Contingency

Range: Touch

Duration: Indefinite (see below)
Effect: Prepares one other spell

 

This powerful spell acts as a trigger for one stated magic-user spell; this second spell must be of 4th level or less that does not normally cause harm, and must be cast by the same magic-user.

While casting a contingency spell, the magic-user must describe one situation and the spell which is contingent upon it. When that situation next occurs, the contingent spell effect triggers automatically and immediately, as if cast at that time.

Examples of proper use: “When I am touched or struck by any living creature that is not a Lawful or Neutral cleric, except for my friends Charlie McGonigle and Sally Silvernose (contingency), then cast Charm Monster on the creature touching or striking me (spell).”

“When I have eight hit points or less and am about to be damaged (contingency), then cast dimension door on myself to take me to a destination one inch above ground level directly upward; or, if that is greater than 360′ away, to the furthest unoccupied area within range that I have seen within the 12 hour period prior to the existence of this contingency (spell effect).”

No item or creature can have more than one contingency spell cast on it; not even a Wish can allow multiple applications. The contingency described can be as detailed or as simple as desired, but is somewhat limited in effect: It must pertain to something within 120′ of the triggering event. A contingency based on a far-off occurrence is beyond the spell’s capacity. The target and effect of the secondary spell must always be specified, and if any necessary details are lacking the secondary spell does not occur.

…Contingency does not work with dispel magic, polymorph other or hold spells.

A contingency spell effect has no maximum duration. It may remain for centuries before the situation described comes to pass.

Create Any Monster

Range: 90′

Duration: 3 turns
Effect: Creates one or more monsters

 

This spell is similar to the 7th level spell create normal monsters and the 8th level spell create magical monsters but with fewer limitations on the types of creatures appearing and duration are triple those of the 7th level versions.

The spell cannot create humans and demihumans, but can create any other creature regardless of the number of special abilities (asterisk,). However, if the caster wants: 1 creature with three or more asterisks, the caster must have carefully studied one (either alive or dead) for at least one hour to be able to create another with this spell. As with the lesser spells, the maximum number of Hit Dice of creatures is equal to the level of the caster.

To create a construct (as described in Chapter 14),the caster must obtain the proper materials necessary to createthe contruct. The spell will create only one construct regardless of the caster’s Hit Dice; but is permanent, and does not vanish at the end of the spell duration. (However, a dispel magic spell, with normal chances of success, can destroy this type of construct.)

As with the 8th level spell, the cost of materials required to create a construct is a minimum of 5,000 gold pieces per asterisk (or more, depending on your campaign). If the construct has four or more asterisks (such as a drolem), the cost is doubled (or more; ask your DM). Chapter 16 contains more rules for enchanting magical items (including constructs), and has suggestions regarding nondispellable constructs.

Created monsters of all types can be blocked by a protection from evil or anti-magic shell spell effect.

Gate/ Close Gate

Range: 30′
Duration: 1d10 X 10 (1-100) turns or 1 turn
Effect: Opens a portal to another plane

When the magic-user casts this spell, he must name one target: the Ethereal Plane, the Astral Plane, one of the four elemental planes, or one outer plane. He must also name a resident of that plane, usually that of an Immortal, a ruler of the plane. The spell opens a direct connection to the other plane of existence.

A gate to an outer plane remains open for only one turn. Any other gate remains open for 1d10 x 10 (1-100) turns, and there is a 10% chance per turn that some other-planar creature will wander through the gate while it is open.

A gate to an elemental plane actually creates a vortex and a wormhole, and a wish may be used to make them permanent. Planes, vortexes, and wormholes are described in Chapter 18.

Contact with an outer plane is dangerous, and the magic-user must know and speak the name of the Immortal he wishes to contact. The Immortal he calls will probably (95 % chance) arrive in 1d6 rounds, but there is a 5% chance that some other being from the outer planes will respond. When the being arrives, it immediately looks for the spellcaster.

If the caster does not have an excellent reason for opening the gate, the being will probably destroy the caster. Even if the caster provides an excellent reason, the being may merely leave immediately, showing no interest. If the reason is of supreme importance to the magic-user and of some interest to the being (DM’s discretion), it may actually help for a short time.

The reverse of this spell, close gate, will close a gate created by normal form of the spell. It can also be used to close a permanent gate to a nearby plane (such as an elemental vortex). But the spell cannot affect an Immortal; it cannot, for instance make him leave if he chooses to stay.

Heal

Range: Touch (one creature)

Duration: Permanent
Effect: Cures anything

This spell’s effect is identical to that of the 6th level cleric spell cureall. When used to cure wounds, it cures nearly all of the damage, leaving only ld6 points of damage remaining. It can instead remove a curse, neutralize a poison, cure a disease, cure blindness, or even remove a feeblemind effect.

