Ceremony of the Homonculus

Range:

Duration:
Effect:

x

x

x

x

Charm Plant

Range:

Duration:

Effect:

120′

6 months (see below)

Charms one tree or more smaller plants

Similar to a charm person spell, this effect causes one tree, six medium-sized bushes, 12 small shrubs, or 24 small plants to become friends of the magic-user (no saving throw). However, a plant-like monster (treant, shrieker, etc.) may make a saving throw vs. spells to resist the effect.

The charmed plants will understand and obey all commands of the magic-user, as long as tasks are within their ability (including the entangling of passersby within range, but not including movement, sensing alignment, etc.). The plants will remain charmed for six months, until the charm is dispelled, or until winter (when they sleep). (This spell is quite useful around a stronghold, both inside and out, especially when used after a 4th level growth of plants spell, and possibly a permanence as well.)

Control Destiny

Range:

Duration:

Effect:

x

x

x

x

 

Create Normal Monsters

Range:

Duration:

Effect:

30′

1 turn

Creates 1 or more monsters

This spell causes monsters to appear out of thin air. All monsters appearing will understand and obey the caster’s commands- fighting, carrying or fetching things, etc. Then, will faithfully obey all commands to the best of their abilities. Each monster will appear carrying its normal weapons and wearing its normal armor (if any), but arrives otherwise unequipped. At the end of one turn, all the monsters created vanish back into thin air, along with all their equipment, (If a monster has dropped a weapon while fighting and then vanishes, the weapon disappears, too.)

The total number of Hit Dice of monsters appearing is equal to the level of the magic-user casting the spell. (If the spellcaster’s level is not an exact multiple of the monsters’ Hit Dice, drop all fractions). The magic-user may choose the exact type of monsters created, but he must select only monsters with no special abilities (i.e., no asterisk next to the Hit Die number in the monster explanation). This spell does not create humans, demihumans, or undead. Creatures of 1-1 Hit Dice are counted as 1 Hit Die; creatures of 1/2 Hit Die or less are counted as Hit Die each.

Example: With this spell, a 15th level caster could summon 30 giant bats, rats, or kobolds (‘/2 Hit Die monsters); or 15 goblins, orcs, Or hob blins (i Hit Die monsters); or 7 rock baboons, gnolls, or lizard men (2 Hit Die monsters): or 5 boars, draco lizards, or bugbears (3 Hit Die monsters); or 3 black bears, panthers, or giant weasels (5 Hit Die monsters); and so forth.

Delayed Blast Fireball

Range:

Duration:

Effect:

240′

0 to 60 rounds

Delayed blast fireball of 20′ radius

As the name implies, this is a fireball spell whose blast can be delayed; it behaves like a time bomb. When he casts the spell, the magicuser states the exact number of rounds of delay (from 0 to 60) until the spell detonates. A small rock, very similar in appearance to a valuable then shoots out toward the desired location, and remains at that location until the stated delay elapses. The “gem” may be picked and so forth.

When the stated duration ends, it explodes in an effect identical to a normal fireball- sudden instantaneous explosion inflicting 1d6 points of damage per level of the caster to all within the area of effect (a sphere of 20′ radius). Each victim may make a saving throw vs. spells to take half damage.

Once the spell has been cast, the explosion cannot be hurried nor further delayed, except with a wish. The “gem” created is pure magic, not an actual object, and cannot be moved magically with (telekinesis, teleport, etc.); however, it can be dispelled.

Iron Form

Range:

Duration:

Effect:

Touch

Permanent

Creates 500 square feet of iron

This spell creates a wall of iron 2″ thick (or less) with an area equal to 500 square feet; it may be arranged in any fashion the caster desires (10′ x 50′ or 25′ x 20′ 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 a giant portcullis-could take the maximum time allowable, 12 turns (2 hours) to create in rough form. When the caster wants to try a complicated or unusual 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 ironform on an object he has already created with the same spell, in order to modify it for up to two hours. This is how magic-user artists often make fine iron statues, for instance. When he is satisfied with his work, he casts ironform on it one last time to “lock it in place” it may no longer be modified by ironform spells.

The object must be created to rest on the ground or similar support, and cannot be cast in a space occupied by another object. Unlike the metal created by the wall of iron spell, it does not have to be created in a vertical position.

A caster can create his iron with one or more rough sides, and later he or another caster can use another ironform to create iron 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 iron reinforcements for walls.

The iron so created is not dispellable; it lasts until broken or destroyed by spells like disintegrate or creatures such as rust monsters.

The armor class and hit points of building materials are given in the Fortifications Table on page 137. Following these general guidelines, we find that an iron wall will have an AC of -10(2) and about 15 hit points per 1″ thickness.

