Cloud messenger
(Conjuration/Summoning)
Level: 1
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 1
Area of Effect: Special
Saving Throw: None
This spell, based on a classical pane-gyric
poem, can be cast only on a day
with cloud cover: mist, rain, snow, and so
on. The spell summons a small cloud to
act as a messenger for the caster. The
caster can impart a message of up to five
minutes length to the cloud, which then
hurries across the sky to the intended
recipient. Its maximum Move is 96,
though favorable gales might increase
this. The cloud messenger must be told the
location and general appearance of the
recipient; it is incapable of asking for
directions. It is not entirely substantial
and so can go through tiny openings and
survive heavy winds. It can carry objects
weighing up to 10 pounds for delivery.
When it reaches its recipient, it relates the
entire message including whatever emo-tion
it heard in the caster’s voice. The
cloud messenger then returns to its caster;
one may follow it to the caster’s location.
The material components are fresh flow-ers
and a bottle of rainwater.
Waking light of dawn
(Enchantment/Charm)
Level: 1
Range: 10 yards
Components: V, S, M
Duration: Special
Casting Time: 2
Area of Effect: 1 creature/level
Saving Throw: None
This spell causes sleeping creatures to
awaken. If naturally asleep or affected by
a sleep spell, the creatures awaken
instantly. If under the influence of a more
powerful enchantment, the creatures are
given new saving throws against the
effect, modified by +1 per four levels of
the caster. If the creatures are suffering
from a sleeping poison or disease (such
as that from the tsetse fly), the spell
works exactly as a slow poison on the
affected creatures. The spell does not
simulate the effects of a good night’s
sleep, nor can it reduce the sleep neces-
sary before memorization of spells. The
material component is a lock which must
be unlocked during casting.
Distract
(Enchantment/Charm)
Level: 3
Range: 0
Components: V, S, M
Duration: 2 rounds/level
Casting Time: 3
Area of Effect: Special
Saving Throw: Special
A mage can use this spell to distract all
within hearing distance who are trying to
do any sort of work other than combat.
The material component of the spell is a
flute. While the caster plays the flute (no
proficiency necessary), those wishing to
continue in their work must make a
Wisdom check each round to concen-trate
on their task at hand. Wisdom
checks are at +4 if stopping work would
result in imminent harm (failing to shore
up a seawall during a monsoon, for
example). Distracted persons cannot for-mulate
strategies, instruct others, write,
draw, or otherwise do complex work.
However, the spell does not pacify those
present, so they may attack the caster if
they desire. If the caster stops playing the
flute before the duration is over, the
effect ends.
Skin of the fire tiger
(Alteration)
Level: 3
Range: Touch
Components: V, S, M
Duration: 3 rounds/level
Casting Time: 3
Area of Effect: 1 creature
Saving Throw: None
When cast on the caster or another
creature, this spell imbues the subject
with glowing orange stripes across his
skin. These stripes generate a deep inter-nal
warmth that acts as a resist cold spell.
While in effect, the subject’s skin is scald-ing
hot to the touch, so anyone touching
the subject’s open skin suffers 1d3 points
of damage. If the subject uses an
unarmed combat attack or is attacked by
an unarmed foe, the damage is applied
to the subject’s foe. The subject and his
garments are unaffected by the scalding
effect but are not otherwise protected
from fire or heat. After the spell elapses,
the subject will be incapacitated for one
round due to shivering unless endure cold
or resist cold is cast on him. The material
component of the spell is a tiger-eye
gem.
Serpent garland
(Alteration)
Level: 4
Range: 0
Components: V, S, M
Duration: 1 round/level
Casting Time: 4
Area of Effect: 1 item
Saving Throw: Special
By casting this spell, the mage turns
his ordinary scarf, necklace, or other
neckwear into a poisonous snake. The
snake appears to be the normal piece of
clothing or jewelry until the caster desires
it to attack. It strikes as a Warrior with a
level equal to that of the caster. Its bite
causes 1d2 points of damage, plus it also
injects a poison if the victim does not
make a saving throw vs. poison. The poi-
son may be of the caster’s choosing:
lethal (save or die), paralytic (save or be
paralyzed for 4d4 turns), or soporific
(save or fall into a coma for ld4 days).
The snake may attack once per round,
during which time it is revealed as a ser-
pent. Reversing the sticks to snakes spell
cancels this magic, and the snake is sub-
ject to snake charms. When the duration
elapses or the effect is dispelled, the gar-
ment or jewelry returns to normal.
Mourning stone
(Abjuration)
Level: 4
Range: Touch
Components: V, S, M
Duration: Permanent
Casting Time: 5
Area of Effect: Up to 1 ton/level
Saving Throw: Special
This spell channels a person’s grief
over loss of a loved one into stone. When
cast upon a subject and an amount of
stone, the spell pulls the grief from the
subject’s heart and forces the stone to
grieve instead. The subject gets a saving
throw vs. magic to avoid the effects if he
wants to retain his grief. When affected
by the spell, the subject feels the weight
of sorrow unburdened from his heart.
The stone shows its grief by becoming
pristine white and refracting light like a
prism, never appearing exactly the same
twice. Persons viewing the stone are
awestruck and saddened for one round
though not stopped from acting. Within
10’ of mourning stone, emotion, and other
such spells and effects are cancelled.
Stone enchanted by this spell can be
used to erect buildings, in the manner of
beautiful and enigmatic mausolea like
the Taj Mahal.
Third eye
(Evocation)
Level: 7
Range: 0
Components: V, S, M
Duration: 1 round/level
Casting Time: 7
Area of Effect: Caster
Saving Throw: Special
This spell creates a swirling spiral on
the caster’s forehead which casts beams
of annihilation. The third eye fires a ray
which has the same attack roll as the
mage. The beams must attack a target
every round, living or otherwise.
Creatures hit by the third eye’s ray must
save vs. spell or be killed, while inani-
mate objects must save vs. disintegration
or break apart. While this spell is in
effect, the caster may use no other spells
or attacks. At the end of the spell, the
caster must make a System Shock roll to
avoid falling unconscious for 3d4 rounds.
Life illusion
(Illusion/Phantasm)
Level: 8
Range: 10 yards/level
Components: V, S, M
Duration: Special
Casting Time: 8
Area of Effect: 1 creature
Saving Throw: Special
Similar to a maze spell, the life illusion
spell creates a new mental world in
which the subject can live. The illusionary
life (maya) can include any manner of
new persons, surroundings, and even
new classes and abilities for the subject.
The subject is allowed a saving throw vs.
spells to avoid entering this new world,
but if he fails, the subject retains only
dream-like memories of his real life.
Entire months or years can pass in this
new life, though time passes much faster
here than in the real world. No method
of exit is allowed while in the illusory
world, except the priest spell penetrate
cosmic ignorance. The illusion seems real
but may contain flaws and mispercep-
tions based on the subjects lack of
understanding of his new surroundings.
Thus, the subject is allowed new saving
throws vs. spells every so often based on
his Wisdom score. If a saving throw is
successful, the subject returns to reality
with much of the memory of the illusory
life, though no new abilities are retained.
New saving throws are allowed on the
following schedule:
Subject’s Wisdom Score |
Time Between Saving Throws |
---|---|
under 3 | 2d4 days |
3 - 6 | 1d4+1 days |
7-10 | 2d8 hours |
11-14 | 1d8+1 hours |
15-18 | 1d4 hours |
19 and up | 1d4 turns |
Monsoon
(Conjuration/Summoning)
Level: 9
Range: 0
Components: V, S, M
Duration: 2 turns/level
Casting Time: 1 turn
Area of Effect: 10d100 square miles
Saving Throw: None
This spell can only be cast in a climate
which could have monsoons, such as a
semi-tropical coastline. When cast, the
spell conjures up the most powerful of
wind and rainstorms to ravage the area.
Winds come at hundreds of miles per
hour, smashing boats and unstable struc-
tures. Rain pounds the area, swamping
piers and depressions. The spell causes
siege damage as by a screw or drill on all
structures and trees in the area of effect,
and all unmoored ships must make sea-
worthiness checks. (DUNGEON MASTER®
Guide, pages 105 and 170). Creatures that
cannot take adequate cover on high
ground must save vs. paralyzation to
avoid drowning. From the caster’s point
of view, the most dangerous aspect of
this spell is its range of zero. This means
the caster must be amid the effect; if he
is not protected, he is subject to the same
effects as everyone else. The monsoon
can be countered using a control weather
spell, but the caster of that spell must roll
greater than the monsoon creator’s
Intelligence on a d20, with +1 added to
the roll for each level that the control
weather caster exceeds the level of the
monsoon creator. Once the monsoon is
unleashed, the caster has no control over
it, and it may combine with existing
weather conditions to have greater dura-
tion and effect than anticipated.
Brahmin Spells
Om
(Abjuration)
Sphere: All
Level: 1
Range: 0
Components: V
Duration: Until ceased
Casting Time: 1
Area of Effect: Caster
Saving Throw: None
This simple chant creates a deep clar-
ity in the caster’s mind. All outside
sounds and sights are blocked out, allow-
ing the priest to regain spells or hit points
at a 50% faster rate; however, the priest
cannot focus on anything outside him-
self. Anything that disrupts concentration,
such as an attack on the priest or a con-
scious action by him breaks the spell.
Spells cast on the priest are affected by
the om spell. The priest is immune to
sleep and charm effects while chanting,
and receives a +4 on all saving throws
that allow Wisdom bonuses; however,
the priest forfeits saving throw bonuses
for Dexterity or anything else requiring-
conscious thought. Magical healing is not
affected by the spell’s increased healing
rate.
Sanctify ghi
(Alteration) Reversible
Sphere: All
Level: 1
Range: Touch
Components: V, S, M
Duration: Permanent
Casting Time: 8 hours
Area of Effect: 2 ounces/level
Saving Throw: None
This augments the holy clarification of
butter into a liquid substance called ghi.