Immunity

Range:Touch (one creature)

Duration: One turn per level of the caster
Effect: Bestows immunity or resistance to some spells and weapons

This spell gives the recipient total immunity to all lst-, 2nd-, and 3rd level spells. Furthermore, 4th- and 5th level spells have only half normal effect, or one-quarter normal if the victim makes a successful saving throw. Any spell effect that is quantifiable is reduced in effect; these effects include reductions in duration, bonuses, penalties, damage, etc. Round fractions off in the recipient’s favor.

The recipient is also completely immune to all missiles (normal or magical), as well as normal and silver weapons; he takes half damage from magical hand-held weapons. This applies only to weapons; claws, bites, breath weapons, and other natural attack forms are not blocked.

By concentrating, the recipient can drop the protection, allowing spells (such as cure wounds) to have normal effects for that round. If dropped, the immunity is absent for one round (including the protection from weapons), but returns automatically at the end of the round.

A carefully worded wish spell can extend this protection, giving immunity to 4th level spells and + 1 weapons, and half normal effect from 5th and 6th level spells. No further improvements are possible.

Maze

Range: 60′
Duration: See below (ld6 turns, 2d20 rounds, 2d4 rounds, or 1d4 rounds)
Effect: Traps one creature

This spell creates an indestructible maze in the Astral Plane and places one victim into the maze (he gets no saving throw). The intelligence of the victim determines the time he needs to escape the maze.

Maze Duration
Victim’s Intelligence Time Required To Escape
Non- to Low (1-8) ld6 (1-6) turns
Average (9-12) 2d2O (2-40) rounds
High (13-17) 2d4 (2-8) rounds
Genius (18 +) 1d4 (1-4) rounds

When he escapes the maze, the victim returns to the exact place from which he originally disappeared.

Meteor Storm

Range: 270′

Duration: Instantaneous
Effect: Creates four or eight meteor-fireballs

This spell creates either 4 or 8 meteors (at the caster’s choice). Each meteor can be aimed at a different target within range, but only one meteor can be aimed at any one creature. Each meteor slams into its target and explodes like a fireball (affecting all creatures within a 20‘ radius).

If the caster creates four meteors, each strikes for 8d6 (8-48) points of damage and then explodes for 8d6 (8-48) points of fire damage. If the caster creates eight smaller meteors, each strikes for 4d6 (4-24) points and then explodes for 4d6 more points of fire damage. Note that if the meteors are aimed accurately, a victim or area might find itself within overlapping blasts and thus take explosion damage multiple times.

The player rolls damage for each strike and blast separately. A meteor never misses its target. Any victim struck by a meteor takes full “strike” damage (no saving throw). Each victim within a blast radius may make a saving throw vs. spells to take only half of the given blast damage. Even fire-resistant and fire-using creatures are fully affected by strikes from a meteor swarm, although they might be resistant to the fiery explosions. A separate saving throw must be made for each blast the character contacts.

Power Word Kill
Range: 120′

Duration: Instantaneous

Effect: Slays or stuns one or more creatures

This spell enables the caster to affect one or more victims within 120′ (no saving throw). Exception: A magic-user, and any creature which can cast magic-user spells, may make a saving throw vs. spells to avoid this effect, with a -4 penalty to the roll.

A single victim with 1-60 hit points is automatically slain; one with 61-100 hit points is stunned (as power word stun) and unable to act for 1d4 turns. No creature with 101 or more hit points is affected.

The spell can also be used to slay up to five victims if each has 20 hit points or less (again, no saving throw).

Power Word K.UD

Range: 120′

Duration: Instantaneous

Effect: Slays or stuns one or more Undead creatures

Same as Power Word Kill only affective only against Undead.

 

Prismatic Wall

Range: 60′
Duration: 6 turns
Effect: Creates a multi-colored barrier

This spell creates a barrier of many colors with a glittering appearance as if from light shining through a prism. This wall is 2″ thick, with ½” between the colors. The effect must be either a sphere with a radius of 10′, centered on the caster, or a flat surface (vertical or horizontal) of up to 500 square feet in area.

Whatever its form, the prismatic wall cannot be moved (even by a wish). The caster may pass through it freely and unharmed, with any items he chooses to carry. All other creatures and objects contacting or passing through the prismatic wall are affected by its magic, starting with the first color they contact.

It takes powerful magic to break through the wall. A wish spell or a rod of cancellation will remove the three outermost remaining colors, but that’s all.

To break through a prismatic wall, an attacker must attack it with a specific sequence of spells. Each spell will cancel one color of the prismatic wall. These remedy spells, shown on the chart below, must be cast in the correct order (first, any magical cold to remove the red layer; then, any magical lightning to remove the orange layer; and so on). When cast successfully, each spell causes the appropriate color to disappear from the wall. When all layers are gone, so is the wall.

