Clone
Duration: Permanent
Effect: Grows one duplicate creature from a piece of the original creature
A clone is an exact duplicate of another living creature, grown from a piece of the original through the use of this spell. The piece need not be alive at the time the spell is cast.
A human or demihuman clone is rare and may be very dangerous. A clone of any other living creature is a more common thing called a simulacrum. A character can have only one clone at a time; attempts at making multiple clones of a single character automatically fail. Undead and constructs cannot be cloned, because they are not living creatures. (You could clone someone from flesh taken before that person became undead, but he would not be subject to the effects described below for situations where two examples of the same person exist.)
Human and demihuman clones: To create a human or demihuman clone, this spell must be cast on one pound of the person’s flesh. This spell requires the caster to use up other materials costing 5,000 gold pieces per Hit Die of the original. The clone awakens only when fully grown; this takes one week per Hit Die of the clone. When completed, the clone is not magical and cannot be dispelled.
If the human or demihuman original is not alive when the clone awakens, the clone has all the features, statistics (abilities), and memories possessed by the original at the time the flesh was taken. This is a very important point. For ex.ample, a 20th level magic-user might leave a pound of flesh with a scroll of this spell, so that he might be restored if lost; but if the character gains another ten levels of experience and then dies, the clone will be the younger, less experienced, 20th level form.
If a clone duplicates a person still living, or if the original person regains life, a very hazardous situation develops. Each form instantly becomes aware of the other’s existence. A partial mindlink exists between them; each can feel the other’s emotions (but no other thoughts). If either one is damaged, the other takes the same damage (but may make a saving throw vs. spells to take half damage). This effect does not apply to charm, sleep, cures, or other effects that do not cause damage.
The clone is immediately obsessed with the need to destroy its original and will do anything to accomplish this. From the time a clone becomes aware of its original, it has one day per level of its creator (i.e., the caster of the clone spell) to kill the original.
Example: A 25th level fighter dies. His friend the 34th level magic-user, who possesses a pound of the fighter’s flesh for this precise purpose, clones him. Then someone else raises the fighter from the dead. The clone becomes aware of his original and is compelled to kill him. He has 34 days to do so-one day for every experience level of his creator.
If the clone succeeds in killing its original, it can continue with its life normally; but if it fails and does not immediately die, it becomes insane.
When a clone goes insane, the original creature permanently loses one point of Intelligence and one point of Wisdom. The original may also thereafter become insane (5 % chance per day, not cumulative). If this occurs, the victim and the clone die one week later, both forever dead and unrecoverable even with a wish.
Special Note: If the original and the clone are kept on different planes of existence, no mindlink occurs, and the clone is not compelled to kill its original. No ill effects occur, and the two remain completely unaware of their situation. If they ever occupy the same plane, the mind-link occurs and cannot be broken thereafter except by the destruction of the clone or its original.
Other clones: A clone of any other living creature (not a human or demihuman) is called a simulacrum. One percent of the original’s flesh is needed, and the cost of other materials is 500 gold pieces per hit point of the original. As with a normal clone, the time required to grow a simulacrum is one week per Hit Die of the original.
A simulacrum always obeys its creator (the spellcaster). It understands all the languages spoken by the caster. Within a range of 10′ per level of the caster, it can receive mental commands if the creator concentrates on sending them.
A simulacrum is an enchanted monster. It can be blocked by a protection from evil spell and is magical; a dispel magic spell can (subject to normal chances of failure for that spell) cause it to vanish without a trace.
The simulacrum’s alignment is the same as that of the, spellcaster, regardless of the original creature’s alignment. Its armor class, movement rate, morale, and number of attacks are the same as the original’s.
A simulacrum has only 50% of the original’s Hit Dice, hit points, and damage per attack, The DM rolls d100 for each special ability; it is present in the simulacrum if the result is 01-50.
However, a freshly grown simulacrum never has any of the spells or spell-like abilities of the original.
