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BALSHLD Fire Shield (Red) | Fireshield (Red) (Evocation) Level: 4 Range: 0 Duration: 3 rounds + 1 round/level Casting Time: 4 Area of Effect: The caster Saving Throw: None The red Fireshield protects the user from fire damage by surrounding the caster with a shield of flame. This shield does not only grant the user a 50% Fire Resistance, but also protects | Fire Shield (Red) (Wizard - Invocation) Level: 4 Range: Contact Duration: Instant Casting time: 4 Area of Effect: Caster Saving Throw: None The red Fireshield protects the user from fire damage by surrounding the caster with a shield of flame. This shield does not only grant the user a 50% Fire Resistance, but also protects |
BALTH06 Magic Missile | Magic Missile (Evocation) Level: 1 Range: Visual range of the caster Duration: Instant Casting Time: 1 Area of Effect: 1 creature Saving Throw: None Use of the Magic Missile spell, one of the most popular 1st-level spells, creates up to five missiles of magical energy that dart forth from the wizard's fingertip and unerringly strike their target, which must be a creature of some sort. Each missile inflicts 1d4+1 points of damage. For every 2 extra levels of experience, the wizard gains an additional missile— | Magic Missile (Wizard - Invocation) Level: 1 Range: 70 feet Duration: Instant Casting time: 0 Area of Effect: 1 creature Saving Throw: None Use of the Magic Missile spell, one of the most popular 1st-level spells, creates up to five missiles of magical energy that dart forth from the wizard's fingertip and unerringly strike their target, which must be a creature of some sort. Each missile inflicts 1d4+1 points of damage. For every 2 extra levels of experience, the wizard gains an additional missile— |
BALTH07 Greater Malison | Greater Malison (Enchantment/Charm) Level: 4 Range: 50 ft. Duration: 2 rounds/level Casting Time: 4 Area of Effect: 15-ft. radius Saving Throw: None The spell allows the caster to adversely affect all the Saving Throws of | Greater Malison (Wizard) Level: 4 Range: 30 feet Duration: Special Casting time: 0 Area of Effect: Enemies within a radius of 15 feet Saving Throw: Special The spell allows the caster to adversely affect all the Saving Throws of |
BHAAL1A Mass Healing | Mass Healing (Necromancy) Range: Visual range of the caster Duration: Permanent Casting Time: 1 Area of Effect: 15-ft. radius Saving Throw: None When using this ability, the Bhaalspawn must picture the faces of | Mass Healing (Innate) Range: Contact Duration: Instant Casting time: 1 Area of Effect: Allies within a radius of 15 feet around of the caster Saving Throw: None When using this ability, the Bhaalspawn must picture the faces of |
BHAAL1B Regeneration | Regeneration (Necromancy) Level: 7 Sphere: Healing Range: Touch Duration: 1 round/2 levels Casting Time: 7 Area of Effect: 1 creature Saving Throw: None This powerful spell enables the priest to imbue one creature with the ability to regenerate. This regeneration will heal any wounds and even regenerate lost limbs. The creature affected will regain 3 Hit Points per second. The effect lasts for 1 round per 2 levels of the caster or until dispelled. For example, a 14th-level priest would regenerate 18 Hit Points per round for 7 rounds. | Regeneration (Innate - Necromancy) Range: Contact Duration: Special Casting time: 1 Area of Effect: 1 creature Saving Throw: None This powerful spell enables the priest to imbue one creature with the ability to regenerate. This regeneration will heal any wounds and even regenerate lost limbs. The creature affected will regain 3 Hit Points per second. The effect lasts for 1 round per 2 levels of the caster or until dispelled. For example, a 14th-level priest would regenerate 18 Hit Points per round for 7 rounds. STATISTICS: Between level 1 and 15 - Regenerates 3 hit points per second to the target for 7 rounds Between level 16 and 17 - Regenerates 3 hit points per second to the target for 8 rounds Between level 18 and 20 - Regenerates 3 hit points per second to the target for 9 rounds Between level 21 and 22 - Regenerates 3 hit points per second to the target for 1 turn Between level 23 and 24 - Regenerates 3 hit points per second to the target for 11 rounds Between level 25 and 26 - Regenerates 3 hit points per second to the target for 12 rounds Between level 27 and 28 - Regenerates 3 hit points per second to the target for 13 rounds From level 29 - Regenerates 3 hit points per second to the target for 14 rounds |
BHAAL2A Draw Upon Holy Might | Draw Upon Holy Might (Invocation) Range: 0 Duration: 1 turn Casting Time: 1 Area of Effect: The caster Saving Throw: None The Bhaalspawn calls upon the might of | Draw Upon Holy Might (Innate) Range: Contact Duration: 1 turn Casting time: 1 Area of Effect: Caster Saving Throw: None The Bhaalspawn calls upon the might of |
BHAAL2B Dark Taint | Dark Taint (Necromancy) Range: 20 ft. Duration: 1 turn Casting Time: 1 Area of Effect: 1 creature Saving Throw: Neg. Through this spell, the Bhaalspawn can expel the taint of their evil sire onto a victim, poisoning those who fail their Save vs. Death. The effects depend upon the caster's level and are detailed below: 7 – 9th: 2d8 + 2/round, slowed for 2 rounds, save at -2 10 – 12th: 3d8 + 3/round, slowed for 2 rounds, save at -2 13 – 14th: 4d8 + 4/round, slowed for 2 rounds, save at -2 15 – 16th: 6d8 + 5/round, slowed for 4 rounds, save at -2 17 – 21st: 8d8 + 6/round, slowed for 4 rounds, save at -4 25th+: 8d8 + 6/round, slowed for 6 rounds, save at -4, affects group of targets | Dark Taint (Innate - Necromancy) Range: 20 feet Duration: Special Casting time: 1 Area of Effect: Special Saving Throw: Paralysis / Poison / Death (Neg.) Through this spell, the Bhaalspawn can expel the taint of their evil sire onto a victim, poisoning those who fail their Save vs. Death. The effects depend upon the caster's level and are detailed below: 7 – 9th: 2d8 + 2/round, slowed for 2 rounds, save at -2 10 – 12th: 3d8 + 3/round, slowed for 2 rounds, save at -2 13 – 14th: 4d8 + 4/round, slowed for 2 rounds, save at -2 15 – 16th: 6d8 + 5/round, slowed for 4 rounds, save at -2 17 – 21st: 8d8 + 6/round, slowed for 4 rounds, save at -4 25th+: 8d8 + 6/round, slowed for 6 rounds, save at -4, affects group of targets STATISTICS: Between level 1 and 9 - Inflicts 2d8 poison damage to the target (Ineffective against undead, the golems and the creatures immune to poisons) - Poisons the target, inflicting 2 damages per round for 62 seconds (Ineffective against undead, the golems and the creatures immune to poisons) Between level 1 and 14 - Slows the target for 2 rounds (Ineffective against undead, the golems and the creatures immune to poisons) Between level 10 and 12 - Inflicts 3d8 poison damage to the target (Ineffective against undead, the golems and the creatures immune to poisons) - Poisons the target, inflicting 3 damages per round for 62 seconds (Ineffective against undead, the golems and the creatures immune to poisons) Between level 13 and 14 - Inflicts 4d8 poison damage to the target (Ineffective against undead, the golems and the creatures immune to poisons) - Poisons the target, inflicting 4 damages per round for 62 seconds (Ineffective against undead, the golems and the creatures immune to poisons) Between level 15 and 16 - Inflicts 6d8 poison damage to the target (Ineffective against undead, the golems and the creatures immune to poisons) - Poisons the target, inflicting 5 damages per round for 62 seconds (Ineffective against undead, the golems and the creatures immune to poisons) Between level 15 and 18 - Slows the target for 4 rounds (Ineffective against undead, the golems and the creatures immune to poisons) Between level 17 and 18 - Inflicts 8d8 poison damage to the target (Ineffective against undead, the golems and the creatures immune to poisons) - Poisons the target, inflicting 6 damages per round for 62 seconds (Ineffective against undead, the golems and the creatures immune to poisons) Between level 19 and 20 - Inflicts 8d8 poison damage to the target (Ineffective against undead, the golems and the creatures immune to poisons) Between level 19 and 24 - Slows the target for 4 rounds (Ineffective against undead, the golems and the creatures immune to poisons) From level 19 - Poisons the target, inflicting 6 damages per round for 62 seconds (Ineffective against undead, the golems and the creatures immune to poisons) From level 21 - Inflicts 10d8 poison damage to the target (Ineffective against undead, the golems and the creatures immune to poisons) From level 25 - Slows the target for 6 rounds (Ineffective against undead, the golems and the creatures immune to poisons) |
BHAAL3B Hand of Murder | Hand of Murder (Necromancy) Range: 0 Duration: 1 rounds/5 levels Casting Time: 1 Area of Effect: The caster Saving Throw: None When this power is called upon by the Bhaalspawn, | Hand of Murder (Innate) Range: Contact Duration: 1 round/5 levels Casting time: 1 Area of Effect: Caster Saving Throw: None When this power is called upon by the Bhaalspawn, |
BHAAL4A Resurrection | Resurrection (Necromancy) Level: 7 Sphere: Necromantic Range: Touch Duration: Permanent Casting Time: 9 Area of Effect: 1 creature Saving Throw: None Like the 5th-level spell Raise Dead, Resurrection will return a character back to life. However, Resurrection also heals the character so that they are ready for the adventuring life right away. | Resurrection (Innate) Range: 30 feet Duration: Instant Casting time: 1 Area of Effect: 1 creature Saving Throw: None Like the 5th-level spell Raise Dead, Resurrection will return a character back to life. However, Resurrection also heals the character so that they are ready for the adventuring life right away. STATISTICS: - If the target is one of dead; - Heals 100 % hit points to the target - Resurrect the target (Effective against dead) |
CDHLYSY2 No. The djinn here are bound by an undying geas, powerful magic that prevents us from disobeying him. Were we not under this compulsion, we would have slaughtered him as one does a bull long ago. | No. The djinn here are bound by an undying geas, powerful magic that prevents us from disobeying him. Were we not under this compulsion, we would have slaughtered him as one does a bull long ago. | No. The djinn here are bound by an undying geas, powerful magic that prevents us from disobeying him. Were we not under this compulsion, we would have slaughtered him as one does a bull long ago. (Innate - Alteration) Range: Contact Duration: Instant Casting time: 0 Area of Effect: 1 creature Saving Throw: None No. The djinn here are bound by an undying geas, powerful magic that prevents us from disobeying him. Were we not under this compulsion, we would have slaughtered him as one does a bull long ago. STATISTICS: |
CDPR417 Lesser Restoration | Lesser Restoration (Necromancy) Level: 4 Sphere: Necromantic Range: Touch Duration: Permanent Casting Time: 2 Area of Effect: 1 creature Saving Throw: None When this spell is cast, the life energy level of the recipient is raised. This reverses any previous life energy level drain of the creature by a force or monster. The casting of this spell is very draining on the priest and | Lesser Restoration (Priest - Alteration) Level: 4 Range: Contact Duration: Instant Casting time: 2 Area of Effect: 1 creature Saving Throw: None When this spell is cast, the life energy level of the recipient is raised. This reverses any previous life energy level drain of the creature by a force or monster. The casting of this spell is very draining on the priest and |
CDSTAF12 Lightning Bolt | Lightning Bolt (Evocation) Level: 3 Range: 70 ft. Duration: Instant Casting Time: 3 Area of Effect: Path of bolt Saving Throw: 1/2 Upon casting this spell, the wizard releases a powerful stroke of electrical energy that inflicts 1d6 points of damage per level of the caster (maximum damage of 10d6) to each creature within its area of effect. A successful Saving Throw vs. Spell reduces this damage to half (round fractions down). If the lightning bolt intersects with a wall, it will bounce until it reaches its full length. | Lightning Bolt (Wizard - Invocation) Level: 3 Range: 10 feet par niveau Duration: 5 rounds Casting time: 3 Area of Effect: 1 creature and any creature within a radius of 180 feet Saving Throw: Special Upon casting this spell, the wizard releases a powerful stroke of electrical energy that inflicts 1d6 points of damage per level of the caster (maximum damage of 10d6) to each creature within its area of effect. A successful Saving Throw vs. Spell reduces this damage to half (round fractions down). If the lightning bolt intersects with a wall, it will bounce until it reaches its full length. STATISTICS: - Inflicts 1d6 electrical damage per level/10 to the target (save vs. Spells half, bypass mirror image) - Stuns the target |
CDWI917A Freedom | Freedom (Abjuration) Level: 9 Range: Special Duration: Instant Casting Time: 9 Area of Effect: Special Saving Throw: None NOTE: Cast this spell in an area where you know someone is imprisoned, and they will be released. This is the reverse of the spell Imprisonment. When a creature is imprisoned, | Freedom (Special) Range: Contact Duration: Instant Casting time: 2 Area of Effect: The caster and any creature within 15 feet Saving Throw: None NOTE: Cast this spell in an area where you know someone is imprisoned, and they will be released. This is the reverse of the spell Imprisonment. When a creature is imprisoned, |
DEMOCHM Domination | Domination (Enchantment/Charm) Level: 5 Range: Visual range of the caster Duration: 8 rounds Casting Time: 5 Area of Effect: 1 creature Saving Throw: Neg. The Domination spell enables the caster to control the actions of any creature while the spell is in effect. This control is maintained through a telepathic link between the caster and the victim. Unlike the 4th-level priest spell Mental Domination, the target has no option for release, even if made to do something against his morals. This effect can only be reversed by Dispel Magic. The target is allowed a Saving Throw vs. Spell with a -2 penalty to negate the effect. | Domination (Wizard - Enchantment) Level: 5 Range: 40 feet Duration: 8 hours Casting time: 5 Area of Effect: 1 creature Saving Throw: None The Domination spell enables the caster to control the actions of any creature while the spell is in effect. This control is maintained through a telepathic link between the caster and the victim. Unlike the 4th-level priest spell Mental Domination, the target has no option for release, even if made to do something against his morals. This effect can only be reversed by Dispel Magic. The target is allowed a Saving Throw vs. Spell with a -2 penalty to negate the effect. STATISTICS: - Universal charm on the target (Ineffective at 91% against elves and at 31% against half elves) |
DEVAHEAL Heal | Heal (Necromancy) Level: 6 Sphere: Healing Range: Touch Duration: Permanent Casting Time: 9 Area of Effect: 1 creature Saving Throw: None The very potent Heal spell enables the priest to wipe away disease and injury in the creature who receives the benefits of the spell. It completely cures all disease and blindness in the recipient and heals all points of damage suffered due to wounds or injury. It also dispels a Feeblemind spell and cures those mental disorders caused by spells or injury to the brain. Naturally, the effects can be negated by later wounds, injuries, and diseases. | Heal (Priest/Druid - Necromancy) Level: 6 Range: Contact Duration: Instant Casting time: 1 Area of Effect: 1 creature Saving Throw: None The very potent Heal spell enables the priest to wipe away disease and injury in the creature who receives the benefits of the spell. It completely cures all disease and blindness in the recipient and heals all points of damage suffered due to wounds or injury. It also dispels a Feeblemind spell and cures those mental disorders caused by spells or injury to the brain. Naturally, the effects can be negated by later wounds, injuries, and diseases. STATISTICS: - Heals 100 % hit points to the target - Cure Feeblemindedness on the target - Cures the diseases of the target - Neutralizes poisons infecting the target - Cure blindness on the target - Cures the deafness of the target - Sobering up the target |
DGARCHON Shield of the Archons | Shield of the Archons (Abjuration) Level: 7 Sphere: Protection Range: Touch Duration: 3 rounds/level Casting Time: 9 Area of Effect: The caster Saving Throw: None This powerful abjuration spell causes the spells cast against the priest to be absorbed and consumed. This affects a total of spell levels equal to half the level of the caster. This includes spells cast from scrolls and innate spell-like abilities, but excludes the following: area effects that are not centered directly upon the priest, as well as area effects that are stationary, such as Cloudkill and Stinking Cloud. As long as the spell is cast directly at the priest, it will be absorbed provided that there are spell levels remaining. For example, if there is only 1 level left and a 3rd-level spell is cast at the priest, the spell will be absorbed while canceling the shield. | Shield of the Archons (Priest/Druid - Abjuration) Level: 7 Range: Contact Duration: 6 turns Casting time: 9 Area of Effect: Caster Saving Throw: None This powerful abjuration spell causes the spells cast against the priest to be absorbed and consumed. This affects a total of spell levels equal to half the level of the caster. This includes spells cast from scrolls and innate spell-like abilities, but excludes the following: area effects that are not centered directly upon the priest, as well as area effects that are stationary, such as Cloudkill and Stinking Cloud. As long as the spell is cast directly at the priest, it will be absorbed provided that there are spell levels remaining. For example, if there is only 1 level left and a 3rd-level spell is cast at the priest, the spell will be absorbed while canceling the shield. STATISTICS: - Immunize up to 20 spell levels |
DGFAITH Armor of Faith | Armor of Faith (Abjuration) Level: 1 Sphere: Protection Range: 0 Duration: 3 rounds + 1 round/level Casting Time: 1 Area of Effect: The caster Saving Throw: None The caster of the Armor of Faith receives significant protection against melee and magical attacks. This magical armor is a force of energy that absorbs a portion of the damage intended for the caster. At 1st level, the protection is 5%, and every 5 levels of the caster improves this by another 5%: For example, a 20th-level priest would have 25% of | Armor of Faith (Priest/Druid - Abjuration) Level: 1 Range: Contact Duration: 23 rounds Casting time: 1 Area of Effect: Caster Saving Throw: None The caster of the Armor of Faith receives significant protection against melee and magical attacks. This magical armor is a force of energy that absorbs a portion of the damage intended for the caster. At 1st level, the protection is 5%, and every 5 levels of the caster improves this by another 5%: For example, a 20th-level priest would have 25% of |
DGRIGHT Righteous Magic | Righteous Magic (Alteration) Level: 5 Sphere: Combat Range: 0 Duration: 1 round/level Casting Time: 9 Area of Effect: The caster Saving Throw: None This is a powerful combat spell that enhances the priest's physical prowess, transforming | Righteous Magic (Priest - Alteration) Level: 5 Range: Contact Duration: 2 turns Casting time: 9 Area of Effect: Caster Saving Throw: None This is a powerful combat spell that enhances the priest's physical prowess, transforming |
DW#FPPLO Cure Light Wounds | Cure Light Wounds (Necromancy) Level: 1 Sphere: Healing Range: Touch Duration: Permanent Casting Time: 5 Area of Effect: 1 creature Saving Throw: None By casting this spell and laying | Cure Light Wounds (Priest/Druid - Necromancy) Level: 1 Range: Contact Duration: Instant Casting time: 5 Area of Effect: 1 creature Saving Throw: None By casting this spell and laying |
JWGLOBE Globe of Invulnerability | Globe of Invulnerability (Abjuration) Level: 6 Range: 0 Duration: 1 round/level Casting Time: 6 Area of Effect: 5-ft. radius sphere Saving Throw: None This spell creates an immobile, faintly shimmering magical sphere around the caster that prevents any 1st-, 2nd-, 3rd-, or 4th-level spell effects from penetrating (i.e., the area of effect of any such spells does not include the area of the Globe of Invulnerability). This includes innate abilities and effects from devices. However, any type of spell can be cast out of the magical sphere, and these pass from the caster of the globe to their subject without affecting the globe. 5th- and higher level spells are not affected by the globe, and magical attacks of 5th-level or higher, such as Spellstrike and Pierce Magic, can bring it down. | Globe of Invulnerability (Wizard - Abjuration) Level: 6 Range: Contact Duration: 1 round/level Casting time: 6 Area of Effect: Caster Saving Throw: None This spell creates an immobile, faintly shimmering magical sphere around the caster that prevents any 1st-, 2nd-, 3rd-, or 4th-level spell effects from penetrating (i.e., the area of effect of any such spells does not include the area of the Globe of Invulnerability). This includes innate abilities and effects from devices. However, any type of spell can be cast out of the magical sphere, and these pass from the caster of the globe to their subject without affecting the globe. 5th- and higher level spells are not affected by the globe, and magical attacks of 5th-level or higher, such as Spellstrike and Pierce Magic, can bring it down. STATISTICS: - Protects from spells of 4th level and below |
MARW201 Daer'Ragh's Mental Agility | This spell quickens the thought processes of the caster, actually allowing | Daer'Ragh's Mental Agility (Wizard) Level: 2 Range: Contact Duration: 1 round + 2 rounds/4 levels Casting time: 4 Area of Effect: Caster Saving Throw: None This spell quickens the thought processes of the caster, actually allowing |
MARW301 Daer'Ragh's Physical Agility | This spell quickens the caster's reflexes, enabling faster and more effective combat. | Daer'Ragh's Physical Agility (Wizard) Level: 3 Range: Contact Duration: 1 round + 2 rounds/4 levels Casting time: 4 Area of Effect: Caster Saving Throw: None This spell quickens the caster's reflexes, enabling faster and more effective combat. STATISTICS: - Speed Factor: 1 per 4 levels/20 bonus (not cumulative) - Dexterity: +1 + 1 au niveau 20 |
MARW401 Daer'Ragh's Aura Cleansing | The use of magic causes the collection of magical residue around the caster, which prevents even the most skilled of casters from casting spells in quick succession. Daer'Ragh's Aura Cleansing removes this residue as the next spell begins, allowing for a greatly increased rate of spellcasting. | Daer'Ragh's Aura Cleansing (Wizard) Level: 4 Range: Contact Duration: 1 round + 2 rounds/4 levels Casting time: 4 Area of Effect: Caster Saving Throw: None The use of magic causes the collection of magical residue around the caster, which prevents even the most skilled of casters from casting spells in quick succession. Daer'Ragh's Aura Cleansing removes this residue as the next spell begins, allowing for a greatly increased rate of spellcasting. STATISTICS: - Aura cleansing |
MDK2SUMM The MDK2 Spell | This scroll looks like it came from some sort of blue outhouse with a light on top. It appears to be some sort of summoning spell. | The MDK2 Spell (Wizard - Conjuration) Level: 9 Range: 30 feet Duration: 2 turns Casting time: 1 Area of Effect: Point in the visual range of the caster Saving Throw: None This scroll looks like it came from some sort of blue outhouse with a light on top. It appears to be some sort of summoning spell. STATISTICS: - Summon allied Doc "cheezy" Hawkins - Summon allied The Infamous Kurt - Summon allied Arny Max |
MELIS02 Blade Barrier | Blade Barrier (Evocation) Level: 6 Sphere: Guardian, Creation Range: 0 Duration: 1 turn Casting Time: 9 Area of Effect: Special Saving Throw: Special The priest employs this spell to set up a wall of circling, razor-sharp blades. These whirl and flash around the caster, creating an impenetrable barrier. Any creature attempting to pass through the Blade Barrier suffers 8d8 points of damage. Creatures within the area of the barrier when it is invoked are entitled to a Saving Throw vs. Spell to negate the damage. The barrier remains for 1 turn. | Blade Barrier (Innate - Invocation) Range: Contact Duration: 62 seconds Casting time: 0 Area of Effect: Caster Saving Throw: Spells (1/2) The priest employs this spell to set up a wall of circling, razor-sharp blades. These whirl and flash around the caster, creating an impenetrable barrier. Any creature attempting to pass through the Blade Barrier suffers 8d8 points of damage. Creatures within the area of the barrier when it is invoked are entitled to a Saving Throw vs. Spell to negate the damage. The barrier remains for 1 turn. STATISTICS: - When the target is less than 4 feet; Inflicts 12d12 slashing damage |
MELIS02B Blade Barrier | Blade Barrier (Evocation) Level: 6 Sphere: Guardian, Creation Range: 0 Duration: 1 turn Casting Time: 9 Area of Effect: Special Saving Throw: Special The priest employs this spell to set up a wall of circling, razor-sharp blades. These whirl and flash around the caster, creating an impenetrable barrier. Any creature attempting to pass through the Blade Barrier suffers 8d8 points of damage. Creatures within the area of the barrier when it is invoked are entitled to a Saving Throw vs. Spell to negate the damage. The barrier remains for 1 turn. | Blade Barrier (Priest/Druid - Invocation) Level: 6 Range: 6 feet Duration: Instant Casting time: 9 Area of Effect: radius of 4 feet around %theTarget% Saving Throw: Spells (1/2) The priest employs this spell to set up a wall of circling, razor-sharp blades. These whirl and flash around the caster, creating an impenetrable barrier. Any creature attempting to pass through the Blade Barrier suffers 8d8 points of damage. Creatures within the area of the barrier when it is invoked are entitled to a Saving Throw vs. Spell to negate the damage. The barrier remains for 1 turn. STATISTICS: - Inflicts 12d12 slashing damage to the target |
MELSTONE Stoneskin | Stoneskin (Alteration) Level: 4 Range: 0 Duration: 12 hours Casting Time: 1 Area of Effect: The caster Saving Throw: None When a wizard casts this powerful spell upon | Stoneskin (Wizard - Alteration) Level: 8 Range: Contact Duration: 12 hours Casting time: 0 Area of Effect: Caster Saving Throw: None When a wizard casts this powerful spell upon |
OHBBCLT4 Slayer Change | Slayer Change When you use this ability, you take on the form of the brutal essence of Bhaal: a violent, powerful creature made of teeth and claws. Using this ability reduces your reputation by two points, as even those who do not witness the event can sense the corruption caused by giving yourself over to instinct. The Slayer form grants the following benefits: – Strength and Dexterity set to 25 – Effective AC set to -9 – Magic Resistance set to 40% – Saving Throws set to 2 – Attacks per round set to 4 (1d8 crushing, 2 cold) – THAC0 set to 0 – +100 Hit Points – Immunity to imprisonment, level drain, stun, and missile attacks | Slayer Change (Innate) Range: Contact Duration: Instant Casting time: 1 Area of Effect: Caster Saving Throw: None – Saving Throws set to 2 – Attacks per round set to 4 (1d8 crushing, 2 cold) – THAC0 set to 0 – +100 Hit Points – Immunity to imprisonment, level drain, stun, and missile attacks STATISTICS: |
OHBCALLL Call Lightning | Call Lightning (Alteration) Level: 3 Sphere: Weather Range: 80 ft. Duration: 1 round/4 levels Casting Time: 9 Area of Effect: 360-ft. radius Saving Throw: 1/2 Call Lightning must be cast outside; otherwise, it will not work, and the spell is wasted. The caster is able to call down one bolt of lightning per round. The spell has a duration of 1 round every 4 levels of the caster. Each bolt causes 2d8 points of electrical damage, plus an additional 1d8 points per level of the caster. Thus, an 8th-level caster will call down two bolts, each dealing 10d8 (2d8 + 8d8) points of damage. The bolt of lightning flashes down in a vertical stroke at any of the priest's enemies. The first enemy struck by the lightning will be the enemy targeted. After that, any enemy (but no allies) may be struck by the ensuing lightning storm. | Call Lightning (Innate - Alteration) Range: 80 feet Duration: Instant Casting time: 1 Area of Effect: 1 creature Saving Throw: Spells (1/2) Call Lightning must be cast outside; otherwise, it will not work, and the spell is wasted. The caster is able to call down one bolt of lightning per round. The spell has a duration of 1 round every 4 levels of the caster. Each bolt causes 2d8 points of electrical damage, plus an additional 1d8 points per level of the caster. Thus, an 8th-level caster will call down two bolts, each dealing 10d8 (2d8 + 8d8) points of damage. The bolt of lightning flashes down in a vertical stroke at any of the priest's enemies. The first enemy struck by the lightning will be the enemy targeted. After that, any enemy (but no allies) may be struck by the ensuing lightning storm. STATISTICS: - Inflicts 20d8 electrical damage to the target |
OHBCSFD Finger of Death | Finger of Death (Necromancy) Level: 7 Range: Visual range of the caster Duration: Permanent Casting Time: 5 Area of Effect: 1 creature Saving Throw: Neg. The Finger of Death spell snuffs out the victim's life force. The caster points | Finger of Death (Wizard - Necromancy) Level: 1 Range: 40 feet Duration: Instant Casting time: 1 Area of Effect: 1 creature Saving Throw: None The Finger of Death spell snuffs out the victim's life force. The caster points |
OHBDEMI3 Imprisonment | Imprisonment (Abjuration) Level: 9 Range: Touch Duration: Permanent Casting Time: 9 Area of Effect: 1 creature Saving Throw: None When the Imprisonment spell is cast and the victim is touched, the recipient is entombed in a state of suspended animation in a small sphere far beneath the surface of the earth. The victim remains there unless a reverse of the spell—Freedom—is cast. Otherwise, the victim will remain there as long as the earth exists; rather a horrible fate, actually. If a Freedom spell is cast in the area where the creature was imprisoned, then | Imprisonment (Innate - Abjuration) Range: 10 feet Duration: 1 day Casting time: 1 Area of Effect: 1 creature Saving Throw: None When the Imprisonment spell is cast and the victim is touched, the recipient is entombed in a state of suspended animation in a small sphere far beneath the surface of the earth. The victim remains there unless a reverse of the spell—Freedom—is cast. Otherwise, the victim will remain there as long as the earth exists; rather a horrible fate, actually. If a Freedom spell is cast in the area where the creature was imprisoned, then |
OHBPR608 Harm | Harm (Necromancy) Level: 6 Sphere: Healing Range: Touch Duration: Permanent Casting Time: 9 Area of Effect: 1 creature Saving Throw: None This spell is the reverse of Heal. Instead of healing the creature touched, it causes damage. On a successful touch from the priest, the spell reduces the target to 1 Hit Point. The next attack that the priest makes will inflict this effect; however, | Harm (Innate - Necromancy) Range: Contact Duration: 15 seconds Casting time: 1 Area of Effect: Caster Saving Throw: None This spell is the reverse of Heal. Instead of healing the creature touched, it causes damage. On a successful touch from the priest, the spell reduces the target to 1 Hit Point. The next attack that the priest makes will inflict this effect; however, |
OHBQUAKE Earthquake | Earthquake (Alteration) Level: 7 Sphere: Elemental (Earth) Range: 360 ft. Duration: 3 tremors Casting Time: 9 Area of Effect: 15-ft. radius Saving Throw: Special When this spell is cast, a local tremor of fairly high strength rips the ground. The shock is over in several rounds. The earthquake affects all creatures in its area of effect. There are 3 tremors that are caused by the earthquake: 1st: All creatures affected take 6d6 points of damage and fall to the ground for 4 rounds. A successful Saving Throw vs. Spell with a -6 penalty halves the damage and negates the fall. 2nd: All creatures affected take 3d6 points of damage. A successful Saving Throw vs. Spell with a -2 penalty halves the damage. 3rd: All creatures affected take 2d6 points of damage. A successful Saving Throw vs. Spell halves the damage. This spell will affect both enemies and friends of the caster's, so care must be taken in its use. Finally, earth elementals dislike mere mortals toying with the land and there is a small chance that casting this spell will cause an earth elemental to appear and attack the party. | Earthquake (Innate - Alteration) Range: 40 feet Duration: Special Casting time: 1 Area of Effect: Enemies within a radius of 15 feet Saving Throw: Special When this spell is cast, a local tremor of fairly high strength rips the ground. The shock is over in several rounds. The earthquake affects all creatures in its area of effect. There are 3 tremors that are caused by the earthquake: 1st: All creatures affected take 6d6 points of damage and fall to the ground for 4 rounds. A successful Saving Throw vs. Spell with a -6 penalty halves the damage and negates the fall. 2nd: All creatures affected take 3d6 points of damage. A successful Saving Throw vs. Spell with a -2 penalty halves the damage. 3rd: All creatures affected take 2d6 points of damage. A successful Saving Throw vs. Spell halves the damage. This spell will affect both enemies and friends of the caster's, so care must be taken in its use. Finally, earth elementals dislike mere mortals toying with the land and there is a small chance that casting this spell will cause an earth elemental to appear and attack the party. STATISTICS: - Inflicts 2d6 crushing damage to the target after 4 rounds (save vs. Spells half, bypass mirror image) - Inflicts 3d6 crushing damage to the target after 2 rounds (save vs. Spells at -2 half, bypass mirror image) - Inflicts 6d6 crushing damage to the target (save vs. Spells at -6 half, bypass mirror image) - Renders the target unconscious for 4 rounds (save vs. Spells at -6 neg.) - 3% chance to summon a Greater Earth Elemental after 3 rounds |
OHBRESTO Greater Restoration | Greater Restoration (Necromancy) Level: 7 Sphere: Necromantic Range: Touch Duration: Permanent Casting Time: 3 Area of Effect: 1 creature Saving Throw: None When this spell is cast, the life energy level of the recipient is raised. This reverses any previous life energy level drain of the creature by a force or monster. A Greater Restoration spell will also restore the Intelligence score of a creature affected by the Feeblemind spell and negate any form of insanity, such as confusion or berserk. It fully heals the target and cures any diseases or poisons. The casting of this spell is very draining on the priest, and | Greater Restoration (Innate - Necromancy) Range: Contact Duration: Instant Casting time: 1 Area of Effect: 1 creature Saving Throw: None When this spell is cast, the life energy level of the recipient is raised. This reverses any previous life energy level drain of the creature by a force or monster. A Greater Restoration spell will also restore the Intelligence score of a creature affected by the Feeblemind spell and negate any form of insanity, such as confusion or berserk. It fully heals the target and cures any diseases or poisons. The casting of this spell is very draining on the priest, and |
OHBWI212 Mirror Image | Mirror Image (Illusion/Phantasm) Level: 2 Range: 0 Duration: 3 rounds + 1 round/level Casting Time: 1 Area of Effect: Special Saving Throw: None When a Mirror Image spell is invoked, the caster causes from 2 to 8 exact duplicates of | Mirror Image (Innate - Illusion) Range: Contact Duration: 3 rounds + 1 round/level Casting time: 1 Area of Effect: Caster Saving Throw: None When a Mirror Image spell is invoked, the caster causes from 2 to 8 exact duplicates of |
OHBWI302 Remove Magic | Remove Magic (Abjuration) Level: 3 Range: 40 ft. Duration: Instant Casting Time: 3 Area of Effect: 15-ft. radius Saving Throw: None This is the combat version of Dispel Magic; it will only affect opponents. A Remove Magic dispels the magical effects upon any enemies within the area. This includes effects given from spells, potions, and certain magical items such as wands. It does not, however, affect enchanted magical items. The chance of the dispel succeeding is determined by the level of the caster and the level of the magic being dispelled. The base chance of successfully dispelling is 50%. For every level that the caster of Remove Magic is above the original caster, | Remove Magic (Innate - Abjuration) Range: 40 feet Duration: Instant Casting time: 1 Area of Effect: Enemies within a radius of 15 feet Saving Throw: None This is the combat version of Dispel Magic; it will only affect opponents. A Remove Magic dispels the magical effects upon any enemies within the area. This includes effects given from spells, potions, and certain magical items such as wands. It does not, however, affect enchanted magical items. The chance of the dispel succeeding is determined by the level of the caster and the level of the magic being dispelled. The base chance of successfully dispelling is 50%. For every level that the caster of Remove Magic is above the original caster, |
OHBWI304 Fireball | Fireball (Evocation) Level: 3 Range: 40 ft. Duration: Instant Casting Time: 3 Area of Effect: 15-ft. radius Saving Throw: 1/2 A Fireball is an explosive burst of flame, which detonates with a low roar and delivers damage proportional to the level of the wizard who cast it—1d6 points of damage for each level of experience of the caster (up to a maximum of 10d6). The wizard points | Fireball (Innate - Invocation) Range: 40 feet Duration: Instant Casting time: 1 Area of Effect: radius of 15 feet Saving Throw: Special A Fireball is an explosive burst of flame, which detonates with a low roar and delivers damage proportional to the level of the wizard who cast it—1d6 points of damage for each level of experience of the caster (up to a maximum of 10d6). The wizard points |
OHBWI308 Lightning Bolt | Lightning Bolt (Evocation) Level: 3 Range: 70 ft. Duration: Instant Casting Time: 3 Area of Effect: Path of bolt Saving Throw: 1/2 Upon casting this spell, the wizard releases a powerful stroke of electrical energy that inflicts 1d6 points of damage per level of the caster (maximum damage of 10d6) to each creature within its area of effect. A successful Saving Throw vs. Spell reduces this damage to half (round fractions down). If the lightning bolt intersects with a wall, it will bounce until it reaches its full length. | Lightning Bolt (Innate - Invocation) Range: 10 feet par niveau Duration: Instant Casting time: 1 Area of Effect: 1 creature and any creature within a radius of 180 feet Saving Throw: Special Upon casting this spell, the wizard releases a powerful stroke of electrical energy that inflicts 1d6 points of damage per level of the caster (maximum damage of 10d6) to each creature within its area of effect. A successful Saving Throw vs. Spell reduces this damage to half (round fractions down). If the lightning bolt intersects with a wall, it will bounce until it reaches its full length. STATISTICS: Between level 1 and 5 - Inflicts 5d6 electrical damage to the target (save vs. Spells half, bypass mirror image) - Inflicts 3d6 electrical damage to the target Between level 6 and 7 - Inflicts 7d6 electrical damage to the target (save vs. Spells half, bypass mirror image) Between level 8 and 9 - Inflicts 9d6 electrical damage to the target (save vs. Spells half, bypass mirror image) From level 10 - Inflicts 5d6 electrical damage to the target (save vs. Spells neg.) |
OHBWI405 Improved Invisibility | Improved Invisibility (Illusion/Phantasm) Level: 4 Range: Touch Duration: 3 rounds + 1 round/level Casting Time: 4 Area of Effect: 1 creature Saving Throw: None This spell is similar to Invisibility, but the recipient is able to attack by missile discharge, melee combat, or spellcasting while remaining unseen. However, telltale traces—a shimmering—allow an observant opponent to attack the invisible spell recipient. These traces are only noticeable when specifically looked for (after the invisible character has made | Improved Invisibility (Innate - Illusion) Range: Contact Duration: 3 rounds + 1 round/level Casting time: 1 Area of Effect: 1 creature Saving Throw: None This spell is similar to Invisibility, but the recipient is able to attack by missile discharge, melee combat, or spellcasting while remaining unseen. However, telltale traces—a shimmering—allow an observant opponent to attack the invisible spell recipient. These traces are only noticeable when specifically looked for (after the invisible character has made |
OHDCUT02 Time Stop | Time Stop (Alteration) Level: 9 Range: 0 Duration: Special Casting Time: 9 Area of Effect: Special Saving Throw: None Upon casting a Time Stop spell, the wizard causes the flow of time to stop for 1 round in the area of effect. Inside the sphere, the caster is free to act for 3 rounds of apparent time. The wizard can move and act freely within the area where time is stopped, but all other creatures are frozen in their actions, for they are literally between ticks of the clock. The spell's duration is subjective to the caster. Nothing can enter the area of effect without being stopped in time also. When the spell's duration ceases, the wizard is again operating in normal time. Note that all spells cast during the Time Stop will take effect immediately after time returns to normal. | Time Stop (Wizard - Alteration) Level: 9 Range: Contact Duration: 8 seconds Casting time: 9 Area of Effect: Caster Saving Throw: None Upon casting a Time Stop spell, the wizard causes the flow of time to stop for 1 round in the area of effect. Inside the sphere, the caster is free to act for 3 rounds of apparent time. The wizard can move and act freely within the area where time is stopped, but all other creatures are frozen in their actions, for they are literally between ticks of the clock. The spell's duration is subjective to the caster. Nothing can enter the area of effect without being stopped in time also. When the spell's duration ceases, the wizard is again operating in normal time. Note that all spells cast during the Time Stop will take effect immediately after time returns to normal. STATISTICS: - Time stop |
OHDPOTN1 Detect Invisibility | Detect Invisibility (Divination) Level: 2 Range: 0 Duration: Instant Casting Time: 2 Area of Effect: 120-ft. radius Saving Throw: None When the wizard casts a Detect Invisibility spell, | Detect Invisibility (Innate - Divination) Range: Contact Duration: Instant Casting time: 0 Area of Effect: Enemies within a radius of 117 feet around of the caster Saving Throw: None When the wizard casts a Detect Invisibility spell, |
OHDXDIS Invisibility Purge | Invisibility Purge (Divination) Level: 3 Sphere: Divination Range: 0 Duration: Instant Casting Time: 8 Area of Effect: 120-ft. radius Saving Throw: None Any enemy invisible creatures within the area of effect have their invisibility dispelled. This includes creatures under the effects of Improved Invisibility, Shadow Door, Invisibility, Mislead, and so on. | Invisibility Purge (Priest/Druid - Divination) Level: 3 Range: Contact Duration: Instant Casting time: 8 Area of Effect: Caster Saving Throw: None Any enemy invisible creatures within the area of effect have their invisibility dispelled. This includes creatures under the effects of Improved Invisibility, Shadow Door, Invisibility, Mislead, and so on. STATISTICS: - Dispel the target's invisibility (Effective against invisible creatures. Ineffective against creatures subject to Non-detection) |
OHHDRAIN Blood Drain | Blood Drain In order to survive, a vampire needs sustenance. This ability will drain the target of 1-4 Constitution and knock the target unconscious for 5 rounds. Saving Throw: Save vs. Death | Blood Drain (Innate) Range: 2 feet Duration: 2 seconds Casting time: 0 Area of Effect: 1 creature Saving Throw: Special Saving Throw: Save vs. Death STATISTICS: - Pause the caster - Pause the animals and the humanoids (only for animals and the humanoids) - 25% chance to reduce the Constitution of the animals and of humanoids by 4 - 25% chance to reduce the Constitution of the animals and of humanoids by 3 - 25% chance to reduce the Constitution of the animals and of humanoids by 2 - 25% chance to reduce the Constitution of the animals and of humanoids by 1 (save vs. Death neg.) - After 1 round; - Pause the animals and the humanoids (only for animals and the humanoids) - 25% chance to reduce the Constitution of the animals and of humanoids by 4 - 25% chance to reduce the Constitution of the animals and of humanoids by 3 - 25% chance to reduce the Constitution of the animals and of humanoids by 2 - 25% chance to reduce the Constitution of the animals and of humanoids by 1 (save vs. Death at +3 neg.) - After 2 rounds; - Pause the animals and the humanoids (only for animals and the humanoids) - 25% chance to reduce the Constitution of the animals and of humanoids by 4 - 25% chance to reduce the Constitution of the animals and of humanoids by 3 - 25% chance to reduce the Constitution of the animals and of humanoids by 2 - 25% chance to reduce the Constitution of the animals and of humanoids by 1 (save vs. Death at +6 neg.) |
OHHSUMM Children of the Night | Children of the Night When the vampire uses this ability, 1d4 creatures of darkness emerge from the shadows. As the vampire gains levels, the creatures summoned become more powerful. Level 1-10: Summon 1d4 rats Level 11-20: Summon 1d4 wolves Level 21-30: Summon 1d4 shadows | Children of the Night (Innate - Conjuration) Range: 15 feet Duration: 1 round/level Casting time: 5 Area of Effect: Point in the visual range of the caster Saving Throw: None Children of the Night When the vampire uses this ability, 1d4 creatures of darkness emerge from the shadows. As the vampire gains levels, the creatures summoned become more powerful. Level 1-10: Summon 1d4 rats Level 11-20: Summon 1d4 wolves Level 21-30: Summon 1d4 shadows STATISTICS: Between level 1 and 10 - Summon between 2 and 5 Rat Between level 11 and 20 - Summon between 3 and 4 Wolf From level 21 - Summon between 3 and 4 Shadow |
OHNDDOOR Dimension Door | Dimension Door (Alteration) Level: 4 Range: 0 Duration: Instant Casting Time: 1 Area of Effect: The caster Saving Throw: None This spell transports the caster to any place within the visual range of the caster. When the spell is cast, a dimensional portal opens up in front of the caster, who immediately steps through it. Upon passing through the portal, the caster finds | Dimension Door (Innate - Alteration) Range: 400 feet Duration: Instant Casting time: 1 Area of Effect: Point in the visual range of the caster Saving Throw: None This spell transports the caster to any place within the visual range of the caster. When the spell is cast, a dimensional portal opens up in front of the caster, who immediately steps through it. Upon passing through the portal, the caster finds |
OHNRDKIL Nahal's Reckless Dweomer | Nahal's Reckless Dweomer (Invocation/Evocation) Level: 1 Range: Special Duration: Special Casting Time: Special Area of Effect: Special Saving Throw: Special This spell is the Wild Mage's ultimate last-resort spell. When cast, the Mage releases a sudden flood of wild magical energy in the hope of seizing and shaping that energy into a desired spell effect. The attempt usually fails, but something almost always occurs in the process. To use Nahal's Reckless Dweomer simply cast it, then choose from your list of known spells. A burst of magical energy is released, which the Wild Mage will try to manipulate into the desired form. The actual effect of the spell is determined randomly by a dice roll on the Wild Surge Table (see the manual for more details). Because the release of energy is planned by the Mage, | Nahal's Reckless Dweomer (Innate - Invocation) Range: 30 feet Duration: Instant Casting time: 1 Area of Effect: 1 creature Saving Throw: None This spell is the Wild Mage's ultimate last-resort spell. When cast, the Mage releases a sudden flood of wild magical energy in the hope of seizing and shaping that energy into a desired spell effect. The attempt usually fails, but something almost always occurs in the process. To use Nahal's Reckless Dweomer simply cast it, then choose from your list of known spells. A burst of magical energy is released, which the Wild Mage will try to manipulate into the desired form. The actual effect of the spell is determined randomly by a dice roll on the Wild Surge Table (see the manual for more details). Because the release of energy is planned by the Mage, |
OHNRDTEL Nahal's Reckless Dweomer | Nahal's Reckless Dweomer (Invocation/Evocation) Level: 1 Range: Special Duration: Special Casting Time: Special Area of Effect: Special Saving Throw: Special This spell is the Wild Mage's ultimate last-resort spell. When cast, the Mage releases a sudden flood of wild magical energy in the hope of seizing and shaping that energy into a desired spell effect. The attempt usually fails, but something almost always occurs in the process. To use Nahal's Reckless Dweomer simply cast it, then choose from your list of known spells. A burst of magical energy is released, which the Wild Mage will try to manipulate into the desired form. The actual effect of the spell is determined randomly by a dice roll on the Wild Surge Table (see the manual for more details). Because the release of energy is planned by the Mage, | Nahal's Reckless Dweomer (Innate - Invocation) Range: 30 feet Duration: Instant Casting time: 1 Area of Effect: radius of 15 feet Saving Throw: None This spell is the Wild Mage's ultimate last-resort spell. When cast, the Mage releases a sudden flood of wild magical energy in the hope of seizing and shaping that energy into a desired spell effect. The attempt usually fails, but something almost always occurs in the process. To use Nahal's Reckless Dweomer simply cast it, then choose from your list of known spells. A burst of magical energy is released, which the Wild Mage will try to manipulate into the desired form. The actual effect of the spell is determined randomly by a dice roll on the Wild Surge Table (see the manual for more details). Because the release of energy is planned by the Mage, |
OHNVRD1 Nahal's Reckless Dweomer | Nahal's Reckless Dweomer (Invocation/Evocation) Level: 1 Range: Special Duration: Special Casting Time: Special Area of Effect: Special Saving Throw: Special This spell is the Wild Mage's ultimate last-resort spell. When cast, the Mage releases a sudden flood of wild magical energy in the hope of seizing and shaping that energy into a desired spell effect. The attempt usually fails, but something almost always occurs in the process. To use Nahal's Reckless Dweomer simply cast it, then choose from your list of known spells. A burst of magical energy is released, which the Wild Mage will try to manipulate into the desired form. The actual effect of the spell is determined randomly by a dice roll on the Wild Surge Table (see the manual for more details). Because the release of energy is planned by the Mage, | Nahal's Reckless Dweomer (Innate - Invocation) Range: Contact Duration: 24 rounds Casting time: 1 Area of Effect: Caster Saving Throw: None This spell is the Wild Mage's ultimate last-resort spell. When cast, the Mage releases a sudden flood of wild magical energy in the hope of seizing and shaping that energy into a desired spell effect. The attempt usually fails, but something almost always occurs in the process. To use Nahal's Reckless Dweomer simply cast it, then choose from your list of known spells. A burst of magical energy is released, which the Wild Mage will try to manipulate into the desired form. The actual effect of the spell is determined randomly by a dice roll on the Wild Surge Table (see the manual for more details). Because the release of energy is planned by the Mage, |
OHNVRD2 Nahal's Reckless Dweomer | Nahal's Reckless Dweomer (Invocation/Evocation) Level: 1 Range: Special Duration: Special Casting Time: Special Area of Effect: Special Saving Throw: Special This spell is the Wild Mage's ultimate last-resort spell. When cast, the Mage releases a sudden flood of wild magical energy in the hope of seizing and shaping that energy into a desired spell effect. The attempt usually fails, but something almost always occurs in the process. To use Nahal's Reckless Dweomer simply cast it, then choose from your list of known spells. A burst of magical energy is released, which the Wild Mage will try to manipulate into the desired form. The actual effect of the spell is determined randomly by a dice roll on the Wild Surge Table (see the manual for more details). Because the release of energy is planned by the Mage, | Nahal's Reckless Dweomer (Innate - Invocation) Range: 30 feet Duration: Instant Casting time: 1 Area of Effect: Allies within a radius of 15 feet Saving Throw: None This spell is the Wild Mage's ultimate last-resort spell. When cast, the Mage releases a sudden flood of wild magical energy in the hope of seizing and shaping that energy into a desired spell effect. The attempt usually fails, but something almost always occurs in the process. To use Nahal's Reckless Dweomer simply cast it, then choose from your list of known spells. A burst of magical energy is released, which the Wild Mage will try to manipulate into the desired form. The actual effect of the spell is determined randomly by a dice roll on the Wild Surge Table (see the manual for more details). Because the release of energy is planned by the Mage, |
OHNVRD3 Nahal's Reckless Dweomer | Nahal's Reckless Dweomer (Invocation/Evocation) Level: 1 Range: Special Duration: Special Casting Time: Special Area of Effect: Special Saving Throw: Special This spell is the Wild Mage's ultimate last-resort spell. When cast, the Mage releases a sudden flood of wild magical energy in the hope of seizing and shaping that energy into a desired spell effect. The attempt usually fails, but something almost always occurs in the process. To use Nahal's Reckless Dweomer simply cast it, then choose from your list of known spells. A burst of magical energy is released, which the Wild Mage will try to manipulate into the desired form. The actual effect of the spell is determined randomly by a dice roll on the Wild Surge Table (see the manual for more details). Because the release of energy is planned by the Mage, | Nahal's Reckless Dweomer (Innate - Invocation) Range: Contact Duration: 33 rounds Casting time: 1 Area of Effect: Caster Saving Throw: None This spell is the Wild Mage's ultimate last-resort spell. When cast, the Mage releases a sudden flood of wild magical energy in the hope of seizing and shaping that energy into a desired spell effect. The attempt usually fails, but something almost always occurs in the process. To use Nahal's Reckless Dweomer simply cast it, then choose from your list of known spells. A burst of magical energy is released, which the Wild Mage will try to manipulate into the desired form. The actual effect of the spell is determined randomly by a dice roll on the Wild Surge Table (see the manual for more details). Because the release of energy is planned by the Mage, |
OHNWISH Wish | Wish (Any School) Level: 9 Range: Unlimited Duration: Special Casting Time: 5 Area of Effect: Special Saving Throw: None Wish is a more potent version of the Limited Wish spell. It will fulfill literally the utterance of the spellcaster. Thus, the actuality of the past, present, or future might be altered (but possibly only for the wizard unless the wording of the spell is most carefully stated) in some limited manner. Greedy desires usually end in disaster for the wisher. Lastly, the wiser the wizard, the better chance that | Wish (Innate) Range: Contact Duration: 1 turn Casting time: 1 Area of Effect: Caster Saving Throw: None Wish is a more potent version of the Limited Wish spell. It will fulfill literally the utterance of the spellcaster. Thus, the actuality of the past, present, or future might be altered (but possibly only for the wizard unless the wording of the spell is most carefully stated) in some limited manner. Greedy desires usually end in disaster for the wisher. Lastly, the wiser the wizard, the better chance that |
OHPRGD10 Protection From Good, 10' Radius | Protection From Evil, 10' Radius (Abjuration) Level: 4 Sphere: Protection Range: Touch Duration: 1 turn/level Casting Time: 7 Area of Effect: 15-ft. radius Saving Throw: None When this spell is cast, all allied creatures within a 15-ft. radius are affected individually by Protection From Evil. It creates a magical barrier around the recipients at a distance of one foot. The barrier moves with the recipient and has two major effects: First, all attacks made by evil or evilly enchanted creatures against the protected creature receive a penalty of -2 to each attack roll. Second, summoned demons cannot target protected creatures. | Protection From Good, 10' Radius (Priest - Abjuration) Level: 4 Range: Contact Duration: 1 turn/level Casting time: 7 Area of Effect: Allies within a radius of 15 feet around of the caster Saving Throw: None When this spell is cast, all allied creatures within a 15-ft. radius are affected individually by Protection From Evil. It creates a magical barrier around the recipients at a distance of one foot. The barrier moves with the recipient and has two major effects: First, all attacks made by evil or evilly enchanted creatures against the protected creature receive a penalty of -2 to each attack roll. Second, summoned demons cannot target protected creatures. STATISTICS: - Saving Throws of the target: +2 vs. good creatures - Protects the target from solars attacks and spells |
OHRRAGE Animal Rage | Animal Rage The animal becomes enraged for 1 turn. While enraged, it gains a bonus of +2 to its attack and damage rolls as well as to its Armor Class, and becomes immune to charm, confusion, fear, feeblemind, hold, stun, and sleep. | Animal Rage (Innate) Range: Contact Duration: 1 turn Casting time: 0 Area of Effect: Caster Saving Throw: None Animal Rage The animal becomes enraged for 1 turn. While enraged, it gains a bonus of +2 to its attack and damage rolls as well as to its Armor Class, and becomes immune to charm, confusion, fear, feeblemind, hold, stun, and sleep. STATISTICS: - Armor Class: +2 (not cumulative) - Damage: +2 (not cumulative) - THAC0: +2 (not cumulative) - Protects from Enrage spell - Protects from charms, horror, hold, confusion, unconsciousness, paralyze, feeblemindedness, panic and stun |
OHTMPS1 Holy Power | Holy Power (Evocation) Level: 4 Range: 0 Duration: 1 round/level Casting Time: 6 Area of Effect: The caster Saving Throw: None Through this spell, the caster imbues | Holy Power (Innate - Invocation) Range: Contact Duration: 1 round/level Casting time: 1 Area of Effect: Caster Saving Throw: None Through this spell, the caster imbues |
OHTMPS2 Chaos of Battle | Chaos of Battle Chaos of Battle applies bonuses to all allies and penalties to all enemies within a 30-ft. radius of the caster. The spell lasts 1 turn and will randomly affect the targets' Armor Class, Hit Points, THAC0, saves, or luck. The magnitude of the effect starts at 1 (5 for Hit Points) at level 1 and will improve by 1 (5 for Hit Points) every 6 levels of the caster. | Chaos of Battle (Innate - Conjuration) Range: Contact Duration: Instant Casting time: 1 Area of Effect: Caster Saving Throw: None Chaos of Battle Chaos of Battle applies bonuses to all allies and penalties to all enemies within a 30-ft. radius of the caster. The spell lasts 1 turn and will randomly affect the targets' Armor Class, Hit Points, THAC0, saves, or luck. The magnitude of the effect starts at 1 (5 for Hit Points) at level 1 and will improve by 1 (5 for Hit Points) every 6 levels of the caster. STATISTICS: - 25% chance to reduce the THAC0 of enemies within a radius of 15 feet by 1 + 1 per 6 levels/25 (not cumulative) - 15% chance to increase the hit points of enemies within a radius of 15 feet by 5 + 5 per 6 levels/25 (not cumulative) - 10% chance to reduce the Luck of enemies within a radius of 15 feet by 1 + 1 per 6 levels/25 (not cumulative) - 5% chance to reduce saving throws vs. Death of enemies within a radius of 15 feet by 1 + 1 per 6 levels/25 (not cumulative) - 5% chance to reduce saving throws vs. Wands of enemies within a radius of 15 feet by 1 + 1 per 6 levels/25 (not cumulative) - 5% chance to reduce saving throws vs. Petrification/Polymorph of enemies within a radius of 15 feet by 1 + 1 per 6 levels/25 (not cumulative) - 5% chance to reduce saving throws vs. Breath of enemies within a radius of 15 feet by 1 + 1 per 6 levels/25 (not cumulative) - 4% chance to reduce saving throws vs. Spells of enemies within a radius of 15 feet by 1 + 1 per 6 levels/25 (not cumulative) Between level 7 and 12 - 26% chance to inflict a penalty of 2 to the armour class of the caster (not cumulative) Between level 13 and 18 - 26% chance to inflict a penalty of 3 to the armour class of the caster (not cumulative) Between level 19 and 24 - 26% chance to inflict a penalty of 4 to the armour class of the caster (not cumulative) From level 25 - 26% chance to inflict a penalty of 5 to the armour class of the caster (not cumulative) - 25% chance to increase the THAC0 of allies within a radius of 15 feet by 1 + 1 per 6 levels/25 (not cumulative) - 15% chance to increase the hit points of allies within a radius of 15 feet by 5 + 5 per 6 levels/25 (not cumulative) - 10% chance to increase the Luck of allies within a radius of 15 feet by 1 + 1 per 6 levels/25 (not cumulative) - 5% chance to increase saving throws vs. Death of allies within a radius of 15 feet by 1 + 1 per 6 levels/25 (not cumulative) - 5% chance to increase saving throws vs. Wands of allies within a radius of 15 feet by 1 + 1 per 6 levels/25 (not cumulative) - 5% chance to increase saving throws vs. Petrification/Polymorph of allies within a radius of 15 feet by 1 + 1 per 6 levels/25 (not cumulative) - 5% chance to increase saving throws vs. Breath of allies within a radius of 15 feet by 1 + 1 per 6 levels/25 (not cumulative) - 4% chance to increase saving throws vs. Spells of allies within a radius of 15 feet by 1 + 1 per 6 levels/25 (not cumulative) Between level 7 and 12 - 26% chance to grant a bonus of 2 to the armour class of the caster (not cumulative) Between level 13 and 18 - 26% chance to grant a bonus of 3 to the armour class of the caster (not cumulative) Between level 19 and 24 - 26% chance to grant a bonus of 4 to the armour class of the caster (not cumulative) From level 25 - 26% chance to grant a bonus of 5 to the armour class of the caster (not cumulative) |
OHTYR1 Exaltation | Exaltation This spell enables a priest to aid and protect any one being other than themselves. By touch, the caster removes the effects of fear, sleep, feeblemind, unconsciousness, and intoxication, as well as berserk and confused states of mind. In addition, the recipient is protected against spells and other attacks that cause these effects for 1 turn. | Exaltation (Innate - Abjuration) Range: Contact Duration: 1 turn Casting time: 1 Area of Effect: 1 creature Saving Throw: None Exaltation This spell enables a priest to aid and protect any one being other than themselves. By touch, the caster removes the effects of fear, sleep, feeblemind, unconsciousness, and intoxication, as well as berserk and confused states of mind. In addition, the recipient is protected against spells and other attacks that cause these effects for 1 turn. STATISTICS: - Sobering up the target (Ineffective against the wearer) - Protects the target from horror, unconsciousness, feeblemindedness, drunkenness modifier, berserking, confusion and panic (Ineffective against the wearer) |
OHTYR2 Divine Favor | Divine Favor This spell grants the caster a +1 bonus to hit and damage rolls every 3 levels of the caster. The spell lasts for 2 rounds. | Divine Favor (Innate - Conjuration) Range: Contact Duration: 2 rounds Casting time: 1 Area of Effect: Caster Saving Throw: None Divine Favor This spell grants the caster a +1 bonus to hit and damage rolls every 3 levels of the caster. The spell lasts for 2 rounds. STATISTICS: - Damage: +1 per 3 levels/18 - THAC0: +1 per 3 levels/18 |
SENSPIHE Heal | Heal (Necromancy) Level: 6 Sphere: Healing Range: Touch Duration: Permanent Casting Time: 9 Area of Effect: 1 creature Saving Throw: None The very potent Heal spell enables the priest to wipe away disease and injury in the creature who receives the benefits of the spell. It completely cures all disease and blindness in the recipient and heals all points of damage suffered due to wounds or injury. It also dispels a Feeblemind spell and cures those mental disorders caused by spells or injury to the brain. Naturally, the effects can be negated by later wounds, injuries, and diseases. | Heal (Priest/Druid - Necromancy) Level: 6 Range: Contact Duration: Instant Casting time: 0 Area of Effect: 1 creature Saving Throw: None The very potent Heal spell enables the priest to wipe away disease and injury in the creature who receives the benefits of the spell. It completely cures all disease and blindness in the recipient and heals all points of damage suffered due to wounds or injury. It also dispels a Feeblemind spell and cures those mental disorders caused by spells or injury to the brain. Naturally, the effects can be negated by later wounds, injuries, and diseases. STATISTICS: - Heals 100 % hit points to the target - Cure Feeblemindedness on the target - Cures the diseases of the target - Neutralizes poisons infecting the target - Cure blindness on the target - Cures the deafness of the target - Sobering up the target |
SENSPISU Summon Spider | Summon Efreeti (Conjuration/Summoning) Level: 7 Range: 120 ft. Duration: 8 rounds + 1 round/level Casting Time: 9 Area of Effect: Special Saving Throw: None With this spell, the wizard can cajole an efreeti—a massive genie with powerful abilities—to leave the Elemental Plane of Fire and enter the Prime Material. The efreeti will serve the caster for the duration of the spell, attacking | Summon Spider (Innate - Conjuration) Range: 25 feet Duration: Instant Casting time: 0 Area of Effect: Point in the visual range of the caster Saving Throw: None With this spell, the wizard can cajole an efreeti—a massive genie with powerful abilities—to leave the Elemental Plane of Fire and enter the Prime Material. The efreeti will serve the caster for the duration of the spell, attacking |
SPBLUN29 Chain Lightning | Chain Lightning (Invocation/Evocation) Level: 6 Range: 40 ft. Duration: Instant Casting Time: 5 Area of Effect: Special Saving Throw: 1/2 When the wizard casts Chain Lightning, arcs of electrical energy burst from | Chain Lightning (Wizard - Invocation) Level: 6 Range: 40 feet Duration: Instant Casting time: 0 Area of Effect: 1 creature and any enemy within a radius of 15 feet Saving Throw: Spells (1/2) When the wizard casts Chain Lightning, arcs of electrical energy burst from |
SPCL102 Absorb Health | Absorb Health The character deals 2 points of damage per level to an enemy, healing | Absorb Health (Innate - Necromancy) Range: 30 feet Duration: Instant Casting time: 1 Area of Effect: 1 creature Saving Throw: None Absorb Health The character deals 2 points of damage per level to an enemy, healing |
SPCL103 Aura of Despair | Aura of Despair Targets all enemies within 15 ft. with effects that improve based on the caster's level: 3rd Level: -1 penalty to hit and damage rolls and a -2 penalty to Armor Class for 1 turn. 6th Level: -2 penalty to hit and damage rolls and a -2 penalty to Armor Class for 1 turn. 15th Level: All enemies suffer a -4 penalty to hit and damage rolls and a -4 penalty to Armor Class for 1 turn; enemies with 8 or fewer Hit Dice are panicked as well. 20th Level: All enemies suffer a -4 penalty to hit and damage rolls and a -4 penalty to Armor Class for 1 turn; enemies with 18 or fewer Hit Dice are panicked as well. There is no Saving Throw against this ability. | Aura of Despair (Innate - Conjuration) Range: Contact Duration: 1 turn Casting time: 0 Area of Effect: Enemies within a radius of 15 feet around of the caster Saving Throw: None There is no Saving Throw against this ability. STATISTICS: - Reduces the damage of the target by 2 per 9 levels/15 (not cumulative) - Reduces the THAC0 of the target by 2 per 9 levels/15 (not cumulative) Between level 1 and 14 - Armor Class of the target: -2 (not cumulative) Between level 15 and 19 - Inflicts Horror on the target (of level 8 or lower) (not cumulative) From level 15 - Armor Class of the target: -4 (not cumulative) From level 20 - Inflicts Horror on the target (of level 18 or lower) (not cumulative) |
SPCL104 Resist Fear | Resist Fear (Abjuration) Level: 2 Range: 30 ft. Duration: 1 hour Casting Time: 1 Area of Effect: 15-ft. radius Saving Throw: None The wizard instills courage in the spell's recipients, raising their morale to its highest. The recipients' morale will gradually reset to normal as the duration runs out. If the recipients are affected by magical fear, they will regain their composure. | Resist Fear (Innate) Range: Contact Duration: Instant Casting time: 1 Area of Effect: Caster Saving Throw: None The wizard instills courage in the spell's recipients, raising their morale to its highest. The recipients' morale will gradually reset to normal as the duration runs out. If the recipients are affected by magical fear, they will regain their composure. STATISTICS: - Protects the target from horror and panic |
SPCL106 Animate Dead | Animate Dead (Necromancy) Level: 3 Sphere: Necromantic Range: 30 ft. Duration: 8 hours Casting Time: 9 Area of Effect: Special Saving Throw: None This spell causes a skeleton warrior to rise and serve the caster under any conditions. The type of skeleton warrior that appears depends upon the level of the priest casting the spell. 1st – 6th: a 3 HD skeleton warrior wielding a long sword. 7th – 10th: a 5 HD skeleton warrior wielding a long sword +1. 11th – 14th: a 7 HD skeleton warrior wielding a bastard sword +1. 15th and up: a 9 HD skeleton warrior wielding a two-handed sword +1. The skeleton warrior can follow the caster, remain in an area and attack any creature entering the place, etc. It remains animated until it is destroyed in combat, 8 hours pass, or it is turned. This spell cannot be dispelled. | Animate Dead (Innate - Necromancy) Range: 30 feet Duration: 8 hours Casting time: 5 Area of Effect: Point in the visual range of the caster Saving Throw: None This spell causes a skeleton warrior to rise and serve the caster under any conditions. The type of skeleton warrior that appears depends upon the level of the priest casting the spell. 1st – 6th: a 3 HD skeleton warrior wielding a long sword. 7th – 10th: a 5 HD skeleton warrior wielding a long sword +1. 11th – 14th: a 7 HD skeleton warrior wielding a bastard sword +1. 15th and up: a 9 HD skeleton warrior wielding a two-handed sword +1. The skeleton warrior can follow the caster, remain in an area and attack any creature entering the place, etc. It remains animated until it is destroyed in combat, 8 hours pass, or it is turned. This spell cannot be dispelled. STATISTICS: Between level 1 and 6 - Summon a Skeleton Warrior Between level 7 and 10 - Summon a Skeleton Warrior Between level 11 and 14 - Summon a Skeleton Warrior From level 15 - Summon a Skeleton Warrior |
SPCL121 Called Shot | Called Shot All successful ranged attacks within the next 10 seconds have the following cumulative effects besides normal damage, according to the level of the caster: 4th Level: -1 penalty to target's THAC0. 8th Level: -1 penalty to target's Saving Throws vs. Spell. 12th Level: -1 penalty to target's Strength score. 16th Level: +2 bonus to damage roll. | Called Shot (Innate) Range: Contact Duration: 10 seconds Casting time: 0 Area of Effect: Caster Saving Throw: None 8th Level: -1 penalty to target's Saving Throws vs. Spell. 12th Level: -1 penalty to target's Strength score. 16th Level: +2 bonus to damage roll. STATISTICS: From level 8 - For each successful ranged attack by the target; Reduces saving throws vs. Spells of the target by 1 for 15 seconds |
SPCL144 Kai | Kai All successful attacks within the next 10 seconds deal maximum damage. | Kai (Innate) Range: Contact Duration: 10 seconds Casting time: 0 Area of Effect: Caster Saving Throw: None Kai All successful attacks within the next 10 seconds deal maximum damage. STATISTICS: - Minimum damage: +20 |
SPCL152 Barbarian Rage | Barbarian Rage The character is enraged for 5 rounds, which grants | Barbarian Rage (Innate) Range: Contact Duration: 5 rounds Casting time: 0 Area of Effect: Caster Saving Throw: None The character is enraged for 5 rounds, which grants |
SPCL211 Lay On Hands | Lay On Hands The character channels positive energy to heal the touched creature of 2 Hit Points per level of the caster. | Lay On Hands (Innate - Necromancy) Range: Contact Duration: Instant Casting time: 1 Area of Effect: 1 creature Saving Throw: None Lay On Hands The character channels positive energy to heal the touched creature of 2 Hit Points per level of the caster. STATISTICS: - Heals 2 hit points per level/34 to the target |
SPCL212 Detect Evil | Detect Evil (Divination) Level: 1 Sphere: Divination Range: 0 Duration: Instant Casting Time: 2 Area of Effect: 30-ft. radius Saving Throw: None This spell discovers emanations of evil from any creature. Any evil creature within the range of the spell will glow red briefly. | Detect Evil (Innate) Range: Contact Duration: Instant Casting time: 1 Area of Effect: The caster and any creature within 30 feet Saving Throw: None This spell discovers emanations of evil from any creature. Any evil creature within the range of the spell will glow red briefly. STATISTICS: - the target detects evil (Ineffective against creatures subject to Non-detection) |
SPCL213 Protection From Evil | Protection From Evil (Abjuration) Level: 1 Sphere: Protection Range: Touch Duration: 1 turn Casting Time: 1 Area of Effect: 1 creature Saving Throw: None When this spell is cast, it creates a magical barrier around the recipient at a distance of one foot. The barrier moves with the recipient and has two major effects: First, all attacks made by evil or evilly enchanted creatures against the protected creature receive a penalty of -2 to each attack roll. Second, summoned demons cannot target the protected creature. | Protection From Evil (Innate - Abjuration) Range: Contact Duration: 1 turn Casting time: 1 Area of Effect: 1 creature Saving Throw: None When this spell is cast, it creates a magical barrier around the recipient at a distance of one foot. The barrier moves with the recipient and has two major effects: First, all attacks made by evil or evilly enchanted creatures against the protected creature receive a penalty of -2 to each attack roll. Second, summoned demons cannot target the protected creature. STATISTICS: - Saving Throws of the target: +2 vs. evil creatures - Protects the target from summoned demons attacks and spells |
SPCL222 Remove Fear | Remove Fear (Abjuration) Level: 1 Sphere: Charm Range: 30 ft. Duration: 1 hour Casting Time: 1 Area of Effect: 15-ft. radius Saving Throw: None The priest instills courage in the spell's recipients, raising their morale to its highest. The recipients' morale will gradually reset to normal as the duration runs out. If the recipients are affected by magical fear, this is negated. | Remove Fear (Innate - Abjuration) Range: 30 feet Duration: 1 hour Casting time: 1 Area of Effect: Allies within a radius of 15 feet Saving Throw: None The priest instills courage in the spell's recipients, raising their morale to its highest. The recipients' morale will gradually reset to normal as the duration runs out. If the recipients are affected by magical fear, this is negated. STATISTICS: - Protects the target from horror and panic |
SPCL231 Dispel Magic | Dispel Magic (Abjuration) Level: 1 Range: 40 ft. Duration: Instant Casting Time: 1 Area of Effect: 15-ft. radius Saving Throw: None A Dispel Magic spell removes magical effects upon anyone within the area. This includes effects given from spells, potions and certain magical items such as wands. It does not, however, affect enchanted magical items or spell protections such as Spell Turning and Spell Deflection. The chance of the dispel succeeding is determined by the level of the caster and the level of the magic being dispelled. The base chance of successfully dispelling is 50%. For every level that the caster of the Dispel Magic is above the original caster, | Dispel Magic (Innate - Abjuration) Range: 40 feet Duration: Instant Casting time: 1 Area of Effect: radius of 15 feet Saving Throw: None A Dispel Magic spell removes magical effects upon anyone within the area. This includes effects given from spells, potions and certain magical items such as wands. It does not, however, affect enchanted magical items or spell protections such as Spell Turning and Spell Deflection. The chance of the dispel succeeding is determined by the level of the caster and the level of the magic being dispelled. The base chance of successfully dispelling is 50%. For every level that the caster of the Dispel Magic is above the original caster, |
SPCL232 True Sight | True Sight (Divination) Level: 6 Range: 0 Duration: 1 turn Casting Time: 8 Area of Effect: 120-ft. radius Saving Throw: None When this spell is cast, an area roughly 120 ft. in radius around the caster will be affected. Instantly and once per round for 1 turn after this spell is cast, all hostile Illusion/Phantasm spells in the area of effect will be dispelled. The spells that are affected by this are Reflected Image, Invisibility, Mirror Image, Non-Detection, Improved Invisibility, Shadow Door, Mislead, Project Image, and Simulacrum. The area of effect is roughly a 120-ft. radius around the caster. The target's Magic Resistance, if any, does not come into effect with this spell. This spell only affects enemies, thus it is unable to dispel invisibility from a party member. | True Sight (Innate - Divination) Range: Contact Duration: 1 turn Casting time: 1 Area of Effect: Enemies within a radius of 117 feet around of the caster Saving Throw: None When this spell is cast, an area roughly 120 ft. in radius around the caster will be affected. Instantly and once per round for 1 turn after this spell is cast, all hostile Illusion/Phantasm spells in the area of effect will be dispelled. The spells that are affected by this are Reflected Image, Invisibility, Mirror Image, Non-Detection, Improved Invisibility, Shadow Door, Mislead, Project Image, and Simulacrum. The area of effect is roughly a 120-ft. radius around the caster. The target's Magic Resistance, if any, does not come into effect with this spell. This spell only affects enemies, thus it is unable to dispel invisibility from a party member. STATISTICS: - Dispel the target's invisibility - Dispels all illusionary protection spells on the target - Instantly cast True Sight on the caster every round for 1 turn after 1 round |
SPCL233 Protection From Evil, 10' Radius | Protection From Evil, 10' Radius (Abjuration) Level: 4 Sphere: Protection Range: Touch Duration: 1 turn/level Casting Time: 7 Area of Effect: 15-ft. radius Saving Throw: None When this spell is cast, all allied creatures within a 15-ft. radius are affected individually by Protection From Evil. It creates a magical barrier around the recipients at a distance of one foot. The barrier moves with the recipient and has two major effects: First, all attacks made by evil or evilly enchanted creatures against the protected creature receive a penalty of -2 to each attack roll. Second, summoned demons cannot target protected creatures. | Protection From Evil, 10' Radius (Innate - Abjuration) Range: Contact Duration: 1 turn/level Casting time: 7 Area of Effect: Allies within a radius of 15 feet around of the caster Saving Throw: None When this spell is cast, all allied creatures within a 15-ft. radius are affected individually by Protection From Evil. It creates a magical barrier around the recipients at a distance of one foot. The barrier moves with the recipient and has two major effects: First, all attacks made by evil or evilly enchanted creatures against the protected creature receive a penalty of -2 to each attack roll. Second, summoned demons cannot target protected creatures. STATISTICS: - Saving Throws of the target: +2 vs. evil creatures - Protects the target from summoned demons attacks and spells |
SPCL236 Sun Soulray | Sun Soulray The character projects a blast of light from | Sun Soulray (Innate) Range: 50 feet Duration: Instant Casting time: 0 Area of Effect: 1 creature Saving Throw: None The character projects a blast of light from |
SPCL237 Greater Sun | Greater Sun The character wreathes | Greater Sun (Innate) Range: Contact Duration: 3 rounds + 1 round/level Casting time: 1 Area of Effect: Caster Saving Throw: None Greater Sun The character wreathes |
SPCL238 Flaming Fists | Flaming Fists The character channels | Flaming Fists (Innate) Range: Contact Duration: Special Casting time: 1 Area of Effect: Caster Saving Throw: None Flaming Fists The character channels |
SPCL239 Sun Soulbeam | Sun Soulbeam The character emits a dazzling burst of light that strikes at all other creatures within a 15-ft. radius. The Sun Soulbeam does not automatically hit all targets, but makes a melee attack using the character's current THAC0 (+3 to hit vs. undead). Struck creatures suffer 9d6 points of fire damage (9d6+3 if undead), unless they Save vs. Spell for half. In addition, all creatures except the character must Save vs. Spell or be blinded for 2 hours. | Sun Soulbeam (Innate) Range: Contact Duration: Special Casting time: 1 Area of Effect: The caster and any creature within 15 feet Saving Throw: Special Sun Soulbeam The character emits a dazzling burst of light that strikes at all other creatures within a 15-ft. radius. The Sun Soulbeam does not automatically hit all targets, but makes a melee attack using the character's current THAC0 (+3 to hit vs. undead). Struck creatures suffer 9d6 points of fire damage (9d6+3 if undead), unless they Save vs. Spell for half. In addition, all creatures except the character must Save vs. Spell or be blinded for 2 hours. STATISTICS: - THAC0: +3 vs. undead for 2 hours - Inflicts 3 fire damage vs. undead - Inflicts 9d6 fire damage to the target (save vs. Spells half) - Blinds the target for 2 hours (save vs. Spells neg.) |
SPCL311 Charm Animal | Charm Animal This spell affects any single animal it is cast upon. The animal is allowed a Saving Throw vs. Spell to negate the effect. If the spell's recipient fails its Saving Throw, it regards the caster as a trusted friend and ally to be heeded and protected. The caster may give it orders, and the charmed animal will carry them out as quickly as possible. If the caster harms—or attempts to harm—the charmed animal by some overt action, or if a Dispel Magic spell is cast upon the charmed animal, the Charm spell is broken. If two or more Charms simultaneously affect a creature, the most recent Charm takes precedence. Note that the subject will be hostile when the Charm expires, regardless of its original attitude. Also note that you cannot have a charmed creature leave the area where it was charmed. | Charm Animal (Innate - Enchantment) Range: Contact Duration: 2 turns Casting time: 1 Area of Effect: 1 creature Saving Throw: Spells (Neg.) This spell affects any single animal it is cast upon. The animal is allowed a Saving Throw vs. Spell to negate the effect. If the spell's recipient fails its Saving Throw, it regards the caster as a trusted friend and ally to be heeded and protected. The caster may give it orders, and the charmed animal will carry them out as quickly as possible. If the caster harms—or attempts to harm—the charmed animal by some overt action, or if a Dispel Magic spell is cast upon the charmed animal, the Charm spell is broken. If two or more Charms simultaneously affect a creature, the most recent Charm takes precedence. Note that the subject will be hostile when the Charm expires, regardless of its original attitude. Also note that you cannot have a charmed creature leave the area where it was charmed. STATISTICS: - Charm the animals (Effective against animals. Ineffective at 91% against elves and at 31% against half elves) |
SPCL321 Enrage | Enrage The character becomes enraged for 1 turn. While enraged, the character gains a +2 bonus to | Enrage (Innate) Range: Contact Duration: 1 turn Casting time: 0 Area of Effect: Caster Saving Throw: None Enrage The character becomes enraged for 1 turn. While enraged, the character gains a +2 bonus to |
SPCL342 Find Familiar | Find Familiar (Conjuration/Summoning) Level: 1 Range: 0 Duration: Permanent Casting Time: 1 Area of Effect: Special Saving Throw: None This spell enables the Beast Master to attempt to summon a familiar to act as | Find Familiar (Innate) Range: 20 feet Duration: 1 turn Casting time: 1 Area of Effect: Point in the visual range of the caster Saving Throw: None This spell enables the Beast Master to attempt to summon a familiar to act as |
SPCL412 Set Snare | Set Snare Set a trap in the chosen location when no hostile creatures are in sight. Traps grow more powerful with the character's level and can only be triggered by enemies. 1st Level: Deals 2d8+5 missile damage. 11th Level: Deals 2d8+5 missile damage, plus 2d6 poison damage per round for the next 3 rounds. 16th Level: Deals 3d8+5 missile damage, plus 4d8+2 fire damage. 21st Level: Deals 3d8+5 missile damage and 20 poison damage with no save; slays target if a Save vs. Death with a +4 bonus is failed. | Set Snare (Innate) Range: Contact Duration: Instant Casting time: 0 Area of Effect: Point in the visual range of the caster Saving Throw: None Set Snare Set a trap in the chosen location when no hostile creatures are in sight. Traps grow more powerful with the character's level and can only be triggered by enemies. 1st Level: Deals 2d8+5 missile damage. 11th Level: Deals 2d8+5 missile damage, plus 2d6 poison damage per round for the next 3 rounds. 16th Level: Deals 3d8+5 missile damage, plus 4d8+2 fire damage. 21st Level: Deals 3d8+5 missile damage and 20 poison damage with no save; slays target if a Save vs. Death with a +4 bonus is failed. STATISTICS: - Set a trap |
SPCL414 Set Special Snare | Set Special Snare Set a trap in the chosen location when no hostile creatures are in sight. Traps grow more powerful with the character's level and can only be triggered by enemies. 1st Level: Deals 3d8+5 missile damage and slows target for 5 rounds if a Save vs. Spell with a -4 penalty is failed. 11th Level: Deals 4d8+5 missile damage and holds target for 5 rounds if a Save vs. Spell with a -1 penalty is failed. 16th Level: Erects an Otiluke's Resilient Sphere around the target for 7 rounds if a Save vs. Spell is failed. 21st Level: Mazes the target. | Set Special Snare (Innate) Range: 100 feet Duration: Instant Casting time: 0 Area of Effect: Point in the visual range of the caster Saving Throw: None Set Special Snare Set a trap in the chosen location when no hostile creatures are in sight. Traps grow more powerful with the character's level and can only be triggered by enemies. 1st Level: Deals 3d8+5 missile damage and slows target for 5 rounds if a Save vs. Spell with a -4 penalty is failed. 11th Level: Deals 4d8+5 missile damage and holds target for 5 rounds if a Save vs. Spell with a -1 penalty is failed. 16th Level: Erects an Otiluke's Resilient Sphere around the target for 7 rounds if a Save vs. Spell is failed. 21st Level: Mazes the target. STATISTICS: - Set a trap |