A person with an active anti-magic shell (including the caster of the prismatic wall) will not be able to pass through the wall, but the attempt will not damage either the anti-magic shell or the prismatic wall.

The prismatic wall extends into the nearest plane of existence (the Ethereal Plane, if cast on the Prime Plane), appearing there as an indestructible solid wall. Planar and dimensional travel can therefore not bypass it.

The colors and effects of a prismatic wall are always the same; when created, the violet side is always closest to the caster. The effects and colors of the prismatic wall are summarized below.

Prismatic Wall Effects
Color Effect Negated By
Red Blocks all magical missiles; inflicts 12 points of damage (no saving throw allowed) Any magical cold
Orange Blocks all nonmagical missiles; inflicts 24 points of damage (no saving throw allowed) Any magical lightning
Yellow Blocks all breath weapons; inflicts 48 points of damage (no saving throw allowed) Magic Missile spell
Green Blocks all detection spells (crystal balls, ESP, etc.); anyone touching it must make a saving throw vs. poison or die Passwall spell
Blue Blocks all poisons, gases, and gaze attacks; anyone touching it must make a saving throw vs. turn to stone or be petrified Disintegrate spell
Indigo Blocks all matter; anyone touching it must make a saving throw vs. spells or be gated to a random outer plane, and possibly (50%) lost forever Dispel Magic spell
Violet Blocks magic of all types; anyone touching it must make a saving throw vs. wands or be struck unconscious and insane (curable only by a cureall spell or a wish) Continual Light spell
Shapechange
Range: 0 (caster only)

Duration: One turn per level of the caster
Effect: Caster may change form

 

This spell is similar to the 4th level polymorph self spell, but is far more powerful. The caster actually becomes another creature or object in all respects except the mind, hit points, and saving throws. The caster takes his new armor class, attack rolls, special attack forms, immunities, and all other details from the form he has taken.

A magic-user cannot cast spells in any form except that of a bipedal humanoid (demihuman, goblin, ogre, giant, etc.). The caster cannot take a completely unique form (such as that of a specific character, Elemental Ruler, or Immortal). He can gain the likeness but not the abilities of another character class. When wearing another form, he can only cast spells from his own memory; he can’t cast from scrolls or his spell book. He cannot assume huge inanimate forms; if he tries to, the form will be a maximum of one foot tall per experience level of the caster and 100 cn weight per level.

Except for these limits, the caster can become any creature or object that he or she has ever seen. He cannot change into imaginary or unfamiliar creatures; unless there are ten-armed trolls in your campaign, for example, he cannot turn into one. The caster may change shape at will during the spell’s duration; each change requires a full round of concentration.

Note that the caster does assume the flaws of the new form as well as its strengths. If, for example, the caster is struck by a sword + 2, + 5 vs. dragons while in dragon form, the + 5 bonus applies against his new form.

This spell effect cannot be made permanent and is subject to dispel magic. During the spell duration, the caster cannot pass through any protection from evil or anti-magic shell spell effect.

Sleep Curse

Range: x

Duration: 100 years
Effect: Everyone falls asleep

Curse a land for 100 years with sleep. Caster is level drained or something.

Survival

Range: Touch

Duration: One hour per level of the caster
Effect: Protects one creature against all nonmagical environmental damage

This spell protects the recipient from adverse conditions of all types, including normal heat or cold, lack of air, and so forth. While the spell is in effect, the caster needs no air, food, water, or sleep. The spell does not protect against magical damage of any type, attack damage, poisons, breath weapons, or physical blows from creatures. It does protect against all damage caused by natural conditions on other planes of existence.

For example, a cleric might use this spell in a desert or blizzard to prevent damage from the natural conditions; underground or underwater, enabling survival without air; in space, to magically survive in vacuum; or on the elemental plains of Fire, to protect against conditional fire damage.

Timestop

Range: 0 (caster only)

Duration: 2-5 rounds
Effect: speeds up time for the caster

Range: Duration: Effect: Allows caster to act for 1d4+1 (2-5) rounds while everything else “stops” To the scater, this spell seems to stop time. It speeds the caster so greatly that all other creatures seem frozen at their Normal Speeds, in “normal time.” From the caster’s point of view, the effect lasts for 1d4 + 1 (2-5) rounds. The caster may perform one action during each of these magical rounds. Normal and magical fire, cold, gas, etc. can still harm the caster. While the timestop is in effect however, other creatures are invulnerable to the caster’s attacks and spells. Spells with duration other than “instantaneous” may be created and left to take effect when time resumes. Note that no time elapses while this spell is in effect; durations of other spells cast start after the timestop ends. The spellcaster cannot move items held by those in “normal time,” but can move other Items that are not “stuck,” including those worn or carried by others. The caster is completely undetectable by those in “normal time.” However, the magic-user cannot pass through a protection from evil or anti-magic shell while under this spell’s effect.

