diately after casting, two globes appear wherethe caster wills. The additional globes appearin the following round. The wizard must spendthat round specifying the centres of spell ef-fect, and may take no other action in that roundor all succeeding globes are lost. The castermay permanently dispel some or all of theglobes at any time during the duration of thespell. The material component for the spell isone piece of phosphorescent moss for eachglobe. In all respects other than the onesabove, this spell conforms to the restrictions ofthe light spell.

Illumine is the fourth of six spells researchedby the mage Auralon Deathrin in his lifetime. Itwas developed as a partial solution to the an-nually increasing crime rate in the capital ofTravinthia. (They make good streetlights withsome form of spell extension!)❊

Improved Charm Person (Enchant-ment/Charm)

Range: 24 mComponents: V, SDuration: SpecialCasting Time: 4Area of Effect: One creatureSaving Throw: Negates

This spell will cause any humanoid to regardthe wizard as a trusted friend and ally to beheeded and protected. Although this does notgrant the wizard the ability to command theaffected humanoid as a robot, it does assure

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that anything the wizard says to the affectedcreature will be taken in the most favourableway. If the initial saving throw is made, the crea-ture will not realize that a spell had been caston him. Otherwise, the affected creature mustrecheck his save vs. magic once per (20 -In-telligence) days until the spell is broken (crea-tures with a twenty or greater Intelligence arenot affected).

It is, however, possible to double or triplecharm creatures, so even if they break the firstcharm, they must still contend with others (forthe purpose of saves, each charm is handledseparately from the others). It has been known,however, for members of the opposite sex toon occasion become amorously attracted tothe wizard, thus continuing the charm indefi-nitely. The wizard may negate the charm at anytime, unless such attraction has occurred. OneDispel Magic will break all the charms on acreature, and if the wizard attempts to harm thecharmed creature, this will also break themagic. To further confuse matters, a creaturemay become charmed to more than onewizard.❊

Improved Magic Mouth (Alteration)

Range: SpecialComponents: V, S, MDuration: SpecialCasting Time: 4Area of Effect: One objectSaving Throw: None

Like Magic Mouth but can speak commandwords to activate magical items, Stash spellsetc. (but can not cast spells).❊

Independent Spectral Hand (Necro-mancy)

Range: 30 m + 5 m/levelComponents: V, SDuration: 2 rounds/levelCasting Time: 2Area of Effect: One opponentSaving Throw: None

This spell causes a ghostly, glowing hand,shaped from the caster’s life force, to materi-alize within the spell range and move as thecaster desires. Any touch attack spell of 6thlevel or less that is subsequently cast by thewizard can be delivered by the spectral handThe spell attacks as the caster at a +2 bonusto hit. The caster may perform other actions.The hand is AC -3 and may be hit by magiconly. Any damage dispels it and does 1d6points to the caster.❊

Inertia (Alteration)

Range: 20 m/levelComponents: V, S, MDuration: 1 turn/levelCasting Time: 4Area of Effect: One creature or objectSaving Throw: Negates

This spell allows the caster to freeze onecreature or object up to 100 pounds per level,limit regardless of orientation. Creatures flyingthrough the air would be frozen in place (re-maining in the air), immovable until the secondcommand word. The caster is free to cast thisspell upon himself. If the subject of the spell isunwilling, it receives a saving throw vs. magic,a successful save negating.

The caster must point at the creature orobject to be stopped, and utters the first com-mand word. If the spell is successful (guaran-teed in the case of objects within the caster’sweight limit), the item is frozen in the air, immov-able, unless a dispel magic, or other such spellis cast, or until the caster utters the secondcommand word. Upon saying the second com-mand word, the object or creature resumes itsinitial motion. For example, cast upon a fallingchest, would stop the chest in the air. Upon thesecond command, the chest would resumefalling, even if someone had climbed on top ofit. If some poor slob happened to be standingdirectly beneath the chest at the time of thesecond command.. . If cast at a knight on ahorse, for example, the caster must specifymount or rider. If cast at the mount, the riderwould probably continue in his original direc-tion, just without his mount. Cast on the rider,he would stay hanging in the air, as his mountran away.

Physical force is insufficient to move frozenobjects, so they could, for example, be usedas anchors for ropes, etc. The caster must beable to see the majority of the object of thespell, so he couldn’t, for example, cast it uponsomething in somebody’s backpack.

The material component of the spell is asilver whistle, which is blown prior to shoutingthe command word.❊

Jadwin’s Concentration Conspiracy(Alteration, Illusion)

Range: TouchComponents: V, S, MDuration: SpecialCasting Time: 4Area of Effect: One spellSaving Throw: None

By means of this spell, the wizard may trans-fer the concentration requirement and controlability of any illusion spell to the creaturetouched. The Illusion spell must be cast thenext round or this spell is wasted. The creaturetouched must posses the Intelligence to con-centrate and control the spell. Non-spellcast-ers and spellcasters who have never cast illu-sion spells will require practice before they cancontrol the illusion. In addition, creatures of lowIntelligence will produce low quality illusionsthat will be easier to detect and disbelieve.Spell control may only be passed to willingsubjects.

The material component is a 200 GP worthgem that is given to the spell’s subject by thewizard at the completion of this spell and be-fore the next spell is cast.❊

Jadwin’s Item Exchange (Illusion)

Range: 10 m/levelComponents: V, SDuration: 1 turn/levelCasting Time: 4Area of Effect: 68 dm³/level or 1

item/2 levelsSaving Throw: Negates

This spell enables the wizard to alter theappearance of objects. Each affected itemwithin spell range can take on the appearanceof another item within the range of the spell. Ifonly a single item is affected it may be given acompletely illusionary appearance, not onecopied from another item. This spell does notaffect creatures.

This spell is commonly used to swap ap-pearances such as to exchange the appear-ances of two gems or two scrolls. A wizard ableto affect 5 items could exchange their appear-ances in a random pattern. The wizard couldchoose to make a scroll appear as a gem anda gem appear as a scroll but this would beinstantly detectable by touch. The spell effectsall senses listed with the Spectral Force spell.This spell is complete enough to copynonmagical writings and fool the divinationspells Detect Magic and Locate Object. Magi-cal writings are only superficially copied andany attempt to read them causes the illusionto end. Once the spell is cast the effected itemsmay be separated beyond the spell range with-out causing the spell to end.❊

Jamye’s Greased Pig (Alteration,Conjuration)

Range: 30 mComponents: V, S, MDuration: 4 rounds + 1 round/levelCasting Time: 3Area of Effect: One creature + 1 creature

per 4 levels of the casterSaving Throw: Special

This spell is a more powerful version of thethird-level Haste spell, with the first-levelGrease spell thrown in too. The people that thespell is cast upon suffer none of the side ef-fects of the grease (i.e. they don’t drop theirweapons, they don’t slip, etc.) but those that tryto attack or grab them will. It negates specialattacks by creatures that inflict damage auto-matically every round after a successful hit (i.e.stirges or executioner’s hoods) - the creaturemust roll to hit every round due to the slipperi-ness of the target. Otherwise, it conforms to thenormal Haste spell ( -2 on initiative, doublemovement rate, double number of attacks perround, ages recipient 1 year). It is not cumula-tive with Haste or other Greased Pig spells.

The material components for this spell area bit of butter and an anis seed for eachrecipient.❊

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Jamye’s Headless Flying RoastedPig (Enchantment, Summoning)

Range: 60 mComponents: V, S, MDuration: 1 round/levelCasting Time: 4Area of Effect: SpecialSaving Throw: Negates

This spell summons a pre-prepared head-less flying roasted pig. The pig flies at a rateof 30, and is under the control of the caster(who must give it his full attention). The pig ismagically funny; anyone who looks at the pig(except the caster) must save vs. spell everyround that the pig is in his field of view or falldown laughing until the pig leaves. Laughingvictims are at a -2 “to hit” until the spell expires.

Victims with an intelligence of 4 or less, thatare meat-eaters, will be attracted to the pig’sdelicious aroma and must save at a -6 orspend the rest of the spell’s duration trying tocatch it. If they are vegetarians, they are unaf-fected. Those with Intelligences of 5-9 save vs.the laughter effect at a -4. Those with Intelli-gences of 10-14 save at a -2. Those with Intel-ligences of 15-19 save normally, and those whoare more intelligent than that are unaffected.

The pig cannot be caught or attacked; thoseattempting to do so automatically succumb tothe laughter. The pig has no other attacks be-sides its magical nature. It can be banished orabjured; Dispel Magic merely terminates thecaster’s control over it. If the Dispel Magic issuccessful, the pig will leave 50% of the timeand stay 50% of the time, the magical laugh-ter effect will not be dispelled, and the casterwill become vulnerable to the laughter’s effects.

The material components are a baked,spiced apple and a hummingbird feather. Ad-ditionally, a pig of no less than 50 pounds mustbe beheaded, roasted and otherwise preparedahead of time; this pig does not have to becarried with the spellcaster but must not beeaten, as it is consumed by the spell at the timeof casting.❊

Jamye’s Morning After (Alteration,Enchantment/Charm)

Range: TouchComponents: V, S, MDuration: 1d6 rounds/level (s.b.)Casting Time: 4Area of Effect: One intelligent creatureSaving Throw: Negates

This spell takes effect after the victim hashad a minimum of two hours of sleep. The vic-tim loses all memory of events that occurredbetween the time the spell was cast and whenhe awoke.

The victim will remember the existence ofany material components used in the spell.

The effects of the spell last 1d6 rounds perlevel of the caster. The caster should not be toldthe duration of the spell.❊

Jibril’s Anti-Magic Shield (Alteration)

Range: 0Components: V, S, MDuration: 1 round/levelCasting Time: 1Area of Effect: One mage/three levelsSaving Throw: None

The recipients of this spell are made moreaware of the magic around them and are alsomore able to affect it. They therefore have amagic resistance of 5% per level of the caster.A dispel magic is only half as likely to dispelthis spell. Note: this spell only effects Mages.

The material component for this spell is aclear gem (at least 100 GM worth), which isconsumed by the casting of the spell.❊

Justin’s Mental Map (Divination)

Range: 1 mileComponents: V, S, MDuration: PermanentCasting Time: 10 minutesArea of Effect: 1-mile radius areaSaving Throw: None

Outdoors only, this spell gives the caster anaerial view of the countryside within 1 mile ofthe caster. Only large features visible fromabove are noted, like rivers, woods, fields, largebuildings, and clearings, but not people, caves,small streams, or the like.

The material component is powdered pinealgland.❊

Kiri’s Container (Alteration, Enchant-ment)

Range: TouchComponents: V, S, MDuration: 1 day + 1 day/3 levelsCasting Time: 1 hourArea of Effect: One containerSaving Throw: None

This useful spell will turn one appropriatecontainer (sack, backpack, etc.) into a Bag ofholding of 5000 GP capacity for the durationof the spell.

Anything not removed by the end of thespell’s duration is lost in the astral plane.

The material components are the containerand berry juice that must be stained upon theinsides of the container.❊

Kiri’s Energy Field (Invocation/Evoca-tion)

Range: 3 m/levelComponents: V, S, MDuration: 1 round/levelCasting Time: 4Area of Effect: One 3 m × 3m × 3mcube/

levelSaving Throw: ½

When cast, this spell brings into being a fieldof energy wherever the wizard wants within thearea of effect. The distribution of the cubes isalso under the wizard’s control with the excep-tion that they must all be contiguous. The fielditself can be cold, hot, or electrical at the wiz-ard’s discretion. It causes 1d6 damage plus 1point per level of the wizard (e.g.: a tenth-levelwizard would cause 1d6+10 hit points of dam-age). The damage is delivered once per roundto any being in it with a save for half damage.

The material components is a tinder boxwhich is destroyed when the spell is cast.❊

Kiri’s Smarter Servant (Conjuration/Summoning)

Range: SpecialComponents: V, S, MDuration: Permanent until dispelledCasting Time: 3 roundsArea of Effect: See belowSaving Throw: None

After this spell is cast, a magical and veryskilled servant is called into existence. Thisservant is a combination of butler, chauffeur,cook, etc. who can perform as well as anynormal servant. They are usually created to“keep house” when the wizard is away for longperiods of time or to help in magical research(feeding, fetching etc.).

The servant is AC 6 with 1 hit point per level.It has no attacks.

The material component for this spell is abutler suit and a length of gold wire worth 200GP. The components are reusable.❊

Kiri’s Toy Soldiers (Enchantment)

Components: V, S, MRange: 3 mCasting Time: 5Duration: 1 round/levelSaving Throw: NoneArea of Effect: Special

This spell causes small, specially crafted toysoldiers to become full size warriors under thewizard’s command. One figure can be ani-mated per 4 levels of the wizard (maximum of4). The armour class of the soldier depends onthe material that it is made out of:

MatterMatterMatterMatterMatter ACACACACAC

clay 8wood 6stone 4metal 2

Each figure has 3 hit points per level of thewizard to a maximum of 45. They attack twiceper round as fighters of half the wizard’s levelwith whatever weapons they were created with.Being mindless, they cannot be charmed, putto sleep, dominated, etc...

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The material component is a number of toysoldiers worth not less than 10 GP each.❊

Knots and Binds (Enchantment)

Range: 5 mComponents: V, S, MDuration: SpecialCasting Time: 1 turnArea of Effect: SpecialSaving Throw: None

This is an advanced version of the second-level spell Weave Knots (q.v.). It has all func-tions listed there, and more.

The second spell must be cast immediatelyafter Knot and Binding is cast (add the twocasting times together). Alternatively, two wiz-ards can work on such knots - one casts thisspell, the other casts the intended spell, thenthey combine their efforts.

If the added spell is instantaneous, the sec-ond spell will not activate when it is cast, butrather, its potential will be stored in the thread.The wizard has the option when the Knot spellis cast as to whether permanent or specialduration spells are activated when the knot istied, or when the knot is untied. In such cases,the target is the person to whom the knot istied, or the person who untied the knot.❊

Mimic (Enchantment/Charm)

Range: 3 m/levelComponents: V, S, MDuration: 1 round/levelCasting Time: 4Area of Effect: One creatureSaving Throw: Negates

This spell forces some humanoid creature inthe caster’s line of sight to begin mimicing hisactions. The creature’s actions will directly re-flect those of the caster, regardless of positionor orientation. The creature will be frozen mo-mentarily at the onset of the spell, but after thatsegment of inaction, the creature beginsmimicing the caster.

This can be potentially harmful for the tar-get, if say for example, the caster waves hishand in the vicinity of his neck, and the targethappens to be wielding a sword.

Once the spell is cast, the caster need notbe able to see the target for the target to mimichis actions. The target does get a second saveif forced to do actions that are obviously lethal,such as the aforementioned hand waving ex-ample. If the target passes outside of the rangeof the spell, the spell is broken.

The material component of the spell is asmall ivory figurine, which is broken to bits inthe casting of the spell.❊

Missile Multiplication I (Alteration,Evocation)

Range: TouchComponents: V, SDuration: 1/5 roundCasting Time: 6

Area of Effect: One missileSaving Throw: None

A missile must be fired within the next twelveseconds. This spell makes 3-18 missiles out ofone. Only normal missiles are affected.

The stuff disappears one round after shoot-ing, but their effects stay. A nasty assassin inmy game used the fifth-level version of thisspell with sleep-poison darts to capture a PC.

You have to roll to hit for each missile, by theway. However, if your first missile hits, you havea +3 on all thereafter.❊

Mystyk’s Backlash (Abjuration, Invo-cation/Evocation)

Range: 0Components: V, S, MDuration: 1 round/2 levelsCasting Time: 4Area of Effect: CasterSaving Throw: None

When this spell is cast, the caster is sur-rounded by an invisible shell of energy; thisshell is invisible to the naked eye, but a TrueSeeing spell or similar magic will reveal it, anda Detect Magic spell will detect strong lines ofabjuration magic with weaker evocation lines.While under the protection of this spell, if thecaster is hit in melee, the shell will emit a burstof pure energy that lashes out at the attacker.The energy will inflict an identical amount ofdamage as that inflicted on the caster by themelee attack (the caster still receives normaldamage). If the attacker makes a successfulsave vs. spells, he will only suffer half damage.The shell will continue to emit energy bursts onattackers as long as the spell’s duration lasts,or until the shell is dispelled.

The material component for this spell is asmall, metal shield and a gem worth at least400 GP. Both components are destroyed whenthe spell is cast.❊

Necromantic Runes (Abjuration, Evo-cation)

Range: TouchComponents: V, S, MDuration: Permanent until dischargedCasting Time: 1 turnArea of Effect: Object touchedSaving Throw: 1/2

This spell mimics the fourth-level spell FireTrap in many respects. Unless otherwise noted,follow the description of the Fire Trap spell foreffects.

This spell places mystical runes over thearea to be warded. Chance for detection ofthese runes is as per detection of a Fire Trapspell.

Anyone not attuned to these runes (as perthe Fire Trap spell) who disturbs them will causea violent explosion of negative planar energywhich will sap life energy from all in the areaof effect.

Damage is thus the same as per Fire Trap,but as the damage is not fire-based it is dam-aging only to living creatures. This spell has noaltered effects underwater as does Fire Trap.

The material component for this spell is a bitof wraith or spectre essence.❊

Negative Bolt (Evocation)

Range: 20 m + 3 m/levelComponents: V, SDuration: InstantaneousCasting Time: 4Area of Effect: One creatureSaving Throw: 1/2

This combat spell projects a bolt of nega-tive energy. Some practitioners believe it to bemerely energy from the negative materialplane. Said Spellcasters are wrong. The spellactually projects raw antimatter in a bolt of anti-energy. Materials affected by the bolt tend todisintegrate and be consumed. Spell wardsand defences tend to dissolve also. Specificdefences exist for the genre of spells similarto this one but they are secrets kept for self-defence.

The bolt only does 1d3 per level of the casterbut it also has the effect of dispelling first andsecond level defensive spells. Spells thirdthrough fifth need to make a saving throwbased on that of their caster to save and sixthlevel spells only fail on a 1. Though the dura-tion of any such affected spell is usually re-duced on a ratio to the level of the spell (GMdecision as to what, though I wouldn’t suggestmore than 1/2 duration).❊

Noska Trades’ Endoplasmic Quag-mire (Conjuration, Necromancy)

Range: 10 m/levelComponents: V, S, MDuration: 1 round/levelCasting Time: 4Area of Effect: 24 m diameterSaving Throw: Special

When this spell is cast, a clear mucous-likesubstance rains down upon the area of effectfor one round, in which it reaches a depth of1.2 m. Any creature in the area of effect mustsave vs. spell or be knocked to the ground byglobs of slime and must take 1d3 rounds toregain their feet. Movement through the slimeis 3 m per round and it is 50% probable that acreature trying to move in the area slips andfalls. Creatures with their head(s) beneath theslime must make a Constitution check eachround or take 1d4 points of drowning damage.

Dispel Magic, Disintegrate, or TransmuteWater to Dust will eliminate the EndoplasmicQuagmire.

The material components are a piece offlesh, taken from a human within one roundafter death, and a vial of organic material rot-ten to the point of liquidification.

Source: Ted Dreibelbis.❊

Orko’s Gaseous Form (Alteration)

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Range: TouchComponents: V, SDuration: 1 round/levelCasting Time: 4Area of Effect: Creature touchedSaving Throw: None

This spell allows the recipient and gear hecarries to assume solid or gaseous form, at will,for the duration of the spell. Each change re-quires a full round, with no other actions per-mitted. Gaseous form is transparent and insub-stantial and flows at a base speed of 3 perround. A creature in gaseous form cannot beharmed by magical fires or lightning, but airattacks cause double damage.❊

Orko’s Geyser (Evocation)

Range: 0Components: V, S, MDuration: 1 round/levelCasting Time: 5Area of Effect: 5 m wide, 60 m long

streamSaving Throw: Special

This spell creates a jet of steaming water,that extends 60 m in a straight line and is 5 mwide, from the wizards hand. All fires, normaland magical, will be extinguished. Any creaturestruck by the stream must save vs. petrifica-tion at a -1 or be blinded until the stream ismoved or stopped. Regardless of the savethere will be a substantial amount of damagedone due to the heat (2d6 hp of damage).

The material component of this spell is adrop of water.❊

Pain (Necromancy)

Range: 15 mComponents: V, SDuration: 3 rounds/levelCasting Time: 1Area of Effect: One creatureSaving Throw: Negates

The victim suffers from excruciating painand is unable to cast spells or to move atgreater than half speed. The wizard must con-centrate on the target for the spell to remain inworking.❊

Pander’s Whirlwind Travel (Conjura-tion/Summoning)

Range: 0Components: V, S, MDuration: SpecialCasting Time: 1 roundArea of Effect: SpecialSaving Throw: None or special

This spell encapsulates the caster and pos-sibly more people and/or equipment inside aconjured whirlwind. One of two variations of thisspell may be cast without prior preparation atthe option of the caster.

The first variation is used by the caster forpersonal transportation or protection. While en-capsulated in the whirlwind’s eye the wizardcan view the outside normally and cause thewhirlwind to travel over any relative continuoussurface with short hops over ditches or smallobstacles not over 1.2 m in height being pos-sible. The caster may not carry more than hisnormal encumbrance and all equipment mustbe on his person (exceeding this limit causesthe whirlwind to fizzle). No other creature mayoccupy the whirlwind unless it is carried. Onsolid ground the whirlwind can move up to 240m + 10 m per level above 5th level. Rate ofmovement is the same whether moving uphill,downhill, or on stairs. Over loose sand or marshthe movement rate is 2/3 of normal and overwater the movement rate is 1/2 of normal. Windvelocities can affect the rate of speed. Al-though the caster may cast any spell fromwithin the eye, none will breach the barrier ofthe winds and spells such as Magic Missile,Fireball, or Lightning Bolt will bounce back to-wards the caster, possibly ruining an otherwisefine day.

This variation’s duration is 1 turn per level andcan be turned on and off any time during theduration. It takes 5 segments to turn the windson or off (a good mage would calculate a spellso that it goes off the segment after the whirl-wind stops). The mage is still susceptible tooutside damage from spells, but only takes 1/2 or no damage if saving throws are madewhile inside the whirlwind. Projectiles of a smallnature will not penetrate the winds and themage’s Armour Class and saving throws vs.dodging have a +4 bonus while inside the eyeof the whirlwind.

The second variation is not as fast and can-not be turned on and off (it is only good for aone-way trip). But, its area of effect is a 6 m di-ameter column which is 3 m high (centred onthe caster) and it can carry along anything inthe area of effect on a relatively safe ride overlong distances. Movement conforms as abovebut the base rate is 120 m + 10 m per level ofthe spellcaster over 5th level and the durationis 1 hour per level. All spells cast from insideconform as above, as do effects of area spellscast at the whirlwind. All inside have a +4 Ar-mour Class bonus since they cannot be seenbut there are no dodging bonuses and savesvs. dodging are based on the caster for theentire group. Weight is not a factor when de-termining what is picked up for the ride. Any-thing not securely rooted to the ground will bepicked up. Once started, the winds may onlybe exited or penetrated after start-up by mak-ing a successful saving throw vs. spell at apenalty of -1 for every two levels of the caster,rounded down. Flying creatures who enter orexit from the top have no penalty on their save.Creatures larger than the area of effect will sim-ply push the whirlwind away if they try to enterit. The caster may stop the winds at any time.

The material component of this spell is a pip-er’s flute which is played to bring the whirlwindfrom the elemental plane of Air.

The source of this spell is Pander Pillma.❊

Paranoia (Enchantment, Illusion/Phan-tasm)

Range: 10 m/level

Components: V, S, MDuration: 1 hour + 3 turns/levelCasting Time: 6Area of Effect: One creatureSaving Throw: Special

Paranoia is a spell used to unnerve andfrighten humanoid creatures. If the targetmakes a saving throw vs. spell with a -3 pen-alty (adjusted for Wisdom), then he will greatlydesire to leave his present location, but willsuffer no other ill effects. Elves have a 5%chance to resist the effects of the spell, but stillget a saving throw.

Creatures who fail the saving throw are con-vinced that “everyone is out to get them”. Thespell creates a hallucinatory person who fol-lows the target everywhere, but disappearswhen looked for. The target also has the feel-ing that he is being watched, and in fact has achance (5% per wizard level) of thinking some-one nearby is spying on him. The target be-lieves that everyone is talking about him, es-pecially those whose conversations he can’thear. Remove Curse or Heal will restore theperson’s mind, but Dispel Magic will not. Fur-thermore, any action that requires concentra-tion (spellcasting, turning undead, using apsionic ability or thief skill, etc) has a chanceto fail to the victim’s highly emotional state. Thechance of failure is: (level Paranoia’s wizard *5%) - 30%.

The final result of this spell is that anyonewho fails their saving throw will be brandedinsane or bewitched, and treated appropriately.NPC’s who are subjected to this spell willspend at least the next day sulking, still afraidof everyone (this is not a magical effect, sim-ply an aftereffect). If an NPC knows who castthe spell, they will either be afraid of the wiz-ard (for weaker NPC’s) or very angry (strongerNPC’s).

For example: Two wizards cast Paranoia atStrongarm and Bloodaxe, who are in a largedining room. Bloodaxe makes his saving throw,and becomes aware of something being“wrong” in the room. He leaves, wary of whatmight be out there, but more afraid of what isinside. Bloodaxe suffers no other ill effects.Strongarm fails his saving throw, and becomesconvinced that everyone in the room is eitherplotting against him, or spying on him. In fact,he’s certain that the Duke is spying on him. Notwilling to fight everyone in the room (“they’reall out to get me!”), Strongarm flees. As he runsdown an empty hallway, he gets the feeling he’sbeing followed, and actually sees someone inthe corner of his eye. When Strongarm tries toconfront his shadow, he finds nothing. Once thespell expires, he will still feel uneasy (memo-ries of having everyone against you are noteasily forgotten!), but will no longer act abnor-mally.

This spell was developed by Vanquil as aresponse to another wizard’s powerful mentalspell, which caused great pain in its victims(specifically, Corinna and her Psiblade. Corinnahas yet to experience a Paranoia spell...). This

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spell does not carry Vanquil’s name since hedoes not wish it to be traced back to him (forgood reason).

The material components are either a lockof hair from a madman or a drop of blood froman assassinated noble or official.❊

Peace and Quiet (Alteration, Enchant-ment)

Components: V, MRange: 0Casting Time: 1 roundDuration: SpecialSaving Throw: NoneArea of Effect: 3 m diameter sphere

To cast the spell, the wizard places a pieceof unspun cotton and a piece of grey glass (thematerial components) within his hands andcasts the spell.

The spell is centered upon the wizard’s hand,which contains the components. The sphere isa hazy grey which cuts out most, but not all,of the light. The sphere also cuts out most, butnot all, of the sound. It creates the effect ofbeing in a darkened room with the doors andwindows closed. Once cast, the sphere doesnot move.

Notes: Great for sleeping in after a lateparty.❊

Pilpin’s Band (Conjuration/summon-ing)

Range: 60 mComponents: V, S, MDuration: 3 turns/levelCasting Time: 1 roundArea of Effect: SpecialSaving Throw: None

This spell summons into existence up to 50instruments that will play any piece of musicfor which sheet music is present. The specificinstruments summoned are decided by thewizard, so the non-weapon proficiency of ar-tistic ability, or musical instrument is requiredby the wizard, or a consultant. The sheet mu-sic is placed on a music stand before the band,and as the music is played the pages areflipped automatically. When the piece of mu-sic is over, placing new music or flipping thepresent one to the first page will start the bandplaying again. The sound volume of the bandis controlled by the wizard.

The material components are a single,golden, miniature replica for every type of in-strument summoned, a full sized silver musicstand, and the appropriate sheet music. Eve-rything but the sheet music is consumed in thecasting.❊

Pilpin’s Fire Carpet (Evocation)

Range: 60 mComponents: V, S, MDuration: Concentration or 1 round/levelCasting Time: 4Area of Effect: 6 m square/levelSaving Throw: 1/2 or Negates

The fire carpet brings forth an immobile,blazing carpet of magical fire of shimmeringcolour — violet or reddish-blue. The spell cov-ers an area of the ground equal to one 6 msquare per level of the wizard and the flamesare 1.2 m high.

The carpet sends forth waves of heat, inflict-ing 1d4 points of damage upon creatureswithin 3 metres. In addition, the carpet inflict2d6 points of damage, plus 1 point of damageper level of the wizard, upon any creature withinthe area of effect. For creatures moving throughthe area, the fire inflicts 2d6 points of damageper 6 m of the area of effect crossed. A suc-cessful saving throw vs. spell (modified byDexterity bonus) will reduce damage to half, ornone if the creature was close to the edge ofthe area of effect.

For example; a tenth-level wizard centres thespell on a fighter. The area of effect is 15 × 12metre. The fighter fails his save and takes2d6+10 points of damage. The warrior thenruns out of the area toward the closest edgewhich is 6 m away. If the warrior was surprisedhe must again roll a saving throw. He again failshis save and takes another 2d6+10 points ofdamage.

Creatures more than 2.4 m tall take only halfdamage. Creatures especially subject to firemay take additional damage, to the DM’s op-tion, and undead always take twice normaldamage. The wall of fire lasts as long as thewizard concentrates on maintaining it, or oneround per level of experience of the wizard, inthe event he does not wish to concentrateupon it.

The material component of the spell is phos-phorus.

Pobithakor’s Alarm (Divination)Reversible

Range: 0Components: V, S, MDuration: 1 day/levelCasting Time: 1 roundArea of Effect: One personSaving Throw: None

This spell, when cast, will detect and in-stantly alert the caster whenever the caster isthe subject of information gathering spells ordivination spells such as ESP or Know Align-ment. The caster will have a general idea ofwhat is being used (mind reading, truth detec-tion, etc.) upon him.

The reverse of the spell will cause the casterto have no chance to discover that such spellsare being used upon him, i.e. the caster wouldnot be able to detect someone scrying uponhim.

The material components of the spell is aneye from a very keen eyed creature such as ahawk or a dragon. The reverse of the spell re-quires that the eye be punctured.❊

Protection from Domination (Abju-ration)

Range: Touch

Components: V, SDuration: 5 rounds/levelCasting Time: 4Area of Effect: One creatureSaving Throw: None

This spell protects the effected creature fromall sorts of domination attacks. This includespsionics and spells which do domination.❊

Rathe’s Mage Lock (Alteration)

Range: TouchComponents: V, S, MDuration: PermanentCasting Time: 1 roundArea of Effect: One portalSaving Throw: None

The Mage Lock spell is an advanced formof the Wizard Lock spell. There are two mainchanges from the latter. First, while the spell isin effect, the portal cannot be damaged or de-stroyed by any physical (not magical) meansshort of an elemental. Note, however, thatmagical means of destroying the door (e.g.Fireball, Disintegrate, etc) still work as normal,and if the door is destroyed, the spell is bro-ken. If the spell is dispelled or negated by anymeans whatsoever (even temporarily), theportal will crumble into dust.

Second, the spell has another application;it can be placed upon an object. The effect ofthis is to allow anyone wearing or carrying theobject to open any Mage Locks by the samecaster. For example, if one of Rathe’s MageLocked bracelets was worn, the wearer couldopen any door Mage Locked by Rathe (but notby any other mage).

The material component is half a pound ofiron filings for the first application and 100 GPworth of diamond dust for the second.❊

Resist Acid (Alteration)

Range: TouchComponents: V, S, MDuration: 1 turn/levelCasting Time: 1 roundArea of Effect: Creature touchedSaving Throw: None

This spell is similar to the third level magespell Resist Electricity (q.v.), except this spellprovides some protection from acid and acidbased attacks.

The material component for this spell is analkaline substance.❊

Reverse (Alteration)

Range: 0Components: V, S, MDuration: InstantaneousCasting Time: 4Area of Effect: One spellSaving Throw: Special

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This spell will change any reversible spell upto fifth level previously cast into its reversedform. Spells cast by the wizard are automati-cally reversed, but those cast by others canresist the spell’s effects as per Dispel Magic.

The material component is a small silvermirror.❊

Rhuva’s Counter-Scry (Divination)

Range: 0Components: V, S, MDuration: 8 hoursCasting Time: 4Area of Effect: 20 m radius sphereSaving Throw: Special

The caster will automatically detect anyscrying attempt in the area of effect. The scryermust make a save vs. spells to realise that thescrying is being tampered with. If he does notimmediately terminate the scrying, the casterof the counter-scry gets a clear image of thespy and a general location. He can cast anyranged spells through the link at the scryer,who receives all normal saves. The caster ofthe counter-scry can also simply jolt the scryer,causing the connection to be terminated. Thedetection of a scrying attempt will interruptspellcasting. (It is suggested that “detectscrying” be made a second level spell, with amore limited duration and vaguer descriptionof the scryer.)❊

Rhuva’s Tracker (Divination)

Range: 10 m/levelComponents: V, S, MDuration: 1 dayCasting Time: 4Area of Effect: One creature or objectSaving Throw: Negates

The mage casts this spell, and hurls a smallcarved scarab at a target within range. A crea-ture or object in a creature’s possession getsa save to avoid the scarab. It clings invisibly toits victim, noticed only in a determined search.The caster then always knows where the vic-tim is (distance & direction), provided it is withinone mile per level, and the target is not en-closed in lead. The tracker can be renewedeach morning by recasting the spell.❊

Rune I (Enchantment)

Range: SpecialComponents: V, S, MDuration: Until DischargedCasting Time: 1 turn/spell levelArea of Effect: VariableSaving Throw: Variable

This spell allows the wizard to inscribe a runecontaining the energies of one spell up to thirdlevel. Instructions of up to 1 word per level maybe given to control the conditions under whichthe spell contained in the Rune is discharged.

The material component is 100 GP worth ofgems and inks per level of the spell containedin the rune.❊

Sarius’ Golden Triangles of Protec-tion (Evocation)

Range: 0Components: V, S, MDuration: 1 turn + 1 round/levelCasting Time: 4Area of Effect: One floating 0.6 m high

triangle plate/levelSaving Throw: None

This spell creates golden, shimmering trian-gular plates of force which move around thecaster in a constant motion, deflecting anymissile, hand, or weapon attacks directed atthe caster. The AC of the mage is improved bya factor of 1 for every three circles still activeand any successful physical melee attack (in-cluding boulders, ballista, or attack forms simi-lar to dragon’s belly flop manoeuvre) will be de-flected automatically. Deflected creatures oflarge-size (or higher) who are deflected muststill land somewhere, possibly injuring friend orfoe. Non-missile attacks by creatures with aneffective strength of 23 or greater require asaving throw versus breath weapons to deflect.

Each triangle is able to sustain 8 hit pointsof damage before disrupting, so if a deflectedattack does not cause enough damage to dis-rupt a triangle (chosen randomly) the trianglewill remain active. For every 5 triangles active,the effects of breath weapons directed at thecaster will be reduced by 1 hit point per dam-age die, with total protection from breath at-tacks becoming a possibility, though, unlessthe breath weapon causes less damage thanthe current hit points of a triangle it will assur-edly disrupt the entire field of triangles in theprocess.

While the triangles orbit the mage he is at a-1 to hit penalty for every triangle active when-ever a to hit roll is needed, including spells. Themage may create fewer triangles than themaximum possible.

The material component(s) of this spell is asingle gold piece for every triangle created. Allpieces are thrown into the air where they dis-appear and are replaced by the floating trian-gles.

The source of this spell is SariusMendlekine.❊

Sarius’ Mage Ward (Enchantment,Alteration)

Range: 0Components: V, S, MDuration: PermanentCasting Time: 1 roundArea of Effect: One amuletSaving Throw: None

This spell is used to create a magical amu-let which, when worn or possessed by a crea-ture, will cause all spells cast by the amulet’screator to affect the creature with different vari-ables of power. All defensive or beneficial

spells will have a +2 (on any applicable die or10% if a percentage die) bonus applied toduration, areas of effect, ranges, or any in-creases in which the bonus would benefit thecreature. All attack or detrimental spells fromthe mage would apply with a -2 (or -10%) pen-alty applied to their operation against the crea-ture. For example, if the mage accidentallycaught an ally (in possession of his MageWard) in the area of effect of his Fireball thecreature would have his needed save reducedby 2 and all damage dice against the creaturewould suffer a -2 penalty, possibly negating theeffect on that creature.

Also, having the amulet in their possession(knowingly or unknowingly, but not forciblyagainst their will) a creature’s base magic re-sistance will automatically be reduced by 2%per level of the mage (at the time of the wardscreation). Possession is considered to bewithin 5 cm of the creature’s body.

The amulet may also be used to negate anyportal or device protections created or cast bythe mage for a one round period. After 10 usesof this nature the amulet crumbles to dust.

The material component of this spell is 10 GPweight of platinum, and a special mold madeof wax and a crushed sapphire worth at least500 GP. Once molten, the platinum is pouredinto the mold and then the spell is cast on thecooling metal.

Note that the amulet does not have to be anycertain shape, and can later have gems(whether magical or not) mounted into itthrough shaping and/or settings made at thetime of molding, but the amulet must not beinjured by this or one 1-7 of the charges will beused.

The source of this spell is SariusMendlekine.❊

Shadow Wall (Abjuration, Conjura-tion)

Range: 1 m/levelComponents: V, S, MDuration: 1 turn/levelCasting Time: 1 roundArea of Effect: 9 m²/levelSaving Throw: None

This spell is exactly like Astral Wall, exceptthat it additionally forbids magical or mysticalsensing through the wall. Thus, Clairvoyance,detect spells, mystical detection abilities, abasilisk’s gaze, etc. will not be able to passthrough a shadow wall. Other effects (includ-ing the duration increase) are as Astral Wall.

The material component is a piece of paperwith a Blindness Glyph of Warding or Symbolinscribed thereupon.❊

Sillvatar’s Dragon Wings (Conjura-tion/Summoning)

Range: 0Components: V, S, MDuration: 2 rounds/levelCasting Time: 4Area of Effect: CasterSaving Throw: None

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When this spell is cast, the caster conjuresa shadowy pair of dragon wings that appearon his body; these wings provide the casterwith the movement (flying) rate of the dragonthat produced the material component. Forexample, if the material component was takenfrom a blue dragon, the caster would be ableto fly at a rate of 30 with an MC of C. The col-our of the wings’ scales will also correspondto the appropriate type. The wings will last for2 rounds per level of the caster, or until dis-pelled.

The material component for this spell is thewing muscle from any type of dragon; thiscomponent is consumed when the spell iscast.❊

Sleep II (Enchantment/Charm)

Range: 60 mComponents: V, S, MDuration: 5 rounds/levelCasting Time: 3Area of Effect: SpecialSaving Throw: None

This spell is the same as the first level Sleepexcept as noted. All creatures to be effectedby the sleep spell must be within the 12 m ra-dius sphere created upon completion of cast-ing. The sphere must be centered on a crea-ture or object within sight and not an area; inaddition the area of effect can not be reduced,although the caster can specify during its cast-ing that creatures closest to the center be ef-fected first dependent upon the hit dice ofthose creatures.

The number of creatures that can be ef-fected is a function of the caster’s level: forevery 2 levels of the caster, 1d6 hit dice,rounded up, can be effected. Example: A fifthlevel wizard could affect 3d6 hit dice of mon-sters. Monsters with 6 + 1 hit dice or more areunaffected. The centre of effect is determinedby the caster although the caster may not bein the area of effect upon spell completion orrisk its effects. The creatures with the least hitdice are affected first (dependent upon thecasters wishes, additionally creatures below acertain hit dice may be excluded), and partialeffects are ignored.

The material components for this spell is apinch of fine sand and rose pedals, or a livecricket.❊

Sleepcloud (Evocation)

Range: 10 mComponents: V, SDuration: 1 round/levelCasting Time: 4Area of Effect: 12 m x 6 m x 6 m cloudSaving Throw: None

This spell is identical in every way toCloudkill, except that instead of slaying its vic-tims, they are put to sleep for 1 hour per levelof the wizard, up to a maximum of 12 hours.They cannot be awakened by any normalmeans until at least 1/4 of the sleep time haspassed.

There is an up side to it, however: if the vic-tims are not disturbed, they will awaken com-pletely refreshed, and will have healed at dou-ble the normal rate due to the depth of theirrest. Consequently, this spell has many benefi-cial uses.

The gas created by this spell is a deep in-digo, and has a pleasant sweet smell as op-posed to Cloudkill’s vile green fumes.❊

Song of Fear (Enchantment/Charm)

Range: 0Components: V, S, MDuration: 1 round/levelCasting Time: 4Area of Effect: 30 m radiusSaving Throw: Negates

By use of this spell, the wizard sings a songof blood-curdling horror, inspiring terror within30 metres his person. All creatures within ear-shot (including allies) must save vs. spell or fleein panic until beyond the radius of effect.

The material component for this spell is apiece of wood that must be broken.❊

Sonoric’s Animal Awareness (Divi-nation, Enchantment/Charm)

Range: SpecialComponents: V, S, MDuration: SpecialCasting Time: 4Area of Effect: One animalSaving Throw: Negates

With this spell, the caster is able to take con-trol any small (size Tiny) creature of less than1+ HD in his line of sight. If the creature isabove animal intelligence, it gets a savingthrow versus spells, a successful save indicat-ing spell failure. The creature is at -4 to save ifthe caster has a good grip on it for the dura-tion of the spells casting. Those creatures of anonmagical nature of less then animal intelli-gence do not get a save. Those of a magicalnature get a save at -4.

Once the caster has control of the animal,while concentrating he can see, hear, etcthrough the animal’s senses. He can also con-trol the animal’s actions, even special move-ment, such as flying, swimming and burrowing,although the if the caster attempts to get thecreature to attack something not below itselfon the food chain, the animal has a (75 - mi-nus caster’s level) percent chance of escap-ing the grip of the spell. While concentrating onthe animal, the caster is incapable of any otheraction.

The caster can maintain control of the ani-mal up to 100 m away, per level of the caster.Those seeing the controlled animal will noticeany strange behaviour it may be exhibiting, ifthey make the appropriate perception checks(i.e. INT check, or save versus paralyzation).The spell is broken if the caster ceases con-centration, or if the animal takes more than 4HP of damage. Otherwise, the spell lasts for aturn per three levels of the caster (i.e. two turnsat fourth, three at seventh, etc).

The material component of the spell is a bitof food, which the target animal would find ap-petising, which is consumed by the caster inthe casting of the spell.❊

Sonoric’s Fly on the Wall (Divina-tion, Necromancy)

Range: SpecialComponents: V, S, MDuration: 2 rounds/levelCasting Time: 1 turnArea of Effect: SpecialSaving Throw: None

This spell creates a spying device out of anordinary flying insect. Upon casting the spellupon an insect, living or dead, the spell grantsthe abilities of limited clairaudience and clair-voyance, centered on the insect. The mage,while concentrating on the insect, can hear anynoise within 4.5 m of the insect. Clairvoyancethrough the insect, however, is rather disorien-tating, and the mage is -2 to hit and AC forthree rounds after breaking concentration. Theinsect has a flying movement rate of 6, and itsmovement is controlled by the concentratingmage.

If concentration is broken before the end ofthe spell duration, the fly drops to the ground,and there is a 75% chance that, if the mageresumes concentration, it will be too damagedto fly again, although the clairaudience andclairvoyance will still work for the remainder ofthe duration. If the fly takes any damage dur-ing the spell, such as being swatted or steppedon, the insect will no longer fly, but, providedthat at least half of the fly remains, theclairaudience and clairvoyance will still work.

The material component of the spell is thebody of a winged insect, living or dead, whichis slain in the casting of the spell.❊

Sonoric’s Spying Minions (Conjura-tion/Summoning, Divination)

Range: SpecialComponents: V, S, MDuration: 1 hour + 1 turn/levelCasting Time: 1 turnArea of Effect: SpecialSaving Throw: None

This spell summons minor etherlings fromthe Ethereal Plane, to serve the caster’s wishes.Etherlings, being rather stupid and weak, areonly suited for simple tasks, such as spying.Upon summoning the creatures, the castermust detail, in simple language, what he serv-ice he wishes the etherlings to perform. Theetherlings, in their stupidity, will be honoured bythe request for service, and will perform thetask to the best of their abilities and compre-hension.

A minor etherling (AC: 2 MV: 60 HD: 2 #AT:1 D: 1-3), is a small, vaguely humanoid appear-ing creature, formed of the stuff of the planeethereal. On the prime material plane, it ap-pears as a hazy, humanoid- shape ghostly ap-parition, about 1 m tall. It moves by flying, andis unobstructed by walls and solid objects,

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save lead, the touch of which sends it back tothe ethereal plane. It is fairly stupid (INT: 5), al-though extremely talkative, and puppyish in itsaffection of the caster. The etherling will do itsbest to please the caster, to the point of be-coming annoying. It does have some specialabilities, making it particularly useful, however.It has a photographic memory, and will neverforget what it saw and heard during its periodof service. It also has the ability to turn smallobjects (one at a time), weighing less than fivepounds, ethereal, allowing it to transport theitem. It can also turn itself invisible at will, al-though those able to see onto the etherealplane will be able to see it clearly. It can pushits movement rate up to 120, for up to a turn ata time. It can only attack things on the ethe-real plane, and even there not very effectively.Finally, the fact that it only partially exists on thePrime Material plane during the spell meansthat it is only hit by magic weapons, and spells.

The spell summons one etherling per threelevels of the caster, one at first, two at fourth,three at seventh, etc. The caster can detailseparate task for each individual etherlingsummoned, and may cast the spell more thanonce during its duration (allowing him to sum-mon a virtual horde), as the spell requires noconcentration after the initial casting. Anetherlings instructions can be facilitated by pic-tures (as in “Follow this *point* man... The onein the painting” or “Follow her *point*... The onein this Phantasmal Force”). It is up to the DMto decide the chance of the etherling gettingconfused, and screwing up the task. I suggestthat it has a 100% chance of getting the taskright, -1% for each word in the description (i.e.10 words, 70% chance), giving a bonus forthings such as pictures, and other helpful ex-amples. If the etherling should encounter anymentally straining problems, such as if its“mark” (he whom it is tailing or spying upon)teleports away, or disguises its features, castsillusions, etc, make an intelligence check forthe etherling, modified by the situation. If theetherling fails, it is hopelessly confused, andreturns to the Ethereal plane. The caster musttake care to give the etherling tasks which itcan complete within the duration of the spell,as the etherling returns to the Ethereal Planeat the end of the spells duration.

Some examples of tasks given to etherlingswould be “Go to the chamber at the end of thehall, stay there, and return to me in 20 minutes,to tell me what you heard and saw.”, or “Go tothis room in the tower of the castle, and bringme back a book that looks like this...”, or “Findthis man, follow him for half an hour, and returnto me, telling me what you witnessed.”, or “Findthis man, and tell him ‘Va banque. The gameis thick’ “, and similar such things. Etherlingsare intelligent enough to follow the spirit of thecommands, provided they are simple enough.Etherlings have an innate sense of direction,and will not get lost on the Prime Material plane.They have the mentalities of young children.They will only perform service on the materialplane.

The material components of the spell aresmall figurines, one for each etherling to besummoned. They must be fairly detailed, andare consumed in the casting of the spell.❊

Spell Tell (Alteration)

Range: Line of SightComponents: VDuration: 1d6 rounds + 1 round/levelCasting Time: 1Area of Effect: The wizardSaving Throw: None

When the wizard casts this spell he is ableto “Spell Craft” with 100% accuracy. He is ableto tell exactly what spell a wizard or priest iscasting, no matter what level the spell, type ofspell, or nature of the spell. He is also able todiscertain the intended effects of the spell. Awizard that has cast Spell Tell and wishes todetermine spells other wizards are casting ispenalized in the initiative roll. He may freelyview one wizard and take whatever other ac-tion he wishes, but for each wizard over onethat he observes, the wizard is at another +1to his initiative. For example, the wizard rolls a5 for initiative, he views 3 wizards to determinewhat spells they are casting, then his modifiedinitiative roll is an 8.❊

Spiritual Triangle (Abjuration, Necro-mancy)

Range: TouchComponents: V, S, MDuration: PermanentCasting Time: 1 turnArea of Effect: SpecialSaving Throw: None

By means of this spell the wizard may in-scribe a Spiritual Triangle (a triangle inscribedin a circle). While within this triangle, the wiz-ard cannot be magically influenced or control-led by any sort of Charm, Suggestion, or Hyp-nosis; nor can the wizard by psychically orspiritually assaulted. The beneficiary of thespell will likewise be unable to cast such spellsfrom within the triangle. An Intelligence checkmust be made to determine if the inscriptionswere made correctly.

The material component for this spell issome incense, worth at least 400 GP.❊

Spirit Skill (Enchantment)

Range: TouchComponents: V, S, MDuration: 1 turn/levelCasting Time: 1 roundArea of Effect: Person touchedSaving Throw: None

This spell transfers skills from a speciallyprepared vessel into a willing recipient.

The material component is a symbol pre-pared using Steal Skill, which must be carriedby the recipient and disappears upon comple-tion of the spell.❊

Star Shield (Evocation)

Range: 10 m + 1 m/level

Components: V, S, MDuration: 3 rounds + 1 round/levelCasting Time: 4Area of Effect: CasterSaving Throw: None

During casting of the spell the caster has tothrow a piece of basalt, the size of a fist, intothe air high above her or his head. Upon reach-ing the climax of the chanting, the rock splitsinto several smaller fragments, which begin torotate around the recipient. The fragments in-crease in speed until the chanting ends, spin-ning round the recipient within a distance ofone metre.

If a creature tries to pass this shield of whirl-ing stones, it suffers 1d4 points of damage perlevel above 6th. The shield Protects from Nor-mal Missiles (as per the spell) with a chanceof 80%. This means that for every incomingmissile a check is made whether it is deflected(s.a.) and in which direction (use scatter dia-gram). Note that this applies also to enchantedarrows, bolts, stones, etc. (per magic “plus”chance of deflection is decreased by 5%, i.e.a sheaf arrow +4 has a chance of 40% to pen-etrate the star shield). The star shield protectsfrom melee weapon attacks, too. Every crea-ture trying to attack the shielded person, re-ceives a penalty of -4 on all to-hit rolls. If theattacker hits, he has to make a DEX check at-3. In case of failure, the fast spinning basaltfragments snatch away the weapon, which ishurled at a random direction (use again thescatter diagram). Anyone who uses a small ormedium weapon to attack, suffers 1d6 pointsof damage from reaching into the whirlingrocks.

The shielded person may move around athalf the normal movement rate, with the starshield following. Any faster movement meansthat the person moves into the rotating frag-ments and thus suffers the damage fromabove. On concentration the person may stopthe rotation of the basalt fragments, for exam-ple he could halt the rocks, in order to pick upan item. Note the star shield follows, even if therotation has stopped. If the recipient of thisspell tries to bring any living being of size smallor larger into the protected area, the spellceases. Note that if the shielded person triesto oppress someone with the star shield, thespell ends abruptly.

The source of this spell is Dalin Najare.❊

Steal Skill (Conjuration)

Range: TouchComponents: V, S, MDuration: SpecialCasting Time: 1 turnArea of Effect: SpecialSaving Throw: None

This spell lets a wizard steal the class-re-lated skills of a willing humanoid victim andtransfer them either to the wizard or to a spe-cial container. The victim drops to first level, andregains levels at the rate of 1 per four hoursthereafter. The caster gains 1/2 the class-re-lated skills of the victim (if stealing from afighter, the caster will gain the ability to wear

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armour and attack with a THAC0 halfway be-tween the fighter’s and the default 20 with anyweapon with which the fighter is proficient; ifstealing from a thief the caster will gain thiefabilities which are the average of the thief’sabilities and the base of 4; in no case will abili-ties go down because of this). Abilities whichare granted by a deity cannot be transferredthis way, nor can spellcasting abilities. Thetransferred abilities fade after one turn perlevel.

The material component is a symbol of theclass to be transferred, specially prepared andcosting not less than 10 GP per level of the tar-get. If the caster wishes, he may imbue thesymbol with these skills rather than using themat the time (in which case it will not disappear).The primary purpose of this use is to providethe material component for Spirit Skill.❊

Sting (Alteration, Evocation)

Range: 50 m/levelComponents: V, S, MDuration: 1 round/levelCasting Time: 2Area of Effect: One magical daggerSaving Throw: None

This spell requires a +1 dagger as a com-ponent. The spell causes the dagger in ques-tion to disappear and attack the victim for theduration of the spell. The dagger attacks as afighter of a level equal to that of the wizardincluding attacks per turn and so on. The dag-ger does not get its magical bonus to attack,unless a dagger better than +1 is used (+2 =+1 to attack, +3 = +2 to attack, etc.). The Stinghowever does negate the use of a shield, if thevictim has one.

A Dimension Door, Astral Spell, Blink or otherlocation blinking spell or spell-like effect willsuccessfully avoid the Sting. The wizard neednot concentrate on the spell for the dagger toattack. The dagger is consumed by the spell.❊

Stone Bridge (Alteration)

Range: 3 mComponents: V, S, MDuration: 1 turn/levelCasting Time: 6Area of Effect: SpecialSaving Throw: None

This spell creates a bridge of up to 4.5square metres + 2.25 square metres per level,across any gap the wizard desires. It is sturdyand safe to walk across, and can bear theweight of an elephant.

The material component of this spell is apiece of rope, which should be knotted to-gether when the spell is cast.❊

Suppress Magic Resistance (Abjura-tion)

Range: 10 m/levelComponents: V, SDuration: 1 round/level

Casting Time: 1 roundArea of Effect: One source of magic re-

sistanceSaving Throw: None

By means of this spell, the caster can tem-porarily suppress the magic resistance ema-nating from one creature or object, thus allow-ing other spells and magical effects to have anincreased chance of effect. The spell affectsone creature or object and the area that itsmagic resistance protects. For example, thisspell can be cast a paladin wielding a holysword that provides magic resistance in a 1.5m radius, and the magic resistance can besuppressed in the entire area of effect. If thereare multiple sources of magic resistance affect-ing the same area, this spell may only targetone of them.

This spell can suppress up to 5% magic re-sistance per level of the caster. Partial effectsare possible. For example, if a 10th level mageis casting the spell at a creature with 80%magic resistance, that creature’s magic resist-ance will be lowered to 30% while this spell isin effect. Of course, this spell will not go intoeffect unless the creature fails its magic resist-ance roll.

The caster must maintain some concentra-tion in order to preserve the spell’s effect. Thecaster may not perform any actions exceptmoving at up to half his normal movement rate.If the caster is successfully attacked, then hisconcentration is also broken. If concentrationis broken, the spell’s effects terminate imme-diately.

The caster, however, may choose to termi-nate the spell in a controlled manner, and dur-ing the last round before the spell is terminated,the spellcaster, in addition to moving at up tohalf his normal movement rate, may also castone spell whose casting time is up to oneround. The target’s magic resistance remainslowered when making its resistance checkagainst this spell. Of course, other spellcastersand devices may also cast spells while thetarget’s magic resistance is lowered, and suchmagic does not terminate the suppress magicresistance spell.

This spell will totally negate a magic resist-ance spell if it is successful at suppressingmagic resistance of a percentage at least ashigh as the percentage given by the magicresistance spell. In such a case, concentrationby the caster is not necessary.❊

Teleport Trace (Divination)

Range: 10 m/levelComponents: SDuration: 10 rounds + 1 round/levelCasting Time: 3Area of Effect: One creatureSaving Throw: None

The wizard casts this spell on a character orcreature who is likely to teleport or employ simi-lar magic in the near future. If the recipient doescast Teleport (or Dimension Door, Word of Re-call, etc.), then the wizard who placed theteleport trace will receive a mental image of thetarget location. The caster of the trace will thenknow his location relative to that of the

teleporter, and he will be able to use his ownteleportation or scrying magic with maximumaccuracy.❊

The Nimbleton Hold (Alteration, En-chantment)

Range: 0Components: V, S, MDuration: 1 dayCasting Time: 1 turnArea of Effect: The wizardSaving Throw: None

By means of this spell, the wizard places anumber of spells “on hold” for the next day. Thespell is intended for casting at night, beforesleep. The held spells are stored in the wizard’smemory for the evening undisturbed. If thewizard is awoke, the spells are available to him,and are used up normally when cast. In themorning, the spells are still retained, and willremain with the wizard as though he had spentthe time to memorize them that morning.

The wizard may retain a number of spell lev-els equal to 9 + 2 per wizard level. (i.e. a ninth-level wizard may retain 27 spell levels worth ofspells).

The material component is any form ofheadpiece (hat, hairnet, comb, skull cap, what-ever) and must be specially enchanted by thecaster of the spell. The cost to construct thisitem is 500 GP. The item must be worn bothwhile memorizing the spells to be retained, andwhen the Hold spell is cast, though not whilecasting the spells.

Note that because a cast spell is lost as perusual, the Nimbleton Hold must itself be memo-rized and cast every day. (Therefore, a ninth-level wizard saves himself 270 minutes memo-rization time in the morning, but at some othertime during the day spend 50 minutes tomemorize and cast the Hold. Thus, his totalsavings are 220 minutes, or three hours fortyminutes. In addition, the wizard may defendhimself with the held spells during the night ormorning before memorizing the next day’slist).❊

Thorgon’s Faithful Steed (Conjura-tion/Summoning)

Range: 0Components: V, SDuration: SpecialCasting Time: 4Area of Effect: SpecialSaving Throw: None

When cast, this spell creates a horse within3 m of the wizard. The horse can pass overnearly any surface and even fly short dis-tances (wizard’s level × 6 m). The horse lasts1/4 day per level of the wizard, or until the wiz-ard loses consciousness. The horse can runat speeds up to 40. The steed will respond per-fectly to the wizard. It has 10 hit points + 2 per

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level of wizard, and can be hit only by +2 orbetter weapons. As the power of the wizardincreases, so does the appearance of thesteed change, i.e. a ninth-level wizard wouldget a good steed, a 20th-level wizard would geta pegasus or similar creature. It can kick for 1to the wizard’s level hit points in damage. Thesteed is immune to normal magical attackssuch as Fireball, lightning and magical ice.❊

Time Warp (Alteration)

Range: SpecialComponents: V, S, MDuration: 3 rounds + 1 round/levelCasting Time: 4Area of Effect: 12 m cube, 1 creature per

levelSaving Throw: Special

This is a combined Haste and Slow spell. Atthe time of casting, the caster chooses whichapplication to use. The effects, as well as range,saving throw, and material components are asper the appropriate spell.❊

Tsugua’s Uncontrollable Hiccups(Abjuration, Evocation)

Range: 0Components: V, S, MDuration: 1 round/levelCasting Time: 1 roundArea of Effect: 0.3 m/level radius globeSaving Throw: Negates

This spell causes the affected creatures tohiccup uncontrollably for the duration of thespell, during which time they will be able to dolittle other than hiccup. Persons entering thearea of affect after the spell is cast will still beaffected, and leaving the area will not stop thehiccups until the spell expires. The wizard andall others in the area are affected (all fightingis at minus half the level of the wizard).

The material component for this spell is awart from a warthog.❊

Turn Acid to Water (Alteration)

Range: 20 m + 1 m/levelComponents: V, S, MDuration: InstantCasting Time: 4Area of Effect: SpecialSaving Throw: Special

This powerful spell enables a magician todissolve any kind of acid. Also the acid ofmagical potions can be transformed into wa-ter, but a saving throw must be made for thepotion. In case of a failure all containing acidis turned to water. Else, the spell has no effect.If cast on pools, affected surfaces, weaponsand items, no saving throw has to be made. Upto ten litres or one potion per level can beturned to fresh water, or the acid of one weaponor item per level can be removed.

For example, a 10th-level mage can turn twopools of acid from killed Kapak into water,make ten potions useless, or remove acid fromten swords or ten affected items in a backpack.

The caster cannot dissolve acid of breathweapons (such as Black Dragons, Giant Slugs,etc. have). After an acid attack he is able torender the remaining acid harmless (e.g., oncorroding items). But he can try destroy theacid shields of some creatures, such as Disirshave. In this case the affected creature is al-lowed to save vs. spells with a penalty of -2.

The material component which is used upduring spellcasting is a piece of soap.❊

Uldark’s Conjured Fireball (Conjura-tion/Summoning)

Range: 10 m + 10 m/2 levelsComponents: V, S, MDuration: InstantaneousCasting Time: 4Area of Effect: 4.5 m radius sphereSaving Throw: 1/2

This spell duplicates the 3rd level spell Fire-ball in most respects; however, instead of shap-ing the Fireball from magical energy as the evo-cation version does, this spell actually conjuresa ball of fire directly from the elemental planeof fire. When the spell is cast, a smallinterdimensional connection opens betweenthe plane of fire and the caster’s plane; theFireball enters through this opening and strikesthe targets as directed by the caster. There isa chance that an extraplanar creature mayenter through the opening as well. The chanceof this occurring is: 20% - 1% per level of thecaster (to a minimum of 1%).

This spell has the same effects (includingdamage) as the evocation version, but it isslightly harder to produce these effects in thismanner; this is reflected in the higher spell leveland the reduced range and area of effect.

The material components for this spell area piece of flint and a pinch of sulphur.❊

Uldark’s Conjured Frost Bolt (Con-juration/Summoning)

Range: 20 m + 10 m/2 levelsComponents: V, S, MDuration: InstantaneousCasting Time: 4Area of Effect: 15 m long x 3 m wide boltSaving Throw: 1/2

This spell is similar to Uldark’s Conjured Fire-ball [q.v]. It conjures a bolt of frost and ice fromthe para-elemental plane of ice. The chancethat an extraplanar creature enters the caster’splane is the same as that of the Conjured Light-ning Bolt spell. The bolt is 15 m long and 3 mwide; anyone hit by the bolt suffers 1d6 pointsof damage per level of the caster (up to a maxi-mum of 10d6). A successful save vs. spells re-duces the damage by half.

The material component for this spell is alarge chunk of ice or snow; this is consumedwith the casting.❊

Understanding (Divination)

Range: 1.50 m/levelComponents: V, SDuration: 1 round + 1 round/levelCasting Time: 4Area of Effect: One creatureSaving Throw: Negates

This spell allows the wizard get use both ESPand Empathy on a creature if it fails a savingthrow vs. spell with a -2 penalty. For more de-tailed information, like memories or motivations,someone else must ask the wizard the ques-tion. The wizard’s player can under no circum-stances supply questions for other people toask! Doing so ends the spell immediately (forc-ing the wizard back into his own mind). Onequestion per round is reasonable for easyquestions, but long or complicated questionscan take longer (up to the DM). A commonlanguage is not needed between wizard andtarget, and the wizard always replies in thetongue he uses most. While the spell is in ef-fect, all the wizard can do is answer questionswithout ending the spell. The spell can beended at any time, simply by willing it to end.

For example: a wizard casts Understandingon a dragon attacking a town, and learns (byESP and Empathy) that it is angry and plansto destroy the town. The wizard’s apprenticeasks the wizard why the dragon is attacking,allowing the wizard to probe the dragon’smemories, and to discover some humans stolethe dragon’s eggs. The wizard lets the spellend, to try to bargain with the dragon.❊

Vander’s Librarian (Conjuration/Sum-moning)

Range: 20 mComponents: V, SDuration: 6 hoursCasting Time: 1 roundArea of Effect: One minor spiritSaving Throw: None

This spell conjures a minor knowledge spiritto search for books and references for the wiz-ard. It can search for titles, specific references,or general subject matter, finding books in thetime it would take a reasonably skilled librar-ian (depends on case). The wizard is freed toconcentrate on more interesting matters, sothis spell roughly doubles a wizard’s researchefficiency.❊

Vandergast’s Forcetrap (Invocation/Evocation)

Range: 5 m/levelComponents: V, SDuration: SpecialCasting Time: 4Area of Effect: One creatureSaving Throw: Negates

When this spell is cast, a shimmering, bluebolt shoots from the caster’s finger towards thetarget; when the target is struck, the bolt erupts

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into multiple bands of force that envelop thevictim. If a successful save vs. spell is made,the spell dissipates and has no effect; other-wise, the bands of force will render the targetcompletely immobile by normal means, as hishands, feet, etc. will be snugly bound. The tar-get may still levitate or employ other means ofmagical movement, but may not walk, castspells requiring a somatic component, or fight.Any size target may be affected by this spell.

The bands of force may not be harmed byweapons or most spells, but may be dispelled;a Wish or Limited Wish will also destroy thebands. The only other way to escape the bandsis to roll a successful bend bars check. Thevictim may make one such attempt eachround; in addition, *one* attempt may be madeeach round from an external source; if anyonetouches the bands after the first external bendbars attempt (including another bend bars at-tempt, striking the bands with a weapon, etc.)the person touching the bands is immediatelytrapped as well, with no save. If two or morepersons are trapped by this spell, each earnsa bend bars roll each round; however, no ex-ternal attempts may be made, or that personwill also become trapped. In any case, if a bendbars roll is successful, the bands break, andthe spells ends immediately.❊

Vanquil’s Backbiter (Abjuration, Evo-cation)

Range: 0Components: V, S, MDuration:Casting Time: 2 roundsArea of Effect: The wizardSaving Throw: None

Vanquil’s Backbiter is a way of protectingagainst a thief’s backstab attack. The spell istriggered when any non-missile, non-energy(i.e., magic, psionics, breath weapon, etc.) hitsthe wizard from behind without his knowledge.A backstabbing thief or an invisible or silencedfighter counts, so long as the wizard is sur-prised. The spell is considered activated whenthe weapon of such a person comes within 8cm of the wizard’s back. Activation requires nothought or effort from the wizard, but the Back-biter cannot be consciously activated. Whenactivated, the spell instantly creates a briefStoneskin effect on the wizard’s back, prevent-ing the weapon from doing any damage (onthe first attack). It then releases a burst of en-ergy missiles (similar to a Magic Missile) at thebackstabber, causing 1d2 hp of damage perlevel (up to a maximum of 10d2). The energymissiles never miss, and a Shield or ProtectionFrom Normal Missiles will not prevent damage.Duration is 4 hours plus 1 hour/level or until thespell is discharges.

Only one Backbiter can be in effect at anyone time. If another is cast before the first isused, it is lost.

The material components are a small dia-mond of any size and the eyes of a commonhousefly.

Source: Joe Delisle.❊

Vanquil’s Cellular Regeneration(Necromancy)

Range: TouchComponents: V, S, MDuration: 4 roundsCasting Time: 4Area of Effect: One creatureSaving Throw: None

Cellular Regeneration is a spell that in-creases the growth rate of the body’s varioustissues, causing them to mend together faster.Once the recipient is touched, the spell beginsto work, restoring damage according to thetable below:

RoundRoundRoundRoundRound HealingHealingHealingHealingHealing

1 1 hp of damage2 1d4 hp of damage3 1d4 hp of damage4 1 hp of damage

If the recipient performs any strenuous ac-tivity during the spell duration (like combat,casting spells over third level, or using a psionicpower that requires a Constitution check), thespell is immediately aborted. All hit points aregained at the end of the appropriate round.Due to the stress of regeneration, this spellcannot be cast more than once per person forincreased healing. For the spell to be effectiveagain, the recipient must take more damage.

The material component is a piece of trollflesh that has been burned in acid.

Note: this spell is intended to give wizardssome curative abilities, not to replace priests.The spell is much less powerful that theequivalent Cure Serious Wound, both in termsof damage and limitations. I would suggest thatDM’s limit the spell to be useful to a singleperson only once per day (regardless of inju-ries). If you wish to increase the level of thespell, that’s up to you. I would not recommendbanning it - unless all the NPC necromancersin your world are murderous scum with anobsession for dead things.❊

Vanquil’s Iceball (Evocation or Conju-ration)

Range: 100 m + 10 m/levelComponents: V, SDuration: InstantaneousCasting Time: 4Area of Effect: 6 m radius sphereSaving Throw: ½

There are actually 2 different Iceball spells:an evocation version and a conjuration version.Both versions do 1d6 hp of damage per level,up to 10d6 of damage, with a saving throw forhalf damage. The area of effect is a sphere witha 6 m radius. The spells differ as follows:

Evocation version: The spell drains thermalenergy from the affected area, producing in-tense cold. There is no pressure caused by theIceball, so unlike a Fireball, the chilled areaconforms to the surroundings (like Snilloc’s

Snowball Swarm). Therefore, it can be used inconfined areas without the danger of a back-fire. The evocation Iceball will freeze all ex-posed liquids and, if cast underwater, will cre-ate a 12 m diameter ball of ice (creatures in-side the area may save vs. paralyzation toavoid entrapment). The ball of ice will immedi-ately float to the surface. Creatures immune tocold take no damage from this version.

Conjuration version: This version draws forthice and cold from the para-elemental plane ofice, causing a destructive blast of ice. Theconjured Iceball will not conform to its sur-roundings, and will expand to its full area ofeffect, just like a Fireball. Underwater, this ver-sion does only 1d4 points of damage per level,and does not create any large pieces of ice.Fragile objects (vials, mirrors, etc) must save vs.crushing blow to survive the ice barrage. Crea-tures immune to cold will still take 1d2 hp ofphysical damage per level (unless immune tonormal missiles). Because this version ac-cesses an elemental plane, it will not functionwhile spelljamming in the Flow or in other situ-ations where access to the elemental planesis cut off.❊

Vanquil’s Lightshed (Alteration)

Range: 60 mComponents: V, SDuration: 1 turn/level or until used upCasting Time: 3 roundsArea of Effect: SpecialSaving Throw: None

Lightshed is a spell that creates multipleContinual Light spheres, one per level. Thewizard can create one Continual Light sphereper round, and can take any actions while thespell is in effect (except cast other spells).Continual Light spheres can be created asoften as the wizard wishes, up to the spell’slimits. The spheres created by Lightshed arepermanent and essentially the same as Con-tinual Light, but Lightshed cannot be usedagainst a living creature (attempting to do sowill end the spell).

Lightshed was created so that a wizardcould quickly and easily “cast” multiple Con-tinual Light spells per day, without wastingevery second-level spell available. This spell isalso useful for wizards who wish to earn moneyby lighting up local castles or dungeons, sincethe “average” price of a Continual Light is 50GP per sphere.❊

Vanquil’s Milling Crowd (Conjuration/Summoning)

Range: 5 m/levelComponents: V, SDuration: 5 rounds/levelCasting Time: 1 roundArea of Effect: SpecialSaving Throw: Negates

Milling Crowd summons people to enter acrowd and interact with the people in the crowd.The conjured people can try to impart oneopinion or emotion of the wizard’s choosing,

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thus changing the crowd’s mood or opinion.Thus, a group of angry protesters could bemade to riot, become less violent, or protest adifferent (but related) topic. The spell summonsone “person” per level, who can only be usedto influence crowd reactions. Any attempts bythe wizard to attack the summoned people,use them as barriers, or use the in any way notassociated with interaction will terminate thespell immediately. The people will be of thesame racial mix as the crowd they must infil-trate (a crowd of 75% humans and 25%gnomes would result in 75% of the summonedpeople to be human, 25% to be gnomish).

The spell can influence a crowd in one of twoways: it can either change the reaction adjust-ment of the crowd by one factor, or it can beused to give the crowd another direction. Forexample, Milling Crowd can either make agroup more hostile or less hostile, or it canchange the group’s focus in some minor way.If the group wanted to hang someone at noon,the spell could “suggest” an alternate meansof execution, or a change in the time of execu-tion, etc.

The saving throw for the crowd uses theaverage hit dice for the saving throw vs. spell.If the wizard is trying to influence reactions, thecrowd has a -3 penalty on the saving throw. Ifthe spell is trying to give the crowd other ideas,the saving throw is made without penalty. De-pending on the nature of crowd and their fo-cus of attention, it is not unreasonable to havesaving throw modifiers from +5 to -5 (rangingfrom agreement with the wizard’s purpose toconsiderable opposition). The spell is not guar-anteed to work if it encounters some form ofabsolute resistance (for example, a local cus-tom dictating the means and time of execu-tion). If the crowd makes its saving throw, it isunaffected. If the roll is a natural 20, the crowdis aware of attempts to manipulate it. It is im-portant to note that the spell does not directlyaffect the crowd in any way, so magic resist-ance is useless and spells like Detect Charmwill reveal nothing.❊

View Past (Divination)

Range: 0Components: V, S, MDuration: 1 turn/levelCasting Time: 1 hourArea of Effect: 5 m/level radius areaSaving Throw: None

When this spell is cast on an area, it allowsthe caster to create a three-dimensional imageof the past in that location. The caster speci-fies the time in the past through the use of thematerial component.

Ten gold pieces worth of gold dust is re-quired for each hour back into the past thecaster wishes to go. Thus, if the caster uses240 GP worth of dust, then he will be able toview the period from 24 hours to the end of theduration of the spell (e.g., if the caster was 10thlevel, then the duration of the spell would befrom 24 hours in the past to 22 hours and 20minutes into the past).

After the spell has been cast, the DM rolls2D10 - 11 to determine the error in the timeframe in turns from the specified time.

The caster should roll 1D20 to determine theclarity of the casting. A die roll of one indicatesthat the scene comes through as shadows ina fog. A die roll of 20 indicates a crystal clearpicture. This roll can be repeated in subsequentcastings, and represents the difficulty in see-ing through time.

Both the following dice rolls can be modifiedby the casters desire based on the followingmodifiers:

Modific.:Modific.:Modific.:Modific.:Modific.: Situation:Situation:Situation:Situation:Situation:

+10 caster participated in theevent

+6 caster very well informed inevent

+4 caster knows an exact quoteduring the event

+2 caster knows something thatwas said at the time

Events that are cloaked by spells that hidethemselves from Clairvoyance also mask outView Past, and thus cannot be seen by thisspell.❊

Wax Impressions (Enchantment)

Range: 0Components: V, MDuration: SpecialCasting Time: SpecialArea of Effect: As far as the sound carriesSaving Throw: None

To cast the spell, the wizard places a lengthof waxed string and some copper coins (thematerial components of this spell) in a clothbag and casts the spell. All the sound heardafter the spell is cast, during a time interval of1 minute per copper coin is “recorded” on thestring. The wizard can record on one string perlevel.