Cow or buffalo milk must be churned,
boiled, and blessed to make holy ghi,
which can be used on undead as holy
water. When drunk, the holy ghi acts as a
mild curative, healing 1d3 points of dam-
age per ounce. The reverse of this spell,
desecrate ghi, is used by evil priests to cre-
ate a liquid butter version of unholy
water, which harms paladins and
Kshatriya. Either of these spells can be
used to counter the other.
Karma sight
(Divination) Reversible
Sphere: Divination
Level: 2
Range: 10 yards
Components: V, S
Duration: 1 round/level
Casting Time: 2
Area of Effect: 1 creature/level
Saving Throw: Neg.
This spell determines the number of
karma points that a target creature has.
(For rules on karma, see Legends & Lore,
pages 124-126.) In creatures from soci-
eties not based on India, it determines
level or Hit Dice. Unless the creature is a
willing target, it is allowed a saving throw
vs. spells to avoid the revelation of its
karma. This spell does not directly affect
the mind of the target, so Wisdom
bonuses and mind shielding do not help
avoid the effect. The priest may examine
multiple targets, but if a creature saves
against the effect, it cannot be examined
again during that casting of the spell. The
reverse of the spell, karma musk, hides a
subject’s karma for 24 hours, though any
divine being can see through the mask.
Steep soma-juice
(Alteration)
Sphere: Protection
Level: 2
Range: Touch
Components: V, S, M
Duration: One week
Casting Time: 8 hours
Area of Effect: 2 ounces/level
Saving Throw: None
This spell is per Legends & Lore, page
132. It is primarily for those of Indian
societies, though others could be allowed
to use it or their deities could grant it if
the Dungeon Master desires. When the
priest brews and blesses the soma plant’s
leaves, he creates a powerful magical
juice. Those drinking at least one ounce a
week receive two benefits: an increase of
one point of Constitution and immunity
to non-magical disease. These effects dis-
sipate at the end of a week without
soma-juice. The priests generally restrict
the usage of the juice to nobles and
priests.
That art thou
(Divination)
Sphere: Divination
Level: 3
Range: 0
Components: V
Duration: 1 round/level
Casting Time: 1
Area of Effect: 30’ radius sphere
Saving Throw: None
By uttering the phrase “tat tvam asi”
(“that art thou”), the caster’s senses
become one with all beings and objects
within a 30’ radius sphere centered on
the caster. The caster sees and feels
everything sensed by every person, cater
pillar, tree, and rock in the area of effect.
(A first-time caster will be surprised how
much a rock feels.) The onrush of sensory
information allows the caster to know of
all beings and objects in the area, includ-
ing hidden and invisible creatures, traps,
and magic items. The caster does not
sense thoughts or detect powers of crea-
tures and objects contacted. Because the
spell accesses thoughts, any being whose
thoughts are masked cannot be spotted
solely with this spell. While the spell is in
effect, the caster may take no other
action, including movement and speech.
The caster may discontinue the effect at
any time during the spell’s duration.
See all faces
(Divination)
Sphere: Divination
Level: 4
Range: 10 yards
Components: V, M
Duration: 1 round
Casting Time: 4
Area of Effect: 1 creature
Saving Throw: Neg.
This spell requires that an item
belonging to the target be in the caster’s
possession. When cast, an unwilling tar-
get must make saving throw vs. spells or
have all major aspects of his personality
revealed to the caster. Thus, if the target
is a mage, a rajah, a lothario, or a liar, the
caster knows it. Note that the see all faces
spell reveals only truly major aspects; if
the aforementioned target also liked
chocolate and raga music, this would not
be revealed. Since this spell does not
affect the mind, mind shielding and
Wisdom bonuses are not effective
defenses.
Pool of deeds
(Enchantment)
Sphere: Divination, Elemental (Water)
Level: 5
Range: 10 yards
Components: V, S, M
Duration: 24 hours
Casting Time: 6 turns
Area of Effect: 1 pool
Saving Throw: None
The pool of deeds spell turns any pool
of water, from as small as a birdbath to
as large as a small lake, into a storyteller.
The enchanted pool can recount the pub-
licly known deeds of any one individual
exactly as they happened. The subject
may be living, dead, or even not yet
born; the deeds may reflect the past, pre-
sent, and even possible futures. The sur-
face of the water reflects the images as if
they were happening at the moment,
and at the speed at which they occurred.
The caster must know of the stories that
he wants to reflect, but he need not
know the details. If the caster wishes to
reflect deeds that are not publicly known,
he may try The subject makes a saving
throw vs. spells to keep secrets unre-
vealed; this roll is at the subjects level at
the time of the revealed deeds.
The caster may create a pool of deeds that reflects his own future, but the images may leave out critical details to prevent tampering with the future. The caster should expect whatever appears to come true, regardless of his efforts to change it. The pool is activated by toss- ing in a handful of colored powder.
Conceal lifeforce
(Abjuration)
Sphere: Necromantic
Level: 5
Range: Touch
Components: V, S
Duration: 1 day/level
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: None
This spell hides a being’s lifeforce
(shakti) from detection, preventing spells
like karma sight and reincarnation sight
from working on the creature. It can also
be used for a much more dangerous pur-
pose: to prevent the creature from being
reincarnated, at least temporarily. By cast-
ing conceal lifeforce on a creature within
an hour of its death, the creature’s self
(atman) is hidden from the divine agents
who attend to reincarnation. During the
spell’s duration, the character may be
raised or resurrected. (This should be the
only way raise dead or resurrection can be
used on a character from an Indian-
based culture or with an Indian-based PC
kit more than a day after death; see
Legends & Lore, page 126.) Using this spell
for this purpose is a violation of the cos-
mic order and may trigger divine wrath.
Reincarnation sight
(Divination)
Sphere: Divination, Necromantic
Level: 6
Range: Special
Components: V, S, M
Duration: 1 round
Casting Time: 6
Area of Effect: 1 creature
Saving Throw: None
This spell reveals the presence of a
reincarnated character. Using a piece of
clothing belonging to the original charac-
ter, the priest may use this spell to dis-
cover the reincarnation of that charac-
ter’s name, appearance, and approxi-
mate location. If found, a reincarnation
has only vague memories of his past and
will be unlikely to recognize any of his
compatriots. The spell can cross planar
barriers, but it cannot penetrate barriers
like conceal lifeforce or amulets of life pro-
tection.
A second use of this spell is to reveal to a person all of the memories of one of his reincarnations. The priest needs merely to touch the subject, and he knows all that his past life contained. Using the two uses of this spell in order can reacquaint old friends, at least in a superficial way. (Note that these spells allow a slain PC to rejoin the campaign with his memories intact, and perhaps his level and abilities. See the reincarna- tion table on page 126 of Legends&Lore.)
Penetrate cosmic ignorance
(Divination)
Sphere: Divination
Level: 7
Range: 0
Components: V, S
Duration: Special
Casting Time: 7
Area of Effect: 10'/level radius
Saving Throw: Special
This dangerous spell is based on the
age-old belief that the world is just illu-
sion and that mortals may not compre-
hend it. Penetrate cosmic ignorance allows
a partial piercing of that veil. When cast,
the spell reveals the divine hands behind
every creature and object present. The
caster learns of characters’ patron deities,
consecrated spaces, holy relics, spell
residue, and extra-planar creatures. It
tells every character’s level, every magic
item’s power, and every monster’s spe-
cial abilities, among many other revela-
tions. Wherever the hands of deities
manipulate life — and they do so every-
where — the priest will know it.
Using this spell requires the caster to
make a saving throw vs. breath weapon,
modified only by Wisdom bonuses. If the
character fails, he is driven insane by the
revelation; if ever cured, he forgets
everything he saw. In addition, using this
spell wipes all other spells from the cast-
er’s mind, and the character must rest a
full night before learning new ones.
Call avatar
Sphere: All
Level: 7
Range: Unlimited
Components: V, S, M
Duration: Special
Casting Time: 6 turns
Area of Effect: Special
Saving Throw: None
This risky spell allows the priest to
summon an avatar of his deity. The spell
opens up a gate to another plane, and,
though the avatar is compelled to come
through the rift, it is not compelled to stay
more than an instant. Even if it chooses to
hear the requests of the priests, the avatar
may or may not grant them. The avatar
may also make demands on the priest as
well, and the priest would do well to heed
them. The avatar may stay as long as it
likes, often at great expense to the caster.
The spell requires a relic of the deity in
question; when the avatar leaves, it takes
the relic with it. Casting this spell ages the
caster five years.
The higher-level spells can create an awesome display that would make any opponent think twice about tangling with the manipulator of such magic. Inventive players and DMs should be able to put a fireworks mage (a special-ist) to quite good use.
Dungeon Masters can make the use of firework spells more interesting and challenging by specifying particulars regarding their casting. For instance, in my campaign, spellcasters can dictate the color of the spell effects when casting spells by manipulating their choice of material components; otherwise the col-ors are random. (Specifying colors in material components adds considerably to their manufacturing value.) The fireworks spells noted below all draw their substance and energy from the quasi-elemental plane of Radiance. Creatures from the elemental plane of Fire suffer half damage from any physi-cal effects. Creatures from the quasi-ele-mental plane of Radiance or the positive energy plane suffer no damage. A subtle difference in the verbal com-ponent allows the mage to render all firework spells harmless. This difference is most often (90%) included in spell instructions; however, there is a 10% chance that the spell is set for either a harmful or non-harmful effect. If the spellcaster is unfamiliar with firework spells, he may not know the difference. This often has disastrous results. While less effective in daylight, fire-work spells can still be used if the caster properly color-cues the components. The DM should adjudicate the visual effects — while not the damage — depending upon the light conditions.
First level
Firecracker
(Evocation)
Range: 90 yards
Components: V, S, M
Duration: 1 round
Casting time: 1
Area of Effect: 10’ radius
Saving throw: None
With this spell, the wizard creates
small, firecracker-type explosions within
the area of effect. One “string” of 10 fire-
crackers is created per level of the caster.