Transcend Lifeforce

Range: 30′

Duration: See below
Effect: Take over one body

 

That’s a weird description.  This spell uses direct access to the Radiance yance artifact to become an immortal.

Wish

Range: Special

Duration: Special
Effect: Special

 

A wish is the single most powerful spell a magic-user can have. It is never found on a scroll, but may be placed elsewhere (in a ring, for example) in rare cases. Only magic-users of 36th level and with an 18 (or greater) Wisdom score may cast the wish spell.

Wording the Wish: The player must say or write the exact wish his character makes. The wording is very important. The wish will usually follow the literal wording, and whatever the intentions of the magic-user.

The DM should try to maintain game balance, neither too generous nor too stingy in deciding the effects of a wish. Even a badly phrased wish made with good intentions, may have results. However, if the wish is greedy, or made with malicious intent, the DM should make every effort to distort the results of the spell so that the caster does not profit from it. If the DM can even disallow the wish; it would then have no effect. Whenever a wish fails or is misinterpreted, the DM should explain (after the game) the problem or flaw in the phrasing.

Here are some samples of faulty wishes:

“I wish that I knew everything about this dungeon.” Could result in the character knowing and then forgetting it.

“I wish for a million gold pieces” can be granted by having them land on the character (that is a thousand pounds of gold!), and then vanquish.

“I wish to immediately and permanently possess the gaze power of a basilisk while retaining all of my own abilities and items.” is a carefully worded wish that’s out of balance. Characters able to use these high-level spells are already quite powerful. This wish could result in the character growing a basilisk head in addition to the character’s own head.

A wish cannot be used to gain either experience points or levels of experience.

Possible Effects: A properly worded wish can substitute for any other magical spell of 8th level or less, or any clerical or druidic spell of 6th level or less, at the DM’s discretion. This common use of a wish is more likely to succeed with little chance for error than other uses of the spell. Otherwise, if the wish is used to harm another creature, the victim may make a saving throw vs. spells. If the save is successful, the victim takes half the ill effects and the other half rebounds on the caster (who may also save to avoid it, but with a -4 penalty to the roll). If the wish will .inconvenience someone without harming him (for example, by causing him to teleport into a prison cell), the victim gets no saving throw.

A character can use a wish to gain treasure, up to a maximum of 50,000 gold pieces per wish. However, the caster loses 1 experience point per gold piece value of treasure gained, and this loss cannot be magically restored. The magic-user can use a wish to temporarily change any one ability score to a minimum of 3 or maximum of 18. This effect lasts for only six turns.

Wishes can also be used to permanently increase ability scores, but the cost is very high: You must cast as many wishes as the number of the ability score desired. All the wishes must be cast within a one-week period. You may raise an ability score only one point at a time. To raise your Strength from 15 to 16 takes 16 wishes. To then raise it to 17 will take an additional 17 wishes. Wishes cannot permanently lower ability scores.

A wish cannot raise the maximum experience level for human characters; 36th level is an absolute limit. However, one wish can allow demihumans to gain one additional Hit Die (for a new maximum of 9 for halflings, 11 for elves, and 13 for dwarves). This affects only hit points, and does not change any other scores (such as attack rolls, elves’ number of spells, etc.). A wish can change a dcmihuman to a human, or the reverse. Such a change is permanent, and the recipient does not become magical. Halflings and dwarves become fighters of the same level. Elves become magic-users or fighters (but not both), at the choice of the caster of the wish, The changed character would then gain levels of experience normally. A human changes to the same level demihuman, but no higher than the normal racial maximum.

If one character casts a wish to change another’s character class, the victim (at his option) may make a saving throw vs. spells with a + 5 bonus to resist the change.

A wish can sometimes change the results of a past occurrence. This is normally limited to events of the previous day. A lost battle may be won, or the losses may be made far less severe, but impossible odds cannot be overcome completely. A death could be changed to a near death survival; a permanent loss could be made temporary. The DM may wish to advise players when their wishes exceed the limit of the spell’s power (or his patience).

Important Note: Whenever an effect is described as being unchangeable “even with a wish,” that statement supersedes all others here.

Wishes can cause great problems if not handled property. The DM must see that wishes are reasonably limited or the balance and enjoyment of the game will be completely upset. The DM should not allow wishes that alter the basics of the game (such as a wish that dragons can’t breathe for damage). The more unreasonable and greedy the wish is, the less likely that the wish will become reality.