Mage Spells: 5th Level

Animate Dead

Range: 60′

Duration: Permanent
Effect: Creates zombies or skeletons

This spell allows the spellcaster to make animated, enchanted skeletons or zombies from normal skeletons or dead bodies within range. These animated undead creatures will obey the cleric until they are destroyed or a dispel magic spell.

For each experience level of the cleric, he may .animate one Hit Die of undead. A skeleton has The same Hit Dice as the original creature, but a zombie has one Hit Die more than the original. Note this doesn’t count character experience levels as Hit Dice: For purposes of this spell, all humans and demihumans are 1 HD creatures, so the remains of a 8th level thief would be animated as a zombie with 2 HD.

Animated creatures do not have any spells, but are immune to sleep and charm effects and poison. Lawful clerics must take care to use this spell only for good purpose. Animating the dead is usually a Chaotic act.


Bone Solvent

Range: Per Cloudkill
Duration: Instant
Effect: Dissolves Undead

Area of effect like cloudkill. Instantly kills undead with 5 HD or lower. Causes damage to undead with more than 5 HD each round that they remain in the cloud.


Call Upon the Blue Flame

Range:
Duration:
Effect:

xxx

x

Call Upon Radiance

Range: 30′ radius from receptacle

Duration: 1 round per level
Effect: Increases spell effects

This spell enables the caster to increase his spell effects for one round per level. This requires the use of the receptacle. When calling up the Radiance from places nearest the artifact (e.g. Glantri City), the caster may cast spells as though he were seven levels higher than his current level (a note from the DM: from a distant place like Crownguard one’s casting level would only be increased by two). If the level of spell casting does not substantially change the spells effect, the caster may instead choose to increase of the following factors:
  • range (except for 0 range spells)
  • duration (except for permanent or instantaneous effects)
  • area of effect (except for spells affecting only one person or target

The factor increases by 70% for those located near the artifact (Glantri City)
(DM: and by 20% from places as far away as Raevynn’s old roost). Example: A 36th-level wizard could cast a Fire Ball 408′ away instead of 240′, or cover a 68′ blast area instead of 40′ (damage does not increase since spells never cause more than 20d6 hp of damage).

Cloud Kill

Range: 10′

Duration: 6 turns
Effect: Creates a moving poisonous cloud

This spell creates a circular cloud of poisonous vapor, 30′ across and 20′ tall, which appears next to the spellcaster. It moves away at the rate of 60′ (20′ per round) in any one direction (with the wind, if any; otherwise, in the direction chosen by the caster). This cloud is heavier than air and will sink when possible (going down holes, sliding downhill, etc.). The cloud will evaporate if it hits trees or thick vegetation. If cast in a small area (such as in a 10′ tall dungeon corridor), the cloud may be of smaller than normal size. All living creatures within the cloud take 1 point of damage per round.

Any victim of less than 5 Hit Dice must make a saving throw vs. poison or be killed by the vapors.

Conjure Elemental

Range: 240′
Duration: Concentration

Effect: Summons one 16 HD elemental

This spell allows the caster to summon any one elemental (AC – 2, HD 16, Damage 3d8; see the description of elementals in Chapter 14). The caster can only summon one of each type of elemental (earth, air, fire, water) in one day.

The elemental will perform any tasks within its power (carrying, attacking, etc.) as long as the caster maintains control by concentrating. The caster cannot fight, cast other spells, or move over half Normal Speed, else he will lose control of the elemental. If he loses control, he cannot regain it. An uncontrolled elemental will try to slay its summoner, and may attack anyone in its path while pursuing him.

The spell’s caster may return a controlled elemental to its home plane simply by concentration. A dispel magic or dispel evil spell can return an uncontrolled elemental to its plane.


Contact Outer Plane
Range: 0 (spellcaster only)

Duration: See below
Effect: 3-12 questions may be answered

 

This spell allows the spellcaster to contact one of the outer planes of existence to seek knowledge from an Immortal creatures powerful magical being played by the DM. The wisest and most powerful Immortals live on the most distant outer planes. However, mental contact with an Immortal may cause a mortal to go insane. The more distant the plane, the greater the chance of a correct answer-but the greater the chance of insanity as well.