The strings appear 10 seconds after each
other. The firecrackers appear in a 10’
radius and inflict 1 hp damage per string
to all in the area. The firecrackers are loud
and create quite a bit of acrid smoke
that, unless dispersed by a strong wind,
remains in the area for 1-3 rounds after
the spell is finished. Any creatures in the
area must successfully save vs. poison, or
the smoke makes their eyes smart and
water, giving them -1 on attack rolls. If
the spell is used in a surprise situation,
the party being surprised has a +4 penal-ty
to the die roll.
The material component is several hairs from a black cat.
Sparkler
(Evocation)
Range: 0
Components: V, S, M
Duration: 3 rounds/level
Casting time: 1
Area of effect: Special
Saving throw: None
This spell creates a sparkler effect that
can originate from any metal object. It
creates an intensely bright light at the
end of the object which throws off harm-less
sparks in a 2’ radius. The sparkler
does not harm the object upon which it
is cast. The effect sheds light in a 10’
radius similar to torchlight. If the sparkler
is touched to exposed flesh (including
the caster’s), it inflicts 1 hp damage per
level of the caster to a maximum of 10
hp. This causes the spell to end and the
effect to go out. Dispel magic, darkness,
and cold-generating magic does extin-guish
this spell, but ordinary water does
not. This spell can light a torch or tinder
in 3 rounds, but it cannot directly light
oil. Sparkler works normally underwater.
The material component is a tiny strip of magnesium, which is not consumed in the casting.
Second level
Flare
(Evocation)
Range: 180 feet + 30 feet/level
Components: V, S, M
Duration: 9 rounds + 2 rounds/level
Casting time: 5
Area of effect: Special
Saving throw: Neg.
This spell creates a flare of light that
shoots up into the air from a brass tube
into which the caster has inserted a tiny
strip of magnesium. The magnesium is
consumed in the spell; the tube is not.
The ball of light is only 1” in diameter
when shot but bursts with a 10’ radius
upon attaining the desired range. The
ball slowly drifts to the ground at 20’ per
round. The flare continues to shed light in
a spherical area whose diameter is equal
to its maximum range throughout the
spell duration regardless of its location.
The brightness is equal in intensity to a
light spell. Environmental light conditions
affect the illuminatory effects of the flare,
although the flare itself can be seen even
in bright daylight. The flare is not hot and
cannot set combustible objects on fire. It
can be shot at any angle up, down, or
across provided it can travel at least 90’.
If the spell effect hits any object before
traveling 90’, it automatically fails.
The flare can be fired at a living target and, if used in this manner, acts as a light spell.
Goblin Chaser
(Evocation)
Range: 60 yards + 20 yards/level
Components: V, S, M
Duration: 1 segment/level
Casting time: 2
Area of effect: Special
Saving throw: None
Goblin chaser sends a 3” diameter ball
of light whistling along the ground in a
direction indicated by the mage. The ball
of light can travel either in a straight line
(“shoot and forget”) or any course
(“actively directed”) by the caster. The
goblin chaser travels 100 yards per round.
At the end of the spell’s duration, on
impact, or sooner if so designated by the
caster, the ball explodes with a brilliant
flash of light inflicting 1 hp damage per
level of the caster to any creature within
a 5’ radius.
The ball must travel along a solid sur-face or it fails. As the ball travels, it emits a shrill, downward glissando whistle.
The material component is a silver-coated brass slide whistle worth at least 10 gp. The caster manipulates the whis-tle only for a brief moment, not for the entire casting time or duration of the spell. The whistle is not consumed in the casting.
Spark fountain
(Evocation)
Range: 60 yards + 1 yard/level
Components: V, S, M
Duration: 3 rounds + 3 rounds/level
Casting time: 2
Area of effect: 20’ radius
Saving throw: None
With this spell, the caster creates a
shower of brilliant, multi-colored sparks
that shoot up in a fountain 8’ high. The
fountain illuminates an area with a 20’
radius with the brightness of torchlight.
Anyone in a 5’ radius centered on the
base of the fountain suffers 2 hp damage
per round from the falling sparks. If the
fountain is restricted in height, say
through a low ceiling, the sparks fall outward
1’ further for each 1’ of height it is
restricted. It can be created only on a
solid, nonliving surface at least the consistency
of mud.
The material component is a small, silver-coated brass cone worth at least 10 gp. The cone is not consumed in the casting.
Third Level
Bakarapper
(Evocation)
Range: 120 yards + 20 yards/level
Components: V, S, M
Duration: 1 round
Casting time: 3
Area of effect: 20’ radius
Saving throw: None
This spell can be quite deadly if used
against aerial creatures. With bakarapper,
the caster creates a 1” ball of light that
shoots into the sky much like a flare.
Upon reaching the designated target
point, however, the ball disappears. Six
seconds later, the ball explodes into sev-eral
balls of light (one per level of caster)
that fly out in random directions from
the center and then explode inward six
seconds after that. The initial explosion
causes no damage; the second explosion
inflicts 2 hp damage per level of the cast-er
to any creature within a 20’ radius
from the initial explosion.
When casting the spell, the spellcaster can add a thunderclap sound that increases the casting time to 4. The thun-derclap deafens all in the area of effect causing them a penalty of 2 on die rolls. This spell must be cast so that the initial ball of light is fired at a minimum of a 45° angle from the horizontal plane. It can be triggered at any distance beyond 3”.
The material component is a hollow 3” silver ball worth at least 200 gp. The tube is not consumed in the casting.
Dragon Whirl
(Evocation)
Range: 60 yards +10 yards/level
Components: V, S, M
Duration: 1 round/level
Casting time: 3
Area of effect: 5’ radius
Saving throw: Half damage
This spell creates a 1’ diameter circle
of whirling sparks at the caster’s feet. The
whirl sheds light in a 10’ radius. It shoots
out in an arc to a target point designated
by the caster and explodes into a sphere
with a 5’ radius and inflicts 2d4 hp dam-age.
A successful save vs. spell halves the
damage.
It acts like Melf’s minute meteors in that after the first whirl is created and sent out, subsequent whirls are created auto-matically each round thereafter. Each successive whirl is created and fired in the first few seconds of a melee round. The caster can fire the whirl and then cast another spell that round. The caster must designate a target each round or the spell stays in place, exploding at the end of the round. The spell can be discontin-ued by the caster before the duration expires naturally. The spell flies out at a rance of 1” per second.
The material component is a silver likeness of a dragon worth at least 250 gp. It is not consumed in the spell casting.
Roman Candle
(Evocation)
Range: 120 yards
Components: V, S, M
Duration: 1 round + 1 round/level
Casting time: 3
Area of effect: Special
Saving throw: None
The Roman candle spell fires small
balls of light in a brightly colored array
from a silver tube. The balls shoot out a
rate of fire determined by the caster, but
they cannot be fired faster than than one
ball every 20 seconds nor slower than
one per round. The caster can target
each ball separately. The balls are shot
as if missile weapons fired by a warrior
of the same level as the caster (for exam-ple,
Roman candle balls fired by a 10th-level
mage have the THAC0 of a 10th-level
warrior). Upon impact, each ball
inflicts 1 hp damage for each level of the
caster. If the ball misses, it travels to its
range limit (unless it hits another object
in the line of fire) and explodes, inflicting
1 hp damage on anyone within a 5’
radius.
The mage must continue to direct the silver tube or (unless the spell is discon-tinued by the caster) the balls go off in the direction the tube is facing until the spell expires. If cast at a rate of one per round, the caster can place the tube in a safe place (on the ground, in a belt, etc.) and cast another spell, much as with Melf’s minute meteors. It takes several seconds to place, and another few to recover the tube. At the one-per-round rate, the balls always shoot out in the first few seconds. The rate of fire cannot be changed once the spell is cast.
The material component is a 1” diameter tube of pure silver which is at least 6” long. It must be worth at least 150 gp in workmanship. It is not consumed in the spell casting.
Fourth Level
Special Effects
(Alteration)
Range: 0
Components: V, S
Duration: 1 turn/level
Casting time: 1 round
Area of effect: Special
Saving throw: None
With this spell, the caster can shape
the physical characteristics of his fire-work
spells. This spell also effects any
spell that can be bound by a display spell.
Thus a wall of fog can be formed into a
mountain shape, or a starburst can burst
into a phalanx of spears. The caster
“shapes” his fireworks spells as he casts
them, adding half a round to the casting
time of each individual spell.
Starburst
(Evocation)
Range: 180 yards + 20 yards/level
Components: V, S, M
Duration: 1 round
Casting time: 5
Area of effect: Sphere up to 800 yards in
diameter
Saving throw: Half
Perhaps the most spectacular of the
fireworks spells, starburst creates a huge
aerial burst of colored sparks. Like
bakarapper, it must be fired upward at
least 45° angle from the horizontal. The
initial effect is a 1’ diameter ball of light
that explodes at a designated point and
sends multicolored sparks outward in a
brilliant display. Any creature caught in
the area of effect suffers 2d4 hp damage,
plus 1 hp damage per level of the caster.
The initial ball of light must travel for at
least 90’ or it fails, The spellcaster can
add a thunderclap sound at the casting
of the spell, increasing the casting time to
6. The thunderclap causes deafness to all
in the area of effect, inflicting on them a
2 point penalty on die rolls.
The material component is a platinum tube of fine workmanship worth no less than 500 gp.
Seventh Level
Display
(Evocation)
Range: 300 yards
Components: V, S, M
Duration: 1 turn/level
Casting time: Special
Area of effect: Special
Saving throw: None
This special spell binds several spells
together into a single display or show.
