Alestria’s Pro. from Fire

Range:

Duration:
Effect:

Self

1 turn per level of caster

20D6 protection from Fire Damage

As Pro from Lightning.

Anti-Magic Shell

Range:

Duration:

Effect:

0 (Caster only)

12 turns

Personal barrier which blocks magic

This spell creates an invisible barrier around the spellcaster’s body (less than an inch away). The barrier stops all spells or spell effects, inluding the caster’s. The caster may destroy the shell at will; otherwise, it lasts for the duration. Except for a wish, no magic (including a dispel magic) can cancel the barrier.

Anti-Animal Shell – elf only

Range:

Duration:
Effect:

Elf only. As Druid Spell

Death Spell

Range:

Duration:

Effect:

240′

Instantaneous

Slays 4d8 (4-32) Hit Dice of creatures Within a 60′ x 60′ x 60′ area

The spell will affect 4d8 (4-32) Hit Dice of living Creatures within the given area. Normal plants and insects are automatically slain, and those with no hit points (normal insects, plants smaller than shrub-sized, for instance) are not in the total affected. Undead are not affected, nor or are creatures with 8 or more Hit Dice (or levels of experience).

The lowest Hit Dice creatures are affected first. Each victim must make a saving throw vs. Death Ray or die.

Disintegrate

Range:

Duration:

Effect:

60′

Instantaneous

Destroys one creature or object

This spell causes one creature or nonmagical object to crumble to dust. A victim may make a death ray to avoid the effect. (The spell can disintegrate a dragon, a ship, or a 10′ section of a wall for example.)

The spell does not affect magical items or spell effects.

Disguise

Range:

Duration:

Effect:

Touch

special

1 Person

This spell allows the recipient to assume the appearence of any person or creature of about the person’s size (within 25%). A specific individual can be mimicked. The illusion allows the disguised person to appear to be wearing different garments, and alters his voice to sound like the creature or person being imitated (if the caster has heard the voice to be mimicked). It does not confer langauge ability; the disguised person must know a language in order to speak it correctly or understand it. The spel does not provide any abilities of the identity taken, nor personal habits, nor mental patterns: A person disguised as aaracockra cannot actually fly.

The spell does not grant the abilities of another class: A wizard disguised as a fighter cannot wear armor, though he could appear to; likewise he cannot weild a sword but could disguise his dagger to look like sword.

The spell cannot be recognized as an illusion under normal circumstances. A Detect Illusion, True Seeing, or similar magic will penetrate it, while a Detect Magic spell will reveal that the subject is somehow magical (and might reveal the school of magic). A disguised individual might make those around him suspicious if he acts in an unusual or atypical way, but mere disbelief in illusions will not penetrate this spell. The illusion lasts until dispelled or until the disguised individual is slain.

An unwilling recipient is allowed a saving throw vs. spell to avoid the effect. At the DM’s option this spell might affect some monstrous creatures as well: an androsphinx could be made to llok like a manticore, a minotaur could be made to look like an ogre, and so on.

The material component is a miniature mask carved of wood

Eyes of Sapphire

Range:

Duration:

Effect:

0 ft, self only

1 turn per level

Eyes of Sapphire allows the caster to see objects that are normally tangible to other senses (Hearing, taste, touch, smell) up to 240 ft. Thus he can see anything that would normally be invisible to the eyes but could be sensed by touch (as per Detect Invisible, but note the longer range). He can spot areas that are covered with “Silence” spell effects and once the caster has become accustomed to the spell, can tell which gases might be poisonous or sweet-smelling from a distance and even read words whispered between two people from afar (so long as they are in a language the caster knows.) While the spell is in effect, the caster’s Eyes glow with an iridescent blue light.

Geas/ Remove Geas

Range:

Duration:

Effect:

30′

Until completed or removed

Compels one creature

This spell forces a victim either to perform or avoid a stated action. For example, a character may be geased to bring back an object for the caster, to eat whenever the chance arises, or never to reveal certain information. The action must be possible and not directly fatal or else the geas will return and affect the caster instead!

When the spell is first cast, the victim may make a saving throw vs. spells to avoid the spell’s effect.

If the victim ignores the geas, penalties (decided by the DM) are applied until the character either obeys the geas or dies. Suitable penalties include penalties in combat, lowered ability scores, loss of spells, pain and weakness, and so forth. Dispel magic and remove curse spells will not affect a geas.