The number of questions the spellcaster may ask is equal to the “distance” to the outer plane. “Distance” to any other plane of “istence is measured in the number of planes the character would have to cross in order to visit that plane. See the chart on page 264 to see where the various planes of existence lie in relation to one another. The “distance” between the Prime Plane and the closest outer plane is 3-the Ethereal, elemental, and Astral Planes lie “between” them. There are many outer planes, many too far removed to be affected by this spell.

The caster may choose the distance, up to the maximum allowed. The DM checks the caster’s chance of insanity once, when the Immortal is first contacted. If the caster is 21st level or greater, the chance of insanity is reduced by 5% per level of the caster above 20.

Even if insanity does not result, the Immortal may still not know the answer to the character’s questions, or may lie, at the DM’s discretion. If the DM does not wish just to decide whether the Immortal knows or is lying, he can roll on the chart below to determine this.

Distance & Number of Questions Chance of… Insanity Knowing Lying*
3 5% 25% 50% 4 10% 30% 45% 5 15% 35% 40% 6 20% 40% 35% 7 25% 50% 30% 8 30% 60% 25% 9 35% 70% 20% 10 40% 80% 15% 11 45% 90% 10% 12 50% 95% 5%

The spellcaster can use this spell once a month at most (or less often, at the DM’s option). An insane character recovers with rest, after a number of weeks of game time equal to the number of the plane contacted.

Dissolve/Harden

Range: 120′

Duration: 3-18 days
Effect: Liquify 3000 square feet of soil or rock

 

This spell changes a volume of soil or rock (but not a construction) to a morass of mud. An area up to 10′ deep or thick is affected, and may have up to 3,000 square feet of surface area. The magic-user may choose the exact width and length (20’x 150′, 30’x 100′, etc.), but the entire area of effect must be within 240′ of the caster. Creatures moving through the mud are slowed to 1 0 % of their normal movement rate -at best, and may become stuck (at the DM’s discretion, a victim must make saving throw vs. spells to avoid becoming stuck).

The reverse of this spell (harden) will change the same volume of mud to rock, but permanently. A victim in the mud may make a saving throw vs. spells to avoid being trapped in the hardened mud.

Edrecourt’s Improved Phantasm

Range:

Duration:
Effect:

As per Phantasmal Force, but with a -4 penalty to save.

Fabricate

Range:

Duration:
Effect: Makes mundane materials out of nothing.

Feeblemind

Range: 240′

Duration: Permanent until dispelled
Effect: Lowers Intelligence score to 2

This spell will only affect a magic-user, elf, or a monster which can cast magical spells; it does not affect those which cast only cleric or druid.

It will make the victim helpless, unable to cast spells or think clearly (as if the victim has an Intelligence score of 2). The victim may make a saving throw vs. spells to avoid the effect, but with a – 4 penalty to the roll.

The feeblemind lasts until removed by a dispel magic spell (at normal chances for success) or by a cleric’s cureall spell.

Hold/Free Monster

Range: 120′

Duration: 6 turns + 1 turn per level of the caster
Effect: Paralyzes 1-4 creatures

This spell has an effect identical to that of a hold person spell, but will affect any living creature. (It does not affect the undead.) Each victim must make a saving throw vs. spells or be paralyzed. The spell may be cast at a single creature or a group. If cast at a single creature, the victim takes a – 2 penalty to his saving throw. If cast at a group, it will affect 1d4 creatures (of the spellcaster’s choice, and within spell range), but with no penalties to the saving throw.

The reverse of this spell, free monster, removes the paralysis of up to four victims of hold person or hold monster spells. It has no other effect.


Lakshmi’s phantom Armor
Range:

Duration:
Effect: yeah good question.  What does this do?  I doubt it exists.

Magic Jar

Range: 30′

Duration: See below
Effect:  Take over one body

This spell causes the caster’s body to fall into a trance, while the caster’s life force is placed in an inanimate object (which is called a magic jar regardless of its form; it does not have to be an actual jar) within range. From this object, the caster’s life force may attempt to take over any one creature within 120′ of the magic jar. If the victim makes a successful saving throw vs. spells, the attempt fails and the caster may not try to take over that victim again for one turn. If the victim fails the saving throw, the caster takes over his body and the life force of the victim is placed into the magic jar.