Display takes 1 round to cast for each
spell that is bound. The caster must have
all spells to be displayed memorized or
immediately available on a scroll. The
caster actually casts the spells during the
casting of the display spell. This spell has
the following effects:
Far below Waterdeep, where the labyrinths of Undermountain twist and spiral ever downward, treasure waits. One band of adventurers, braving the dangerous tunnels, came back battered and shaken – recovering only a book before escaping with their lives. But such a treasure it was – an ancient snakeskin-bound spellbook written in elvish. Among the enchantments inside were spells to attract powerful familiars. These creatures, which bind themselves to the wizards who cast the spells, imbue their mentors with wondrous abilities.
Find Companion
(Conjuration/Summoning)
Third Level
Range: 1 mile/level
Components: V, S
Duration: Special
Casting Time: Eight hours
Area of Effect: One creature
Saving Throw: None
This enchantment is similar to the first level spell find famil-
iar; however, it brings to the caster an animal companion with
enhanced abilities. The creature attracted benefits a wizard by
conveying its sensory powers to its master, conversing with
him, and serving as a guard, scout, or spy. A wizard can have
only one animal companion at a time, though he also can have
a normal familiar drawn by the first level spell.
The animal companion enters into a magical bond with the
wizard and will no longer age at the rate a similar normal ani-mal
would. The animal lives as long as its wizard
mentor–unless it is killed earlier by spells, phys-ical
attacks, or neglect. In addition, like a
familiar, the animal companion gains the saving throws of its
wizard-mentor. The wizard gains an empathic link with the ani-mal
and can issue it mental commands at a distance of up to
10 miles.
Because it is enhanced through the casting of the find com- panion spell, such an animal usually has more hit dice and a better Armor Class than a creature like it would normally pos-sess. Its hit points are improved also. In addition to rolling hit points based on the animal’s hit dice, a number of hit points are added equal to the caster’s level – to a maximum of 20. For example, a 7th-level wizard with a badger companion would add 7 hit points to the creature’s total. A 9th-level wizard would add 9.
Wizards can call upon these creatures to perform various tasks and missions and can rely upon their innate magical abil-ities. Smarter than a natural creature, companions easily can carry out basic orders and can understand when their masters are in danger. All animal companions initially have a Neutral alignment. Through association with the wizard, however, the companion assumes the same alignment as its master.
If the companion is separated from its wizard mentor by more than 50 miles, the wizard loses one hit point a day until he dies (at which time the companion also dies) or until the companion returns to within the 50-mile radius. These improved familiars gain the saving throws of their wizard-masters.
If the companion is killed, the wizard must successfully roll an immediate system shock check or lose two levels of experi-ence. If the check is successful, the wizard loses one level of experience.
Companions vary in power and abilities, and the type of companion gained is random. Roll 1d20 and consult the following chart:
1 | Raccoon | 11 | Monkey |
---|---|---|---|
2 | Badger | 12 | Snake |
3 | Winged serpent | 13 | Stag |
4 | Rat | 14 | Otter |
5 | Spider | 15 | Fox |
6 | Iguana | 16 | Wolf |
7 | Talking owl | 17 | Horse |
8 | Falcon | 18 | Cooshee |
9 | Vulture | 19 | Brown bear |
10 | Bat | 20 | Cheetah |
Badger: HD 2+1; AC 3; THAC0 19; #AT 3; Dmg l–3/1–3/1–4; MV 9, burrow 6; SZ S A sturdy burrowing animal with thick hair, a badger is a loyal and fierce com-panion. A wizard who has this animal as a companion develops a patch of white hair at the top of his head, just as a bad-ger has a patch of white hair on the top of its head. Some wizards cover up this patch so others will not learn about the presence of a badger companion.
A badger companion, once a day, can add 15 bonus hit points to its wizard-master and confer to its master an AC of 3. The Armor Class benefit does not apply if the wizard already has an AC of 3 or better. This is done at the wizard’s request or if the badger senses its master is in serious danger. The added hit points and Armor Class remain for six turns (one hour). The badger does not lose any of its hit points, nor does its Armor Class worsen in the process.
Bat: HD 1+2; AC 7; THAC0 20; #AT 1; DMG 1–3; MV 1; FI 24 (B); SZ T A bat companion is small and has a wingspan of 6”–1’. Bats come in shades of gray, brown, and black, and their wiz-ard companions’ hair quickly matches the hue of the bats’ leathery wings. A bat companion is loathe to be about during the day – unless in an underground set-ting. During the daylight, its movement rate is cut in half. At night, because of its sonar, it has the equivalent of infravision to 120’ and can ignore the effects of fog and magical darkness. Once an evening, it allows its wizard-master to fly with a movement rate of 12 (B), and to trans-form himself into a bat with a flying rate of 24 (B). These abilities last for 1d6 +2 turns (30 to 80 minutes).
Brown bear: HD 5+5; AC 5; THAC0 15; #AT 3; Dmg 1–6/1–6/1–8; SA hug; MV 12; S L An aggressive hunter that stands 9’ tall, a bear companion gifts its master with the hunting proficiency at a score of 18. This companion animal has such keen senses that three times a day he can detect illusions within a 30’ radius. This information can be readily passed to its wizard-master. A wizard with this com-panion grows long, thick, shaggy hair.
Cheetah: HD 4; AC 4; THAC0 16; #AT 3; Dmg 1–3/1–3/1–8; SA rear claws 1–3 each; SD surprised only on a 1; MV 15, sprint 45; SZ M A sand-colored cat that stands 4’–4˝’ tall, the cheetah is a skilled hunter that can naturally camouflage itself. It is surprised only on a 1. Unless springing to the attack, it has a 90% chance to go unseen in woodland set-tings, an 80% chance in farmlands or plains, and a 70% chance in shadowy buildings or underground areas. The cheetah possesses the following non-weapon proficiencies: hunting (15), track-ing (16), and survival (16). When its wiz-ard- master is within 30’ of it in an out-door setting, the effect is as if the wizard was wearing a cloak of elvenkind. Further, while the wizard is within 10’ of the cat, he is surprised only on a 1. The wizard companion develops cat’s-eyes.
Cooshee: HD 4+3; AC: 4; THAC0 16; #AT 3; Dmg 1–4/1–4/2–8; MV 15, sprint 45; SZ M Recognized as an elven dog, the cooshee only barks to warn its wizard-master of danger. A cooshee companion can puss without truce at will, as per the 1st level priest spell, and allows its wiz-ard to do the same once a day. In addi-tion, the dog has infravision to 90’ can detect secret or concealed doors on a 1–2 on a six-sided die, can move silently in any woodland setting, and has the tracking nonweapon proficiency at a score of 18. A cooshee companion has a very magical nature, and once a day it can identify wizards within a 60’ radius. A wizard who has this animal for a com-panion has brown patches on his back.
Falcon: HD 2; AC 4; THAC0 19; #AT 3; Dmg 1–3/1–3/1–3; MV 1, fly 36 (B); SZ S Small, maneuverable birds of prey, falcons form fast bonds with their mas-ters. Like the falcon, the wizard gains a taste for raw meat and periodically has an urge to hunt for his dinner. A falcon companion, once a day, allows its mas-ter to cast a 1st, 2nd, or 3rd level spell through it. For example, a wizard with a falcon flying high overhead could cast a magic missile or a web at a foe that would otherwise be out of the wizard’s range.
Fox: HD 2; AC 6; THAC0 19; #AT 1; Dmg 1–6; MV 15; SZ S A member of the dog family, foxes are noted for their bushy tails and large erect ears. A wizard who gains a fox companion also gains a slight point to his ears, making others suspect that there is a hint of elvish blood in his lin- eage. Elves gain an even more pro-nounced point to their ears. Especially clever and quick, foxes bestow improved movement, so that the wizard has a maximum normal movement rate of 15.
Three times a day a fox companion is able to dimension door into trees and bushes, similar to the way a dryad can dimension door into an oak tree. The fox can stay in a tree or bush as long as it or its wizard-master desires. Once a day the fox can confer one of its dimension door uses to its master. However, the wizard can stay inside a tree for only up to eight hours. At the end of that time, the wizard finds himself expelled from the tree.
Horse: HD 4+4; AC 6; THAC0 16; #AT 2; Dmg 1–8/1–8; MV 15, gallop 30; SZ L A companion horse is large and mus-cular, an impressive mount that is tremendously loyal to its master. It can travel long distances without tiring, and it can fend for itself, feeding on plants and grasses – even locating food for its master, if necessary.
Twice a day, at its master’s request, a companion horse can determine how many spells remain in a designated wiz-ard’s memory. However, it cannot deter-mine the levels or kinds of spells. A wiz-ard with this companion comes to favor apples, oats, and sugar.
Iguana: HD 2; AC 6; THAC0 19; #AT 1; Dmg 1–4; MV 9, climb 6; SZ S A large herbivorous green lizard with a dorsal crest, an iguana companion per-haps best serves as a guard for its wizard master or his home and treasures. A wiz-ard who attracts this animal through the find companion spell quickly loses an appetite for meat. Like his iguana com-panion, the wizard now prefers fruits and vegetables.
Once a day, an iguana can be com-manded to guard an object or individual. If the object or individual is threatened, the iguana changes form to defend its charge. It retains this new form for 3d4 turns (30 minutes to two hours): HD 6; AC 0; THAC0 13; #AT 1; Dmg 4–16; MV 18, climb 12; S M. In addition, once a day the iguana can cast a strength spell upon its master. The spell grants the wizard 1d4 additional points of Strength, which lasts six turns (one hour).
Monkey: HD 2+1; AC 7; THAC0 19; #AT 1; Dmg 1–3; MV 9, climb 9; SZ S A small primate with a long tail, a monkey is fiercely loyal to its master. The wizard with this companion prefers to eat fruits, nuts, and the occasional insect. The wizard gains the ability to climb trees at 90% and to climb walls at 50%.
Twice a day, the monkey can call upon an innate jump ability, as per the spell, with each session lasting 10 rounds and allowing him to travel much farther than would normally be possible. Also twice a day, the monkey grants to its master the ability to speak with mon-keys, as per the speak with animals spell. Each use of this ability lasts 1 turn.