SPCL423 Poison Weapon | Poison Weapon Each successful hit within the next 5 rounds will inject poison into the target. Each target can only be affected once per round. The amount of poison damage depends on the character's level: 1st - Target suffers 1 poison damage per second for 6 seconds (Save vs. Death at +1 negates) 5th - Target suffers 1 poison damage per second for 12 seconds (Save vs. Death negates), and also immediately suffers 2 poison damage (no save) 9th - Target suffers 1 poison damage per second for 18 seconds (Save vs. Death at -1 negates), and also immediately suffers 4 poison damage (no save) 13th - Target suffers 1 poison damage per second for 24 seconds (Save vs. Death at -2 negates), and also immediately suffers 6 poison damage (no save) | Poison Weapon (Innate) Range: Contact Duration: 5 rounds Casting time: 0 Area of Effect: Caster Saving Throw: None Poison Weapon Each successful hit within the next 5 rounds will inject poison into the target. Each target can only be affected once per round. The amount of poison damage depends on the character's level: 1st - Target suffers 1 poison damage per second for 6 seconds (Save vs. Death at +1 negates) 5th - Target suffers 1 poison damage per second for 12 seconds (Save vs. Death negates), and also immediately suffers 2 poison damage (no save) 9th - Target suffers 1 poison damage per second for 18 seconds (Save vs. Death at -1 negates), and also immediately suffers 4 poison damage (no save) 13th - Target suffers 1 poison damage per second for 24 seconds (Save vs. Death at -2 negates), and also immediately suffers 6 poison damage (no save) STATISTICS: - For each successful attack; Between level 1 and 4 - Poisons the target, inflicting 1 damage per second for 1 round (save vs. Death at +1 neg.) (Ineffective against undead, the golems and the creatures immune to poisons) Between level 5 and 8 - Inflicts 2 poison damage to the target (Ineffective against undead, the golems and the creatures immune to poisons) - Poisons the target, inflicting 1 damage per second for 2 rounds (save vs. Death neg.) (Ineffective against undead, the golems and the creatures immune to poisons) Between level 9 and 12 - Inflicts 4 poison damage to the target (Ineffective against undead, the golems and the creatures immune to poisons) - Poisons the target, inflicting 1 damage per second for 3 rounds (save vs. Death at -1 neg.) (Ineffective against undead, the golems and the creatures immune to poisons) From level 13 - Inflicts 6 poison damage to the target (Ineffective against undead, the golems and the creatures immune to poisons) - Poisons the target, inflicting 1 damage per second for 4 rounds (save vs. Death at -2 neg.) (Ineffective against undead, the golems and the creatures immune to poisons) (not cumulative) (not cumulative) |
SPCL521 Offensive Spin | Offensive Spin During the next 4 rounds, the character's movement rate doubles and | Offensive Spin (Innate) Range: Contact Duration: Special Casting time: 0 Area of Effect: Caster Saving Throw: None Offensive Spin During the next 4 rounds, the character's movement rate doubles and |
SPCL522 Defensive Spin | Defensive Spin During the next 4 rounds, the character is rooted to the spot and gains a +1 bonus to Armor Class per level, up to a maximum of +10. | Defensive Spin (Innate) Range: Contact Duration: 4 rounds Casting time: 0 Area of Effect: Caster Saving Throw: None Defensive Spin During the next 4 rounds, the character is rooted to the spot and gains a +1 bonus to Armor Class per level, up to a maximum of +10. STATISTICS: - Immobilize - Protects from movement modifier At level 1 - Armor Class: +1 (not cumulative) At level 2 - Armor Class: +2 (not cumulative) At level 3 - Armor Class: +3 (not cumulative) At level 4 - Armor Class: +4 (not cumulative) At level 5 - Armor Class: +5 (not cumulative) At level 6 - Armor Class: +6 (not cumulative) At level 7 - Armor Class: +7 (not cumulative) At level 8 - Armor Class: +8 (not cumulative) At level 9 - Armor Class: +9 (not cumulative) From level 10 - Armor Class: +10 (not cumulative) |
SPCL611 Shapeshift: Brown Bear | Shapeshift: Brown Bear Strength: 18/00 Dexterity: 12 Base Armor Class: 6 Number of Attacks: 3 Attack Damage: 1d6 (piercing), strikes as +1 weapon Special Abilities: – Increased movement rate | Shapeshift: Brown Bear (Innate) Range: Contact Duration: Instant Casting time: 0 Area of Effect: Caster Saving Throw: None Shapeshift: Brown Bear Strength: 18/00 Dexterity: 12 Base Armor Class: 6 Number of Attacks: 3 Attack Damage: 1d6 (piercing), strikes as +1 weapon Special Abilities: – Increased movement rate STATISTICS: - Transform into Black Bear |
SPCL612 Shapeshift: Wolf | Shapeshift: Wolf Strength: 15 Dexterity: 18 Base Armor Class: 6 Number of Attacks: 2 Attack Damage: 1d8 (piercing), strikes as +1 weapon Special Abilities: – Cold Resistance: 100% – Electrical Resistance: 50% – Magic Cold Resistance: 100% – Increased movement rate | Shapeshift: Wolf (Innate) Range: Contact Duration: Instant Casting time: 0 Area of Effect: Caster Saving Throw: None Shapeshift: Wolf Strength: 15 Dexterity: 18 Base Armor Class: 6 Number of Attacks: 2 Attack Damage: 1d8 (piercing), strikes as +1 weapon Special Abilities: – Cold Resistance: 100% – Electrical Resistance: 50% – Magic Cold Resistance: 100% – Increased movement rate STATISTICS: - Transform into Wolf |
SPCL613 Shapeshift: Black Bear | Shapeshift: Black Bear Strength: 18/00 Dexterity: 12 Base Armor Class: 7 Number of Attacks: 3 Attack Damage: 1d6 (piercing), strikes as +1 weapon Special Abilities: – Increased movement rate | Shapeshift: Black Bear (Innate) Range: Contact Duration: Instant Casting time: 0 Area of Effect: Caster Saving Throw: None Shapeshift: Black Bear Strength: 18/00 Dexterity: 12 Base Armor Class: 7 Number of Attacks: 3 Attack Damage: 1d6 (piercing), strikes as +1 weapon Special Abilities: – Increased movement rate STATISTICS: - Transform into Brown Bear |
SPCL621 Summon Spirit Animal | Summon Spirit Animal The summoner calls on a special spirit animal (spirit bear, spirit wolf, spirit lion, or spirit snake) to aid | Summon Spirit Animal (Innate - Conjuration) Range: Contact Duration: Instant Casting time: 0 Area of Effect: Caster Saving Throw: None Summon Spirit Animal The summoner calls on a special spirit animal (spirit bear, spirit wolf, spirit lion, or spirit snake) to aid |
SPCL622 Spirit Snake | Spirit Snake The caster summons a special spirit snake. The spirit snake has 1 HD at level 1, 3 HD at level 3, 5 HD at level 5, 7 HD at level 7, and 10 HD at level 10. | Spirit Snake (Innate - Conjuration) Range: 30 feet Duration: 6 turns Casting time: 1 Area of Effect: Point in the visual range of the caster Saving Throw: None Spirit Snake The caster summons a special spirit snake. The spirit snake has 1 HD at level 1, 3 HD at level 3, 5 HD at level 5, 7 HD at level 7, and 10 HD at level 10. STATISTICS: Between level 1 and 2 - Summon a Spirit Snake Between level 3 and 4 - Summon a Spirit Snake Between level 5 and 6 - Summon a Spirit Snake Between level 7 and 9 - Summon a Spirit Snake From level 10 - Summon a Spirit Snake |
SPCL623 Spirit Bear | Spirit Bear The caster summons a special spirit bear. The spirit bear has 1 HD at level 1, 3 HD at level 3, 5 HD at level 5, 7 HD at level 7, and 10 HD at level 10. | Spirit Bear (Innate - Conjuration) Range: 30 feet Duration: 6 turns Casting time: 1 Area of Effect: Point in the visual range of the caster Saving Throw: None Spirit Bear The caster summons a special spirit bear. The spirit bear has 1 HD at level 1, 3 HD at level 3, 5 HD at level 5, 7 HD at level 7, and 10 HD at level 10. STATISTICS: Between level 1 and 2 - Summon a Spirit Bear Between level 3 and 4 - Summon a Spirit Bear Between level 5 and 6 - Summon a Spirit Bear Between level 7 and 9 - Summon a Spirit Bear From level 10 - Summon a Spirit Bear |
SPCL624 Spirit Lion | Spirit Lion The caster summons a special spirit lion. The spirit lion has 1 HD at level 1, 3 HD at level 3, 5 HD at level 5, 7 HD at level 7, and 10 HD at level 10. | Spirit Lion (Innate - Conjuration) Range: 30 feet Duration: 6 turns Casting time: 1 Area of Effect: Point in the visual range of the caster Saving Throw: None Spirit Lion The caster summons a special spirit lion. The spirit lion has 1 HD at level 1, 3 HD at level 3, 5 HD at level 5, 7 HD at level 7, and 10 HD at level 10. STATISTICS: Between level 1 and 2 - Summon a Spirit Lion Between level 3 and 4 - Summon a Spirit Lion Between level 5 and 6 - Summon a Spirit Lion Between level 7 and 9 - Summon a Spirit Lion From level 10 - Summon a Spirit Lion |
SPCL625 Spirit Wolf | Spirit Wolf The caster summons a special spirit wolf. The spirit wolf has 1 HD at level 1, 3 HD at level 3, 5 HD at level 5, 7 HD at level 7, and 10 HD at level 10. | Spirit Wolf (Innate - Conjuration) Range: 30 feet Duration: 6 turns Casting time: 1 Area of Effect: Point in the visual range of the caster Saving Throw: None Spirit Wolf The caster summons a special spirit wolf. The spirit wolf has 1 HD at level 1, 3 HD at level 3, 5 HD at level 5, 7 HD at level 7, and 10 HD at level 10. STATISTICS: Between level 1 and 2 - Summon a Spirit Wolf Between level 3 and 4 - Summon a Spirit Wolf Between level 5 and 6 - Summon a Spirit Wolf Between level 7 and 9 - Summon a Spirit Wolf From level 10 - Summon a Spirit Wolf |
SPCL632 Shapeshift: Sword Spider | Shapeshift: Sword Spider Strength: 16 Dexterity: 16 Base Armor Class: 3 Number of Attacks: 4 Attack Damage: 2d6 (piercing) Special Abilities: – Immunity to web – Hasted | Shapeshift: Sword Spider (Innate) Range: Contact Duration: Instant Casting time: 0 Area of Effect: Caster Saving Throw: None Shapeshift: Sword Spider Strength: 16 Dexterity: 16 Base Armor Class: 3 Number of Attacks: 4 Attack Damage: 2d6 (piercing) Special Abilities: – Immunity to web – Hasted STATISTICS: - Transform into Sword Spider |
SPCL633 Shapeshift: Baby Wyvern | Shapeshift: Baby Wyvern Strength: 16 Dexterity: 17 Base Armor Class: 3 Number of Attacks: 2 Attack Damage: 1d6 (piercing), strikes as a +2 weapon, on hit it causes 5 poison damage/second for 20 seconds (Save vs. Poison at -4 to avoid) Special Abilities: – Immune to hold, paralysis, slow, level drain, web, entangle, and grease. | Shapeshift: Baby Wyvern (Innate) Range: Contact Duration: Instant Casting time: 0 Area of Effect: Caster Saving Throw: None Shapeshift: Baby Wyvern Strength: 16 Dexterity: 17 Base Armor Class: 3 Number of Attacks: 2 Attack Damage: 1d6 (piercing), strikes as a +2 weapon, on hit it causes 5 poison damage/second for 20 seconds (Save vs. Poison at -4 to avoid) Special Abilities: – Immune to hold, paralysis, slow, level drain, web, entangle, and grease. STATISTICS: - Transform into Baby Wyvern |
SPCL634 Shapeshift: Fire Salamander | Shapeshift: Fire Salamander Strength: 18/75 Dexterity: 19 Base Armor Class: 2 Number of Attacks: 1 Attack Damage: 1d8 (piercing), strikes as +3 weapon Special Abilities: – THAC0: +1 – Increased movement rate – Fire Resistance: 50% – Breathe Fireball three times per day (2d6 fire damage to target) | Shapeshift: Fire Salamander (Innate) Range: Contact Duration: Instant Casting time: 0 Area of Effect: Caster Saving Throw: None Shapeshift: Fire Salamander Strength: 18/75 Dexterity: 19 Base Armor Class: 2 Number of Attacks: 1 Attack Damage: 1d8 (piercing), strikes as +3 weapon Special Abilities: – THAC0: +1 – Increased movement rate – Fire Resistance: 50% – Breathe Fireball three times per day (2d6 fire damage to target) STATISTICS: - Transform into Fire Salamander - Learns the spell Breathe Fireball for the caster |
SPCL643 Shapeshift: Werewolf | Shapeshift: Werewolf Strength: 19 Dexterity: 16 Base Armor Class: 1 Number of Attacks: 2 Attack Damage: 1d6 (slashing), strikes as +2 weapon Special Abilities: – Magic Resistance: 20% | Shapeshift: Werewolf (Innate) Range: Contact Duration: Instant Casting time: 0 Area of Effect: Caster Saving Throw: None Shapeshift: Werewolf Strength: 19 Dexterity: 16 Base Armor Class: 1 Number of Attacks: 2 Attack Damage: 1d6 (slashing), strikes as +2 weapon Special Abilities: – Magic Resistance: 20% STATISTICS: - Transform into Werewolf |
SPCL644 Shapeshift: Greater Werewolf | Shapeshift: Greater Werewolf Strength: 21 Dexterity: 20 Base Armor Class: -6 Number of Attacks: 3 Attack Damage: 1d8 (slashing) Special Abilities: – Fire Resistance: 50% – Cold Resistance: 50% – Electricity Resistance: 50% – Acid Resistance: 50% – Magic Resistance: 40% | Shapeshift: Greater Werewolf (Innate) Range: Contact Duration: Instant Casting time: 0 Area of Effect: Caster Saving Throw: None Shapeshift: Greater Werewolf Strength: 21 Dexterity: 20 Base Armor Class: -6 Number of Attacks: 3 Attack Damage: 1d8 (slashing) Special Abilities: – Fire Resistance: 50% – Cold Resistance: 50% – Electricity Resistance: 50% – Acid Resistance: 50% – Magic Resistance: 40% STATISTICS: - Transform into Greater Werewolf |
SPCL721 Storm Shield | Storm Shield This spell lasts 1 round per level of the caster. It protects the caster completely from lightning, fire, cold, and normal missiles. | Storm Shield (Innate - Abjuration) Range: Contact Duration: 1 round/level Casting time: 3 Area of Effect: Caster Saving Throw: None Storm Shield This spell lasts 1 round per level of the caster. It protects the caster completely from lightning, fire, cold, and normal missiles. STATISTICS: - Protects the target from throwing spears - Protects the target from darts - Protects the target from throwing daggers - Protects the target from balls - Protects the target from bolts - Protects the target from throwing axes - Protects the target from arrows - Protects from fire - Protects from cold - Protects from electricity - Protects from magical fire damage - Protects from magical cold damage |
SPCL722 Lightning Bolt | Lightning Bolt (Evocation) Level: 3 Range: 70 ft. Duration: Instant Casting Time: 3 Area of Effect: Path of bolt Saving Throw: 1/2 Upon casting this spell, the wizard releases a powerful stroke of electrical energy that inflicts 1d6 points of damage per level of the caster (maximum damage of 10d6) to each creature within its area of effect. A successful Saving Throw vs. Spell reduces this damage to half (round fractions down). If the lightning bolt intersects with a wall, it will bounce until it reaches its full length. | Lightning Bolt (Innate - Invocation) Range: 10 feet par niveau Duration: Instant Casting time: 3 Area of Effect: 1 creature and any creature within a radius of 180 feet Saving Throw: Spells (1/2) Upon casting this spell, the wizard releases a powerful stroke of electrical energy that inflicts 1d6 points of damage per level of the caster (maximum damage of 10d6) to each creature within its area of effect. A successful Saving Throw vs. Spell reduces this damage to half (round fractions down). If the lightning bolt intersects with a wall, it will bounce until it reaches its full length. STATISTICS: - Inflicts 1d6 electrical damage per level/10 to the target |
SPCL731 Seeking Sword | Seeking Sword This spell creates a sword in the character's hand that cannot be dropped or unequipped. The sword is enchanted as a +4 weapon and provides a +4 THAC0 bonus, but no damage bonus. It deals 2d4 damage to any target it hits. The weapon sets the character's number of attacks per round to 3 and lasts for 1 round per level. While it is equipped, the wielder cannot cast further spells. | Seeking Sword (Innate - Invocation) Range: Contact Duration: 1 round/level Casting time: Special Area of Effect: Caster Saving Throw: None Seeking Sword This spell creates a sword in the character's hand that cannot be dropped or unequipped. The sword is enchanted as a +4 weapon and provides a +4 THAC0 bonus, but no damage bonus. It deals 2d4 damage to any target it hits. The weapon sets the character's number of attacks per round to 3 and lasts for 1 round per level. While it is equipped, the wielder cannot cast further spells. STATISTICS: - Equips the caster with 1 magical weapon (Seeking Sword) |
SPCL732 True Sight | True Sight (Divination) Level: 6 Range: 0 Duration: 1 turn Casting Time: 8 Area of Effect: 120-ft. radius Saving Throw: None When this spell is cast, an area roughly 120 ft. in radius around the caster will be affected. Instantly and once per round for 1 turn after this spell is cast, all hostile Illusion/Phantasm spells in the area of effect will be dispelled. The spells that are affected by this are Reflected Image, Invisibility, Mirror Image, Non-Detection, Improved Invisibility, Shadow Door, Mislead, Project Image, and Simulacrum. The area of effect is roughly a 120-ft. radius around the caster. The target's Magic Resistance, if any, does not come into effect with this spell. This spell only affects enemies, thus it is unable to dispel invisibility from a party member. | True Sight (Innate - Divination) Range: Contact Duration: 1 turn Casting time: 3 Area of Effect: Enemies within a radius of 117 feet around of the caster Saving Throw: None When this spell is cast, an area roughly 120 ft. in radius around the caster will be affected. Instantly and once per round for 1 turn after this spell is cast, all hostile Illusion/Phantasm spells in the area of effect will be dispelled. The spells that are affected by this are Reflected Image, Invisibility, Mirror Image, Non-Detection, Improved Invisibility, Shadow Door, Mislead, Project Image, and Simulacrum. The area of effect is roughly a 120-ft. radius around the caster. The target's Magic Resistance, if any, does not come into effect with this spell. This spell only affects enemies, thus it is unable to dispel invisibility from a party member. STATISTICS: - Dispel the target's invisibility - Dispels all illusionary protection spells on the target - Instantly cast True Sight on the caster every round for 1 turn after 1 round |
SPCL741 Boon of Lathander | Boon of Lathander This spell lasts 1 round per level of the caster. It gives the caster a +1 bonus to attack and damage rolls, a +1 bonus to all Saving Throws, and 1 extra attack per round. It also protects the caster from level drain. | Boon of Lathander (Innate - Conjuration) Range: Contact Duration: 1 round/level Casting time: 3 Area of Effect: Caster Saving Throw: None This spell lasts 1 round per level of the caster. It gives the caster a +1 bonus to attack and damage rolls, a +1 bonus to all Saving Throws, and 1 extra attack per round. It also protects the caster from level drain. STATISTICS: - Attacks per round: +1 - Damage: +1 - THAC0: +1 - Saving Throws: +1 - Protects the target from level drain |
SPCL742 Hold Undead | Hold Undead (Necromancy) Level: 3 Range: 35 ft. Duration: 2 rounds/level Casting Time: 3 Area of Effect: 1 creature and any enemies within 4 ft. Saving Throw: Neg. This spell holds 1d4 undead creatures rigidly immobile and in place. The effect is centered on the victim selected by the caster. Any enemies within 4 ft. of the target are also affected. Those who succeed on their Saving Throws are totally unaffected by the spell. Held creatures cannot move or speak, but they remain aware of events around them and can use abilities not requiring motion or speech. Being held does not prevent the worsening of the subject's condition due to wounds. | Hold Undead (Innate - Necromancy) Range: 35 feet Duration: 2 rounds/level Casting time: 3 Area of Effect: 1 creature and any enemy within a radius of 4 feet Saving Throw: Spells (Neg.) This spell holds 1d4 undead creatures rigidly immobile and in place. The effect is centered on the victim selected by the caster. Any enemies within 4 ft. of the target are also affected. Those who succeed on their Saving Throws are totally unaffected by the spell. Held creatures cannot move or speak, but they remain aware of events around them and can use abilities not requiring motion or speech. Being held does not prevent the worsening of the subject's condition due to wounds. STATISTICS: - Hold the undead |
SPCL811 Stunning Blow | Stunning Blow All successful attacks within the next round force the victim to Save vs. Spell or be stunned. This special ability automatically modifies normal attacks; no targeting needs to be done. | Stunning Blow (Innate) Range: Contact Duration: 9 seconds Casting time: 0 Area of Effect: Caster Saving Throw: None Stunning Blow All successful attacks within the next round force the victim to Save vs. Spell or be stunned. This special ability automatically modifies normal attacks; no targeting needs to be done. STATISTICS: - For each successful unarmed attack by the target; Stuns the target for 9 seconds (save vs. Spells neg.) |
SPCL815 Lay On Hands | Lay On Hands (Self-Only) The character channels positive energy to heal | Lay On Hands (Innate - Necromancy) Range: Contact Duration: Instant Casting time: 1 Area of Effect: Caster Saving Throw: None Lay On Hands (Self-Only) The character channels positive energy to heal |
SPCL820 Quivering Palm | Quivering Palm The next successful attack forces the target to Save vs. Spell or die. This special ability automatically modifies normal attacks; no targeting needs to be done. | Quivering Palm (Innate) Range: Contact Duration: 5 seconds Casting time: 0 Area of Effect: Caster Saving Throw: None Quivering Palm The next successful attack forces the target to Save vs. Spell or die. This special ability automatically modifies normal attacks; no targeting needs to be done. STATISTICS: - For each successful unarmed attack by the target; Instantly slays the target (save vs. Spells neg.) |
SPCL900 Whirlwind Attack | Whirlwind Attack This ability allows the warrior to unleash a flurry of super-fast blows. The ability sets one's number of attacks per round to 10, but one's THAC0 and damage suffer a 4 point penalty. The Whirlwind Attack lasts for one round. | Whirlwind Attack (Innate) Range: Contact Duration: 1 round Casting time: 0 Area of Effect: Caster Saving Throw: None Whirlwind Attack This ability allows the warrior to unleash a flurry of super-fast blows. The ability sets one's number of attacks per round to 10, but one's THAC0 and damage suffer a 4 point penalty. The Whirlwind Attack lasts for one round. STATISTICS: - Attacks per round: Set to 5 - Damage: -4 - THAC0: -4 - Double the movement speed and the number of attacks per round |
SPCL901 Greater Whirlwind Attack | Greater Whirlwind Attack A more powerful version of the Whirlwind Attack, Greater Whirlwind gives the warrior the same bonuses without penalties. Their number of attacks per round are set to 10 for one round. Requires: Whirlwind Attack | Greater Whirlwind Attack (Innate) Range: Contact Duration: 1 round Casting time: 0 Area of Effect: Caster Saving Throw: None Greater Whirlwind Attack A more powerful version of the Whirlwind Attack, Greater Whirlwind gives the warrior the same bonuses without penalties. Their number of attacks per round are set to 10 for one round. Requires: Whirlwind Attack STATISTICS: - Attacks per round: Set to 5 - Double the movement speed and the number of attacks per round |
SPCL902 Deathblow | Deathblow The Deathblow ability allows the warrior to blow through the defenses of any lesser creature. For the next 2 rounds, any creature of 10th level or lower is instantly killed when struck by the warrior. | Deathblow (Innate) Range: Contact Duration: 2 rounds Casting time: 0 Area of Effect: Caster Saving Throw: None Deathblow The Deathblow ability allows the warrior to blow through the defenses of any lesser creature. For the next 2 rounds, any creature of 10th level or lower is instantly killed when struck by the warrior. STATISTICS: - For each successful attack; Instantly slays the target (of level 10 or lower) |
SPCL903 Greater Deathblow | Greater Deathblow Like Deathblow, this ability allows the warrior to vanquish lesser foes with a single blow. For the next 2 rounds, any creature of 12th level or lower is instantly killed when struck by the warrior. Requires: Deathblow | Greater Deathblow (Innate) Range: Contact Duration: 2 rounds Casting time: 0 Area of Effect: Caster Saving Throw: None Greater Deathblow Like Deathblow, this ability allows the warrior to vanquish lesser foes with a single blow. For the next 2 rounds, any creature of 12th level or lower is instantly killed when struck by the warrior. Requires: Deathblow STATISTICS: - For each successful attack; Instantly slays the target (of level 12 or lower) |
SPCL904 Resist Magic | Resist Magic This ability allows the warrior to temporarily tap a great inner strength and fight off the effects of malevolent magic. For 4 rounds, the warrior's Magic Resistance is set to 50%. This is not cumulative with other forms of Magic Resistance, so if the warrior already has 50% Magic Resistance or greater, the ability is useless. | Resist Magic (Innate - Alteration) Range: Contact Duration: 4 rounds Casting time: 0 Area of Effect: Caster Saving Throw: None Resist Magic This ability allows the warrior to temporarily tap a great inner strength and fight off the effects of malevolent magic. For 4 rounds, the warrior's Magic Resistance is set to 50%. This is not cumulative with other forms of Magic Resistance, so if the warrior already has 50% Magic Resistance or greater, the ability is useless. STATISTICS: - Change the Magic Resistance of the target to 50% |
SPCL905 Critical Strike | Critical Strike A high-level warrior's intimate knowledge of vital spots on opponents allows | Critical Strike (Innate) Range: Contact Duration: 1 round Casting time: 0 Area of Effect: Caster Saving Throw: None Critical Strike A high-level warrior's intimate knowledge of vital spots on opponents allows |
SPCL906 Power Attack | Power Attack A Power Attack allows the warrior to strike blows so forceful that they stun an opponent for 2 rounds if the opponent fails a Save vs. Death at a -4 penalty. The ability lasts for 2 rounds. | Power Attack (Innate) Range: Contact Duration: 2 rounds Casting time: 0 Area of Effect: Caster Saving Throw: None Power Attack A Power Attack allows the warrior to strike blows so forceful that they stun an opponent for 2 rounds if the opponent fails a Save vs. Death at a -4 penalty. The ability lasts for 2 rounds. STATISTICS: - For each successful attack by the target; Stuns the target for 2 rounds (save vs. Death at -4 neg.) |
SPCL907 Hardiness | Hardiness Calling upon hidden reserves of strength during times of danger, a warrior can use the Hardiness ability to gain 40% resistance to all forms of physical damage. The ability lasts for 1 round for every 2 levels of the warrior. This ability does not stack with Defensive Stance. | Hardiness (Innate - Alteration) Range: Contact Duration: 1 round/2 levels Casting time: 0 Area of Effect: Caster Saving Throw: None Hardiness Calling upon hidden reserves of strength during times of danger, a warrior can use the Hardiness ability to gain 40% resistance to all forms of physical damage. The ability lasts for 1 round for every 2 levels of the warrior. This ability does not stack with Defensive Stance. STATISTICS: - Physical Damage Resistance: +40% (not cumulative) |
SPCL908 War Cry | War Cry With a War Cry, the warrior emits a powerful and frightening yell that will panic all opponents in a 15-ft. radius if they don't make their Save vs. Spell. | War Cry (Innate) Range: Contact Duration: 1 turn Casting time: 0 Area of Effect: Enemies within a radius of 15 feet around of the caster Saving Throw: Spells (Neg.) War Cry With a War Cry, the warrior emits a powerful and frightening yell that will panic all opponents in a 15-ft. radius if they don't make their Save vs. Spell. STATISTICS: - Inflicts Horror on the target |
SPCL909 Smite | Smite With the Smite ability, the warrior gains the ability to strike a mighty blow, knocking an opponent back for a considerable distance and stunning the opponent for 1 round. All attacks made in the first round are critical hits. The ability lasts for 2 rounds. Large creatures such as a dragons or giants will not be knocked back or stunned. Requires: Power Attack, Critical Strike | Smite (Innate) Range: Contact Duration: Special Casting time: 0 Area of Effect: Caster Saving Throw: None Smite With the Smite ability, the warrior gains the ability to strike a mighty blow, knocking an opponent back for a considerable distance and stunning the opponent for 1 round. All attacks made in the first round are critical hits. The ability lasts for 2 rounds. Large creatures such as a dragons or giants will not be knocked back or stunned. Requires: Power Attack, Critical Strike STATISTICS: - Critical Hit Chance: +100% for 1 round - For each successful attack for 2 rounds; Stuns the target for 1 round - For each successful attack for 2 rounds; Knock down the target 30 feet away from the caster for 2 seconds |
SPCL910 Set Spike Trap | Set Spike Trap This ability allows the rogue to set a powerful spring-loaded spike trap that does 20d6 damage to the unsuspecting creature that sets it off. | Set Spike Trap (Innate) Range: Contact Duration: Instant Casting time: 0 Area of Effect: Point in the visual range of the caster Saving Throw: None Set Spike Trap This ability allows the rogue to set a powerful spring-loaded spike trap that does 20d6 damage to the unsuspecting creature that sets it off. STATISTICS: - Set a trap |
SPCL911 Set Exploding Trap | Set Exploding Trap This ability allows the rogue to set a powerful trap that unleashes a fireball which causes 10d6 damage (Save vs. Spell for half damage) and will knock its victims off their feet. | Set Exploding Trap (Innate) Range: Contact Duration: Instant Casting time: 0 Area of Effect: Point in the visual range of the caster Saving Throw: None Set Exploding Trap This ability allows the rogue to set a powerful trap that unleashes a fireball which causes 10d6 damage (Save vs. Spell for half damage) and will knock its victims off their feet. STATISTICS: - Set a trap |
SPCL912 Set Time Trap | Set Time Trap This ability allows the rogue to set a magical trap that casts a weaker version of the high-level Time Stop spell. For 10 seconds, the flow of time slows for all but the rogue. Often, a rogue will use this trap to get behind an opponent for a free attack. | Set Time Trap (Innate) Range: Contact Duration: Instant Casting time: 0 Area of Effect: Point in the visual range of the caster Saving Throw: None Set Time Trap This ability allows the rogue to set a magical trap that casts a weaker version of the high-level Time Stop spell. For 10 seconds, the flow of time slows for all but the rogue. Often, a rogue will use this trap to get behind an opponent for a free attack. STATISTICS: - Set a trap |
SPCL913 Evasion | Evasion A rogue's natural sense of preservation becomes heightened with the use of the Evasion ability. Evasion gives a bonus of 4 to AC and 2 to all Saving Throws. The effect lasts for 3 rounds. | Evasion (Innate - Alteration) Range: Contact Duration: 3 rounds Casting time: 0 Area of Effect: Caster Saving Throw: None A rogue's natural sense of preservation becomes heightened with the use of the Evasion ability. Evasion gives a bonus of 4 to AC and 2 to all Saving Throws. The effect lasts for 3 rounds. STATISTICS: - Armor Class: +4 - Saving Throws: +2 |
SPCL914 Greater Evasion | Greater Evasion A more powerful version of Evasion, this ability improves Armor Class by 6 and Saving Throws by 3. In addition, Greater Evasion allows the rogue to move so quickly that | Greater Evasion (Innate - Alteration) Range: Contact Duration: 5 rounds Casting time: 0 Area of Effect: Caster Saving Throw: None A more powerful version of Evasion, this ability improves Armor Class by 6 and Saving Throws by 3. In addition, Greater Evasion allows the rogue to move so quickly that |
SPCL915 Use Any Item | Use Any Item Rogues take pride in their ability to adapt and make clever use of whatever is at hand. This ability is an extension of that basic skill. Once learned, the effect is permanent. The ability allows the rogue to use any item, even items that are typically restricted to one class. This allows the rogue to use everything from wands and scrolls to mighty weapons that none but a warrior could otherwise use. | Use Any Item (Innate - Alteration) Range: Contact Duration: Instant Casting time: 0 Area of Effect: Caster Saving Throw: None Use Any Item Rogues take pride in their ability to adapt and make clever use of whatever is at hand. This ability is an extension of that basic skill. Once learned, the effect is permanent. The ability allows the rogue to use any item, even items that are typically restricted to one class. This allows the rogue to use everything from wands and scrolls to mighty weapons that none but a warrior could otherwise use. STATISTICS: - Allows use of any object (if ability scores are sufficient) |
SPCL916 Assassination | Assassination Using every clever trick an experienced Thief has learned in countless battles, this ability allows every strike in the next round to act as a backstab, using the Thief's existing backstab modifier to determine damage. | Assassination (Innate - Alteration) Range: Contact Duration: 1 round Casting time: 0 Area of Effect: Caster Saving Throw: None Assassination Using every clever trick an experienced Thief has learned in countless battles, this ability allows every strike in the next round to act as a backstab, using the Thief's existing backstab modifier to determine damage. STATISTICS: - Transforms any hit into a Backstab (if allowed by the weapon) |
SPCL917 Avoid Death | Avoid Death With extraordinary effort, a high-level rogue can avoid almost certain death. The effect lasts for 5 rounds, and during this time, the rogue's Save vs. Death receives a bonus of 5, Hit Points are increased by 20, and the rogue becomes immune to death magic. | Avoid Death (Innate - Alteration) Range: Contact Duration: 5 rounds Casting time: 0 Area of Effect: Caster Saving Throw: None Avoid Death With extraordinary effort, a high-level rogue can avoid almost certain death. The effect lasts for 5 rounds, and during this time, the rogue's Save vs. Death receives a bonus of 5, Hit Points are increased by 20, and the rogue becomes immune to death magic. STATISTICS: - Saving Throws: +5 vs. Death (not cumulative) - Hit points: +20 (not cumulative) - Protects from magical death, imprisonment, instant death, petrification, level drain and disintegrate |
SPCL918 Alchemy | Alchemy With cleverness innate to the class, an experienced rogue has seen enough potions in his or her adventuring career to simulate the creation of one. With the Alchemy skill, the rogue can create one of eight types of potions once per day. The potions a rogue can create are randomly chosen from the following list: 1) Potion of Master Thievery 2) Potion of Perception 3) Potion of Extra Healing 4) Potion of Superior Healing 5) Potion of Regeneration 6) Antidote 7) Oil of Speed 8) Potion of Frost Giant Strength (only useable by Thieves or Bards) | Alchemy (Innate - Alteration) Range: Contact Duration: Instant Casting time: 0 Area of Effect: Caster Saving Throw: None Alchemy With cleverness innate to the class, an experienced rogue has seen enough potions in his or her adventuring career to simulate the creation of one. With the Alchemy skill, the rogue can create one of eight types of potions once per day. The potions a rogue can create are randomly chosen from the following list: 1) Potion of Master Thievery 2) Potion of Perception 3) Potion of Extra Healing 4) Potion of Superior Healing 5) Potion of Regeneration 6) Antidote 7) Oil of Speed 8) Potion of Frost Giant Strength (only useable by Thieves or Bards) STATISTICS: - 13% chance to create 1 "Oil of Speed" in the caster's inventory - 13% chance to create 1 "Antidote" in the caster's inventory - 13% chance to create 1 "Potion of Extra Healing" in the caster's inventory - 13% chance to create 1 "Potion of Perception" in the caster's inventory - 13% chance to create 1 "Potion of Master Thievery" in the caster's inventory - 12% chance to create 1 "Potion of Regeneration" in the caster's inventory - 12% chance to create 1 "Potion of Superior Healing" in the caster's inventory - 11% chance to create 1 "Rogue's Potion of Frost Giant Strength" in the caster's inventory |
SPCL919 Scribe Scrolls | Scribe Scrolls This ability allows a rogue to create low- and mid-level spell scrolls. The scrolls that the rogue can create are randomly chosen from the following list: 1) Magic Missile 2) Haste 3) Fireball 4) Dispel Magic 5) Dire Charm 6) Invisibility 7) Cone of Cold 8) Monster Summoning II 9) Monster Summoning III Requires: Use Any Item | Scribe Scrolls (Innate - Alteration) Range: Contact Duration: Instant Casting time: 0 Area of Effect: Caster Saving Throw: None Scribe Scrolls This ability allows a rogue to create low- and mid-level spell scrolls. The scrolls that the rogue can create are randomly chosen from the following list: 1) Magic Missile 2) Haste 3) Fireball 4) Dispel Magic 5) Dire Charm 6) Invisibility 7) Cone of Cold 8) Monster Summoning II 9) Monster Summoning III Requires: Use Any Item STATISTICS: - 12% chance to create 1 "Magic Missile" in the caster's inventory - 11% chance to create 1 "Monster Summoning III" in the caster's inventory - 11% chance to create 1 "Monster Summoning II" in the caster's inventory - 11% chance to create 1 "Cone of Cold" in the caster's inventory - 11% chance to create 1 "Invisibility" in the caster's inventory - 11% chance to create 1 "Dire Charm" in the caster's inventory - 11% chance to create 1 "Dispel Magic" in the caster's inventory - 11% chance to create 1 "Fireball" in the caster's inventory - 11% chance to create 1 "Haste" in the caster's inventory |
SPCL920 Enhanced Bard Song | Enhanced Bard Song This is a powerful aid to both the Bard and to | Enhanced Bard Song (Innate) Range: Contact Duration: Instant Casting time: 0 Area of Effect: 1 creature Saving Throw: None Enhanced Bard Song This is a powerful aid to both the Bard and to |
SPCL921 Magic Flute | Magic Flute This ability creates a magic flute made of pure magical energy. When played, the flute can be used to cast the following spells: Resist Fear (Party) – 1 charge Globe of Invulnerability – 1 charge Delayed Blast Fireball – 3 charges The spell-like abilities on the Flute are used in the same way that a wand's powers are used. The Flute lasts for 1 day. | Magic Flute (Innate - Alteration) Range: Contact Duration: 1 second Casting time: 0 Area of Effect: Caster Saving Throw: None Magic Flute This ability creates a magic flute made of pure magical energy. When played, the flute can be used to cast the following spells: Resist Fear (Party) – 1 charge Globe of Invulnerability – 1 charge Delayed Blast Fireball – 3 charges The spell-like abilities on the Flute are used in the same way that a wand's powers are used. The Flute lasts for 1 day. STATISTICS: - Creates 1 "Magic Flute" in the caster's inventory |
SPCL922 Tracking | Tracking With an intimate knowledge of | Tracking (Innate) Range: Contact Duration: Instant Casting time: 0 Area of Effect: Caster Saving Throw: None Tracking With an intimate knowledge of |
SPCL923 Summon Deva | Summon Deva (Conjuration/Summoning) Level: Quest Range: 120 ft. Duration: 4 rounds + 1 round/level Casting Time: 5 Area of Effect: Special Saving Throw: None This spell opens a celestial gate and calls forth an angelic deva to fight at the caster's side until the spell expires or the deva's earthly avatar is slain. | Summon Deva (Innate - Conjuration) Range: 40 feet Duration: 4 rounds + 1 round/level Casting time: 5 Area of Effect: Point in the visual range of the caster Saving Throw: None This spell opens a celestial gate and calls forth an angelic deva to fight at the caster's side until the spell expires or the deva's earthly avatar is slain. STATISTICS: - Summon a Deva |
SPCL928 Extra Level 6 Spell | Choosing this ability allows the wizard to cast one additional Level 6 spell. | Extra Level 6 Spell (Innate - Alteration) Range: Contact Duration: Instant Casting time: 0 Area of Effect: Caster Saving Throw: None Choosing this ability allows the wizard to cast one additional Level 6 spell. STATISTICS: - Can memorise an extra 6th level wizard spell |
SPCL929 Extra Level 7 Spell | Choosing this ability allows the wizard to cast one additional Level 7 spell. | Extra Level 7 Spell (Innate - Alteration) Range: Contact Duration: Instant Casting time: 0 Area of Effect: Caster Saving Throw: None Choosing this ability allows the wizard to cast one additional Level 7 spell. STATISTICS: - Can memorise an extra 7th level wizard spell |
SPCL930 Extra Level 8 Spell | Choosing this ability allows the wizard to cast one additional Level 8 spell. | Extra Level 8 Spell (Innate - Alteration) Range: Contact Duration: Instant Casting time: 0 Area of Effect: Caster Saving Throw: None Choosing this ability allows the wizard to cast one additional Level 8 spell. STATISTICS: - Can memorise an extra 8th level wizard spell |
SPCL935 Summon Fallen Deva | Summon Fallen Deva (Conjuration/Summoning) Level: Quest Range: 120 ft. Duration: 4 rounds + 1 round/level Casting Time: 5 Area of Effect: Special Saving Throw: None This spell opens an abyssal gate and calls forth a demonic deva to fight at the caster's side until the spell expires or the deva's earthly avatar is slain. | Summon Fallen Deva (Innate - Conjuration) Range: 40 feet Duration: 4 rounds + 1 round/level Casting time: 5 Area of Effect: Point in the visual range of the caster Saving Throw: None This spell opens an abyssal gate and calls forth a demonic deva to fight at the caster's side until the spell expires or the deva's earthly avatar is slain. STATISTICS: - Summon a Fallen Deva |
SPCL936 Shadow Twin | Shadow Twin This ability creates an almost exact duplicate of the Shadowdancer for 2 turns. The duplicate is created at 60% of the level at which the Shadowdancer is currently on. It has all the abilities that the Shadowdancer would have at that level. It also has 60% of the Hit Points of the Shadowdancer. The duplicate is fully under the control of the Shadowdancer. | Shadow Twin (Innate) Range: Contact Duration: 1 turn Casting time: 1 Area of Effect: Caster Saving Throw: None Shadow Twin This ability creates an almost exact duplicate of the Shadowdancer for 2 turns. The duplicate is created at 60% of the level at which the Shadowdancer is currently on. It has all the abilities that the Shadowdancer would have at that level. It also has 60% of the Hit Points of the Shadowdancer. The duplicate is fully under the control of the Shadowdancer. STATISTICS: - Protects from Shadow Twin spell - Creates a simulacra of the caster possessing 60% of its level, it can attack and cast spells |
SPCL937 Shadow Maze | Shadow Maze This ability opens a temporary gateway to a small pocket within the Plane of Shadow. All enemies within 7 feet of the Shadowdancer must make a Save vs. Spell at a -4 penalty or become trapped inside a shadowy labyrinth as per the Maze spell. | Shadow Maze (Innate) Range: Contact Duration: Instant Casting time: 1 Area of Effect: Enemies within a radius of 7 feet around of the caster Saving Throw: Spells at -4 (Neg.) Shadow Maze This ability opens a temporary gateway to a small pocket within the Plane of Shadow. All enemies within 7 feet of the Shadowdancer must make a Save vs. Spell at a -4 penalty or become trapped inside a shadowy labyrinth as per the Maze spell. STATISTICS: - Vanishes the target into the shifting labyrinth, duration depends on Intelligence after 4 seconds |
SPCL938 Shadow Form | Shadow Form This ability temporarily transposes some of the user's tissue with shadow-material, making the subject partially incorporeal. For the next 5 rounds, all physical attacks directed against the Shadowdancer only deal 50% of their normal damage. During this time, the Shadowdancer is also under the effects of Improved Invisibility and cannot be directly targeted by spells. | Shadow Form (Innate) Range: Contact Duration: 5 rounds Casting time: 0 Area of Effect: Caster Saving Throw: None Shadow Form This ability temporarily transposes some of the user's tissue with shadow-material, making the subject partially incorporeal. For the next 5 rounds, all physical attacks directed against the Shadowdancer only deal 50% of their normal damage. During this time, the Shadowdancer is also under the effects of Improved Invisibility and cannot be directly targeted by spells. STATISTICS: - Physical Damage Resistance: +50% (not cumulative) - Improved invisibility (not cumulative) |
SPCL940 Spirit Form | Spirit Form Range: 0 Duration: 5 rounds Casting Time: 1 Area of Effect: The caster Saving Throw: None The shaman slips into a space between the spirit world and the material plane, rendering them partially incorporeal. For the next 5 rounds, all physical attacks directed against the shaman deal 50% of their normal damage. During this time, the shaman is also under the effects of Improved Invisibility and cannot be directly targeted by spells. | Spirit Form (Innate) Range: Contact Duration: 5 rounds Casting time: 1 Area of Effect: Caster Saving Throw: None The shaman slips into a space between the spirit world and the material plane, rendering them partially incorporeal. For the next 5 rounds, all physical attacks directed against the shaman deal 50% of their normal damage. During this time, the shaman is also under the effects of Improved Invisibility and cannot be directly targeted by spells. STATISTICS: - Physical Damage Resistance: +50% (not cumulative) - Improved invisibility (not cumulative) |
SPCL941 Favored of the Spirits | Favored of the Spirits Range: 0 Duration: 1 hour Casting Time: 9 Area of Effect: The caster Saving Throw: None This powerful rite shields the Shaman from death for 1 hour or until discharged. While under the protection of this rite, the Shaman is immune to all forms of death magic. In addition, if the Shaman is reduced below 10% Hit Points and the rite is active, the Shaman instantly receives the benefit of a Heal spell. The rite's protection (including the immunity to death) is completely discharged once the Heal spell is triggered. Requires: Spirit Form | Favored of the Spirits (Innate) Range: Contact Duration: 1 hour Casting time: 9 Area of Effect: Caster Saving Throw: None This powerful rite shields the Shaman from death for 1 hour or until discharged. While under the protection of this rite, the Shaman is immune to all forms of death magic. In addition, if the Shaman is reduced below 10% Hit Points and the rite is active, the Shaman instantly receives the benefit of a Heal spell. The rite's protection (including the immunity to death) is completely discharged once the Heal spell is triggered. Requires: Spirit Form STATISTICS: - Hit points cannot fall below 1 - Protects from magical death, imprisonment, instant death, petrification and disintegrate - When the wearer's hit points fall below 10%; Instantly cast Heal on the wearer (not cumulative) |
SPCRYO01 Cone of Cold | Cone of Cold (Evocation) Level: 5 Range: 0 Duration: Instant Casting Time: 5 Area of Effect: 18-ft. cone with 90-deg. arc Saving Throw: 1/2 When this spell is cast, it generates a cone-shaped area of extreme cold originating at the wizard's hand and extending outward in a cone 18 ft. long with a 90-deg. arc. It drains heat and causes 1d4+1 points of damage per level of the caster. For example, a 10th-level wizard would cast a cone of cold causing 10d4+10 points of damage. | Cone of Cold (Wizard - Invocation) Level: 5 Range: 12 feet Duration: Instant Casting time: 5 Area of Effect: 17 feet cone on a 90° arc Saving Throw: Spells (1/2) When this spell is cast, it generates a cone-shaped area of extreme cold originating at the wizard's hand and extending outward in a cone 18 ft. long with a 90-deg. arc. It drains heat and causes 1d4+1 points of damage per level of the caster. For example, a 10th-level wizard would cast a cone of cold causing 10d4+10 points of damage. STATISTICS: - Inflicts 20d4 +20 cold damage to the target |
SPCRYOD Fire Shield (Blue) | Fireshield (Blue) (Evocation) Level: 4 Range: 0 Duration: 3 rounds + 1 round/level Casting Time: 4 Area of Effect: The caster Saving Throw: None The blue Fireshield protects the user from cold damage by surrounding the caster with a shield of ice flame. This shield not only grants the user 50% Cold Resistance, but also protects the caster from attacks made within a 5-ft. radius around the caster. An opponent that hits the caster with any weapons or spells within this radius suffers 1d8+2 cold damage. | Fire Shield (Blue) (Wizard - Invocation) Level: 4 Range: 6 feet Duration: Instant Casting time: 3 Area of Effect: 1 creature Saving Throw: None The blue Fireshield protects the user from cold damage by surrounding the caster with a shield of ice flame. This shield not only grants the user 50% Cold Resistance, but also protects the caster from attacks made within a 5-ft. radius around the caster. An opponent that hits the caster with any weapons or spells within this radius suffers 1d8+2 cold damage. STATISTICS: - Inflicts 1d12 +8 cold damage to the target |
SPCTMD01 Fireball | Fireball (Evocation) Level: 3 Range: 40 ft. Duration: Instant Casting Time: 3 Area of Effect: 15-ft. radius Saving Throw: 1/2 A Fireball is an explosive burst of flame, which detonates with a low roar and delivers damage proportional to the level of the wizard who cast it—1d6 points of damage for each level of experience of the caster (up to a maximum of 10d6). The wizard points | Fireball (Wizard - Invocation) Level: 3 Range: 40 feet Duration: Instant Casting time: 3 Area of Effect: radius of 15 feet Saving Throw: Spells (1/2) A Fireball is an explosive burst of flame, which detonates with a low roar and delivers damage proportional to the level of the wizard who cast it—1d6 points of damage for each level of experience of the caster (up to a maximum of 10d6). The wizard points |
SPDD03 Breath Weapon | Breath Weapon The character breathes a gout of flame up to 30 ft. long, inflicting 3d8 points of fire damage on all creatures caught within the 140-degree cone. The flames deal an additional 1d8 points of fire damage at level 6 and every three levels thereafter, up to a maximum of 8d8 total damage at 18th level. | Breath Weapon (Innate) Range: 30 feet Duration: 2 seconds Casting time: 1 Area of Effect: 25 feet cone on a 140° arc Saving Throw: None Breath Weapon The character breathes a gout of flame up to 30 ft. long, inflicting 3d8 points of fire damage on all creatures caught within the 140-degree cone. The flames deal an additional 1d8 points of fire damage at level 6 and every three levels thereafter, up to a maximum of 8d8 total damage at 18th level. STATISTICS: - Inflicts 2d8 + 1d8 fire damage per 3 levels/18 to the target - Pause the caster |
SPDM101 Blindness | Blindness (Illusion/Phantasm) Level: 1 Range: 40 ft. Duration: 2 hours Casting Time: 2 Area of Effect: 1 creature Saving Throw: Neg. This 1st-level spell temporarily blinds its target. A Saving Throw is allowed and, if successful, there are no harmful effects. If a victim is blinded, | Blindness (Innate - Illusion) Range: 30 feet Duration: 2 hours Casting time: 2 Area of Effect: 1 creature Saving Throw: Spells (Neg.) This 1st-level spell temporarily blinds its target. A Saving Throw is allowed and, if successful, there are no harmful effects. If a victim is blinded, |
SPDM102 Blur | Blur (Illusion/Phantasm) Level: 2 Range: 0 Duration: 4 rounds + 2 rounds/level Casting Time: 2 Area of Effect: The caster Saving Throw: None When a Blur spell is cast, the wizard causes the outline of | Blur (Innate - Illusion) Range: Contact Duration: 4 rounds + 2 rounds/level Casting time: 2 Area of Effect: Caster Saving Throw: None When a Blur spell is cast, the wizard causes the outline of |
SPDM103 Ghoul Touch | Ghoul Touch (Necromancy) Level: 2 Range: 0 Duration: 5 rounds Casting Time: 1 Area of Effect: The caster Saving Throw: Neg. When the caster completes this spell, a red glow encompasses | Ghoul Touch (Innate - Necromancy) Range: Contact Duration: 5 rounds Casting time: 1 Area of Effect: Caster Saving Throw: None When the caster completes this spell, a red glow encompasses |
SPDM105 Frozen Fist | Frozen Fist When this ability is activated, the Dark Moon Monk's fists are wreathed in a frosty shell. For 1 turn, the Dark Moon Monk's unarmed attacks deal an additional 2 points of cold damage on each successful hit. | Frozen Fist (Innate - Necromancy) Range: Contact Duration: 1 turn Casting time: 1 Area of Effect: Caster Saving Throw: None Frozen Fist When this ability is activated, the Dark Moon Monk's fists are wreathed in a frosty shell. For 1 turn, the Dark Moon Monk's unarmed attacks deal an additional 2 points of cold damage on each successful hit. STATISTICS: - For each successful melee attack; Inflicts 3 cold damage to the target (effective if the source is disarmed) |
SPDM106 Mirror Image | Mirror Image (Illusion/Phantasm) Level: 2 Range: 0 Duration: 3 rounds + 1 round/level Casting Time: 1 Area of Effect: Special Saving Throw: None When a Mirror Image spell is invoked, the caster causes from 2 to 8 exact duplicates of | Mirror Image (Innate - Illusion) Range: Contact Duration: 3 rounds + 1 round/level Casting time: 1 Area of Effect: Caster Saving Throw: None When a Mirror Image spell is invoked, the caster causes from 2 to 8 exact duplicates of |
SPDM108 Vampiric Touch | Vampiric Touch (Necromancy) Level: 3 Range: Touch Duration: Instant Casting Time: 3 Area of Effect: 1 creature Saving Throw: None When this spell is cast, the target loses 1d6 Hit Points for every 2 caster levels, to a maximum drain of 6d6 for a 12th-level caster. These Hit Points are added to the caster's current Hit Points, with any Hit Points over the caster's normal maximum treated as temporary additional Hit Points. The temporary Hit Points last for 1 hour. Note: This spell may not be cast multiple times to radically increase the caster's maximum Hit Points. | Vampiric Touch (Innate - Necromancy) Range: Contact Duration: Instant Casting time: 3 Area of Effect: 1 creature Saving Throw: None When this spell is cast, the target loses 1d6 Hit Points for every 2 caster levels, to a maximum drain of 6d6 for a 12th-level caster. These Hit Points are added to the caster's current Hit Points, with any Hit Points over the caster's normal maximum treated as temporary additional Hit Points. The temporary Hit Points last for 1 hour. Note: This spell may not be cast multiple times to radically increase the caster's maximum Hit Points. STATISTICS: Between level 1 and 5 - Drains 1d6 magic damage to the target for 1 hour (not cumulative) (Ineffective against the wearer, the undead and the golems) Between level 6 and 7 - Drains 3d6 magic damage to the target for 1 hour (not cumulative) (Ineffective against the wearer, the undead and the golems) Between level 8 and 9 - Drains 4d6 magic damage to the target for 1 hour (not cumulative) (Ineffective against the wearer, the undead and the golems) Between level 10 and 11 - Drains 5d6 magic damage to the target for 1 hour (not cumulative) (Ineffective against the wearer, the undead and the golems) From level 12 - Drains 6d6 magic damage to the target for 1 hour (not cumulative) (Ineffective against the wearer, the undead and the golems) |
SPDR101 Chromatic Orb | Chromatic Orb (Evocation) Level: 1 Range: 90 ft. Duration: Special Casting Time: 1 Area of Effect: 1 creature Saving Throw: Special This spell causes a 2-ft. diameter sphere to appear in the caster's hand. When thrown, the sphere heads unerringly to its target. The effect the orb has upon the target varies with the level of the caster. Each orb will do damage to the target against which there is no save and an effect against which the target must save vs. Spell with a +6 bonus: 1st Level: 1d4 damage and blinds the target for 1 round. 2nd Level: 1d4 damage and inflicts pain (-1 penalty to Strength, Dexterity, AC, and THAC0) upon the victim. 3rd Level: 1d6 damage and burns the victim for an additional 1d8 damage. 4th Level: 1d6 damage and blinds the target for 1 turn. 5th Level: 1d8 damage and stuns the target for 3 rounds. 6th Level: 1d8 damage and causes weakness (-4 penalty to THAC0) in the victim. 7th Level: 1d10 damage and paralyzes the victim for 2 turns. 10th Level: 1d12 acid damage and turns the victim to stone. 12th Level: 2d8 acid damage and instantly kills the victim. NOTE: The victim saves vs. Spell with a +6 bonus against all the effects and gets no save against the damage. | Chromatic Orb (Priest/Druid - Invocation) Level: 1 Range: 90 feet Duration: Special Casting time: 1 Area of Effect: 1 creature Saving Throw: Special This spell causes a 2-ft. diameter sphere to appear in the caster's hand. When thrown, the sphere heads unerringly to its target. The effect the orb has upon the target varies with the level of the caster. Each orb will do damage to the target against which there is no save and an effect against which the target must save vs. Spell with a +6 bonus: 1st Level: 1d4 damage and blinds the target for 1 round. 2nd Level: 1d4 damage and inflicts pain (-1 penalty to Strength, Dexterity, AC, and THAC0) upon the victim. 3rd Level: 1d6 damage and burns the victim for an additional 1d8 damage. 4th Level: 1d6 damage and blinds the target for 1 turn. 5th Level: 1d8 damage and stuns the target for 3 rounds. 6th Level: 1d8 damage and causes weakness (-4 penalty to THAC0) in the victim. 7th Level: 1d10 damage and paralyzes the victim for 2 turns. 10th Level: 1d12 acid damage and turns the victim to stone. 12th Level: 2d8 acid damage and instantly kills the victim. NOTE: The victim saves vs. Spell with a +6 bonus against all the effects and gets no save against the damage. STATISTICS: At level 1 - Blinds the target for 1 round (save vs. Spells at +6 neg.) Between level 1 and 2 - Inflicts 1d4 magic damage to the target At level 2 - Armor Class of the target: -1 for 10 seconds (save vs. Spells at +6 neg.) - Reduces the THAC0 of the target by 1 for 10 seconds (save vs. Spells at +6 neg.) - Reduces the Strength of the target by 1 for 10 seconds (save vs. Spells at +6 neg.) - Reduces the Dexterity of the target by 1 for 10 seconds (save vs. Spells at +6 neg.) At level 3 - Inflicts 1d8 fire damage to the target (save vs. Spells at +6 neg.) Between level 3 and 4 - Inflicts 1d6 magic damage to the target At level 4 - Blinds the target for 1 turn (save vs. Spells at +6 neg.) At level 5 - Stuns the target for 3 rounds (save vs. Spells at +6 neg.) Between level 5 and 6 - Inflicts 1d8 magic damage to the target At level 6 - Reduces the THAC0 of the target by 4 for 1 turn (save vs. Spells at +6 neg.) Between level 7 and 9 - Inflicts 1d10 magic damage to the target - Stuns the target for 2 turns (save vs. Spells at +6 neg.) Between level 10 and 11 - Inflicts 1d12 acid damage to the target - Transmutes the target to stone (save vs. Spells at +6 neg.) From level 12 - Inflicts 2d8 acid damage to the target - Instantly slays the target (save vs. Spells at +6 neg.) |
SPDR201 Web | Web (Evocation) Level: 2 Range: 40 ft. Duration: 1 turn Casting Time: 2 Area of Effect: 15-ft. radius Saving Throw: Neg. A Web spell creates a many-layered mass of strong, sticky strands similar to spider webs but far larger and tougher. The Web spell covers a maximum area of about 15 ft. in radius (roughly the same size as a Fireball). Creatures caught within webs, or simply touching them, become stuck among the gluey fibers. Anyone in the area when the spell is cast must roll a Saving Throw vs. Spell with a -2 penalty. If the Saving Throw is successful, then the creature is free to move out of the area. A failed Saving Throw means the creature is stuck in the webs unable to move. Each round that a creature remains in the web, it must make a Saving Throw or be unable to move. | Web (Priest/Druid - Invocation) Level: 2 Range: 40 feet Duration: 7 seconds Casting time: 2 Area of Effect: radius of 15 feet Saving Throw: Spells at -2 (Neg.) A Web spell creates a many-layered mass of strong, sticky strands similar to spider webs but far larger and tougher. The Web spell covers a maximum area of about 15 ft. in radius (roughly the same size as a Fireball). Creatures caught within webs, or simply touching them, become stuck among the gluey fibers. Anyone in the area when the spell is cast must roll a Saving Throw vs. Spell with a -2 penalty. If the Saving Throw is successful, then the creature is free to move out of the area. A failed Saving Throw means the creature is stuck in the webs unable to move. Each round that a creature remains in the web, it must make a Saving Throw or be unable to move. STATISTICS: - Hold the target - Immobilize the target |
SPDR301 Lightning Bolt | Lightning Bolt (Evocation) Level: 3 Range: 70 ft. Duration: Instant Casting Time: 3 Area of Effect: Path of bolt Saving Throw: 1/2 Upon casting this spell, the wizard releases a powerful stroke of electrical energy that inflicts 1d6 points of damage per level of the caster (maximum damage of 10d6) to each creature within its area of effect. A successful Saving Throw vs. Spell reduces this damage to half (round fractions down). If the lightning bolt intersects with a wall, it will bounce until it reaches its full length. | Lightning Bolt (Priest/Druid - Invocation) Level: 3 Range: 10 feet par niveau Duration: Instant Casting time: 3 Area of Effect: 1 creature and any creature within a radius of 180 feet Saving Throw: Spells (1/2) Upon casting this spell, the wizard releases a powerful stroke of electrical energy that inflicts 1d6 points of damage per level of the caster (maximum damage of 10d6) to each creature within its area of effect. A successful Saving Throw vs. Spell reduces this damage to half (round fractions down). If the lightning bolt intersects with a wall, it will bounce until it reaches its full length. STATISTICS: - Inflicts 1d6 electrical damage per level/10 to the target |
SPDR401 Improved Invisibility | Improved Invisibility (Illusion/Phantasm) Level: 4 Range: Touch Duration: 3 rounds + 1 round/level Casting Time: 4 Area of Effect: 1 creature Saving Throw: None This spell is similar to Invisibility, but the recipient is able to attack by missile discharge, melee combat, or spellcasting while remaining unseen. However, telltale traces—a shimmering—allow an observant opponent to attack the invisible spell recipient. These traces are only noticeable when specifically looked for (after the invisible character has made | Improved Invisibility (Priest/Druid - Illusion) Level: 4 Range: Contact Duration: 3 rounds + 1 round/level Casting time: 4 Area of Effect: 1 creature Saving Throw: None This spell is similar to Invisibility, but the recipient is able to attack by missile discharge, melee combat, or spellcasting while remaining unseen. However, telltale traces—a shimmering—allow an observant opponent to attack the invisible spell recipient. These traces are only noticeable when specifically looked for (after the invisible character has made |
SPDR501 Chaos | Chaos (Enchantment/Charm) Level: 5 Range: 35 ft. Duration: 5 rounds + 1 round/6 levels Casting Time: 4 Area of Effect: 15-ft. radius Saving Throw: Special The effects of this spell are identical to the 4th-level spell Confusion in all respects. The victims wander around as if in a daze, sometimes wandering away, sometimes attacking either friend or foe. If the victim is 4th level or lower, | Chaos (Priest/Druid - Enchantment) Level: 5 Range: 35 feet Duration: 5 rounds + 1 round/6 levels Casting time: 4 Area of Effect: Enemies within a radius of 15 feet Saving Throw: Special The effects of this spell are identical to the 4th-level spell Confusion in all respects. The victims wander around as if in a daze, sometimes wandering away, sometimes attacking either friend or foe. If the victim is 4th level or lower, |
SPDR601 Chain Lightning | Chain Lightning (Invocation/Evocation) Level: 6 Range: 40 ft. Duration: Instant Casting Time: 5 Area of Effect: Special Saving Throw: 1/2 When the wizard casts Chain Lightning, arcs of electrical energy burst from | Chain Lightning (Priest/Druid - Invocation) Level: 6 Range: 40 feet Duration: Instant Casting time: 5 Area of Effect: 1 creature and any enemy within a radius of 15 feet Saving Throw: Spells (1/2) When the wizard casts Chain Lightning, arcs of electrical energy burst from |
SPDWD02 Defensive Stance | Defensive Stance For 1 turn, the character gains +50% resistance to all forms of physical damage, a +2 bonus to Saving Throws, and a 50% movement rate penalty. Defensive Stance may not be used in conjunction with Hardiness. | Defensive Stance (Innate) Range: Contact Duration: 1 turn Casting time: 0 Area of Effect: Caster Saving Throw: None For 1 turn, the character gains +50% resistance to all forms of physical damage, a +2 bonus to Saving Throws, and a 50% movement rate penalty. Defensive Stance may not be used in conjunction with Hardiness. STATISTICS: - Saving Throws: +2 (not cumulative) - Movement rate: -50% (not cumulative) - Physical Damage Resistance: +50% (not cumulative) |
SPIMIX01 Flame Strike | Flame Strike (Evocation) Level: 5 Sphere: Combat Range: 40 ft. Duration: Instant Casting Time: 8 Area of Effect: 1 creature Saving Throw: 1/2 When the priest calls down a Flame Strike spell, a vertical column of fire roars downward in the exact location called for by the caster. The target must roll a Saving Throw vs. Spell. Failure means the creature sustains 1d8 points of damage per level of the caster; otherwise, the damage is halved. | Flame Strike (Wizard - Invocation) Level: 1 Range: 40 feet Duration: Instant Casting time: 0 Area of Effect: 1 creature Saving Throw: Spells (1/2) When the priest calls down a Flame Strike spell, a vertical column of fire roars downward in the exact location called for by the caster. The target must roll a Saving Throw vs. Spell. Failure means the creature sustains 1d8 points of damage per level of the caster; otherwise, the damage is halved. STATISTICS: - Inflicts 20d8 fire damage to the target |
SPIN001 Druid Polymorph | Druid Polymorph This ability allows the character to polymorph into a bear or wolf. | Druid Polymorph (Innate) Range: Contact Duration: Instant Casting time: 0 Area of Effect: Caster Saving Throw: None Druid Polymorph This ability allows the character to polymorph into a bear or wolf. STATISTICS: |
SPIN101 Cure Light Wounds | Cure Light Wounds (Necromancy) Level: 1 Sphere: Healing Range: Touch Duration: Permanent Casting Time: 5 Area of Effect: 1 creature Saving Throw: None By casting this spell and laying | Cure Light Wounds (Innate - Necromancy) Range: Contact Duration: Instant Casting time: 1 Area of Effect: 1 creature Saving Throw: None By casting this spell and laying |
SPIN102 Slow Poison | Slow Poison (Necromancy) Level: 2 Sphere: Healing Range: Touch Duration: Instant Casting Time: 1 Area of Effect: 1 creature Saving Throw: None When this spell is placed upon a poisoned individual, it greatly slows the effects of venom, actually neutralizing all but the most deadly poisons. | Slow Poison (Innate - Necromancy) Range: Contact Duration: Instant Casting time: 1 Area of Effect: 1 creature Saving Throw: None When this spell is placed upon a poisoned individual, it greatly slows the effects of venom, actually neutralizing all but the most deadly poisons. STATISTICS: - Neutralizes poisons infecting the target - Sobering up the target |
SPIN103 Draw Upon Holy Might | Draw Upon Holy Might (Invocation) Level: 2 Sphere: Combat Range: 0 Duration: 1 turn Casting Time: 2 Area of Effect: The caster Saving Throw: None The priest calls upon | Draw Upon Holy Might (Innate - Invocation) Range: Contact Duration: 1 turn Casting time: 2 Area of Effect: Caster Saving Throw: None The priest calls upon |
SPIN104 Larloch's Minor Drain | Larloch's Minor Drain (Necromancy) Level: 1 Range: 30 ft. Duration: Special Casting Time: 1 Area of Effect: 1 creature Saving Throw: None With this spell, the wizard drains the life force from a target and adds it to | Larloch's Minor Drain (Innate - Necromancy) Range: 90 feet Duration: Instant Casting time: 1 Area of Effect: 1 creature Saving Throw: None With this spell, the wizard drains the life force from a target and adds it to |
SPIN105 Horror | Horror (Necromancy) Level: 2 Range: 40 ft. Duration: 1 turn Casting Time: 2 Area of Effect: 15-ft. radius Saving Throw: Neg. All enemies within the area of effect when this spell is cast must save vs. Spell or flee in terror. Certain creatures are immune to the effects of fear, including all undead. | Horror (Innate - Necromancy) Range: 30 feet Duration: 3 rounds Casting time: 1 Area of Effect: Enemies within a radius of 15 feet Saving Throw: Spells (Neg.) All enemies within the area of effect when this spell is cast must save vs. Spell or flee in terror. Certain creatures are immune to the effects of fear, including all undead. STATISTICS: - Inflicts Horror on the target |
SPIN106 Vampiric Touch | Vampiric Touch (Necromancy) Level: 3 Range: Touch Duration: Instant Casting Time: 3 Area of Effect: 1 creature Saving Throw: None When this spell is cast, the target loses 1d6 Hit Points for every 2 caster levels, to a maximum drain of 6d6 for a 12th-level caster. These Hit Points are added to the caster's current Hit Points, with any Hit Points over the caster's normal maximum treated as temporary additional Hit Points. The temporary Hit Points last for 1 hour. Note: This spell may not be cast multiple times to radically increase the caster's maximum Hit Points. | Vampiric Touch (Innate - Necromancy) Range: Contact Duration: Instant Casting time: 3 Area of Effect: 1 creature Saving Throw: None When this spell is cast, the target loses 1d6 Hit Points for every 2 caster levels, to a maximum drain of 6d6 for a 12th-level caster. These Hit Points are added to the caster's current Hit Points, with any Hit Points over the caster's normal maximum treated as temporary additional Hit Points. The temporary Hit Points last for 1 hour. Note: This spell may not be cast multiple times to radically increase the caster's maximum Hit Points. STATISTICS: Between level 1 and 5 - Drains 1d6 magic damage to the target for 1 hour (not cumulative) (Ineffective against the wearer, the undead and the golems) Between level 6 and 7 - Drains 3d6 magic damage to the target for 1 hour (not cumulative) (Ineffective against the wearer, the undead and the golems) Between level 8 and 9 - Drains 4d6 magic damage to the target for 1 hour (not cumulative) (Ineffective against the wearer, the undead and the golems) Between level 10 and 11 - Drains 5d6 magic damage to the target for 1 hour (not cumulative) (Ineffective against the wearer, the undead and the golems) From level 12 - Drains 6d6 magic damage to the target for 1 hour (not cumulative) (Ineffective against the wearer, the undead and the golems) |
SPIN107 Shapeshift: Brown Bear | Shapeshift: Brown Bear Strength: 18/00 Dexterity: 12 Base Armor Class: 6 Number of Attacks: 3 Attack Damage: 1d6 (piercing), strikes as +1 weapon Special Abilities: – Increased movement rate | Shapeshift: Brown Bear (Innate) Range: Contact Duration: Instant Casting time: 1 Area of Effect: Caster Saving Throw: None Shapeshift: Brown Bear Strength: 18/00 Dexterity: 12 Base Armor Class: 6 Number of Attacks: 3 Attack Damage: 1d6 (piercing), strikes as +1 weapon Special Abilities: – Increased movement rate STATISTICS: - Transform into Black Bear |
SPIN108 Charm Animal | Charm Animal This spell affects any single animal it is cast upon. The animal is allowed a Saving Throw vs. Spell to negate the effect. If the spell's recipient fails its Saving Throw, it regards the caster as a trusted friend and ally to be heeded and protected. The caster may give it orders, and the charmed animal will carry them out as quickly as possible. If the caster harms—or attempts to harm—the charmed animal by some overt action, or if a Dispel Magic spell is cast upon the charmed animal, the Charm spell is broken. If two or more Charms simultaneously affect a creature, the most recent Charm takes precedence. Note that the subject will be hostile when the Charm expires, regardless of its original attitude. Also note that you cannot have a charmed creature leave the area where it was charmed. | Charm Animal (Innate - Enchantment) Range: Contact Duration: 2 turns Casting time: 1 Area of Effect: 1 creature Saving Throw: Spells (Neg.) This spell affects any single animal it is cast upon. The animal is allowed a Saving Throw vs. Spell to negate the effect. If the spell's recipient fails its Saving Throw, it regards the caster as a trusted friend and ally to be heeded and protected. The caster may give it orders, and the charmed animal will carry them out as quickly as possible. If the caster harms—or attempts to harm—the charmed animal by some overt action, or if a Dispel Magic spell is cast upon the charmed animal, the Charm spell is broken. If two or more Charms simultaneously affect a creature, the most recent Charm takes precedence. Note that the subject will be hostile when the Charm expires, regardless of its original attitude. Also note that you cannot have a charmed creature leave the area where it was charmed. STATISTICS: - Charm the animals (Effective against animals. Ineffective at 91% against elves and at 31% against half elves) |
SPIN109 Lay On Hands | Cure Light Wounds (Necromancy) Level: 1 Sphere: Healing Range: Touch Duration: Permanent Casting Time: 5 Area of Effect: 1 creature Saving Throw: None By casting this spell and laying | Lay On Hands (Innate - Necromancy) Range: Contact Duration: Instant Casting time: 1 Area of Effect: 1 creature Saving Throw: None By casting this spell and laying |
SPIN110 Shapeshift: Wolf | Shapeshift: Wolf Strength: 15 Dexterity: 18 Base Armor Class: 6 Number of Attacks: 2 Attack Damage: 1d8 (piercing), strikes as +1 weapon Special Abilities: – Cold Resistance: 100% – Electrical Resistance: 50% – Magic Cold Resistance: 100% – Increased movement rate | Shapeshift: Wolf (Innate) Range: Contact Duration: Instant Casting time: 1 Area of Effect: Caster Saving Throw: None Shapeshift: Wolf Strength: 15 Dexterity: 18 Base Armor Class: 6 Number of Attacks: 2 Attack Damage: 1d8 (piercing), strikes as +1 weapon Special Abilities: – Cold Resistance: 100% – Electrical Resistance: 50% – Magic Cold Resistance: 100% – Increased movement rate STATISTICS: - Transform into Wolf |
SPIN111 Shapeshift: Black Bear | Shapeshift: Black Bear Strength: 18/00 Dexterity: 12 Base Armor Class: 7 Number of Attacks: 3 Attack Damage: 1d6 (piercing), strikes as +1 weapon Special Abilities: – Increased movement rate | Shapeshift: Black Bear (Innate) Range: Contact Duration: Instant Casting time: 1 Area of Effect: Caster Saving Throw: None Shapeshift: Black Bear Strength: 18/00 Dexterity: 12 Base Armor Class: 7 Number of Attacks: 3 Attack Damage: 1d6 (piercing), strikes as +1 weapon Special Abilities: – Increased movement rate STATISTICS: - Transform into Brown Bear |
SPIN112 Dispel Magic | Remove Magic (Abjuration) Level: 3 Range: 40 ft. Duration: Instant Casting Time: 3 Area of Effect: 15-ft. radius Saving Throw: None This is the combat version of Dispel Magic; it will only affect opponents. A Remove Magic dispels the magical effects upon any enemies within the area. This includes effects given from spells, potions, and certain magical items such as wands. It does not, however, affect enchanted magical items. The chance of the dispel succeeding is determined by the level of the caster and the level of the magic being dispelled. The base chance of successfully dispelling is 50%. For every level that the caster of Remove Magic is above the original caster, | Dispel Magic (Innate - Abjuration) Range: 30 feet Duration: Instant Casting time: 4 Area of Effect: radius of 15 feet Saving Throw: None This is the combat version of Dispel Magic; it will only affect opponents. A Remove Magic dispels the magical effects upon any enemies within the area. This includes effects given from spells, potions, and certain magical items such as wands. It does not, however, affect enchanted magical items. The chance of the dispel succeeding is determined by the level of the caster and the level of the magic being dispelled. The base chance of successfully dispelling is 50%. For every level that the caster of Remove Magic is above the original caster, |
SPIN113 Spiritual Hammer | Spiritual Hammer (Invocation) Level: 2 Sphere: Combat Range: 0 Duration: 3 rounds + 1 round/level Casting Time: 5 Area of Effect: Special Saving Throw: None By calling upon | Spiritual Hammer (Innate - Invocation) Range: Contact Duration: 3 rounds + 1 round/level Casting time: 1 Area of Effect: Caster Saving Throw: None By calling upon |
SPIN114 Summon Dread Wolf | Barkskin (Alteration) Level: 2 Sphere: Protection, Plant Range: Touch Duration: 4 rounds + 1 round/level Casting Time: 5 Area of Effect: 1 creature Saving Throw: None When a priest casts the Barkskin spell upon a creature, its skin becomes as tough as bark, increasing its base Armor Class to 6, plus 1 for every 4 levels of the priest: Armor Class 5 at 4th level, Armor Class 4 at 8th, and so on. In addition, Saving Throws vs. all attack forms except magic gain a +1 bonus. This spell can be placed on the caster or on any other creature | Summon Dread Wolf (Innate - Conjuration) Range: 30 feet Duration: 2 hours Casting time: 5 Area of Effect: Point in the visual range of the caster Saving Throw: None When a priest casts the Barkskin spell upon a creature, its skin becomes as tough as bark, increasing its base Armor Class to 6, plus 1 for every 4 levels of the priest: Armor Class 5 at 4th level, Armor Class 4 at 8th, and so on. In addition, Saving Throws vs. all attack forms except magic gain a +1 bonus. This spell can be placed on the caster or on any other creature |
SPIN115 Summon Ghast | Barkskin (Alteration) Level: 2 Sphere: Protection, Plant Range: Touch Duration: 4 rounds + 1 round/level Casting Time: 5 Area of Effect: 1 creature Saving Throw: None When a priest casts the Barkskin spell upon a creature, its skin becomes as tough as bark, increasing its base Armor Class to 6, plus 1 for every 4 levels of the priest: Armor Class 5 at 4th level, Armor Class 4 at 8th, and so on. In addition, Saving Throws vs. all attack forms except magic gain a +1 bonus. This spell can be placed on the caster or on any other creature | Summon Ghast (Innate - Conjuration) Range: 30 feet Duration: 2 hours Casting time: 5 Area of Effect: Point in the visual range of the caster Saving Throw: None When a priest casts the Barkskin spell upon a creature, its skin becomes as tough as bark, increasing its base Armor Class to 6, plus 1 for every 4 levels of the priest: Armor Class 5 at 4th level, Armor Class 4 at 8th, and so on. In addition, Saving Throws vs. all attack forms except magic gain a +1 bonus. This spell can be placed on the caster or on any other creature |
SPIN116 Create Poisoned Arrows | Barkskin (Alteration) Level: 2 Sphere: Protection, Plant Range: Touch Duration: 4 rounds + 1 round/level Casting Time: 5 Area of Effect: 1 creature Saving Throw: None When a priest casts the Barkskin spell upon a creature, its skin becomes as tough as bark, increasing its base Armor Class to 6, plus 1 for every 4 levels of the priest: Armor Class 5 at 4th level, Armor Class 4 at 8th, and so on. In addition, Saving Throws vs. all attack forms except magic gain a +1 bonus. This spell can be placed on the caster or on any other creature | Create Poisoned Arrows (Innate) Range: Contact Duration: Instant Casting time: 0 Area of Effect: Caster Saving Throw: None When a priest casts the Barkskin spell upon a creature, its skin becomes as tough as bark, increasing its base Armor Class to 6, plus 1 for every 4 levels of the priest: Armor Class 5 at 4th level, Armor Class 4 at 8th, and so on. In addition, Saving Throws vs. all attack forms except magic gain a +1 bonus. This spell can be placed on the caster or on any other creature |
SPIN117 Berserk | Berserk Minsc becomes enraged for 2 turns. While enraged, he gains a +2 bonus to his Strength and Dexterity and becomes immune to charm, confusion, fear, feeblemind, hold, level drain, maze, stun, and sleep. He also gains 15 temporary Hit Points, which are taken away at the end of the berserk spree (possibly knocking him unconscious). | Berserk (Innate) Range: Contact Duration: Special Casting time: 0 Area of Effect: Caster Saving Throw: None Berserk Minsc becomes enraged for 2 turns. While enraged, he gains a +2 bonus to his Strength and Dexterity and becomes immune to charm, confusion, fear, feeblemind, hold, level drain, maze, stun, and sleep. He also gains 15 temporary Hit Points, which are taken away at the end of the berserk spree (possibly knocking him unconscious). STATISTICS: - Inflicts 15 stunning damage to the caster after 2 turns - Maximum hit points: +15 for 119 seconds - Heals 15 hit points to the caster - Strength: +2 for 2 turns - Dexterity: +2 for 2 turns - Protects from stun, charms, horror, unconsciousness, panic, confusion, maze, level drain, hold, paralyze and feeblemindedness for 2 turns - In combat; Causes the caster to go berserk for 2 turns |
SPIN118 Invisibility | Invisibility (Illusion/Phantasm) Level: 2 Range: Touch Duration: Special Casting Time: 2 Area of Effect: 1 creature Saving Throw: None This spell causes the creature touched to vanish from sight and be undetectable by normal vision or even infravision. Of course, the invisible creature is not magically silenced, and certain other conditions can render the creature detectable. Even allies cannot see the invisible creature or its gear, unless these allies can normally see invisible things or employ magic to do so. Items dropped or put down by the invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. The spell remains in effect until it is magically broken or dispelled, until the recipient attacks any creature, or until 24 hours have passed. The caster cannot perform any actions that manipulate the environment around | Invisibility (Innate - Illusion) Range: Contact Duration: 1 day Casting time: 2 Area of Effect: Caster Saving Throw: None This spell causes the creature touched to vanish from sight and be undetectable by normal vision or even infravision. Of course, the invisible creature is not magically silenced, and certain other conditions can render the creature detectable. Even allies cannot see the invisible creature or its gear, unless these allies can normally see invisible things or employ magic to do so. Items dropped or put down by the invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. The spell remains in effect until it is magically broken or dispelled, until the recipient attacks any creature, or until 24 hours have passed. The caster cannot perform any actions that manipulate the environment around |
SPIN119 Charm Person | Charm Person (Enchantment/Charm) Level: 1 Range: Visual range of the caster Duration: 5 rounds Casting Time: 1 Area of Effect: 1 person Saving Throw: Neg. This spell affects any single person it is cast upon. The term person includes any bipedal human, demihuman, or humanoid of man-size or smaller, such as brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be charmed, but an ogre could not. The person is allowed a Saving Throw vs. Spell to negate the effect. If the spell's recipient fails his Saving Throw (with a +3 modifier), he regards the caster as a trusted friend and ally to be heeded and protected. The caster may give him orders, and the charmed individual will carry them out as quickly as possible. If the caster harms—or attempts to harm—the charmed person by some overt action, or if a Dispel Magic spell is cast upon the charmed person, the Charm spell is broken. If two or more Charms simultaneously affect a creature, the most recent Charm takes precedence. Note that the subject has full memory of the events that took place while he was charmed. Also note that you cannot have a charmed creature leave the area where he is charmed. | Charm Person (Innate - Enchantment) Range: Contact Duration: 100 seconds Casting time: 1 Area of Effect: 1 creature Saving Throw: Spells at +2 (Neg.) This spell affects any single person it is cast upon. The term person includes any bipedal human, demihuman, or humanoid of man-size or smaller, such as brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be charmed, but an ogre could not. The person is allowed a Saving Throw vs. Spell to negate the effect. If the spell's recipient fails his Saving Throw (with a +3 modifier), he regards the caster as a trusted friend and ally to be heeded and protected. The caster may give him orders, and the charmed individual will carry them out as quickly as possible. If the caster harms—or attempts to harm—the charmed person by some overt action, or if a Dispel Magic spell is cast upon the charmed person, the Charm spell is broken. If two or more Charms simultaneously affect a creature, the most recent Charm takes precedence. Note that the subject has full memory of the events that took place while he was charmed. Also note that you cannot have a charmed creature leave the area where he is charmed. STATISTICS: - Charm the humanoids (Effective against humanoids. Ineffective at 91% against elves and at 31% against half elves) |
SPIN120 Detect Evil | Detect Evil (Divination) Level: 1 Sphere: Divination Range: 0 Duration: Instant Casting Time: 2 Area of Effect: 30-ft. radius Saving Throw: None This spell discovers emanations of evil from any creature. Any evil creature within the range of the spell will glow red briefly. | Detect Evil (Innate - Divination) Range: Contact Duration: Instant Casting time: 1 Area of Effect: The caster and any creature within 30 feet Saving Throw: None This spell discovers emanations of evil from any creature. Any evil creature within the range of the spell will glow red briefly. STATISTICS: - the target detects evil (Ineffective against creatures subject to Non-detection) |
SPIN121 Protection From Evil | Protection From Evil (Abjuration) Level: 1 Sphere: Protection Range: Touch Duration: 1 turn Casting Time: 4 Area of Effect: 1 creature Saving Throw: None When this spell is cast, it creates a magical barrier around the recipient at a distance of one foot. The barrier moves with the recipient and has two major effects: First, all attacks made by evil or evilly enchanted creatures against the protected creature receive a penalty of -2 to each attack roll. Second, summoned demons cannot target the protected creature. | Protection From Evil (Innate - Abjuration) Range: Contact Duration: 1 turn Casting time: 4 Area of Effect: 1 creature Saving Throw: None When this spell is cast, it creates a magical barrier around the recipient at a distance of one foot. The barrier moves with the recipient and has two major effects: First, all attacks made by evil or evilly enchanted creatures against the protected creature receive a penalty of -2 to each attack roll. Second, summoned demons cannot target the protected creature. STATISTICS: - Armor Class of the target: +2 - Increases save vs. all of the target by 2 - Protects the target from charms |
SPIN122 Shapeshift: Natural Form | Shapeshift: Natural Form This ability causes the character to return to | Shapeshift: Natural Form (Innate) Range: Contact Duration: 500 days Casting time: 0 Area of Effect: Caster Saving Throw: None Shapeshift: Natural Form This ability causes the character to return to |
SPIN123 Shapeshift: Natural Form | Shapeshift: Natural Form This ability causes the character to return to | Shapeshift: Natural Form (Innate) Range: Contact Duration: 500 days Casting time: 0 Area of Effect: Caster Saving Throw: None Shapeshift: Natural Form This ability causes the character to return to |
SPIN124 Shapeshift: Natural Form | Shapeshift: Natural Form This ability causes the character to return to | Shapeshift: Natural Form (Innate) Range: Contact Duration: 500 days Casting time: 0 Area of Effect: Caster Saving Throw: None Shapeshift: Natural Form This ability causes the character to return to |