Burning the string will release the sounds inthe same order, frequency, and decibel rangein which they were recorded.❊

Wind Blast (Alteration, Enchantment)

Range: 9 mComponents: V, S, MDuration: SpecialCasting Time: 7Area of Effect: 3 dm³/levelSaving Throw: None

This spell creates a wall of wind. The wallmoves forward at a base movement rate of twotimes the wizard’s level. The wall will rip all loosematerials along with it. This wall will pull alongleaves, papers, twigs, small flying creatures,loose tapestry, and will cause an opponent toloose balance on a 3 in 6 (depending on sizeand weight). The wall of wind puts out fires in

its path and will stop nearly any sort of breathweapon or similar area effect spell or spell-likeeffect.

If cast in an enclosed area it will cause anexplosion (DM discretion on damage). If castat a door, it will likely blow the door down andcause an explosion (treat as Strength = levelof the wizard). When cast in an enclosed area,remember that walls and ceilings may collapseand cause further damage. If two walls of windhappen to be cast at each other add the lev-els of the wizards and roll 1d6 per level fordamage as an explosion reducing in damageby 10 hit points per 1.50 m from impact. The wallof wind will last for 1 round per four levels of thewizard.

The material component for this spell is afan, which is not consumed in the casting.❊

Mage Spells Fifth Level

5-Mile Carrier (Alteration)

Range: 0Components: V, SDuration: InstantaneousCasting Time: 1 turnArea of Effect: SpecialSaving Throw: None

Extends the range of any other spell up to 5miles. Can shoot around corners but not in azig-zag shape, e.g. you could cast it with Light-ning Bolt to start the bolt on the other side ofa hill 2 miles away, but the size of the bolt isstill the same.❊

Absorb Level Drain (Abjuration)

Range: TouchComponents: V, S, MDuration: 3 turns/level or until dispelCasting Time: 5Area of Effect: One creatureSaving Throw: Negates

When cast on a subject, this spell absorbsthe next level drain attack on the subject andis then used up. E.g., if the spell were cast ona target who was then later hit by two spectresin the same round, the first hit would only dodamage and not drain levels but the secondhit would drain levels as normal.j

Alpha’s Aurora Borealis (Evocation)

Range: 0Components: V, S, MDuration: SpecialCasting Time: 3Area of Effect: 0.3 m per level radius ringSaving Throw: Special

This spell causes a sheet of dancing, shift-ing light to spring up around the caster, encom-passing any area up to the maximum indicatedby the caster’s level. The Aurora will last as longas the caster concentrates on it (concentrationcan be maintained while moving at half-speed,

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but the caster cannot fight or cast other spells,though speech is allowed), and for an addi-tional 1 round per level after he or she ceasesconcentration.

Any intelligent creature which views the shift-ing, dancing patterns of light must save vs.spells or stand fascinated, watching the inter-play of colours and lights [cf. Hypnotic Pattern].A maximum of 2 HD of creatures per level ofthe caster can be so affected.

Any creature actually touching the Aurora willsuffer 2-12 points of damage, +1 point per levelof the caster. Fungoid monsters, undead, andcreatures native to the plane of shadow suffer2-12 points of damage, +2 points per level, fromthe effects of this spell.

The material component of this spell is aclear gemstone or crystal prism worth not lessthan 100 GP, a glowworm, and a pinch ofphosphorus.❊

Alpha’s Balefire (Conjuration/Sum-moning)

Range: 0Components: V, S, MDuration: SpecialCasting Time: 5Area of Effect: 1.5 × 9 × 4.5 m coneSaving Throw: Special

This spell draws upon a nearly colourless ar-cane effluvium from the Plane of Shadow. Thismystical stuff burns very hot and is extremelyviscous, but rapidly dissolves in the thick sub-stance of the Prime Material Plane. Those in thearea of effect may attempt a save vs. breathweapon to avoid being covered in the stuff. Ifthis save is successful, they are merelysplashed with it. Even this small amount, how-ever, is sufficient to cause half damage for theinitial round, but it burns out in that singleround. Those that fail to save and are struckfully by this ghastly stuff suffer d6 fire damageper two levels of the caster (rounded up), upto a maximum of 12d6. The Balefire clings tothese poor victims and continues to inflictdamage. The damage is reduced by 2d6 eachround, and the it burns until all damage poten-tial is exhausted. This shadow-stuff burns witha colourless fire that can only be extinguishedby magical means (e.g. Wand of Flame Extin-guishing, Fire Quench, Dispel Magic, or a magi-cal cold spell such as Ice Storm, Cone of Cold,Wall of Ice, or Otiluke’s Freezing Sphere, al-though spells involving ice may also cause im-pact damage to the would-be rescue); eventotal immersion in water will have no effect onit. This flame is so hostile to natural (i.e. PrimeMaterial) matter that it will burn through oneinch of wood or soft metal, one quarter inch ofhard metal, or one eighth inch of stone per dieof damage that it would inflict to living targetseach round it is active. Any individual who isstruck fully (i.e. fails to save) must make itemsaving throws vs. magical fire for all exposedequipment in each round that the Balefireclings to him, though these saves are at +1 cu-mulative for each round after the first. Occa-sional dark green or red flickerings can be ob-served in an active Balefire.

The material component is a standard opal(not a black or fire opal) worth at least 500 GPand a bit of pitch.❊

Alpha’s Blue Blaze (Evocation, Con-juration)

Range: 0Components: V, SDuration: InstantaneousCasting Time: 5Area of Effect: 15 m long, 6 m wide at

terminus fan-shaped areaSaving Throw: Special

By utterance and extending either arm, thecaster causes a fanlike sheet of heated, pur-plish, acidic vapours and blue flames to leapforth from his outstretched hand. Any creaturein the area of effect must save twice (once vs.the fire, once vs. the acid) or suffer 1d6 per 2levels of the caster (rounding up) from each ef-fect.

All exposed items must save vs. acid, re-gardless of the result of the save. Item savesvs. magical fire are only necessary if the a vic-tim fails his save vs. that effect.❊

Alpha’s Incantation of ElementalDomination (Abjuration, Enchant-ment)

Range: 0Components: V, S, MDuration: 3 turns/levelCasting Time: 1 turnArea of Effect: CasterSaving Throw: None

In the casting of this spell, the wizard mustchoose one element to have dominance over.Elementals of this plane cannot approachwithin 1.5 m of the caster or attack the casterin any way. The caster can forego this protec-tion if desired, and attempt to charm the el-emental [cf. Charm Monster], applying a -2penalty to the save. If this is attempted, thanthis total ward against elementals is lost.

In any event, any elemental creature (waterweird, xorn, etc.) is at -1 to hit and -1 per die ofdamage when attacking the caster. The castermakes all saves vs. their attacks at +2. Thecasters own attacks are at +4 to hit (or -4 tothe target’s save) and +6 to damage. He canfurther affect any elemental creature with anyweapon, regardless of its level of enchantment.

The caster may converse with creatures ofthe chosen element, and they will respect himif alignments are similar, or fear (if the casterappears strong) or hate and desire to slay (ifthe caster appears weak) if alignments are dis-similar.

The spell’s association with one element re-sults in a saving throw penalty to the casterwhile the spell is in effect, depending on whichelement is chosen:

Air -2 vs. fireEarth -2 vs. petrificationFire -2 vs. water or coldWater -2 vs. electricity

The material component is a substantialamount (at least 90 dm³) of the element in op-position to the element the caster desires todominate.❊

Alpha’s Lightningarmour (Abjura-tion, Evocation)

Range: TouchComponents: V, S, MDuration: 3 rounds/levelCasting Time: 1 roundArea of Effect: Creature touchedSaving Throw: None

The subject of this spell cannot be wearingmetal armour of any sort, nor carrying a me-tallic weapon larger than a short sword. Bracersare permissible. The creature touched is com-pletely protected from electrical damage of anysort so long as the spell is in effect. This pro-tection is not absolute, having a maximum ab-sorption of 10 points of electrical damage perlevel of the caster. Damage is absorbed by theLightningarmour after saving throws and anyother protections have been taken into ac-count. The creature under the effects of thisspell carry a negative electrical charge, andskin-to-skin contact with another creature willcause 1d4 electrical damage with no savingthrow, as will contact through a conductor. Any-one striking the protected creature with a con-ductive object must save vs. paralyzation at +1or drop the object due to temporary numbnessin the member holding the weapon. Thosewithin 1.5 m of a character with this spell ineffect may catch a faint scent of ozone and feeltheir hair standing a bit on end. The materialcomponent of this spell is a bit of copper wireand glass thread wrapped in clay.❊

Alpha’s Moons of Munnopoor (Al-teration, Invocation/Evocation)

Range: 0Components: V, S, MDuration: SpecialCasting Time: 2 roundsArea of Effect: SpecialSaving Throw: None

By the use of this spell, the caster calls uponthe magical influences of the other-dimen-sional Moons of Munnopoor. The caster cancall upon the power of one, two, or all three ofthe Moons. This spell always creates an areaof light equal to the Moonlight spell, centred onthe caster and moving with him. However, thearea of effect is only 50% that of the normalMoonlight spell if one moon’s power is invoked,100% normal is two moons are called upon,and 150% normal if all three moons are utilized.This Moonlight has all of the effects of actualmoonlight under a full moon, including effectson lycanthropes. The duration of this spell isalso determined by the number of Moonscalled upon: if one Moon, the duration is 2rounds per level of the caster; if two, it’s 1 roundper level; and, if all three, it’s 1 round per 2 lev-els of the caster. Besides the light produced

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by the images of the appropriate Moons ap-pearing above the caster, each Moon providesa specific magic-enhancing effect as follows:

Blue Moon: All water-related (including fog-, ice-, and steam-related) spells used by thecaster gain a bonus of +1 per die of damage(though not exceeding the normal maximum—e.g. an Ice Storm spell would inflict 3d10+3damage, up to a maximum of 30) if the spellcauses physical damage, including the dam-age caused by summoned water elementalcreatures; applies a penalty of -4 to savingthrows and -20% to magic resistance to targetsof spells which cause no hit point damage butdo affect an unwilling target in some way; orincreases the duration of other spells of thisgenre which do not fall into the above catego-ries (e.g. Water Breathing, Wall of Fog), dou-bling duration if a 1st-3rd level spell, increas-ing by 50% if the spell is 4th-6th level.

Bright Moon: All spells relating to stars,moons, and other astronomical phenomenaare affected in the same way that water-relatedspells are affected by the Blue Moon.

Silvery Moon: All mind-controlling and influ-encing spells used by the caster apply a -4penalty to saves and a -20% penalty to magicresistance checks by targets of such spells.

The material components for this spell area white pearl or sapphire to invoke the BlueMoon, a diamond for the Bright Moon, and asilver pearl or moonstone for the Silvery Moon.Whatever the combination of moons invoked,the spell also requires a piece of black velvetalong with a crushed pearl and a crushedmoonstone, and a pinch of diamond dust.❊

Alpha’s Saint Elmo’s Fire (Evoca-tion)

Range: 5 m/levelComponents: V, S, MDuration: 1 round/2 levelsCasting Time: 5Area of Effect: SpecialSaving Throw: Special

This spell ionizes the air around the targetof the spell, surrounding him with a blue-white,glowing nimbus of electrically charged air in a1.5 m radius. The target of the spell may savevs. breath weapon at -2 to avoid the spell. Thissave is at an additional -2 if the target is carry-ing large, mostly metallic weapons (e.g. swords,battle axes) or wearing partial metal armour(e.g. studded, ring), and at -4 if wearing fullmetal armour (scale or heavier). If successful,the target will suffer only 3d6 electrical dam-age as he dodges out of the area of effect, andthe spell will then dissipate that round withouta focus to coalesce about. If the save is failed,the victim will suffer 5d6 damage every rounduntil a save vs. breath weapon (with modifiersas for the initial save, but with a +1 cumulativeper round bonus) is successful, at which pointthe spell will dissipate. Any creature enteringthe 15 m radius nimbus suffers 1d6 electricaldamage with no save. Any creature thattouches or is touched by the victim of the spellwill suffer 3d6 damage with no save if the con-tact was skin-to-skin, or 2d6 if it was througha conductor. If the target is in water, the elec-tricity will inflict 3d6 damage with any contact,

2d6 within 15 m, and 1d6 within 45 m. The tar-get of this spell may, if desired, intentionally tryto use the nimbus of electricity and the per-sonal electrical charge as a weapon. Thecaster may end this spell at any point, if de-sired. The material components are phospho-rus, a bit of fur, amber, and a bit of cold iron.❊

Alpha’s Shooting Stars (Conjuration/Summoning)

Range: 15 m/levelComponents: V, S, MDuration: InstantaneousCasting Time: 5Area of Effect: SpecialSaving Throw: Special

This spell creates glowing missiles with flam-ing trails, one for each six levels of the caster(dropping all fractions). The victim of the spellreceives no saving throw, and suffers 4d6 dam-age from the impact and 8d6 from the fieryblast that accompanies the impact. All within1.5 m of the impact point are also in the blastradius, but they may save for half damage. Theoriginal intended target may attempt to save vs.petrification to avoid being struck, this save at-4 if within 6 m and at -2 if within 12 m. If thissave fails, he suffers as above. If he succeeds,however, the shooting star(s) directed at himcontinue on in a straight line to the extent oftheir range, at which point they explode in afiery burst as above. Anyone else in the pathof the shooting star(s) must save as for theoriginal intended target, or become the victimof the spell. If the caster has more than onemissile, he may direct them at one or severaltargets as desired. Anyone within 15 m of thepath of the missile will suffer 2d6 (save for half)fire damage simply from the heat of the pas-sage of the shooting star.

The material component is a bit of meteoriciron and a piece of igneous rock.❊

Alpha’s Spectral Hound (Conjura-tion, Phantasm)

Range: SpecialComponents: V, S, MDuration: 6 turns/levelCasting Time: 1 turnArea of Effect: SpecialSaving Throw: None

This spell brings into being a quasi-realbeast appearing as a war dog with black fur,gray ruff and tail, milky gray eyes, and insub-stantial paws which make no sound. The crea-ture will have average (8-10) intelligence andcan converse with the caster in the commontongue. The creature can fight, attacking as a2+2 HD monster and inflicting 2-8 points ofdamage per hit. It can, however, affect crea-tures struck only by magical weapons. Thebeast itself is AC 0, and can take up to half thecaster’s full hit points (rounding up) beforebeing dispelled.

The Hound can track any creature known tothe caster, provided the caster concentrates ona mental picture of the figure for 2 full rounds.The Hound can follow the trail of such a crea-

ture with 100% certainty, -5% per hour the trailis old. The Hound also has infravision to 90',can spot hidden (such as in shadows) things80% of the time, invisible objects 65% of thetime, and astral, ethereal, or out-of-phase things50% of the time. The Hound normally movesat 12, though it can run at 24 for 3 rounds eachhour. Further, the Hound may cross muddy orswampy ground, or even water, as if were solid,dry ground. The Hound leaves no tracks.

By concentrating for 1 full round, the castercan make use of the Hound’s sensory abilitiesfor as long as desired, though this does notallow communication beyond normal vocalrange.

The Hound is unaffected by any spells whichalter its form (Flesh to Stone, polymorph, etc.)or restrict or affect its movement (Haste, Slow,hold, etc.). If a mind control spell is cast uponthe creature and it fails its save (saving throwsof the Hound are as for the caster), then it willsitself out of existence. It is further immune topoison and death magic. The hound will speakonly to the caster, and, if the caster is killed, fee-ble-minded, charmed, or otherwise mentally in-capacitated, then the hound will immediatelycease to exist.

The material components of this spell arethree canine statuettes; one of ivory or alabas-ter, one of silver or platinum, and one of jet,onyx, obsidian, or ebony. These statuettes mustbe worth at least 200 GP each, and, in thecourse of the spell, the three merge to becomethe Spectral Hound. When the spell ends, theHound simply fades slowly out of existence.❊

Alpha’s Star-Powered Magery (Invo-cation)

Range: 0Components: V, S, MDuration: PermanentCasting Time: SpecialArea of Effect: CasterSaving Throw: None

This spell can only be cast outdoors undera night sky where stars are visible. The spellrequires 2 turns to cast for each level of spellsthe caster is able to cast (e.g. a 12th level wiz-ard can cast 6 levels of spells, and so wouldrequire 12 turns). Upon completion of the spell,the caster’s mind and body are refreshed andrestored as though the caster had rested a fullday. 1-3 hit points, plus the caster’s CON bo-nus, if any, are restored if the caster is at lessthan full health. The power of the spell alsoallows the caster to memorize spells in one-halfthe usual time, save for first level spells, whichmay be memorized in a single round. Duringthe lengthy casting of this spell, the wizard issuffused with a pale white glow, and is fullyaware of things going on nearby. If the spell isinterrupted, either by being struck by an attackor voluntarily by the caster, then the effect iswasted and the caster must sleep for spells asusual.

The material component is a diamond worthat least 1,000 GP.❊

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Alpha’s Starshield (Alteration, Abju-ration)

Range: 0Components: V, S, MDuration: 4 rounds + 1 round/levelCasting Time: 1 roundArea of Effect: CasterSaving Throw: None

When this spell is cast, the wizard’s body issheathed in a nearly skintight magical screen.This screen has the appearance of a blacknight sky filled with stars. Whenever a light-re-lated spell of any sort is cast at the creatureusing the Starshield, the spell will be harm-lessly absorbed and redirected back at thecaster of the spell. This includes such spellsas Light (if cast so as to blind), Colour Spray,Sunray, and Prismatic Spray. An area-effectspell where the caster is the sole target will au-tomatically be reflected in this way. Area-effectlight spells in which others are also targetedhave a chance of being intercepted and redi-rected by the caster as above equal to thecaster’s chance to negate the spell with a Dis-pel Magic spell.

The protected wizard will be unaffected bythe spell in any event and, if the spell is suc-cessfully absorbed, those behind the casterwho would have been in the area of effect arespared the effects of the spell. By making asuccessful check as if to Dispel Magic, thecaster may attempt to pass through a PrismaticSphere or a Prismatic Wall. Darkness spells(e.g. Darkness 4.5 m radius, Nystul’sBlackmote, priest’s Continual Darkness) willalso be reflected, just as light spells are, andthe caster may attempt a saving throw vs.death magic each round to attempt to seethrough any area of magical darkness withinnormal vision range. If outdoors under the nightsky, the caster can see as if in broad daylight,even through magical areas of darkness, andalso absorbs stellar radiation, regenerating 1 hitpoint per round that the spell is in effect.

The material component for this spell is ablack sapphire and a star sapphire, both ofwhich must be worth not less than 1000 GP.❊

Alpha’s Wizard Light (Alteration,Evocation)

Range: 10 m/levelComponents: V, S, MDuration: 1 turn/levelCasting Time: 1 roundArea of Effect: 9 m radius sphereSaving Throw: None

This spell creates a pearly-white globe oflight equivalent to Continual Light (q.v.). Withinthe area of effect, all shadow and darkness(even of magical origin) is dispelled, and allhidden or invisible creatures or objects areoutlined in a pale blue radiance which lasts aslong as the Wizard Light itself, even if the ob-ject or creature so outlined moves out of thearea of effect. Further, all glyphs of warding,symbols, and other magical writings and wardsare revealed, glowing a luminous blue, and thearea of effect of such wards is similarly outlined.

This spell does not reveal astral, ethereal, orout-of-phase creatures, nor does it revealpurely mechanical traps and secret doors, al-though traps or secret doors disguised by orutilising magic will be revealed. A mage usingthe Duo-Dimension (q.v.) spell would appearas a thin line of blue radiance in midair. Thisspell does not reveal what an illusion is hidingnor the appearance of an invisible creature(except for its outline), but merely reveals itspresence and location. Hence, a Cloak of Dis-placement is useless within the Wizard Light.The light does not “set off” magical guards, butit does reveal the form of glyphs and suchthings for possible identification and deactiva-tion.

The material component for this spell is adiamond worth at least 500 GP.❊

Anti-Anti-Magic Shell (Evocation)

Range: 0Components: V, SDuration: 1 turn/levelCasting Time: 1Area of Effect: 1-foot/level diameterSaving Throw: None

This spell prevents the effects of an Anti-Magic Spell within its area of effect, providedthat this spell is cast prior to the casting of theAnti-Magic Shell.

This spell was researched by Grimbor.❊

Auralon’s Deflective Plates (Evoca-tion)

Range: 0Components: V, S, MDuration: 1 turn/levelCasting Time: 5Area of Effect: CasterSaving Throw: None

Casting of this spell creates up to five glow-ing, circular plates of force which hang in theair in a 1 m radius around the spellcaster. Theseplates move to deflect magical energies aimedat the spellcaster of which the latter is aware.The plates are effective against magical rays,beams, bolts and missiles from both spells andmagic items. The target of these offensivespells has only a cumulative 15% chance perplate to be protected against totally accuratespells (such as magic missile), but a 19%chance per plate of avoiding magic requiringa “to hit” roll (such as lightning bolt).

Upon impact with the plates, the offensivemagic is deflected at full strength in a randomdirection away from the target:

1d41d41d41d41d4 DirDirDirDirDirection of deflectionection of deflectionection of deflectionection of deflectionection of deflection(height):(height):(height):(height):(height):

1-2 Same height3-4 Up

1d61d61d61d61d6 (r(r(r(r(relative to defender):elative to defender):elative to defender):elative to defender):elative to defender):

1 Left2 Left and front3 Up in front/Back at rival caster4 Right and front5 Right6 Straight up, or absorbed

and destroys a plate

The plates can be brought down by Disin-tegrate or Dispel Magic, impact with a Rod ofCancellation or Shatter (destroys one plate), ora Limited Wish or Wish. The plates do not pro-tect against nonmagical attacks or magical at-tacks of a type not listed above.

At the end of the spell’s duration, the platesdisappear two per round until all are gone.

The material components for this spell aretiny disks cut from 50 GP gems, one for eachplate to be invoked; the disks are used up inthe casting.

Auralon’s Deflective Plates is a spell Auralondevised in his spare time while serving underthe Mageoclave, and before becoming a mem-ber of that group.❊

Azura’s Death Shadow (Conjuration/Summoning, Necromancy)

Range: TouchComponents: V, S, MDuration: 1 day/levelCasting Time: 1 roundArea of Effect: One personSaving Throw: None

Upon casting a death shadow, the magicuser brings forth a special creature from the el-emental plane of shadow. The recipient of thedeath shadow feels a chilling sensation fol-lowed by warmth as it merges with his actualshadow. Thereafter, once a situation occurswhere the recipient takes a death stroke of anysort (failing to save vs. poison, taking damagefrom an attack which causes death etc.) theshadow pushes him to a place of safety andtakes the death stroke itself, disappearing ina black puff of smoke. The spell may last upto one day per spell level of the caster beforethe shadow departs.

Note that the death shadow does not pro-vide an instant escape route from certain death(e.g., being immersed in acid, falling off a cliff,etc.). It merely takes one death blow whichwould have normally killed the character, andthere must be an immediate place of safetywithin 3 m for the shadow to place its host.

The material components for this spell arecoal, special incense (value 200 GP), and adrop of blood, all of which are burned at thestart of casting.❊

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Mage Spells Fifth Level

Azura’s Soul Whip (Evocation, Nec-romancy)

Range: 20 mComponents: V, S, MDuration: 1 round/2 levelsCasting Time: 5Area of Effect: SpecialSaving Throw: None

When the magic-user casts the soul ship, hecreates a shimmering ebony tendril whichlashes out at one specific creature within 6 m.A “to hit” roll is necessary, but the whip strikesonce per round as a monster of the caster’s hitdice, and on an unmodified roll of 20, the whipentangles its victim for 2-5 rounds (no “to hit”needed during that time). Whenever theweapon touches its target, it inflicts 1d8 + 3damage points, and these points are immedi-ately gained by the spell caster and heals anydamage previously incurred. If the caster’s hitpoints rise above maximum normal hit points,then the extra points will remain for only 1 turn.

The material component is a small leatherwhip.❊

Bigby’s Strangulation (Evocation)

Range: 5 yards/levelComponents: V, S, MDuration: 1 round/levelCasting Time: 6Area of Effect: One creatureSaving Throw: Special

Bigby’s strangulation creates a pair of dis-embodied hands sized for the victim (up to 1foot tall per level of the wizard). These handsmaterialize around the victim’s throat and com-mence strangulation. The victim suffers 1 pointof damage the first round, and each roundthereafter, sustains double the last round’sdamage.

Saving Throws: A save is permitted at thebeginning of the attack, and if successful, thespell is ruined. Each round after the first, a savefor half damage (for that round) is permitted,as the victim is struggling to keep his windpipeopen. Needless to say, the victim may engagein no other activity.

The hands cannot be attacked physically,but a successful Dispel Magic, a wand of ne-gation, a hungry disenchanter, etc. will destroythem. The material component is a pair ofgloves made from the skin of a constrictingsnake, such as a python or boa constrictor.Upon casting, the gloves vanish (and are wornby the strangling hands). Once the spell iscast, the wizard need not maintain concentra-tion for it to work.❊

Blizzard (Evocation)

Range: 10 m/levelComponents: V, S, MDuration: 1 round/levelCasting Time: 5

Area of Effect: 1.5 m/level radius area(30 m maximum)

Saving Throw: Special

This spell causes a blizzard to hit the areaof effect, resulting in the following: movementrate is cut in half due to drifts and wind, nomissile fire or flying due to wind, and all nor-mal flames are extinguished. This will negatea heat metal spell, and affects magical fires asif they had been hit with a Dispel Magic. Thereare no saving throws vs. these effects.

In addition, great chunks of ice and snow fallwithin the area of effect, causing 3d12 pointsof damage per round to anyone caught inside.A successful saving throw vs. spell reducesthis damage to 1/2 the normal amount.

The material components required for thisspell are five acorns and any semipreciousgem worth at least 100 GP.❊

Bone Splinter (Evocation)

Range: TouchComponents: V, S, MDuration: 1 round/5 levelsCasting Time: 5Area of Effect: One creatureSaving Throw: Special

Once this spell is cast, it will affect a singletarget that must be hit in melee by the caster.The target will suffer a minor bone fracturewhen affected by this spell. If the castermisses, additional attacks may be made in fol-lowing rounds, as long as the spell durationallows. The spell ends when a hit is scored, orwhen the duration expires, whichever comesfirst.

The wizard uses his normal THAC0 with a +1“to hit” bonus, but must make a called shot(see The Complete Fighter’s Manual for details)to one of the hit locations listed below; the ap-propriate “to hit” modifier must be applied tothe combat roll. Normal attacks are not con-sidered accurate enough to do any real dam-age with this spell.

The possible hit locations, along with theircombat modifier, restrictions, and effects are asfollows:

Loc-Loc-Loc-Loc-Loc- TTTTTo-hito-hito-hito-hito-hit EfEfEfEfEffectsfectsfectsfectsfectsationationationationation mod.mod.mod.mod.mod.

Head -8 Minor skull fracture: 2d8points of damage (savevs. spell for 1/2 damage)

Arm* -4 Minor broken arm: -2 toSTR & DEX when usingthis arm; -2 to hit, orshield worthless 50% ofthe time

Leg* -4 Minor broken leg: -2 toDEX when using this leg(i.e. defensive adjust-ment); movement rateis at 3/4 normal

Ribs -4 Racked rib: loss of 1d4CON points and suffer1d6 points of damage(no save)

Spine** -8 Cracked vertebrae: savevs. spell or become para-lysed for 2d10 rounds

Pelvis -4 Minor hip fracture: -4 toDEX when using legs;movement rate is at 1/2normal.

* If attacking from the side, only the nearestappendage may be targeted.** The spine may only be targeted if attack-ing from the rear.

Multiple hits inflict cumulative damage. ACure Serious Wounds will heal one of theseeffects, but will not heal any associated hitpoint loss (another cure spell is required to doso). A Cure Critical Wounds will heal two ef-fects, And a Heal will fully restore the victim(unless dead).

The material components for this spell area bit of bone and a small metal hammer, bothof which are consumed when the spell is cast.

(author’s note: the requirement for calledshots is simply for convenience; if the DMwishes to compile a hit location chart, thennormal attacks may be used in addition tocalled shots.)❊

Cantrip Permanency (All)

Range: TouchComponents: V, S, MDuration: SpecialCasting Time: 1 hourArea of Effect: One objectSaving Throw: None

Unlike the eighth-level spell Permanency,Cantrip Permanency must be cast on an ob-ject to be effective. The object must be appro-priate to the cantrip - e.g. a cloth for Polish, apaintbrush for Colour, a salt cellar for Salt.When complete, the duration of the cantrip (orthe number of times it may be invoked) is in-creased dramatically.

There are two ways the spell may be used:

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Mage Spells Fifth Level

Method 1Method 1Method 1Method 1Method 1:1.) Cantrip2.) Cantrip Permanency

Method 2Method 2Method 2Method 2Method 2:1.) Enchant an Item2.) Cantrip3.) Cantrip Permanency

If method 1 is used, the duration of the can-trip is increased to 1d8+4 months. In the sec-ond case, the cantrip is completely permanent.If the cantrip is one that does not have a dura-tion per se (e.g. Exterminate, Polish, Clean),then the power of the cantrip may be invokedfrom the item a maximum of once per hour.❊

Chaos Magic (Alteration)

Range: 1.5 m/levelComponents: V, S, MDuration: PermanentCasting Time: 5Area of Effect: 0.3 m/level radius areaSaving Throw: None

This spell creates a sphere that has all theproperties of a Forgotten Realms™ wild magicarea (see the FR Sourcebook for details). Thearea of chaos magic is permanent until de-stroyed (it may only be destroyed as per a wildmagic area). The sphere of chaos magic isnon-mobile.

The material component for this spell is apint of blood from any chaotic magic-usingcreature. The blood is consumed when thespell is cast.❊

Chelymber’s Improved Non-Detec-tion (Abjuration)

Range: TouchComponents: V, SDuration: 2 turns + 1 turn/3 levelsCasting Time: 4Area of Effect: 6 m radius around person

touchedSaving Throw: Negates

This spell will stop all divination magic lesspowerful than that of True Seeing from prop-erly working. It will also prevent all “Detect . ..”spells of lesser spell level than True Seeingfrom operating properly. This spell will evenstop detection from magical items like a Robeof Eyes, Ring of Invisibility Detection, and innateabilities that perform similar magic to that ofdetect spells lower than True Seeing, etc.❊

Continual Fly (Enchantment)

Range: TouchComponents: V, S, MDuration: SpecialCasting Time: 5Area of Effect: One creatureSaving Throw: Negates

This spell functions as the third-level Fly spellexcept that the duration applies to time actu-ally spent flying, not time elapsed since thecasting of the spell. E.g., you can fly for a totalof 1d6 turns + 1 turn/level. You can use half theduration today and the other half tomorrow.❊

Continual Invisibility (Illusion)

Range: TouchComponents: V, S, MDuration: SpecialCasting Time: 5Area of Effect: One creatureSaving Throw: Negates

This spell causes the subject to becomeinvisible, as per the second-level Invisibilityspell, except that instead of having a durationof 24 hours, it has a duration of 1 turn per levelof the wizard of actual use e.g. if cast at tenthlevel, the subject could decide to use 50 min-utes worth today and the other 50 minutesworth tomorrow. Note that this is not ImprovedInvisibility, i.e. as soon as the subject makes anattack he becomes visible again. While he canbecome invisible next round if there is stillunused duration in the spell, his opponent canmake an attack on him; thus the spell confersno combat advantage after the first round.❊

Continual Secret Light (Alteration)

Range: 60 mComponents: V, MDuration: 1 turn/levelCasting Time: 1Area of Effect: 20-foot radiusSaving Throw: Special

This spell acts the same, compared to Con-tinual Light as Secret Light does compared toLight. Preliminary research seems to indicatethe spell requires at least an ounce of bloodfrom the wizard.

It also seems that it would be possible tomake a magical lantern, whose light would onlybe visible to the person holding it. The exactprocess of its manufacture is not very clear,however, and the spell has been reported tofail regularly.❊

Detect Spell (Divination)

Range: 0Components: V, SDuration: 1 round/levelCasting Time: 1 turnArea of Effect: 30 m radius sphereSaving Throw: None

Spell casting leaves a magical residue in thesurrounding area which this spell is designedto detect. When the spell is cast, the caster canexamine any spell that was cast in this area upto limit of 1 week in the past per level of thecaster.

One spell can be examined per round, withthe spells being detected in reverse chrono-logical order. The information obtained aboutthe spell is as follows:

• When cast• School of magic• Location and area of effect• Relative level of spell• Casting time and duration• Relative level of caster• Means of casting• Possible means of casting include from

memory, from a scroll, and from a natu-ral power.

If the caster needs to examine spells fartherback in the past, then the spell can be re-peated within one day, and the caster can pickup where he left off.❊

Dheryth’s Stone Integrity (Abjura-tion)Reversible

Range: 10 m/levelComponents: V, SDuration: 1 yearCasting Time: 1 turnArea of Effect: One 6 m cube/levelSaving Throw: None

This spell, cast upon a volume of rock, pre-vents the correct operation of the TransmuteRock to Mud spell in the following way:

1. If the caster of Stone Integrity is a higherlevel than the caster of Transmute Rock to Mud,the latter spell automatically fails.

2. If the caster of Transmute Rock to Mud isa level equal to or higher than the caster ofStone Integrity, the former spell has a chanceof correctly operating equal to 10% plus 10%per level that the former wizard is higher thanthe latter. Even if Transmute Rock to Mud works,its area of effect is reduced to a percentageequal to its chance of working. For instance, ifTransmute Rock to Mud has only a 30%chance to work (and does), its area of effectis only 30% of what it should have been. StoneIntegrity grants no other bonuses to the rockand may be dispelled.

The reverse of this spell is Earth Integrity, andprevents the operation of Transmute Mud toRock in a manner like above.❊

Doubled Magic Missile (Evocation)

Range: 60 m + 10 m/levelComponents: V, SDuration: InstantaneousCasting Time: 5Area of Effect: One creatureSaving Throw: None

This spell is identical to the first-level MagicMissile spell, except as noted above and thatone missile is cast per level of the wizard, withno maximum number of missiles imposed onthe wizard.❊

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Mage Spells Fifth Level

Dreamoore’s Greater EldritchSphere (Evocation)

Range: 20 m + 10 m/levelComponents: V, SDuration: SpecialCasting Time: 5Area of Effect: 0.3 m diameter sphereSaving Throw: None

This spell is a similar but superior version ofthe eldritch sphere, inflicting 2d6 base damage+ 3 points per level of the magic-user, up to2d6 + 30 maximum (e.g. a 10 hit die greatereldritch sphere does 32-42 damage points).❊

Dreamoore’s Spellblade (Evocation)

Range: 50 mComponents: V, SDuration: SpecialCasting Time: 1 roundArea of Effect: SpecialSaving Throw: None

The Spellblade is a 0.3 - 1.5 m variable di-ameter rotating circular blade of force whichthe magic-user mentally commands, and hemust concentrate to maintain it (thus any suc-cessful attack against the magic-user ends theSpellblade).

There are actually two variants for the spell,and the type must be selected at the start ofcasting. The first strikes with a +1 to +5 “to hit”bonus (corresponding to the blade’s diameter)and attacks everything within the designatedarea of effect. It inflicts 1d10 base damage + 1damage point per caster’s level. The secondversion directly attacks walls of force, havinga 1% cumulative chance per damage point in-flicted of bringing down a barrier. It has no ef-fect upon other creatures.❊

Dwarf Golem (Conjuration/Summon-ing)

Range: 0Components: V, S, MDuration: PermanentCasting Time: 4 turnsArea of Effect: SpecialSaving Throw: None

This spell enables the wizard to bring to lifea dwarf sized stone golem -which has to beconstructed first - with the following stats:

AC: 2, Move: 6, HD: 10, HP: 45, Number ofAttacks: 2, Damage: 4-10/4-10, Special Attacks:Hurl Rocks for 2d4 points damage, SpecialDefense: None, Magic resistance: Special,Alignment: N, Size: S

This golem is immune to all spells that otherstone golems are. It can produce rocks fromits body and throw them up to a 9 m range. Itcan not take any other actions in any round inwhich it decides to do so, however.

The construction time for the golem is 3months. The golem costs 8000 GP to make,and after casting, the wizard must make a 1d20roll and add 2 to it. If the score is above his

level, the spell fails and a new golem must beconstructed. If it is less or equal, the spellsucceeds.❊

Elemental Square (Abjuration)

Range: 0Components: V, S, MDuration: PermanentCasting Time: 1 turnArea of Effect: SpecialSaving Throw: None

By means of this spell, the elementalist in-scribes a square into a circle. Within the square,the wizard is protected from elementals andelemental forces, though it is impossible to castspells of an elemental nature in order to attackoutside the square or bring elemental forcesinside the square. The material components forthis spell are a vial of water, some dust, andburning incense, that must be placed in threeof the four corners of the square. The wizardmust blow in the fourth corner to complete thespell.❊

Eyeray (Alteration)

Range: SpecialComponents: V, S, MDuration: SpecialCasting Time: 1 turn/4 levelsArea of Effect: The wizardSaving Throw: None

This meta-magical spell enhances the effec-tiveness of all ray-type spells, such as Ray ofEnfeeblement, the cold ray version or OtilukesFreezing Sphere, Sanh’s Ray spells, Disinte-grate, Prismatic Spray, etc. The spell causes theenergies to radiate from the wizard’s eyes in-stead of his hands (the spell is split into twoconverging rays). This affords the wizard bet-ter control of the spell, as he hits what he sees.As a result, all saves against ray-type spells aremade at -4. If the wizard has only one eye, thesaves are at -3.

One ray-type spell can be so affected per 4levels of the wizard. When casting a ray spell,the wizard must declare whether or not theEyeray will be used. The spell is active until allits uses have been exhausted. Only one cast-ing of Eyeray may be active at a time.

The material component is one pair of gemsof the same colour as the wizard’s eyes per 4levels of the wizard, and a few of the wizard’seyelashes. The gems must be worth at least100 GP apiece. If the wizard is missing an eye,only one gem per 4 levels is required.❊

Fellstar’s Flame Cone (Evocation)

Range: SpecialComponents: V, S, MDuration: InstantaneousCasting Time: 5Area of Effect: SpecialSaving Throw: 1/2

This spell creates a cone of fire that streaksfrom the caster’s hand towards the target(s);this cone is 0.6 m wide at the point of origin,7.5 m wide at the base, and is 3 m long forevery level of the caster, up to a maximum of60 m. Anyone caught inside the cone suffers4d8 points of damage, plus 1 point per level ofthe caster (up to a maximum of 4d8 + 20); asuccessful save vs. spell reduces the damageby half. Combustible objects must save vs.magical fire or be consumed.

The material component for this spell is ahandful of red dragon scales that must betossed in the air when the spell is cast; thescales are consumed with the casting.❊

Fire Charm (Enchantment/Charm)

Range: 3 mComponents: V, S, MDuration: 2 rounds/levelCasting Time: 1Area of Effect: 30 m radiusSaving Throw: Negates

This spell causes a beautiful, gossamer veilof multi-hued flame to dance around any nor-mal fire larger than a torch flame. All creatureswithin 30 m of the fire must save vs. spell orbecome transfixed with the spectacle. While socharmed, creatures are subject to Suggestionsof twelve or fewer words, saving at -3 for sug-gestions of average reasonability and sufferingthis second charm for a full 1d6 rounds perlevel of wizard. The Fire charm and sugges-tions are broken by physical attack. The firecharm is also broken by obscurement of thedancing flame.❊

Force Shield (Abjuration)

Range: 0Components: V, MDuration: 5 rounds/levelCasting Time: 1Area of Effect: The wizardSaving Throw: None

This spell creates a magical shield of forcearound the wizard at a 15 cm radius (tootsiesexempted) which absorbs damage at a rate ofone point per round plus one point per twoadditional levels per round. The shield alsoprotects the wizard from biting insects, foulweather, and poisonous gasses. However, thewizard is unable to make physical contact withanything outside (but not under) the shield forthe duration of the spell. The spell may be bro-ken at will. The shield provides total invulner-ability vs. Magic Missile, Power Bolt, Word ofPower, Magic Darts, Mystic Bolt, and ArcaneBolt.

The material component for this spell is asmall shield.❊

Forcewhip (Evocation)

Range: 3 mComponents: V, S, MDuration: 1 round/levelCasting Time: 5

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Mage Spells Fifth Level

Area of Effect: SpecialSaving Throw: None

This spell calls into existence a whiplike ten-dril of force which the wizard grasps and usesto strike foes. The whip inflicts 2d6 hp of dam-age on a hit. The wizard’s effective Strengthwhen using the whip is dictated by his level.Consult the following table for the wizard’s ef-fective Strength.

LevelLevelLevelLevelLevel StrStrStrStrStrengthengthengthengthength LevelLevelLevelLevelLevel StrStrStrStrStrengthengthengthengthength09 09 20 18/6010 10 21 18/9011 11 22 18/9512 12 23 18/0013 13 24 1914 14 25 2015 15 26 2116 16 27 2217 17 28 2318 18 29 2419 18/30 30 25

Beyond 30th level, the spell has reached itsmaximum potential; neither duration nor effec-tive Strength increase. The wizard is treated asa fighter of half his level when casting this spell,and the wizard may cast no other spells whileusing the whip (though he may prematurelyterminate the spell).

The material component is a whip made ofbraided gold and mithril fibre worth at least 200GP.❊

Freamoore’s Spellblade (Evocation)

Range: 50 mComponents: V, SDuration: SpecialCasting Time: 1 roundArea of Effect: SpecialSaving Throw: None

The Spellblade is a 0.3 m up to 1.5 m vari-able diameter rotating circular blade of forcewhich the wizard mentally commands, and hemust concentrate to maintain it (thus any suc-cessful attack against the wizard ends theSpellblade).

There are actually two variants for the spell,and the type must be selected at the start ofcasting. The first strikes with a +1 to +5 to hitbonus (corresponding to the blade’s diameter)and attacks everything within the designatedarea of effect. It inflicts 1d10 base damage + 1damage point per wizard’s level. The secondversion directly attacks walls of force, havinga 1% cumulative chance per damage pointinflicted of bringing down a barrier. It has noeffect upon other creatures.❊

Greenfire (Evocation)

Range: 30 m + 10 m/levelComponents: V, S, MDuration: 1/10 round/levelCasting Time: 5Area of Effect: SpecialSaving Throw: Special

On casting the Greenfire spell, a bolt ofgreen luminescence appears from the magesfingers, and impacts on the target (a madesaving throw means the bolt missed the target,but it hit somewhere...). From this impact point,a green sphere begins to grow, at a rate de-pending on the material consumed. Items inthis area of effect must save vs. disintegrationevery 1/10 round. Items that save halt theprogress of the sphere until they fail their save.Note: the spell expands for a set time, not to aset radius, so an artifact that continues to savewill halt the growth of the sphere for the fullduration of the spell.

Rate of growth:6 m per 1/10 round (yes, 6 m) in air alone:

(not an aerial weapon), but as soon as it hitssomething solid, it will take a 1/10 round to con-sume it.

30 cm per 1/10 round in air/solid mix (cliffface, floor, person).

15 cm per 1/10 round in just rock (ordinaryrock gets no save).

2.5 cm per 1/10 round in water (but drawseverything to it like a Sphere of Annihilation).

Note I: the sphere begins at a 0.3 m radius,and does not appear until the bolt either strikessomething solid or reaches maximum range.

Note II: the point of origin of the sphere re-mains constant, even if in midair.❊

High-Energy Lightning Bolt (Evoca-tion)

Range: 40 m + 10 m/levelComponents: V, S, MDuration: InstantaneousCasting Time: 5Area of Effect: SpecialSaving Throw: 1/2

Like Lightning Bolt but does 1d8 damageper level, maximum 20d8.❊

Improved Fire Ball (Evocation)

Range: 20 m + 10 m/levelComponents: V, S, MDuration: InstantaneousCasting Time: 5Area of Effect: SpecialSaving Throw: 1/2

As its name implies, this is an improved ver-sion of the third level Fireball spell. It has oneof two applications as chosen at the time ofcasting: the first option mimics the Fireball spellin all respects except that damage is 1d8 perlevel of the caster (up to a maximum of 10d8)and saving throws are at -1.

The second version of the spell has a 3 mradius instead of the normal 6 m. Due to thisreduced area of effect, damage is increasedto 1d10 per level of the caster (up to a maxi-mum of 10d10) and saving throws are at -2. Itis like a Fireball spell in all other respects.

The material components for this spell area pinch of sulphur and a fire opal of not lessthan 200 GP in value.❊

Jamye’s Armour Reversal (Abjura-tion)

Range: TouchComponents: V, S, MDuration: 1 round/levelCasting Time: 5Area of Effect: Creature touchedSaving Throw: Special

This spell reverses the effects of armourworn (or lack thereof) on the subject touched,in the sense that melee attacks that wouldhave normally hit the subject will miss, andmelee attacks that would have normallymissed the subject will hit. For example, an AC5 mage that has cast Armour Reversal on him-self is attacked by a 10th-level fighter. Thefighter would normally need a 6 or better to hitAC 5; with this spell in effect, the fighter needsa 5 or *less* to hit AC 5. Note that this spell ismore useful as the amount of armour the sub-ject has on decreases!

All bonuses “to hit” that the opponent haswork in the opponent’s favour, i.e. if the afore-mentioned fighter had a Strength of 17 (+1 “tohit”) and a +2 weapon, these would be *sub-tracted* from the die roll -thus the fighter wouldneed an 8 or less to hit AC 5. Likewise, penal-ties are added to the die roll, penalizing theattacker as usual.

This spell does not affect missile weaponsat all, nor does it affect spell saving throws oranything other than melee weapon attacks. Ifthe subject of the spell is willing to have thespell cast upon him, there is no saving throw;otherwise the subject saves as usual. The spellcan be counteracted by the usual means (Dis-pel Magic, et al.), by another casting of ArmourReversal, or by the 7th-level spell Jamye’s Im-proved Armour Reversal (q.v.).

The material components of this spell are asmall magnet and a diamond of not less than100 GP value.❊

Kalessin’s Long Arm (Conjuration)

Range: 6 mComponents: V, S, MDuration: SpecialCasting Time: 5Area of Effect: SpecialSaving Throw: None

This spell allows the caster to cast variousspells requiring physical contact at range. Thecaster must have a clear view of the creatureto be “touched”, and there can be no obstruc-tions between target and caster.

To use this spell, the caster first casts LongArm, then whatever spell he wants to do atrange, in the following round. If the caster isdisturbed following the casting of Long Arm,the spell is ruined. Disturbance could be any-thing from heavy jostling, to actually takingdamage. If the target moves out of sight beforethe caster can get off the second spell, thespell is ruined. The target gets regular savingthrows for the second spell.

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The material component of this spell is ajade tipped wand, which disappears aftercasting.❊

Kestrel’s Skill Eraser (Necromancy)

Range: TouchComponents: V, S, MDuration: SpecialCasting Time: 5Area of Effect: Person touchedSaving Throw: Negates

This spell makes a character completelyforget a single weapon or nonweapon profi-ciency. The character thus affected forgets anyknowledge about and loses any abilitiesgranted by that particular proficiency, and mayelect either to relearn that proficiency or to learna new one. This learning process, however,takes the remainder of that character’s presentlevel. Basically, he will gain a proficiency slotwhen he attains his next level.

Each application of this spell only affects asingle proficiency slot. For example, if a char-acter had specialized in a weapon, the first useof the spell would erase the benefits of speciali-zation but not the proficiency, and another useof the spell could then be used to erase theproficiency. Similarly, a proficiency requiring twoslots (i.e., healing) would only be reduced tohalf its normal ability check through a singleuse of this spell.

Use of this spell on an unwilling recipientrequires a successful to hit roll, and the sub-ject still receives a saving throw vs. the spell.A priest’s Restoration spell or a Wish can re-store the lost proficiency slot immediately.

The material component is a leaf from a rub-ber plant, which must be rubbed on the per-son to be affected.❊

Kiri’s Excellent Skill (Alteration)

Range: TouchComponents: V, S, MDuration: 2 rounds/levelCasting Time: 1 roundArea of Effect: One personSaving Throw: None

This spell temporarily empowers the recipi-ent with the ability to temporarily use any onenonweapon proficiency of the wizard’s choiceat full, normal ability for the duration of the spell.If the recipient already has the skill, it is in-creased by +2 for the duration of the spell.

The material component is an item relatedto the skill chosen.❊

Kiri’s Mystical Coat of Armour (Ab-juration)

Range: TouchComponents: V, S, MDuration: SpecialCasting Time: 1 roundArea of Effect: One personSaving Throw: None

This spell creates a shimmering field of forcethat completely surrounds the recipient and allof his equipment. The magical armour absorbs2 points of damage per level of the wizard. Thespell protects against physical and elementalattacks but not against falling damage, gas, ormental attacks.

The field offers other benefits: * Immunity tovorpal, sharpness, and assassination attacksif the field still stands after the attack. * No needfor items to save against breath weapon, crush-ing blow, etc. if the field still stands. * Pick pock-ets, poisoned attacks, touch spells will have noeffect with the field in effect.

These benefits and others like it exist due tothe fact that the body cannot be reached untilthe field is destroyed.

The material component for this spell is agilded piece of full plate armour of no less than1000 GP value.❊

Kiri’s Mystical Screen (Abjuration)

Range: TouchComponents: V, SDuration: 3 turns/levelCasting Time: 3Area of Effect: One personSaving Throw: None

When this spell is cast, the recipient is sur-rounded by a grey, repulser like field. The ef-fects of this field is a bonus of 1 to the person’sarmour class per 2 levels of the wizard and 1to the person’s saves per 3 levels of thewizard.❊

Lightning Curtain (Evocation)

Range: 60 mComponents: V, S, MDuration: SpecialCasting Time: 5Area of Effect: 2 m²/levelSaving Throw: Special

When this spell is cast, a crackling, shimmer-ing plane of electrical force will come into be-ing. Anyone passing through the lightning cur-tain will suffer 2d8 points of damage plus onepoint for every level the spellcaster possesses.If the individual passing through the curtain iswearing metal armour or carrying conductiveobjects (swords, iron spikes, etc.) of at least twopounds weight, the damage inflicted by thelightning curtain will be increased two 3d8points plus one point per level of the wizard.No saving throw is allowed for creatures whopass through the curtain, and touching the cur-tain with a metal object has the same effect asif that person had walked through the curtain.

A lightning curtain is also attracted to nearbymetal objects; anyone wearing or carryingsuch an item will be “sparked” by the wall if sheapproaches to within 1.5 m of the electricalplane. Such a “spark” inflicts 1d8 points ofdamage upon the unlucky victim. The wizardwho creates the lightning curtain can cause itto a part for him alone, and the lightning cur-tain will not “spark” him during this time.

The lightning curtain is fairly transparent,allowing persons on opposite sides of it to seeeach other. In addition, the glow of the lightningis sufficient to illuminate the area on either sideof it up to a distance of 3 m. Spells and mis-siles may be cast through the lightning curtain,but at all missiles must successfully save vs.electricity or be destroyed. The lightning cur-tain will not hinder any spells except for elec-trical attacks, which it will absorb. The lightningcurtain will persist for as long as the wizardconcentrates upon it, or for two rounds plusone round per level if concentration is notmaintained.

The material components necessary for thespell are a piece of amber, a bit of fur, and asquare of fine velvet.❊

Lycanthropy (Alteration, Necromancy)

Range: TouchComponents: V, S, MDuration: SpecialCasting Time: 20 minutesArea of Effect: One creatureSaving Throw: Negates

This spell inflicts lycanthropy on a charac-ter or creature. Since it is nonmagical in nature,this lycanthropy cannot be cured by a DispelMagic, though it can be cured in the way ordi-nary lycanthropy can be healed. Note that thevictim must be touched for the entire castingtime for the spell to take effect.

The material component for this spell is alycanthrope’s tooth or a fresh drop of a lycan-thrope’s blood.❊

Magic Mist (Conjuration/Summoning)

Range: 10 mComponents: V, S, MDuration: 1 round/levelCasting Time: 3Area of Effect: SpecialSaving Throw: None

This spell summons a Class III intelligentmist from the elemental plane of air. The crea-ture has spellcasting ability, and can cast itsown spells as well as any spells given to it bythe wizard (if the wizard had the spells memo-rized when he cast the Magic Mist spell).

Other than this increased ability, these mistsconform to the Attacking Mist spell.

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IntelligentIntelligentIntelligentIntelligentIntelligent Class IClass IClass IClass IClass I Class IIClass IIClass IIClass IIClass II Class IIIClass IIIClass IIIClass IIIClass IIIMistMistMistMistMist (Mes-(Mes-(Mes-(Mes-(Mes- (Guar(Guar(Guar(Guar(Guar----- (Monar(Monar(Monar(Monar(Monarchs)chs)chs)chs)chs)

sengers)sengers)sengers)sengers)sengers)dians)dians)dians)dians)dians)

Environment Plane of Air# Appearing 1 1 1Intelligence 10-12 13-15 16-19Alignment Neutral Neutral NeutralHit Dice 2 4 6AC 4 2 2THAC0 17 15 13# Attacks 1 2 1Dmg/Attack 1d2 1d6 1d6Spec. Att. Suffocation Suffocation,

SpellsSpec. Def. DissipateXP Value 300 800 2500

Intelligent mists are normally solitary crea-tures who exists on the elemental plane of air.They normally only occur on the prime mate-rial plane when summoned by a Talking Mist,Attacking Mist or Magic Mist spell, which sum-mons a mist of Class I, II, and III respectively.

Combat: Messenger Mists (Class I) onlyattack in self-defence, and even then they canavoid a conflict by dissipating. Guardian Mists(Class II) attack by making whiplike append-ages semi-corporeal. On an attack roll of 20,the mist has succeeded in either suffocatingits enemy which causes 1d6 point damage foreach roll (no attack roll necessary) until thevictim is dead or the Mist is destroyed.

When a Mist’s hit points reach 0 on the primematerial plane, the creature is not killed, but issent back to it own plane. Killing it on its ownplane does kill it.

Monarch Mists (Class III) have the followingspells which they can cast once per day: Wallof Fog; Fog Cloud; Darkness, 4.5 metres Ra-dius; Gust of Wind; Wind Wall and LightningBolt. They cast these spells as seventh-levelwizards.❊

Master of Arms (Alteration)

Range: TouchComponents: V, S, MDuration: 1 turn/levelCasting Time: 5Area of Effect: One personSaving Throw: None

The recipient of this spell temporarily gainsan extra proficiency in any single weapon upto a double specialization. Note that the spellmay also enable the recipient to use an other-wise non-proficient weapon. The spell lasts forits duration or until another weapon is used bythe recipient. Up to three of these spells maybe stacked on a single weapon, transforminga non-proficiency into a double specialization.

The material component is the weapon inwhich the proficiency is to be gained, whichmust be touched by the recipient of the spelland is not consumed in the casting.❊

Matthias’ Rainbow Doom (Invoca-tion/Evocation)

Range: 10 m + 10 m/levelComponents: V, SDuration: InstantaneousCasting Time: 1 turnArea of Effect: One 3 × 3 m squareSaving Throw: Special

This spell creates 8 types of attacks andhurls them into the target area. The attackforms are: cold, fire, electricity, acid, poison,Magic Missile, energy drain, and physical blow.Any creature hit will be hit by 1 to 6 types ofattack, and each attack does 1 hp per wizardlevel, maximum of 30 hp per type. Note that thecreature can be immune to some attacks andnot others. A successful save reduces eachtype of damage taken by half.❊

Meillikhom’s Room of Seclusion(Alteration)

Range: TouchComponents: V, S, MDuration: 1 week/levelCasting Time: 1 turnArea of Effect: 3 × 3 m areaSaving Throw: None

With this spell, the caster can create an ex-tra-dimensional room (1.5 m cube per level)with one side adjacent to an unbroken 3 × 3metre area (i.e. one that has no doors, windows,or other such openings). The surface area(which must be touched) now acts as a phasedoor into the secluded room. The room can beof any shape and size up to the limit of the spellbut at least one side must be at least a 3 × 3m area. Thus, the room could be rectangular,pyramidal, hemispherical, etc. The room lastsfor 1 week per level of the caster, or until dis-pelled.

The caster may bring any item, materials,etc. as he desires into the room, so long as theobject can fit through the phase door and istouched by the caster (and only by the caster).

At the end of the spell’s duration, anyone oranything still within the room is now trapped inthat extradimensional space. escape is onlypossible through other extraplanar travel. Thisalso occurs when a dispel magic or similarmagic is cast against the phase door area.

The phase door itself is detectable by anymeans available that can detect magical au-ras, but the room itself can only be contactedthrough extraplanar means. Spells such asClairvoyance and Clairaudience would notdetect the extraplanar room but would insteaddetect whatever was on the other side of thephase door surface.❊

Mental Ledger (Alteration)

Range: 0Components: V, S, MDuration: PermanentCasting Time: See belowArea of Effect: CasterSaving Throw: None

This spell enables the caster to record spellsin an unused portion of his brain, just as if it wasrecorded in a spell book. The caster can recordthree spell levels for each level of experience.

This will enable the caster to memorizespells as if the caster were reading the spellsfrom a spellbook.

If the caster wishes to change the spellsmemorized therein, then the caster must recastmental ledger to change the contents.

The casting time of the spell is one hour perspell level to be memorized.

The material components of this spell is aslate of pure quality lead crystal of no less than5000 GP value which disappears after the spellis cast.❊

Missile Multiplication II (Alteration,Evocation)

Range: TouchComponents: V, SDuration: 1/5 roundCasting Time: 6Area of Effect: One missileSaving Throw: None

A missile must be fired within the next twelveseconds. This spell makes 3-18 missiles out ofone. Unlike the fourth level version, the fifthlevel version of this spell will multiply “abnor-mal” missiles, like poison darts, Ballista bolts,catapult rocks and other such things. All othereffects are similar to the spell of fourth level.The possibility of using lethal poison is at theDM’s option.❊

Mordenkainen’s Involuntary Wiz-ardry (Enchantment/Charm, Necro-mancy)

Range: 60 m + 10 m/levelComponents: V, SDuration: InstantCasting Time: 5Area of Effect: One spellcasting creatureSaving Throw: Special

This spell forces a single, randomly chosenspell from the mind of a single spellcastingbeing. Without the target doing any casting (orthe use of any material components), the spelltakes full normal effect on the target being; ifthis is impossible due to the nature of the spell,the target being takes one point of damage perspell level (for instance, Warp Wood, a secondlevel spell, does two points of damage), andthe spell is lost. The target gets a saving throwvs. spell with a -3 penalty to avoid all effects; ifthis succeeds, the involuntary wizardry has noeffect, and is wasted. It is also wasted if caston a being that can’t cast spells. Mordenkain-en’s involuntary wizardry can’t trigger the useof a magical item.❊

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Negate Magic Resistance (Abjuration)Reversible

Range: 0Components: V, S, MDuration: 1 turn/levelCasting Time: 5Area of Effect: 10-metre radius sphereSaving Throw: None

This spell causes all hostile creatures withinthe spell’s range to suffer a penalty to magicresistance checks of 5% per level of the wiz-ard.

The reverse of this spell, Bestow Magic Re-sistance, confers magic resistance of 5% perlevel of the wizard on all friendly creatureswithin the spell’s range. Note that “friendly”refers to the perception of the wizard; thus, aparty member who was secretly planning tostab the wizard in the back would still receiveprotection from the spell.❊

Nightmare (Enchantment/Charm)

Range: 1 mileComponents: V, S, MDuration: 8 hoursCasting Time: 1 turn/levelArea of Effect: One creature/2 levelsSaving Throw: Negates

This dreadful spell causes its victims to suf-fer from wrecking nightmares the night after itis cast, robbing them of any benefit of sleep. Asave vs. death negates the spell’s effect.

If the save is failed, the victim must makeanother save each following night with a +2cumulative bonus to avoid recurrences. Oncea successful save has been made, the night-mares cease. Since the recurring nightmaresare nonmagical, the victim gets the equivalentof 1 hour of sleep per 2 hours.

If another nightmare spell is cast on a vic-tim before he has successfully saved againstrecurrences, he must save at -4, with this pen-alty being applied against his subsequentsaves. This penalty is non-cumulative, i.e. ad-ditional castings will not increase the penaltyto worse than -4.

The material component of this spell is ablack mithril statuette of a nightmare worth atleast 100 GP per level of the wizard.❊

Noska Trades’ Bizarre Insemination(Conjuration, Necromancy)

Range: SpecialComponents: V, S, MDuration: 1 monthCasting Time: 6 hoursArea of Effect: One creatureSaving Throw: Negates

This spell enables the wizard to impregnatethe recipient, be it man, women, or beast, witheither

* the prodigy of the wizard, or * a type I or IImonster of choice.

The impregnation forms anywhere on thecreature, just under the skin. Over a period ofone month the impregnation grows causinggreat pain to the recipient. The damage is 1 hpper day for the first 23 days and 2 hp per dayfor the next 4 days. On the 28th day the im-pregnation breaks through the skin of the spellrecipient, doing 5d4 hp damage, and appearsas an infant of the creature chosen.

Physically removing the impregnation pre-maturely instantly kills it but also does 4d4 hpdamage to the recipient. Dispel evil cast in thefirst week of impregnation will eliminate theeffect.

The wizard needs to know only the name ofthe recipient and must possess some materialof the type of creature being created and somematerial that was possessed by the spell re-cipient (with includes hair, etc.) within 24 hoursof casting.

Source: Ted Dreibelbis.❊

Ouija Board (Divination, Necromancy)

Range: TouchComponents: V, S, MDuration: SpecialCasting Time: 1d10 roundsArea of Effect: One corpseSaving Throw: Special

By means of this spell the wizard and a co-caster may vocally ask questions of the spiritof a dead creature and receive answersthrough the ouija board according to the knowl-edge of that creature. Unwilling spirits mayattempt to fight the power of the ouija boardand may save versus spell as they would havesaved just before they died, and willing spiritswill not be able to find the ouija board 10% ofthe time (-1% for every ten years dead).

The ouija board is an oval slab of polishedwood upon which are carved the numbers andletters of a writing system. In the first round thisspell is cast, the carvings on the board willchange to represent the letters and numbersof the writing system of the creature beingcalled. Note that at least one of the wizards willneed to read that language in order to under-stand the spirits answers. Also on the board arethe words “yes” and “no” for answering simplequestions quickly. These are always in thesame location, so a wizard asking a spirit yes/no questions need not converse in that spirit’slanguage. While both wizards hold oppositeends of a mithril triangle to the face of theboard in which a hollow circle is inscribed, thespirit pushes the hollowed circle over the de-sired symbols.

If two or more necromancers use the ouijaboard together, the wizard’s level is treated asthe sum of both. Otherwise, the co-caster isignored, though this individual must also be awizard.

Occasionally, the spirit may be yanked fromthe board by another, or may grow disinter-ested in the conversation. The chance that aspirit will “stay with it” for each minute of con-versation is (10*level)% for the first minuteminus a cumulative 10% for each additional

minute. Long dead creatures will be more dif-ficult to contact and keep “on-line” once con-tacted.

Having a part of the skeleton of the creaturebeing contacted or being at the place of deathor main place of living or place of burial alsohelps somewhat (+50% for contact and stay-ing).

As a final note, it should be remembered thatthe ouija board is a powerful magical item link-ing the prime-material plane to the variousspirit domains including the plane of the dead.Powerful spirits have been known to use sucha board as an exit from their final places ofrest.❊

Pentagram (Abjuration)

Range: TouchComponents: V, SDuration: PermanentCasting Time: 1 turnArea of Effect: SpecialSaving Throw: None

By means of this spell, the wizard inscribesa pentagram inside which he cannot beharmed by non-elemental forms of magicalenergy, though neither can he attack with suchspells. A save versus Intelligence must bemade to determine whether the inscriptionswere made correctly.

The material component for this spell is thedust of three emeralds to be sprinkled insidethe pentagram.❊

Phantasmal Force I (Illusion/Phan-tasm)

Range: 15 mComponents: V, S, MDuration: 1 round/levelCasting Time: 3Area of Effect: 1.5 m/level radiusSaving Throw: Special

Upon the casting of this spell, an illusion isgenerated which may attack all believing crea-tures within a 1.5 m per level radius of the illu-sion’s epicentre which itself must be within 15m of the wizard. Creatures within the radiusmust make an Intelligence check (at a modi-fier ranging from -5 to +5, depending on theplausibility of the illusion) or believe in the illu-sion’s reality. Creatures which make their Intel-ligence checks may save vs. spell or suffer theillusions effects despite their disbelief. The il-lusion may cause up to 1d6 damage per crea-ture for every round such creatures are in theradius. The wizard must maintain concentrationfor the duration or the magic will dissipate.

The material component for this spell is a bitof fleece.❊

Pilpin’s Enhanced Alarm (Abjuration,Evocation)

Range: 0Components: V, S, MDuration: 2 hours + 1 hour/level

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Casting Time: 1 roundArea of Effect: SpecialSaving Throw: None

This spell is a more powerful version of theAlarm spell. The wizard causes a one-storybuilding, with a base dimension of 120 m by 120m, to react to the presence of any creaturelarger than 45 dm³ in volume or about threepounds in weight. The wizard can Alarm amulti-story building by reducing the base areaproportionally. As soon as any creature entersthe warded area, touches it, of otherwise con-tacts it without speaking a password estab-lished by the wizard, the Enhanced Alarm letsout a loud ringing that can be clearly heardthroughout the area of effect and 100 m be-yond. The sound lasts for one round thenceases. Furthermore, if the wizard is within thearea of effect he will automatically know wherethe alarm was triggered. Ethereal or astrallyprojected creatures do not trigger the alarm,but flying, levitating, invisible, incorporeal orgaseous creatures do.

The material components are a tiny silverbell, a very fine silver wire, a piece of the build-ing to be warded, and a pinch of powderedpineal gland.❊

Pilpin’s Insanity (Enchantment/Charm)

Range: 5 m/levelComponents: V, S, MDuration: PermanentCasting Time: 5Area of Effect: One creatureSaving Throw: Negates

This spell can be rather harmless, or fatal. Aperson (as defined in Charm Person) that doesnot save versus spells is struck with a randomtype of insanity. Roll a 1d20 on the followingtable to determine type (consult DMG pp.83 forexplanations):

RollRollRollRollRoll InsanityInsanityInsanityInsanityInsanity RollRollRollRollRoll InsanityInsanityInsanityInsanityInsanity

1 dipsomania 11 dementia insanitypraecox

2 kleptomania 12 lunacy3 schizoid 13 paranoia4 pathological 14 manic-lair de-

pressive5 monomania 15 hallucinatory6 catonia 16 sado-masochism7 melancholia 17 homicidal8 megalomania 18 hebephrenia

insanity9 delusional 19 suicidal mania10 mania 20 schizofrenia

A person affected by this spell will not no-tice anything different about himself, and -depending on the type of insanity - thosearound him may not notice any difference. Theinsanity is permanent unless negated by aHeal, Restoration, (Limited) Wish, or a success-ful Dispel Magic.

The material component of this spell is a nutshell from a tree standing alone in a field orplain, picked on a new moon, using a clean,white glove.❊

Pilpin’s Power (Enchantment)

Range: TouchComponents: V, S, MDuration: SpecialCasting Time: SpecialArea of Effect: Person touchedSaving Throw: None

Pilpin, a greedy and jealous individual, sawthat priests could imbue spells upon their fol-lowers. He decided that this ability could beused to increase his personal power and reach,as it has. This spell allows the wizard to trans-fer a number of spells, and the ability to castthem, to a another person. Only non-wizards(including rangers under eighth level and pala-dins under ninth) with a minimum Intelligenceof 9 and at least one hit die can receive thisenchantment. The number and level of thespells transferred depends on the recipient’slevel as follows:

Level ofLevel ofLevel ofLevel ofLevel ofRecipientRecipientRecipientRecipientRecipient Spells transferSpells transferSpells transferSpells transferSpells transferrrrrrededededed

1st or 2nd One first-level spells3rd or 4th Two first-level spells5th or 6th Two first- and one second-

level spells7th+ Two first- and two second-

level spells

Only spells with casting times up to 1 roundcan be transferred (i.e., Find Familiar, Identify,Leomund’s Trap, Strength, etc. cannot be trans-ferred). The transferred spells variable charac-teristics (range, duration, area of effect, etc.)function according to the level of the wizardoriginally transferring the spell.

A wizard who transfers spells to anothercreature loses the number of spells he hastransferred until the recipient casts the trans-ferred spells or is slain. For example, a ninth-level wizard with four first- and three second-level spells transfers Magic Missile, CharmPerson, and Invisibility to a sixth-level thief. Thewizard can now have only two first- and twosecond-level spells until the thief casts someof the transferred spells. If the thief casts MagicMissile and Invisibility, the wizard can now havethree first- and all his second-level spells(three).

The casting time is 1 turn plus 1 round forevery spell transferred.

The material components are a drop of thewizard’s and recipient’s blood.❊

Pobithakor’s Protection (Abjuration)

Range: 0Components: VDuration: InstantaneousCasting Time: 1/2Area of Effect: CasterSaving Throw: None

This is an improved version of Pobithakor’sPacifier. When the caster is effected byPobithakor’s Placer spell, this spell can be cast

so that the caster is not pulled to the caster’slocation. This spell simply stops the effect fromoccurring at all.

This spell can also be cast to return ascrying portal to one way only after it has beeneffected Pobithakor’s Tracer spell without hav-ing to resort to Dispel Magic.❊

Rathe’s Contingency Trigger (Altera-tion)

Range: 3 mComponents: V, S, MDuration: SpecialCasting Time: 1 turnArea of Effect: 27 dm³/levelSaving Throw: Special

The Contingency Trigger functions identi-cally to the third level Rathe’s Trigger spell, withone exception: a condition may be applied tothe triggering of the spell (for instance, “trig-ger only if a man wearing green enters thearea”, or “trigger if anything made of gold en-ters the area”). Note however that the spell’s“perception” is restricted to the area of effect.The spell cannot perceive intangibles such asclass, level, or alignment.

The material component is as the Rathe’sTrigger spell, but must be worth twice asmuch.❊

Rhuva’s Wizard Stomper (Divina-tion, Evocation)

Range: 0Components: V, S, MDuration: 4 hours + 10 rounds/levelCasting Time: 5 minutesArea of Effect: 10 m/levelSaving Throw: Special

Designed to prevent the casting of spells inthe area of effect, the wizard stomper producesa nearly uncontrollable surge of energy into awizard who attempts to draw power for a spell.The victim must save vs. spells at -6. Failuremeans the spell is aborted and the castertakes 1d6 damage per level of the spell at-tempted. If the save is made, the spell can becast at +1 on all damage dice, but at doublenormal casting time.

If a wizard has been stomped before, andknows what to expect, the save is only at -3.

The material component is a handful of rubydust worth at least 25 GP.❊

Sanh’s Sunray (Evocation)

Range: 80 m + 10 m/levelComponents: V, SDuration: InstantaneousCasting Time: 4Area of Effect: One creatureSaving Throw: Negates

Sanh’s Sunray is a special spell designed foruse against undead and other foul creaturesof darkness. This ray exactly matches the ra-

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diation mix of pure sunlight; it inflicts 1d4 hitpoints per level of the wizard against livingbeings, not all that impressive at first glance.Undead and other negative matter creaturesfare far worse, sustaining a whopping 1d12 perlevel of the wizard.Saving Throws are the same as per Sanh’s Rayof Light, except that undead save at -4, andundead which are specifically harmed by sun-light suffer the effects of 1 round in the sun perlevel of the wizard in lieu of a normal damageroll (unless, of course, the normal roll would bemore damaging). For fumbled saves, the vic-tim loses one eye, is blinded for 1d6 roundsfollowed by 2d6 rounds in a dazzled state. Thereason this is so is because of the largeamount of ultraviolet light in the ray. Since onlythe source of the light, not the light itself ismagical, magic resistance is ineffective againstthis spell.❊

Sarius’ Ethereal Transfer (Alteration,Enchantment)

Range: TouchComponents: V, S, MDuration: PermanentCasting Time: 5Area of Effect: SpecialSaving Throw: Negates

By means of this spell, a mage is able tocause one creature of his current size class toenter the ethereal plane. Once there, the crea-ture is empowered to exit through any borderethereal curtains onto one of the elementalplanes or the prime material plane unless itwas an unwilling victim of this spell and failedto make its saving throw, although a success-ful Dispel Magic cast on the creature (in a bor-der ethereal curtain) will cause it to exit throughthe border ethereal. Otherwise, the creature isstuck in the ethereal plane until it can find an-other way to transfer from the border etherealinto an elemental or prime material plane.

For every 2 levels of experience over 9thlevel a mage may touch an additional personof his size class and transfer him into the ethe-real plane. The classes are tiny, small, medium,large, huge, and gargantuan. If the caster is ofmedium size he has each touch slot equal to3 tiny, 2 small, 1 medium, 1/2 large, 1/4 huge,and 1/6 gargantuan size classes. Therefore, hewould need 6 slots (i.e., be a 19th level mage)to cast a gargantuan creature into the etherealplane.

Note that a creature’s wisdom bonus or pen-alty against mind effecting spells modifies itssaving throw when it is an unwilling recipientagainst this spell unless it is currently voluntar-ily allowing another spell to be cast upon it, inwhich case it is allowed no saving throw.

The material component of this spell is nor-mally a small piece of cockatrice flesh, butalmost any animal with sensory powers whichextend into the ethereal plane will work.

The source of this spell is Sarius Mendle-kine.❊

Sarius’ Golden Stars of Protection(Evocation)

Range: 0Components: V, S, MDuration: 1 turn + 1 round/levelCasting Time: 5Area of Effect: One floating 0.6 m high

star plate/levelSaving Throw: None

This spell creates golden, shimmering, star-shaped plates of force which move around thecaster in a constant motion, deflecting any mis-sile, hand, or weapon attacks directed at thecaster. The Armour Class of the mage is im-proved by a factor of 1 for every three stars stillactive and any successful physical melee at-tack (including boulders, ballista, or attackforms similar to a dragon’s belly flop manoeu-vre) will be deflected automatically. Creaturesof size L (or larger) who are deflected must stillland somewhere, possibly injuring friend or foe.Non-missile attacks by creatures with an effec-tive strength of 25 require a saving throw ver-sus breath weapons to deflect.