If the original creature is alive, the simulacrum does not grow beyond this point. If the original creature dies (or is already dead), the simulacrum continues to increase in abilities, gaining an additional 5% per week to a maximum of 90% of the original’s statistics. When the DM rolls again to see which special abilities previously missing are gained, including spells and spell-like abilities (using the 90% chance for each; all may be present).
Create Magical Monsters
Duration: 2 turns
Effect: Creates one or more monsters
This spell is similar to the 7th level create normal monsters spell, except that it can create monsters with some special abilities (up to two astericks). The range and duration are double those of the lesser spell. All other details are the same: the creatures are chosen by the caster, appear out of thin air, and vanish at the end of the spell duration.
The total number of Hit Dice of monsters sppearing is equal to the level of the magic-user casting the spell (again, dropping fractions if the caster’s level is not an exact multiple of the creatures Hit Dice). The spell does not create human or demihumans, but can create undead. Creatures of 1-1 Hit Die count as 1 Hit Die; creatures of ½ Hit Die or less count as ½ Hit Die each.
Special Note: This spell can create a construct (as defined in Chapter 14) if the spellcaster uses the materials normally required for the construct’s creation. Only one construct will appear, regardless of the caster’s Hit Dice; but it is premanent and does not vanish at the end of the spell duration- though it still may be dispelled at normal chances of success. This construct may “have only two asterisks (special abilities) or less; See Chapter 14 for lists of the known types of constructs and the number of special abilities they have. The cost of materials is a minimum of 5,000 gold pieces per asterisk (or more, depending on your campaign). Chapter 16 contains more rules for enchanting magical items (including constructs) and has suggestions regarding constructs.
Dance
Duration: 3 or more rounds
Effect: Causes 1 victim to dance
The causes one victim to prance madly about performing a jig or other dance, for 3 of more rounds. The magic-user must touch the victim for the spell to take effect (a normal attack roll). The victim gets no saving throw, and cannot attack, use spells (or spell-like abilities), or flee. While dancing, the victim suffers a -4 penalty to his saving throws, and a +4 penalty to his armor class.
The duration is three rounds for a caster of 18th to 20th level; four rounds for levels 21-24, five rounds at levels 25-28, six rounds at levels 29-32, and seven rounds at levels 33-36.
Discharge
Duration:
Effect: A Radiance spell
Duration: Special
Effect: Requires two casters. Creates an inpenatrable dome that will only open when one of the casters is dead.
Explosive Cloud
Duration: 6 turns
Effect: Creates a moving poisonous cloud
This spell creates an effect which looks identical to the 5th level cloudkill spell (a 20′ tall cloud of greenish gas 30′ in diameter appe2sing next to the caster). The cloud is only mildly poisonous; all victims within it must make a saving throw vs. spells or be paralyzed that round. Each victim within the cloud makes a new saving throw each round.
The cloud is filled with sparkling lights (visible only to those within it), which are small explosions. Each round, all those within the cloud take damage from the explosions, with no saving throw allowed. This damage is 1 point for each two levels of experience of the magic-user, rounded down (9 points at 18th or 19th level, 10 points at 20th or 21st level, etc.): This explosive damage will affect any creature, including those immune to fire, gas, electricity, and other special attacks.
Force Field
Duration: 6 turns
Effect: Creates an invisible barrier
This spell creates an invisible, immovable barrier or object of pure force. It has almost no thickness, but cannot be broken or destroyed by any means except a disintegrate spell or a wish; even a dispel magic spell cannot affect it. A force field’s shape is limited to a sphere, hemisphere, a flat surface, a cylinder, a square or rectangular box with flat sides, or part of such a box. The sphere’s radius can be a maximum of 20′. The flat surface or combinations thereof may be up to 5,000 square feet in total area. The force field cannot be irregular in shape, and its surface must be perfectly smooth. It can be as small as the caster desires.