SPIN125 Shapeshift: Spider | Shapeshift: Spider Strength: 15 Dexterity: 17 Base Armor Class: 4 Number of Attacks: 2 Attack Damage: 1d4 (piercing), strikes as a +1 weapon, poison (1 damage per 2 seconds for 5 rounds; Save vs. Poison at +1 negates) Special Abilities: – Immunity to web – Increased movement rate | Shapeshift: Spider (Innate) Range: Contact Duration: Instant Casting time: 1 Area of Effect: Caster Saving Throw: None Shapeshift: Spider Strength: 15 Dexterity: 17 Base Armor Class: 4 Number of Attacks: 2 Attack Damage: 1d4 (piercing), strikes as a +1 weapon, poison (1 damage per 2 seconds for 5 rounds; Save vs. Poison at +1 negates) Special Abilities: – Immunity to web – Increased movement rate STATISTICS: - Transform into Giant Spider |
SPIN126 Shapeshift: Baby Wyvern | Shapeshift: Baby Wyvern Strength: 16 Dexterity: 17 Base Armor Class: 3 Number of Attacks: 2 Attack Damage: 1d6 (piercing), strikes as a +2 weapon, on hit it causes 5 poison damage/second for 20 seconds (Save vs. Poison at -4 to avoid) Special Abilities: – Immune to hold, paralysis, slow, level drain, web, entangle, and grease. | Shapeshift: Baby Wyvern (Innate) Range: Contact Duration: Instant Casting time: 1 Area of Effect: Caster Saving Throw: None Shapeshift: Baby Wyvern Strength: 16 Dexterity: 17 Base Armor Class: 3 Number of Attacks: 2 Attack Damage: 1d6 (piercing), strikes as a +2 weapon, on hit it causes 5 poison damage/second for 20 seconds (Save vs. Poison at -4 to avoid) Special Abilities: – Immune to hold, paralysis, slow, level drain, web, entangle, and grease. STATISTICS: - Transform into Baby Wyvern |
SPIN127 Shapeshift: Fire Salamander | Shapeshift: Fire Salamander Strength: 18/75 Dexterity: 19 Base Armor Class: 2 Number of Attacks: 1 Attack Damage: 1d8 (piercing), strikes as +3 weapon Special Abilities: – THAC0: +1 – Increased movement rate – Fire Resistance: 50% – Breathe Fireball three times per day (2d6 fire damage to target) | Shapeshift: Fire Salamander (Innate) Range: Contact Duration: Instant Casting time: 1 Area of Effect: Caster Saving Throw: None Shapeshift: Fire Salamander Strength: 18/75 Dexterity: 19 Base Armor Class: 2 Number of Attacks: 1 Attack Damage: 1d8 (piercing), strikes as +3 weapon Special Abilities: – THAC0: +1 – Increased movement rate – Fire Resistance: 50% – Breathe Fireball three times per day (2d6 fire damage to target) STATISTICS: - Transform into Lesser Basilisk |
SPIN150 Shapeshift: Natural Form | Shapeshift: Natural Form This ability causes the character to return to | Shapeshift: Natural Form (Innate) Range: Contact Duration: 500 days Casting time: 0 Area of Effect: Caster Saving Throw: None Shapeshift: Natural Form This ability causes the character to return to |
SPIN151 Shapeshift: Natural Form | Shapeshift: Natural Form This ability causes the character to return to | Shapeshift: Natural Form (Innate) Range: Contact Duration: 500 days Casting time: 0 Area of Effect: Caster Saving Throw: None Shapeshift: Natural Form This ability causes the character to return to |
SPIN152 Shapechange: Mind Flayer | Shapechange: Mind Flayer Strength: 10 Dexterity: 10 Base Armor Class: 5 Number of Attacks: 4 Attack Damage: 1d2 (crushing), -5 Intelligence | Shapechange: Mind Flayer (Innate) Range: Contact Duration: Instant Casting time: 0 Area of Effect: Caster Saving Throw: None Shapechange: Mind Flayer Strength: 10 Dexterity: 10 Base Armor Class: 5 Number of Attacks: 4 Attack Damage: 1d2 (crushing), -5 Intelligence STATISTICS: - Transform into Mind Flayer - Learns the spell Psionic Blast for the caster |
SPIN153 Shapechange: Iron Golem | Shapechange: Iron Golem Strength: 24 Dexterity: 9 Base Armor Class: 3 Number of Attacks: 1 Attack Damage: 4d10 (crushing) Special Abilities: – Fire Resistance: 125% – Cold Resistance: 100% – Electrical Resistance: 100% – Acid Resistance: 100% – Magic Resistance: 100% – Magic Fire Resistance: 125% – Magic Cold Resistance: 100% – Slashing Resistance: 20% – Crushing Resistance: 20% – Piercing Resistance: 20% – Missile Resistance: 20% – Immune to backstab, weapons of +2 enchantment or less, sleep, fear, hold, charm, paralysis, poison. | Shapechange: Iron Golem (Innate) Range: Contact Duration: Instant Casting time: 0 Area of Effect: Caster Saving Throw: None Shapechange: Iron Golem Strength: 24 Dexterity: 9 Base Armor Class: 3 Number of Attacks: 1 Attack Damage: 4d10 (crushing) Special Abilities: – Fire Resistance: 125% – Cold Resistance: 100% – Electrical Resistance: 100% – Acid Resistance: 100% – Magic Resistance: 100% – Magic Fire Resistance: 125% – Magic Cold Resistance: 100% – Slashing Resistance: 20% – Crushing Resistance: 20% – Piercing Resistance: 20% – Missile Resistance: 20% – Immune to backstab, weapons of +2 enchantment or less, sleep, fear, hold, charm, paralysis, poison. STATISTICS: - Transform into Iron Golem |
SPIN154 Shapechange: Giant Troll | Shapechange: Giant Troll Strength: 18 Dexterity: 20 Base Armor Class: 4 Number of Attacks: 3 Attack Damage: 2d6 (piercing) Special Abilities: – Immune to stun, sleep, hold, paralysis; regenerates 1 Hit Point per second. | Shapechange: Giant Troll (Innate) Range: Contact Duration: Instant Casting time: 0 Area of Effect: Caster Saving Throw: None Shapechange: Giant Troll Strength: 18 Dexterity: 20 Base Armor Class: 4 Number of Attacks: 3 Attack Damage: 2d6 (piercing) Special Abilities: – Immune to stun, sleep, hold, paralysis; regenerates 1 Hit Point per second. STATISTICS: - Transform into Troll |
SPIN155 Shapechange: Greater Wolfwere | Shapechange: Greater Wolfwere Strength: 19 Dexterity: 19 Base Armor Class: 2 Number of Attacks: 3 Attack Damage: 1d12 (slashing) Special Abilities: – Fire Resistance: 50% – Cold Resistance: 50% – Electrical Resistance: 50% – Acid Resistance: 50% – Magic Fire Resistance: 50% – Magic Cold Resistance: 50% – Immune to weapons of +1 enchantment or less – Regenerates 8 Hit Points per second | Shapechange: Greater Wolfwere (Innate) Range: Contact Duration: Instant Casting time: 0 Area of Effect: Caster Saving Throw: None Shapechange: Greater Wolfwere Strength: 19 Dexterity: 19 Base Armor Class: 2 Number of Attacks: 3 Attack Damage: 1d12 (slashing) Special Abilities: – Fire Resistance: 50% – Cold Resistance: 50% – Electrical Resistance: 50% – Acid Resistance: 50% – Magic Fire Resistance: 50% – Magic Cold Resistance: 50% – Immune to weapons of +1 enchantment or less – Regenerates 8 Hit Points per second STATISTICS: - Transform into Greater Wolfwere |
SPIN156 Shapechange: Fire Elemental | Shapechange: Fire Elemental Strength: 9 Dexterity: 9 Base Armor Class: 2 Number of Attacks: 1 Attack Damage: 3d8 (crushing), +1d6 fire Special Ability: – Fire Resistance: 100% – Magic Fire Resistance: 100% – Immune to weapons of +2 enchantment or less. | Shapechange: Fire Elemental (Innate) Range: Contact Duration: Instant Casting time: 0 Area of Effect: Caster Saving Throw: None Shapechange: Fire Elemental Strength: 9 Dexterity: 9 Base Armor Class: 2 Number of Attacks: 1 Attack Damage: 3d8 (crushing), +1d6 fire Special Ability: – Fire Resistance: 100% – Magic Fire Resistance: 100% – Immune to weapons of +2 enchantment or less. STATISTICS: - Transform into Fire Elemental |
SPIN157 Shapechange: Earth Elemental | Shapechange: Earth Elemental Strength: 19 Dexterity: 9 Base Armor Class: 2 Number of Attacks: 1 Attack Damage: 4d8 (crushing) Special Ability: – Immune to weapons of +2 enchantment or less. | Shapechange: Earth Elemental (Innate) Range: Contact Duration: Instant Casting time: 0 Area of Effect: Caster Saving Throw: None Shapechange: Earth Elemental Strength: 19 Dexterity: 9 Base Armor Class: 2 Number of Attacks: 1 Attack Damage: 4d8 (crushing) Special Ability: – Immune to weapons of +2 enchantment or less. STATISTICS: - Transform into Earth Elemental |
SPIN160 Breathe Fireball | Breathe Fireball This ability launches a flaming projectile at a single target, dealing 2d6 fire damage on a successful ranged attack. | Breathe Fireball (Innate) Range: 15 feet Duration: Instant Casting time: 0 Area of Effect: 1 creature Saving Throw: None Breathe Fireball This ability launches a flaming projectile at a single target, dealing 2d6 fire damage on a successful ranged attack. STATISTICS: - Inflicts 2d6 fire damage to the target |
SPIN200 Cure Serious Wounds | Cure Serious Wounds (Necromancy) Level: 4 Sphere: Healing Range: Touch Duration: Permanent Casting Time: 7 Area of Effect: 1 creature Saving Throw: None This spell is a more potent version of the Cure Light Wounds spell. The priest lays | Cure Serious Wounds (Innate - Necromancy) Range: Contact Duration: Instant Casting time: 1 Area of Effect: 1 creature Saving Throw: None This spell is a more potent version of the Cure Light Wounds spell. The priest lays |
SPIN201 Neutralize Poison | Neutralize Poison (Necromancy) Level: 4 Sphere: Healing Range: Touch Duration: Instant Casting Time: 1 Area of Effect: 1 creature Saving Throw: None This spell removes all toxins from the body, both natural and magical in nature. When this spell is cast upon a poisoned individual, it immediately neutralizes any poison and restores 10 lost Hit Points. This spell will also cure any diseases that the target might be suffering from, as well as blindness and deafness. | Neutralize Poison (Innate - Necromancy) Range: Contact Duration: Instant Casting time: 1 Area of Effect: 1 creature Saving Throw: None This spell removes all toxins from the body, both natural and magical in nature. When this spell is cast upon a poisoned individual, it immediately neutralizes any poison and restores 10 lost Hit Points. This spell will also cure any diseases that the target might be suffering from, as well as blindness and deafness. STATISTICS: - Heals 10 hit points to the target - Cure Feeblemindedness - Neutralizes poisons infecting the target - Cure blindness on the target - Cures the deafness of the target |
SPIN202 Cause Serious Wounds | Cause Serious Wounds (Necromancy) Level: 4 Sphere: Healing Range: Touch Duration: Permanent Casting Time: 7 Area of Effect: 1 creature Saving Throw: None This spell is the reverse of Cure Serious Wounds. Instead of healing the creature touched, it causes damage. On a successful touch from the priest, the spell inflicts 17 points of damage upon the target. The next attack that the priest makes will inflict this effect, however, | Cause Serious Wounds (Innate - Necromancy) Range: Contact Duration: 15 seconds Casting time: 1 Area of Effect: Caster Saving Throw: None This spell is the reverse of Cure Serious Wounds. Instead of healing the creature touched, it causes damage. On a successful touch from the priest, the spell inflicts 17 points of damage upon the target. The next attack that the priest makes will inflict this effect, however, |
SPIN203 Cloak of Fear | Cloak of Fear (Conjuration) Level: 4 Sphere: Charm Range: 0 Duration: Instant Casting Time: 6 Area of Effect: The caster Saving Throw: Neg. Cloak of Fear empowers the caster to radiate a personal aura of fear out to a 15-ft. radius. All other characters and creatures within this aura must roll a successful Saving Throw vs. Spell or run away in panic for 4 rounds. Party members are immune to the effects, although the aura of fear may still disturb them. | Cloak of Fear (Innate - Conjuration) Range: Contact Duration: 4 rounds Casting time: 1 Area of Effect: Enemies within a radius of 15 feet around of the caster Saving Throw: Spells (Neg.) Cloak of Fear empowers the caster to radiate a personal aura of fear out to a 15-ft. radius. All other characters and creatures within this aura must roll a successful Saving Throw vs. Spell or run away in panic for 4 rounds. Party members are immune to the effects, although the aura of fear may still disturb them. STATISTICS: - Inflicts Horror on the target |
SPIN529 End Slayer Change | Polymorph Other (Alteration) Level: 4 Range: 40 ft. Duration: Permanent Casting Time: 4 Area of Effect: 1 creature Saving Throw: Neg. The Polymorph Other spell is a powerful magic that permanently alters the form of the creature affected. Mental attributes are not affected, and the target does not receive the special abilities of the new form. However all physical attributes are changed to adhere to the new form. This is a specific version of the spell in that the recipient will be transformed into a squirrel unless a Save vs. Petrification/Polymorph is made successfully. The transformation is instant and permanent until a Dispel Magic is cast successfully upon the affected creature. The natural attacks of the new form also become available and all clothes and equipment that the target was wearing will mold into the new form. | End Slayer Change (Innate - Alteration) Range: Contact Duration: Special Casting time: 0 Area of Effect: Caster Saving Throw: None The Polymorph Other spell is a powerful magic that permanently alters the form of the creature affected. Mental attributes are not affected, and the target does not receive the special abilities of the new form. However all physical attributes are changed to adhere to the new form. This is a specific version of the spell in that the recipient will be transformed into a squirrel unless a Save vs. Petrification/Polymorph is made successfully. The transformation is instant and permanent until a Dispel Magic is cast successfully upon the affected creature. The natural attacks of the new form also become available and all clothes and equipment that the target was wearing will mold into the new form. STATISTICS: - Restore its natural form - Protects from magic damage for 44 seconds |
SPIN530 Lower Poison Resistance | Greater Malison (Enchantment/Charm) Level: 4 Range: 50 ft. Duration: 2 rounds/level Casting Time: 4 Area of Effect: 15-ft. radius Saving Throw: None The spell allows the caster to adversely affect all the Saving Throws of | Lower Poison Resistance (Wizard) Level: 4 Range: 50 feet Duration: Instant Casting time: 1 Area of Effect: Enemies within a radius of 15 feet Saving Throw: None The spell allows the caster to adversely affect all the Saving Throws of |
SPIN531 Abazigal Shockwave | Wail of the Banshee (Necromancy) Level: 9 Range: 0 Duration: Instant Casting Time: 9 Area of Effect: 15-ft. radius Saving Throw: Neg. At the culmination of this dreadful spell, the wizard screams like a banshee (groaning spirit). Everyone in the area of effect hears the awful cry. Those who fail a Saving Throw vs. Death die instantly. The caster and companions are immune to the effects of the wail. | Abazigal Shockwave (Wizard - Necromancy) Level: 9 Range: Contact Duration: Special Casting time: 8 Area of Effect: Caster Saving Throw: Special At the culmination of this dreadful spell, the wizard screams like a banshee (groaning spirit). Everyone in the area of effect hears the awful cry. Those who fail a Saving Throw vs. Death die instantly. The caster and companions are immune to the effects of the wail. STATISTICS: - Inflicts 4d10 electrical damage to the other creatures in the area of effect (save vs. Spells at -4 half) - 90% chance of spellcasting failure (wizard, priest and druid) for the other creatures in the area of effect for 2 rounds (save vs. Breath at -4 neg.) - Renders the other creatures in the area of effect unconscious for 3 seconds (save vs. Spells at -4 neg.) |
SPIN532 Lower Electrical Resistance | Greater Malison (Enchantment/Charm) Level: 4 Range: 50 ft. Duration: 2 rounds/level Casting Time: 4 Area of Effect: 15-ft. radius Saving Throw: None The spell allows the caster to adversely affect all the Saving Throws of | Lower Electrical Resistance (Wizard) Level: 4 Range: 50 feet Duration: 6 rounds Casting time: 1 Area of Effect: Enemies within a radius of 15 feet Saving Throw: Spells at -3 (Neg.) The spell allows the caster to adversely affect all the Saving Throws of |
SPIN538 Polymorph Other | Polymorph Other (Alteration) Level: 4 Range: 40 ft. Duration: Permanent Casting Time: 4 Area of Effect: 1 creature Saving Throw: Neg. The Polymorph Other spell is a powerful magic that permanently alters the form of the creature affected. Mental attributes are not affected, and the target does not receive the special abilities of the new form. However all physical attributes are changed to adhere to the new form. This is a specific version of the spell in that the recipient will be transformed into a squirrel unless a Save vs. Petrification/Polymorph is made successfully. The transformation is instant and permanent until a Dispel Magic is cast successfully upon the affected creature. The natural attacks of the new form also become available and all clothes and equipment that the target was wearing will mold into the new form. | Polymorph Other (Innate - Alteration) Range: 10 feet Duration: 500 days Casting time: 4 Area of Effect: 1 creature Saving Throw: Petrification / Polymorph at -4 (Neg.) The Polymorph Other spell is a powerful magic that permanently alters the form of the creature affected. Mental attributes are not affected, and the target does not receive the special abilities of the new form. However all physical attributes are changed to adhere to the new form. This is a specific version of the spell in that the recipient will be transformed into a squirrel unless a Save vs. Petrification/Polymorph is made successfully. The transformation is instant and permanent until a Dispel Magic is cast successfully upon the affected creature. The natural attacks of the new form also become available and all clothes and equipment that the target was wearing will mold into the new form. STATISTICS: - Disguise the hostile or neutral creatures into Squirrel - Changes the number of attacks per round of the hostile or neutral creatures to 1 - Equips the hostile or neutral creatures with 1 magical weapon (Attack) |
SPIN542 Disintegrate | Disintegrate (Alteration) Level: 6 Range: Visual range of the caster Duration: Instant Casting Time: 6 Area of Effect: 1 creature Saving Throw: Neg. When this spell is cast at another creature, a thin green ray is shot out. Upon contact with the ray, the creature must make a Saving Throw vs. Spell or be transformed into dust. This transformation is instantaneous and irreversible. There is also a good chance that this will destroy some if not all of the items that the creature is carrying. | Disintegrate (Psionic - Alteration) Range: 40 feet Duration: Instant Casting time: 6 Area of Effect: 1 creature Saving Throw: Paralysis / Poison / Death (Neg.) When this spell is cast at another creature, a thin green ray is shot out. Upon contact with the ray, the creature must make a Saving Throw vs. Spell or be transformed into dust. This transformation is instantaneous and irreversible. There is also a good chance that this will destroy some if not all of the items that the creature is carrying. STATISTICS: - Disintegrates the target |
SPIN543 Inflict Pain | Power Word, Stun (Conjuration/Summoning) Level: 7 Range: Visual range of the caster Duration: Special Casting Time: 1 Area of Effect: 1 creature Saving Throw: None When a Power Word, Stun spell is uttered, any creature of the Mage's choice within visual range is stunned for the duration depending on its current Hit Points: 1 to 29 Hit Points: Stunned for 4d4 rounds; 30 to 59 Hit Points: Stunned for 2d4 rounds; 60 to 89 Hit Points: Stunned for 1d4 rounds; 90 or more Hit Points: unaffected. Note that if a creature is weakened so that its Hit Points are below its usual maximum, the current number of Hit Points is used to determine this spell's effects. | Inflict Pain (Psionic - Conjuration) Range: 80 feet Duration: 5 rounds Casting time: 1 Area of Effect: 1 creature Saving Throw: Paralysis / Poison / Death (Neg.) When a Power Word, Stun spell is uttered, any creature of the Mage's choice within visual range is stunned for the duration depending on its current Hit Points: 1 to 29 Hit Points: Stunned for 4d4 rounds; 30 to 59 Hit Points: Stunned for 2d4 rounds; 60 to 89 Hit Points: Stunned for 1d4 rounds; 90 or more Hit Points: unaffected. Note that if a creature is weakened so that its Hit Points are below its usual maximum, the current number of Hit Points is used to determine this spell's effects. STATISTICS: - Stuns the target |
SPIN544 Improved Invisibility | Improved Invisibility (Illusion/Phantasm) Level: 4 Range: Touch Duration: 3 rounds + 1 round/level Casting Time: 4 Area of Effect: 1 creature Saving Throw: None This spell is similar to Invisibility, but the recipient is able to attack by missile discharge, melee combat, or spellcasting while remaining unseen. However, telltale traces—a shimmering—allow an observant opponent to attack the invisible spell recipient. These traces are only noticeable when specifically looked for (after the invisible character has made | Improved Invisibility (Psionic - Illusion) Range: Contact Duration: 3 rounds + 1 round/level Casting time: 4 Area of Effect: 1 creature Saving Throw: None This spell is similar to Invisibility, but the recipient is able to attack by missile discharge, melee combat, or spellcasting while remaining unseen. However, telltale traces—a shimmering—allow an observant opponent to attack the invisible spell recipient. These traces are only noticeable when specifically looked for (after the invisible character has made |
SPIN545 Life Drain | Larloch's Minor Drain (Necromancy) Level: 1 Range: 30 ft. Duration: Special Casting Time: 1 Area of Effect: 1 creature Saving Throw: None With this spell, the wizard drains the life force from a target and adds it to | Life Drain (Wizard - Necromancy) Level: 1 Range: 10 feet Duration: Instant Casting time: 1 Area of Effect: 1 creature Saving Throw: None With this spell, the wizard drains the life force from a target and adds it to |
SPIN546 Inertial Barrier | Protection From Normal Missiles (Abjuration) Level: 3 Range: Touch Duration: 1 hour Casting Time: 3 Area of Effect: 1 creature Saving Throw: None By means of this spell, the wizard bestows total invulnerability to non-magical hurled and launched missiles such as arrows, bolts, bullets, darts, throwing axes, and throwing daggers. Note, however, that this spell does not convey any protection from such magical attacks as Fireball, Lightning Bolt, or Magic Missile, nor does it protect against magical missiles such as arrows +1. | Inertial Barrier (Psionic - Abjuration) Range: Contact Duration: 1 hour Casting time: 3 Area of Effect: 1 creature Saving Throw: None By means of this spell, the wizard bestows total invulnerability to non-magical hurled and launched missiles such as arrows, bolts, bullets, darts, throwing axes, and throwing daggers. Note, however, that this spell does not convey any protection from such magical attacks as Fireball, Lightning Bolt, or Magic Missile, nor does it protect against magical missiles such as arrows +1. STATISTICS: - Protects the target from throwing spears - Protects the target from darts - Protects the target from throwing daggers - Protects the target from balls - Protects the target from bolts - Protects the target from throwing axes - Protects the target from arrows - Increases the Acid Resistance of the target by 100% |
SPIN547 Project Force | Non-Detection (Abjuration) Level: 3 Range: Touch Duration: 4 hours Casting Time: 3 Area of Effect: 1 creature Saving Throw: None By casting this spell, the wizard makes the creature touched undetectable by divination spells such as Clairaudience, Clairvoyance, Locate Object, ESP, and detect spells including Invisibility Purge. It also prevents location by such magical items as crystal balls and ESP medallions. It does not affect the Know Alignment spell. | Project Force (Psionic - Abjuration) Range: 30 feet Duration: Special Casting time: 1 Area of Effect: 1 creature Saving Throw: Special By casting this spell, the wizard makes the creature touched undetectable by divination spells such as Clairaudience, Clairvoyance, Locate Object, ESP, and detect spells including Invisibility Purge. It also prevents location by such magical items as crystal balls and ESP medallions. It does not affect the Know Alignment spell. STATISTICS: - Inflicts 2d10 +10 crushing damage to the target (save vs. Breath half) - Renders the target unconscious for 3 seconds (save vs. Spells at -10 neg.) - Knock down the target 20 feet away from the caster for 2 seconds |
SPIN560 Cinder Shower | Meteor Swarm (Evocation) Level: 9 Range: 270 ft. Duration: 4 rounds Casting Time: 9 Area of Effect: 15-ft. radius Saving Throw: None When the caster utters the words to this powerful spell, | Cinder Shower (Wizard - Invocation) Level: 9 Range: Contact Duration: 5 rounds Casting time: 0 Area of Effect: The caster and any creature within 15 feet Saving Throw: None When the caster utters the words to this powerful spell, |
SPIN564 Skull Trap | Skull Trap (Necromancy) Level: 3 Range: 60 ft. Duration: Special Casting Time: 3 Area of Effect: 11-ft. radius Saving Throw: 1/2 When this spell is cast, a skull is thrown by the caster at the target area. The skull floats in the area until a creature comes within 8 ft. of it. When this happens, the skull is triggered and explodes damaging everyone within a 11-ft. radius. The damage inflicted is equal to 1d6 per level of the caster, or half with a successful Saving Throw vs. Spell. When casting this spell, it is wise to set it far away from the party lest they set it off accidentally. | Skull Trap (Innate - Necromancy) Range: 15 feet Duration: Instant Casting time: 0 Area of Effect: radius of 15 feet Saving Throw: Spells (1/2) When this spell is cast, a skull is thrown by the caster at the target area. The skull floats in the area until a creature comes within 8 ft. of it. When this happens, the skull is triggered and explodes damaging everyone within a 11-ft. radius. The damage inflicted is equal to 1d6 per level of the caster, or half with a successful Saving Throw vs. Spell. When casting this spell, it is wise to set it far away from the party lest they set it off accidentally. STATISTICS: - Inflicts 20d6 magic damage to the target |
SPIN565 Dimension Door | Dimension Door (Alteration) Level: 4 Range: 0 Duration: Instant Casting Time: 1 Area of Effect: The caster Saving Throw: None This spell transports the caster to any place within the visual range of the caster. When the spell is cast, a dimensional portal opens up in front of the caster, who immediately steps through it. Upon passing through the portal, the caster finds | Dimension Door (Innate) Range: 200 feet Duration: Instant Casting time: 0 Area of Effect: Point in the visual range of the caster Saving Throw: None This spell transports the caster to any place within the visual range of the caster. When the spell is cast, a dimensional portal opens up in front of the caster, who immediately steps through it. Upon passing through the portal, the caster finds |
SPIN569 Summon Ice Salamander | Animal Summoning I (Conjuration/Summoning) Level: 4 Sphere: Animal, Summoning Range: 30 ft. Duration: 3 turns Casting Time: 7 Area of Effect: Special Saving Throw: None By means of this spell, the caster calls between 2 and 3 animals that have 4 Hit Dice or less. The animals appearing are randomly determined. They will remain under the caster's control until slain or the spell duration expires. | Summon Ice Salamander (Innate - Conjuration) Range: 30 feet Duration: 200 seconds Casting time: 7 Area of Effect: radius of 15 feet Saving Throw: None By means of this spell, the caster calls between 2 and 3 animals that have 4 Hit Dice or less. The animals appearing are randomly determined. They will remain under the caster's control until slain or the spell duration expires. STATISTICS: - Summon a Ice Salamander |
SPIN570 Summon Fire Elemental | Animal Summoning I (Conjuration/Summoning) Level: 4 Sphere: Animal, Summoning Range: 30 ft. Duration: 3 turns Casting Time: 7 Area of Effect: Special Saving Throw: None By means of this spell, the caster calls between 2 and 3 animals that have 4 Hit Dice or less. The animals appearing are randomly determined. They will remain under the caster's control until slain or the spell duration expires. | Summon Fire Elemental (Innate - Conjuration) Range: 30 feet Duration: 200 seconds Casting time: 7 Area of Effect: radius of 15 feet Saving Throw: None By means of this spell, the caster calls between 2 and 3 animals that have 4 Hit Dice or less. The animals appearing are randomly determined. They will remain under the caster's control until slain or the spell duration expires. STATISTICS: - Summon a Greater Fire Elemental |
SPIN572 Haste | Haste (Alteration) Level: 3 Range: 15 ft. Duration: 3 rounds + 1 round/level Casting Time: 3 Area of Effect: 15-ft. radius Saving Throw: None When this spell is cast, all creatures affected function at double their normal movement rate, gain a -2 initiative bonus, and receive an extra attack per round. Thus, a creature moving at 6 and attacking once per round would move at 12 and attack twice per round. At the instant the spell is completed, it affects all allied creatures in a 15-ft. radius centered on a point selected by the caster (thus, creatures leaving the area are still subject to the spell's effect; those entering the area after the casting is completed are not). This spell is not cumulative with itself or with other similar magic. Spellcasting and spell effects are not affected. Note that this spell negates the effects of a Slow spell. | Haste (Wizard) Level: 3 Range: 15 feet Duration: 8 rounds Casting time: 1 Area of Effect: 1 creature Saving Throw: None When this spell is cast, all creatures affected function at double their normal movement rate, gain a -2 initiative bonus, and receive an extra attack per round. Thus, a creature moving at 6 and attacking once per round would move at 12 and attack twice per round. At the instant the spell is completed, it affects all allied creatures in a 15-ft. radius centered on a point selected by the caster (thus, creatures leaving the area are still subject to the spell's effect; those entering the area after the casting is completed are not). This spell is not cumulative with itself or with other similar magic. Spellcasting and spell effects are not affected. Note that this spell negates the effects of a Slow spell. STATISTICS: - Double movement speed and grants one additional attack per round to the target - Increases the fatigue of the target by 4 after 8 rounds |
SPIN579 Lightning Bolt | Lightning Bolt (Evocation) Level: 3 Range: 70 ft. Duration: Instant Casting Time: 3 Area of Effect: Path of bolt Saving Throw: 1/2 Upon casting this spell, the wizard releases a powerful stroke of electrical energy that inflicts 1d6 points of damage per level of the caster (maximum damage of 10d6) to each creature within its area of effect. A successful Saving Throw vs. Spell reduces this damage to half (round fractions down). If the lightning bolt intersects with a wall, it will bounce until it reaches its full length. | Lightning Bolt (Wizard - Invocation) Level: 5 Range: 50 feet Duration: Instant Casting time: 3 Area of Effect: 1 creature Saving Throw: Spells (1/2) Upon casting this spell, the wizard releases a powerful stroke of electrical energy that inflicts 1d6 points of damage per level of the caster (maximum damage of 10d6) to each creature within its area of effect. A successful Saving Throw vs. Spell reduces this damage to half (round fractions down). If the lightning bolt intersects with a wall, it will bounce until it reaches its full length. STATISTICS: - Inflicts 5d6 electrical damage to the target |
SPIN580 Imprisonment | Imprisonment (Abjuration) Level: 9 Range: Touch Duration: Permanent Casting Time: 9 Area of Effect: 1 creature Saving Throw: None When the Imprisonment spell is cast and the victim is touched, the recipient is entombed in a state of suspended animation in a small sphere far beneath the surface of the earth. The victim remains there unless a reverse of the spell—Freedom—is cast. Otherwise, the victim will remain there as long as the earth exists; rather a horrible fate, actually. If a Freedom spell is cast in the area where the creature was imprisoned, then | Imprisonment (Wizard - Abjuration) Level: 9 Range: Contact Duration: Instant Casting time: 1 Area of Effect: 1 creature Saving Throw: None When the Imprisonment spell is cast and the victim is touched, the recipient is entombed in a state of suspended animation in a small sphere far beneath the surface of the earth. The victim remains there unless a reverse of the spell—Freedom—is cast. Otherwise, the victim will remain there as long as the earth exists; rather a horrible fate, actually. If a Freedom spell is cast in the area where the creature was imprisoned, then |
SPIN597 Blue Dragon Lightning Breath | Chain Lightning (Invocation/Evocation) Level: 6 Range: 40 ft. Duration: Instant Casting Time: 5 Area of Effect: Special Saving Throw: 1/2 When the wizard casts Chain Lightning, arcs of electrical energy burst from | Blue Dragon Lightning Breath (Wizard - Invocation) Level: 6 Range: 40 feet Duration: Instant Casting time: 5 Area of Effect: 1 creature and any enemy within a radius of 15 feet Saving Throw: Breath (1/2) When the wizard casts Chain Lightning, arcs of electrical energy burst from |
SPIN608 Vizier | Mantle (Abjuration) Level: 7 Range: 0 Duration: 4 rounds Casting Time: 1 Area of Effect: The caster Saving Throw: None When the spell is cast, it confers complete invulnerability to all weapons of +2 or lower enchantment. This spell is incredibly powerful, yet has a very short duration and this, combined with its very short casting time, makes Mantle useful only in the thick of intense combat. This spell will not work in conjunction with Protection From Magical Weapons. This effect lasts for the duration of the spell or until dispelled. | Vizier (Innate - Abjuration) Range: Contact Duration: 1 day Casting time: 1 Area of Effect: 1 creature Saving Throw: None When the spell is cast, it confers complete invulnerability to all weapons of +2 or lower enchantment. This spell is incredibly powerful, yet has a very short duration and this, combined with its very short casting time, makes Mantle useful only in the thick of intense combat. This spell will not work in conjunction with Protection From Magical Weapons. This effect lasts for the duration of the spell or until dispelled. STATISTICS: - Protects the target from Protection From Magical Weapons spell - Protects the target from enchanted weapons +2 and below - Protects from normal weapons |
SPIN611 Comet | Melf's Minute Meteors (Evocation) Level: 3 Range: 0 Duration: Special Casting Time: 3 Area of Effect: The caster Saving Throw: None This spell creates several small globes of fire, one for each experience level the wizard has obtained, which are held in the wizard's hands in place of | Comet (Innate - Invocation) Range: 50 feet Duration: Instant Casting time: 1 Area of Effect: 1 creature Saving Throw: None This spell creates several small globes of fire, one for each experience level the wizard has obtained, which are held in the wizard's hands in place of |
SPIN613 Talons | Power Word, Blind (Conjuration/Summoning) Level: 8 Range: Visual range of the caster Duration: 6 rounds Casting Time: 1 Area of Effect: 4-ft. radius Saving Throw: None When a Power Word, Blind spell is cast, one or more creatures within the area of effect become sightless. The spellcaster selects one creature as the target center, and the effect spreads outward from the center, affecting all within a 4-ft. radius. This lasts for 6 rounds or until dispelled. All of the effects of blindness apply to the victims, such as a penalty to hit and to AC. The visibility range of the afflicted character is also decreased. | Talons (Innate - Conjuration) Range: 80 feet Duration: Instant Casting time: 1 Area of Effect: 1 creature and any creature within a radius of 4 feet Saving Throw: None When a Power Word, Blind spell is cast, one or more creatures within the area of effect become sightless. The spellcaster selects one creature as the target center, and the effect spreads outward from the center, affecting all within a 4-ft. radius. This lasts for 6 rounds or until dispelled. All of the effects of blindness apply to the victims, such as a penalty to hit and to AC. The visibility range of the afflicted character is also decreased. STATISTICS: - Curse the target and Blinds the target |
SPIN614 Rogue | Charm Person (Enchantment/Charm) Level: 1 Range: Visual range of the caster Duration: 5 rounds Casting Time: 1 Area of Effect: 1 person Saving Throw: Neg. This spell affects any single person it is cast upon. The term person includes any bipedal human, demihuman, or humanoid of man-size or smaller, such as brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be charmed, but an ogre could not. The person is allowed a Saving Throw vs. Spell to negate the effect. If the spell's recipient fails his Saving Throw (with a +3 modifier), he regards the caster as a trusted friend and ally to be heeded and protected. The caster may give him orders, and the charmed individual will carry them out as quickly as possible. If the caster harms—or attempts to harm—the charmed person by some overt action, or if a Dispel Magic spell is cast upon the charmed person, the Charm spell is broken. If two or more Charms simultaneously affect a creature, the most recent Charm takes precedence. Note that the subject has full memory of the events that took place while he was charmed. Also note that you cannot have a charmed creature leave the area where he is charmed. | Rogue (Innate - Enchantment) Range: 60 feet Duration: 500 days Casting time: 1 Area of Effect: 1 creature Saving Throw: None This spell affects any single person it is cast upon. The term person includes any bipedal human, demihuman, or humanoid of man-size or smaller, such as brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be charmed, but an ogre could not. The person is allowed a Saving Throw vs. Spell to negate the effect. If the spell's recipient fails his Saving Throw (with a +3 modifier), he regards the caster as a trusted friend and ally to be heeded and protected. The caster may give him orders, and the charmed individual will carry them out as quickly as possible. If the caster harms—or attempts to harm—the charmed person by some overt action, or if a Dispel Magic spell is cast upon the charmed person, the Charm spell is broken. If two or more Charms simultaneously affect a creature, the most recent Charm takes precedence. Note that the subject has full memory of the events that took place while he was charmed. Also note that you cannot have a charmed creature leave the area where he is charmed. STATISTICS: - Universal charm on the target |
SPIN615 Knight | Gate (Conjuration/Summoning) Level: 9 Range: 30 ft. Duration: 33 rounds Casting Time: 9 Area of Effect: Special Saving Throw: None By means of this spell, the caster calls an outer-planar creature—the pit fiend—to attack | Knight (Innate - Conjuration) Range: 45 feet Duration: Instant Casting time: 1 Area of Effect: Point in the visual range of the caster Saving Throw: None By means of this spell, the caster calls an outer-planar creature—the pit fiend—to attack |
SPIN616 Flames | Gate (Conjuration/Summoning) Level: 9 Range: 30 ft. Duration: 33 rounds Casting Time: 9 Area of Effect: Special Saving Throw: None By means of this spell, the caster calls an outer-planar creature—the pit fiend—to attack | Flames (Innate - Conjuration) Range: 45 feet Duration: Instant Casting time: 1 Area of Effect: Point in the visual range of the caster Saving Throw: None By means of this spell, the caster calls an outer-planar creature—the pit fiend—to attack |
SPIN622 Skull | Animate Dead (Necromancy) Level: 5 Range: 30 ft. Duration: 8 hours Casting Time: 9 Area of Effect: Special Saving Throw: None This spell causes a skeleton warrior to rise and serve the caster under any conditions. The type of skeleton warrior that appears depends upon the level of the wizard casting the spell. 1st – 6th: a 3 HD skeleton warrior wielding a long sword. 7th – 10th: a 5 HD skeleton warrior wielding a long sword +1. 11th – 14th: a 7 HD skeleton warrior wielding a bastard sword +1. 15th and up: a 9 HD skeleton warrior wielding a two-handed sword +1. The skeleton warrior can follow the caster, remain in an area and attack any creature entering the place, etc. It remains animated until it is destroyed in combat, 8 hours pass, or it is turned. This spell cannot be dispelled. | Skull (Innate - Necromancy) Range: 50 feet Duration: 50 days Casting time: 1 Area of Effect: Point in the visual range of the caster Saving Throw: None This spell causes a skeleton warrior to rise and serve the caster under any conditions. The type of skeleton warrior that appears depends upon the level of the wizard casting the spell. 1st – 6th: a 3 HD skeleton warrior wielding a long sword. 7th – 10th: a 5 HD skeleton warrior wielding a long sword +1. 11th – 14th: a 7 HD skeleton warrior wielding a bastard sword +1. 15th and up: a 9 HD skeleton warrior wielding a two-handed sword +1. The skeleton warrior can follow the caster, remain in an area and attack any creature entering the place, etc. It remains animated until it is destroyed in combat, 8 hours pass, or it is turned. This spell cannot be dispelled. STATISTICS: - Summon hostile Death Shade |
SPIN623 Magician | Polymorph Other (Alteration) Level: 4 Range: 40 ft. Duration: Permanent Casting Time: 4 Area of Effect: 1 creature Saving Throw: Neg. The Polymorph Other spell is a powerful magic that permanently alters the form of the creature affected. Mental attributes are not affected, and the target does not receive the special abilities of the new form. However all physical attributes are changed to adhere to the new form. This is a specific version of the spell in that the recipient will be transformed into a squirrel unless a Save vs. Petrification/Polymorph is made successfully. The transformation is instant and permanent until a Dispel Magic is cast successfully upon the affected creature. The natural attacks of the new form also become available and all clothes and equipment that the target was wearing will mold into the new form. | Magician (Innate - Alteration) Range: 40 feet Duration: 2 turns Casting time: 4 Area of Effect: 1 creature Saving Throw: None The Polymorph Other spell is a powerful magic that permanently alters the form of the creature affected. Mental attributes are not affected, and the target does not receive the special abilities of the new form. However all physical attributes are changed to adhere to the new form. This is a specific version of the spell in that the recipient will be transformed into a squirrel unless a Save vs. Petrification/Polymorph is made successfully. The transformation is instant and permanent until a Dispel Magic is cast successfully upon the affected creature. The natural attacks of the new form also become available and all clothes and equipment that the target was wearing will mold into the new form. STATISTICS: - Disguise the target into Rabbit - Changes the number of attacks per round of the target to 1 - Equips the target with 1 magical weapon (Attack) |
SPIN632 Emperor | Protection From Magic Energy (Abjuration) Level: 6 Range: Touch Duration: 1 turn/level Casting Time: 6 Area of Effect: 1 creature Saving Throw: None When the spell is cast, it confers 100% invulnerability to all magic-based attacks such as Magic Missile or Abi-Dalzim's Horrid Wilting. This effect lasts for the duration of the spell or until dispelled. | Emperor (Wizard) Level: 6 Range: Contact Duration: 7 days Casting time: 0 Area of Effect: 1 creature Saving Throw: None When the spell is cast, it confers 100% invulnerability to all magic-based attacks such as Magic Missile or Abi-Dalzim's Horrid Wilting. This effect lasts for the duration of the spell or until dispelled. STATISTICS: - Protects the target from confusion and charms |
SPIN633 True Seeing | True Seeing (Divination) Level: 5 Sphere: Divination Range: 0 Duration: 1 turn Casting Time: 8 Area of Effect: 120-ft. radius Saving Throw: None When this spell is cast, an area roughly 120 ft. in radius around the caster will be affected. Instantly and once each round for 1 turn after this spell is cast, all hostile Illusion/Phantasm spells in the area of effect will be dispelled. The spells that are affected by this are Reflected Image, Invisibility, Mirror Image, Non-Detection, Improved Invisibility, Shadow Door, Mislead, Project Image, and Simulacrum. The area of effect is roughly a 120-ft. radius around the caster. The target's Magic Resistance, if any, does not come into effect with this spell. This spell only affects enemies; thus, it is unable to dispel the invisibility from a party member. | True Seeing (Priest/Druid - Divination) Level: 5 Range: 40 feet Duration: 7 days Casting time: 0 Area of Effect: 1 creature Saving Throw: None When this spell is cast, an area roughly 120 ft. in radius around the caster will be affected. Instantly and once each round for 1 turn after this spell is cast, all hostile Illusion/Phantasm spells in the area of effect will be dispelled. The spells that are affected by this are Reflected Image, Invisibility, Mirror Image, Non-Detection, Improved Invisibility, Shadow Door, Mislead, Project Image, and Simulacrum. The area of effect is roughly a 120-ft. radius around the caster. The target's Magic Resistance, if any, does not come into effect with this spell. This spell only affects enemies; thus, it is unable to dispel the invisibility from a party member. STATISTICS: - Allows the target to attack a hidden or invisible creature |
SPIN634 High Priestess | Power Word, Silence (Conjuration/Summoning) Level: 6 Range: 90 ft. Duration: 7 rounds Casting Time: 1 Area of Effect: 1 creature Saving Throw: None In using this spell, the wizard points at an individual and utters the Power Word. For the next 7 rounds, that creature cannot make any sound. This silence completely foils any spells that require verbal components. The only ways to counter this spell are either a Dispel Magic or a Vocalize spell. There is no Saving Throw. | High Priestess (Wizard - Conjuration) Level: 6 Range: 80 feet Duration: Instant Casting time: 0 Area of Effect: 1 creature Saving Throw: None In using this spell, the wizard points at an individual and utters the Power Word. For the next 7 rounds, that creature cannot make any sound. This silence completely foils any spells that require verbal components. The only ways to counter this spell are either a Dispel Magic or a Vocalize spell. There is no Saving Throw. STATISTICS: - Curse the target and Silences the target |
SPIN635 Strife | Slow (Alteration) Level: 3 Range: 25 ft. Duration: 1 turn Casting Time: 3 Area of Effect: 15-ft. radius Saving Throw: Neg. A Slow spell causes creatures to move and attack at half of their normal rates. It negates Haste, but does not otherwise affect magically hasted or slowed creatures. Slowed creatures have an Armor Class and attack penalty of -4. Creatures save at -4 vs. Spell. | Strife (Wizard) Level: 3 Range: 25 feet Duration: 1 turn Casting time: 0 Area of Effect: 1 creature Saving Throw: None A Slow spell causes creatures to move and attack at half of their normal rates. It negates Haste, but does not otherwise affect magically hasted or slowed creatures. Slowed creatures have an Armor Class and attack penalty of -4. Creatures save at -4 vs. Spell. STATISTICS: - Curse the target and Slows the target |
SPIN636 Defiance | Flame Strike (Evocation) Level: 5 Sphere: Combat Range: 40 ft. Duration: Instant Casting Time: 8 Area of Effect: 1 creature Saving Throw: 1/2 When the priest calls down a Flame Strike spell, a vertical column of fire roars downward in the exact location called for by the caster. The target must roll a Saving Throw vs. Spell. Failure means the creature sustains 1d8 points of damage per level of the caster; otherwise, the damage is halved. | Defiance (Priest) Level: 5 Range: 40 feet Duration: Instant Casting time: 0 Area of Effect: 1 creature Saving Throw: None When the priest calls down a Flame Strike spell, a vertical column of fire roars downward in the exact location called for by the caster. The target must roll a Saving Throw vs. Spell. Failure means the creature sustains 1d8 points of damage per level of the caster; otherwise, the damage is halved. STATISTICS: - Inflicts 10d10 fire damage to the target - Heals 100 hit points to the target after 1 round |
SPIN647 Hold Person | Hold Person (Enchantment/Charm) Level: 2 Sphere: Charm Range: 35 ft. Duration: 1 turn Casting Time: 5 Area of Effect: 1 creature and any enemy within 4 ft. Saving Throw: Neg. This spell holds one or more humans, demihumans, or humanoid creatures rigidly immobile and in place for one turn. This includes: brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level Fighter could be held, while an ogre could not. The effect is centered on the victim selected by the caster. Every enemy within 4 ft. of the target is also affected. Those who succeed on their Saving Throws are totally unaffected by the spell. Undead creatures cannot be held. Held creatures cannot move or speak, but they remain aware of events around them even though they are helpless to change them. Time passes at a normal rate for the targets and hence being held does not stop any worsening of their condition due to wounds, disease, or poison. | Hold Person (Innate) Range: 100 feet Duration: Instant Casting time: 0 Area of Effect: 1 creature Saving Throw: None This spell holds one or more humans, demihumans, or humanoid creatures rigidly immobile and in place for one turn. This includes: brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level Fighter could be held, while an ogre could not. The effect is centered on the victim selected by the caster. Every enemy within 4 ft. of the target is also affected. Those who succeed on their Saving Throws are totally unaffected by the spell. Undead creatures cannot be held. Held creatures cannot move or speak, but they remain aware of events around them even though they are helpless to change them. Time passes at a normal rate for the targets and hence being held does not stop any worsening of their condition due to wounds, disease, or poison. STATISTICS: - Removes all magical effects from the target |
SPIN648 Hold Person | Hold Person (Enchantment/Charm) Level: 2 Sphere: Charm Range: 35 ft. Duration: 1 turn Casting Time: 5 Area of Effect: 1 creature and any enemy within 4 ft. Saving Throw: Neg. This spell holds one or more humans, demihumans, or humanoid creatures rigidly immobile and in place for one turn. This includes: brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level Fighter could be held, while an ogre could not. The effect is centered on the victim selected by the caster. Every enemy within 4 ft. of the target is also affected. Those who succeed on their Saving Throws are totally unaffected by the spell. Undead creatures cannot be held. Held creatures cannot move or speak, but they remain aware of events around them even though they are helpless to change them. Time passes at a normal rate for the targets and hence being held does not stop any worsening of their condition due to wounds, disease, or poison. | Hold Person (Innate) Range: 100 feet Duration: Instant Casting time: 0 Area of Effect: 1 creature Saving Throw: None This spell holds one or more humans, demihumans, or humanoid creatures rigidly immobile and in place for one turn. This includes: brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level Fighter could be held, while an ogre could not. The effect is centered on the victim selected by the caster. Every enemy within 4 ft. of the target is also affected. Those who succeed on their Saving Throws are totally unaffected by the spell. Undead creatures cannot be held. Held creatures cannot move or speak, but they remain aware of events around them even though they are helpless to change them. Time passes at a normal rate for the targets and hence being held does not stop any worsening of their condition due to wounds, disease, or poison. STATISTICS: - Hold the humanoids |
SPIN649 Pocket Plane | Pocket Plane This ability returns | Pocket Plane (Innate) Range: Contact Duration: Instant Casting time: 1 Area of Effect: Caster Saving Throw: None Pocket Plane This ability returns |
SPIN651 Magic Resistance | Magic Resistance (Alteration) Level: 5 Sphere: Protection Range: Touch Duration: 3 rounds + 1 round/level Casting Time: 9 Area of Effect: 1 creature Saving Throw: None When this spell is cast, the recipient receives a resistance to all magic. The resistance conferred is 2% per level of the caster, up to a maximum of 40% at 20th level. This resistance is set so that if the target already has more Magic Resistance than the priest would confer, it will actually lower it to the set value. This effect will last for the duration of the spell or until dispelled. | Magic Resistance (Priest/Druid - Alteration) Level: 5 Range: Contact Duration: 15 rounds Casting time: 1 Area of Effect: 1 creature Saving Throw: None When this spell is cast, the recipient receives a resistance to all magic. The resistance conferred is 2% per level of the caster, up to a maximum of 40% at 20th level. This resistance is set so that if the target already has more Magic Resistance than the priest would confer, it will actually lower it to the set value. This effect will last for the duration of the spell or until dispelled. STATISTICS: - Allows the target to attack a hidden or invisible creature |
SPIN652 Magic Resistance | Magic Resistance (Alteration) Level: 5 Sphere: Protection Range: Touch Duration: 3 rounds + 1 round/level Casting Time: 9 Area of Effect: 1 creature Saving Throw: None When this spell is cast, the recipient receives a resistance to all magic. The resistance conferred is 2% per level of the caster, up to a maximum of 40% at 20th level. This resistance is set so that if the target already has more Magic Resistance than the priest would confer, it will actually lower it to the set value. This effect will last for the duration of the spell or until dispelled. | Magic Resistance (Priest/Druid - Alteration) Level: 5 Range: Contact Duration: 15 rounds Casting time: 1 Area of Effect: 1 creature Saving Throw: None When this spell is cast, the recipient receives a resistance to all magic. The resistance conferred is 2% per level of the caster, up to a maximum of 40% at 20th level. This resistance is set so that if the target already has more Magic Resistance than the priest would confer, it will actually lower it to the set value. This effect will last for the duration of the spell or until dispelled. STATISTICS: - Protects the target from magic |
SPIN653 Magic Resistance | Magic Resistance (Alteration) Level: 5 Sphere: Protection Range: Touch Duration: 3 rounds + 1 round/level Casting Time: 9 Area of Effect: 1 creature Saving Throw: None When this spell is cast, the recipient receives a resistance to all magic. The resistance conferred is 2% per level of the caster, up to a maximum of 40% at 20th level. This resistance is set so that if the target already has more Magic Resistance than the priest would confer, it will actually lower it to the set value. This effect will last for the duration of the spell or until dispelled. | Magic Resistance (Priest/Druid - Alteration) Level: 5 Range: Contact Duration: 15 rounds Casting time: 1 Area of Effect: 1 creature Saving Throw: None When this spell is cast, the recipient receives a resistance to all magic. The resistance conferred is 2% per level of the caster, up to a maximum of 40% at 20th level. This resistance is set so that if the target already has more Magic Resistance than the priest would confer, it will actually lower it to the set value. This effect will last for the duration of the spell or until dispelled. STATISTICS: - Protects the target from cold |
SPIN654 Magic Resistance | Magic Resistance (Alteration) Level: 5 Sphere: Protection Range: Touch Duration: 3 rounds + 1 round/level Casting Time: 9 Area of Effect: 1 creature Saving Throw: None When this spell is cast, the recipient receives a resistance to all magic. The resistance conferred is 2% per level of the caster, up to a maximum of 40% at 20th level. This resistance is set so that if the target already has more Magic Resistance than the priest would confer, it will actually lower it to the set value. This effect will last for the duration of the spell or until dispelled. | Magic Resistance (Priest/Druid - Alteration) Level: 5 Range: Contact Duration: 15 rounds Casting time: 1 Area of Effect: 1 creature Saving Throw: None When this spell is cast, the recipient receives a resistance to all magic. The resistance conferred is 2% per level of the caster, up to a maximum of 40% at 20th level. This resistance is set so that if the target already has more Magic Resistance than the priest would confer, it will actually lower it to the set value. This effect will last for the duration of the spell or until dispelled. STATISTICS: - Protects the target from fire |
SPIN655 Improved Haste | Improved Haste (Alteration) Level: 6 Range: 40 ft. Duration: 3 rounds + 1 round/level Casting Time: 3 Area of Effect: 1 creature Saving Throw: None The affected creature functions at double its normal movement and attack rates and receives a +2 bonus to its initiative. Thus, a creature moving at 6 and attacking once per round would move at 12 and attack twice per round. Spellcasting and spell effects are not sped up. There are three major differences between the 3rd-level wizard spell Haste and this spell: First, there is no period of fatigue following the expiration of the spell; second, this spell will only affect one creature; third, this spell actually doubles the number of attacks per round of the hasted creature. This spell also negates the effects of a Slow spell, but it is not cumulative with itself or with other similar magic. Its effects will last for the duration or until dispelled. | Improved Haste (Wizard - Alteration) Level: 6 Range: 40 feet Duration: 15 rounds Casting time: 1 Area of Effect: 1 creature Saving Throw: None The affected creature functions at double its normal movement and attack rates and receives a +2 bonus to its initiative. Thus, a creature moving at 6 and attacking once per round would move at 12 and attack twice per round. Spellcasting and spell effects are not sped up. There are three major differences between the 3rd-level wizard spell Haste and this spell: First, there is no period of fatigue following the expiration of the spell; second, this spell will only affect one creature; third, this spell actually doubles the number of attacks per round of the hasted creature. This spell also negates the effects of a Slow spell, but it is not cumulative with itself or with other similar magic. Its effects will last for the duration or until dispelled. STATISTICS: - Protecs the target from Haste and Offensive Spin spells - Double movement speed and grants one additional attack per round to the target |
SPIN663 Flame Blade | Flame Blade (Evocation) Level: 2 Sphere: Elemental (Fire) Range: 0 Duration: 4 rounds + 1 round/2 levels Casting Time: 4 Area of Effect: Special Saving Throw: None With this spell, the caster causes a blazing ray of red-hot fire to spring forth from | Flame Blade (Priest/Druid - Invocation) Level: 2 Range: Contact Duration: Instant Casting time: 4 Area of Effect: Caster Saving Throw: None With this spell, the caster causes a blazing ray of red-hot fire to spring forth from |
SPIN667 End Slayer Change | Polymorph Other (Alteration) Level: 4 Range: 40 ft. Duration: Permanent Casting Time: 4 Area of Effect: 1 creature Saving Throw: Neg. The Polymorph Other spell is a powerful magic that permanently alters the form of the creature affected. Mental attributes are not affected, and the target does not receive the special abilities of the new form. However all physical attributes are changed to adhere to the new form. This is a specific version of the spell in that the recipient will be transformed into a squirrel unless a Save vs. Petrification/Polymorph is made successfully. The transformation is instant and permanent until a Dispel Magic is cast successfully upon the affected creature. The natural attacks of the new form also become available and all clothes and equipment that the target was wearing will mold into the new form. | End Slayer Change (Innate - Alteration) Range: Contact Duration: Special Casting time: 0 Area of Effect: Caster Saving Throw: None The Polymorph Other spell is a powerful magic that permanently alters the form of the creature affected. Mental attributes are not affected, and the target does not receive the special abilities of the new form. However all physical attributes are changed to adhere to the new form. This is a specific version of the spell in that the recipient will be transformed into a squirrel unless a Save vs. Petrification/Polymorph is made successfully. The transformation is instant and permanent until a Dispel Magic is cast successfully upon the affected creature. The natural attacks of the new form also become available and all clothes and equipment that the target was wearing will mold into the new form. STATISTICS: - Restore its natural form - Protects from magic damage for 44 seconds |
SPIN676 Invoke Courage | Invoke Courage When Mazzy uses this ability, she becomes immune to fear and gains a +1 bonus to THAC0 as well as to all Saving Throws. The effect lasts for 5 turns. | Invoke Courage (Innate) Range: Contact Duration: 1 hour Casting time: 2 Area of Effect: Allies within a radius of 15 feet around of the caster Saving Throw: None When Mazzy uses this ability, she becomes immune to fear and gains a +1 bonus to THAC0 as well as to all Saving Throws. The effect lasts for 5 turns. STATISTICS: - Increases the Melee THAC0 of the target by 1 - Increases save vs. all of the target by 1 - Protects the target from horror and panic |
SPIN679 Heal | Heal (Necromancy) Level: 6 Sphere: Healing Range: Touch Duration: Permanent Casting Time: 9 Area of Effect: 1 creature Saving Throw: None The very potent Heal spell enables the priest to wipe away disease and injury in the creature who receives the benefits of the spell. It completely cures all disease and blindness in the recipient and heals all points of damage suffered due to wounds or injury. It also dispels a Feeblemind spell and cures those mental disorders caused by spells or injury to the brain. Naturally, the effects can be negated by later wounds, injuries, and diseases. | Heal (Priest/Druid - Necromancy) Level: 6 Range: Contact Duration: Instant Casting time: 9 Area of Effect: 1 creature Saving Throw: None The very potent Heal spell enables the priest to wipe away disease and injury in the creature who receives the benefits of the spell. It completely cures all disease and blindness in the recipient and heals all points of damage suffered due to wounds or injury. It also dispels a Feeblemind spell and cures those mental disorders caused by spells or injury to the brain. Naturally, the effects can be negated by later wounds, injuries, and diseases. STATISTICS: - Heals 100 % hit points to the target - Cure Feeblemindedness on the target - Cures the diseases of the target - Neutralizes poisons infecting the target - Cure blindness on the target - Cures the deafness of the target - Sobering up the target |
SPIN681 Wail of the Banshee | Wail of the Banshee (Necromancy) Level: 9 Range: 0 Duration: Instant Casting Time: 9 Area of Effect: 15-ft. radius Saving Throw: Neg. At the culmination of this dreadful spell, the wizard screams like a banshee (groaning spirit). Everyone in the area of effect hears the awful cry. Those who fail a Saving Throw vs. Death die instantly. The caster and companions are immune to the effects of the wail. | Wail of the Banshee (Innate - Necromancy) Range: Contact Duration: Instant Casting time: 1 Area of Effect: Enemies within a radius of 15 feet around of the caster Saving Throw: Paralysis / Poison / Death (Neg.) At the culmination of this dreadful spell, the wizard screams like a banshee (groaning spirit). Everyone in the area of effect hears the awful cry. Those who fail a Saving Throw vs. Death die instantly. The caster and companions are immune to the effects of the wail. STATISTICS: - Instantly slays the target |
SPIN682 Lower Fire Resistance | Greater Malison (Enchantment/Charm) Level: 4 Range: 50 ft. Duration: 2 rounds/level Casting Time: 4 Area of Effect: 15-ft. radius Saving Throw: None The spell allows the caster to adversely affect all the Saving Throws of | Lower Fire Resistance (Wizard) Level: 4 Range: 50 feet Duration: 6 rounds Casting time: 1 Area of Effect: Enemies within a radius of 15 feet Saving Throw: Spells at -3 (Neg.) The spell allows the caster to adversely affect all the Saving Throws of |
SPIN684 True Sight | True Sight (Divination) Level: 6 Range: 0 Duration: 1 turn Casting Time: 8 Area of Effect: 120-ft. radius Saving Throw: None When this spell is cast, an area roughly 120 ft. in radius around the caster will be affected. Instantly and once per round for 1 turn after this spell is cast, all hostile Illusion/Phantasm spells in the area of effect will be dispelled. The spells that are affected by this are Reflected Image, Invisibility, Mirror Image, Non-Detection, Improved Invisibility, Shadow Door, Mislead, Project Image, and Simulacrum. The area of effect is roughly a 120-ft. radius around the caster. The target's Magic Resistance, if any, does not come into effect with this spell. This spell only affects enemies, thus it is unable to dispel invisibility from a party member. | True Sight (Wizard - Divination) Level: 6 Range: Contact Duration: Instant Casting time: 6 Area of Effect: Enemies within a radius of 117 feet around of the caster Saving Throw: None When this spell is cast, an area roughly 120 ft. in radius around the caster will be affected. Instantly and once per round for 1 turn after this spell is cast, all hostile Illusion/Phantasm spells in the area of effect will be dispelled. The spells that are affected by this are Reflected Image, Invisibility, Mirror Image, Non-Detection, Improved Invisibility, Shadow Door, Mislead, Project Image, and Simulacrum. The area of effect is roughly a 120-ft. radius around the caster. The target's Magic Resistance, if any, does not come into effect with this spell. This spell only affects enemies, thus it is unable to dispel invisibility from a party member. STATISTICS: - Dispels all of Illusion spells on the target |
SPIN685 Magic Missile | Magic Missile (Evocation) Level: 1 Range: Visual range of the caster Duration: Instant Casting Time: 1 Area of Effect: 1 creature Saving Throw: None Use of the Magic Missile spell, one of the most popular 1st-level spells, creates up to five missiles of magical energy that dart forth from the wizard's fingertip and unerringly strike their target, which must be a creature of some sort. Each missile inflicts 1d4+1 points of damage. For every 2 extra levels of experience, the wizard gains an additional missile— | Magic Missile (Wizard - Invocation) Level: 1 Range: 60 feet Duration: Instant Casting time: 1 Area of Effect: 1 creature Saving Throw: None Use of the Magic Missile spell, one of the most popular 1st-level spells, creates up to five missiles of magical energy that dart forth from the wizard's fingertip and unerringly strike their target, which must be a creature of some sort. Each missile inflicts 1d4+1 points of damage. For every 2 extra levels of experience, the wizard gains an additional missile— |
SPIN686 Protection From Magical Weapons | Protection From Magical Weapons (Abjuration) Level: 6 Range: 0 Duration: 4 rounds Casting Time: 1 Area of Effect: The caster Saving Throw: None When the spell is cast, it confers complete invulnerability to all magical weapons. This includes weapons that are blessed or enchanted. The attacks of powerful monsters are also considered magical weapons. This spell cannot be cast on anyone who is protected from normal weapons as well as anyone protected by Mantle, Improved Mantle, or Absolute Immunity. Due to the nature of this spell, with the short casting time and duration, it is mainly used to buy the wizard a few rounds in the thick of combat. This effect lasts for the duration of the spell or until dispelled. | Protection From Magical Weapons (Wizard - Abjuration) Level: 6 Range: Contact Duration: 4 rounds Casting time: 1 Area of Effect: Caster Saving Throw: None When the spell is cast, it confers complete invulnerability to all magical weapons. This includes weapons that are blessed or enchanted. The attacks of powerful monsters are also considered magical weapons. This spell cannot be cast on anyone who is protected from normal weapons as well as anyone protected by Mantle, Improved Mantle, or Absolute Immunity. Due to the nature of this spell, with the short casting time and duration, it is mainly used to buy the wizard a few rounds in the thick of combat. This effect lasts for the duration of the spell or until dispelled. STATISTICS: - Protects from Absolute Immunity, Improved Mantle, Mantle and Protection From Normal Weapons spells - Protects from magical weapons |
SPIN687 Create Shadows | Improved Invisibility (Illusion/Phantasm) Level: 4 Range: Touch Duration: 3 rounds + 1 round/level Casting Time: 4 Area of Effect: 1 creature Saving Throw: None This spell is similar to Invisibility, but the recipient is able to attack by missile discharge, melee combat, or spellcasting while remaining unseen. However, telltale traces—a shimmering—allow an observant opponent to attack the invisible spell recipient. These traces are only noticeable when specifically looked for (after the invisible character has made | Create Shadows (Wizard - Illusion) Level: 4 Range: Contact Duration: 3 rounds + 1 round/level Casting time: 4 Area of Effect: 1 creature Saving Throw: None This spell is similar to Invisibility, but the recipient is able to attack by missile discharge, melee combat, or spellcasting while remaining unseen. However, telltale traces—a shimmering—allow an observant opponent to attack the invisible spell recipient. These traces are only noticeable when specifically looked for (after the invisible character has made |
SPIN689 Summon Insects | Creeping Doom (Conjuration/Summoning) Level: 7 Sphere: Animal, Summoning Range: 240 ft. Duration: 3 rounds Casting Time: 5 Area of Effect: Special Saving Throw: Special When the caster utters the spell Creeping Doom, | Summon Insects (Druid - Conjuration) Level: 7 Range: 160 feet Duration: 3 rounds Casting time: 9 Area of Effect: 1 creature and any enemy within a radius of 15 feet Saving Throw: None When the caster utters the spell Creeping Doom, |
SPIN692 Silence, 15' Radius | Silence, 15' Radius (Alteration) Level: 2 Sphere: Guardian Range: Visual range of the caster Duration: 2 rounds/level Casting Time: 5 Area of Effect: 15-ft. radius sphere Saving Throw: Neg. Upon casting this spell, complete silence prevails in the affected area. All sound is stopped: Conversation is impossible and spells cannot be cast. Each creature in the area must make a Saving Throw vs. Spell with a -5 penalty; if the save is failed then they are silenced for the duration of the spell. Note that this spell does not continue to affect the area after being cast; only those in the area at the time of the casting are affected by the silence. | Silence, 15' Radius (Priest - Alteration) Level: 2 Range: 80 feet Duration: 4 turns Casting time: 5 Area of Effect: radius of 15 feet Saving Throw: Spells at -5 (Neg.) Upon casting this spell, complete silence prevails in the affected area. All sound is stopped: Conversation is impossible and spells cannot be cast. Each creature in the area must make a Saving Throw vs. Spell with a -5 penalty; if the save is failed then they are silenced for the duration of the spell. Note that this spell does not continue to affect the area after being cast; only those in the area at the time of the casting are affected by the silence. STATISTICS: - Silences the target |
SPIN694 Stoneskin | Stoneskin (Alteration) Level: 4 Range: 0 Duration: 12 hours Casting Time: 1 Area of Effect: The caster Saving Throw: None When a wizard casts this powerful spell upon | Stoneskin (Wizard - Alteration) Level: 4 Range: Contact Duration: 12 hours Casting time: 0 Area of Effect: Caster Saving Throw: None When a wizard casts this powerful spell upon |
SPIN695 Wing Buffet | Non-Detection (Abjuration) Level: 3 Range: Touch Duration: 4 hours Casting Time: 3 Area of Effect: 1 creature Saving Throw: None By casting this spell, the wizard makes the creature touched undetectable by divination spells such as Clairaudience, Clairvoyance, Locate Object, ESP, and detect spells including Invisibility Purge. It also prevents location by such magical items as crystal balls and ESP medallions. It does not affect the Know Alignment spell. | Wing Buffet (Innate) Range: 30 feet Duration: Special Casting time: 1 Area of Effect: 1 creature and any enemy within a radius of 15 feet Saving Throw: Special By casting this spell, the wizard makes the creature touched undetectable by divination spells such as Clairaudience, Clairvoyance, Locate Object, ESP, and detect spells including Invisibility Purge. It also prevents location by such magical items as crystal balls and ESP medallions. It does not affect the Know Alignment spell. STATISTICS: - Inflicts 1d8 +12 crushing damage to the target - Zone of Sweet Air - Renders the target unconscious for 3 seconds (save vs. Spells at -10 neg.) - Knock down the target 30 feet away from the caster for 2 seconds |
SPIN696 Moon Dog Sight | Moon Dog Sight The moon dog can see through (and therefore dispel) all forms of illusion and invisibility, detecting traps and evil in the vicinity. | Moon Dog Sight (Innate) Range: Contact Duration: 1 turn Casting time: 3 Area of Effect: Enemies within a radius of 117 feet around of the caster Saving Throw: None Moon Dog Sight The moon dog can see through (and therefore dispel) all forms of illusion and invisibility, detecting traps and evil in the vicinity. STATISTICS: - Dispels all of Illusion spells of level 5 or lower on the target - the target find traps - the target detects evil |
SPIN697 Mirror Image | Mirror Image (Illusion/Phantasm) Level: 2 Range: 0 Duration: 15 rounds Casting Time: 1 Area of Effect: Special Saving Throw: None Cerebus creates 6 exact duplicates of himself. These images do exactly what he does. Since the spell causes a blurring and slight distortion when cast, it is impossible for opponents to be certain which are the illusions and which is the actual Cerebus. When an image is struck by a melee or missile attack—magical or otherwise—it disappears, but any other existing images remain intact until they are struck. However, it is important to note that this will not protect Cerebus against every attack, as it is possible for an enemy to choose the real one amongst all the images. | Mirror Image (Innate - Illusion) Range: Contact Duration: 6 rounds + 9 rounds on level 12 Casting time: 1 Area of Effect: Caster Saving Throw: None Cerebus creates 6 exact duplicates of himself. These images do exactly what he does. Since the spell causes a blurring and slight distortion when cast, it is impossible for opponents to be certain which are the illusions and which is the actual Cerebus. When an image is struck by a melee or missile attack—magical or otherwise—it disappears, but any other existing images remain intact until they are struck. However, it is important to note that this will not protect Cerebus against every attack, as it is possible for an enemy to choose the real one amongst all the images. STATISTICS: - Mirror Image |
SPIN698 Improved Invisibility | Improved Invisibility (Illusion/Phantasm) Level: 4 Range: Touch Duration: 15 rounds Casting Time: 4 Area of Effect: 1 creature Saving Throw: None Improved Invisibility allows Cerebus to vanish from sight for up to 15 rounds. However, if he attacks during that time, a telltale shimmering will give away his general position, allowing an observant opponent to target him. Attacks against Cerebus while he is invisible suffer a -4 penalty to attack rolls, and his Saving Throws are made with a +4 bonus during this time. This ability also grants Cerebus nondetection, rendering him undetectable by divination spells such as Invisibility Purge. | Improved Invisibility (Innate - Illusion) Range: Contact Duration: Special Casting time: 4 Area of Effect: Caster Saving Throw: None Improved Invisibility allows Cerebus to vanish from sight for up to 15 rounds. However, if he attacks during that time, a telltale shimmering will give away his general position, allowing an observant opponent to target him. Attacks against Cerebus while he is invisible suffer a -4 penalty to attack rolls, and his Saving Throws are made with a +4 bonus during this time. This ability also grants Cerebus nondetection, rendering him undetectable by divination spells such as Invisibility Purge. STATISTICS: - Makes the caster non-detectable by magical means such as Detect Invisibility and other divinations for 15 rounds - Improved invisibility for 15 rounds |
SPIN699 Healing Lick | Healing Lick Heals 20 Hit Points and cures disease, deafness, blindness, and poison. | Healing Lick (Innate - Necromancy) Range: Contact Duration: Instant Casting time: 1 Area of Effect: 1 creature Saving Throw: None Healing Lick Heals 20 Hit Points and cures disease, deafness, blindness, and poison. STATISTICS: - Heals 20 hit points to the target - Cure Feeblemindedness - Neutralizes poisons infecting the target - Cure blindness on the target - Cures the deafness of the target |
SPIN701 Fireball | Fireball (Evocation) Level: 3 Range: 40 ft. Duration: Instant Casting Time: 3 Area of Effect: 15-ft. radius Saving Throw: 1/2 A Fireball is an explosive burst of flame, which detonates with a low roar and delivers damage proportional to the level of the wizard who cast it—1d6 points of damage for each level of experience of the caster (up to a maximum of 10d6). The wizard points | Fireball (Innate - Invocation) Range: 40 feet Duration: Instant Casting time: 1 Area of Effect: radius of 15 feet Saving Throw: Spells (1/2) A Fireball is an explosive burst of flame, which detonates with a low roar and delivers damage proportional to the level of the wizard who cast it—1d6 points of damage for each level of experience of the caster (up to a maximum of 10d6). The wizard points |
SPIN702 Spawn Demons | Flame Strike (Evocation) Level: 5 Sphere: Combat Range: 40 ft. Duration: Instant Casting Time: 8 Area of Effect: 1 creature Saving Throw: 1/2 When the priest calls down a Flame Strike spell, a vertical column of fire roars downward in the exact location called for by the caster. The target must roll a Saving Throw vs. Spell. Failure means the creature sustains 1d8 points of damage per level of the caster; otherwise, the damage is halved. | Spawn Demons (Innate - Invocation) Range: 40 feet Duration: Instant Casting time: 8 Area of Effect: Point in the visual range of the caster Saving Throw: None When the priest calls down a Flame Strike spell, a vertical column of fire roars downward in the exact location called for by the caster. The target must roll a Saving Throw vs. Spell. Failure means the creature sustains 1d8 points of damage per level of the caster; otherwise, the damage is halved. STATISTICS: |
SPIN703 Dispel Magic | Dispel Magic (Abjuration) Level: 3 Sphere: Protection Range: 40 ft. Duration: Instant Casting Time: 6 Area of Effect: 15-ft. radius Saving Throw: None A Dispel Magic spell removes magical effects upon anyone within the area. This includes effects given from spells, potions and certain magical items such as wands. It does not, however, affect enchanted magical items or spell protections such as Spell Turning and Spell Deflection. The chance of the dispel succeeding is determined by the level of the caster and the level of the magic being dispelled. The base chance of successfully dispelling is 50%. For every level that the caster of the Dispel Magic is above the original caster, | Dispel Magic (Wizard - Abjuration) Level: 3 Range: 40 feet Duration: Instant Casting time: 5 Area of Effect: radius of 15 feet Saving Throw: None A Dispel Magic spell removes magical effects upon anyone within the area. This includes effects given from spells, potions and certain magical items such as wands. It does not, however, affect enchanted magical items or spell protections such as Spell Turning and Spell Deflection. The chance of the dispel succeeding is determined by the level of the caster and the level of the magic being dispelled. The base chance of successfully dispelling is 50%. For every level that the caster of the Dispel Magic is above the original caster, |
SPIN704 Confusion | Confusion (Enchantment/Charm) Level: 7 Sphere: Chaos Range: Visual range of the caster Duration: 1 round/2 levels Casting Time: 7 Area of Effect: 15-ft. radius Saving Throw: Neg. This spell causes confusion in one or more enemy creatures within the area, creating indecision and the inability to take effective action. All enemy creatures within the area of effect are allowed Saving Throws vs. Spell with a -2 penalty. Those successfully saving are unaffected by the spell. Those who fail their Saving Throws will either go berserk, stand confused, or wander about for the duration of the spell. The spell lasts for 1 round for every two levels of the caster. Wandering creatures move as far from the caster as possible according to their most typical mode of movement (characters walk, fish swim, bats fly, etc.). Any confused creature that is attacked perceives the attacker as an enemy and acts according to its basic nature. | Confusion (Priest/Druid - Enchantment) Level: 7 Range: 45 feet Duration: 1 round/level Casting time: 7 Area of Effect: Enemies within a radius of 15 feet Saving Throw: Spells at -2 (Neg.) This spell causes confusion in one or more enemy creatures within the area, creating indecision and the inability to take effective action. All enemy creatures within the area of effect are allowed Saving Throws vs. Spell with a -2 penalty. Those successfully saving are unaffected by the spell. Those who fail their Saving Throws will either go berserk, stand confused, or wander about for the duration of the spell. The spell lasts for 1 round for every two levels of the caster. Wandering creatures move as far from the caster as possible according to their most typical mode of movement (characters walk, fish swim, bats fly, etc.). Any confused creature that is attacked perceives the attacker as an enemy and acts according to its basic nature. STATISTICS: - Confusing to the target |
SPIN710 Spell Deflection | Spell Deflection (Abjuration) Level: 6 Range: 0 Duration: 3 rounds/level Casting Time: 6 Area of Effect: The caster Saving Throw: None This powerful abjuration spell causes any spells cast against the wizard to be absorbed and consumed. This affects a total of 10 spell levels. This includes spells cast from scrolls and innate spell-like abilities, but excludes the following: area effects that are not centered directly upon the wizard, as well as area effects that are stationary, such as Cloudkill and Stinking Cloud. As long as the spell is cast directly at the wizard it will be absorbed. Something to note is that as long as there are levels remaining, then the spell will be absorbed. For example, if there is only 1 level left and a 3rd-level spell is cast at the wizard, the spell will be absorbed while canceling the spell deflection. It is not affected by a Dispel Magic. | Spell Deflection (Wizard - Abjuration) Level: 6 Range: Contact Duration: 54 rounds Casting time: 6 Area of Effect: Caster Saving Throw: None This powerful abjuration spell causes any spells cast against the wizard to be absorbed and consumed. This affects a total of 10 spell levels. This includes spells cast from scrolls and innate spell-like abilities, but excludes the following: area effects that are not centered directly upon the wizard, as well as area effects that are stationary, such as Cloudkill and Stinking Cloud. As long as the spell is cast directly at the wizard it will be absorbed. Something to note is that as long as there are levels remaining, then the spell will be absorbed. For example, if there is only 1 level left and a 3rd-level spell is cast at the wizard, the spell will be absorbed while canceling the spell deflection. It is not affected by a Dispel Magic. STATISTICS: - Immunize up to 10 spell levels |
SPIN711 Heal | Heal (Necromancy) Level: 6 Sphere: Healing Range: Touch Duration: Permanent Casting Time: 9 Area of Effect: 1 creature Saving Throw: None The very potent Heal spell enables the priest to wipe away disease and injury in the creature who receives the benefits of the spell. It completely cures all disease and blindness in the recipient and heals all points of damage suffered due to wounds or injury. It also dispels a Feeblemind spell and cures those mental disorders caused by spells or injury to the brain. Naturally, the effects can be negated by later wounds, injuries, and diseases. | Heal (Priest/Druid - Necromancy) Level: 6 Range: Contact Duration: Instant Casting time: 1 Area of Effect: 1 creature Saving Throw: None The very potent Heal spell enables the priest to wipe away disease and injury in the creature who receives the benefits of the spell. It completely cures all disease and blindness in the recipient and heals all points of damage suffered due to wounds or injury. It also dispels a Feeblemind spell and cures those mental disorders caused by spells or injury to the brain. Naturally, the effects can be negated by later wounds, injuries, and diseases. STATISTICS: - Heals 100 % hit points to the target - Cure Feeblemindedness on the target - Cures the diseases of the target - Neutralizes poisons infecting the target - Cure blindness on the target - Cures the deafness of the target - Sobering up the target |
SPIN714 Lightning Bolt | Lightning Bolt (Evocation) Level: 3 Range: 70 ft. Duration: Instant Casting Time: 3 Area of Effect: Path of bolt Saving Throw: 1/2 Upon casting this spell, the wizard releases a powerful stroke of electrical energy that inflicts 1d6 points of damage per level of the caster (maximum damage of 10d6) to each creature within its area of effect. A successful Saving Throw vs. Spell reduces this damage to half (round fractions down). If the lightning bolt intersects with a wall, it will bounce until it reaches its full length. | Lightning Bolt (Wizard - Invocation) Level: 3 Range: 10 feet par niveau Duration: Instant Casting time: Special Area of Effect: 1 creature and any creature within a radius of 180 feet Saving Throw: Spells (1/2) Upon casting this spell, the wizard releases a powerful stroke of electrical energy that inflicts 1d6 points of damage per level of the caster (maximum damage of 10d6) to each creature within its area of effect. A successful Saving Throw vs. Spell reduces this damage to half (round fractions down). If the lightning bolt intersects with a wall, it will bounce until it reaches its full length. STATISTICS: - Inflicts 1d6 electrical damage per level/10 to the target |
SPIN717 Slayer Change | Slayer Change When you use this ability, you take on the form of the brutal essence of Bhaal: a violent, powerful creature made of teeth and claws. Using this ability reduces your reputation by two points, as even those who do not witness the event can sense the corruption caused by giving yourself over to instinct. The Slayer form grants the following benefits: – Strength and Dexterity set to 25 – Effective AC set to -9 – Magic Resistance set to 40% – Saving Throws set to 2 – Attacks per round set to 4 (1d8 crushing, 2 cold) – THAC0 set to 0 – +100 Hit Points – Immunity to imprisonment, level drain, stun, and missile attacks | Slayer Change (Innate) Range: Contact Duration: 40 seconds Casting time: 1 Area of Effect: Caster Saving Throw: None – Saving Throws set to 2 – Attacks per round set to 4 (1d8 crushing, 2 cold) – THAC0 set to 0 – +100 Hit Points – Immunity to imprisonment, level drain, stun, and missile attacks STATISTICS: - Transform into Slayer |