Each star is able to sustain 10 hit points ofdamage before disrupting, so if a deflected at-tack does not cause enough damage to dis-rupt a star (chosen randomly) the star will re-main active. For every 5 stars active, the effectsof breath weapons directed at the caster willbe reduced by 1 hit point per damage die, withtotal protection from breath attacks becominga possibility, though, unless the breath weaponcauses less damage than the current hit pointsof a star it will assuredly disrupt the entire fieldof stars in the process.

While the stars orbit the mage he is at a -1to hit penalty for every star active whenever ato hit roll is needed, including spells. The magemay create fewer stars than the maximum pos-sible. Also, the mage may choose to release upto three stars per round at up to three differentopponents no far ther away from the casterthan 5 m per level and who are in his line ofsight. Released stars act and attack as MagicMissiles and should be considered triplestrength versions of a normal Magic Missile fordefensive considerations. A star (chosen ran-domly from the remaining stars) will do dam-age equal to its current hit points.

The material component(s) of this spell is asingle gold piece for every five-pointed starcreated. All pieces are thrown into the air wherethey disappear and are replaced by the float-ing stars.

The source of this spell is Sarius Mendle-kine.❊

Scrybane (Divination, Enchantment/Charm)

Range: 0Components: V, S, MDuration: InstantaneousCasting Time: 1Area of Effect: One person in a 90 m

radius sphereSaving Throw: Special

For this spell to work, the wizard must castit when he believes that he is being watchedthrough the use of spells or magical scryingdevices (for instance, ESP, Crystal Balls, orWizard Eyes). Immediately after the wizardbeing scryed casts this one-word spell, thescryer may suffer one or more of the followingeffects (roll separate percentile dice for each):

Chance:Chance:Chance:Chance:Chance: EfEfEfEfEffect:fect:fect:fect:fect:

80% Affected as if by the spell Forget55% 2d4 hit points of damage from

the backlash10% Falling into a coma lasting 1-20

days5% Feebleminded, as per the spell

All spell-like effects are at the level of thecaster of the Scrybane. The scryer must makeseparate saving throws to avoid each of theeffects befalling him.

The material components for this spell area dark translucent stone worth at least 500gold pieces, and a small flame.

The spell Scrybane is one of many power-ful “anti-divinatory” spells. A wise mage shouldsomehow acquire one before beginning magi-cal research of his own.❊

Sex Change (Alteration, Evocation)

Range: 5 m/levelComponents: V, S, MDuration: PermanentCasting Time: 5Area of Effect: One creatureSaving Throw: Negates

This spell causes the victim’s sex to change.Thus, a male becomes female and vice-versa.

The wizard can choose to change eitheronly the target’s sex, or to change the target’ssex and entire body, as if the target was bornthe new sex. The target’s clothes may, also atthe wizard’s option, change to fit it. The changetakes 1 round; to dispel the spell, Dispel Magicmust be cast during this period.

At the wizard’s option, the target may bemade to actually think and act as though it wasthe new sex. The chances of this are the sameas for assumption of a new form’s personalitywhen Polymorphed (q.v.): if a d20 roll, madeeach day, is less than or equal to 20 minus thetarget’s Intelligence, the target no longer wishesto return to its own sex and finds it natural toact as its new sex.

The material component for this spell is agolden ring.❊

Sillvatar’s Dragon Claw (Conjura-tion/Summoning)

Range: 3 m/levelComponents: V, S, MDuration: 1 round/levelCasting Time: 5Area of Effect: One creatureSaving Throw: None

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This spell conjures a semi-real, shadowydragon claw anywhere within spell range. Thisclaw will attack any target as directed by thecaster; full concentration is necessary to attackwith the claw; if the caster loses concentration,the claw will hover in place until the casteragain gains control. The claw’s attack uses thecaster’s normal THAC0 and inflicts damageequal to that of the dragon the material com-ponent came from. For example, if the mate-rial component came from a black dragon, theattack inflicts 1-6 points of damage per attack.

For every 5 levels of the caster, one attackwith the claw may be made, up to a maximumof 4 attacks, although only a single attack maybe made in a single round. The claw dissipateswhen the maximum number of attacks ismade, or when the spell duration expires,whichever comes first. The claw may also bedispelled, but may not be harmed by otherattacks.

The material component for this spell is theclaw from any type of dragon; this componentis consumed when the spell is cast.❊

Sillvatar’s Flamestaff (Enchantment/Charm, Invocation/Evocation)

Range: 0Components: V, S, MDuration: 1 round/levelCasting Time: 5Area of Effect: SpecialSaving Throw: 1/2

This spell will enchant one normal staff witha temporary magical dweomer. In order to castthis spell, a ruby worth at least 300 GP is boundto the end of the staff; this gem will glow witha soft light as long as the spell is in effect. Thisspell may have one of two affects as decidedat the time of the casting: the staff may be usedto discharge a Fireball as per the spell; this willhave all the effects (including dice of damage)as if the caster had cast a Fireball spell; dis-charging the Fireball has a casting time of 1. Ifused in this manner, the spell expires after theFireball is used, or after 1 round per level of thecaster has passed (if not used in that time, thespell dissipates, and has no effect).

Alternately, the caster may employ a numberof lesser effects: if the staff scores a hit in com-bat, the staff will discharge a burst of flamesthat will engulf the target; these flames inflict1d4 points of damage, plus 1 point per level ofthe caster (up to a maximum of 1d4+20). Asuccessful save vs. spell reduces the damageby one half; if the save fails, all possessionsmust save vs. magical fire, or be consumed.The staff may be used in this manner once perfive levels of the caster (to a maximum of 4times). If the staff misses its targets, no chargeis used (nor may the caster elect to do so); acharge is used only if a hit is scored. If allcharges are not used in 1 round per level of thecaster, the spell dissipates, and all remainingcharges are lost.

The only material components for this spellare the staff and the ruby; the ruby is con-sumed when the spell ends, but the staff is notaffected.❊

Sillvatar’s Shockingstaff (Enchant-ment/Charm, Invocation/Evocation)

Range: 0Components: V, S, MDuration: 1 round/levelCasting Time: 5Area of Effect: SpecialSaving Throw: 1/2

This spell is identical to Sillvatar’s Flamestaffexcept it may be used to discharge a lightningbolt (as per the spell) or electrical dischargeswhen a hit is scored in combat. Damage, du-ration, etc. are identical to that of the Flame-staff. Saves for possessions are made vs. light-ning for both applications of this spell.

Instead of a ruby, this spell has a sapphirefor a material component; it is consumed whenthe spell ends.❊

Sonoric’s Illusionary Observer (Div-ination, Illusionism/Phantasm)

Range: 100 m/levelComponents: V, S, MDuration: SpecialCasting Time: One turnArea of Effect: SpecialSaving Throw: None

This spell creates the illusion of a creature,up to Medium in size, through which the castergains the advantage of a clairaudience andclairvoyance spell. The caster must determinethe appearance of the illusionary observer,during the casting of the spell. If it is a crea-ture the caster is not familiar with, observers ofthe illusion are at +4 to notice it as such. If thecaster has an accurate drawing or carving ofthe illusionary subject, observers are at -4 tospot the illusion. Those successfully noticingthe illusion see it become merely becometranslucent, it does not disappear. The illusionis incapable of making any sounds, and iscompletely insubstantial, even if someonetouching it is unaware that it is an illusion.

The illusion has a movement rate of 30, andit is capable of passing through solid objects,all save lead, the touch of which cancels thespell. The caster must carefully concentrate onthe illusion (i.e. incapable of other action) to usethe Clairaudience and Clairvoyance powers, aswell as keeping the appearance realistic. If thecaster breaks concentration for some reason,the illusion freezes in whatever position it wasin, until the caster resumes concentration or thespell’s expires.

The material components for this spell area bit of fleece, and a humanoid eye and ear.❊

Sonoric’s Superior Minions (Conju-ration/Summoning, Divination)

Range: SpecialComponents: V, S, MDuration: 1 hour + 1 turn/levelCasting Time: 1 turnArea of Effect: SpecialSaving Throw: None

This spell summons a major etherling, fromthe Ethereal Plane, to do the caster’s bidding.Major Etherlings are fairly intelligent, althoughthey still suffer from summoner-awe. The cas-ter summons one etherling per five levels, forexample two at sixth, three at eleventh, etc. Thesummoned etherlings are eager to serve thecaster, and they are capable of more compli-cated tasks than their lesser brethren.

A major etherling (AC: 0, MV: 60, HD: 4, #AT:2, D: 1-3/1-3, INT: 12) is a man-sized, transpar-ent, humanoid-appearing creature, formed ofthe stuff of the plane ethereal. It has some con-trol over its appearance on the Prime Materialplane, although, regardless of form, they haveblurry outlines, and are partially transparent. Italso moves by flight, although it is sophisti-cated enough to give the illusion of walking.Being mostly on the ethereal plane, it is ableto pass through solid objects, save lead, thetouch of which, if it fails a save versus para-lysation, returns it to the Ethereal plane, can-celling the spell. Major etherlings are fairly in-telligent, and have a 20% chance of knowingany specific minor lore, although it will answersuch a question only once. A major etherlingwill be stricken with extreme respect for thesummoner, and will attempt to follow the spiritof its commands to the best of its ability. It hasthe ability to turn small items, of less than tenpounds in weight, ethereal, allowing it to trans-port the item. It may only carry one such itemat a time, however. It too has a photographicmemory.

Major etherlings are capable of performingcomplicated tasks, and can grasp abstractconcepts. Once given a task, it will remain onthe Prime Material plane until the task is com-plete, or its time runs out. One advantage themajor etherling possess over its lesser breth-ren. However, its ability to move into the Ethe-real Plane, and return to the Prime Materialplane, essentially teleporting. It is also capa-ble of completing tasks on the Ethereal plane,as well as the Prime Material. Again, an intelli-gence check is required for particularly bafflingproblems encountered in its task, and if thetask is rendered somehow incompletable, andthe etherling makes it INT check, it will returnto the caster, and inform him of the problem,before returning to the ethereal plane (forgood).

Being dual-plane beings, they are only hit bymagic weapons, and spells. The material com-ponents of this spell are jade figurines, one foreach etherling to be summoned.❊

Spell Turning (Alteration)

Range: 0Components: V, S, MDuration: 5 rounds/levelCasting Time: 5Area of Effect: The wizardSaving Throw: None

This spell, which was researched byGrimbor, distorts the three normal dimensionswith respect to magic spells directed at thewizard. Any spell cast at the wizard will usuallyrebound, in part or perhaps in whole. When aspell is directed at the wizard, percentile diceare rolled and rounded to the nearest decimal,

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i.e. 1-5 is dropped, 6-9 adds 10, so 05 equals0% but 96 equals 100%. The score of the per-centile dice indicates what portion has beenturned. Damage is awarded proportionally.Saving throws for both opponents are adjustedupward by +1 for each 10% below 100%; i.e.80% equals +2, 70% equals +3, . .. 10% equals+9. See the table below. Spells which normallyallow no saving throw may be negated or in-flict half normal damage if a special savingthrow is made. For each 10% of the spell turned,allow a save of 5% (1 in 20); see the tablebelow. This special saving throw is not modi-fied by race, magic items, or other conditions.

DieDieDieDieDie %%%%% SavSavSavSavSav. Thr. Thr. Thr. Thr. ThrowowowowowSpecialSpecialSpecialSpecialSpecialRollRollRollRollRoll TTTTTurururururnednednednedned BonusBonusBonusBonusBonus SavSavSavSavSav.....ThrThrThrThrThrowowowowow

01-05 0% - -06-15 10% +9 2016-25 20% +8 1926-35 30% +7 1836-45 40% +6 1746-55 50% +5 1656-65 60% +4 1566-75 70% +3 1476-85 80% +2 1386-95 90% +1 1296-00 100% - -

Spell turning does not apply to spells whichaffect an area and are not cast directly at thewizard, nor spells which are delivered by touch,nor magic delivered by devices or at-will abili-ties, such as rods, staves, wands, rings or otheritems, or monsters’ abilities such as a devil’sHold Person or a storm giant’s Lightning Bolt.

If the attacking wizard also has Spell Turn-ing, either through ring or spell, the followingtable applies:

RollRollRollRollRoll EfEfEfEfEffectfectfectfectfect

01-70 Spell drains away without effect71-80 Spell affects both equally at full effect81-97 Both spells (or spell and ring) are

drained permanently98-00 Both individuals sent through a rift to

the positive material plane

The material component of the spell is asmall silver mirror.❊

Summon Warrior (Conjuration/Sum-moning)

Range: 40 mComponents: V, S, MDuration: 3 rounds + 1 round/levelCasting Time: 5Area of Effect: SpecialSaving Throw: None

Within one round of casting this spell, thewizard conjurers 1d3 warriors to aid him. Thesummoned warriors will be of a level equal to1/2 the level of the caster (rounded down) upto a maximum of twentieth level. They will per-

form as per monsters summoned by monstersummoning spells. Note that in certain, circum-stances, adventurers may be summoned (whowill recall the details of their trip). The warriorswill appear anywhere within the spell range asdesired by the caster. The type of warrior sum-moned is as follows:

CasterCasterCasterCasterCaster’’’’’s level:s level:s level:s level:s level: FighterFighterFighterFighterFighter ::::: Ranger:Ranger:Ranger:Ranger:Ranger:Paladin:Paladin:Paladin:Paladin:Paladin:

15 or less 70% 20% 10%16-20 60% 20% 20%21 or more 50% 25% 25%

Equipment and abilities are determined ran-domly.

The material component for this spell is adagger of the finest quality, which is consumedwhen the spell is cast.❊

Superior Sleep (Enchantment/Charm)

Range: 30 m + 3 m/levelComponents: V, S, MDuration: 1 turn/levelCasting Time: 5Area of Effect: 18 m diameter sphereSaving Throw: None

This is a much improved version of the firstlevel Magic User spell Sleep. The creatures af-fected fall into a deep slumber from which theycannot awaken from for at least one turn (un-less a dispel magic is used).

For each creature the caster chooses to af-fect, a certain amount of the spells power isused to put the creature to sleep. An effect dieroll of 4-48 is rolled. This is the number of pointsthat can be used to put creatures to sleep. Ittakes a different number of points per creatureto put a creature to sleep, depending upon itshit dice or level. The caster can keep on puttingcreatures to sleep until all the points are usedup, or there is not enough points left to effectanother creature, or that all the creatures arealready asleep in the area of effect. The pointcosts are as follows:

Hit dice ofHit dice ofHit dice ofHit dice ofHit dice of Max.Max.Max.Max.Max. Max.Max.Max.Max.Max. AAAAAverageverageverageverageveragecrcrcrcrcreatureatureatureatureature toe toe toe toe to CostCostCostCostCost AfAfAfAfAffectedfectedfectedfectedfected Af-Af-Af-Af-Af-fectedfectedfectedfectedfectedbe afbe afbe afbe afbe affectedfectedfectedfectedfected

up to .5 .5 96 60.5 +1 to 01 01 48 3001+1 to 03 02 24 1503+1 to 05 03 16 1005+1 to 07 04 12 0707+1 to 09 06 08 0509+1 to 10 12 04 0210+1 to 11 24 02 0111+1 to 12 30 01 01

Note: As an additional twist, the particularenchantments of this spell do not allow elvestheir normal resistance to enchantment/charm,but in turn they get a save vs. spells to avoidthe effects of the spell.

The material components of this spell issand from a dead sandman which is tossed inthe air while the caster sings a short lullaby.❊

Taint Alignment (Enchantment/Charm)

Range: SpecialComponents: V, S, MDuration: 1 day/level or specialCasting Time: 1 turnArea of Effect: One humanoid creatureSaving Throw: Special

Taint alignment has similar effect to a char-acter as performing a deed opposite to hisalignment, except that this one shows. Castingit requires knowing the true name of the target,which knowledge can be obtained by othermagic. Casting the spell causes the target tomake a saving throw vs. spells with a penaltyof 2 on die roll. If he makes the save, the spellrebounds on the caster, who shall also have tosave, but with a bonus of 2 on die. The spellshall rebound between the two regardless ofdistance until one fails a save, or both havemade three saves, in which case the spell fails.An affected TN character would get a randomalignment of the corner 4.

Effects vary depending on the alignment ofthe victim. If the affected is a paladin, the ef-fects thus far taken for granted are reversed:laying on hands would cause damage, detectevil turns into detect good, remove fear effectinto cause fear. Yet, the paladin might have noidea what’s happening until he tries to ride hismount or draw his Holy Avenger +5. For an anti-paladin, the same goes, reversed. A clericwould instantly lose the ability to acquire spells,though not his spell casting or scroll readingability. For any character, there’s a number ofstandard effects:

• Know Alignment shows the reversedalignment.• Detect Good/Evil work as for the newalignment.• Bad dreams.• Problems with other people.• The Good emit fear, the Evil get liked,• Law be approached with caution,Chaos be felt as a sign of responsibility• Temples of one’s own religion feel bad.• Temptation to truly switch alignmentfully, which would have the certain standardeffects described in DMG, such as losing alevel of experience. a change in alignmentcan be felt by people in contact with theaffected. Not definitely, but more in the “Ifeel something’s wrong”-manner.

The curse cannot be magically removed withanything less than a Limited Wish, until the timeis full. Of course, the target wouldn’t know thatthe effect isn’t permanent..

If a sign of faltering from the original align-ment is done, then the effect does becomepermanent. Slight faltering causes prolongedduration, as the energy of the spell isn’t asseriously tried as it might be.❊

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Timespeed (Alteration, Enchantment)

Range: 9 mComponents: V, MDuration: 2 rounds/levelCasting Time: 3Area of Effect: One creature/2 levels in a

6 m squareSaving Throw: None

This spell is similar to a Haste spell, but in-stead of speeding up the recipients’ metabolicreactions, Timespeed alters the flow of timearound the recipients. As a result, for everyminute that passes in the real world, 2 minutespasses for those affected. Because time itselfis being changed, those affected by this spelldo not age. On the downside, all spells or spelleffects cast on the recipients of a Timespeedonly last half as long (going by “real world”time), regardless of whether or not they werecast before or during the Timespeed. Themaintenance cost of psionic powers that affectonly the psionicist is doubled as well. Wizardscast spells as if they were under the influenceof an Alacrity spell (Tome of Magic).

The material components are two clockfaces painted on slate, one an hour ahead ofthe other. These are consumed during thecasting.❊

Tonguetwister (Abjuration, Alteration)

Range: 3 m/levelComponents: V, S, MDuration: InstantaneousCasting Time: 5Area of Effect: One targetSaving Throw: Negates

When this spell is cast on an enemy spell-caster, it will cause the target’s tongue to twitchviolently, thus disrupting any spell being castat the moment, unless the victim makes a suc-cessful save vs. spell. The level of the spellbeing cast by the target determines the modi-fier applied to the save as follows: save modi-fier = spell level -5 (i.e. a 2nd level spell inflictsa -3 to the save, a 7th level spell earns a +2 tothe save, etc.).

The victim must be in the process of cast-ing a spell with a *verbal* component. If nospell is currently being cast by the target, theTonguetwister has no effect. If the opponent’sspell goes into effect at the same time as theTonguetwister, the victim earns an additional+2 bonus to the save. This spell cannot affecta spell that has already been cast, nor one thatis to be cast in the future.

The material component of this spell is atongue of any creature; this is consumed whenthe spell is cast.❊

Traelanger’s Extermination (Altera-tion, Conjuration/Summoning)

Range: 0Components: V, S, MDuration: InstantaneousCasting Time: 5

Area of Effect: 12 m diameter sphereSaving Throw: None

When this spell is cast, it causes all crea-tures in the area of effect who have less than5 hit points maximum and less than 8 intelli-gence to die.

The spell can effect a total number of hitpoints equal to seven times the casters level.

When determining what creatures die fromthe effects of the spell, start with the creatureswith the lowest hit points, and then go fromthere.

The material components for the spell is ahandful of live bugs which must be squashedas the spell is cast while the caster yells out“Seven in one blow!”.❊

Travel Cancellation (Alteration)

Range: 30 mComponents: V, S, MDuration: 1 turn/level or until usedCasting Time: 5Area of Effect: One creatureSaving Throw: None

This spell prevents travel by extraplanarmeans, distorting the effects of spells like Blinkand Teleport. Any time a spell involving suchtransport is cast and the victim is involved (ei-ther as wizard or passenger), there is a 5%chance per level of the caster of Travel Can-cellation that the transport spell will misfire. Thespell lasts for a maximum of 1 turn per level, orfor level/3 (rounded down) cancellations,whichever comes first.

MisfirMisfirMisfirMisfirMisfireseseseses

• Rope Trick: Victim is unable to enter extra-dimensional space.

• Blink: Victim always reappears in the samespot, but facing away from enemies.

• Dimension Door: Distance travelled is con-stant, but direction is random.

• Dimension Folding: The fold closes in frontof the victim, preventing transit.

• Bowgengle’s Fleeting Journey: The wizardis teleported instead of the passenger.

• Teleport: Either fails, or arrive 1d10 kmfrom destination (DM choice).

• Teleport Dead: The wizard is teleported in-stead of the body.

• Plane Shift: The group lands in a randomarea in the prime material plane.

Succor (both versions), Teleport WithoutError, Astral Spell, and any spells over sixthlevel are unaffected. It is the DM’s option ifextradimensional magic items (Bag of holding,Well of the worlds, etc) are affected by TravelCancellation.

The material component are two magnetsthat are strongly attracted to one another, oneof which has the wizard’s sigil painted on it.❊

Tryton’s Armour (Abjuration)

Range: TouchComponents: V, S, MDuration: SpecialCasting Time: 1 roundArea of Effect: One creatureSaving Throw: None

This fifth level version of the first level spellArmour provides an AC of -2. In all other re-spects it is the same.❊

Tryton’s Death Grip (Necromancy)

Range: TouchComponents: V, SDuration: SpecialCasting Time: 5Area of Effect: One creatureSaving Throw: None

Any creatures under 6 HD touched by thecaster are automatically brought to 0 hp, andtheir life energy is drained away (they are dead,not unconscious). Creatures of 6 HD andabove are afflicted with a double strengthShocking Grasp (2d8 points of damage + 2points per level), although the damage is notcaused by lightning, but negative energy.❊

Vanquil’s Drifting Blizzard (Evoca-tion)

Range: 10 mComponents: V, SDuration: 1 round/levelCasting Time: 5Area of Effect: 12 m × 6 m × 6 m cloudSaving Throw: Special

This spell is a cold-based version of Cloud-kill, creating a light grey cloud that leaves frostin its wake. It functions just like a Cloudkill,except that damage comes from cold, makingfire based creatures more vulnerable to thespell (treat them as having 2 fewer hit dice, andthey automatically take double damage). Crea-tures who fail their saving throws by 4 or moreare encased in a thin layer of ice (about 5 mm).Those who make their saving throws still takeappropriate damage (1d10). Cold based crea-tures are immune to this spell, and some (likewhite dragons) might find it refreshing.

Hit DiceHit DiceHit DiceHit DiceHit Dice FirFirFirFirFire-Basede-Basede-Basede-Basede-Based Saving ThrSaving ThrSaving ThrSaving ThrSaving Throwowowowow(nor(nor(nor(nor(normal)mal)mal)mal)mal) crcrcrcrcreatureatureatureatureatureseseseses

4 or less 6 or less Killed instantly4+1 to 5+1 6+1 to 7+1 Save vs Spell at

-45+1 to 6 7+1 to 8 Save vs Spell6+1 or more 8+1 or more None, 1d10

damage (2d10for fire based)

This spell has no material components.❊

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Vanquil’s Freeze Ray (Evocation)

Range: 1.5 m/levelComponents: V, SDuration: InstantaneousCasting Time: 5Area of Effect: One creatureSaving Throw: Special

This is an modified version of Cone Of Coldthat effects only one creature. It creates a beamof intense cold 1.50 m long per wizard level, butonly a tenth of an inch wide. If the target failsits saving throw (versus spell), it takes 1d8points of damage per wizard level (up to 12d8).If the target makes its saving throw, it narrowlydodges the beam, but is close enough for itsbody heat to dissipate the beam. Of course,that also means the beam cools down the tar-get, causing 1 point of damage per wizard level(up to a maximum of 12).

Creatures that are cold-based (like whitedragons or ice para-elementals) take no dam-age from this spell, but fire-based creatures(like red dragons and salamanders) take +1point of damage per hit die. Undead take nodamage from this version.❊

Wiley’s Door (Alteration)

Range: 0Components: VDuration: 1 roundCasting Time: 5Area of Effect: SpecialSaving Throw: None

Causes a door to appear immediately be-fore the caster and a matching door up to 9metres away. The first door appears framed byglowing blue lines 1.5 m wide by 2.4 m tall. Thesecond door is invisible. Living matter up to400 pounds or nonliving up to 800 pounds maybe transported from the first door to the sec-ond door (trade off one pound living for twopounds nonliving). This doors provide one-waytransport only.❊

Wiley’s Teleport (Alteration)

Range: 150 milesComponents: V, SDuration: ConcentrationCasting Time: 1 turnArea of Effect: Caster plus additional

weight (s.b.)Saving Throw: None

This spell allows the caster to teleport him-self and 100 pounds per level above 7th of ad-ditional stuff that he is carrying to a specifieddestination at most 150 miles distant. Thechances of error are the same as for normalteleport, except that if the caster would nor-mally end up is a solid object, the spell willabort.

The maternal component is a map of thedestination, which is not consumed.❊

Wolldin’s Backstabber (Illusion/Phan-tasm)

Range: 6 m/levelComponents: V, S, MDuration: InstantaneousCasting Time: 5Area of Effect: One creatureSaving Throw: None

This spell requires the presence of any pierc-ing melee weapon in order to work; the casterholds the weapon, and when the incantationsare complete, the weapon vanishes and reap-pears in the hands of an invisible spectral crea-ture. A True Seeing or Detect Invisible spell, orsimilar magic will reveal the vague outline of afigure; others will only see the weapon hover-ing in the air.

The figure (and weapon) will appear behindthe creature chosen as the target for this spell(the target must be within spell range); it willthen deliver an instantaneous backstab at thevictim. The caster’s normal THAC0 is used toresolved hits (all applicable bonuses apply nor-mally, including the bonus for attacking frombehind); the attack is always made with sur-prise (unless it is normally impossible to sur-prise the target) and therefore, dexterity andshield bonuses to AC do not apply to the at-tack.

In the case of a successful hit, the basedamage is as per the weapon used in the at-tack; however the attack also receives a back-stab damage bonus as if made by a thief of alevel equal to the caster’s level; normal dam-age bonuses also apply to the attack.

The only material component for this spellis the weapon used in the attack; it, as well asthe spectral creature, disappear after the at-tack is made, whether it was successful ornot.❊

Wonderlight (Enchantment/Charm,Illusion)

Range: 240 mComponents: V, S, MDuration: 1 round/levelCasting Time: 5Area of Effect: One creatureSaving Throw: None

This spell is designed to help heal the mindof fears, especially illusionary or phantasmalfears, and other magical ones.

When cast, the creature affected by fearsees a wondrous pattern of images and lightsthat begin to suffuse his being, until eventuallyhe believes himself to be some armoured hero.The effect lasts until the wizards dispels it, oruntil the duration expires.

The effects of this spell allow the creature anautomatic save against fear effects. It also al-lows him to disbelieve a Phantasmal Force anda +4 saving throw per round against Phantas-mal Killer. If the affected goes out of the spellrange, the effects wear off and he returns to hisoriginal state of mind.

Also, the affected is allowed +2 to hit anddamage in the first three rounds, due to hisnew-found valour.

The material component is any light source,which is not extinguished, but a Continual Lightor Light spell is not sufficient.❊

Mage Spells Sixth Level

Acid Rain (Evocation)

Range: 10 m + 5 m/levelComponents: V, S, MDuration: 1 round/3 levelsCasting Time: 6Area of Effect: 1 m² + 0.5 m²/2 levelsSaving Throw: 1/2

This spell will cause a sheet of corrosive acidto fall from the sky (actually, it will appear 3 mover the target spot). All creatures or objectsunderneath will be subject to its effects. Theacid will corrode wood, metal, cloth, and flesh.The initial inundation will cause 1d6 damageper level (with a maximum of 10d6). A success-ful saving throw will cause half damage, andadds +1 to subsequent saves. All items ex-posed to the acid must also save. If a magicalitem saves successfully, no further saves arenecessary.

Armour loses one point of AC per round. Ifit loses all of its points, it disintegrates and fallsto the ground. Weapons lose one point perround. The number of points is determined bysize (L=3, M=2, S=1). When all points are gone,the weapon is too weak to use in combat.

All damage done to items (other than lossof magical properties), can be repaired with aMend spell, or the like, unless the item wasdestroyed. Subsequent damage to flesh is 1d6per round. All subsequent damage can beavoided if victims immerse themselves in wa-ter, to wash off the acid.

The material components of this spell arerain water and sulphur.❊

Alpha’s Firefountain (Alteration)

Range: 10 m/levelComponents: V, S, MDuration: SpecialCasting Time: 6Area of Effect: SpecialSaving Throw: Special

This spell is similar to the 4th level Alpha’sFirefall spell, but is more powerful in two ways.First, the spray of liquid fire burns for a total ofthree rounds, inflicting 3d6 damage the firstround, 2d6 the second, and 1d6 the third. Thereis no saving throw vs. the damage inflicted bythe spray. Second, the caster is able to throwup one prominence of flame (for 4d10 fire dam-age the first round, and 2d10 the second, witha save vs. breath weapon to halve damage) forevery six levels of the caster (rounding off allfractions).

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The material component is a lump of pitch,sulphur, saltpetre, and magnesium and anavailable fire source.❊

Alpha’s Rainbow Warrior (Evocation,Summoning)

Range: 5 m/levelComponents: V, S, MDuration: 1 round/levelCasting Time: 1 roundArea of Effect: SpecialSaving Throw: None

This spell invokes energy and the spirit of acreature from the Quasi-Elemental Plane of Ra-diance. The Rainbow Warrior has as many hitpoints as the caster would at full health, andattacks as a fighter of half the caster’s level.The Warrior has an armour class of 0, and canonly be struck by magical weapons. It attackswith a spear of radiance, which causes dam-age the same way as the 2nd level RainbowBeam spell if the target is struck. As with thatspell, the caster has a 5% per level chance ofselecting the colour of the spear, otherwise itis random. The Rainbow Warrior may fly at amovement rate of 24, but it has no real sub-stance and cannot touch nor carry any mate-rial object. Creatures dwelling on or drawingpower from the Negative Material Plane orPlane of Shadow suffer 1d6 damage everyround that they are within 6 m of the RainbowWarrior, as it sheds a bright globe of lightstrongly infused with energy from the PositiveMaterial Plane. The Rainbow Warrior is unaf-fected by poison, paralysis, petrification, fire,electricity, gas, or acid. Unholy water causes it2d4 damage, and cold attacks do full normaldamage. Negative energy attacks gain a bo-nus of +1 per die of damage, and any spellsinvolving darkness cause the Rainbow Warrior2d6 damage per level of the spell, though thedarkness spell will then be dispelled. Any dark-ness spell coming into contact with the 6 mglobe of light surrounding the Rainbow Warriormust be checked as if Dispel Magic was be-ing cast at the level of the summoner of theWarrior. Only one such dispelling attempt ispossible for each darkness spell that could beaffected, although the Warrior can automati-cally dispel any darkness spell by touching thearea of effect, but it will suffer damage as if thespell had been cast specifically at him. Dark-dwelling creatures (e.g. drow, duergar) are af-fected by the Rainbow Warrior’s globe of lightas they would be by Continual Light.

The material component of this spell is aclear diamond worth not less than 5000 GP.❊

Alpha’s Starlight Citadel (Conjura-tion/Summoning)

Range: 30 mComponents: V, S, MDuration: SpecialCasting Time: 1 turnArea of Effect: SpecialSaving Throw: None

This spell can only be cast in an area understar- or moonlight. When cast, it brings into be-ing a deep blue-black tower of magical metal,with many faint silvery gleams. This tower is inall respects similar to a Daern’s Instant Fortress(q.v.) except that it grows slowly during thecourse of the casting, and so no creature ableto move could possibly be harmed by its ex-pansion. The door to the Citadel is WizardLocked at the caster’s level. One creature foreach level of experience of the caster may bedesignated in the casting of the spell, and suchcreatures may freely open the door, though thecaster may override this at any time by mentalcommand. The magic of the walls of the cita-del prevents the passage of any creature ethe-real, astral, or out-of-phase creature.Teleportation into and out of the tower is stillpossible. This spell lasts until the first rays ofdirect sunlight strike the tower, but it cannot lastlonger than 2 hours + 1 hour per level of thecaster in any event.

The material component is a star sapphireand a small steel carving of a tower.❊

Alter Occurrence (Conjuration/Sum-moning, Invocation/Evocation)

Range: InfiniteComponents: VDuration: PermanentCasting Time: SpecialArea of Effect: SpecialSaving Throw: Special

This spell is a weaker version of the 7th levelwizard spell Limited Wish. Alter Occurrenceenables the wizard to alter the way an event inthe very recent past actually occurred. For thecasting of the spell, the wizard recounts anevent which occurred up to two rounds previ-ous which he viewed first-hand. The wizard,while recounting the incident, modifies it in theway which he would have liked for it to occur.At the end of the casting, the past will berewoven along the lines of the caster’s version,by a base guideline of 3% per level of thecaster. (For instance, Johann, a 12th level wiz-ard, uses the spell to make a freak gust of windblow an arrow totally off course which shot hiscompanion Rykor in the heart a few secondsago — a critical hit. Johann has a 36% chanceto make the arrow miss, else it still hits doingregular damage. If Johann had asked for thearrow to have missed Rykor’s heart, it mighthave still hit Rykor but would have done only100 - 36 = 64% of the designated damage.)

This spell will automatically modify the per-ceptions of the past for all of those, other thanthe caster, who were present during both themodified and unmodified events unless theymake a saving throw vs. spells. Alter Occur-rence cannot be used to raise character abili-ties (even temporarily) or mimic other magicaleffects. Frequent use of this spell may causethe wizard to go insane; make an INT checkwith a cumulative -1 penalty each time the spellis used by the same caster over a one weekperiod, or suffer a random type of insanity.

Alter Occurrence is a spell published by thewizard Saridan Hysakai after over a decade ofstudy (an unknown amount of which was spentat the Plane of Time). Saridan subsequentlywent insane.❊

Azura’s Black Scythe (Evocation,Necromancy)

Range: 3 mComponents: V, SCasting time: 6Duration: 1 round/2 levelsArea of Effect: 3 m long, 180 degree arcSaving Throw: Special

The black scythe is a fearsome weapon tobehold, stretching 2.4 m and immolated inwispy green flames. It sweeps a 3 m long, 180degree arc and can hit all targets within its areaas a monster of the caster’s hit die. Creaturesup to 4+1 hit dice are slain instantly, while thoseabove 4+1 hit dice but below 8+3 must savevs. spells or be stunned for 2-5 round. Thosewho possess 8+3 hit dice up to 10 hit dice mustsave vs. spells or be slowed for 1-4 rounds. Alleffects are cumulative. The scythe inflicts 1d10damage in addition to its other effects.

The material component is a miniature sicklewith an ebony shaft and an adamantine bladecosting 500 GP to construct.❊

Block Teleport (Abjuration)

Range: 0Components: V, SDuration: 1 turnCasting Time: 6Area of Effect: 30 m radius sphereSaving Throw: None

This spell prevents anyone from teleportinginto or out of the area of effect while the spellis in effect. It will not effect homing teleportspells (e. g. Word of Recall). It will also not ef-fect gates.❊

Bonebind (Necromancy)

Range: 10 m/levelComponents: V, S, MDuration: 1 round/levelCasting Time: 6Area of Effect: One undead/levelSaving Throw: Special

This spell requires a bone from any creature,held in the caster’s hand. It can affect onlyundead. The effects of a bonebind are auto-matic on all chosen undead of 7 HD or lesswith corporeal forms. Such undead are curledinto a ball (if more than one undead is affected,they are all gathered into one tightly-packedsphere) and held helpless, immobile and withtheir special abitlities in stasis, until the spellexpires or the caster frees them by an act ofwill. Typically, this “boneball” is rolled of a cliff,into an obstacle or fire, or conveyed into themidst of foes, where upon the caster ends themagic, freeing the undead to fight.

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Against incorporeal undead and all undeadof 8 HD or more who don’t turn as “special”, abonebind acts only as a slowspell.

Bonebind also has additional effects againstcertain types of undead. When cast on a vam-pire, it forces the vampire into corporeal formand traps it in that form for the spell’s duration.(So that it must remain solid, visible, and can’tfly). A bonebind spell prevents a banshee formwailing while the spell is in effect, and protectsthe caster from the aging effects of seeing aghost. In the latter case, the spell makes thecaster glow with a white radiance, but has noeffect on the ghost or other undead present.To be effective against aging, it must be castwithin one turn after sighting the ghost.

Corporeal undead of 7 HD or less get nosaving throw against a bonebind. Incorporealundead and all undead of 8 HD or more savevs. spell with a -1 penalty, but are allowed asaving throw every second round after the spellcontacts them.

Whenever one succeeds, they break free ofthe spell. Liches and vampires are especiallysuseptible to bonebind spells, and save witha -3 penalty (every second round until free, asabove). “Special” undead are immune to bone-bind spells.❊

Celestarion’s Barrier of Blackwhite(Abjuration, Necromancy)

Range: 0Components: 2 roundsDuration: 1 round/levelCasting Time: V, S, MArea of Effect: 10-foot radiusSaving Throw: Special

This spell was created by Celestarion to behis Ultimate form of protection. Whether it is oris not is left up to the individual wizard, butnonetheless it is a powerful spell.

When cast, a sphere of swirling black andwhite light appears to surround the wizard andall those close to him. The Barrier has all of thefollowing effects:

a) It prevents any spells going through it.What happens is that the spell energy is drawninto the top of the sphere.

b) The lighting effects of the sphere preventanyone from seeing through it, although thoseon the inside can see out. This results in a -4to hit penalty.

c) All magic within the sphere is unaffected.Spells cannot be cast out of it, but can be castwithin it.

d) No living being can pass through thesphere unless a saving throw vs. spells is madewith a -6 penalty. If they fail their saving throw,they are just unable to pass through.

e) No magic items of any sort can passthrough.

f) Normal physical objects can pass throughas can psionic attacks.

g) If the barrier is not hit by a spell or a magicitem or any psionic discipline, then the barrierneeds energy. It draws 2d4 of the wizard’s hitpoints for every round that it isn’t hit. Shouldthe wizard’s hit points go below 10% of theirmaximum, he starts to lose one level per round.The spell continues for as long as his initial

level in rounds. When he has lost half his lev-els, then he starts to lose 1 Intelligence pointper round until the spell ends. The wizard cannot voluntarily end the spell.

Hit point and level losses are temporary andreturn at the rate of one per turn each, but In-telligence losses are permanent. These effectscan be avoided if the wizard himself casts aspell at the barrier. He cannot dispel it whenhe wishes, however.

The material components of this spell areone star sapphire, and one black star opal ofat least 20,000 GP value each. Both are lost inthe casting.❊

Contingent Polymorph Other (Al-teration)

Range: 5 yards/levelComponents: V, S, MDuration: SpecialCasting Time: 7Area of Effect: One creatureSaving Throw: Negates

This spell will polymorph one creature (asper Polymorph Other) into another until someset condition occurs, e.g. polymorphing a toadinto a prince until he is kissed by a woman, orpolymorphing a fighter into a dragon until he(it) says “I wish I were human”, etc. The changefrom the polymorphed form back into the nor-mal form takes place gradually over 1 round,so it is impossible to crush someone bypolymorphing a hippo into a flea, putting it onhis head, then triggering the contingency.

The material component of the spell is a bitof honeycomb.

This spell was researched by Esmerelda.❊

Copyright (Abjuration, Divination)

Range: 0Components: V, S, MDuration: PermanentCasting Time: 1 dayArea of Effect: SpecialSaving Throw: None

Cast before starting spell research. Spell cannot be researched except with permission ofone who researched the spell or by the use ofa Limited Wish. A full Wish enables learning &ability to teach others (variant of Secrecy spell).If mage dies, require speak with dead to getpermission.❊

Coradon’s Cataclysmic Corinary(Invocation/Evocation, Necromancy)

Range: TouchComponents: V, SDuration: 1 round/2 levelsCasting Time: 2Area of Effect: One creatureSaving Throw: Special

After this spell is cast, the wizard must makea successful attack in melee to affect the tar-get. The wizard’s normal THAC0 is used with a+2 modifier to hit. The spell will last until a hitis scored, or until the duration expires, which-ever comes first. If a hit is made, the victimsuffers a massive heart attack and must makea successful system shock roll or die. Even ifthis roll succeeds, the target suffers damageequal to 1d4 + 1 per level of the caster.❊

Create Ghast (Necromancy)

Range: TouchComponents: V, S, MDuration: PermanentCasting Time: 2 hoursArea of Effect: SpecialSaving Throw: None

This spell creates up to one ghast per sixlevels of the caster, and these ghasts will fol-low the commands of their creator to the bestof their ability. Each ghast is formed from thecorpse of a human slain by a ghoul or ghastwho has not yet risen as a ghoul itself. As im-plied above, humans killed by a ghast will riseas ghouls to follow the pack.

These corpses are the material componentsof the spell.❊

Detect Individual (Divination)

Range: 10 yards/levelComponents: V, S, MDuration: 2 hours/levelCasting Time: 7 roundsArea of Effect: One specific beingSaving Throw: None

This is actually not so much a spell as it is aclass of spells. Detect Individual spells arekeyed to detect the presence and location ofone specific being, and must be researchedas new spells for each being. To successfullyresearch a Detect Individual spell, a piece ofthe being is required. This spell will penetratenearly all forms of invisibility or non-detection.

When found, 95% of the time, the characterswill happen on a spell written for some being.5% of the time, a set of guidelines and noteswill be found which can cut the research timein half.❊

Dheryth’s Energy Cloak (Abjuration,Evocation)

Range: 0Components: V, S, MDuration: 2 rounds/levelCasting Time: 1 roundArea of Effect: The wizardSaving Throw: None

This spell makes the wizard seem to be in-side a varicoloured, shifting aura of light. He istotally immune to any and all spells and pow-ers which deal out damage using pure energy,for example Dheryth’s Energy Lance (q.v.),Xag-ya or laser, and has a magic resistance of40% + 1% per level of the wizard versus “force”spells, for example a Wall of Force or the vari-

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ous Bigby’s spells. Unfortunately, if the forcespell is above fourth level, both the force spelland the Energy Cloak are negated if the resist-ance roll is made.

Damage from impure sources of positiveenergy (e.g. electricity and fire) is reduced byone point per level of the wizard per round, upto a cumulative maximum of 5 times the wiz-ard’s level in protected points. Any successfulattack by a source of negative energy has thefollowing effects:

1. Both the negative attack and the EnergyCloak are negated.

2. Both the Cloaked wizard and the attackertake 3d10 points of damage (no save, magicresistance, or other protection). The attacker isonly damaged this way if the negative attackwas delivered by touch (of body, wand, ormelee weapon). Otherwise, see #3, below.

3. Everyone not in physical contact with theCloaked wizard takes 3d10 points of damageminus 1 per foot of distance to the Cloakedwizard.

The material component for this spell is asmall shield.

Source of all Dheryth’s spells is Jim Gitzlaff.❊

Dheryth’s Energy Globe (Alteration,Evocation)

Range: 0Components: S, MDuration: SpecialCasting Time: 3Area of Effect: SpecialSaving Throw: None

This spell requires a gem of not less than 50GP each time it is cast. The gem’s centre brieflybecomes a minute gate to the positive mate-rial plane, and the energies thus releasedslowly eat away at the gem from the inside out.When the duration expires or the gem is bro-ken, the gem explodes into a sphere of pureenergy. The gem must be thrown at one’s op-ponents to be effective (range: S=1, M=2, L=3).Inflicted damage is as follows:

Distance to GemDistance to GemDistance to GemDistance to GemDistance to Gem DamageDamageDamageDamageDamageImpact PlaceImpact PlaceImpact PlaceImpact PlaceImpact Place

less than 2 feet 4 points/level2 up to 5.9 feet 2 points/level6 up to 10 feet 1 point/level

The gem is thrown as a stone for which thewizard has proficiency, and acts as a grenade-like missile if it misses its intended target. If thegem is thrown against someone or something(and hits), it will only break instantly if it fails asave for ceramic versus normal blow (softobjects) or crushing blow (hard objects).❊

Dheryth’s Energy Lance (Evocation)

Range: 10 feet + 1 foot/levelComponents: V, S, MDuration: InstantaneousCasting Time: 1 round

Area of Effect: One creature or objectSaving Throw: None

Energy Lance is a slow spell that works onlyat very short distances. If the wizard can get itoff, though, its results are rewarding. This spellcauses a gem-tipped wand to spew out a di-rectional beam of intense positive energy at asingle object or creature. Damage done is 1d6points per level of the wizard over sixth (up toa maximum of 14d6), with no save allowed.Additionally, if made the target of the spell,objects made of non-magical wood, stone, ormetal will have a 6 inch hole drilled throughthem up to the maximum range of the spell (orout the back of the object). Magical objects willsuffer the same fate unless they successfullysave versus disintegration at +1.

The material components of this spell are a6 to 8 inch platinum wand (1000 GP value) witha clear diamond or any opal (worth at least 100GP) set on the end, as well as a loose 100 GPvalue gem, which is consumed during thecasting. There is a 10% chance that the gemon the tip of the wand will shatter as well, re-duced to 5% for a 1000 GP gem and to a mini-mum of 1% for a 10,000 GP value gem.❊

Dheryth’s Energy Net (Evocation)

Range: 10 feet + 1 foot/levelComponents: V, SDuration: InstantaneousCasting Time: 3Area of Effect: One creatureSaving Throw: None

When this spell is cast, the wizard spreadsapart his hands, and a brilliant Net of positiveenergies streaks forth to engulf the target.Damage is equal to 1d6+1 point per level of thewizard, with no save allowed. Furthermore, thetarget is stunned for the rest of the round. Themaximum number of dice is 16.❊

Dheryth’s Spell Support (Abjuration)

Range: 0Components: V, SDuration: SpecialCasting Time: 6Area of Effect: SpecialSaving Throw: None

This spell is cast immediately before anyother spell which has a duration (there aresome exceptions - see below). It doubles thecasting time of the other spell and adds ver-bal and somatic components of its own. Theeffect of Spell Support is to make the otherspell totally immune to dispel magic for itsnormal duration. The Spell Support itself is notdispellable, and if it is cast in conjunction withPermanency, the net effect is to make the otherspell both permanent and undispellable. Cer-tain spells (at the DM’s option) may not besupported, including at least the followingones:

*anything Wish or Limited Wish related,*Prismatic Wall, or Prismatic Sphere,*Otiluke’s Resilient and Telekinetic Spheres,

*Forcecage and Forcecube,*anything Gate related,*Magic Jar, and*Temporal Stasis.

Spell Support in no way reduces the efficacyof Mordenkainen’s Disjunction, nor does a sin-gle casting protect any additional spells thatmay be active in the same space.

On Permanency, there is a 10% chance peryear that the spell support will fail, leaving thePermanency intact but unsupported.❊

Diamondblade (Enchantment/Altera-tion)

Range: TouchComponents: V, S, MDuration: 2 turns + 1 round/levelCasting Time: 1 turnArea of Effect: One edged melee weaponSaving Throw: None

This spell turns an ordinary edged meleeweapon into a blade of sharpness, as perSword of Sharpness (see AD&D 2nd edition,page 186). For the duration of the spell, theweapon is treated as a weapon +3 or betterfor purposes of who or what can be hit by it,even though it gets only a +1 bonus to attackand damage rolls. However, on a very high roll,it will sever an extremity, determined by a diceroll. The spell functions on existing magicalweapons, as long as the total combined bo-nus is +3 or less.

Opponent isOpponent isOpponent isOpponent isOpponent is Mod. ScorMod. ScorMod. ScorMod. ScorMod. Scoreeeee Mod.Mod.Mod.Mod.Mod.ScorScorScorScorScoreeeee

to Sever*to Sever*to Sever*to Sever*to Sever* to Sever**to Sever**to Sever**to Sever**to Sever**

Normal or 19-21 20-23armouredLarger than 20-21 21-23man-sizedSolid metal 21 22-23or stone

* Considering only the sword’s bonus of +1.** Considering only the sword’s bonus of +3.

The material component for this spell is a1000 GP diamond, however, the tooth of aTarrasque may be substituted in which casethe weapon functions as a Vorpal blade (seesame reference as above), and gets the +3bonus to attack and damage rolls.❊

Ditan’s Demolition (Alteration)

Range: 120 feetComponents: V, S, MDuration: PermanentCasting Time: 5Area of Effect: 10 feet/levelSaving Throw: None

By means of this spell, the wizard may de-molish a dwelling as if it where done by anexpert demolition team. Unless the dwelling ismagical, the spell will totally destroy the build-

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ing. The nice thing about this spell however is,that when the spell is finished and the dustclears, all that will be left (nicely stacked andreusable) are the following: 75% of the wood,50% of all stone, 10% if any metal and 10% ofany other odd structural material.

The material component is a perfectlysmooth disc of black onyx which must besmashed during spell casting.

NOTE: The DM might want to limit this spell’spower against stone fortifications such astowers.❊

Ditan’s Portable Quarters (Altera-tion/Conjuration)

Range: SpecialComponents: V, S, MDuration: 1 day/9 levelsCasting Time: 5 roundsArea of Effect: SpecialSaving Throw: None

When this spell is cast the wizard enchantsone doorknob-shaped gem (of 1000 GP valueor more) per every five levels of wizard’s expe-rience. Once the doorknob is enchanted it willremain so for one day for every nine levels ofthe wizard, and a number will appear on thedoorknob informing the owner on how manydays it will function (this number changes asdays pass).

From this moment on, until the end of theduration of the spell, the owner of the doorknobmay use it to enter a magical room. The ownersimply holds the knob as if it where attachedto a door, pushes, and an outline of a door willappear and the door will open into a 30 x 30 x30 feet room. The room that it opens onto de-pends on the person using the doorknob (ex-amples: a male fighter turns the knob and findsa comfortable room, with weapon cleaningapparatuses, like a sharpening stone andweapon oil; and weapon stands, while a priest-ess opens it and finds a plush, comfortableroom, with an altar to her deity and a place toclean up. All rooms include a bathroom andwashing area). The rooms will never have anymagic items in them when created, just normalitems.

The owner may have up to two other peo-ple in the room at a time. Once the door isclosed the only way to open it again is with thedoorknob, and it will always open at the veryspot at which the character entered. Timepasses normally while inside these rooms. Theowner may leave things in this room and theywill be safe as long as the spell is in effect, butif the material is still in the room at the time ofthe spell’s end, the materials are gone forever.Any person in the room at the end of the spell’sduration will reappear where the door was lastopened or closed. There is no way anyone cancontact or reach someone in a room once thedoor is closed, since the outline disappears.This doorknob will only work for the owner: if itis given away, taken, or stolen, it will not work.

The material component for this spell is theappropriate number of gem doorknobs, a pintof dragonblood, and a bit of unicorn horn.❊

Dragon’s Breath (Invocation/Evoca-tion)

Range: 20 feetComponents: V, S, MDuration: 1 round/levelCasting Time: 1Area of Effect: SpecialSaving Throw: ½

With this spell, the wizard is able to imitatea single type of dragon breath for the durationof the spell, doing his hit points in damage.During the spell’s duration and an equalnumber of rounds afterwards, the wizard can-not speak due to the strains this spell makeson his throat.

The material component is a piece of dragonhide of the type of dragon the wizard is tryingto imitate.❊

Dreamoore’s Blade Summoning(Conjuration/Summoning, Evocation)

Range: 0Components: V, S, MDuration: 1 round/levelCasting Time: 6Area of Effect: SpecialSaving Throw: None

This spell creates a 1.5 m long shimmeringblue shaft of force from the caster’s out-stretched hands. He must physically wield theweapon in combat, thus spells with somaticcomponents cannot be cast while the sum-moned blade exists. The “sword”, however, hasno true material existence and does not con-duct shock back to its wielder, thus its overallspeed factor is 1. It is neither an edged norblunt weapon and affects creatures normallyimmuned to either.

The blade strikes once per round with a +5“to hit” bonus, inflicting 2d6 + 5 damage pointsper successful hit. It lasts 1 round per level ofthe spell caster and is subject to disintegrateand dispel magic.

The material component is a 500 GP crys-tal sword which requires 2 weeks toconstruct.❊

Dreamoore’s Eldritch Decagon (Al-teration, Evocation)

Range: 3 m/levelComponents: V, S, MDuration: SpecialCasting Time: 1 roundArea of Effect: One creatureSaving Throw: 1/2

When this spell is cast, the magic-user setsup a brilliant array of pale blue, dancing rayswhich forms a decagon between both hands.The spell draws power directly from the psy-chic winds of the astral and ethereal plane.Once complete, it may fire a 0.3 m wide beamof pure magical force every round, and this rayunerringly strikes any single creature or objectwithin 3 m per level (invisible targets require a

“to hit” roll vs. base AC 6, modified by dexter-ity, etc.) and inflicts 2-5 (1d4 + 1) damagepoints per level of the spell caster, up to 12d4+ 12 maximum. A successful save vs. spellshalves damage. These beams may be un-leashed from the decagon:

• Eldritch beam: Magic Missile energy;affects only animate targets.

• Impaling force ray: inflicts piercing orimpaling damage.

• Planar force beam: inflicts edged orslicing damage.

• Spherical force bolt: inflicts blunt orcrushing damage.

• Vibration or shock wave: an ultrasonicbolt which affects only crystal, glass, stone,and other objects vulnerable to vibrationdamage.

• Wind blast: as the 3rd level magic-userspell, Gust of Wind, against a single target(c.f. gust of wind)

The magic-user must concentrate to main-tain the eldritch decagon, thus any success-ful attack against him negates the spell.

The material component is a small crystal inthe shape of a 10-sided die set inside an ironring, and a lodestone.❊

Dreamoore’s Missile Tempest (Evo-cation)

Range: 3 m/levelComponents: V, S, MDuration: InstantaneousCasting Time: 6Area of Effect: SpecialSaving Throw: None

Also known as “Dreamoore’s bolts of seek-ing,” this spell creates a powerful enchantedbolt which has base 1d12 damage plus 3points per level of its caster, up to 1d12 + 36maximum (e.g. a 12 hit die missile does 37-48hit points damage). This bolt, however, can di-vide into two or more missiles striking singleor multiple targets (minimum 1 damage pointper missile). Once the caster unleashes thebolt, he need but point and close his fist. Themissile then flashes outward, dividing intosmaller missiles if so directed, and unerringlyhits all visible targets in a 90 degree arc be-fore the caster.

The material component for this spell is a500 GP diamond which is hurled into the air asspell casting is completed.❊

Dreamoore’s Viper Lance (Altera-tion)

Range: 30 m + 3 m/levelComponents: V, S, MDuration: SpecialCasting Time: 6Area of Effect: SpecialSaving Throw: None

The viper lance spell launches a 0.6 m longsolid metal shaft at extremely high velocity. Thisbolt always travels in a straight line trajectory,its blinding speed making it near-invisible. Anycreature struck immediately suffers base 1d10+ 2 HP’s damage, up to 1d10 + 30 maximum.

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The caster may launch one bolt per six expe-rience level, though only one bolt may be firedper round.

The material component is a solid steel shaftengraved with the caster’s personal rune, witha mithril or adamantine tip, and zinc stabilisingfins. Each bolt requires two weeks and 250 GPconstruction cost.❊

Eldarr’s Improved Spell Conversion(Alteration)

Range: 0Components: V, S, MDuration: 1 hour/levelCasting Time: 2 turnsArea of Effect: CasterSaving Throw: None

This spell is identical to Eldarr’s Spell Con-version, except it will convert any spell of level6 or less to any known spell of level 5 or lower.The duration and casting time are also in-creased.

This spell also has the additional (in additionto the were-creature pelt) spell component ofa powdered gem (of any type) worth at least400 GP. This gem is also consumed when thespell is cast.❊

Energy Field (Conjuration, Evocation)

Range: 18 m + 3 m/levelComponents: V, S, MDuration: 5 rounds/levelCasting Time: 6Area of Effect: 0.3 m/level high cubeSaving Throw: None

This spell creates an invisible field of energywhich is impermeable to the passage of magi-cal and psionic energies through its barriers.Thus, for example, creatures inside the area ofeffect are completely unaffected by spellswhich are cast outside the spell area. Similarlypeople outside are not effected by spells frominside (note, since magic cannot pass throughthis barrier, creatures cannot teleport, planeshift, etc. through the barrier).

Energy field does not, however, offer anyphysical protection whatsoever.

Spells which cause physical damage candestroy the shield but these spells must do atotal damage of 6 HP per level of the caster. Adisintegrate spell will cause the shield to makea save vs. magic at the level of the caster. If itsaves then the spell has no effect. If it fails thenthe spell does 2-9 points per level of the casterdamage to the field. A Magic Missile spell ac-tually heals the field on a 1 to 1 hit point basis.

The shield, if cast upon the caster, moveswith the caster. If the spell is cast upon anotherunwilling creature then they make a save vsspells. If they fail the save then the field followsthe creature. If the save is made then the spellbecomes rooted to the target area. Otherwisethe spell remains stationary until the spell du-ration expires.

The material component for this spell is adiamond cube of not less than 500 GP value.This cube will shatter when the spell expiresor the field is brought down by spell damage.❊

Feeblebody (Alteration)

Range: 10 yards/levelComponents: V, S, MDuration: PermanentCasting Time: 6Area of Effect: One creatureSaving Throw: Negates

This spell is exactly like Feeblemind, exceptthat Strength, Dexterity and Constitution arepermanently reduced to 3. The victim’s intellectis unaffected. Note: the victim may not bestrong enough to move any more.

The material component is one live mouse.The mouse vanishes upon casting, but is notdestroyed.❊

Fellstar’s Flame Arc (Evocation)

Range: SpecialComponents: V, S, MDuration: InstantaneousCasting Time: 6Area of Effect: SpecialSaving Throw: 1/2

This spell is similar to the 1st level spell Burn-ing Hands, but is much more potent. Whencast, this spell will emit an arc of flames fromthe hand of the caster; the arc may be one offour sizes as listed on the following table:

ArArArArArc:c:c:c:c: Range:Range:Range:Range:Range:

90° 60 m180° 45 m270° 30 m360° 15 m

The arc of flames will have a width of onefoot, centered on the caster’s hand, so theheight of the wizard’s hand at the time of cast-ing will determine the height of the flames; thusif the flames are at waist level, it is possible toescape the effects of this spell if lying prone.

The caster may elect to cast the arc in a“doughnut” shape; that is, he may create anarea around himself that is untouched by theflames (a good idea if the caster is in the midstof a friendly party). The radius of the hole maybe any size the caster desires, up to half therange as given in the table above.

Anyone hit by the flames suffers 4d10 pointsof damage, plus 1 point per level of the caster(to a maximum of 4d10+20); a successful savevs. spell reduces the damage by half. If a vic-tim fails a save, all possessions must save vs.magical fire or be consumed.

These flames are blocked by obstacles, andthey will not rejoin behind the barrier. This willcreate gaps in the arc; therefore, if a target isstanding behind a large enough obstacle, hewill be shielded from the flames, even if theblocking obstacle is tens of feet away.

The material component for this spell is achunk of volcanic rock and a lit candle; therock is consumed with the casting, but thecandle is not.❊

Fellstar’s Flame Dome (Evocation)

Range: 80 mComponents: V, S, MDuration: SpecialCasting Time: 6Area of Effect: SpecialSaving Throw: None

This spell is similar to the Wall of Fire spell,but it creates a dome of flames instead of awall. The dome has a radius along the groundof 3 m plus 1.5 m per level of the caster; it is7.5 m high at its peak. The dome must be castso its base is resting on solid ground.

Unlike a Wall of Fire, the Flame Dome givesoff waves of heat on all sides; anyone within 3m of the dome suffers 2d6 points of damage,while those within 6 m suffer 2d4 points ofdamage. In addition, the dome inflicts 3d8points of damage, plus 1 point per level of thecaster on anyone who passes through thedome (like a Wall of Fire, creatures subject tofire will suffer more damage at the DM’s discre-tion, and undead always suffer double dam-age).

The procedure for trapping creatures withthe dome, as well as the duration of the spell,are as per the Wall of Fire spell.

The material components for this spell arespecimens of phosphorus and sulphur, both ofwhich are consumed with the casting.❊

Flashburn (Alteration, Evocation)

Range: 20 feet + 10 feet/levelComponents: V, S, MDuration: InstantaneousCasting Time: 2Area of Effect: One creatureSaving Throw: Special

This spell causes a stunning burst of fire toexplode around the victim. Such is the sudden-ness of this burst that any creature so struckmust make a save vs. paralyzation or bestunned for 2d6 rounds. While this explosiveshock is intense in the extreme, it is also con-fined so that others even within a couple of feetof the victim will receive no damage. All itemson the person of (or being touched by) thevictim must save vs. Fireball or be destroyed.

The individual graced by this spell will re-ceive 1d6 (counting all ones as twos) of dam-age per level of the wizard. There is no savingthrow vs. the fire effect of this spell unless thecreature struck is resistant to fire. In this in-stance, a save for 1/2 damage is applicable.The material component of this spell is a jas-per stone worth at least 50 GP.❊

Giant Strength (Alteration)

Range: TouchComponents: V, S, M

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Duration: 6 turns + 1 turn/levelCasting Time: 1 turnArea of Effect: Creature touchedSaving Throw: None

When this spell is cast upon a fighter orpriest, the spell will increase his Strength to thatof a giant. The particular Strength gained isdetermined randomly by a 1d20:

DieDieDieDieDie StrStrStrStrStrengthengthengthengthength GiantGiantGiantGiantGiant TTTTTo Hito Hito Hito Hito Hit DamageDamageDamageDamageDamageScorScorScorScorScoreeeee EquivalentEquivalentEquivalentEquivalentEquivalent TTTTTypeypeypeypeype BonusBonusBonusBonusBonus BonusBonusBonusBonusBonus

0 18/00 Ogre +3 +61-6 19 Hill +3 +77-10 20 Stone +3 +811-14 21 Frost +4 +915-17 22 Fire +4 +1018-19 23 Cloud +5 +1120-21 24 Storm +6 +12

The die score is modified by the following:*-1 on the die roll if the recipient is below ninth

level*No adjustment if the recipient is between

ninth and 15th level*+1 on the die roll if the character is above

15th levelOther information on boulders, opening

doors, and bending bars/lifting gates can befound in the PHB under Strength, and in theDMG, page 63. The material component of thespell is a hair from three different types of gi-ants.

Note: This greatly improved Strength spellplay tested well in our campaign. The limitationof “fighters or priests only” was put on by theresearcher to prevent those nasty thieves fromusing it to backstab, since we multiply all dam-age in a thief’s backstab attack.❊

Globe of Force (Invocation/Evocation)

Range: 0Components: V, SDuration: 1 turn/levelCasting Time: 6Area of Effect: 2-yard radius sphereSaving Throw: None

This spell causes a transparent globe offorce 2 yards in radius to form around the wiz-ard. The globe acts as a barrier to all matter:no creature may pass through the barrier ineither direction, nor may any attack be madethrough the barrier using physical weaponseither against or by the wizard. It does notimpede magic in any way: if the wizard is thetarget of a Fireball spell or blue dragon’s breathweapon, he will still take full damage. The wiz-ard may terminate the spell before the full du-ration, but he may not lower the globe of forcewithout terminating the spell. A successful Dis-pel Magic will bring down the globe.❊

Glamden’s Acid Fire (Invocation/Evocation)

Range: 5 m + 10 m/levelComponents: V, S, M

Duration: InstantaneousCasting Time: 6Area of Effect: 3 × 3 × 1.5/level

cloudSaving Throw: Special

This spell causes an acid cloud to form any-where within range of the spell; the cloud bil-lows out to its full dimensions (3 × 3 × 1.5 mfor each level of the caster) instantaneouslyand everyone caught inside the area of effectsuffers 4d6 points of damage; a successfulsave vs. spell reduces damage by half. Anyonewho fails the save must roll saves vs. acid forall possessions to avoid destruction.

Immediately after the acid cloud forms, itbursts into flames, inflicting another 4d6 pointsof damage to all inside. As before, a success-ful save vs. spells reduces the damage by half;those individuals who successfully saved vs.the acid, receive a +4 bonus to their save vs.the fire. If this second save fails, possessionsmust save vs. magical fire or be consumed (the+4 bonus mentioned previously, does not ap-ply to these saves).

The material components for this spell arethe intestines of a black dragon and the heartof a red dragon; both are consumed when thespell is cast.❊

Glamden’s Gas Jet (Invocation/Evo-cation)

Range: 0Components: V, S, MDuration: InstantaneousCasting Time: 6Area of Effect: 1.5 m wide, 3 m/level

long beamSaving Throw: Special

This spell is similar to Glamden’s otherspells, Acid Fire and Acidic Gas; when thisspell is cast, a jet of green gas shoots from thecaster’s palm; a split-second later, the gaserupts in flames. This jet is 3 m long per levelof the caster, and is 1.5 m wide; anyone hit bythe jet must make two saving throws vs. spell(one for the gas, and the other against fire) toavoid suffering 8d6 points of damage. The pro-cedures for saves and immunity vs. the twocomponents are the same as for Glamden’sAcidic Gas, except magical fire replaces theacid component.

The material components for this spell arethe heart of a red dragon and the stomach ofa green dragon; both are consumed when thespell is cast.❊

Improved Wiley’s Door (Alteration)

Range: 0Components: V, SDuration: 1 round/levelCasting Time: 6Area of Effect: SpecialSaving Throw: None

This spell is like that of Wiley’s door exceptthat there is no limit to the amount of stuff thatcan be transported (except for the physicalproblems of getting that much stuff through thedoor) and the second door can be up to 6metres distant. The second door must besomewhere that the caster has seen.❊

Justin’s Skimmer (Evocation)

Range: 20 mComponents: V, S, MDuration: 1/2 hour/levelCasting Time: 6Area of Effect: One skimmerSaving Throw: None

An improved form of Tenser’s floating disc,the skimmer is designed as a flying vehicle forthe caster. The wizard reclines in a molded seatat the centre of the 1 m radius disc. The “wings”each have room for one person, or a compa-rable volume of cargo. It can lift 50 pounds perlevel of the caster. The skimmer can move atspeeds up to 25 miles per hour (this approxi-mates move 70), and has maneuverabilityclass A at speeds less than move 21. Thecaster is protected from acceleration, passen-gers are not. When stopped, the skimmer canrotate on a dime. The caster has full cover frombelow. The skimmer can take 5 HP per level ofthe caster. Ramming, it does (move/3)d6 dam-age to both itself and the target. Only the castercan control the skimmer; it hovers motionlessif he is unconscious. The skimmer is a stablecasting platform.❊

Jadwin’s Free Thoughts (Alteration,Illusion)

Range: 0Components: V, S, MDuration: 2 turns/levelCasting Time: 6Area of Effect: SpecialSaving Throw: None

This spell allows a wizard to maintain anyillusionary spell requiring concentration with-out the need to concentrate. The maintainedillusionary spell will either remain fixed, pro-ceed or repeat in a very mechanical manner.The wizard may alter the behaviour of themaintained illusion at any time by concentrat-ing on changing the illusion. Changing a main-tained illusion requires an action of lengthequal to twice the original casting time of theillusion. Disruption of the changing actioncauses the end of the maintained spell. Thewizard can maintain one spell per four levels.

The material component is a gem worth 200GP for each spell to be controlled.❊

Jadwin’s Illusion Enhancer (Altera-tion, Illusion)

Range: TouchComponents: V, SDuration: 1 turn/levelCasting Time: 6

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Area of Effect: 60 yards + 10 yards/levelSaving Throw: Negates

By means of this spell, the wizard changesthe appearance of all illusions within the spellrange of the spell recipient. Illusions can bemade to seem more real such that the recipi-ent receives a -4 modifier to any attempt todisbelieve. Or illusionary qualities may beadded that will make illusions more visible, e.g.all illusions will be visibly outlined in purple andwill flash hot and cold to the touch. Attemptsto disbelieve indicated objects can then bemade with a +2 modifier.❊

Kalessin’s Spell Load (Evocation)

Range: SpecialComponents: V, S, MDuration: SpecialCasting Time: SpecialArea of Effect: CasterSaving Throw: None

With this spell, the caster is able to “store”one spell for every three levels he possess (i.e.two at fourth, three at seventh, etc). The caster“paints” the spells around himself as runes, ineffect, casting them, a process taking one turnper spell. The spells are now “hung” around thecaster, and can be released by command, anaction taking only 1/10 of a round.

If the caster concentrates, glowing runesrepresenting the remaining spells in the loadwill appear about the caster, visible only to thecaster. The caster must specify in the castingof the load what the verbal or somatic com-mands are to be for the release of each spell.The caster also determines the appearance ofeach representative rune. Detect magic will re-veal the presence of the spell load, and TrueSight will allow the caster to see the rune rep-resentations of the spells in the load.

A spell load gets two saves versus a DispelMagic cast at it. First, it gets the mage’s sav-ing throw versus magic, and if that fails, it hasa 100% chance of being dispelled, minus 5%for each level the spell load caster has greaterthan that of the dispel magic caster.

Releasing the spells by command takes only1/10 round for initiative purposes, and thecaster can release two spells per round, al-though, if two spells are released, there is a (50- caster’s level) chance that the load spell willbe broken, and they will all go off. No more thansix spells can be set into a spell load.

Material components are a diamond tippedstylus, worth at least 1000 GP, and an amountof molten gold, with which the runes are pain-ted. The gold is consumed in the casting of thespell, but the stylus is still usable. The runes arevisible to all during the casting of the spell load,and they flare briefly when the spell they rep-resent is cast.❊

Lestat’s Liteblade (Abjuration, Evo-cation)

Range: 0Components: V, S, MDuration: 1 round/level within 1d6 days

Casting Time: 1 roundArea of Effect: One LitebladeSaving Throw: None

At the completion of the casting, the crystalglows from within. When the material compo-nent is wielded, the wielder can summon theblade forth at will (if the wielder is not the wiz-ard, and is not familiar with the spell, the wiz-ard will have to explain how to do this, it will takeapproximately 1 turn to understand how tocontrol the summoning of the blade, and theblade will be active for 2d6 rounds in the proc-ess), and a blade of 5 feet length will springfrom the crystal.

This blade is primarily light, contained with-in a field of magical force, though this force issuch that the blade can block another blade,including non-Liteblades. The blade itself hasno discernible weight, and thus is very fast,having weapon speed 1 and +3 to hit (alsodetermining what the blade can effect). By thesame token, it is balanced differently than anyother weapon, and unless the wielder hasspent considerable time practising the Lite-blade, the wielder will suffer the normal wea-pon non-proficiency penalty. In game terms,this means the player has taken a weaponproficiency in the Liteblade (note this requiresrather considerable access to Liteblades).

The blade does 1d10 damage on a success-ful hit (this damage is primarily from light andheat, and creatures particularly resistant orvulnerable to such damage will take half anddouble damage respectively, and those im-mune will take none). Also note that the bladecauterises the wounds it creates, and thus nobleeding will result.

The blade will retreat to a state of inactivitywithin the crystal at the wielder’s will, or if thematerial component is released.

Optional extension:On a roll of a natural 19, the opponents

weapon must save vs. magical fire or be cutby the blade (if reasonable). On a roll of a natu-ral 20, roll a 1d20 on the following table:

RollRollRollRollRoll EfEfEfEfEffectfectfectfectfect

1 Head severed2-5 Arm severed6-10 Hand severed11-15 Leg severed16-20 Normal damage

The material component of this spell is com-prised of a large crystal (for example a dia-mond), worth at least 1000 GP, mounted in aprecious metal (platinum or better) on a han-dle constructed from a precious wood (ebonyfor example). This construction is not con-sumed in the casting.❊

Lich’s Palm (Necromancy)

Range: TouchComponents: V, SDuration: 1 round/levelCasting Time: 6Area of Effect: One creature

Saving Throw: Special

This spell actually grants the caster the abil-ity to use the normal attack of a lich. The meretouch will cause 1d10 damage of cold and beparalyzed (save applicable).❊

Lightning Cloak (Alteration, Evoca-tion)

Range: 0Components: V, S, MDuration: SpecialCasting Time: 1 roundArea of Effect: The casterSaving Throw: Special

Upon casting this spell, a shimmering auraof lightning surrounds the wizard. This lightningproduces a crackling sound that is audible ata 1.5 m range, and dark areas the lightningcloak will outline the spell-caster as if a FearieFire spell had been cast upon him.

Under the effects of the lightning cloak, thewizard is a giant battery capable of discharg-ing lightning bolts as he sees fit. The maximumdamage of these bolts is 1d6 damage for eachlevel of the wizard, and he can discharge thebolts at a rate of one per round. The amount ofdamage caused by each bolt can be varied bythe spell-caster, i.e. a 12th-level can cast two6-dice bolts, four 3-dice bolts, a 9-dice bolt andthree 1-die bolts, or any combination that addsto 12 dice. Saving throws are allowed againstthese bolts, with success indicating that thevictim suffers half damage.

The lightning cloak also protects the wizardfrom the effects of electricity and electricalattacks. These attacks are absorbed with noharm to the wizard up to a maximum of 8points of absorbtion per level of the spell-caster (e.g., 80 points for a 10th-level mage).

However, the spell will end if the lightningcloak absorbes its full capacity of electricaldamage. In addition, anyone who attempts totouch a lightning cloaked mage will be shock-ed for 1d6 points of damage. If a metal object(such as a metal weapon) is the touchingagent, the maximum of six points of damagewill be sustained by the attacker. No savingthrow apply against this property of the light-ning cloak.

The lightningcloak spell will end when all itslightning bolts have been used or if it absorbesits maximum capacity of electrical damagenoted. Otherwise, the duration of lightningcloakspell is one turn plus one round for each levelof the wizard.