The force field will not appear within any solid or creature. Any part of it that would do so will not appear, leaving a hole in the force field- normally, a hole large enough for the victim to escape through. Furthermore, the edges of the field are blunt and cannot cause damage in any way. The force field will stay where it is put until it disappears, and cannot be moved by any means but a wish.
Creature(s) completely enclosed by a sealed force field will not starve, suffer from lack of air, or otherwise be harmed by the encasement. A sealed force field magically preserves any within it from natural death. This does not prevent damage or death from attacks by others within the force field.
Nothing can pass through a force field. Spells, missiles, blows, breath weapons, and all other attack forms merely bounce off it. However, a teleport or dimension door spell can bypass it; these spells allow the caster to travel into or out of the field without harming the field. The force field exists only on one plane of existence. Thus, planar travel (via gate or other means) can also bypass it.
Though most often used as a barrier or cage, a force field can easily be used to create an invisible floor, stairway, chair, or other object. A force field can be made permanent, but the permanence spell is still subject to dispel magic, and if removed, the force field disappears immediately. Even if treated with a permanence spell, a force field will always vanish if struck by a disintegrate spell or wished away.
Impass
Duration:
Effect: Blocks magical transportation
Impersonate
Duration:
Effect: Take on the appearance and persona of a specific individual
Lakshmi’s Anti-Magic
Duration:
Effect:
What’s it do, Lakshmi?
Lakshmi’s Vast Invisibility
Duration:
Effect:
Lesser Wish
Range: Special
Duration: Special
Effect: Has some of the components of WISH spell. Must be 30th Level to cast.
Mass Charm/ Remove Charm
Duration: Special (as charm person spell)
Effect: 30 Levels of creatures
This spell creates the same effect as a charm person or charm monster spell, except that the spell affects 30 levels (or Hit Dice) at once. Each victim may make a saving throw vs. spells to avoid the charm, but with a – 2 penalty to the roll. The spell will not affect a creature of 31 or more levels or Hit Dice.
The duration of each charm is determined by the victim’s Intelligence (see charm person, above). If the magic-user attacks one of the charmed victims, only that one creature’s charm is automatically broken. Any other charmed creatures seeing the attack may make another saving throw, but other creatures’ charms are not affected.
The reverse of this spell, remove charm, will unfailingly remove all charm effects within a 20′ x 20′ x 20′ volume. It will also prevent any object in that area from creating charm effects for one turn.
Mind Barrier / Open Mind
Duration: 1 hour per level of the caster
Effect: Protects against mind-affecting spells and items
This spell affects one creature; an unwilling recipient may make a saving throw vs. spells to avoid the effect.
The spell prevents any form of ESP, clairvoyance, clairaudience, crystal ball gazing, or any other form of mental influence or information gathering (such as by a contact higher plane or summon object) from working on the target creature. The caster or recipient simply does not exist for the purposes of those and similar spell effects for the duration of the mind barrier spell.
In addition, the recipient gains a bonus of + 8 to saving throws against mind-influencing attacks, such as all forms of charm, illusion and phantasms, feeblemind, and the like. (However, a roll of 1 always fails the saving throw, regardless of adjustments.)
The reverse of this spell, open mind, causes the victim touched to be vulnerable to all the mind-influencing attacks given above. All the victim’s saving throws against such effects are penalized by – 8 for the duration of the spell. This reversed spell must be cast by touch, requiring a normal attack roll.
Nine Kingdoms Fly
Duration:
Effect:
As Fly Spell. Allows flight on the Nine Kingdoms plane.
Permanence
Duration: Permanent until dispelled
Effect: Causes one magical effect to become permanent
By means of this spell, the magic-user can cause one other magic-user spell effect of 4th level of less, cast by the same magic-user, to become permanent. The magic-user may also attempt to make a spell effect of 7th level or less permanent but at risk of his own bodily health, making a savings throw vs. wands or losing 1 point of constitution permanently.