SPIN718 End Slayer Change | Polymorph Other (Alteration) Level: 4 Range: 40 ft. Duration: Permanent Casting Time: 4 Area of Effect: 1 creature Saving Throw: Neg. The Polymorph Other spell is a powerful magic that permanently alters the form of the creature affected. Mental attributes are not affected, and the target does not receive the special abilities of the new form. However all physical attributes are changed to adhere to the new form. This is a specific version of the spell in that the recipient will be transformed into a squirrel unless a Save vs. Petrification/Polymorph is made successfully. The transformation is instant and permanent until a Dispel Magic is cast successfully upon the affected creature. The natural attacks of the new form also become available and all clothes and equipment that the target was wearing will mold into the new form. | End Slayer Change (Innate - Alteration) Range: Contact Duration: 12220 hours Casting time: 0 Area of Effect: Caster Saving Throw: None The Polymorph Other spell is a powerful magic that permanently alters the form of the creature affected. Mental attributes are not affected, and the target does not receive the special abilities of the new form. However all physical attributes are changed to adhere to the new form. This is a specific version of the spell in that the recipient will be transformed into a squirrel unless a Save vs. Petrification/Polymorph is made successfully. The transformation is instant and permanent until a Dispel Magic is cast successfully upon the affected creature. The natural attacks of the new form also become available and all clothes and equipment that the target was wearing will mold into the new form. STATISTICS: - Restore its natural form - Fatigue: +4 |
SPIN718A End Slayer Change | Polymorph Other (Alteration) Level: 4 Range: 40 ft. Duration: Permanent Casting Time: 4 Area of Effect: 1 creature Saving Throw: Neg. The Polymorph Other spell is a powerful magic that permanently alters the form of the creature affected. Mental attributes are not affected, and the target does not receive the special abilities of the new form. However all physical attributes are changed to adhere to the new form. This is a specific version of the spell in that the recipient will be transformed into a squirrel unless a Save vs. Petrification/Polymorph is made successfully. The transformation is instant and permanent until a Dispel Magic is cast successfully upon the affected creature. The natural attacks of the new form also become available and all clothes and equipment that the target was wearing will mold into the new form. | End Slayer Change (Innate - Alteration) Range: Contact Duration: Special Casting time: 0 Area of Effect: Caster Saving Throw: None The Polymorph Other spell is a powerful magic that permanently alters the form of the creature affected. Mental attributes are not affected, and the target does not receive the special abilities of the new form. However all physical attributes are changed to adhere to the new form. This is a specific version of the spell in that the recipient will be transformed into a squirrel unless a Save vs. Petrification/Polymorph is made successfully. The transformation is instant and permanent until a Dispel Magic is cast successfully upon the affected creature. The natural attacks of the new form also become available and all clothes and equipment that the target was wearing will mold into the new form. STATISTICS: - Restore its natural form - Protects from magic damage for 44 seconds - Fatigue: +4 permanently |
SPIN719 Meteor Swarm | Meteor Swarm (Evocation) Level: 9 Range: 270 ft. Duration: 4 rounds Casting Time: 9 Area of Effect: 15-ft. radius Saving Throw: None When the caster utters the words to this powerful spell, | Meteor Swarm (Wizard - Invocation) Level: 9 Range: 50 feet Duration: Instant Casting time: 9 Area of Effect: radius of 15 feet Saving Throw: None When the caster utters the words to this powerful spell, |
SPIN723 Dragon Rain | Ice Storm (Evocation) Level: 4 Range: Visual range of the caster Duration: 4 rounds Casting Time: 4 Area of Effect: 15-ft. radius Saving Throw: None When this spell is cast, great hail stones pound down for four rounds in a 30-ft. diameter area and inflict 2d8 points of cold damage to any creatures within the area of effect. Also, anyone that remains within the area of effect takes 2d8 cold damage each round for 4 rounds. | Dragon Rain (Wizard - Invocation) Level: 4 Range: 40 feet Duration: Instant Casting time: 4 Area of Effect: radius of 15 feet Saving Throw: Special When this spell is cast, great hail stones pound down for four rounds in a 30-ft. diameter area and inflict 2d8 points of cold damage to any creatures within the area of effect. Also, anyone that remains within the area of effect takes 2d8 cold damage each round for 4 rounds. STATISTICS: - Inflicts 2d8 cold damage to the target - Instantly slays the target (save vs. Death neg.) |
SPIN730 Summon Fungus | Animal Summoning I (Conjuration/Summoning) Level: 4 Sphere: Animal, Summoning Range: 30 ft. Duration: 3 turns Casting Time: 7 Area of Effect: Special Saving Throw: None By means of this spell, the caster calls between 2 and 3 animals that have 4 Hit Dice or less. The animals appearing are randomly determined. They will remain under the caster's control until slain or the spell duration expires. | Summon Fungus (Innate - Conjuration) Range: 30 feet Duration: 200 seconds Casting time: 7 Area of Effect: radius of 15 feet Saving Throw: None By means of this spell, the caster calls between 2 and 3 animals that have 4 Hit Dice or less. The animals appearing are randomly determined. They will remain under the caster's control until slain or the spell duration expires. STATISTICS: - Summon 2 Myconid |
SPIN731 Wish | Wish (Any School) Level: 9 Range: Unlimited Duration: Special Casting Time: 5 Area of Effect: Special Saving Throw: None Wish is a more potent version of the Limited Wish spell. It will fulfill literally the utterance of the spellcaster. Thus, the actuality of the past, present, or future might be altered (but possibly only for the wizard unless the wording of the spell is most carefully stated) in some limited manner. Greedy desires usually end in disaster for the wisher. Lastly, the wiser the wizard, the better chance that | Wish (Innate - Abjuration) Range: Contact Duration: 45 seconds Casting time: 1 Area of Effect: 1 creature Saving Throw: None Wish is a more potent version of the Limited Wish spell. It will fulfill literally the utterance of the spellcaster. Thus, the actuality of the past, present, or future might be altered (but possibly only for the wizard unless the wording of the spell is most carefully stated) in some limited manner. Greedy desires usually end in disaster for the wisher. Lastly, the wiser the wizard, the better chance that |
SPIN732 Wish | Wish (Any School) Level: 9 Range: Unlimited Duration: Special Casting Time: 5 Area of Effect: Special Saving Throw: None Wish is a more potent version of the Limited Wish spell. It will fulfill literally the utterance of the spellcaster. Thus, the actuality of the past, present, or future might be altered (but possibly only for the wizard unless the wording of the spell is most carefully stated) in some limited manner. Greedy desires usually end in disaster for the wisher. Lastly, the wiser the wizard, the better chance that | Wish (Innate - Abjuration) Range: Contact Duration: Instant Casting time: 1 Area of Effect: 1 creature Saving Throw: None Wish is a more potent version of the Limited Wish spell. It will fulfill literally the utterance of the spellcaster. Thus, the actuality of the past, present, or future might be altered (but possibly only for the wizard unless the wording of the spell is most carefully stated) in some limited manner. Greedy desires usually end in disaster for the wisher. Lastly, the wiser the wizard, the better chance that |
SPIN733 Wish | Wish (Any School) Level: 9 Range: Unlimited Duration: Special Casting Time: 5 Area of Effect: Special Saving Throw: None Wish is a more potent version of the Limited Wish spell. It will fulfill literally the utterance of the spellcaster. Thus, the actuality of the past, present, or future might be altered (but possibly only for the wizard unless the wording of the spell is most carefully stated) in some limited manner. Greedy desires usually end in disaster for the wisher. Lastly, the wiser the wizard, the better chance that | Wish (Innate - Abjuration) Range: Contact Duration: 25 seconds Casting time: 1 Area of Effect: 1 creature Saving Throw: None Wish is a more potent version of the Limited Wish spell. It will fulfill literally the utterance of the spellcaster. Thus, the actuality of the past, present, or future might be altered (but possibly only for the wizard unless the wording of the spell is most carefully stated) in some limited manner. Greedy desires usually end in disaster for the wisher. Lastly, the wiser the wizard, the better chance that |
SPIN734 Wish | Wish (Any School) Level: 9 Range: Unlimited Duration: Special Casting Time: 5 Area of Effect: Special Saving Throw: None Wish is a more potent version of the Limited Wish spell. It will fulfill literally the utterance of the spellcaster. Thus, the actuality of the past, present, or future might be altered (but possibly only for the wizard unless the wording of the spell is most carefully stated) in some limited manner. Greedy desires usually end in disaster for the wisher. Lastly, the wiser the wizard, the better chance that | Wish (Innate - Abjuration) Range: Contact Duration: Instant Casting time: 1 Area of Effect: 1 creature Saving Throw: None Wish is a more potent version of the Limited Wish spell. It will fulfill literally the utterance of the spellcaster. Thus, the actuality of the past, present, or future might be altered (but possibly only for the wizard unless the wording of the spell is most carefully stated) in some limited manner. Greedy desires usually end in disaster for the wisher. Lastly, the wiser the wizard, the better chance that |
SPIN735 Wish | Wish (Any School) Level: 9 Range: Unlimited Duration: Special Casting Time: 5 Area of Effect: Special Saving Throw: None Wish is a more potent version of the Limited Wish spell. It will fulfill literally the utterance of the spellcaster. Thus, the actuality of the past, present, or future might be altered (but possibly only for the wizard unless the wording of the spell is most carefully stated) in some limited manner. Greedy desires usually end in disaster for the wisher. Lastly, the wiser the wizard, the better chance that | Wish (Innate - Abjuration) Range: Contact Duration: 45 seconds Casting time: 1 Area of Effect: 1 creature Saving Throw: None Wish is a more potent version of the Limited Wish spell. It will fulfill literally the utterance of the spellcaster. Thus, the actuality of the past, present, or future might be altered (but possibly only for the wizard unless the wording of the spell is most carefully stated) in some limited manner. Greedy desires usually end in disaster for the wisher. Lastly, the wiser the wizard, the better chance that |
SPIN736 Wish | Wish (Any School) Level: 9 Range: Unlimited Duration: Special Casting Time: 5 Area of Effect: Special Saving Throw: None Wish is a more potent version of the Limited Wish spell. It will fulfill literally the utterance of the spellcaster. Thus, the actuality of the past, present, or future might be altered (but possibly only for the wizard unless the wording of the spell is most carefully stated) in some limited manner. Greedy desires usually end in disaster for the wisher. Lastly, the wiser the wizard, the better chance that | Wish (Innate - Abjuration) Range: Contact Duration: 1 round/level Casting time: 1 Area of Effect: 1 creature Saving Throw: None Wish is a more potent version of the Limited Wish spell. It will fulfill literally the utterance of the spellcaster. Thus, the actuality of the past, present, or future might be altered (but possibly only for the wizard unless the wording of the spell is most carefully stated) in some limited manner. Greedy desires usually end in disaster for the wisher. Lastly, the wiser the wizard, the better chance that |
SPIN737 Wish | Wish (Any School) Level: 9 Range: Unlimited Duration: Special Casting Time: 5 Area of Effect: Special Saving Throw: None Wish is a more potent version of the Limited Wish spell. It will fulfill literally the utterance of the spellcaster. Thus, the actuality of the past, present, or future might be altered (but possibly only for the wizard unless the wording of the spell is most carefully stated) in some limited manner. Greedy desires usually end in disaster for the wisher. Lastly, the wiser the wizard, the better chance that | Wish (Innate - Abjuration) Range: Contact Duration: Instant Casting time: 1 Area of Effect: 1 creature Saving Throw: None Wish is a more potent version of the Limited Wish spell. It will fulfill literally the utterance of the spellcaster. Thus, the actuality of the past, present, or future might be altered (but possibly only for the wizard unless the wording of the spell is most carefully stated) in some limited manner. Greedy desires usually end in disaster for the wisher. Lastly, the wiser the wizard, the better chance that |
SPIN738 Wish | Wish (Any School) Level: 9 Range: Unlimited Duration: Special Casting Time: 5 Area of Effect: Special Saving Throw: None Wish is a more potent version of the Limited Wish spell. It will fulfill literally the utterance of the spellcaster. Thus, the actuality of the past, present, or future might be altered (but possibly only for the wizard unless the wording of the spell is most carefully stated) in some limited manner. Greedy desires usually end in disaster for the wisher. Lastly, the wiser the wizard, the better chance that | Wish (Innate - Abjuration) Range: Contact Duration: 5 rounds Casting time: 1 Area of Effect: 1 creature Saving Throw: None Wish is a more potent version of the Limited Wish spell. It will fulfill literally the utterance of the spellcaster. Thus, the actuality of the past, present, or future might be altered (but possibly only for the wizard unless the wording of the spell is most carefully stated) in some limited manner. Greedy desires usually end in disaster for the wisher. Lastly, the wiser the wizard, the better chance that |
SPIN773 Lay On Hands | Lay On Hands (Self-Only) The character channels positive energy to heal | Lay On Hands (Innate - Conjuration) Range: Contact Duration: Instant Casting time: 0 Area of Effect: Caster Saving Throw: None Lay On Hands (Self-Only) The character channels positive energy to heal |
SPIN774 Psionic Maze | Maze (Conjuration/Summoning) Level: 8 Range: Touch Duration: Special Casting Time: 3 Area of Effect: 1 creature Saving Throw: None An extradimensional space is brought into being upon utterance of a maze spell. The subject vanishes into the shifting labyrinth of force planes for a period of time that is totally dependent upon its Intelligence. Intelligence of Target — Time trapped in maze under 3 — 2d4 turns 3 to 5 — 1d4 turns 6 to 8 — 5d4 rounds 9 to 11 — 4d4 rounds 12 to 14 — 3d4 rounds 15 to 17 — 2d4 rounds 18 and up — 1d4 rounds Note that if the 9th-level spell Freedom is cast in the area where a creature is mazed, it will effectively bring | Psionic Maze (Wizard - Conjuration) Level: 1 Range: 70 feet Duration: Instant Casting time: 3 Area of Effect: 1 creature Saving Throw: Spells at -4 (Neg.) An extradimensional space is brought into being upon utterance of a maze spell. The subject vanishes into the shifting labyrinth of force planes for a period of time that is totally dependent upon its Intelligence. Intelligence of Target — Time trapped in maze under 3 — 2d4 turns 3 to 5 — 1d4 turns 6 to 8 — 5d4 rounds 9 to 11 — 4d4 rounds 12 to 14 — 3d4 rounds 15 to 17 — 2d4 rounds 18 and up — 1d4 rounds Note that if the 9th-level spell Freedom is cast in the area where a creature is mazed, it will effectively bring |
SPIN783 Slayer Change | Slayer Change When you use this ability, you take on the form of the brutal essence of Bhaal: a violent, powerful creature made of teeth and claws. Using this ability reduces your reputation by two points, as even those who do not witness the event can sense the corruption caused by giving yourself over to instinct. The Slayer form grants the following benefits: – Strength and Dexterity set to 25 – Effective AC set to -9 – Magic Resistance set to 40% – Saving Throws set to 2 – Attacks per round set to 4 (1d8 crushing, 2 cold) – THAC0 set to 0 – +100 Hit Points – Immunity to imprisonment, level drain, stun, and missile attacks | Slayer Change (Innate) Range: Contact Duration: Instant Casting time: 1 Area of Effect: Caster Saving Throw: None – Saving Throws set to 2 – Attacks per round set to 4 (1d8 crushing, 2 cold) – THAC0 set to 0 – +100 Hit Points – Immunity to imprisonment, level drain, stun, and missile attacks STATISTICS: - Transform into Slayer |
SPIN786 Banishment | Imprisonment (Abjuration) Level: 9 Range: Touch Duration: Permanent Casting Time: 9 Area of Effect: 1 creature Saving Throw: None When the Imprisonment spell is cast and the victim is touched, the recipient is entombed in a state of suspended animation in a small sphere far beneath the surface of the earth. The victim remains there unless a reverse of the spell—Freedom—is cast. Otherwise, the victim will remain there as long as the earth exists; rather a horrible fate, actually. If a Freedom spell is cast in the area where the creature was imprisoned, then | Banishment (Innate - Abjuration) Range: 20 feet Duration: Instant Casting time: 1 Area of Effect: 1 creature Saving Throw: None When the Imprisonment spell is cast and the victim is touched, the recipient is entombed in a state of suspended animation in a small sphere far beneath the surface of the earth. The victim remains there unless a reverse of the spell—Freedom—is cast. Otherwise, the victim will remain there as long as the earth exists; rather a horrible fate, actually. If a Freedom spell is cast in the area where the creature was imprisoned, then |
SPIN788 Imprisonment | Imprisonment (Abjuration) Level: 9 Range: Touch Duration: Permanent Casting Time: 9 Area of Effect: 1 creature Saving Throw: None When the Imprisonment spell is cast and the victim is touched, the recipient is entombed in a state of suspended animation in a small sphere far beneath the surface of the earth. The victim remains there unless a reverse of the spell—Freedom—is cast. Otherwise, the victim will remain there as long as the earth exists; rather a horrible fate, actually. If a Freedom spell is cast in the area where the creature was imprisoned, then | Imprisonment (Innate - Abjuration) Range: 10 feet Duration: Instant Casting time: 1 Area of Effect: 1 creature Saving Throw: None When the Imprisonment spell is cast and the victim is touched, the recipient is entombed in a state of suspended animation in a small sphere far beneath the surface of the earth. The victim remains there unless a reverse of the spell—Freedom—is cast. Otherwise, the victim will remain there as long as the earth exists; rather a horrible fate, actually. If a Freedom spell is cast in the area where the creature was imprisoned, then |
SPIN789 Demilich Howl | Wail of the Banshee (Necromancy) Level: 9 Range: 0 Duration: Instant Casting Time: 9 Area of Effect: 15-ft. radius Saving Throw: Neg. At the culmination of this dreadful spell, the wizard screams like a banshee (groaning spirit). Everyone in the area of effect hears the awful cry. Those who fail a Saving Throw vs. Death die instantly. The caster and companions are immune to the effects of the wail. | Demilich Howl (Innate - Necromancy) Range: Contact Duration: Instant Casting time: 9 Area of Effect: Enemies within a radius of 15 feet around of the caster Saving Throw: Paralysis / Poison / Death (Neg.) At the culmination of this dreadful spell, the wizard screams like a banshee (groaning spirit). Everyone in the area of effect hears the awful cry. Those who fail a Saving Throw vs. Death die instantly. The caster and companions are immune to the effects of the wail. STATISTICS: - Instantly slays the target |
SPIN799 Flame Strike | Flame Strike (Evocation) Level: 5 Sphere: Combat Range: 40 ft. Duration: Instant Casting Time: 8 Area of Effect: 1 creature Saving Throw: 1/2 When the priest calls down a Flame Strike spell, a vertical column of fire roars downward in the exact location called for by the caster. The target must roll a Saving Throw vs. Spell. Failure means the creature sustains 1d8 points of damage per level of the caster; otherwise, the damage is halved. | Flame Strike (Priest - Invocation) Level: 5 Range: 40 feet Duration: Instant Casting time: 3 Area of Effect: 1 creature Saving Throw: None When the priest calls down a Flame Strike spell, a vertical column of fire roars downward in the exact location called for by the caster. The target must roll a Saving Throw vs. Spell. Failure means the creature sustains 1d8 points of damage per level of the caster; otherwise, the damage is halved. STATISTICS: - Inflicts 10d8 +20 fire damage to the target |
SPIN810 Slayer Change | Slayer Change When you use this ability, you take on the form of the brutal essence of Bhaal: a violent, powerful creature made of teeth and claws. Using this ability reduces your reputation by two points, as even those who do not witness the event can sense the corruption caused by giving yourself over to instinct. The Slayer form grants the following benefits: – Strength and Dexterity set to 25 – Effective AC set to -9 – Magic Resistance set to 40% – Saving Throws set to 2 – Attacks per round set to 4 (1d8 crushing, 2 cold) – THAC0 set to 0 – +100 Hit Points – Immunity to imprisonment, level drain, stun, and missile attacks | Slayer Change (Innate) Range: Contact Duration: Instant Casting time: 1 Area of Effect: Caster Saving Throw: None – Saving Throws set to 2 – Attacks per round set to 4 (1d8 crushing, 2 cold) – THAC0 set to 0 – +100 Hit Points – Immunity to imprisonment, level drain, stun, and missile attacks STATISTICS: - Learns the spell Slayer Change for the caster |
SPIN813 Death Curse | Finger of Death (Necromancy) Level: 7 Range: Visual range of the caster Duration: Permanent Casting Time: 5 Area of Effect: 1 creature Saving Throw: Neg. The Finger of Death spell snuffs out the victim's life force. The caster points | Death Curse (Wizard - Necromancy) Level: 7 Range: 40 feet Duration: Instant Casting time: 5 Area of Effect: 1 creature Saving Throw: None The Finger of Death spell snuffs out the victim's life force. The caster points |
SPIN819 Lava burst | Fireball (Evocation) Level: 3 Range: 40 ft. Duration: Instant Casting Time: 3 Area of Effect: 15-ft. radius Saving Throw: 1/2 A Fireball is an explosive burst of flame, which detonates with a low roar and delivers damage proportional to the level of the wizard who cast it—1d6 points of damage for each level of experience of the caster (up to a maximum of 10d6). The wizard points | Lava burst (Wizard - Invocation) Level: 3 Range: 40 feet Duration: Instant Casting time: 0 Area of Effect: radius of 15 feet Saving Throw: Spells (1/2) A Fireball is an explosive burst of flame, which detonates with a low roar and delivers damage proportional to the level of the wizard who cast it—1d6 points of damage for each level of experience of the caster (up to a maximum of 10d6). The wizard points |
SPIN820 Wail of the Banshee | Wail of the Banshee (Necromancy) Level: 9 Range: 0 Duration: Instant Casting Time: 9 Area of Effect: 15-ft. radius Saving Throw: Neg. At the culmination of this dreadful spell, the wizard screams like a banshee (groaning spirit). Everyone in the area of effect hears the awful cry. Those who fail a Saving Throw vs. Death die instantly. The caster and companions are immune to the effects of the wail. | Wail of the Banshee (Wizard - Necromancy) Level: 9 Range: Contact Duration: Instant Casting time: 9 Area of Effect: Enemies within a radius of 15 feet around of the caster Saving Throw: None At the culmination of this dreadful spell, the wizard screams like a banshee (groaning spirit). Everyone in the area of effect hears the awful cry. Those who fail a Saving Throw vs. Death die instantly. The caster and companions are immune to the effects of the wail. STATISTICS: - Instantly slays the target |
SPIN822 Slayer Change | Slayer Change When you use this ability, you take on the form of the brutal essence of Bhaal: a violent, powerful creature made of teeth and claws. Using this ability reduces your reputation by two points, as even those who do not witness the event can sense the corruption caused by giving yourself over to instinct. The Slayer form grants the following benefits: – Strength and Dexterity set to 25 – Effective AC set to -9 – Magic Resistance set to 40% – Saving Throws set to 2 – Attacks per round set to 4 (1d8 crushing, 2 cold) – THAC0 set to 0 – +100 Hit Points – Immunity to imprisonment, level drain, stun, and missile attacks | Slayer Change (Innate) Range: Contact Duration: Instant Casting time: 1 Area of Effect: Caster Saving Throw: None – Saving Throws set to 2 – Attacks per round set to 4 (1d8 crushing, 2 cold) – THAC0 set to 0 – +100 Hit Points – Immunity to imprisonment, level drain, stun, and missile attacks STATISTICS: |
SPIN823 Slayer Change | Slayer Change When you use this ability, you take on the form of the brutal essence of Bhaal: a violent, powerful creature made of teeth and claws. Using this ability reduces your reputation by two points, as even those who do not witness the event can sense the corruption caused by giving yourself over to instinct. The Slayer form grants the following benefits: – Strength and Dexterity set to 25 – Effective AC set to -9 – Magic Resistance set to 40% – Saving Throws set to 2 – Attacks per round set to 4 (1d8 crushing, 2 cold) – THAC0 set to 0 – +100 Hit Points – Immunity to imprisonment, level drain, stun, and missile attacks | Slayer Change (Innate) Range: Contact Duration: Instant Casting time: 1 Area of Effect: Caster Saving Throw: None – Saving Throws set to 2 – Attacks per round set to 4 (1d8 crushing, 2 cold) – THAC0 set to 0 – +100 Hit Points – Immunity to imprisonment, level drain, stun, and missile attacks STATISTICS: - Transform into Slayer - Inflicts 1500 magic damage to the caster after 44 seconds - Inflicts 40 magic damage to the caster after 38 seconds - Inflicts 20 magic damage to the caster after 32 seconds - Inflicts 10 magic damage to the caster after 26 seconds - Inflicts 5 magic damage to the caster after 20 seconds - Cure horror - Le moral of the caster reste au plus haut - Magic Damage Resistance: Set to 0% after 44 seconds - Restore the caster's morale - Learns the spell End Slayer Change for the caster |
SPIN824 Death Curse | Finger of Death (Necromancy) Level: 7 Range: Visual range of the caster Duration: Permanent Casting Time: 5 Area of Effect: 1 creature Saving Throw: Neg. The Finger of Death spell snuffs out the victim's life force. The caster points | Death Curse (Wizard - Necromancy) Level: 7 Range: 40 feet Duration: Instant Casting time: 5 Area of Effect: 1 creature Saving Throw: None The Finger of Death spell snuffs out the victim's life force. The caster points |
SPIN825 Drow Transformation | Polymorph Other (Alteration) Level: 4 Range: 40 ft. Duration: Permanent Casting Time: 4 Area of Effect: 1 creature Saving Throw: Neg. The Polymorph Other spell is a powerful magic that permanently alters the form of the creature affected. Mental attributes are not affected, and the target does not receive the special abilities of the new form. However all physical attributes are changed to adhere to the new form. This is a specific version of the spell in that the recipient will be transformed into a squirrel unless a Save vs. Petrification/Polymorph is made successfully. The transformation is instant and permanent until a Dispel Magic is cast successfully upon the affected creature. The natural attacks of the new form also become available and all clothes and equipment that the target was wearing will mold into the new form. | Drow Transformation (Wizard) Level: 1 Range: 40 feet Duration: Instant Casting time: 0 Area of Effect: 1 creature Saving Throw: None The Polymorph Other spell is a powerful magic that permanently alters the form of the creature affected. Mental attributes are not affected, and the target does not receive the special abilities of the new form. However all physical attributes are changed to adhere to the new form. This is a specific version of the spell in that the recipient will be transformed into a squirrel unless a Save vs. Petrification/Polymorph is made successfully. The transformation is instant and permanent until a Dispel Magic is cast successfully upon the affected creature. The natural attacks of the new form also become available and all clothes and equipment that the target was wearing will mold into the new form. STATISTICS: - Disguise the females into Priestess of Lolth - Disguise the males into Drow |
SPIN826 Strength | Strength When necessary, Mazzy can draw upon a great well of strength for brief periods of time. Using this ability sets her Strength to 18/75. Upon reaching level 13, the Strength increase is to 18/00, and she receives an additional +4 THAC0 bonus to all attacks. Such might cannot be sustained indefinitely, alas. After 3 turns, the power coursing through her body ebbs, and Mazzy's Strength returns to normal levels. | Strength (Innate - Alteration) Range: Contact Duration: 3 turns Casting time: 2 Area of Effect: Caster Saving Throw: None Strength When necessary, Mazzy can draw upon a great well of strength for brief periods of time. Using this ability sets her Strength to 18/75. Upon reaching level 13, the Strength increase is to 18/00, and she receives an additional +4 THAC0 bonus to all attacks. Such might cannot be sustained indefinitely, alas. After 3 turns, the power coursing through her body ebbs, and Mazzy's Strength returns to normal levels. STATISTICS: - Change the Strength of the target to 18 - Increases the Exceptional Strength of the target by 50 Between level 7 and 12 - Change the Strength of the target to 18/75 From level 13 - Increases the THAC0 of the target by 4 - Change the Strength of the target to 18/00 |
SPIN827 Lay On Hands | Lay On Hands Mazzy channels positive energy to heal herself for 2 Hit Points per level. | Lay On Hands (Innate) Range: Contact Duration: Instant Casting time: 1 Area of Effect: Caster Saving Throw: None Lay On Hands Mazzy channels positive energy to heal herself for 2 Hit Points per level. STATISTICS: - Heals 2 hit points per level/20 to the target |
SPIN828 Haste | Haste When circumstances demand it, Mazzy can move at incredible speeds for brief periods of time. Using this ability, she resembles nothing so much as a body imbued with a wizard's Haste spell; she can run twice her normal distance in the same amount of time and receives an additional attack in each round of combat. Such a pace cannot be maintained indefinitely, however. The effect only lasts for 3 rounds + 1 round per level before she slows again to her standard speed. | Haste (Innate - Alteration) Range: Contact Duration: 3 rounds + 1 round/level Casting time: 3 Area of Effect: Caster Saving Throw: None Haste When circumstances demand it, Mazzy can move at incredible speeds for brief periods of time. Using this ability, she resembles nothing so much as a body imbued with a wizard's Haste spell; she can run twice her normal distance in the same amount of time and receives an additional attack in each round of combat. Such a pace cannot be maintained indefinitely, however. The effect only lasts for 3 rounds + 1 round per level before she slows again to her standard speed. STATISTICS: Between level 1 and 5 - Double movement speed and grants one additional attack per round to the target - Increases the fatigue of the target by 4 after 8 rounds From level 6 - Double movement speed and grants one additional attack per round to the target - Increases the fatigue of the target by 4 after 9 rounds |
SPIN829 Create Bruiser Mates | Create Bruiser Mates This ability crafts 5 of Jan's patented Flasher Master Bruiser Mates, adding them to the character's inventory. Handle with care! | Create Bruiser Mates (Innate - Invocation) Range: Contact Duration: Instant Casting time: 9 Area of Effect: Caster Saving Throw: None Create Bruiser Mates This ability crafts 5 of Jan's patented Flasher Master Bruiser Mates, adding them to the character's inventory. Handle with care! STATISTICS: - Creates 5 "Flasher Master Bruiser Mate" in the caster's inventory |
SPIN836 Wish | Wish (Any School) Level: 9 Range: Unlimited Duration: Special Casting Time: 5 Area of Effect: Special Saving Throw: None Wish is a more potent version of the Limited Wish spell. It will fulfill literally the utterance of the spellcaster. Thus, the actuality of the past, present, or future might be altered (but possibly only for the wizard unless the wording of the spell is most carefully stated) in some limited manner. Greedy desires usually end in disaster for the wisher. Lastly, the wiser the wizard, the better chance that | Wish (Wizard) Level: 9 Range: Contact Duration: Instant Casting time: 9 Area of Effect: Enemies within a radius of 15 feet around of the caster Saving Throw: None Wish is a more potent version of the Limited Wish spell. It will fulfill literally the utterance of the spellcaster. Thus, the actuality of the past, present, or future might be altered (but possibly only for the wizard unless the wording of the spell is most carefully stated) in some limited manner. Greedy desires usually end in disaster for the wisher. Lastly, the wiser the wizard, the better chance that |
SPIN837 Wish | Wish (Any School) Level: 9 Range: Unlimited Duration: Special Casting Time: 5 Area of Effect: Special Saving Throw: None Wish is a more potent version of the Limited Wish spell. It will fulfill literally the utterance of the spellcaster. Thus, the actuality of the past, present, or future might be altered (but possibly only for the wizard unless the wording of the spell is most carefully stated) in some limited manner. Greedy desires usually end in disaster for the wisher. Lastly, the wiser the wizard, the better chance that | Wish (Wizard - Alteration) Level: 1 Range: Contact Duration: Instant Casting time: 9 Area of Effect: Caster Saving Throw: None Wish is a more potent version of the Limited Wish spell. It will fulfill literally the utterance of the spellcaster. Thus, the actuality of the past, present, or future might be altered (but possibly only for the wizard unless the wording of the spell is most carefully stated) in some limited manner. Greedy desires usually end in disaster for the wisher. Lastly, the wiser the wizard, the better chance that |
SPIN852 Slayer Change | Slayer Change When you use this ability, you take on the form of the brutal essence of Bhaal: a violent, powerful creature made of teeth and claws. Using this ability reduces your reputation by two points, as even those who do not witness the event can sense the corruption caused by giving yourself over to instinct. The Slayer form grants the following benefits: – Strength and Dexterity set to 25 – Effective AC set to -9 – Magic Resistance set to 40% – Saving Throws set to 2 – Attacks per round set to 4 (1d8 crushing, 2 cold) – THAC0 set to 0 – +100 Hit Points – Immunity to imprisonment, level drain, stun, and missile attacks | Slayer Change (Innate) Range: Contact Duration: 2 rounds Casting time: 1 Area of Effect: Caster Saving Throw: None – Saving Throws set to 2 – Attacks per round set to 4 (1d8 crushing, 2 cold) – THAC0 set to 0 – +100 Hit Points – Immunity to imprisonment, level drain, stun, and missile attacks STATISTICS: - Transform into Slayer - Causes the caster to go berserk |
SPIN853 Otiluke's Resilient Sphere | Otiluke's Resilient Sphere (Alteration) Level: 4 Range: 40 ft. Duration: 1 turn Casting Time: 4 Area of Effect: 1 creature Saving Throw: Neg. When this spell is cast, the result is a globe of shimmering force that encloses the subject creature if it fails to Save vs. Spell. The resilient sphere will contain its subject for the duration of the spell. The sphere is completely immune to all damage; in fact, the only method of removing the sphere is a successful Dispel Magic. Hence, the creature caught inside the globe is completely safe from all attacks, but at the same time completely unable to affect the outside world. | Otiluke's Resilient Sphere (Wizard - Alteration) Level: 4 Range: 40 feet Duration: 7 rounds Casting time: 4 Area of Effect: 1 creature Saving Throw: None When this spell is cast, the result is a globe of shimmering force that encloses the subject creature if it fails to Save vs. Spell. The resilient sphere will contain its subject for the duration of the spell. The sphere is completely immune to all damage; in fact, the only method of removing the sphere is a successful Dispel Magic. Hence, the creature caught inside the globe is completely safe from all attacks, but at the same time completely unable to affect the outside world. STATISTICS: - Protects the target from Sphere of Chaos spell - Protects the target from exceptional damage, magical death, petrification, entangle, maze, imprisonment, level drain, teleport field, disintegrate, stone to flesh, Death Finger, polymorph and poisoning - Protects the target from elemental damage - Protects the target from physical damage - Protects the target from magic - Protects the target from magical fire damage - Protects the target from magical cold damage - Hold the target |
SPIN865 Flesh to Stone | Flesh to Stone (Alteration) Level: 6 Range: Visual range of the caster Duration: Permanent Casting Time: 6 Area of Effect: 1 creature Saving Throw: Neg. This spell turns flesh of any sort to stone. All possessions on the person of the creature likewise turn to stone. The intended subject of the spell receives a Saving Throw vs. Spell to avoid the effect. If a statue created by this spell is subjected to attacks of any sort, it will shatter into tiny pieces, making it impossible for the creature to be returned to flesh. The reverse of this spell may be cast upon the victim in order to restore life, but this is the only way. | Flesh to Stone (Wizard - Alteration) Level: 6 Range: 50 feet Duration: Instant Casting time: 6 Area of Effect: 1 creature Saving Throw: None This spell turns flesh of any sort to stone. All possessions on the person of the creature likewise turn to stone. The intended subject of the spell receives a Saving Throw vs. Spell to avoid the effect. If a statue created by this spell is subjected to attacks of any sort, it will shatter into tiny pieces, making it impossible for the creature to be returned to flesh. The reverse of this spell may be cast upon the victim in order to restore life, but this is the only way. STATISTICS: - Transmutes the target to stone |
SPIN866 Dispel Magic | Dispel Magic (Abjuration) Level: 3 Sphere: Protection Range: 40 ft. Duration: Instant Casting Time: 6 Area of Effect: 15-ft. radius Saving Throw: None A Dispel Magic spell removes magical effects upon anyone within the area. This includes effects given from spells, potions and certain magical items such as wands. It does not, however, affect enchanted magical items or spell protections such as Spell Turning and Spell Deflection. The chance of the dispel succeeding is determined by the level of the caster and the level of the magic being dispelled. The base chance of successfully dispelling is 50%. For every level that the caster of the Dispel Magic is above the original caster, | Dispel Magic (Wizard - Abjuration) Level: 3 Range: 40 feet Duration: Instant Casting time: 5 Area of Effect: radius of 15 feet Saving Throw: None A Dispel Magic spell removes magical effects upon anyone within the area. This includes effects given from spells, potions and certain magical items such as wands. It does not, however, affect enchanted magical items or spell protections such as Spell Turning and Spell Deflection. The chance of the dispel succeeding is determined by the level of the caster and the level of the magic being dispelled. The base chance of successfully dispelling is 50%. For every level that the caster of the Dispel Magic is above the original caster, |
SPIN883 Domination | Domination Range: Visual range of the vampire Duration: 8 rounds Casting Time: 1 Area of Effect: 1 creature Saving Throw: Neg. A vampire's mental abilities are powerful tools indeed. Domination enables the vampire to control the actions of any creature while the ability is in effect. This control is maintained through a telepathic link between the caster and the victim. Unlike the 4th-level priest spell Mental Domination, the target has no option for release, even if made to do something against their morals. This effect can only be reversed by Dispel Magic. The target is allowed a Saving Throw vs. Spell with a -2 penalty to negate the effect. | Domination (Innate - Enchantment) Range: 40 feet Duration: 8 rounds Casting time: 1 Area of Effect: 1 creature Saving Throw: Spells at -2 (Neg.) A vampire's mental abilities are powerful tools indeed. Domination enables the vampire to control the actions of any creature while the ability is in effect. This control is maintained through a telepathic link between the caster and the victim. Unlike the 4th-level priest spell Mental Domination, the target has no option for release, even if made to do something against their morals. This effect can only be reversed by Dispel Magic. The target is allowed a Saving Throw vs. Spell with a -2 penalty to negate the effect. STATISTICS: - Universal charm on the target (Ineffective at 91% against elves and at 31% against half elves) |
SPIN888 Flesh to Stone | Flesh to Stone (Alteration) Level: 6 Range: Visual range of the caster Duration: Permanent Casting Time: 6 Area of Effect: 1 creature Saving Throw: Neg. This spell turns flesh of any sort to stone. All possessions on the person of the creature likewise turn to stone. The intended subject of the spell receives a Saving Throw vs. Spell to avoid the effect. If a statue created by this spell is subjected to attacks of any sort, it will shatter into tiny pieces, making it impossible for the creature to be returned to flesh. The reverse of this spell may be cast upon the victim in order to restore life, but this is the only way. | Flesh to Stone (Innate - Alteration) Range: 50 feet Duration: Instant Casting time: 0 Area of Effect: 1 creature Saving Throw: None This spell turns flesh of any sort to stone. All possessions on the person of the creature likewise turn to stone. The intended subject of the spell receives a Saving Throw vs. Spell to avoid the effect. If a statue created by this spell is subjected to attacks of any sort, it will shatter into tiny pieces, making it impossible for the creature to be returned to flesh. The reverse of this spell may be cast upon the victim in order to restore life, but this is the only way. STATISTICS: - Instantly slays the target |
SPIN889 Flesh to Stone | Flesh to Stone (Alteration) Level: 6 Range: Visual range of the caster Duration: Permanent Casting Time: 6 Area of Effect: 1 creature Saving Throw: Neg. This spell turns flesh of any sort to stone. All possessions on the person of the creature likewise turn to stone. The intended subject of the spell receives a Saving Throw vs. Spell to avoid the effect. If a statue created by this spell is subjected to attacks of any sort, it will shatter into tiny pieces, making it impossible for the creature to be returned to flesh. The reverse of this spell may be cast upon the victim in order to restore life, but this is the only way. | Flesh to Stone (Innate - Alteration) Range: 50 feet Duration: Instant Casting time: 0 Area of Effect: 1 creature Saving Throw: None This spell turns flesh of any sort to stone. All possessions on the person of the creature likewise turn to stone. The intended subject of the spell receives a Saving Throw vs. Spell to avoid the effect. If a statue created by this spell is subjected to attacks of any sort, it will shatter into tiny pieces, making it impossible for the creature to be returned to flesh. The reverse of this spell may be cast upon the victim in order to restore life, but this is the only way. STATISTICS: - Transmutes the target to stone |
SPIN891 Moon Dog Howl | Moon Dog Howl Damages and instills fear in enemies who are evil while also dispelling fear and casting Protection From Evil on party members. | Moon Dog Howl (Innate) Range: Contact Duration: Special Casting time: 2 Area of Effect: The caster and any creature within 15 feet Saving Throw: Special Moon Dog Howl Damages and instills fear in enemies who are evil while also dispelling fear and casting Protection From Evil on party members. STATISTICS: - Inflicts 5 magic damage vs. evil creatures every round for 3 rounds - Saving Throws of party members: +2 vs. evil creatures for 15 rounds - Protects party members from summoned demons attacks and spells for 15 rounds - Protects party members from panic for 15 rounds - Protects party members from horror for 15 rounds - Le point de rupture de moral of the evil creatures passe à 20 for 1 turn (save vs. Spells at -2 neg.) - Inflicts Horror on the evil creatures for 3 rounds (save vs. Spells at -2 neg.) |
SPIN892 Sleep | Sleep (Enchantment/Charm) Level: 1 Range: Visual range of the caster Duration: 5 rounds/level Casting Time: 1 Area of Effect: 15-ft. radius Saving Throw: Neg. When a wizard casts a Sleep spell, | Sleep (Innate) Range: 60 feet Duration: 1 turn Casting time: 1 Area of Effect: 1 creature Saving Throw: None When a wizard casts a Sleep spell, |
SPIN913 Mimic Acid | Mimic Acid This ability launches a glob of deadly acid at the target, dealing 3d12 acid damage on impact. There is no Saving Throw against this ability. | Mimic Acid (Innate) Range: 5 feet Duration: Instant Casting time: 9 Area of Effect: 1 creature Saving Throw: None This ability launches a glob of deadly acid at the target, dealing 3d12 acid damage on impact. There is no Saving Throw against this ability. STATISTICS: - Inflicts 3d12 acid damage to the target |
SPIN914 Mimic Glue | Mimic Glue This ability launches a mess of sticky ooze, paralyzing the target for 5 rounds unless the target makes a Saving Throw vs. Breath Weapon. | Mimic Glue (Innate) Range: 8 feet Duration: 5 rounds Casting time: 0 Area of Effect: 1 creature Saving Throw: Breath (Neg.) This ability launches a mess of sticky ooze, paralyzing the target for 5 rounds unless the target makes a Saving Throw vs. Breath Weapon. STATISTICS: - Hold party members |
SPIN926 Water Jet | Water Jet This ability launches a glob of scalding steam at a single target, dealing 1d3 fire damage. The target must also make a Saving Throw vs. Breath Weapon or be stunned for 1 round. | Water Jet (Innate) Range: 15 feet Duration: 1 round Casting time: 1 Area of Effect: 17 feet cone on a 90° arc Saving Throw: Special This ability launches a glob of scalding steam at a single target, dealing 1d3 fire damage. The target must also make a Saving Throw vs. Breath Weapon or be stunned for 1 round. STATISTICS: - Inflicts 1d3 fire damage to the target - Stuns the target (save vs. Breath neg.) |
SPIN927 Boiling Rain Storm | Boiling Rain Storm This ability calls down a rain of noxious, boiling water. Enemies in the area take 2d6 poison damage and must save vs. Breath Weapon or be stunned for 1 round. | Boiling Rain Storm (Innate) Range: 20 feet Duration: 1 round Casting time: 1 Area of Effect: 1 creature and any enemy within a radius of 15 feet Saving Throw: Special Boiling Rain Storm This ability calls down a rain of noxious, boiling water. Enemies in the area take 2d6 poison damage and must save vs. Breath Weapon or be stunned for 1 round. STATISTICS: - Inflicts 2d6 poison damage to the target (Ineffective against undead, the golems and the creatures immune to poisons) - Stuns the target (save vs. Breath neg.) (Ineffective against undead and the golems) |
SPIN929 Mist Ball | Mist Ball This ability launches a ball of stinging mist to cloud the target's vision. The target suffers 1d4 damage unless it makes a Saving Throw vs. Breath Weapon. In addition, the target is blinded for 1 round (no save). | Mist Ball (Innate) Range: 50 feet Duration: 10 seconds Casting time: 1 Area of Effect: 1 creature Saving Throw: Special This ability launches a ball of stinging mist to cloud the target's vision. The target suffers 1d4 damage unless it makes a Saving Throw vs. Breath Weapon. In addition, the target is blinded for 1 round (no save). STATISTICS: - Inflicts 1d4 +1 magic damage to the target (save vs. Breath neg.) - Blinds the target |
SPIN930 Magma Ball | Magma Ball This ability launches a ball of molten lava to burn the target, dealing 1d6 fire damage. | Magma Ball (Innate - Invocation) Range: 15 feet Duration: Instant Casting time: 1 Area of Effect: 1 creature Saving Throw: None Magma Ball This ability launches a ball of molten lava to burn the target, dealing 1d6 fire damage. STATISTICS: - Inflicts 1d6 fire damage to the target |
SPIN931 Sooty Ball | Sooty Ball This ability launches a hardened ball of soot, dealing 1d4 crushing damage and rendering the target blind for 1 round. | Sooty Ball (Innate) Range: 50 feet Duration: 10 seconds Casting time: 1 Area of Effect: 1 creature Saving Throw: None Sooty Ball This ability launches a hardened ball of soot, dealing 1d4 crushing damage and rendering the target blind for 1 round. STATISTICS: - Inflicts 1d4 crushing damage to the target - Blinds the target |
SPIN934 Salt Crystals | Salt Crystals This ability launches a projectile made up of sharp salt crystals that shatter on impact, dealing 1d4 crushing damage and stunning the target unless it makes a Saving Throw vs. Breath Weapon. | Salt Crystals (Innate) Range: 15 feet Duration: 2 rounds Casting time: 1 Area of Effect: 1 creature Saving Throw: Special This ability launches a projectile made up of sharp salt crystals that shatter on impact, dealing 1d4 crushing damage and stunning the target unless it makes a Saving Throw vs. Breath Weapon. STATISTICS: - Inflicts 1d4 crushing damage to the target - Stuns the target (save vs. Breath neg.) |
SPIN935 Glass Dust | Glass Dust This ability sprays a collection of shattered glass, forcing the target to make a Saving Throw vs. Breath Weapon or suffer a -4 penalty to Armor Class and a -2 penalty to THAC0 as the glass shards bury themselves into | Glass Dust (Innate - Invocation) Range: 15 feet Duration: 5 rounds Casting time: 1 Area of Effect: 1 creature and any enemy within a radius of 15 feet Saving Throw: Breath (Neg.) This ability sprays a collection of shattered glass, forcing the target to make a Saving Throw vs. Breath Weapon or suffer a -4 penalty to Armor Class and a -2 penalty to THAC0 as the glass shards bury themselves into |
SPIN936 Ice Shard | Ice Shard This ability launches a frozen projectile, dealing 1d3 cold damage, plus an additional 1d3 cold damage if the target fails a Saving Throw vs. Breath Weapon. | Ice Shard (Innate) Range: 15 feet Duration: Instant Casting time: 1 Area of Effect: 1 creature Saving Throw: Breath (1/2) This ability launches a frozen projectile, dealing 1d3 cold damage, plus an additional 1d3 cold damage if the target fails a Saving Throw vs. Breath Weapon. STATISTICS: - Inflicts 2d3 cold damage to the target |
SPIN938 Flame Fan | Flame Fan This ability burns the target, dealing 4 points of fire damage. There is no Saving Throw against this ability. | Flame Fan (Innate) Range: 4 feet Duration: Instant Casting time: 1 Area of Effect: 7 feet cone on a 120° arc Saving Throw: None This ability burns the target, dealing 4 points of fire damage. There is no Saving Throw against this ability. STATISTICS: - Inflicts 4 fire damage to the target |
SPIN939 Flame Jet | Flame Jet This ability burns the target for 1d4 fire damage, plus an additional 1d4 fire damage if the target fails a Saving Throw vs. Breath Weapon. | Flame Jet (Innate - Invocation) Range: 15 feet Duration: Instant Casting time: 1 Area of Effect: 1 creature Saving Throw: Breath (1/2) This ability burns the target for 1d4 fire damage, plus an additional 1d4 fire damage if the target fails a Saving Throw vs. Breath Weapon. STATISTICS: - Inflicts 2d4 +1 fire damage to the target |
SPIN941 Stone Spit | Stone Spit This ability launches a rock the size of a sling bullet, dealing 1d6 crushing damage to the target on impact. | Stone Spit (Innate) Range: 50 feet Duration: Instant Casting time: 1 Area of Effect: 1 creature Saving Throw: None Stone Spit This ability launches a rock the size of a sling bullet, dealing 1d6 crushing damage to the target on impact. STATISTICS: - Inflicts 1d6 crushing damage to the target |
SPIN944 Power Word, Stun | Power Word, Stun (Conjuration/Summoning) Level: 7 Range: Visual range of the caster Duration: Special Casting Time: 1 Area of Effect: 1 creature Saving Throw: None When a Power Word, Stun spell is uttered, any creature of the Mage's choice within visual range is stunned for the duration depending on its current Hit Points: 1 to 29 Hit Points: Stunned for 4d4 rounds; 30 to 59 Hit Points: Stunned for 2d4 rounds; 60 to 89 Hit Points: Stunned for 1d4 rounds; 90 or more Hit Points: unaffected. Note that if a creature is weakened so that its Hit Points are below its usual maximum, the current number of Hit Points is used to determine this spell's effects. | Power Word, Stun (Wizard - Conjuration) Level: 7 Range: 80 feet Duration: Instant Casting time: 1 Area of Effect: 1 creature Saving Throw: None When a Power Word, Stun spell is uttered, any creature of the Mage's choice within visual range is stunned for the duration depending on its current Hit Points: 1 to 29 Hit Points: Stunned for 4d4 rounds; 30 to 59 Hit Points: Stunned for 2d4 rounds; 60 to 89 Hit Points: Stunned for 1d4 rounds; 90 or more Hit Points: unaffected. Note that if a creature is weakened so that its Hit Points are below its usual maximum, the current number of Hit Points is used to determine this spell's effects. STATISTICS: - Stuns the target when its hit points are below 90, duration depends on remaining hit points |
SPIN956 Hell Hound Flame Breath | Burning Hands (Alteration) Level: 1 Range: 0 Duration: Instant Casting Time: 1 Area of Effect: 5-ft. cone with 120-deg. arc Saving Throw: 1/2 When the wizard casts this spell, a jet of searing flame shoots from | Hell Hound Flame Breath (Wizard) Level: 1 Range: Special Duration: Instant Casting time: 1 Area of Effect: 7 feet cone on a 120° arc Saving Throw: Special When the wizard casts this spell, a jet of searing flame shoots from |
SPIN958 Cure Serious Wounds | Cure Serious Wounds (Necromancy) Level: 4 Sphere: Healing Range: Touch Duration: Permanent Casting Time: 7 Area of Effect: 1 creature Saving Throw: None This spell is a more potent version of the Cure Light Wounds spell. The priest lays | Cure Serious Wounds (Innate) Range: Contact Duration: Instant Casting time: 1 Area of Effect: Caster Saving Throw: None This spell is a more potent version of the Cure Light Wounds spell. The priest lays |
SPIN974 Psionic Blast | Psionic Blast A mind flayer's preferred method of attack is the psionic blast, a blast of mental energy that will stun an opponent for five rounds unless a save vs. spells is made. | Psionic Blast (Innate) Range: 20 feet Duration: 1 turn Casting time: 1 Area of Effect: 1 creature and any enemy within a radius of 8 feet Saving Throw: Spells (Neg.) Psionic Blast A mind flayer's preferred method of attack is the psionic blast, a blast of mental energy that will stun an opponent for five rounds unless a save vs. spells is made. STATISTICS: - Stuns the target |
SPIN998 Silence, 15' Radius | Silence, 15' Radius (Alteration) Level: 2 Sphere: Guardian Range: Visual range of the caster Duration: 2 rounds/level Casting Time: 5 Area of Effect: 15-ft. radius sphere Saving Throw: Neg. Upon casting this spell, complete silence prevails in the affected area. All sound is stopped: Conversation is impossible and spells cannot be cast. Each creature in the area must make a Saving Throw vs. Spell with a -5 penalty; if the save is failed then they are silenced for the duration of the spell. Note that this spell does not continue to affect the area after being cast; only those in the area at the time of the casting are affected by the silence. | Silence, 15' Radius (Innate) Range: 80 feet Duration: 1 turn Casting time: 1 Area of Effect: radius of 15 feet Saving Throw: Spells at -5 (Neg.) Upon casting this spell, complete silence prevails in the affected area. All sound is stopped: Conversation is impossible and spells cannot be cast. Each creature in the area must make a Saving Throw vs. Spell with a -5 penalty; if the save is failed then they are silenced for the duration of the spell. Note that this spell does not continue to affect the area after being cast; only those in the area at the time of the casting are affected by the silence. STATISTICS: - Silences the target |
SPINHUM Shapeshift: Natural Form | Barkskin (Alteration) Level: 2 Sphere: Protection, Plant Range: Touch Duration: 4 rounds + 1 round/level Casting Time: 5 Area of Effect: 1 creature Saving Throw: None When a priest casts the Barkskin spell upon a creature, its skin becomes as tough as bark, increasing its base Armor Class to 6, plus 1 for every 4 levels of the priest: Armor Class 5 at 4th level, Armor Class 4 at 8th, and so on. In addition, Saving Throws vs. all attack forms except magic gain a +1 bonus. This spell can be placed on the caster or on any other creature | Shapeshift: Natural Form (Innate) Range: Contact Duration: 500 days Casting time: 0 Area of Effect: Caster Saving Throw: None When a priest casts the Barkskin spell upon a creature, its skin becomes as tough as bark, increasing its base Armor Class to 6, plus 1 for every 4 levels of the priest: Armor Class 5 at 4th level, Armor Class 4 at 8th, and so on. In addition, Saving Throws vs. all attack forms except magic gain a +1 bonus. This spell can be placed on the caster or on any other creature |
SPJA01 Harper's Call | Harper's Call (Necromancy) Level: 5 Sphere: Necromantic Range: 30 ft. Duration: Permanent Casting Time: 9 Area of Effect: 1 creature Saving Throw: Special This spell is only available to Harpers. Harper's Call restores a comrade to life to further service the cause of the Harpers. This spell functions similarly to Raise Dead, with the following exceptions: The Harper must transfer a small portion of her life essence (10 Hit Points) to successfully raise the deceased person; the person has but 1 Hit Point when raised and must regain the rest by natural healing or curative magic; and the raised person suffers a -5 penalty to all ability scores except Constitution for one minute, making this spell virtually useless in combat. This spell will never reduce the recipient's ability scores below 1. | Harper's Call (Priest/Druid - Necromancy) Level: 5 Range: 30 feet Duration: Instant Casting time: 9 Area of Effect: 1 creature Saving Throw: None This spell is only available to Harpers. Harper's Call restores a comrade to life to further service the cause of the Harpers. This spell functions similarly to Raise Dead, with the following exceptions: The Harper must transfer a small portion of her life essence (10 Hit Points) to successfully raise the deceased person; the person has but 1 Hit Point when raised and must regain the rest by natural healing or curative magic; and the raised person suffers a -5 penalty to all ability scores except Constitution for one minute, making this spell virtually useless in combat. This spell will never reduce the recipient's ability scores below 1. STATISTICS: - If the target is one of dead; - Inflicts 10 magic damage to the target - Reduces the Strength of the companions by 5 - Reduces the Dexterity of the companions by 5 - Reduces the Intelligence of the companions by 5 - Reduces the Wisdom of the companions by 5 - Reduces the charisma of the companions by 5 - Resurrect the target - Protects the target from death by characteristic absorption (Effective against dead) |
SPMDSLAY End Slayer Change | Polymorph Other (Alteration) Level: 4 Range: 40 ft. Duration: Permanent Casting Time: 4 Area of Effect: 1 creature Saving Throw: Neg. The Polymorph Other spell is a powerful magic that permanently alters the form of the creature affected. Mental attributes are not affected, and the target does not receive the special abilities of the new form. However all physical attributes are changed to adhere to the new form. This is a specific version of the spell in that the recipient will be transformed into a squirrel unless a Save vs. Petrification/Polymorph is made successfully. The transformation is instant and permanent until a Dispel Magic is cast successfully upon the affected creature. The natural attacks of the new form also become available and all clothes and equipment that the target was wearing will mold into the new form. | End Slayer Change (Innate - Alteration) Range: Contact Duration: Special Casting time: 0 Area of Effect: Caster Saving Throw: None The Polymorph Other spell is a powerful magic that permanently alters the form of the creature affected. Mental attributes are not affected, and the target does not receive the special abilities of the new form. However all physical attributes are changed to adhere to the new form. This is a specific version of the spell in that the recipient will be transformed into a squirrel unless a Save vs. Petrification/Polymorph is made successfully. The transformation is instant and permanent until a Dispel Magic is cast successfully upon the affected creature. The natural attacks of the new form also become available and all clothes and equipment that the target was wearing will mold into the new form. STATISTICS: - Restore its natural form - Protects from magic damage for 44 seconds |
SPOGRE01 Earthquake | Earthquake (Alteration) Level: 7 Sphere: Elemental (Earth) Range: 360 ft. Duration: 3 tremors Casting Time: 9 Area of Effect: 15-ft. radius Saving Throw: Special When this spell is cast, a local tremor of fairly high strength rips the ground. The shock is over in several rounds. The earthquake affects all creatures in its area of effect. There are 3 tremors that are caused by the earthquake: 1st: All creatures affected take 6d6 points of damage and fall to the ground for 4 rounds. A successful Saving Throw vs. Spell with a -6 penalty halves the damage and negates the fall. 2nd: All creatures affected take 3d6 points of damage. A successful Saving Throw vs. Spell with a -2 penalty halves the damage. 3rd: All creatures affected take 2d6 points of damage. A successful Saving Throw vs. Spell halves the damage. This spell will affect both enemies and friends of the caster's, so care must be taken in its use. Finally, earth elementals dislike mere mortals toying with the land and there is a small chance that casting this spell will cause an earth elemental to appear and attack the party. | Earthquake (Wizard - Alteration) Level: 1 Range: 40 feet Duration: Special Casting time: 1 Area of Effect: Enemies within a radius of 15 feet Saving Throw: Special When this spell is cast, a local tremor of fairly high strength rips the ground. The shock is over in several rounds. The earthquake affects all creatures in its area of effect. There are 3 tremors that are caused by the earthquake: 1st: All creatures affected take 6d6 points of damage and fall to the ground for 4 rounds. A successful Saving Throw vs. Spell with a -6 penalty halves the damage and negates the fall. 2nd: All creatures affected take 3d6 points of damage. A successful Saving Throw vs. Spell with a -2 penalty halves the damage. 3rd: All creatures affected take 2d6 points of damage. A successful Saving Throw vs. Spell halves the damage. This spell will affect both enemies and friends of the caster's, so care must be taken in its use. Finally, earth elementals dislike mere mortals toying with the land and there is a small chance that casting this spell will cause an earth elemental to appear and attack the party. STATISTICS: - Inflicts 2d6 crushing damage to the target after 4 rounds (save vs. Spells half, bypass mirror image) - Inflicts 3d6 crushing damage to the target after 2 rounds (save vs. Spells at -2 half, bypass mirror image) - Inflicts 6d6 crushing damage to the target (save vs. Spells at -6 half, bypass mirror image) - Renders the target unconscious for 2 rounds (save vs. Spells at -6 neg.) - 3% chance to summon a Greater Earth Elemental after 3 rounds |
SPPR101 Bless | Bless (Conjuration/Summoning) Level: 1 Sphere: All Range: 40 ft. Duration: 6 rounds Casting Time: 9 Area of Effect: 15-ft. radius Saving Throw: None Upon uttering the Bless spell, the caster raises the morale of friendly creatures by +1. Furthermore, it raises their attack and damage rolls by +1. The caster determines at what range (up to 40 ft.) the spell will be cast. At the instant the spell is completed, it affects all creatures in a 15-ft. radius centered on the point selected by the caster (thus, affected creatures leaving the area are still subject to the spell's effects; those entering the area after the casting is completed are not). | Bless (Priest/Druid - Conjuration) Level: 1 Range: 40 feet Duration: 6 rounds Casting time: 9 Area of Effect: Allies within a radius of 15 feet Saving Throw: None Upon uttering the Bless spell, the caster raises the morale of friendly creatures by +1. Furthermore, it raises their attack and damage rolls by +1. The caster determines at what range (up to 40 ft.) the spell will be cast. At the instant the spell is completed, it affects all creatures in a 15-ft. radius centered on the point selected by the caster (thus, affected creatures leaving the area are still subject to the spell's effects; those entering the area after the casting is completed are not). STATISTICS: - Casts Bless on the target |
SPPR102 Command | Command (Enchantment/Charm) Level: 1 Sphere: Charm Range: 90 ft. Duration: 1 round Casting Time: 1 Area of Effect: 1 creature Saving Throw: Special This spell enables the priest to command another creature to "die" (sleep) for a single round. At the end of the round, the creature awakens and is unharmed. Creatures with 6 or more Hit Dice (or experience levels) are entitled to a Saving Throw vs. Spell to ignore the command. | Command (Priest - Enchantment) Level: 1 Range: 35 feet Duration: 1 round Casting time: 1 Area of Effect: 1 creature Saving Throw: Special This spell enables the priest to command another creature to "die" (sleep) for a single round. At the end of the round, the creature awakens and is unharmed. Creatures with 6 or more Hit Dice (or experience levels) are entitled to a Saving Throw vs. Spell to ignore the command. STATISTICS: - Renders the target (from level 6 to 36) unconscious (save vs. Spells neg.) (Ineffective at 91% against elves and at 31% against half elves) - Renders the target (of level 5 or lower) unconscious (Ineffective at 91% against elves and at 31% against half elves) |
SPPR103 Cure Light Wounds | Cure Light Wounds (Necromancy) Level: 1 Sphere: Healing Range: Touch Duration: Permanent Casting Time: 5 Area of Effect: 1 creature Saving Throw: None By casting this spell and laying | Cure Light Wounds (Priest/Druid - Necromancy) Level: 1 Range: Contact Duration: Instant Casting time: 5 Area of Effect: 1 creature Saving Throw: None By casting this spell and laying |
SPPR104 Detect Evil | Detect Evil (Divination) Level: 1 Sphere: Divination Range: 0 Duration: Instant Casting Time: 2 Area of Effect: 30-ft. radius Saving Throw: None This spell discovers emanations of evil from any creature. Any evil creature within the range of the spell will glow red briefly. | Detect Evil (Priest/Druid - Divination) Level: 1 Range: Contact Duration: Instant Casting time: 2 Area of Effect: The caster and any creature within 30 feet Saving Throw: None This spell discovers emanations of evil from any creature. Any evil creature within the range of the spell will glow red briefly. STATISTICS: - the target detects evil (Ineffective against creatures subject to Non-detection) |
SPPR105 Entangle | Entangle (Alteration) Level: 1 Sphere: Plant Range: Visual range of the caster Duration: 1 turn Casting Time: 4 Area of Effect: 15-ft. radius Saving Throw: Neg. By means of this spell, the caster is able to cause plants in the area of effect to entangle creatures within the area. The grasses, weeds, bushes, and even trees wrap, twist, and entwine about the creatures, holding them fast. Once per round, a creature can attempt to save vs. Spell with a +3 bonus to avoid entanglement. An entangled creature can still attack, but receives a -2 penalty to its Armor Class. | Entangle (Druid - Alteration) Level: 1 Range: 120 feet Duration: 9 seconds Casting time: 4 Area of Effect: radius of 15 feet Saving Throw: Spells at +3 (Neg.) By means of this spell, the caster is able to cause plants in the area of effect to entangle creatures within the area. The grasses, weeds, bushes, and even trees wrap, twist, and entwine about the creatures, holding them fast. Once per round, a creature can attempt to save vs. Spell with a +3 bonus to avoid entanglement. An entangled creature can still attack, but receives a -2 penalty to its Armor Class. STATISTICS: - Armor Class of the target: -2 - Entangles the target |
SPPR106 Magical Stone | Magical Stone (Enchantment) Level: 1 Sphere: Combat Range: 50 ft. Duration: Instant Casting Time: 4 Area of Effect: 1 creature Saving Throw: None By using this spell, the priest can create a small magical pebble, which then flies out and hits a target opponent. The stone deals 1d4 points of damage to whomever it hits. The stones are considered +1 weapons for determining if a creature can be struck (those struck only by magical weapons, for instance), although they do not have an attack or damage bonus. | Magical Stone (Priest - Enchantment) Level: 1 Range: 50 feet Duration: Instant Casting time: 4 Area of Effect: 1 creature Saving Throw: None By using this spell, the priest can create a small magical pebble, which then flies out and hits a target opponent. The stone deals 1d4 points of damage to whomever it hits. The stones are considered +1 weapons for determining if a creature can be struck (those struck only by magical weapons, for instance), although they do not have an attack or damage bonus. STATISTICS: - Inflicts 1d4 magic damage to the target |
SPPR107 Protection From Evil | Protection From Evil (Abjuration) Level: 1 Sphere: Protection Range: Touch Duration: 3 rounds/level Casting Time: 1 Area of Effect: 1 creature Saving Throw: None When this spell is cast, it creates a magical barrier around the recipient at a distance of one foot. The barrier moves with the recipient and has two major effects: First, all attacks made by evil or evilly enchanted creatures against the protected creature receive a penalty of -2 to each attack roll. Second, summoned demons cannot target the protected creature. | Protection From Evil (Priest - Abjuration) Level: 1 Range: Contact Duration: 3 rounds/level Casting time: 1 Area of Effect: 1 creature Saving Throw: None When this spell is cast, it creates a magical barrier around the recipient at a distance of one foot. The barrier moves with the recipient and has two major effects: First, all attacks made by evil or evilly enchanted creatures against the protected creature receive a penalty of -2 to each attack roll. Second, summoned demons cannot target the protected creature. STATISTICS: - Saving Throws of the target: +2 vs. evil creatures - Protects the target from summoned demons attacks and spells |
SPPR108 Remove Fear | Remove Fear (Abjuration) Level: 1 Sphere: Charm Range: 30 ft. Duration: 1 hour Casting Time: 1 Area of Effect: 15-ft. radius Saving Throw: None The priest instills courage in the spell's recipients, raising their morale to its highest. The recipients' morale will gradually reset to normal as the duration runs out. If the recipients are affected by magical fear, this is negated. | Remove Fear (Priest - Abjuration) Level: 1 Range: 30 feet Duration: 1 hour Casting time: 1 Area of Effect: Allies within a radius of 15 feet Saving Throw: None The priest instills courage in the spell's recipients, raising their morale to its highest. The recipients' morale will gradually reset to normal as the duration runs out. If the recipients are affected by magical fear, this is negated. STATISTICS: - Protects the target from horror and panic |
SPPR109 Sanctuary | Sanctuary (Abjuration) Level: 1 Sphere: Protection Range: 0 Duration: 1 turn Casting Time: 4 Area of Effect: The caster Saving Throw: None When the priest casts a Sanctuary spell, it causes all of | Sanctuary (Priest - Abjuration) Level: 1 Range: Contact Duration: 1 turn Casting time: 4 Area of Effect: Caster Saving Throw: None When the priest casts a Sanctuary spell, it causes all of |
SPPR110 Shillelagh | Shillelagh (Alteration) Level: 1 Sphere: Combat, Plant Range: 0 Duration: 4 rounds + 1 round/level Casting Time: 2 Area of Effect: Special Saving Throw: None This spell enables the caster to create a magical cudgel that has a +1 bonus to its attack roll and inflicts 2d4 points of damage on opponents. | Shillelagh (Priest/Druid - Alteration) Level: 1 Range: Contact Duration: Special Casting time: 2 Area of Effect: Caster Saving Throw: None This spell enables the caster to create a magical cudgel that has a +1 bonus to its attack roll and inflicts 2d4 points of damage on opponents. STATISTICS: - Equips the caster with 1 magical weapon (Shillelagh) for 5 rounds |
SPPR111 Armor of Faith | Armor of Faith (Abjuration) Level: 1 Sphere: Protection Range: 0 Duration: 3 rounds + 1 round/level Casting Time: 1 Area of Effect: The caster Saving Throw: None The caster of the Armor of Faith receives significant protection against melee and magical attacks. This magical armor is a force of energy that absorbs a portion of the damage intended for the caster. At 1st level, the protection is 5%, and every 5 levels of the caster improves this by another 5%: For example, a 20th-level priest would have 25% of | Armor of Faith (Priest/Druid - Abjuration) Level: 1 Range: Contact Duration: 3 rounds + 1 round/level Casting time: 1 Area of Effect: Caster Saving Throw: None The caster of the Armor of Faith receives significant protection against melee and magical attacks. This magical armor is a force of energy that absorbs a portion of the damage intended for the caster. At 1st level, the protection is 5%, and every 5 levels of the caster improves this by another 5%: For example, a 20th-level priest would have 25% of |
SPPR113 Doom | Doom (Alteration) Level: 1 Sphere: Charm Range: 25 ft. Duration: 1 turn Casting Time: 9 Area of Effect: 1 creature Saving Throw: None This spell causes a feeling of doom to overwhelm the target. For the duration of the spell, the target receives a -2 penalty to all | Doom (Priest/Druid - Alteration) Level: 1 Range: 25 feet Duration: 1 turn Casting time: 9 Area of Effect: 1 creature Saving Throw: None This spell causes a feeling of doom to overwhelm the target. For the duration of the spell, the target receives a -2 penalty to all |
SPPR150 Spirit Ward | Spirit Ward (Abjuration) Level: 1 Sphere: Wards Range: Touch Duration: 3 rounds/level Casting Time: 1 Area of Effect: 1 creature Saving Throw: None This spell surrounds the recipient with a magical barrier at a distance of one foot. Spirits, fey creatures, elementals, and spectral undead receive a penalty of -2 to hit when attacking the protected creature. In addition, the recipient gains a +3 bonus to Saving Throws against all spells that belong to the Enchantment school. This spell cannot be cast on spirits, fey creatures, elementals, or spectral undead. | Spirit Ward (Priest/Druid - Abjuration) Level: 1 Range: Contact Duration: 3 rounds/level Casting time: 1 Area of Effect: 1 creature Saving Throw: None This spell surrounds the recipient with a magical barrier at a distance of one foot. Spirits, fey creatures, elementals, and spectral undead receive a penalty of -2 to hit when attacking the protected creature. In addition, the recipient gains a +3 bonus to Saving Throws against all spells that belong to the Enchantment school. This spell cannot be cast on spirits, fey creatures, elementals, or spectral undead. STATISTICS: - Saving Throws of the target: +2 vs. elementals (not cumulative) (Ineffective against spectral undead, the elementals, the wraith, the spectres, the spectral trolls, the shadows, the fairies and the spirits) - Saving Throws of the target: +2 vs. spirits (not cumulative) (Ineffective against spectral undead, the elementals, the wraith, the spectres, the spectral trolls, the shadows, the fairies and the spirits) - Saving Throws of the target: +2 vs. spectral undead (not cumulative) (Ineffective against spectral undead, the elementals, the wraith, the spectres, the spectral trolls, the shadows, the fairies and the spirits) - Saving Throws of the target: +2 vs. wraith (not cumulative) (Ineffective against spectral undead, the elementals, the wraith, the spectres, the spectral trolls, the shadows, the fairies and the spirits) - Saving Throws of the target: +2 vs. spectral trolls (not cumulative) (Ineffective against spectral undead, the elementals, the wraith, the spectres, the spectral trolls, the shadows, the fairies and the spirits) - Saving Throws of the target: +2 vs. spectres (not cumulative) (Ineffective against spectral undead, the elementals, the wraith, the spectres, the spectral trolls, the shadows, the fairies and the spirits) - Saving Throws of the target: +2 vs. shadows (not cumulative) (Ineffective against spectral undead, the elementals, the wraith, the spectres, the spectral trolls, the shadows, the fairies and the spirits) - Saving Throws of the target: +2 vs. fairies (not cumulative) (Ineffective against spectral undead, the elementals, the wraith, the spectres, the spectral trolls, the shadows, the fairies and the spirits) - Increases saving throws vs. Enchantment spells of the target by 3 (not cumulative) (Ineffective against spectral undead, the elementals, the wraith, the spectres, the spectral trolls, the shadows, the fairies and the spirits) |
SPPR201 Aid | Aid (Necromancy, Conjuration) Level: 2 Sphere: Necromantic Range: Touch Duration: 1 round + 1 round/level Casting Time: 5 Area of Effect: 1 creature Saving Throw: None The recipient of this spell gains the benefits of a Bless spell (+1 to attack rolls and Saving Throws) and a special bonus of 1d8 additional Hit Points for the duration of the spell. The Aid spell enables the recipient to actually have more Hit Points than | Aid (Priest - Necromancy) Level: 2 Range: Contact Duration: 1 round + 1 round/level Casting time: 5 Area of Effect: 1 creature Saving Throw: None The recipient of this spell gains the benefits of a Bless spell (+1 to attack rolls and Saving Throws) and a special bonus of 1d8 additional Hit Points for the duration of the spell. The Aid spell enables the recipient to actually have more Hit Points than |
SPPR202 Barkskin | Barkskin (Alteration) Level: 2 Sphere: Protection, Plant Range: Touch Duration: 4 rounds + 1 round/level Casting Time: 5 Area of Effect: 1 creature Saving Throw: None When a priest casts the Barkskin spell upon a creature, its skin becomes as tough as bark, increasing its base Armor Class to 6, plus 1 for every 4 levels of the priest: Armor Class 5 at 4th level, Armor Class 4 at 8th, and so on. In addition, Saving Throws vs. all attack forms except magic gain a +1 bonus. This spell can be placed on the caster or on any other creature | Barkskin (Priest/Druid - Alteration) Level: 2 Range: Contact Duration: 4 rounds + 1 round/level Casting time: 5 Area of Effect: 1 creature Saving Throw: None When a priest casts the Barkskin spell upon a creature, its skin becomes as tough as bark, increasing its base Armor Class to 6, plus 1 for every 4 levels of the priest: Armor Class 5 at 4th level, Armor Class 4 at 8th, and so on. In addition, Saving Throws vs. all attack forms except magic gain a +1 bonus. This spell can be placed on the caster or on any other creature |
SPPR203 Chant | Chant (Conjuration/Summoning) Level: 2 Sphere: Combat Range: 0 Duration: 1 turn Casting Time: 9 Area of Effect: 15-ft. radius Saving Throw: None By means of the Chant spell, the priest brings special favor upon | Chant (Priest - Conjuration) Level: 2 Range: Contact Duration: Instant Casting time: 9 Area of Effect: Caster Saving Throw: None By means of the Chant spell, the priest brings special favor upon |
SPPR204 Charm Person or Mammal | Charm Person or Mammal (Enchantment/Charm) Level: 2 Sphere: Animal Range: Visual range of the caster Duration: 1 turn Casting Time: 5 Area of Effect: 1 person or mammal Saving Throw: Neg. This spell affects any single person it is cast upon. The term person includes any bipedal human, demihuman, or humanoid of man-size or smaller, such as brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be charmed, but an ogre could not. The person is allowed a Saving Throw vs. Spell to negate the effect. If the spell's recipient fails | Charm Person or Mammal (Druid - Enchantment) Level: 2 Range: 25 feet Duration: 1 turn Casting time: 5 Area of Effect: 1 creature Saving Throw: Spells at +3 (Neg.) This spell affects any single person it is cast upon. The term person includes any bipedal human, demihuman, or humanoid of man-size or smaller, such as brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be charmed, but an ogre could not. The person is allowed a Saving Throw vs. Spell to negate the effect. If the spell's recipient fails |
SPPR205 Find Traps | Find Traps (Divination) Level: 2 Sphere: Divination Range: 0 Duration: 3 turns Casting Time: 5 Area of Effect: The caster Saving Throw: None When a priest casts a Find Traps spell, all traps—concealed normally or magically—of magical or mechanical nature become apparent to | Find Traps (Priest/Druid - Divination) Level: 2 Range: Contact Duration: 3 turns Casting time: 5 Area of Effect: radius of 15 feet around %theTarget% Saving Throw: None When a priest casts a Find Traps spell, all traps—concealed normally or magically—of magical or mechanical nature become apparent to |
SPPR205D Find Traps | Find Traps (Divination) Level: 2 Sphere: Divination Range: 0 Duration: 3 turns Casting Time: 5 Area of Effect: The caster Saving Throw: None When a priest casts a Find Traps spell, all traps—concealed normally or magically—of magical or mechanical nature become apparent to | Find Traps (Priest/Druid - Divination) Level: 2 Range: Contact Duration: 20 seconds Casting time: 0 Area of Effect: radius of 15 feet around %theTarget% Saving Throw: None When a priest casts a Find Traps spell, all traps—concealed normally or magically—of magical or mechanical nature become apparent to |
SPPR206 Flame Blade | Flame Blade (Evocation) Level: 2 Sphere: Elemental (Fire) Range: 0 Duration: 4 rounds + 1 round/2 levels Casting Time: 4 Area of Effect: Special Saving Throw: None With this spell, the caster causes a blazing ray of red-hot fire to spring forth from | Flame Blade (Priest/Druid - Invocation) Level: 2 Range: Contact Duration: 4 rounds + 1 round/2 levels Casting time: 4 Area of Effect: Caster Saving Throw: None With this spell, the caster causes a blazing ray of red-hot fire to spring forth from |
SPPR207 Goodberry | Goodberry (Alteration, Evocation) Level: 2 Sphere: Plant Range: Touch Duration: Permanent Casting Time: 9 Area of Effect: Special Saving Throw: None Casting a Goodberry spell creates 5 magical berries that the caster can carry with | Goodberry (Druid - Invocation) Level: 2 Range: Contact Duration: Instant Casting time: 9 Area of Effect: Caster Saving Throw: None Casting a Goodberry spell creates 5 magical berries that the caster can carry with |
SPPR208 Hold Person | Hold Person (Enchantment/Charm) Level: 2 Sphere: Charm Range: 35 ft. Duration: 1 turn Casting Time: 5 Area of Effect: 1 creature and any enemy within 4 ft. Saving Throw: Neg. This spell holds one or more humans, demihumans, or humanoid creatures rigidly immobile and in place for one turn. This includes: brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level Fighter could be held, while an ogre could not. The effect is centered on the victim selected by the caster. Every enemy within 4 ft. of the target is also affected. Those who succeed on their Saving Throws are totally unaffected by the spell. Undead creatures cannot be held. Held creatures cannot move or speak, but they remain aware of events around them even though they are helpless to change them. Time passes at a normal rate for the targets and hence being held does not stop any worsening of their condition due to wounds, disease, or poison. | Hold Person (Priest - Enchantment) Level: 2 Range: 35 feet Duration: 1 turn Casting time: 5 Area of Effect: 1 creature and any enemy within a radius of 3 feet Saving Throw: Spells (Neg.) This spell holds one or more humans, demihumans, or humanoid creatures rigidly immobile and in place for one turn. This includes: brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level Fighter could be held, while an ogre could not. The effect is centered on the victim selected by the caster. Every enemy within 4 ft. of the target is also affected. Those who succeed on their Saving Throws are totally unaffected by the spell. Undead creatures cannot be held. Held creatures cannot move or speak, but they remain aware of events around them even though they are helpless to change them. Time passes at a normal rate for the targets and hence being held does not stop any worsening of their condition due to wounds, disease, or poison. STATISTICS: - Hold the humanoids |
SPPR209 Know Alignment | Know Alignment (Divination) Level: 2 Sphere: Divination Range: 30 ft. Duration: Instant Casting Time: 9 Area of Effect: 1 creature Saving Throw: Neg. A Know Alignment spell enables the priest to exactly read the aura of a creature. If the creature rolls a successful Saving Throw vs. Spell, the caster learns nothing about that particular creature from the casting. When a character is hit by this spell, it will glow red if evil, green if good, and white if neutral. Certain magical devices negate the power of the Know Alignment spell. | Know Alignment (Priest/Druid - Divination) Level: 2 Range: 20 feet Duration: Instant Casting time: 9 Area of Effect: 1 creature Saving Throw: Spells at -2 (Neg.) A Know Alignment spell enables the priest to exactly read the aura of a creature. If the creature rolls a successful Saving Throw vs. Spell, the caster learns nothing about that particular creature from the casting. When a character is hit by this spell, it will glow red if evil, green if good, and white if neutral. Certain magical devices negate the power of the Know Alignment spell. STATISTICS: - the target detects evil - the target detects good - the target detects neutral |
SPPR210 Resist Fire and Cold | Resist Fire and Cold (Alteration) Level: 2 Sphere: Protection Range: Touch Duration: 1 round/level Casting Time: 5 Area of Effect: 1 creature Saving Throw: None When this spell is placed upon a creature, the creature's body is toughened to withstand heat and cold. Complete immunity to mild conditions (standing naked in the snow or reaching into an ordinary fire to pluck out a note) is gained. The recipient can somewhat resist intense heat or cold (whether natural or magical in origin), such as red-hot charcoal, a large amount of burning oil, flametongue swords, fire storms, fireballs, meteor swarms, red dragon's breath, frostbrand swords, ice storms, wands of frost, or white dragon's breath. In all of these cases, the temperature affects the creature to some extent. The recipient has all damage sustained by fire or cold reduced by 50%. | Resist Fire and Cold (Priest/Druid - Alteration) Level: 2 Range: Contact Duration: 1 round/level Casting time: 5 Area of Effect: 1 creature Saving Throw: None When this spell is placed upon a creature, the creature's body is toughened to withstand heat and cold. Complete immunity to mild conditions (standing naked in the snow or reaching into an ordinary fire to pluck out a note) is gained. The recipient can somewhat resist intense heat or cold (whether natural or magical in origin), such as red-hot charcoal, a large amount of burning oil, flametongue swords, fire storms, fireballs, meteor swarms, red dragon's breath, frostbrand swords, ice storms, wands of frost, or white dragon's breath. In all of these cases, the temperature affects the creature to some extent. The recipient has all damage sustained by fire or cold reduced by 50%. STATISTICS: - Increases the Fire Resistance of the target by 50% (not cumulative) - Increases the Cold Resistance of the target by 50% (not cumulative) - Increases the Magical Fire Resistance of the target by 50% (not cumulative) - Increases the Magical Cold Resistance of the target by 50% (not cumulative) |