The material components for this spell in-clude powdered amber and rose quartz (100gp total value), a bit of phosphorous, and afinely woven cloak of no less than 500 gpvalue. The cloak must be worn for the spell totake effect, but the cloak may be re-used forsubsequent casting for the spell.❊

Lorth’s Stasis (Alteration)

Range: TouchComponents: V, SDuration: 1 turn/level

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Casting Time: 5Area of Effect: One creatureSaving Throw: Negates

This spell was designed as either a sort oftemporal stasis effect, or as a way of remov-ing enemies without killing them. The creaturetouched is placed into its own extra-dimen-sional space, where no time passes. After oneturn for each level of the caster has elapsed,the creature will be returned to the Prime Ma-terial plane in exactly the same state it waswhen the spell is cast (including location).

If an object has been placed in the locationfrom which the creature was sent, the subjectwill be displaced the shortest possible dis-tance in any direction consonant with emerg-ing in open space. For instance, if the tunnelhas collapsed since the spell was cast, thecreature might be displaced a few tens of yardsup to the surface of the earth, if this is theshortest displacement that will allow the crea-ture to be placed in an open area. However, ifthere should happen to be a cavity in the de-bris blocking the tunnel, the subject wouldmost likely be deposited there.❊

Mage Lock (Alteration, Evocation)

Range: TouchComponents: V, S, MDuration: SpecialCasting Time: 1 turnArea of Effect: SpecialSaving Throw: None

This powerful dweomer causes the sealingof a thing with far greater effectiveness thanthat caused by a Hold Portal or a Wizard Lockspell. The Mage Lock can only be cast on cer-tain things: Boxes or chests made of iron, steel,or harder metals, or on doors made of thesame and set into a wall at least as hard ashard stone.

When the Mage Lock spell is cast, the Wiz-ard chooses a single person - other than him-self - who is to be able to open the sealed box,chest, or door. When the spell is done the itemis sealed and only the individual who wasnamed in the casting will be able to open it. Theitem will be unaffected by Knock spells,Chimes of Opening, or similar magics, and willhave a Magic Resistance of 25% with regardto other magics, and a +2 on all saves.

If the person named in the spell should diebefore the item is opened - for the spell holdsonly until the item is opened once - then theitem cannot be opened by anyone until thecaster of the spell is dead. If the item has notbeen opened by the time both the wizard andthe person named die, the Mage Lock dissi-pates.

The material components of this spell are:A diamond, worth no less than 5,000 GP, 4small iron cubes, and a drop of blood from theperson to be named in the spell.❊

Masol’s Light Blast (Alteration)

Range: 4.5 m + 0.3 m/levelComponents: V, S, M

Duration: InstantaneousCasting Time: 4Area of Effect: 4.5 m radiusSaving Throw: Special

This spell will instantaneously create a sphereof intense light, that will almost certainly blindany creature inside the area of effect. A sav-ing throw vs. paralysis at a -4 penalty is need-ed to avoid permanent blindness for thosewithin the sphere. Those who do make theirsave are blinded for the next 2d8 hours. Crea-tures in the sphere will also take 1d2 per leveldamage due to flash burns, a successful sav-ing throw results in half damage.

Also, any creature who looks at the light mustmake the same saving throw (without the pen-alty) or risk going blind for 2d8 hours. A suc-cessful saving throw - from this point - will re-sult in no ill effects.

The material components are 10 firefliesenclosed in a crystal sphere of at least 500 GP.This is thrown and shattered at the impactarea.❊

Mass Teleport (Alteration)

Range: 0.3 m/level radiusComponents: VDuration: InstantaneousCasting Time: 3Area of Effect: SpecialSaving Throw: None

This spell is basically a higher level of thefifth level Teleport spell. The main difference liesin the amount of mass that can be transportedby the caster. In addition to the caster, 1200pounds per level over level 10 may be trans-ported. Basically, this spell is for bulk rate trans-fers of material. The range simply refers to themaximum radius outward from the center ofeffect (usually the caster) that people andthings can be to be teleported.

This was a very popular spell with parties ofadventurers that had lots of money to spendon transportation... As such, the mages whocould cast this spell tended to charge throughthe nose for it.. . It’s not an easy spell to findsince it is very, very useful... Of course, it’s justa matter of time before somebody else (or agroup of others) break into the action by re-searching a similar spell.❊

Micah’s Shield (Abjuration)

Range: TouchComponents: V, S, MDuration: 1 hour/levelCasting Time: 1 hourArea of Effect: One creatureSaving Throw: Negates

This spell can be cast by the wizard uponone person, not necessarily himself. While ineffect, the area with 3 m of the recipient be-comes a scrying “dead area”. When a scryingdevice (such as magic mirror or Crystal ball)is directed at the area, all that will be seen inthe dead area is grey mist. These informationgathering spells:

• Detect Lie,• Locate Object,• Clairaudience,• Clairvoyance,• Know Alignment, and• any of the “Detect” spells

will return no information (which in itself willbe quite peculiar). Finally, when a priest castsa commune spell and asks a question regard-ing events taking place within the dead area,said priest must make a secret saving throw vs.magic for each question asked or receive awrong answer.

Note that anyone can see into the area justfine, and no physical protection is given. Thespell simply counters detection magic.

The material components for this spell is afinely crafted ball of layered onyx, gold, andlead. Such a ball costs 3000 GP, takes a monthto make, and disappears upon casting.❊

Minor Accursed Rite (Necromancy)

Range: TouchComponents: V, S, MDuration: PermanentCasting Time: 1 hourArea of Effect: One living creatureSaving Throw: Negates

Turns victim into an undead, type selectedrandomly wight, . .., vampire, partially control-lable by the caster. Risky: each commandgiven is a chance for the victim to become afully free undead of the type, unless the casteralso is a member of the same type of undead.Free - until controlled by a spell, of course. Thechange takes place over a period of two weeksof gradually worsening illness in which time thespell can be dispelled by a Dispel Magic, CureDisease, and Heal, cast in any order any timeduring the two weeks, not necessarily onestraight after the other. The DM should makeup some appropriate material component.

Note: the spell can create some quite weirdundeads, such as vampire snakes. Controllingrequires a common language and sufficient in-telligence on the part of the target. The spellin itself doesn’t modify stats such as intellect,even if the undead strength of 18/00 on a vam-pire does apply to non-humanoids as well.❊

Minor Poltergeist (Conjuration/Sum-moning)

Range: 0Components: V, S, MDuration: One month/levelCasting Time: 4 turnsArea of Effect: SpecialSaving Throw: Negates

When cast, this spell causes a creature’sspirit to be bound to a specific area. The wiz-ard may elect to have the spirit enter a build-ing or just to warder about a certain area. Thetype of spirit depends on the bone used, whichis the material component. The spell’s durationis one month per level of the wizard. After thisperiod, the spirit is free to do as it pleases,leave or stay.

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The saving throw is made at half the level orhit dice of the creature to which the used boneonce belonged.❊

Moloranis’ Marvelous Map (Invoca-tion/Evocation)

Range: Special (see below)Components: V, S, MDuration: InstantaneousCasting Time: 1 turnArea of Effect: One sheet of paperSaving Throw: None

By casting this spell, the mage is able todraw a fairly well detailed map of the surround-ing terrain onto blank paper, which is the ma-terial component for this spell. The mage cast-ing this spell must give total concentration tothe spell for the entire 10 rounds. If the mageloses his concentration, the partially drawnmap will fade from view and the spell must berepeated. The range of this spell varies as fol-lows:

• Above the ground: 1 mile per level ofthe caster

• Underground: 30 m per level of thecaster.

• Inside a structure: The mage will get adetailed map of the floor or level he is on.However, the map will show nothing beyondthe outer walls. If the floor or level is biggerthan the mage’s maximum radius, then fol-low the underground rule.

While this spell is very handy, it does havesome draw-backs. Nothing on the map islabeled. Also, the map will not show people. Forinstance, the map will show where a town is (ifit is in range) but it won’t give you the name ofthat town and it won’t tell you if there are anypeople in the town. In other words, this spell re-sults in a terrain-like map.

The material component for this spell is apiece of paper (or something like that) and awriting instrument of some kind.❊

Mystyk’s Improved Backlash (Abju-ration, Invocation/Evocation)

Range: 0Components: V, S, MDuration: 1 round/levelCasting Time: 6Area of Effect: CasterSaving Throw: None

This spell is identical to Mystyk’s Backlashexcept for the following: when the caster is hitin melee, if he makes a successful save vs.rods, the attack only inflicts half normal dam-age (rounded down). Also, the energy burstsinflict an additional point of damage per levelof the caster, up to a maximum of 20; this dam-age is halved if the attacker successfully savesvs. spells. For example if a 14th level caster ishit with a melee attack for 12 points of dam-age, the caster would suffer 12 points of dam-

age, or 6 if the save is successful; the attackerwould suffer 12 + 14 = 26 points of damage, or13 if the save succeeds.

The material component for this spell is thesame as that for Mystyk’s Backlash except thegem must be worth at least 600 GP.❊

Noska Trades’ Immortal Mount (Al-teration, Necromancy)

Range: TouchComponents: V, S, MDuration: PermanentCasting Time: 1 turnArea of Effect: One creatureSaving Throw: Negates

This spell enables the wizard to convert hismount into a gruesome undead creature. Themount is allowed a save vs. death magic. If thissave fails the mount must make a systemshock roll, and if it fails this roll it dies beforethe spell is completed, thereby negating theeffects of the spell.

The mount turns jet-black with glowing redeyes and appears as if its skin was pulledtightly over its bones. The mounts skin be-comes leathery, decreasing its AC by 2. It ac-quires an additional hit die and retains its pre-vious movement rate and form (i.e., flyingmounts can still fly). The mounts maximumencumbrance increases by 200 pounds andit also never grows tired.

The wizard needs a vial made from thebones of a creature the same as the mount.The vial must be filled with demon ichor.❊

Orko’s Acid Cone (Evocation)

Range: 0Components: V, S, MDuration: InstantaneousCasting Time: 5Area of Effect: SpecialSaving Throw: ½

When this spell is cast, it causes a coneshaped area, originating at the wizard’s handand extending outward into a cone, 5 m longper level of the wizard. It drains coldness andcauses 1d4 hp + 1 hp per level of the wizardof acid damage. Furthermore, every roundhereafter, the remaining acid on the targetcauses an additional 1d6 hp of acid damage,that is reduced by 1 every following round.

The material component for the spell is avery small cone made of crystal, allot orglass.❊

Orko’s Dragonfire (Evocation)

Range: 0Components: V, S, MDuration: InstantaneousCasting Time: 5Area of Effect: SpecialSaving Throw: ½

When this spell is cast, it causes a coneshaped area of fire, originating at the wizardshands and extending outward in a cone 9 min diameter and 10.5 m + 1.5 m per level of thewizard long. It melts ice and causes damageequal to the wizards hit points.

The component for this spell if a smallgolden cone (50 GP) which melts after thespell is completed.❊

Pilpin’s Etherealness (Alteration)

Range: TouchComponents: V, S, MDuration: PermanentCasting Time: 6Area of Effect: The wizard + 1 creature/

2 levelsSaving Throw: Negates

This spell allows the wizard plus one othercreature for every two levels of the wizard toenter the border ethereal, slowly disappearingfrom view, taking a round to fade away. Crea-tures in the border ethereal exist simultane-ously in both the prime material and the ethe-real plane. From the border ethereal the crea-ture can enter the deep ethereal and travel tothe inner planes (refer to Manual of the Planes).Alternate prime materials cannot be reachedthrough the ethereal plane because each al-ternate prime material has an alternate ethe-real (travelling to alternate prime materialplanes can only be done through the innerplanes or from the prime material). To enter thebordered plane the creature simply wills it so,and materializes in the adjoining plane in a fewseconds.

Creatures in the border ethereal are invisibleto those on the bordering plane, although theycan be detected from that plane by means ofDetect Invisibility, True Sight, and True Seeing.Such a creature revealed would appear as asmoky, translucent shade. Creatures in theborder ethereal cannot verbally communicatewith the inhabitants of the plane they border,nor can they use equipment, items, or spellsto attack creatures in the plane they border.Likewise, inhabitants of the other plane cannotattack beings that are in the border ethereal(with a few exceptions, like the gaze attacksof Basilisks and Catoblepa’s). Phase Door andDispel Magic will bring creatures out of theborder ethereal.

Travellers in the border ethereal can movethrough the plane they are bordering withoutproblem, moving vertically or horizontally with-out need for support. They travel at the speedthey would on the bordered plane. Travellers inthe border ethereal can move through solidmatter in the plane bordered, except densemetals (i.e., gold, lead, etc.), living beings(above single celled), and certain spells thatdetect and ban the ethereal. Examples ofspells that affect ethereal creatures includeGlyph of Warding and Mordenkainen’s FaithfulHound, which both detect and attack etherealcreatures.

Travellers in the border ethereal can see intothe adjoining plane, but all colours are reducedto shades of grey and sight is limited to 120yards. Infravision and ultravision work from theborder ethereal. Divination spells can be cast

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against targets in the adjoining plane, but noother types of magic can affect creatures in thebordered plane. Spells in the border etherealwork under the restrictions of the etherealplane (again, refer to the Manual of the Planes).

The material components are 200 GP worthof powdered silver and crushed phase spiderhide, which disappear during casting.❊

Pilpin’s Liquid Fire (Evocation)

Range: 10 m + 10 m/levelComponents: V, S, MDuration: SpecialCasting Time: 6Area of Effect: 15-foot radius sphereSaving Throw: ½

This spell is similar to the Fireball spell, ex-cept that it douses all creatures in a 5 m radiussphere with an incendiary liquid. Everythingand all within the area of effect will be engulfedin non-magical fire for 1d6 rounds. Anycombustibles within the area of effect instantlyignite. A creature in the area of effect that failsits saving throw takes 1d4 hp of fire damageper level of the wizard on the first round, andthe same damage each subsequent round,until it saves. The round the creature saves ittakes half damage, rounded down, and thenext round it takes none. All the creature’s non-combustible possessions must save versusnormal fire or be destroyed (the combustibleones don’t get a save). A creature that suc-cessfully saves on the first round takes halfdamage for that round, and all its possessions(including combustibles) are unaffected.

For example, a creature failing its first saveagainst Pilpin’s Liquid Fire, cast by a 12th-levelwizard, takes 32 hp of damage (rolled on 12d4)on the first round. The creature fails its saveagain on the second round and takes another32 hp of damage. On the third round it savesand only takes 16 hp of damage and no dam-age on the fourth round.

The wizard must have a clear line of sight tothe target area.

The material components are a pinch ofsulphur and the distillate of softly boiled lampoil (dangerous to get).❊

Prismatic Ray (Evocation)

Range: 10 m/levelComponents: V, SDuration: InstantaneousCasting Time: 6Area of Effect: One creatureSaving Throw: Special

This spell is a watered down version of Pris-matic Spray. Only one ray of the wizard’s choiceis created. The colours available depend on thewizard’s level. Only red is available at 12th level,and one colour is gained per subsequent level.Consult the table below for available colours.

Level Colours Available

12 Red13 Red, Orange14 Red, Orange, Yellow15 Red, Orange, Yellow, Green16 Red, Orange, Yellow, Green,

Blue17 Red, Orange, Yellow, Green,

Blue, Indigo18 Red, Orange, Yellow, Green,

Blue, Indigo, Violet

This spell has no material components.❊

Programmable Dispel Magic (Abju-ration)

Range: 10 mComponents: V, S, MDuration: SpecialCasting Time: 2 turns/levelArea of Effect: 3 m radiusSaving Throw: None

This spell is a more refined version of Dis-pel Magic. The spell allows the wizard tospecify the exact conditions under which it willmanifest its effects, much like a Contingency,but without that spell’s side effects.

Instructions may contain one word per levelof the wizard. Some examples follow:

* “When evil passes, dispel Stoneshape”.* “When a century has passed, dispel Sepia

Snake Sigil”.* “When box is opened, dispel all magic”.

The spell must be cast on an object or placeand can affect all magic within 3 m. Magic castby other wizards will resist being dispelled asper Dispel magic, unless those wizards col-laborate with the wizard in the spells prepara-tion.

The material component is a silver candlesnuff, and a scroll made of vellum preparedform disenchanter skin and ink prepared fromdisenchanter blood, and the crushed lens froma beholder’s central eye. The cost is 100 GP perword, and the scroll is consumed in the cast-ing. The candle snuff is not destroyed.❊

Projectile (Evocation)

Range: 10 m/levelComponents: V, SDuration: SpecialCasting Time: 1 roundArea of Effect: SpecialSaving Throw: None

This spell creates an adamantine trianglemeasuring one inch per side in the immediatevicinity of the wizard. For as long as the wiz-ard is able to maintain concentration, the trian-gle is under his complete control, acceleratingat the rate of 0.05 m per round per level of thecaster. The triangle is half a centimetre thick atthe center and thins out to razor sharpness atthe edges. The wizard guides the path of the

triangle somatically, and must make a Dexter-ity check to hit a given object (with modifier forsize, if any).

The amount of damage caused varies withthe type of motion of the triangle. E.g., simplypassing through an object will cause roughlythe same damage as an arrow, whereas re-peatedly raking an object can cause up to1d12 points of damage per round. More imagi-native uses can cause more serious injuriesmuch more quickly. If the wizard loses concen-tration, or something interferes with the move-ments of his hands, the triangle will instantly bedispelled, and the wizard will take one full roundto recover before being able to cast anotherspell.❊

Protection Spell (Abjuration)

Range: TouchComponents: V, SDuration: SpecialCasting Time: 5Area of Effect: One creatureSaving Throw: Negates

When cast on a subject, this spell will absorbdamage up to 20 hit points per level of thewizard. It persists until it has absorbed thisamount of damage, after which the spell ter-minates. The kind of protection must be speci-fied while casting and the caster may chosebetween protection from cold, fire, electricityand poison.

Because there were so many “ProtectionFrom” spells on fifth level I thought it would behandy to have only one spell capable to imi-tate all these spells.❊

Quintessa’s Slaying Spear (Evoca-tion)

Range: 6 m/levelComponents: V, S, MDuration: PermanentCasting Time: 6Area of Effect: One creatureSaving Throw: Special

When this spell is cast, light, that appears asa chromatic mass of intertwined rays bundledtogether in the shape of a spear, appearsabove the casters head.

The caster goes through the motion of throw-ing the spear, without ever touching it, whilespeaking the name and race of the creature tobe slain.

The spear then flies towards its target andwill kill the creature instantly is a save vs. deathmagic is failed. The spear never misses.

If the saving throw is successful, the spearmisses the creatures brain, or central nervoussystem, and instead hits another part of of thebody causing 10-80 + 1 HP per level of thecaster damage. The surge of energy into thecreature will also stun it for 2-8 rounds.

For the spell to work to its fullest potential,certain things should be known about the tar-get: (1) race (2) anatomy (3) true name - ifapplicable - and (4) general background and

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history of the creature. If any of these areknown (or not known) then the creatures sav-ing throw is modified as follows:

InforInforInforInforInfor----- Saving ThrSaving ThrSaving ThrSaving ThrSaving Throwowowowow Adjust-Adjust-Adjust-Adjust-Adjust-mentsmentsmentsmentsmentsmationmationmationmationmation Known Unknown

Race -1 +2Anatomy -1 to -4 +3True name -4 +2Knowledge -1 to -5 +3

The saving throw modifier because of knowl-edge of the creatures anatomy depends onhow much the caster has studied the creaturesspecies. As a general guide, it would takeabout one month of study, along with lots ofspecimens, to be completely familiar with acertain species anatomy.

The saving throw modifier because of knowl-edge of the creatures background depends onhow much and how deeply the creature’s his-tory and current life was researched.

The material component for this spell is acopper spearhead and a glass or crystal prism.If the creature was killed because of a failedsaving throw, then the spearhead will be foundin the brain. If the save was made, then thespearhead will be found in a random part of thebody.

There is an additional -2 to save modifier if,for some obscure reason, the creature isresubject to this spell with the same copperspearhead that was used the first time (thespearhead has learned where to go this time).

The prism disappears after the spell iscast.❊

Rainbow Warrior (Evocation, Sum-moning)

Range: 5 m/levelComponents: V, S, MDuration: 1 round/levelCasting Time: 1 roundArea of Effect: SpecialSaving Throw: None

This spell invokes energy and the spirit of acreature from the quasi-elemental plane ofradiance. The Rainbow Warrior has as many hitpoints as the wizard would at full health, andattacks as a fighter of half the wizard’s level.The Warrior has an AC of 0, and can only bestruck by magical weapons. It attacks with aspear of radiance, which causes damage thesame way as the second-level Alpha’s Rain-bow Beam spell if the target is struck. As withthat spell, the wizard has a 5% per levelchance of selecting the colour of the spear,otherwise it is random. The Rainbow Warriormay fly at a movement rate of 24, but it has noreal substance and cannot touch nor carry anymaterial object.

Creatures dwelling on or drawing power fromthe negative material plane or plane of shadowsuffer 1d6 damage every round that they arewithin 6 m of the Rainbow Warrior, as it shedsa bright globe of light strongly infused withenergy from the positive material plane. The

Rainbow Warrior is unaffected by poison, pa-ralysis, petrification, fire, electricity, gas, or acid.Unholy water causes it 2d4 damage, and coldattacks do full normal damage.

Negative energy attacks gain a bonus of +1per die of damage, and any spells involvingdarkness cause the Rainbow Warrior 2d6 dam-age per level of the spell, though the darknessspell will then be dispelled. Any darkness spellcoming into contact with the 6 m globe of lightsurrounding the Rainbow Warrior must bechecked as if Dispel Magic was being cast atthe level of the summoner of the Warrior. Onlyone such dispelling attempt is possible foreach darkness spell that could be affected,although the Warrior can automatically dispelany darkness spell by touching the area ofeffect, but it will suffer damage as if the spellhad been cast specifically at him. Dark-dwell-ing creatures (e.g. drow, duergar) are affectedby the Rainbow Warrior’s globe of light as theywould be by Continual Light.

The material component of this spell is aclear diamond worth not less than 5000 GP.❊

Rape Trick (Abjuration, Evocation)

Range: SightComponents: V, SDuration: InstantaneousCasting Time: 1Area of Effect: One creature/4 levelsSaving Throw: Special

When cast, this spell causes all armour (orclothing if that’s all that is being worn) to beremoved. This spell cannot be stopped oncestarted. The saving throw is an ordinary savevs. magic. If the save is made, the effect isbounced back on the wizard. Clothing can beput back on as normal after the spell is cast.One person for every four levels of the wizardcan be “un-armoured”.❊

Rebel’s Fly (Abjuration, Evocation)

Range: TouchComponents: V, S, MDuration: 2 turns/levelCasting Time: 20 minutesArea of Effect: One creatureSaving Throw: See below

This spell is similar to the 3rd level spell Fly.However, it gives the recipient air manoeuvra-bility class A. It also allows the recipient to travelat speeds up to 50. The recipient of this spellcan carry up to two times his body weight with-out losing manoeuvrability. For each increasein weight (three times, four times, and so on),the manoeuvrability class will be reduced byone. The spell can move at most 1/5 ton at onlyhover level.

The material component of this spell is awing of any flying creature.❊

Replay (Divination, Illusion)

Range: 18 mComponents: V, S, M

Duration: 1 turn/levelCasting Time: 1 roundArea of Effect: 6 × 6 m areaSaving Throw: None

This spell causes past events to be re-en-acted in the area of effect. The replayed eventswill consist of a three dimensional, semi-trans-parent image superimposed over the area ofeffect.

The caster can freeze the action, reverse it,scan forward for a particular event, or skip toany time within the range of the spell as givenin the table below.

Level:Level:Level:Level:Level: TTTTTime Range:ime Range:ime Range:ime Range:ime Range:

12-14 1 day per level15-17 1 month per level18-20 1 year per level21+ 1 century per level

The speed of a search is determined by theevent that is sought. The passage of an armywould be easy to spot at a fast search rate,while searching for a pickpocket would requirea real time search.

The material component for this spell is anhourglass.❊

Retroactive Dispel Magic (Abjura-tion, Alteration)

Range: 0Components: V, SDuration: InstantaneousCasting Time: SpecialArea of Effect: SpecialSaving Throw: Special

Lets you actually cast Dispel Magic to coun-ter a spell thrown at you! If you have the spell,you can cast it at any spell or spell effectthrown that round, even if you have been killedor turned to stone, by the vagaries of initiativeand the like. It is assumed that you were cast-ing the Dispel Magic as the other spell wasbeing cast. Acts as Dispel Magic for chanceof success based on level.

For example, you have Esmeralda cast Poly-morph Other, which is lots faster than DispelMagic. She has Initiative all over Glamgon, thePC. He declares that he wants to cast retroac-tive Dispel Magic, so effectively as Esmeraldawas gathering power for her spell, Glamgonwas trying to drain it away. Glamgon had bet-ter succeed, lest he truly become a toad (theoutcome of the polymorph other should Ret-roactive Dispel Magic not succeed).

Note that this spell cannot be cast by a spe-cialised Abjurer or Transmuter, since it (also)belongs to his opposite school.❊

Rune II (Enchantment)

Range: SpecialComponents: V, S, MDuration: Until Discharged

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Casting Time: 1 turn/spell levelArea of Effect: SpecialSaving Throw: Special

This spell allows the wizard to inscribe a runecontaining the energies of one spell up to fifthlevel. Instructions of up to 1 word per level maybe given to control the conditions under whichthe spell contained in the Rune is discharged.

The material component is 100 GP worth ofgems and inks per level of the spell containedin the rune.❊

Sarius’ Frost Giant Manifestation(Conjuration)

Range: 30 m + 3 m/levelComponents: V, S, MDuration: 1 turn/levelCasting Time: 6 turnsArea of Effect: SpecialSaving Throw: None

This spell creates a golem-like creaturewhich the mage may direct to perform certainprogrammed actions. The creature is a tempo-rary ice golem with no true intelligence, and tomost appears as an undead frost giant. Thecreature may be controlled up to a distanceequal to the spell range but if it passes outsideof this range, or the spellcaster is killed, thecreature will explode in a 18 m radius areadoing damage equal to its current hit points(save vs. breath weapon for half damage). Thecreature created mimics most of the actions ofa frost giant, having AC 4, MV 12, HD 10 + 2,HP 52, AT 1, DM 4-24, SP: Immune to cold, SZ:L (4.5 m), Strength: 21. The creature can fightwith its club only and has no ability to hurl rocksas a normal frost giant. It can inflict structuraldamage points as a normal frost giant on around to round basis (Wood: 2, Soft Stone: 1,Hard Rock: 1/2).

The caster is able to direct the creature toperform 3 individual actions plus 1 for everytwo levels of experience above 12th level. Eachchange in action will cause the creature tohesitate for one round before working to act outthe next action. Actions can be classed as“killing a group of orcs”, “killing a group of menwearing the same colours or armour”, “tearingdown a stone wall”, “pulling up a tree”, etc. Oncethe final action is completed the frost giantcrumbles into small shards of ice, effectivelymaking a circular area 9 m in diameter veryslippery. Against mind affecting spells, thecreature is considered to have an intelligenceand wisdom of 3 (saving at -3 vs. these at-tacks). If the creature is charmed or control-led by a mind affecting spell the casters con-centration is totally disrupted causing the crea-ture to dissipate and any other spells the castercurrently controls will become dispelled unlessthe caster has no control over the spells inquestion after casting them, and any spell thecaster is currently casting will be disrupted.

This spell requires only the slightest mentalcontrol of the caster to operate, allowing himto cast other spells normally that do not requirehis full concentration. Multiple castings of thisspell will work, but all of the detrimental effectsare cumulative. The material component of this

spell is a small pouch (5 cm squared) ofleather containing a patch of fresh (not dried)frost giant hair mixed with diamond dust of noless than 500 GP value. The frost giant hair maybe kept fresh with a Preserve spell or similareffect.

The source of this spell is Sarius Mendle-kine.❊

Sarius’ Platinum Platform (Altera-tion, Enchantment)

Range: 1.5 m/levelComponents: V, S, MDuration: SpecialCasting Time: 1 turnArea of Effect: SpecialSaving Throw: None

This spell brings a magical force field into ex-istence which resembles a dimly glowing plat-form made of glass-like material. The glowingplatform (dimly visible up to 1.5 m away indaylight) is capable of flying under the controlof the spellcaster, who may carry himself anda certain amount of weight through airy andwaterous mediums. When casting this spell, themage may choose to create a 3 × 3 m with 2m sidewalls or a 12 × 12 m platform with 1 msidewalls. The 3 × 3 m platform looses someof the abilities of the 12 × 12 m, but is 10%magic resistant and confers a 5% magic resist-ance to anything in physical contact with theplatform. Both platforms have a localized grav-ity that aids in keeping materials on board andbonuses to dexterity checks for falling from it.The differences between platforms and gen-eral flight powers are listed in the table below.Note that this spell uses the intelligence of thecreature casting the spell to determine usage(even thieves) and creatures with less than a9 intelligence may not effectively use this spell.Only mages may create the 3 × 3 m platform.

The platforms may only be destroyed bymagical damage. Physical attacks, no matterhow strong, will only be able to move the plat-form in relation to the force of the attack com-pared to the current speed and/or lift rate.Magical weapons will do damage equal to theirmagical plusses only. If area of effect attackscome from below that do not destroy the plat-form they will not affect the contents of theplatform. Note that, even if the magic resist-ance of a 3 × 3 m platform is bridge and it failsits saving throw and takes full damage, unlessit is destroyed the aforementioned effect holdstrue. The magic resistance passed onto objectstouching the platform stay in effect for oneround after it is destroyed. Breath weapons areconsidered magical attacks cast at the levelof the hit dice of the breathing creature for de-termining magic resistance breach.

The 12 × 12 m platform may sustain 3 HP perlevel of the originating experience level atwhich it was cast, while the 3 × 3 m platformwill take 4 x this amount of damage. The plat-form is immune to any attacks which use a pri-mal force of the plane in which it is created(e.g., fire in the elemental plane of fire) since itis created from the forces of the current planein which it resides. This also prevents the plat-form from crossing planar boundaries. Inplaces where there is no localized gravity,

movement rates are double the stated valuesin the table below. Spell duration in normal timeis 1 turn per level for the 3 × 3 m platform and1 day per level for the 12 × 12 m platform.

The material component of this spell is aplatinum plate (7.5 × 12.5 × 1 cm) with mysticrunes etched into it. A jeweler is needed (un-less the character has the skill) and he willcharge no less than 500 GP to work the runesneeded into the plate, the total price comingto 4,000 GP for the plate. The caster must usea wizard mark of his own to prepare the plateor it will only be able to create the 12 × 12 mplatform.

3 × 3 m platform:

INTINTINTINTINT::::: MaximumMaximumMaximumMaximumMaximum MaximumMaximumMaximumMaximumMaximumSpeed:Speed:Speed:Speed:Speed: WWWWWeight:eight:eight:eight:eight: Lift:Lift:Lift:Lift:Lift: MCFMCFMCFMCFMCFA:A:A:A:A:

09 09 900 3 m C/+110 10 1000 3 m C/+111 11 1100 3 m C/+112 12 1200 3 m C/+113 13 1300 6 m C/+114 14 1400 6 m B/+215 15 1500 6 m B/+216 16 1600 6 m B/+217 17 1700 6 m B/+218 18 1800 6 m B/+219 19 1900 9 m B/+220 20 2000 9 m A/+321 21 2100 9 m A/+322 22 2200 9 m A/+323 23 2300 9 m A/+324 24 2400 9 m A/+325 25 2500 9 m A/+3

12 × 12 m platform:

INTINTINTINTINT::::: MaximumMaximumMaximumMaximumMaximum MaximumMaximumMaximumMaximumMaximumSpeed:Speed:Speed:Speed:Speed: WWWWWeight:eight:eight:eight:eight: Lift:Lift:Lift:Lift:Lift: MC/FMC/FMC/FMC/FMC/FA:A:A:A:A:

09 4.5 3600 1.5 m E/+410 5 4000 1.5 m E/+411 5.5 4400 1.5 m E/+412 6 4800 1.5 m E/+413 6.5 5200 3 m E/+414 7 5600 3 m D/+515 7.5 6000 3 m D/+516 8 6400 3 m D/+517 8.5 6800 3 m D/+518 9 7200 3 m D/+519 9.5 7600 4.5 m D/+520 10 8000 4.5 m C/+621 10.5 8400 4.5 m C/+622 11 8800 4.5 m C/+623 11.5 9200 4.5 m C/+624 12 9600 4.5 m C/+625 12.5 10000 4.5 m C/+6

Maximum Speed: This is measured in me-tres × 0.3 per round indoors and metres perround outdoors. Incapacitating the controllingperson causes the platform to freeze. Speedalso directly converts to miles per hour whenthe platform is flown for that amount of time.

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Maximum Weight: This is measured inpounds.

Maximum (rate of) Lift: For every 100 poundsover the maximum weight limit the lift rate is re-duced by 3 m per round. Negative lift ratescause the platform to go down at a rate equalto the negative rating unless the current planehas no gravity. In this case movement rate isaffected vice lift.

MC/FA (Maneuverability Class / Falling Ad-justment): This bonus is doubled for the castercontrolling the platform. Each +1 should beconsidered a pull each to 1/10th of normal grav-ity in the current plane of existence. Theseplusses are specifically bonuses against fall-ing off of the platform.

The source of this spell is Sarius Mendle-kine.❊

Sertain’s Certain Slaying (Necro-mancy)

Range: 6Components: V, S, MDuration: PermanentCasting Time: 6Area of Effect: One creatureSaving Throw: Special

This spell concentrates all the power of aDeath Spell on one victim. A saving throw kine.j

is permitted, save vs. death, of course. Forevery three levels the wizard exceeds the vic-tim’s level or hit dice, a -1 penalty is applied tothe save, and vice versa. If the save is failed,the victim is slain immediately. If it succeeds,he is weakened for one turn per level of thewizard, suffering a -2 penalty to all dice rolls.This penalty is cumulative. A save which suc-ceeds by more than 10, or is critically made ne-gates any and all effects of that casting of thespell.

The material component is a black pearl,and the lens from the eye of a catoblepas,costing a total of 1000 GP.

Note: in some places, the lens may be hardto get, as its only known use (besides as a lens)is for death-dealing spells.....❊

Sillvatar’s Surgical Strike (Invoca-tion/Evocation)

Range: 10 m + 10 m/levelComponents: V, S, MDuration: InstanCasting Time: 6Area of Effect: One creatureSaving Throw: 1/2

This spell provides the caster with a methodof attacking a specific target in the midst of acrowd; when this spell is cast, a flaming boltshoots from the palm of the caster towards theintended victim. Only one target may be cho-sen for this spell, and the bolt strikes this indi-vidual unerringly. The bolt will dodge obstruc-tions and other creatures in its flight to the tar-get; it will even round corners, if need be. Aslong as the spell’s range is not exceeded, andthere is some path to the target, it will be struck;even if the victim ducks behind an obstacle

while the spell is being cast, the bolt will stillstrike home. The only stipulation is the targetmust be in sight when the spell incantationsbegin; the caster may choose any target withinsight (and range) but may not target suchthings as “the strongest member of the group”or “the orc leader” (see the description forMagic Missile for more details).

When the bolt impacts the target, it explodesin a burst of flames that engulf the victim; theflames conform to the shape of the target, sono other creatures are affected by the spell un-less they are touching the victim. The affectsof the explosion are identical to a 10 die Fire-ball (10d6 points of damage). A successfulsave vs. spell reduces the damage by one half.If this save fails, the target must save vs. magi-cal fire at -3 for all possessions; those that failare destroyed.

Since its inception, this spell has become afavourite of assassins; because of this, Sillvatarhas striven to remove it from circulation. Dueto his efforts, this spell is not as common as itonce was, although tens and even hundredsof examples still exist.

The material component for this spell is ahandful of scales and the heart of a reddragon; these components are consumedwhen the spell is cast.❊

Spellink (Alteration)

Range: 0Components: V, S, MDuration: 3d4 hours + 1 hour/levelCasting time: 5 roundsArea of Effect: CasterSaving Throw: None

By use of this spell, the mage magically links4 spells that are currently in his memory. Thelink is such that, upon uttering a trigger phrase,the linked spells are invoked almost simulta-neously. That is, they are machine-gunned. Inactual time: there is a 2/10 round gap betweenthe spells.

The spells that can be linked are one firstlevel spell, one second level, one third level andone fourth level. The mage must specify theorder of the link (i.e. 1-3-4-2, 2-1-3, etc). Spellsthat are linked may not be cast. Any attemptto cast a linked spell has an 85% chance tofizzle (minus 10% per point of intelligenceabove 15). Furthermore, the other spells linkedto the cast spell are automatically lost.

The trigger phrase takes 1/10 round to use.At the end of the duration, which is secretlyrolled by the GM, this spell and the linked spellsare automatically lost.

Spell components are a braided platinum &copper chain, worth 500 GP, which is con-sumed by the spell, and - obviously - whateveris needed for the linked spells.❊

Staff of Light/Darkness (Alteration,Evocation)

Range: 0Components: V, S, MDuration: 1 round/levelCasting Time: 6

Area of Effect: SpecialSaving Throw: Special

By means of this spell, the magic-user cre-ates a powerful magical weapon which only hecan wield. Magic-users of Good alignment cancreate a Staff of Light; those of Evil alignment,a Staff of Darkness; and those of Neutral align-ment (with respect to Good/Evil) can create ei-ther form of the spell, but with reduced effec-tiveness. The verbal component of this spellconsists of but a single word, which creates inthe magic-user’s hand a sphere of light (ordarkness) a few inches in diameter; the re-mainder of the casting time is then spent care-fully pulling and shaping this sphere into a full-sized staff. Spell duration is considered to be-gin on the following round, so that the castercan make at least as many attacks as he haslevels.

The glowing Staff of Light will brightly illumi-nate a 9 m radius, and when cast by a Good-aligned magic-user this illumination will bepainful to supernatural Evil creatures such asundead, demons, devils, etc. (these take 2 hitpoints of damage per round, saving vs. spelleach round for half damage). A Darkness spellcast in the area of the Staff of Light will elimi-nate this painful effect for the duration of theDarkness, but does not actually make the areadark, though the illumination is reduced to thelevel of dim torchlight.

Whether cast by a Good or Neutral magic-user, the Staff of Light strikes as a +2 weapon(for purposes of what can be hit by it; there isno actual to-hit bonus) and does a base of 1d6points of damage. The damage can be in-creased by 1d6 for each round of spell dura-tion that remains; every such increase short-ens the duration of the spell by one round. In-tent to increase damage must be stated beforethe to-hit die is rolled, but spell duration is notaffected if the attack is a miss. If the Staff ofLight is used to strike a creature with a strongNegative Material existence (wights, spectres,xeg-yi, etc.) there is a 50% chance that theremaining spell duration will be expended asdamage whether or not the caster wishes it.

The Staff of Darkness sheds deep shadowsin a 9 m radius, through which only the castercan see clearly; Shades (the monster) andother magic-users using Staff of Darknessspells are at -1 to hit when within these shad-ows, and all others (even with infravision) areat -3 to hit and +3 to be hit when in these shad-ows (note that two magic-users within 9 m ofeach other and each holding as Staff of Dark-ness will both be at -1 to hit, but the effects ofmultiple staves are not otherwise cumulative).

In addition, when cast by an Evil-alignedmagic-user, this sphere of shadow will affectsupernatural creatures of Good alignment(shedu, lammasu, devas, etc.) as if they wereaffected by a Stinking Cloud spell (savingthrow vs. magic reduces the effect to mild nau-sea, -1 to hit and damage; this penalty is cu-mulative with the -3 to-hit penalty for poor vis-ibility). A Light spell cast in the area of the Staffof Darkness will remove this nauseating effectand reduce the to-hit penalty to -1 and the to-be-hit penalty to +1, but will not significantlybrighten the area.

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The staff of Darkness strikes as a +2 weapon(for purposes of what can be hit), doing 1d6points of damage. For each round of spellduration that remains, the caster can chooseto inflict numbing cold on his victim; this coldhas a 5% chance per round of spell durationexpended, cumulative, of causing loss of useof a limb for 1d6 rounds, and otherwise causesthe victim to lose one point each of strengthand dexterity per round of duration expended,also for 1d6 rounds; thereafter the lost strengthand dexterity return at the rate of one pointeach per round, or the limb becomes usableimmediately. Cold-resistant and cold-usingcreatures get a saving throw against this effect,and its duration is halved for them in any case.

If the areas of radiance/shadow of a Staff ofLight and a Staff of Darkness intersect, the ef-fects of both are negated in the overlapping re-gion. If the staves are within 9 m of one another,both cease to shed their light/darkness, buttheir powers are otherwise unaffected. NeitherStaff has any physical substance, and thuscannot be parried except by another Staff ofthe opposite type or by a Rod of Force; a Wallof Force, Forcecage, or similar force barrier willstop a Staff. If two Staves of opposite typetouch one another for any reason, both are de-stroyed in an explosion of 12 m radius caus-ing 1d6 points damage for each round of du-ration remaining in the two spells, cumulative.The mages holding the Staves automaticallytake full damage, all others within 12 m save vs.spells to take half damage.

The material component of this spell is apearl (a black pearl for the Dark version) of notless than 500 GP value, which is held in onehand when the command word is uttered. Thepearl is transformed into a small sphere of lightor darkness; the somatic component is thestretching and molding of this sphere into astaff. There is rumoured to be a variant of thisspell that allows the sphere formed from thepearl to be hurled as a missile, but the specificdetails have been lost.❊

Teleport Trap (Alteration)

Range: 10 m/levelComponents: V, S, MDuration: 1 turn/levelCasting Time: 1 turnArea of Effect: 10 m/level radius

sphereSaving Throw: Negates

All people or things teleporting in the areaof effect are, upon materializing, effected as ifa paralysis spell had been cast upon them (asin players handbook). Thus a mage wishing toleave sneak into a place decides to teleportthere. He doesn’t realize that a Teleport Traphas been cast however around the spot hewishes to appear. Upon arriving he must savevs. spells or be paralysed. Those leaving anarea under this spell will also be paralyzedwhereever they appear.

Material components are a gem of not lessthan 5000 GP worth smeared with the ichor ofsome paralyzing agent (ghoul’s skin, etc).❊

Teleport via Fire (Alteration)

Range: SpecialComponents: V, S, MDuration: 1 hour/levelCasting Time: SpecialArea of Effect: One creature/4 levelsSaving Throw: None

This spell allows the caster to teleport him-self and/or others from one area of flames toanother (both fires must be at least as large asa small campfire). The caster has two options:if the terminal fire is in sight, the teleport iswithout error as per the spell of the samename; if the target fire is not in sight, then theteleport is subject to the success modifiers ofthe normal Teleport spell. Obviously, the loca-tion of the terminal fire must be known (viascrying or prior knowledge). If this spell is usedwhen there is no known target fire (i.e. there isno fire in sight and none are known to thecaster) the recipients are trapped on the el-emental plane of fire (note that this provides away of entering this plane on a planned basis,but the caster will not know the location of theteleport beforehand, unless there is priorknowledge of the location on the plane of fire).

This spell will provide the recipients with aform of fire-resistance: this resistance lasts forone round per 2 levels of the caster; it providestotal protection for this time (but only for the twofires in question - the recipients are affectednormally by other fires during this time).

It takes 2 turns to prepare this spell, but onceprepared, it will remain in effect for one hour perlevel of the caster, or until it is used. The crea-tures to be affected are named at the time ofpreparation. The spell has an actual castingtime (i.e. to trigger the teleport) of 1.

This spell provides a method of escapingthe effects of a Fireball or similar spell: if thecaster makes the proper saving throw, and isnot in the midst of some other activity (i.e cast-ing another spell or fighting), the teleport canbe triggered instantly; the teleported creaturesare unaffected by the Fireball regardless if theymake their saves or not. Of course the normalstipulations are still in effect, so the caster muststill have a target fire, or be trapped on theplane of fire.

The material components for this spell area candle and the replica of a small, woodendoor; both are consumed with the casting.❊

Teleportal (Alteration)

Range: 9 mComponents: V, S, MDuration: Up to one minuteCasting Time: 1Area of Effect: SpecialSaving Throw: None

This spell conjures a dimensional door, ei-ther on a solid surface or anchored by somesort of substance. Two-hundred and fiftypounds per level of the wizard can enterthrough the door to another place, but the wiz-ard must be the last person through. The doorwill automatically extinguish itself in one minute

if the wizard is not yet through. The door canlead to any location the wizard desires whichis within fifty feet per level of wizard. The loca-tion may be either visualized from memory ormay be given as directions if the wizard has novisual memory of the location. If the door leadsinto a solid object, material creatures and ob-jects will not be able to pass through the door.

After the wizard has passed through, thedoors will disappear. If the wizard does notpass through the door within one minute, thedoors will disappear as well. In this case, allobjects that have passed through will be lostto the ethereal plane, while creatures that havepassed through will return to the location of thefirst door they have passes through.

Note that this spell does not enable individu-als to teleport to or from magically sealed lo-cations.

The material components for this spell area gem, worth at least 5000 GP and the tail of arattlesnake.❊

Vandergast’s Armoured Forcetrap(Invocation/Evocation)

Range: 10 m/levelComponents: V, SDuration: SpecialCasting Time: 6Area of Effect: One creatureSaving Throw: Negates

This spell is identical to Vandergast’sForcetrap in appearance and effect, with thefollowing exceptions: a bend bars attempt isuseless against this spell; instead, enoughdamage must be inflicted on the bands todestroy them. This damage may be caused byweapons (piercing and slashing weapons onlydo half damage, blunt weapons inflict full dam-age) or spells. Also, only one target may betrapped by this spell. Finally, a Limited Wish willnot affect this spell, although a Wish will destroyit, and a Dispel Magic has the normal chanceof success against the bands.

The bands have AC 0 and 5 hit points forevery level of the caster. When the bands’ hitpoint total has been exceeded, the bands aredestroyed, and the spell ends. Each attack thatinflicts damage on the bands will also inflict halfthat damage total (rounded down) on thetrapped victim unless a successful save vs.paralysation is made (in which case, no dam-age is suffered). For example, if the bands arestruck for 11 points of damage, they suffer thefull 11 points, while the trapped victim suffers 5points of damage, unless his save wassuccessful.❊

Wimp (Enchantment/Charm)

Range: 9 mComponents: V, SDuration: 1 round/levelCasting Time: 1Area of Effect: One humanoidSaving Throw: Negates

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This spell reduces a humanoid’s level offighting ability to one-half standard rounded up.This affects THAC0, number of attacks perround, extra damage for rangers, backstab-bing, monk combat, etc…❊

Wizard Watch (Alteration, Divination)

Range: 3 mComponents: V, S, MDuration: PermanentCasting Time: 1 hourArea of Effect: One roomSaving Throw: None

This spell creates a special version of thecasters Wizard Mark to placed in a room of thecasters choice. This sigil will allow the casterto view the room from any distance as if thecaster was scrying into the room with nochance of failure. The sigil itself does not dothe seeing, but it only defines the room that canbe viewed, thus the caster can view the roomfrom any viewpoint inside the room, but notfrom outside the room. The information re-ceived is limited to visual only.

Since the sigil is easily noticed, it can be hid-den, or have its design mixed in with the de-cor of the room and be hidden that way.

If the sigil is created in an outside area, notbounded by walls, then the viewpoint can beanywhere within a 3 m radius from the locationof the sigil.

Any creatures that are in the room which isactively being watched will have a chance todetect the scrying of the owner as defined theDMG (pg. 141). If they use a dispel magic tocounter the scrying, then the sigil will remaininoperative for a period of one day (this doesnot mean that the caster might not have moresigils in the room. As long as they remain in-activated, they will not be effected by the Dis-pel Magic).

The spell is permanent until the sigil is tam-pered with, or destroyed.

The materials for this spell is a mercury and1000 GP of carbuncle dust is a glue base aswell as a dragon scale with the sigil carved onit. The mix is poured onto the dragon scale‘mold’ and pressed against the area where thesigil is to be put. The spell is cast, and the newsigil remains in place. ❊

X-Ray Vision (Divination)

Range: TouchComponents: V, SDuration: 1 round/levelCasting Time: 4Area of Effect: Creature touchedSaving Throw: None

The recipient of this spell gains the ability tosee into or through substances which are im-penetrable to normal sight. Vision range is 6 m,with the viewer seeing as if it were normal lightdue to expanded vision capability. X-ray visioncan scan 9 m² of area per round. Secret com-partments, recesses, drawers, and doors willbe located by X-ray vision.

SubstanceSubstanceSubstanceSubstanceSubstance Thickness pene-Thickness pene-Thickness pene-Thickness pene-Thickness pene- MaximumMaximumMaximumMaximumMaximumScannedScannedScannedScannedScanned trated per rtrated per rtrated per rtrated per rtrated per roundoundoundoundound Thick-Thick-Thick-Thick-Thick-nessnessnessnessness

Animal matter 1.20 m 6 mVegetable matter 0.75 m 6 mStone 0.30 m 3 mIron, steel, etc. 2.5 cm 25 cmLead, gold, nil nilplatinum

This spell was researched by the mageInsley Hofton.❊

Zhaida’s Improved Identifier (Divi-nation)

Range: 0Components: V, S, MDuration: 1 round/levelCasting Time: 10 hoursArea of Effect: One objectSaving Throw: None

This spell is a more powerful version of theIdentify spell. The wizard may read one “plus”cast on the item per round, as well as onespecial effect per 2 rounds (a +5 sword re-quires 5 rounds to read; a flame tongue re-quires 9 rounds: 1 for the base plus, 2 for flam-ing and 3 × 2 = 6 for variable effects). Effectsupon the wizard are as for the Identify spell. Itwill not reveal the exact Intelligence and egoof a sentinent weapon, but may reveal someof its powers.

The material component of this spell is agem of no less than 1000 GP value. Used incombination with the Legend Lore spell, it mayidentify almost anything short of artifacts andrelics.

If this spell is to be used by a NPC employedto identify an item, it will cost 15,000 GP.❊

Mage Spells Seventh Level

Bloodstars (Evocation)

Range: 0Components: V, S, MDuration: 1 round/levelCasting Time: 7Area of Effect: SpecialSaving Throw: None

This spell creates seven star-shaped, spikedfields of whirling, sparkling force from sevendrops of the caster’s blood. These bloodstarsmove (MV Fl 22, MC: A) in response to the cast-er’s will. All seven can attack seperate targets,although a bloodstar can’t move more than 27m away from its caster.

A bloodstar strikes targets at THAC0 4, andits razor-sharp points of force slash through allarmour and nonmagical barriers to inflict 4d4points of damage. (Due to the “energy aura”exuded by a striking bloodstar, a single beingcan suffer damage from only one bloodstar ina round.)

Once a particular bloodstar has drawnblood, the caster can make it explode on anysubsequent round, dealing 3d6 hp of damageto all creatures within 3 m. the caster is immuneto all effects of his own blood stars which passthrough him as though he does not exist. Awizard can grapple with a foe, hold him in oneplace and bring already-existing bloodstarsslashing through them both, harming only hisfoe.❊

Chaos Environment (Alteration)

Range: 3 m/levelComponents: V, S, MDuration: PermanentCasting Time: 1 turnArea of Effect: SpecialSaving Throw: Special

This spell is exactly the same as Chaos Vi-sion except that the environment actually ischanging uncontrollably. The ground constantlyrolls and twists, objects from the casters mindappear and disappear. All creatures in the en-vironment are constantly polymorphing. Notethat creatures polymorphed will need to savevs. spells each round to keep their former iden-tity and not take on a new one. All damage frombeing crushed, attacked, and otherwise af-fected by the spell are real, caused by realcreatures and aberrations in the area. I usuallygive 1d6 of damage per round due to con-stantly being battered and thrown. DM’s cangive whatever they like however as needed bythe alteration that caused the damage.

A person entering this environment had bestcarry nothing with him or risk losing it as it turnsinto some form which might not be carryable.People have to make system shock rolls everyturn, for the stresses will tear even the mighti-est hero apart, given time.

The material component of this spell is aWild Magic area, which is consumed by thespell. The area of effect fills the area previouslyformed by the Wild Magic area.

The one Chaos Environment in my cam-paign was formed to protect an artifact thatcaused as much harm as good. A lesser magicitem would have eventually been destroyed bythe constant polymorphing and impacts. Allobjects will revert to their original form if theycan get out of the area of effect.❊

Create Mummy (Necromancy)

Range: TouchComponents: V, S, MDuration: PermanentCasting Time: 4 hoursArea of Effect: One corpseSaving Throw: None

This spell creates one mummy from thecorpse of a human of at least seventh levelfighting ability. The mummy follows orders tothe limit of its low intelligence, but it must re-main within one mile of its place of origin, so itis primarily useful only as a guardian. The

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corpse of the potential mummy must be prop-erly embalmed with the appropriate proficiency(q.v.).❊

Create Undead (Necromancy)

Range: TouchComponents: V, S, MDuration: PermanentCasting time: 1 dayArea of Effect: One human corpseSaving throw: Special

The material components of this spell are ahuman corpse (not older than 3 days), myrrh(500 GP worth) and a special balm made ofcertain rare herbs, personally prepared by thenecromancer. Ingredients for this balm cost500 GP, and one uninterrupted week spent bythe spell caster. The balm only stays good for3 days.

This spell forces back the soul of the corpse,and turns it into either a wight, a spectre, or awraith. The caster has a percentage chanceequal to his level x 2 of choosing which is cre-ated. Otherwise, roll on the following table, add-ing the level of the caster, plus a 5 bonus if thecaster is a necromancer specialist. Also, if thecorpse was a 0-level person, subtract 30 fromthe roll (if the adjusted roll is below 0, the spellfails and the corpse is destroyed).

1d1001d1001d1001d1001d100 TTTTType of undead:ype of undead:ype of undead:ype of undead:ype of undead:

01-60 Wight61-90 Wraith91-00 Spectre

The corpse gets a saving throw vs. magic,at a level equal to the corpses level beforedeath, with the following bonuses:

Modific.:Modific.:Modific.:Modific.:Modific.: Person was:Person was:Person was:Person was:Person was:

+4 good+1 neutral+2 a neutral or evil cleric+4 a good cleric

If the save is made, the corpse is destroyedand the spell fails. If the save is failed, theundead is created. Said undead will be underthe control of the necromancer for one year,following any order that is not obviously sui-cidal. At the end of the year, or upon such timeas the undead receives a suicidal order, it isfreed from the necromancer’s control and getsa save vs. magic. If it fails, it must leave andmay never attack the necromancer unless at-tacked first. If it succeeds, it becomes free-willed, and might attack the necromancer if itwas sufficiently mistreated.

Note that after the year is up, the undeadmay continue to serve the necromancer, if itwas sufficiently prosperous and receives asufficient bribe. This is a GM call.

A necromancer can only control 1 undead inthis matter at a time. At the end of the year, orwhen the undead dies or becomes uncon-trolled, the spell may be used again. Shouldthis spell be used during the year, it will work,but the fresh undead will immediately attackthe spellcaster.

Finally, a created undead starts out the samealignment as the corpse from which it came.However, due to what these creatures mustfeed on (i.e. people), an unstoppable shiftbegins towards the undead’s normal align-ment. There is a 10% chance per month (cu-mulative) of the alignment decaying one step.After a switch, the chance returns to 0 andbegins building again.❊

Electrosphere (Evocation)

Range: 3 m/levelComponents: V, S, MDuration: InstantaneousCasting Time: 7Area of Effect: 0.75 m/level radius

sphereSaving Throw: 1/2

This spell is a more potent version of thesecond level spell Shocksphere. This spell isalmost identical in its effects, but the effects aremuch more spectacular, and far more deadly.

When this version of Shocksphere explodes,the little Lightning Bolts are much more pow-erful, being able to push or throw objectsaround during the segment that the spell lasts.Therefore, not all the damage is caused by theelectricity, one quarter of the damage causedis caused by the force of the blows of the Light-ning Bolts (this means that creatures with pro-tection from electrical attacks will still takedamage from this spell).

If there is a creature which is the target forthe spell, its saving throw will be at -4 and it willtake (2-8 + 1 per level of the caster) damagefrom the lightning when the spell “explodes”. Allother creatures in the area of effect will take 2-7 damage per level of the caster in hit points ifthey fail a normal saving throw vs. spells. If acreature does fail its saving throw, then all theirobjects must make their saves vs. the worst ofeither lightning or crushing blow.

If this spell expands in an area which issmaller than its diameter, it will conform to thevolume it occupies, filling a volume of (caster’slevel)² × 0.027) cubic metres.

Unlike Shocksphere, this spell will do struc-tural damage to any man-made or naturalstructure in the area of effect. It will do 1 pointof structural damage to wooden constructions,half that to those of soft stone, and only onequarter that to those of hard stone per level ofthe caster.

The material components of this spell is asmall chunk of flesh from a blue dragon, or anyother similarly powered creature that uses elec-tricity for its principal attack, and a small wandof gold (50 GP value). Both these materials dis-appear after the spell is cast.❊

Energy Shield (Abjuration)

Range: 0Components: V, S, MDuration: 1 round/levelCasting Time: 7Area of Effect: One creatureSaving Throw: None

When cast, this spell will absorb 6 hp ofdamage per level of the wizard. The spell willprotect against all spells which inflict direct (i.e.hit point) damage, and physical attacks. Gas-ses and magics which do not directly harmtheir victims (such as Charms, Polymorphs,etc.) are unaffected.

For magics which slay instantly, such as Dis-integrate and Death spells, subtract the recipi-ent’s maximum hit points from the EnergyShield. If the shield cannot absorb them all, therecipient suffers the remainder in damage.

The material component is a miniatureAdamantite shield with a diamond set in thecentre worth not less than 3000 GP. This shieldis lost in the casting.❊

Etherealness (Alteration)

Range: TouchComponents: V, SDuration: PermanentCasting Time: 6Area of Effect: Creature touchedSaving Throw: None

When this spell is cast, the creature touchedis moved bodily to the ethereal plane with allof its (non-living) equipment subject to a maxi-mum weight of 2500 GP plus 2500 GP per levelof the wizard beyond tenth. The creature maythen move from the ethereal plane to any ad-jacent plane (the prime-, positive-, or negative-material planes, or the elemental or para-el-emental planes). Anti-Magic Spell within itsarea of effect, provided that this spell is castprior to the casting of the Anti-Magic Shell. Ifthe wizard casts this spell upon himself, he mayinclude his familiar within the weight limit.❊

Eye of the Beholder (Evocation)

Range: SpecialComponents: V, S, MDuration: SpecialCasting Time: 7Area of Effect: SpecialSaving Throw: Special

In order to cast this spell, the wizard musthave in his possession, an eye stalk from abeholder. The stalk is pointed at the intendedvictim(s), and after the incantations are com-plete, one of 10 possible effects shoot forthfrom the eye stalk towards the target(s). Theexact result (including saving throws, range,duration, etc.) are determined at random fromamong the 10 functions of a beholder’s eyestalks, as given in the Monstrous Compendium.The eleventh eye function (anti-magic ray) isnever one of the spell results.

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The only material component for this spellis the eye stalk, which is used up when thespell is cast. In order to achieve different ef-fects, an eye stalk from a spectator, gauth, aneye of the deep, or any other beholder-kin maybe substituted for the beholder’s stalk.❊

Feather Fall Field (Alteration)

Range: 0Components: VDuration: 1 turn/levelCasting Time: 1Area of Effect: 10-yard radiusSaving Throw: None

When this spell is cast, a magical field sur-rounds the wizard and moves with him. Thisfield slows free-falling or free-flying objects asper the first-level Feather Fall spell, subject toa weight limit of 2000 GP weight plus 2000 GPweight per level. This spell will affect all missiles,including giants’ boulders, but weight beyondthe maximum limit will not be affected.❊

Fellstar’s Flame Fog (Evocation)

Range: 10 mComponents: V, S, MDuration: 1 round/levelCasting Time: 7Area of Effect: 12 m wide, 6 m high, 6 m

deep cloudSaving Throw: 1/2

This spell creates a fog resembling that pro-duced by a Cloudkill spell; the cloud may becreated up to 10 m away, and moves 3 m perround as directed by the caster; strong windswill move the cloud in another direction, but willnot disperse it, nor will they move the cloudback towards the caster. Thick vegetation willbreak up the cloud in 3 rounds.

The fog itself is not harmful, and has no otheraffect besides obscuring vision. During anyround after the spell is cast, the caster mayignite the fog with a single word. When this isdone, the entire fog cloud becomes a roaringsheet of flames inflicting 5d10 points of dam-age, plus 1 point per level of the caster (up toa maximum of 5d10+20) to those caught in-side. A successful save vs. spell reduces thedamage by half. Those victims who fail theirsaves must roll for all their possessions vs.magical fire; those items that fail their saves aredestroyed.

If any type of fire comes into contact with thefog cloud, it ignites immediately; if a Fireball,or similar spell, is cast into the cloud, the dam-age inflicted is cumulative, and a saving throwfor each effect must be made separately.

The material components for this spell areseveral strands of hair from a cloud giant, andthe scales of a red dragon; all components areconsumed when the spell is cast.❊

Jadwin’s Deceiving Forgery (Illu-sion)

Range: 0Components: V, S, M

Duration: 1 turn + 1 round/levelCasting Time: 1 roundArea of Effect: SpecialSaving Throw: None

By means of this spell, the wizard may dis-guise his mental signature to be identical toanother wizard’s. All in-place spells react to thewizard as if he were the other wizard. For in-stance, the wizard would be able to passthrough another’s Wizard Locked door, useanother’s Passwall. The wizard would even beable to travel through a priest’s Glyph of Ward-ing or Forbiddance, provided that the pass-word is known.

Note that some in-place spells such as Pris-matic Sphere are not designed for access bytwo persons. Powerful, in-place, wizard specificspells will not be fooled by the Forgery if theirreal wizard is present. While this spell allows thewizard to walk into anothers unoccupied Pris-matic Sphere, should the wizard attempt toenter an occupied Sphere the attempt will fail,resulting in the wizard taking the full conse-quences of such an attempt. The caster of thePrismatic Sphere will never have a problementering, however if the caster of the Spherespell enters after the caster of the Forgery theSphere will no longer be deceived by the For-gery. If the caster of the Forgery then comesin contact with the Sphere he will take the fullconsequences.

Less powerful, in-place, wizard specificspells either are not specific enough to excludetwo mental copies of the wizard or will refusethe second access attempt even if it is thecaster of the original spell. This spell does notfoil active detection spells such as Know Align-ment and True Sight, only in-place ones. Also,the wizard is not recognized by his own in-place spells for the duration of the Forgery.

The material component of this spell is anivory plaque on which is inscribed the nameand magic symbol of the wizard whose aurais to be duplicated.❊

Jamye’s Flesh to Toast (Alteration)

Range: 10 mComponents: V, S, MDuration: PermanentCasting Time: 7Area of Effect: One creatureSaving Throw: Negates

This spell turns the flesh of any creature af-fected into a golden-brown piece of hot yummytoast. Only the victim is affected; anything thevictim may be wearing (or non-organic itemsingested) will not be turned into toast. The re-sultant toast is subject to any forces normaltoast is subject to (slicing, buttering, eating,whatever). One cubic foot of toast will satisfythe appetites of four humans, although theymay get tired of toast way before then.

The material components of this spell are asmall pat of butter or cream cheese, and 1 footof steel wire. The steel wire will not be con-sumed in the casting.

Note that this spell is not reversible. The ef-fects can only be countered with a Wish or Lim-ited Wish spell.❊

Jamye’s Improved Armour Re-versal (Abjuration)

Range: TouchComponents: V, S, MDuration: 1 round/level above 7thCasting Time: 7Area of Effect: Creature touchedSaving Throw: Special

This spell is an improved version of the fifthlevel Jamye’s Armour Reversal spell. With thisspell, bonuses “to hit” by the attacker areadded to the die roll (thus working against theattacker) instead of subtracted. For example,a 10th-level fighter attacking an AC 5 magewith Improved Armour Reversal would need adie roll of 5 or less to hit the mage; if the fighterhad a Strength of 17 (+1 “to hit”) and a +2weapon, she would now need a die roll of 2 orless (5 minus 1, minus 2) to hit the mage.

This spell also affects missile weapons in thesame way it affects melee weapons, unlike thefifth level spell. Also, whereas Armour Reversalcan be dispelled by a subsequent casting ofImproved Armour Reversal on the same sub-ject, Improved Armour Reversal cannot be sodispelled by the weaker spell. If Armour Re-versal is cast upon the subject of a previousImproved Armour Reversal spell, the ArmourReversal spell is wasted and has no effect.

The spell components for this spell are asmall magnet, a piece of black silk of no lessthan 20 GP value, and a diamond of no lessthan 250 GP value.❊

Lestat’s Legion (Evocation)

Range: SpecialComponents: V ,S, MDuration: 1 turn/levelCasting Time: 1 roundArea of Effect: SpecialSaving Throw: None

This spell creates one clone, plus one forevery five levels of the wizard, of the wizard.Each clone has hit points equal to the wizard’slevel, and all physical (non-spell) abilities of thewizard. The clones are completely loyal to thewizard (as their minds overlap in a way, with hisown) and can carry out reasonably complextasks (DM discretion). The clones are createdwreathed in simple illusions which mimic thewizard’s possessions, though they serve noother purpose, and can be discarded at theclone’s will (as the clone may have real clothesetc available). Due to the mental overlap of theclones with the wizard, while any are within 100meters of the wizard, the following is possible:

* The wizard can communicate telepathicallywith the clone. * The wizard will sense wherethe clone is, regardless of sight etc. * The wiz-ard can cast memorized spells through theclone, the spell is cast normally, with the wiz-ard performing all components necessary (theclone can mimic these if desired), the only

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difference being the spells origin, which is theclone (i.e.: all effects use the clone as the wiz-ard). * The wizard can map the clones sensesonto his own, though while doing so, the wiz-ard’s own sense which is being mapped over,is not available (e.g.: if the wizard maps theclone’s sight over his own for five minutes, thenhe cannot see from his own eyes for those fiveminutes).

The material components are a number ofpearls (each worth at least 500 GP) equal tothe number of clones to be created (thenumber of clones created is equal to thenumber of pearls used, with an upper limit ofone plus one for every five levels of the wiz-ard), and a drop of the wizard’s blood uponeach pearl. At the completion of the spell, thebloodied pearls are flung from the wizard, andwhere each lands, a clone forms out of it.❊

Lestat’s Lieutenant (Illusion/Necro-mancy)

Range: SpecialComponents: S, MDuration: 1d6 turn + 1 turn/levelCasting Time: 1 roundArea of Effect: SpecialSaving Throw: None

This spell creates a clone of the wizard. Theclone has hit points equal to the wizard’s level(e.g.: 14 hp for a clone of a 14th-level wizard),and all physical (non-spell) abilities of the wiz-ard. The clone’s mind overlaps with the wizard’s,though the clone’s is by no means complete.The clone can carry out reasonably complextasks (DM’s discretion), and is essentially anextension of the wizard.

The clone is created wreathed in simple il-lusions which mimic the wizard’s possessions,though they serve no other purpose, and canbe discarded at the clone’s will (as the clonemay have real clothes etc. available). The cloneitself is a magical construct, and is detectableas such in the normal ways (e.g.: Detect Magicor True Seeing will reveal its true nature). Dueto the mental overlap of the clone’s mind withthe wizard’s, while within 100 meters of the wiz-ard, the clone has the following properties:

* The wizard will sense where the clone is,regardless of sight etc. (similar to the sense ofwhere one’s arm is).

* The wizard can communicate telepathi-cally with the clone (silently and accuratelyconvey concepts, as if talking to oneself).

* The wizard can cast memorized spellsthrough the clone. The spell is cast normally,with the wizard performing all componentsnecessary (the clone will reflexively mimic thenon-material components), the only differencebeing the spells origin, which is the clone (i.e.:all effects not including side effects (side ef-fects include such things as the aging causedby certain spells, etc.) use the clone as thewizard).

* The wizard can at will swap the clonessenses with his own. E.g.: the wizard can swapsight with the clone, and see through theclones eyes (and the clone would see throughthe wizard’s). The wizard can of course swapback to his normal sight at will.

The material components consist of a rep-resentation of the wizard (a carved figure or aclay model, for example) coated with the dustof a crushed pearl (made of a perfectly roundpearl, worth at least 1000 GP), and a drop ofthe wizard’s blood. When the spell is cast, thefigurine is placed where it is to appear, and ittransforms into the clone (when the clone dis-appears at the end of spell duration, the figu-rine is gone).

Optional extension:The spell has a (25 - wizard’s level) %

chance (with a minimum of 1%) of creating asentient clone, i.e.: the clone is under the con-trol of the DM. The clone is in all other ways thesame as a normal clone, though should thewizard die, the clone will gain full abilities of thewizard. Sentient clones have the same person-ality and memories as the wizard (and thusknow the spell effects, the fact that they willexpire, etc., etc.). Basically, a DM can enjoysome interesting roleplaying here...❊

Llewllynn’s Wall of Force (Evocation)

Range: 9 mComponents: V, S, MDuration: 1 round/levelCasting Time: 7Area of Effect: 0.9 m²/levelSaving Throw: None

This spell is equivalent to the fifth level magespell Wall of Force (q.v.) in all respects saveone: the caster is able to manipulate the forcewall. The following variations are possible:

Version 1: The mage can cast the wall in ahemispherical or spherical shape around him-self with himself as the centre point. The magecan then move about and the wall will movewith him. This version is tinted red.

Version 2: The mage can cast the spell as awall (2-dimensional barrier) and then move ina direction with the wall moving 3 to 9 m in frontof him. The wall will always be in front of thecaster, and will turn as he turns. This version istinted blue. Note that this version cannot becast horizontally.

The material component for version one isa pinch of diamond dust and a pinch of rubydust. The material component for version twois a pinch of diamond dust and a pinch ofsapphire dust.❊

Luck (Alteration)

Range: TouchComponents: V, S, MDuration: 1 round/levelCasting Time: 1 roundArea of Effect: One creatureSaving Throw: Negates

This spell gives the person affected a bonusto all rolls of +1 for the duration of the spell.Rolls include to hit rolls, saving throws, abilitychecks, proficiency checks, etc. Also, the re-cipient’s armour class is improved by one. Asmaterial component for this spell various thingscan be used, like a four-leaf clover, a rabbit’s

paw, or a horse-shoe. The material compo-nents are consumed on a roll of 1 on a six-sided die.❊

Meral’s Minor Bang (Evocation)

Range: 10 m + 10 m/levelComponents: V, S, MDuration: InstantaneousCasting Time: 5Area of Effect: SpecialSaving Throw: Special

This spell brings into being a microscopicquantity of anti-matter wherever the wizarddecides within range. The anti-matter will deto-nate instantly with whatever matter happens tobe there, doing considerable damage to crea-tures, depending on the range from the blast.If it materializes in a vacuum, embedded in aforce field, or other place without matter, thespell dissipates. The major effect is to cause aFireball-like blast affecting things within 20 mof ground zero, causing 1d6 points per level ofthe wizard, up to a maximum of 12d6, with asaving throw for half damage. Targets immuneto fire or normal physical attacks take only halfof the result, and targets immune to both takenone.

The spell will also affect creatures made ofliving tissue as follows, depending on the dis-tance from the centre of the blast:

* Centre up to 20 m: The creature will die ofradiation sickness in 2d6 days unless a CureDisease (or Heal) spell is cast on it or unless itis immune to disease, and it will be perma-nently blinded (until cured), its optic nerveshaving been destroyed.

* 20 to 40 m: Unless immune to disease, thecreature will be afflicted with radiation sicknessthat will cause it to die in 1d3+1 weeks. Further-more, it will be blinded for a period of onemonth (if it doesn’t die first).

* 40 to 60 m: 1 hour later, the creature willbecome violently ill with radiation sickness, withan effective -2 each to Constitution, Dexterity,and Strength, until a month passes or it restsfor half a day per level of the wizard. Blindnessalso occurs, lasting 1d6 days.

The penalties for radiation sickness alsoapply to terminally ill creatures at less than 40m.

* 60 to 80 m: The creature will become mildlyill (no game effect), and will be blinded for oneday.

The target must make a separate savingthrow for radiation and for blindness damage,and if it succeeds it keeps making savingthrows until it fails. Each success reduces theeffect to that of one level farther out. The ra-diation passes through solid objects, but each15 cm of stone or m of water reduces the ef-fect to the next outwards level. A sufficientlywide barrier, such as a wall, will eliminate theblindness entirely.

Creatures not made of flesh, like xorns, butthat still see using eyes, are affected by theblindness only, not by the radiation. Creaturessuch as elementals or golems are unaffectedby either. Undead and creatures from the lowerplanes are not blinded by the light, but take

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extra damage from it of 3d6, 2d6, 1d6, or noth-ing depending on their distance from the tar-geting point of the spell.

The wizard can optionally materialize theanti-matter inside a creature or thing. A crea-ture gets a save vs. petrification, and an objecta save vs. crushing blow. If it fails, it takes dou-ble damage, but all others automatically makethe saving throw for half damage and 1 savingthrow against the radiation. This version worksonly against corporeal creatures. Against for-tifications, the spell does 1 structural point perlevel if materialized inside, half damage other-wise.

The material component of the spell is amushroom.❊

Mind Find (Divination)

Range: TouchComponents: V, S, MDuration: 1 round/levelCasting Time: 1 roundArea of Effect: 30 m radius sphereSaving Throw: None

This is an extremely powerful version of truesight combined with a form of Clairvoyance.Like True Seeing, it allows the caster to exactlylocate people that are: displaced, invisible,polymorphed, change, enchanted, orillusioned. However the spells effects the mind,not the eyes of the caster, so the caster can inaddition see through fog, around corners, trees,etc. (anything within 30 m radius).

About the only things that will block the pen-etration power are the Non-detection spell(non-detection gets a save to see if the mindfind worked on him), Lead walls, or walls offorce. The spell also confers the ability to per-ceive minds in 360 degrees on all axis, X, Y andZ. Thus the caster could locate the mind ofsomeone 24 m above then and behind them,needless to say backstabbing someone whoknows exactly where you are is impossible.

However, this spell cannot locate object orthings without minds, thus it could locate any-thing that had less than zero intelligence. Thedrawback to this spell is that it makes thecaster susceptible to mind-effecting spells i.e.save at -2.

