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Magic User SpellsFirst Level SpellsOlfactory Glamour (Illusion/Phantasm) Range: 6"+1"/level Explanation/Description: When this spell is cast the mage creates false olfactory images within the area of effect of the spell. The images give forth a smell identical to the casters scent and will fool creatures that locate invisible objects by sense of smell, i.e. hell hounds, dogs, etc. The images last the full duration of the spell and the caster can move them about as long as he maintains concentration on them. Once the caster stops concentrating on moving them, the images will remain in place, not to be moved again for the remainder of the spell. If a creature is fooled by the spell and is shown proof that nothing is there, it is allowed a saving throw versus magic to see through the illusion. A gust of wind, windwall, stinking cloud, cloudlkill or similar spell might limit the effectiveness of the spell. The spell creates 1d3 false olfactory images. The material component is a piece of the casters clothing. [ Top ] Tonalils Phantom Minstrel
(Conjuration/Summoning) Range: 3" Explanation/Description: This spell brings forth a visible phantom, similar in nature to an Unseen Servant spell. The manifestation is a transparent elf, either male or female, with an instrument of some sort. This being can cause no physical force and if damaged for 4 or more hit points of damage it will fade away into nothingness. At the start of the spell the caster wills the type of music (i.e. the mood) and the instrument to be played. The Phantom Minstrel will play and sing any song or piece that the caster has knowledge of, but cannot communicate beyond this. Where the Phantom Minstrel is brought forth, it remains for the duration of the spell, although the spell caster can will the spell away before the end of the duration. The material component of the spell is a miniature wooden facsimile of the instrument to be played by the phantom musician. The better the replica, the more skilled the phantom minstral is. [ Top ] Parrid's Luck
(Conjuration/Summoning) Range: Touch This spell provides the beneficiary with increased luck for the duration of the spell. In game terms, this increased luck applies to all dice rolls that are not of a direct combat nature (i.e. the 'luck' does not apply to 'to hit' and damage rolls or saving throws). The spell increases the target's luck by 2% per level of the caster. To determine the bonus for d20 rolls, round down to the nearest percent divisible by 5. For example, a 6th level mage cast the spell on a thief who had to make a great leap. The thief will receive a +2 on his jumping proficiency roll (6*2%=12%, rounded down is 10%, or 2 on a d20). This spell is particularly useful for mages when casting identifies. The reverse of the spell creates 'bad luck' for the recipient. If cast on an unwilling subject, a successful save vs spells negates the effect. The material component of this spell is a gold, two-headed coin. The 'heads' of the coin must be 'real', that is they must be the head side of the gold 'coin of the realm.' These coins should be rare at best and cost 200gp. Each coin can be used five times. Each time the spell is cast, the images on the coin become more and more faded. After the fifth casting, the coin is nothing more than a gold slug. Possession of this type of coin could become problematic if discovered by the 'wrong person'.
Tonalils Concealing Mists
(Alteration) Range: 4" + 1"/Level Explanation/Description: This spell creates a thick cloud of fog (see wall of fog) which obscures all normal sight and infravision beyond 2. The casters vision is totally unimpaired by the mists and he may will it away at any time. A gust of wind or similar spell will push the mists away at a rate of 1-6"/round and cut the duration in half. The material component of thus spell is a pinch of dried peas and carrots consumed by the caster.
Wood Wall (Evocation) Range: 10 yards/level Explanation/Description: When cast this spell causes a wall of very tough vegetation to burst from the desired surface foliage consists of interlocking boughs and branches which make it impossible to see or move through. The wall has as many structural points per 10x10 section as the caster has levels. The wall may be cut through with any hacking weapon or bludgeoning weapon (the latter doing only half-damage). Four hit points of damage done to a 10x10 section will be the equivalent of one structural point. The wood wall can only called into effect if it is in contact with a surface that can support it (including other wood walls). Any creature in the area of effect when the wall is created is shoved out of the way-; if the creature misses a save versus magic it is knocked prone. The width of the wall created is six inches plus one inch per level. Being a living mass of foliage, the wall is very hard to burn with normal fire, though magical fire will cause the foliage to burn for two turns as if it were a wall of fire (see wall of thorns, wall of fire spells) before it is turned to ash. This spell lasts one turn per level unless it is created in an environment which can support the growth of trees, in which case the duration will become permanent. After a period of a month of growth the wood walls may not be dispelled, as they will have become a natural growth, a by-product of magic, and not an actual spell. The material components of the spell are a branch, an ounce of fertilizer and a square piece of bronzewood (50 sp) [ Top ] Gaseous Form (Alteration) Range: Touch Explanation/Description: This spell changes one creature and all its possessions into a gaseous cloud. The gaseous form is able to flow at a base movement of 30 yards/round. (A gust of wind spell, or even strong air currents, will blow the gaseous form at air speed -- windwall spell will stop and effected creature). An effected creature cannot will the effects away, and must stay in gaseous form for the duration of the spell. The gaseous form is transparent and insubstantial. It wavers and shifts, and cant be harmed except by magic missile, and magical fire, cold or lightning area of effects spells, which do normal damage. Magical weapons will do one point of damage per "plus." A whirlwind inflicts double damage on a creature in gaseous form. Gaseous creatures cannot use any magical spells, communicate or engage in hand-to-hand combat. Spells previously cast on the creature remain in effect for the full duration. When in gaseous form, the individual is able to enter any space that is not air-tight - even a small crack or hole or hole that allows air to penetrate allows entry by a creature in gaseous form. If the subject of a gaseous form spell is in an area not large enough to accommodate it when it reverts to normal form it is thrust into a random portion of the ethereal plane. Unwilling creatures may make a saving thow against spells. A successful saving throw indicates the creatures has avoided the effects. The material component of the spell is an ounce of ammonia.
Jorels Master Wizard Lock
(Alteration) Range: Touch Explanation/Description: By using Jorels Master Wizard Lock the caster can cause a door, chest, lock, portal or similar open-able object to be magically locked. The caster can freely open his own lock without effecting it- otherwise the locked object must be open by breaking in by force, casting a limited wish or wish spell, or by a wizard eight or more levels higher. Knock and dispel magic will have no effect on this spell. The material component of this spell is a small short cylinder made of hardened steel with a spinning, numbered dial on a flat side and two round holes in one side of the curved wall that a U-shaped piece of hardened steel fits into. The caster intones the spell while placing the U-shaped piece of steel into the cylinder and spinning the disk. During the spell the caster picks three numbers from the dial, and he must speak this combination of numbers each time to open the locked object. The cylinder is not used up in the casting, and may be used again.
Sunburst (Alteration) Range: 2"/level Explanation/Description: This spell creates a sudden flash of brilliant white light with blazing golden rays. Creatures within or facing the burst up to 6" away must save or be blinded for 1-3 rounds, and unable to do anything but defend themselves during that period (at normal penalties for blindness).This applies only to creatures with ocular organs sensitive to the visible light spectrum. Any undead in the area take a d6 of damage per level of experience of the caster. A successful saving throw halves the damage taken. The material component of the spell is a pinch of magnesium and a candle.
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