SPPR211 Silence, 15' Radius | Silence, 15' Radius (Alteration) Level: 2 Sphere: Guardian Range: Visual range of the caster Duration: 2 rounds/level Casting Time: 5 Area of Effect: 15-ft. radius sphere Saving Throw: Neg. Upon casting this spell, complete silence prevails in the affected area. All sound is stopped: Conversation is impossible and spells cannot be cast. Each creature in the area must make a Saving Throw vs. Spell with a -5 penalty; if the save is failed then they are silenced for the duration of the spell. Note that this spell does not continue to affect the area after being cast; only those in the area at the time of the casting are affected by the silence. | Silence, 15' Radius (Priest - Alteration) Level: 2 Range: 80 feet Duration: 2 rounds/level Casting time: 5 Area of Effect: radius of 15 feet Saving Throw: Spells at -5 (Neg.) Upon casting this spell, complete silence prevails in the affected area. All sound is stopped: Conversation is impossible and spells cannot be cast. Each creature in the area must make a Saving Throw vs. Spell with a -5 penalty; if the save is failed then they are silenced for the duration of the spell. Note that this spell does not continue to affect the area after being cast; only those in the area at the time of the casting are affected by the silence. STATISTICS: - Silences the target |
SPPR212 Slow Poison | Slow Poison (Necromancy) Level: 2 Sphere: Healing Range: Touch Duration: Instant Casting Time: 1 Area of Effect: 1 creature Saving Throw: None When this spell is placed upon a poisoned individual, it greatly slows the effects of venom, actually neutralizing all but the most deadly poisons. | Slow Poison (Priest/Druid - Necromancy) Level: 2 Range: Contact Duration: Instant Casting time: 1 Area of Effect: 1 creature Saving Throw: None When this spell is placed upon a poisoned individual, it greatly slows the effects of venom, actually neutralizing all but the most deadly poisons. STATISTICS: - Neutralizes poisons infecting the target - Sobering up the target |
SPPR213 Spiritual Hammer | Spiritual Hammer (Invocation) Level: 2 Sphere: Combat Range: 0 Duration: 3 rounds + 1 round/level Casting Time: 5 Area of Effect: Special Saving Throw: None By calling upon | Spiritual Hammer (Priest - Invocation) Level: 2 Range: Contact Duration: 3 rounds + 1 round/level Casting time: 5 Area of Effect: Caster Saving Throw: None By calling upon |
SPPR214 Draw Upon Holy Might | Draw Upon Holy Might (Invocation) Level: 2 Sphere: Combat Range: 0 Duration: 1 turn Casting Time: 2 Area of Effect: The caster Saving Throw: None The priest calls upon | Draw Upon Holy Might (Priest - Invocation) Level: 2 Range: Contact Duration: 1 turn Casting time: 2 Area of Effect: Caster Saving Throw: None The priest calls upon |
SPPR250 Writhing Fog | Writhing Fog (Conjuration) Level: 2 Sphere: Summoning Range: Visual range of the caster Duration: 1 turn Casting Time: 2 Area of Effect: 15-ft. radius Saving Throw: Special This spell conjures a cloud of writhing fog that chills and hinders anyone within its area other than the caster. Creatures in the fog take 1d3 points of cold damage per round. In addition, there is a 20% chance that they must save vs. Death or be slowed for 1 round. Creatures immune to cold damage do not suffer any adverse effects from this spell. | Writhing Fog (Priest/Druid - Conjuration) Level: 2 Range: 30 feet Duration: 1 turn Casting time: 2 Area of Effect: radius of 15 feet Saving Throw: Special This spell conjures a cloud of writhing fog that chills and hinders anyone within its area other than the caster. Creatures in the fog take 1d3 points of cold damage per round. In addition, there is a 20% chance that they must save vs. Death or be slowed for 1 round. Creatures immune to cold damage do not suffer any adverse effects from this spell. STATISTICS: - Inflicts 1d3 cold damage to the target (Ineffective against creatures immune to cold) - Protects the target from Writhing Fog spell (Ineffective against creatures immune to cold) - 21% chance of slowing the target (save vs. Death neg.) (Ineffective against creatures immune to cold) |
SPPR301 Animate Dead | Animate Dead (Necromancy) Level: 3 Sphere: Necromantic Range: 30 ft. Duration: 8 hours Casting Time: 9 Area of Effect: Special Saving Throw: None This spell causes a skeleton warrior to rise and serve the caster under any conditions. The type of skeleton warrior that appears depends upon the level of the priest casting the spell. 1st – 6th: a 3 HD skeleton warrior wielding a long sword. 7th – 10th: a 5 HD skeleton warrior wielding a long sword +1. 11th – 14th: a 7 HD skeleton warrior wielding a bastard sword +1. 15th and up: a 9 HD skeleton warrior wielding a two-handed sword +1. The skeleton warrior can follow the caster, remain in an area and attack any creature entering the place, etc. It remains animated until it is destroyed in combat, 8 hours pass, or it is turned. This spell cannot be dispelled. | Animate Dead (Priest - Necromancy) Level: 3 Range: 30 feet Duration: 8 hours Casting time: 9 Area of Effect: Point in the visual range of the caster Saving Throw: None This spell causes a skeleton warrior to rise and serve the caster under any conditions. The type of skeleton warrior that appears depends upon the level of the priest casting the spell. 1st – 6th: a 3 HD skeleton warrior wielding a long sword. 7th – 10th: a 5 HD skeleton warrior wielding a long sword +1. 11th – 14th: a 7 HD skeleton warrior wielding a bastard sword +1. 15th and up: a 9 HD skeleton warrior wielding a two-handed sword +1. The skeleton warrior can follow the caster, remain in an area and attack any creature entering the place, etc. It remains animated until it is destroyed in combat, 8 hours pass, or it is turned. This spell cannot be dispelled. STATISTICS: Between level 1 and 6 - Summon a Skeleton Warrior Between level 7 and 10 - Summon a Skeleton Warrior Between level 11 and 14 - Summon a Skeleton Warrior From level 15 - Summon a Skeleton Warrior |
SPPR302 Call Lightning | Call Lightning (Alteration) Level: 3 Sphere: Weather Range: 80 ft. Duration: 1 round/4 levels Casting Time: 9 Area of Effect: 360-ft. radius Saving Throw: 1/2 Call Lightning must be cast outside; otherwise, it will not work, and the spell is wasted. The caster is able to call down one bolt of lightning per round. The spell has a duration of 1 round every 4 levels of the caster. Each bolt causes 2d8 points of electrical damage, plus an additional 1d8 points per level of the caster. Thus, an 8th-level caster will call down two bolts, each dealing 10d8 (2d8 + 8d8) points of damage. The bolt of lightning flashes down in a vertical stroke at any of the priest's enemies. The first enemy struck by the lightning will be the enemy targeted. After that, any enemy (but no allies) may be struck by the ensuing lightning storm. | Call Lightning (Druid - Alteration) Level: 3 Range: 80 feet Duration: Instant Casting time: 9 Area of Effect: 1 creature Saving Throw: Spells (1/2) Call Lightning must be cast outside; otherwise, it will not work, and the spell is wasted. The caster is able to call down one bolt of lightning per round. The spell has a duration of 1 round every 4 levels of the caster. Each bolt causes 2d8 points of electrical damage, plus an additional 1d8 points per level of the caster. Thus, an 8th-level caster will call down two bolts, each dealing 10d8 (2d8 + 8d8) points of damage. The bolt of lightning flashes down in a vertical stroke at any of the priest's enemies. The first enemy struck by the lightning will be the enemy targeted. After that, any enemy (but no allies) may be struck by the ensuing lightning storm. STATISTICS: - Inflicts 2d8 + 1d8 electrical damage per level/18 to the target |
SPPR303 Dispel Magic | Dispel Magic (Abjuration) Level: 3 Sphere: Protection Range: 40 ft. Duration: Instant Casting Time: 6 Area of Effect: 15-ft. radius Saving Throw: None A Dispel Magic spell removes magical effects upon anyone within the area. This includes effects given from spells, potions and certain magical items such as wands. It does not, however, affect enchanted magical items or spell protections such as Spell Turning and Spell Deflection. The chance of the dispel succeeding is determined by the level of the caster and the level of the magic being dispelled. The base chance of successfully dispelling is 50%. For every level that the caster of the Dispel Magic is above the original caster, | Dispel Magic (Priest/Druid - Abjuration) Level: 3 Range: 40 feet Duration: Instant Casting time: 6 Area of Effect: radius of 15 feet Saving Throw: Special A Dispel Magic spell removes magical effects upon anyone within the area. This includes effects given from spells, potions and certain magical items such as wands. It does not, however, affect enchanted magical items or spell protections such as Spell Turning and Spell Deflection. The chance of the dispel succeeding is determined by the level of the caster and the level of the magic being dispelled. The base chance of successfully dispelling is 50%. For every level that the caster of the Dispel Magic is above the original caster, |
SPPR304 Glyph of Warding | Glyph of Warding (Abjuration, Evocation) Level: 3 Sphere: Guardian Range: 60 ft. Duration: Permanent until discharged Casting Time: 9 Area of Effect: 12-ft. radius Saving Throw: Neg. A Glyph of Warding is a powerful inscription magically drawn to prevent unauthorized or hostile creatures from passing, entering, or opening. It can be used to guard a small bridge, to ward an entry, or as a trap on a chest or box. Any creature violating the warded area is subject to the magic it stores, although a successful Saving Throw vs. Spell enables the creature to escape the effects of the glyph. When the spell is cast, the priest weaves a tracery of faintly glowing lines around the warding sigil. When the glyph is activated, it deals 1d4 points of electrical damage per level of the caster. | Glyph of Warding (Priest - Abjuration) Level: 3 Range: 60 feet Duration: Instant Casting time: 9 Area of Effect: radius of 11 feet Saving Throw: Spells (Neg.) A Glyph of Warding is a powerful inscription magically drawn to prevent unauthorized or hostile creatures from passing, entering, or opening. It can be used to guard a small bridge, to ward an entry, or as a trap on a chest or box. Any creature violating the warded area is subject to the magic it stores, although a successful Saving Throw vs. Spell enables the creature to escape the effects of the glyph. When the spell is cast, the priest weaves a tracery of faintly glowing lines around the warding sigil. When the glyph is activated, it deals 1d4 points of electrical damage per level of the caster. STATISTICS: - Inflicts 1d4 electrical damage per level/18 to the target |
SPPR305 Hold Animal | Hold Animal (Enchantment/Charm) Level: 3 Sphere: Animal Range: 35 ft. Duration: 2 rounds/level Casting Time: 5 Area of Effect: 1 creature and any enemies within 4 ft. Saving Throw: Neg. This spell holds animals rigidly immobile and in place. Only normal- and giant-sized animals are affected by this spell; monsters such as wyverns, ankhegs, and carrion crawlers do not count as animals. The effect is centered on the victim selected by the caster; every enemy within 4 ft. of the target is also affected. Those who succeed on their Saving Throws are totally unaffected by the spell. Held creatures cannot move or speak, but they remain aware of events around them and can use abilities not requiring motion or speech. Being held does not prevent the worsening of the subjects' condition due to wounds, disease, or poison. | Hold Animal (Druid - Enchantment) Level: 3 Range: 35 feet Duration: 2 rounds/level Casting time: 5 Area of Effect: 1 creature and any enemy within a radius of 3 feet Saving Throw: Spells (Neg.) This spell holds animals rigidly immobile and in place. Only normal- and giant-sized animals are affected by this spell; monsters such as wyverns, ankhegs, and carrion crawlers do not count as animals. The effect is centered on the victim selected by the caster; every enemy within 4 ft. of the target is also affected. Those who succeed on their Saving Throws are totally unaffected by the spell. Held creatures cannot move or speak, but they remain aware of events around them and can use abilities not requiring motion or speech. Being held does not prevent the worsening of the subjects' condition due to wounds, disease, or poison. STATISTICS: - Hold the animals |
SPPR306 Protection From Fire | Protection From Fire (Abjuration) Level: 3 Sphere: Protection, Elemental (Fire) Range: Touch Duration: 3 rounds + 1 round/level Casting Time: 6 Area of Effect: 1 creature Saving Throw: None The effects of a Protection From Fire spell last no longer than 3 rounds plus 1 round per level of the caster. When the spell is cast, it confers complete invulnerability to normal fires (torches, bonfires, oil fires, and the like) and to exposure to magical fires (fiery dragon breath, hell hound or pyrohydra breath, spells such as Burning Hands, Fireball, Fire Seeds, Fire Storm, Flame Strike, Meteor Swarm, and so on), absorbing 80% of all the damage dealt by such magical sources. | Protection From Fire (Priest/Druid - Abjuration) Level: 3 Range: Contact Duration: 3 rounds + 1 round/level Casting time: 6 Area of Effect: 1 creature Saving Throw: None The effects of a Protection From Fire spell last no longer than 3 rounds plus 1 round per level of the caster. When the spell is cast, it confers complete invulnerability to normal fires (torches, bonfires, oil fires, and the like) and to exposure to magical fires (fiery dragon breath, hell hound or pyrohydra breath, spells such as Burning Hands, Fireball, Fire Seeds, Fire Storm, Flame Strike, Meteor Swarm, and so on), absorbing 80% of all the damage dealt by such magical sources. STATISTICS: - Increases the Fire Resistance of the target by 100% (not cumulative) - Increases the Magical Fire Resistance of the target by 80% (not cumulative) |
SPPR307 Remove Curse | Remove Curse (Abjuration) Level: 3 Sphere: Protection Range: Touch Duration: Permanent Casting Time: 6 Area of Effect: 1 creature Saving Throw: None Upon casting this spell, the priest is usually able to remove a curse on an object, a person, or in the form of some undesired sending or evil presence. Note that the Remove Curse spell does not remove the curse from a cursed shield, weapon, or suit of armor, although the spell typically enables the person afflicted with any such cursed item to get rid of it. Certain special curses may not be countered by this spell, or may be countered only by a caster of a certain level or higher. | Remove Curse (Priest - Abjuration) Level: 3 Range: Contact Duration: Instant Casting time: 6 Area of Effect: 1 creature Saving Throw: None Upon casting this spell, the priest is usually able to remove a curse on an object, a person, or in the form of some undesired sending or evil presence. Note that the Remove Curse spell does not remove the curse from a cursed shield, weapon, or suit of armor, although the spell typically enables the person afflicted with any such cursed item to get rid of it. Certain special curses may not be countered by this spell, or may be countered only by a caster of a certain level or higher. STATISTICS: - Removes curses from the target |
SPPR308 Remove Paralysis | Remove Paralysis (Abjuration) Level: 3 Sphere: Protection Range: 150 ft. Duration: Permanent Casting Time: 6 Area of Effect: 15-ft. radius Saving Throw: None By the use of this spell, the priest can free all allied creatures within the area from the effects of any paralyzation or related magic (such as a ghoul's touch or a Hold spell). | Remove Paralysis (Priest - Abjuration) Level: 3 Range: 150 feet Duration: Instant Casting time: 6 Area of Effect: Allies within a radius of 15 feet Saving Throw: None By the use of this spell, the priest can free all allied creatures within the area from the effects of any paralyzation or related magic (such as a ghoul's touch or a Hold spell). STATISTICS: - Unstuns the target - Cure paralysis on the target - Free action on the target |
SPPR309 Invisibility Purge | Invisibility Purge (Divination) Level: 3 Sphere: Divination Range: 0 Duration: Instant Casting Time: 8 Area of Effect: 120-ft. radius Saving Throw: None Any enemy invisible creatures within the area of effect have their invisibility dispelled. This includes creatures under the effects of Improved Invisibility, Shadow Door, Invisibility, Mislead, and so on. | Invisibility Purge (Priest/Druid - Divination) Level: 3 Range: Contact Duration: Instant Casting time: 8 Area of Effect: Enemies within a radius of 117 feet around of the caster Saving Throw: None Any enemy invisible creatures within the area of effect have their invisibility dispelled. This includes creatures under the effects of Improved Invisibility, Shadow Door, Invisibility, Mislead, and so on. STATISTICS: - Dispel the target's invisibility (Effective against invisible creatures. Ineffective against creatures subject to Non-detection) |
SPPR310 Miscast Magic | Miscast Magic (Enchantment/Charm) Level: 3 Sphere: Chaos Range: Visual range of the caster Duration: 1 turn Casting Time: 5 Area of Effect: 1 target Saving Throw: Neg. Any spellcasting creature that is affected by this spell has its casting ability severely disabled. When the creature attempts to cast a spell, it suffers an 80% chance of failure. Creatures can save vs. Spell to avoid the effect, but do so with a -2 penalty. | Miscast Magic (Priest/Druid - Enchantment) Level: 3 Range: 50 feet Duration: 1 turn Casting time: 5 Area of Effect: 1 creature Saving Throw: Spells at -2 (Neg.) Any spellcasting creature that is affected by this spell has its casting ability severely disabled. When the creature attempts to cast a spell, it suffers an 80% chance of failure. Creatures can save vs. Spell to avoid the effect, but do so with a -2 penalty. STATISTICS: - 80% chance of spellcasting failure (wizard, priest and druid) for the target |
SPPR311 Rigid Thinking | Rigid Thinking (Enchantment/Charm) Level: 3 Sphere: Law Range: Visual range of the caster Duration: 1 turn Casting Time: 5 Area of Effect: 1 person or mammal Saving Throw: Neg. The target of this spell must make a Saving Throw vs. Spell or come under its effects. When under the effects of the Rigid Thinking spell, the victim will randomly wander, attack the nearest person, or stand confused. | Rigid Thinking (Priest/Druid - Enchantment) Level: 3 Range: 35 feet Duration: 1 turn Casting time: 5 Area of Effect: 1 creature Saving Throw: Spells (Neg.) The target of this spell must make a Saving Throw vs. Spell or come under its effects. When under the effects of the Rigid Thinking spell, the victim will randomly wander, attack the nearest person, or stand confused. STATISTICS: - Confusing to the target |
SPPR312 Strength of One | Strength of One (Alteration) Level: 3 Sphere: Law Range: 0 Duration: 1 turn Casting Time: 3 Area of Effect: 15-ft. radius Saving Throw: None When this spell is cast, party members within the area of effect are given a Strength score of 18/75. If a party member has a Strength score higher than this (either naturally, or through a magical item), then | Strength of One (Priest/Druid - Alteration) Level: 3 Range: Contact Duration: 1 turn Casting time: 3 Area of Effect: Allies within a radius of 15 feet around of the caster Saving Throw: None When this spell is cast, party members within the area of effect are given a Strength score of 18/75. If a party member has a Strength score higher than this (either naturally, or through a magical item), then |
SPPR313 Holy Smite | Holy Smite (Necromancy) Level: 3 Sphere: Healing Range: Visual range of the caster Duration: Instant Casting Time: 3 Area of Effect: 15-ft. radius Saving Throw: Special This spell calls upon energy from the Positive Energy Plane in order to open a channel between it and the targets. The result is that any evil creatures within the spell's area of effect take 1d4 points of damage per level of the caster, or half damage upon a successful Saving Throw vs. Spell. If the victims fail their Saving Throw, they are also blinded for 1 round. | Holy Smite (Priest - Necromancy) Level: 3 Range: 25 feet Duration: 1 round Casting time: 3 Area of Effect: radius of 15 feet Saving Throw: Special This spell calls upon energy from the Positive Energy Plane in order to open a channel between it and the targets. The result is that any evil creatures within the spell's area of effect take 1d4 points of damage per level of the caster, or half damage upon a successful Saving Throw vs. Spell. If the victims fail their Saving Throw, they are also blinded for 1 round. STATISTICS: - Inflicts 1d4 magic damage per 2 levels/20 vs. evil creatures - Inflicts 1d4 magic damage per 2 levels/19 vs. evil creatures (save vs. Spells neg., bypass mirror image) - Blinds the evil creatures (save vs. Spells neg.) |
SPPR314 Unholy Blight | Unholy Blight (Necromancy) Level: 3 Sphere: Healing Range: Visual range of the caster Duration: Instant Casting Time: 3 Area of Effect: 15-ft. radius Saving Throw: Special This spell calls upon energy from the Negative Energy Plane in order to open a channel between it and the targets. The result is that any good creatures within the spell's area of effect take 1d4 points of damage per level of the caster, or half damage upon a successful Saving Throw vs. Spell. If the victims fail their Saving Throw, they also receive a -2 penalty to all their rolls for 4 rounds. | Unholy Blight (Priest - Necromancy) Level: 3 Range: 25 feet Duration: 4 rounds Casting time: 3 Area of Effect: radius of 15 feet Saving Throw: Special This spell calls upon energy from the Negative Energy Plane in order to open a channel between it and the targets. The result is that any good creatures within the spell's area of effect take 1d4 points of damage per level of the caster, or half damage upon a successful Saving Throw vs. Spell. If the victims fail their Saving Throw, they also receive a -2 penalty to all their rolls for 4 rounds. STATISTICS: - Inflicts 1d4 + 1d4 magic damage per 2 levels/19 vs. good creatures (save vs. Spells neg., bypass mirror image) - Reduces the THAC0 of the good creatures by 2 (save vs. Spells neg.) - Reduces save vs. all of the good creatures by 2 (save vs. Spells neg.) Between level 1 and 5 - Inflicts 2d4 magic damage vs. good creatures Between level 6 and 7 - Inflicts 3d4 magic damage vs. good creatures At level 8 - Inflicts 4d4 magic damage vs. good creatures At level 9 - Inflicts 4d4 magic damage vs. good creatures Between level 10 and 11 - Inflicts 5d4 magic damage vs. good creatures Between level 12 and 13 - Inflicts 6d4 magic damage vs. good creatures Between level 14 and 15 - Inflicts 7d4 magic damage vs. good creatures Between level 16 and 17 - Inflicts 8d4 magic damage vs. good creatures From level 18 - Inflicts 9d4 magic damage vs. good creatures |
SPPR315 Cure Medium Wounds | Cure Medium Wounds (Necromancy) Level: 3 Sphere: Healing Range: Touch Duration: Permanent Casting Time: 5 Area of Effect: 1 creature Saving Throw: None By casting this spell and laying | Cure Medium Wounds (Priest/Druid - Necromancy) Level: 3 Range: Contact Duration: Instant Casting time: 5 Area of Effect: 1 creature Saving Throw: None By casting this spell and laying |
SPPR317 Cure Disease | Cure Disease (Abjuration) Level: 3 Sphere: Necromantic Range: Touch Duration: Permanent Casting Time: 1 Area of Effect: 1 creature Saving Throw: None By laying | Cure Disease (Priest/Druid - Abjuration) Level: 3 Range: Contact Duration: Instant Casting time: 1 Area of Effect: 1 creature Saving Throw: None By laying |
SPPR318 Zone of Sweet Air | Zone of Sweet Air (Abjuration) Level: 3 Sphere: Wards Range: 0 Duration: Instant Casting Time: 3 Area of Effect: Special Saving Throw: None Zone of Sweet Air repels all noxious elements from poisonous vapors (including magically created vapors such as Cloudkill). This spell will dismiss all clouds in the entire area that the caster is currently in. The spell offers no protection against poisonous vapors created by a dragon's breath weapon (such as the chlorine gas of a green dragon). | Zone of Sweet Air (Priest - Abjuration) Level: 3 Range: Contact Duration: Instant Casting time: 3 Area of Effect: Caster Saving Throw: None Zone of Sweet Air repels all noxious elements from poisonous vapors (including magically created vapors such as Cloudkill). This spell will dismiss all clouds in the entire area that the caster is currently in. The spell offers no protection against poisonous vapors created by a dragon's breath weapon (such as the chlorine gas of a green dragon). STATISTICS: - Zone of Sweet Air |
SPPR319 Summon Insects | Summon Insects (Conjuration/Summoning) Level: 3 Sphere: Animal Range: 90 ft. Duration: 7 rounds Casting Time: 9 Area of Effect: 1 creature Saving Throw: Neg. The Summon Insects spell attracts a cloud or swarm of normal insects to attack one enemy of the caster. This swarm gathers at a point chosen by the caster within the spell's range and attacks any single creature the caster points to. The victim may make a Saving Throw vs. Breath Weapon with a -4 penalty to escape the swarm; otherwise, the victim receives 1 point of damage every 2 seconds for the duration of the spell. Moreover, the victim fights with a -2 penalty to | Summon Insects (Druid - Conjuration) Level: 3 Range: 60 feet Duration: 7 rounds Casting time: 9 Area of Effect: 1 creature Saving Throw: Breath at -4 (Neg.) The Summon Insects spell attracts a cloud or swarm of normal insects to attack one enemy of the caster. This swarm gathers at a point chosen by the caster within the spell's range and attacks any single creature the caster points to. The victim may make a Saving Throw vs. Breath Weapon with a -4 penalty to escape the swarm; otherwise, the victim receives 1 point of damage every 2 seconds for the duration of the spell. Moreover, the victim fights with a -2 penalty to |
SPPR350 Spiritual Clarity | Spiritual Clarity (Abjuration) Level: 3 Sphere: Protection Range: Visual range of the caster Duration: Instant Casting Time: 9 Area of Effect: 1 creature Saving Throw: None With this spell, the shaman strengthens a creature's spiritual resolve and purges the creature's mind of negative influences. The spell removes the effects of fear, charm, confusion and feeblemind from a single creature. | Spiritual Clarity (Priest/Druid - Abjuration) Level: 3 Range: 40 feet Duration: 1 second Casting time: 9 Area of Effect: 1 creature Saving Throw: None With this spell, the shaman strengthens a creature's spiritual resolve and purges the creature's mind of negative influences. The spell removes the effects of fear, charm, confusion and feeblemind from a single creature. STATISTICS: - Dispels charms effects on the target - Cure Feeblemindedness on the target - Cure confusion on the target - Cure horror on the target - Restore the target's morale |
SPPR401 Cure Serious Wounds | Cure Serious Wounds (Necromancy) Level: 4 Sphere: Healing Range: Touch Duration: Permanent Casting Time: 7 Area of Effect: 1 creature Saving Throw: None This spell is a more potent version of the Cure Light Wounds spell. The priest lays | Cure Serious Wounds (Priest/Druid - Necromancy) Level: 4 Range: Contact Duration: Instant Casting time: 7 Area of Effect: 1 creature Saving Throw: None This spell is a more potent version of the Cure Light Wounds spell. The priest lays |
SPPR402 Animal Summoning I | Animal Summoning I (Conjuration/Summoning) Level: 4 Sphere: Animal, Summoning Range: 30 ft. Duration: 3 turns Casting Time: 7 Area of Effect: Special Saving Throw: None By means of this spell, the caster calls between 2 and 3 animals that have 4 Hit Dice or less. The animals appearing are randomly determined. They will remain under the caster's control until slain or the spell duration expires. | Animal Summoning I (Priest/Druid - Conjuration) Level: 4 Range: 30 feet Duration: 3 turns Casting time: 7 Area of Effect: Point in the visual range of the caster Saving Throw: None By means of this spell, the caster calls between 2 and 3 animals that have 4 Hit Dice or less. The animals appearing are randomly determined. They will remain under the caster's control until slain or the spell duration expires. STATISTICS: - Summon between 1 and 2 animals (Dire Wolf or War Dog) |
SPPR403 Free Action | Free Action (Abjuration) Level: 4 Sphere: Charm Range: Touch Duration: 1 turn + 1 round/level Casting Time: 5 Area of Effect: 1 creature Saving Throw: None While under the effects of this spell, the recipient becomes immune to anything that affects | Free Action (Priest - Abjuration) Level: 4 Range: Contact Duration: 1 turn + 1 round/level Casting time: 5 Area of Effect: 1 creature Saving Throw: None While under the effects of this spell, the recipient becomes immune to anything that affects |
SPPR404 Neutralize Poison | Neutralize Poison (Necromancy) Level: 4 Sphere: Healing Range: Touch Duration: Instant Casting Time: 1 Area of Effect: 1 creature Saving Throw: None This spell removes all toxins from the body, both natural and magical in nature. When this spell is cast upon a poisoned individual, it immediately neutralizes any poison and restores 10 lost Hit Points. This spell will also cure any diseases that the target might be suffering from, as well as blindness and deafness. | Neutralize Poison (Priest/Druid - Necromancy) Level: 4 Range: Contact Duration: Instant Casting time: 1 Area of Effect: 1 creature Saving Throw: None This spell removes all toxins from the body, both natural and magical in nature. When this spell is cast upon a poisoned individual, it immediately neutralizes any poison and restores 10 lost Hit Points. This spell will also cure any diseases that the target might be suffering from, as well as blindness and deafness. STATISTICS: - Heals 10 hit points to the target - Cure Feeblemindedness on the target - Neutralizes poisons infecting the target - Cure blindness on the target - Cures the deafness of the target |
SPPR405 Mental Domination | Mental Domination (Enchantment/Charm) Level: 4 Sphere: Thought Range: Visual range of the caster Duration: 8 rounds Casting Time: 4 Area of Effect: 1 creature Saving Throw: Neg. When cast upon a subject, the subject must make a Saving Throw vs. Spell with a -2 penalty in order to avoid the priest entering | Mental Domination (Priest - Enchantment) Level: 4 Range: 40 feet Duration: 8 rounds Casting time: 4 Area of Effect: 1 creature Saving Throw: Spells at -2 (Neg.) When cast upon a subject, the subject must make a Saving Throw vs. Spell with a -2 penalty in order to avoid the priest entering |
SPPR406 Defensive Harmony | Defensive Harmony (Enchantment/Charm) Level: 4 Sphere: Law Range: 0 Duration: 6 rounds Casting Time: 1 Area of Effect: 15-ft. radius Saving Throw: None Defensive Harmony grants affected creatures a defensive bonus by bestowing an enchanted coordination on their attacks and defenses. This allows a group of creatures to act as a single unit for a single battle or encounter. The effect is always centered on the caster, but affects all allies within a 15-ft. radius. Those affected can move outside of this area after the spell is cast and still enjoy the benefits of the harmony. While the spell is in effect, each affected creature gains a +2 bonus to | Defensive Harmony (Priest/Druid - Enchantment) Level: 4 Range: Contact Duration: 6 rounds Casting time: 1 Area of Effect: Allies within a radius of 15 feet around of the caster Saving Throw: None Defensive Harmony grants affected creatures a defensive bonus by bestowing an enchanted coordination on their attacks and defenses. This allows a group of creatures to act as a single unit for a single battle or encounter. The effect is always centered on the caster, but affects all allies within a 15-ft. radius. Those affected can move outside of this area after the spell is cast and still enjoy the benefits of the harmony. While the spell is in effect, each affected creature gains a +2 bonus to |
SPPR407 Protection From Lightning | Protection From Lightning (Abjuration) Level: 4 Sphere: Protection, Weather Range: Touch Duration: 5 rounds/level Casting Time: 7 Area of Effect: 1 creature Saving Throw: None When the spell is cast, it confers complete invulnerability to electrical attacks such as Lightning Bolt, Shocking Grasp, and so on. The protection will last for the duration of the spell or until successfully dispelled. | Protection From Lightning (Priest/Druid - Abjuration) Level: 4 Range: Contact Duration: 5 rounds/level Casting time: 7 Area of Effect: 1 creature Saving Throw: None When the spell is cast, it confers complete invulnerability to electrical attacks such as Lightning Bolt, Shocking Grasp, and so on. The protection will last for the duration of the spell or until successfully dispelled. STATISTICS: - Protects the target from electricity |
SPPR408 Protection From Evil, 10' Radius | Protection From Evil, 10' Radius (Abjuration) Level: 4 Sphere: Protection Range: Touch Duration: 1 turn/level Casting Time: 7 Area of Effect: 15-ft. radius Saving Throw: None When this spell is cast, all allied creatures within a 15-ft. radius are affected individually by Protection From Evil. It creates a magical barrier around the recipients at a distance of one foot. The barrier moves with the recipient and has two major effects: First, all attacks made by evil or evilly enchanted creatures against the protected creature receive a penalty of -2 to each attack roll. Second, summoned demons cannot target protected creatures. | Protection From Evil, 10' Radius (Priest - Abjuration) Level: 4 Range: Contact Duration: 1 turn/level Casting time: 7 Area of Effect: Allies within a radius of 15 feet around of the caster Saving Throw: None When this spell is cast, all allied creatures within a 15-ft. radius are affected individually by Protection From Evil. It creates a magical barrier around the recipients at a distance of one foot. The barrier moves with the recipient and has two major effects: First, all attacks made by evil or evilly enchanted creatures against the protected creature receive a penalty of -2 to each attack roll. Second, summoned demons cannot target protected creatures. STATISTICS: - Saving Throws of the target: +2 vs. evil creatures - Protects the target from summoned demons attacks and spells |
SPPR409 Death Ward | Death Ward (Necromancy) Level: 4 Range: Visual range of the caster Duration: 1 turn/level Casting Time: 9 Area of Effect: 1 creature Saving Throw: None This spell protects the target from all forms of death magic for the duration of the spell. This includes, but is not limited to, Disintegrate; Power Word, Kill; Death Spell; and Finger of Death. | Death Ward (Priest/Druid - Necromancy) Level: 4 Range: 25 feet Duration: 1 turn/level Casting time: 1 Area of Effect: 1 creature Saving Throw: None This spell protects the target from all forms of death magic for the duration of the spell. This includes, but is not limited to, Disintegrate; Power Word, Kill; Death Spell; and Finger of Death. STATISTICS: - Protects the target from instant death, magical death and disintegrate |
SPPR410 Call Woodland Beings | Call Woodland Beings (Conjuration/Summoning) Level: 4 Sphere: Animal, Summoning Range: 25 ft. Duration: 3 turns Casting Time: 7 Area of Effect: Special Saving Throw: None This spell summons forth a nymph to assist the party. The nymph has several priest spells at her disposal and will use them in the best interests of the party (these include Mental Domination, Confusion, and Mass Cure). She will remain under the caster's control until slain or the spell's duration expires. | Call Woodland Beings (Druid - Conjuration) Level: 4 Range: 25 feet Duration: 3 turns Casting time: 7 Area of Effect: Point in the visual range of the caster Saving Throw: None This spell summons forth a nymph to assist the party. The nymph has several priest spells at her disposal and will use them in the best interests of the party (these include Mental Domination, Confusion, and Mass Cure). She will remain under the caster's control until slain or the spell's duration expires. STATISTICS: - Summon a Nymph |
SPPR411 Poison | Poison (Necromancy) Level: 4 Range: 15 ft. Duration: 1 turn Casting Time: 4 Area of Effect: 1 creature Saving Throw: Neg. Through this spell, the caster can poison victims who fail their Saving Throw vs. Poison. The damage inflicted depends on the level of the caster as detailed below: 7–9th level: 2d8 + 2/round 10–12th level: 3d8 + 3/round 13–14th level: 4d8 + 4/round 15–16th level: 6d8 + 5/round 17+ level: 8d8 + 6/round Those who make their Saving Throws are unaffected. | Poison (Priest/Druid - Necromancy) Level: 4 Range: 10 feet Duration: 62 seconds Casting time: 4 Area of Effect: 1 creature Saving Throw: Paralysis / Poison / Death (Neg.) Through this spell, the caster can poison victims who fail their Saving Throw vs. Poison. The damage inflicted depends on the level of the caster as detailed below: 7–9th level: 2d8 + 2/round 10–12th level: 3d8 + 3/round 13–14th level: 4d8 + 4/round 15–16th level: 6d8 + 5/round 17+ level: 8d8 + 6/round Those who make their Saving Throws are unaffected. STATISTICS: Between level 1 and 9 - Inflicts 2d8 poison damage to the target (Ineffective against undead, the golems and the creatures immune to poisons) - Poisons the target, inflicting 2 damages per round (Ineffective against undead, the golems and the creatures immune to poisons) Between level 10 and 12 - Inflicts 3d8 poison damage to the target (Ineffective against undead, the golems and the creatures immune to poisons) - Poisons the target, inflicting 3 damages per round (Ineffective against undead, the golems and the creatures immune to poisons) Between level 13 and 14 - Inflicts 4d8 poison damage to the target (Ineffective against undead, the golems and the creatures immune to poisons) - Poisons the target, inflicting 4 damages per round (Ineffective against undead, the golems and the creatures immune to poisons) Between level 15 and 16 - Inflicts 6d8 poison damage to the target (Ineffective against undead, the golems and the creatures immune to poisons) - Poisons the target, inflicting 5 damages per round (Ineffective against undead, the golems and the creatures immune to poisons) From level 17 - Inflicts 8d8 poison damage to the target (Ineffective against undead, the golems and the creatures immune to poisons) - Poisons the target, inflicting 6 damages per round (Ineffective against undead, the golems and the creatures immune to poisons) |
SPPR412 Holy Power | Holy Power (Evocation) Level: 4 Range: 0 Duration: 1 round/level Casting Time: 6 Area of Effect: The caster Saving Throw: None Through this spell, the caster imbues | Holy Power (Priest - Invocation) Level: 4 Range: Contact Duration: 1 round/level Casting time: 6 Area of Effect: Caster Saving Throw: None Through this spell, the caster imbues |
SPPR413 Negative Plane Protection | Negative Plane Protection (Abjuration) Level: 4 Sphere: Protection, Necromantic Range: Touch Duration: 5 rounds Casting Time: 3 Area of Effect: 1 creature Saving Throw: None This spell affords the caster or the touched creature partial protection from undead monsters with Negative Energy Plane connections (such as vampires), and certain weapons and spells that drain energy levels. The Negative Plane Protection spell opens a channel to the Positive Energy Plane, possibly offsetting the effects of the negative energy attack. A protected creature struck by a negative energy attack is protected against any form of level draining for the duration of the spell. The protected creature suffers only normal Hit Point damage from the attack and does not suffer any drain of experience. This spell cannot be cast on the Negative Energy Plane. | Negative Plane Protection (Priest/Druid - Abjuration) Level: 4 Range: 30 feet Duration: 5 rounds Casting time: 3 Area of Effect: 1 creature Saving Throw: None This spell affords the caster or the touched creature partial protection from undead monsters with Negative Energy Plane connections (such as vampires), and certain weapons and spells that drain energy levels. The Negative Plane Protection spell opens a channel to the Positive Energy Plane, possibly offsetting the effects of the negative energy attack. A protected creature struck by a negative energy attack is protected against any form of level draining for the duration of the spell. The protected creature suffers only normal Hit Point damage from the attack and does not suffer any drain of experience. This spell cannot be cast on the Negative Energy Plane. STATISTICS: - Protects the target from level drain |
SPPR414 Cause Serious Wounds | Cause Serious Wounds (Necromancy) Level: 4 Sphere: Healing Range: Touch Duration: Permanent Casting Time: 7 Area of Effect: 1 creature Saving Throw: None This spell is the reverse of Cure Serious Wounds. Instead of healing the creature touched, it causes damage. On a successful touch from the priest, the spell inflicts 17 points of damage upon the target. The next attack that the priest makes will inflict this effect, however, | Cause Serious Wounds (Priest/Druid - Necromancy) Level: 4 Range: Contact Duration: 15 seconds Casting time: 7 Area of Effect: Caster Saving Throw: None This spell is the reverse of Cure Serious Wounds. Instead of healing the creature touched, it causes damage. On a successful touch from the priest, the spell inflicts 17 points of damage upon the target. The next attack that the priest makes will inflict this effect, however, |
SPPR415 Farsight | Farsight (Divination) Level: 4 Range: Special Duration: 3 rounds + 1 round/level Casting Time: 4 Area of Effect: Special Saving Throw: None When Farsight is cast, the caster is able to view an area of an unexplored map. After casting the spell, simply click on a section of the map that you want to view. For the duration of the spell, the caster can spy on that area, noting creatures and fortifications. | Farsight (Priest/Druid - Divination) Level: 4 Range: Contact Duration: 3 rounds + 1 round/level Casting time: 4 Area of Effect: Caster Saving Throw: None When Farsight is cast, the caster is able to view an area of an unexplored map. After casting the spell, simply click on a section of the map that you want to view. For the duration of the spell, the caster can spy on that area, noting creatures and fortifications. STATISTICS: - Allows to view an area of an unexplored map |
SPPR416 Cloak of Fear | Cloak of Fear (Conjuration) Level: 4 Sphere: Charm Range: 0 Duration: Instant Casting Time: 6 Area of Effect: The caster Saving Throw: Neg. Cloak of Fear empowers the caster to radiate a personal aura of fear out to a 15-ft. radius. All other characters and creatures within this aura must roll a successful Saving Throw vs. Spell or run away in panic for 4 rounds. Party members are immune to the effects, although the aura of fear may still disturb them. | Cloak of Fear (Priest/Druid - Conjuration) Level: 4 Range: Contact Duration: 4 rounds Casting time: 6 Area of Effect: Enemies within a radius of 15 feet around of the caster Saving Throw: Spells (Neg.) Cloak of Fear empowers the caster to radiate a personal aura of fear out to a 15-ft. radius. All other characters and creatures within this aura must roll a successful Saving Throw vs. Spell or run away in panic for 4 rounds. Party members are immune to the effects, although the aura of fear may still disturb them. STATISTICS: - Inflicts Horror on the target |
SPPR417 Lesser Restoration | Lesser Restoration (Necromancy) Level: 4 Sphere: Necromantic Range: Touch Duration: Permanent Casting Time: 2 Area of Effect: 1 creature Saving Throw: None When this spell is cast, the life energy level of the recipient is raised. This reverses any previous life energy level drain of the creature by a force or monster. The casting of this spell is very draining on the priest and | Lesser Restoration (Priest - Necromancy) Level: 4 Range: Contact Duration: Instant Casting time: 2 Area of Effect: 1 creature Saving Throw: None When this spell is cast, the life energy level of the recipient is raised. This reverses any previous life energy level drain of the creature by a force or monster. The casting of this spell is very draining on the priest and |
SPPR450 Spirit Fire | Spirit Fire (Conjuration) Level: 4 Sphere: Summoning Range: 40 ft. Duration: Instant Casting Time: 4 Area of Effect: 15-ft. radius Saving Throw: Special As the Shaman casts this spell, energies gather together from the spirit world and form a pale blue sphere. The Shaman can throw the sphere so that it explodes into a burst of ghostly, azure flames, which deliver 1d4 points of magic damage per level of the Shaman (up to a maximum of 10d4). There is also a 33% chance that every enemy within the area of effect will be afflicted by the Doom spell (-2 penalty to Saving Throws and attack rolls for 1 turn). A successful Save vs. Spell halves the damage and negates the Doom effect. Spirits, fey creatures, elementals, and spectral undead take double damage. | Spirit Fire (Priest/Druid - Conjuration) Level: 4 Range: 40 feet Duration: Instant Casting time: 4 Area of Effect: radius of 15 feet Saving Throw: Special As the Shaman casts this spell, energies gather together from the spirit world and form a pale blue sphere. The Shaman can throw the sphere so that it explodes into a burst of ghostly, azure flames, which deliver 1d4 points of magic damage per level of the Shaman (up to a maximum of 10d4). There is also a 33% chance that every enemy within the area of effect will be afflicted by the Doom spell (-2 penalty to Saving Throws and attack rolls for 1 turn). A successful Save vs. Spell halves the damage and negates the Doom effect. Spirits, fey creatures, elementals, and spectral undead take double damage. STATISTICS: - Inflicts 1d4 magic damage per level/10 to the target (save vs. Spells half, bypass mirror image) - Inflicts 1d4 magic damage per level/10 vs. fairies, the shadows, the spectres, the spectral trolls, the wraith, the elementals, the spectral undead and the spirits (save vs. Spells half) - 34% chance - to reduce the THAC0 of the target by 2 (not cumulative) - to reduce save vs. all of the target by 2 (not cumulative) (save vs. Spells neg.) |
SPPR501 Animal Summoning II | Animal Summoning II (Conjuration/Summoning) Level: 5 Sphere: Animal, Summoning Range: 30 ft. Duration: 3 turns Casting Time: 8 Area of Effect: Special Saving Throw: None By means of this spell, the caster calls from 1 to 3 animals that have 8 Hit Dice or less. The animals summoned aid the caster by whatever means they possess, staying until the spell duration expires. Only normal or giant animals can be summoned; fantastic animals or monsters cannot be summoned by this spell (no chimerae, dragons, gorgons, manticores, etc.). | Animal Summoning II (Priest/Druid - Conjuration) Level: 5 Range: 30 feet Duration: 3 turns Casting time: 8 Area of Effect: Point in the visual range of the caster Saving Throw: None By means of this spell, the caster calls from 1 to 3 animals that have 8 Hit Dice or less. The animals summoned aid the caster by whatever means they possess, staying until the spell duration expires. Only normal or giant animals can be summoned; fantastic animals or monsters cannot be summoned by this spell (no chimerae, dragons, gorgons, manticores, etc.). STATISTICS: - Summon between 1 and 3 animals (Black Bear, Brown Bear, Cave Bear or Panther) |
SPPR502 Cure Critical Wounds | Cure Critical Wounds (Necromancy) Level: 5 Sphere: Healing Range: Touch Duration: Permanent Casting Time: 8 Area of Effect: 1 creature Saving Throw: None The Cure Critical Wounds spell is a very potent version of the Cure Light Wounds spell. The priest lays | Cure Critical Wounds (Priest/Druid - Necromancy) Level: 5 Range: Contact Duration: Instant Casting time: 8 Area of Effect: 1 creature Saving Throw: None The Cure Critical Wounds spell is a very potent version of the Cure Light Wounds spell. The priest lays |
SPPR503 Flame Strike | Flame Strike (Evocation) Level: 5 Sphere: Combat Range: 40 ft. Duration: Instant Casting Time: 8 Area of Effect: 1 creature Saving Throw: 1/2 When the priest calls down a Flame Strike spell, a vertical column of fire roars downward in the exact location called for by the caster. The target must roll a Saving Throw vs. Spell. Failure means the creature sustains 1d8 points of damage per level of the caster; otherwise, the damage is halved. | Flame Strike (Priest - Invocation) Level: 5 Range: 40 feet Duration: Instant Casting time: 8 Area of Effect: 1 creature Saving Throw: Spells (1/2) When the priest calls down a Flame Strike spell, a vertical column of fire roars downward in the exact location called for by the caster. The target must roll a Saving Throw vs. Spell. Failure means the creature sustains 1d8 points of damage per level of the caster; otherwise, the damage is halved. STATISTICS: - Inflicts 1d8 fire damage per level/20 to the target |
SPPR504 Raise Dead | Raise Dead (Necromancy) Level: 5 Sphere: Necromantic Range: Visual range of the caster Duration: Permanent Casting Time: 9 Area of Effect: 1 person Saving Throw: Special When the priest casts a Raise Dead spell, | Raise Dead (Priest - Necromancy) Level: 5 Range: 30 feet Duration: Instant Casting time: 9 Area of Effect: 1 creature Saving Throw: None When the priest casts a Raise Dead spell, |
SPPR505 True Seeing | True Seeing (Divination) Level: 5 Sphere: Divination Range: 0 Duration: 1 turn Casting Time: 8 Area of Effect: 120-ft. radius Saving Throw: None When this spell is cast, an area roughly 120 ft. in radius around the caster will be affected. Instantly and once each round for 1 turn after this spell is cast, all hostile Illusion/Phantasm spells in the area of effect will be dispelled. The spells that are affected by this are Reflected Image, Invisibility, Mirror Image, Non-Detection, Improved Invisibility, Shadow Door, Mislead, Project Image, and Simulacrum. The area of effect is roughly a 120-ft. radius around the caster. The target's Magic Resistance, if any, does not come into effect with this spell. This spell only affects enemies; thus, it is unable to dispel the invisibility from a party member. | True Seeing (Priest/Druid - Divination) Level: 5 Range: Contact Duration: 1 turn Casting time: 8 Area of Effect: Enemies within a radius of 117 feet around of the caster Saving Throw: None When this spell is cast, an area roughly 120 ft. in radius around the caster will be affected. Instantly and once each round for 1 turn after this spell is cast, all hostile Illusion/Phantasm spells in the area of effect will be dispelled. The spells that are affected by this are Reflected Image, Invisibility, Mirror Image, Non-Detection, Improved Invisibility, Shadow Door, Mislead, Project Image, and Simulacrum. The area of effect is roughly a 120-ft. radius around the caster. The target's Magic Resistance, if any, does not come into effect with this spell. This spell only affects enemies; thus, it is unable to dispel the invisibility from a party member. STATISTICS: - Dispel the target's invisibility - Dispels all illusionary protection spells on the target - Instantly cast True Seeing on the caster every round for 1 turn after 1 round |
SPPR506 Iron Skins | Iron Skins (Alteration) Sphere: Elemental Level: 5 Range: 0 Duration: 12 hours Casting Time: 9 Area of Effect: The caster Saving Throw: None When a Druid casts this powerful spell upon | Iron Skins (Druid - Alteration) Level: 5 Range: Contact Duration: 12 hours Casting time: 9 Area of Effect: Caster Saving Throw: None When a Druid casts this powerful spell upon |
SPPR507 Champion's Strength | Champion's Strength (Alteration) Level: 5 Sphere: Law Range: Visual range of the caster Duration: 3 rounds/level Casting Time: 2 Area of Effect: 1 creature Saving Throw: None When this spells is cast, the priest effectively draws on the strength of | Champion's Strength (Priest - Alteration) Level: 5 Range: 40 feet Duration: 3 rounds/level Casting time: 2 Area of Effect: 1 creature Saving Throw: None When this spells is cast, the priest effectively draws on the strength of |
SPPR508 Chaotic Commands | Chaotic Commands (Enchantment/Charm) Level: 5 Sphere: Chaos Range: Visual range of the caster Duration: 1 turn/level Casting Time: 3 Area of Effect: 1 creature Saving Throw: None Chaotic Commands renders a creature immune to magical commands. Suggestion, Charm, Domination, Command, Sleep, Maze, and Confusion are all spells that fit into this category. This spell also protects the target from Psionic Blast. This spell affects only 1 creature and lasts for the duration or until dispelled. | Chaotic Commands (Priest/Druid - Enchantment) Level: 5 Range: 40 feet Duration: 1 turn/level Casting time: 3 Area of Effect: 1 creature Saving Throw: None Chaotic Commands renders a creature immune to magical commands. Suggestion, Charm, Domination, Command, Sleep, Maze, and Confusion are all spells that fit into this category. This spell also protects the target from Psionic Blast. This spell affects only 1 creature and lasts for the duration or until dispelled. STATISTICS: - Protecs the target from Maze and Psionic Maze spells - Protects the target from charms, feeblemindedness, paralyze, hold, unconsciousness, stun and confusion |
SPPR509 Magic Resistance | Magic Resistance (Alteration) Level: 5 Sphere: Protection Range: Touch Duration: 3 rounds + 1 round/level Casting Time: 9 Area of Effect: 1 creature Saving Throw: None When this spell is cast, the recipient receives a resistance to all magic. The resistance conferred is 2% per level of the caster, up to a maximum of 40% at 20th level. This resistance is set so that if the target already has more Magic Resistance than the priest would confer, it will actually lower it to the set value. This effect will last for the duration of the spell or until dispelled. | Magic Resistance (Priest/Druid - Alteration) Level: 5 Range: Contact Duration: 3 rounds + 1 round/level Casting time: 9 Area of Effect: 1 creature Saving Throw: None When this spell is cast, the recipient receives a resistance to all magic. The resistance conferred is 2% per level of the caster, up to a maximum of 40% at 20th level. This resistance is set so that if the target already has more Magic Resistance than the priest would confer, it will actually lower it to the set value. This effect will last for the duration of the spell or until dispelled. STATISTICS: - Change the Magic Resistance of the target to 2% per level/20 |
SPPR510 Cause Critical Wounds | Cause Critical Wounds (Necromancy) Level: 5 Sphere: Healing Range: Touch Duration: Permanent Casting Time: 8 Area of Effect: 1 creature Saving Throw: None This spell is the reverse of Cure Critical Wounds. Instead of healing the creature touched, it causes damage. On a successful touch from the priest, the spell inflicts 27 points of damage upon the target. The next attack that the priest makes will cause this effect; however, | Cause Critical Wounds (Priest/Druid - Necromancy) Level: 5 Range: Contact Duration: 15 seconds Casting time: 8 Area of Effect: Caster Saving Throw: None This spell is the reverse of Cure Critical Wounds. Instead of healing the creature touched, it causes damage. On a successful touch from the priest, the spell inflicts 27 points of damage upon the target. The next attack that the priest makes will cause this effect; however, |
SPPR511 Slay Living | Slay Living (Necromancy) Level: 5 Sphere: Combat Range: Touch Duration: Special Casting Time: 1 Area of Effect: 1 creature Saving Throw: Special Upon casting this spell, the priest has to touch an opponent in order to visit the effect upon them. An item is created upon casting. The next attack the priest makes, which must happen in the next 3 rounds, will use this item. If the first attack misses, the item disappears and the spell is wasted; however, if the attack succeeds, the victim automatically takes 2d6+9 damage. Also, | Slay Living (Priest - Necromancy) Level: 5 Range: Contact Duration: 3 rounds Casting time: 1 Area of Effect: Caster Saving Throw: None Upon casting this spell, the priest has to touch an opponent in order to visit the effect upon them. An item is created upon casting. The next attack the priest makes, which must happen in the next 3 rounds, will use this item. If the first attack misses, the item disappears and the spell is wasted; however, if the attack succeeds, the victim automatically takes 2d6+9 damage. Also, |
SPPR512 Greater Command | Greater Command (Enchantment/Charm) Level: 5 Sphere: Charm Range: Visual range of the caster Duration: 1 round/level Casting Time: 1 Area of Effect: 15-ft. radius Saving Throw: Neg. As with the 1st-level spell Command, this spell enables the priest to command other creatures to "die" (sleep), except that the effects of this spell last 1 round per level of the caster. At the end of the round, the creature(s) awaken and are unharmed. The area of effect is similar to that of a Stinking Cloud or a Fireball. | Greater Command (Priest - Enchantment) Level: 5 Range: 35 feet Duration: 1 round/level Casting time: 1 Area of Effect: 1 creature and any enemy within a radius of 15 feet Saving Throw: Spells (Neg.) As with the 1st-level spell Command, this spell enables the priest to command other creatures to "die" (sleep), except that the effects of this spell last 1 round per level of the caster. At the end of the round, the creature(s) awaken and are unharmed. The area of effect is similar to that of a Stinking Cloud or a Fireball. STATISTICS: - Renders the target unconscious (Ineffective at 91% against elves and at 31% against half elves) |
SPPR513 Righteous Magic | Righteous Magic (Alteration) Level: 5 Sphere: Combat Range: 0 Duration: 1 round/level Casting Time: 9 Area of Effect: The caster Saving Throw: None This is a powerful combat spell that enhances the priest's physical prowess, transforming | Righteous Magic (Priest - Alteration) Level: 5 Range: Contact Duration: Special Casting time: 9 Area of Effect: Caster Saving Throw: None This is a powerful combat spell that enhances the priest's physical prowess, transforming |
SPPR514 Mass Cure | Mass Cure (Necromancy) Level: 5 Sphere: Healing Range: 0 Duration: Permanent Casting Time: 5 Area of Effect: 15-ft. radius Saving Throw: None When casting this spell, the priest must picture the faces of | Mass Cure (Priest/Druid - Necromancy) Level: 5 Range: Contact Duration: Instant Casting time: 5 Area of Effect: Allies within a radius of 15 feet around of the caster Saving Throw: None When casting this spell, the priest must picture the faces of |
SPPR515 Repulse Undead | Repulse Undead (Abjuration) Level: 5 Range: 0 Duration: 1 turn Casting Time: 5 Area of Effect: The caster Saving Throw: None This powerful spell creates waves of anti-negative energy that sweep outward from the caster. These waves disrupt any undead that attempt to attack the caster, pushing them away from the caster for several seconds. There is one wave per round for the duration of the spell. All undead are affected with no Saving Throw. | Repulse Undead (Priest - Abjuration) Level: 5 Range: Contact Duration: 11 rounds Casting time: 5 Area of Effect: The caster and any creature within 9 feet Saving Throw: None This powerful spell creates waves of anti-negative energy that sweep outward from the caster. These waves disrupt any undead that attempt to attack the caster, pushing them away from the caster for several seconds. There is one wave per round for the duration of the spell. All undead are affected with no Saving Throw. STATISTICS: - When the target is less than 10 feet; Knock down the undead and the creatures within a radius of 9 feet 25 feet away from the caster (Ineffective against the wearer) (not cumulative) |
SPPR515D Repulse Undead | Repulse Undead (Abjuration) Level: 5 Range: 0 Duration: 1 turn Casting Time: 5 Area of Effect: The caster Saving Throw: None This powerful spell creates waves of anti-negative energy that sweep outward from the caster. These waves disrupt any undead that attempt to attack the caster, pushing them away from the caster for several seconds. There is one wave per round for the duration of the spell. All undead are affected with no Saving Throw. | Repulse Undead (Priest/Druid - Abjuration) Level: 5 Range: 10 feet Duration: 3 seconds Casting time: 5 Area of Effect: 1 creature and any creature within a radius of 9 feet Saving Throw: None This powerful spell creates waves of anti-negative energy that sweep outward from the caster. These waves disrupt any undead that attempt to attack the caster, pushing them away from the caster for several seconds. There is one wave per round for the duration of the spell. All undead are affected with no Saving Throw. STATISTICS: - Knock down the undead 25 feet away from the caster (Ineffective against the wearer) |
SPPR516 Pixie Dust | Pixie Dust (Illusion/Phantasm) Level: 5 Sphere: Combat Range: 0 Duration: Special Casting Time: 9 Area of Effect: 15-ft. radius Saving Throw: None This spell creates a small handful of pixie dust that the caster can use to toss into the air. Any ally hit by the dust becomes invisible (the range of the dust is about 15 ft.). Of course, the invisible creature is not magically silenced, and certain other conditions can render the creature detectable. Even allies cannot see the invisible creature or its gear, unless these allies can normally see invisible things or employ magic to do so. Items dropped or put down by the invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. The spell remains in effect until it is magically broken or dispelled, until the caster or recipient cancels it, until the recipient attacks any creature, or until 24 hours have passed. Thus, the invisible being can walk around and cast defensive spells; however, if | Pixie Dust (Druid - Illusion) Level: 5 Range: Contact Duration: 1 day Casting time: 9 Area of Effect: Allies within a radius of 15 feet around of the caster Saving Throw: None This spell creates a small handful of pixie dust that the caster can use to toss into the air. Any ally hit by the dust becomes invisible (the range of the dust is about 15 ft.). Of course, the invisible creature is not magically silenced, and certain other conditions can render the creature detectable. Even allies cannot see the invisible creature or its gear, unless these allies can normally see invisible things or employ magic to do so. Items dropped or put down by the invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. The spell remains in effect until it is magically broken or dispelled, until the caster or recipient cancels it, until the recipient attacks any creature, or until 24 hours have passed. Thus, the invisible being can walk around and cast defensive spells; however, if |
SPPR517 Insect Plague | Insect Plague (Conjuration/Summoning) Sphere: Combat Level: 5 Range: 360 ft. Duration: 6 rounds Casting Time: 5 Area of Effect: 15-ft. radius Saving Throw: Special When this spell is cast by the priest, a horde of creeping, hopping, and flying insects gather and swarm. This swarm will jump first to the enemy target, then to the nearest allies of the target's, until up to 6 creatures have been affected. Spellcasting within the swarm is impossible (100% chance of spell failure). Creatures in the insect plague sustain 1 point of damage every 2 seconds they remain within regardless of their Armor Class, due to the bites and stings of the insects. Invisibility is no protection. Due to the suffocating nature of the writhing insect swarm, each victim must make a Saving Throw vs. Breath Weapon or run away in fear for 1 round. | Insect Plague (Druid - Conjuration) Level: 5 Range: 40 feet Duration: Special Casting time: 5 Area of Effect: 1 creature and any enemy within a radius of 15 feet Saving Throw: Special When this spell is cast by the priest, a horde of creeping, hopping, and flying insects gather and swarm. This swarm will jump first to the enemy target, then to the nearest allies of the target's, until up to 6 creatures have been affected. Spellcasting within the swarm is impossible (100% chance of spell failure). Creatures in the insect plague sustain 1 point of damage every 2 seconds they remain within regardless of their Armor Class, due to the bites and stings of the insects. Invisibility is no protection. Due to the suffocating nature of the writhing insect swarm, each victim must make a Saving Throw vs. Breath Weapon or run away in fear for 1 round. STATISTICS: - Every 2 seconds for 6 rounds; Inflicts 1 piercing damage to the target - 100% chance of spellcasting failure (wizard, priest and druid) for the target for 6 rounds - Inflicts Horror on the target for 1 round (save vs. Breath neg.) |
SPPR550 Recall Spirit | Recall Spirit (Necromancy) Level: 5 Sphere: Summoning Range: Visual range of the caster Duration: Permanent Casting Time: 9 Area of Effect: 1 person Saving Throw: None The shaman calls back a deceased person's spirit if it still lingers near the body. By casting this spell, the Shaman reconnects the spirit to its body and restores the person to life with 1 Hit Point. Natural healing or curative magic can restore the rest of the target's vitality. | Recall Spirit (Priest/Druid - Necromancy) Level: 5 Range: 30 feet Duration: Instant Casting time: 9 Area of Effect: 1 creature Saving Throw: None The shaman calls back a deceased person's spirit if it still lingers near the body. By casting this spell, the Shaman reconnects the spirit to its body and restores the person to life with 1 Hit Point. Natural healing or curative magic can restore the rest of the target's vitality. STATISTICS: - If the target is one of dead; Resurrect the target (Effective against dead) |
SPPR601 Aerial Servant | Aerial Servant (Conjuration/Summoning) Level: 6 Sphere: Summoning Range: 45 ft. Duration: 1 turn/level Casting Time: 9 Area of Effect: Special Saving Throw: None This spell summons an Aerial Servant to do the caster's bidding for the duration of the spell. The servant will attack any enemies that the caster decides, staying until the duration of the spell expires or it is slain. | Aerial Servant (Priest - Conjuration) Level: 6 Range: 20 feet Duration: 1 turn/level Casting time: 9 Area of Effect: Point in the visual range of the caster Saving Throw: None This spell summons an Aerial Servant to do the caster's bidding for the duration of the spell. The servant will attack any enemies that the caster decides, staying until the duration of the spell expires or it is slain. STATISTICS: - Summon a Aerial Servant |
SPPR602 Animal Summoning III | Animal Summoning III (Conjuration/Summoning) Level: 6 Sphere: Animal, Summoning Range: 120 ft. Duration: 4 turns Casting Time: 9 Area of Effect: Special Saving Throw: None By means of this spell, the caster calls 2 or 3 animals that have 12 Hit Dice or less. Only animals within visual range of the caster at the time the spell is cast will come. The summoned animals aid the caster by whatever means they possess, staying until they are slain or the spell's duration expires. Only normal- or giant-sized animals can be summoned. | Animal Summoning III (Priest/Druid - Conjuration) Level: 6 Range: 120 feet Duration: 4 turns Casting time: 9 Area of Effect: Point in the visual range of the caster Saving Throw: None By means of this spell, the caster calls 2 or 3 animals that have 12 Hit Dice or less. Only animals within visual range of the caster at the time the spell is cast will come. The summoned animals aid the caster by whatever means they possess, staying until they are slain or the spell's duration expires. Only normal- or giant-sized animals can be summoned. STATISTICS: - Summon creatures for a total of 50 levels (Lion, Winter Wolf, Cave Bear or Mountain Bear) |
SPPR603 Blade Barrier | Blade Barrier (Evocation) Level: 6 Sphere: Guardian, Creation Range: 0 Duration: 1 turn Casting Time: 9 Area of Effect: Special Saving Throw: Special The priest employs this spell to set up a wall of circling, razor-sharp blades. These whirl and flash around the caster, creating an impenetrable barrier. Any creature attempting to pass through the Blade Barrier suffers 8d8 points of damage. Creatures within the area of the barrier when it is invoked are entitled to a Saving Throw vs. Spell to negate the damage. The barrier remains for 1 turn. | Blade Barrier (Priest - Invocation) Level: 6 Range: Contact Duration: 62 seconds Casting time: 9 Area of Effect: Caster Saving Throw: Spells (Neg.) The priest employs this spell to set up a wall of circling, razor-sharp blades. These whirl and flash around the caster, creating an impenetrable barrier. Any creature attempting to pass through the Blade Barrier suffers 8d8 points of damage. Creatures within the area of the barrier when it is invoked are entitled to a Saving Throw vs. Spell to negate the damage. The barrier remains for 1 turn. STATISTICS: - When the target is less than 4 feet; Inflicts 8d8 slashing damage (not cumulative) |
SPPR603D Blade Barrier | Blade Barrier (Evocation) Level: 6 Sphere: Guardian, Creation Range: 0 Duration: 1 turn Casting Time: 9 Area of Effect: Special Saving Throw: Special The priest employs this spell to set up a wall of circling, razor-sharp blades. These whirl and flash around the caster, creating an impenetrable barrier. Any creature attempting to pass through the Blade Barrier suffers 8d8 points of damage. Creatures within the area of the barrier when it is invoked are entitled to a Saving Throw vs. Spell to negate the damage. The barrier remains for 1 turn. | Blade Barrier (Priest/Druid - Invocation) Level: 6 Range: 6 feet Duration: Instant Casting time: 9 Area of Effect: radius of 4 feet around %theTarget% Saving Throw: Spells (Neg.) The priest employs this spell to set up a wall of circling, razor-sharp blades. These whirl and flash around the caster, creating an impenetrable barrier. Any creature attempting to pass through the Blade Barrier suffers 8d8 points of damage. Creatures within the area of the barrier when it is invoked are entitled to a Saving Throw vs. Spell to negate the damage. The barrier remains for 1 turn. STATISTICS: - Inflicts 8d8 slashing damage to the target |
SPPR604 Conjure Animals | Conjure Animals (Conjuration/Summoning) Level: 6 Sphere: Summoning Range: 180 ft. Duration: 4 turns Casting Time: 9 Area of Effect: Special Saving Throw: None This spell allows the caster to summon forth and control 1 or 2 massive mountain bears. The bears will respond to the caster's every whim for the duration of the spell. | Conjure Animals (Priest/Druid - Conjuration) Level: 6 Range: 30 feet Duration: 4 turns Casting time: 9 Area of Effect: Point in the visual range of the caster Saving Throw: None This spell allows the caster to summon forth and control 1 or 2 massive mountain bears. The bears will respond to the caster's every whim for the duration of the spell. STATISTICS: - Summon creatures for a total of 80 levels (Mountain Bear) |
SPPR605 Conjure Fire Elemental | Conjure Fire Elemental (Conjuration/Summoning) Level: 6 Sphere: Elemental (Fire), Summoning Range: Visual range of the caster Duration: 1 turn/level Casting Time: 9 Area of Effect: Special Saving Throw: None Upon casting a Conjure Fire Elemental spell, the caster opens a special gate to the Elemental Plane of Fire, and a fire elemental is summoned in the vicinity of the caster. There is a 60% chance that a 12-Hit-Dice elemental appears; a 35% chance that a 16-Hit-Dice elemental appears; and a 5% chance that a 24-Hit-Dice elemental appears. The elemental will do the bidding of the caster until it is slain or the duration of the spell runs out. All the commands given to the elemental are done telepathically, so there is no time lost due to miscommunication and no need to know the language of the summoned creature. Unlike Mages, priests do not have to engage in a battle of the minds to control their elemental. | Conjure Fire Elemental (Druid - Conjuration) Level: 6 Range: 35 feet Duration: 1 turn/level Casting time: 9 Area of Effect: Point in the visual range of the caster Saving Throw: None Upon casting a Conjure Fire Elemental spell, the caster opens a special gate to the Elemental Plane of Fire, and a fire elemental is summoned in the vicinity of the caster. There is a 60% chance that a 12-Hit-Dice elemental appears; a 35% chance that a 16-Hit-Dice elemental appears; and a 5% chance that a 24-Hit-Dice elemental appears. The elemental will do the bidding of the caster until it is slain or the duration of the spell runs out. All the commands given to the elemental are done telepathically, so there is no time lost due to miscommunication and no need to know the language of the summoned creature. Unlike Mages, priests do not have to engage in a battle of the minds to control their elemental. STATISTICS: - 61% chance to summon a Fire Elemental - 35% chance to summon a Fire Elemental - 4% chance to summon a Fire Elemental |
SPPR606 Fire Seeds | Fire Seeds (Conjuration/Summoning) Level: 6 Sphere: Elemental Range: 0 Duration: 3 turns Casting Time: 9 Area of Effect: The caster Saving Throw: 1/2 Casting the Fire Seed spell creates 4 fire seeds that will appear in the caster's inventory. The seeds will remain in existence for 3 turns after the spell is cast. If they are thrown at an enemy, a fireball will ensue, causing 2d8 points of damage to all within a 7-ft. radius unless they make a Saving Throw vs. Spell for half damage. | Fire Seeds (Druid - Conjuration) Level: 6 Range: Contact Duration: 3 turns Casting time: 9 Area of Effect: Caster Saving Throw: None Casting the Fire Seed spell creates 4 fire seeds that will appear in the caster's inventory. The seeds will remain in existence for 3 turns after the spell is cast. If they are thrown at an enemy, a fireball will ensue, causing 2d8 points of damage to all within a 7-ft. radius unless they make a Saving Throw vs. Spell for half damage. STATISTICS: - Creates 4 "Fire Seed" in the caster's inventory |
SPPR607 Heal | Heal (Necromancy) Level: 6 Sphere: Healing Range: Touch Duration: Permanent Casting Time: 9 Area of Effect: 1 creature Saving Throw: None The very potent Heal spell enables the priest to wipe away disease and injury in the creature who receives the benefits of the spell. It completely cures all disease and blindness in the recipient and heals all points of damage suffered due to wounds or injury. It also dispels a Feeblemind spell and cures those mental disorders caused by spells or injury to the brain. Naturally, the effects can be negated by later wounds, injuries, and diseases. | Heal (Priest/Druid - Necromancy) Level: 6 Range: Contact Duration: Instant Casting time: 9 Area of Effect: 1 creature Saving Throw: None The very potent Heal spell enables the priest to wipe away disease and injury in the creature who receives the benefits of the spell. It completely cures all disease and blindness in the recipient and heals all points of damage suffered due to wounds or injury. It also dispels a Feeblemind spell and cures those mental disorders caused by spells or injury to the brain. Naturally, the effects can be negated by later wounds, injuries, and diseases. STATISTICS: - Heals 100 % hit points to the target - Cure Feeblemindedness on the target - Cures the diseases of the target - Neutralizes poisons infecting the target - Cure blindness on the target - Cures the deafness of the target - Sobering up the target |
SPPR608 Harm | Harm (Necromancy) Level: 6 Sphere: Healing Range: Touch Duration: Permanent Casting Time: 9 Area of Effect: 1 creature Saving Throw: None This spell is the reverse of Heal. Instead of healing the creature touched, it causes damage. On a successful touch from the priest, the spell reduces the target to 1 Hit Point. The next attack that the priest makes will inflict this effect; however, | Harm (Priest/Druid - Necromancy) Level: 6 Range: Contact Duration: 15 seconds Casting time: 9 Area of Effect: Caster Saving Throw: None This spell is the reverse of Heal. Instead of healing the creature touched, it causes damage. On a successful touch from the priest, the spell reduces the target to 1 Hit Point. The next attack that the priest makes will inflict this effect; however, |
SPPR609 False Dawn | False Dawn (Evocation) Level: 6 Sphere: Sun Range: 0 Duration: Instant Casting Time: 9 Area of Effect: 15-ft. radius Saving Throw: None False Dawn calls into existence a bright reddish light, as if a sunrise were occurring, within the area of effect. All undead creatures within a False Dawn suffer 6d6 points of damage. There is no Saving Throw. Affected undead also act confused on the round after the False Dawn appears. | False Dawn (Priest - Invocation) Level: 6 Range: Contact Duration: 2 rounds Casting time: 9 Area of Effect: The caster and any creature within 15 feet Saving Throw: None False Dawn calls into existence a bright reddish light, as if a sunrise were occurring, within the area of effect. All undead creatures within a False Dawn suffer 6d6 points of damage. There is no Saving Throw. Affected undead also act confused on the round after the False Dawn appears. STATISTICS: - Inflicts 6d6 fire damage to the target (Effective against undead. Ineffective against the wearer) - Confusing to the target (Effective against undead. Ineffective against the wearer) |
SPPR610 Dolorous Decay | Dolorous Decay (Alteration, Necromancy) Sphere: Combat, Necromantic Level: 6 Range: 30 ft. Duration: Special Casting Time: 1 Area of Effect: 1 creature Saving Throw: Special This spell affects a single living creature. Dolorous Decay is a rotting and withering of the body that spreads throughout the afflicted creature quickly. The target creature will automatically be slowed for 2 rounds. Furthermore, if the target fails a Saving Throw vs. Poison with a -2 penalty, | Dolorous Decay (Druid - Alteration) Level: 6 Range: 20 feet Duration: Special Casting time: 1 Area of Effect: 1 creature Saving Throw: Special This spell affects a single living creature. Dolorous Decay is a rotting and withering of the body that spreads throughout the afflicted creature quickly. The target creature will automatically be slowed for 2 rounds. Furthermore, if the target fails a Saving Throw vs. Poison with a -2 penalty, |
SPPR611 Wondrous Recall | Wondrous Recall (Alteration) Level: 6 Sphere: Charm, Creation Range: 0 Duration: Instant Casting Time: 9 Area of Effect: The caster Saving Throw: None This spell enables the caster to bring back to memory 2 spells that have been previously cast. If no spells have been cast yet, nothing happens. Wondrous Recall cannot recall 6th-level or higher spells. | Wondrous Recall (Priest/Druid - Alteration) Level: 6 Range: Contact Duration: Instant Casting time: 9 Area of Effect: Caster Saving Throw: None This spell enables the caster to bring back to memory 2 spells that have been previously cast. If no spells have been cast yet, nothing happens. Wondrous Recall cannot recall 6th-level or higher spells. STATISTICS: - Recovers 1 priest spell of level 5 or lower |
SPPR612 Bolt of Glory | Bolt of Glory (Invocation/Evocation) Level: 6 Sphere: Combat, Summoning Range: 60 ft. Duration: Instant Casting Time: 9 Area of Effect: 1 creature Saving Throw: None By casting this spell, the priest channels a bolt of divine energy against the target. No attack roll is needed. Creatures struck suffer varying damage, depending on their plane of origin: Creature Type Damage Prime Material Plane 6d6 Elemental 3d4 Undead 8d6 Demon 10d6 | Bolt of Glory (Priest - Invocation) Level: 6 Range: 40 feet Duration: Instant Casting time: 9 Area of Effect: 1 creature Saving Throw: None By casting this spell, the priest channels a bolt of divine energy against the target. No attack roll is needed. Creatures struck suffer varying damage, depending on their plane of origin: Creature Type Damage Prime Material Plane 6d6 Elemental 3d4 Undead 8d6 Demon 10d6 STATISTICS: - Inflicts 10d6 magic damage vs. demons, the imps, the antisolars and the dark planetars (Ineffective against solars, the planetars, the aasimars, the undead, the elementals, the genies, the githyankis, the tieffelins and the salamanders) - Inflicts 3d4 magic damage vs. elementals, the genies, the githyankis, the tieffelins and the salamanders (Ineffective against solars, the planetars, the aasimars and the undead) - Inflicts 6d6 magic damage to the target (Ineffective against solars, the planetars, the aasimars, the undead, the elementals, the genies, the githyankis, the tieffelins, the salamanders, the demons, the imps, the antisolars and the dark planetars) - Inflicts 8d6 magic damage vs. undead (Ineffective against solars, the planetars and the aasimars) |
SPPR613 Physical Mirror | Physical Mirror (Alteration) Level: 6 Sphere: Numbers Range: 90 ft. Duration: 9 rounds Casting Time: 6 Area of Effect: Special Saving Throw: None This spell causes a localized folding of space. The folded space takes the form of an invisible disk that protects the caster. Any missile weapon that intersects this disk is instantaneously reversed in direction. Melee factors such as speed, range, and damage are unaffected; the direction of the object or force is simply rotated through a 180-degree arc. The sender of the missile finds | Physical Mirror (Priest/Druid - Alteration) Level: 6 Range: Contact Duration: 9 rounds Casting time: 6 Area of Effect: Caster Saving Throw: None This spell causes a localized folding of space. The folded space takes the form of an invisible disk that protects the caster. Any missile weapon that intersects this disk is instantaneously reversed in direction. Melee factors such as speed, range, and damage are unaffected; the direction of the object or force is simply rotated through a 180-degree arc. The sender of the missile finds |
SPPR614 Sol's Searing Orb | Sol's Searing Orb (Invocation) Level: 6 Sphere: Sun Range: 90 ft. Duration: Instant Casting Time: 6 Area of Effect: 1 creature Saving Throw: Special When the spell is completed, it creates a glowing stone. This gem must be immediately thrown at an opponent, for it quickly becomes too hot to hold. It is not possible for the priest to give the stone to another character to throw. The priest must make an attack roll with +3 bonus and no penalty for lack of weapon proficiency. In addition, the glowing gem can be used to strike any creature, even those hit only by magical weapons, although there is no damage bonus. When it hits, the gem bursts with a brilliant, searing flash that causes 6d6 points of fire damage to the target and blinds | Sol's Searing Orb (Priest - Invocation) Level: 6 Range: Contact Duration: 15 seconds Casting time: 6 Area of Effect: Caster Saving Throw: None When the spell is completed, it creates a glowing stone. This gem must be immediately thrown at an opponent, for it quickly becomes too hot to hold. It is not possible for the priest to give the stone to another character to throw. The priest must make an attack roll with +3 bonus and no penalty for lack of weapon proficiency. In addition, the glowing gem can be used to strike any creature, even those hit only by magical weapons, although there is no damage bonus. When it hits, the gem bursts with a brilliant, searing flash that causes 6d6 points of fire damage to the target and blinds |
SPPR650 Spiritual Lock | Spiritual Lock (Enchantment) Level: 6 Sphere: Wards Range: 40 ft. Duration: 1 turn + 1 round/level Casting Time: 6 Area of Effect: 1 creature Saving Throw: Negates The target of Spiritual Lock must Save vs. Spell with a -2 penalty or have its mind temporarily sealed away within the spirit world. During this time, the victim is unable to perform any actions that require conscious thought such as attacking, using items, or casting spells. Spirits, fey creatures, elementals, and spectral undead Save vs. Spell with a -4 penalty instead of -2. Spiritual Lock is blocked by spells and abilities that protect against feeblemind effects. | Spiritual Lock (Priest/Druid - Enchantment) Level: 6 Range: 40 feet Duration: Special Casting time: 5 Area of Effect: 1 creature Saving Throw: Special The target of Spiritual Lock must Save vs. Spell with a -2 penalty or have its mind temporarily sealed away within the spirit world. During this time, the victim is unable to perform any actions that require conscious thought such as attacking, using items, or casting spells. Spirits, fey creatures, elementals, and spectral undead Save vs. Spell with a -4 penalty instead of -2. Spiritual Lock is blocked by spells and abilities that protect against feeblemind effects. STATISTICS: - Reduces saving throws vs. Spells of the fairies, of shadows, of spectres, of spectral trolls, of wraith, of elementals, of spectral undead and of spirits by 2 for 1 second (Ineffective against creatures under the effect of Chaotic Commands, the creatures under the effect of Rage of the barbarian, the creatures under the effect of Rage of the berserker, the creatures under the effect of Fury, the creatures under the effect of a Potion of Clarity and the swords) - Inflicts Feeblemindedness on the target for 1 turn + 1 round/level (save vs. Spells at -2 neg.) (Ineffective against creatures under the effect of Chaotic Commands, the creatures under the effect of Rage of the barbarian, the creatures under the effect of Rage of the berserker, the creatures under the effect of Fury, the creatures under the effect of a Potion of Clarity and the swords) |
SPPR698 Blade Barrier | Blade Barrier (Evocation) Level: 6 Sphere: Guardian, Creation Range: 0 Duration: 1 turn Casting Time: 9 Area of Effect: Special Saving Throw: Special The priest employs this spell to set up a wall of circling, razor-sharp blades. These whirl and flash around the caster, creating an impenetrable barrier. Any creature attempting to pass through the Blade Barrier suffers 8d8 points of damage. Creatures within the area of the barrier when it is invoked are entitled to a Saving Throw vs. Spell to negate the damage. The barrier remains for 1 turn. | Blade Barrier (Priest/Druid - Invocation) Level: 6 Range: Contact Duration: 62 seconds Casting time: 9 Area of Effect: Caster Saving Throw: Spells (Neg.) The priest employs this spell to set up a wall of circling, razor-sharp blades. These whirl and flash around the caster, creating an impenetrable barrier. Any creature attempting to pass through the Blade Barrier suffers 8d8 points of damage. Creatures within the area of the barrier when it is invoked are entitled to a Saving Throw vs. Spell to negate the damage. The barrier remains for 1 turn. STATISTICS: - When the target is less than 4 feet; Inflicts 6d8 slashing damage (not cumulative) |
SPPR698D Blade Barrier | Blade Barrier (Evocation) Level: 6 Sphere: Guardian, Creation Range: 0 Duration: 1 turn Casting Time: 9 Area of Effect: Special Saving Throw: Special The priest employs this spell to set up a wall of circling, razor-sharp blades. These whirl and flash around the caster, creating an impenetrable barrier. Any creature attempting to pass through the Blade Barrier suffers 8d8 points of damage. Creatures within the area of the barrier when it is invoked are entitled to a Saving Throw vs. Spell to negate the damage. The barrier remains for 1 turn. | Blade Barrier (Priest/Druid - Invocation) Level: 6 Range: 4 feet Duration: Instant Casting time: 0 Area of Effect: Enemies within a radius of 2 feet around of the target Saving Throw: Spells (Neg.) The priest employs this spell to set up a wall of circling, razor-sharp blades. These whirl and flash around the caster, creating an impenetrable barrier. Any creature attempting to pass through the Blade Barrier suffers 8d8 points of damage. Creatures within the area of the barrier when it is invoked are entitled to a Saving Throw vs. Spell to negate the damage. The barrier remains for 1 turn. STATISTICS: - Inflicts 6d8 slashing damage to the target |