Otter: HD 2; AC 4; THAC0 19; #AT 1; Dmg 1–3; MV 12, swim 18; SZ S Having webbed and clawed feet and dark brown fur, an otter companion is a fast and agile swimmer that gifts its mas-ter with the swimming proficiency at a score of 18 and a swimming movement rate of 12. A wizard with such a compan-ion has no desire to eat red meat. He prefers fish above all other foods – raw or cooked – and goes out of his way to dine on freshwater fish.
Twice a day, an otter companion can breathe water as if it were air for up to four hours at a time. If it desires, or if the wizard requests it, the otter can bestow one of those water-breathing uses upon its master.
Raccoon: HD 2; AC 8; THAC0 19; #AT 1; Dmg 1–4; MV 9, swim 9; SZ S A small, flesh-eating mammal with a bushy, ringed tail, the raccoon bestows on its wizard master a 40% chance to climb walls and an 80% chance to climb trees. Like his animal friend, the wizard prefers to eat meat – and only eats veg-etables or fruit when there is no meat available. The raccoon is a timid animal and only ventures into dangerous terrain when commanded.
Raccoons see well in darkness, and once a day – at its master’s request – it can grant the wizard infravision to 60’. This ability lasts 1d4 hours. If its master already possesses infravision, the rac-coon increases its master’s infravision range by 25% during this time.
Rat: HD 2; AC 6; THAC0 19; #AT 1; Dmg 1–3; MV 15, swim 6; SZ T A small gnawing mammal with white, brown, or black fur, a rat serves as an excellent spy. A wizard with this creature as his animal companion quickly learns that his hair matches the color of his companion rat.
Once a day, the rat can assume gaseous form for one hour. If the rat does not assume gaseous form at all during the course of a day, it can instead confer upon its master the ability to turn gaseous. This request must be made by the wizard.
Snake: HD 3+1; AC 5; THAC0 18; #AT 2; Dmg 1–3 (bite)/1–3 (constrict); MV 9; SZ S A 5’–6’ long constrictor, the snake causes its wizard-master’s tongue to thin slightly and to fork. The wizard gains a permanent +2 bonus to saving throws vs. snake poison.
Twice a day, the snake can transform itself into a wooden staff. Each transfor-mation lasts up to two hours. If used as a weapon, the staff inflicts 1d6 hp dam-age. The staff has the snake’s Armor Class and can withstand the snake’s hit points in damage before it – and the snake – are destroyed. Once a day the wizard can meld form with the snake, though not while it is a staff. During the meld, the snake assumes the wizard’s hit points and movement rate. The wizard cannot cast spells while melded with the snake. The meld lasts 1d4 +4 turns (50–80 minutes), with the wizard being able to break the meld earlier.
Spider: HD 1; AC 7; THAC0 20; #AT 1; Dmg 1–2; MV 12, web 9; SZ T The smallest of animal companions, the spider is roughly 2”–3” across. Attracting this creature through the find companion spell causes the wizard’s eyes to become black and glossy. Those look-ing closely at him see the faint outline of a spider in the center of his pupils. A spi-der is small enough to slip into most places unseen, acting as an excellent information-gatherer for its master.
Three times a day the spider can con-fer upon the wizard the spider climbing ability, as per the spell. The duration of each use is 1–3 turns (10–30 minutes), and the wizard must communicate his desire for the ability. In addition, the wiz-ard gains a +2 to his saving throws if a web spell is cast in his vicinity.
Stag: HD 4+2; AC 6; THAC0 17; #AT 1; Dmg1–8; MV24; SZ M As tall as a horse, though lacking some of the bulk, the stag is an elegant-looking companion. It can be used as a mount by an unarmored wizard-master. Three times a day, at its master’s request, a stag can determine the alignment of a designated individual who is within 60 yards. The wizard with this companion grows twin nubs on the top of his head, roughly where antlers would be on a stag’s head.
Talking owl: HD 3+2; AC 2; THAC0 18; #AT 1; Dmg 1–4/1–4/1–2; MV 1 fly 36 (B); SZ S A diminutive bird of prey with a large head and a small hooked bill, the owl can fly at any time of the day, though it is clear the bird prefers to be about in the evenings. Its master soon feels more at ease when the sun sets, and he acquires a taste for small rodents. A talking owl speaks the language of its master, plus six additional tongues.
The bird can detect good at will six times a day. However, if it forgoes any of the uses of that ability in a day, it can transfer them to its wizard-companion. For example, if a talking owl decided not to use its detect good ability during the course of a day, it could grant its master six uses of the detect good spell. The owl is immune to the following spells: cause fear, charm person, command, friends, hyp- notism, forget, hold person, ray of enfeeble- ment, scare, and fear.
Vulture: HD 2+1; AC 5; THAC0 19; #AT 1; Dmg 1-4; MV 3, fly 27 (E); SZ M Scavengers with bodies roughly 2’ long and wingspans of up to 7’, vultures are far from the most attractive of animal companions. They have greasy-looking blue and black feathers over their bodies, save for their heads, which are bald and pink-skinned. A wizard with such a com-panion also is bald. Because vultures have a knack for finding dead creatures, three times a day they can detect undead: within a 120’ radius. They suffer only half-damage from physical attacks of undead creatures, and they ignore the following effects caused by undead aging, level draining, fear, mummy rot, and paralyzation. A vulture bestows upon its companion the ability to ignore one aging or one level-draining attack per day. For example, a wizard with a vulture companion would ignore the first attack from a vampire that would normally cause a loss of two experience levels. However, a second attack by the undead would result in the level drain.
Winged serpent: HD 4+4; AC 5; THAC0 15; #AT 1; Dmg 14; MV 12, fly 18 (B); SZ L Colorful snakes with hues of green, blue, purple, yellow, and orange, these companions are 8’–10’ long and have wingspans of 10’–15’. The bite of a winged serpent is venomous, inflicting 1–4 hp damage the first round and 2–8 hp damage the following two rounds, save vs. poison for half damage. Three times a day the serpent can use a breath weapon, which consists of a cloud of dancing sparks 10’ in diameter. All those within the cloud suffer 2–16 hp damage, save for one-half, and the sparks ignite exposed flammable materials. The ser-pents are especially vulnerable to fire-based attacks, suffering a –2 saving throw. If they fail their saving throw against a fire attack, its wings are inciner-ated. The serpents cannot use their breath weapon while wingless. The ser-pents are immune to all electrical attacks, and they are able to regenerate their wings in 1–3 days. If they tuck their wings in close to their bodies they can spider climb at will. Once per day the ser-pent can transfer its breath weapon to its master. The wizard with this companion must spend 100 gp a month on special fruits and nuts for the winged serpent. After a few months in the company of this creature, the wizard’s diet starts to mirror the serpent’s.
Dmg 2–5; MV 38; SZ S Wolf: HD 4; AC 6; THAC0 17; #AT 1; Standing between 3’–4’ high at the shoulder, this companion confers upon its wizard-master a permanent +1 bonus to saving throws vs. charm attacks. The wolf also enjoys this benefit. In addition, twice a day the animal can turn itself into a worg with these statistics: HD 5; AC 5; THAC0 16; #AT 1; Dmg 2–8; MV 18; SZ M (4’–7’). The form lasts 2d4 turns.
When in the presence of its wolf com-panion, the wizard is able to speak with wolves, as a speak with animal spell. A wizard with a wolf companion becomes almost exclusively a meat eater.
Find Minion
(Conjuration/Summoning)
Sixth Level
Range: 1 mile/level
Components: V, S
Duration: Special
Casting Time: 12 hours
Area of Effect: One creature
Saving Throw: None
This enchantment is similar to the first
level spell find familiar and the third level
spell find companion; however it brings to
the caster a minion with powerful abili-ties.
The creature attracted benefits a wiz-ard
by conveying its sensory powers to
its master, conversing with him, and serv-ing
as a guard, scout, or spy. A wizard can
have only one minion at a time, though
he also can have a normal familiar
drawn by the 1st-level spell and a com-panion
drawn by the third level spell. The
minion enters into a magical bond with
the wizard and no longer ages at the rate
a similar normal animal would. The ani-mal
will live as long as the wizard unless
it is killed earlier by spells, physical
attacks, or neglect. In addition, like a
familiar or companion, the minion gains
the saving throws of its wizard-mentor.
The wizard gains an empathic link with
the minion and can issue it mental com-mands
at a distance of up to 30 miles. In
addition to rolling hit points based on a
minion’s hit dice, a number of hit points
are added based on the wizard’s level, to
a maximum of 20 bonus hit points. For
example, a 12th-level wizard with an owl-bear
minion would add 12 hit points to
the creature’s total. A 16th-level wizard
would add 16.
Wizards can call upon these creatures to perform various tasks and missions and can rely upon their special abilities. Minions easily carry out basic orders and understand when their masters are in danger. If the minion is separated from the wizard by more than 100 miles, the wizard loses one hit point a day until the wizard dies (at which time the minion also dies) or until the minion returns to within the 100-mile radius. If the minion is killed, the wizard must successfully roll an immediate system shock check or loose two points of Intelligence. If the check is successful, the wizard loses one point of Intelligence. Minions vary in power and abilities, and those attracted by the spell are determined randomly. More information on each minion can be found in the Monstrous MANUAL™ tome. Roll 1d12 and consult the following table.
1 | Owl bear |
---|---|
2 | Elven Cat |
3 | Blink Dog |
4 | Umberhulk |
5 | Unicorn |
6 | Pseudodragon |
7 | Displacer Beast |
8 | Peryton |
9 | Pegasus |
10 | Dragonne |
11 | Hippogriff |
12 | Griffon |
Blink Dog: HD 4; AC 5; THAC0 17; #AT 1; Dmg 1–6; MV 12; SZ M A blink dog minion looks like a stocky mutt or mongrel, making their kind diffi-cult to distinguish or recognize as special. A wizard with this minion has unkempt, shaggy hair. Blink dogs have their own complex language of barks and yelps, which their masters can understand. These creatures have an innate ability to blink, with no possibility of ending up inside something solid. Roughly 75% of the time they are able to attack targets from the rear because of this ability. Twice a day, a blink dog minion grants to its wizard master the ability to blink, as per the spell for six rounds.