The geas makes the victim perform an action, but does not make him think it is his own idea: Once he finishes performing his task, he may decide to exact revenge on the spellcaster.

The reverse of this spell, remove geas, will rid a character of an unwanted geas and its effects. However, if the caster is of a lower level than the caster of the original geas, there is a chance of failure (5 % per level difference).

Invisible Stalker

Range:

Duration:

Effect:

0 (Caster only)

Until mission is accomplished

Summons one creature

This spell summons an invisible stalker (from Chapter 14) which will perform one task for the caster. The creature will serve the caster regardless of the time or distance involved, until the task is completed or until the creature is slain. A dispel evil spell will force the creature to return to its home plane.

Lower Water

Range:

Duration:

Effect:

240′

10 turns

Cuts depths to half normal

This spell causes a body of water to lower to half its normal depth. It will effect an area up to 10,000 square feet (width and length). If cast on a constantly renewed source of water (such as a river or ocean), it lowers that area of water for the entire duration of the spell (or until it is dispelled); surrounding water does not rush in until the spell is ended. If cast around a boat or ship, the vessel may become stuck.

At the end of the spell’s duration, the sudden rush of water filling the “hole” will sweep a ship’s deck clear of most items (-and people who fail their saving throws vs. spells) and cause ldl2 + 20 (21-32) points of hull damage.

This spell can turn a rampaging river into a river which the heroes’ party can ford, can cause some pools to lower far enough for the adventurers to see what’s deeper in them, etc. If cast around a boat or ship, this spell may cause the bay or river to drop enough for the vessel to become stuck.

Mass Suggestion

Range:

Duration:

Effect:

30 yards

4 turns + 4 turns/ Level

1 creature/ Level

The Mass Suggestion spell enables the wizard to influence the actions of one or more chosen creatures in the same way as the Suggestion spell. Up to one creature per experience level of the caster can be influenced, provided that all subject creatures are within the 30-yard range.

Undead are not subject to this spell.

The suggestion must be reasonably worded and understood by the creatures, and must be the same for all hearing it. Creatures successfully saving vs, spell are unaffected. Saving throws against the spell suffer a penalty of -1, and if a single creature is to be affected, its saving throw suffers a -4 penalty.

Note that a very reasonable mass suggestion can cause the saving throw to be made with an additional penalty (such as -1,-2, etc.), at the discretion of your DM. A mass suggestion can continue in effect for a considerable duration, at the DM’s discretion. Conditions that will trigger a special action can also be specified; if the condition is not met before the spell expires, the action will not be performed.

The material components of this spell are a snake’s tongue and either a bit of honeycomb or a drop of sweet oil.

Move Earth

Range:

Duration:

Effect:

240′

6 turns

Moves soil

This spell causes soil (but not rock) to move. The caster can use the spell to move earth horizontally to make a hill, or vertically, to open a large hole (one up to 240′ deep, unless it reaches solid rock). The spell moves the soil at up to 60′ per turn, and at the end of the spell duration, the moved soil remains where it is put. This spell is helpful for constructing castles.

Project Image

Range:

Duration:

Effect:

240′

6 turns

Creates one image

This spell creates an image of the caster up to 240′ away; the image will last without concentration. The projected image cannot be distinguished from the original except by touch. Any spell the spellcaster casts will seem to come from the image, but the caster must still be able to see the target.

Spells and missile attacks will not appear to affect the image. If the image is touched or struck by a hand-to-hand weapon, it disappears.

Reincarnation

Range:

Duration:

Effect:

10′

Permanent

Creates a new body

To cast this spell, the magic-user must have a part (however small) of a dead body. The spell magically creates a new body, and the life force which was once in the dead body returns and inhabits the new one. The DM can choose what sort of body is created, or can refer to the tables below to decide.

If the life force is reincarnated as a different race, all details of the new race apply, instead of the old. For example, a cleric reincarnated as an elf is no longer a cleric, but is able to cast magicuser spells and fight as an elf.

The victim’s level of experience does not change unless restricted by the maximum for demihumans. If the victim is reincarnated in a monster body, the victim’s alignment helps determine the type of monster which appears; a character will not be reincarnated in the body o a monster that cannot have his alignment. A monster body may not gain levels of experience; the character must play as the reincarnated creature, or retire from play, or (perhaps) be reincarnated again when slain.

*Any normal bear

The DM may add more monsters to the lists. Such monsters should have 8 Hit Dice or less and should be at least semi-intelligent.