The material component of this spell is awhole mind flayer brain.❊

Nearthia’s Combat Spell (Abjura-tion, Alteration, Divination)

Range: 0Components: V, S, MDuration: 2 rounds/levelCasting Time: 7Area of Effect: CasterSaving Throw: None

This spell prepares the fighter/mage forcombat. It provides the benefits of the follow-ing spells:

• Detect Invisibility• Fly• Minor Globe of Invulnerability• Protection from Normal Missiles• Shield• Strength

It also provides 25% magic resistance and4 temporary fighter levels. (i.e. +4 to hit and 40hit points). This spell can only be cast byfighter/mages (or tri-classed with bothclasses).❊

Nearthia’s Spell Vortex (Evocation)

Range: 0Components: V, S, MDuration: 1 round/levelCasting Time: 1 roundArea of Effect: One vortex around the

casterSaving Throw: None

Once this spell is cast a faintly visible 2.1 -3m tall vortex appears around the caster,centered on his feet. The vortex is a containerfor spell energy. It can store up to 1 spell levelper level of the caster. The caster may placeany spell he wants into the vortex. He also hasa chance equal to his magic resistance ofcatching a spell cast at him with the vortex.

After the spell’s energy is stored in the vor-tex, the caster may use the energy to fire otherspells from the vortex. He may only fire spellshe has “taught” the vortex though (the ones heput into the vortex himself). Shooting a spellfrom the vortex may be accomplished once around, plus one may be fired at anyone whocasts a spell at the mage that round. The castermay do anything except spell casting and stillbe able to fire all his spells each round.❊

Noska Trades’ Feign Dust (Conjura-tion, Necromancy)

Range: TouchComponents: V, SDuration: 3 hours + 1 turn/levelCasting Time: 1Area of Effect: Creature touchedSaving Throw: None

Upon casting this spell the recipient and allhis belongings are reduced to a heap of dustwith a skull resting on top. The skull is actuallya conjured one and is not attached to the spellrecipient in any way. The conjured skull may ormay not be human, but will always be human-oid (cf. reincarnation). Feigning creatures areable to smell and hear normally, but can onlysee in a 6 m radius sphere around themselves.

Creatures feigning dust are unaffected byany attack form other than scattering by magi-cal means (i.e., Wind wall, Gust of wind, Poly-morph any object, etc.) which causes 1d6 hpdamage per level of the caster of the scatter-ing spell. Attempts to remove the dust by othermeans will not succeed.

Source: Ted Dreibelbis.❊

Orko’s Laser (Evocation)

Range: SpecialComponents: SDuration: InstantaneousCasting Time: 1 roundArea of Effect: One creatureSaving Throw: Special

Upon utterance of this spell the wizard re-leases a light beam of positive energy from hisfinger. The beam inflicts a total of 10d10 hp ofdamage, and if the save vs. spells is failed,there is a 20% chance that a body part will bedamaged (roll on the chart below if this is thecase).

RollRollRollRollRoll HitHitHitHitHit EfEfEfEfEffectfectfectfectfect

1 Head Instant death2-3 Arm Useless until healed4-5 Leg Useless until healed6 Rear Useless until healed

If the victim makes his save he will sustainonly half damage and reduce the chance ofbody part damage to 5%. The only spell com-ponent for this spell is a slight unique fingerpattern.

It is easier to aim at larger creatures, but alarger creature gets a better save. Therefore,range and saving throw for this spell vary ac-cording to the creature attacked by the beam:

CrCrCrCrCreatureatureatureatureature ise ise ise ise is RangeRangeRangeRangeRange Saving ThrSaving ThrSaving ThrSaving ThrSaving Throwowowowow

Small 18 m ½Medium 36 m made at -4Large 72 m Negates

This spell has only somatic components.❊

Phantasmal Force II (Illusion/Phan-tasm)

Range: 30 mComponents: V, S, MDuration: 2 rounds/levelCasting Time: 2Area of Effect: 1.5 m/level radiusSaving Throw: Special

By use of this spell, the wizard creates anillusion which may attack all believing creatureswithin a five foot per level radius of the illusion’sepicentre which itself must be within 30 m ofthe wizard. Creatures within the radius mustmake both a modified Intelligence check anda save vs. spell in order to avoid the illusion’seffects.

The illusion may cause up to 1d8 damageper creature for every round such creatures arewithin the radius. The wizard must maintainminimal concentration on the illusion, beingunable to cast spells but able to otherwise actnormally (or abnormally for that matter). Fur-thermore, the wizard may move the epicentreof the illusion at will. Finally, the illusion may

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persist in a reiterative form for 1d4 rounds af-ter the wizard breaks off concentration eitherby leaving the range of the epicentre or cast-ing spells.

The material component for this spell is a bitof fleece.❊

Pilpin’s Acidball (Evocation)

Range: 100 m + 10 m/levelComponents: V, S, MDuration: InstantaneousCasting Time: 7Area of Effect: 6 m radius globeSaving Throw: ½

This spell is similar to Fireball except that itcauses a burst of acid in a 6 m radius globe.Pilpin created this spell for security reasons inhis regular dealings with lower plane creatures.

Creatures within the area of effect will take1d8 points of damage per level of the wizardunless they make a successful saving throw,in which case they will take half damage. Anypaper, parchment, or soft metals within the areaof effect are destroyed, other items are alloweda saving throw. Possessions of a creature thatsuccessfully saves are unaffected by theAcidball. The wizard must have a clear line ofsight to the target area.

The material components are a drop of wa-ter and a scale from a black dragon.

Source: Allan Longley.❊

Pilpin’s Alignment Charm (Enchant-ment/Charm)

Range: 120 mComponents: V, S, MDuration: PermanentCasting Time: 7Area of Effect: One creatureSaving Throw: Special

This spell causes a single person (as de-fined in Charm Person) to act as if he had adifferent alignment than his own. The specificalignment is the wizard’s choice, but must bechosen when the spell is memorised. An af-fected creature will wholeheartedly embracethe new alignment, seeing the error or foolish-ness of his past ways. Alignment detectingspells (such as Detect evil/good, True Sight,etc.) will detect the creatures true alignment,but spells such as True Seeing will also revealthat the creature is charmed.

The base saving throw is made at -3 if thechange is only by one division (i.e., lawful goodto lawful neutral or neutral good). The save isat -2 if the attempted alignment change is bytwo divisions (i.e., lawful good to lawful evil,chaotic good, or neutral). If the attemptedchange is by three positions (i.e., lawful goodto neutral evil or chaotic neutral ) the save isat -1. For diametrically opposed alignments thesave is normal (i.e., lawful good to chaotic evil).Furthermore, creatures and classes restrictedto a specific alignment (i.e., paladins, druids,demons, etc.) get a +3 bonus to their savingthrow. Creatures or classes restricted to spe-cific morals or ethics (i.e., rangers, assassins,

barbarians, etc.) get a +2 bonus to their saveif the alignment change conflicts with the re-striction.

Pilpin’s Alignment Charm is not affected byDispel Magic, Remove Curse or Heal, but aRestoration or (Limited) Wish spell will negateit.

The material component of the spell is asmall piece of wool soaked in the blood of acreature with the desired alignment.❊

Pilpin’s Massmorph (Alteration)

Range: 10 m/levelComponents: V, S, MDuration: PermanentCasting Time: 6Area of Effect: One 50-foot cube/levelSaving Throw: One

This spell is exactly the same as the fourth-level spell Polymorph Other, except that thereis no saving throw, it only affects creature withless than 8+3 HD, and it may affect many crea-tures simultaneously. Like Death Spell thenumber of creatures that can be affected is afunction of their hit dice.

CrCrCrCrCreatureatureatureatureature’e’e’e’e’sssss Number ofNumber ofNumber ofNumber ofNumber ofHit DiceHit DiceHit DiceHit DiceHit Dice CrCrCrCrCreatureatureatureatureatures Afes Afes Afes Afes Affectedfectedfectedfectedfected

Under 2 12d102 to 4 6d104+1 to 6+3 3d46+4 to 8+3 1d6

If creatures of differing hit dice are poly-morphed, roll 6d20 to determine how manycreatures of under 2 HD are affected. If thenumber rolled is greater than the number ofcreatures under 2 HD, apply the remainder ofthe roll to the higher hit dice creatures by us-ing the following conversion factors (see DeathSpell for an example of this idea).

CrCrCrCrCreatureatureatureatureature’e’e’e’e’sssss ConversionConversionConversionConversionConversionHit DiceHit DiceHit DiceHit DiceHit Dice FactorFactorFactorFactorFactor

Under 2 12 to 4 24+1 to 6+3 106+4 to 8+3 20

The material components are a 500 GPworth diamond and a caterpillar’s cocooncrushed together into a fine powder, whichvanishes during casting.❊

Pilpin’s Ravaging Spheres of Fire(Evocation)

Range: SpecialComponents: V, S, MDuration: 1 round/levelCasting Time: 1 roundArea of Effect: One 1 m radius sphere/levelSaving Throw: Negates

This spell is an enhancement of the second-level spell Flaming Sphere. The spell createsone burning globe of fire per level of the wiz-ard. The globes all appear within 30 m of thewizard and roll in whichever direction the wiz-ard points, at a rate of 100 m per round. Thespheres can roll over any obstacle, even a citywall. Combustible substances are ignited bycontact with a sphere. Creatures contacting asphere must successfully roll a saving throwversus spells or suffer 2d4 hp of damage.Those within 1.5 m of a sphere must also saveor suffer 1d4 points of damage. A successfulsaving throw means no damage is suffered.

The spheres move in the direction the wiz-ard directs, otherwise the spheres will wanderaimlessly. Spheres can be extinguished by thesame means as any normal fire of their size.The surface of the spheres has a spongy, yield-ing consistency and does not cause damageexcept by its flames. It can not push unwillingcreatures aside or batter down large obstacles.

If the spell is unleashed on a large sourceof easily combustible material (such as a cityof at least 50% wooden buildings or a dry for-est) there is a 25% chance that a fire storm willstart. A fire storm will burn out of control formany days until at least 90% of thecombustibles are burned. It will also be so hotthat it will melt soft metals and crack thin stonewalls.

The material components are a pinch ofsulphur, a bit of tallow, a dusting of powderediron, and a live fire dwelling/using creature,such as a fire beetle or fire bat, which must beslain during casting.❊

Pobithakor’s Placer (Alteration, Divi-nation)

Range: SpecialComponents: SDuration: SpecialCasting Time: 1/2Area of Effect: SpecialSaving Throw: None

This spell is similar to Pobithakor’s tracer fornot only does it allow the two way scrying butthe caster has the option of pulling the scryingcreature “through” the two way portal right tothe casters current location. The creature getsno saving throw and the process occurs almostinstantly. The caster, unless special measuresare taken, has no control over the creatureonce it arrives.

This was another spell used by the paranoidmage when he felt his defenses beingcompromized.❊

Prevention of Transmutation FromRock to Mud (Alteration)Reversible

Range: 10 m/levelComponents: V, S, MDuration: PermanentCasting Time: 1 turnArea of Effect: 40 cubic m/levelSaving Throw: None

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This spell prevents the successful use of aTransmute Rock to Mud spell in the area ofeffect, unless a successful Dispel Magic spellis cast first. The reversal totally negates thisspell.

The material component is a brick, or asponge for the reversal.

This spell was researched by Shoogar. Usethis when building your next castle. A longstudy of the attack strategies of high levelparties reveals the need for this spell.❊

Read Mind (Divination)Reversible

Range: TouchComponents: SDuration: SpecialCasting Time: 3 roundsArea of Effect: One creatureSaving Throw: Negates

By means of this spell, the wizard can readknowledge or memory of the victim. Only con-scious knowledge and memory can be read,i.e. a Forget spell can hide information from thisspell, while a Remember spell can recall infor-mation for this spell. The victim may be con-scious or unconscious. A successful to hit rollmust be made on unwilling victims, which, ifconscious, also get to make a saving throw.Time required depends on the information thatis required, but is typically the time it would taketo relate the information wanted.

The reverse of this spell, Mind Shield (Abju-ration), protects the recipient from the effectsof a Read Mind spell for 1 day per level of thewizard.❊

Retrieve (Conjuration/Summoning,Divination)

Range: SpecialComponents: V, S, MDuration: PermanentCasting Time: 1 turnArea of Effect: One objectSaving Throw: Special

This spell enables an item with the spellcast-er’s Wizard Mark inscribed on it to be instantlysummoned. The item must weigh no more thanone pound per level. The item must have aWizard Mark of the wizard’s glyph inscribedupon it.

When this spell is cast, the wizard can seein his mind all Wizard Marked items that havehis glyph. The glyph and the extra six charac-ters can be read. The wizard concentrates onone set of glyphs, and the item with that set ofglyphs inscribed on it is summoned. Only oneobject can be summoned per spell. During thecourse of the spell casting, the bearer of theitem will feel a small tugging sensation on theitem. If no one is in physical contact with theitem at the completion of the casting no sav-ing throw for retrieval is required: the spell isan automatic success. If someone is in physi-cal contact with the item, and he rolls a suc-cessful save vs. spells, then the item will notbe retrieved.

The item must be within 1 mile per level ofthe wizard to be retrieved. If the item is outsideof this range, the glyphs will still be seen anda general direction of where the item is will beindicated. If the item is not on the same planeas the wizard then no information will be given.Only the glyph and the characters from theWizard Mark are seen, not the item itself. Ifmore than one item is inscribed with the sameglyph and six characters, the DM should ran-domly pick one of the items and give the ap-propriate result.

The material component is a 500 GP dia-mond which should be gazed through for theduration of the spell. The diamond disappearsat the end of the casting. The item will replacethe diamond.❊

Sarius’ Fire Giant Manifestation(Conjuration)

Range: 30 m + 3 m/levelComponents: V, S, MDuration: 1 turn/levelCasting Time: 7 turnsArea of Effect: SpecialSaving Throw: None

This spell creates a golem-like creaturewhich the mage may direct to perform certainprogrammed actions. The creature is a tempo-rary fire golem with no true intelligence and tomost appears as an undead fire giant. Thecreature may be controlled up to a distanceequal to the spell range but if it passes outsideof this range, or the spellcaster is killed, thecreature will explode in a 21 m radius areadoing damage equal to its current hit points(save vs. breath weapon for half damage). Thecreature created mimics most of the actions ofa fire giant, having AC 3, MV 12, HD 11 + 3, HP58, AT 1, DM 5-30, SP: Immune to fire, SZ: L (3.6m), Strength 22. The creature can fight with itssword only and has no ability to hurl rocks asdoes a normal fire giant. It can inflict structuraldamage points as a normal fire giant on around to round basis (Wood: 2, Soft Stone: 1,Hard Rock: 1/2).

The caster is able to direct the creature toperform 3 individual actions plus 1 for everytwo levels of experience above 14th level. Eachchange in action will cause the creature tohesitate for one round before working to act outthe next action. Actions can be classed as “kill-ing a group of orcs”, “killing a group of menwearing the same colours or armour”, “tearingdown a stone wall”, “pulling up a tree”, etc. Oncethe final action is completed the fire giant crum-bles into a pool of hot sulfur, effectively mak-ing a circular area 9 m in diameter full of sulfuricacid (which will kill all vegetation in the areaand causing 1-3 HP of damage per round toany organic creature in the area. Against mindaffecting spells, the creature is considered tohave an intelligence and wisdom of 3 (savingat -3 vs. these attacks). If the creature ischarmed or controlled by a mind affecting spellthe casters concentration is totally disruptedcausing the creature to dissipate and any otherspells the caster currently controls will becomedispelled unless the caster has no control over

the spells in question after casting them, andany spell the caster is currently casting will bedisrupted.

This spell requires only the slightest mentalcontrol of the caster to operate, allowing himto cast other spells normally that do not requirehis full concentration. Multiple castings of thisspell will work, but all of the detrimental effectsare cumulative. The material component of thisspell is a small pouch (5 cm squared) ofleather containing a patch of fresh (not dried)fire giant hair mixed with ruby dust of no lessthan 1,000 GP value. The fire giant hair may bekept fresh with a Preserve spell or similar ef-fect.

The source of this spell is Sarius Mendle-kine.❊

Sarius’ Temporal Demi-Plane (Con-juration, Evocation)

Range: 3 m/levelComponents: V, S, MDuration: 1 hour/levelCasting Time: 1 turnArea of Effect: SpecialSaving Throw: None

This spell uses the magical forces of theastral or ethereal planes to create a small demi-plane. This demi-plane is connected to thecurrent plane of the caster through a special(3 × 3 m) gateway which is invisible to all crea-tures except the caster unless they are able touse True Seeing. When cast, this spell causesastral or ethereal stone to form into a 3 m cube.This cube houses the physical structure of thedemi-plane, but the interior is a distorted di-mensional area with a volume equal to 0.27 m³of space per level of the spellcaster. In its drab,gray interior, the demi-plane is governed by thephysical and magical laws of the plane inwhich it is created (astral or ethereal), but doeshave a localized gravity which is under the con-trol of the caster (normally equal to that of thePrime Material plane but it may be lowered allthe way to 0 g at a rate of .1 g per round). Thereis no need for air and nutritional needs sincecharacters are governed by the normal astralor ethereal laws. The mage may change theinterior form, but may not decrease or increasethe volume of the demi-plane. Volume form ischanged in 3 m cubic blocks, and it is impos-sible to make any area smaller than 0.27 m,though, pits and similar obstacles can be cre-ated. Also, the normal temperature in the demi-plane is 20° Celsius and may not be changed.

A mage must touch someone for them tosee and enter the gateway, but, once inside,anyone may freely exit the demi-plane. If some-one is able to see the gateway through the useof True Seeing, and he is a mage familiar withthe Wizard Lock or Temporal Demi-Planespells, he may attempt to enter the gateway byusing his willpower to negate the need for thecasting mage’s touch. In game terms thismeans a successful percentile roll with a base50% chance modified plus or minus 5% forevery difference in level from the caster in anupward or downward progression, respectively.A mage seeing the gateway and meeting thestated prerequisites will automatically knowthat this is possible. Otherwise, only spells of

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a wish-like nature will be able to discern the en-trance, though creatures with senses that ex-tend into the astral or ethereal planes will beable to see the large block of stone that makesup the external surface of the demi-plane areaand psionic characters may be able to useprobability travel to gate into the demi-plane ifthey are familiar with it.

The demi-plane does not allow access tothe astral or ethereal planes unless it is de-stroyed, or if the mage creates the demi-planewhile on one of these planes, in which case theentrance to the demi-plane is actually enteredon the plane in which it resides and not a con-necting outer or elemental plane. When thespell is initially memorized the caster mustdetermine whether he will cast the astral orethereal variant of this spell. It is impossible forboth to be used in the same area of effect (onthe Prime Material plane) due to conjugationsof magic energies required in maintaining thespell.

The structure containing the demi-plane isable to withstand 3 HP of structural damage(vs. hard stone) before it is disrupted. The ethe-real cyclone will inflict 1-100 HP of structuraldamage every time it passes over the area ofthe demi-plane and the psychic winds of theastral plane automatically inflict damage equalto one-half the current structural hit points ofthe demi-plane’s shell. The nature of the demi-plane causes it to stay in one spot so it maybe used as a reference point if the spell dura-tion is long enough (through the possible useof a permanency-type spell). But, no matterwhat spells are applied to the demi-plane, it willalways disrupt when its structural hit points arebrought to 0 or less. The contents of the demi-plane are then thrown into the plane of crea-tion and all creatures must save vs. spells at -6 or be knocked unconscious for a period oftime equal to one hour of time on the plane inquestion (not subjective time). If cast on theethereal plane the spell duration is extendedby a factor 10 and on the astral plane the du-ration is extended by a factor 1000.

The material component of this spell is aminiature platinum ziggurat embedded withperidots and having a finished value of at least1000 GP. The ziggurat weighs 0.1 lb.

The source of this spell is Sarius Mendle-kine.❊

Sever Shadow (Illusion/Phantasm)

Range: TouchComponents: V, SDuration: 1 turn/levelCasting Time: 7Area of Effect: One creatureSaving Throw: Special

This spell operates as a Shades spell pro-ducing a 60% real duplicate of the creaturetouched as per a Shades spell. If the originalis a spell wizard the 60% applies to the shad-ows effective level for spell selection. Note thatall of the shadows spell effects are illusions.

The shadow creature is formed from theshadow cast by the original and will be com-pletely under the control of the original crea-ture through an ESP type link. The shadow

creature appears to have all the natural abili-ties of the original. Many of these shadow abili-ties will be illusionary.

No material component is required but thecreature must be lit to produce a shadow forthe spell to work. For the duration of the spellthe original creature will not cast a shadow, thespell is sometimes cast just for this particularside effect. The semi-real shadow form pro-duced by the spell will cast a shadow and canbe used to create a further duplicate, the 60%factor applies again, with another applicationof the spell.❊

Sharpness (Alteration)

Range: TouchComponents: V, S, MDuration: 1 round/3 levels upon useCasting Time: 1 roundArea of Effect: One edged weaponSaving Throw: None

When cast on an edged weapon, theweapon will become a Weapon of Sharpnessupon its next use, and will remain that way for1 round per 3 levels of the wizard. The weaponmay not be magical, except if subject to anEnchant an Item spell.

The spell adds no plusses to the weapon (itsevers on a 20), but plusses due to quality oran Enchant an Item spell do apply. The mate-rial component is a mithril razor enchanted to+3 with an Enchant an Item spell costing 500GP. The spell can be made permanent, but todo so requires a specially forged weapon, anda miniature version of the weapon forged fromthe same metals in lieu of the razor. The totalcost starts at 30,000 GP.❊

Sillvatar’s Dragon Bite (Conjuration/Summoning)

Range: 3 m/levelComponents: V, S, MDuration: 1 round/2 levelsCasting Time: 7Area of Effect: One creatureSaving Throw: None

This spell is similar to Sillvatar’s Dragon Claw,except it conjures a shadowy dragon headwithin spell range. The procedures for attacksare as per that spell, except the victims whoare hit receive bite damage, instead of clawdamage. For example, if this spell is cast us-ing the material component from a whitedragon, the damage inflicted by each success-ful bite is 2-16 points of damage. In addition,each attack receives a +2 on all “to hit” rolls.

The caster may conduct 2 attacks using thisspell, each of which must occur in a separateround. The dragon head dissipates when bothattacks have been made, the duration expires,or the head is dispelled. The head is notharmed by other attacks.

The material component for this spell is theteeth from any type of dragon; these teeth areconsumed when the spell is cast.❊

Stash (Alteration)

Range: 300 mComponents: V, SDuration: SpecialCasting Time: 1 hourArea of Effect: 300 pounds/levelSaving Throw: None

Stores a large mass in hyperspace for an in-definite period of time until a command wordis spoken. The object(s) in hyperspace do notexperience passage of time so for example asmall army with all its weapons and equipmentcould be stashed in time of peace and recalledwhen war started. A spellcaster can have onlyone Stash spell in effect at the same time: ifhe wishes to stash anything, he will first haveto recall the items or persons previouslyStashed.

Only objects and willing victims are affectedby this spell.❊

Summon Wizard (Conjuration/Sum-moning)

Range: 50 mComponents: V, S, MDuration: 4 rounds + 1 round/levelCasting Time: 7Area of Effect: SpecialSaving Throw: None

Within one round of casting this spell, thecaster summons 1d2 wizards to aid him. Thesummoned wizards’ level will be equal to 3/4the caster’s level, rounded down, up to a maxi-mum of twentieth level. The wizards will appearanywhere within the spell range as desired bythe caster, and will serve the caster as permonsters summoned via a monster summon-ing spell. There is an 80% chance of summon-ing a mage, and a 20% chance of summon-ing a specialist (determine school randomly).Equipment and abilities are determined ran-domly.

The material component for this spell is anornately carved, gem-encrusted, wooden staff(worth at least 100 GP), which is consumedwhen the spell is cast.❊

Tharo’s Temporal Study (Alteration)

Range: 0.3 mComponents: V, S, MDuration: SpecialCasting Time: 6Area of Effect: SpecialSaving Throw: Special

When this spell is cast a magical door out-line, only seen by the wizard, will appear onefoot in front of the wizard. The wizard then mayenter through the outline (the wizard is the onlyone able to enter the doorway). Once the wiz-ard walks through the outline he will see a nicesized furnished room (6 × 6 × 6 metres). Whilein this room the wizard will be able to heal,memorize spells, sleep (safely), or do anythingelse he is normally able to do, with the excep-

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tion of new spell study, or the casting of anyother spells than healing spells. If an attemptto do this is made the room will explode, do-ing 30d20 to the wizard.

The wizard may stay in this room for 2 hours+ 1 hour per level, the catch being that as soonas he leaves they will have been gone for only1 second per hour spent in the room (exam-ple: Murlock, a 24th-level Wizard cast this spelland spends a whole day within the room, butwhen he leaves the room his companions statethat he has been gone for exactly 24 seconds).If a wizard is still in the room when the spell’sduration has come due, the wizard must makea saving throw at -5 or be hurdled into the void(note: the wizard does age normally when inthe room).

The material component for this spell is 50GP value of each of the following: diamonds,rubies, ivory and jade.❊

Uldark’s Radiant Bolt (Conjuration/Summoning)

Range: 100 m + 5 m/levelComponents: V, S, MDuration: SpecialCasting Time: 7Area of Effect: One creature/boltSaving Throw: 1/2

When this spell is cast, a small interdimen-sional connection opens between the quasi-elemental plane of radiance and the caster’splane; through this opening, a 0.3 m diameterglowing sphere appears and slowly hoversaround the caster. This sphere contains allcolours of the spectrum; this sphere will last for2 rounds per level of the caster; if not used toits full potential at that time, the sphere dissi-pates.

During any round which the sphere is in ef-fect, the caster may discharge a bolt of onecolour of the spectrum; only one such attackmay be made in a single round, and the spheremay discharge only one bolt per colour; onceused, that colour disappears from the sphere.When all colours have been discharged, orwhen the duration expires, the sphere dissi-pates. Each bolt may affect one creature, andeach colour has a unique composition as fol-lows:

Colour:Colour:Colour:Colour:Colour: Composition:Composition:Composition:Composition:Composition: Item save vs.:Item save vs.:Item save vs.:Item save vs.:Item save vs.:

red fire magical fireorange poison n.a.yellow acid acidgreen gas n.a.blue lightning lightningindigo cold coldviolet force crushing blow

All the bolts do an identical amount of dam-age: 1d6 + 2 per level of the caster. A success-ful saving throw vs. spell reduces the damageby half. If this save fails, the victim’s posses-sions must save vs. the indicated composition(if applicable) or be destroyed.

There is a chance that an extraplanar crea-ture may enter through the opening wheneverthis spell is cast. The chance of this occurringis: 20% - 1% per level of the caster (to a mini-mum of 1%). Any creature entering the cast-er’s plane will normally be hostile to the caster.

The material component for this spell is acrystal or glass prism; light is sent through theprism to create a spectrum when the spell iscast. The prism is consumed with the castingof the spell.❊

Valcon’s Spectral Army (Illusion/Phan-tasm)

Range: 200 mComponents: V, S, MDuration: SpecialCasting Time: 2 turnsArea of Effect: SpecialSaving Throw: None

Using this spell, the caster may create anarmy of semi-real humanoids; any type of hu-manoid may be chosen, but all soldiers mustbe of the same type. Because the army issomewhat real, they may not be disbelieved.The army is made up of one or more “units,”each of which is comprized of 10 infantry sol-diers. The caster may create a number of unitsaccording to the following table:

CasterCasterCasterCasterCaster’’’’’s level:s level:s level:s level:s level: Number of units:Number of units:Number of units:Number of units:Number of units:

14-15 216-17 318-19 420+ 5

The army may appear anywhere within spellrange as desired by the caster. The army mustnot stray too far from the caster; they may moveup to a distance of 20 m per level of the caster.This spell will last until the caster wishes it toend, or until all units of the army are destroyed;however, a single caster may not have morethan two of these spells in effect at any onetime; any additional castings of the spell willfizzle and be wasted.

Each unit always moves and attacks as asingle entity; it will never split up, or act inde-pendently, as each unit is a single componentof the illusion. The unit will have an armourclass equal to: 22 -caster’s level, and hit pointsequal to 2 times the caster’s level (i.e. a 16thlevel caster, may create 3 units, each havingan AC of 6 and 32 hit points). All hits on the unitcount against the units’ hit point total; an indi-vidual soldier may not be destroyed, even if allhits are on a single target. Once the units’ hitpoint total is exceeded, all 10 soldiers in thatunit are destroyed. Besides melee attacks, thearmy may be dispelled, although only one unitmay be dispelled per dispel attempt.

Each unit will be equipped with armour ap-propriate to their AC, and will be armed accord-ing to what material components are used; thecaster may provide one or more weapons forevery unit he creates; the units will then bearmed with the corresponding weapon(s). Anynumber of weapons may be given to a single

unit, and each unit may be equipped differentlyfrom the rest; the only stipulation is that thecaster must have the appropriate number ofthe desired weapons available when the spellis cast (in the case of missile weapons, themissiles themselves need not be used as acomponent; the missile weapon suffices in thiscase). Continuing the example of the 16th levelcaster, the caster may elect to equip all 3 unitswith longswords only (at the cost of 3longswords as a material component) or maywish to diversify by equipping one with longbows and short swords, one with spears, andthe third with halberds; (at the cost of 1 eachof a long bow, short sword, spear, and halberdas a material component).

Since a unit always acts as a group, it mayonly make one or two attacks per round, un-less equipped with a weapon that normallyallows multiple attacks (i.e. a unit of long bowarchers would receive 2 or 4 attacks perround). If the unit makes only one melee attackin a round, it will inflict 1d8 points of damage ifsuccessful; if two melee attacks are made,each will inflict 1d4 points of damage if a hit isscored; the amount of damage does not de-pend on the type of weapon used - all causethe same amount of damage.

Missile attacks cause 1d4 points of damageif the minimum number of attacks are made,or 1d2 points of damage if the maximumnumber of attacks are conducted (i.e. a unitusing long bows would do 1d4 points of dam-age per hit if two attacks are made, or 1d2points of damage per hit if making 4 attacks).

Hurled weapons are not allowed by thisspell. Under no circumstances may these illu-sionary armies use any special attack ordefense forms normally employed by their race(i.e. an illusionary army of trolls will not regen-erate lost hit points). Strength, dexterity, andsimilar bonuses also do not apply.

In addition to the weapons required for ma-terial components, the caster must also havea suit of armour (and a shield, if desired) thatcomprise the appropriate armour class for theunits. One suit (and shield, if used) is sufficientfor all units created by this spell. All materialcomponents are consumed when the spellends.❊

Wind Tunnel (Alteration)

Range: 0Components: V, MDuration: 1d10 rounds + 1 round/levelCasting Time: 1Area of Effect: SpecialSaving Throw: None

By use of this spell, the wizard creates acylindrical tunnel of wind 3 m directly in frontof the wizard, 3 m in diameter, and stretching3 m per level in length. As long as the wizardmaintains concentration on the spell, the tun-nel’s primary section will be under the wizard’scontrol. Once concentration is broken, how-ever, it cannot be retained, and the tunnel willmove and grow in a random fashion for thespell’s duration, which cannot be shortened.The tunnel is capable of moving 3 m per roundand growing at both ends at the same rate. If

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it splits into parts due to this movement, it willgrow at all loose ends for the duration of thespell.

The wizard and designated friends maypass through the controlled tunnel unscathed.Others, however, must make Strength checksto avoid being pulled into the tunnel, makemelee attacks at -2, and may take a point ofdamage per round from loose sand, dirt, orpebbles. While in the tunnel, missile and hurledattacks are made at -5. Such attacks throughthe tunnel “skin” are next to impossible. Notethat the wizard may walk, communicate non-verbally, and still maintain control, however ifthe wizard is hit or distracted, then control islost.

The material component for this spell is afan.❊

Wolldin’s Fearstalker (Illusion/Phan-tasm)

Range: 10 m/levelComponents: V, SDuration: SpecialCasting Time: 7Area of Effect: One creatureSaving Throw: Special

This spell creates an illusionary creature inthe mind of its victim much the same as aPhantasmal Killer spell. The “fearstalker” ap-pears as a shadowy creature of a vaguelyhumanoid shape (only the victim and thecaster can see the creature). Once cast, thefearstalker will tirelessly pursue its target; if thevictim does not succeed in making a disbe-lieve check (this intent must be specificallystated) it will be attacked by the fearstalker.

The fearstalker has a movement rate of 24,has HD equal to half the caster’s level (roundeddown), has 2 attacks (2-12/2-12), and can behit only by +1 or better weapons. It is immuneto charms and other mind-affecting spells, butis susceptible to most other spells and magicattacks.

Once the battle has been joined, nothingshort of the death of one of the combatants willend it. Rendering the victim unconscious willnot help, as the fearstalker will enter the target’sdreams and the battle will continue normally.If the caster of the spell is slain or renderedunconscious, the current battle will continuenormally, but the fearstalker will not be able toreturn at a later time (see below).

If the victim of this spell is reduced to 0 hitpoints by the fearstalker, he must make a sys-tems shock roll; if this roll fails, the victim diesand the spell ends; if it succeeds, the targetonly believes he has died and falls into a comafor 2-24 hours. Only a Heal spell or a Wish willrouse the victim from this coma. If the targetreduces the fearstalker to 0 hit points, it willvanish instantly. However, in this case, thefearstalker is not actually destroyed; it will re-appear in 4-24 hours (at full strength) to againattack its victim (the fearstalker will not be ableto return if the caster has been slain, or if hewas unconscious at the time of the fearstalker’sdefeat in the previous battle).

Mage Spells Seventh Level

The only way to permanently end this spell(short of the victim’s death) is to make a suc-cessful disbelieve check. The victim is allowedone such roll each time the fearstalker returnsafter being defeated, as well as when the spellis first cast. This disbelieve check has the samemodifiers applied to it as for the PhantasmalKiller spell. However, the wearer of a Helm ofTelepathy may not turn the fearstalker upon thecaster. If the victim is asleep or otherwise un-conscious when the fearstalker returns, thebattle will take place in the target’s dreams, andthe disbelieve check is made with a -2penalty.❊

Zandare’s Twist (Alteration, Enchant-ment)

Range: 3 m/levelComponents: V, S, MDuration: PermanentCasting Time: 7Area of Effect: SpecialSaving Throw: Negates

By means of this spell the caster changesthe target creature, effectively, inside out. Theorgans are outside the body and the skin isinside. GM’s insert your own really graphicdescriptions here... The spell caster must havea small leather pouch for the casting. At theend of the seven segments the caster thrustshis hand into the bag and violently pulls thebag inside out. Now the target is either pain-fully turned inside out, or the caster looks likea total fool. The spells affects one medium sizecreature or two small creatures. Large crea-tures receive a +3 to their save.

Note that clothing, armour, etc. are in the in-side also.❊

Mage Spells Eighth Level

Annihilate Matter (Invocation/Evoca-tion)

Range: 10 meters/levelComponents: V, S, MDuration: 1 turn/levelCasting Time: 6Area of Effect: 1-yard radius sphereSaving Throw: Negates

This spell causes a spherical region 1 me-tre in radius to appear anywhere within rangeof the wizard. In this region all matter vanishes.When it appears, a hurricane-force wind blowsinto the sphere as the air inside it is annihilated.All human-sized or smaller creatures in thevicinity who have no means of support mustmake a saving throw versus magic or lose theirbalance and be sucked into the sphere anddestroyed (in which case a Wish or possibly aLimited Wish is required to recover them).“Means of support” can include for example,holding onto something solid, being held byanother character, being under the influence ofa Fly spell or having the natural ability to fly orlevitate (e.g. a beholder).

Note that the wizard is not necessarily im-mune to being sucked into the sphere. Lightobjects which are not being held by anythingor anyone e.g. papers lying on a desk, are alsoliable to be sucked into the sphere and de-stroyed. Anything thrown into the sphere, shortof an artifact or relic, is automatically destroyed.While the sphere can move under control of thewizard, it is not a useful weapon because itmoves only at walking pace, hence even theclumsiest creature can easily dodge it. If anattempt is made to actually cast the spell at atarget, a saving throw indicates whether thetarget dodges or is hit and destroyed. A suc-cessful Dispel Magic will destroy the sphere,otherwise it neither affects nor is affected byspells.❊

Caligula’s Vitality Drain (Alteration)

Range: TouchComponents: V, S, MDuration: SpecialCasting Time: 7Area of Effect: SpecialSaving Throw: None

This terrible spell allows the caster to drainthe youth from a victim, revitalising himself, atthe expense of aging the victim. Hardly a spellused by good aligned mages.

The caster first prepares the spell, by cast-ing the eight phase portion of it. He then hashis level in rounds to make contact with thevictim, and begin draining. To drain the youthof the victim, the caster must be in continuouscontact with the flesh of the victim during thedraining process. The act of being drained isextremely painful to the victim, and is sufficientto awaken sleeping victims, and allowcharmed victims a new saving throw. Even ifthe victim is conscious, however, the drainingwill continue. The victim must break flesh con-tact with the mage to break the spell.

The caster is able to drain a decade forevery four levels he possesses, i.e. 20 yearsat fifth, 30 at ninth, 40 at 13th, etc. Each yeartakes a segment to drain, a decade drained perround. If the spell is broken during casting, thecaster will still have drained a number of yearsdependent on time of casting (e.g. contact bro-ken after 2 rounds, 20 years drained). Due tothe imperfect nature of the spell, however, thecaster only reduces in age by a year for everythree drained from the victim.

Both caster and victim will be affected by thechange in age. The victim will only suffer thedisadvantages of aging (STR and CON loss),whereas the caster will only experience thebenefits (STR and CON gain). After the spell,the victim will have visibly aged, with greyinghair, and lined, shaggy skin. The caster will ap-pear envigourated, with grey disappearingfrom his hair, and the obvious return of mus-cle tone. The victim must save vs. paralyze, orpass out for 1d4 turns, if he is drained morethan 20 years. The caster will experience atemporary d4 increase in STR (not includingthat gained from becoming younger), whichwill fade by 1 point a turn. The caster will alsofeel as if inebriated, an affect which persists ford6 rounds.

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This spell is only effective on humans. Longlived races, such as elves and dwarves, as wellas humanoid races, are immune from the spell,and the caster must save vs. paralyzation, orbe knocked unconscious if attempting to draina member of these races.

Finally, there is no known cure for this spell,save Wish.

The material component of this spell is ascrap of flesh from a vampire, which must beconsumed by the caster.❊

Celestarion’s Warding (Abjuration)

Range: 0Components: V, S, MDuration: 1 round/levelCasting Time: 7Area of Effect: 10-foot radius sphereSaving Throw: Negates

This spell is designed to ward off undeadcreatures and creatures from the lower planes.When cast, all such creatures within 10 feet ofthe wizard are subject to a save vs. spells at -5, taking into account their Magic Resistance.Those failing their save are thrown out of thearea by a tremendous force, and land 20 feetaway. Thereafter, the creatures cannot enter thesphere, or use their powers on creatures withinthe sphere. Spells and attacks can still be castat these foul creatures from within the sphere.

The material component of this spell is aglass ball or a marble made of crystal.❊

Channeling (Alteration)

Range: 0Components: V, SDuration: 1 turn/levelCasting Time: 1 turnArea of Effect: The wizardSaving Throw: None

When cast, this spell draws upon extra magi-cal energy to make the next spell cast moreefficient and powerful. For every 5 levels of thewizard the following effects occur:

* +1 per die of damage (maximum of +3), *-1 on saves, * +50% on range and duration, and* -5% on target’s magic resistance.❊

Deathshroud (Necromancy)

Range: TouchComponents: V, S, MDuration: SpecialCasting Time: 8Area of Effect: One creature/two lev-

els of the casterSaving Throw: Negates

By casting this spell, the wizard draws uponthe Negative Material plane and surroundshimself with a shroud of negative power. Whilethe spell-caster suffers no ill effects from thismagical energy, it may have dire conse-quences for anyone who comes into contactwith him.

To activate the deadly power of this spell, thewizard must touch his victim by successfullyrolling an attack roll against his target. Anycreature touched must immediately make asaving throw vs. death magic with a -4 penalty.If the roll is successful, the victim is unharmed.If the save is failed, a black haze will form aboutthe victim, draining 20% of his current hitpointseach round until the unlucky individual dies atthe end of the fifth round. The deathshroud alsoprotects the wizard; anyone who touches thespell-caster or attempts to strike him with anyhand-held object or weapon must make a sav-ing throw vs. death magic at normal changesor be affected by the deathshroud in the samemanner.

The following spells remove the deathshroudfrom any affected individual: Cure CriticalWounds, Heal, Limited Wish, Wish, or a suc-cessful Dispel Magic spell. As a last possibil-ity, if the afflicted individual is somehow ableto reach the Positive Material plane within fiverounds, the negative energy of the spell will bedestroyed and the victim will be saved. Oncea being has successfully saved against theeffects of a particular deathshroud, that beingcannot be affected against during that spell’sduration.

The deathshroud remains in effect until thewizard has attacked or been attacked by anumber of creatures equal to one-half of hislevel (round down), or the spell’s duration of tworounds per level of the wizard has elapsed.Creatures from the Outer Planes and undeadbeings are not affected by the spell; if anundead creature is attacked with adeathshroud, it immediately gains one hit diceand the wizard must save against death magicor suffer the effects of the spell himself.

In order to cast the spell, the spell-castermust have the following material componentsavailable: a mixture of crushed black opal anddiamond (worth 5000 gp), dust from either avampire or lich, and a piece of a smokyquartz.❊

Demonstar (Evocation)

Range: 0Components: V, S, MDuration: 1 round/levelCasting Time: 8Area of Effect: One targetSaving Throw: Special

This powerful attack spell is used exclusivelyagainst natives of the lower planes. Againstother creatures, it is absolutely harmless. Whenthe spell is cast, a star appears in the hand ofthe wizard, and travels at very high speeds toimplant itself on the creature’s forehead, or thenearest equivalent of a forehead. Then the starstarts to glow very brightly and hot. The demongets to make his magic resistance roll, but at -30%. If he fails his saving throw, he gets a sav-ing throw vs. spells every round to reducesome of the spell’s effects.

The star does 10d6 hp of damage per round,and immobilizes the demon in pain. The sav-ing throw is for half damage and the ability toact, despite the pain. The spell also blocks anyGate attempts by the demon. This blocking of

Gate attempts stops when the spell durationis over or the demon is dead, whichever comesfirst.

The material component of this spell is agolden star.❊

Dheryth’s Sanctum Sanctorum (Ab-juration)

Range: 10 yardsComponents: V, SDuration: PermanentCasting Time: 1 hourArea of Effect: 27,000 cubic feetSaving Throw: None

This spell seals an interior area (e.g. build-ing, room, cave) with a volume up to 27,000cubic feet off from entry by teleportation (in-cluding Teleport, Teleport without error, Dimen-sion door, and even Drawmij’s Instant Sum-mons and Succor), plane shifting (includingcolour pools, border ethereal penetration, andplane shift), and similar magical effects.

Any of these may be performed if a pass-word is known and spoken during the at-tempted entrance. There can only be one pass-word at a time, but it may be changed by re-casting Sanctum Sanctorum.❊

Ditan’s Everdeep Pocket (Alteration)

Range: 0Components: V, S, MDuration: PermanentCasting Time: 6Area of Effect: One pocketSaving Throw: None

By use of this spell, the wizard endows onepocket with half the holding capabilities of aBag of holding (ie. the pocket will hold 125pounds, or 15 cubic feet of material, and whenfull will weigh 7.5 pounds). The pocket has allthe abilities and restrictions of a Bag of hold-ing listed in the Dungeon Master’s Guide.

The material components for this spell area pinch of fairy dust, and a pocket.❊

Elemental Gate (Conjuration)

Range: 50 feetComponents: V, S, MDuration: SpecialCasting Time: 1 hourArea of Effect: One square foot/levelSaving Throw: None

This spell creates a small gate from an el-emental plane. It allows the free passage ofobjects and creatures from the elemental planeto the prime material only, and not the other wayaround. If the gate is free standing, it will onlylast for 2 turns + 1 round per level of the wiz-ard. It may be supported, though, by an ornateframe that will make it last exactly as long asthe frame itself.

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ElementElementElementElementElement Frame TFrame TFrame TFrame TFrame Typeypeypeypeype

Air SilverFire BrassWater Gold or Gilt

Also needed as a material component of thetype of material the wizard wants the gate toopen into. For instance, if the wizard wants saltwater to spew out of the gate, he needs to castthe water version with a sample of saltwater.This works similarly with the other planes - airof the appropriate freshness, temperature, etcmust exist as a sample.

The most common uses of this spell arelisted below:

ElementElementElementElementElement Spell EfSpell EfSpell EfSpell EfSpell Effectfectfectfectfect

Air May be used to ventilate rooms,provide breathable air, and main-tain average temperatures.

Fire Often used to heat places in coldclimates or serve as the heart of aforge.

Water Usually created to provide largequantities of fresh, drinkable water.

If the supporting frame is magicked with aProtection from Evil or Good, 10-foot Radius orsimilar spell, the vast majority of elementalcreatures that might stumble across the gatewill be unable to pass through.

Fellstar’s Flame Jet (Evocation)

Range: 10 m/levelComponents: V, S, MDuration: 1 round/5 levels (4 rounds

maximum)Casting Time: 5Area of Effect: SpecialSaving Throw: 1/2

When this spell is cast, a jet of flames shootsforth from the caster’s hand; this jet is 1.5 mwide and has a length of up to 10 m per levelof the caster (the caster may vary the lengthfrom 0.3 m up to the maximum range). The jettravels in a straight line and is blocked by nor-mal obstacles (i.e. stone, metal, etc.). If the jetis blocked, it will it will not rebound, but mayflow around the barrier if it is small enough(less than 5 feet across).

Anyone struck by the jet suffers 1d10 pointsof damage per two levels of the caster (up toa maximum of 10d10). A successful save vs.spell reduces the damage by one half. If thissave fails, all possessions must save vs. magi-cal fire or be consumed.

The flames from this spell will melt ice andignite wood on contact; they are able to melta hole in a all of Ice in a single round (thoughthey will not destroy it), and can bring down aWall of Fog instantly; other wall spells are notaffected by this spell.

The jet will remain in effect for one round forevery 5 levels of the caster, up to a maximumof 4 rounds. A single creature must be chosen

as the target for the jet (but others may bestruck if they are in the path of the flames) anda new target may be selected each round thespell is in effect.

If the caster chooses, two jets (one fromeach hand) may be employed instead of one;if this is the case, range and damage arehalved (in some cases, one jet will do one moredie of damage than the other). A separate tar-get may be chosen for each of these jets eachround they are in effect.

At the beginning of each round the spell isin effect, the caster may split a single jet in two,or may combine two jets into a single one.

The material components for this spell area powdered ruby and a powdered fire opalwhich must be worth a least 500 GP together.The powdered gems are mixed together in thehand(s) of the caster at the time of the cast-ing; all material components are consumedwith the casting.❊

Improved Mirror Image (Illusion/Phantasm)

Range: 0Components: V, S, MDuration: 4 rounds/levelCasting Time: 4Area of Effect: 12-foot radiusSaving Throw: None

This spell is a much more powerful versionof Mirror Image. Not only are more images (1d6+ 1 per 2 levels) created, but they last longer,and the ruse can only be detected with a Gemof True Seeing, or a similar device. The phan-tasms are solid for all intents and purposes,taking damage when attacked instead of wink-ing out. A Wand of Negation or Dispel Magicwill destroy only one of the phantasms.

The material component is a small mithrilmirror worth not less than 500 GP.❊

Jamye’s Spell Reversal (Alteration)

Range: TouchComponents: V, S, MDuration: 1 round/level above 10thCasting Time: 8Area of Effect: Creature touchedSaving Throw: Special

This spell affects the saving throws vs. spellof the subject in much the same way that thefifth level spell Jamye’s Armour Reversal (q.v.)affects attack rolls, i.e. saving throw results thatwould normally indicate success will fail, andresults that would normally fail will succeed. Forexample, a 19th-level mage normally needs a6 or greater to save vs. a spell. If he is affectedby a Spell Reversal spell, he will need a 5 orless (i.e. a failure under normal circumstances)to save vs. a spell. Protection devices, Wisdombonuses, etc. all work to the benefit of the sub-ject, i.e. if the above mage had a Ring of Pro-tection +3 and a Wisdom of 16 (+2 magicaldefense), he would need an 8 or less to savevs. most spells (5 normally, +3 for the Ring) anda 10 or less to save vs. spells that would givehim his Wisdom bonus. Likewise, penalties to

saving throws still work to the detriment of thesubject. If the subject is willing, there is no sav-ing throw; otherwise, a normal save vs. spell(obviously, this is made before the spell takeseffect) will negate it.

There are certain special cases that applyto this spell. It is not affected by Spell Turning.The only thing that can dispel it is another SpellReversal cast at the subject, who must makea save while under the influence of the origi-nal Spell Reversal. If the subject is under theinfluence of another spell that grants invulner-ability to certain spells (Shield vs. Magic Mis-sile, for instance, or any type of Globe of Invul-nerability, but *not* Anti-Magic Shell), the sub-ject takes full, maximum damage from thatspell with no saving throw. For instance, a magehas both Shield and Spell Reversal cast uponhim. If he is targeted for Magic Missiles duringthe time both spells are functioning, he will take5 points of damage - the maximum possible -from *each* Missile that hits him.

The material components for this spell area piece of amber worth no less than 300 GP,and a doughnut made less than 24 hourspreviously.❊

Life Leech (Necromancy)Reversible

Range: SpecialComponents: V, S, MDuration: SpecialCasting Time: 8Area of Effect: SpecialSaving Throw: Negates

This spell allows the death master to steal2d6 years from a victim and add them to hisown life. The victim must be human and of alevel equal to or greater than that of the caster.If the victim is of lower level, the number ofyears transferred is multiplied by the victim’slevel and divided by the necromancer’s. Sincethe victim must be in the center of a pentagramat the completion of the casting, it is useful tohave him held or immobilized in some way.

The reverse spell works in the same fashion,except that the caster ages 2d6 years while therecipient becomes younger, and the recipientmust be willing.

In either case, the material components area black candle, a white candle, a drop of bloodfrom both parties, and a specially preparedglass screen.❊

Lightning Storm (Evocation)

Range: 40 m + 10 m/levelComponents: V, S, MDuration: 1 roundCasting Time: 9Area of Effect: 21 m-diameter sphereSaving Throw: 1/2

This spell creates electrical dischargeswithin a spherical area. Bolts of lightning leaprepeatedly about within this area, regardless ofthe presence or location of metal, water orother conductors. All beings within this areatake 6d12 points of damage (unless immune

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to electrical damage), and all items must makesaving throw against electricity. The magic pre-vents lightning form travelling along conduc-tive paths out of spell range; a man in full ar-mour and a bather in a moat, both just outsidethe spell’s area of effect, will be unharmed.

The caster of a lighting strom is unharmedby the spell (even if he stands in the center ofthe storm) or by any other electrical attacks oreffects during the spell’s duration.

The material components include a shard ofglass, a scrap of fur, a piece of silver, and aflint.❊

Long-Range Carrier (Alteration)

Range: 100 miles/levelComponents: V, SDuration: InstantaneousCasting Time: 1 turnArea of Effect: SpecialSaving Throw: None

Long-Range Carrier is like the 5-Mile Carrierbut the range is 100 miles per level of caster.❊

Lorth’s Sending (Alteration)

Range: TouchComponents: V, SDuration: SpecialCasting Time: 8Area of Effect: One creature/2 levelsSaving Throw: Negates

The Sending spell was created by Lorth theTraveller as a more versatile form of the Teleportspell. When the spell is cast, one creature forevery two levels of the mage (rounded down)is Sent to a place defined by the caster as fora Teleport spell (the caster must have a men-tal image of the place). The creatures must betouching the mage, but “chains” are possible.The mage does not have to accompany them,but he may if he so desires. There is no chanceof error for this spell.

If any of the creatures “sent” is harmed within5 minutes of arrival, all of them will be bouncedback to the place from which they were Sent(whether they want to go or not). Any damageincurred during those five minutes, to them-selves or their equipment, is erased. Note thatthis does not allow the spell to be used as aquick and easy messenger spell; anythingdropped during the five minute grace periodis returned with its owner. This can be used asa fail-safe teleport. After the five minute periodelapses, the spell expires and the “protected”individuals are on their own. The Sending willnot work across planar boundaries. Unwillingcreatures receive a saving throw vs. magic toresist this spell.❊

Major Globe of Invulnerability (Abju-ration)

Range: 0Components: V, S, MDuration: 1 round/levelCasting Time: 4

Area of Effect: 3 m diameter sphereSaving Throw: None

This spell is the same as the fourth level Mi-nor Globe of Invulnerability (q.v.), except withregards to casting time. This spell prevents thefunction of first to fifth level spells passingthrough and affecting the mage within thesphere, while allowing the mage to cast spellsthrough it.❊

Masol’s Spell of Item Transferal(Alteration, Enchantment)

Range: TouchComponents: V, S, MDuration: SpecialCasting Time: SpecialArea of Effect: One itemSaving Throw: None

When this spell is cast, the wizard estab-lishes a link with the item he holds. Immediatelyafter casting this spell, the wizard must castanother touch ranged spell or the effects of theTransferral are negated. The casting time of thissecond spell equals its original casting timeplus 1. The second spell is cast in the sameround as the first.

Whenever the item hits another creature, theeffects of the second touch spell immediatelytake effect. The spell stays in the item until iteither is discharged, or the second spell’s du-ration runs out.

A Permanency spell cast on an item withTransferral cast on it, will have the effect of theTransferral until dispelled (note that the secondspell will not be permanent)

The material component of this spell is theitem on which the Transferral is to take place.❊

Mystyk’s Halflife (Necromancy)

Range: 5 m/levelComponents: V, S, MDuration: InstantaneousCasting Time: 8Area of Effect: One creatureSaving Throw: Negates

When this spell is cast, a crackling, blackbolt shoots from the caster’s palm towards itsvictim. The caster must make a successful “tohit” roll (with a +2 bonus) in order to hit thetarget; if this roll misses, use the grenade scat-ter diagram to determine if anyone else is hitby the bolt. If anyone is in the area of the miss,a normal “to hit” roll (with no bonus) is used todetermine if the stray bolt hits anyone.

Anyone who is hit by the bolt must make asaving throw vs. spell; if this roll is successful,the spell has no effect and the bolt dissipates.If the save fails, the victim immediately loseshalf of his current hit points (round fractionsdown), and is rendered unconscious by theshock. These lost hit points may be regainedthrough normal means.

The material component for this spell is anonyx gem worth at least 500 GP. The gem isheld in the hand of the caster, and is con-sumed when the spell is cast.❊

Mystyk’s Major Backlash (Abjura-tion, Invocation/Evocation)

Range: 0Components: V, S, MDuration: 1 round/levelCasting Time: 8Area of Effect: CasterSaving Throw: None

This spell is identical to Mystyk’s ImprovedBacklash except for the following: when thecaster is hit in melee, any damage suffered ishalved; in addition, if the caster makes a suc-cessful save vs. rods, the attack inflicts nodamage at all. Also, the energy bursts inflict10d6 points of damage on any attacker; asuccessful save vs. spell reduces this damageby half.

The material component for this spell is thesame as that for Mystyk’s Backlash except thegem must be worth at least 800 GP.❊

Mystyk’s Plane Survival (Abjuration,Alteration)

Range: TouchComponents: V, S, MDuration: 1 day/levelCasting Time: 1 hourArea of Effect: One creature/5 levelsSaving Throw: None

This spell provides the caster with a meansof surviving on a hostile plane of existence. Inorder for this spell to work, the wizard musthave access to a library or other source of in-formation on the plane in question. This infor-mation must then be studied for an extendedlength of time; this period is equal to: 24 weeks- 1 week per level of the caster (to a minimumof one week). After this time has passed, thewizard is ready to cast the spell.

Each time this spell is cast for use on a newplane, the normal study time is required. If castfor use on a previously studied plane, and lessthan a week has passed since the last cast-ing with respect to that plane, no additionalstudying is necessary as the information is stillfresh in the wizard’s mind; however, if more thana week has elapsed since the previous cast-ing, a day of “brushing up” is required.

If the wizard is a sage with expertise in theplane in question, normal research times arerequired (see section on sages in the DMG)the first time this spell is cast for use on thatplane. If cast again within two weeks, no addi-tional time for studying is needed; if cast morethan two weeks later, only 12 hours of brush-ing up is necessary. These times also apply ifthe wizard is obtaining this information from an-other sage.

Using the information gained from his stud-ies, the caster prepares the Plane Survivalspell. After one hour has passed, the spell iscomplete; at this time, the DM (secretly) rolls

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percentile dice; a result of 5 or lower indicatesthe wizard has used erroneous information inthe casting of the spell which will reduce theprotection afforded by the spell, and may evencause it to fail altogether (the exact effects de-pend on the source of information and otherfactors, and it is left to the DM to decide theexact results). If some or all of the planar in-formation was obtained by a sage who misdi-rected the wizard, the percentile roll has a -25%penalty applied to it. Even if correct informa-tion is obtained from a sage, a -5% penalty ap-plies, since the wizard is using secondhand in-formation. In any case, if the roll results in a 1,the spell fails altogether (although the casterwill not know this until attempting to make useof the spell’s protection).

If the spell was successfully cast, it will grantthe caster (along with others, if the caster’slevel is high enough) protection from the hos-tile environment of the studied plane of exist-ence. The recipients may move about in theplane as if they were in the prime materialplane; conditions that would make it hazard-ous or impossible to exist in the plane are ne-gated by this spell. Spells have a chance ofhaving normal affects while under the influenceof the Plane Survival spell: when a spell is cast,if the caster makes a successful save vs.paralysation, his spell will have normal affects(as if it were cast on the prime material plane)instead of the affects it usually has on thatplane.

If the recipients are still on the plane whenthis spell expires, normal characteristics forthat plane go into effect immediately. Note thatthis spell provides no way of moving from oneplane to another; it only provides a means ofsurvival once a plane is reached. The castermay have more than one of these spells inaffect at a time, as long as the appropriateamount of time has been spent studying eachplane.

The material components for this spell area diamond worth at least 1000 GP and a speci-men of a substance related to the plane inquestion (i.e some fire for the plane of fire,darkness for the negative material plane, etc.).Alternately, something symbolising the planemay be used (i.e. a balance for the plane ofconcordant opposition). All material compo-nents are consumed when the spell is cast.❊

Noska Trades’ Mass Contagion(Necromancy)

Range: 5 m/levelComponents: V, SDuration: PermanentCasting Time: 8Area of Effect: One creature/levelSaving Throw: Negates

This spell causes a major disease and weak-ness in one or more creatures. Up to one crea-ture per experience level of the wizard can beeffected, provided that all subject creatures arewithin the spell range.

The afflicted individual is immediatelystricken with painful and distracting symptoms:boils, blotches, lesions, seeping abscesses,and so on. Strength, Dexterity, and Charismaare reduced by 2. Attack rolls are decreased

by 2. The effect persists until the character re-ceives a Cure Disease spell or spends 1d3weeks taking a complete rest to recover. Char-acters ignoring the contagion for more than aday or so may be susceptible to worse dis-eases at the discretion of the DM.Saving Throws against the spell suffer a pen-alty of -1, and if a single creature is to be af-fected, its saving throw suffers a -4 penalty.❊

Orko’s Elemental Triads (Evocation)

Range: 15 m + 10 m/levelComponents: V, S, MDuration: InstantaneousCasting Time: 6Area of Effect: SpecialSaving Throw: ½

When this spell is cast, three bolts of fire,electricity, frost, water, or acid shoot forth fromthe palm of the wizard. They may strike one, twoor three targets. If more than one target isstruck, the targets must be within 60 degreesof each other. The damage inflicted is 1d6 hp+ 1 hp per level. The wizard must be able to seethe targets. Successful saving throws halve thedamage. A save applies to each separate boltso if only one creature is attacked then it mustmake three saves.

The material component for this spell is asmall piece of gold shaped like a pyramid.❊

Orko’s Petrifying Gaze (Evocation)

Range: 5 m/levelComponents: V, S, MDuration: 1 round/levelCasting Time: 7Area of Effect: PersonalSaving Throw: Negates

While this spell is in effect, the wizard mayuse a gaze attack, exactly like that of a basilisk,against one opponent per round. The gaze isin addition to normal attacks and requires but6 seconds to complete. The victim must savevs. petrification or be turned to stone. The gazeattack extends into the ethereal plane, and thewizard is subject to the effects of his own re-flected gaze.

The material component is an ointment thatincludes powdered basilisk scales.❊

Orko’s Spell Extension (Alteration)

Range: 0Components: VDuration: SpecialCasting Time: 7Area of Effect: SpecialSaving Throw: None

This spell is about the same as the fourth-level spell Extension I, except that it quadru-ples the duration of 1-3 level spells, triples theduration of 4-5 level spells, doubles the dura-tion of 6-7 level spells, and extends the dura-tion of eighth-level spells by 50% of the indi-cated duration.❊

Phantasmal Force III (Illusion/Phan-tasm)

Range: 1.5 m/levelComponents: V, S, MDuration: 1 round/levelCasting Time: 4Area of Effect: One creatureSaving Throw: Special

When this spell is cast on a single individualof not greater than twice the hit dice or levelof the wizard, the diabolic magic of the spellsweeps into the darkest corner of the victim’smind constructing from the idea an illusoryform of the subject’s greatest fear. This fear“strikes” with a 15 THAC0, is invulnerable to allattacks, and will kill the subject on a success-ful hit. Generally speaking, the only defensesave for distracting the wizard is an attempt todisbelieve (make Intelligence check on 3d6).

The material component for this spell is a bitof fleece.❊

Phase Conjugation (Abjuration)

Range: 0Components: V, S, MDuration: 1 round/levelCasting Time: 8Area of Effect: One creatureSaving Throw: None

This powerful defensive spell provides su-perlative protection against directed energyattacks. Any spell or effect which projects adiscrete stream of energy at the recipient isdeflected back in the direction from which itcame. This is more than just a simple deflec-tion, however. The spell is Phase Conjugated,that means it retraces its path exactly. If therecipient is within 1/2 the range of the attack-ing spell, the offending wizard suffers the fulleffect of his own spell, no save allowed. Thereason this is so is that the wizard cannot pos-sibly dodge fast enough to avoid the rebound-ing energies. Only magic resistance, and what-ever other defenses he may have, will protecthim.

Examples of spells effected by Phase Con-jugation are:

• any ray-type spell,• Magic Missiles of any type,• Lightning Bolts (Call Lighting will not strike

wizard), and• Cone of Cold, Heat, or Force (only the re-

cipient is protected).

Examples of spells not affected are:• Fireball, or any similar magic (they change

form on impact),• breath weapons,• Power Words,• touch spells, and• Cone of Acid or Steam (they project mat-

ter, not energy).

The material component of this spell is asmall device consisting of three highly polishedtriangular mithril mirrors set at right angles toeach other, forming a corner of a cube. Thisdevice costs at least 1000 GP.❊

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Pilpin’s Black Death (Conjuration/Summoning)

Range: 120 mComponents: V, S, MDuration: SpecialCasting Time: 1 roundArea of Effect: SpecialSaving Throw: None

This spell conjures 250 flea-infested rats thatcarry the bacteria Yersinia pestis, commonlyknown as the Black Death or Bubonic plague.These rats will act as any other rat and simplyscurry away. If this spell is cast in a humanoidcommunity, it will cause a number of human-oids to become infected with the disease andprobably die. The number of people infecteddepends on the size of the community, theseason, and a little bit of chance. In the follow-ing table, the column entitled “Number In-fected” gives a number of creatures infectedin the community or a percentage of creaturesinfected. Use the value that gives the smallestnumber.

For example, if the spell was cast in a villageof 200 elves in the middle of summer, thechoice from the table is 300 elves or 60 elves(30% of 200), the number infected is then 60(because it’s the smaller number and 300 isimpossible). It will take 2d6 days for the crea-tures to become infected.

SeasonSeasonSeasonSeasonSeason Number InfectedNumber InfectedNumber InfectedNumber InfectedNumber Infected PlaguePlaguePlaguePlaguePlague

Winter 50 or 5% 0%Spring/ 200 or 20% 1%FallSummer 300 or 30% 3%

The final column, “Plague”, gives the chancethat the disease actually reaches epidemicproportions. If this happens, 1 in 3 humanoidcreatures (33%) in a 100-mile radius will beinfected by the disease. The wizard can beinfected by his own disease.

A diseased creature will lose 2 points ofConstitution, 1 point of Strength and 1 point ofDexterity per day of infection until death, thatoccurs when Constitution has reached -10. Therats and disease are not magical and thereforecannot be dispelled. A creature does not geta saving throw to resist being infected, it’sstrictly by chance. The disease can be curedby a character with healing proficiency thatmakes a successful proficiency check, or bymagical means. A cured creature will regain 1point of each ability per day.

The material components are a tiny rat skinbag containing rotting humanoid flesh, whichboth disappear upon casting.❊

Pilpin’s Ephemeral Wand (Enchant-ment)

Range: TouchComponents: V, S, MDuration: 1 day

Casting Time: SpecialArea of Effect: WandSaving Throw: None

This dangerous spell turns a specially pre-pared wand into a magical wand for one day.The wand can be used by anyone who knowsthe command word, which is decided upon bythe wizard.

The power the wand contains depends onwhat spell the wizard decided to enchant thewand with. The wand can be made to cast anysingle spell, chosen by the wizard, of up to fifthlevel that has a casting time of up to 1 round(i.e., Find Familiar, Strength, Phantom Steed,Hallucinatory Terrain, Conjure Elemental, etc.,could not be used).

The number of charges the wand containsdepends on the number of times the wizardcasts the chosen spell into the EphemeralWand (i.e., obviously it cannot be more thanfive charges). The wizard must have previouslymemorized the appropriate spells. For exam-ple, a 16th-level wizard creates an EphemeralWand that casts the fifth-level spell Wall of Iron.If the wizard wanted to put five charges in thewand he would have to use all five of his fifth-level spell slots to memorize five Walls of Iron.He would then use all five of his Walls of Ironto give the wand five charges. The wand can-not have different spells in it, a different wizardcannot add charges to it, nor can it be re-charged. The spell in the wand takes as longto activate as the casting time of the spell, andthe spell performs at the experience level ofits creator. There is a 5% chance per usagethat the spell cast from the Ephemeral Wandbackfires, the exact details depending on thespell being cast (DM’s love this kind of thing!).

The casting time for this spell is 1 turn plus1 round per charge added.

The material component is an ivory wand,inlaid with a special gold pattern (minimum1000 GP in craftsmanship) and topped with adiamond worth at least 1000 GP. The wanddoes not disappear at the end of the spell (al-though it could very well get stolen): it simplybecomes non-magical.❊

Power Link (Necromancy)

Range: 10 mComponents: V, S, MDuration: 1 turn/levelCasting Time: 10Area of Effect: Creature touchedSaving Throw: Negates

This spell creates a link between the casterand the victim through which magical energycan flow. Thus the wizard can cast spellscentered on the recipient, as if he were a pro-jected image. Also, the wizard can route ma-levolent spell side-effects, such as magicalaging, to the victim.The recipient must be anintelligent, living native of the wizard’s homeplane.

The material components of the spell are achip of jet, an herbal tea of spearmint and dev-il’s dung, and a wooden disc.❊

Remember (Enchantment/Charm)Reversible

Range: TouchComponents: V, S, MDuration: SpecialCasting Time: 5 minutesArea of Effect: One creatureSaving Throw: Negates

By means of this spell the wizard can causeknowledge to be temporarily forgotten andremembered at a trigger. The trigger can be aword, event, image or any other specific trig-ger device (e.g., seeing the wizard again).

The reverse of this spell, Forget, causesknowledge or memory to be forgotten at a trig-ger. Again, the trigger can be a word, event,image or any other specific trigger device (e.g.,being captured).

The degree of effect of this spell is depend-ing on the complexity of the trigger and thecomplexity of the description of what is to beremembered or forgotten. This spell is mainlyused to shield from a Read Mind spell, and isespecially useful in creating fake personas forinfiltration.

The material component for the spell is abrush.❊

Repair (Alteration)

Range: TouchComponents: V, S, MDuration: PermanentCasting Time: 8 roundsArea of Effect: SpecialSaving Throw: None

This spell is a heavy-duty version of the first-level Mend spell. It can repair any non-magi-cal item, completely mend one structural pointper level of the wizard, and can fix any magicitem the wizard can create.

The material component is a complete mini-ature tool set appropriate to the damage to berepaired. The set must be made of the finestmaterials and cost no less than 200 GP. If amagic item is being repaired, a special tool setcosting one tenth the value of the damageditem, or 2000 GP, whichever is greater, must beused. The item must than save vs. magical firefor the spell to work.❊

Rune III (Enchantment)

Range: SpecialComponents: V, S, MDuration: Until DischargedCasting Time: 1 turn/spell levelArea of Effect: SpecialSaving Throw: Special

This spell allows the wizard to inscribe a runecontaining the energies of one spell up to sev-enth level. Instructions of up to 1 word per levelmay be given to control the conditions underwhich the spell contained in the Rune is dis-charged.

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The material component is 100 GP gemsand inks per level of the spell contained in therune.❊

Sarius’ Ethereal Gateway (Conjura-tion/Summoning)

Range: 6 m/levelComponents: V, SDuration: SpecialCasting Time: SpecialArea of Effect: SpecialSaving Throw: None

This spell allows a mage to create a 3 × 3 ×3 m invisible magical gateway which will pro-vide access to the ethereal plane of existence,or alternatively, provide a gateway from theethereal plane to a connecting plane of exist-ence. The duration of this gateway is a base24 hours. It must be cast in an area of gase-ous or waterous makeup (i.e., not in the earthor in solid rock), although, it may be cast so asto lay on the floor (giving a chance of creaturesfalling into it) or against a wall or portal. Forevery two levels above 16th a mage gains theability to create an additional 3 × 3 m area (twoif a Conjurer specialist) which must either beused to increase the surface area of the gate-way or increase the power of the original 3 × 3m area by infusing the two gateways together.The effects of increasing the power level of agateway are listed in the table below.

If a gateway is larger than 3 × 3 m then allof its surface area blocks must be increasedto the same level of power to allow the gate-way the next higher power rating. For example,a 26th level mage creates a gateway with di-mensions of 9 × 3 m and has three slots left,so he will be able to double the surface areapower rating to 2 if he so chooses. But, if hewere to use one of the remaining slots to makean add an additional 3 × 3 m block to the sur-face are he would have no chance of raisingthe power rating of the gateway to 2. Note thatif a gateway is too small for a creature to fitthrough it will not be able to totally go throughthe portal, though, it will be able to poke partof its body through and exist simultaneouslyon both planes.

PowerPowerPowerPowerPower DurationDurationDurationDurationDuration CommentsCommentsCommentsCommentsCommentsRating:Rating:Rating:Rating:Rating: (days):(days):(days):(days):(days): (cumulative):(cumulative):(cumulative):(cumulative):(cumulative):

1 1 Visible on the exit side2 10 Invisible on exit side3 100 Allows magic items to

keep powers*4 1,000 10% more resistant to

Dispel Magic5 10,000 20% more resistant to

Dispel Magic6 Permanent 30% more resistant to

Dispel Magic7 Permanent 40% more resistant to

Dispel Magic8 Permanent (each power slot adds

another 10%)

* Usually magical swords and similar itemslose a plus for plane crossing.

Each additional power slot beyond a ratingof 3 adds a 10% extra percentage that this spellwill resist a Dispel Magic. For game purposes,this is added onto the dispeller’s percentageas a penalty.

Casting time is one turn for the initial gate-way area and is doubled every time another 3× 3 m block is added onto the area (i.e., 2 turnsfor 2 3 × 3 m blocks or slots, 4 turns for 3 3 ×3 m blocks or slots, 8 turns for 4 3 × 3 m blocksor slots, etc.). Therefore, casting a gateway thatuses 6 slots would take a total of 32 turns. Ifthe casting is interrupted after any slots havebeen created only further creation of gatewaysurface areas or power slots is disrupted.

For every 6 turns the caster spends castingthis spell the mage’s constitution score is re-duced by one point. If the mage’s constitutionreaches 0 he becomes unconscious and onlya week of complete bed rest will allow him tostart regaining lost constitution. Otherwise,these points are replaced at a rate of 1 pointfor every two days of complete bed rest. Thepoint is not taken unless a full 6 turns of cast-ing has expired. A Heal spell will negate the un-consciousness and raise the mage’s constitu-tion to 1 point. A Restoration will totally negatethe effects of any lost constitution.

Gateways, once created, may not be alteredby further castings of this spell on the samearea of effect. Only a successful Dispel Magicis capable of destroying a gateway, althoughhigher level power ratings can make a gatewayresistant to this spell. Power rating 1 gatewaysare visible to creatures on the exit side of thegateway (usually the ethereal plane) and mayattract wandering monsters, though they willmost likely not be able to pass through. Any-one may pass through the portal on the invis-ible entrance side, but only the mage mayfreely take creatures back through the exit sideby touching them as they pass through. Themage may create magical amulets (base 500GP value) which will allow any creature to freelyuse gateways cast by him as though he weretouching them. On the ethereal plane, thecaster and anyone possessing an amulet willbe able to find any portal of the caster in 5-50hours.

Any mage familiar with this spell (i.e., eitherpossessing the spell as a castable spell in hisspellbook, or having used a Write spell to put

the spell in his spellbook) is capable of tryingto force their way through the exit side back tothe entrance side by force of will. There is abase chance of 50% modified by plus or mi-nus 5% for every point of difference betweenthe mage’s current level and the level of thecaster at the time of casting, thoughConjuration specialists have a base 70%chance.

There are no material components to thespell, and the magical amulets may be createdat any time the mage wishes, whether beforeor after the casting of this spell.

This spell will not work with the 8th level Per-manency spell.

The source of this spell is Sarius Mendle-kine.❊

Seizure (Alteration, Charm)

Range: 3 m + 0.6 m/levelComponents: V, S, MDuration: 1 round/3 levelsCasting Time: 5 roundsArea of Effect: One creatureSaving Throw: Negates

When cast this spell, also known by its nick-name, Super Spasm, causes the victim to losecomplete control over all muscles in his bodyfor the duration of the spell. This causes thevictim to “spas out”: fall down and flip aroundlike a fish out of the water. There is a quirk tothis spell. Any creature not possessing a cen-tral nervous system is not affected by this spell.In all other aspects this spell is the same asspasm.