Displacer Beast: HD 6; AC 4; THAC0 15; #AT 2; Dmg 2–8/2–8; MV 15; SZ L Looking like a puma with two tenta-cles, a displacer beast minion causes its master to have jet-black hair. This crea-ture retains its lawful evil alignment, no matter the alignment of its master – who it faithfully serves. Such a minion can: displace itself, allowing it to appear about 3’ from its actual location; make all saving throws as if it were a 12th-level fighter; cause attacking opponents to suffer a –2 penalty. A displacer beast grants to lawful neutral and lawful evil wizard-masters the ability to displace themselves 1’–2’ from where they are actually standing for up to one hour a day. This ability acts effectively as a cloak of displacement, which is listed in the DUNGEON MASTER® Guide.
Dragonne: HD 9; AC 6 flying, 2 ground; THAC0 11; #AT; Dmg 1–8/1–8/ 3–18; MV 15, fly 9 (E); SZ M A dragonne companion resembles a lion with long, feathery eyebrows and large, webbed wings. A wizard-master also gains overlong, feathery eyebrows. Three times a day this minion can emit a terrible roar that causes weakness in creatures within 120’ of it unless they make a successful saving throw vs. para-lyzation. Any creature within 30’ of the roar is deafened for 2–12 rounds, and all those hearing the roar suffer –1 on attack rolls. A dragonne’s master is immune to the effects of the roar. A dragonne minion is more powerful than its brethren. While they can fly for 1–3 turns at a time, the minion can fly for 2–8 turns.
Elven Cat: HD 3+6; AC 4; THAC0 17; #AT 3; Dmg 1–2/1–2/1–3; MV 18, swim 9; SZ T Looking like a normal house cat, often with gray or brown fur and black stripes, these minions have their own language and also understand the elvish tongue. Unlike other cats, they love water, and they are frequently found swimming or playing in streams and puddles when not performing a task or mission These minions are surprised only on a 1; impose a –5 to opponents’ surprise roll; enjoy a 99.9% chance to move silently and a 90% chance to hide in wilderness areas; and can leap 20’ with ease. Further, they have limited ESP, can use enlarge and trip once a day, and can employ reduce and tree twice a day– at the 9th level of ability. Enlarge doubles the minion’s Hit Dice and damage; tree allows it to assume the shape of a tree limb. Once a day, they confer to their master the ability to use the enlarge or tree spell. This does not count against a wizard’s spell allotment, though it pre-vents the minion from using the chosen ability that day. A wizard with an elven cat as a minion develops a taste for swimming and playing in the water.
Griffon: HD 7; AC 3; THAC0 13; #AT 3; Dmg 1–4/1–4/2–16; MV 12, fly 30 (C, D mounted); SZ L Ferocious avians that look like the meld of a lion and a giant eagle, these minions, which can serve as mounts, are prized and powerful. A wizard with this minion either has his hair turn a golden brown, or his skin (50% chance for either.) Further, a wizard feels compelled to provide the minion at least one horse, Pony or donkey each week. In exchange, the griffon grants its wizard-master the ability to once a week control horses, as per the animal control potion. The wizard can influence the emotions and drives of 1d4+4 horses for 1d4+4 turns (10 to 80 minutes).
Hippogriff: HD 3+3; AC 5; THAC0 17; #AT 3; Dmg 1–6/1–6/1–10; MV 18, fly 36 (C, D mounted); SZ L This monstrous hybrid of an eagle and a horse is one of the more prized minions. It will readily lay down its life for its wizard-master. Because of the bond established, the wizard cannot eat until he is certain his hippogriff is sated– even if that means offering the animal his food. Once a day it can change its form to that of a light riding horse, a shape it can hold for 3d6 turns (30 min-utes to three hours), and twice a day it can assume the form of a regular-sized eagle, a shape it can hold for 2d4 turns (20–80 minutes). The hippogriff gifts the wizard with the ability to speak with horses and to speak with eagles each once a day, as per the speak with animals spell.
Owlbear: HD 5+2; AC 5; THAC0 15; #AT 3; Dmg 1–6/1–6/2–12; SA hug; MV 12; SZ L Appearing as a cross between a giant owl and a bear, these minions weigh in excess of 1,000 pounds and are often aggressive and vicious. A minion owl-bear will not fight to the death unless it is commanded to do so by its wizard-master or unless its master is in serious danger. Though these minions prefer heavily-wooded forests, they usually stay at their masters’ sides – no matter where he travels. Unlike other owlbears, these minions do not lay eggs. However, like their brethren, they hibernate in the win-ter – provided they and their wizard-masters live in lands that have such cli-mates. A wizard with this minion devel-ops a small crest of yellow-brown hair at the top of his head, mirroring the owl-bear’s crest. A minion owl bear possess-es one special ability: once a day, for 2d4+4 turns (one to two hours), it can assume the form of a giant owl or a brown bear. It retains its normal hit points and Armor Class during the trans-formation.
Pegasus: HD 4; AC 6; THAC0 17; #AT 3; Dmg 1–8/1–8/1–3; MV 24, fly 48 (C, D mounted); SZ L A formidable winged steed, a minion Pegasus can be found in hues of white, gray, tan, and dark brown. Such a minion can understand most human common tongues. A Pegasus remains chaotic good, and over the course of a few months; its wizard-master’s alignment changes to chaotic good. A Pegasus min-ion can attack an opponent with its rear hooves, inflicting 2–12 hp damage; dive from 50’ or higher at +2 to attack, with its front hooves inflicting double damage; and detect evil and detect good in a 60- yard range at will. The Pegasus’ wizard-master is granted the ability to cast detect evil and detect good each once a day. A wizard with a Pegasus minion is only able to eat fruit, grass, and other plants.
Peryton: HD 4; AC 7; THAC0 17; #AT 1; Dmg 4–16; MV 12, fly 21 (C); SZ M A peryton minion looks like a giant dark green eagle with a blue-black stag’s head, obsidian antlers, and red-orange eyes. Typically an evil creature, this min-ion’s alignment quickly changes to match that of its wizard-master. In return, its master’s eyes become orange-red. Such a minion gains +2 on all attack rolls, is immune to nonmagical weapons, and can plunge from several hundred feet at a target for an additional +2 attack bonus. A wizard with a peryton minion gains an immunity to nonmagi-cal weapons once a day for 1d6 turns (10 minutes to one hour).
Pseudodragon: HD 2; AC 2; THAC0 19; #AT 1; Dmg 1–3; SA poison sting; MV 6, fly 24 (B); SZ T Resembling a miniature red dragon, a pseudodragon minion is +4 on attack rolls. Its poison is quite potent – all those who fail a saving throw against it fall into a state of catalepsy that lasts 1–6 days. The creature’s chameleon-like power enables it to blend with a forest back-ground, giving it an 80% chance to be effectively invisible. A pseudodragon has infravision to 60’, can see invisible crea-tures and objects, and has a 35% magic resistance.
Once a day, a pseudodragon minion will grant to its wizard master infravision of 60’ for 3d4 turns (30 minutes to two hours) and the ability to see invisible objects and creatures for 1d4 turns (10–40 minutes). These abilities are grant-ed when the wizard requests them. A wiz-ard with this minion will grow a circular band of red scales about his wrists or ankles (50% chance for either location).
Umberhulk: HD 8+8; AC 2; THAC0 11; #AT 3; Dmg 3–12/3–12/1–10; MV 6, bur-row 1–6; SZ L An umberhulk retains its chaotic evil alignment, even though it will obey its wizard-master, who can be of any align-ment. Wizards with these minions have eyes that look like blackened circles. A powerful subterranean creature, the umberhulk prefers to remain in dark confines, where it has a greater chance to surprise opponents. Like other umber-hulks, a minion can easily bite through hide or bone, cause opponents under-ground or in dark chambers to suffer a –5 penalty to surprise rolls; burrow; dig through stone; cause cave-ins; and cause confusion per the spell – if a victim looks into its eyes. This minion has infravision to 90’ and grants an evilly-aligned wizard-master the same infravi-sion ability. If the wizard is evil and is an elf or half-elf, his infravision range is increased to 180’.
Unicorn: HD 4+4; AC 2; THAC0 15; #AT 3; Dmg 1–6/1–6/1–12; MV 2; SZ L A unicorn minion retains its chaotic good alignment, no matter the align-ment of its wizard-master and will unerr-ingly serve a master of any alignment. Such minions can sense an enemy up to 240 yards away, cause opponents to suf-fer –6 on their surprise rolls, gain a +2 bonus to hit, charge an opponent with its horn for 3–36 points of damage, and teleport themselves and their wizard-master once a day up to 360 yards away. These minions can never be charmed or held by spells, they are immune to death spells, and they make saving throws as if they were 11th level wizards. A unicorn minion will gift to a goodly-aligned wizard-master a perma-nent immunity to charm person or hold person spells – the choice is the wizard’s Because of the wizard’s close ties to its minion, his hair becomes stark white, matching the hair color of the unicorn.
Spell Echo
(IlIusion/Phantasm)
Level: 1
Components: S
Range: 0
Casting Time: 1
Duration: 1-2 rounds
Save: None
Area of Effect: Special
This spell creates a silent illusory
scene that depicts the operation
(unleashing) of a previously-launched
magic. The duration and size of the
scene varies according to the nature of
that previous spell’s effect, but it always
includes its caster (or magical item acti-vator)
if he was present at the time of
the original magic taking effect, and any
creatures in the immediate vicinity who
were affected by the spell.