SPPR699 Harm | Harm (Necromancy) Level: 6 Sphere: Healing Range: Touch Duration: Permanent Casting Time: 9 Area of Effect: 1 creature Saving Throw: None This spell is the reverse of Heal. Instead of healing the creature touched, it causes damage. On a successful touch from the priest, the spell reduces the target to 1 Hit Point. The next attack that the priest makes will inflict this effect; however, | Harm (Priest/Druid - Necromancy) Level: 6 Range: Contact Duration: Instant Casting time: 8 Area of Effect: 1 creature Saving Throw: None This spell is the reverse of Heal. Instead of healing the creature touched, it causes damage. On a successful touch from the priest, the spell reduces the target to 1 Hit Point. The next attack that the priest makes will inflict this effect; however, |
SPPR701 Shield of the Archons | Shield of the Archons (Abjuration) Level: 7 Sphere: Protection Range: Touch Duration: 3 rounds/level Casting Time: 9 Area of Effect: The caster Saving Throw: None This powerful abjuration spell causes the spells cast against the priest to be absorbed and consumed. This affects a total of spell levels equal to half the level of the caster. This includes spells cast from scrolls and innate spell-like abilities, but excludes the following: area effects that are not centered directly upon the priest, as well as area effects that are stationary, such as Cloudkill and Stinking Cloud. As long as the spell is cast directly at the priest, it will be absorbed provided that there are spell levels remaining. For example, if there is only 1 level left and a 3rd-level spell is cast at the priest, the spell will be absorbed while canceling the shield. | Shield of the Archons (Priest/Druid - Abjuration) Level: 7 Range: Contact Duration: 3 rounds/level Casting time: 9 Area of Effect: Caster Saving Throw: None This powerful abjuration spell causes the spells cast against the priest to be absorbed and consumed. This affects a total of spell levels equal to half the level of the caster. This includes spells cast from scrolls and innate spell-like abilities, but excludes the following: area effects that are not centered directly upon the priest, as well as area effects that are stationary, such as Cloudkill and Stinking Cloud. As long as the spell is cast directly at the priest, it will be absorbed provided that there are spell levels remaining. For example, if there is only 1 level left and a 3rd-level spell is cast at the priest, the spell will be absorbed while canceling the shield. STATISTICS: Between level 1 and 15 - Immunize up to 9 spell levels from those of 3rd level spells - Immunize up to 7 spell levels from those of 1st, 2nd, 4th, 5th, 6th, 7th, 8th and 9th level spells Between level 16 and 17 - Immunize up to 8 spell levels Between level 18 and 19 - Immunize up to 9 spell levels From level 20 - Immunize up to 10 spell levels |
SPPR702 Conjure Earth Elemental | Conjure Earth Elemental (Conjuration/Summoning) Level: 7 Sphere: Elemental (Earth), Summoning Range: Visual range of the caster Duration: 1 turn/level Casting Time: 9 Area of Effect: Special Saving Throw: None Upon casting a Conjure Earth Elemental spell, the caster opens a special gate to the Elemental Plane of Earth, and an earth elemental is summoned in the vicinity of the caster. There is a 60% chance that a 12-Hit-Dice elemental appears, a 35% chance that a 16-Hit-Dice elemental appears, and a 5% chance that a 24-Hit-Dice elemental appears. All of the commands given to the elemental are done telepathically, so there is no time lost due to miscommunication, and it is not necessary to know the language of the summoned creature. Unlike Mages, priests do not have to engage in a battle of the minds to control their summoned elemental. | Conjure Earth Elemental (Druid - Conjuration) Level: 7 Range: 35 feet Duration: 1 turn/level Casting time: 9 Area of Effect: Point in the visual range of the caster Saving Throw: None Upon casting a Conjure Earth Elemental spell, the caster opens a special gate to the Elemental Plane of Earth, and an earth elemental is summoned in the vicinity of the caster. There is a 60% chance that a 12-Hit-Dice elemental appears, a 35% chance that a 16-Hit-Dice elemental appears, and a 5% chance that a 24-Hit-Dice elemental appears. All of the commands given to the elemental are done telepathically, so there is no time lost due to miscommunication, and it is not necessary to know the language of the summoned creature. Unlike Mages, priests do not have to engage in a battle of the minds to control their summoned elemental. STATISTICS: - 61% chance to summon a Earth Elemental - 35% chance to summon a Earth Elemental - 4% chance to summon a Earth Elemental |
SPPR703 Gate | Gate (Conjuration/Summoning) Level: 7 Sphere: Summoning Range: 60 ft. Duration: 33 rounds Casting Time: 5 Area of Effect: Special Saving Throw: None By means of this spell, the caster calls an outer-planar creature—the pit fiend—to attack | Gate (Priest - Conjuration) Level: 7 Range: 30 feet Duration: 200 seconds Casting time: 5 Area of Effect: Point in the visual range of the caster Saving Throw: None By means of this spell, the caster calls an outer-planar creature—the pit fiend—to attack |
SPPR704 Nature's Beauty | Nature's Beauty (Illusion/Phantasm) Level: 7 Sphere: Elemental Range: 0 Duration: Instant Casting Time: 6 Area of Effect: 15-ft. radius Saving Throw: Neg. When this spell is cast, the caster appears to undergo a remarkable transformation. The caster becomes the very ideal of beauty: For a male, this is usually a nymph; for a female, it varies. As with a nymph, anyone viewing the disguised caster must make a Saving Throw vs. Spell with +3 bonus or die of longing for the denied illusion. Even if the Saving Throw is successful, hapless viewers of the transformed Druid are all instantly smitten with permanent blindness (until dispelled). The transformation is instantaneous, but lasts only seconds, affecting those near the caster (excluding fellow party members). | Nature's Beauty (Druid - Illusion) Level: 7 Range: Contact Duration: Instant Casting time: 6 Area of Effect: Enemies within a radius of 15 feet around of the caster Saving Throw: Special When this spell is cast, the caster appears to undergo a remarkable transformation. The caster becomes the very ideal of beauty: For a male, this is usually a nymph; for a female, it varies. As with a nymph, anyone viewing the disguised caster must make a Saving Throw vs. Spell with +3 bonus or die of longing for the denied illusion. Even if the Saving Throw is successful, hapless viewers of the transformed Druid are all instantly smitten with permanent blindness (until dispelled). The transformation is instantaneous, but lasts only seconds, affecting those near the caster (excluding fellow party members). STATISTICS: - Instantly slays the humanoids (save vs. Spells at +3 neg.) - Blinds the target |
SPPR705 Fire Storm | Fire Storm (Evocation) Level: 7 Sphere: Elemental (Fire) Range: 120 ft. Duration: 4 rounds Casting Time: 9 Area of Effect: 15-ft. radius Saving Throw: None When a Fire Storm spell is cast, the whole area is shot through with sheets of roaring flame and then pelted with fiery balls of lava. Creatures within the area of effect receive 2d8 points of damage plus 1 per level of the caster (i.e. 2d8 + 1/level). This assault will last for 4 rounds and will continue to do damage to the creature during that time unless | Fire Storm (Priest/Druid - Invocation) Level: 7 Range: 80 feet Duration: Instant Casting time: 9 Area of Effect: radius of 15 feet Saving Throw: None When a Fire Storm spell is cast, the whole area is shot through with sheets of roaring flame and then pelted with fiery balls of lava. Creatures within the area of effect receive 2d8 points of damage plus 1 per level of the caster (i.e. 2d8 + 1/level). This assault will last for 4 rounds and will continue to do damage to the creature during that time unless |
SPPR706 Symbol, Fear | Symbol, Fear (Conjuration/Summoning) Level: 7 Sphere: Guardian Range: 90 ft. Duration: Special Casting Time: 9 Area of Effect: 12-ft. radius Saving Throw: Neg. Symbol, Fear is a powerful enchantment that allows the priest to inscribe a symbol on the ground or any other surface. The symbol will remain there until someone comes too close, at which point it will explode causing all those within the area to make a Saving Throw vs. Spell with a -4 penalty or be affected by fear for 2 rounds + 1 round every 3 levels of the caster. | Symbol, Fear (Priest - Conjuration) Level: 7 Range: 30 feet Duration: 2 rounds + 1 round/3 levels Casting time: 9 Area of Effect: radius of 11 feet Saving Throw: Spells at -4 (Neg.) Symbol, Fear is a powerful enchantment that allows the priest to inscribe a symbol on the ground or any other surface. The symbol will remain there until someone comes too close, at which point it will explode causing all those within the area to make a Saving Throw vs. Spell with a -4 penalty or be affected by fear for 2 rounds + 1 round every 3 levels of the caster. STATISTICS: - Inflicts Horror on the target |
SPPR707 Sunray | Sunray (Evocation, Alteration) Level: 7 Sphere: Sun Range: 20 ft. Duration: Instant Casting Time: 4 Area of Effect: 15-ft. radius Saving Throw: Special When this spell is cast, it causes a ray of sunlight to beam down upon the caster and everyone within a 15-ft. radius. All creatures within the area of effect take 3d6 points of damage and must save vs. Spell or be blinded for 1 turn. Undead that are hit by the sunray take 1d6 damage per level of the caster, and must save vs. Spell or be destroyed. | Sunray (Priest - Invocation) Level: 7 Range: Contact Duration: 1 turn Casting time: 4 Area of Effect: Enemies within a radius of 15 feet around of the caster Saving Throw: Special When this spell is cast, it causes a ray of sunlight to beam down upon the caster and everyone within a 15-ft. radius. All creatures within the area of effect take 3d6 points of damage and must save vs. Spell or be blinded for 1 turn. Undead that are hit by the sunray take 1d6 damage per level of the caster, and must save vs. Spell or be destroyed. STATISTICS: - Inflicts 1d6 magic damage per level/20 vs. undead - Inflicts 14d6 +1000 magic damage vs. undead (save vs. Spells neg., bypass mirror image) - Inflicts 3d6 magic damage to the target - Blinds the target (save vs. Spells neg.) |
SPPR708 Finger of Death | Finger of Death (Necromancy) Level: 7 Sphere: War Range: Visual range of the caster Duration: Permanent Casting Time: 5 Area of Effect: 1 creature Saving Throw: Neg. The Finger of Death spell snuffs out the victim's life force. The caster points | Finger of Death (Priest - Necromancy) Level: 7 Range: 40 feet Duration: Instant Casting time: 5 Area of Effect: 1 creature Saving Throw: Special The Finger of Death spell snuffs out the victim's life force. The caster points |
SPPR709 Confusion | Confusion (Enchantment/Charm) Level: 7 Sphere: Chaos Range: Visual range of the caster Duration: 1 round/2 levels Casting Time: 7 Area of Effect: 15-ft. radius Saving Throw: Neg. This spell causes confusion in one or more enemy creatures within the area, creating indecision and the inability to take effective action. All enemy creatures within the area of effect are allowed Saving Throws vs. Spell with a -2 penalty. Those successfully saving are unaffected by the spell. Those who fail their Saving Throws will either go berserk, stand confused, or wander about for the duration of the spell. The spell lasts for 1 round for every two levels of the caster. Wandering creatures move as far from the caster as possible according to their most typical mode of movement (characters walk, fish swim, bats fly, etc.). Any confused creature that is attacked perceives the attacker as an enemy and acts according to its basic nature. | Confusion (Priest/Druid - Enchantment) Level: 7 Range: 45 feet Duration: 1 round/2 levels Casting time: 7 Area of Effect: Enemies within a radius of 15 feet Saving Throw: Spells at -2 (Neg.) This spell causes confusion in one or more enemy creatures within the area, creating indecision and the inability to take effective action. All enemy creatures within the area of effect are allowed Saving Throws vs. Spell with a -2 penalty. Those successfully saving are unaffected by the spell. Those who fail their Saving Throws will either go berserk, stand confused, or wander about for the duration of the spell. The spell lasts for 1 round for every two levels of the caster. Wandering creatures move as far from the caster as possible according to their most typical mode of movement (characters walk, fish swim, bats fly, etc.). Any confused creature that is attacked perceives the attacker as an enemy and acts according to its basic nature. STATISTICS: - Confusing to the target |
SPPR710 Holy Word | Holy Word (Conjuration/Summoning) Level: 7 Sphere: Combat Range: 0 Duration: Special Casting Time: 1 Area of Effect: 15-ft. radius Saving Throw: None Uttering a Holy Word spell creates magic of tremendous power. The priest acts as a bridge between | Holy Word (Priest - Conjuration) Level: 7 Range: Contact Duration: Special Casting time: 1 Area of Effect: Enemies within a radius of 15 feet around of the caster Saving Throw: None Uttering a Holy Word spell creates magic of tremendous power. The priest acts as a bridge between |
SPPR711 Regeneration | Regeneration (Necromancy) Level: 7 Sphere: Healing Range: Touch Duration: 1 round/2 levels Casting Time: 7 Area of Effect: 1 creature Saving Throw: None This powerful spell enables the priest to imbue one creature with the ability to regenerate. This regeneration will heal any wounds and even regenerate lost limbs. The creature affected will regain 3 Hit Points per second. The effect lasts for 1 round per 2 levels of the caster or until dispelled. For example, a 14th-level priest would regenerate 18 Hit Points per round for 7 rounds. | Regeneration (Priest/Druid - Necromancy) Level: 7 Range: Contact Duration: 1 round/2 levels Casting time: 7 Area of Effect: 1 creature Saving Throw: None This powerful spell enables the priest to imbue one creature with the ability to regenerate. This regeneration will heal any wounds and even regenerate lost limbs. The creature affected will regain 3 Hit Points per second. The effect lasts for 1 round per 2 levels of the caster or until dispelled. For example, a 14th-level priest would regenerate 18 Hit Points per round for 7 rounds. STATISTICS: - Regenerates 3 hit points per second to the target |
SPPR712 Resurrection | Resurrection (Necromancy) Level: 7 Sphere: Necromantic Range: Touch Duration: Permanent Casting Time: 9 Area of Effect: 1 creature Saving Throw: None Like the 5th-level spell Raise Dead, Resurrection will return a character back to life. However, Resurrection also heals the character so that they are ready for the adventuring life right away. | Resurrection (Priest - Necromancy) Level: 7 Range: 30 feet Duration: Instant Casting time: 9 Area of Effect: 1 creature Saving Throw: None Like the 5th-level spell Raise Dead, Resurrection will return a character back to life. However, Resurrection also heals the character so that they are ready for the adventuring life right away. STATISTICS: - If the target is one of dead; - Heals 100 % hit points to the target - Resurrect the target (Effective against dead) |
SPPR713 Greater Restoration | Greater Restoration (Necromancy) Level: 7 Sphere: Necromantic Range: Touch Duration: Permanent Casting Time: 3 Area of Effect: 1 creature Saving Throw: None When this spell is cast, the life energy level of the recipient is raised. This reverses any previous life energy level drain of the creature by a force or monster. A Greater Restoration spell will also restore the Intelligence score of a creature affected by the Feeblemind spell and negate any form of insanity, such as confusion or berserk. It fully heals the target and cures any diseases or poisons. The casting of this spell is very draining on the priest, and | Greater Restoration (Priest - Necromancy) Level: 7 Range: Contact Duration: Instant Casting time: 3 Area of Effect: 1 creature Saving Throw: None When this spell is cast, the life energy level of the recipient is raised. This reverses any previous life energy level drain of the creature by a force or monster. A Greater Restoration spell will also restore the Intelligence score of a creature affected by the Feeblemind spell and negate any form of insanity, such as confusion or berserk. It fully heals the target and cures any diseases or poisons. The casting of this spell is very draining on the priest, and |
SPPR715 Unholy Word | Unholy Word (Conjuration/Summoning) Level: 7 Sphere: Combat Range: 0 Duration: Special Casting Time: 1 Area of Effect: 15-ft. radius Saving Throw: None Uttering an Unholy Word spell creates magic of tremendous power. The priest acts as a bridge between | Unholy Word (Priest - Conjuration) Level: 7 Range: Contact Duration: 1 turn Casting time: 1 Area of Effect: radius of 15 feet around %theTarget% Saving Throw: None Uttering an Unholy Word spell creates magic of tremendous power. The priest acts as a bridge between |
SPPR717 Creeping Doom | Creeping Doom (Conjuration/Summoning) Level: 7 Sphere: Animal, Summoning Range: 240 ft. Duration: 3 rounds Casting Time: 5 Area of Effect: Special Saving Throw: Special When the caster utters the spell Creeping Doom, | Creeping Doom (Druid - Conjuration) Level: 7 Range: 160 feet Duration: Special Casting time: 5 Area of Effect: 1 creature and any enemy within a radius of 15 feet Saving Throw: Special When the caster utters the spell Creeping Doom, |
SPPR718 Symbol, Stun | Symbol, Stun (Conjuration/Summoning) Level: 7 Sphere: Guardian Range: 90 ft. Duration: Special Casting Time: 9 Area of Effect: 12-ft. radius Saving Throw: Neg. Symbol, Stun is a powerful enchantment that allows the priest to inscribe a symbol on the ground or any other surface. The symbol will remain there until someone comes too close, at which point it will explode, causing all those within the area of effect to make a Saving Throw vs. Spell with a -4 penalty or be stunned for 2 rounds + 1 round every 3 levels of the caster. | Symbol, Stun (Priest - Conjuration) Level: 7 Range: 70 feet Duration: 2 rounds + 1 round/3 levels Casting time: 9 Area of Effect: radius of 11 feet Saving Throw: Spells at -4 (Neg.) Symbol, Stun is a powerful enchantment that allows the priest to inscribe a symbol on the ground or any other surface. The symbol will remain there until someone comes too close, at which point it will explode, causing all those within the area of effect to make a Saving Throw vs. Spell with a -4 penalty or be stunned for 2 rounds + 1 round every 3 levels of the caster. STATISTICS: - Stuns the target |
SPPR719 Symbol, Death | Symbol, Death (Conjuration/Summoning) Level: 7 Sphere: Guardian Range: 90 ft. Duration: Special Casting Time: 9 Area of Effect: 12-ft. radius Saving Throw: Neg. Symbol, Death is a powerful enchantment that allows the priest to inscribe a symbol on the ground or any other surface. The symbol will remain there until someone comes too close, at which point it will explode, causing all those within the area of effect to make a Saving Throw vs. Death or die. Creatures with more than 60 current Hit Points are immune to this effect. | Symbol, Death (Priest - Conjuration) Level: 7 Range: 70 feet Duration: Instant Casting time: 9 Area of Effect: radius of 11 feet Saving Throw: Paralysis / Poison / Death (Neg.) Symbol, Death is a powerful enchantment that allows the priest to inscribe a symbol on the ground or any other surface. The symbol will remain there until someone comes too close, at which point it will explode, causing all those within the area of effect to make a Saving Throw vs. Death or die. Creatures with more than 60 current Hit Points are immune to this effect. STATISTICS: - Instantly slays the target if its hit points are below 60 (Ineffective against creatures with hit points equal to or greater than 60) |
SPPR720 Earthquake | Earthquake (Alteration) Level: 7 Sphere: Elemental (Earth) Range: 360 ft. Duration: 3 tremors Casting Time: 9 Area of Effect: 15-ft. radius Saving Throw: Special When this spell is cast, a local tremor of fairly high strength rips the ground. The shock is over in several rounds. The earthquake affects all creatures in its area of effect. There are 3 tremors that are caused by the earthquake: 1st: All creatures affected take 6d6 points of damage and fall to the ground for 4 rounds. A successful Saving Throw vs. Spell with a -6 penalty halves the damage and negates the fall. 2nd: All creatures affected take 3d6 points of damage. A successful Saving Throw vs. Spell with a -2 penalty halves the damage. 3rd: All creatures affected take 2d6 points of damage. A successful Saving Throw vs. Spell halves the damage. This spell will affect both enemies and friends of the caster's, so care must be taken in its use. Finally, earth elementals dislike mere mortals toying with the land and there is a small chance that casting this spell will cause an earth elemental to appear and attack the party. | Earthquake (Priest/Druid - Alteration) Level: 7 Range: 40 feet Duration: Special Casting time: 9 Area of Effect: radius of 15 feet Saving Throw: Special When this spell is cast, a local tremor of fairly high strength rips the ground. The shock is over in several rounds. The earthquake affects all creatures in its area of effect. There are 3 tremors that are caused by the earthquake: 1st: All creatures affected take 6d6 points of damage and fall to the ground for 4 rounds. A successful Saving Throw vs. Spell with a -6 penalty halves the damage and negates the fall. 2nd: All creatures affected take 3d6 points of damage. A successful Saving Throw vs. Spell with a -2 penalty halves the damage. 3rd: All creatures affected take 2d6 points of damage. A successful Saving Throw vs. Spell halves the damage. This spell will affect both enemies and friends of the caster's, so care must be taken in its use. Finally, earth elementals dislike mere mortals toying with the land and there is a small chance that casting this spell will cause an earth elemental to appear and attack the party. STATISTICS: - Inflicts 2d6 crushing damage to the target after 4 rounds (save vs. Spells half, bypass mirror image) - Inflicts 3d6 crushing damage to the target after 2 rounds (save vs. Spells at -2 half, bypass mirror image) - Inflicts 6d6 crushing damage to the target (save vs. Spells at -6 half, bypass mirror image) - Renders the target unconscious for 4 rounds (save vs. Spells at -6 neg.) - 3% chance to summon a Greater Earth Elemental after 3 rounds |
SPPR721 Energy Blades | Energy Blades (Any School) Level: Quest Range: Special Duration: 4 turns Casting Time: 3 Area of Effect: Special Saving Throw: None An energy blade is a discus made of pure energy. The disc gives +10 to THAC0, and when thrown does 1d4+5 missile damage as well as 1d10 additional electrical damage. This spell creates 1 energy disc per level of the caster and sets the caster's attacks to 9 as long as the discs are held. | Energy Blades (Priest/Druid - Conjuration) Level: 7 Range: Contact Duration: 4 turns Casting time: 3 Area of Effect: Caster Saving Throw: None An energy blade is a discus made of pure energy. The disc gives +10 to THAC0, and when thrown does 1d4+5 missile damage as well as 1d10 additional electrical damage. This spell creates 1 energy disc per level of the caster and sets the caster's attacks to 9 as long as the discs are held. STATISTICS: - Equips the caster with 1 magical weapon per level/20 (Energy Blade) |
SPPR722 Storm of Vengeance | Storm of Vengeance Level: Quest Range: 270 ft. Duration: 3 rounds Casting Time: 8 Area of Effect: 15-ft. radius Saving Throw: Special Casting this spell causes the earth to shake and the heavens to boil with blood and energy. All enemies of the caster are struck down by acidic rain, earthquakes, and lightning. All enemies of 8th level or lower are slain instantly. The survivors are struck by acidic, poisonous rain and lightning. The storm lasts for 3 rounds. Each round, the victims suffer 1d6 electrical damage, 1d6 fire damage, and 1d6 acid damage (Save vs. Spell for half damage). They also have a chance to be poisoned (Save vs. Death negates) in the first round. | Storm of Vengeance (Priest/Druid) Level: 7 Range: 50 feet Duration: 3 rounds Casting time: 8 Area of Effect: Enemies within a radius of 15 feet Saving Throw: Special Casting this spell causes the earth to shake and the heavens to boil with blood and energy. All enemies of the caster are struck down by acidic rain, earthquakes, and lightning. All enemies of 8th level or lower are slain instantly. The survivors are struck by acidic, poisonous rain and lightning. The storm lasts for 3 rounds. Each round, the victims suffer 1d6 electrical damage, 1d6 fire damage, and 1d6 acid damage (Save vs. Spell for half damage). They also have a chance to be poisoned (Save vs. Death negates) in the first round. STATISTICS: - Inflicts 1d6 acid damage to the target every round for 3 rounds (save vs. Spells half, bypass mirror image) - Inflicts 1d6 electrical damage to the target every round for 3 rounds (save vs. Spells half, bypass mirror image) - Inflicts 1d6 fire damage to the target every round for 3 rounds (save vs. Spells half, bypass mirror image) - Poisons the target, inflicting 4 damages per second (save vs. Death neg.) (Ineffective against creatures immune to poisons, the undead and the golems) - Instantly slays the target (of level 8 or lower) (Ineffective against creatures immune to poisons, the undead and the golems) |
SPPR723 Elemental Summoning | Elemental Summoning Level: Quest Range: 30 ft. Duration: 1 turn Casting Time: 9 Area of Effect: Special Saving Throw: None Drawing power from the environment, this spell summons 2 16-HD elementals randomly chosen from earth, air, or fire. The elementals stay for 1 turn and will obey the caster as long as they remain summoned. There is a 10% chance that a randomly chosen Elemental Prince will be summoned instead. The Elemental Princes rule over other elementals in their respective planes. The Elemental Prince of Air is Chan, the Elemental Prince of Earth is Sunnis, and the Elemental Prince of Fire is Zaaman Rul. | Elemental Summoning (Priest/Druid - Conjuration) Level: 7 Range: 35 feet Duration: 1 turn Casting time: 9 Area of Effect: Point in the visual range of the caster Saving Throw: None Drawing power from the environment, this spell summons 2 16-HD elementals randomly chosen from earth, air, or fire. The elementals stay for 1 turn and will obey the caster as long as they remain summoned. There is a 10% chance that a randomly chosen Elemental Prince will be summoned instead. The Elemental Princes rule over other elementals in their respective planes. The Elemental Prince of Air is Chan, the Elemental Prince of Earth is Sunnis, and the Elemental Prince of Fire is Zaaman Rul. STATISTICS: - 24% chance to summon 2 Air Elemental - 23% chance to summon 2 Earth Elemental - 23% chance to summon 2 Fire Elemental - 10% chance - to summon a Zaaman Rul - to protect party members from Elemental Summoning and Greater Elemental Summoning spells - 10% chance - to protect party members from Elemental Summoning and Greater Elemental Summoning spells - to summon a Chan - 10% chance - to protect party members from Elemental Summoning and Greater Elemental Summoning spells - to summon a Sunnis |
SPPR724 Greater Elemental Summoning | Greater Elemental Summoning Level: Quest Range: 30 ft. Duration: 1 turn Casting Time: 9 Area of Effect: Special Saving Throw: None Druids, having a more powerful link to the elements, can cast a stronger version of Elemental Summoning. This spell can summon the Elemental Princes themselves, randomly chosen from earth, air, or fire. The Elemental Prince of Air is Chan, the Elemental Prince of Earth is Sunnis, and the Elemental Prince of Fire is Zaaman Rul. The Elemental Princes stay for 1 turn and will obey the caster as long as they remain summoned. Requires: Elemental Summoning | Greater Elemental Summoning (Druid - Conjuration) Level: 7 Range: 35 feet Duration: 1 turn Casting time: 9 Area of Effect: Point in the visual range of the caster Saving Throw: None Druids, having a more powerful link to the elements, can cast a stronger version of Elemental Summoning. This spell can summon the Elemental Princes themselves, randomly chosen from earth, air, or fire. The Elemental Prince of Air is Chan, the Elemental Prince of Earth is Sunnis, and the Elemental Prince of Fire is Zaaman Rul. The Elemental Princes stay for 1 turn and will obey the caster as long as they remain summoned. Requires: Elemental Summoning STATISTICS: - Protecs party members from Elemental Summoning and Greater Elemental Summoning spells - 34% chance to summon a Zaaman Rul - 33% chance to summon a Sunnis - 33% chance to summon a Chan |
SPPR725 Globe of Blades | Globe of Blades (Evocation) Level: Quest Sphere: Guardian, Creation Range: 0 Duration: 1 turn Casting Time: 9 Area of Effect: Special Saving Throw: Special The priest employs this spell to set up a globe of razor-sharp blades. These whirl and flash around the caster, creating a dangerous barrier. Any creature attempting to pass through the blade barrier suffers 10d10 points of damage. Creatures within the area of the barrier when it is invoked are entitled to a Saving Throw vs. Spell at -2. If this is successful, the blades are avoided and no damage is suffered. The barrier remains for 1 turn. | Globe of Blades (Priest/Druid - Invocation) Level: 7 Range: Contact Duration: 1 turn Casting time: 9 Area of Effect: Caster Saving Throw: Spells at -2 (Neg.) The priest employs this spell to set up a globe of razor-sharp blades. These whirl and flash around the caster, creating a dangerous barrier. Any creature attempting to pass through the blade barrier suffers 10d10 points of damage. Creatures within the area of the barrier when it is invoked are entitled to a Saving Throw vs. Spell at -2. If this is successful, the blades are avoided and no damage is suffered. The barrier remains for 1 turn. STATISTICS: - When the target is less than 4 feet; Inflicts 10d10 slashing damage (not cumulative) |
SPPR725D Globe of Blades | Globe of Blades (Evocation) Level: Quest Sphere: Guardian, Creation Range: 0 Duration: 1 turn Casting Time: 9 Area of Effect: Special Saving Throw: Special The priest employs this spell to set up a globe of razor-sharp blades. These whirl and flash around the caster, creating a dangerous barrier. Any creature attempting to pass through the blade barrier suffers 10d10 points of damage. Creatures within the area of the barrier when it is invoked are entitled to a Saving Throw vs. Spell at -2. If this is successful, the blades are avoided and no damage is suffered. The barrier remains for 1 turn. | Globe of Blades (Priest/Druid - Invocation) Level: 7 Range: 6 feet Duration: Instant Casting time: 9 Area of Effect: radius of 4 feet around %theTarget% Saving Throw: Spells at -2 (Neg.) The priest employs this spell to set up a globe of razor-sharp blades. These whirl and flash around the caster, creating a dangerous barrier. Any creature attempting to pass through the blade barrier suffers 10d10 points of damage. Creatures within the area of the barrier when it is invoked are entitled to a Saving Throw vs. Spell at -2. If this is successful, the blades are avoided and no damage is suffered. The barrier remains for 1 turn. STATISTICS: - Inflicts 10d10 slashing damage to the target |
SPPR726 Summon Deva | Summon Deva (Conjuration/Summoning) Level: Quest Range: 120 ft. Duration: 4 rounds + 1 round/level Casting Time: 5 Area of Effect: Special Saving Throw: None This spell opens a celestial gate and calls forth an angelic deva to fight at the caster's side until the spell expires or the deva's earthly avatar is slain. | Summon Deva (Priest/Druid - Conjuration) Level: 7 Range: 40 feet Duration: 4 rounds + 1 round/level Casting time: 5 Area of Effect: Point in the visual range of the caster Saving Throw: None This spell opens a celestial gate and calls forth an angelic deva to fight at the caster's side until the spell expires or the deva's earthly avatar is slain. STATISTICS: - Summon a Deva |
SPPR727 Summon Fallen Deva | Summon Fallen Deva (Conjuration/Summoning) Level: Quest Range: 120 ft. Duration: 4 rounds + 1 round/level Casting Time: 5 Area of Effect: Special Saving Throw: None This spell opens an abyssal gate and calls forth a demonic deva to fight at the caster's side until the spell expires or the deva's earthly avatar is slain. | Summon Fallen Deva (Priest/Druid - Conjuration) Level: 7 Range: 40 feet Duration: 4 rounds + 1 round/level Casting time: 5 Area of Effect: Point in the visual range of the caster Saving Throw: None This spell opens an abyssal gate and calls forth a demonic deva to fight at the caster's side until the spell expires or the deva's earthly avatar is slain. STATISTICS: - Summon a Fallen Deva |
SPPR728 Implosion | Implosion (Evocation) Level: Quest Range: 40 ft. Duration: 2 rounds Casting Time: 5 Area of Effect: 1 creature Saving Throw: Special This spell creates a rift in the earth beneath the target which implodes and closes in upon itself, crushing and burning the target and holding it for 1 round. The spell does 10d10 fire damage and 10d10 blunt damage. The victim can save vs. Spell for half. | Implosion (Priest/Druid) Level: 7 Range: 40 feet Duration: 1 round Casting time: 5 Area of Effect: 1 creature Saving Throw: Special This spell creates a rift in the earth beneath the target which implodes and closes in upon itself, crushing and burning the target and holding it for 1 round. The spell does 10d10 fire damage and 10d10 blunt damage. The victim can save vs. Spell for half. STATISTICS: - Inflicts 10d10 crushing damage to the target (save vs. Spells half) - Inflicts 10d10 fire damage to the target (save vs. Spells half) - Hold the target |
SPPR729 Mass Raise Dead | Mass Raise Dead (Necromancy) Level: 7 Sphere: Necromantic Range: 30 ft. Duration: Permanent Casting Time: 2 Area of Effect: Up to 5 party members Saving Throw: None A more powerful version of Raise Dead, this spell brings up to 5 party members back to life and heals 3d10+1 Hit Points per level of the caster. They can regain the rest of their Hit Points by natural healing or curative magic. This spell restores life to dwarves, gnomes, half-elves, halflings, elves, half-orcs, and humans. | Mass Raise Dead (Priest - Necromancy) Level: 7 Range: Contact Duration: Instant Casting time: 2 Area of Effect: Caster Saving Throw: None A more powerful version of Raise Dead, this spell brings up to 5 party members back to life and heals 3d10+1 Hit Points per level of the caster. They can regain the rest of their Hit Points by natural healing or curative magic. This spell restores life to dwarves, gnomes, half-elves, halflings, elves, half-orcs, and humans. STATISTICS: - If party members is one of dead; - Heals 3d10 + 1 hit point per level/20 to party members - Resurrect party members |
SPPR730 Aura of Flaming Death | Aura of Flaming Death (Evocation, Alteration) Level: Quest Range: 0 Duration: 1 round/2 levels Casting Time: 4 Area of Effect: The caster Saving Throw: None This spell causes the caster to be enveloped by an aura of intense flame that both injures opponents and protects the caster from damage. This shield not only grants the user 90% Fire Resistance and an AC bonus of 4, but also protects | Aura of Flaming Death (Priest/Druid - Invocation) Level: 7 Range: Contact Duration: 1 round/2 levels Casting time: 4 Area of Effect: Caster Saving Throw: None This spell causes the caster to be enveloped by an aura of intense flame that both injures opponents and protects the caster from damage. This shield not only grants the user 90% Fire Resistance and an AC bonus of 4, but also protects |
SPPR731 Fire Elemental Transformation | Fire Elemental Transformation Level: Quest Range: 0 Duration: 1 hour Casting Time: 1 Area of Effect: The caster Saving Throw: None Harnessing the power of fire, this powerful shapechange ability allows the Druid to become a 24-HD fire elemental of immense strength. The elemental form has an AC of -5, a THAC0 of 2, and does 1d10 normal and 1d10 fire damage with its attacks. When the Druid returns to human form, | Fire Elemental Transformation (Innate) Range: Contact Duration: Instant Casting time: 1 Area of Effect: Caster Saving Throw: None Harnessing the power of fire, this powerful shapechange ability allows the Druid to become a 24-HD fire elemental of immense strength. The elemental form has an AC of -5, a THAC0 of 2, and does 1d10 normal and 1d10 fire damage with its attacks. When the Druid returns to human form, |
SPPR732 Earth Elemental Transformation | Earth Elemental Transformation Level: Quest Range: 0 Duration: 1 hour Casting Time: 1 Area of Effect: The caster Saving Throw: None Harnessing the power of the earth, this powerful shapechange ability allows the Druid to become a 24 HD earth elemental of immense strength. The elemental form has an AC of -5, a THAC0 of 2, and does 2d10 crushing damage with its attacks. When the Druid returns to human form, | Earth Elemental Transformation (Innate) Range: Contact Duration: Instant Casting time: 1 Area of Effect: Caster Saving Throw: None Harnessing the power of the earth, this powerful shapechange ability allows the Druid to become a 24 HD earth elemental of immense strength. The elemental form has an AC of -5, a THAC0 of 2, and does 2d10 crushing damage with its attacks. When the Druid returns to human form, |
SPPR750 Ether Gate | Ether Gate (Alteration) Level: 7 Sphere: Travelers Range: Touch Duration: 5 rounds Casting Time: 3 Area of Effect: 1 creature Saving Throw: None This spell transports one creature, chosen by the caster, to the Ethereal Plane. The creature vanishes for the spell's duration, at which point it returns to the physical world in the exact same spot where it was before. While in the Ethereal Plane, the victim cannot interact with anyone or anything that resides on the Prime Material Plane. There is no saving throw against this spell, though it is subject to magic resistance. Friendly creatures can lower their magic resistance so that the shaman can target them with this spell. In addition, Ether Gate is blocked by spells and abilities that protect against maze effects. | Ether Gate (Priest/Druid - Alteration) Level: 7 Range: Contact Duration: 5 rounds Casting time: 3 Area of Effect: 1 creature Saving Throw: None This spell transports one creature, chosen by the caster, to the Ethereal Plane. The creature vanishes for the spell's duration, at which point it returns to the physical world in the exact same spot where it was before. While in the Ethereal Plane, the victim cannot interact with anyone or anything that resides on the Prime Material Plane. There is no saving throw against this spell, though it is subject to magic resistance. Friendly creatures can lower their magic resistance so that the shaman can target them with this spell. In addition, Ether Gate is blocked by spells and abilities that protect against maze effects. STATISTICS: - Vanishes the target into the shifting labyrinth (Ineffective against creatures under the effect of Chaotic Commands, the creatures under the effect of Rage of the barbarian, the creatures under the effect of Rage of the berserker, the creatures under the effect of Fury and the allied creatures) - If the target is an ally; Vanishes the target into the shifting labyrinth (Ineffective against creatures under the effect of Chaotic Commands, the creatures under the effect of Rage of the barbarian, the creatures under the effect of Rage of the berserker and the creatures under the effect of Fury) |
SPPR751 Ethereal Retribution | Ethereal Retribution (Conjuration) Level: Quest Sphere: Summoning Range: 40 ft. Duration: 3 rounds Casting Time: 8 Area of Effect: 15-ft. radius Saving Throw: Special Ghostly figures called by the Shaman swirl around the battlefield, tormenting the Shaman's adversaries. All enemies within the area of effect take 3d8 points of magic damage per round for the next 3 rounds (no save). In addition, all living enemies (undead and constructs are unaffected) must save vs. Spell or lose 2 points of Strength every round for 5 rounds. The Strength loss is cumulative, but this spell cannot reduce the Strength of a creature below 1. | Ethereal Retribution (Priest/Druid - Conjuration) Level: 7 Range: 40 feet Duration: 5 rounds Casting time: 8 Area of Effect: Enemies within a radius of 15 feet Saving Throw: Special Ghostly figures called by the Shaman swirl around the battlefield, tormenting the Shaman's adversaries. All enemies within the area of effect take 3d8 points of magic damage per round for the next 3 rounds (no save). In addition, all living enemies (undead and constructs are unaffected) must save vs. Spell or lose 2 points of Strength every round for 5 rounds. The Strength loss is cumulative, but this spell cannot reduce the Strength of a creature below 1. STATISTICS: - Inflicts 3d8 magic damage to the target - Reduces the Strength of the target by 2 (save vs. Spells neg.) (Ineffective against undead, the golems and the creatures with strength less than 2) |
SPPR984 Chromatic Orb | Chromatic Orb (Evocation) Level: 1 Range: 90 ft. Duration: Special Casting Time: 1 Area of Effect: 1 creature Saving Throw: Special This spell causes a 2-ft. diameter sphere to appear in the caster's hand. When thrown, the sphere heads unerringly to its target. The effect the orb has upon the target varies with the level of the caster. Each orb will do damage to the target against which there is no save and an effect against which the target must save vs. Spell with a +6 bonus: 1st Level: 1d4 damage and blinds the target for 1 round. 2nd Level: 1d4 damage and inflicts pain (-1 penalty to Strength, Dexterity, AC, and THAC0) upon the victim. 3rd Level: 1d6 damage and burns the victim for an additional 1d8 damage. 4th Level: 1d6 damage and blinds the target for 1 turn. 5th Level: 1d8 damage and stuns the target for 3 rounds. 6th Level: 1d8 damage and causes weakness (-4 penalty to THAC0) in the victim. 7th Level: 1d10 damage and paralyzes the victim for 2 turns. 10th Level: 1d12 acid damage and turns the victim to stone. 12th Level: 2d8 acid damage and instantly kills the victim. NOTE: The victim saves vs. Spell with a +6 bonus against all the effects and gets no save against the damage. | Chromatic Orb (Innate - Invocation) Range: 1000 feet Duration: 2 turns Casting time: 0 Area of Effect: 1 creature Saving Throw: Special This spell causes a 2-ft. diameter sphere to appear in the caster's hand. When thrown, the sphere heads unerringly to its target. The effect the orb has upon the target varies with the level of the caster. Each orb will do damage to the target against which there is no save and an effect against which the target must save vs. Spell with a +6 bonus: 1st Level: 1d4 damage and blinds the target for 1 round. 2nd Level: 1d4 damage and inflicts pain (-1 penalty to Strength, Dexterity, AC, and THAC0) upon the victim. 3rd Level: 1d6 damage and burns the victim for an additional 1d8 damage. 4th Level: 1d6 damage and blinds the target for 1 turn. 5th Level: 1d8 damage and stuns the target for 3 rounds. 6th Level: 1d8 damage and causes weakness (-4 penalty to THAC0) in the victim. 7th Level: 1d10 damage and paralyzes the victim for 2 turns. 10th Level: 1d12 acid damage and turns the victim to stone. 12th Level: 2d8 acid damage and instantly kills the victim. NOTE: The victim saves vs. Spell with a +6 bonus against all the effects and gets no save against the damage. STATISTICS: - Inflicts 1d10 magic damage to the target - Stuns the target (save vs. Spells at +6 neg.) |
SPPR986 Miscast Magic | Miscast Magic (Enchantment/Charm) Level: 3 Sphere: Chaos Range: Visual range of the caster Duration: 1 turn Casting Time: 5 Area of Effect: 1 target Saving Throw: Neg. Any spellcasting creature that is affected by this spell has its casting ability severely disabled. When the creature attempts to cast a spell, it suffers an 80% chance of failure. Creatures can save vs. Spell to avoid the effect, but do so with a -2 penalty. | Miscast Magic (Innate - Enchantment) Range: 1000 feet Duration: 1 turn Casting time: 0 Area of Effect: 1 creature Saving Throw: Spells at -2 (Neg.) Any spellcasting creature that is affected by this spell has its casting ability severely disabled. When the creature attempts to cast a spell, it suffers an 80% chance of failure. Creatures can save vs. Spell to avoid the effect, but do so with a -2 penalty. STATISTICS: - 80% chance of spellcasting failure (wizard, priest and druid) for the target |
SPPR987 Call Lightning | Call Lightning (Alteration) Level: 3 Sphere: Weather Range: 80 ft. Duration: 1 round/4 levels Casting Time: 9 Area of Effect: 360-ft. radius Saving Throw: 1/2 Call Lightning must be cast outside; otherwise, it will not work, and the spell is wasted. The caster is able to call down one bolt of lightning per round. The spell has a duration of 1 round every 4 levels of the caster. Each bolt causes 2d8 points of electrical damage, plus an additional 1d8 points per level of the caster. Thus, an 8th-level caster will call down two bolts, each dealing 10d8 (2d8 + 8d8) points of damage. The bolt of lightning flashes down in a vertical stroke at any of the priest's enemies. The first enemy struck by the lightning will be the enemy targeted. After that, any enemy (but no allies) may be struck by the ensuing lightning storm. | Call Lightning (Innate - Alteration) Range: 1000 feet Duration: Instant Casting time: 0 Area of Effect: 1 creature Saving Throw: Spells (1/2) Call Lightning must be cast outside; otherwise, it will not work, and the spell is wasted. The caster is able to call down one bolt of lightning per round. The spell has a duration of 1 round every 4 levels of the caster. Each bolt causes 2d8 points of electrical damage, plus an additional 1d8 points per level of the caster. Thus, an 8th-level caster will call down two bolts, each dealing 10d8 (2d8 + 8d8) points of damage. The bolt of lightning flashes down in a vertical stroke at any of the priest's enemies. The first enemy struck by the lightning will be the enemy targeted. After that, any enemy (but no allies) may be struck by the ensuing lightning storm. STATISTICS: - Inflicts 10d8 electrical damage to the target |
SPPR999 Raise Dead | Raise Dead (Necromancy) Level: 5 Sphere: Necromantic Range: Visual range of the caster Duration: Permanent Casting Time: 9 Area of Effect: 1 person Saving Throw: Special When the priest casts a Raise Dead spell, | Raise Dead (Priest) Level: 5 Range: 30 feet Duration: Instant Casting time: 9 Area of Effect: 1 creature Saving Throw: None When the priest casts a Raise Dead spell, |
SPRA301 Haste | Haste (Alteration) Level: 3 Range: 15 ft. Duration: 3 rounds + 1 round/level Casting Time: 3 Area of Effect: 15-ft. radius Saving Throw: None When this spell is cast, all creatures affected function at double their normal movement rate, gain a -2 initiative bonus, and receive an extra attack per round. Thus, a creature moving at 6 and attacking once per round would move at 12 and attack twice per round. At the instant the spell is completed, it affects all allied creatures in a 15-ft. radius centered on a point selected by the caster (thus, creatures leaving the area are still subject to the spell's effect; those entering the area after the casting is completed are not). This spell is not cumulative with itself or with other similar magic. Spellcasting and spell effects are not affected. Note that this spell negates the effects of a Slow spell. | Haste (Priest/Druid - Alteration) Level: 3 Range: 15 feet Duration: 3 rounds + 1 round/level Casting time: 3 Area of Effect: Allies within a radius of 15 feet Saving Throw: None When this spell is cast, all creatures affected function at double their normal movement rate, gain a -2 initiative bonus, and receive an extra attack per round. Thus, a creature moving at 6 and attacking once per round would move at 12 and attack twice per round. At the instant the spell is completed, it affects all allied creatures in a 15-ft. radius centered on a point selected by the caster (thus, creatures leaving the area are still subject to the spell's effect; those entering the area after the casting is completed are not). This spell is not cumulative with itself or with other similar magic. Spellcasting and spell effects are not affected. Note that this spell negates the effects of a Slow spell. STATISTICS: - Double movement speed and grants one additional attack per round to the target - Increases the fatigue of the target by 4 after 8 rounds |
SPRA302 Minor Spell Deflection | Minor Spell Deflection (Abjuration) Level: 3 Range: 0 Duration: 3 rounds/level Casting Time: 3 Area of Effect: The caster Saving Throw: None This spell is similar to the 6th-level spell Spell Deflection, which causes the spells cast against the wizard to be absorbed and consumed. This spell affects a total of 4 spell levels, including spells cast from scrolls and innate spell-like abilities, but excludes the following: area effects that are not centered directly upon the wizard, as well as area effects that are stationary, such as Cloudkill and Stinking Cloud. As long as the spell is cast directly at the wizard, it will be absorbed. This spell will only affect up to 7th-level spells, but if it tries to absorb a spell that goes over its limit, the spell will fail and the spell deflection will be canceled. For example, if there is only 1 level left and a 3rd-level spell is cast at the wizard, the spell will be absorbed while canceling the Spell Deflection. | Minor Spell Deflection (Priest/Druid - Abjuration) Level: 3 Range: Contact Duration: 3 rounds/level Casting time: 3 Area of Effect: Caster Saving Throw: None This spell is similar to the 6th-level spell Spell Deflection, which causes the spells cast against the wizard to be absorbed and consumed. This spell affects a total of 4 spell levels, including spells cast from scrolls and innate spell-like abilities, but excludes the following: area effects that are not centered directly upon the wizard, as well as area effects that are stationary, such as Cloudkill and Stinking Cloud. As long as the spell is cast directly at the wizard, it will be absorbed. This spell will only affect up to 7th-level spells, but if it tries to absorb a spell that goes over its limit, the spell will fail and the spell deflection will be canceled. For example, if there is only 1 level left and a 3rd-level spell is cast at the wizard, the spell will be absorbed while canceling the Spell Deflection. STATISTICS: - Immunize up to 4 spell levels from those of 7th level spells and below |
SPRA303 Protection From Normal Missiles | Protection From Normal Missiles (Abjuration) Level: 3 Range: Touch Duration: 1 hour Casting Time: 3 Area of Effect: 1 creature Saving Throw: None By means of this spell, the wizard bestows total invulnerability to non-magical hurled and launched missiles such as arrows, bolts, bullets, darts, throwing axes, and throwing daggers. Note, however, that this spell does not convey any protection from such magical attacks as Fireball, Lightning Bolt, or Magic Missile, nor does it protect against magical missiles such as arrows +1. | Protection From Normal Missiles (Priest/Druid - Abjuration) Level: 3 Range: Contact Duration: 1 hour Casting time: 3 Area of Effect: 1 creature Saving Throw: None By means of this spell, the wizard bestows total invulnerability to non-magical hurled and launched missiles such as arrows, bolts, bullets, darts, throwing axes, and throwing daggers. Note, however, that this spell does not convey any protection from such magical attacks as Fireball, Lightning Bolt, or Magic Missile, nor does it protect against magical missiles such as arrows +1. STATISTICS: - Protects the target from throwing spears - Protects the target from darts - Protects the target from throwing daggers - Protects the target from balls - Protects the target from bolts - Protects the target from throwing axes - Protects the target from arrows |
SPRA304 Animal Summoning I | Animal Summoning I (Conjuration/Summoning) Level: 4 Sphere: Animal, Summoning Range: 30 ft. Duration: 3 turns Casting Time: 7 Area of Effect: Special Saving Throw: None By means of this spell, the caster calls between 2 and 3 animals that have 4 Hit Dice or less. The animals appearing are randomly determined. They will remain under the caster's control until slain or the spell duration expires. | Animal Summoning I (Priest/Druid - Conjuration) Level: 1 Range: 30 feet Duration: 3 turns Casting time: 7 Area of Effect: Point in the visual range of the caster Saving Throw: None By means of this spell, the caster calls between 2 and 3 animals that have 4 Hit Dice or less. The animals appearing are randomly determined. They will remain under the caster's control until slain or the spell duration expires. STATISTICS: - Summon between 1 and 2 animals (Dire Wolf or War Dog) |
SPRA305 Animal Summoning II | Animal Summoning II (Conjuration/Summoning) Level: 5 Sphere: Animal, Summoning Range: 30 ft. Duration: 3 turns Casting Time: 8 Area of Effect: Special Saving Throw: None By means of this spell, the caster calls from 1 to 3 animals that have 8 Hit Dice or less. The animals summoned aid the caster by whatever means they possess, staying until the spell duration expires. Only normal or giant animals can be summoned; fantastic animals or monsters cannot be summoned by this spell (no chimerae, dragons, gorgons, manticores, etc.). | Animal Summoning II (Priest/Druid - Conjuration) Level: 2 Range: 30 feet Duration: 3 turns Casting time: 8 Area of Effect: Point in the visual range of the caster Saving Throw: None By means of this spell, the caster calls from 1 to 3 animals that have 8 Hit Dice or less. The animals summoned aid the caster by whatever means they possess, staying until the spell duration expires. Only normal or giant animals can be summoned; fantastic animals or monsters cannot be summoned by this spell (no chimerae, dragons, gorgons, manticores, etc.). STATISTICS: - Summon between 1 and 3 animals (Black Bear, Brown Bear, Cave Bear or Panther) |
SPRA306 Animal Summoning III | Animal Summoning III (Conjuration/Summoning) Level: 6 Sphere: Animal, Summoning Range: 120 ft. Duration: 4 turns Casting Time: 9 Area of Effect: Special Saving Throw: None By means of this spell, the caster calls 2 or 3 animals that have 12 Hit Dice or less. Only animals within visual range of the caster at the time the spell is cast will come. The summoned animals aid the caster by whatever means they possess, staying until they are slain or the spell's duration expires. Only normal- or giant-sized animals can be summoned. | Animal Summoning III (Priest/Druid - Conjuration) Level: 3 Range: 120 feet Duration: 4 turns Casting time: 9 Area of Effect: Point in the visual range of the caster Saving Throw: None By means of this spell, the caster calls 2 or 3 animals that have 12 Hit Dice or less. Only animals within visual range of the caster at the time the spell is cast will come. The summoned animals aid the caster by whatever means they possess, staying until they are slain or the spell's duration expires. Only normal- or giant-sized animals can be summoned. STATISTICS: - Summon creatures for a total of 50 levels (Lion, Winter Wolf, Cave Bear or Mountain Bear) |
SPSD02 Shadowstep | Shadowstep The character steps into the Shadow Plane and may move for 7 seconds while others are frozen in time. The caster cannot attack or cast spells while in the Shadow Plane. | Shadowstep (Innate) Range: Contact Duration: Special Casting time: 1 Area of Effect: Caster Saving Throw: None Shadowstep The character steps into the Shadow Plane and may move for 7 seconds while others are frozen in time. The caster cannot attack or cast spells while in the Shadow Plane. STATISTICS: - Unable to attack for 7 seconds - Protects from Shadowstep spell for 7 seconds - Time stop for 7 seconds - Disables the caster to cast spells for 7 seconds - Prevents the use of innate spells for 7 seconds - Prevents the use of the third quick item for 7 seconds - Prevents the use of the second quick item for 7 seconds - Prevents the use of the first quick item for 7 seconds - Prevents the use of items for 7 seconds - Prevents the use of the Turn undead for 7 seconds - Prevents the use of the third quick spell for 7 seconds - Prevents the use of the second quick spell for 7 seconds - Prevents the use of the first quick spell for 7 seconds - Prevents the use of spells for 7 seconds - Prevents the use of thief skills for 7 seconds - Prevents party members to use talks for 7 seconds |
SPWI001 Fireball | Fireball (Evocation) Level: 3 Range: 40 ft. Duration: Instant Casting Time: 3 Area of Effect: 15-ft. radius Saving Throw: 1/2 A Fireball is an explosive burst of flame, which detonates with a low roar and delivers damage proportional to the level of the wizard who cast it—1d6 points of damage for each level of experience of the caster (up to a maximum of 10d6). The wizard points | Fireball (Wizard - Invocation) Level: 3 Range: 40 feet Duration: Instant Casting time: 3 Area of Effect: radius of 15 feet Saving Throw: Spells (1/2) A Fireball is an explosive burst of flame, which detonates with a low roar and delivers damage proportional to the level of the wizard who cast it—1d6 points of damage for each level of experience of the caster (up to a maximum of 10d6). The wizard points |
SPWI002 Lightning Bolt | Lightning Bolt (Evocation) Level: 3 Range: 70 ft. Duration: Instant Casting Time: 3 Area of Effect: Path of bolt Saving Throw: 1/2 Upon casting this spell, the wizard releases a powerful stroke of electrical energy that inflicts 1d6 points of damage per level of the caster (maximum damage of 10d6) to each creature within its area of effect. A successful Saving Throw vs. Spell reduces this damage to half (round fractions down). If the lightning bolt intersects with a wall, it will bounce until it reaches its full length. | Lightning Bolt (Wizard - Invocation) Level: 3 Range: 50 feet Duration: Instant Casting time: 3 Area of Effect: 1 creature and any creature within a radius of 180 feet Saving Throw: Spells (1/2) Upon casting this spell, the wizard releases a powerful stroke of electrical energy that inflicts 1d6 points of damage per level of the caster (maximum damage of 10d6) to each creature within its area of effect. A successful Saving Throw vs. Spell reduces this damage to half (round fractions down). If the lightning bolt intersects with a wall, it will bounce until it reaches its full length. STATISTICS: - Inflicts 10d6 electrical damage to the target |
SPWI003 Magic Missile | Magic Missile (Evocation) Level: 1 Range: Visual range of the caster Duration: Instant Casting Time: 1 Area of Effect: 1 creature Saving Throw: None Use of the Magic Missile spell, one of the most popular 1st-level spells, creates up to five missiles of magical energy that dart forth from the wizard's fingertip and unerringly strike their target, which must be a creature of some sort. Each missile inflicts 1d4+1 points of damage. For every 2 extra levels of experience, the wizard gains an additional missile— | Magic Missile (Wizard - Invocation) Level: 1 Range: 60 feet Duration: Instant Casting time: 1 Area of Effect: 1 creature Saving Throw: None Use of the Magic Missile spell, one of the most popular 1st-level spells, creates up to five missiles of magical energy that dart forth from the wizard's fingertip and unerringly strike their target, which must be a creature of some sort. Each missile inflicts 1d4+1 points of damage. For every 2 extra levels of experience, the wizard gains an additional missile— |
SPWI050 Chaos | Visual candy for the misled image to cast, does nothing, looks pretty. | Chaos (Wizard) Level: 5 Range: 35 feet Duration: Instant Casting time: 4 Area of Effect: Enemies within a radius of 15 feet Saving Throw: None Visual candy for the misled image to cast, does nothing, looks pretty. STATISTICS: |
SPWI051 Dispel Magic | Visual candy for the misled image to cast, does nothing, looks pretty. | Dispel Magic (Wizard - Abjuration) Level: 3 Range: 40 feet Duration: Instant Casting time: 5 Area of Effect: radius of 15 feet Saving Throw: None Visual candy for the misled image to cast, does nothing, looks pretty. STATISTICS: |
SPWI052 Power Word, Silence | Visual candy for the misled image to cast, does nothing, looks pretty. | Power Word, Silence (Wizard) Level: 6 Range: 80 feet Duration: Instant Casting time: 1 Area of Effect: 1 creature Saving Throw: None Visual candy for the misled image to cast, does nothing, looks pretty. STATISTICS: |
SPWI053 Flesh to Stone | Flesh to Stone (Alteration) Level: 6 Range: Visual range of the caster Duration: Permanent Casting Time: 6 Area of Effect: 1 creature Saving Throw: Neg. This spell turns flesh of any sort to stone. All possessions on the person of the creature likewise turn to stone. The intended subject of the spell receives a Saving Throw vs. Spell to avoid the effect. If a statue created by this spell is subjected to attacks of any sort, it will shatter into tiny pieces, making it impossible for the creature to be returned to flesh. The reverse of this spell may be cast upon the victim in order to restore life, but this is the only way. | Flesh to Stone (Wizard - Alteration) Level: 6 Range: 50 feet Duration: Instant Casting time: 6 Area of Effect: 1 creature Saving Throw: None This spell turns flesh of any sort to stone. All possessions on the person of the creature likewise turn to stone. The intended subject of the spell receives a Saving Throw vs. Spell to avoid the effect. If a statue created by this spell is subjected to attacks of any sort, it will shatter into tiny pieces, making it impossible for the creature to be returned to flesh. The reverse of this spell may be cast upon the victim in order to restore life, but this is the only way. STATISTICS: - Transmutes the target to stone |
SPWI054 Finger of Death | Finger of Death (Necromancy) Level: 7 Range: Visual range of the caster Duration: Permanent Casting Time: 5 Area of Effect: 1 creature Saving Throw: Neg. The Finger of Death spell snuffs out the victim's life force. The caster points | Finger of Death (Wizard - Necromancy) Level: 7 Range: 40 feet Duration: Instant Casting time: 5 Area of Effect: 1 creature Saving Throw: None The Finger of Death spell snuffs out the victim's life force. The caster points |
SPWI055 Disintegrate | Disintegrate (Alteration) Level: 6 Range: Visual range of the caster Duration: Instant Casting Time: 6 Area of Effect: 1 creature Saving Throw: Neg. When this spell is cast at another creature, a thin green ray is shot out. Upon contact with the ray, the creature must make a Saving Throw vs. Spell or be transformed into dust. This transformation is instantaneous and irreversible. There is also a good chance that this will destroy some if not all of the items that the creature is carrying. | Disintegrate (Wizard - Alteration) Level: 6 Range: 40 feet Duration: Instant Casting time: 6 Area of Effect: 1 creature Saving Throw: None When this spell is cast at another creature, a thin green ray is shot out. Upon contact with the ray, the creature must make a Saving Throw vs. Spell or be transformed into dust. This transformation is instantaneous and irreversible. There is also a good chance that this will destroy some if not all of the items that the creature is carrying. STATISTICS: - Disintegrates the target |
SPWI056 Disintegrate | Disintegrate (Alteration) Level: 6 Range: Visual range of the caster Duration: Instant Casting Time: 6 Area of Effect: 1 creature Saving Throw: Neg. When this spell is cast at another creature, a thin green ray is shot out. Upon contact with the ray, the creature must make a Saving Throw vs. Spell or be transformed into dust. This transformation is instantaneous and irreversible. There is also a good chance that this will destroy some if not all of the items that the creature is carrying. | Disintegrate (Wizard - Alteration) Level: 6 Range: 40 feet Duration: Instant Casting time: 3 Area of Effect: 1 creature Saving Throw: None When this spell is cast at another creature, a thin green ray is shot out. Upon contact with the ray, the creature must make a Saving Throw vs. Spell or be transformed into dust. This transformation is instantaneous and irreversible. There is also a good chance that this will destroy some if not all of the items that the creature is carrying. STATISTICS: - Disintegrates the target |
SPWI101 Grease | Grease (Conjuration/Summoning) Level: 1 Range: 30 ft. Duration: 3 rounds + 1 round/level Casting Time: 1 Area of Effect: 15-ft. radius Saving Throw: Special A Grease spell covers a material surface with a slippery layer of a fatty, greasy nature. Any creature entering the area or caught in it when the spell is cast must save vs. Spell at +2 or slip and slide, unable to move effectively. Those who successfully save can move, albeit slowly, for the rest of the round (but will need to save vs. Spell again the following round). Those who remain in the area are allowed a Saving Throw each round until they escape the area. | Grease (Wizard - Conjuration) Level: 1 Range: 30 feet Duration: 3 rounds + 1 round/level Casting time: 1 Area of Effect: radius of 15 feet Saving Throw: Spells at +2 (Neg.) A Grease spell covers a material surface with a slippery layer of a fatty, greasy nature. Any creature entering the area or caught in it when the spell is cast must save vs. Spell at +2 or slip and slide, unable to move effectively. Those who successfully save can move, albeit slowly, for the rest of the round (but will need to save vs. Spell again the following round). Those who remain in the area are allowed a Saving Throw each round until they escape the area. STATISTICS: - Multiplies the Movement rate of the target by 20% (not cumulative) |
SPWI102 Armor | Armor (Conjuration) Level: 1 Range: 0 Duration: 9 hours Casting Time: 9 Area of Effect: The caster Saving Throw: None By means of this spell, the wizard creates a magical field of force that serves as if it were scale mail armor (AC 6). It is cumulative with Dexterity bonuses to Armor Class and, in the case of Fighter/Mages, with the shield bonus. The Armor spell does not hinder movement, adds no weight or encumbrance, and doesn't prevent spellcasting. It lasts until successfully dispelled or until its duration expires. | Armor (Wizard - Conjuration) Level: 1 Range: Contact Duration: 9 hours Casting time: 9 Area of Effect: Caster Saving Throw: None By means of this spell, the wizard creates a magical field of force that serves as if it were scale mail armor (AC 6). It is cumulative with Dexterity bonuses to Armor Class and, in the case of Fighter/Mages, with the shield bonus. The Armor spell does not hinder movement, adds no weight or encumbrance, and doesn't prevent spellcasting. It lasts until successfully dispelled or until its duration expires. STATISTICS: - Base Armor Class: 6 |
SPWI103 Burning Hands | Burning Hands (Alteration) Level: 1 Range: 0 Duration: Instant Casting Time: 1 Area of Effect: 5-ft. cone with 120-deg. arc Saving Throw: 1/2 When the wizard casts this spell, a jet of searing flame shoots from | Burning Hands (Wizard - Alteration) Level: 1 Range: 5 feet Duration: Instant Casting time: 1 Area of Effect: 7 feet cone on a 120° arc Saving Throw: Special When the wizard casts this spell, a jet of searing flame shoots from |
SPWI104 Charm Person | Charm Person (Enchantment/Charm) Level: 1 Range: Visual range of the caster Duration: 5 rounds Casting Time: 1 Area of Effect: 1 person Saving Throw: Neg. This spell affects any single person it is cast upon. The term person includes any bipedal human, demihuman, or humanoid of man-size or smaller, such as brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be charmed, but an ogre could not. The person is allowed a Saving Throw vs. Spell to negate the effect. If the spell's recipient fails his Saving Throw (with a +3 modifier), he regards the caster as a trusted friend and ally to be heeded and protected. The caster may give him orders, and the charmed individual will carry them out as quickly as possible. If the caster harms—or attempts to harm—the charmed person by some overt action, or if a Dispel Magic spell is cast upon the charmed person, the Charm spell is broken. If two or more Charms simultaneously affect a creature, the most recent Charm takes precedence. Note that the subject has full memory of the events that took place while he was charmed. Also note that you cannot have a charmed creature leave the area where he is charmed. | Charm Person (Wizard - Enchantment) Level: 1 Range: 60 feet Duration: 5 rounds Casting time: 1 Area of Effect: 1 creature Saving Throw: Spells at +3 (Neg.) This spell affects any single person it is cast upon. The term person includes any bipedal human, demihuman, or humanoid of man-size or smaller, such as brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be charmed, but an ogre could not. The person is allowed a Saving Throw vs. Spell to negate the effect. If the spell's recipient fails his Saving Throw (with a +3 modifier), he regards the caster as a trusted friend and ally to be heeded and protected. The caster may give him orders, and the charmed individual will carry them out as quickly as possible. If the caster harms—or attempts to harm—the charmed person by some overt action, or if a Dispel Magic spell is cast upon the charmed person, the Charm spell is broken. If two or more Charms simultaneously affect a creature, the most recent Charm takes precedence. Note that the subject has full memory of the events that took place while he was charmed. Also note that you cannot have a charmed creature leave the area where he is charmed. STATISTICS: - Charm the humanoids (Effective against humanoids. Ineffective at 91% against elves and at 31% against half elves) |
SPWI105 Color Spray | Color Spray (Alteration) Level: 1 Range: 50 ft. Duration: Instant Casting Time: 1 Area of Effect: 90-degree arc Saving Throw: Special Upon casting this spell, the wizard causes a vivid, fan-shaped spray of clashing colors to spring forth from | Color Spray (Wizard - Alteration) Level: 1 Range: 30 feet Duration: Special Casting time: 1 Area of Effect: 25 feet cone on a 90° arc Saving Throw: Special Upon casting this spell, the wizard causes a vivid, fan-shaped spray of clashing colors to spring forth from |
SPWI106 Blindness | Blindness (Illusion/Phantasm) Level: 1 Range: 40 ft. Duration: 2 hours Casting Time: 2 Area of Effect: 1 creature Saving Throw: Neg. This 1st-level spell temporarily blinds its target. A Saving Throw is allowed and, if successful, there are no harmful effects. If a victim is blinded, | Blindness (Wizard - Illusion) Level: 1 Range: 30 feet Duration: 2 hours Casting time: 2 Area of Effect: 1 creature Saving Throw: Spells (Neg.) This 1st-level spell temporarily blinds its target. A Saving Throw is allowed and, if successful, there are no harmful effects. If a victim is blinded, |
SPWI107 Friends | Friends (Enchantment/Charm) Level: 1 Range: 0 Duration: 1d4 rounds + 1 round/level Casting Time: 1 Area of Effect: The caster Saving Throw: None A Friends spell causes the wizard to temporarily gain 6 points of Charisma. Those who view the caster tend to be very impressed with | Friends (Wizard - Enchantment) Level: 1 Range: Contact Duration: 4 rounds + 1 round/level Casting time: 1 Area of Effect: Caster Saving Throw: None A Friends spell causes the wizard to temporarily gain 6 points of Charisma. Those who view the caster tend to be very impressed with |
SPWI108 Protection From Petrification | Protection From Petrification (Abjuration) Level: 1 Range: Touch Duration: 1 hour Casting Time: 1 Area of Effect: 1 creature Saving Throw: None This spell grants the recipient immunity to all petrification attacks. This includes basilisk and medusa gaze, cursed scrolls of petrification, etc. | Protection From Petrification (Wizard - Abjuration) Level: 1 Range: Contact Duration: 1 hour Casting time: 1 Area of Effect: 1 creature Saving Throw: None This spell grants the recipient immunity to all petrification attacks. This includes basilisk and medusa gaze, cursed scrolls of petrification, etc. STATISTICS: - Protects the target from petrification |
SPWI110 Identify | Identify (Divination) Level: 1 Range: 0 Duration: Instant Casting Time: Special Area of Effect: 1 item Saving Throw: None With this spell memorized, go to the description of an unidentified item and press the Identify button. The chance of identifying the item is 100%. The spell identifies the item's name, what it does, and if it is cursed. | Identify (Wizard - Divination) Level: 1 Range: Contact Duration: Instant Casting time: 1 Area of Effect: 1 creature Saving Throw: None With this spell memorized, go to the description of an unidentified item and press the Identify button. The chance of identifying the item is 100%. The spell identifies the item's name, what it does, and if it is cursed. STATISTICS: - Multiplies the lore of party members by 0% |
SPWI111 Infravision | Infravision (Divination) Level: 1 Range: 30 ft. Duration: 2 hours Casting Time: 1 Area of Effect: 1 creature Saving Throw: None Upon the casting of this spell the recipient gains the ability to see with infravision, just as an elf or a dwarf would. This effect lasts for the duration of the spell or until dispelled. | Infravision (Wizard - Divination) Level: 1 Range: 30 feet Duration: 2 hours Casting time: 1 Area of Effect: 1 creature Saving Throw: None Upon the casting of this spell the recipient gains the ability to see with infravision, just as an elf or a dwarf would. This effect lasts for the duration of the spell or until dispelled. STATISTICS: - Grant infravision to the target |
SPWI112 Magic Missile | Magic Missile (Evocation) Level: 1 Range: Visual range of the caster Duration: Instant Casting Time: 1 Area of Effect: 1 creature Saving Throw: None Use of the Magic Missile spell, one of the most popular 1st-level spells, creates up to five missiles of magical energy that dart forth from the wizard's fingertip and unerringly strike their target, which must be a creature of some sort. Each missile inflicts 1d4+1 points of damage. For every 2 extra levels of experience, the wizard gains an additional missile— | Magic Missile (Wizard - Invocation) Level: 1 Range: 60 feet Duration: Instant Casting time: 1 Area of Effect: 1 creature Saving Throw: None Use of the Magic Missile spell, one of the most popular 1st-level spells, creates up to five missiles of magical energy that dart forth from the wizard's fingertip and unerringly strike their target, which must be a creature of some sort. Each missile inflicts 1d4+1 points of damage. For every 2 extra levels of experience, the wizard gains an additional missile— |
SPWI113 Protection From Evil | Protection From Evil (Abjuration) Level: 1 Range: Touch Duration: 2 rounds/level Casting Time: 1 Area of Effect: 1 creature Saving Throw: None When this spell is cast, it creates a magical barrier around the recipient at a distance of one foot. The barrier moves with the recipient and has two major effects: First, all attacks made by evil or evilly enchanted creatures against the protected creature receive a penalty of -2 to each attack roll. Second, summoned demons cannot target the protected creature. | Protection From Evil (Wizard - Abjuration) Level: 1 Range: Contact Duration: 2 rounds/level Casting time: 1 Area of Effect: 1 creature Saving Throw: None When this spell is cast, it creates a magical barrier around the recipient at a distance of one foot. The barrier moves with the recipient and has two major effects: First, all attacks made by evil or evilly enchanted creatures against the protected creature receive a penalty of -2 to each attack roll. Second, summoned demons cannot target the protected creature. STATISTICS: - Saving Throws of the target: +2 vs. evil creatures - Protects the target from summoned demons attacks and spells |
SPWI114 Shield | Shield (Evocation) Level: 1 Range: 0 Duration: 1 hour Casting Time: 1 Area of Effect: The caster Saving Throw: None When this spell is cast, an invisible barrier comes into being in front of the wizard. It sets the wizard's Armor Class to 4 against all melee weapons, and 2 against missile weapons. It also grants the wizard immunity from the spell Magic Missile. The effect lasts for the duration of the spell or until dispelled. | Shield (Wizard - Invocation) Level: 1 Range: Contact Duration: 1 hour Casting time: 1 Area of Effect: Caster Saving Throw: None When this spell is cast, an invisible barrier comes into being in front of the wizard. It sets the wizard's Armor Class to 4 against all melee weapons, and 2 against missile weapons. It also grants the wizard immunity from the spell Magic Missile. The effect lasts for the duration of the spell or until dispelled. STATISTICS: - Base Armor Class: 4 - Armor Class: +2 vs. missile attacks - Protects from Magic Missile spell |
SPWI115 Shocking Grasp | Shocking Grasp (Alteration) Level: 1 Range: Touch Duration: Special Casting Time: 1 Area of Effect: 1 creature Saving Throw: None When the wizard touches a creature while this spell is in effect, an electrical charge will deal 1d8 points of damage plus 1 per level of the caster to the creature touched. In addition, the grasp itself does 1d2 fist damage (Strength bonuses apply). The wizard only has one charge, and once an opponent has been touched, the spell's energies have been used. If the wizard misses, the spell is wasted. The wizard has 1 round per level to touch the target creature. | Shocking Grasp (Wizard - Alteration) Level: 1 Range: Contact Duration: 1 round/level Casting time: 1 Area of Effect: Caster Saving Throw: None When the wizard touches a creature while this spell is in effect, an electrical charge will deal 1d8 points of damage plus 1 per level of the caster to the creature touched. In addition, the grasp itself does 1d2 fist damage (Strength bonuses apply). The wizard only has one charge, and once an opponent has been touched, the spell's energies have been used. If the wizard misses, the spell is wasted. The wizard has 1 round per level to touch the target creature. STATISTICS: At level 1 - Equips the caster with 1 magical weapon (Shocking Grasp) At level 2 - Equips the caster with 1 magical weapon (Shocking Grasp) At level 3 - Equips the caster with 1 magical weapon (Shocking Grasp) At level 4 - Equips the caster with 1 magical weapon (Shocking Grasp) At level 5 - Equips the caster with 1 magical weapon (Shocking Grasp) At level 6 - Equips the caster with 1 magical weapon (Shocking Grasp) At level 7 - Equips the caster with 1 magical weapon (Shocking Grasp) At level 8 - Equips the caster with 1 magical weapon (Shocking Grasp) At level 9 - Equips the caster with 1 magical weapon (Shocking Grasp) At level 10 - Equips the caster with 1 magical weapon (Shocking Grasp) At level 11 - Equips the caster with 1 magical weapon (Shocking Grasp) At level 12 - Equips the caster with 1 magical weapon (Shocking Grasp) At level 13 - Equips the caster with 1 magical weapon (Shocking Grasp) At level 14 - Equips the caster with 1 magical weapon (Shocking Grasp) At level 15 - Equips the caster with 1 magical weapon (Shocking Grasp) At level 16 - Equips the caster with 1 magical weapon (Shocking Grasp) At level 17 - Equips the caster with 1 magical weapon (Shocking Grasp) At level 18 - Equips the caster with 1 magical weapon (Shocking Grasp) At level 19 - Equips the caster with 1 magical weapon (Shocking Grasp) From level 20 - Equips the caster with 1 magical weapon (Shocking Grasp) |
SPWI116 Sleep | Sleep (Enchantment/Charm) Level: 1 Range: Visual range of the caster Duration: 5 rounds/level Casting Time: 1 Area of Effect: 15-ft. radius Saving Throw: Neg. When a wizard casts a Sleep spell, | Sleep (Wizard - Enchantment) Level: 1 Range: 90 feet Duration: 5 rounds/level Casting time: 1 Area of Effect: Enemies within a radius of 15 feet Saving Throw: Paralysis / Poison / Death at -3 (Neg.) When a wizard casts a Sleep spell, |
SPWI117 Chill Touch | Chill Touch (Necromancy) Level: 1 Range: 0 Duration: 1 turn Casting Time: 1 Area of Effect: The creature Saving Throw: Neg. When the caster completes this spell, a blue glow encompasses | Chill Touch (Wizard - Necromancy) Level: 1 Range: Contact Duration: 1 turn Casting time: 1 Area of Effect: Caster Saving Throw: None When the caster completes this spell, a blue glow encompasses |
SPWI118 Chromatic Orb | Chromatic Orb (Evocation) Level: 1 Range: 90 ft. Duration: Special Casting Time: 1 Area of Effect: 1 creature Saving Throw: Special This spell causes a 2-ft. diameter sphere to appear in the caster's hand. When thrown, the sphere heads unerringly to its target. The effect the orb has upon the target varies with the level of the caster. Each orb will do damage to the target against which there is no save and an effect against which the target must save vs. Spell with a +6 bonus: 1st Level: 1d4 damage and blinds the target for 1 round. 2nd Level: 1d4 damage and inflicts pain (-1 penalty to Strength, Dexterity, AC, and THAC0) upon the victim. 3rd Level: 1d6 damage and burns the victim for an additional 1d8 damage. 4th Level: 1d6 damage and blinds the target for 1 turn. 5th Level: 1d8 damage and stuns the target for 3 rounds. 6th Level: 1d8 damage and causes weakness (-4 penalty to THAC0) in the victim. 7th Level: 1d10 damage and paralyzes the victim for 2 turns. 10th Level: 1d12 acid damage and turns the victim to stone. 12th Level: 2d8 acid damage and instantly kills the victim. NOTE: The victim saves vs. Spell with a +6 bonus against all the effects and gets no save against the damage. | Chromatic Orb (Wizard - Invocation) Level: 1 Range: 90 feet Duration: Special Casting time: 1 Area of Effect: 1 creature Saving Throw: Special This spell causes a 2-ft. diameter sphere to appear in the caster's hand. When thrown, the sphere heads unerringly to its target. The effect the orb has upon the target varies with the level of the caster. Each orb will do damage to the target against which there is no save and an effect against which the target must save vs. Spell with a +6 bonus: 1st Level: 1d4 damage and blinds the target for 1 round. 2nd Level: 1d4 damage and inflicts pain (-1 penalty to Strength, Dexterity, AC, and THAC0) upon the victim. 3rd Level: 1d6 damage and burns the victim for an additional 1d8 damage. 4th Level: 1d6 damage and blinds the target for 1 turn. 5th Level: 1d8 damage and stuns the target for 3 rounds. 6th Level: 1d8 damage and causes weakness (-4 penalty to THAC0) in the victim. 7th Level: 1d10 damage and paralyzes the victim for 2 turns. 10th Level: 1d12 acid damage and turns the victim to stone. 12th Level: 2d8 acid damage and instantly kills the victim. NOTE: The victim saves vs. Spell with a +6 bonus against all the effects and gets no save against the damage. STATISTICS: At level 1 - Blinds the target for 1 round (save vs. Spells at +6 neg.) Between level 1 and 2 - Inflicts 1d4 magic damage to the target At level 2 - Armor Class of the target: -1 for 10 seconds (save vs. Spells at +6 neg.) - Reduces the THAC0 of the target by 1 for 10 seconds (save vs. Spells at +6 neg.) - Reduces the Strength of the target by 1 for 10 seconds (save vs. Spells at +6 neg.) - Reduces the Dexterity of the target by 1 for 10 seconds (save vs. Spells at +6 neg.) At level 3 - Inflicts 1d8 fire damage to the target (save vs. Spells at +6 neg.) Between level 3 and 4 - Inflicts 1d6 magic damage to the target At level 4 - Blinds the target for 1 turn (save vs. Spells at +6 neg.) At level 5 - Stuns the target for 3 rounds (save vs. Spells at +6 neg.) Between level 5 and 6 - Inflicts 1d8 magic damage to the target At level 6 - Reduces the THAC0 of the target by 4 for 1 turn (save vs. Spells at +6 neg.) Between level 7 and 9 - Inflicts 1d10 magic damage to the target - Stuns the target for 2 turns (save vs. Spells at +6 neg.) Between level 10 and 11 - Inflicts 1d12 acid damage to the target - Transmutes the target to stone (save vs. Spells at +6 neg.) From level 12 - Inflicts 2d8 acid damage to the target - Instantly slays the target (save vs. Spells at +6 neg.) |
SPWI119 Larloch's Minor Drain | Larloch's Minor Drain (Necromancy) Level: 1 Range: 30 ft. Duration: Special Casting Time: 1 Area of Effect: 1 creature Saving Throw: None With this spell, the wizard drains the life force from a target and adds it to | Larloch's Minor Drain (Wizard - Necromancy) Level: 1 Range: 90 feet Duration: Instant Casting time: 1 Area of Effect: 1 creature Saving Throw: None With this spell, the wizard drains the life force from a target and adds it to |
SPWI120 Reflected Image | Reflected Image (Illusion/Phantasm) Level: 1 Range: 0 Duration: 3 rounds + 1 round/level Casting Time: 1 Area of Effect: The caster Saving Throw: None Upon casting this spell, the wizard creates 1 image of | Reflected Image (Wizard - Illusion) Level: 1 Range: Contact Duration: 3 rounds + 1 round/level Casting time: 1 Area of Effect: Caster Saving Throw: None Upon casting this spell, the wizard creates 1 image of |
SPWI123 Find Familiar | Find Familiar (Conjuration/Summoning) Level: 1 Range: n/a Duration: Special Casting Time: 9 Area of Effect: 1 familiar Saving Throw: None This spell enables the caster to attempt to summon a familiar to act as | Find Familiar (Wizard - Conjuration) Level: 1 Range: 20 feet Duration: 1 turn Casting time: 9 Area of Effect: Point in the visual range of the caster Saving Throw: None This spell enables the caster to attempt to summon a familiar to act as |
SPWI124 Nahal's Reckless Dweomer | Nahal's Reckless Dweomer (Invocation/Evocation) Level: 1 Range: Special Duration: Special Casting Time: Special Area of Effect: Special Saving Throw: Special This spell is the Wild Mage's ultimate last-resort spell. When cast, the Mage releases a sudden flood of wild magical energy in the hope of seizing and shaping that energy into a desired spell effect. The attempt usually fails, but something almost always occurs in the process. To use Nahal's Reckless Dweomer simply cast it, then choose from your list of known spells. A burst of magical energy is released, which the Wild Mage will try to manipulate into the desired form. The actual effect of the spell is determined randomly by a dice roll on the Wild Surge Table (see the manual for more details). Because the release of energy is planned by the Mage, | Nahal's Reckless Dweomer (Wizard - Invocation) Level: 1 Range: Contact Duration: Instant Casting time: 5 Area of Effect: Caster Saving Throw: None This spell is the Wild Mage's ultimate last-resort spell. When cast, the Mage releases a sudden flood of wild magical energy in the hope of seizing and shaping that energy into a desired spell effect. The attempt usually fails, but something almost always occurs in the process. To use Nahal's Reckless Dweomer simply cast it, then choose from your list of known spells. A burst of magical energy is released, which the Wild Mage will try to manipulate into the desired form. The actual effect of the spell is determined randomly by a dice roll on the Wild Surge Table (see the manual for more details). Because the release of energy is planned by the Mage, |