The material component of the spell ispsehaw-monkey blood.❊

Sheath (Alteration, Conjuration/Sum-moning)

Range: TouchComponents: V, S, MDuration: PermanentCasting Time: 8Area of Effect: One objectSaving Throw: None

When this spell is cast, it empowers strongmagics between a creature and an item. Whatthe effect of this spell is to allow a creature tostore a favoured item into an extra-dimensionalspace and bring it forth at will.

The object, while it is in it’s space, is com-pletely non-detectable, by any means, exceptby use of a wish. It will also be perfectly safein the space where it is held.

During the casting of the spell, two com-mand words and a physical gesture must bespecified. The command words are those tomake leave and enter the “storage” space. Thegesture is used with the command to bring theobject back into the owners possession. Forexample, a creature would make a “sword hold-ing gesture while using the proper commandto retrieve his sword.

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The material components for this spell is a5000 GP of blue sapphire dust which is sprin-kled on a phase spider web. The web is thenwrapped around the object and the enchant-ments are completed.

This is a great way to carry around impor-tant equipment. Magic Users are prone to castthis upon their spell books to always keepthem handy.❊

Shout - Word of Sound (Alteration,Evocation)

Range: 0Components: VDuration: InstantaneousCasting Time: 1Area of Effect: 1.5 m/level long, 30° arcSaving Throw: ½

This spell allows the wizard to shout withsuch intensity that a sonic field is generated,expanding in a thirty degree radius from thewizard, doing 1d4 hp + 1 hp per level of dam-age to all within 5 feet per level of the wizardin a 30 degree arc. Glass stands a 10% up to50% chance of breaking depending onwhether it is free standing, fragile, muffled, orsturdy, and creatures caught in the area of ef-fect suffer deafness for 1d10 melee rounds.Victims save vs. magic for half-damage orsuffer extended deafness for 1d10 hours andare stunned for 1d4 rounds.

Note that hard surfaces such as stone wallscaught in area of effect may cause ricochet ofthe sonic field back upon the wizard, and thatwandering monsters within 1d6*1000 feet maybe attracted.❊

Sillvatar’s Dragon Armour (Conjura-tion/Summoning)

Range: 0Components: V, S, MDuration: 1 round/levelCasting Time: 8Area of Effect: CasterSaving Throw: None

When this spell is cast, the caster will becovered by a semi-real coating of dragonscales. The type of dragon that provided thematerial component determines the protectionafforded by this spell: the armour class of thecaster is equal to the appropriate dragon’s ar-mour class at age category 1-6. For example,if the material component was obtained froma green dragon, and a 6 is rolled for the agecategory, the caster would have armour class-2 for the duration of this spell.

The material component for this spell is asmall pouch of scales from any type of dragon;this component is consumed when the spellis cast.❊

Smoke Cage (Alteration, Evocation)

Range: 3 m/levelComponents: V, S, MDuration: 1d4 rounds + 1 round/level

Casting Time: 7Area of Effect: 6 m radiusSaving Throw: Special

This spell creates a 6 m radius cloud of pur-ple and black smoke up to 10 feet away perlevel of the wizard. The smoke is impervious toall forms of vision. The smoke cloud is actuallyextradimensional, employing forces similar tothe Distance Distortion spell. The internal diam-eter of the cloud is 30 to 45 metres; further-more, the vapours contain a powerful Misdirec-tion spell (save -2) which prevents those insidefrom wandering out. The cloud persists for 1d4rounds plus one round per level of the wizard,after which it disperses. Only a strong wind willbreak it up prematurely. Extradimensional de-vices in the cloud are unaffected.

The material component is a black pearlworth at least 500 GP and a bent compassneedle.❊

Sonic Blast (Illusion/Phantasm)

Range: 0Components: SDuration: InstantaneousCasting Time: 1Area of Effect: 36 m + 3 m/level long,

60° arcSaving Throw: Negates

By means of this spell, the wizard creates anillusory sonic blast by the clap of his handswhich is capable of deafening and stunningcreatures which fail their saves. Once the di-rection and arc are determined, creatures near-est the wizard are affected first, each one drain-ing the illusory magic from the spell until itspower is expired. Creatures failing their saveare stunned for 1d4 rounds, able to run on asuccessful Intelligence check but not fight. Thenumber of creatures which may be affected isas follows:

Hit DiceHit DiceHit DiceHit DiceHit Dice # Af# Af# Af# Af# Affectedfectedfectedfectedfected Hit DiceHit DiceHit DiceHit DiceHit Dice # Af# Af# Af# Af# Affectedfectedfectedfectedfected

up to 1 1d20 7 or 8 1d6up to 2 1d20 9 or 10 1d4up to 3 1d12 11 or 12 1d2up to 4 1d10 13 or 14 15 or 6 1d8 15 or 16 0 or 1

This spell only has a verbal component.❊

Stargate (Alteration)

Range: InfiniteComponents: V, S, MDuration: 1 hour/levelCasting Time: 1 turnArea of Effect: 2 gatesSaving Throw: None

This spell creates a gate between the cast-er’s current location and any location which thecaster has been before. The gate can be freelycrossed in either direction and will last one hourper level of caster. Range is not an issue(hence the name of the spell). Anyone cancross the Stargate, as long as it is inexistence.❊

Stonemorph Survival (Alteration)

Range: TouchComponents: V, S, MDuration: SpecialCasting Time: 1 turnArea of Effect: One personSaving Throw: None

This spell must be cast on a willing human-oid person, or the spell does not take effect.Once cast the spell remains active until it istriggered or one day per level has passed. Ifthe recipient is killed or becomes unconscious(knocked down, loss of hitpoints, etc.), hisbody and his whole equipment turn to stone.In this form he suffers no damage from acid,fire, cold and electricity. He is not affected byany spells except of Disintegrate, Stone toFlesh, Wish and similar spells. Stone to Fleshcauses an immediate re-transformation, whileDisintegrate has its normal effects. The statuehas an armour class of -2 and can only bewounded by +2 or better weapons. To breakoff limbs a total strength of 60 is needed. Itweights 600 pounds.

An hour after the transformation the statueturns to flesh again gaining 1d12 hitpoints (upto its maximum hitpoints). If the person waskilled, it is resurrected and can perform sim-ple tasks. If the character was harmed while hewas a statue, the damage lasts in its revivedform.

Example: At the beginning of a day a magi-cian casts Stonemorph Survival on the warrior(60 hp) of the party. In the evening they en-counter a Red Dragon. In the oncoming fightthe warrior is killed by the dragon’s breath (51hp of damage and no successful saving throwvs. death magic) and is immediately trans-formed into stone. Finally the dragon is de-feated and the character comes back to lifewith nine plus 1d12 hitpoints.

The material component for this spell is aprecious crystal statue of the recipient (worth5000 gp), which is consumed during casting.❊

Stone Protection (Abjuration)

Range: 10 m/levelComponents: V, S, MDuration: 1 hour/levelCasting Time: 1 turnArea of Effect: 30 m³/levelSaving Throw: None

This spell will protect any magical or non-magical stone in the area of effect from thefollowing spells: Transmute Rock to Mud, Pass-wall, Phase Door, Disintegrate, Stone to Flesh,Animate Object, Earthquake, Polymorph AnyObject, Stone Shape, Distance Distortion, and

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Animate Rock. It further gives the stone af-fected a +3 on saving throws against otherattack forms (Fireball, Lightning Bolt, cold, acid,blows, etc.).

An earth elemental can neither be conjuredin the area nor enter it. This spell will have noeffect on stone golems or clay golems, but itwill prevent xorn, umber hulks, purple wormsand similar creatures from burrowing in theaffected area. At the DM’s option, non-stand-ard spells, spell-like effects (e.g. Horn of Blast-ing), and psionic abilities which affect stonemay be prevented from operating. This spellcan be made permanent by Permanency spellwith the loss of one point of Constitution fromthe caster due to the use of the Permanencyspell.

The material component of this spell is aboulder of at least 400 GP weight.

This spell was researched by Whitewolf.❊

Summon Wraiths (Conjuration/Sum-moning, Necromancy)

Range: 10 mComponents: V, S, MDuration: 1 round + 1 round/levelCasting Time: 5Area of Effect: 3 m high cubeSaving Throw: None

This spell is identical to the fifth-level spellSummon Shadow, except that it conjures upone wraith for every three levels the deathmaster has attained. These monsters are un-der the control of the wizard until they are slainor the spell expires.

If the wraiths are turned, they continue toserve in any capacity which does not requirethem to confront the cleric who resisted them.

The material component of this spell is apiece of black jet.❊

Teleport Block (Abjuration)

Range: 10 m/levelComponents: V, S, MDuration: 1 hour/levelCasting Time: 1 turnArea of Effect: 27 m³/levelSaving Throw: Special

This spell prevents teleportation into or outof the region specified by the caster, whichmay be of any shape and any size, up to 27m³ per level of the abjurer. No character canenter or leave the region by means of Dimen-sion Door, Teleport, or other-planar travel.Teleportation within the region is not restricted,and teleport without error has a chance of suc-cess equal to 1% per level of the caster, thoughit has the same chance of failure as a regularteleport attempted under normal conditions. Afull Wish will also provide transportation acrossthe boundary, as of course will walking, riding,and flying.

Any attempt to teleport or dimension dooracross the block will automatically fail; allmemory of the spell will be lost; and the castermust make a system shock check or be killed

by the shock of the rebound. Attempts attransplanar travel will also fail, but not in so dra-matic a fashion.

The material component is a glass globe.❊

Teleport Warp (Alteration)

Range: 10 m/levelComponents: V, S, MDuration: 1 day/levelCasting Time: 1 roundArea of Effect: 10 m/level radius

globeSaving Throw: None

This spell causes all creatures teleportinginto or out of the area of effect to arrive in aprepared area. The area which the casterwishes people to appear in must also be in thearea of effect.

The space the caster wishes incomingteleporters to arrive at must be open area, freefrom objects. It can be in the air however, caus-ing incomers to fall. Should a personteleporting into an area effected by this spellbe larger than the area he would be sent to,then he is effectively blocked and would notbe able to teleport at all to the area.

Example: Archmage Istle casts TeleportWarp on his tower. He wishes all people whounexpectedly arrive to be placed in his dun-geon cell which is 3 × 3 × 3 m. The cell is alsoin the area of effect, at the bottom of his tower,which totally is under the spell. Thus a personwho teleports to his tower will arrive in a dun-geon cell instead of the wizards guest cham-bers. If Golstein the Chaotic decides to sendhis 5.4 m tall iron golem over to Istle’s bedchamber, he will find the golem still there, un-moved.

All forms of teleport magic are affected, thusDimension Door, Pattern Teleports and the likealso would be warped. This is a great spell forthe mage wishing to “block” an area for outsideaid coming in short of all out planar travel.

Material component is a lodestone whichmust be placed in the location the casterwishes teleporters to arrive. It is consumedupon casting.❊

Tonal Attack (Enchantment/Charm)

Range: 18 m/levelComponents: V, SDuration: 1 round/levelCasting Time: 2Area of Effect: One creatureSaving Throw: Special

This spell causes a spell-using creature totemporarily lose the knowledge of how to castany spells unless a saving throw is made.Those fortunate enough to have made theirsave must make an Intelligence check beforecasting each spell throughout the Attack’sduration. Even such spells which the recipientdoes manage to cast will be made as if theywere cast by a magician 2 levels lower withrespect to spell effects. If such a spell is failed,the material components are still expended.❊

Twin (Evocation)

Range: 0Components: V, MDuration: SpecialCasting Time: 2 turnsArea of Effect: SpecialSaving Throw: None

This spell causes a creature to appear. Thiscreature is physical, looks exactly like the wiz-ard, but has no peronality: it is actually only achannel through which the wizard can operate.The Twin has only a fraction of the hit points ofthe wizard:

Roll (1d6)Roll (1d6)Roll (1d6)Roll (1d6)Roll (1d6) Hit PointsHit PointsHit PointsHit PointsHit Points

1 or 2 40% of wizard3 or 4 50% of wizard5 or 6 60% of wizard

This spell does not create possessions forthis creature. The magic user will wholly oper-ate through this Twin and therefore will needitems for this Twin.

While the spell is in effect the wizard’s bodyis effectively unconscious. If the wizard specifi-cally concentrates he can partially sense thearea around the real body. If the twin is de-stroyed the wizard and any familiars automati-cally will lose 1/2 their hit points. Furthermorethe wizard will be unable to cast spells for 1d6days.

The material component for this spell is amirror.❊

Vandergast’s Vacuous Void (Altera-tion)

Range: 10 m/levelComponents: V, S, MDuration: InstantaneousCasting Time: 8Area of Effect: 1.5 m/level radius

sphereSaving Throw: Special

This spell creates a momentary vacuum in-side the area of effect. Anyone caught insidethis area must save vs. spell to avoid the crush-ing effects of the vacuum. If the save fails, thevictim suffers 8d8 points of crushing damage;all possessions must save vs. crushing blowat -4 or be destroyed. Anyone who dies outrightfrom this spell has more than likely (65%) beentorn ass-under from the pressure differential.Note that this may make regeneration difficult,if not impossible. If the save is successful, thetarget suffers 4d8 points of damage, and pos-sessions are not affected.

The material components for this spell is anempty vial which is unstoppered and brokenat the time of the casting.❊

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Mage Spells Ninth Level

Alamanther’s Return (Alteration,Evocation)

Range: 60 m + 10 m/levelComponents: V, SDuration: SpecialCasting Time: 4Area of Effect: SpecialSaving Throw: Special

This spell allows the caster to duplicate theeffects of any one spell he has ever seen cast- even if he does not know how to cast thespell, lacks the necessary material compo-nents, and is ignorant of even the spells name.The duplicated effect cannot be a magical itemdischarge, psionic effect, natural spell-likepower, or a priest spell. The damage, extent,and duration of the duplicate spell match ex-actly those of a chosen casting that the castersaw. The target of the spell is up to the caster;it need not duplicate that of the observed cast-ing.

A return can’t be used to duplicated anyspell available to the caster. A spell that wascast once form a scroll, which then faded, isn’t“available”, but any spell studied, copied into aspellbook, or researched by the caster wouldbe considered “available”, even if the spellbookis presently inaccessible and the spell isn’tmemorized. (This prevents a mage from usinga return to forever duplicate the high-damageeffects of an especially successful fireball orother favorite spell.)

The name of this spell comes from the magewho devised it, Alamanther of Aglarond, andhis habit of using it to hurl nasty spells usedon him right at those who cast them.❊

Bone Shatter (Evocation)

Range: TouchComponents: V, S, MDuration: 1 round/5 levelsCasting Time: 9Area of Effect: One creatureSaving Throw: Special

This is a more powerful version of the 5thlevel spell Bone Splinter. It is identical to thatspell except that is has a +3 „to hit“ bonus andcauses a serious compound fracture when ahit is scored in melee, with the following results:

Loca-Loca-Loca-Loca-Loca- TTTTTo-hito-hito-hito-hito-hit EfEfEfEfEffect:fect:fect:fect:fect:tion:tion:tion:tion:tion: mod.:mod.:mod.:mod.:mod.:

Head -8 Major skull fracture: save vs.spell or die; else suffer 4d8points of damage (no save for1/2)

Arm* -4 Major broken arm: arm is to-tally useless; it cannot beused to attack or defend with

Leg* -4 Major broken leg: leg is totallyuseless; movement is 1/2 nor-mal

Ribs -4 Broken rib: loss of 1d6 CONpoints and 2d8 points of dam-age (no save)

Spine** -8 Severed vertebrae: save vs.spell or die; else paralyzeduntil healed/cured

Pelvis -4 Major hip fracture: -6 to DEXwhen using legs; movementrate is at 1/4 normal; suffer3d8 points of damage (nosave)

* If attacking from the side, only the nearestappendage may be targeted.** The spine may only be targeted if attack-ing from the rear.

A Cure Critical Wounds spell is required toheal one of these effects (except for paralysis,which must be cured by normal means) aslong as the victim is still alive, and a Heal spellwill fully restore a living victim to full health.

The material components for this spell arean intact bone of at least a foot in length, anda large metal hammer which are consumedwhen the spell is cast.❊

Cantor’s Closed Cottage (Alteration,Conjuration)

Range: SpecialComponents: V, SDuration: SpecialCasting Time: 8 roundsArea of Effect: SpecialSaving Throw: None

This spell creates an extradimensionalspace - an improved form of Mordenkainen’sMagnificent Mansion. It literally duplicates asmall, closed section of the wizard’s plane,creating a temporary new demiplane. The areaof effect is a base 1 square kilometre per levelof the wizard. The duration is a base 2 hoursper level, modified as below:

* Each 1 square kilometre added to the baseamount lessens the duration of the spell by 2hours. * Each 1 square kilometre subtractedfrom the area of effect increases the durationby 3 hours.

The wizard can modify the terrain and plantfeatures to a limited extent when closing off thearea. The land, animals, structures, etc. areduplicated in the new planar space with thefollowing restrictions:

* No magic items or magically protectedstructures are duplicated, and * Creatures ofIntelligence greater than 2 cannot be dupli-cated.

Source: Jim Sisolak.❊

Celestarion’s Total Blast (Evocation,Necromancy)

Range: 240 yards + 10 yards/levelComponents: V, S, MDuration: InstantaneousCasting Time: 9Area of Effect: One creature/objectSaving Throw: Special

This spell was designed as a last line ofdefense by Celestarion for use when all elsefailed. It is nothing less than a ninth-level blastof totally destructive energy. Upon casting, thefollowing things happen, in the sequencegiven.

a) A blast of scintillating energy erupts fromthe wizard’s hands and strikes the target.

b) The target has to make a saving throwversus spells at -6. This spell also causesMagic Resistance rolls to be made at -30%.

c) Failure of the saving throw totally disinte-grates the target.

d) Success of the save means the targettakes 10d20 hitpoints of damage and, if stillalive, is stunned for 1d4 turns.

e) The wizard, regardless of spell effectsautomatically loses one level, permanently, andmust make a save vs. spells. Failure indicatesinstant death, with only a Wish able to bring himback. Success results in losing 1d100 of hisremaining spell levels, randomly chosen, andbeing unconscious for 1d4 rounds.

The material component of this spell is aioun stone, which is lost in the casting.❊

Coradon’s Conflagration (Invocation/Evocation)

Range: 150 mComponents: V, S, MDuration: 4 roundsCasting Time: 9Area of Effect: SpecialSaving Throw: 1/2

This spell causes a fiery explosion similar tothat of a Fireball, but with a smaller radius (ini-tially a 6 m radius sphere). However, the flamescaused by this spell will continue to burn for 4rounds (the initial round, plus 3 additionalrounds). The damage inflicted on victims insidethe area of effect, the bonus to the victim’ssaving throw, and the radius of the flames varyaccording to how long the flames have beenburning, as follows:

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Round:Round:Round:Round:Round: Damage:Damage:Damage:Damage:Damage: Radius:Radius:Radius:Radius:Radius: Save bo-Save bo-Save bo-Save bo-Save bo-nus:nus:nus:nus:nus:

1 8d8 6 m 02 4d8 4.5 m +13 2d8 3 m +24 1d8 1.5 m +3

Damage suffered is cumulative from oneround to the next, but the save bonus is not.Anyone who makes a successful save takesonly half damage that round, and automaticallysaves on any subsequent rounds; those whofail their saves suffer full damage, and musthave all their possessions save vs. magical fireto avoid destruction. If anyone leaves the areaof effect and returns later, a new save must bemade, even if the previous one was success-ful.

The conflagration may, or may not conformto a confined space, at the caster’s discretion.Apart from the changes mentioned above, theconflagration otherwise acts like a Fireball.

The material components for this spell arethe heart of a red dragon, and a powdereddiamond worth at least 600 GP.❊

Damians Mindswap (Enchantment/Charm)

Range: 21 mComponents: V, S, MDuration: PermanentCasting Time: 9Area of Effect: One creatureSaving Throw: Negates

When this powerful enchantment is cast, thespell user attempts to rip the target creaturessoul from its body and temporarily place it ina gem of not less than 15000 GP. At the sametime the casters soul is eased from his bodyand also travels through the gem. When, andif, both souls are in the gem, they both proceedto the opposed bodies from which they came.You’ll note that this has two very noticeableeffects:

1) the caster and victim have essentiallyswapped minds (or bodies, whichever youprefer), this has the effect that the caster nowtakes on the physical attributes of that body(i.e. STR, CON, DEX and COM). The caster stillretains his own mental capacities and previousknowledge (i.e. INT, WIS, CHR, hit points andlevel).

2) If the caster or victim can kill their oldbody (i.e. their swapped body) then the oth-ers soul goes to its respective plane. Thus, aftercompletion of the spell, if the caster kills his oldbody then he can never be displaced from hisnew, for in all intents and purposes it is hisbody now. If neither is killed and at some laterpoint in time a cleric casts an Dispel Evil spellat either body (both have to be within 21 me-tres of each other though) the caster of theoriginal Mindswap must save vs. death or re-turn to his old body.

If the save vs. this spell is made it indicatesthat this persons body will never accept thecasters soul and need never fear this spell fromthe same caster again.❊

Ding Shu’s Draconian Holocaust(Invocation, Evocation)

Range: 60 m + 3 m/levelComponents: V, S, MDuration: 1 roundCasting Time: 9Area of Effect: 0.6 m/level by 3 m

per level swathSaving Throw: 1/2

This spell causes to what appears to be ahuge Celestial Dragon to appear in the air andswoop down spewing forth its fiery breath.

The spell affects an area of 0.6 m wide by 3m long per level of the caster. All creatures inthe area of effect take 1D10 + 2 points of dam-age from the fire.

This spell does structural damage to all con-structions in the area of effect. The damage is3/2/1/.5 points to wood/earth/soft stone/hardstone per level of the caster.

The material component of this spell is thescale from a fire breathing dragon and a Po-tion of Firewater.❊

Ding Shu’s Marvelous Chopsticks(Conjuration/Summoning)

Range: 36 mComponents: V, S, MDuration: 2 rounds/levelCasting Time: 6Area of Effect: 36 m radius sphereSaving Throw: None

This spell brings into existence a pair ofhuge chopsticks, 9 m long, which attacks allcreatures as if they were AC 10 (modified bydexterity). These giant chopsticks attack withthe casters THAC0.

Victims weighing more than 5 tons are im-mobilized by the chopsticks, while those oflesser weight will be picked up, and may bedeposited, within the same round, at any pointin the spell’s range. Those who successfully rollto bend bars manage to free themselves, butthey may suffer falling damage as a result.

Most probably, the caster will choose todeposit the victims into a gargantuan mouthwhich appears above his head. This mouth canhold 2 size L, 4 size M, or 8 of size S creaturesat one time.

Each round, the mouth „chews“ its contentsfor 10D10 damage each. When a creaturetrapped inside the mouth is reduced to below0 hit points, the creature is „swallowed“ into theastral plane, and more room becomes availablefor creatures to be dropped into the mouth.

Normally, persons reduced to such a hitpoint score would die in a matter of minutes,but in the timelessness of the astral plane, theymay remain unconscious but barely alive forthousands of years, provided they had morethan -10 hit points when they entered the plane.

This of course is only valid in campaigns whichuse the optional rule concerning hovering atdeath’s door.

If the creature caught by the chopsticksweighs more than 5 tons, then the mouth willmove toward the trapped creature and startbiting it into little pieces until it is all gone.

The spell requires minimal concentrationand direction once it has been cast. This allowsthe caster to cast other spells, and maintainconcentration on them instead.

If the caster is killed before the end of thespell’s duration, the mouth and chopsticks willremain, with the chopsticks capturing creaturesthat were enemies of the caster and deposit-ing them in the mouth when space allows.

Naturally, the material component of thisspell is a pair of chopsticks.❊

Ditan’s Portable Dwelling (Altera-tion, Conjuration)

Range: SpecialComponents: V, S, MDuration: 1 day/10 levelsCasting Time: 8 roundsArea of Effect: SpecialSaving Throw: None

This spell is a more powerful version of theseventh-level spell Ditan’s Portable Quarters,with the following exceptions.

The spell only enchants one doorknob, andit opens up onto a two story home, with 5 bed-rooms, two bathrooms, 5 miscellaneous rooms,and a kitchen. The owner may allow up to 16beings in, as well as himself. In addition, thecharacter may contact the outside world via acall portal that allows the characters inside toview the immediate area where they entered.

The additional material component is a ringof spell storing with 3 enlarge spells held within,that is consumed in casting the spell.❊

Dual Casting (Alteration)

Range: 0Components: V, S, MDuration: Until UsedCasting Time: 1 turn/levelArea of Effect: The casterSaving Throw: None

This rare and powerful spell allows the wiz-ard to cast two spells at once. When cast, thespell remains on standby until the wizard isready to use it. On the round it is used, thewizard may cast two spells at the same time.The total spell levels cast may not exceed onethird the wizard’s experience level. It is possi-ble to have multiple castings of this spell ac-tive; the wizard is limited to one per 9 levels fora maximum of four.

The material component is an egg with twoyolks, and a perfect crystal sphere composedof spent ioun stones, shiral crystal (lesser), andquartz melted together costing 2000 goldpieces per level of the wizard. The egg is eaten(fried or hard boiled) and the sphere vanishesduring casting.❊

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Eldarr’s Major Spell Conversion(Alteration)

Range: 0Components: V, S, MDuration: 1 hour/levelCasting Time: 3 turnsArea of Effect: CasterSaving Throw: None

This spell is similar to the two previous spellconversion spells, except it may convert anyspell of level 9 or less to any known spell of 8thlevel or lower.

The material components for this spell areas per those for Improved Spell Conversion,except the gem must be worth at least 800GP.❊

Expanded Awareness (Alteration,Divination)Reversible

Range: 1.5 m/levelComponents: V, S, MDuration: 1 turn/levelCasting Time: 9Area of Effect: One creatureSaving Throw: None

This spell, when used, gives the caster agreat deal of information about the immediatearea. The caster receives the effects of thefollowing spells or spell like powers:

• Detect Charms and Curses• Detect Enemies• Detect Evil or Good• Detect Illusion• Detect Invisibility• Detect Lie• Detect Magic• Detect Phase• Detect Poison• Detect Psionics• Detect Secret Doors• Detect Traps

The spell remains constantly in effect andthe caster receives all the information at once.There is no problem with assimilating the data.The range of detection for this spell is 1.5 m perlevel of the caster.

With the appropriate spell reversals, thecaster using this spell could become blind tosome or all of the things that the spell detectsfor as long as the spell would normally last. Forexample, the reversal of know alignment castupon the caster will cause him to be unable todetect evil or good. In some instances, it willbecome obvious to the caster that some of thedetections are lost.

The caster does not have to concentrate touse this spell, the information arrives immedi-ately and the caster knows instantly. The castercan cast other spells while this spell is in ef-fect.

The reverse of this spell causes one crea-ture to be unable to detect, by any means, anyof the above things for the magic of the spellwill render all attempts ineffective. There is nosave versus this effect.❊

Fellstar’s Flame Sheet (Evocation)

Range: SpecialComponents: V, S, MDuration: InstantaneousCasting Time: 9Area of Effect: SpecialSaving Throw: 1/2

This is an improved version of Fellstar’sFlame Arc; it is identical to that spell, with thefollowing exceptions:

The flames fall to the ground from the heightat which they were cast, so in effect, anyoneat the initial height or below is affected by theflames. In addition, if these flames are blockedby an obstacle, they will flow around the bar-rier and will rejoin at a distance equal to thewidth the obstacle; therefore, if the flames areblocked by a 0.6 m wide boulder, they will re-join 0.6 m behind the rock. This applies in boththe horizontal and vertical dimensions.

The flames from this spell will continue toburn for one round after the spell is cast; any-one hit by the flames on the first round suffers10d10 points of damage, and those hit on thesecond round suffer 5d10 points of damage.On either round, a successful save vs. spell re-duces the damage by half (saves for the sec-ond round are at +2); if this save fails, all pos-sessions must save vs. magical fire or be de-stroyed. Note that damage is cumulative ifcaught in the flames on both rounds the spellis in effect.

The material components for this spell areas per those for the Flame Arc spell, with theaddition of one or more gems worth at least500 GP. The gems and the volcanic rock areconsumed when the spell is cast.❊

Fenzill’s Phantasmal Fingers (Nec-romancy)

Range: 40 m + 5 m/levelComponents: V, S, MDuration: 2 rounds/levelCasting Time: 9Area of Effect: One targetSaving Throw: None

This spell is an enhanced version of thesecond level spell Spectral Hand; it differs fromthat spell in the following ways: it can be usedto deliver a touch spell of any level and it givesa +3 to the attack roll. It has an AC of -4, but itcannot be destroyed by any attack (it may onlybe dispelled). Instead, any hit on the hand in-flicts full damage on the caster (although asuccessful save vs. spell reduces this damageby half). The caster may end the spell with asingle word.❊

Fire Gem (Abjuration, Evocation)

Range: 0Components: V, S, MDuration: SpecialCasting Time: 3 turnsArea of Effect: One gemSaving Throw: None

This spell requires an expensive gem. Thevalue of the gem depends on the number ofspell levels that will be cast into the gem. Thegem’s value must be 5000 GP per spell levelof the spell or spells (cumulative). This spellcauses a gem to have a flame appear at thecentre. The flame has no real significance otherthan that the gem is ready to receive spell(s).After a spell is cast into a gem it can be calledforth in one tenth of a round. The spell will actat the level it was cast into the gem. The gemwill be destroyed in the process.

A spell that is going to be placed into a firegem must be equal to or less than the wizardslevel divided by four, rounded down. An 18th-level wizard could put up to a fourth-level spellinto a fire gem. A 24th-level wizard could putup to a sixth-level spell into a fire gem.

If a Permanency spell is used on a fire gem,it will allow the spell to be cast a number oftimes per day. To determine how many timesthe spell or spells can be cast, divide the wiz-ard’s level by five times the level of the spell,i.e., a first-level spell cast into a fire gem at 18thlevel will be able to be cast 18/5 or 3 times aday. If a Conduit spell is added before the Per-manency it will double the effects of the spell(if appropriate) and double the number of usesper day.

Remember that a Permanency and a Con-duit spell are a total of 19 spell levels. There-fore a Conduit, Permanency and a Magic Mis-sile would require a gem costing 20*5000 =100,000 GP gem. Also the wizard would beunable to cast spells for 20 days (due to effectof the Conduit spell).❊

Genocide (Evocation, Necromancy)

Range: 5 m/levelComponents: V, S, MDuration: PermanentCasting Time: 9Area of Effect: 6 m radius sphereSaving Throw: Special

This spell allows the caster to kill one or morecreatures of the same species: the casterchooses a creature as the initial target for thespell, and after the incantations are complete,a black bolt shoots forth from the caster’s fin-ger towards the chosen target. If this creaturemakes its saving throw vs. spell at -2 (or if ithas 15 or more HD) there is no effect and thespell terminates.

If the save of the initial target fails, the crea-ture dies, and the spell continues as follows: ifthere are no more creatures of the same spe-cies within the area of effect, the spell ends atthis point. Otherwise, the bolt will continuejumping to other targets. The bolt jumps ran-domly from one target to the next; range is nota consideration - as long as the target is in thearea of effect, and it is of the appropriate race,

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it may be hit by the bolt. Each creature that ishit with the bolt must make a successful sav-ing throw vs. spell (with no modifiers) or die.

This spell will affect a number of hit diceequal to: 10 HD + 1 HD per level of the caster(the number of creatures is not a factor). Thespell will terminate when one or more of thefollowing occurs: the HD limit is exceeded,there are no more potential targets in the areaof effect, or the bolt strikes a target with morethan 15 HD (such a creature is unaffected bythis spell). Each target hit with the bolt countstowards the HD limit, whether its saving throwwas successful or not.

The bolt will never jump to a creature of a dif-ferent species, or to one that has already beenhit (whether living or dead). Any creature withmore HD than the original target will not beaffected by the bolt, but its number of HD isstill counted towards the HD limit of the spell.If a target’s HD would exceed the limit of thespell, it is not affected (and the spell termi-nates).

The bolt will never jump back to the caster;in addition, the caster may choose individualsto be unaffected by the spell simply by nam-ing them as part of the incantations (usuallyused to avoid killing friends or allies).

Note that some races are closely related, butare not considered identical species for pur-poses of this spell (i.e. goblinkind). „Half-breeds“ will be affected by this spell if eitherof their parent-race is targeted, as well as whenthe cross-breed is specifically targeted. How-ever, if a parent-race is named as the target, ahalf-breed of that race earns a +2 to its save.For example, a half-elf is affected normally ifhalf-elves are named as the target of this spell.They would also be affected if either humansor elves were targeted, although they wouldgain a +2 to their saves in the latter two cases.

After this spell is cast, the wizard must makea successful system shock roll or fall uncon-scious for 1d10 rounds. Note that the DM maywish to inflict other penalties on the caster dueto loss of blood (see material componentsbelow), especially if the spell is cast more thanonce is a short period of time.

The material components of this spell are apint of the caster’s blood and a figurine/statu-ette of the race to be targeted. The blood isconsumed at the time of the casting, and thefigurine is also destroyed, unless the castermakes a successful save vs. spell.❊

Greater Disintegration (Abjuration,Alteration)

Range: 100 feet/levelComponents: V, S, MDuration: InstantaneousCasting Time: 9Area of Effect: 10-foot long cube/levelSaving Throw: Negates

This powerful spell is a long range, heavyversion of Disintegrate. When cast, a sizzlingblue beam springs from the wizard’s handdestroying 1000 cubic feet of matter (10-footlong cube) per level of the wizard.

The material component is a pinch of resi-due from a normal Disintegrate spell. The sav-ing throw is made at a -2.❊

Kiri’s Possession (Enchantment/Charm)

Range: 10 feet/levelComponents: V, S, MDuration: 1 rounds/levelCasting Time: 1 roundArea of Effect: One personSaving Throw: Negates

This spell allows a wizard to totally dominateand possess another. When the wizard pos-sesses his target, he in effect becomes it there-fore he knows what abilities the possessedbeing has. The possessing wizard can forcethe possessed being to use any of its powers,spells or combat abilities at no penalty, or thewizard can choose to cast his own spellsthrough the creature. The incredible part of thisspell is, is that if the wizard is not casting a spellof his own through the possessed creature, hecan give the creature orders and can still actfully on his own!

After the spell has worn off, the possessedcreature will not remember anything that hashappened. A save vs. spells is allowed to re-sist this spell.

The material component is a marionette at-tached to strings that must be shaken as thespell is cast.❊

Lazatar’s Spellstopper (Abjuration)

Range: 0Components: V, S, MDuration: PermanentCasting Time: 2 hoursArea of Effect: 9 m² section of wall/

levelSaving Throw: None

This very potent abjuration is used to protecta castle, keep, city, etc. from one or more en-emy spells. For each level the caster has ob-tained, he may protect up to a 9 m² section ofwall; more than one application of this spellmay be cast on a single wall at once, as longas the areas of protection do not overlap (thecaster may shrink the area of effect to any sizeless than the maximum, as desired); in otherwords, no one brick of the wall may be underprotection by more than one Spellstopper at atime. The protection afforded by this spell ex-tends to individuals on top of an affected wall.

The Spellstopper may be used to affect oneother spell for each level of the caster; thus a19th level caster may provide protectionagainst 19 other spells directed at the protectedarea. These affected spells may be *any*

spells, with the exception of Wish and DispelMagic; however, the chosen spells must beones the caster already has learned. Once thisspell is cast, any of the chosen spells directedat the protected area automatically fail; theSpellstopper has no affect on other spells.

The Spellstopper may be removed by a Wishor it may be dispelled. For every non-chosenspell cast at the area of effect, the chance fordispelling the Spellstopper is increased a per-centage equal to the level of the spell. This bo-nus is cumulative (up to 25%) and lasts for oneturn. In order to earn this bonus, the wall itselfmust be targeted; an attack directed at a de-fender on top of the wall does not contributeto this bonus.

As an example, let us assume a wall is pro-tected from, among others spells, Passwall, andMagic Missile, and that Fireball and TransmuteRock to Mud are not affected. On the firstround, a Magic Missile is directed at one of thedefenders; since the wall protects its defend-ers, the spell is stopped. The next round, aPasswall is cast on the wall; since it too is achosen spell, the Passwall has no affect. Onthe third round, a Fireball is cast at the defend-ers, and since it was not named during thecasting of the Spellstopper, it has full effect; inaddition, if a Dispel Magic was cast within oneturn, it would have a 3% bonus, since Fireballis a third level spell. Nine rounds after the Fire-ball is cast, a Transmute Rock to Mud is caston the wall; it too has full effect; if a DispelMagic was cast now, it would have an 8% bo-nus applied to it (3% for the Fireball and 5%for the Rock to Mud). Two rounds later, anotherRock to Mud is cast; subsequent dispel at-tempts now have and 10% bonus (5% for eachRock to Mud; the 3% for the Fireball no longerapplies, as it has been more than 10 roundssince it was cast).

Each casting of the Spellstopper temporar-ily reduces the caster’s constitution by 1d4points; an hour of undisturbed rest will restoreone constitution point lost in this manner. If thecaster’s constitution is reduced to 0 or less bycasting this spell, he must make a successfulsystem shock roll to prevent actual death.

The material component for this spell is athin sheet of lead, as well as the material com-ponents for *all* spells the Spellstopper willprotect against.❊

Lazzaro’s Murderous Sword (En-chantment)

Range: 50 mComponents: V, S, MDuration: 1 round/levelCasting Time: 9Area of Effect: SpecialSaving Throw: None

This spell is a version of Mordenkainen’ssword, but with a twist. This spell causes ashimmering aura to form around any sword.This sword will then arise and be at the com-mand of the spell caster. He may order to at-tack, defend, guard, or whatever. The swordcan respond to moderately complex tasks like,„Let no one through this door unless they saythe word, ixitayal.“

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In combat the sword hit any AC on a 19 or20, it has the same hit points as a fighter of thelevel of the caster (18 con), has the same ACas the caster, and fights like a fighter of thesame level (i.e. 2 attacks per round, THAC0whatever). It attacks as if wielded by someonewith an 18/00 strength (+3,+6). It also has it’sown bonuses; it requires a magical sword asmaterial component. If the sword has any spe-cial abilities these will also be used in the com-bat.

The sword acts independently of the caster(obviously) and requires no concentration tomaintain. However the caster must remain with50 m of the sword or it falls to the ground, inert(with magic drained from it). The ways to de-feat the sword: render the caster unconscious,hit it for loss of hit points, encase it in some-thing, or successfully dispel it.

As discussed above the material compo-nent is a magical sword, the magic of which isconsumed after the spell ends (gives high levelmages a reason to collect all those magicswords and destroy them in the process). Theother material component is a gem with thesoul of fighter trapped in it. This gem becomesembedded in the sword during the spell. Eachtime the gem is used, it has a cumulative 5%change of shattering, freeing the poor soulinside. Obviously the gem is not consumedafter the spell ends.❊

Lichdom (Alteration)

Range: 0Components: V, S, MDuration: PermanentCasting Time: 3 hoursArea of Effect: CasterSaving Throw: Special

When this spell is cast, the wizard saves vs.Death. If he fails, he becomes a lich, otherwisehe dies. Should he be raised or resurrected, hecan try again. This spell makes clear why a wiz-ard has to be 18th level to be able to becomea lich.❊

Lorth’s Translocation (Alteration)

Range: 0Components: V, SDuration: InstantaneousCasting Time: 1 roundArea of Effect: CasterSaving Throw: None

Lorth’s Translocation is a the most advancedteleport-class spell ever devised. Given a de-scription of any sort, the caster is able to placehimself at the specific location. The descrip-tion might be a detailed mental image, a ver-bal description, a painting, „Nine metres dueeast“, „The center of the room in which standsthe Sceptre of Ashka Mankh“, or anything elsesufficiently precise. If there does not exist alocation such as the one described, nothingwill happen. If the description is insufficientlyprecise („A field of grass“, „The center of a

forest“), the spell will have no effect. If the lo-cation does exist, then the caster will beplaced there, no matter where it is.

This spell can transport the caster to anyplane, any distance. Note however that it isvery, very difficult to describe a specific placein planes such as the Astral or the Ethereal, dueto the lack of good landmarks. Of course, ifthere should happen to be a solid object in theplace described, the caster is slain instantly.❊

Magic Swarm (Alteration)

Range: SpecialComponents: V, S, MDuration: SpecialCasting Time: SpecialArea of Effect: SpecialSaving Throw: Special

The magic swarm spell is both a very potent,and a very unstable spell. With this spell, thewizard may bind up to three attack-type spells(those that cause any type of damage) to-gether into one spell. The caster begins theincantations of the magic swarm and then„loads“ the spells to be bound into the swarm(this effectively casts the spells - the propercomponents are required, and the loadedspells fade from memory; the magic swarm isthe „target“ for these spells). The wizard thenfinishes the binding process by continuing theincantations of the swarm. This entire processtakes two turns plus the casting times of thespell(s) to be bound.

When the magic swarm is actually cast, thebound spells are released simultaneously (thishas a casting time of 3). However, due the un-predictable nature of this spell, there is achance that some of the bound spells may notfunction normally. At the time of casting, the DMrolls 1d3; the result is the number of spells thatwork properly - the remaining spells fizzle andare lost (the spells go off in the order they werebound, so it is important to keep track of theorder). Due to the extreme exertion required tocast this spell, the following penalties/stipula-tions are placed on its use:

• only one magic swarm spell may bememorized in any two day period.

• after a magic swarm is cast (actually cast,not after binding), no further spell casting ispossible for one turn (10 minutes).

• after the spell is cast, the caster tempo-rarily loses 1d4 constitution points; if this bringsthe wizard’s constitution score to zero or be-low, a system shock roll must be made; if thisroll is failed, the wizard dies, otherwise he fallsinto a coma until his constitution is restored toa positive value; it takes one hour of rest to re-store one constitution point lost in this manner.

• if the magic swarm is not cast in one hourper level of the caster, the caster must make asaving throw vs. spell; if this save fails, theswarm will discharge will full effect, centeredon the caster (1d3 is still rolled to determinehow many spells actually go off and how manyfizzle); if the save is successful, the magicswarm simply fades from memory and is lost(along with all bound spells).

The material component for this spell is aBag of Holding (which effectively „holds“ thespells in the bound state). When the spell iscast, the bag is destroyed unless the castermakes a successful saving throw vs. spell at -2.❊

Mental Library (Alteration)

Range: 0Components: V, S, MDuration: PermanentCasting Time: See belowArea of Effect: CasterSaving Throw: None

This spell is similar to the Mental Ledgerspell in that it enables the caster to record in-formation in some unused portion of the cast-ers brain and then gives the caster the abilityto read the information at a later date as if theywere reading it in their own hands.

This spell actually will allow the caster to holdas many spells as he knows and any that thecaster might learn in the future. In fact, anyspells that are stored in the casters brainthrough the use of the spell will remain thereessentially forever available for recall whennecessary.

This spell also allows the caster to recordinformation other than spells in this „storagearea“. The caster can store the entire contentsof any book that he reads and can access thebook at any time in the future just like the spellMental Note.

Too add more information after the spell iscast requires that the caster cast the spellagain at the time that they wish to add moreinformation.

This spell is highly useful for mages on thego who want all their spells and library withouthaving to carry it around for themselves.

The casting time depends on what is beingstored. It takes one hour per spell level per spellmemorized, and it takes the time it takes thecaster to read a book to store a book (thecaster is allowed to take short breaks andsleep if there is a large amount of informationbeing memorized).

The material components for this spell thefirst time it is cast is a specially prepared leadcrystal which has been enchanted to absorbmagical energies. The value of this item is noless than 50000 GP. To add more informationin subsequent castings, the caster would re-quire a pure lead crystal of 5000 GP (as in themental ledger spell).❊

Mezzalldam’s Choking Fist (Evoca-tion)

Range: 3 m/levelComponents: V, S, MDuration: 1 round/levelCasting Time: 9Area of Effect: SpecialSaving Throw: None

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This spell creates a disembodied hand simi-lar to those of Bigby’s Hand spells, except it ismuch smaller (about the size of an ogre’shand). It will attack as directed by the caster(no concentration is required to do so - thewizard simply chooses the target). The handdoes not automatically hit, but will attack us-ing the caster’s THAC0, with a +2 „to hit“ bo-nus.

If a hit is scored, the fist closes tightly aroundthe victim’s throat; it will continue squeezinguntil the target is dead, or until the hold is bro-ken. Once per round, the fist’s lock may bebroken by making a successful bend bars roll(the victim has a 10% penalty applied to thisroll); only one person may do this each round,due to the small size of the hand. Other partymembers who try to free the victim must de-vote their entire attention to this for the round(i.e. no other action may be taken, DEX bo-nuses to AC are lost, etc.).

Each round the victim is choked, a systemshock roll must be made; each additionalround (past 1) of constriction inflicts a 5% pen-alty to this roll. If this roll fails, the victim fallunconscious and if the hold is not broken thefollowing round, the victim dies. While a victimis being choked he may perform no other ac-tions (other than breaking the fist’s hold) - allthe target’s efforts are required to fight the ef-fects of the constriction. The fist will continueattacking until it is destroyed/dispelled, or un-til the spells’ duration expires; the caster canalso end the spell with a single word.

The fist may be destroyed by direct attack;it has an armour class of -2 and as many hitpoints as the caster at full health. The fist willalso break its hold on a victim every time itloses half its remaining hit points. Note how-ever, that attacking the fist while it is chokinga victim is dangerous; if an attack on the fistfails to hit, another normal attack must be im-mediately rolled against the victim, inflictingany damage normally. If the fist’s hold is re-leased or broken, it may be attacked withoutfear of hitting companions. If the fist is notchoking a victim, it may be attacked by any-one who beats the wizard’s initiative roll (or byanyone, if the fist fails to score a hit that round).

The material components for this spell area bit of bone and skin from any constrictingsnake; these components are consumedwhen the spell is cast.❊

Mezzalldam’s Lightning Swarm (In-vocation/Evocation)

Range: 10 m/levelComponents: V, S, MDuration: 2 roundsCasting Time: 9Area of Effect: 1.5 m wide, 1.5 m per

level long raySaving Throw: 1/2

When this spell is cast, a 1.5 m wide, electri-cally-charged, blue ray shoots from the cast-er’s finger, and strikes as directed up to dis-tances of 10 m per level of the caster. The raytravels in a straight line and is blocked by mostobstacles; however, it will burn through thin,flammable material such as cloth and straw.

When the ray reaches its terminal point, aschosen by the caster (or when it strikes ablocking obstacle) it will erupt into a lightningswarm. This swarm appears as a glowing, bluesphere with dozens of small lightning boltsflashing in all directions. The radius of theswarm is 1.5 m per level of the caster.

Anyone caught inside the swarm suffers10d6 points of damage; a successful save vs.spell reduces this damage by half (victimswearing metal armour suffer a -2 penalty totheir saving throw). Those who fail their savemust make saves vs. lightning for all their ob-jects; items that fail their save are destroyed.

If the caster desires, the swarm may becontinued for a second round. If full concen-tration is maintained, the caster may move theswarm 3 m per level of the caster; if the cast-er’s concentration is broken, the swarm stayswhere it is. Anyone that comes into contact withthe swarm during the second round suffers5d6 points of damage. Those who successfullysaved on the first round automatically save onthe second round as well.

The material component for this spell is theheart of a blue dragon, which is consumedwhen the spell is cast. Evil spellcasters havediscovered that the heart of a bronze dragonwill also work as a material component for thisspell.❊

Mystyk’s Mystical Missile (Invoca-tion/Evocation)

Range: 10 m + 10 m/levelComponents: V, S, MDuration: SpecialCasting Time: 9Area of Effect: SpecialSaving Throw: Special

This spell causes a sparking, blue ray toshoot from the caster’s hand; the ray will strikeany creature as chosen by the caster. When theray strikes the target, it will evolve into a vortexof electricity that surrounds the victim. The tar-get must make a saving throw vs. spell at -4; ifthis save succeeds, the spell ends with noeffect. If the save fails, the victim suffers dam-age equal to 1d8 + 1 per level of the caster, andthe spell continues. Each round, a new savemust be made, with a cumulative +1 bonus (i.e.-3 on the second round, -2 on the third, etc.);the spell ends if a save is successful, otherwisethe victim is again subject to a damage roll. Thetarget must devote his or her entire effort onescaping the vortex; if any other action is per-formed that round, the save automatically failsand damage is inflicted normally. If the victimis rendered unconscious by the vortex, savesautomatically fail (although the bonus still ac-cumulates) until the target regains conscious-ness.

If a victim is killed by this spell, the vortexwill immediately attack the nearest enemy ofthe caster; if none exist (within spell range ofthe caster), the spell ends. The vortex movesat a rate of 24, and the new target is attackednormally; the penalty or bonus to the saveresumes at the point it left off when the previ-ous target was killed. For example, if the initialtarget was killed during the fifth round, the new

victim’s save begins with a +1 bonus. Anynumber of targets may be attacked by thisspell, as long as the saves are unsuccessful,and a potential target is within range; otherwise,the spell ends.

The material components for this spell arethe heart and scales of a blue dragon, and anygem worth at least 500 GP. All components areconsumed when the spell is cast.❊

Orko’s Absorption (Alteration, Evo-cation)

Range: 0Components: V, S, MDuration: 5 rounds/levelCasting Time: 9Area of Effect: The wizardSaving Throw: None

This spell enables the wizard to absorb andredirect up to 10 levels of magic energy. Anyincoming spell is nullified, and the energystored as potential. Only the same spell can beredirected, even if the wizard is not familiar withit. Any type of spell directed at the wizard maybe absorbed, with the exception of area of ef-fect spells, touch spells, and effects from magicitems. Unused energy stored is lost at the endof the spell’s duration.

If an incoming spell exceeds the spell’s re-maining capacity, the wizard may make a sav-ing throw vs. spells (with a bonus of +2 perlevel of the incoming spell absorbed), to avoidthe effects of any remaining spell energy, evenfor spells that ordinarily do not allow savingthrows.

The material component is an amulet thatglows when spell energy is stored then disin-tegrates on the ending of the spell.❊

Orko’s Dimensional Travel (Altera-tion)

Range: 0Components: V, S, MDuration: SpecialCasting Time: 1 turnArea of Effect: The wizard plus an addi-

tional 1d6 beingsSaving Throw: Negates

This spell allows the wizard and 1d6 beingsto travel the circuits of the woven dimensions.The wizard can travel to the different realms ordimensions and back with this spell. The du-ration of the spell is all dependent upon the willof the wizard, with a maximum of 2 days. Thenumber of creatures that can accompany thewizard should be rolled secretly by the DM, andonly revealed after the first dimension travelhas been made. No creatures other than thosethat accompanied the wizard on the first travelcan accompany him on subsequent travels.Any unwilling creature gets a saving throw vs.spells to avoid the effects of this spell.

The material component for this spell is abrazier burning various rare herbs during thecasting of the spell.❊

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Orko’s Mnemonic Enhancer (Altera-tion)

Range: 0Components: V, S, MDuration: 1 dayCasting Time: 1 turnArea of Effect: PersonalSaving Throw: None

This spell is similar to the fourth-level spellRary’s Mnemonic Enhancer, but, by means ofthis spell, the wizard is able to memorize andretain the memory of nine additional spells, indifferent combinations. The wizard can elect tomemorize the spells immediately or the wizardmay elect to retain the ability to memorize thespells until a later time.

The material components for this spell area piece of golden thread, an ivory plaque of atleast 1000 GP, an ink compose of squid secre-tion and a drop of blue dragon blood. All com-ponents disappear when the spell is cast. Nospell may be enhanced more than twice, bymeans of this spell.❊

Pilpin’s Dark Wall (Conjuration/Sum-moning)

Range: 200 mComponents: V, S, MDuration: 1 day/levelCasting Time: 7Area of Effect: 4500 m²Saving Throw: Special

The spell conjures a 0.3 m thick wall of blackmist that causes death to most creatures thattouch it. The wall cannot be seen through, butsound or objects will pass through it. Any liv-ing creature that touches or attempts to passthrough the wall must roll a saving throw ver-sus death, modified depending on their levelas follows:

CrCrCrCrCreatureatureatureatureature’e’e’e’e’s Hit Dices Hit Dices Hit Dices Hit Dices Hit Dice Saving ThrSaving ThrSaving ThrSaving ThrSaving Throwowowowow

less than 1 none1 or 2 -43 or 4 -35 or 6 -27 or 8 -1

more than 8 normal

The wall can be shaped into a rectangle,box, hemisphere, sphere, or just one huge wall,as long as the surface area is 4,500 m². Thewall cannot be physically disturbed (i.e., blowaway, pushed, etc.), but parts of it can be ne-gated by a successful Dispel Magic. It can bepenetrated using an Anti-Magic Shell, or totallynegated with a Wish.

The material components are a crushedblack pearl and a vial of gaseous deathpoison.❊

Pilpin’s Nightmare (Enchantment/Charm, Necromancy)

Range: Plane of castingComponents: V, S, MDuration: SpecialCasting Time: SpecialArea of Effect: One creatureSaving Throw: Special

This spell allows the wizard to enter a crea-ture’s dream and attempt to control it, but thespell can backfire and destroy the wizard.Creatures that do not dream are not affectedby this spell (i.e., undead, non-intelligent mon-sters, etc.). The creature must have beenasleep for at least one hour before the spell willwork.

The wizard goes into a deep trance for theduration of the spell and is totally oblivious tothe surrounding environment. If the wizard isdisturbed, the spell ends.

The wizard projects from the trance into thecreature’s dream. The wizard will appear in thedream as an observer, unable to influence thedream or say anything. There is a 5% chancethat the dream projected into is hostile to thewizard (see below for the effects of a dreamhostile to the wizard).

Once in the dream, the wizard attempts totake control of the dream. The target creatureis allowed a saving throw at -4 to resist thewizard’s attempt. If this first save is success-ful, the wizard does not take control of thedream and cannot try again for a week. At thispoint, the wizard can leave, or remain as anobserver. If the wizard chooses to remain, thereis a 5% chance per round that the dream turnshostile to the wizard. If the creature fails thesave, the wizard takes control of the dream andcan make anything happen in that dream. If thewizard causes the dream to become hostile tothe creature (i.e.: turning it into a nightmare),the target creature must make a saving throwversus death magic or die in its sleep. If thecreature’s save is successful, the wizard losescontrol of the dream, but the target creature stilltakes physical damage equal to 25% of itsmaximum hit points. The target creature will notawaken due to the physical damage causedby the nightmare, but may be awaken by an-other, who witnesses the damage suddenlyappearing on the creature.

After the first attempt at turning the dreamto a nightmare there is a 50% chance that thedream turns hostile to the wizard. The wizardcan again attempt to take control of the dreamor leave. If the wizard regains control of thedream, he can again attempt to kill the target.If the target saves versus death magic again,the wizard loses control of the dream and thetarget takes another 25% of its maximum hitpoints in damage. The dream now automati-cally turns hostile to the wizard.

The wizard can continue to go through this,each time the creature can either fail its saveand die, or successfully save and take 25% ofits hit points in damage. If the target creaturesaves and takes damage four times, it diesfrom physical damage.

If at any time the dream turns hostile to thewizard, the wizard can attempt to control thedream in the usual manner, or attempt to leavethe dream. If the wizard chooses to leave, asuccessful saving throw versus spells is re-quired (leaving a non-hostile dream does notrequire a save), if the save fails, the wizard istrapped. If the wizard unsuccessfully attemptsto control the dream (i.e., the target savesagainst the attempt), the wizard is trapped.

A wizard trapped in a dream hostile to him-self cannot make the dream hostile to the tar-get again and must make a successful savingthrow versus death magic or die for each roundtrapped. If the save is successful, the wizardloses 25% of his hit points due to physicaldamage (a wise wizard will have somebodywatching in case this starts to happen). If thewizard is not awoken by another, he must re-gain control of the dream before he can at-tempt escape. If unsuccessful in gaining con-trol of the dream, the wizard will die in fourrounds from physical damage, if not soonerfrom a failed save versus death.

The material components are a personalpossession from the target creature and a lockof hair from a night hag.❊

Pilpin’s Soul Exchange (Alteration,Necromancy)

Range: TouchComponents: V, S, MDuration: Permanent until reversedCasting Time: 1 turnArea of Effect: Two creaturesSaving Throw: Special

This spell causes the life forces of two crea-tures to exchange. The wizard must touch bothcreatures simultaneously at the end of castingwithout having to make a roll to hit. Any twocreatures with a soul or spirit (e.g., humans,elves, animals, birds, dragons, fish, etc.) can beaffected. Examples of creature’s that do nothave souls or spirits (as we understand them)are: undead, demons, devils, automatons suchas golems, and extra-planar creatures in gen-eral.

The saving throw against Pilpin’s Soul Ex-change depends on whether both, one, orneither of the recipients are willing to undergothe exchange. Treat indifferent as unwilling. Ifboth recipients are willing than no saving throwis required. If one recipient is willing but theother is not, then the unwilling target is alloweda saving throw with a -2 penalty. If both areunwilling, then they are both allowed a normalsave. A successful saving throw by any one ofthe recipients negates the spell.

This spell is much more powerful when usedin combination with the eighth-level spell Trapthe Soul. Unwilling creatures that are trappedwithin a gem prison have an additional -6 pen-alty on their saving throw. So if one recipient iswilling and the other not, and the unwilling re-cipient is first imprisoned by Trap the Soul, theunwilling creature saves with a -8 penalty. Ifboth recipients are unwilling and trapped ingem prisons, they both save with a -6 penalty.The spell does not release them from the gemprisons, only exchanges their souls.

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A creature’s soul in a different body has thatbody’s hit points or hit dice, Strength, Dexter-ity, Constitution, and Comeliness, but the soul’sIntelligence, Wisdom, Charisma (modified theby body’s new Comeliness), memories, andIntelligence based skills (i.e., languages, non-weapon proficiencies, spell-casting ability pro-viding the body has require attributes, etc.). Ifthe body has extraordinary Strength, it can onlybe used if a warrior’s soul enters the body. Thebody will not radiate magic. The alignment willbe that of the soul. True Sight, or True Seeingwill reveal to a person that previously knew therecipient of the Soul Exchange that they are nolonger the same person.

The spell can only be reversed by a care-fully worded and executed Wish (creaturesmust be touching each other), another SoulExchange, or the will of the original wizard. If acreature dies while in another’s body, it can onlybe brought back with its own body, so if bothcreatures died this could be a reckless way toreverse the spell.

The material components are a diamondworth 1000 GP and a bit of fresh brain tissuefrom a mind flayer (not necessarily freshly ac-quired, possibly magically preserved).❊

Power Word, Vapourisation (Altera-tion, Conjuration/Summoning)

Range: TouchComponents: V, S, MDuration: PermanentCasting Time: 9Area of Effect: 3 m/level high cubeSaving Throw: None

When this symbol is cast, it will cause a largevolume of inorganic material to simply vanishand cease to exist as if it had never been. Thiseffect is instantaneous, and remains perma-nent. Only a wish can bring the lost matterback into existence. The volume that is de-stroyed cab be in any shape the caster desiresup the maximum volume effected.

If any of the inorganic material is somehowmagical, then assign it a value of 1 to 6, usingthe guidelines from the magic user spell de-tect magic where artifacts are assigned a valueof 6. This is the basic saving throw number thatmust be rolled, or rolled under, using a d20 inorder for the object to save and not be disin-tegrated.

If a magic item has powers or bonuseswhich could protect it from disintegration thenthey must be taking into account for the itemssaving throw. An intelligent item cannot be ef-fected by the spell, as it does not count as aninanimate object. A ring of spell turning wouldnot be able to turn the spell, but the roll is madeanyway and if the turning is successful, thenthe ring would get the bonus or be saved com-pletely. A ring of protection would get it’s sav-ing throw bonus, while a device of protectionfrom disintegration would always save.

The material components of this spell is apinch of dust from the coffin of a mummy.❊

Ralorn’s Bolt of Dragon Slaying(Necromancy)

Range: 20 m/levelComponents: V, S, MDuration: PermanentCasting Time: 9Area of Effect: One dragonSaving Throw: Negates

This spell launches a bolt of killing energyspecifically tuned to slay dragons. Any dragonstruck by this spell must save vs. death or die.If the save succeeded, it suffers 1d10 hp ofdamage per level of the wizard. Against anyother creature, the spell inflicts 1d6 per level,save for half damage.

The material component is the tooth of aWyrm or greater dragon slain by the wizardwithout using this spell.❊

Rune IV (Enchantment)

Range: SpecialComponents: V, S, MDuration: Until dischargedCasting Time: 1 turn/levelArea of Effect: SpecialSaving Throw: Special

This spell allows the wizard to inscribe a runecontaining the energies of one spell up toeighth level. Instructions of up to 1 word perlevel may be given to control the conditionsunder which the spell contained in the Runeis activated.

The material component is 100 GP gemsand inks per level of the spell contained in therune. This is the most powerful Rune spell nor-mally available.❊

Sarius’ Endosmotic Zone of Magic(Alteration)

Range: 0Components: V, S, MDuration: 1 day/levelCasting Time: SpecialArea of Effect: SpecialSaving Throw: None

This powerful spell was researched bySarius Mendlekine, Lord of Telnorne. It is actu-ally used to create a magical rod (1 m long and3 m in diameter) that projects a continual zoneof increased magical potential in a sphericalarea of effect equal to a radius of 3 metres perlevel, extended outward from the rod in all di-rections. This spherical zone makes magicfunction at its utmost effectiveness, normally.But, it can be used to travel to planes with re-duced magical factor ratings (MF) while keep-ing a MF rating of 0 within the area of effect.On planes with an increased MF the spell sim-ply allows all spells of 9th-level or less to workoptimally. The zone will permeate any areawhich is not totally enclosed in a lead casingor protected by an anti-magic shell which with-stands the dweomer. All anti-magic shells oreffects that come within the zone react as

though a dispel magic is cast upon them eachand every round. Every round the two areasinteract the anti-magic zones have a chanceof dispelling as though a mage of four levelshigher than the caster were trying to „DispelMagic“ against them. On planes with a nega-tive MF rating, everything within the area ofeffect operates as though the MF rating were0. So, someone with a ring of flying would flywithin the zone, but exiting it would cause themto drop like a rock! On a negative MF ratingplane anti-magic shells are dispelled at thenormal level of mastery or the spell-caster andall spells cast by any class of characters,whether native to the plane or not, operate ata normal MF rating of 0.

The spell’s duration (from activation of therod) is equal to a base 1 day per level in a PrimeMaterial plane with a MF rating of 0. On nega-tive MF rating planes, the duration is calculateas the total number of whole days left for therod to operate divided by the result of the MFrating multiplied by -1. For example, a 20th-levelmage activates the rod and hurriedly enters agateway to an alternate Prime Material planewith a MF rating of -5 (since the spell must beinitially cast on a plane with a MF rating of 0 orbetter). The duration would be determinedthus: 20 days/(-5 × -1) = 4 days. But, if themage had operated the rod (for more than 1turn) before entering the gateway it would havelost a days duration and be calculated as: 19/(-5 × -1) = 3.8 days, or 91.2 hours, or 547.2 turns,or 5,472 rounds. If the wielder had travelled toa plane with a MF rating greater than 0 thespell’s duration would be calculated as thebase duration multiplied by the MF rating of theplane. Whenever the rod changes alternatePrime Material planes (even if they both con-tain the same MF rating) its duration is recal-culate with the current remaining days of op-eration left used as the base for determiningthe duration of the spell (disregard any remain-ing duration that does not equal a day or morein length). If the rod travels from a positive MFrating plane to a negative MF rating plane therod is totally disrupted in the transferral asthough the spell had ended, and vice versa.Dispelling magics will only affect the rod for onesingle round unless they are cast by a Demi-Power, Lesser Power, or Greater Power, in whichcase the a successful Dispel Magic will causethe device to become disrupted as describedbelow.

The rod is the only material component ofthis spell. It is made from the purest mithril andrune inscribing agents (costing at least 7,000GP). Then, 9 deep blue amethysts (1000 GPeach) are inset to the side of the rod amongthe various runes of power, and a large sap-phire (1,000 GP) is affixed to the top. Once therod has been fashioned (2 months creationtime minus 1 day per level of mage working onthe inscribing of the runes down to a minimumof 1 month) this spell can be cast upon it,empowering the rod with enormous magicalpotential. From this point, the rod remains dor-mant until its power is activated by speakingthe proper command word and willing the rodto function. Until the rod is activated the cast-ing mage loses a single 9th-level spell castingslot because of the bond that he has estab-lished with the rod’s dormant power. While thisspell could be inscribed onto a scroll it wouldstill require the rod as a material component

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and the mage who inscribed the spell wouldnot regain the spell slot until the potential of thescroll was released through copying it into aspellbook or casting it onto the rod and acti-vating the rod. (Note: An apprentice may beused to inscribe the runes upon the rod free-ing the learned master to further research).

Although almost any sentient creature mayutilize the rod, in the hands of the original spell-caster it will convey a personal magic resist-ance equal to his level of experience (andcumulative to any other magic resistance hemay be employing). On any Prime Materialplane the rod will also act as a Rod of Striking,conveying a +3 magical to hit bonus and strik-ing for 3d6+3 points of damage per round. Therod may only strike once in any melee roundno matter if the creature wielding it is capableof multiple attacks with weapons. During thelast turn of the spell’s duration the rod will be-gin to hum extremely loud (hearable in a 1/2mile radius. During the last round of the spell’sduration the rod will glow with extremely pow-erful magical electricity, causing 1d20 hit pointsof damage to all that touch it, per segment ofcontact. In the last round is will flash with abright light (causing all in the zone to save vs.rods or be blinded for 1d20 rounds) and thencease to function. This last burst of energytransmutes the mithril rod into pure lead,causes the runes to dissolve, and disintegratesthe 10 gems into a useless powder.❊

Sillvatar’s Dragon Breath (Conjura-tion/Summoning)

Range: 3 m/levelComponents: V, S, MDuration: InstantaneousCasting Time: 9Area of Effect: SpecialSaving Throw: Special

This spell conjures a dragon head similar tothat created by Sillvatar’s Dragon Bite; how-ever, instead of bite damage, the caster maydirect the head to make a single, instantane-ous breath attack. The dimensions and com-position of this breath attack are as per thedragon the material component is from. Thedamage inflicted by this attack is equal to anattack from the appropriate dragon of agecategory 1-6 (determine age randomly). For ex-ample, if a red dragon is the source of thematerial component for this spell, and a 4 isrolled for the age category, the breath attacktakes the shape of a 27 × 1.5 × 9 m cone offire, and inflicts 8d10 points of damage. All vic-tims must save vs. the worst of spell or breathweapon to receive only half damage; posses-sions are treated as if they had been hit by theactual corresponding breath weapon (if thevictim’s save was successful, possessions arenot affected).

The material component for this spell is theheart from any type of dragon; this componentis consumed when the spell is cast.❊

Sillvatar’s Superior Summoning(Conjuration/Summoning)Reversible

Range: Touch

Components: V, S, MDuration: SpecialCasting Time: 2 turns (casting time of 5

to trigger summons)Area of Effect: SpecialSaving Throw: None

The caster of this spell is able to summonto his aid one or more prechosen individuals;the creatures to be summoned must be cho-sen at the time the spell is cast and must bewilling to receive the summons. The totalnumber of levels or hit dice of the individualssummoned must be equal to, or less than thelevel of the caster.

When the spell is initially cast, the wizardmust follow a set procedure for each personor creature summoned: first the individual mustbe marked with a Wizard’s Mark spell; this mustthen be made permanent through the castingof a Permanency spell (to prevent the markfrom wearing off). Finally, the Superior Sum-moning is cast; this entire process takes twoturns, plus the casting times of the other twospells. Each recipient must be marked by aseparate Wizard’s Mark, but a single casting ofthe Permanency spell, as well as the SuperiorSummoning will suffice. These marks will bevisible only to the caster and the recipient (al-though a True Seeing spell or similar magic willreveal them) and will remain until dispelled orthe spell is triggered.

When the wizard wishes to trigger the spell,the final incantations are uttered along with thenames of each of the recipients (this has acasting time of 5). The summoned individualswill appear anywhere withing 30 m of thecaster, as desired. The individuals to be sum-moned must be on the same plane as thecaster when the spell is cast (triggered) or theycannot answer the summons.

The reverse of this spell, Sillvatar’s SuperiorSending, will send the marked individuals to apre-chosen location (a separate location maybe chosen for each recipient). The result issimilar to a Teleport without Error spell, but witha separate location for each recipient. Thesame procedure must be followed as for theSuperior Summoning, and since the Wizard’sMark disappears when the individual is sum-moned, multiple castings of this spell, as wellas the Wizard’s Mark and Permanency, are re-quired to send summoned creatures back towhere they came from.

The material component for this spell is adiamond worth at least 500 GP for each indi-vidual to be summoned. These diamonds arepowdered and sprinkled on the Wizard’s Mark(this fulfills the component requirements for theWizard’s Mark spell as well).❊

Sphere of Annihilation (Evocation)

Range: 12 mComponents: V, S, MDuration: PermanentCasting Time: 12 hoursArea of Effect: 0.6 m diameter sphereSaving Throw: None

This ancient and arcane spell was first foundin the Libram of Tel’ Aknus the Mad. It is usedto create a Sphere of Annihilation. The magemust prepare a special magical device, whichcosts 15,000 GP to construct, to house theenergies required to bring the sphere into ex-istence. The construct is made of the rarest orores, adamantite, and requires a full year ofwork by a master smith to fashion. A Master Al-chemist must then fuse ten vials of Essenceof Platinum, ten vials of Essence of Gold, andten vials of Essence of Silver, in this order, intothe construct (which looks something like agiant spider when finished). This will take twoweeks per vial and the chance of success isequal to the alchemist’s chance of creatingsaid essences (checked for each vial fused tothe structure) and any failure means that theentire structure has been transmuted in themetal of the current essence which is beingfused into the construct.

Then the casting procedure can take place.It consists of a highly ritual ceremony requir-ing a black pearl of at least 0.3 m in diameterbeing placed inside a magic circle and thencalling forth the various magics of the planesto instill the pearl with anti-planar power of asphere of annihilation. The spell then tempo-rarily doubles the current hit points of the cast-ing mage as it starts. Every hour of casting timeinstills the pearl with more and more power. Atthe end of every hour’s casting the mage mustroll a successful saving throw vs. magic whichis unadjusted by any means other than hiscurrent level of mastery. If successful, the cast-ing continues for the next hour. If unsuccess-ful, the mage takes 1d20 points of damage foran unsuccessful hour of casting and the cast-ing time is extended for anther hour. The spellwill only be successful if 12 hours of continualcasting is completed. Remember that if thespell is successful the mage must still attemptto bring the sphere under his control. This spellin no way gives any special bonuses for con-trol attempts.

If the mage is reduced to zero hit points thepearl disappears (in a harmless, but spectacu-lar flash of light) and his strength and consti-tution are reduced to 1 and he is thrown into acoma, losing knowledge of all spells currentlymemorized. These statistics and normal hitpoints are regained at a rate of 1 point per dayor total rest unless some form of magic is usedto increase healing. Until the mage reaches halfof his original constitution score he is extremelysusceptible to diseases and will take 4x theamount of damage a disease would normallyinflict. When half of his original strength is re-stored he may save vs. spells each day to seeif he comes out of the coma. Failure means thathe remains in the coma. Once the magecomes out of a coma he will be in a ravenousstate and will not be able to regain spells againtill he has eaten and rested for as many daysas he was in the coma. Success or failure not-withstanding, this spell will always destroy theconstruct and the pearl used as the materialcomponents. If the spell is successful, theconstruct and pearl are sucked into the sphere,and if unsuccessful, the construct crumblesinto a useless crystal substance and the pearldisappears as mentioned above.

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If the spell-caster is physically touched dur-ing the casting of this spell by anything, includ-ing the power of another magic, and sustainsdamage which subtracts from his hit points orany ability score or level, the pearl will explodein a force of magic dealing out damage equalto 1d20 per hour of casting time that haspassed (rounded down) in a radius equal to 3m per hour of casting time that has success-fully passed (again, rounded down and a un-modified saving throw vs. spells will allow any-one in the area of effect to save for half dam-age). Also, when this happens the extra hitpoints disappear (if they are still present) andthe mage takes damage from his normal re-maining hit points. Death by this explosionmeans that the body has been disintegrated,ruling out „raise dead“ or „resurrection“ spellsfor bringing the victim back to life.❊

Staff of Smiting (Alteration, Enchant-ment/Charm)

Range: TouchComponents: V, S, MDuration: PermanentCasting Time: 1 dayArea of Effect: One hazel staffSaving Throw: None

This spell creates a magical staff. First anthaumaturge must find the finest wood of ahazel tree and fashion it magically into a wiz-ard’s staff. The staff must be then dipped inserpent’s venom and touched by a dragon’sbreath. Then, it must be enchanted and sprin-kled with mithril dust. The staff thus created willbe capable of striking at +3 to hit for 1d6+3 hptwice per round. Once per day it may strike asa venomous weapon, doing double damagefor the attack and causing the victim to savevs. poison or suffer the effects. The staff mayalso attack for 10d6 with the breath of thedragon which imbued this magic, however, thisattack destroys the staff.❊

Sunball (Evocation)

Range: 10 m + 10 m/levelComponents: V, S, MDuration: InstantaneousCasting Time: 9Area of Effect: 6 m radius sphereSaving Throw: ½

This powerful spell superficially resemblesa Fireball; instead of fire, however, the ball con-sists of solar radiance. All within the area ofeffect suffer 1d10 hp of damage per level of thewizard. Undead and similar creatures sufferdouble damage. Creatures specifically harmedby sunlight save vs. death or are slain instantly.If the save is made, they suffer the effects of 1turn of full sunlight per level of the wizard.