Any amount of time can elapse between the original spell and the cast-ing of the echo, but the caster of the echo must occupy some part of the precise area of effect of the original spell, or the spot in which its caster or activator stood at the time, or the spell fails with-out effect. If multiple spells have taken effect in the area or have been cast from the spot chosen by the echo-caster, the caster is made aware of the race of the caster or activator of each, the school or sphere of each magic, and the approxi-mate time, and must choose to display just one of the previous magics from that information. Multiple spell echo spells can be cast in the same spot to “sort through” multiple previous enchantments, without affecting the “recalls.” This spell works only in Realmspace.
A spell echo is purely an illusion, but it is known to be a true illusion, not suscepti-ble to alteration by any known magic — and therefore acceptable as evidence of who did what to whom in the past.
Scourge of Stars
(Alteration, Evocation)
Level: 3
Components: V, S, M
Range: 0
Casting Time: 6
Duration: 12 rounds
Save: None
Area of Effect: Special
This spell brings into being a weight-less
whip extending from an appendage
of the caster. It need not be grasped by
the wizard (who can hold other items in a
hand that it may extend from), but it does
preclude other spellcasting on the part of
its caster that requires somatic and mate-
rial components. The whip appears as a
band of shadow dotted with thousands of
tiny, twinkling motes of light, and it
strikes silently. It can’t be grasped or
snagged on things, and its reach is the
length of the casters appendage plus 10’.
A scourge of stars strikes with, a THAC0 6 points, better than that of its caster, and it deals 2d4 hp damage per round. Any damage it inflicts is bestowed on its caster as extra or healing hit points (any excess hit points vanish when the scourge does, but until then, all damage suffered by the caster is taken first from these extra points). The scourge may strike only once in a round, can never harm its caster, and has no tangible existence (i.e., it can’t be tied to any- thing, or be cut by an opponent, or used to entangle a weapon).
The material component of a scourge of stars is a string of nine diamonds or other clear, colorless faceted gemstones of any type and value. The gems must be pierced and have a single, continu- ous chain or cord running through each stone to link all of them. Other gems and adornments may be present, but all, are consumed in the spellcasting.
Firedart
(Evocation)
Level: 4
Components: V, S, M
Range: 300 yards
Casting Time: 2
Duration: 2 rounds
Save: ˝
Area of Effect: Special
This spell brings into being one fiery
dagger per level of its caster. These look
like 4”-long knives whose blades are
wavering tongues of flame and which
flicker into existence around the casters
head and shoulders. They can’t harm
the caster who creates them or cause
harm to any non-living material (they
can’t ignite wood, cloth, paper, or any-
thing else) but are deadly to living and
undead targets.
These firedarts fly at targets chosen by the caster. They must be visible to the caster as spellcasting begins, but they need not be so after; the firedarts follow and seek them, at MV Fly 20 (A), THAC0 4, two attacks allowed (the second only if the first misses). Contact with any magical barrier or spell effect, or passing out of spell range, causes a firedart to vanish instantly and harmlessly. A firedart that misses on both its attack attempts fizzles out and vanishes, harmlessly, wasted. One that strikes deals 1d4 hp piercing damage and is quenched, its magic expended. The tar- get is allowed a saving throw vs. spell, and if (and only if) that save fails, the dart also inflicts 1d4+1 hp fire damage.
A caster can elect to hurl each firedart at a different target, or group them in attacks against various targets, or even “save” some to attack on the second round of the spell. All of the firedarts van- ish when they miss or hit, or if they haven’t been fired when the spell expires (the firedart spell ends instantly if the caster casts another spell during that second round). Decisions about the tar- gets of firedarts saved until the second round need not be made until that sec- ond round, but the targets are still limited to creatures visible to the caster when the spell is first cast.
A common use of this spell is to strike out at a group of warriors attacking the caster, saving some firedarts to send against warriors who are still attacking after the first “wave” of firedarts have struck.
The material components of a firedart spell are a fragment of flint and a feather. The feathers may be of any size and from any source.
Turnblade
(Alteration)
Level: 4
Components: V, S, M
Range: Special
Casting Time: 7
Duration: 8 rounds
Area of Effect: One weapon
Save None
This spell allows its caster to transform any weapon (any object that one
being can lift and wield, that has in the
past been used to cause damage to a living or undead creature, whether it is a
rock or a garden stake or a broadsword)
into any weapon of his choice.
The “new” weapon must be a copy of an item the caster has personally seen before. Its size, appearance, composition and construction (e.g., silver-coated, non-ferrous, or specific to a left- or right-handed user) conform to the turnblade-casters desires, but the new weapon has no magical properties beyond having +3 bonuses on all attack and dam-age rolls. Its base damage is that of the weapon-form chosen, regardless of size. For damage purposes, treat all weapons not easily classified as a standard weapon type as either a quarterstaff or a club, depending on rough overall size.
This spell is most commonly used to transform a dagger into a long sword +3 or a two-handed sword, or to turn a dagger into an axe when the latter weapon is needed as a tool (i.e., to chop through a door to freedom). The weapon can be wielded by anyone (even against the caster, or in defiance of the caster’s wishes) and — even if the caster deliberately chooses to forego the magical bonuses the spell affords — is considered a +3 magical weapon for purposes of determining what creatures it can hit.
A turnblade spell can’t be ended before the weapon it affects has existed in its transformed state for eight full rounds. The weapon affected is the material component of the spell — and it is consumed by the magic, vanishing forever when the spell expires.
Backshift
(Alteration, Necromancy)
Level: 8
Components: V, S, M
Range: 30 yards
Casting Time: 1 turn
Duration: Special
Save: Special
Area of Effect: One creature
This spell forces its target (who must
be visible to the caster when casting
begins) back into previous body shapes
the target has assumed. If it is cast on a
creature that has never changed its
shape, the spell is wasted. Purely illusion-ary
disguises, and minor changes to the
nature of a targets body such as in
growing and aging do not count as
“changes in shape.”
The backshift spell forces its target back into the last three body shapes it has assumed that weren’t the targets own. If the target has taken fewer than three shapes since birth, the spell dis-plays all forms it has taken. The target creature appears into these shapes in reverse chronological order (that is, the most recently-taken form first) for one round each. If there are fewer than three shapes available, the spell cycles through them, never including the form the creature was using when first struck by the backshift.
There is no saving throw against this initial part of the backshift, and this spell can force creatures into shapes not adapted for survival in the current sur-roundings (such as aquatic forms, on dry land). Target activities, such as spell-casting and weapon use, may be ham-pered or aided by the forms taken (dropping weapons is common), but the backshift spell itself doesn’t prohibit them.
At the end of the third round, the vic-tim of a backshift is allowed a saving throw vs. spell. If the save succeeds, the spell ends, and the creature is instantly returned to the form it had at first con-tact with the spell.
If the save fails, the caster of the spell can freely choose any one of the four forms (the initial one and the three forced “returns”) as the target creature’s new form. As the magic expires, it puts the target creature into the chosen form. This change is permanent unless altered by later magics, though the chosen form isn’t the creature’s “true” form, a simple dispel magic causes the creature to revert to its true form.
Once a backshift has been cast, its caster is free to undertake other activi-ties during later rounds (while its victim is undergoing the spell effects). The death of the caster frees the target from the backshift immediately, but move-ment out of spell range does not.
The material components of a back- shift are a strand of spiderweb, a whole, raw egg and a fragment of shell from an egg that has hatched. Both the whole egg and the shell fragment may come from any egg-laying creature, and they need not both be from the same indi-vidual or even species.
This spell was originally developed to unmask individuals who employed shape-changing magics to conceal their identities when they openly carried out crimes. For safety reasons, a backshift spell is usually memorized by at least one senior participant prior to any “twenty transformations” game.
Mystra’s Unraveling
(Alteration, Enchantment)
Level: 9
Components: V, S
Range: 0
Casting Time: 1
Duration: Instantaneous
Save: None
Area of Effect: 30’ radius
This spell instantly destroys all spells
and enchantments linked to, focused on,
or held within items. Imprisoned beings
are set free, magically-preserved items
are exposed to all the aging they’ve
been protected from, and so on. Magical
items automatically lose their powers,
and barriers and wards connected to
doors, anchor points, or other solid
things collapse. Items connected to other
planes lose those connections; if the link-
ages are to non-living items, those items
are yanked fully into the plane wherein
the unraveling is cast. All portions of a
large item are affected if any part of it is
within range of the unraveling.
This magic has no effect on magical items touched by the caster during cast-ing or carried on the caster’s person. It also leaves untouched spell effects not attached to an item, including those that originated in magical item discharges. An unraveling reveals the multiple pow-ers of artifacts (to the mind of its caster only) in precise and fine detail, but it doesn’t affect or harm them — beyond the fact that its touch won’t activate an artifact, regardless of the artifacts nor-mal conditions for activation.
Alternatively, an unraveling can be cast with a different incantation word. In such cases, it leaves magical items and artifacts completely untouched, and it works only against enchantments. It can affect such magics regardless of their age and origin, even if they are quies-cent, awaiting later activation, within an area or a being. Such an unraveling suc-cessfully destroys multiple linked enchantments without triggering their magics, penetrates all known barriers (including prismatic effects and antimagic shells), and is roughly the equivalent of four dispel magic spells.
These spells were originally all clerical spells specific to the Dwarven Clerics in Dwarves Deep. However some of them have made the crossover to Wizard spells in the A.F.A.L. campaign. They are presented here. Priest and Wizard spell levels and casting times are the same unless otherwise noted.
Hurl Rock
(Alteration)
Reversible
Sphere: Combat
Level: 2
Components: V, S, M
Range: 10 yards/level
Casting Time: 2
Duration: 1 round
Save: None
Area of Effect: One rock (see below)
This spell allows the caster to suddenly and violently use telekinesis on a loose rock, using it as a missile. Only stone can be used, either natural stone or petrified objects. The stone must be loose; it cannot be a block that is part of a wall, or a piece of a rock face or ceiling. The rocky projectile leaps from its resting position to attack with the caster's THAC0. The "range" of this spell refers to the distance between the caster and the potential stone missile. The projectile can leap up to 45 feet vertically and up to 45 feet horizontally. Determine where missiles land using the "Grenade-Like Missile Effects" table in the DMG.