The DM can declare that the permanence spell will not work with any other specific spell. Whenever a character wishes to cast the spell, the DM should carefully consider whether permanence will affect the other spell. Certain spell combinations could seriously affect a campaign’s game balance, and the DM should carefully regulate all uses of this spell.
A permanence spell lasts until dispelled by a dispel magic spell from either the caster or some higher-level spellcaster (at normal chances for success). When the permanence spell is dispelled, the other spell effect vanishes immediately.
Including weapons, an item can only receive one permanence spell, and a creature can receive two at most. For purposes of counting how many permanence spells are on a given creature, any entity on its person (broadly and abstractly construed) that also has a permanence spell will also count toward the maximum. For example, if Halroth has a permanent fly spell on himself and a permanent read languages spell on his spyglass, that counts as meeting his maximum of two. If a permanence spell is cast on an item or area that already has one in effect (or a creature which already has two), that permanence spell will automatically fail.
Some spells used on a creature that are commonly made permanent are: detect magic, protection from evil, read languages, read magic, detect invisible, and fly. Some spells commonly made permanent on areas are light, phantasmal force, confusion, and cloudkil.
A magic-user does not need a permanence spell to make any permanent magical item. Using permanence to bind a spell to an object is not the same as enchanting the object. Enchanted objects are more durable and permanent than objects which have merely had spells permanently placed upon them.
[[Deleted text:
(1) “both permanence spells will automatically fail”
(2) “(…or a weapon which already has five)”
(3) “A weapon may have up to five permanent effects, but a 25% (noncumulative) chance of failure applies to each permanence after the first. Furthermore, if the permanence fails, it destroys the weapon completely.”]]
Polymorph Any Object
Duration: See below
Effect: Changes form of one object or creature
This spell is similar to the 4th level polymorph others spell, except that it will affect objects as well as creatures. If the object is part of a greater whole (such as a section of wall), the spell will affect up to a 10′ x 10′ x 10′ volume. A creature may avoid the effects if it successfully makes a saving throw vs. spells is made at a – 4 penalty to the roll.
The duration of the polymorph depends on the degree of the change. There are three basic kingdoms of all things- animal, vegetable, and mineral. If an object is polymorphed to one of a nearby kingdom (animal-vegetable, vegetable-mineral) the spell’s duration is one hour per level of the caster. If the change is from animal to mineral (or the reverse), it lasts for one turn per level of the caster. If no change in kingdom occurs (for example, if a creature is polymorphed into some other creature), the change is permanent until removed by a dispel magic spell (at normal chances for success).
Note that creatures created by means of this spell are not automatically friendly. A polymorph cannot affect a creature’s age or hit points. (See the 4th level polymorph self and polymorph others spells for other guidelines.) – This spell will not affect a creature which has more than 2x the spellcaster’s experience levels in Hit Dice. For example, a 20th level magic-user cannot affect a creature with 41 or more Hit Dice.
Power Word Blind
Duration: 1-4 days or 2-8 hours (see below)
Effect: Blinds 1 creature with 80 hit points or less
With this spell, the caster may blind one victim within 120′ (no saving throw). A victim with 1-40 hit points is blinded for 1d4 days; one with 41-80 hit points is blinded for 2d4 hours. The spell does not affect creatures with 81 or more hit points.
A biinded victim suffers penalties of – 4 on all saving throws and +4 on armor class. A cleric’s cure blindness or cureall spell will not remove this blindness unless the cleric is of a level equal to or higher than the caster of the power word blind.
Programmed Illusion
Duration: special
Effect: special
Steel Form
Duration: Permanent
Effect: Creates up to 500 square feet of steel
This spell is effectively identical to the 7th level ironform spell. However, the material created is of weapon-quality; a swordmaker with this spell could cast the spell and create a finely crafted, high-quality sword in 12 turns (two hours) or less.