SPWI125 Spook | Spook (Illusion/Phantasm) Level: 1 Range: 30 ft. Duration: 3 rounds Casting Time: 1 Area of Effect: 1 creature Saving Throw: Neg. A Spook spell enables the wizard to play upon natural fears to cause the target creature to perceive the caster as someone or something inimical, which then appears to advance upon it in a threatening manner. If the creature does not make a successful Saving Throw vs. Spell, it turns and flees at maximum speed as far from the wizard as possible. The creature suffers a Saving Throw penalty of -1 every 2 levels of the caster, up to a maximum of -6 at 12th level. Although the caster does not actually pursue the fleeing creature, a phantasm from its own mind does. Undead are completely unaffected. | Spook (Wizard - Illusion) Level: 1 Range: 30 feet Duration: 3 rounds Casting time: 1 Area of Effect: 1 creature Saving Throw: Spells at -1 per 2 levels/12 (Neg.) A Spook spell enables the wizard to play upon natural fears to cause the target creature to perceive the caster as someone or something inimical, which then appears to advance upon it in a threatening manner. If the creature does not make a successful Saving Throw vs. Spell, it turns and flees at maximum speed as far from the wizard as possible. The creature suffers a Saving Throw penalty of -1 every 2 levels of the caster, up to a maximum of -6 at 12th level. Although the caster does not actually pursue the fleeing creature, a phantasm from its own mind does. Undead are completely unaffected. STATISTICS: - Inflicts Horror on the target |
SPWI201 Blur | Blur (Illusion/Phantasm) Level: 2 Range: 0 Duration: 4 rounds + 2 rounds/level Casting Time: 2 Area of Effect: The caster Saving Throw: None When a Blur spell is cast, the wizard causes the outline of | Blur (Wizard - Illusion) Level: 2 Range: Contact Duration: 4 rounds + 2 rounds/level Casting time: 2 Area of Effect: Caster Saving Throw: None When a Blur spell is cast, the wizard causes the outline of |
SPWI202 Detect Evil | Detect Evil (Divination) Level: 2 Range: 0 Duration: Instant Casting Time: 2 Area of Effect: 30-ft. radius Saving Throw: None This spell discovers emanations of evil from any creature. Any evil creature within the range of the spell will glow red briefly. | Detect Evil (Wizard - Divination) Level: 2 Range: Contact Duration: Instant Casting time: 2 Area of Effect: The caster and any creature within 30 feet Saving Throw: None This spell discovers emanations of evil from any creature. Any evil creature within the range of the spell will glow red briefly. STATISTICS: - the target detects evil (Ineffective against creatures subject to Non-detection) |
SPWI203 Detect Invisibility | Detect Invisibility (Divination) Level: 2 Range: 0 Duration: Instant Casting Time: 2 Area of Effect: 120-ft. radius Saving Throw: None When the wizard casts a Detect Invisibility spell, | Detect Invisibility (Wizard - Divination) Level: 2 Range: Contact Duration: Instant Casting time: 2 Area of Effect: Enemies within a radius of 117 feet around of the caster Saving Throw: None When the wizard casts a Detect Invisibility spell, |
SPWI205 Horror | Horror (Necromancy) Level: 2 Range: 40 ft. Duration: 1 turn Casting Time: 2 Area of Effect: 15-ft. radius Saving Throw: Neg. All enemies within the area of effect when this spell is cast must save vs. Spell or flee in terror. Certain creatures are immune to the effects of fear, including all undead. | Horror (Wizard - Necromancy) Level: 2 Range: 40 feet Duration: 1 turn Casting time: 2 Area of Effect: Enemies within a radius of 15 feet Saving Throw: Spells (Neg.) All enemies within the area of effect when this spell is cast must save vs. Spell or flee in terror. Certain creatures are immune to the effects of fear, including all undead. STATISTICS: - Inflicts Horror on the target |
SPWI206 Invisibility | Invisibility (Illusion/Phantasm) Level: 2 Range: Touch Duration: Special Casting Time: 2 Area of Effect: 1 creature Saving Throw: None This spell causes the creature touched to vanish from sight and be undetectable by normal vision or even infravision. Of course, the invisible creature is not magically silenced, and certain other conditions can render the creature detectable. Even allies cannot see the invisible creature or its gear, unless these allies can normally see invisible things or employ magic to do so. Items dropped or put down by the invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. The spell remains in effect until it is magically broken or dispelled, until the recipient attacks any creature, or until 24 hours have passed. The caster cannot perform any actions that manipulate the environment around | Invisibility (Wizard - Illusion) Level: 2 Range: Contact Duration: 1 day Casting time: 2 Area of Effect: 1 creature Saving Throw: None This spell causes the creature touched to vanish from sight and be undetectable by normal vision or even infravision. Of course, the invisible creature is not magically silenced, and certain other conditions can render the creature detectable. Even allies cannot see the invisible creature or its gear, unless these allies can normally see invisible things or employ magic to do so. Items dropped or put down by the invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. The spell remains in effect until it is magically broken or dispelled, until the recipient attacks any creature, or until 24 hours have passed. The caster cannot perform any actions that manipulate the environment around |
SPWI207 Knock | Knock (Alteration) Level: 2 Range: Visual range of the caster Duration: Instant Casting Time: 1 Area of Effect: Locked door or chest Saving Throw: None The Knock spell opens locked, held, or wizard-locked doors. It opens secret doors as well as locked boxes or chests. It does not raise barred gates or similar impediments. | Knock (Wizard - Alteration) Level: 2 Range: 20 feet Duration: Instant Casting time: 1 Area of Effect: 1 creature Saving Throw: None The Knock spell opens locked, held, or wizard-locked doors. It opens secret doors as well as locked boxes or chests. It does not raise barred gates or similar impediments. STATISTICS: - Unlocks target lock |
SPWI208 Know Alignment | Know Alignment (Divination) Level: 2 Range: 30 ft. Duration: Instant Casting Time: 9 Area of Effect: 1 creature Saving Throw: Neg. A Know Alignment spell enables the Mage to exactly read the aura of a creature. If the creature rolls a successful Saving Throw vs. Spell, the caster learns nothing about that particular creature from the casting. When a character is hit by this spell, he will glow red if evil, green if good, and white if neutral. Certain magical devices negate the power of the Know Alignment spell. | Know Alignment (Wizard - Divination) Level: 2 Range: 30 feet Duration: 5 rounds Casting time: 9 Area of Effect: 1 creature Saving Throw: None A Know Alignment spell enables the Mage to exactly read the aura of a creature. If the creature rolls a successful Saving Throw vs. Spell, the caster learns nothing about that particular creature from the casting. When a character is hit by this spell, he will glow red if evil, green if good, and white if neutral. Certain magical devices negate the power of the Know Alignment spell. STATISTICS: - the target detects evil - the target detects good - the target detects neutral |
SPWI209 Luck | Luck (Enchantment/Charm) Level: 2 Range: 15 ft. Duration: 3 rounds Casting Time: 2 Area of Effect: 1 creature Saving Throw: None The recipient of this spell gains extraordinary luck for the next 3 rounds, receiving a +1 bonus to | Luck (Wizard - Enchantment) Level: 2 Range: 15 feet Duration: 3 rounds Casting time: 2 Area of Effect: 1 creature Saving Throw: None The recipient of this spell gains extraordinary luck for the next 3 rounds, receiving a +1 bonus to |
SPWI210 Resist Fear | Resist Fear (Abjuration) Level: 2 Range: 30 ft. Duration: 1 hour Casting Time: 1 Area of Effect: 15-ft. radius Saving Throw: None The wizard instills courage in the spell's recipients, raising their morale to its highest. The recipients' morale will gradually reset to normal as the duration runs out. If the recipients are affected by magical fear, they will regain their composure. | Resist Fear (Wizard - Abjuration) Level: 2 Range: 30 feet Duration: 1 hour Casting time: 1 Area of Effect: Allies within a radius of 15 feet Saving Throw: None The wizard instills courage in the spell's recipients, raising their morale to its highest. The recipients' morale will gradually reset to normal as the duration runs out. If the recipients are affected by magical fear, they will regain their composure. STATISTICS: - Protects the target from horror and panic |
SPWI211 Melf's Acid Arrow | Melf's Acid Arrow (Conjuration/Summoning) Level: 2 Range: 60 ft. Duration: 1 round/3 levels Casting Time: 2 Area of Effect: 1 creature Saving Throw: None By means of this spell, the wizard creates a magical arrow that speeds to its target unerringly. The arrow has no attack or damage bonus, but inflicts 2d4 points of acid damage (there is no splash damage). For every 3 levels of the caster, the acid lasts for another round, unless somehow dispelled, inflicting another 2d4 points of damage each round. So at 3rd-5th level, the acid lasts 2 rounds, at 6th-8th level, the acid lasts for 3 rounds, and so on. | Melf's Acid Arrow (Wizard - Conjuration) Level: 2 Range: 60 feet Duration: 1 round/3 levels Casting time: 2 Area of Effect: 1 creature Saving Throw: None By means of this spell, the wizard creates a magical arrow that speeds to its target unerringly. The arrow has no attack or damage bonus, but inflicts 2d4 points of acid damage (there is no splash damage). For every 3 levels of the caster, the acid lasts for another round, unless somehow dispelled, inflicting another 2d4 points of damage each round. So at 3rd-5th level, the acid lasts 2 rounds, at 6th-8th level, the acid lasts for 3 rounds, and so on. STATISTICS: - Inflicts 2d4 acid damage to the target every round for 2 rounds |
SPWI212 Mirror Image | Mirror Image (Illusion/Phantasm) Level: 2 Range: 0 Duration: 3 rounds + 1 round/level Casting Time: 1 Area of Effect: Special Saving Throw: None When a Mirror Image spell is invoked, the caster causes from 2 to 8 exact duplicates of | Mirror Image (Wizard - Illusion) Level: 2 Range: Contact Duration: 3 rounds + 1 round/level Casting time: 1 Area of Effect: Caster Saving Throw: None When a Mirror Image spell is invoked, the caster causes from 2 to 8 exact duplicates of |
SPWI213 Stinking Cloud | Stinking Cloud (Evocation) Level: 2 Range: 90 ft. Duration: 1 turn Casting Time: 2 Area of Effect: 15-ft. radius Saving Throw: Neg. When casting a Stinking Cloud spell, the wizard creates a billowing mass of nauseous vapors up to 90 ft. away from | Stinking Cloud (Wizard - Invocation) Level: 2 Range: 40 feet Duration: 9 seconds Casting time: 2 Area of Effect: radius of 15 feet Saving Throw: Paralysis / Poison / Death at +2 (Neg.) When casting a Stinking Cloud spell, the wizard creates a billowing mass of nauseous vapors up to 90 ft. away from |
SPWI214 Strength | Strength (Alteration) Level: 2 Range: 20 ft. Duration: 1 turn/level Casting Time: 9 Area of Effect: 1 creature Saving Throw: None Application of this spell sets the Strength of the character to 18 and then adds a +50% bonus on top of this. The character receives any strength bonuses appropriate. For example, if a character has between 18/50 and 18/00 Strength, then | Strength (Wizard - Alteration) Level: 2 Range: 20 feet Duration: 1 turn/level Casting time: 9 Area of Effect: 1 creature Saving Throw: None Application of this spell sets the Strength of the character to 18 and then adds a +50% bonus on top of this. The character receives any strength bonuses appropriate. For example, if a character has between 18/50 and 18/00 Strength, then |
SPWI215 Web | Web (Evocation) Level: 2 Range: 40 ft. Duration: 1 turn Casting Time: 2 Area of Effect: 15-ft. radius Saving Throw: Neg. A Web spell creates a many-layered mass of strong, sticky strands similar to spider webs but far larger and tougher. The Web spell covers a maximum area of about 15 ft. in radius (roughly the same size as a Fireball). Creatures caught within webs, or simply touching them, become stuck among the gluey fibers. Anyone in the area when the spell is cast must roll a Saving Throw vs. Spell with a -2 penalty. If the Saving Throw is successful, then the creature is free to move out of the area. A failed Saving Throw means the creature is stuck in the webs unable to move. Each round that a creature remains in the web, it must make a Saving Throw or be unable to move. | Web (Wizard - Invocation) Level: 2 Range: 40 feet Duration: 7 seconds Casting time: 2 Area of Effect: radius of 15 feet Saving Throw: Spells at -2 (Neg.) A Web spell creates a many-layered mass of strong, sticky strands similar to spider webs but far larger and tougher. The Web spell covers a maximum area of about 15 ft. in radius (roughly the same size as a Fireball). Creatures caught within webs, or simply touching them, become stuck among the gluey fibers. Anyone in the area when the spell is cast must roll a Saving Throw vs. Spell with a -2 penalty. If the Saving Throw is successful, then the creature is free to move out of the area. A failed Saving Throw means the creature is stuck in the webs unable to move. Each round that a creature remains in the web, it must make a Saving Throw or be unable to move. STATISTICS: - Hold the target - Immobilize the target |
SPWI217 Agannazar's Scorcher | Agannazar's Scorcher (Evocation) Level: 2 Range: 15 ft. Duration: 1 round Casting Time: 3 Area of Effect: 2-ft. by 15-ft. jet Saving Throw: None Upon casting this spell, a jet of flame appears at the caster's fingertips and bursts out toward one target of the caster's choice. That target will be hit by this flame for 3d6 points of damage. The flame jet strikes a second time halfway through its duration, and the caster may move while the spell is in effect. There is no Saving Throw against this spell, though anti-fire capabilities such as Fire Resistance will apply and may reduce or eliminate the damage. | Agannazar's Scorcher (Wizard - Invocation) Level: 2 Range: 15 feet Duration: 2 seconds Casting time: 3 Area of Effect: 1 creature Saving Throw: None Upon casting this spell, a jet of flame appears at the caster's fingertips and bursts out toward one target of the caster's choice. That target will be hit by this flame for 3d6 points of damage. The flame jet strikes a second time halfway through its duration, and the caster may move while the spell is in effect. There is no Saving Throw against this spell, though anti-fire capabilities such as Fire Resistance will apply and may reduce or eliminate the damage. STATISTICS: - Inflicts 3d6 fire damage to the target - Pause the caster |
SPWI218 Ghoul Touch | Ghoul Touch (Necromancy) Level: 2 Range: 0 Duration: 5 rounds Casting Time: 1 Area of Effect: The caster Saving Throw: Neg. When the caster completes this spell, a red glow encompasses | Ghoul Touch (Wizard - Necromancy) Level: 2 Range: Contact Duration: 5 rounds Casting time: 1 Area of Effect: Caster Saving Throw: None When the caster completes this spell, a red glow encompasses |
SPWI219 Vocalize | Vocalize (Alteration) Level: 2 Range: 0 Duration: 1 turn Casting Time: 2 Area of Effect: The caster Saving Throw: None The recipient of this spell can cast spells with a verbal component without having to make any noise. Effectively, this spell cancels the effects of Silence and makes the recipient immune to it for the spell's duration. This spell has no effect on other noises or speech—it simply removes a spell's verbal component. | Vocalize (Wizard - Alteration) Level: 2 Range: Contact Duration: 1 turn Casting time: 2 Area of Effect: Caster Saving Throw: None The recipient of this spell can cast spells with a verbal component without having to make any noise. Effectively, this spell cancels the effects of Silence and makes the recipient immune to it for the spell's duration. This spell has no effect on other noises or speech—it simply removes a spell's verbal component. STATISTICS: - Protects from silence |
SPWI220 Power Word, Sleep | Power Word, Sleep (Conjuration/Summoning) Level: 2 Range: 90 ft. Duration: 5 rounds Casting Time: 1 Area of Effect: 1 creature Saving Throw: None When a wizard calls upon a Power Word, Sleep spell, | Power Word, Sleep (Wizard - Conjuration) Level: 2 Range: 40 feet Duration: 5 rounds Casting time: 1 Area of Effect: 1 creature Saving Throw: None When a wizard calls upon a Power Word, Sleep spell, |
SPWI221 Ray of Enfeeblement | Ray of Enfeeblement (Enchantment/Charm) Level: 2 Range: Visual range of the caster Duration: 1 round/level Casting Time: 2 Area of Effect: 1 creature Saving Throw: Neg. By means of a Ray of Enfeeblement, a wizard weakens an opponent, reducing its Strength and thereby the attacks that rely upon it. The victim is reduced to a Strength of 5 for the duration of the spell unless a Save vs. Spell is made. This spell does not affect combat bonuses due to magical items, and those conferring increased Strength function normally. However the target receives all of the penalties for a 5 Strength such as attack and damage penalties as well as lower weight allowance. | Ray of Enfeeblement (Wizard - Enchantment) Level: 2 Range: 40 feet Duration: 1 round/level Casting time: 2 Area of Effect: 1 creature Saving Throw: Spells (Neg.) By means of a Ray of Enfeeblement, a wizard weakens an opponent, reducing its Strength and thereby the attacks that rely upon it. The victim is reduced to a Strength of 5 for the duration of the spell unless a Save vs. Spell is made. This spell does not affect combat bonuses due to magical items, and those conferring increased Strength function normally. However the target receives all of the penalties for a 5 Strength such as attack and damage penalties as well as lower weight allowance. STATISTICS: - Change the Strength of the target to 5 |
SPWI222 Chaos Shield | Chaos Shield (Abjuration) Level: 2 Range: 0 Duration: 5 rounds + 1 turn/5 levels Casting Time: 2 Area of Effect: The caster Saving Throw: None Chaos Shield increases a Wild Mage's chance to gain a favorable result when a Wild Surge occurs. Every time a roll is made on the Wild Surge chart, an extra 15 is added to the dice roll. When Nahal's Reckless Dweomer is cast, the bonus from Chaos Shield stacks with the Wild Mage's level bonus. | Chaos Shield (Wizard - Abjuration) Level: 2 Range: Contact Duration: 5 rounds + 1 turn/5 levels Casting time: 2 Area of Effect: Caster Saving Throw: None Chaos Shield increases a Wild Mage's chance to gain a favorable result when a Wild Surge occurs. Every time a roll is made on the Wild Surge chart, an extra 15 is added to the dice roll. When Nahal's Reckless Dweomer is cast, the bonus from Chaos Shield stacks with the Wild Mage's level bonus. STATISTICS: - Probability that a wild surge will have positive effect: Set to 15 (not cumulative) |
SPWI223 Deafness | Deafness (Illusion/Phantasm) Level: 2 Range: 180 ft. Duration: Special Casting Time: 2 Area of Effect: 1 creature Saving Throw: Neg. The Deafness spell causes the recipient to become totally unable to hear any sounds. The victim is allowed a Saving Throw vs. Spell to negate the effect. Deafened spellcasters have a 50% chance to miscast any spells. This deafness can be done away with by means of a Dispel Magic spell or a Cure Disease spell. | Deafness (Wizard - Illusion) Level: 2 Range: 40 feet Duration: Instant Casting time: 2 Area of Effect: 1 creature Saving Throw: Spells (Neg.) The Deafness spell causes the recipient to become totally unable to hear any sounds. The victim is allowed a Saving Throw vs. Spell to negate the effect. Deafened spellcasters have a 50% chance to miscast any spells. This deafness can be done away with by means of a Dispel Magic spell or a Cure Disease spell. STATISTICS: - Deafens the target |
SPWI224 Glitterdust | Glitterdust (Conjuration/Summoning) Level: 2 Range: 30 ft. Duration: 4 rounds Casting Time: 2 Area of Effect: 15-ft. radius Saving Throw: Neg. This spell creates a cloud of glittering golden particles within the area of effect. All enemies in the area must roll a successful Saving Throw vs. Spell or be blinded (-4 penalty to attack rolls and Armor Class) for 4 rounds. In addition, all enemies who fail their Saving Throw are covered by the dust, which cannot be removed and continues to sparkle until it fades, thus revealing invisible creatures. The dust fades in 4 rounds. | Glitterdust (Wizard - Conjuration) Level: 2 Range: 20 feet Duration: 4 rounds Casting time: 2 Area of Effect: Enemies within a radius of 15 feet Saving Throw: Spells (Neg.) This spell creates a cloud of glittering golden particles within the area of effect. All enemies in the area must roll a successful Saving Throw vs. Spell or be blinded (-4 penalty to attack rolls and Armor Class) for 4 rounds. In addition, all enemies who fail their Saving Throw are covered by the dust, which cannot be removed and continues to sparkle until it fades, thus revealing invisible creatures. The dust fades in 4 rounds. STATISTICS: - Dispel the target's invisibility - Blinds the target |
SPWI298 Contingency – Mirror Image | Mirror Image (Illusion/Phantasm) Level: 2 Range: 0 Duration: 3 rounds + 1 round/level Casting Time: 1 Area of Effect: Special Saving Throw: None When a Mirror Image spell is invoked, the caster causes from 2 to 8 exact duplicates of | Contingency – Mirror Image (Wizard) Level: 2 Range: Contact Duration: 3 rounds/level Casting time: 0 Area of Effect: Caster Saving Throw: None When a Mirror Image spell is invoked, the caster causes from 2 to 8 exact duplicates of |
SPWI299 Summon Cow | Summon Cow (Summoning) Level: 2 Range: 60 ft. Duration: Instant Casting Time: 1 Area of Effect: 1 creature Saving Throw: None The spell speaks for itself, baby! | Summon Cow (Wizard) Level: 2 Range: 60 feet Duration: Instant Casting time: 1 Area of Effect: 1 creature Saving Throw: None The spell speaks for itself, baby! STATISTICS: - Inflicts 3d10 +3 crushing damage to the target |
SPWI301 Clairvoyance | Clairvoyance (Divination) Level: 3 Range: Special Duration: Instant Casting Time: 3 Area of Effect: Special Saving Throw: None The Clairvoyance spell empowers the wizard to see in | Clairvoyance (Wizard - Divination) Level: 3 Range: Contact Duration: Instant Casting time: 3 Area of Effect: Caster Saving Throw: None The Clairvoyance spell empowers the wizard to see in |
SPWI302 Remove Magic | Remove Magic (Abjuration) Level: 3 Range: 40 ft. Duration: Instant Casting Time: 3 Area of Effect: 15-ft. radius Saving Throw: None This is the combat version of Dispel Magic; it will only affect opponents. A Remove Magic dispels the magical effects upon any enemies within the area. This includes effects given from spells, potions, and certain magical items such as wands. It does not, however, affect enchanted magical items. The chance of the dispel succeeding is determined by the level of the caster and the level of the magic being dispelled. The base chance of successfully dispelling is 50%. For every level that the caster of Remove Magic is above the original caster, | Remove Magic (Wizard - Abjuration) Level: 3 Range: 40 feet Duration: Instant Casting time: 3 Area of Effect: Enemies within a radius of 15 feet Saving Throw: None This is the combat version of Dispel Magic; it will only affect opponents. A Remove Magic dispels the magical effects upon any enemies within the area. This includes effects given from spells, potions, and certain magical items such as wands. It does not, however, affect enchanted magical items. The chance of the dispel succeeding is determined by the level of the caster and the level of the magic being dispelled. The base chance of successfully dispelling is 50%. For every level that the caster of Remove Magic is above the original caster, |
SPWI303 Flame Arrow | Flame Arrow (Conjuration/Summoning) Level: 3 Range: 60 ft. Duration: 1 round Casting Time: 3 Area of Effect: 1 creature Saving Throw: 1/2 This spell enables the caster to hurl fiery bolts at opponents within range. Each bolt inflicts 1d6 points of piercing damage plus 4d6 points of fire damage. Only half of the fire damage is inflicted if the creature struck saves vs. Spell. The caster receives one bolt every 5 levels beyond the 5th (2 bolts at 10th level, 3 at 15th level, etc.). All of the bolts will streak toward the target of the spell. | Flame Arrow (Wizard - Conjuration) Level: 3 Range: 60 feet Duration: Instant Casting time: 3 Area of Effect: 1 creature Saving Throw: Special This spell enables the caster to hurl fiery bolts at opponents within range. Each bolt inflicts 1d6 points of piercing damage plus 4d6 points of fire damage. Only half of the fire damage is inflicted if the creature struck saves vs. Spell. The caster receives one bolt every 5 levels beyond the 5th (2 bolts at 10th level, 3 at 15th level, etc.). All of the bolts will streak toward the target of the spell. STATISTICS: Between level 1 and 9 - Inflicts 1d6 piercing damage to the target - Inflicts 4d6 fire damage to the target (save vs. Spells half) Between level 10 and 14 - Inflicts 1d6 piercing damage to the target - Inflicts 4d6 fire damage to the target (save vs. Spells half) Between level 15 and 19 - Inflicts 1d6 piercing damage to the target - Inflicts 4d6 fire damage to the target (save vs. Spells half) From level 20 - Inflicts 1d6 piercing damage to the target - Inflicts 4d6 fire damage to the target (save vs. Spells half) |
SPWI304 Fireball | Fireball (Evocation) Level: 3 Range: 40 ft. Duration: Instant Casting Time: 3 Area of Effect: 15-ft. radius Saving Throw: 1/2 A Fireball is an explosive burst of flame, which detonates with a low roar and delivers damage proportional to the level of the wizard who cast it—1d6 points of damage for each level of experience of the caster (up to a maximum of 10d6). The wizard points | Fireball (Wizard - Invocation) Level: 3 Range: 40 feet Duration: Instant Casting time: 3 Area of Effect: radius of 15 feet Saving Throw: Spells (1/2) A Fireball is an explosive burst of flame, which detonates with a low roar and delivers damage proportional to the level of the wizard who cast it—1d6 points of damage for each level of experience of the caster (up to a maximum of 10d6). The wizard points |
SPWI305 Haste | Haste (Alteration) Level: 3 Range: 15 ft. Duration: 3 rounds + 1 round/level Casting Time: 3 Area of Effect: 15-ft. radius Saving Throw: None When this spell is cast, all creatures affected function at double their normal movement rate, gain a -2 initiative bonus, and receive an extra attack per round. Thus, a creature moving at 6 and attacking once per round would move at 12 and attack twice per round. At the instant the spell is completed, it affects all allied creatures in a 15-ft. radius centered on a point selected by the caster (thus, creatures leaving the area are still subject to the spell's effect; those entering the area after the casting is completed are not). This spell is not cumulative with itself or with other similar magic. Spellcasting and spell effects are not affected. Note that this spell negates the effects of a Slow spell. | Haste (Wizard - Alteration) Level: 3 Range: 15 feet Duration: 3 rounds + 1 round/level Casting time: 3 Area of Effect: Allies within a radius of 15 feet Saving Throw: None When this spell is cast, all creatures affected function at double their normal movement rate, gain a -2 initiative bonus, and receive an extra attack per round. Thus, a creature moving at 6 and attacking once per round would move at 12 and attack twice per round. At the instant the spell is completed, it affects all allied creatures in a 15-ft. radius centered on a point selected by the caster (thus, creatures leaving the area are still subject to the spell's effect; those entering the area after the casting is completed are not). This spell is not cumulative with itself or with other similar magic. Spellcasting and spell effects are not affected. Note that this spell negates the effects of a Slow spell. STATISTICS: - Double movement speed and grants one additional attack per round to the target - Increases the fatigue of the target by 4 after 8 rounds |
SPWI306 Hold Person | Hold Person (Enchantment/Charm) Level: 3 Range: 35 ft. Duration: 1 turn Casting Time: 3 Area of Effect: 1 creature and any enemy within 4 ft. Saving Throw: Neg. This spell holds 1d4 humans, demihumans, or humanoid creatures rigidly immobile and in place for five or more rounds. The Hold Person spell affects any bipedal human, demihuman, or humanoid of mansize or smaller, including brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be held, while an ogre could not. The effect is centered on the victim selected by the caster. Every enemy within 4 ft. of the target is also affected. Those who save vs. Spell at -1 are totally unaffected by the spell. Undead creatures cannot be held. Held creatures cannot move or speak, but they remain aware of events around them and can use abilities not requiring motion or speech. Being held does not prevent the worsening of the subjects' condition due to wounds, disease, or poison. | Hold Person (Wizard - Enchantment) Level: 3 Range: 35 feet Duration: 1 turn Casting time: 3 Area of Effect: 1 creature and any enemy within a radius of 3 feet Saving Throw: Spells at -1 (Neg.) This spell holds 1d4 humans, demihumans, or humanoid creatures rigidly immobile and in place for five or more rounds. The Hold Person spell affects any bipedal human, demihuman, or humanoid of mansize or smaller, including brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be held, while an ogre could not. The effect is centered on the victim selected by the caster. Every enemy within 4 ft. of the target is also affected. Those who save vs. Spell at -1 are totally unaffected by the spell. Undead creatures cannot be held. Held creatures cannot move or speak, but they remain aware of events around them and can use abilities not requiring motion or speech. Being held does not prevent the worsening of the subjects' condition due to wounds, disease, or poison. STATISTICS: - Hold the humanoids |
SPWI307 Invisibility, 10' Radius | Invisibility, 10' Radius (Illusion/Phantasm) Level: 3 Range: 0 Duration: Special Casting Time: 9 Area of Effect: 10-ft. radius Saving Throw: None This spell causes all friendly creatures within 10 ft. of the caster to vanish from sight and be undetectable by normal vision or even infravision. Of course, the invisible creature(s) are not magically silenced, and certain other conditions can render the creature(s) detectable. Even allies cannot see the invisible creature(s) or their gear, unless these allies can normally see invisible things or employ magic to do so. Items dropped or put down by the invisible creature(s) become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature(s). The spell remains in effect until it is magically broken or dispelled, until the wizard or recipient cancels it, until the recipient attacks any creature, or until 24 hours have passed. The invisible being(s) cannot open doors, talk, eat, climb stairs, etc. If they attack, they immediately become visible, although the invisibility enables them to attack first. | Invisibility, 10' Radius (Wizard - Illusion) Level: 3 Range: Contact Duration: 1 day Casting time: 9 Area of Effect: Allies within a radius of 10 feet around of the caster Saving Throw: None This spell causes all friendly creatures within 10 ft. of the caster to vanish from sight and be undetectable by normal vision or even infravision. Of course, the invisible creature(s) are not magically silenced, and certain other conditions can render the creature(s) detectable. Even allies cannot see the invisible creature(s) or their gear, unless these allies can normally see invisible things or employ magic to do so. Items dropped or put down by the invisible creature(s) become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature(s). The spell remains in effect until it is magically broken or dispelled, until the wizard or recipient cancels it, until the recipient attacks any creature, or until 24 hours have passed. The invisible being(s) cannot open doors, talk, eat, climb stairs, etc. If they attack, they immediately become visible, although the invisibility enables them to attack first. STATISTICS: - Cast Invisibility on the target |
SPWI308 Lightning Bolt | Lightning Bolt (Evocation) Level: 3 Range: 70 ft. Duration: Instant Casting Time: 3 Area of Effect: Path of bolt Saving Throw: 1/2 Upon casting this spell, the wizard releases a powerful stroke of electrical energy that inflicts 1d6 points of damage per level of the caster (maximum damage of 10d6) to each creature within its area of effect. A successful Saving Throw vs. Spell reduces this damage to half (round fractions down). If the lightning bolt intersects with a wall, it will bounce until it reaches its full length. | Lightning Bolt (Wizard - Invocation) Level: 3 Range: 10 feet par niveau Duration: Instant Casting time: 3 Area of Effect: 1 creature and any creature within a radius of 180 feet Saving Throw: Spells (1/2) Upon casting this spell, the wizard releases a powerful stroke of electrical energy that inflicts 1d6 points of damage per level of the caster (maximum damage of 10d6) to each creature within its area of effect. A successful Saving Throw vs. Spell reduces this damage to half (round fractions down). If the lightning bolt intersects with a wall, it will bounce until it reaches its full length. STATISTICS: - Inflicts 1d6 electrical damage per level/10 to the target |
SPWI309 Monster Summoning I | Monster Summoning I (Conjuration/Summoning) Level: 3 Range: 120 ft. Duration: 2 rounds + 1 round/level Casting Time: 4 Area of Effect: Special Saving Throw: None With the casting of this spell, the wizard summons a random selection of 3-HD monsters. There is a 60% chance of receiving one monster and a 40% chance of receiving two monsters. The monster(s) appear within spell range and attack the spellcaster's opponents until the spell duration expires or until they are slain. | Monster Summoning I (Wizard - Conjuration) Level: 3 Range: 20 feet Duration: 2 rounds + 1 round/level Casting time: 4 Area of Effect: Point in the visual range of the caster Saving Throw: None With the casting of this spell, the wizard summons a random selection of 3-HD monsters. There is a 60% chance of receiving one monster and a 40% chance of receiving two monsters. The monster(s) appear within spell range and attack the spellcaster's opponents until the spell duration expires or until they are slain. STATISTICS: - Summon between 1 and 4 monsters (Kobold Commando, Ogrillon, Worg or Rabid Dog) |
SPWI310 Non-Detection | Non-Detection (Abjuration) Level: 3 Range: Touch Duration: 4 hours Casting Time: 3 Area of Effect: 1 creature Saving Throw: None By casting this spell, the wizard makes the creature touched undetectable by divination spells such as Clairaudience, Clairvoyance, Locate Object, ESP, and detect spells including Invisibility Purge. It also prevents location by such magical items as crystal balls and ESP medallions. It does not affect the Know Alignment spell. | Non-Detection (Wizard - Abjuration) Level: 3 Range: Contact Duration: 4 hours Casting time: 3 Area of Effect: 1 creature Saving Throw: None By casting this spell, the wizard makes the creature touched undetectable by divination spells such as Clairaudience, Clairvoyance, Locate Object, ESP, and detect spells including Invisibility Purge. It also prevents location by such magical items as crystal balls and ESP medallions. It does not affect the Know Alignment spell. STATISTICS: - Makes the target non-detectable by magical means such as Detect Invisibility and other divinations |
SPWI311 Protection From Normal Missiles | Protection From Normal Missiles (Abjuration) Level: 3 Range: Touch Duration: 1 hour Casting Time: 3 Area of Effect: 1 creature Saving Throw: None By means of this spell, the wizard bestows total invulnerability to non-magical hurled and launched missiles such as arrows, bolts, bullets, darts, throwing axes, and throwing daggers. Note, however, that this spell does not convey any protection from such magical attacks as Fireball, Lightning Bolt, or Magic Missile, nor does it protect against magical missiles such as arrows +1. | Protection From Normal Missiles (Wizard - Abjuration) Level: 3 Range: Contact Duration: 1 hour Casting time: 3 Area of Effect: 1 creature Saving Throw: None By means of this spell, the wizard bestows total invulnerability to non-magical hurled and launched missiles such as arrows, bolts, bullets, darts, throwing axes, and throwing daggers. Note, however, that this spell does not convey any protection from such magical attacks as Fireball, Lightning Bolt, or Magic Missile, nor does it protect against magical missiles such as arrows +1. STATISTICS: - Protects the target from throwing spears - Protects the target from darts - Protects the target from throwing daggers - Protects the target from balls - Protects the target from bolts - Protects the target from throwing axes - Protects the target from arrows |
SPWI312 Slow | Slow (Alteration) Level: 3 Range: 25 ft. Duration: 1 turn Casting Time: 3 Area of Effect: 15-ft. radius Saving Throw: Neg. A Slow spell causes creatures to move and attack at half of their normal rates. It negates Haste, but does not otherwise affect magically hasted or slowed creatures. Slowed creatures have an Armor Class and attack penalty of -4. Creatures save at -4 vs. Spell. | Slow (Wizard - Alteration) Level: 3 Range: 25 feet Duration: 1 turn Casting time: 3 Area of Effect: Enemies within a radius of 15 feet Saving Throw: Spells at -4 (Neg.) A Slow spell causes creatures to move and attack at half of their normal rates. It negates Haste, but does not otherwise affect magically hasted or slowed creatures. Slowed creatures have an Armor Class and attack penalty of -4. Creatures save at -4 vs. Spell. STATISTICS: - Armor Class of the target: -4 (not cumulative) - Reduces the THAC0 of the target by 4 (not cumulative) - Slows the target |
SPWI313 Skull Trap | Skull Trap (Necromancy) Level: 3 Range: 60 ft. Duration: Special Casting Time: 3 Area of Effect: 11-ft. radius Saving Throw: 1/2 When this spell is cast, a skull is thrown by the caster at the target area. The skull floats in the area until a creature comes within 8 ft. of it. When this happens, the skull is triggered and explodes damaging everyone within a 11-ft. radius. The damage inflicted is equal to 1d6 per level of the caster, or half with a successful Saving Throw vs. Spell. When casting this spell, it is wise to set it far away from the party lest they set it off accidentally. | Skull Trap (Wizard - Necromancy) Level: 3 Range: 30 feet Duration: Instant Casting time: 3 Area of Effect: radius of 11 feet Saving Throw: Spells (1/2) When this spell is cast, a skull is thrown by the caster at the target area. The skull floats in the area until a creature comes within 8 ft. of it. When this happens, the skull is triggered and explodes damaging everyone within a 11-ft. radius. The damage inflicted is equal to 1d6 per level of the caster, or half with a successful Saving Throw vs. Spell. When casting this spell, it is wise to set it far away from the party lest they set it off accidentally. STATISTICS: - Inflicts 1d6 magic damage per level/20 to the target |
SPWI314 Vampiric Touch | Vampiric Touch (Necromancy) Level: 3 Range: Touch Duration: Instant Casting Time: 3 Area of Effect: 1 creature Saving Throw: None When this spell is cast, the target loses 1d6 Hit Points for every 2 caster levels, to a maximum drain of 6d6 for a 12th-level caster. These Hit Points are added to the caster's current Hit Points, with any Hit Points over the caster's normal maximum treated as temporary additional Hit Points. The temporary Hit Points last for 1 hour. Note: This spell may not be cast multiple times to radically increase the caster's maximum Hit Points. | Vampiric Touch (Wizard - Necromancy) Level: 3 Range: Contact Duration: Instant Casting time: 3 Area of Effect: 1 creature Saving Throw: None When this spell is cast, the target loses 1d6 Hit Points for every 2 caster levels, to a maximum drain of 6d6 for a 12th-level caster. These Hit Points are added to the caster's current Hit Points, with any Hit Points over the caster's normal maximum treated as temporary additional Hit Points. The temporary Hit Points last for 1 hour. Note: This spell may not be cast multiple times to radically increase the caster's maximum Hit Points. STATISTICS: Between level 1 and 5 - Drains 1d6 magic damage to the target for 1 hour (not cumulative) (Ineffective against the wearer, the undead and the golems) Between level 6 and 7 - Drains 3d6 magic damage to the target for 1 hour (not cumulative) (Ineffective against the wearer, the undead and the golems) Between level 8 and 9 - Drains 4d6 magic damage to the target for 1 hour (not cumulative) (Ineffective against the wearer, the undead and the golems) Between level 10 and 11 - Drains 5d6 magic damage to the target for 1 hour (not cumulative) (Ineffective against the wearer, the undead and the golems) From level 12 - Drains 6d6 magic damage to the target for 1 hour (not cumulative) (Ineffective against the wearer, the undead and the golems) |
SPWI315 Wraithform | Wraithform (Alteration, Illusion) Level: 3 Range: 0 Duration: 2 rounds/level Casting Time: 1 Area of Effect: The caster Saving Throw: None When this spell is cast, the wizard and all of | Wraithform (Wizard - Illusion) Level: 3 Range: Contact Duration: 2 rounds/level Casting time: 1 Area of Effect: Caster Saving Throw: None When this spell is cast, the wizard and all of |
SPWI316 Dire Charm | Dire Charm (Enchantment/Charm) Level: 3 Range: 60 ft. Duration: 5 rounds Casting Time: 3 Area of Effect: 1 creature Saving Throw: Neg. This spell works in the exact same manner as Charm Person, with one difference: There is no Saving Throw bonus. Dire Charm affects any single person it is cast upon. The term person includes any bipedal human, demihuman, or humanoid of man-size or smaller, such as brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be charmed, but an ogre could not. The person is allowed a Saving Throw vs. Spell to negate the effect. If the spell's recipient fails | Dire Charm (Wizard - Enchantment) Level: 3 Range: 35 feet Duration: 5 rounds Casting time: 3 Area of Effect: 1 creature Saving Throw: Spells (Neg.) This spell works in the exact same manner as Charm Person, with one difference: There is no Saving Throw bonus. Dire Charm affects any single person it is cast upon. The term person includes any bipedal human, demihuman, or humanoid of man-size or smaller, such as brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be charmed, but an ogre could not. The person is allowed a Saving Throw vs. Spell to negate the effect. If the spell's recipient fails |
SPWI317 Ghost Armor | Ghost Armor (Conjuration/Summoning) Level: 3 Range: 0 Duration: 1 hour Casting Time: 1 Area of Effect: The caster Saving Throw: None By means of this spell, the wizard creates a magical field of force that serves as if it were field plate armor (AC 2). It is cumulative with Dexterity bonuses to Armor Class and, in the case of Fighter/Mages, with the shield's bonus. The Ghost Armor spell does not hinder movement, adds no weight or encumbrance, nor does it prevent spellcasting. It lasts until successfully dispelled or until the duration expires. | Ghost Armor (Wizard - Conjuration) Level: 3 Range: Contact Duration: 1 hour Casting time: 1 Area of Effect: Caster Saving Throw: None By means of this spell, the wizard creates a magical field of force that serves as if it were field plate armor (AC 2). It is cumulative with Dexterity bonuses to Armor Class and, in the case of Fighter/Mages, with the shield's bonus. The Ghost Armor spell does not hinder movement, adds no weight or encumbrance, nor does it prevent spellcasting. It lasts until successfully dispelled or until the duration expires. STATISTICS: - Base Armor Class: 2 |
SPWI318 Minor Spell Deflection | Minor Spell Deflection (Abjuration) Level: 3 Range: 0 Duration: 3 rounds/level Casting Time: 3 Area of Effect: The caster Saving Throw: None This spell is similar to the 6th-level spell Spell Deflection, which causes the spells cast against the wizard to be absorbed and consumed. This spell affects a total of 4 spell levels, including spells cast from scrolls and innate spell-like abilities, but excludes the following: area effects that are not centered directly upon the wizard, as well as area effects that are stationary, such as Cloudkill and Stinking Cloud. As long as the spell is cast directly at the wizard, it will be absorbed. This spell will only affect up to 7th-level spells, but if it tries to absorb a spell that goes over its limit, the spell will fail and the spell deflection will be canceled. For example, if there is only 1 level left and a 3rd-level spell is cast at the wizard, the spell will be absorbed while canceling the Spell Deflection. | Minor Spell Deflection (Wizard - Abjuration) Level: 3 Range: Contact Duration: Special Casting time: 3 Area of Effect: Caster Saving Throw: None This spell is similar to the 6th-level spell Spell Deflection, which causes the spells cast against the wizard to be absorbed and consumed. This spell affects a total of 4 spell levels, including spells cast from scrolls and innate spell-like abilities, but excludes the following: area effects that are not centered directly upon the wizard, as well as area effects that are stationary, such as Cloudkill and Stinking Cloud. As long as the spell is cast directly at the wizard, it will be absorbed. This spell will only affect up to 7th-level spells, but if it tries to absorb a spell that goes over its limit, the spell will fail and the spell deflection will be canceled. For example, if there is only 1 level left and a 3rd-level spell is cast at the wizard, the spell will be absorbed while canceling the Spell Deflection. STATISTICS: Between level 1 and 5 - Immunize up to 4 spell levels from those of 7th level spells and below for 15 rounds At level 6 - Immunize up to 4 spell levels from those of 7th level spells and below for 18 rounds At level 7 - Immunize up to 4 spell levels from those of 7th level spells and below for 21 rounds At level 8 - Immunize up to 4 spell levels from those of 7th level spells and below for 24 rounds At level 9 - Immunize up to 4 spell levels from those of 7th level spells and below for 27 rounds Between level 10 and 11 - Immunize up to 4 spell levels from those of 7th level spells and below for 3 turns At level 12 - Immunize up to 4 spell levels from those of 7th level spells and below for 36 rounds At level 13 - Immunize up to 4 spell levels from those of 7th level spells and below for 39 rounds At level 14 - Immunize up to 4 spell levels from those of 7th level spells and below for 42 rounds At level 15 - Immunize up to 4 spell levels from those of 7th level spells and below for 45 rounds At level 16 - Immunize up to 4 spell levels from those of 7th level spells and below for 48 rounds At level 17 - Immunize up to 4 spell levels from those of 7th level spells and below for 51 rounds At level 18 - Immunize up to 4 spell levels from those of 7th level spells and below for 54 rounds At level 19 - Immunize up to 4 spell levels from those of 7th level spells and below for 57 rounds From level 20 - Immunize up to 4 spell levels from those of 7th level spells and below for 6 turns |
SPWI319 Protection From Fire | Protection From Fire (Abjuration) Level: 3 Range: Touch Duration: 1 turn/level Casting Time: 3 Area of Effect: 1 creature Saving Throw: None This spell lasts 1 turn per caster level. When the spell is cast, it confers complete invulnerability to normal fires (torches, bonfires, oil fires, and the like) and to exposure to magical fires (fiery dragon breath, hell hound or pyrohydra breath, spells such as Burning Hands, Fireball, Fire Seeds, Fire Storm, Flame Strike, Meteor Swarm, and so on), absorbing 50% of all the damage dealt by such magical sources. | Protection From Fire (Wizard - Abjuration) Level: 3 Range: Contact Duration: 1 turn/level Casting time: 3 Area of Effect: 1 creature Saving Throw: None This spell lasts 1 turn per caster level. When the spell is cast, it confers complete invulnerability to normal fires (torches, bonfires, oil fires, and the like) and to exposure to magical fires (fiery dragon breath, hell hound or pyrohydra breath, spells such as Burning Hands, Fireball, Fire Seeds, Fire Storm, Flame Strike, Meteor Swarm, and so on), absorbing 50% of all the damage dealt by such magical sources. STATISTICS: - Protects the target from fire (not cumulative) - Increases the Magical Fire Resistance of the target by 50% (not cumulative) |
SPWI320 Protection From Cold | Protection From Cold (Abjuration) Level: 3 Range: Touch Duration: 1 turn/level Casting Time: 3 Area of Effect: 1 creature Saving Throw: None This spell lasts 1 turn per caster level. When the spell is cast, it confers complete invulnerability to normal cold attacks and partial protection from exposure to magical cold such as an icy dragon's breath, spells such as Cone of Cold, etc., absorbing 50% of all the damage dealt by such magical sources. | Protection From Cold (Wizard - Abjuration) Level: 3 Range: Contact Duration: 1 turn/level Casting time: 3 Area of Effect: 1 creature Saving Throw: None This spell lasts 1 turn per caster level. When the spell is cast, it confers complete invulnerability to normal cold attacks and partial protection from exposure to magical cold such as an icy dragon's breath, spells such as Cone of Cold, etc., absorbing 50% of all the damage dealt by such magical sources. STATISTICS: - Protects the target from cold (not cumulative) - Increases the Magical Cold Resistance of the target by 50% (not cumulative) |
SPWI321 Spell Thrust | Spell Thrust (Abjuration) Level: 3 Range: 25 ft. Duration: Instant Casting Time: 3 Area of Effect: 1 creature Saving Throw: None When this spell is cast at a target creature, it will dispel all of the spell protections of 5th level and lower affecting it. This includes the following spells: Minor Spell Deflection, Minor Globe of Invulnerability, Spell Immunity, and Minor Spell Turning. The target's Magic Resistance, if any, does not affect this spell. | Spell Thrust (Wizard - Abjuration) Level: 3 Range: 25 feet Duration: Instant Casting time: 3 Area of Effect: 1 creature Saving Throw: None When this spell is cast at a target creature, it will dispel all of the spell protections of 5th level and lower affecting it. This includes the following spells: Minor Spell Deflection, Minor Globe of Invulnerability, Spell Immunity, and Minor Spell Turning. The target's Magic Resistance, if any, does not affect this spell. STATISTICS: - Dispels all protection spells on the target |
SPWI322 Detect Illusion | Detect Illusion (Divination) Level: 3 Range: Visual range of the caster Duration: Instant Casting Time: 3 Area of Effect: 15-ft. radius Saving Throw: None When cast at a point designated by the wizard, this spell will cancel all Illusion/Phantasm spells of 3rd level and lower in the area. Spells that are affected by this are Reflected Image, Invisibility, Mirror Image, and Non-Detection. It is important to note that the caster can control just who this spell affects. Therefore, it will affect only creatures that are not in the caster's party. The area of effect is roughly a 15-ft. radius around the target. The target's Magic Resistance, if any, does not affect this spell. | Detect Illusion (Wizard - Divination) Level: 3 Range: 40 feet Duration: Instant Casting time: 3 Area of Effect: Enemies within a radius of 15 feet Saving Throw: None When cast at a point designated by the wizard, this spell will cancel all Illusion/Phantasm spells of 3rd level and lower in the area. Spells that are affected by this are Reflected Image, Invisibility, Mirror Image, and Non-Detection. It is important to note that the caster can control just who this spell affects. Therefore, it will affect only creatures that are not in the caster's party. The area of effect is roughly a 15-ft. radius around the target. The target's Magic Resistance, if any, does not affect this spell. STATISTICS: - Dispels all of Illusion spells of level 3 or lower on the target - Dispels all illusionary protection spells on the target |
SPWI324 Hold Undead | Hold Undead (Necromancy) Level: 3 Range: 35 ft. Duration: 2 rounds/level Casting Time: 3 Area of Effect: 1 creature and any enemies within 4 ft. Saving Throw: Neg. This spell holds 1d4 undead creatures rigidly immobile and in place. The effect is centered on the victim selected by the caster. Any enemies within 4 ft. of the target are also affected. Those who succeed on their Saving Throws are totally unaffected by the spell. Held creatures cannot move or speak, but they remain aware of events around them and can use abilities not requiring motion or speech. Being held does not prevent the worsening of the subject's condition due to wounds. | Hold Undead (Wizard - Necromancy) Level: 3 Range: 35 feet Duration: 2 rounds/level Casting time: 3 Area of Effect: 1 creature and any enemy within a radius of 4 feet Saving Throw: Spells (Neg.) This spell holds 1d4 undead creatures rigidly immobile and in place. The effect is centered on the victim selected by the caster. Any enemies within 4 ft. of the target are also affected. Those who succeed on their Saving Throws are totally unaffected by the spell. Held creatures cannot move or speak, but they remain aware of events around them and can use abilities not requiring motion or speech. Being held does not prevent the worsening of the subject's condition due to wounds. STATISTICS: - Hold the undead |
SPWI325 Melf's Minute Meteors | Melf's Minute Meteors (Evocation) Level: 3 Range: 0 Duration: Special Casting Time: 3 Area of Effect: The caster Saving Throw: None This spell creates several small globes of fire, one for each experience level the wizard has obtained, which are held in the wizard's hands in place of | Melf's Minute Meteors (Wizard - Invocation) Level: 3 Range: Contact Duration: Instant Casting time: 3 Area of Effect: Caster Saving Throw: None This spell creates several small globes of fire, one for each experience level the wizard has obtained, which are held in the wizard's hands in place of |
SPWI326 Dispel Magic | Dispel Magic (Abjuration) Level: 3 Range: 40 ft. Duration: Instant Casting Time: 5 Area of Effect: 15-ft. radius Saving Throw: None A Dispel Magic spell removes magical effects upon anyone within the area. This includes effects given from spells, potions and certain magical items such as wands. It does not, however, affect enchanted magical items or spell protections such as Spell Turning and Spell Deflection. The chance of the dispel succeeding is determined by the level of the caster and the level of the magic being dispelled. The base chance of successfully dispelling is 50%. For every level that the caster of the Dispel Magic is above the original caster, | Dispel Magic (Wizard - Abjuration) Level: 3 Range: 40 feet Duration: Instant Casting time: 5 Area of Effect: radius of 15 feet Saving Throw: None A Dispel Magic spell removes magical effects upon anyone within the area. This includes effects given from spells, potions and certain magical items such as wands. It does not, however, affect enchanted magical items or spell protections such as Spell Turning and Spell Deflection. The chance of the dispel succeeding is determined by the level of the caster and the level of the magic being dispelled. The base chance of successfully dispelling is 50%. For every level that the caster of the Dispel Magic is above the original caster, |
SPWI399 Lightning Bolt | Lightning Bolt (Evocation) Level: 3 Range: 70 ft. Duration: Instant Casting Time: 3 Area of Effect: Path of bolt Saving Throw: 1/2 Upon casting this spell, the wizard releases a powerful stroke of electrical energy that inflicts 1d6 points of damage per level of the caster (maximum damage of 10d6) to each creature within its area of effect. A successful Saving Throw vs. Spell reduces this damage to half (round fractions down). If the lightning bolt intersects with a wall, it will bounce until it reaches its full length. | Lightning Bolt (Wizard) Level: 3 Range: 10 feet par niveau Duration: Instant Casting time: 3 Area of Effect: radius of 15 feet Saving Throw: Spells (1/2) Upon casting this spell, the wizard releases a powerful stroke of electrical energy that inflicts 1d6 points of damage per level of the caster (maximum damage of 10d6) to each creature within its area of effect. A successful Saving Throw vs. Spell reduces this damage to half (round fractions down). If the lightning bolt intersects with a wall, it will bounce until it reaches its full length. STATISTICS: Between level 1 and 5 - Inflicts 5d6 fire damage to the target At level 6 - Inflicts 6d6 fire damage to the creatures in the area of effect At level 7 - Inflicts 7d6 fire damage to the creatures in the area of effect At level 8 - Inflicts 8d6 fire damage to the creatures in the area of effect At level 9 - Inflicts 9d6 fire damage to the creatures in the area of effect From level 10 - Inflicts 10d6 fire damage to the creatures in the area of effect |
SPWI401 Confusion | Confusion (Enchantment/Charm) Level: 4 Range: 35 ft. Duration: 5 rounds + 1 round/6 levels Casting Time: 4 Area of Effect: 15-ft. radius Saving Throw: Neg. This spell causes confusion in one or more enemy creatures within the area, creating indecision and the inability to take effective action. All enemy creatures within the area of effect are allowed Saving Throw vs. Spell with a -2 penalty. Those successfully saving are unaffected by the spell, whereas those who fail their Saving Throws will either go berserk, stand confused, or wander about for the duration of the spell. Wandering creatures move as far from the caster as possible, according to their most typical mode of movement (characters walk, fish swim, bats fly, etc.). Any confused creature that is attacked perceives the attacker as an enemy and acts according to its basic nature. The spell lasts for 5 rounds plus 1 round every 6 levels of the caster. | Confusion (Wizard - Enchantment) Level: 4 Range: 35 feet Duration: 5 rounds + 1 round/6 levels Casting time: 4 Area of Effect: Enemies within a radius of 15 feet Saving Throw: Spells at -2 (Neg.) This spell causes confusion in one or more enemy creatures within the area, creating indecision and the inability to take effective action. All enemy creatures within the area of effect are allowed Saving Throw vs. Spell with a -2 penalty. Those successfully saving are unaffected by the spell, whereas those who fail their Saving Throws will either go berserk, stand confused, or wander about for the duration of the spell. Wandering creatures move as far from the caster as possible, according to their most typical mode of movement (characters walk, fish swim, bats fly, etc.). Any confused creature that is attacked perceives the attacker as an enemy and acts according to its basic nature. The spell lasts for 5 rounds plus 1 round every 6 levels of the caster. STATISTICS: - Confusing to the target |
SPWI402 Dimension Door | Dimension Door (Alteration) Level: 4 Range: 0 Duration: Instant Casting Time: 1 Area of Effect: The caster Saving Throw: None This spell transports the caster to any place within the visual range of the caster. When the spell is cast, a dimensional portal opens up in front of the caster, who immediately steps through it. Upon passing through the portal, the caster finds | Dimension Door (Wizard - Alteration) Level: 4 Range: 400 feet Duration: Instant Casting time: 1 Area of Effect: Point in the visual range of the caster Saving Throw: None This spell transports the caster to any place within the visual range of the caster. When the spell is cast, a dimensional portal opens up in front of the caster, who immediately steps through it. Upon passing through the portal, the caster finds |
SPWI403 Fire Shield (Blue) | Fireshield (Blue) (Evocation) Level: 4 Range: 0 Duration: 3 rounds + 1 round/level Casting Time: 4 Area of Effect: The caster Saving Throw: None The blue Fireshield protects the user from cold damage by surrounding the caster with a shield of ice flame. This shield not only grants the user 50% Cold Resistance, but also protects the caster from attacks made within a 5-ft. radius around the caster. An opponent that hits the caster with any weapons or spells within this radius suffers 1d8+2 cold damage. | Fire Shield (Blue) (Wizard - Invocation) Level: 4 Range: Contact Duration: 3 rounds + 1 round/level Casting time: 4 Area of Effect: Caster Saving Throw: None The blue Fireshield protects the user from cold damage by surrounding the caster with a shield of ice flame. This shield not only grants the user 50% Cold Resistance, but also protects the caster from attacks made within a 5-ft. radius around the caster. An opponent that hits the caster with any weapons or spells within this radius suffers 1d8+2 cold damage. STATISTICS: - Cold Resistance: +50% (not cumulative) - Magical Cold Resistance: +50% (not cumulative) - Each time the wearer is hit; Inflicts 1d8 +2 cold damage to the attacker (not cumulative) |
SPWI404 Ice Storm | Ice Storm (Evocation) Level: 4 Range: Visual range of the caster Duration: 4 rounds Casting Time: 4 Area of Effect: 15-ft. radius Saving Throw: None When this spell is cast, great hail stones pound down for four rounds in a 30-ft. diameter area and inflict 2d8 points of cold damage to any creatures within the area of effect. Also, anyone that remains within the area of effect takes 2d8 cold damage each round for 4 rounds. | Ice Storm (Wizard - Invocation) Level: 4 Range: 40 feet Duration: Instant Casting time: 4 Area of Effect: radius of 15 feet Saving Throw: None When this spell is cast, great hail stones pound down for four rounds in a 30-ft. diameter area and inflict 2d8 points of cold damage to any creatures within the area of effect. Also, anyone that remains within the area of effect takes 2d8 cold damage each round for 4 rounds. STATISTICS: - Inflicts 2d8 cold damage to the target |
SPWI405 Improved Invisibility | Improved Invisibility (Illusion/Phantasm) Level: 4 Range: Touch Duration: 3 rounds + 1 round/level Casting Time: 4 Area of Effect: 1 creature Saving Throw: None This spell is similar to Invisibility, but the recipient is able to attack by missile discharge, melee combat, or spellcasting while remaining unseen. However, telltale traces—a shimmering—allow an observant opponent to attack the invisible spell recipient. These traces are only noticeable when specifically looked for (after the invisible character has made | Improved Invisibility (Wizard - Illusion) Level: 4 Range: Contact Duration: 3 rounds + 1 round/level Casting time: 4 Area of Effect: 1 creature Saving Throw: None This spell is similar to Invisibility, but the recipient is able to attack by missile discharge, melee combat, or spellcasting while remaining unseen. However, telltale traces—a shimmering—allow an observant opponent to attack the invisible spell recipient. These traces are only noticeable when specifically looked for (after the invisible character has made |
SPWI406 Minor Globe of Invulnerability | Minor Globe of Invulnerability (Abjuration) Level: 4 Range: 0 Duration: 1 round/level Casting Time: 4 Area of Effect: 5-ft. radius sphere Saving Throw: None This spell creates a faintly shimmering magical sphere around the caster that prevents any 1st-, 2nd-, or 3rd-level spell effects from penetrating (i.e., the area of effect of any such spells does not include the area of the Minor Globe of Invulnerability). This includes innate abilities and effects from devices. However, any type of spell can be cast out of the magical sphere, and these pass from the caster of the globe to their subject without affecting the globe. Spells of 4th level or higher are not affected by the globe. | Minor Globe of Invulnerability (Wizard - Abjuration) Level: 4 Range: Contact Duration: 1 round/level Casting time: 4 Area of Effect: Caster Saving Throw: None This spell creates a faintly shimmering magical sphere around the caster that prevents any 1st-, 2nd-, or 3rd-level spell effects from penetrating (i.e., the area of effect of any such spells does not include the area of the Minor Globe of Invulnerability). This includes innate abilities and effects from devices. However, any type of spell can be cast out of the magical sphere, and these pass from the caster of the globe to their subject without affecting the globe. Spells of 4th level or higher are not affected by the globe. STATISTICS: - Protects from spells of 3rd level and below |
SPWI407 Monster Summoning II | Monster Summoning II (Conjuration/Summoning) Level: 4 Range: 120 ft. Duration: 3 rounds + 1 round/level Casting Time: 4 Area of Effect: Special Saving Throw: None This spell is much like the 3rd-level Monster Summoning I spell, except that this spell summons 4-HD monsters. There is a 60% chance of receiving one monster and a 40% chance of receiving two monsters. These monster(s) appear within spell range and attack the caster's opponents until the spell duration expires or until they are slain. | Monster Summoning II (Wizard - Conjuration) Level: 4 Range: 20 feet Duration: 3 rounds + 1 round/level Casting time: 4 Area of Effect: Point in the visual range of the caster Saving Throw: None This spell is much like the 3rd-level Monster Summoning I spell, except that this spell summons 4-HD monsters. There is a 60% chance of receiving one monster and a 40% chance of receiving two monsters. These monster(s) appear within spell range and attack the caster's opponents until the spell duration expires or until they are slain. STATISTICS: - Summon between 1 and 2 monsters (Gnoll Elite, Dire Wolf, Hobgoblin Elite or Ogre) |
SPWI408 Stoneskin | Stoneskin (Alteration) Level: 4 Range: 0 Duration: 12 hours Casting Time: 1 Area of Effect: The caster Saving Throw: None When a wizard casts this powerful spell upon | Stoneskin (Wizard - Alteration) Level: 4 Range: Contact Duration: 12 hours Casting time: 1 Area of Effect: Caster Saving Throw: None When a wizard casts this powerful spell upon |
SPWI409 Contagion | Contagion (Necromancy) Level: 4 Range: 90 ft. Duration: Permanent Casting Time: 4 Area of Effect: 1 creature Saving Throw: Neg. This spell causes a major disease and weakness in a creature. The afflicted individual is immediately stricken with painful and distracting symptoms: boils, blotches, lesions, seeping abscesses, and so on. Strength, Dexterity, and Charisma scores are reduced by 2. The afflicted character is also Slowed. These effects persist until the character receives a Cure Disease spell. | Contagion (Wizard - Necromancy) Level: 4 Range: 30 feet Duration: Instant Casting time: 4 Area of Effect: 1 creature Saving Throw: Spells (Neg.) This spell causes a major disease and weakness in a creature. The afflicted individual is immediately stricken with painful and distracting symptoms: boils, blotches, lesions, seeping abscesses, and so on. Strength, Dexterity, and Charisma scores are reduced by 2. The afflicted character is also Slowed. These effects persist until the character receives a Cure Disease spell. STATISTICS: - Inocule une maladie qui diminue de 2 the Strength, the Dexterity and the Charisma of the target (Ineffective against undead and the golems) - Causes a condition that slows down the target (Ineffective against undead and the golems) |
SPWI410 Remove Curse | Remove Curse (Abjuration) Level: 4 Range: Touch Duration: Permanent Casting Time: 4 Area of Effect: 1 creature Saving Throw: None Upon casting this spell, the wizard is usually able to remove a curse on an object, on a person, or in the form of some undesired sending or evil presence. Note that the Remove Curse spell does not remove the curse from a cursed shield, weapon, or suit of armor, for example, although the spell typically enables the person afflicted with any such cursed item to get rid of it. Certain special curses may not be countered by this spell, or may be countered only by a caster of a certain level or more. | Remove Curse (Wizard - Abjuration) Level: 4 Range: Contact Duration: Instant Casting time: 4 Area of Effect: 1 creature Saving Throw: None Upon casting this spell, the wizard is usually able to remove a curse on an object, on a person, or in the form of some undesired sending or evil presence. Note that the Remove Curse spell does not remove the curse from a cursed shield, weapon, or suit of armor, for example, although the spell typically enables the person afflicted with any such cursed item to get rid of it. Certain special curses may not be countered by this spell, or may be countered only by a caster of a certain level or more. STATISTICS: - Removes curses from the target |
SPWI411 Emotion: Hopelessness | Emotion: Hopelessness (Enchantment/Charm) Level: 4 Range: 50 ft. Duration: 9 rounds + 1 round/level after 7th Casting Time: 4 Area of Effect: 15-ft. radius Saving Throw: Special When this spell is cast, the wizard can disturb the emotional state of those around | Emotion: Hopelessness (Wizard - Enchantment) Level: 4 Range: 50 feet Duration: 2 rounds + 1 round/level Casting time: 4 Area of Effect: Enemies within a radius of 15 feet Saving Throw: Special When this spell is cast, the wizard can disturb the emotional state of those around |
SPWI412 Greater Malison | Greater Malison (Enchantment/Charm) Level: 4 Range: 50 ft. Duration: 2 rounds/level Casting Time: 4 Area of Effect: 15-ft. radius Saving Throw: None The spell allows the caster to adversely affect all the Saving Throws of | Greater Malison (Wizard - Enchantment) Level: 4 Range: 50 feet Duration: 2 rounds/level Casting time: 4 Area of Effect: Enemies within a radius of 15 feet Saving Throw: None The spell allows the caster to adversely affect all the Saving Throws of |
SPWI413 Otiluke's Resilient Sphere | Otiluke's Resilient Sphere (Alteration) Level: 4 Range: 40 ft. Duration: 1 turn Casting Time: 4 Area of Effect: 1 creature Saving Throw: Neg. When this spell is cast, the result is a globe of shimmering force that encloses the subject creature if it fails to Save vs. Spell. The resilient sphere will contain its subject for the duration of the spell. The sphere is completely immune to all damage; in fact, the only method of removing the sphere is a successful Dispel Magic. Hence, the creature caught inside the globe is completely safe from all attacks, but at the same time completely unable to affect the outside world. | Otiluke's Resilient Sphere (Wizard - Alteration) Level: 4 Range: 40 feet Duration: Instant Casting time: 4 Area of Effect: 1 creature Saving Throw: Special When this spell is cast, the result is a globe of shimmering force that encloses the subject creature if it fails to Save vs. Spell. The resilient sphere will contain its subject for the duration of the spell. The sphere is completely immune to all damage; in fact, the only method of removing the sphere is a successful Dispel Magic. Hence, the creature caught inside the globe is completely safe from all attacks, but at the same time completely unable to affect the outside world. STATISTICS: - Prevent the target from attacking - Immobilize the target - to protect the target from spells - Protects the target from normal weapons - Protects the target from magical weapons - Protects the target from exceptional damage and poisoning - Protects the target from damage - Protects the target from magic - Hold the target - Cast Improved invisibility on the target (save vs. Spells neg.) (Ineffective against allied creatures) - If the target is an ally; - Prevent the target from attacking - Immobilize the target - to protect the target from spells - Protects the target from normal weapons - Protects the target from magical weapons - Protects the target from exceptional damage and poisoning - Protects the target from damage - Protects the target from magic - Hold the target - Cast Improved invisibility on the target |
SPWI414 Spirit Armor | Spirit Armor (Necromancy) Level: 4 Range: Touch Duration: 2 hours Casting Time: 3 Area of Effect: 1 creature Saving Throw: Special This spell is very similar to the 3rd-level spell Ghost Armor in that it creates a corporeal barrier around the target's body for the duration of the spell. This spell, however, actually taps in to the target's life force in order to create the barrier. The armor itself is weightless and does not hinder movement or spellcasting at all. The spirit armor does not work cumulatively with any other armor; however, Dexterity bonuses still apply as well as magic rings and shields. While in effect, the Armor Class of the recipient will be set to 1, as if | Spirit Armor (Wizard - Necromancy) Level: 4 Range: Contact Duration: 2 hours Casting time: 3 Area of Effect: 1 creature Saving Throw: Special This spell is very similar to the 3rd-level spell Ghost Armor in that it creates a corporeal barrier around the target's body for the duration of the spell. This spell, however, actually taps in to the target's life force in order to create the barrier. The armor itself is weightless and does not hinder movement or spellcasting at all. The spirit armor does not work cumulatively with any other armor; however, Dexterity bonuses still apply as well as magic rings and shields. While in effect, the Armor Class of the recipient will be set to 1, as if |
SPWI415 Polymorph Other | Polymorph Other (Alteration) Level: 4 Range: 40 ft. Duration: Permanent Casting Time: 4 Area of Effect: 1 creature Saving Throw: Neg. The Polymorph Other spell is a powerful magic that permanently alters the form of the creature affected. Mental attributes are not affected, and the target does not receive the special abilities of the new form. However all physical attributes are changed to adhere to the new form. This is a specific version of the spell in that the recipient will be transformed into a squirrel unless a Save vs. Petrification/Polymorph is made successfully. The transformation is instant and permanent until a Dispel Magic is cast successfully upon the affected creature. The natural attacks of the new form also become available and all clothes and equipment that the target was wearing will mold into the new form. | Polymorph Other (Wizard - Alteration) Level: 4 Range: 40 feet Duration: 1000 hours Casting time: 4 Area of Effect: 1 creature Saving Throw: Petrification / Polymorph (Neg.) The Polymorph Other spell is a powerful magic that permanently alters the form of the creature affected. Mental attributes are not affected, and the target does not receive the special abilities of the new form. However all physical attributes are changed to adhere to the new form. This is a specific version of the spell in that the recipient will be transformed into a squirrel unless a Save vs. Petrification/Polymorph is made successfully. The transformation is instant and permanent until a Dispel Magic is cast successfully upon the affected creature. The natural attacks of the new form also become available and all clothes and equipment that the target was wearing will mold into the new form. STATISTICS: - Transform the target into Squirrel |
SPWI416 Polymorph Self | Polymorph Self (Alteration) Level: 4 Range: 0 Duration: 1 turn + 3 rounds/level Casting Time: 4 Area of Effect: The caster Saving Throw: None When this spell is cast, the wizard is able to assume the form of another creature. The caster also gains the physical mode of locomotion and breathing as well. This spell does not give the new form's other abilities, such as special attacks and magic, nor does it run the risk of the wizard changing personality and mentality. For the duration of the spell, the caster can transform into any of the new forms at any time and as many times as | Polymorph Self (Wizard - Alteration) Level: 4 Range: Contact Duration: Special Casting time: 4 Area of Effect: Caster Saving Throw: None When this spell is cast, the wizard is able to assume the form of another creature. The caster also gains the physical mode of locomotion and breathing as well. This spell does not give the new form's other abilities, such as special attacks and magic, nor does it run the risk of the wizard changing personality and mentality. For the duration of the spell, the caster can transform into any of the new forms at any time and as many times as |
SPWI417 Enchanted Weapon | Enchanted Weapon (Enchantment/Charm) Level: 4 Range: 0 Duration: 5 rounds/level Casting Time: 4 Area of Effect: 1 creature Saving Throw: None When this spell is cast on a creature it enchants any weapons that it currently wields. For the duration of the spell, those weapons are treated as having a +3 enchantment for the purposes of determining what they can hit. | Enchanted Weapon (Wizard - Enchantment) Level: 4 Range: Contact Duration: 5 rounds/level Casting time: 4 Area of Effect: 1 creature Saving Throw: None When this spell is cast on a creature it enchants any weapons that it currently wields. For the duration of the spell, those weapons are treated as having a +3 enchantment for the purposes of determining what they can hit. STATISTICS: - Increases the Enchantment of weapons of the target by 3 (not cumulative) |
SPWI418 Fire Shield (Red) | Fireshield (Red) (Evocation) Level: 4 Range: 0 Duration: 3 rounds + 1 round/level Casting Time: 4 Area of Effect: The caster Saving Throw: None The red Fireshield protects the user from fire damage by surrounding the caster with a shield of flame. This shield does not only grant the user a 50% Fire Resistance, but also protects | Fire Shield (Red) (Wizard - Invocation) Level: 4 Range: Contact Duration: 3 rounds + 1 round/level Casting time: 4 Area of Effect: Caster Saving Throw: None The red Fireshield protects the user from fire damage by surrounding the caster with a shield of flame. This shield does not only grant the user a 50% Fire Resistance, but also protects |
SPWI419 Secret Word | Secret Word (Abjuration) Level: 4 Range: 40 ft. Duration: Instant Casting Time: 4 Area of Effect: 1 creature Saving Throw: None When this spell is cast at a target creature, it will dispel one spell protection of 8th level or lower. Spells affected by this are Minor Spell Turning, Minor Globe of Invulnerability, Spell Immunity, Spell Deflection, Spell Turning, and Spell Shield. The target's Magic Resistance, if any, does not affect this spell. | Secret Word (Wizard - Abjuration) Level: 4 Range: 40 feet Duration: Instant Casting time: 4 Area of Effect: 1 creature Saving Throw: None When this spell is cast at a target creature, it will dispel one spell protection of 8th level or lower. Spells affected by this are Minor Spell Turning, Minor Globe of Invulnerability, Spell Immunity, Spell Deflection, Spell Turning, and Spell Shield. The target's Magic Resistance, if any, does not affect this spell. STATISTICS: - Dispels one protection spell of level 8 or lower on the target |
SPWI420 Minor Sequencer | Minor Sequencer (Invocation/Evocation) Level: 4 Range: 0 Duration: Permanent Casting Time: 9 Area of Effect: Special Saving Throw: None This spell allows a wizard to store two spells and activate them both at the same time from | Minor Sequencer (Wizard - Invocation) Level: 4 Range: Contact Duration: Instant Casting time: 9 Area of Effect: Caster Saving Throw: None This spell allows a wizard to store two spells and activate them both at the same time from |
SPWI420D Minor Sequencer | Minor Sequencer (Invocation/Evocation) Level: 4 Range: 0 Duration: Permanent Casting Time: 9 Area of Effect: Special Saving Throw: None This spell allows a wizard to store two spells and activate them both at the same time from | Minor Sequencer (Innate - Invocation) Range: 25 feet Duration: Instant Casting time: 1 Area of Effect: 1 creature Saving Throw: None This spell allows a wizard to store two spells and activate them both at the same time from |
SPWI420P Minor Sequencer | Minor Sequencer (Invocation/Evocation) Level: 4 Range: 0 Duration: Permanent Casting Time: 9 Area of Effect: Special Saving Throw: None This spell allows a wizard to store two spells and activate them both at the same time from | Minor Sequencer (Innate - Invocation) Range: 25 feet Duration: Instant Casting time: 1 Area of Effect: Point in the visual range of the caster Saving Throw: None This spell allows a wizard to store two spells and activate them both at the same time from |
SPWI421 Teleport Field | Teleport Field (Alteration) Level: 4 Range: 40 ft. Duration: 1 turn Casting Time: 4 Area of Effect: 15-ft. radius Saving Throw: None The wizard instigates a teleportation effect that randomly teleports all enemies in this area for the duration of the spell. Teleport Field is best used against multiple enemies, serving to confuse them and allowing the wizard to concentrate on activating | Teleport Field (Wizard - Alteration) Level: 4 Range: 40 feet Duration: Instant Casting time: 4 Area of Effect: Enemies within a radius of 15 feet Saving Throw: None The wizard instigates a teleportation effect that randomly teleports all enemies in this area for the duration of the spell. Teleport Field is best used against multiple enemies, serving to confuse them and allowing the wizard to concentrate on activating |
SPWI423 Spider Spawn | Spider Spawn (Conjuration/Summoning) Level: 4 Range: 120 ft. Duration: 6 rounds + 1 round/level Casting Time: 6 Area of Effect: Special Saving Throw: None Upon casting this spell, the wizard must throw several spider eggs into the air while saying the final command word. The result is that the eggs morph into a fully grown spider that will remain under the wizard's telepathic control. The type of spider that appears depends upon the level of the wizard casting the spell. 7th: giant spider. 9th: phase spider. 12th+: sword spider. When the spell is cast, there is a 20% chance that two spiders of the proper type will appear instead of just one. These spiders will remain under the wizard's control until they are slain, or until the spell duration expires. | Spider Spawn (Wizard - Conjuration) Level: 4 Range: 25 feet Duration: 6 rounds + 1 round/level Casting time: 6 Area of Effect: Point in the visual range of the caster Saving Throw: None Upon casting this spell, the wizard must throw several spider eggs into the air while saying the final command word. The result is that the eggs morph into a fully grown spider that will remain under the wizard's telepathic control. The type of spider that appears depends upon the level of the wizard casting the spell. 7th: giant spider. 9th: phase spider. 12th+: sword spider. When the spell is cast, there is a 20% chance that two spiders of the proper type will appear instead of just one. These spiders will remain under the wizard's control until they are slain, or until the spell duration expires. STATISTICS: Between level 1 and 8 - 81% chance to summon a Giant Spider - 19% chance to summon 2 Giant Spider Between level 9 and 11 - 81% chance to summon a Phase Spider - 19% chance to summon 2 Phase Spider From level 12 - 81% chance to summon a Sword Spider - 19% chance to summon 2 Sword Spider |
SPWI424 Farsight | Farsight (Divination) Level: 4 Range: Special Duration: 3 rounds + 1 round/level Casting Time: 4 Area of Effect: Special Saving Throw: None When Farsight is cast, the caster is able to view an area of an unexplored map. After casting the spell, simply click on a section of the map that you want to view. For the duration of the spell, the caster can spy on that area, noting creatures and fortifications. | Farsight (Wizard - Divination) Level: 4 Range: Contact Duration: 3 rounds + 1 round/level Casting time: 4 Area of Effect: Caster Saving Throw: None When Farsight is cast, the caster is able to view an area of an unexplored map. After casting the spell, simply click on a section of the map that you want to view. For the duration of the spell, the caster can spy on that area, noting creatures and fortifications. STATISTICS: - Allows to view an area of an unexplored map |
SPWI425 Wizard Eye | Wizard Eye (Divination, Alteration) Level: 4 Range: Visual range of the caster Duration: 1 round/level Casting Time: 9 Area of Effect: Special Saving Throw: None When this spell is employed, the wizard creates an invisible sensory organ that sends | Wizard Eye (Wizard - Alteration) Level: 4 Range: 30 feet Duration: 1 round/level Casting time: 9 Area of Effect: Point in the visual range of the caster Saving Throw: None When this spell is employed, the wizard creates an invisible sensory organ that sends |
SPWI489 Shapeshift: Natural Form | Shapeshift: Natural Form This ability causes the character to return to | Shapeshift: Natural Form (Innate) Range: Contact Duration: 500 days Casting time: 0 Area of Effect: Caster Saving Throw: None Shapeshift: Natural Form This ability causes the character to return to |
SPWI490 Shapeshift: Natural Form | Shapeshift: Natural Form This ability causes the character to return to | Shapeshift: Natural Form (Innate) Range: Contact Duration: 500 days Casting time: 0 Area of Effect: Caster Saving Throw: None Shapeshift: Natural Form This ability causes the character to return to |
SPWI491 Shapeshift: Natural Form | Shapeshift: Natural Form This ability causes the character to return to | Shapeshift: Natural Form (Innate) Range: Contact Duration: 500 days Casting time: 0 Area of Effect: Caster Saving Throw: None Shapeshift: Natural Form This ability causes the character to return to |
SPWI493 Shapeshift: Flind | Shapeshift: Flind Strength: 17 Dexterity: 17 Base Armor Class: 1 Number of Attacks: 2 Attack Damage: 1d10+1 (slashing or piercing), +1 fire damage, strikes as +3 weapon Special Abilities: – THAC0: +1 – Increased movement rate | Shapeshift: Flind (Innate) Range: Contact Duration: Instant Casting time: 0 Area of Effect: Caster Saving Throw: None Shapeshift: Flind Strength: 17 Dexterity: 17 Base Armor Class: 1 Number of Attacks: 2 Attack Damage: 1d10+1 (slashing or piercing), +1 fire damage, strikes as +3 weapon Special Abilities: – THAC0: +1 – Increased movement rate STATISTICS: - Transform into Flind |
SPWI494 Shapeshift: Ogre | Shapeshift: Ogre Strength: 18/00 Dexterity: 9 Base Armor Class: 5 Number of Attacks: 1 Attack Damage: 4d6 (crushing), strikes as +1 weapon Special Abilities: – Increased movement rate | Shapeshift: Ogre (Innate) Range: Contact Duration: Instant Casting time: 0 Area of Effect: Caster Saving Throw: None Shapeshift: Ogre Strength: 18/00 Dexterity: 9 Base Armor Class: 5 Number of Attacks: 1 Attack Damage: 4d6 (crushing), strikes as +1 weapon Special Abilities: – Increased movement rate STATISTICS: - Transform into Ogre |
SPWI495 Shapeshift: Spider | Shapeshift: Spider Strength: 15 Dexterity: 17 Base Armor Class: 4 Number of Attacks: 2 Attack Damage: 1d4 (piercing), strikes as a +1 weapon, poison (1 damage per 2 seconds for 5 rounds; Save vs. Poison at +1 negates) Special Abilities: – Immunity to web – Increased movement rate | Shapeshift: Spider (Innate) Range: Contact Duration: Instant Casting time: 0 Area of Effect: Caster Saving Throw: None Shapeshift: Spider Strength: 15 Dexterity: 17 Base Armor Class: 4 Number of Attacks: 2 Attack Damage: 1d4 (piercing), strikes as a +1 weapon, poison (1 damage per 2 seconds for 5 rounds; Save vs. Poison at +1 negates) Special Abilities: – Immunity to web – Increased movement rate STATISTICS: - Transform into Giant Spider |