Lore

Range:

Duration:

Effect:

0 (magic-user only)

Permanent

Reveals details of 1 item, place, or person

By means of this spell, the magic-user may gain knowledge of one item, place, or person. If the caster holds the item being studied, the spell takes id4 turns to complete, and the magic-user learns the item’s name, method of operation and command words (if any), and approximate number of charges (if any, within five of the correct number).

If the item has more than one mode of operation, or more than one command word, only one function will be revealed for each lore spell used, and the spell will not even hint that the object has any other functions.

If the spell is being used to investigate a place or person, or an item which the caster is not holding, the spell may take 1d100 days to complete. A purely legendary topic should require large amounts of time, and the information gained may be in the form of a riddle or poem. The Dungeon Master should reveal only general details if the place is large, or if the person is of great power.

(Strike through is no longer viable after White Wave.)

Lakshmi’s Quick Communication

Range:

Duration:

Effect:

x

x

x

Magic Door/ Magic Lock

Range:

Duration:

Effect:

10′

7 uses

Creates one passage

This spell may be cast on any wall, floor, ceiling, or section of ground. It creates a magical, invisible doorway that only the spellcaster may use. It also creates a passage through up to 10′ of non-living solid material beyond the doorway itself. It cannot be created in a living object of any kind. The door is undetectable except by a detect magic spell, and cannot be destroyed except by a dispel magic spell (at normal chances for success).

The magic door lasts until dispelled, of until it has been used seven times. Note that each oneway passage through the door is counted as a separate use.

The reverse of this spell, magic lock, is a powerful version of the 2nd level wizard lock spell, but cannot be affected by a knock spell or by the effects of any magical item. The magic lock causes any one portal to become totally impassable as long as the magic remains; only the spellcaster can use the portal. The spell can affect an empty 10’x 10′ portal-like area (such as an empty doorway). The locked portal does not change in appearance. As with a magic door, the enchantment remains until the portal has been used seven times or until removed by a dispel magic spell.

Mass Invisibility/ Appear

Range:

Duration:

Effect:

240′

Permanent until broken

Creatures or objects in 60′ square area

This bestows invisibility (as the 2nd level spell) on several creatures. All the recipients must be within an area 60′ square within 240′ of the magic-user. The spell will affect up to 6 dragon-sized creatures, or up to 300 man-sized creatures. After the spell is cast, each creature becomes invisible, along with all equipment it carries (as per the invisibility spell, above). An invisible creature will remain invisible until he or she attacks or casts any spell.

The reverse of this spell, Appear, will cause all invisible creatures and objects in a 20′ x 20′ x 20′ volume to become visible. Creatures on the Astral and Ethereal planes are not within the area of effect; the spell cannot reach across planar boundaries. All other forms of invisibility are affected, both magical and natural, and all victims of this spell cannot become invisible again for one full turn.

Power Word Stun

Range:

Duration:

Effect:

120′

2d6 or 1d6 turns

Stuns 1 creature of 70 hp or less

This lets the caster stun one victim within 120′ (no saving throw). A victim with 1-35 hit points is stunned for 2d6 turns; a victim with 36-70 hit points is stunned for 1d6 turns. No creature with 71 or greater hit points is affected.

Power Word St.Ud

Range:

Duration:

Effect:

120′

2d6 or 1d6 turns

Stuns 1 undead creature of 70 hp or less

As Power Word Stun but only against undead.

Retain Power

Range:

Duration:

Effect:

30′

See below

Take over one body

x

 

Reverse Gravity

Range:

Duration:

Effect:

90′

1/5 round (2 seconds)

Causes victims in a 30′ cubic volume to fall upward

This spell affects all creatures and objects within a cubic volume 30′ x 30′ x 30′, causing them to “fall” in a direction opposite the normal gravity. In two seconds, creatures and objects can “fall” a maximum of 65′. No saving throw is allowed, and all victims hitting a ceiling or other obstruction take 1d6 points of damage per 10′ “fallen.” Note that after the two seconds have elapsed, gravity returns to normal and all victims will fall back to their original places, suffering more falling damage. The DM should make a morale check for each NPC victim of this spell.

Example: A magic-user casts this spell at a group of approaching giants in a 40′ tall room. The giants “fall” to the ceiling and then back to the floor, each taking a total of 8d6 points of damage in the process: 4d6 from “falling” up and hitting the ceiling, and another 4d6 from failing back down to the floor.