The caster may cause the body to perform any normal actions, but not special abilities (similar to a polymorph self effect). A dispel evil spell will force the spellcaster’s life force out of the victim’s body and back into the magic jar. When the spellcaster returns to his or her real body, the victim’s life force returns to his body and the spell ends.

If the possessed body is destroyed, the victim’s life force dies, and the caster’s fife force returns to the magic jar. From there the caster may try to take over another body or return to the original body. If the magic jar is destroyed while the caster’s life force is within it, the caster is killed.

If the magic jar is destroyed while the caster’s life force is in a victim’s body, the life force is stranded in that body, and the life force of the body’s original owner is destroyed. If the caster’s original body is destroyed, his life force is stranded in the magic jar until the caster can take over another body!

The taking over of another body is a Chaotic act.

Neutralize Poison – Elf only

Range: Touch

Duration: Permanent
Effect: A creature is depoisoned.

As Druid Spell

Passwall

Range: 30′

Duration: 3 turns
Effect: Creates a hole 10′ deep

This spell causes a hole 5′ diameter, 10′ deep to appear in solid rock or stone only. The hole may be horizontal or vertical.

The stone reappears at the end of the duration. If someone is still in the tunnel when the stone reappears, he gets a saving throw vs. turn to stone. If he succeeds, he is hurled out the nearest end of the tunnel. If he fails, he is trapped within the reappearing stone, and dies.

Pro. from Lightning – elf only

Range: Touch

Duration: 1 Turn per level
Effect: Protects against Electrical Attack

 

As per the Druid Spell

Any recipient of this spell is immune to a given amount of electrical damage. The druid’s experience level determines the amount of damage: for each level of experience, one die (1d6) of damage is negated. Subtract the number of dice from the number of dice of damage that would be done to him.
Example: A 20th level druid casts this spell. He is protected against 20d6 lightning damage. For example, this would negate the effects of two full call lightning attacks (of 8 dice each)on him, plus half of a third (8 + 8 + 4 = 20). The third call lightning inflicts 4d6 points of damage on him (but he does get his saving throw against it), and any subsequent call lightning attacks made against him will do full damage.

 

Sleep 10 ft Radius

Range:

Duration:
Effect: is this a real spell?

Sunkill

Range: 180′

Duration: Instantaneous
Effect: Bolt 60′ long, 5′ wide Shoots a ray of intense light. Undead must save or die, or take damage.

See Lightning Bolt

This spell creates a bolt of light, starting up to 180′ away from the caster and extending 60′ in a straight line further away. All undead or light sensitive creatures within the area of effect take 1d6 points of damage per level of the spellcaster. (Thus a 6th level elf would cast a lightning bolt doing 6d6 points of damage.) Each victim may make a saving throw vs. spells; if successful, he takes only half damage.
If the lightning bolt strikes a solid surface (such as a wall), it will bounce back toward the caster until the total length of the bolt is 60′.

Telekinesis

Range: 120′

Duration: 6 rounds
Effect: Move 200 cn of weight (20 lb) per level of caster

This spell enables the spellcaster to move a creature or object simply by concentrating. The item may weigh up to 200 cn (20 lbs) per level of the caster (a 10th level elf could move an object weighing up to 2,000 cn, or 200 lbs). The caster may move the object in any direction, at a rate of up to 20′ per round.

An unwilling victim may make a saving throw vs. spells to avoid the effect. If he makes the roll, he doesn’t budge. If a target is being held by someone, the holder can make a saving throw with a – 2 penalty to retain the target item.

If the telekinesis grabs an object that is being carried but not held in the hand, the owner may grab for it as it is yanked away. To catch the departing object, he must make a saving throw vs. spells with a – 5 penalty.

The caster must concentrate while moving objects, and the objects will fall if the caster is disturbed.