 

Stone Form

Range:

Duration:

Effect:

Touch

Permanent

Creates 1,000 cubic feet of stone

This spell creates a mass of stone 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 (i turn). A complicated design meant to adhere to very tight specifications-such as an ornate fountain or statue-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 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 stoneform 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 statues, for instance. When he is satisfied with his work, the magic-user casts stoneform on it one last time to “lock it in place,” and it may no longer be modified by stoneform spells.

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

A caster can create his stone with one or more rough sides, and later he or another caster can use another stoneform to create stone 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 walls and gigantic buildings- colisea, palaces, etc.

The caster may decide what sort of stone is created, within reason. The DM may refuse to allow the caster to pick very expensive, exotic, or magical stones. Valuable jade, for instance, is an inappropriate choice. However, a caster can choose such stones as clear lead crystal, and so make thick, strong, perfect windows with this spell.

The stone is not dispellable; it lasts until broken or destroyed by spells like disintegrate.

The armor class and hit points of building materials are given on the Fortifications T-able on page 137. In general, from those guidelines, stone walls have an AC of -4(6) and 100 hit points per 1′ thickness doing 500 hit points of damage to a 5′ wall will definitely knock a hole in it. Building exterior walls tend to be about 7″ thick and have 60 hit points.

Stone to Flesh/ to Stone

Range:

Duration:

Effect:

120′

Permanent

One creature or object

This spell turns any one statue (or quantity of stone up to 10 ‘x 10 ‘x 10’) to flesh. It is usually used to restore a character turned to stone (by gorgon breath, for example). The reverse of this spell, flesh to stone, will turn one living creature, including all equipment carried, to stone. The victim may make a saving throw vs. turn to stone to avoid the effect.

Summon Radiance

Range:

Duration:

Effect:

see below

1 round per level

Using Radiance away from receptacle

The range of the spell depends on the casters level:

Upon casting this spell the wizard can benefit from the Radiance without having to stay near the receptacle. The Radiance functions only on the Prime Material Plane.

Wall of Iron

Range:

Duration:

Effect:

120′

Permanent

Creates 500 square feet of iron

This spell creates a vertical wall of iron exactly 2′ thick. The magic-user may choose any length and width, but the total area must be 500 square feet or less (10′ x 50′, 20′ x 25′, etc.), and the entire wall must be within 120′ of the caster. The caster must create the wall so it rests on the ground or similar support. It cannot be cast in a space occupied by another object. It lasts until dispelled, disintegrated, or physically broken (though it will resist all but giant-sized physical attacks). Most other spell effects, including fireball, lightning bolt, etc., have no effect on a wall of iron.

If the wall is made to topple, it causes 10d10 (10-100) points of damage to whatever it hits, and shatters. If the wall is attacked, it has a number of hit points equal to the level of the caster. A rust monster can destroy a wall of iron with a single touch. Otherwise, the wall can only be damaged by battering; see Chapter 9 (page 118) for more on battering attacks.

Weather Control

Range:

Duration:
Effect:

0 (magic-user only)

Concentration

All weather within 240 yards

This spell allows the magic-user to create one special weather condition in the surrounding area (within a 240 yard radius). The spellcaster may select the weather condition. The spell only works outdoors, and the weather will affect all creatures in the area (including the caster). The effects last -as long as the spellcaster concentrates, without moving; if the caster is being moved (for example, aboard a ship), the effect moves also. The spell’s effects vary, but the following results are typical:

Rain: – 2 penalty to attack rolls applies to all missile fire. After three turns, the ground becomes muddy, reducing movement to half the normal rate.

Snow: Visibility (the distance a creature can see) is reduced to 20′; movement is reduced to half the normal rate. Rivers and streams may freeze over. Mud remains after the snow thaws, for the same movement penalty.

Fog: 20′ visibility, half normal movement. Those within the fog might become lost, moving in the wrong direction.

Clear:This cancels bad weather (rain, snow, fog) but not secondary effects (such as mud).

Intense Hear: Movement reduced to half normal. Excess water (from rain, snow, mud trans. muted from rock, etc.) dries up.

High Winds: No missile fire or flving is possible. Movement reduced to half normal. At sea, ships sailing with the wind move 50% faster. In the desert, high winds create a sandstorm, for half normal movement and 20′ visibility.

Tornado: This creates a whirlwind under the magic-user control, attacking and moving as if it was a 12 HD air elemental. At sea, treat the tornado as a storm or gale.