Rock – Elf Only

Range:

Duration:

Effect:

0 (Magic-user only)

2 turns per level of the caster

Allows caster to turn to rock

Elf spell as Statue

Statue

Range:

Duration:

Effect:

0 (Magic-user only)

2 turns per level of the caster

Allows caster to turn to stone

This allows the magic-user to change into a statue, along with all nonliving equipment he carries, up to once per round (to or from statue form) for the duration of the spell. The caster can concentrate on other spells while in statue form, though he can cast no new spells while in this form. Although this spell does not give him immunity to “turn to stone” effects (from a gorgon’s attack), the caster may simply turn back to normal one round after becoming petrified.

While in statue form, the magic-user is armor class -4, but cannot move. He cannot be damaged by cold or fire (whether normal or magical) or by normal weapons. He does not breathe, and is thus immune to all gas attacks, drowning, etc. Magical weapons and other spells (such as lightning bolt) inflict normal damage on him. If a fire or cold spell is cast at the magic-user while in normal form, the character need only win initiative (with a + 2 bonus) to turn into a statue before the attacking spell strikes.

Summon Object

Range:

Duration:

Effect:

infinite

Instantaneous

Retrieves one object from caster’s home

By means of this Spell, the magic-user can cause one nonliving object to leave the spellcasters’s home and appear in his hand. The object must weigh no more than 500 cn (50 pounds), and may be no bigger than a staff or small chest. The spellcaster must be very familiar with the item and its exact location, or the spell will not work. The caster must also have prepared the item beforehand by sprinkling it with a special powder that costs 1,000 gold pieces per item prepared; the powder becomes invisible and does not interfere with the item in any way. The spell cannot summon items that have not been prepared in this fashion.

If the magic-user prepares a chest for use with this spell, fills the chest with weapons and magical items, and then later tries to summon it to him, the chest appears-empty. All its contents stay behind, where the chest originally stood, since they have not been magically prepared for use with the spell, and since the spell can summon only one prepared object at a time.

If another being possesses the item summoned, it will not appear, but the caster will know approximately who and where the possessor is.

The magic-user may use this spell from any location, even if the item summoned is on another plane of existence.

Sword

Range:

Duration:

Effect:

30′

1 round per level of the caster

Creates a magical sword

When this spell is cast, a glowing sword made of magic, rather than metal, appears next to the caster. The magic-user may cause it to attack any creature within 30′, simply by concentrating; the sword flies to the target and attacks. If the caster’s concentration is broken, the sword merely stops attacking. It remains in existence for one round per level of the spellcaster.

The sword moves very quickly, attacking twice per round and making its attack rolls at the caster’s level. Damage is the same as a two-handed sword (1d10), but this magical creation is capable of hitting any target (even those hit only by powerful magical weapons).

The sword cannot be destroyed before the duration ends, except by a dispel magic spell effect (at normal chances of success) or a wish.

Sword – Elf Only

Range: 30′

Duration: 6 Rounds +1 per level
Effect:Creates a magical sword

 

This spell allows the elf to create a shimmering sword-like blade of force.  The elf is able to wield this weapon as if he or she were holding it.  An elf cannot both fight with this sword and fight with other weapons, but it will just hang in space if the elf must neglect it for a few rounds to handle something else.  it has no bonuses, but can hit any sort of opponent, even though normally struck only by +3 weapons.  It hits any armor class on a roll of 19 or 20.  it inflicts 4-24 points of damage and lasts until the spell duration expires, a successful dispel magic is cast on it, or the caster no longer wants it.
This sword can be used for any special maneuvers, just as a normal sword can.

Teleport Any Object

Range:

Duration:

Effect:

Touch

Instantaneous

Effect: Causes 1 object or creature to teleport

This spell is similar to the 5th level teleport spell, but nonliving objects can be affected. After casting this spell, the spellcaster may touch one creature or object and cause it to teleport. The normal chance of error apply (see the description of the teleport spell above) so an object appearing too high will fall and probably break, while one appearing too low will be destroyed instantly. If the spellcaster uses this spell to teleport himself, there is no chance for error. The caster may not deliberately choose a destination occupied by a solid object or in open air above the ground.

The maximum weight affected is 500 cn (50 pounds) per level of the caster. If an object is a solid part of a greater whole (such as a section of wall), the spell will teleport a maximum of one 10′ x 10′ x 10′ cube of material. If the caster is trying to teleport a creature that weighs more than the spell allows, the spell fails.

If another creature holds or carries the item which the caster is trying to teleport, the creature may make a saving throw vs. spells (with a – 2 penalty). If the saving throw is successful, the teleport fails.

If the caster touches another creature, the target creature may make a saving throw vs. spells (if so desired) to avoid being teleported, but with a – 2 penalty to the roll.

Turn Wood – Elf Only

Range:
Duration:
Effect:

As Druid Spell