Teleport

Range: 10′

Duration: Instantaneous
Effect:Transports one creature with equipment

This spell instantly transports the spellcaster or another recipient to any unoccupied destination on the same plane of existence. Distance does not matter so long as the destination is on the same plane. T’he recipient arrives at the destination with all equipment he was carrying. An unwilling victim can make a saving throw vs. spell to avoid the spell effects.

The caster may not deliberately choose a destination he knows to be occupied by a solid object, and he must choose to appear on a surface (such as ground level or the top of a building); he cannot choose to appear far up in the air.

Teleporting is dangerous; there is a chance the teleporter will appear in a solid object. The teleporter’s chance of arriving safely depends on how carefully the caster has studied the area.

On the chart below, the DM determines how well the caster knows the destination.

Casual    General    Exact  
01-50      01-80       01-95    Success
51-75      81-90       96-99    Too High
76-00     91-00         00         Too Low

“Casual Knowledge” means that the caster has been there once or twice, or is visualizing the aiming point from descriptions or magical means. “General Knowledge” means the caster has been to the area often, or has spent several weeks studying the area magically (via crystal ball, etc.). “Exact Knowledge” means the caster has made a detailed personal study of the area.

Once the DM has determined how well the character knows the destination, the DM rolls d%. If the result is “Success,” the teleporter arrives exactly where the caster desired.

If the result is “Too High,” the recipient arrives 1d10 x 10′ above the desired destination, then falls, taking damage on impact (1d6 points of damage per 10′ fallen). (If he had already cast a fly or levitate spell, or already had a flying device operating, he can avoid this damage.)

If the result is “Too Low,” the recipient arrives 1d10 x 10′ below the desired location. Any creature teleporting into a solid object is instantly killed unless a vacant area (such as a cave or dungeon) lies at that point (DM’s discretion).

Transmute Rock to Mud

Range:

Duration:
Effect:

See Dissolve

Wall of Stone

Range: 60′

Duration: Special
Effect: Creates 1000 cubic feet of stone

This spell creates a vertical stone will exactly 2′ thick. The caster chooses the wall’s dimensions and shape, but its total area must be 500 square feet or less (10′ x 50′, 20’x 25′, etc.), and the entire wall must be within 60′ of the caster.

The caster must create the wall where the wall will rest on the ground or similar support, and cannot create the wall in a space already occupied by another object.

The wall lasts until it is dispelled or physically broken.

If a wall of stone topples, it causes 10d10 points of damage to what it hits, and it shatters.

Woodwall

Range: Touch

Duration: Permanent
Effect: Creates 1,000 cubic feet of wood

This spell creates a mass of wood equal to 1,000 cubic feet; it may be arranged in any fashion the caster desires (10’x 10 ‘x 10′ block-, 25’x 20’x 2’ wall, etc.)

Casting time varies depending on the complexity of the design. A simple wall and other simple shapes take 1 round. A simple staircase may take 10 rounds (1 turn). A complicated design which is supposed to adhere to very tight specifications-such as the keel of a ship-could take the maximum time allowable, 12 turns (2 hours) just to work up in rough form. When the caster wants to try a complicated design, the DM decides how long the casting will take.

The object must be created as a single piece, with no moving parts. The original caster of the spell may later cast woodform on an object he has already created with the same spell, in order to modify it for up to two hours. This is how spellcaster artists often make fine woodcarvings, for instance. When he is satisfied with his work, he casts woodform on it one last time to “lock it in place,” and it may no longer be modified by woodform spells.

The mass of wood must be created so as to rest on the ground or similar support, and cannot be Cast in a space occupied by another object.

A caster can create his wood with one or more rough sides, and later he or another caster can use another woodform to create wood perfectly joined to the first on that side-and there will be no seam or weakness at the joining. This makes it a good spell for creating strong ships and buildings.

The caster may decide what sort of wood is created within reason. The DM may refuse to allow the caster to pick very expensive, exotic, or magical woods.

The wood created by this spell is not dispellable it lasts until broken through, burned, or destroyed by Spells like disintegrate.

The armor class and hit points of building materials are, given in the Fortifications Table on page 137. Based on those guidelines, a wall of wood has an AC of – 4(6) and 60 hit points per 1′ thickness. Most building exterior walls would be about 8″ thick and have 40 hit points.