The caster can move up to 2 cubic feet/level. Rocks that are too large will be felt as such; the caster can choose another rock in the same round, but if it is also too large, the spell is wasted.
At times it will be important to know what damage the missile itself sustains after being hurled; for instance, if it is a fragile, valuable object, or, say, a petrified companion. The missile itself suffers 2d4 points of damage from its use in this spell and double that if it falls more than 50 feet in the process. This shatters the missile if it is brought to zero hit points. Assume rocky missiles to have an average hp total of 6 per 2 cubic feet, so that a rock of the maximum size that a 3rd level caster can move (6 cubic feet) will have 18 hp.
Rocky missiles that shatter spray shrapnel; all creatures within 10 feet of the landing site of a missile must save vs. spell or suffer 1d4+1 points of damage.
Any item struck by the missile or its shrapnel (see above) must save vs. "crushing blow". A being struck by the missile is hurt as follows:
Rock Volume (in cubic feet) |
Damage |
1-2 | 2d4 |
3-4 | 2d8 |
5-6 | 2d10 |
7-8 | 3d8 |
9-10 | 3d10 |
> 10 | 4d12 |
The reverse of this spell, rock shield, allows the caster to deflect rocky missiles of all types and from all sources. The shield remains in effect for one round/level, infallible against all missiles whose edges contain or are made of stone. Once cast, it does not require continued concentration or further action. The deflections are in directions uncontrollable by the user of the shield. Use the "Grenade-Like Missile Effects" table, noting that deflections may hit companions of the shield-user.
The material components of this spell are a suitable rock to serve as the projectile, a tiny pebble, held in the caster's hand and not consumed in the casting. The reverse of the spell requires two small pebbles and a translucent piece of glass, mica, ice, crystal, or a gem.
Rockburst
(Alteration)
Sphere: Combat
Level: 2
Components: V, S
Range: 10 yards/level
Casting Time: 2
Duration: 1 round
Save: Special
Area of Effect: 1 cubic foot/level
This spell allows the caster to cause a boulder or rockpile to suddenly explode, propelling jagged shards in all directions. If the desired spell focus is larger than the volume the caster can effect, only part of it will fly about.
Shrapnel endangers all beings within 20 feet of the spell focus. Beings within 10 feet must save vs. spell for half damage. Beings between 10 and 20 feet distant who save successfully are allowed a second saving throw. If both rolls are successful, they avoid all damage (due to luck, dodging, and cover). If only one roll is successful, they take half damage. The presence of cover or armor does not automatically lessen damage due to the unpredictability of ricochets, bounces, and the like.
The shrapnel does a base damage of 1d4+1 points per level of the caster (i.e. 1d4+1 points per cubic foot of rock). In rare cases, the explosion will remove enough rock to cause an avalanche or cave-in, but such results can rarely be deliberately caused with this spell.
Glowglory
(Alteration, Evocation)
Sphere: Combat
Level: 3
Components: V, S, M
Range: Touch
Casting Time: 3
Duration: Special
Save: None
Area of Effect: Secial
This spell allows the caster to unleash beams of power from glowstones, or make normal stone (in a surface area of up to one square foot per level of the caster) radiate a continual light radiance, for 1 turn/level.
Lesser Guardian Hammer
(Invocation)
Sphere: Guardian
Level: 3
Components: V, S, M
Range: Touch (of area to be guarded)
Casting Time: 3
Duration: Special
Save: None
Area of Effect: Special
A lesser guardian hammer, is an invisible, hammer-shaped field of force that appears when a guarded door, lock, threshold, or area is disturbed (even years after the spell was cast). When activated, it charges through the air to strike the living thing nearest to the disturbed guardian area, or any being in the area (if there is more than one, determine target randomly).
Whirling Blade
(Evocation)
Level: 2
Components: V, S
Range: 0
Casting Time: 2
Duration: 1 round/level
Save: None
Area of Effect: Special
This spell creates a shimmering, translucent silvery blade of force equal in dimensions and damage to a long sword. It orbits one of the casters hands and strikes once per round as a magical weapon ( +1 to attack and damage rolls).
The blade is weightless, and passes through metallic things as though they did not exist, without affecting them.
Metal armor is discounted when determining armor class against blade attacks; i.e. targets receive dexterity and magical bonuses, but not metal shield and mail protection. Beings wearing leather armor have a base armor class of 8, studded leather also counting as AC 8 against blade attacks; creatures with naturally tough hides or natural armor plating have their usual armor classes!
A whirling blade also passes through the body of its caster without harm - the caster is never imperilled by his own weapon. The blade cannot break, but is destroyed instantly by contact with a wall of force, anti-magic shell, or dispel magic spell.
A whirling blade emits a continuous, high-pitched shrieking noise - vibrations of magical force that cannot be magically silenced - and therefore cannot be used with any measure of stealth. Note that the caster can hold or carry normal weapons and other inorganic objects in the hand wielding the whirling blade without hampering its functioning, unless the carried objects are so large as to obstruct the casters view of foes, or so heavy (10 pounds or more) as to hamper or significantly slow arm movement. This magical weapon exists for the duration given or until the caster concentrates on casting another spell, whereupon it vanishes. Wielding and actively using a weapon also disrupts the spell, canceling its effects prematurely.
Energy Transformation
(Alteration)
Level: 6
Components: V, S, M
Range: 0
Casting Time: 4 rounds
Duration: Permanent
Save: None
Area of Effect: 40' radius sphere
This complex spell creates a permanent, undetectable magical field. It absorbs magical discharges, such as spell effects and item functions, and uses them to power (that is, to extend the duration of) an existing magical spell or protection, with which the energy transformation is linked. The casting of the transformation must name this existing magic it is powering, and must also outline any desired limits on the absorption area of the transformation, within the limits of the area of effect given above. The spell field does not affect any magical items or weapons unless they are using a spell-like effect when they contact the field; in such cases, the energy transformation field absorbs the spell effect but has no further effect on the item or weapon.
The field absorbs spells cast through its area of effect, and it absorbs spells of all types that come in contact with the field save abjuration and conjuration/summoning spells. Any external magical effects on weapons or items will be slightly hampered by the field; for example, glowing weapons or a continual light cast on a torch will visibly dim and flicker while passing through an energy transformation field.
An example of the use of this spell would be a field around an icon, using spell energy to recharge a magical item within the icon itself. Only a Mordenkainens disjunction, limited wish or wish spell will destroy a single such field - a dispel magic will be absorbed by it, without having effect.
The material components of this spell include no less than three permanent magic items (which are consumed in the casting), three drops of the casters blood, the eye of any living creature, and a powdered diamond of not less than 5,000 gp value.
The Curse of Forgetfulness
(Enchantment/Charm) Reversible
Level: 7
Components: V, S
Range: Touch
Casting Time: 2
Duration: Permanent
Save: None
Area of Effect: One creature
By means of this spell, a wizard bestows a special curse on another wizard which destroys the ability to comprehend certain spells. Lost spells cannot be memorized or even cast from a scroll; the mind of the victim of this curse simply cannot understand and enact them.
Spells known to a victim are lost at random, beginning with spells currently memorized. One spell is lost instantly, and an additional spell is lost every ten days thereafter, until the victim forever loses all spell casting ability. A remove curse will not affect this special curse; a heal, limited wish or stronger spell is necessary.
The reverse of this spell, bestow remembrance, reverses the effects of a curse of forgetfulness or a forget spell, Note that a successful to hit roll is required to confer either version of this spell upon an unwilling being.
Unseelie Servant
(Conjuration/Summoning)
Level: 2
Components: V, S, (M)
Range: 0
Casting Time: 2 rounds
Duration: 12 hours + 3 hours/level
Save: None
Area of Effect: 60' radius
The unseelie servant is similar to the unseen servant in that it conjures a type of magical automaton to perform simple taskes for the caster. Like the unseen servant, the unseelie servant can perform simple tasks like cleaning and fetching small objects but cannot fight. Unlike the unseen servant, the unseelie servant is visible and has a distinct form. It appears as an eight-inch, androgynous winged humanoid composed of magical darkness. The unseelie servant can walk at a speed of 6 or fly at 15 (MC B). It can fly with objects up to one pound, walk with up to three pounds, or drag an object of up to 6 pounds. If it moves more than 40 feet + 5 ft./level away from the caster, the servant is dispelled - it will follow commands that have this result.
When it is not actively engaged in some task for its caster, the unseelie servant will sit on the caster's left shoulder and amuse itself. It cannot be discouraged from this behavior except by giving it another task to perform. If there is something else on the caster's left shoulder (ex. a parrot) the unseelie servant will sit on top of it. When sitting, the unseelie servant can rest on the point of a needle without harm. Otherwise, it is AC 3, has 6hp, and uses the item saving throw table. The unseelie servant avoids contact with the skin of living creatures other than the caster's left shoulder when not commanded otherwise and takes 1hp of damage per round from such contact. Those who have managed to touch one say it feels slick and cold. The unseelie servant is utterly silent. It is said that even grabbing it and smacking it against a bell until it is destroyed produces no sound.
When commanding the unseelie servant, the caster must address it by name in the caster's native tongue. When Unseelie Servant is first cast, the caster must choose a name for the servant. For unknown reasons, this name must be at least three syllables, start with K or Q, contain at least 1 X and end in Y (ex. "Kisgixy", "Quaxaty", "Kaxexixoxuxy". Likewise, if the caster conjures more than one unseelie servant at a time, each needs its own name. If the servant is destroyed by damage, a new name must be chosen at the next casting. The material component, a piece of jet of at least 20gp value, is only needed when a new servant is being named.
Go to Libraries Page |