The material component is a golden sunsymbol with a large topaz set in the centre. Thesymbol costs 2000 GP to make and is lost inthe casting.❊

Symmetry (Evocation)

Range: 0Components: V, S, MDuration: InstantaneousCasting Time: 3 hoursArea of Effect: 10-mile radius sphereSaving Throw: None

Composed of 2 level 9 spells which have tobe cast simultaneously. Creates within a 10-mile radius a condition in which the symmetrybetween the physical interactions which pre-vailed at the time of the Big Bang is restored.Everything within the 10-mile radius is instan-taneously gone regardless of magic resist-ance, god or artifact status etc. Everything fora couple of hundred miles around gets burned,vapourized, melted etc. Note that this has arange of zero, so use of Long-Range Carrier isadvised.

Telnorne’s Force Layer (Evocation)

Range: 3 mComponents: V, SDuration: PermanentCasting Time: 1 hourArea of Effect: One 3 × 3 m areaSaving Throw: None

The source of this highly improved versionof the Wall of Force spell is the TelnorneMageocrat. It is used to create a barrier whichcannot be penetrated by any known spells orforces in the multi-universe, including majorpowers, avatars, devils, or demon princes.

The casting time of 1 hour is standard, butthe mage must also spend a hour in contem-plation, reviewing diagrams and/or charts ofthe area or object to which the force layer is tobe attached when memorising the spell. Aforce layer may cover an area of up to 3 × 3metres, and must be attached to a localizedgravity: either an object, a structure, or an area.Once cast, only spells of wish-like power mayaffect the force layer.

A Limited Wish will effect the force layer asa 1/2 strength Dispel Magic, an Alter Reality willeffect the force layer as a 3/4 strength DispelMagic, and a Wish will effect the force layer asa full strength Dispel Magic. The force layermay be attached to moving objects, but onlythose which are of one piece and move in con-junction to something else. For example, achest (with hinges) could be covered, but thechest would still need to have a break withinthe spell effect, so only the top or the bottomof the chest would be affected. Placing thespell on a wagon would effectively make thewagon indestructible, but the wagon wouldnever again roll since the wheels are nowlocked in place. But, if the wheels alone (andpossibly the axle if the mage was inventive)were protected the wagon would still roll. Ofcourse, after the wheels eventually rotted awayin a few years the spell area would still be ineffect and invisible wheels would still roll.

When this spell is cast on the Prime Mate-rial plane the area of effect extends into theastral and ethereal planes, although the force

layer will still be invisible. Nothing will stick tothe force layer except for another force layerwhich is attached to a previously cast one.Paint, dust, and powders will simply roll off itssurface. Only Dust of Appearance will stick tothe force layer, and then only for 1d10 rounds.❊

Tempestcone (Alteration, Evocation)

Range: 0Components: V, SDuration: 1 round/levelCasting Time: 9Area of Effect: One creatureSaving Throw: None

This spell creates a shadowy, upright coneof force surrounding the caster or one creaturetouched by the caster. The cone comes to apoint a few feet above the recipient’s head, andextends to the floor (or, if the caster is flying,falling, or otherwise removed from a solid sur-face, to just below the lowest part of the cast-er’s body). The tempestcone moves with thecaster, and seems to be a faintly-shrieking,tumultuous chaos of whirling winds and shad-owy clouds (hence its name). Its only effect isto “drink” all magic coming into contact with it(including magical-item charges and spellscast by the caster it is protecting), and trans-forms them into magical missiles.

The caster is unharmed by the whirling coneof winds (and is unaffected by all incomingspell effects); the magic missiles created by atempestcone whirl around the cone until hurledunerringly at targets within 42 m by the beingenveloped by the cone. The protected creaturecan hurl the missiles even if it isn’t a spell-caster; a mental command is all that is needed.The missiles are identical in all respects to amagic missile spell.

A tempestcone creates two magic missilesper spell level absorbed, each doing 1d4 + 1hp damage and flying unerringly at MV Fl 24(MC: A). If the projectiles pass more than 42metres from the cone, or are unused when thespell expires, they fade away harmlessly. Magi-cal-item discharges for which no spell equiva-lent exists are considered sixth level for pur-poses of generating magic missiles.❊

Uldark’s Ultimate Summoning(Conjuration/Summoning)Reversible

Range: 10 m/levelComponents: V, S, MDuration: 1 round/levelCasting Time: 9Area of Effect: SpecialSaving Throw: Special

This spell is Uldark’s response to his friendSillvatar’s spell, Superior Summoning [q.v.]; itis not as powerful (in terms of levels) asSillvatar’s spell, but is more versatile, and re-quires less preparation time. This spell allowsthe caster to summon any creature of the wiz-ard’s choice; only one such creature may besummoned per casting of this spell, and thesummoned creature’s hit dice may be no more

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than two-thirds the caster’s level (drop frac-tions). A certain species of creature may bespecified in the summoning (or in the case ofan adventurer, class and level), but a specificindividual may not be called; for example, thecaster may summon a 12th level Paladin, butmay not summon a specific paladin by name.

The summoned creature appears anywherewithin the spell’s range as directed by thecaster. If a good caster summons an evil crea-ture (or if an evil one summons a good crea-ture) both the creature and the caster must rolla save vs. spell. If the caster succeeds and thecreature fails, the spell proceeds normally; ifthe caster fails and the creature succeeds, thecreature will attack the caster immediately; ifboth fail, the creature ignores the caster (thecaster may still attempt to gain control of thesummoned creature via some other magic).

Of course since Sillvatar’s spell is reversible,Uldark felt his should be as well. The reverseof this spell, Uldark’s Ultimate Banishment,sends the previously-summoned creatureback to its place of origin. This will only workon a creature who was previously summonedby this spell. If the creature fails a save vs. spellat -4, it is immediately sent back to where itcame from.

The material component for this is a ruby,diamond, or emerald worth at least 800 GP. Thegem is consumed with the casting of thespell.❊

Mage Spells Tenth Level

Conduit (Evocation)

Range: TouchComponents: V, S, MDuration: SpecialCasting Time: 3 roundsArea of Effect: Creature or item touchedSaving Throw: Special

By means of this spell a conduit to either thepositive or the negative material plane isopened (wizard’s option, based on his align-ment). This channel can be used to infuseanother wizard or a magic item with power.

If another wizard is infused, both wizardsmust make a saving throw vs. magic, at thelevel of wizard. A failure means both instantlypass out, a critical failure (a roll of a natural one)means death for both. If the save is success-ful, the recipient can cast spells at triple powerand will not forget any spells currently memo-rized.

For each tenth of a round that the Conduitis open the wizard cannot cast spells for onefull hour. The wizard may only keep a Conduitopen for one tenth of a round for each point ofConstitution + level he has. Additionally, imme-diately after the Conduit is closed the wizardwill fall unconscious for a length of 10 times thetime the Conduit was open.

If the Conduit is cast into an object, and aPermanency is added, it doubles the power ofthe item. In this case, add the levels of thespells cast into the object. The number thus

attained indicates the number of days the wiz-ard is unable to cast spells after regainingconsciousness.

The material component for this spell is asmall piece of hose.❊

Learn Language (Alteration, Divina-tion)

Range: TouchComponents: V, SDuration: PermanentCasting Time: 1 roundArea of Effect: The wizardSaving Throw: None

This spell allows the wizard to learn to speakand understand a desired language known byanother creature, or to read and write a lan-guage found in a book, scroll, manuscript, etc.The wizard will only be able to learn the lan-guage if he has a nonweapon proficiency slotleft to spend.

The somatic component is a splayed handtouching the head of the creature or the sur-face of the written object. There is no savingthrow, but because the hand must be kept onthe subject the entire round of casting, the spellis effective only on a willing (or unconscious,firmly held, etc.) creature.❊

Mass Death (Necromancy)

Range: SpecialComponents: V, SDuration: PermanentCasting Time: SpecialArea of Effect: SpecialSaving Throw: Negates

Mass Death is a modified version of PowerWord, Kill. After nine tenths of a round of ver-bal and somatic preparations, the wizard isready to utter the Word of Death. This word canbe uttered any time within one turn per levelof the wizard, provided no other spells exceptShout or Ventriloquism, are cast in the interven-ing time. The Word has a range of 15 m plus 3m per level.

All creatures (besides the wizard) within therange of the spell, including allies, having onethird of the wizard’s level or less, must save vs.death or be instantly slain.

A Shout spell will double the range, whileVentriloquism will allow the wizard to move thecentre of effect. Use of either spell grants thevictims a +4 bonus on their save due to magi-cal synergy.

It should be noted that the final word mustbe heard by its victims. The deaf are thereforetotally immune to this spell. Magical silence cannegate the spell’s effect, while loud noises andear plugs will offer partial protection, i.e. sav-ing throw bonuses, at the DM’s digression. Thisspell does not affect undead or creatures with-out functioning auditory organs.❊

Mage Spells Ninth Level

Noska Trades’ Selective DeathSpell (Necromancy)

Range: 0Components: V, S, MDuration: 1 roundCasting Time: 6 hoursArea of Effect: 600 m/levelSaving Throw: None

This spell will slay a selected type of crea-tures in the designated area of effect with theeffectiveness of a double strength Death Spell(with respect to numbers of creatures slain).For example, all the first born of a specific racecould be slain in the area of effect.

During the 6 hour casting time, black stormclouds form over the wizard’s location andslowly pillar to the ground. Upon completion ofthe casting the cloud touches the ground andvanishes and the selected group of creaturesslowly dies over a one-round period.

The first material component is a blade ofgrass from the grave of a creature of the typeto be selected. The single blade of grass mustbe picked in the direct light of a full moon. Thesecond material component is 5,000 GP worthof powdered diamond.❊

Orko’s Time Travel (Alteration)

Range: 0Components: V, S, MDuration: SpecialCasting Time: 1 turnArea of Effect: The wizard or 1d6 crea-

turesSaving Throw: None

This spell allows the wizard or 1d6 beings totravel the circuits woven by time. The wizardcan travel into the future or into the past andback with this spell. It is recommended that thepast be left alone for the general safety of thefuture. The wizard controls the duration by hiswill. If beings other than the wizard are sent intothe future or the past, they can return wheneverthey will it.

The material component for this spell is asmall piece of oriental silk.❊

Rune V (Enchantment)

Range: SpecialComponents: V, S, MDuration: Until DischargedCasting Time: 1 turn/levelArea of Effect: SpecialSaving Throw: Special

This spell allows the wizard to inscribe a runecontaining the energies of one spell up to ninthlevel. Instructions of up to 1 word per level maybe given to control the conditions under whichthe spell contained in the Rune is released.

The material component is 100 GP gemsand inks per level of the spell contained in therune. Since few areas can support tenth-levelmagic, this spell is extremely rare.❊

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Mage Spells Tenth Level

Vorpal Blade (Alteration)

Range: TouchComponents: V, S, MDuration: 1 round/3 levels upon useCasting Time: 1 turnArea of Effect: One edged weaponSaving Throw: None

When cast on an edged weapon, the wea-pon will become Vorpal upon its next use, andwill remain that way for 1 round per 3 levels ofthe wizard. The weapon may not be magical,except if subject to an Enchant spell. The spelladds no plusses to the weapon, but plussesdue to quality or an Enchant spell do apply.

The material component is a mithril razorenchanted to +6 with an Enchant an Item spelland a Sharpness spell costing 1000 GP. Thespell can be made permanent, but to do sorequires a specially forged weapon, and a mini-ature version of the weapon forged from thesame metals in lieu of the razor. The total coststarts at 50,000 GP.❊

Youth (Alteration)

Range: 0Components: V, S, MDuration: PermanentCasting Time: 10 turnsArea of Effect: One creatureSaving Throw: Special

This spell reduces the physiological age ofthe recipient by 2d6+6 years. The recipientmust make a saving throw vs. death for thespell to succeed. If the save is failed, the spellis ruined. A fumbled save (a natural roll of 1)results in the recipient being aged 2d6+6years. Only the recipient’s natural saving throwis used in this roll.

The material component is a quart of dra-gon blood, and 1000 gold pieces worth ofgems per year of time the recipient has lived(his chronological age). The recipient must bewilling for the spell to work.❊

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Priest Spells First Level

Priest Spells First Level

Animal/Bird Call (Conjuration/Sum-moning)

Sphere: Animal, SummoningRange: 0Components: V, SDuration: 1 round/levelCasting Time: 1 roundArea of Effect: 3,6 m + 0,3 m/level ra-dius areaSaving Throw: None

This spell allows the cleric to call all animalsor birds within the spell effect. The animals orbirds will converge upon the cleric within 1d3rounds. While the spell is in effect, none of theanimals or birds will attack each other. Whilethere, the cleric may set one small task for thegroup to perform. When the spell ends, the ani-mals or birds will peacefully disperse towhence they came.✠

Animal Enmity (Enchantment/Charm)

Sphere: Animal, CharmRange: TouchComponents: SDuration: 1 dayCasting Time: 1Area of Effect: One creatureSaving Throw: Negates

This spell simply causes the victim to be of-fensive to animals for the period of one day.Horses will shy or buck, dogs will bark, bullswill charge, birds will aim at them, etc. Note thatanimals with a close association to the victimwon’t do anything to hurt the victim, they’ll justtreat him like you would treat a friend who, forsome reason, smelled horrible.✠

Animal Tracks (Alteration, Enchant-ment)

Sphere: AnimalRange: 0Components: V, S, MDuration: 3 turns + 1 turn/levelCasting Time: 2 roundsArea of Effect: CasterSaving Throw: None

This spell causes the cleric to leave tracks& scents as the animal specified during cast-ing. The tracks have traces of magic for 3 turns,after which they are indistinguishable from nor-mal tracks. Only non-mythical creatures can beimpersonated. A holly berry and some fur fromthe animal to be impersonated is needed tocast this spell.✠

Coalstone (Alteration)

Sphere: Elemental (Fire)Range: Touch

The verbal component would sound some-thing like, “Oh Great Warrior Kos, give me abroadsword to smite down my foes!”, then thegestures made are those to signify the cast-ers intent.✠

Create Earth (Alteration)Reversible

Sphere: Elemental (Earth), SummoningRange: 0.3 mComponents: V, S, MDuration: PermanentCasting Time: 1 roundArea of Effect: SpecialSaving Throw: None

By this spell, the caster creates up to 3pounds per level of stone or 1 cubic foot perlevel of sand, dirt, or dust. The stone can besolid or lose gravel. The reverse, Destroy Earth,will destroy a like amount of earth or stone.Magical creatures are allowed a save vs. magicor take 1 point damage per level of the caster.

The material component is the cleric’s holysymbol.✠

Detect Enemy (Divination)

Sphere: DivinationRange: 0Components: V, MDuration: InstantaneousCasting Time: 2Area of Effect: 0.3 m/level radius areaSaving Throw: None

By casting this spell, the cleric may deter-mine whether there are creatures within thearea of effect that bear hostile intent towardhim. The spell will reveal the direction of thecreatures, even if they are invisible, ethereal, as-tral, or out of phase.

Note that this spell does not reveal anythingabout the alignment or motives of the creaturesin concern.✠

Detect Life (Divination)

Components: V, SRange: 0Casting Time: 1Duration: InstantaneousSaving Throw: NoneArea of Effect: 20 m radiusSphere: Divination

This spell enables the priest to sense theaura of life. Diviners may also sense as well oneattribute per level above third, noting such at-tributes as number, degree (size), concentra-tion (power), and location. Diviners may alsofocus in on a particular aura and sense at willone “colour” per level above seventh, notingsuch features as kingdom (animal, plant,etc. . .), state (live, undead, divine, etc), form(gaseous, liquid, solid), and extension (prime-material, para-ethereal, negative-energy, etc).

Components: V, S, MDuration: SpecialCasting Time: 3 turnsArea of Effect: One gemSaving Throw: None

When this spell is cast, the cleric enchantsa gem, turning it into a coalstone. The coalstoneglows and gives of heat. It is hot enough tostart a fire, ignite flammable substances andsheds light in a 1,5 m radius. Holding thecoalstone will inflict 1 hit point of damage perround unless the wielder possesses some formof protection. The coalstone will burn for 1 dayper GP value of the gem used for a maximumof 1 year per level of the caster, after which thecoalstone crumbles into a fine powder. Anotherfunction of the coalstone is that the caster mayopt to cause it to explode. This will cause 1 pointof concussion damage for every 100 days lefton the duration (save for +) and ignite any flam-mables within a 1,5 m radius. The material com-ponent for the spell is the gem to be en-chanted and a sprig of holly.✠

Comprehend Languages (Alteration)Reversible

Sphere: DivinationRange: TouchComponents: V, S, MDuration: 5 rounds/levelCasting Time: 1 roundArea of Effect: Creature or objecttouchedSaving Throw: None

This spell is the same as the first level magic-user spell Comprehend Languages.✠

Conjured Weapon (Conjuration)

Sphere: CombatRange: 0Components: V, SDuration: 1 turn/levelCasting Time: 1Area of Effect: One weaponSaving Throw: None

When this spell is cast, it brings into exist-ence a weapon of the caster’s choice whichhe can use to fight with. The weapon is a nor-mal weapon with the holy symbol of the godengraved upon it. The weapon has a dim glowupon it which can be faintly seen. The caster,if he is to use the weapon, must be proficientin its use. The weapon can be given to anothercharacter to use.

If a striking spell is used in conjugation withthe conjured weapon spell, then there will bean additional +1 to hit and to damage rollsbecause of the cumulative effects of the magicof the spells. The conjured weapon then countsas a +2 weapon for purposes of special de-fence.

The weapon stays into existence until theend of the spell or until the caster wishes thespell to end.

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Dieme’s Forcing Hand (Alteration)

Sphere: CombatRange: 1 m + 0.3m/levelComponents: V, S, MDuration: InstantaneousCasting Time: 1Area of Effect: One creatureSaving Throw: 1/2

By this spell, the caster throws a stone handat the target. The stone hand will then make acrackling noise and show blue lightning as itflies towards its target. When it hits, it will do 2points per level of impact damage. Upon cast-ing this spell, the caster throws the hand andsays “to arms”. This spell (like “magic missile”)always hits.

The material component is a carved (or cre-ated) stone hand.✠

Dispel Fatigue (Abjuration)

Sphere: HealingRange: TouchComponents: V, S, MDuration: 3 turns/levelCasting Time: 1 roundArea of Effect: Creature touchedSaving Throw: None

This spell removes fatigue from the affectedcreature and protects it from tiring further forthe spell duration. However, once the spellexpires, the recipient must rest for the amountof time spent in strenuous activity (i.e., running,melee combat) while under the spell. No dam-age sustained is restored, including broken orsprained limbs, i.e., you still can’t run on asprained ankle. The spell is also ineffectiveagainst magically or psionically caused fatigue(such as Ray of Enfeeblement), or againstsubdual damage.✠

Faithfulness (Abjuration)

Sphere: Guardian, ProtectionRange: 0Components: V, S, MDuration: 1 dayCasting Time: 1 roundArea of Effect: CasterSaving Throw: None

This spell acts as a Phylactery of Faithful-ness in that it will alert the cleric to any actionor item which will adversely affect his alignmentand standing with his deity, if a prior momentis taken to contemplate the action. Further-more, if the cleric is forced by some form ofpossession or domination to act contrary toalignment, the spell bestows a 10% chance perlevel of breaking free of the mind control, aswell as a saving throw to not carry out the of-fending act.✠

Flame Tongue (Enchantment/Charm)

Sphere: CharmRange: 0Components: V, MDuration: 1 round/levelCasting Time: 5Area of Effect: One or more persons lis-teningSaving Throw: Negates

This spell grants the caster the ability of fasttalking: during the spell’s duration, the casteris able to talk and talk and talk, thus gainingthe undivided attention of those listening, pro-vided they can understand the caster. Notethat all hearing the caster will be affected bythis fast talking: party members are affectedtoo.

The second use of this spell is to increasethe morale of hirelings, followers and hench-men: prior to a fight, the priest can encouragethem by talking vividly for one round, thus in-creasing their morale by two points plus onefor every two levels above first, up to a maxi-mum of 5. Thus, a fifth or sixth level priest willincrease the morale by 4 points.✠

Git (Abjuration, Enchantment/Charm)

Sphere: CharmRange: 12 m radiusComponents: V,SDuration: 3 turns/levelCasting Time: 1Area of Effect: SpecialSaving Throw: Negates

By use of this spell, the priest may frightenaway two hit dice of animals per level of expe-rience.✠

Gnat Swarm (Conjuration/Summon-ing)

Sphere: Animal, SummoningRange: SightComponents: S, MDuration: 1d4 + 1 roundsCasting Time: 1Area of Effect: One creatureSaving Throw: None

The cleric can summon a swarm of gnats tobother and harass the victim for the durationof the spell.

For example: a man is stalking Bob-the-won-der-druid through the forest. The fellow getscloser than Bob would like, and, unless he actsfast, is liable to get spotted (a situation he’d liketo avoid.) The man has a 30% chance to spotBob normally, but with the swarming gnats, hisattention is elsewhere, so his chances are cutto 15%. The material component for this spellis a dead gnat.✠

Grow (Alteration)

Sphere: PlantRange: TouchComponents: V, S, MDuration: PermanentCasting Time: 2 roundsArea of Effect: One plantSaving Throw: None

The cleric can cause a single plant to showa week’s worth of growth in one day. This spellcan be cast at most once per day per plant.The material component for this spell is somefertilizer or humus, and some water, to be givento the plant (the components are not con-sumed by the spell, but they are by the plant).If the cleric wishes to continually cast this spell,then he should be prepared to furnish addi-tional fertiliser and water to sustain the plant.✠

Guardian Watch (Conjuration/Sum-moning)

Sphere: Elemental (Earth), SummoningRange: 1 mComponents: V, S, MDuration: 8 hoursCasting Time: 1 roundArea of Effect: 0.6m radius sphereSaving Throw: None

This spell summons a small quasi-earth-el-emental (1d4 HP) to stand watch. If some crea-ture moves across or under the ground into thearea of effect that weighs more than 1 pound,the elemental will cause the ground to shiverand wake people up (detection of creatures isby movement and vibrations across theground). The elemental can also form a handand try to trip intruders (the guardian is semi-intelligent and can remember simple com-mands from the caster, i.e. like who the partymembers are). The guardian is hard to detectand will almost always trip from surprise. Op-ponents get a save vs. magic to avoid tripping-a save means they just felt something tryingto grab their leg.

The material components of this spell arethe cleric’s holy symbol and a live worm.✠

Itch (Enchantment/Charm)

Sphere: CharmRange: 30 mComponents: V, SDuration: InstantaneousCasting Time: 1Area of Effect: One creatureSaving Throw: Negates

Causes the victim to have an irresistible urgeto scratch, if he, she or it fails its saving throw.This can be cast on any sort of animal thatmight have to scratch, and dogs save at -4. Thisspell works with embarrassing effectiveness onarmoured folks. The actual location of the itchis semi-random (i.e. GM rolls a dice, pretendsit matters, then does whatever (s)he likes).

Priest Spells First Level

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Priest Spells First Level

Most of the time, though, it’s on the back, thefoot, or, on the odd occasion, less appropriateplaces.✠

Quick Step (Alteration)

Sphere: CharmRange: 0Components: V, S, MDuration: 1 hour/levelCasting Time: 1Area of Effect: One creatureSaving Throw: None

This spell allows one creature to be able torun at full speed without getting tired overstone, dirt, or grass. At the end of the duration,the creature must stop for 1 turn for each hourit was running. During this time it can do noth-ing except drink liquids and small, light por-tions of food. At the end of this resting period,the creature will start to regain enough energyto be able to carry on normal activities (i.e. eat,walk, etc.). When the creature has stopped fora time equal to the time it ran, it will be able tocarry on all activities without penalty (i.e. fight,run, etc.). This spell will work on horses, packanimals, etc.

The material component for this spell is asmall piece of leather.✠

Request Animal (Enchantment/Charm)

Sphere: Animal, CharmRange: 3 mComponents: V, S, MDuration: InstantaneousCasting Time: SpecialArea of Effect: One animalSaving Throw: Special

By casting this spell, a cleric can ask a par-ticular animal for a favour. The caster must havesome sort of enticement for the animal to ac-tually perform the favour, because the animalcan opt not to carry out the cleric’s wishes. Thecasting time of this spell is 1 plus the time nec-essary to make the request, which may takeno longer than one turn. This spell does not em-power the priest to actually speak the animal’slanguage.

For example: If a cleric spotted an owl, thecleric could request the owl to, if it saw anyother humanoids around, fly back and alert thecleric. An appropriate offering might be somechoice part of a rabbit, a mouse, or some otherform of owl snack food. If the owl was actuallyrequired to fly patrol all night (and forego hunt-ing, a favourite owl activity) then probably theowl would turn him down no matter what thecleric offered.✠

Rock-Jump (Conjuration)

Sphere: CreationRange: 100 mComponents: S, MDuration: Instantaneous

Casting Time: 1Area of Effect: One creatureSaving Throw: None

With this spell, the cleric can cause a rockto find its way into the shoe of the victim. If thevictim has no shoes, the spell causes a thornor something to stick into the foot of the vic-tim. The material component for this spell is asmall stone of thorn, that is to be thrown in thedirection of the victim. It is consumed in thevictim’s shoe or foot.✠

Seedling (Alteration)Reversible

Sphere: PlantRange: 0Components: V, S, MDuration: PermanentCasting Time: SpecialArea of Effect: SpecialSaving Throw: Special

This spell causes one tree seed or seedlingper level of the caster to be specially blessedby the caster’s god. When the spell is castupon a seed or seedling and planted in theground, it will immediately start to grow at anastonishing rate. It will grow to a total height of0.6 m + 0.3 m per level of the caster in the pe-riod of one turn. A tree thus “blessed” by thisspell will grow to be a large, healthy tree, highlyresistant to both parasites and disease, and willhave a much longer lifespan than the ordinarytrees of its type.

The reverse of this spell, Tree Shrink, causesone tree to be reduced in height by the aboveamount. If this is cast upon a “monster” treethen it gets a save vs. spells. If the tree saves,there is no effect. If the tree fails, then the treeis reduced in HD by the level of the caster.

The spell can be cast in two ways. The firstway takes 1 round per seed or seedling to castand be planted. The other way takes 9 seg-ments per seed or seedling to cast. The spellis then finished at a later time by completingthe final gestures (1 segment per seed orseedling) and then planting the seeds or seed-lings. There is no limit to the time in betweenthe original casting and completion in this vari-ation. Anybody can complete the final gesturesneeded to complete this spell.

The seeds or seedlings are most commonlyused for gifts or reforestation projects asneeded. The trees around a cleric grove tendto be of this type.✠

Sense Direction (Divination)

Sphere: DivinationRange: 0Components: V, SDuration: InstantaneousCasting Time: 6Area of Effect: CasterSaving Throw: None

By use of this spell, the cleric is able to di-vine exactly what direction his home grove isin relation to his current position. Only directionis known, not distance. The component for thisspell is a oak leaf (from the home grove) sus-pended by a spider silk thread.✠

Sharpleaf (Alteration, Invocation)

Sphere: CombatRange: 0.6 mComponents: S, MDuration: 1 turn/levelCasting Time: 5Area of Effect: 3 leaves/4 levelsSaving Throw: None

Using this spell, the cleric causes oak leavesto become rigid and extremely sharp. TheseSharpleaves can now be wielded or thrown asdaggers. If the leaves are crumbled before thespell is cast, then the resulting pieces are simi-lar to caltrops, doing 1d2 points each. One leafcan cover 13 cm square, with 1d4 hitting thefirst creature to enter.✠

Striking (Invocation)

Sphere: CombatRange: 0Components: V, MDuration: 5 rounds + 1 round/levelCasting Time: 2Area of Effect: One weapon/4 levelsSaving Throw: None

The use of this spell calls down upon a spe-cially consecrated weapon of a believer, thebenediction of his deity. This spell only worksfor those of the same faith as the caster andthe weapons used must have been previouslydedicated to that deity through a Ceremonyspell. Once these conditions have been met,the spell endows the weapon with a glowing,magical aura that inflict an additional 1d6points of damage per blow struck. This addi-tional damage will affect creatures that arestruck only by magic weapons of +2 or less(while the weapon itself may do no damage tothese creatures).

Note: this spell will not affect weapons whichare +2 or better. The material components arethe cleric’s (un)holy symbol and the conse-crated weapon.✠

Tracker (Divination)

Sphere: DivinationRange: 3 cm/levelComponents: V, S, MDuration: 2 hours/levelCasting Time: 1 roundArea of Effect: One objectSaving Throw: Negates

This spell allows the caster to place an en-chantment on an object. The caster will thenknow, for the duration, the direction and rela-tive distance to the object. The object can be

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up to a mile away before the spell fades away.The spell will last until the spell duration expiresor it is dispelled. If the object is on a unknow-ing recipient at the time of casting, then (andonly then) does the carrier get a save.

The material component is the object to betracked.✠

Trance (Divination)

Sphere: DivinationRange: 0Components: SDuration: 8 roundsCasting Time: 1 roundArea of Effect: 100 m radius areaSaving Throw: None

The cleric goes into a meditative trance, and,after being in this trance for one round, can feelthe presence of the spirits in the area — includ-ing the spirits of the animals in the area.

For example: If, say, a troll happened to bewithin 100 metres of the caster, the casterwould certainly know that something large andfell is in the area, but, unless the caster hadcome into contact with the spirit of a troll be-fore, wouldn’t know what it was.✠

Trip (Alteration)

Sphere: PlantRange: 100 mComponents: V, S, MDuration: 2 rounds/levelCasting Time: 1Area of Effect: One 3m/level long

squareSaving Throw: None

Actually, this is a low-budget Entangle spell.However, the effectiveness of this spell de-pends upon the amount of underbrush in thearea of effect. In a bramble of thorn-bushes, itis as effective as an entangle spell. On aputting green, it has no effect at all.✠

Water to Wine (Alteration)

Components: V, S, MRange: 0Casting Time: 4Duration: PermanentSaving Throw: NoneArea of Effect: SpecialSphere: Creation

This spell allows the priest to transform oneglass of water per level to wine.✠

Priest Spells Second Level

Bat Sense (Divination, Alteration)

Sphere: DivinationRange: Touch

Components: V, S, MDuration: 3 turns + 1 turn/levelCasting Time: 5Area of Effect: One creatureSaving Throw: None

When this spell is cast, it enables the recipi-ent to be able to sense objects, creatures, etc.around him as a bat would (i.e. by the reflec-tion of sound waves). To use this ability, the re-cipient must spend one round “switching” hissensory input. While using this capability, hemust keep his eyes closed. This spell will re-duce a thief’s move silently percentages by50%. Also invisible creatures may be “seen” us-ing this spell.

The recipient can “see” things up to one anda half metres away from him.

When using this ability, if the recipient iswithin the effect of a shout spell, horn of blast-ing, or similar phenomenon, then he mustmake a save versus death or be stunned for1d6 rounds and have a 40% chance of becom-ing deaf (eardrum ruptures).✠

Battle Cry (Enchantment/Charm)

Sphere: Combat, VengeanceRange: 0Components: V,SDuration: 6 roundsCasting Time: 2Area of Effect: 60 m + 10 m/level radiusSaving Throw: None

At the culmination of this spell, the priestutters a deafening cry or shriek drawing theattentions of all hostile creatures within the areaof effect. 1d6 HD of these creatures per levelof the priest are stunned for 1d3 rounds; thiseffects creatures with the lowest hit dice first.All effected creatures will thereafter attempt tophysically attack the priest, foregoing any otheractions. The desire to hunt down the priest willremain for 6 rounds or until the priest is slain.

At the same time, all friendly creatures withinthe range of the spell receive the benefit of aBless spell (+1 to attack rolls and savingthrows). Friendly creatures also receive a +1 totheir morale checks as long as the priest re-mains alive.

Undead or creatures with Intelligence lessthan 5 are not affected by this spell.✠

Command II (Enchantment/Charm)

Sphere: CharmRange: 1 m + 0.3 m/level

(and within hearing range)Components: VDuration: 2 roundsCasting Time: 2Area of Effect: One creatureSaving Throw: None

This spell is an improved version of the Com-mand spell (see the first level priest spell Com-mand). The differences are: the range (as

noted above), the duration (as noted above),and that only those creatures with a 15 andabove intelligence or 6 HD get a save.✠

Cure Moderate Wounds (Necro-mancy)Reversible

Sphere: HealingRange: TouchComponents: V, SDuration: PermanentCasting Time: 6Area of Effect: Creature touchedSaving Throw: None

This spell is a more potent form of Cure LightWounds. When the caster lays his hands uponthe creature to be touched the spell cures 3-17 (2d8+1) HP of damage. The reverse of thisspell, cause moderate wounds, does the aboveamount of damage if the caster succeeds intouching the victim.

Otherwise this spell is the same in all re-spects as a Cure Light Wounds spell.✠

Detect Invisibility 3 m Radius (Divi-nation)

Sphere: DivinationRange: 0Components: V, S, MDuration: 5 rounds/levelCasting Time: 4Area of Effect: 3 m radius sphereSaving Throw: None

Except as noted above, this spell is the sameas the second level magic-user spell, DetectInvisibility. Note the spell allows only the clericto see invisible creatures, and only those withinthe specified radius.

The material component of this spell is apinch of any fine powder such as talc.✠

Detect Phase (Divination)

Sphere: DivinationRange: 4 mComponents: V, S, MDuration: 1 round/levelCasting Time: 5Area of Effect: Person touchedSaving Throw: None

When this spell is cast, the person touchedcan see and perceive any creature that is outof or in a different phase than that of the spellrecipient. This means that the person touchedwill see clearly such creatures with specialdefences such as displacement, blinking, duo-dimension, astral, or etherealness and thosewho can shift out of phase, such as a phasespider. Furthermore, if the person touched hasmeans to attack such creatures, he will havenone of the ill effects that normally occur whentrying to attack (i.e. the person touched wouldknow the exact location of a displacer beast,

Priest Spells Second Level

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or where the phase spider is etc.). The infor-mation cannot be communicated to his fellowsby words.

The material component of this spell re-quires, in addition to the caster’s holy symbol,a lens of calcite crystal which must be viewedthrough for the spell to have effect. It does notdisappear at the end of the spell.✠

Detect Style (Divination)

Sphere: DivinationRange: 30 mComponents: MDuration: InstantaneousCasting Time: 2Area of Effect: One or more creaturesSaving Throw: Special

This spell has two uses: if cast on more thanone creature, this spell will make the one, high-est in rank, known to the caster. If all creatures,which must be in sight, are of equal rank, orthere is a tie for the highest rank, no one willbe detected. Note that the highest in rank neednot be the most powerful of the scanned crea-tures. In this case, there is no applicable sav-ing throw.

The second use of this spell is to determinethe exact rank of a specific creature: if the spellis cast on one creature only, the caster willknow the rank of the targeted creature. If thecaster is unfamiliar with the hierarchical struc-ture of the victim’s society or organisation, hewill only feel a general indication: somethinglike “no rank”, “officer” or “very high rank” wouldbe appropriate descriptions. Note that nothingis revealed about the victim’s level of experi-ence e.a. The target gets a saving throw, thatwill negate the spell.✠

Dieme’s Forceful Hand (Alteration)

Sphere: CombatRange: 1.2 m + 0.3 m/levelComponents: V, S, MDuration: InstantaneousCasting Time: 2Area of Effect: One creatureSaving Throw: Special

This spell is like the first level spell exceptthe fist is a lot larger (about 15 cm high) andmore forceful. The base damage is 2d6 +1 perlevel for small or medium, and 3d6 + 1 per levelfor large creatures. The creature saves for 1/2damage, and those that fail are affected asfollows:

Large: Creature falls downMedium: Creature pushed back 4 +1d4 feet,

DEX check to stay on feetSmall: Creature thrown back the number

of feet equal to the damage theytook. They also take another 1d6points of damage when they land.

This spell does not insure a safe landing,and if the creature is in a position where a fallwould do extra damage, like mounted on ahorse for example, extra damage may occur.

The material component is a carved (or cre-ated) stone hand.✠

Dispel (Abjuration)

Sphere: ProtectionRange: 10 mComponents: V, S, MDuration: PermanentCasting Time: 1Area of Effect: SpecialSaving Throw: None

By use of this spell, the priest can attemptto negate the affects of any other single spellproviding that at least some part of that spell’sarea of effect is within thirty feet of the priest.The base chance for success is 50% modifiedupward or downward by 5% per level the priestis above or below the caster of the spell beingnegated. This spell can also be used to negatethe magical effects of potions (either before orafter ingestion), with the level of potion makerbeing generally treated as 12th.

The material component of this spell is apiece of gum.✠

Efembe’s Spitting Image (Conjura-tion/Summoning)

Sphere: Protection (reversed)Range: TouchComponents: V, S, MDuration: 1 week/levelCasting Time: 2Area of Effect: One creatureSaving Throw: Negates

Upon casting this spell, the caster spits onhis fingertips and smears some spittle on thetarget’s forehead. This bestows a curse on thevictim: every time he looks into a mirror oranother reflecting surface during the spell’s du-ration, his mirror image will spit into his face.

Note that a Remove Curse will dispel thisspell.✠

Empathy (Divination)

Sphere: Divination, ThoughtRange: SightComponents: V, S, MDuration: 1 round/levelCasting Time: 1Area of Effect: One creatureSaving Throw: Neg.

This spell enables the priest to sense thegeneral needs, drives, and emotions generatedby an individual.

The material component is a lens, which isnot consumed in the casting.✠

Flame/Frost Blade (Invocation)

Sphere: Combat, CreationRange: 0Components: V, S, MDuration: 1 round/levelCasting Time: 3Area of Effect: 10 cm long,

sword-like bladeSaving Throw: None

When a cleric casts this spell, he causes ablazing ray or red-hot fire or a freezing icicleto spring forth from his hand. This blade isactually wielded as if it were a scimitar (but itis not a scimitar), and is the cleric scores a suc-cessful hit while employing the blade, the crea-ture struck will take 2d6 points of damage -with a damage bonus of +2 if the creature isespecially vulnerable to that attack form (i.e.fire vs. undead, ice para-elementals and frostvs. red dragons or fire elementals). The flameblade will ignite combustible materials. Theblade will not affect creature that can be hit bymagic weapons except with respect to undeadmonsters. In addition to mistletoe, the clericmust have a leaf of sumac in order to cast thisspell.✠

Guardian Watch (Conjuration/Sum-moning)

Sphere: Elemental (Earth), SummoningRange: 30 mComponents: V, S, MDuration: 8 hoursCasting Time: 1 roundArea of Effect: 20 m radius sphereSaving Throw: None

This spell summons a small quasi-earth-el-emental (1d4 HP) to stand watch. If some crea-ture moves across or under the ground into thearea of effect that weighs more than 1 pound,the elemental will cause the ground to shiverand wake people up (detection of creatures isby movement and vibrations across theground). The elemental can also form a handand try to trip intruders (the guardian is semi-intelligent and can remember simple com-mands from the priest, i.e. like who the partymembers are). The guardian is hard to detectand will almost always trip from surprise. Op-ponents get a save vs. magic to avoid tripping- a save means they just felt something tryingto grab their leg.

The material components of this spell arethe priest’s holy symbol and a live worm.✠

Heliot’s Healing Sleep (Necromancy)

Sphere: HealingComponents: V, S, MRange: 0Duration: 4 hours + 2 hours/levelArea of Effect: One personCasting Time: SpecialSaving Throw: None

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This spell causes the healing benefits ofsleep to be threefold (i.e. 3 HP per day rested).Additionally this spell causes any and all cura-tive spells cast during its duration to havemaximum effect plus 1 HP. The individual to beeffected must be able to sleep, and must beasleep during the spells effect. The castingtime of this spell is 6 turns minus the caster’slevel, with a minimum of one turn.✠

Improved Detect Good (Divination)

Sphere: DivinationRange: 0Components: V, SDuration: InstantaneousCasting Time: 1Area of Effect: 20 m radiusSaving Throw: None

This spell enables the priest to sense theaura of goodness. Diviners of fourth level andabove may also sense both the degree andlocation of such auras. Diviners of seventh leveland above may concentrate the spell on a sin-gle individual, sensing the name of that indi-vidual’s god (if good) and noting the level ofdevotion that person holds toward the god andthe state of favour the individual hasachieved.✠

Inaudibility (Alteration)

Sphere: ProtectionRange: 0Components: V, S, MDuration: 5 rounds/levelCasting Time: 4Area of Effect: CasterSaving Throw: None

This spell causes the cleric’s movements tobecome completely silent for the duration ofthe spell. All sounds made by his equipmentfrom the neck down are muted into inaudibil-ity. Intentional shouting or spell casting can beheard, and will negate the inaudibility for theduration of said noise. Attacking completelynegates the spell effect (Cf. Invisibility).

The material component is a piece of seasponge.✠

Mystic Bolt (Invocation)

Sphere: ThoughtRange: 10 mComponents: V, S, MDuration: InstantaneousCasting Time: 1Area of Effect: One creatureSaving Throw: Negates

This spell sends a mystical bolt of energythrough the target’s mind, doing 1d6 points offatigue damage plus an additional hit point perlevel of priest. The spell may only be cast onsentient creatures, and creatures of fifteen ofhigher Intelligence are allowed a saving throwvs. spell to avoid the effects entirely.

The material component for this spell is aglass bottle.✠

Nausea (Enchantment/Charm, Abjura-tion)Reversible

Sphere: Charm, Healing, ProtectionRange: 30 mComponents: V, S, MDuration: 1 round/levelCasting Time: 2Area of Effect: One creatureSaving Throw: Negates

This spell causes the recipient to fall to itsknees and choke, gag and vomit for 1 roundper level of the caster. No actions are allowedother than crawling. The material componentfor this spell is a bucket.

The reverse of this spell removes nausea orprotects a character from such things as Stink-ing Clouds and seasickness for 1 turn per levelof the caster. The material component for thereverse is some food.

The reverse of this spell belongs to the Ab-juration school, while Nausea itself belongs tothe Enchantment/Charm school.✠

Planar Vision (Divination)

Sphere: Astral, DivinationRange: 0Components: V, SDuration: 1 turnCasting Time: 2Area of Effect: SightSaving Throw: None

Using this spell, the priest can perceive crea-tures in the Border Ethereal, out of phase be-ings (i.e. phase spiders), Dimension Doors,creatures viewing his location through ColourPools, and boundaries of plane-travel-proofareas; he can also identify portals to otherplanes (but he cannot say what plane is on theother side).✠

Protection from Charm, 3 m Radius(Abjuration)

Sphere: ProtectionRange: 0Components: V, S, MDuration: 2 rounds/levelCasting Time: 5Area of Effect: 3 m radius sphereSaving Throw: None

While this spell is in operation, all creaturesin the area of effect have a percentage immu-nity to all forms of charm (spell, item, or what-ever) equal to 20% plus 5% per level of thecleric. Thus, if cast by a 5th level cleric, anycreature in the area of effect targeted by acharm spell would not need to make a savingthrow if 45% or lower was rolled on percentiledice.

The material component is a miniature clothblindfold.✠

Resist Eye Contact (Abjuration)

Sphere: ProtectionRange: TouchComponents: V, S, MDuration: 1 round/levelCasting Time: 2Area of Effect: One creature/levelSaving Throw: None

This spell gives +4 on all saving throws ver-sus gaze weapons for each creature touched.Note: this does not apply to beings whosegaze weapons do not require the victim tomeet the attacker’s gaze.

The material component is a small disc oftranslucent material such as mica or smokedglass.✠

Resist Paralysis (Abjuration)

Sphere: ProtectionRange: TouchComponents: V, S, MDuration: 1 turn/levelCasting Time: 4Area of Effect: Creature touchedSaving Throw: None

For the duration of this spell, the recipient isimmune to all forms of paralysis, includinggaze attacks, paralytic poison, hold spells anddragon induced fear paralysis. This spell doesnot remove paralysis already in effect, it justprevents the recipient from being paralysed inthe future.

The material component of this spell is afeather, and an infusion of tea and ginger whichis consumed by the caster.✠

Sethron’s Fearful Braying (Enchant-ment/Charm)

Sphere: AnimalRange: 0Components: V, S, MDuration: 2 rounds/levelCasting Time: 5Area of Effect: 20 m cube, centered onthe priestSaving Throw: None

The priest initiates the spell by lifting hishead, putting his hands in the air and howling.This howling causes all those in a 20 m cubeto be affected. Those affected must make asave vs. spells or flee in terror for the durationof the spell (those who have seen or heard thisbefore save at +2). This spell will also draw anyhounds and wolves to the priest in a 1-mileradius. The hounds and wolves will be friendlyto the priest but communication is not guaran-teed. Those who are deaf are immune to thisspell.✠

Priest Spells Second Level

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Specialisation (Alteration, Invocation)

Sphere: CombatRange: 0Components: V, S, MDuration: 4 rounds/levelCasting Time: 5Area of Effect: Caster’s weaponSaving Throw: None

When the specialisation spell is cast, a smallpart of their god’s power is invested into them-selves. This power allows the caster to fight bet-ter in combat. The benefit the caster receivesis specialisation in the god’s preferred weapon,if the god has one. Otherwise the benefitsapply to a weapon of the caster’s choice. Thisspecialisation occurs whether or not the casteris proficient with the weapon. There are no mi-nuses to hit because of non- weapon profi-ciency penalties. (Note: Clerics will tend to beproficient with their god’s preferred weapon.)

This spell is typical of spell given to clericsof warrior gods.✠

Spread Healing (Necromantic)Reversible

Sphere: HealingRange: 0Components: V, SDuration: 1 hourCasting Time: 5Area of Effect: The priestSaving Throw: None

When the priest casts any cure wounds spellwhile this spell is active, he may have the spellabsorb part of the healing, which he may thenrelease on another person or people (this re-quiring 1 round per person). It is possible, there-fore, to cure 6 hit points of wounds, spreadingit between two people, one damaged by 2 andanother by 4. Excess curing may be saved upto the end of the spell’s duration. The priestunder this spell can sense when a person isfully healed and thus when it would be wise toheal the wounds of others instead.

Priests who may cast cause wounds spellsmay reverse this spell to Spread Wounds. Ei-ther version of the spell works only for cure (orcause) wounds spells personally cast by thepriest during the spell’s duration.✠

Stone Message (Invocation)

Sphere: DivinationRange: SpecialComponents: V, S, MDuration: 1 minuteCasting Time: 1 roundArea of Effect: SpecialSaving Throw: None

The caster casts this spell directly into theprism on his holy symbol (this spell was cre-ated for a diety whose symbol is a hand grasp-ing a prism). The caster then names (not by

truename) the person he wants to talk to. If thistarget person is within 0.3 metres of a holysymbol to the same diety (thus that holy sym-bol also has a prism in it), then the target per-son will notice that the prism flashes. Only thetarget person will notice the flashes of light.When the target person touches the holy sym-bol, the prism will show the face of the caster,and the caster’s prism will show the face of thetarget person. The caster can then talk into hisprism and hold a short conversation with thetarget person.

If the target person is not within 0.3 metresof a specified holy symbol, the caster will feellike the spell was a dud. The spell will wait oneminute for the person answer. If the person didnot answer, the caster will know that the per-son did not answer.

Idle chatter is not being appreciated by thediety (noise pollution on his holy waves). Quickconversations are appreciated. There is also a5% chance that someone or something asso-ciated with the diety (one of his clerics or min-ions) will notice and remember the conversa-tion. This does not mean the cleric or minionwill do anything, just that others may be listen-ing in.

The material components for this spell arethe two needed holy symbols, and are obvi-ously not consumed in the casting.✠

Stop (Enchantment/Charm)

Sphere: CharmRange: 1 mComponents: V, SDuration: 1 round/levelCasting Time: 1Area of Effect: One 0.3 m/level long,

0.6 m/level wide at base coneSaving Throw: Negates

This spell is intended for those times anarmy is racing toward you in a charge. Eachcreature in the cone will have to save vs. spellor come to a sudden full stop as if it ran into asolid wall (no damage is caused, they juststop). For the rest of the duration, those that didnot save can not move towards caster. Thosethat did make their save can move towards thecaster only at half rate.

To cast this spell, the cleric puts his openhand forward and yells stop (like a trafficcop).✠

Strength of the Avenger(Conjuration/Summoning)

Sphere: VengeanceRange: 0Components: V, S, MDuration: SpecialCasting Time: 4Area of Effect: The priestSaving Throw: None

At the end of this powerful prayer, the priest’sbody convulses as if struck by lightning, andglows with divine radiance. Thereafter thepriest’s Strength ability score is raised by 1d4HP plus 1 HP for every two levels of the priest

(fractions rounded down) to a maximum of theStrength of the deity, and is given full attackand damage bonuses commensurate with thenew Strength. The priest retains the augmentedStrength for 1 round per level.

Use of this spell draws the attention of thedeity, and the spell only succeeds if the deityis pleased with the usage (i.e. the priest isseeking to avenge some wrong done to him orhis companions, the priest is a battle againstdire odds, the priest is fighting an enemy of theopposite alignment of his deity, etc.) If the de-ity is especially pleased with the priest (5%chance), the Strength bonus may be extendedfor the entire length of the quest the priest ison.

When the spell ends, the supernatural en-ergy abruptly leaves the priest’s body, againcausing convulsions in the priest which stunhim for 1 round. The priest must then make aConstitution check, or fall comatose for 1d3turns, during which time he can do nothing butrest.

The material component of this spell is a vialof holy water which must be swallowed duringthe casting and the priest’s holy symbol.✠

Summon Swarm (Conjuration/Sum-moning)

Sphere: Animal, SummoningRange: 1 m + 0.3 m/level above fifthComponents: V, S, MDuration: 1 round + 1 round/level abovethirdCasting Time: 2Area of Effect: 1"/level radius sphereSavings Throw: None

This spell is similar to Insect Plague, but theinsects summoned are of a specific type (withspecific effects) depending on the cleric’s deity,for example:

DeityDeityDeityDeityDeity InsectInsectInsectInsectInsect EfEfEfEfEffectfectfectfectfect

Beelzebub Flies 15% + 2%/level chanceof causing disease

Seth Locusts 2 HP/round to creaturescaught in swarm andinfestation of food.

For other effects, see the fifth level clericspell Insect Plague.✠

Tracking (Divination)

Sphere: DivinationRange: 0Components: V, S, MDuration: 1 turn + 1 turn/levelCasting Time: 2 roundsArea of Effect: CasterSaving Throw: None

With this spell, the casting cleric is tempo-rarily endowed with tracking ability similar tothat of a ranger. However the tracking spell is

Priest Spells Second Level

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better. Using this spell, the cleric becomes notonly aware of all physical traces, but psychictraces too. Thus a creature who has travelledusing pass without trace. This makes almostanything trackable, even aerial creatures(those who leave strong enough psychic im-pressions at least). There are some restrictionsthough. The cleric must have an item that be-longed to the creature being tracked. Further-more tracking with this spell must begin at apoint that the creature has been within the pasthalf hour. The other component for the spell ismistletoe of course.✠

Unentangle (Alteration)

Sphere: PlantRange: TouchComponents: V, S, MDuration: 1 turn/levelCasting Time: 3Area of Effect: One person/2 levelsSaving Throw: Special

An unentangle spell is used to allow crea-tures to pass through an entangle spell cast bythe same caster. If the spell is used to passanother caster’s entangle spell then the effectsare as follows: normal movement if a save vs.spells is made or 1/2 normal movement if thesaving throw fails.

This spell also allows normal movementthrough the densest of forests, briar thickets,wall of thorns, etc.✠

Weakness (Abjuration, Alteration)

Sphere: CharmRange: 2 mComponents: V, S, MDuration: 1 turn/levelCasting Time: 5Area of Effect: One creatureSaving Throw: None

This is a defensive spell which causes thetarget creature to lose (0-3 + 1 per level of thecaster) points of strength. The creaturesstrength cannot be lowered past 3 due to theeffects of the spell. If the creature has excep-tional strength, then the loss of strength is ona 10% per point ratio. A strength of 18/01 to 18/09 will drop to 18 before dropping to 17.

Creatures, who are successfully subjectedto this spell, will tend to lose the urge to attackthe caster if their strength is dropped an ap-preciable amount.✠

Wild Deer Speed (Alteration, En-chantment)

Sphere: AnimalRange: 0Components: V, S, MDuration: 1 turn + 1 round/levelCasting Time: 6Area of Effect: CasterSaving Throw: None

This spell confers the speed of a deer uponthe spell caster. It allows the cleric to increasehis running rate (double normal movementspeed, usually 18 or 24) by 1 per 2 levels of thecleric. Also, while under this spell’s effect, thecleric does not become fatigued or winded byrunning at such a fast pace. Furthermore, thecleric can leap forward for 25 cm + 3 cm perlevel when running.

The material component for this spell is mis-tletoe plus a chip of deer’s hoof.✠

Priest Spells Third Level

Air Column (Alteration)

Sphere: Elemental (Air)Range: 20 mComponents: VDuration: 1d4 roundsCasting Time: 1Area of Effect: 20 m high, 10 m

radius cylinderSaving Throw: Negates

With the utterance of a word the priest cancreate a column of air that can perform twofunctions. One, it can be used as a cushion ifthe priest is falling. If the priest casts while fall-ing a column of air supports him (and anyonein a 10 metres radius). This column slows hisdecent as if he had fallen 20 metres less. If thedistance fallen is 20 metres or less the crea-tures caught in the area of effect are set downon the ground (on their feet, paws, etc.) at theend of the duration.

The second use lifts people who are on theground and buffets them with in the column.Creatures caught within the column are unableto cast spells or use missile weapons but theycan use melee weapons at -4 and creaturesoutside the column are at -2 to hit thosetrapped inside, due to the random motion ofthose inside. Also people outside the area ofeffect are not able to fire missile weaponsthrough or into the column. If they use meleeweapons on creatures within the column theymust make a Strength check at +2 to hold ontotheir weapon.✠

Air Lance (Alteration)

Sphere: Elemental (Air)Range: 0Components: V, S, MDuration: 1 round/levelCasting Time: 4Area of Effect: Line or Cone (see below)Saving Throw: Special

This spell creates a force of air directed bytwo of the priest’s arms. The line version of thisspell creates a 90-foot “lance of air” whichstrikes the target if the priest rolls to hit AC 10minus Dexterity adjustments for target. Theforce of the blow causes 3d6 points of dam-age and causes the target to make a Dexter-ity check with modifiers as below. This versionopens doors as a 20 Strength.

The cone version has a width of 5 feet at thebase and 60 feet at the end of the cone, and alength of 60 feet. All in the area of the cone take1d6 points of damage (save vs. petrification toavoid) and are knocked over unless they makea Dexterity check +1, using the modifiers be-low.

Target is or has ModifierSmaller than man sized -1Larger than man sized +2STR under 12 -1STR of 18 +1STR of 19 +2STR of 20 +3STR over 20 +44 or more legs +3Under 100 pounds -2Over 1000 pounds +2

Other modifiers may be applied at the DM’sdiscretion, such as a target on a ledge, offbalance, embraced, etc. This spell was origi-nally created by a Thri-Kreen who would usehis bottom two arms to “scoop” up air and usehis top two arms to “aim” the lance. Similarsomatic gestures should be used for two-armed creatures.

The material component of this spell is asmall fan which is consumed in the casting.✠

Animate Wood (Alteration)

Sphere: PlantRange: TouchComponents: V, S, MDuration: 1 roundCasting Time: 1Area of Effect: SpecialSaving Throw: None

This spell allows the priest to bend wood tohis will, making it supple and flowing, alteringthe shape of the wood permanently (thoughthe form created must bear some semblanceto the original form of the wood). A living treemay be animated at five feet (height) per level.Dead wood may be animated at a rate of twoarrow shafts per level. The wood may be madeto grasp, entangle, or attack as club.✠

Aura of Nature (Abjuration, Altera-tion)

Sphere: PlantRange: 0Components: V, S, MDuration: 1 round/levelCasting Time: 1Area of Effect: 1-12 HD of undead/levelSaving Throw: Special

When this spell is cast, it surrounds thecaster with an overwhelming aura of life. Thisaura is comforting to woodland creatures(+25% on reaction roles) for it is the sensationof life which puts the animals at ease with thecaster.

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This, however, is not the principle purposefor the spell. Its primary use is to turn undead.Undead creatures find this sensation emanat-ing from the caster’s aura very distasteful.When undead encounter this sensation, theyare usually repulsed. This occurs if the castersucceeds in turning undead as a cleric does.If the die roll “to turn undead” does not succeedthen the undead are not repulsed.

The caster’s level is the level used to deter-mine the effect of the turning. This is only thecase if the caster is in natural surroundings(such as forest, underground caverns andcaves, or plains etc.).

If the caster in in his own consecrated grove,then the caster gets a +4 modifier to the dieroll to turn undead and in addition is allowedto turn twice the normal number of undead.

If the caster is in an unnatural surrounding(such as buildings or the astral and etherealplanes of existence) then he turns undead asa cleric two levels lower then his current level.This is because the influence of nature is re-duced in these surroundings (note: in someman-made surroundings there may not be areduction because of the circumstances - aman-made garden for example).✠

Berserker (Alteration, Invocation)

Sphere: CombatRange: TouchComponents: V, S, MDuration: 1 round/levelCasting Time: 5Area of Effect: One believer/levelSaving Throw: None

When this spell is cast, it invokes the cast-er’s deity to instill battle madness upon his fol-lowers. This causes them to turn intoberserkers. When in this state they only attackenemies and not each other or their allies.

The effects of this state gives the warriors alarge moral bonus (+60), a to hit/damage bo-nus (+1/+2), and additional attacks per round(+1/2). The major restriction for this spell is thatthe recipients of this spell must be true follow-ers of the caster’s god. Also they will tend tofight until the spell finishes or there is a severemorale failure.

This spell is used exclusively by warrior cler-ics.✠

Chameleon (Illusion/Phantasm)

Sphere: ProtectionRange: TouchComponents: V, MDuration: 1 round/levelCasting Time: 1 roundArea of Effect: One creatureSaving Throw: None

This spell alters the coloration of the recipi-ent’s skin, clothes, and gear to match that ofthe surrounding background, so that he is dif-ficult to spot and attack. The affected creaturecannot normally be spotted at distances offurther than 100 feet, and at closer distances,

he is 20% unlikely to be seen when moving,and thieves are given a 20% bonus to hide inshadows if remaining still (even in sunlight).Further, missile weapons suffer a -4 penalty tohit. The material component for this spell issome chameleon skin.✠

Chime of Opening (Enchantment/Charm)

Sphere: TravelersRange: 0.3 mComponents: S,MDuration: InstantaneousCasting Time: 1Area of Effect: One non-magical lockSaving Throw: None

This spell causes the release of any single,mechanical, non-magical bond or lock. Anytraps on the lock may go off when this spell iscast.

The material component is a brass tubularchime, which must be rung and will disappearat the casting.✠

Cure Medium Wounds (Necromancy)Reversible

Sphere: HealingRange: TouchComponents: V, SDuration: PermanentCasting Time: 7Area of Effect: Creature touchedSaving Throw: None

This spell is a more potent version of curemoderate wounds. The spell cures (or causes)6-27 (3d8+3) hit points per application. Other-wise this spell is the same in all respects as aCure Light Wounds spell.✠

Curse I (Necromancy)

Sphere: AllRange: SightComponents: VDuration: Permanent until removedCasting Time: 2Area of Effect: One creatureSaving Throw: Negates

This spell allows the priest to place one offour curses on the victim: 1. Aging: +10 yearsto age. 2. Bane: discomfort, uneasiness, inabil-ity to sleep well. 3. Hex: -1 to hit and saves. 4.Ugliness: reduce Comeliness by half.✠

Dhalkuir’s Diametric Abjuration(Abjuration)

Sphere: CombatRange: TouchComponents: V, S, MDuration: 1 round/levelCasting Time: 1 round

Area of Effect: Weapon touchedSaving Throw: Special

By means of this spell, the cleric causes asingle weapon to have a +1/+3 to hit/damagebonus when used against creatures whosealignment is opposed to that of the cleric. Thus,if a lawful good cleric cast the spell, neutral evil,chaotic evil, and chaotic neutral creatureswould be affected. In the case of a neutralgood cleric, opposing alignments are lawful/neutral/chaotic evil, and so on for other clerics.If the concerned creature attempts to touch theweapon, it takes damage equal to one pointper level of the spell caster (half if a save ismade). In the case of outer-plane creatures, theto hit/damage bonus is +3/+5.✠

Etherealness (Alteration)

Sphere: AstralRange: TouchComponents: V, SDuration: InstantaneousCasting Time: 3Area of Effect: 2 people/3 levels maxi-mumSaving Throw: Negates

The priest can take himself and others intothe Border Ethereal. From there the travellersare on their own (DM’s, you may want to readthe Dungeon Master’s Guide, second edition,or the Manual of the Planes). The reverse canforce a creature out ot the Border Ethereal intoyour plane. Naturally this spell fails if the Ethe-real Plane is not reachable. Anyone touched bythe caster, as long as within the area of effect(see above), is also drawn into the Border Ethe-real. Unwilling victims are allowed a savingthrow.✠

Heat (Alteration)Reversible

Sphere: Elemental (Fire)Range : 1"/levelComponents: V, S, MDuration: 1 round/levelCasting Time: 6Area of Effect: 15 cm radius globeSaving Throw: None

This spell causes excitation of air moleculesso as to make them emit heat. The heat thuscreated is equal to that of a small fire in inten-sity, but its sphere is limited to 1" in diameter. Itlasts for the duration indicated, or until thecaster utters a word to extinguish the heat. Theheat will melt 2 cm of ice per round. The spellcan take effect wherever the caster directs aslong as he has a line of sight or unobstructedpath for the spell.

If this spell is cast on a creature, the appli-cable magic resistance and saving throw dicerolls must be made. Success indicates that thethe spell takes affects the area immediately be-hind the creature, rather than the creature itself.Failure indicates that the target creature will

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take 2 points of damage per melee round fromthe heat unless some means of protection fromheat is available.

The material component for the spell is a tin-der box and some wood shavings. Fire resist-ance (potion or ring) totally negates the effectsof a heat spell, as will immersion in water orsnow, or exposure to a cold or ice storm spell.✠

Improved Charm Person (Enchant-ment/Charm)

Sphere: CharmRange: 25 mComponents: V,SDuration: SpecialCasting Time: 4Area of Effect: One humanoidSaving Throw: Negates

This spell will cause any humanoid to regardthe priest as a trusted friend and ally to beheeded and protected. Although this does notgrant the priest the ability to command theaffected humanoid as a robot, it does assurethat anything the priest says to the affectedcreature will be taken in the most favourableway. If the initial saving throw is made, the crea-ture will not realize that a spell had been caston him. Otherwise, the affected creature mustrecheck his save vs. magic once per (20 -In-telligence) days until the spell is broken (crea-tures with a twenty or greater Intelligence arenot affected).

It is, however, possible to double or triplecharm creatures, so even if they break the firstcharm, they must still contend with others (forthe purpose of saves, each charm is handledseparately from the others). It has been known,however, for members of the opposite sex toon occasion become amorously attracted tothe priest, thus continuing the charm indefi-nitely. The priest may negate the charm at anytime, unless such attraction has occurred. Onedispel will break all the charms on a creature,and if the priest attempts to harm the charmedcreature, this will also break the magic. To fur-ther confuse matters, a creature may becomecharmed to more than one priest.✠

Light Step (Alteration)

Sphere: TravelersRange: TouchComponents: V, S, MDuration: 1 round + 1 round/levelCasting Time: 3Area of Effect: One creatureSaving Throw: None

The recipient of this spell gains the ability tocross silently over flat surfaces at a normalpace (or still fluids at half-normal pace) with-out activating pressure-based traps or leavingany tangible trace.

The material component is some dust to besprinkled on the surface to be crossed.✠

Lion’s Claw (Alteration)

Sphere: CombatRange: 0Components: V, S, MDuration: 1d4 rounds + 1 round/levelCasting Time: 3Area of Effect: CasterSaving Throw: None

When this spell is cast, the cleric causes hisfingernails to grow and thicken into claws. Heis able to attack with these claws twice a round,doing 1d4+1 points of damage each plusstrength bonuses. Damage from these clawswill affect creatures that can only be hit by +3or less magic weapons. But, the claws are notmagical.

Note that the claws does not affect the cler-ic’s spell casting ability or his capability to holdor manipulate objects. To cast this spell, thecleric needs a sprig of mistletoe and a clawfrom a lion.✠

Miscount (Alteration)

Sphere: NumbersRange: 0Components: V, S, MDuration: SpecialCasting Time: 5Area of Effect: SpecialSaving Throw: None

The priest who casts this spell then deliber-ately miscounts any number of similar objects(of a maximum weight of 5 pounds per levelof the priest total). The magic of the spellcauses the number of objects to actually be-come this new number. The priest may changethe number to anything from double the origi-nal quantity to one fifth. The number of objectsremains the same until one turn per level haspassed or until any other creature tries to countthem.✠

Oxen Strength (Alteration)

Sphere: AnimalRange: 0Components: V, S, MDuration: 1 hour + 1 turn/levelCasting Time: 5 roundsArea of Effect: CasterSaving Throw: None

Through the use of oxen strength, the clericis able to endow himself or herself with thestrength of an ox. The result is that the cleric’sstrength is raised 1 point for every level that hehas attained, to a maximum of 18. The compo-nent for this spell is mistletoe and a strip of beefjerky made from an ox that was sacrificedduring one of the clerical rites.✠

Preserve (Abjuration, Alteration)

Sphere: WardsRange: TouchComponents: V, S, MDuration: PermanentCasting Time: 1 roundArea of Effect: One pound or gallon/levelSaving Throw: None

By means of this spell, the priest may pre-serve one pound or gallon per level of any non-living, non-magical, non-animate material in itspresent state for an indefinite duration. Anysubsequent use of the material immediatelydispels the dweomer.

The material component is one fluid dramliquid dust.✠

Protection from Constriction (Abju-ration)

Sphere: ProtectionRange: 3"Components: V, MDuration: 1 round/levelCasting Time: 1Area of Effect: One creatureSaving Throw: None

When cast, a Protection from Constrictionspell will mitigate crushing damage taken eachround from a single attack form. Up to onepoint per level of the spell caster is deductedfrom crushing damage. Note that this does notmitigate damage from crushing weapons orfalling; it will protect against constriction, bearhugs, Bigby’s Crushing Hand, or any similargradual compression. Example: a sixth levelcleric under the effect of this spell is huggedby an owlbear on three consecutive rounds for3, 10, and 7 points of damage. Damage ac-crued over each round would be zero, 4, and 1point(s), respectively.

The material component is a hard-boiledegg anywhere on the spell recipient.✠

Protection from Lycanthropes, 3 mradius (Abjuration)

Sphere: ProtectionRange: TouchComponents: V, S, MDuration: 1 turn/levelCasting Time: 4 roundsArea of Effect: 3 m radius sphere around

creature touchedSaving Throw: None

This spell is equal to the fourth level priestspell Protection from Evil, 3 m radius, except asnoted above, and that it protects only fromlycanthropes.

The material component of this spell is asmall silver dagger.✠

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Protection from Petrification (Abju-ration)

Sphere: ProtectionRange: TouchComponents: V, S, MDuration: 1 round/levelCasting Time: 6Area of Effect: One creature/levelSaving Throw: None

This spell gives a +4 bonus on all savingthrows versus any petrification attack for eachcreature touched.

The material component is a jellyfish tenta-cle.✠

Protection from Undead, 3 m ra-dius (Abjuration)

Sphere: Necromantic, ProtectionRange: TouchComponents: V, S, MDuration: 1 turn/levelCasting Time: 4 roundsArea of Effect: 3 m radius sphere around

creature touchedSaving Throw: None

This spell is equal to the fourth level priestspell Protection from Evil, 3 m radius, except asnoted above, and that it protects only fromundead.✠

Oath (Enchantment/Charm)

Sphere: Charm, LawRange: SpecialComponents: V, SDuration: PermanentCasting Time: 1 roundArea of Effect: The priest plus 1 creatureSaving Throw: None

By means of this spell, the priest sets downa magical contract between himself and someother individual, which cannot be broken byeither party except where conditions of pun-ishment are specifically agreed upon. All thatis necessary is that the two parties somehowbe in communication, have full understandingof the agreement, and that both willingly acceptit. Because of the nature of the magic, oathswhich are not clear and well defined tend toend in disaster for both parties. The oath mayonly be “unbound” if a contingency was set forits unbinding within the magical contract.✠

Remove Scar (Necromancy)Reversible

Sphere: HealingRange: TouchComponents: V, S, MDuration: PermanentCasting Time: 6Area of Effect: One creatureSaving Throw: Negates

The purpose of this spell is to remove scarscaused by battle or other mishaps. Any come-liness that was lost due to scarring is now re-stored from application of this spell. Largerscars may require several applications to re-move all the effects of the disfigurement.

The reverse of this spell causes hideousscars to form on the targets face and bodycausing a loss of 1-3 comeliness points. Multi-ple applications of this spell cannot dropcomeliness lower than 0. A save vs. spells willnegate the effect.✠

Root (Enchantment/Charm)

Sphere: PlantRange: TouchComponents: V, S, MDuration: 2 rounds/levelCasting Time: 1 roundArea of Effect: 3 creatures maximumSaving Throw: Special

By means of this spell, the cleric causes awilling recipient’s feet, paws or hooves to befirmly rooted to the ground, becoming immov-able. The creature gains an extra saving throwvs. paralysation at +4 to avoid being thrownback, picked up, knocked down or blownaround. Success means the creature remainsstanding; failure indicates the situation is to behandled normally, with another saving throw ifallowed. The recipient may “root” and “unroot”at will, as long as it occurs within the durationof the spell. Rooting or unrooting takes 1 seg-ment. The recipient may not perform any ac-tion requiring legwork (walking, running, etc.)while rooted. At he end of the spell’s duration,the recipient is automatically unrooted.

Optionally, the spell may be cast upon an un-willing subject (who must be touched by thecaster and fail a save vs. spells at -2 to be af-fected). Unlike the caster, the victim has nocontrol over the spell once touched and is an-chored until released by the cleric, the rootduration expires or it is dispelled. The materialcomponents for this spell are mistletoe and asmall piece of root from a large tree, preferablyoak.

Root is one of the special prayers grantedby Saint Timorel, patron of clerical groves andretreats.✠

Selective Entangle (Alteration, Invo-cation)

Sphere: PlantRange: 2.5 mComponents: V, S, MDuration: 1 turn/levelCasting Time: 4Area of Effect: One person/2 levelsSaving Throw: 1/2

This spell is very similar to the first level cleri-cal spell Entangle except for one major differ-ence. It effects only the creatures targeted forthe spell effects and no-one else, unlike theentangle spell.

When the creature(s), who are effected bythis spell, try to walk by any form of plant life,the plants will reach out and grab the creaturesmuch in the same manner as the Entanglespell. Thus if they are trapped by the spell oth-ers can then walk up to the entangled crea-tures. In this respect the spell is similar to HoldPerson in its effects.

If the creature fails its saving throw vs. spellsthen it is held fast by the plants. If the save ismade then the targeted creature has its move-ment reduced to half normal.

If the creature struggles to free themselvesfrom the plants then a new saving throw vs.spells can be made every turn (note: this isvery tiring work). The strength to hit bonus canbe used as a positive DM on these additionalsaves. If the creature makes one of these ad-ditional saving throws then they are “freed” buttheir movement is still reduced by half. If afteranother turn the creature is still in an area withplant life then a save vs. spells is required withthe effects outlined above occurring.

In short, a save must be made every turnwhen in areas of vegetation to determine theeffects of the spell if the spell target is activelyfighting the effects of the spell.✠

Status (Enchantment/Charm)

Sphere: CharmRange: 0Components: V, S, MDuration: 1 weekCasting Time: 1 roundArea of Effect: The priestSaving Throw: Negates

This spell causes an amount of damageequal to ten percent of a subject creature’scurrent hit points (rounded down), to creaturesof a level lower than the priest’s level on a failedsave versus magic when the creature failed toeither address the priest or refer to the priestas he requests.

The material component for this spell is aminiature paper crown.✠

Stone Seeds (Alteration)

Sphere: Elemental (Earth), PlantRange: 0Components: V, S, MDuration: 1 monthCasting Time: SpecialArea of Effect: 1.5 m long square/levelSaving Throw: None

When the stone seed spell is cast, it causesplant seeds to become magically enchantedso as to enable them to grow in to solid stone.The seeds will grow at quadruple normal ratefor 4 weeks. During this time the roots will growdown into the stone a distance of 0.3 metresper level of the caster in hard stone or 0.6metres per level in soft stone. After this month(28 days) is over, the plants will grow normally.Thus they will require food, light, and sunlightif they are to continue growing after this point.

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The effect of the plants growing into a stonestructure are rather nasty, for it could removearound 10-90% of the structure’s structuralpoints, depending upon the thickness of thestone.

To cast this spell, the cleric must mix a hand-ful of seeds from whatever hardy plants areavailable (such as crabgrass, ivy, cactus, dan-delion etc.) with the seeds to be planted. Thismust be then mixed in a leather pouch withsapphire dust of not less than 50 GP value per1.5 metres square area to be covered. Thecaster then “sows” the seeds as he casts thespell with the seeds magically implantingthemselves in the stone.

The spell takes 1 turn per 1.5 metres squarearea to be covered to cast. ✠

True Speak (Enchantment/Charm)

Sphere: Charm, Vengeance, LawRange: 30 mComponents: V, S, MDuration: 1 round/levelCasting Time: 1 round/levelArea of Effect:Saving Throw: Negates Force

This spell is similar to the second-level Zoneof Truth spell, however, True Speak is muchmore powerful. True Speak is used to forcecreatures to answer questions truthfully. Tocomplete the spell, the priest presents his holysymbol in a forceful manner and demands theanswers to various questions. The priest thentouches the creature he wishes to questionwith his holy symbol. Ensorcered creatures arethen compelled to answer the questions truth-fully and to the best of their ability. Althoughinformation need not be volunteered, nothingrelevant may be omitted in answering a directquestion.

Characters of greater hit dice or levels thanthe priest are allowed a saving throw versusspell. Creatures making the saving throw arenot forced to answer questions, however, eve-rything they do say must be the truth. In thisinstance, True Speak functions exactly like theZone of Truth spell, and affected creatures areallowed to evade questions, answer indirectly,and refuse to answer so long as everythingthey do say is completely true.