Following the same general guidelines as ironform, a steel wall will have an AC of -10(2) and about 20 hit points per 1″ thickness.
Surrogation
Range: touch
Duration: 1d6+6 turns
Effect: produces caster’s own spells from a proxy, up to three miles per level
When this spell is cast upon a live creature with mercury in its bloodstream, the creature becomes a proxy for that caster. For the duration of the surrogation, any spell of fourth level or less cast by the master of the proxy and intended for the proxy will emanate from the proxy instead of the caster. No more than 2d2 spells can be cast in this manner before the surrogation spell is expired. The caster does not automatically gain control over the proxy, and surrogation will not work if the proxy goes beyond the maximum range of the spell (three miles per level of the caster). If the proxy is killed the spell expires.
Although Surrogation is an eight level spell, it may be made into a permanent effect by means of the magic-user ?Permanence? spell or any similar spell-like effect. Due to the scarcity of living creatures which can survive on a diet of mercury pills, finding good proxies is often difficult.
Acquired secretly from the mage’s guild on Orinocco. Lackshmi may be the only mage on the Prime plane that has the spell.
Symbol
Duration: Permanent
Effect: Creates one magical rune
This spell creates a written magical drawing (a “rune”) of great power. There are six kinds of symbols; the caster must select one when the spell is memorized. The rune may be placed on an object (such as a door or wall) or placed in mid-air. The rune cannot move; if placed on a creature or moving object, it will remain at that point when the surface moves (possibly floating in mid-air).
When any living creature passes over or through the rune, or touches the object on which the rune is inscribed, or (foolishly) reads the rune, the rune’s effect takes place immediately (no saving throw).
There is one exception: a magic-user, and any other creature which can normally cast magic-user spells (high-level thieves with scrolls do no, count!), may make a saving throw vs. spells if he merely reads or touches (rather than passes) the symbol. If the saving throw is successful, the symbol has no effect.
All symbols look similar to normal writings. Six symbols and their effects are given below; the DM may create others (such as polvmorph, teleport, charm, geas, etc.).
Death: Slays any creature with 75 hit points or less; does not affect a creature with 76 hit points or more.
Discord: The victim attacks allies (if any) or is otherwise confused (as the 4th level confusion, spell). The effect is permanent until removed by a dispel magic spell (at normal chances for success) or by a cleric’s cureall spell.
Fear: The victim immediately runs away from the symbol, at his Running Speed, for 30 rounds (as the wand).
Insanity: The victim becomes insane, and cannot attack, cast spells, or use special abilities or items. The victim may walk, – but must be carefully tended or may run away. This effect is permanent until removed by a dispel magic spell (at normal chances for success) or by a cleric’s cureall spell.
Sleep: The victim falls asleep, and cannot be awakened. The victim will wake normally in 1d10 + 10 (11-20) hours or if dispel magic is used to negate it (at normal chances for success).
Stunning: Affects any creature with 150 or fewer hit points. The victim is stunned for 2d6 turns (as the power word stun spell).
Travel
Duration: One turn per level of the caster
Effect: Allows aerial or gaseous travel
The magic-user may bring one other creature for every five levels of experience (rounded down; for example, a 28th level magic-user could bring five other creatures on the journey). To bring others, he must touch them, or they must touch him, while the spell is cast and the shift is made. Any unwilling creature can make a saving throw vs. spells to avoid the effect. The caster must take the others with him-he cannot send them while remaining behind.
While this spell is in effect, the magic-user (only) may assume gaseous form by concentrating for one full round. (If he is interrupted, no change occurs.) Unlike the potion effect, all equipment carried also becomes part of the same gaseous cloud. In this form, the caster may travel at double the normal flying rate: 720′ (240′). While gaseous, the magic-user cannot use items or cast spells, but also cannot be damaged except by magic (weapons or certain spells). Also, a gaseous being cannot pass through a protection from evil spell effect or an anti-magic shell.