In many areas, admissions made under theTrue Speak spell are admissible in courts oflaw.✠

Priest Spells Fourth Level

Adaptation (Abjuration)

Sphere: ProtectionRange: TouchComponents: V, S, MDuration: 1 turn/levelCasting Time: 1 roundArea of Effect: Creature touchedSaving Throw: None

This spell exactly duplicates the effects of aNecklace of Adaptation for the specified du-ration. The material component is a vial of holyor unholy water ingested by the spell recipient.

Awake (Alteration, Invocation)

Sphere: HealingRange: 0Components: V, S, MDuration: PermanentCasting Time: 5Area of Effect: 1 m radius sphereSaving Throw: None

When this spell is cast, the cleric invokes theblessings of his deity and claps his handssharply once. The sound of the clap allows allcreatures within the area of effect who hears itto awaken. Sleeping (naturally or magicallyinduced) creatures will wake up. Those underthe influence of mind affecting drugs/sub-stances will become coherent for 1 round perlevel of the caster. Creatures who’s minds areunder some sort of foreign influence (i.e.charmed, hypnotised, dominated, enthralled,etc. but not possessed) get a second savingthrow. In any case, all creatures within the ef-fect will experience a temporary clarity ofthought. Note, this may make the subject morevulnerable to any mind based earsdroppingsuch as ESP or empathy. The material compo-nent for this spell is a 1,000 GP gem hangingon a chain which must be wound around thecleric’s hand while he claps.✠

Beppie’s Happy Hour (Enchantment/Charm)

Sphere: CharmRange: 0Components: V, S, MDuration: 1 hourCasting Time: 4Area of Effect: 30 m radius areaSaving Throw: Special

Casting this spell can have quite unpredict-able effects, i.e. no one can predict what willhappen after the spell’s duration has expired.When cast, all creatures within 30 metres of thecaster are immediately overcome by an enor-mous feeling of joy and an unresistible desireto party. No saving throw is applicable.

For exactly one hour, everyone within thearea of effect will party: they will drink, sing,dance, and otherwise rejoice. Also, all within thearea of effect will feel no feelings of hatred, fear,or other “negative” feelings. All others will beconsidered friends, for the time being.

Anyone entering the area of effect mustmake a saving throw vs. spells to avoid beingaffected. This roll is repeated every round.Those leaving the area of effect will remainunder the spell’s effect, but upon noticing thatthey are leaving the fun place, they will prob-ably try to return to the party, since they’re re-ally in the mood.

Note that the area of effect moves with thecaster, that the caster himself is always af-fected by the spell, and that those affected bythe spell will probably have run out of alcoholat the end of the spell’s duration.✠

Cure Serious Wounds (Necromancy)Reversible

Sphere: HealingRange: TouchComponents: V, SDuration: PermanentCasting Time: 8Area of Effect: Creature touchedSaving Throw: None

This spell is a more potent version of curemedium wounds. The spell cures (or causes)✠9-37 (4d8+5) hit points per application. Other-wise this spell is the same in all respects as aCure Light Wounds spell.

Detect Curse (Divination)

Sphere: DivinationRange: 1 mComponents: V, S, MDuration: SpecialCasting Time: 1 turnArea of Effect: One creature or objectSaving Throw: None

When cast, a detect curse spell enables thecleric to detect the existence of a curse on thecreature or object, such as a cursed sword. Thespell will detect the first cursed creature or ob-ject that lies along the casting cleric’s line ofsight (and within range) with a base chance of50%. An extra 1% is added to the base chancefor each level of experience of the castingcleric. Note that stone of more than 1' thicknessor metal of any thickness will block the spell.

The material components of the spell are thecleric’s holy or unholy symbol and a crushedsapphire of at least 1000 GP value.✠

Double Specialisation (Alteration,Invocation)

Sphere: CombatRange: 0Components: V, S, MDuration: 4 rounds/levelCasting Time: 6Area of Effect: Caster’s weaponSaving Throw: None

This spell is similar to the second level clericspell Specialisation except for two differences.The first is that it gives the cleric double spe-cialisation in the god’s preferred weapon, if hehas one, or the clerics weapon of choice if not.The second difference is that this spell can beused to give specialisation to another personin any chosen weapon.

The material and somatic gestures are thesame as for specialisation.✠

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Fearlessness (Abjuration)

Sphere: CharmRange: 0Components: V, S, MDuration: 2 turns/levelCasting Time: 1 turnArea of Effect: All followers in a 2 m

radius sphereSaving Throw: None

When this spell is cast, it fills the followersof the caster’s god with bravery. For the dura-tion of the spell, all of the followers will be im-mune to any form of fear.

There is one additional material componentrequired. The spell requires the ritual slaying ofa “brave” animal such as a lion. The cleric thendrinks the blood of the animal and then“blesses” the followers, thus transferring thetrait of bravery to them.

That material component causes some dru-ids to be upset, so that there is sometimes fric-tion between the religion that uses this spelland the local sect of druids.✠

Fish Command (Charm)

Sphere: Animal, CharmRange: 90 m radiusComponents: V, S, MDuration: InstantaneousCasting Time: 2 roundsArea of Effect: One fishSaving Throw: None

This spell allows the priest to command anyfish within range as long as the fish can hearhim and he does not exploit it. Only normalfishes can be affected, including variants insize. Thus catfish, sharks etc. can be com-manded but dolphins (mammals) or mermaidscannot. The command must be given in a shortsentence of at most 25 words. The fish willautomatically understand the language thecaster is speaking. Since familiars are not con-sidered to be normal animals, they cannot becommanded by this spell.

The material component of this spell is afish’s fin.✠

Etherealness (Alteration)

Sphere: AstralRange: TouchComponents: V, SCasting Time: 3Duration: InstantaneousArea of Effect: 2 people/3 levelsSaving Throw: Neg.

The priest can take himself and others intothe Border Ethereal. From there the travellersare on their own (DM’s, you may want to readthe Dungeon Master’s Guide, second edition,or the Manual of the Planes). The reverse canforce a creature out ot the Border Ethereal intoyour plane. Naturally this spell fails if the Ethe-

real Plane is not reachable. Anyone touched bythe priest, as long as within the area of effect(see above), is also drawn into the Border Ethe-real. Unwilling victims are allowed a savingthrow.✠

Hallucinatory Plain (Illusion/Phan-tasm)Reversible

Sphere: CharmRange: 2.5 mComponents: V, S, MDuration: PermanentCasting Time: 6Area of Effect: 1.2 m long square/levelSaving Throw: None

This spell is identical to the hallucinatory for-est spell (q.v.) save that the caster causes anarea to appear as if it is a relatively flat plain orclearing.

The greatest uses for this spell would be tohide a forest to protect or trap others. Otheruses would be to hide a chasm, mine, or toextend a cliff...✠

Lathander’s Mourning Glow (Altera-tion)

Sphere: SunRange: 0Components: V, S, MDuration: 1 round/levelCasting Time: 4Area of Effect: 3 m radius/levelSaving Throw: Negates

This spell causes all undead of lower levelthan the priest, within the range, to glow with apale blue radiance equivalent to a Faerie Firespell (unless they make their save). This glowcauses no damage to the undead nor does itinhibit them in any way, it simply outlines thepresense of the undead to others.

The material components for the spell arethe priest’s holy symbol and a crystal beadwhich has had a Continual light spell cast uponit, the latter component is consumed in thecasting.✠

Lightning Strike (Invocation)

Sphere: Combat, WeatherRange: 60 mComponents: V, S, MDuration: InstantaneousCasting Time: 7Area of Effect: One creatureSaving Throw: ½

The Lightning Strike spell causes a bolt oflightning to streak down out of the sky and hitthe target, for 6d8 points of damage, save forhalf. The target must either be exposed to opensky, or be separated from it by a barrier thatlightning strikes can blast through: an inch of

Priest Spells Fourth Level

wood or half an inch of stone per level of thepriest, up to a maximum of a foot of wood orhalf a foot of stone.✠

Meandering Path (Alteration, Illusion)

Sphere: PlantRange: 1 mile + 1/2 mile/levelComponents: V, S, MDuration: 1 day/levelCasting Time: SpecialArea of Effect: 3 m at both sides of

path travelledSaving Throw: Special

With this spell, the cleric causes a path(which appears to be natural, old, man-made,etc) to appear. Any who come across this pathwill believe it to be what it appears. To cast thespell, the cleric needs two branches from anoak tree. One is planted at the beginning of thepath. The cleric then walks the route that hewishes the magical path to follow. At the endof the path the other branch is planted and thespell is cast. Travel upon the path is either easyor hard (depending on the cleric’s choice oftravel). Those who happen on the path mustmake a saving throw. Average the hit dice orlevels of the group and roll one saving throw(DM does this without the group’s knowledge).If they fail, the path then appears to be head-ing in the direction that they wish to travel. Ifthe save is made, the path appears as it is (i.e.a path in the direction that the cleric walked)and the group may still decide to follow it any-way.

While travelling on this path, the group willnever surprise anyone or anything and suffersa penalty of on all rolls (saves, to hit, damage,Dex checks, etc.). Those trying to leave thepath after travelling upon it find that the pathis bordered by heavy thorns that block pas-sage and writhe and grasp all who enter (cf.Wall of Thorns & Entangle). This wall attacks asthe cleric doing 1d6+2 points of damage. Each10' section of thorns has 3 attacks. The wallarches over the path to prevent exit by flying,leaping, etc. The spell also counters the abilityof Pass without Trace of other clerics.

Fire results in a double strength Wall of Firein that area (but it does not create a passablespace, i.e. take fire damage and still be at-tacked by thorns). The only way to leave thepath is to follow it to its end (or teleport, goethereal, plane shift). A Dispel Magic is possi-ble only on the oak branches at the end of thepath (either one).✠

Moonlight (Alteration)

Sphere: SunRange: 4 mComponents: V, S, MDuration: 1 hour/levelCasting Time: 8Area of Effect: 1000 contiguous square

metres (see below)Saving Throw: None

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A Moonlight spell produces, in the area of ef-fect, ambient light equal to that of a full moonregardless of cloud or tree cover, although ob-jects below tree cover or ceilings will cast nor-mal shadows. Underground, the area of effectis in square feet, outdoors, in square yards.

The material component is a 50 GP moon-stone.✠

Neutralize Gas (Alteration)Reversible

Sphere: ProtectionRange: 2 mComponents: V, S, MDuration: 1 round/levelCasting Time: 6Area of Effect: 3 cm/level radius sphereSaving Throw: Special

This spell will detoxify any poisonous gas.Any poisonous gas within the area of effect willbe turned into a fine watery mist and be com-pletely harmless. Even Green Dragon breathwill be rendered harmless by this spell.

If the spell is cast upon an object or crea-ture, then the sphere will move with the target.A target creature would get a save vs. spellsto avoid this effect if they are unwilling. If thetarget saves then the globe will center in thenearby area. Use the thrown missiles table todetermine where the spell actually centers. Thismay mean that the target is still in the area ofeffect until it moves.

The reverse of this spell, Poison Gas, will cre-ate a cloud of poisonous gas which will slayoutright any creatures in the area of effect thatare under 2+1 Hit Dice. All other creatures mustmake a save vs. poison at -2 every round thatthey stay in the cloud or die in 1-3 rounds. Ifthe creatures make their save for that round,then they only take 3-18 damage instead. If thetarget creature has the spell centered arounditself, and then has a slow poison cast, then thetarget only takes 1 point of damage per round.

Regardless of what version of the spell iscast, the caster holy symbol and a sprig ofbelladonna is required to cast the spell. Thebelladonna disappears after the spell is cast.✠

Offensive Summoning (Conjuration/Summoning)

Sphere: Summoning, VengeanceRange: 40 mComponents: V, SDuration: InstantaneousCasting Time: 4Area of Effect: One creatureSaving Throw: Special

The Offensive summoning spell is a veryspecific type of summoning. The only eligibletargets are those which have done the priestan unredressed wrong. The priest concentratesupon the target, the injury, or the target’s name,and speaks the desired range. The target isthen brought to within the 40 metres of the

priest (priest’s option). The first round after theOffensive Summoning is complete, the targetappears and is quite surprised.

If the target has more hit dice per levels thanthe casting priest, the target is given a savingthrow versus spell. If the saving throw is made,then the priest and anyone touching the priestis transported to the location of the target.

In order for this spell to work, the priest andtarget must be on the same plane. No creatureof demigod or greater status is ever sum-moned in this fashion.✠

Pacify (Enchantment/Charm)

Sphere: CharmRange: 4 mComponents: V, SDuration: SpecialCasting Time: 4Area of Effect: All creatures in a

1 m radius sphereSaving Throw: None

By means of this spell, the cleric dispels feel-ings of anger and fear from the target crea-tures. Note that this does not produce any feel-ings of goodwill in the subjects: a creatureengaged in premeditated homicide would beunaffected. The duration is permanent until thecreatures in concern are again given cause tobe angry or afraid.

Note: magic resistance does not affect thisspell.✠

Possess Animal (Enchantment/Charm)

Sphere: Animal, CharmRange: 30 m + 3 m/levelComponents: V, SDuration: 3 turns + 1 turn/levelCasting Time: 3 roundsArea of Effect: One natural creatureSaving Throw: Negates

By use of this spell, the cleric is able toproject his spirit into that of an animal, forcingthe creature to behave according to his will. Thecreature must be a normal creature and havefewer hit dice than the cleric. The animal isallowed a saving throw versus spell and if suc-cessful the spell has no effect. Once the ani-mal is possessed, the cleric can cause it to doanything within its ability, regardless of the con-sequences to the animal. However, for everypoint of damage suffered by the animal, thecleric suffers 1/2 a point of damage. In addi-tion, should the animal die while under the con-trol of the shukenja, a system shock roll mustbe made. If the roll is failed, the cleric also dies.While controlling the animal, the cleric’s bodyenters a catatonic state. If the body is disturbedor moved, the spell is disrupted.

The material component for this spell is aholly leaf and some hair from the animal.✠

Protection (Abjuration)

Sphere: ProtectionRange: TouchComponents: V, S, MDuration: 2 rounds/levelCasting Time: 2 per creature touchedArea of Effect: One creature/levelSaving Throw: None

All creatures affected by this spell are be-stowed with the equivalent of a +1 Ring of Pro-tection (+1 on armour class and savingthrows). This is not cumulative with bonusesgiven by rings or cloaks of protection. Eachcreature may be touched only once, i.e., theprotection is not stackable.✠

Protection From Elementals, 3 mradius (Abjuration)

Sphere: ProtectionRange: TouchComponents: V, S, MDuration: 1 turn/levelCasting Time: 4 roundsArea of Effect: 3 m radius sphere around

creature touchedSaving Throw: None

This spell is equal to the fourth level priestspell Protection from Evil, 3 metres radius, ex-cept as noted above, and that it protects onlyfrom elementals. The material component forthis spell is some substance of elementary sort(e.g., a handful of sand, some water, or evenjust blowing into the air). For every elementsupplied while casting, the appropriateelementals will be scared away.✠

Remove Scars (Necromancy)Reversible

Sphere: HealingRange: TouchComponents: V, S, MDuration: PermanentCasting Time: 1 turnArea of Effect: One personSaving throw: Special

On casting this spell, the cleric is empow-ered to remove scars or other similar marks(burn marks, birth marks, etc.). This will enablethe recipient of the spell to restore lost cha-risma caused by such marks. Note that thisspell will not affect charisma lowered by othermeans (e.g. magical). Charisma can be re-stored by up to 1/2 point per level of the caster,rounded up (4 points at 7th and 8th levels, 5points at 9th and 10th levels, etc.). Charismacannot be restored above its former value bymeans of this spell.

Multiple applications will only succeed if therecipient makes a saving throw against spellsfor each application after the first. If the sav-ing throw is unsuccessful, then no more pointscan be restored by the use of this spell. Futurecharisma loss can, however, be restored. Thereverse of the spell is not permanent, but willreduce charisma by 2-5 points for a duration

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of 1 turn per level of the caster. The target of abestow scars spell must be touched. If the vic-tim is touched, a successful saving throw ver-sus spells is necessary in order to negate theeffects of the spell.✠

Reptile Command (Enchantment/Charm)

Sphere: Animal, CharmRange: 90 m radiusComponents: V, S, MDuration: InstantaneousCasting Time: 2 roundsArea of Effect: One reptileSaving Throw: None

This spell allows the priest to command anyreptile within range as long as the reptile canhear him and he does not exploit it. Only nor-mal reptiles can be affected, including variantsin size. Thus lizards, giant lizards etc. can becommanded but dragons cannot. The com-mand must be given in a short sentence of atmost 25 words. The reptile will automaticallyunderstand the language the caster is speak-ing. Since familiars are not considered to benormal animals, they cannot be commandedby this spell.

The material component of this spell is a rep-tile’s tail.✠

Revive Plant (Necromancy)

Sphere: PlantRange: TouchComponents: V, S, MDuration: PermanentCasting Time: 1 turnArea of Effect: SpecialSaving Throw: None

This spell allows the priest who casts it (nor-mally a druid) to restore the life-force of anyplant or any monster of vegetable nature. Thespell works on any one tree or on any area ofsmall plants or shrubs of size at most 2 squareyards per level. The plant or area of vegetationmay have been dead for 10 years per level ofthe druid. The spell regenerates all missingparts, so it may be used to restore a living treefrom a decades-old tree stump, or a flowerpatch from a bunch of dried flowers. Plantswhich normally grow in soil may be revived onlyin soil.

The material component for this spell is a bitof dung.✠

Sanctum Sigil (Abjuration, Invoca-tion)

Sphere: GuardianRange: 0Components: V, S, MDuration: 1 day/levelCasting Time: 1 turnArea of Effect: 3 m radius sphere

centered on the sigilSaving Throw: None

This spell creates a magical symbol similarto that produced by a Glyph of Warding. It isinscribed in the air, does not move, and pro-vides protection from either law, chaos, good,or evil, in the following manner: should anycreature of the specified alignment enter thearea of effect, the cleric will be mentally alertedto its presence, even awakened from sleep,provided that the cleric is himself within thearea of effect. Note that the warning messageto the cleric gives neither its alignment nor itslocation, and only the cleric receives saidmessage.

The material component is burning in-cense.✠

Song of Courage (Enchantment/Charm)

Sphere: WarRange: 0Components: V, SDuration: 1 round/levelCasting Time: 2Area of Effect: 30 m radiusSaving Throw: None

By use of this spell, the priest sings a songof glory, thus bestowing great courage andresolve upon his allies within the area of effect.Whilst his song is heard, his companions areimmune to fear magic and do not need tomake morale checks. The priest must place hisfullest concentration on the singing for theduration of the spell.✠

Spirit Tracker (Conjuration/Summon-ing)

Sphere: Astral, Divination, VengeanceRange: SpecialComponents: V, SDuration: 1 day/levelCasting Time: 1 roundArea of Effect: SpecialSaving Throw: None

The spell operates by creating an etherealpresence capable of tracking an enemy withcomplete certainty. This spirit tracker is magi-cally linked to its creator in such a way that thepriest becomes aware of the direction to anenemy as soon it is located by the tracker. Thetracker can find a creature in the same planeas the priest in 2d12 turns, and can find anenemy anywhere in 2d12 hours.

The enemy must have in some way, mentallyor physically brought harm on the priest orsomeone known to the priest. At ninth level, thepriest learns the exact location as well as thedirection to the hunted creature. At twelfth level,the priest can actually see through the eyes ofthe spirit tracker.

During the operation of this spell, the trackedcreature continually has the feeling that he isbeing watched. If the hunted creature is sen-sitive to ethereal vibrations (high level wizards,certain creatures of the outer planes, etc.) thenthe spirit tracker itself may (5% chance) beseen. The third-level wizard spell Detect

Scrying will reveal the location of the tracker,and a Dispel Magic cast upon the tracker willdestroy it. If the tracker is dispelled, the cast-ing priest must make a saving throw versusparalysation or sustain 1d6 points of damageand will have a tremendous headache for 3d6hours preventing the use of another spiritualtracker during that time and placing the priestat -1 to hit.✠

Spiritual Triangle (Abjuration, Necro-mancy)

Sphere: WardsRange: TouchComponents: V, S, MDuration: PermanentCasting Time: 1 turnArea of Effect: SpecialSaving Throw: None

By means of this spell the priest may in-scribe a Spiritual Triangle (a triangle inscribedin a circle). While within this triangle, the priestcannot be magically influenced or controlledby any sort of charm, suggestion, or hypnosis.Nor can the priest by psychically or spirituallyassaulted. The beneficiary of the spell will like-wise be unable to cast such spells from withinthe triangle. A save versus Intelligence must bemade to determine if the inscriptions weremade correctly. The material component forthis spell is some incense, worth at least 400GP.✠

Vamoose (Enchantment/Charm)

Sphere: CharmRange: 15 mComponents: V, S, MDuration: 2 turns/levelCasting Time: 1Area of Effect: 4 HD of humanoids/levelSaving Throw: Negates

By use of this spell, the priest may frightenaway four hit dice of humanoids per level ofexperience.

The material component for this spell is a bitof sulphur.✠

Wings of God (Alteration)

Sphere: Animal. Elemental (Air), TravelersRange: 0Components: V, S, MDuration: 1d6 turns + 1 turn/levelCasting Time: 3Area of Effect: One personSaving Throw: None

This spell causes large wings to grow on theback of the priest, allowing him to fly as per thewizard spell Fly. The spell is not affected byarmour of any sort (the wings will grow throughthe armour, and the armour will not be de-stroyed).

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If the deity is good-aligned, the wings arewhite, angel-like, and if he is evil, they will bedevil-like. Druids grow eagle-like wings, andother neutral deities grants grey feather-wings.Normally, this spell may only be cast on thefollowers of the same god as the priest. How-ever, in dire needs it may be cast on any per-son. If cast on another person under “non-dire”needs, the priest loses access to the spell fortwo days.

The material components are the priest’sholy symbol, plus a white feather for good, aneagle-feather for druids, any feather for neu-tral and a bat wing for evil priests. The com-ponents may be reused.

Note that the word “God” in the title of thisspell should be changed to the name of thepriest’s god.✠

Priest Spells Fifth Level

Animal Merge (Enchantment/Charm)

Sphere: Animal, CharmRange: 30 mComponents: V, S, MDuration: 1 turn/levelCasting Time: 3 roundsArea of Effect: One natural creatureSaving Throw: Special

By use of this spell, the druid (this spell onlyfunctions for druids) is able to merge his bodyinto that of an animal, forcing the creature tobehave according to his will. The creature mustbe a normal creature and have fewer hit dicethan the druid has levels. The animal is alloweda saving throw versus spell (at +4 if the druiddoes not know the animal, normal otherwise),and if successful, the spell has no effect. How-ever, if the druid first assumes the form of thetype of animal he wants to merge with (by us-ing his shape changing ability), no savingthrow is allowed.

Once the druid and the animal have merged,the druid can cause the animal’s body to doanything within its ability, regardless of theconsequences to the animal. However, forevery hit point of damage suffered by the ani-mal, the druid suffers half a hit point of dam-age. In addition, should the animal die whileunder the control of the druid, a system shockroll must be made. If the roll is failed, the druiddies as well. When the spell ends, the druid isexpulsed from the body of the animal, andremains in the form he has before entering theanimal. This spell functions for druids only. If anordinary priest wants to merge into an animal,he must use the sixth-level spell MonsterMerge.

The material component for this spell is theanimal itself.✠

Avian Command (Enchantment/Charm)

Sphere: Animal, CharmRange: 90 m radiusComponents: V, S, MDuration: Instantaneous

Casting Time: 2 roundsArea of Effect: One avianSaving Throw: None

This spell allows the priest to command anyavian within range as long as the avian canhear him and he does not exploit it. Only nor-mal avians can be affected, including variantsin size. Thus eagles, sparrows, doves etc. canbe commanded but pegasi and phoenixescannot. The command must be given in a shortsentence of at most 25 words. The avian willautomatically understand the language thecaster is speaking. Since familiars are not con-sidered to be normal animals, they cannot becommanded by this spell.

The material component of this spell is afeather.✠

Cure Critical Wounds (Necromancy)Reversible

Sphere: HealingRange: TouchComponents: V, SDuration: PermanentCasting Time: 9Area of Effect: Creature touchedSaving Throw: None

This spell is a more potent version of cureserious wounds. The spell cures (or causes)13-48 (5d8+8) hit points per application. Oth-erwise this spell is the same in all respects asa Cure Light Wounds spell.✠

Cure Insanity (Abjuration)

Sphere: HealingRange: TouchComponents: V, S, MDuration: PermanentCasting Time: 1 turnArea of Effect: Creature touchedSaving Throw: None

The casting of this spell cures one mentalmalady in the subject. Insanity applies to anyform of temporary or permanent mental illness,even those brought on by psionic attack orspell, such as Feeblemind.✠

Dariod’s Vestigial Vine (Alteration)

Sphere: PlantRange: 0Components: V, S, MDuration 1 round/levelCasting Time: 8Area of Effect: CasterSaving Throw: None

This spell will allow the caster to grow forthfrom one of his fingers a vine. While any fingerfrom either of the caster’s hands is usable, theindex finger of the caster’s primary hand isgenerally chosen. The vine, while a magical ex-tension of the cleric’s body, is treated as a

Priest Spells Fifth Level

separate physical entity, therefore having an AC5 and 30 hit points (plus an additional 2 HP perlevel of the casting cleric).

The spell will end when either the maximumduration is reached or the vine takes moredamage than it has hit points. The vine movesin a snaking fashion and is usable in most waysthat an arm is. It uses up one of the caster’sactions to use the vestigial vine, so, if the casterhad only 1 attack per round and he chose toattack a creature with the vine then he wouldbe incapable of performing another action untilthe following round.

The vine can attempt to retrieve an object,wield a sickle or similar weapon (although ata penalty of -2 “to hit” due to the unwieldinessof a man-made weapon in the vine’s clutches),or it may be used to whip opponents. Whippingis the primary form of attack of the vine and,assuming a successful “to hit” roll (no adjust-ments), the target will receive 1d10 points ofdamage.

The material component for the spell is asmall strand of vine and the juice from half adozen holly berries (squeezed from said ber-ries).✠

Divinae Attributes of the Avenger(Conjuration/Summoning)

Sphere: VengeanceRange: 0Components: V, S, MDuration: SpecialCasting Time: 5Area of Effect: The priestSaving Throw: None

The priest begins this spell by describing infull the quest he is on. Naming the conclusionhe desires, and imploring his deity to takenotice of the urgent nature of the mission. Whenthis description is completed, if the priest issuccessful is persuading his deity, the priest’sbody is surrounded by a majestic glow whichgrows in brilliance until the priest radiates thesame illumination as the midday sun. This illu-mination lasts for 1 round during which thepriest’s body undergoes a miraculous transfor-mation. After the light fades, the priest emergeswith grey hair and a look of awe on his face.The awe fades in 1 round and the priest’s moodis serene. Thereafter all of the priest’s abilityscores are raised to 19, and the appropriatebonuses as described in the Player’s Hand-book are applied. Note that the priest does notgain any divine abilities with this spell.

Use of this spell draws the attention of thedeity, and the spell only succeeds if the deityis pleased with the usage (i.e. the priest is ona quest of overwhelming danger and is seek-ing vengeance for a terrible wrong, the priestis fighting in the name of the God against aspecial enemy of the deity, etc.) If the deity ispleased with the priest, then the bonuses areapplied to the priest for the entire length of thequest the priest is on.

When the quest ends, the priest falls to hisknees, announces to his deity that the questis over, and falls comatose for 1d4 turns.

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The material component of this spell is a vialof holy water which must be swallowed duringthe casting and the priest’s holy symbol.✠

Entreaty (Conjuration/Summoning)

Sphere: CombatRange: 0Components: V, S, MDuration: 1 round/levelCasting Time: 5Area of Effect: 2 m radius areaSaving Throw: None

This spell exactly duplicates the effect of aChant spell, except that the caster need notcontinue chanting. Its effects are cumulativeonly with a Chant spell, and not Bless, Prayer,or Protection.✠

Fear (Enchantment/Charm)

Sphere: CharmRange: 0Components: V, S, MDuration: 1 round/2 levelsCasting Time: 1Area of Effect: 20 metres long, 60 degreewide arcSaving Throw: Negates

This spell causes all creatures within thearea of effect of the spell to either save vs. spellor flee in panic. Creatures affected are (65% -5% per level) likely to drop whatever they areholding. This spell requires as its material com-ponent a single nail from the foot of a sheep.

Godrage (Alteration, Enchantment)

Sphere: CombatRange: 0Components: V, S, MDuration: 1 round/levelCasting Time: 4Area of Effect: CasterSaving Throw: None

By casting this spell, the cleric calls downthe attention of his divinity and invokes therighteous wrath of the deity. As the earthly con-sequence of this Godrage, the cleric goesberserk. He will for the duration of the spell, in-stinctively attack in melee combat any unbe-lievers (creatures of a differing alignment)within a 6" radius, giving preference to the mostextreme alignments first. The spell does notgive knowledge of specific alignments, only afeeling of who is the most worthy of being pun-ished. Note use of this spell may result in thecleric attacking his own party members.

While under the effects of the spell, the clericattacks on the fighter table and gains a tem-porary skill level with his weapons (note: in myworld, specialisation is more developed andcertain clerics can specialise to some degree,

those who are not specialised, gain the basiclevel of specialisation for the Duration of thisspell). Furthermore, the presence of the divin-ity surrounds the cleric in the form of an aurathat reduces all damage taken by the cleric by2 points (1 point minimum). Godrage is a statenot unlike the berserkergang, but it differs inthat while the cleric engages solely in physi-cal combat, he is still able to make intelligentdecisions on how combat is to be conducted.After the spell ends, the cleric must rest 1 roundfor every 2 rounds under the spells effect. Thecomponents for this spell is the cleric’s body,a short verbal sermon given to the unbeliev-ers and a consecrated weapon.✠

Hidden Champion (Necromancy)

Sphere: NecromanticRange: TouchComponents: V, S, MDuration: 1 day/levelCasting Time: 1 hourArea of Effect: One sentient creatureSaving Throw: Negates

Through the use of this spell, the cleric es-tablishes a link between his lifeforce and thesubject creature’s. The effect of this link is thatone-half the damage sustained by one, istransferred to the other. This link is evidencedby a golden, pulsing thread connecting the twothrough the ethereal plane. When the link is inexistence, the two creatures cannot be morethan 1 mile per level of the spell caster apartor the link will snap, ending the spell. Thoseable to perceive the ethereal plane can see thislink. Note that the damage transfer is two way.A duly consecrated alter, holy or unholy water,an appropriate sacrifice (DM’s discretion) andthe creature to be linked with are the materialcomponents for this spell.

Side note: I used this for an evil cleric theparty was trying to kill. The cleric kidnappedthe betrothed of the paladin and performed thisceremony upon her. This really messed up theparty since, now they couldn’t just rush in andhack up the cleric in an orgasm of hack-n-slash. They had to capture the cleric and re-move him from his sanctuary alive. (I run con-secrated grounds as being “home field” forclerics and very disadvantageous for would bedesecrators. Example: -1 penalty on everythingper alignment difference, cumulative bless forthe clerics and generally “bad luck” for theattackers).✠

Improved Forget (Enchantment/Charm)

Sphere: CharmRange: 10 mComponents: V, S, MDuration: PermanentCasting Time: 1Area of Effect: One creatureSaving Throw: Negates

This spell causes one creature to forget pastmemories according to the following tablebased on the level of priest. Memories may beregained by a remove curse, dispel, or wish.

Priest’Priest’Priest’Priest’Priest’s Levels Levels Levels Levels LevelTTTTTime Forime Forime Forime Forime Forgottengottengottengottengotten1 last minute (round)2 last 3 minutes (3 rounds)3 last 5 minutes (5 rounds)4 last 20 minutes (2 turns)5 or 6 last hour (6 turns)7 or 8 last day9 or 10 last week11 or 12 last month13+ any 240 hours of past year

The material component for this spell is apiece of gum.

Improved Lion’s Claw (Alteration)

Sphere: Animal, CombatRange: 0Components: V, S, MDuration: 1d6 rounds + 1 round/levelCasting Time: 5Area of Effect: The priestSaving Throw: None

This spell functions the same as the Lion’sClaw spell, but in addition the druid’s feet’stoenails grow, and thicken into claws. If thedruid scores two finger claw hits during meleehe gains the advantage of raking with its twofoot claws that turn, each rake causing 1d8+3points of damage.✠

Karma (Alteration)

Sphere: AllRange: 0Components: V, S, MDuration: 1 turnCasting Time: 5Area of Effect: CasterSaving Throw: None

With each casting of this spell, the clericraises his effective level by one, to a maximumof two additional levels of effectiveness. Theincrease applies to all clerical actions: spelleffects, turning undead, saving throws, hit prob-ability, etc. Not affected by this spell are hitpoints, number of spells known and level ofspells known.✠

Kiss of Death (Necromancy)

Sphere: NecromanticRange: TouchComponents: S, MDuration: PermanentCasting Time: 3Area of Effect: One personSaving Throw: None

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This spell will instantly kill the target. In or-der for the spell to take effect, the caster mustkiss the victim. Note that this spell grants thevictim no saving throw, but has an importantprerequisite: the victim of the spell must be inlove with the caster. This love must be non-magical in nature. Furthermore, the victim maynot be under the influence of any spell from theEnchantment/Charm school.

This spell may only be cats by a good-aligned priest if he himself is also im love withthe victim, and commits suicide immediatelyafter the casting.

The material component for this spell are thecaster’s holy symbol and some icewater, whichis to be smeared upon the caster’s lips.✠

Lightning Strike (Invocation)

Sphere: CombatRange: 4 mComponents: V, S, MDuration: InstantaneousCasting Time: 8Area of Effect: 0.3 m wide, 4 m longbeamSaving Throw: 1/2

This spell is similar in use and effect to aflame strike, except that the effect is, of course,lightning. Damage is 6d8, half if a save ismade.✠

Mammal Command (Enchantment/Charm)

Sphere: Animal, CharmRange: 90 m radiusComponents: V, S, MDuration: InstantaneousCasting Time: 2 roundsArea of Effect: One mammalSaving Throw: None

This spell allows the priest to command anymammal within range as long as the mammalcan hear him and he does not exploit it. Onlynormal mammals can be affected, includingvariants in size. Thus polar bears, whales, etc.can be commanded but sphinxes and xornscannot. The command must be given in a shortsentence of at most 25 words. The mammal willautomatically understand the language thecaster is speaking. Note that for this purpose,humans, demihumans and humanoids are notconsidered mammals. Since familiars are notconsidered to be normal animals, they cannotbe commanded by this spell.

The material component of this spell is a nailof a mammal.✠

Ostracise (Charm)

Sphere: Protection (reversed)Range: 0.3 mComponents: V, S, MDuration: PermanentCasting Time: 1 round

Area of Effect: One personSaving Throw: Negates

Upon casting this spell, the victim is effec-tively ostracised form his community: everyoneknowing the victim will look upon him with dis-regard, or even disgust. Even good friends andclose relatives will start neglecting and avoid-ing the character, eventually resulting in totalisolation of the victim.

This spell only affects reactions of those thatknew the character before the spell was cast:the victim can, for example, more to anothertown and start a “new life” there. People meet-ing him there will react normally, unless the out-cast’s reputation has somehow reached them,in which case the may act prejudiced.

This spell can be remove by a RemoveCurse spell, provided it is cast by someone ofat least two levels higher than the caster ofOstracise. Also, a Limited Wish or Wish will re-move the effects.

To cast this spell, the priest must point at thevictim and order him to leave the community,informing him that his presence there is nolonger appreciated. The victim must be able tounderstand the words of the caster. The victimreceives a saving throw vs. spells, modified forwisdom, with a -1 penalty to the die roll for everythree levels of experience he has less than thecaster. If the victim is of higher level, he re-ceives a +1 bonus for every level of differ-ence.✠

Quench Flame (Invocation)

Sphere: Elemental (Fire), Elemental (Wa-ter)Range: 2 mComponents: V, S, MDuration: SpecialCasting Time: 8Area of Effect: 0.3 m/level long,

0.3 m/level wide, 0.3 m high blockSaving Throw: Special

When this spell is cast, all normal fires in thearea of effect are permanently extinguished. Allmagical fires in the area of effect or cast intothat area within one round have a percentchance of being extinguished equal to the cler-ic’s percent chance to dispel magic. Any per-manently enchanted fire items (i.e., Sword,Flame Tongue) will have the above chance ofbeing extinguished for one round.

The material component is holy or unholywater.✠

Raise Energy (Alteration, Invocation)

Sphere: CharmRange: 1 mComponents: V, S, MDuration: 2 rounds/levelCasting Time: 8Area of Effect: One creatureSaving Throw: None

When the caster uses this spell, he invokesa powerful sort of blessing on the spell recipi-ent. The recipient will experience a level in-crease of 1 level for every 5 levels of the casterand all the abilities that come with the new lev-els for the duration of the spell.

Use of the spell will require special sacrificeafterwards at the earliest opportunity.✠

Revisitation (Invocation)

Sphere: Vengeance, LawRange: 120 m + 10 m/levelComponents: V, S, MDuration: InstantaneousCasting Time: 3Area of Effect: One creatureSaving Throw: Special

This spell is a magical implementation of thedivine edict “an eye for an eye”. A singleRevisitation spell can reproduce all or part ofthe damage that the priest has ever sufferedat the hands of the target (priest’s option), butany single injury may be revisited only once.The priest must name aloud all injuries hewants revisited on the target. Only those inju-ries suffered by the priest which went unre-dressed are eligible for Revisitation.

If, for example, a bandit’s surprise swordattack has blinded the priest, then the effectof Revisitation will be to blind the bandit. If adragon swoops down from the sky, breaths fireon a priest for 20 points of damage, and turnsto fly away, then a Revisitation spell would pro-duce 20 points of damage on the dragon.However, if the same dragon was on theground and breathed fire on the priest, and ifthe priest responded with a spiritual hammerattack, doing the dragon 4 points of damage,then the breath weapon attack would be ineli-gible for Revisitation purposes.

If a Revisitation spell is used to revisit aninjury which would be fatal to the target, thenthe target is allowed a saving throw versusdeath magic. Creatures making this savingthrow take half damage and fall unconsciousfor 1d6 rounds.

The Revisitation spell can be used as acooperative magic spell. When two or morepriests are available, the spell can be used toredress injuries received by third parties. Onepriest casts a Zone of Truth or True Speak spelland the other casts the Revisitation spell. At thecrucial moment, the injured third party, underthe effect of a truth spell, names the grievancesto be redressed. The priest casting theRevisitation spell then repeats the list of inju-ries and the Revisitation spell is completed.

The material component is the priest’s holysymbol, and a balance, or part of a brokenweapon.✠

Scram (Enchantment/Charm)

Sphere: CharmRange: 20 m radiusComponents: V, SDuration: 1 turn/levelCasting Time: 1

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Area of Effect: Up to 5 HD of creatures/levelSaving Throw: Negates

By use of this spell, the priest may frightenaway five hit dice of creatures, animal, or peo-ple per level of experience. Those affected willavoid physical contact for at least 1 turn perlevel of priest.✠

Stonewood (Alteration)

Sphere: Elemental (Earth), PlantRange: TouchComponents: V, S, MDuration: PermanentCasting Time: 3 turnsArea of Effect: One objectSaving Throw: None

When the cleric casts a Stonewood andtouches a wooden object, the wood in thatobject is magically enhanced and given astonelike strength. The altered wood is in everyway the same as untreated wood (i.e. texture,colour, weight, flexibility, etc.) except for thestonelike strength and hardness. An object ofup to 10 square metres and 3 cm length perlevel of the cleric of wood can be affected bythis spell. To cast this spell, the cleric needsmistletoe and a gemstone of at least 500 GP.✠

Vindicator’s Quest (Enchantment/Charm)

Sphere: Charm, VengeanceRange: 0Components: V, S, MDuration: SpecialCasting Time: 5Area of Effect: SpecialSaving Throw: Negates

The Vindicator’s Quest spell is similar to thefifth-level priest spell Quest with the followingdifferences: The Vindicator’s Quest spell is castupon oneself. Following the casting, everyperson that the priest comes in contact with issubject to the quest. The priest need only ex-plain the quest, argue for its moral correctness,and whoever listens to the story must saveversus spell or be drawn into the quest. Crea-tures of the priest’s religion are not allowed asaving throw, and creatures of the priest’s align-ment save at -4. The spell has no effect oncreatures whose alignment differs with that ofthe priest with respect to Good and Evil. Allcreatures subject to the quest spell are unableto do anything but follow the leader of thequest. Failure to follow the priest will result in a-1 penalty applied to saving throws for each daythat the quest is ignored. The priest casting thespell himself can never ignore the quest, andis single- mindedly devoted to its completion.A higher level priest of the priest’s religion canremove the quest, as can some artifacts andrelics.

Vindicator’s Quest also has the requirementthat the nature of the quest be one of venge-ance. The priest must be certain of the moralcorrectness of the quest, and it must be lookedon favourably by the priest’s deity. The mate-rial component of this spell is the priest’s holysymbol.✠

Viper’s Bite (Alteration)

Sphere: AnimalRange: 0Components: V, S, MDuration: 1 round/3 levelsCasting Time: 4Area of Effect: CasterSaving Throw: None

The Viper’s Bite spell causes the cleric’steeth to become exceptionally sharp and hol-low like the fangs of a viper. He is able to bitefor 1d4+1 points of damage and inject the vic-tim with a nerve poison. The effects of this poi-son is to paralyse the victim for 3d4 rounds ifa save versus poison is failed. If the save issuccessful, the victim still becomes lethargicand woozy (-1 on STR, DEX and initiative rolls).The effects of the poison are cumulative formultiple bites. Like the lion’s claw spell, thisspell allows the cleric to bite those creatureshit only by +3 magical weapons. Again, the biteis not considered a magical weapon attack. Tocast this spell the cleric needs mistletoe anda charm made from a poisonous snake’sfang.✠

Warp Metal (Alteration)

Sphere: Elemental (Earth)Range: 0.3 m/4 levelsComponents: V, S, MDuration: PermanentCasting Time: 7Area of Effect: 5 pounds/levelSaving Throw: None

This spell is similar to the clerical secondlevel spell warp wood except that metal is thesubstance affected. For those objects thatpossess structural strength, this spell does 1point of structural damage per 3 levels of thecaster. Against metal creatures (i.e. irongolems) the spell inflicts 1d4+1 points of dam-age per level of the caster (save for 1/2). ✠

Priest Spells Sixth Level

Adaptation, 3 m Radius (Abjuration)

Sphere: ProtectionRange: 0Components: V, S, MDuration: 1 turn/levelCasting Time: 1 roundArea of Effect: All creatures within 3 m

radius sphereSaving Throw: None

All those in the area of effect of this spell areaffected as per the fourth level spell Adapta-tion, up to a maximum of 2 persons per levelof the cleric (excluding the cleric, and round-ing upwards).✠

Conjure Air Elemental (Conjuration/Summoning)Reversible

Sphere: Elemental (Air)Range: 60 mComponents: V,SDuration: 1 turn/levelCasting Time: 6 roundsArea of Effect: SpecialSaving Throw: None

This spell is in all aspects the same as thespell Conjure Fire Elemental in the Player’sHandbook (q.v.), except that it opens a gateto the plane of Air, and that either an air el-emental or 2d4 invisible stalkers are sum-moned. 87% of the time, an air elemental willappear. The stalkers will appear when the rollwould indicate salamanders or an efreeti.✠

Dedi’s Invisible Poison Swamp (Al-teration, Illusion/Phantasm)

Sphere:Chaos, Creation, Elemental(Earth, Water)Range: 40 mComponents: V, S, MDuration: 1 day + 1 hour/levelCasting Time: 1 round/levelArea of Effect: 0.3 x 0.3 m area/level, 0.3m deepSaving Throw: Special

This prayer causes the area of effect to turninto a poisonous swamp. Even worse, theswamp is not visible. However, a True Seeingspell or similar magic will detect the swamp.Since it is not just a large trap, thieves can notdetect it (supposing they have no True Seeingability or the like).

The priest first chooses the area of effect.Then, he drops the poison and water to theground. During this, he utters the prayer. Theground now turns to swamp (anyone can de-tect it as being a swamp at this time) and startslooking as it was before 1 round later (no-onecan recognize it as a swamp from now on).

To successfully chant this prayer, the groundmust be at least 10 feet thick (so you can’t builda swamp in a castle’s third floor if the great hallof the knights is below one foot of stone).

Only stone, earth, rock, mud or other similarmaterial can be used to create a swamp on. Aswamp cannot be build in a marsh or on an-other swamp area.

The priest can choose a swamp size from aminimum of 0.3 x 0.3 metres up to the maxi-mum (e.g., a priest of 15th level could create a3 x 50 metres or a 30 x 5 metres swamp, al-ways being 3 metres deep).

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A victim who didn’t see the swamp andsteps into it falls into it (no saving throw al-lowed). If the victim succeeds a swimmingcheck (at a -4 modifier, since it’s a swamp andnot water) it only suffers 2 points of damagefrom the poison. The poison enters the bodyof the victim through the skin. If the victim fails,it suffers additional 1d8 points of damage andgets a cumulative -1 penalty to its next swim-ming check (in the next round). Victims with-out the swimming proficiency automaticallysuffer 1d8+2 points of damage each round.

If a victim spends 5 rounds in the swamp itloses Strength (reduced to 3) and sinks to theswamp’s ground. There, it suffers double dam-age (2d8+4) each round. After another 5rounds down there it will finally die.

Victims can be pulled out of the swamp byothers very simply: by using a rope, a branch,a long weapon (lance or the like) and succeed-ing a Strength check (both the one who pullsand the one who is being pulled must suc-ceed). It is not possible to cast spells whileheld in the swamp. If the swamp is turned backto its former condition, turned to stone or rockby magic, or a similar action takes place, thenall who are in it are thrown out and suffer 4d8points of damage.

The material components for this spell area drop of poison from a giant scorpion andsome water.✠

Hold (Enchantment/Charm)

Sphere: CharmRange: 0Components: V, S, MDuration: 1 round/levelCasting Time: 1Area of Effect: 20 m long, 60 degree arcSaving Throw: Negates

This spell immobilizes its victims, causingcreatures affected to stop all activity and freezein position. The creatures affected may be al-lowed to talk (this often includes spellcasting)as desired by the priest, but no other actionsthan non-magical thinking may proceed dur-ing the duration of the spell. Hold may be caston one creature per every two levels of priest,but for every additional creature above one, allcreatures to be affected save at +1.

The material component for this spell is aminiature silver cage, which is not consumedin the casting.✠

Improved Animate Dead (Necro-mancy)

Sphere: NecromanticRange: 3 mComponents: V, S, MDuration: PermanentCasting Time: 1 hourArea of Effect: SpecialSaving Throw: None

This spell causes the bones or lifeless bod-ies of animals, humanoids, or monsters to be-come animated as skeletons or zombies, cap-turing the spirits of the slain and enslavingthem into an existence which lies in a nethersphere between life and death. These “undead”can be controlled by the priest through short,simple commands. Note that once the spell iscast, the priest no longer needs to concentrateto maintain control over the undead, and fur-ther note that there is no upper limit on thenumber of undead which may be controlled bya single priest once animated.

levellevellevellevellevel afafafafaffected undeadfected undeadfected undeadfected undeadfected undead6th Skeletal animals and non-combative

servants.MC: Unanimated skeletons of animalsof humanoids# affected: 1

7th Traditional skeletonsMC: Freshly slain warriors# affected: 1d8 + 1/level

8th ZombiesMC: Unblessed corpses# affected: 1d8 + 1/level

9th Zombie monstersMC: Freshly slain monsters# affected: 1 HD/level✠

Mass Cure (Necromancy)Reversible

Sphere: HealingRange: 0Components: V, S, MDuration: PermanentCasting Time: 7Area of Effect: 0.3 m/level radiusSaving Throw: None

When this spell is cast, every creature in thearea of effect (including the caster) up to onecreature per level of the caster is cured for 1d8plus 1/2 the level of the caster points of dam-age. This is as per Cure Light Wounds spell(q.v.). The limitations on what creatures can bethus affected is as per that spell. If more crea-tures than can be affected are within the spellradius, preference is given to those closest tothe cleric. Also, if a near creature is notaffectable by the spell, it still counts towards thetotal number of possible creatures cured.

The reverse of the spell does the sameamount of points of damage to all within thespell radius. The material Components for thisspell is a vial of holy or unholy water that mustbe sprinkled into the air above the caster’shead while the spell is cast.✠

Mental Grunt (Alteration)

Sphere: ThoughtRange: 0Components: V, SDuration: Special

Casting Time: 1Area of Effect: The priestSaving Throw: None

This spell causes the priest to give a spe-cial “oomph!” to any single action he is per-forming, regardless of its nature. In combat(magical, melee, or missile) it has the affect ofeither improving the damage, duration, area ofeffect, or otherwise of any spell or attack.Whatever the situation, however, its effects canonly be felt for a short (often instantaneous)duration. It cannot be used to help the priestgo several days without sleep, but it might al-low the priest to double his maximum pace fora round. Occasionally, the spell backfires,causing some sort of catastrophic fumble. Inorder to determine the general affect of thespell, role a 1d20, and consult the followingtable.

RollRollRollRollRoll ResultResultResultResultResult In game terIn game terIn game terIn game terIn game termsmsmsmsms1 Oops... Catastrophic Fumble2 Uh oh... Normal Fumble3 Dud... No effect4-7 Fizz... +10%8-10 Eeehh... +20%11-13 So-So. +30%14-15 Not too bad. +40%16 Yea! +50%17 Wow! +75%18 Kick Ass! *219 Take that! *320 Did I do that? DM’s option

All effects are rounded down, should this benecessary.✠

Monster Merge (Enchantment/Charm)

Sphere: HealingRange: 30 mComponents: V, S, MDuration: 1 turn/levelCasting Time: 3 roundsArea of Effect: One monsterSaving Throw: Special

This spell functions the same as the fifth-level priest spell “Animal Merge”, but functionsfor all creatures, in stead of only animals.

The material component for this spell is themonster itself.✠

Pass Via Water (Alteration)

Sphere: Elemental (Water), TravelersRange: 0Components: V, S, MDuration: 2 rounds/levelCasting Time: 8Area of Effect: The priestSaving Throw: None

The first effect of this spell is to allow thepriest to walk on water, as per the third-levelspell Water Walk. The spell’s major effect, how-ever, is to allow the priest to transport himselfvia any moving body of water in a distance of

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up to 1/8 mile per level; the priest walks on thewater, takes a step upstream or downstream,and is instantly transported the desired dis-tance; those along the way can see a fleetingimage of the priest if they happen to be look-ing at the body of water at the time. The priestmay only transport himself once during thespell duration, though he may walk on the watersurface until it ends. If the current starts or endsbefore the specified distance, the priest’s travelends there.

The material component for this spell is aminiature bucket, which is consumed in thecasting.✠

Polymorph into Tree (Alteration, En-chantment)

Sphere: PlantRange: 2 mComponents: V, S, MDuration: PermanentCasting Time: 8Area of Effect: One creature/2 levelsSaving Throw: Negates

This spell is similar to the polymorph otherspell except that target creatures can only beturned into trees (usually oak). All creatures geta saving throw to avoid the effects of this spell.Those who fail turn into trees with their mindstrapped within. Clothing, possession, etc. arenot transformed as part of the spell. Those whosave, feel their limbs turn wooden and stiff (ef-fects as if a slow spell were cast upon them,with duration 2 rounds per level of the cleric).To cast this spell, the cleric needs a sprig ofholly and tree sap from the tree type to whichthe targets are being polymorphed into. Onlya wish or a higher level cleric can reverse theeffects of this spell.✠

Protection from Undead (Abjuration)Reversible

Sphere: ProtectionComponents: V, S, MRange: 0Casting Time: 1 roundDuration: 2 rounds/levelArea of Effect: 1 m radius sphereSaving Throw: None

This spell duplicates an effect of a Helm ofBrilliance, causing the cleric’s holy symbol toglow a bright blue when undead are within 1metre. All undead within this area and exposedto the light will take 1-6 points of damage perround, no saving throw. Any creature under theeffects of this pain cannot cast offensive spells.In addition, the cleric receives a +1 bonus onhis d20 rolls to turn undead in the area of ef-fect.

The reverse of the spell, Protect Undead, iscast on a single undead creature (or paladin;see rules for evil clerics) and will either nullifythe effects of a Protection from Undead spell,or move the spell recipient into one higher cat-egory for purposes of turning. Example: a lichin spell combat with a 13th level cleric casts

Protect Undead on himself. He is immune to theeffects of any Protection from Undead spell theother cleric casts, and requires that the clericroll a 19 on a d20 to turn him.✠

Sacrifice (Necromancy)

Sphere: NecromanticRange: TouchComponents: V, SDuration: SpecialCasting Time: 3 hoursArea of affect: Caster plus one othercreatureSaving throw: Negates

This spell allows the Cleric to give up someof HP to another character in order that he canbe better able to complete a Quest. This is not“current HP” but “maximum HP”. The conditionis reversed when the character returns from theQuest successfully. If the character fails, the HPreturn to the Cleric at the rate of 1 per week.

Here’s an example: Suppose a high levelcleric (with 78 HP) wants Sir Belvedere (80 HP)to retrieve a magical mace that was stolen. SirBelvedere agrees, but only if the cleric Sacri-fices 70 of his HP, to ensure good faith and tohelp complete the mission. The Cleric agrees,and Sir Belvedere goes out in search of themace. At this point Sir Belvedere effectively has150 HP, and, for all intents and purposes hismaximum HP is now 150. Likewise the Cleric’smaximum HP total is 8.

Now suppose Sir Belvedere is successful inhis mission. When he delivers the Mace to theCleric, they both immediately return to theirnormal maximum HP value. (Although maybenot their current HP value, if Sir Belvedere iswounded.) (Current damage to the spell recipi-ent is split evenly among the two when HP arereturned.)

But suppose Sir Belvedere was killed beforethe mission was complete. That means that theCleric will have to wait 70 weeks until he returnsto his normal maximum HP total. ✠

Spontaneous Combustion (Altera-tion, Conjuration)

Sphere: Elemental (Fire)Range: 10 mComponents: V, SDuration: InstantaneousCasting Time: 1Area of Effect: One square foot/levelSaving Throw: None

This spell causes one square foot of flam-mable material per level of priest to burst intoflames. Heavy burning clothing such as thickrobes will cause 1d12 points of damage perround while light burning clothing will causeonly 1d6 points of damage per round. Rollingon a floor will smother the flames and will stopa victim from taking any more damage and putout the flame in two rounds.✠

Word of Passage (Alteration)

Sphere: TravelersRange: 1 mComponents: V, S, MDuration: 1 round/levelCasting Time: 1Area of Effect: 3 m/level, 1.5 m diameterconeSaving Throw: None

By use of this spell, the priest causes a pas-sage five feet in diameter to be bored into anysingle non-living substance. The passage willextend ten feet per level of priest, and may beclosed behind the priest or allowed to exist forthe duration of the spell. Note that stone, metal,water, gas, or even fire are affected, thoughmagical substances, sanctified areas andmagically locked objects cannot be pen-etrated.

The material component for this spell is anawl, which is consumed in the casting.✠

Priest Spells SeventhLevel

Avatar (Invocation)

Sphere: CharmRange: 0Components: V, S, MDuration: SpecialCasting Time: 5Area of Effect: CasterSaving Throw: None

The use of this spell brings forth very potentenergies to the casters disposal. The spell ac-tually causes part of the caster’s deity to in-habit the caster. The caster will then becomean Avatar of the god with one of the god’s as-pects.

The Avatar will have the powers of a demi-power and will have the casters choice of oneof the classes the deity has experience in (oneof the Deity’s aspects). In addition to thesepowers, the caster will still retain his own pow-ers and abilities. If the class chosen is thesame as one of the classes that the caster has,then he will have the higher of the two levels.

The caster will retain the power until the situ-ation no longer requires it (plus a couple ofrounds for mopping up), or the Avatar is killed.If the Avatar is killed, then the deity loses theabilities of the class for 1/10 of the time that thegod would normally be “dead” as if slain on hishome plane.

In order to receive this spell at all, the castermust exemplary in his faith. The spell, if used,would require special sacrificing afterwards.Exactly when and how much depends on thegod.

If the spell is used to confront another Ava-tar or Deity, then rather than having a confron-tation, the Deity may decide to do somethingelse instead, such as any form of indirect help.If the deities involved are traditional enemies...

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If the privilege of having this spell is misusedin any way, then the offending caster will be se-verely punished, maybe losing the opportunityto cast this spell forever, or in a more serioustransgression, losing all clerical abilities as wellforever.

The Deity is not enslaved by this spell andthus does not have to answer the spell’s par-tial summons. If the need is there, then morethan likely, the spell will be answered.✠

Awaken Forest (Enchantment/Charm,Divination)

Sphere: PlantRange: 0Components: V, S, MDuration: 1 hour/levelCasting Time: 2 hoursArea of Effect: 10-mile + 1 mile/level

radius areaSaving Throw: None

With this ceremony, the cleric call upon andwakens the spirit of the forest. The effects arethat the cleric becomes one with the trees inthe area of effect. Whatever happens in thatarea, the cleric instantaneously knows. He hasthe power to cause 1 tree per level within thatarea to animate as if it were a treant. Any realtreants in the area become aware of him andare receptive to any suggestions made by thecleric. A Changestaff (cf. Changestaff spell) isneeded to if any trees are animated. Each treeanimated reduced the Changestaff by one hitdie.✠

Black Storm of Vengeance (Invoca-tion)

Sphere: Elemental, Vengeance, War,WeatherRange: 400 mComponents: V, SDuration: 1 round/levelCasting Time: 1 round/levelArea of Effect: 120 m radiusSaving Throw: Special

This powerful spell is invoked primarilyagainst invading armies or in siege warfare.The spells primary effect is to destroy or pre-vent the passage of troops who have attackedthe priest or his comrades. This spell requiresthe priest to concentrate for the full duration ofthe spell. The casting time and duration aresimultaneous.

In the first round of casting, the priest sum-mons an enormous black storm cloud over thearea of effect. Lightning and crashing claps ofthunder rock the area, and creatures within thearea of effect must save versus paralysation ofbe deafened for 1d4 turns.

On the second round, the priest calls sixlightning bolts down from the cloud. Each isdirected at a specific target, and each boltdoes 8d8 points of damage (A successfulsaving throw indicates half damage). On the

third round, hail stones pound those in the areaof effect for 3d10 points of damage (no sav-ing throw).

On the fourth and fifth rounds tornado’ssweep through the area of effect toppling 1creature in 4, and doing 3d6 points of damageto 1 creature in 6.

On the sixth and seventh rounds, acid rainsdown on the area of effect inflicting 1d4+1points of damage. No saving throw is allowed.

On the eighth and subsequent rounds, vio-lent rain and wind gusts reduce visibility to fivefeet and movement is reduced 75%. Missile fireand spell casting from within the area of effectare impossible.

The sequence of effects ceases immedi-ately if the priest is disrupted from spell cast-ing at any time. The priest may opt to cancelthe effects at any time.✠

Conjure Water Elemental(Conjuration/Summoning)

Sphere: Elemental (Water)Range: 40 mComponents: V, SDuration: 1 turn/levelCasting Time: 1 turnArea of Effect: SpecialSaving Throw: None

This spell is in all aspects the same as thespell Conjure Earth Elemental in the Player’sHandbook (q.v.), except that it opens a gateto the plane of Water, and that an equal-strength water elemental will appear.✠

Death Wail (Necromancy)

Sphere: Necromancy, VengeanceRange: 0Components: VDuration: InstantaneousCasting Time: 9Area of Effect: 10 m radiusSaving Throw: Negates

At the culmination of this dreadful spell, thepriest utters a deafening cry or shriek which isheard by one creature within area of effect perlevel of the priest. Those hearing the spell mustsave versus death magic or die instantly. Crea-tures who cannot hear (due to ear plugs, deaf-ness, etc.) can be targets, but are consideredto automatically make their saving throws.

This spell is most often cast over the bodyof a slain comrade in an effort to slay thoseresponsible for the death and in mourning forthe lost friend. Since the use of this spell at-tracts the attention of the priest’s deity, andbecause the deaths result from the deity shar-ing in the grief of the priest, the spell works onlyif the priest is truly mourning the lost friend, andonly if the deity approves and joins the priest.Those creatures most directly responsible forthe death of the priest is never the victim of hisown Death Wail.

This spell need never be prayed for by thepriest, however, seven spell levels of availablespells are drained from the priest’s mind (be-ginning with the highest level spells available).If the priest has fewer than 7 spell levels re-maining, he takes 1d6 points of damage forevery spell level less than 7 currently memo-rised.✠

Death Warrior (Invocation)

Sphere: CombatRange: 0Components: V, S, MDuration: 2 rounds/levelCasting Time: 1Area of Effect: CasterSaving Throw: None

It is only a god of War, Death or a deity thatis perverse who will allow his followers to usea spell such as this.

The spell is cast when the caster has beenstruck his death blow. The spell cannot be castif the caster is knocked below his level in nega-tive hit points in any one round. The spell canbe cast even if the caster had already cast aspell in the combat round. It is very difficult forthe caster not to get the spell off.

The effects of the spell occur immediately.The caster has all his or her spells memorised,and his level and hit points are doubled for theduration of the spell. The caster will not haveany more spells than his normal level would al-low. The caster will fight insanely and attack allfoe in sight until the spell ends, the caster diesagain, the caster casts another death warriorspell, or the spell duration ends.

When the spell finally ends, the caster im-mediately dies, and the body vanishes, not tobe found. The Deity personally collects the soulof the caster. The caster will use the spell if hethinks that there is a battle that he will not sur-vive in and will thus try to use this spell for alast revenge. The caster cannot be broughtback to life, but if a group of adventurers wentand petitioned the Deity of the caster, then theDeity may decide to free the casters soul in ex-change for a service (a suitably long quest willdo...).

The spell, when cast, causes the caster’sholy symbol to destroy itself in a dramaticmanner (blows up in a flash of light and sound,melts, etc.) but causes no other effect. If thespell is to be cast a second time, then thecaster will require a second symbol.✠

Divine Visage of the Avenger(Conjuration/Summoning)

Sphere: Summoning, VengeanceRange: 0Components: V, S, MDuration: 1 hourCasting Time: 3 turnsArea of Effect: The priestSaving Throw: None

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The priest begins this spell by describing infull the quest he is on. Naming the conclusionhe desires, and imploring his deity to takenotice of the urgent nature of the mission. Whenthis description is completed, if the priest issuccessful is persuading his deity, clouds formover the priest and the priest’s body is struckby a tremendous lightning bolt. The lightningflashes for one full round during which time thepriest’s body undergoes a glorious transforma-tion. After the flashing subsides, the priestemerges as a fully empowered avatar of the hisdeity.

Use of this spell draws the attention of thedeity, and the spell only succeeds if the deityis pleased with the usage (i.e. the priest is onan urgent quest in the service of the deity).When the priest casts this spell, he gives overhis will completely to that of his deity. The priestcan, for the most part make his own decisions,however, if the priest ever varies from the align-ment of the deity or ever acts out of characterfor a divine being, the priest is instantly andirrevocably struck dead, and the deity as-sumes control of the avatar. The deity can, ofcourse, at any time take over the body of thepriest or avatar.

At the end of the one hour period, the deitycan decide to keep the priest in the form of theavatar for another hour, or can choose to endthe spell. The deity can even choose to keepthe priest as the avatar for life. In this case, thedeity assumes control of the avatar and thecharacter of the casting priest is irrevocablygone.

If the deity chooses to release the priest, theavatar’s body will glow with a pure white radi-ance and vanish. The priest will then beteleported to a location of the deity’s choice,and will fall comatose for 1d4 turns. Thereaf-ter, the priest will be unable to cast spells untilthe next day, and will be under the influenceof a Quest spell placed upon the priest by thedeity. The Quest is the price of calling on thedeity for direct aid.

The material component of this spell is asacrifice appropriate to the deity as deter-mined by the DM.✠

Hammer of Retribution (Invocation)

Sphere: Vengeance, WarRange: 10 m/levelComponents: V, S, MDuration: InstantaneousCasting Time: 1 roundArea of Effect: 1.5 m radius/levelSaving Throw: ½

This powerful spell is invoked primarilyagainst invading armies or in siege warfare.The spell’s primary effect is to destroy troopsor fortifications of creatures who have doneunredressed damage to a priest or his com-panions. The spell begins with the priest de-scribing the atrocities an army or band ofmarauders is guilty of. The priest must havefirst-hand knowledge of these crimes, or musthave heard testimony from a witness under theeffect of a Zone of Truth or True Speak spell.

The spell strikes as a great column of forcethat descends from the sky. The area of effectis a circle whose radius is 5 feet per level ofpriest. All creatures within the area of effecttake 1d6 HP per level of priest in damage.Creatures making a saving throw versus spelltake half damage. Small objects must saveversus crushing blow or be destroyed. Struc-tures suffer damage as if hit by a heavy cata-pult (2d12). Any creature unfortunate enoughto be flying over the area of effect takes 1d6points of damage for every 3 metres above theground the creature was flying to a maximumof 10d6 plus the normal damage due to thecrushing blow of the spell.

When cast over water the spell raises a wave3 metres high per level of priest traveling 30feet per minute in a circle that grows outwardfrom the area of effect. On land, the force of thisspell often crushes trees and rends the earthproducing a great cloud of dirt and dust, ob-scuring the area for 1d4+1 rounds.

The material component of this spell is thepriest’s holy symbol and a war hammer whichthe priest throws into the air as the spell is cast.The hammer is destroyed in the casting.✠

Henley’s Digit of Disruption (Invoca-tion)

Sphere: CombatRange: 15 cm/levelComponents: V, SDuration: InstantaneousCasting Time: 7Area of Effect: One undeadSaving Throw: Special

This spell is a powerful weapon againstundead creatures. When it is cast, a thin rayabout 1 cm in diameter springs forth from thecleric’s pointing finger and strikes the selectedtarget. Any undead creature so struck mustsave versus magic or take 6d8 of damage androll on percentile dice as if hit with a Mace ofDisruption. If the save is made, the affectedcreature takes 4d8 of damage, with the remain-ing 2d8 striking the cleric in a backlash ofenergy.✠

Lifeforce (Alteration, Invocation)

Sphere: CombatRange: 3 mComponents: V, S, MDuration: PermanentCasting Time: 8Area of Effect: Caster and one targetcreatureSaving Throw: None

Through the use of this spell, the caster ispitting his lifeforce against that of the targetcreature. This is the pure confrontation of twobeing’s will to live. Each rolls 1d20 and adds itto his or its current hit points. This can be modi-fied by bless, chant, prayer, ring of protection,cloak of protection, luckstone, luck sword, wis-dom bonus, etc.

If the target creature’s total is less than 1/2the caster’s total, then the target creature isoverwhelmed and dies (in this case, the castersuffers fatigue equal to 1/2 the target’s roll inhit points). If the target creature’s total is lessthan the caster’s total but more than 1/2 thecaster’s total, then the target is stunned for 2d4rounds (-5 to AC, initiatives, saves, “to hit” anddamage rolls) and the caster suffers fatigueequal to the difference in totals. If the target’stotal is more than the caster’s, then the casterdies and the target suffers damage equal tothe difference in totals. Fatigue is recovered ata rate of 1 hit point per round.

The material component for this spell is thecleric’s holy or unholy symbol, a pair of ivorysix-sided dice (worth 200 GP) and a drop ofthe caster’s blood.✠

Oathbreaker (Conjuration/Summon-ing)

Sphere: Summoning, VengeanceRange: 0Components: V, S, MDuration: 5Casting Time: 5Area of Effect: One creatureSaving Throw: None

The Oathbreaker spell is a powerful methodof obtaining vengeance for a fallen comrade.The deceased person must have been knownto the priest, and must have been killedthrough the treachery of the intended target ofthe spell. That is, the target must have violatedan oath or agreement with the deceased per-son (king to subject, guest to host, etc.), orconspired to bring about the death of the de-ceased.

The Oathbreaker spell begins with the priestnaming the deceased and detailing the treach-ery which resulted in his death. Thereafter, twohuge columns appear in front of the priest.Between the columns appears a great door.The priest then knocks three times on the door,names the deceased, and pulls the doorsopen. The deceased person then stepsthrough the door as a special undead creature.

The deceased comes back in a near corpo-real form which mimics his form in life. The spirithas the same hit points as it did in life, andappears as it did in life. Although the spiritappears unarmoured, is affected only by magi-cal weapons of +2 or better enchantment. Thespirit has 50% magical resistance, and is un-affected by sleep, charm, and other forms ofmental control. It can attack adversaries as aSpectre, and can cast the Revisitation spell anytime it comes within range of the person re-sponsible for its death. In any case, the spirit’sonly purpose is to seek out and destroy theperson responsible for its death; the spirit willexist only as long as the target remains alive.

If the spirit is slain with magical weapons, oris dispelled (for which it gets a saving throwversus spell as it would have in life) it can neverbe raised from the dead again, except by aWish.✠

Priest Spells Seventh Level

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Raise Energy (Alteration)

Sphere: CharmRange: 30 mComponents: V, S, MDuration: 2 rounds/levelCasting Time: 8Area of Effect: One creatureSaving Throw: None

When the priest uses this spell, he invokesa powerful sort of blessing on the spell recipi-ent. The recipient will experience a level in-crease of 1 level for every 5 levels of the priestand all the abilities that come with the newlevels for the duration of the spell.

Use of the spell will require special sacrificeafterwards at the earliest opportunity.✠

Razorwind (Alteration, Invocation)

Sphere: Combat, Elemental (Air)Range: 5 m/levelComponents: V, S, MDuration: InstantaneousCasting Time: 8Area of Effect: One creatureSaving Throw: Special

By means of this spell, the caster bringsabout a transformation of the air about himself,“compressing” large volumes of it into a minutearea and sending it at a target. Though thiswind has no actual “edge,” it is highly effectivewhen it strikes its target, causing 1d8 points ofdamage per level of the caster. In addition, thevictim of the Razorwind must make a savingthrow vs. Rods or an extremity will be severed(as per a blow from a Sword of Sharpness)!This saving throw is modified by “+1” for eachplus of magical armour the target is wearing(only armour: not shields, rings, bracers, etc).In addition persons wearing plate mail or bet-ter receive an extra “+1” on the saving roll.

Because such a large volume of air isneeded to create the Razorwind, this spell canonly be cast outdoors or in a chamber of vastsize (DM’s discretion). If it is cast in a smaller,confined area (e.g., indoors or undergroundpassage), it will not function and everyone inthe area will suffer a momentary loss of air.

The material components for this spell arethe holy symbol of the caster, a bloodstone,and a small, flat piece of steel.✠

Stop The Sun (Alteration, Illusion)

Sphere: Sun, TimeRange: 0Components: V, S, MDuration: 1 turn/levelCasting Time: 1 turnArea of Effect: SpecialSaving Throw: None

When the priest casts this spell, the sunimmediately seems to stop in the sky, over anypopulated area which the priest can see themajor part of. The area actually experiences

extra turns of daytime; as far as those outsidethe area are concerned, the whole period ofextra time happened in one instant.

The material component for this spell is thepriest’s holy symbol.✠

Treegrowth (Alteration)

Sphere: PlantRange: TouchComponents: V, S, MDuration: PermanentCasting Time: 7 roundsArea of Effect: One HD/level, one crea-ture, or one buildingSaving Throw: Negates

Causes a plant of desired type to start grow-ing upon the target, which can be a person,building.. whatever. This plant shall feed on thelife force of the target creature, or if cast onsomething that has none, then on whateverother energy it can find and use.

If the target is a building, then the plant shallsimply grow in/on/around it, possibly causingstructural damage, as specified by the priest.It takes seven hours for the plant to grow to fullsize, so this spell shall not work as an InstantLadder. It can, on the other hand, be used tohide an entrance or make a treasure cachequite undetectable.

If the target is a creature with life force (orother energy, undeads and golems are notimmune), the plant shall feed on the life forceof the target creature, draining one level ofenergy until the target is dropped to -1 HD, anddies. The abilities fall as fast as the hit dice. So,a ninth-level character with Strength 18 andIntelligence 9 would lose 2 points of Strength,1 HD, and 1 point of Intelligence, among otherthings, for nine rounds, and then die. Thecorpse of the target creature shall then turn intoparts of the plant. For this, Raise Dead etc. isnot possible, having Intelligence zero makesSpeak with Dead impossible. On the otherhand, such a victim can Reincarnate, andSpeak with Plants is not hindered, as the mindremains within the plant.

This is a spell that is very seldom used bydruids because of its long casting time andobvious evilness. It is used on old druids thatfeel that their life is at an end and wish to liveon in the grove, or as a partial retribution onthose who destroy plant life needlessly or vio-late any dryad, supposing either is within theprotection of a druid.✠

Sources

Author: August Neverman

Fog Phantom (Conjuration/Summoning)Magic Eye (Alteration)Leap (Alteration)Delusion (Alteration, Phantasm)Fog Warrior (Conjuration/Evocation)

Author: Thom Watson

Priest Spells Seventh Level

Gold to Gems (Alteration)Kestrel’s Voice of the Bat (Alteration)PhotoCopy (Evocation)Waterproof (Alteration)Telepathic Familiar (Divination)Kestrel’s Skill Eraser (Necromancy)

Author: Jim Gitzlaff

Runetrue (Invocation, Abjuration)Chime (Alteration)Tomelore (Divination)Advanced Magic Mouth (Alteration)Dheryth’s Monomorph (Alteration)Cantrip Permanency (All Schools)Dheryth’s Stone Integrity (Abjuration)Dheryth’s Energy Cloak (Abjuration, Evoca-tion)Dheryth’s Energy Globe (Evocation, Altera-tion)Dheryth’s Energy Lance (Evocation)Dheryth’s Spell Support (Abjuration)Dheryth’s Energy Net (Evocation)Dheryth’s Sanctum Sanctorum (Abjuration)Elemental Gate (Conjuration)

Author: Jim Sisolak

Cantor’s Closed Cottage (Alteration,Conjuration)