SPWI496 Shapeshift: Mustard Jelly | Shapeshift: Mustard Jelly Strength: 14 Dexterity: 9 Base Armor Class: 4 Number of Attacks: 1 Attack Damage (ranged): 5d4 (crushing), poison (1 damage per 2 seconds for 5 rounds; Save vs. Poison at +2 negates), slow (200 seconds; Save vs. Breath at -2 negates) Special Abilities: – Cold Resistance: 50% – Electrical Resistance: 100% – Magic Resistance: 125% – Magic Cold Resistance: 50% – Slashing Resistance: 30% – Crushing Resistance: 30% – Piercing Resistance: 100% – Missile Resistance: 85% – Immunity to stun, sleep, fear, poison, petrification, confusion, charm, paralysis, and level drain – Immunity to non-magical weapons – Increased movement rate | Shapeshift: Mustard Jelly (Innate) Range: Contact Duration: Instant Casting time: 0 Area of Effect: Caster Saving Throw: None Shapeshift: Mustard Jelly Strength: 14 Dexterity: 9 Base Armor Class: 4 Number of Attacks: 1 Attack Damage (ranged): 5d4 (crushing), poison (1 damage per 2 seconds for 5 rounds; Save vs. Poison at +2 negates), slow (200 seconds; Save vs. Breath at -2 negates) Special Abilities: – Cold Resistance: 50% – Electrical Resistance: 100% – Magic Resistance: 125% – Magic Cold Resistance: 50% – Slashing Resistance: 30% – Crushing Resistance: 30% – Piercing Resistance: 100% – Missile Resistance: 85% – Immunity to stun, sleep, fear, poison, petrification, confusion, charm, paralysis, and level drain – Immunity to non-magical weapons – Increased movement rate STATISTICS: - Transform into Mustard Jelly |
SPWI497 Shapeshift: Brown Bear | Shapeshift: Brown Bear Strength: 18/00 Dexterity: 12 Base Armor Class: 6 Number of Attacks: 3 Attack Damage: 1d6 (piercing), strikes as +1 weapon Special Abilities: – Increased movement rate | Shapeshift: Brown Bear (Innate) Range: Contact Duration: Instant Casting time: 0 Area of Effect: Caster Saving Throw: None Shapeshift: Brown Bear Strength: 18/00 Dexterity: 12 Base Armor Class: 6 Number of Attacks: 3 Attack Damage: 1d6 (piercing), strikes as +1 weapon Special Abilities: – Increased movement rate STATISTICS: - Transform into Black Bear |
SPWI498 Shapeshift: Black Bear | Shapeshift: Black Bear Strength: 18/00 Dexterity: 12 Base Armor Class: 7 Number of Attacks: 3 Attack Damage: 1d6 (piercing), strikes as +1 weapon Special Abilities: – Increased movement rate | Shapeshift: Black Bear (Innate) Range: Contact Duration: Instant Casting time: 0 Area of Effect: Caster Saving Throw: None Shapeshift: Black Bear Strength: 18/00 Dexterity: 12 Base Armor Class: 7 Number of Attacks: 3 Attack Damage: 1d6 (piercing), strikes as +1 weapon Special Abilities: – Increased movement rate STATISTICS: - Transform into Black Bear |
SPWI499 Shapeshift: Wolf | Shapeshift: Wolf Strength: 15 Dexterity: 18 Base Armor Class: 6 Number of Attacks: 2 Attack Damage: 1d8 (piercing), strikes as +1 weapon Special Abilities: – Cold Resistance: 100% – Electrical Resistance: 50% – Magic Cold Resistance: 100% – Increased movement rate | Shapeshift: Wolf (Innate) Range: Contact Duration: Instant Casting time: 0 Area of Effect: Caster Saving Throw: None Shapeshift: Wolf Strength: 15 Dexterity: 18 Base Armor Class: 6 Number of Attacks: 2 Attack Damage: 1d8 (piercing), strikes as +1 weapon Special Abilities: – Cold Resistance: 100% – Electrical Resistance: 50% – Magic Cold Resistance: 100% – Increased movement rate STATISTICS: - Transform into Wolf |
SPWI501 Animate Dead | Animate Dead (Necromancy) Level: 5 Range: 30 ft. Duration: 8 hours Casting Time: 9 Area of Effect: Special Saving Throw: None This spell causes a skeleton warrior to rise and serve the caster under any conditions. The type of skeleton warrior that appears depends upon the level of the wizard casting the spell. 1st – 6th: a 3 HD skeleton warrior wielding a long sword. 7th – 10th: a 5 HD skeleton warrior wielding a long sword +1. 11th – 14th: a 7 HD skeleton warrior wielding a bastard sword +1. 15th and up: a 9 HD skeleton warrior wielding a two-handed sword +1. The skeleton warrior can follow the caster, remain in an area and attack any creature entering the place, etc. It remains animated until it is destroyed in combat, 8 hours pass, or it is turned. This spell cannot be dispelled. | Animate Dead (Wizard - Necromancy) Level: 5 Range: 30 feet Duration: 8 hours Casting time: 9 Area of Effect: Point in the visual range of the caster Saving Throw: None This spell causes a skeleton warrior to rise and serve the caster under any conditions. The type of skeleton warrior that appears depends upon the level of the wizard casting the spell. 1st – 6th: a 3 HD skeleton warrior wielding a long sword. 7th – 10th: a 5 HD skeleton warrior wielding a long sword +1. 11th – 14th: a 7 HD skeleton warrior wielding a bastard sword +1. 15th and up: a 9 HD skeleton warrior wielding a two-handed sword +1. The skeleton warrior can follow the caster, remain in an area and attack any creature entering the place, etc. It remains animated until it is destroyed in combat, 8 hours pass, or it is turned. This spell cannot be dispelled. STATISTICS: Between level 1 and 6 - Summon a Skeleton Warrior Between level 7 and 10 - Summon a Skeleton Warrior Between level 11 and 14 - Summon a Skeleton Warrior From level 15 - Summon a Skeleton Warrior |
SPWI502 Cloudkill | Cloudkill (Evocation) Level: 5 Range: 40 ft. Duration: 1 turn Casting Time: 5 Area of Effect: 15-ft. radius Saving Throw: Special This spell generates a billowing cloud of ghastly, yellowish green vapors that is so toxic as to slay any creature with 4 or fewer Hit Dice, and causes creatures with 5 to 6 Hit Dice to roll Saving Throws vs. Poison with a -4 penalty or be slain. Holding one's breath has no effect on the lethality of the spell. Those above 6th level (or 6 Hit Dice) must leave the cloud immediately or suffer 1d10 points of poison damage each round while in the area of effect. | Cloudkill (Wizard - Invocation) Level: 5 Range: 40 feet Duration: Instant Casting time: 5 Area of Effect: radius of 15 feet Saving Throw: Special This spell generates a billowing cloud of ghastly, yellowish green vapors that is so toxic as to slay any creature with 4 or fewer Hit Dice, and causes creatures with 5 to 6 Hit Dice to roll Saving Throws vs. Poison with a -4 penalty or be slain. Holding one's breath has no effect on the lethality of the spell. Those above 6th level (or 6 Hit Dice) must leave the cloud immediately or suffer 1d10 points of poison damage each round while in the area of effect. STATISTICS: - Inflicts 1d10 poison damage to the target (Ineffective against undead, the golems and the creatures immune to poisons) - Instantly slays the target (from level 5 to 6) (save vs. Death at -4 neg.) (Ineffective against undead, the golems and the creatures immune to poisons) - Instantly slays the target (of level 4 or lower) (Ineffective against undead, the golems and the creatures immune to poisons) |
SPWI503 Cone of Cold | Cone of Cold (Evocation) Level: 5 Range: 0 Duration: Instant Casting Time: 5 Area of Effect: 18-ft. cone with 90-deg. arc Saving Throw: 1/2 When this spell is cast, it generates a cone-shaped area of extreme cold originating at the wizard's hand and extending outward in a cone 18 ft. long with a 90-deg. arc. It drains heat and causes 1d4+1 points of damage per level of the caster. For example, a 10th-level wizard would cast a cone of cold causing 10d4+10 points of damage. | Cone of Cold (Wizard - Invocation) Level: 5 Range: 12 feet Duration: Instant Casting time: 5 Area of Effect: 17 feet cone on a 90° arc Saving Throw: Spells (1/2) When this spell is cast, it generates a cone-shaped area of extreme cold originating at the wizard's hand and extending outward in a cone 18 ft. long with a 90-deg. arc. It drains heat and causes 1d4+1 points of damage per level of the caster. For example, a 10th-level wizard would cast a cone of cold causing 10d4+10 points of damage. STATISTICS: - Inflicts 1d4 cold damage per level/20 + 1 cold damage per level/20 to the target |
SPWI504 Monster Summoning III | Monster Summoning III (Conjuration/Summoning) Level: 5 Range: 120 ft. Duration: 4 rounds + 1 round/level Casting Time: 5 Area of Effect: Special Saving Throw: None This spell is much like the 3rd-level Monster Summoning I spell, except that this spell summons 5-HD monsters. There is a 60% chance of receiving one monster and a 40% chance of receiving two monsters. These monster(s) appear within spell range and attack the caster's opponents until the spell duration expires or until they are slain. | Monster Summoning III (Wizard - Conjuration) Level: 5 Range: 20 feet Duration: 4 rounds + 1 round/level Casting time: 5 Area of Effect: Point in the visual range of the caster Saving Throw: None This spell is much like the 3rd-level Monster Summoning I spell, except that this spell summons 5-HD monsters. There is a 60% chance of receiving one monster and a 40% chance of receiving two monsters. These monster(s) appear within spell range and attack the caster's opponents until the spell duration expires or until they are slain. STATISTICS: - Summon between 1 and 2 monsters (Ettercap or Ogre Berserker) |
SPWI505 Shadow Door | Shadow Door (Illusion/Phantasm) Level: 5 Range: 0 Duration: 9 rounds + 1 round/level after 9th Casting Time: 2 Area of Effect: The caster Saving Throw: None By means of this spell, the wizard creates the illusion of a door. The illusion also permits the wizard to appear to step through this "door" and disappear. In reality, | Shadow Door (Wizard - Illusion) Level: 5 Range: Contact Duration: 1 round/level Casting time: 2 Area of Effect: Caster Saving Throw: None By means of this spell, the wizard creates the illusion of a door. The illusion also permits the wizard to appear to step through this "door" and disappear. In reality, |
SPWI506 Domination | Domination (Enchantment/Charm) Level: 5 Range: Visual range of the caster Duration: 8 rounds Casting Time: 5 Area of Effect: 1 creature Saving Throw: Neg. The Domination spell enables the caster to control the actions of any creature while the spell is in effect. This control is maintained through a telepathic link between the caster and the victim. Unlike the 4th-level priest spell Mental Domination, the target has no option for release, even if made to do something against his morals. This effect can only be reversed by Dispel Magic. The target is allowed a Saving Throw vs. Spell with a -2 penalty to negate the effect. | Domination (Wizard - Enchantment) Level: 5 Range: 40 feet Duration: 8 rounds Casting time: 5 Area of Effect: 1 creature Saving Throw: Spells at -2 (Neg.) The Domination spell enables the caster to control the actions of any creature while the spell is in effect. This control is maintained through a telepathic link between the caster and the victim. Unlike the 4th-level priest spell Mental Domination, the target has no option for release, even if made to do something against his morals. This effect can only be reversed by Dispel Magic. The target is allowed a Saving Throw vs. Spell with a -2 penalty to negate the effect. STATISTICS: - Universal charm on the target (Ineffective at 91% against elves and at 31% against half elves) |
SPWI507 Hold Monster | Hold Monster (Enchantment/Charm) Level: 5 Range: 40 ft. Duration: 1 round/level Casting Time: 5 Area of Effect: 1 creature and any enemies within 4 ft. Saving Throw: Neg. This spell holds 1d4 creatures of any type rigidly immobile and in place for 9 or more rounds, unless a Saving Throw vs. Spell is made with a -2 penalty. The effect is centered on the victim selected by the caster. Any enemies within 4 ft. of the target are also affected. Those who succeed on their Saving Throws are totally unaffected by the spell. Undead creatures cannot be held. Held creatures cannot move or speak, but they remain aware of events around them and can use abilities not requiring motion or speech. Being held does not prevent the worsening of the subject's condition due to wounds, diseases, or poison. | Hold Monster (Wizard - Enchantment) Level: 5 Range: 40 feet Duration: 1 round/level Casting time: 5 Area of Effect: 1 creature and any enemy within a radius of 3 feet Saving Throw: Spells at -2 (Neg.) This spell holds 1d4 creatures of any type rigidly immobile and in place for 9 or more rounds, unless a Saving Throw vs. Spell is made with a -2 penalty. The effect is centered on the victim selected by the caster. Any enemies within 4 ft. of the target are also affected. Those who succeed on their Saving Throws are totally unaffected by the spell. Undead creatures cannot be held. Held creatures cannot move or speak, but they remain aware of events around them and can use abilities not requiring motion or speech. Being held does not prevent the worsening of the subject's condition due to wounds, diseases, or poison. STATISTICS: - Hold the target |
SPWI508 Chaos | Chaos (Enchantment/Charm) Level: 5 Range: 35 ft. Duration: 5 rounds + 1 round/6 levels Casting Time: 4 Area of Effect: 15-ft. radius Saving Throw: Special The effects of this spell are identical to the 4th-level spell Confusion in all respects. The victims wander around as if in a daze, sometimes wandering away, sometimes attacking either friend or foe. If the victim is 4th level or lower, | Chaos (Wizard - Enchantment) Level: 5 Range: 35 feet Duration: 5 rounds + 1 round/6 levels Casting time: 4 Area of Effect: Enemies within a radius of 15 feet Saving Throw: Special The effects of this spell are identical to the 4th-level spell Confusion in all respects. The victims wander around as if in a daze, sometimes wandering away, sometimes attacking either friend or foe. If the victim is 4th level or lower, |
SPWI509 Feeblemind | Feeblemind (Enchantment/Charm) Level: 5 Range: 40 ft. Duration: Permanent Casting Time: 5 Area of Effect: 1 creature Saving Throw: Neg. Feeblemind causes the subject's intellect to degenerate into that of a simple beast of burden unless a Saving Throw vs. Spell is made with a -2 penalty. Upon a failed Saving Throw, the subject remains in this state until a successful Dispel Magic is cast upon | Feeblemind (Wizard - Enchantment) Level: 5 Range: 40 feet Duration: 500 days Casting time: 5 Area of Effect: 1 creature Saving Throw: Spells at -2 (Neg.) Feeblemind causes the subject's intellect to degenerate into that of a simple beast of burden unless a Saving Throw vs. Spell is made with a -2 penalty. Upon a failed Saving Throw, the subject remains in this state until a successful Dispel Magic is cast upon |
SPWI510 Spell Immunity | Spell Immunity (Abjuration) Level: 5 Range: 0 Duration: 1 round/level Casting Time: 5 Area of Effect: The caster Saving Throw: None Casting this spell grants the wizard protection from one spell school of | Spell Immunity (Wizard - Abjuration) Level: 5 Range: Contact Duration: Instant Casting time: 0 Area of Effect: Caster Saving Throw: None Casting this spell grants the wizard protection from one spell school of |
SPWI511 Protection From Normal Weapons | Protection From Normal Weapons (Abjuration) Level: 5 Range: 0 Duration: 1 round/level Casting Time: 2 Area of Effect: The caster Saving Throw: None When the spell is cast, it confers complete invulnerability to all non-magical weapons. This does not include weapons that are blessed or enchanted. This spell may not be cast on someone who is protected from magical weapons. This effect lasts for the duration of the spell or until dispelled. | Protection From Normal Weapons (Wizard - Abjuration) Level: 5 Range: Contact Duration: 1 round/level Casting time: 2 Area of Effect: Caster Saving Throw: None When the spell is cast, it confers complete invulnerability to all non-magical weapons. This does not include weapons that are blessed or enchanted. This spell may not be cast on someone who is protected from magical weapons. This effect lasts for the duration of the spell or until dispelled. STATISTICS: - Protects from Protection From Magical Weapons spell - Protects from normal weapons |
SPWI512 Protection From Electricity | Protection From Electricity (Abjuration) Level: 5 Range: Touch Duration: 1 turn/level Casting Time: 5 Area of Effect: 1 creature Saving Throw: None When the spell is cast, it confers complete invulnerability to all electrical attacks, whether magical or non-magical, such as Lightning Bolt or certain breath weapons. This effect lasts for the duration of the spell or until dispelled. | Protection From Electricity (Wizard - Abjuration) Level: 5 Range: Contact Duration: 1 turn/level Casting time: 5 Area of Effect: 1 creature Saving Throw: None When the spell is cast, it confers complete invulnerability to all electrical attacks, whether magical or non-magical, such as Lightning Bolt or certain breath weapons. This effect lasts for the duration of the spell or until dispelled. STATISTICS: - Protects the target from electricity |
SPWI513 Breach | Breach (Abjuration) Level: 5 Range: 40 ft. Duration: Instant Casting Time: 5 Area of Effect: 1 creature Saving Throw: None When this spell is cast at a creature, it breaches and dispels all of the specific and combat protections on the target creature. Here is a complete list of all the specific protection spells that are dispelled by Breach: Shield, Protection Circle, Resist Fear, Protection From Fire/Cold, Fireshield, Protection From Acid, Protection From Electricity, Protection From Magic Energy, Protection From The Elements, and Protection From Energy. The combat protection spells dispelled by Breach are Protection From Normal Missiles, Protection From Normal Weapons, Protection From Magical Weapons, Stoneskin, Armor, Ghost Armor, Spirit Armor, Absolute Immunity, Mantle, and Improved Mantle. The target's Magic Resistance, if any, does not affect this spell. | Breach (Wizard - Abjuration) Level: 5 Range: 40 feet Duration: Instant Casting time: 5 Area of Effect: 1 creature Saving Throw: None When this spell is cast at a creature, it breaches and dispels all of the specific and combat protections on the target creature. Here is a complete list of all the specific protection spells that are dispelled by Breach: Shield, Protection Circle, Resist Fear, Protection From Fire/Cold, Fireshield, Protection From Acid, Protection From Electricity, Protection From Magic Energy, Protection From The Elements, and Protection From Energy. The combat protection spells dispelled by Breach are Protection From Normal Missiles, Protection From Normal Weapons, Protection From Magical Weapons, Stoneskin, Armor, Ghost Armor, Spirit Armor, Absolute Immunity, Mantle, and Improved Mantle. The target's Magic Resistance, if any, does not affect this spell. STATISTICS: - Dissipe tous les sorts combat protection sur the target - Dissipe tous les sorts specific protection sur the target |
SPWI514 Lower Resistance | Lower Resistance (Abjuration) Level: 5 Range: 40 ft. Duration: 9 rounds + 1 round/level after 9th Casting Time: 5 Area of Effect: 1 creature Saving Throw: None When cast upon a target creature, this spell will lower the Magic Resistance of this creature by 10% + 1% per level of the caster. There is no Saving Throw, and the target's Magic Resistance, if any, does not affect this spell. For example, if a creature has 60% Magic Resistance and this spell is cast on it by a 15th-level Mage, then the target's Magic Resistance would be lowered by 25% automatically. This effect is cumulative for each casting of this spell: If Lower Resistance was cast upon the same creature again, the creature's Magic Resistance would be 60% - 25% (initial casting) - 25% (current casting), which would leave the creature with 10% Magic Resistance. This spell will last until its duration expires and cannot be dispelled. | Lower Resistance (Wizard - Abjuration) Level: 5 Range: 40 feet Duration: 1 round/level Casting time: 5 Area of Effect: 1 creature Saving Throw: None When cast upon a target creature, this spell will lower the Magic Resistance of this creature by 10% + 1% per level of the caster. There is no Saving Throw, and the target's Magic Resistance, if any, does not affect this spell. For example, if a creature has 60% Magic Resistance and this spell is cast on it by a 15th-level Mage, then the target's Magic Resistance would be lowered by 25% automatically. This effect is cumulative for each casting of this spell: If Lower Resistance was cast upon the same creature again, the creature's Magic Resistance would be 60% - 25% (initial casting) - 25% (current casting), which would leave the creature with 10% Magic Resistance. This spell will last until its duration expires and cannot be dispelled. STATISTICS: - Reduces the Magic Resistance of the target by 10% + 1% per level/20 |
SPWI515 Oracle | Oracle (Divination) Level: 5 Range: 0 Duration: Instant Casting Time: 5 Area of Effect: 120-ft. radius Saving Throw: None When cast, this spell will cancel all Illusion/Phantasm spells of 5th level and lower within its area of effect. The spells affected are Reflected Image, Invisibility, Mirror Image, Non-Detection, Improved Invisibility, and Shadow Door. The caster can control just whom this spell affects. Therefore, it will affect only creatures that are not in the caster's party. The area of effect is roughly a 120-ft. radius around the caster. | Oracle (Wizard - Divination) Level: 5 Range: Contact Duration: Instant Casting time: 5 Area of Effect: Enemies within a radius of 117 feet around of the caster Saving Throw: None When cast, this spell will cancel all Illusion/Phantasm spells of 5th level and lower within its area of effect. The spells affected are Reflected Image, Invisibility, Mirror Image, Non-Detection, Improved Invisibility, and Shadow Door. The caster can control just whom this spell affects. Therefore, it will affect only creatures that are not in the caster's party. The area of effect is roughly a 120-ft. radius around the caster. STATISTICS: - Dispel the target's invisibility - Dispels all of Illusion spells of level 5 or lower on the target - Dispels all illusionary protection spells on the target |
SPWI516 Conjure Lesser Fire Elemental | Conjure Lesser Fire Elemental (Conjuration/Summoning) Level: 5 Range: 45 ft. Duration: 1 turn + 1 round/level Casting Time: 9 Area of Effect: Special Saving Throw: None A wizard who casts a Conjure Lesser Fire Elemental spell summons a fire elemental to do | Conjure Lesser Fire Elemental (Wizard - Conjuration) Level: 5 Range: 15 feet Duration: Special Casting time: 9 Area of Effect: Point in the visual range of the caster Saving Throw: None A wizard who casts a Conjure Lesser Fire Elemental spell summons a fire elemental to do |
SPWI517 Protection From Acid | Protection From Acid (Abjuration) Level: 5 Range: Touch Duration: 1 turn/level Casting Time: 6 Area of Effect: 1 creature Saving Throw: None When the spell is cast, it confers complete invulnerability to all acid-based attacks, whether magical or non-magical, such as Acid Arrow or a creature's special attacks. This effect lasts for the duration of the spell or until dispelled. | Protection From Acid (Wizard - Abjuration) Level: 5 Range: Contact Duration: 1 turn/level Casting time: 6 Area of Effect: 1 creature Saving Throw: None When the spell is cast, it confers complete invulnerability to all acid-based attacks, whether magical or non-magical, such as Acid Arrow or a creature's special attacks. This effect lasts for the duration of the spell or until dispelled. STATISTICS: - Protects the target from acid |
SPWI518 Phantom Blade | Phantom Blade (Evocation) Level: 5 Range: 0 Duration: 3 rounds + 1 round/level Casting Time: 5 Area of Effect: Special Saving Throw: None This spell creates a translucent, shadow-like, weightless area of magical force extending from the fingers of one of the caster's hands. The silent, blade-shaped construct's cutting edges inflict damage just as those of a real sword do. The caster wields the phantom blade as if proficient with it, at | Phantom Blade (Wizard - Invocation) Level: 5 Range: Contact Duration: 3 rounds + 1 round/level Casting time: 5 Area of Effect: Caster Saving Throw: None This spell creates a translucent, shadow-like, weightless area of magical force extending from the fingers of one of the caster's hands. The silent, blade-shaped construct's cutting edges inflict damage just as those of a real sword do. The caster wields the phantom blade as if proficient with it, at |
SPWI519 Spell Shield | Spell Shield (Abjuration) Level: 5 Range: 0 Duration: 3 rounds/level Casting Time: 8 Area of Effect: The caster Saving Throw: None When this spell is cast, the wizard is protected from the next magical attack against | Spell Shield (Wizard - Abjuration) Level: 5 Range: Contact Duration: 3 rounds/level Casting time: 8 Area of Effect: Caster Saving Throw: None When this spell is cast, the wizard is protected from the next magical attack against |
SPWI520 Conjure Lesser Air Elemental | Conjure Lesser Air Elemental (Conjuration/Summoning) Level: 5 Range: 45 ft. Duration: 1 turn + 1 round/level Casting Time: 9 Area of Effect: Special Saving Throw: None A wizard who casts a Conjure Lesser Air Elemental spell summons an air elemental to do | Conjure Lesser Air Elemental (Wizard - Conjuration) Level: 5 Range: 15 feet Duration: Special Casting time: 9 Area of Effect: Point in the visual range of the caster Saving Throw: None A wizard who casts a Conjure Lesser Air Elemental spell summons an air elemental to do |
SPWI521 Conjure Lesser Earth Elemental | Conjure Lesser Earth Elemental (Conjuration/Summoning) Level: 5 Range: 45 ft. Duration: 1 turn + 1 round/level Casting Time: 9 Area of Effect: Special Saving Throw: None A wizard who casts a Conjure Lesser Earth Elemental spell summons an earth elemental to do | Conjure Lesser Earth Elemental (Wizard - Conjuration) Level: 5 Range: 15 feet Duration: Special Casting time: 9 Area of Effect: Point in the visual range of the caster Saving Throw: None A wizard who casts a Conjure Lesser Earth Elemental spell summons an earth elemental to do |
SPWI522 Minor Spell Turning | Minor Spell Turning (Abjuration) Level: 5 Range: 0 Duration: 3 rounds/level Casting Time: 5 Area of Effect: The caster Saving Throw: None This spell is similar to the 7th-level Spell Turning, which causes the spells cast against the wizard to rebound upon the original caster. This affects a total of 4 spell levels—including spells cast from scrolls and innate spell-like abilities—but excludes the following: area effects that are not centered directly upon the wizard, as well as area effects that are stationary, such as Cloudkill and Stinking Cloud. As long as the spell is cast directly at the wizard, it will be reflected back upon the caster. This spell will only affect up to 4th-level spells, but as long as there are levels remaining, a spell will be reflected. For example, if there is only 1 level left and a 3rd-level spell is cast at the wizard, the spell will be reflected while canceling the Spell Turning. This spell will not protect the caster from Dispel Magic, but will not be dispelled by Dispel Magic either. | Minor Spell Turning (Wizard - Abjuration) Level: 5 Range: Contact Duration: 3 rounds/level Casting time: 5 Area of Effect: Caster Saving Throw: None This spell is similar to the 7th-level Spell Turning, which causes the spells cast against the wizard to rebound upon the original caster. This affects a total of 4 spell levels—including spells cast from scrolls and innate spell-like abilities—but excludes the following: area effects that are not centered directly upon the wizard, as well as area effects that are stationary, such as Cloudkill and Stinking Cloud. As long as the spell is cast directly at the wizard, it will be reflected back upon the caster. This spell will only affect up to 4th-level spells, but as long as there are levels remaining, a spell will be reflected. For example, if there is only 1 level left and a 3rd-level spell is cast at the wizard, the spell will be reflected while canceling the Spell Turning. This spell will not protect the caster from Dispel Magic, but will not be dispelled by Dispel Magic either. STATISTICS: - Reflects up to 4 levels of spells from 4th level and lower |
SPWI523 Sunfire | Sunfire (Evocation) Level: 5 Range: 0 Duration: Instant Casting Time: 3 Area of Effect: 15-ft. radius Saving Throw: 1/2 A Sunfire is like a Fireball—an explosive burst of flame, which detonates with a low roar and delivers damage proportional to the level of the caster: 1d6 points of damage per level of the caster, up to a maximum of 15d6. The wizard gestures with | Sunfire (Wizard - Invocation) Level: 5 Range: Contact Duration: Instant Casting time: 3 Area of Effect: Caster Saving Throw: Spells (1/2) A Sunfire is like a Fireball—an explosive burst of flame, which detonates with a low roar and delivers damage proportional to the level of the caster: 1d6 points of damage per level of the caster, up to a maximum of 15d6. The wizard gestures with |
SPWI601 Invisible Stalker | Invisible Stalker (Conjuration/Summoning) Level: 6 Range: 120 ft. Duration: 9 hours Casting Time: 9 Area of Effect: Special Saving Throw: None This spell summons an invisible stalker from the Elemental Plane of Air. This 8-Hit-Dice monster obeys and serves the caster in performing whatever tasks are set before it, even if this means being sent to certain death. The creature remains under the caster's control for 9 hours or until it is killed—at which point it will return to its native plane, only slightly annoyed at having to serve a mortal. | Invisible Stalker (Wizard - Conjuration) Level: 6 Range: 40 feet Duration: 9 hours Casting time: 9 Area of Effect: Point in the visual range of the caster Saving Throw: None This spell summons an invisible stalker from the Elemental Plane of Air. This 8-Hit-Dice monster obeys and serves the caster in performing whatever tasks are set before it, even if this means being sent to certain death. The creature remains under the caster's control for 9 hours or until it is killed—at which point it will return to its native plane, only slightly annoyed at having to serve a mortal. STATISTICS: - Summon a Invisible Stalker |
SPWI602 Globe of Invulnerability | Globe of Invulnerability (Abjuration) Level: 6 Range: 0 Duration: 1 round/level Casting Time: 6 Area of Effect: 5-ft. radius sphere Saving Throw: None This spell creates an immobile, faintly shimmering magical sphere around the caster that prevents any 1st-, 2nd-, 3rd-, or 4th-level spell effects from penetrating (i.e., the area of effect of any such spells does not include the area of the Globe of Invulnerability). This includes innate abilities and effects from devices. However, any type of spell can be cast out of the magical sphere, and these pass from the caster of the globe to their subject without affecting the globe. 5th- and higher level spells are not affected by the globe, and magical attacks of 5th-level or higher, such as Spellstrike and Pierce Magic, can bring it down. | Globe of Invulnerability (Wizard - Abjuration) Level: 6 Range: Contact Duration: 1 round/level Casting time: 6 Area of Effect: Caster Saving Throw: None This spell creates an immobile, faintly shimmering magical sphere around the caster that prevents any 1st-, 2nd-, 3rd-, or 4th-level spell effects from penetrating (i.e., the area of effect of any such spells does not include the area of the Globe of Invulnerability). This includes innate abilities and effects from devices. However, any type of spell can be cast out of the magical sphere, and these pass from the caster of the globe to their subject without affecting the globe. 5th- and higher level spells are not affected by the globe, and magical attacks of 5th-level or higher, such as Spellstrike and Pierce Magic, can bring it down. STATISTICS: - Protects from spells of 4th level and below |
SPWI603 Tenser's Transformation | Tenser's Transformation (Alteration) Level: 6 Range: 0 Duration: 1 round/level Casting Time: 6 Area of Effect: The caster Saving Throw: None Tenser's Transformation is a sight guaranteed to astound any creature not aware of its power, for when the wizard casts the spell, | Tenser's Transformation (Wizard - Alteration) Level: 6 Range: Contact Duration: 1 round/level Casting time: 6 Area of Effect: Caster Saving Throw: None Tenser's Transformation is a sight guaranteed to astound any creature not aware of its power, for when the wizard casts the spell, |
SPWI604 Flesh to Stone | Flesh to Stone (Alteration) Level: 6 Range: Visual range of the caster Duration: Permanent Casting Time: 6 Area of Effect: 1 creature Saving Throw: Neg. This spell turns flesh of any sort to stone. All possessions on the person of the creature likewise turn to stone. The intended subject of the spell receives a Saving Throw vs. Spell to avoid the effect. If a statue created by this spell is subjected to attacks of any sort, it will shatter into tiny pieces, making it impossible for the creature to be returned to flesh. The reverse of this spell may be cast upon the victim in order to restore life, but this is the only way. | Flesh to Stone (Wizard - Alteration) Level: 6 Range: 50 feet Duration: Instant Casting time: 6 Area of Effect: 1 creature Saving Throw: Spells (Neg.) This spell turns flesh of any sort to stone. All possessions on the person of the creature likewise turn to stone. The intended subject of the spell receives a Saving Throw vs. Spell to avoid the effect. If a statue created by this spell is subjected to attacks of any sort, it will shatter into tiny pieces, making it impossible for the creature to be returned to flesh. The reverse of this spell may be cast upon the victim in order to restore life, but this is the only way. STATISTICS: - Transmutes the target to stone |
SPWI605 Death Spell | Death Spell (Necromancy) Level: 6 Range: Visual range of the caster Duration: Instant Casting Time: 6 Area of Effect: 15-ft. radius Saving Throw: None When a Death Spell is cast, it snuffs out the life force of creatures within the area of effect, instantly and irrevocably. Creatures with more than 8 Hit Dice are immune to this spell with the exception of summoned creatures, which are automatically slain. Only enemies are affected by this spell. | Death Spell (Wizard - Necromancy) Level: 6 Range: 50 feet Duration: Instant Casting time: 6 Area of Effect: Enemies within a radius of 15 feet Saving Throw: None When a Death Spell is cast, it snuffs out the life force of creatures within the area of effect, instantly and irrevocably. Creatures with more than 8 Hit Dice are immune to this spell with the exception of summoned creatures, which are automatically slain. Only enemies are affected by this spell. STATISTICS: - Instantly slays the target (of level 8 or lower) |
SPWI606 Protection From Magic Energy | Protection From Magic Energy (Abjuration) Level: 6 Range: Touch Duration: 1 turn/level Casting Time: 6 Area of Effect: 1 creature Saving Throw: None When the spell is cast, it confers 100% invulnerability to all magic-based attacks such as Magic Missile or Abi-Dalzim's Horrid Wilting. This effect lasts for the duration of the spell or until dispelled. | Protection From Magic Energy (Wizard - Abjuration) Level: 6 Range: Contact Duration: 1 turn/level Casting time: 6 Area of Effect: 1 creature Saving Throw: None When the spell is cast, it confers 100% invulnerability to all magic-based attacks such as Magic Missile or Abi-Dalzim's Horrid Wilting. This effect lasts for the duration of the spell or until dispelled. STATISTICS: Between level 1 and 18 - Protects the target from magic damage From level 19 - Increases the Magic Damage Resistance of the target by 100% |
SPWI607 Mislead | Mislead (Illusion/Phantasm) Level: 6 Range: 0 Duration: 1 round/level Casting Time: 1 Area of Effect: Special Saving Throw: None When this spell is cast, the wizard is affected by an Improved Invisibility spell and is teleported a few feet away from | Mislead (Wizard - Illusion) Level: 6 Range: Contact Duration: 1 round/level Casting time: 1 Area of Effect: Caster Saving Throw: None When this spell is cast, the wizard is affected by an Improved Invisibility spell and is teleported a few feet away from |
SPWI608 Pierce Magic | Pierce Magic (Abjuration) Level: 6 Range: 40 ft. Duration: Instant Casting Time: 6 Area of Effect: 1 creature Saving Throw: None When this spell is cast upon a target creature, there will be two major effects: First, the creature's Magic Resistance, if any, will be lowered by 1% per level of the caster; second, one spell protection of 8th level or lower affecting the creature, if any, will be canceled. For example, if this spell were cast by a 15th-level wizard, the target creature would lose 15% of its Magic Resistance from its current total (reducing it to 0 if less than that remains), and one 8th- or lower level spell protection affecting the creature would be dispelled. Spells affected by Pierce Magic are Minor Spell Deflection, Minor Spell Turning, Spell Deflection, Spell Turning, Minor Globe of Invulnerability, Spell Immunity, and Globe of Invulnerability. The target's Magic Resistance, if any, does not affect this spell, nor do any of the spell protections. Magic Resistance remains lowered for 1 round per level of the caster. | Pierce Magic (Wizard - Abjuration) Level: 6 Range: 40 feet Duration: 1 round/level Casting time: 6 Area of Effect: 1 creature Saving Throw: None When this spell is cast upon a target creature, there will be two major effects: First, the creature's Magic Resistance, if any, will be lowered by 1% per level of the caster; second, one spell protection of 8th level or lower affecting the creature, if any, will be canceled. For example, if this spell were cast by a 15th-level wizard, the target creature would lose 15% of its Magic Resistance from its current total (reducing it to 0 if less than that remains), and one 8th- or lower level spell protection affecting the creature would be dispelled. Spells affected by Pierce Magic are Minor Spell Deflection, Minor Spell Turning, Spell Deflection, Spell Turning, Minor Globe of Invulnerability, Spell Immunity, and Globe of Invulnerability. The target's Magic Resistance, if any, does not affect this spell, nor do any of the spell protections. Magic Resistance remains lowered for 1 round per level of the caster. STATISTICS: - Reduces the Magic Resistance of the target by 1% per level/20 Between level 1 and 12 - Dispels one protection spell of level 8 or lower on the target Between level 13 and 17 - Dispels one protection spell of level 8 or lower on the target At level 18 - Dispels one protection spell of level 8 or lower on the target From level 19 - Dispels one protection spell of level 8 or lower on the target |
SPWI609 True Sight | True Sight (Divination) Level: 6 Range: 0 Duration: 1 turn Casting Time: 8 Area of Effect: 120-ft. radius Saving Throw: None When this spell is cast, an area roughly 120 ft. in radius around the caster will be affected. Instantly and once per round for 1 turn after this spell is cast, all hostile Illusion/Phantasm spells in the area of effect will be dispelled. The spells that are affected by this are Reflected Image, Invisibility, Mirror Image, Non-Detection, Improved Invisibility, Shadow Door, Mislead, Project Image, and Simulacrum. The area of effect is roughly a 120-ft. radius around the caster. The target's Magic Resistance, if any, does not come into effect with this spell. This spell only affects enemies, thus it is unable to dispel invisibility from a party member. | True Sight (Wizard - Divination) Level: 6 Range: Contact Duration: 1 turn Casting time: 8 Area of Effect: Enemies within a radius of 117 feet around of the caster Saving Throw: None When this spell is cast, an area roughly 120 ft. in radius around the caster will be affected. Instantly and once per round for 1 turn after this spell is cast, all hostile Illusion/Phantasm spells in the area of effect will be dispelled. The spells that are affected by this are Reflected Image, Invisibility, Mirror Image, Non-Detection, Improved Invisibility, Shadow Door, Mislead, Project Image, and Simulacrum. The area of effect is roughly a 120-ft. radius around the caster. The target's Magic Resistance, if any, does not come into effect with this spell. This spell only affects enemies, thus it is unable to dispel invisibility from a party member. STATISTICS: - Dispel the target's invisibility - Dispels all illusionary protection spells on the target - Instantly cast True Sight on the caster every round for 1 turn after 1 round |
SPWI611 Protection From Magical Weapons | Protection From Magical Weapons (Abjuration) Level: 6 Range: 0 Duration: 4 rounds Casting Time: 1 Area of Effect: The caster Saving Throw: None When the spell is cast, it confers complete invulnerability to all magical weapons. This includes weapons that are blessed or enchanted. The attacks of powerful monsters are also considered magical weapons. This spell cannot be cast on anyone who is protected from normal weapons as well as anyone protected by Mantle, Improved Mantle, or Absolute Immunity. Due to the nature of this spell, with the short casting time and duration, it is mainly used to buy the wizard a few rounds in the thick of combat. This effect lasts for the duration of the spell or until dispelled. | Protection From Magical Weapons (Wizard - Abjuration) Level: 6 Range: Contact Duration: 4 rounds Casting time: 1 Area of Effect: Caster Saving Throw: None When the spell is cast, it confers complete invulnerability to all magical weapons. This includes weapons that are blessed or enchanted. The attacks of powerful monsters are also considered magical weapons. This spell cannot be cast on anyone who is protected from normal weapons as well as anyone protected by Mantle, Improved Mantle, or Absolute Immunity. Due to the nature of this spell, with the short casting time and duration, it is mainly used to buy the wizard a few rounds in the thick of combat. This effect lasts for the duration of the spell or until dispelled. STATISTICS: - Protects from Absolute Immunity, Improved Mantle, Mantle and Protection From Normal Weapons spells - Protects from magical weapons |
SPWI612 Power Word, Silence | Power Word, Silence (Conjuration/Summoning) Level: 6 Range: 90 ft. Duration: 7 rounds Casting Time: 1 Area of Effect: 1 creature Saving Throw: None In using this spell, the wizard points at an individual and utters the Power Word. For the next 7 rounds, that creature cannot make any sound. This silence completely foils any spells that require verbal components. The only ways to counter this spell are either a Dispel Magic or a Vocalize spell. There is no Saving Throw. | Power Word, Silence (Wizard - Conjuration) Level: 6 Range: 80 feet Duration: 7 rounds Casting time: 1 Area of Effect: 1 creature Saving Throw: None In using this spell, the wizard points at an individual and utters the Power Word. For the next 7 rounds, that creature cannot make any sound. This silence completely foils any spells that require verbal components. The only ways to counter this spell are either a Dispel Magic or a Vocalize spell. There is no Saving Throw. STATISTICS: - Silences the target |
SPWI613 Improved Haste | Improved Haste (Alteration) Level: 6 Range: 40 ft. Duration: 3 rounds + 1 round/level Casting Time: 3 Area of Effect: 1 creature Saving Throw: None The affected creature functions at double its normal movement and attack rates and receives a +2 bonus to its initiative. Thus, a creature moving at 6 and attacking once per round would move at 12 and attack twice per round. Spellcasting and spell effects are not sped up. There are three major differences between the 3rd-level wizard spell Haste and this spell: First, there is no period of fatigue following the expiration of the spell; second, this spell will only affect one creature; third, this spell actually doubles the number of attacks per round of the hasted creature. This spell also negates the effects of a Slow spell, but it is not cumulative with itself or with other similar magic. Its effects will last for the duration or until dispelled. | Improved Haste (Wizard - Alteration) Level: 6 Range: 40 feet Duration: Special Casting time: 3 Area of Effect: 1 creature Saving Throw: None The affected creature functions at double its normal movement and attack rates and receives a +2 bonus to its initiative. Thus, a creature moving at 6 and attacking once per round would move at 12 and attack twice per round. Spellcasting and spell effects are not sped up. There are three major differences between the 3rd-level wizard spell Haste and this spell: First, there is no period of fatigue following the expiration of the spell; second, this spell will only affect one creature; third, this spell actually doubles the number of attacks per round of the hasted creature. This spell also negates the effects of a Slow spell, but it is not cumulative with itself or with other similar magic. Its effects will last for the duration or until dispelled. STATISTICS: - Protecs the target from Haste and Offensive Spin spells for 15 rounds - Double movement speed and grants one additional attack per round to the target for 3 rounds + 1 round/level At level 13 - Protects the target from Haste spell for 16 rounds From level 13 - Protects the target from Offensive Spin spell for 15 rounds At level 14 - Protects the target from Haste spell for 17 rounds At level 15 - Protects the target from Haste spell for 18 rounds At level 16 - Protects the target from Haste spell for 19 rounds At level 17 - Protects the target from Haste spell for 2 turns At level 18 - Protects the target from Haste spell for 21 rounds At level 19 - Protects the target from Haste spell for 22 rounds From level 20 - Protects the target from Haste spell for 23 rounds |
SPWI614 Death Fog | Death Fog (Evocation) Level: 6 Range: 30 ft. Duration: 1 turn Casting Time: 6 Area of Effect: 15-ft. radius Saving Throw: None The casting of a Death Fog spell creates an area of solid fog that has the additional property of being highly acidic. All animal life not immune to acid suffers 8 points of damage for each round they are exposed to the vapors of the Death Fog. Death Fog will also instantly kill all summoned creatures, regardless of their Hit Dice and immunities. | Death Fog (Wizard - Invocation) Level: 6 Range: 40 feet Duration: Instant Casting time: 6 Area of Effect: radius of 15 feet Saving Throw: None The casting of a Death Fog spell creates an area of solid fog that has the additional property of being highly acidic. All animal life not immune to acid suffers 8 points of damage for each round they are exposed to the vapors of the Death Fog. Death Fog will also instantly kill all summoned creatures, regardless of their Hit Dice and immunities. STATISTICS: - Inflicts 8 acid damage to the target |
SPWI615 Chain Lightning | Chain Lightning (Invocation/Evocation) Level: 6 Range: 40 ft. Duration: Instant Casting Time: 5 Area of Effect: Special Saving Throw: 1/2 When the wizard casts Chain Lightning, arcs of electrical energy burst from | Chain Lightning (Wizard - Invocation) Level: 6 Range: 40 feet Duration: Instant Casting time: 5 Area of Effect: 1 creature and any enemy within a radius of 15 feet Saving Throw: Spells (1/2) When the wizard casts Chain Lightning, arcs of electrical energy burst from |
SPWI616 Disintegrate | Disintegrate (Alteration) Level: 6 Range: Visual range of the caster Duration: Instant Casting Time: 6 Area of Effect: 1 creature Saving Throw: Neg. When this spell is cast at another creature, a thin green ray is shot out. Upon contact with the ray, the creature must make a Saving Throw vs. Spell or be transformed into dust. This transformation is instantaneous and irreversible. There is also a good chance that this will destroy some if not all of the items that the creature is carrying. | Disintegrate (Wizard - Alteration) Level: 6 Range: 40 feet Duration: Instant Casting time: 6 Area of Effect: 1 creature Saving Throw: Spells (Neg.) When this spell is cast at another creature, a thin green ray is shot out. Upon contact with the ray, the creature must make a Saving Throw vs. Spell or be transformed into dust. This transformation is instantaneous and irreversible. There is also a good chance that this will destroy some if not all of the items that the creature is carrying. STATISTICS: - Disintegrates the target |
SPWI617 Contingency | Contingency (Evocation) Level: 6 Range: Visual range of the caster Duration: Permanent until triggered Casting Time: 9 Area of Effect: Special Saving Throw: None Upon casting this spell, the wizard is allowed to choose a spell out of | Contingency (Wizard - Invocation) Level: 6 Range: Contact Duration: Instant Casting time: 9 Area of Effect: Caster Saving Throw: None Upon casting this spell, the wizard is allowed to choose a spell out of |
SPWI618 Spell Deflection | Spell Deflection (Abjuration) Level: 6 Range: 0 Duration: 3 rounds/level Casting Time: 6 Area of Effect: The caster Saving Throw: None This powerful abjuration spell causes any spells cast against the wizard to be absorbed and consumed. This affects a total of 10 spell levels. This includes spells cast from scrolls and innate spell-like abilities, but excludes the following: area effects that are not centered directly upon the wizard, as well as area effects that are stationary, such as Cloudkill and Stinking Cloud. As long as the spell is cast directly at the wizard it will be absorbed. Something to note is that as long as there are levels remaining, then the spell will be absorbed. For example, if there is only 1 level left and a 3rd-level spell is cast at the wizard, the spell will be absorbed while canceling the spell deflection. It is not affected by a Dispel Magic. | Spell Deflection (Wizard - Abjuration) Level: 6 Range: Contact Duration: 3 rounds/level Casting time: 6 Area of Effect: Caster Saving Throw: None This powerful abjuration spell causes any spells cast against the wizard to be absorbed and consumed. This affects a total of 10 spell levels. This includes spells cast from scrolls and innate spell-like abilities, but excludes the following: area effects that are not centered directly upon the wizard, as well as area effects that are stationary, such as Cloudkill and Stinking Cloud. As long as the spell is cast directly at the wizard it will be absorbed. Something to note is that as long as there are levels remaining, then the spell will be absorbed. For example, if there is only 1 level left and a 3rd-level spell is cast at the wizard, the spell will be absorbed while canceling the spell deflection. It is not affected by a Dispel Magic. STATISTICS: - Immunize up to 10 spell levels |
SPWI619 Wyvern Call | Wyvern Call (Conjuration/Summoning) Level: 6 Range: 120 ft. Duration: 1 round/level Casting Time: 9 Area of Effect: Special Saving Throw: None When this spell is cast, the wizard opens up a magical channel that will summon a wyvern to | Wyvern Call (Wizard - Conjuration) Level: 6 Range: 30 feet Duration: 1 round/level Casting time: 9 Area of Effect: Point in the visual range of the caster Saving Throw: None When this spell is cast, the wizard opens up a magical channel that will summon a wyvern to |
SPWI620 Conjure Fire Elemental | Conjure Fire Elemental (Conjuration/Summoning) Level: 6 Range: Visual range of the caster Duration: 1 turn/level Casting Time: 9 Area of Effect: Special Saving Throw: None Upon casting a Conjure Fire Elemental spell, the caster opens a special gate to the Elemental Plane of Fire, and a fire elemental is summoned in the vicinity of the caster. There is a 60% chance that a 12-Hit-Dice elemental appears, a 35% chance that a 16-Hit-Dice elemental appears, and a 5% chance that a 24-Hit-Dice elemental appears. The elemental will do the bidding of the caster until it is slain or the duration of the spell runs out. All of the commands given to the elemental are done telepathically, so there is no time lost due to miscommunication and no need to know the language of the summoned creature. However, every time this spell is cast, there is a 15% chance that the elemental will escape the instructions of the caster, go berserk, and attack the wizard who dared summoning it. If it can't reach the summoner, it will fight its way toward | Conjure Fire Elemental (Wizard - Conjuration) Level: 6 Range: 35 feet Duration: Special Casting time: 9 Area of Effect: Point in the visual range of the caster Saving Throw: None Upon casting a Conjure Fire Elemental spell, the caster opens a special gate to the Elemental Plane of Fire, and a fire elemental is summoned in the vicinity of the caster. There is a 60% chance that a 12-Hit-Dice elemental appears, a 35% chance that a 16-Hit-Dice elemental appears, and a 5% chance that a 24-Hit-Dice elemental appears. The elemental will do the bidding of the caster until it is slain or the duration of the spell runs out. All of the commands given to the elemental are done telepathically, so there is no time lost due to miscommunication and no need to know the language of the summoned creature. However, every time this spell is cast, there is a 15% chance that the elemental will escape the instructions of the caster, go berserk, and attack the wizard who dared summoning it. If it can't reach the summoner, it will fight its way toward |
SPWI621 Conjure Air Elemental | Conjure Air Elemental (Conjuration/Summoning) Level: 6 Range: Visual range of the caster Duration: 1 turn/level Casting Time: 9 Area of Effect: Special Saving Throw: None Upon casting a Conjure Air Elemental spell, the caster opens a special gate to the Elemental Plane of Air, and an air elemental is summoned in the vicinity of the caster. There is a 60% chance that a 12-Hit-Dice elemental appears, a 35% chance that a 16-Hit-Dice elemental appears, and a 5% chance that a 24-Hit-Dice elemental appears. The elemental will do the bidding of the caster until it is slain or the duration of the spell runs out. All of the commands given to the elemental are done telepathically, so there is no time lost due to miscommunication and no need to know the language of the summoned creature. However, every time this spell is cast, there is a 15% chance that the elemental will escape the instructions of the caster, go berserk, and attack the wizard who dared summoning it. If it can't reach the summoner, it will fight its way toward | Conjure Air Elemental (Wizard - Conjuration) Level: 6 Range: 35 feet Duration: Special Casting time: 9 Area of Effect: Point in the visual range of the caster Saving Throw: None Upon casting a Conjure Air Elemental spell, the caster opens a special gate to the Elemental Plane of Air, and an air elemental is summoned in the vicinity of the caster. There is a 60% chance that a 12-Hit-Dice elemental appears, a 35% chance that a 16-Hit-Dice elemental appears, and a 5% chance that a 24-Hit-Dice elemental appears. The elemental will do the bidding of the caster until it is slain or the duration of the spell runs out. All of the commands given to the elemental are done telepathically, so there is no time lost due to miscommunication and no need to know the language of the summoned creature. However, every time this spell is cast, there is a 15% chance that the elemental will escape the instructions of the caster, go berserk, and attack the wizard who dared summoning it. If it can't reach the summoner, it will fight its way toward |
SPWI622 Conjure Earth Elemental | Conjure Earth Elemental (Conjuration/Summoning) Level: 6 Range: Visual range of the caster Duration: 1 turn/level Casting Time: 9 Area of Effect: Special Saving Throw: None Upon casting a Conjure Earth Elemental spell, the caster opens a special gate to the Elemental Plane of Earth, and an earth elemental is summoned in the vicinity of the caster. There is a 60% chance that a 12-Hit-Dice elemental appears, a 35% chance that a 16-Hit-Dice elemental appears, and a 5% chance that a 24-Hit-Dice elemental appears. The elemental will do the bidding of the caster until it is slain or the duration of the spell runs out. All of the commands given to the elemental are done telepathically, so there is no time lost due to miscommunication and no need to know the language of the summoned creature. However, every time this spell is cast, there is a 15% chance that the elemental will escape the instructions of the caster, go berserk, and attack the wizard who dared summoning it. If it can't reach the summoner, it will fight its way toward | Conjure Earth Elemental (Wizard - Conjuration) Level: 6 Range: 35 feet Duration: Special Casting time: 9 Area of Effect: Point in the visual range of the caster Saving Throw: None Upon casting a Conjure Earth Elemental spell, the caster opens a special gate to the Elemental Plane of Earth, and an earth elemental is summoned in the vicinity of the caster. There is a 60% chance that a 12-Hit-Dice elemental appears, a 35% chance that a 16-Hit-Dice elemental appears, and a 5% chance that a 24-Hit-Dice elemental appears. The elemental will do the bidding of the caster until it is slain or the duration of the spell runs out. All of the commands given to the elemental are done telepathically, so there is no time lost due to miscommunication and no need to know the language of the summoned creature. However, every time this spell is cast, there is a 15% chance that the elemental will escape the instructions of the caster, go berserk, and attack the wizard who dared summoning it. If it can't reach the summoner, it will fight its way toward |
SPWI623 Carrion Summons | Carrion Summons (Conjuration/Summoning) Level: 6 Range: 120 ft. Duration: 7 rounds + 1 round/level Casting Time: 9 Area of Effect: Special Saving Throw: None There are two parts to this spell. First, a small portal opens and summons 1d2 carrion crawlers to a point designated by the wizard. Second, the magic mutates the carrion crawlers into larger, more vicious versions of themselves. The wizard now has control over these creature(s) until they are slain or the spell's duration expires. There is a 35% chance that two carrion crawlers will be summoned instead of one. | Carrion Summons (Wizard - Conjuration) Level: 6 Range: 25 feet Duration: Special Casting time: 9 Area of Effect: Point in the visual range of the caster Saving Throw: None There are two parts to this spell. First, a small portal opens and summons 1d2 carrion crawlers to a point designated by the wizard. Second, the magic mutates the carrion crawlers into larger, more vicious versions of themselves. The wizard now has control over these creature(s) until they are slain or the spell's duration expires. There is a 35% chance that two carrion crawlers will be summoned instead of one. STATISTICS: - 66% chance to summon a Mutated Crawler for 18 rounds - 34% chance to summon 2 Mutated Crawler for 18 rounds |
SPWI624 Summon Nishruu | Summon Nishruu (Conjuration/Summoning) Level: 6 Range: 120 ft. Duration: 1 round/level Casting Time: 9 Area of Effect: Special Saving Throw: None By casting the Summon Nishruu spell, a wizard calls into existence a magical being of considerable power: the nishruu. At first glance, this appears to be some sort of mist, but upon closer examination, this boiling, churning red mass of vapors and shapes moves with a life of its own. Drawn toward magic like a moth to the flame, the nishruu feed on the energies surrounding and used by wizards. Luckily, there is no question as to the loyalty of the creature, and it will not attack its summoner even though it would like nothing better. The nishruu have no physical attacks at all, although physical attacks can hurt them. Each time a nishruu touches a target wizard and wraps its tendrils around him, the wizard loses 1 random spell of the highest level currently memorized. The nishruu is completely immune to magic (except for Death Spell), and magic will actually heal it. The creature will remain under the wizard's control until slain or until the spell's duration expires. | Summon Nishruu (Wizard - Conjuration) Level: 6 Range: 25 feet Duration: Special Casting time: 9 Area of Effect: Point in the visual range of the caster Saving Throw: None By casting the Summon Nishruu spell, a wizard calls into existence a magical being of considerable power: the nishruu. At first glance, this appears to be some sort of mist, but upon closer examination, this boiling, churning red mass of vapors and shapes moves with a life of its own. Drawn toward magic like a moth to the flame, the nishruu feed on the energies surrounding and used by wizards. Luckily, there is no question as to the loyalty of the creature, and it will not attack its summoner even though it would like nothing better. The nishruu have no physical attacks at all, although physical attacks can hurt them. Each time a nishruu touches a target wizard and wraps its tendrils around him, the wizard loses 1 random spell of the highest level currently memorized. The nishruu is completely immune to magic (except for Death Spell), and magic will actually heal it. The creature will remain under the wizard's control until slain or until the spell's duration expires. STATISTICS: - Summon a Nishruu for 12 rounds |
SPWI625 Stone to Flesh | Stone to Flesh (Alteration) Level: 6 Range: 50 ft. Duration: Permanent Casting Time: 6 Area of Effect: 1 creature Saving Throw: None This spell is the reverse of Flesh to Stone and will return any creature that has been turned to stone back to flesh. All possessions on the creature likewise return to normal. The effect is instantaneous and there are no Saving Throw checks required. | Stone to Flesh (Wizard - Alteration) Level: 6 Range: 50 feet Duration: Instant Casting time: 6 Area of Effect: 1 creature Saving Throw: None This spell is the reverse of Flesh to Stone and will return any creature that has been turned to stone back to flesh. All possessions on the creature likewise return to normal. The effect is instantaneous and there are no Saving Throw checks required. STATISTICS: - Stone to Flesh the target |
SPWI701 Spell Turning | Spell Turning (Abjuration) Level: 7 Range: 0 Duration: 3 rounds/level Casting Time: 7 Area of Effect: The caster Saving Throw: None This powerful Abjuration spell causes the spells cast against the wizard to rebound upon the original caster. This affects a total of 12 spell levels—including spells cast from scrolls and innate spell-like abilities—but excludes the following: area effects that are not centered directly upon the wizard, as well as area effects that are stationary, such as Cloudkill and Stinking Cloud. As long as the spell is cast directly at the wizard, it will be reflected back upon the caster as long as there are levels remaining. For example, if there is only 1 level left and a 3rd-level spell is cast at the wizard, the spell will be reflected while canceling the Spell Turning. This spell will not protect the caster from Dispel Magic, but it will not be dispelled by Dispel Magic either. | Spell Turning (Wizard - Abjuration) Level: 7 Range: Contact Duration: 3 rounds/level Casting time: 7 Area of Effect: Caster Saving Throw: None This powerful Abjuration spell causes the spells cast against the wizard to rebound upon the original caster. This affects a total of 12 spell levels—including spells cast from scrolls and innate spell-like abilities—but excludes the following: area effects that are not centered directly upon the wizard, as well as area effects that are stationary, such as Cloudkill and Stinking Cloud. As long as the spell is cast directly at the wizard, it will be reflected back upon the caster as long as there are levels remaining. For example, if there is only 1 level left and a 3rd-level spell is cast at the wizard, the spell will be reflected while canceling the Spell Turning. This spell will not protect the caster from Dispel Magic, but it will not be dispelled by Dispel Magic either. STATISTICS: - Reflects up to 12 levels of spells |
SPWI702 Protection From The Elements | Protection From The Elements (Abjuration) Level: 7 Range: Touch Duration: 1 round/level Casting Time: 7 Area of Effect: 1 creature Saving Throw: None When the spell is cast, it confers 75% resistance to all elemental attacks—such as fire, cold, and electricity, whether magical or non magical—from spells, weapons, wands, breath weapons, etc. The effect of a Protection From The Elements spell lasts 1 round per level of the caster or until dispelled. | Protection From The Elements (Wizard - Abjuration) Level: 7 Range: Contact Duration: 1 round/level Casting time: 7 Area of Effect: 1 creature Saving Throw: None When the spell is cast, it confers 75% resistance to all elemental attacks—such as fire, cold, and electricity, whether magical or non magical—from spells, weapons, wands, breath weapons, etc. The effect of a Protection From The Elements spell lasts 1 round per level of the caster or until dispelled. STATISTICS: - Increases the Fire Resistance of the target by 75% (not cumulative) - Increases the Cold Resistance of the target by 75% (not cumulative) - Increases the Electric Resistance of the target by 75% (not cumulative) - Increases the Magical Fire Resistance of the target by 75% (not cumulative) - Increases the Magical Cold Resistance of the target by 75% (not cumulative) |
SPWI703 Project Image | Project Image (Illusion/Phantasm) Level: 7 Range: 0 Duration: 1 round/level Casting Time: 1 Area of Effect: The caster Saving Throw: None When this spell is cast, an illusionary copy of the caster steps out of | Project Image (Wizard - Illusion) Level: 7 Range: Contact Duration: Special Casting time: 1 Area of Effect: Caster Saving Throw: None When this spell is cast, an illusionary copy of the caster steps out of |
SPWI704 Ruby Ray of Reversal | Ruby Ray Of Reversal (Alteration) Level: 7 Range: 40 ft. Duration: Instant Casting Time: 5 Area of Effect: 1 creature Saving Throw: None When this spell is cast, it dispels one spell protection of any level affecting the target creature. The spells affected by Ruby Ray Of Reversal are Minor Spell Turning, Minor Globe of Invulnerability, Spell Immunity, Globe Of Invulnerability, Minor Spell Deflection, Spell Turning, Spell Shield, Spell Deflection, and Spell Trap. This will always remove the highest-level spell protection affecting the target; if more than one same-level protection is active on the target simultaneously, one of them will be randomly chosen and dispelled. The target's Magic Resistance, if any, does not affect this spell. | Ruby Ray of Reversal (Wizard - Alteration) Level: 7 Range: 40 feet Duration: Instant Casting time: 5 Area of Effect: 1 creature Saving Throw: None When this spell is cast, it dispels one spell protection of any level affecting the target creature. The spells affected by Ruby Ray Of Reversal are Minor Spell Turning, Minor Globe of Invulnerability, Spell Immunity, Globe Of Invulnerability, Minor Spell Deflection, Spell Turning, Spell Shield, Spell Deflection, and Spell Trap. This will always remove the highest-level spell protection affecting the target; if more than one same-level protection is active on the target simultaneously, one of them will be randomly chosen and dispelled. The target's Magic Resistance, if any, does not affect this spell. STATISTICS: - Dispels one protection spell on the target |
SPWI705 Khelben's Warding Whip | Khelben's Warding Whip (Abjuration) Level: 7 Range: 30 ft. Duration: 3 rounds Casting Time: 7 Area of Effect: Special Saving Throw: None When this spell is cast, it dispels one spell protection of up to 8th level affecting the target creature. Every round thereafter till the duration of the spell expires, another spell protection will be removed from the target. The spells affected by Khelben's Warding Whip are Minor Spell Turning, Minor Globe of Invulnerability, Spell Immunity, Globe Of Invulnerability, Minor Spell Deflection, Spell Turning, Spell Deflection, and Spell Shield. This will always remove the highest-level spell protection affecting the target; if more than one same-level protection is active on the target simultaneously, one of them will be randomly chosen and dispelled. The target's Magic Resistance, if any, does not affect this spell. | Khelben's Warding Whip (Wizard - Abjuration) Level: 7 Range: 20 feet Duration: Instant Casting time: 7 Area of Effect: 1 creature Saving Throw: None When this spell is cast, it dispels one spell protection of up to 8th level affecting the target creature. Every round thereafter till the duration of the spell expires, another spell protection will be removed from the target. The spells affected by Khelben's Warding Whip are Minor Spell Turning, Minor Globe of Invulnerability, Spell Immunity, Globe Of Invulnerability, Minor Spell Deflection, Spell Turning, Spell Deflection, and Spell Shield. This will always remove the highest-level spell protection affecting the target; if more than one same-level protection is active on the target simultaneously, one of them will be randomly chosen and dispelled. The target's Magic Resistance, if any, does not affect this spell. STATISTICS: - Dispels one protection spell of level 8 or lower on the target after 13 seconds - Dispels one protection spell of level 8 or lower on the target after 7 seconds - Dispels one protection spell of level 8 or lower on the target |
SPWI707 Cacofiend | Cacofiend (Conjuration/Summoning) Level: 7 Range: 35 ft. Duration: 15 rounds Casting Time: 9 Area of Effect: Special Saving Throw: None When this spell is cast, it teleports in a powerful fiend that will go on a rampage and attack everything in sight. Anyone under the effects of a Protection From Evil spell or scroll will not be targeted by the fiend. This is a dangerous spell to invoke, best saved for desperate times. | Cacofiend (Wizard - Conjuration) Level: 7 Range: 35 feet Duration: 15 rounds Casting time: 9 Area of Effect: Point in the visual range of the caster Saving Throw: None When this spell is cast, it teleports in a powerful fiend that will go on a rampage and attack everything in sight. Anyone under the effects of a Protection From Evil spell or scroll will not be targeted by the fiend. This is a dangerous spell to invoke, best saved for desperate times. STATISTICS: - Summon allied Nabassu |
SPWI708 Mantle | Mantle (Abjuration) Level: 7 Range: 0 Duration: 4 rounds Casting Time: 1 Area of Effect: The caster Saving Throw: None When the spell is cast, it confers complete invulnerability to all weapons of +2 or lower enchantment. This spell is incredibly powerful, yet has a very short duration and this, combined with its very short casting time, makes Mantle useful only in the thick of intense combat. This spell will not work in conjunction with Protection From Magical Weapons. This effect lasts for the duration of the spell or until dispelled. | Mantle (Wizard - Abjuration) Level: 7 Range: Contact Duration: 4 rounds Casting time: 1 Area of Effect: Caster Saving Throw: None When the spell is cast, it confers complete invulnerability to all weapons of +2 or lower enchantment. This spell is incredibly powerful, yet has a very short duration and this, combined with its very short casting time, makes Mantle useful only in the thick of intense combat. This spell will not work in conjunction with Protection From Magical Weapons. This effect lasts for the duration of the spell or until dispelled. STATISTICS: - Protects from Protection From Magical Weapons spell - Protects from enchanted weapons +2 and below - Protects from normal weapons |
SPWI710 Spell Sequencer | Spell Sequencer (Invocation/Evocation) Level: 7 Range: 0 Duration: Permanent Casting Time: 9 Area of Effect: Special Saving Throw: None This spell allows a wizard to store three spells and activate them all at the same time from | Spell Sequencer (Wizard - Invocation) Level: 7 Range: Contact Duration: Instant Casting time: 9 Area of Effect: Caster Saving Throw: None This spell allows a wizard to store three spells and activate them all at the same time from |
SPWI710D Spell Sequencer | Spell Sequencer (Invocation/Evocation) Level: 7 Range: 0 Duration: Permanent Casting Time: 9 Area of Effect: Special Saving Throw: None This spell allows a wizard to store three spells and activate them all at the same time from | Spell Sequencer (Innate) Range: 25 feet Duration: Instant Casting time: 1 Area of Effect: 1 creature Saving Throw: None This spell allows a wizard to store three spells and activate them all at the same time from |
SPWI710P Spell Sequencer | Spell Sequencer (Invocation/Evocation) Level: 7 Range: 0 Duration: Permanent Casting Time: 9 Area of Effect: Special Saving Throw: None This spell allows a wizard to store three spells and activate them all at the same time from | Spell Sequencer (Innate) Range: 25 feet Duration: Instant Casting time: 1 Area of Effect: Point in the visual range of the caster Saving Throw: None This spell allows a wizard to store three spells and activate them all at the same time from |
SPWI711 Sphere of Chaos | Sphere of Chaos (Alteration) Level: 7 Range: 40 ft. Duration: 1 turn Casting Time: 7 Area of Effect: 15-ft. radius Saving Throw: Special All enemies within the area of effect must make a Saving Throw vs. Spell every round that they remain in the sphere. If the Saving Throw is failed, one of the following random effects occurs: – target is polymorphed into a squirrel – target confused – target bursts into flames – target is paralyzed – target is disintegrated – target is healed 20 Hit Points – target is randomly teleported – target is rendered unconscious – target is hasted | Sphere of Chaos (Wizard - Alteration) Level: 7 Range: 40 feet Duration: 9 seconds Casting time: 7 Area of Effect: Enemies within a radius of 15 feet Saving Throw: Spells (Neg.) All enemies within the area of effect must make a Saving Throw vs. Spell every round that they remain in the sphere. If the Saving Throw is failed, one of the following random effects occurs: – target is polymorphed into a squirrel – target confused – target bursts into flames – target is paralyzed – target is disintegrated – target is healed 20 Hit Points – target is randomly teleported – target is rendered unconscious – target is hasted STATISTICS: - 20% chance to render the target unconscious - 11% chance to transform the target into Squirrel - 10% chance to inflict 3d6 +6 fire damage to the target - 10% chance to heal 20 hit points to the target - 10% chance to disintegrate the target - 10% chance to hold the target - 10% chance to confuse the target - 10% chance to randomly teleport the target to a radius of 256 feet - 9% chance to double movement speed and grants one additional attack per round to the target |
SPWI712 Delayed Blast Fireball | Delayed Blast Fireball (Invocation/Evocation) Level: 7 Range: 40 ft. Duration: Special Casting Time: 7 Area of Effect: 11-ft. radius Saving Throw: 1/2 This spell creates a Fireball that hovers at a point determined by the caster. The Fireball will stay in position until someone walks too close to it; at that point, it will explode, dealing 15d6 points of damage. Victims are allowed a Saving Throw vs. Spell for half damage. | Delayed Blast Fireball (Wizard - Invocation) Level: 7 Range: 40 feet Duration: Instant Casting time: 7 Area of Effect: radius of 11 feet Saving Throw: Spells (1/2) This spell creates a Fireball that hovers at a point determined by the caster. The Fireball will stay in position until someone walks too close to it; at that point, it will explode, dealing 15d6 points of damage. Victims are allowed a Saving Throw vs. Spell for half damage. STATISTICS: - Inflicts 15d6 fire damage to the target |
SPWI713 Finger of Death | Finger of Death (Necromancy) Level: 7 Range: Visual range of the caster Duration: Permanent Casting Time: 5 Area of Effect: 1 creature Saving Throw: Neg. The Finger of Death spell snuffs out the victim's life force. The caster points | Finger of Death (Wizard - Necromancy) Level: 7 Range: 40 feet Duration: Instant Casting time: 5 Area of Effect: 1 creature Saving Throw: Special The Finger of Death spell snuffs out the victim's life force. The caster points |
SPWI714 Prismatic Spray | Prismatic Spray (Conjuration/Summoning) Level: 7 Range: 0 Duration: Instant Casting Time: 7 Area of Effect: 15-ft.-long cone Saving Throw: Special When casting this spell, the wizard causes seven shimmering multicolored rays of light to flash from | Prismatic Spray (Wizard - Conjuration) Level: 7 Range: 15 feet Duration: 5 rounds Casting time: 7 Area of Effect: Enemies within a 14 feet cone on a 90° arc Saving Throw: Special When casting this spell, the wizard causes seven shimmering multicolored rays of light to flash from |
SPWI715 Power Word, Stun | Power Word, Stun (Conjuration/Summoning) Level: 7 Range: Visual range of the caster Duration: Special Casting Time: 1 Area of Effect: 1 creature Saving Throw: None When a Power Word, Stun spell is uttered, any creature of the Mage's choice within visual range is stunned for the duration depending on its current Hit Points: 1 to 29 Hit Points: Stunned for 4d4 rounds; 30 to 59 Hit Points: Stunned for 2d4 rounds; 60 to 89 Hit Points: Stunned for 1d4 rounds; 90 or more Hit Points: unaffected. Note that if a creature is weakened so that its Hit Points are below its usual maximum, the current number of Hit Points is used to determine this spell's effects. | Power Word, Stun (Wizard - Conjuration) Level: 7 Range: 80 feet Duration: Instant Casting time: 1 Area of Effect: 1 creature Saving Throw: None When a Power Word, Stun spell is uttered, any creature of the Mage's choice within visual range is stunned for the duration depending on its current Hit Points: 1 to 29 Hit Points: Stunned for 4d4 rounds; 30 to 59 Hit Points: Stunned for 2d4 rounds; 60 to 89 Hit Points: Stunned for 1d4 rounds; 90 or more Hit Points: unaffected. Note that if a creature is weakened so that its Hit Points are below its usual maximum, the current number of Hit Points is used to determine this spell's effects. STATISTICS: - Stuns the target when its hit points are below 90, duration depends on remaining hit points (Ineffective against creatures with hit points equal to or greater than 90) |
SPWI716 Mordenkainen's Sword | Mordenkainen's Sword (Evocation) Level: 7 Range: 0 Duration: 1 round/level Casting Time: 7 Area of Effect: Special Saving Throw: None Upon casting this spell, the wizard brings into being a shimmering, sword-like plane of force that leaps into the wizard's hands. The sword acts as a +4 weapon in all respects and deals 5d4 points of damage upon hitting a target. Once the spell is cast, the sword will float in the air completely under the caster's control. This does not prevent the caster from doing any other actions during the spell's duration. | Mordenkainen's Sword (Wizard - Invocation) Level: 7 Range: Contact Duration: 1 round/level Casting time: 7 Area of Effect: Caster Saving Throw: None Upon casting this spell, the wizard brings into being a shimmering, sword-like plane of force that leaps into the wizard's hands. The sword acts as a +4 weapon in all respects and deals 5d4 points of damage upon hitting a target. Once the spell is cast, the sword will float in the air completely under the caster's control. This does not prevent the caster from doing any other actions during the spell's duration. STATISTICS: - Summon a Magical Sword |
SPWI717 Summon Efreeti | Summon Efreeti (Conjuration/Summoning) Level: 7 Range: 120 ft. Duration: 8 rounds + 1 round/level Casting Time: 9 Area of Effect: Special Saving Throw: None With this spell, the wizard can cajole an efreeti—a massive genie with powerful abilities—to leave the Elemental Plane of Fire and enter the Prime Material. The efreeti will serve the caster for the duration of the spell, attacking | Summon Efreeti (Wizard - Conjuration) Level: 7 Range: 25 feet Duration: Special Casting time: 9 Area of Effect: Point in the visual range of the caster Saving Throw: None With this spell, the wizard can cajole an efreeti—a massive genie with powerful abilities—to leave the Elemental Plane of Fire and enter the Prime Material. The efreeti will serve the caster for the duration of the spell, attacking |
SPWI718 Summon Djinni | Summon Djinni (Conjuration/Summoning) Level: 7 Range: 120 ft. Duration: 1 round/level Casting Time: 9 Area of Effect: Special Saving Throw: None With this spell, the wizard can cajole a djinni—a massive genie with powerful abilities—to leave the Elemental Plane of Air and enter the Prime Material. The djinni will serve the caster for the duration of the spell, attacking | Summon Djinni (Wizard - Conjuration) Level: 7 Range: 25 feet Duration: 1 round/level Casting time: 9 Area of Effect: Point in the visual range of the caster Saving Throw: None With this spell, the wizard can cajole a djinni—a massive genie with powerful abilities—to leave the Elemental Plane of Air and enter the Prime Material. The djinni will serve the caster for the duration of the spell, attacking |
SPWI719 Summon Hakeashar | Summon Hakeashar (Conjuration/Summoning) Level: 7 Range: 120 ft. Duration: 8 rounds + 1 round/level Casting Time: 9 Area of Effect: Special Saving Throw: None This spell is similar to the 6th-level wizard spell Summon Nishruu. The hakeashar, in fact, is a more powerful version of the nishruu, with more Hit Points, better attacks, and immunity to normal weapons. By casting the Summon Hakeashar spell, the wizard calls into existence a magical being of considerable power: the hakeashar. At first glance, this appears to be some sort of mist, but upon closer examination, this boiling, churning gray mass of vapors and shapes moves with a life of its own. Drawn toward magic like a moth to the flame, the hakeashar feeds on the energies surrounding and used by wizards. Luckily, there is no question as to the loyalty of the creature and it will not attack its summoner even though it would like nothing better. The hakeashar has no physical attacks at all, although physical attacks can hurt them. Each time a hakeashar touches a target wizard and wraps its tendrils around him, two things happen: First, all magical items with charges in the possession of the target will be drained by 1 charge, destroying them if only 1 charge was left; second, it causes the wizard to lose 1 random spell of the highest level currently memorized. The hakeashar is completely immune to magic, and magic will actually heal it. The creature will remain under the wizard's control until slain or the spell's duration expires. | Summon Hakeashar (Wizard - Conjuration) Level: 7 Range: 25 feet Duration: 8 rounds + 1 round/level Casting time: 9 Area of Effect: Point in the visual range of the caster Saving Throw: None This spell is similar to the 6th-level wizard spell Summon Nishruu. The hakeashar, in fact, is a more powerful version of the nishruu, with more Hit Points, better attacks, and immunity to normal weapons. By casting the Summon Hakeashar spell, the wizard calls into existence a magical being of considerable power: the hakeashar. At first glance, this appears to be some sort of mist, but upon closer examination, this boiling, churning gray mass of vapors and shapes moves with a life of its own. Drawn toward magic like a moth to the flame, the hakeashar feeds on the energies surrounding and used by wizards. Luckily, there is no question as to the loyalty of the creature and it will not attack its summoner even though it would like nothing better. The hakeashar has no physical attacks at all, although physical attacks can hurt them. Each time a hakeashar touches a target wizard and wraps its tendrils around him, two things happen: First, all magical items with charges in the possession of the target will be drained by 1 charge, destroying them if only 1 charge was left; second, it causes the wizard to lose 1 random spell of the highest level currently memorized. The hakeashar is completely immune to magic, and magic will actually heal it. The creature will remain under the wizard's control until slain or the spell's duration expires. STATISTICS: - Summon a Hakeashar |
SPWI720 Control Undead | Control Undead (Necromancy) Level: 7 Range: 40 ft. Duration: 6 rounds + 1 round/level Casting Time: 7 Area of Effect: 4-ft. radius Saving Throw: Special The Control Undead spell allows the caster to take control of undead creatures within the area of effect. This creates a telepathic link between the caster and the undead, allowing complete control. If the undead have 3 Hit Dice or less, then there is no Saving Throw allowed; however, if they have 4 Hit Dice or more, a Save vs. Spell is allowed to negate the effect. The undead remain under the control of the caster for the duration of the spell or until they are affected by a Dispel Magic. | Control Undead (Wizard - Necromancy) Level: 7 Range: 40 feet Duration: 6 rounds + 1 round/level Casting time: 7 Area of Effect: 1 creature and any enemy within a radius of 4 feet Saving Throw: Special The Control Undead spell allows the caster to take control of undead creatures within the area of effect. This creates a telepathic link between the caster and the undead, allowing complete control. If the undead have 3 Hit Dice or less, then there is no Saving Throw allowed; however, if they have 4 Hit Dice or more, a Save vs. Spell is allowed to negate the effect. The undead remain under the control of the caster for the duration of the spell or until they are affected by a Dispel Magic. STATISTICS: - Charm the target (of level 4 or higher) (save vs. Spells neg.) - Charm the target (of level 3 or lower) |
SPWI721 Mass Invisibility | Mass Invisibility (Illusion/Phantasm) Level: 7 Range: Visual range of the caster Duration: 1 round/level Casting Time: 7 Area of Effect: 15-ft. radius Saving Throw: None Upon casting this spell, the wizard causes all friendly creatures within the area of effect to be affected by the spell Improved Invisibility. This spell is similar to the Invisibility spell, but the recipient is able to attack, either by missile discharge, melee combat, or spellcasting, and remain unseen. Note, however, that there are sometimes telltale traces, a shimmering, so that an observant opponent can attack the invisible spell recipient. These traces are only noticeable when specifically looked for (after the invisible character has made | Mass Invisibility (Wizard - Illusion) Level: 7 Range: 35 feet Duration: 1 round/level Casting time: 7 Area of Effect: Allies within a radius of 15 feet Saving Throw: None Upon casting this spell, the wizard causes all friendly creatures within the area of effect to be affected by the spell Improved Invisibility. This spell is similar to the Invisibility spell, but the recipient is able to attack, either by missile discharge, melee combat, or spellcasting, and remain unseen. Note, however, that there are sometimes telltale traces, a shimmering, so that an observant opponent can attack the invisible spell recipient. These traces are only noticeable when specifically looked for (after the invisible character has made |
SPWI722 Limited Wish | Limited Wish (Conjuration/Summoning, Invocation/Evocation) Level: 7 Range: Unlimited Duration: Special Casting Time: 9 Area of Effect: Special Saving Throw: None The Limited Wish is a very potent but difficult spell. It will fulfill literally, but only partially or for a limited duration, the utterance of the spellcaster. Thus, the actuality of the past, present, or future might be altered (but possibly only for the wizard unless the wording of the spell is most carefully stated) in some limited manner. The use of a Limited Wish will not substantially change major realities. The spell can, for example, restore some Hit Points lost by the wizard. Greedy desires usually end in disaster for the wisher. Lastly, the wiser the wizard, the better chance that | Limited Wish (Wizard) Level: 7 Range: Contact Duration: Instant Casting time: 9 Area of Effect: Caster Saving Throw: None The Limited Wish is a very potent but difficult spell. It will fulfill literally, but only partially or for a limited duration, the utterance of the spellcaster. Thus, the actuality of the past, present, or future might be altered (but possibly only for the wizard unless the wording of the spell is most carefully stated) in some limited manner. The use of a Limited Wish will not substantially change major realities. The spell can, for example, restore some Hit Points lost by the wizard. Greedy desires usually end in disaster for the wisher. Lastly, the wiser the wizard, the better chance that |
SPWI723 Improved Chaos Shield | Improved Chaos Shield (Abjuration) Level: 7 Range: 0 Duration: 2 hours Casting Time: 7 Area of Effect: The caster Saving Throw: None Improved Chaos Shield increases a Wild Mage's chance to gain a favorable result when a Wild Surge occurs. Every time a roll is made on the Wild Surge chart, an extra 25 is added to the dice roll. When Nahal's Reckless Dweomer is cast, the bonus from Improved Chaos Shield stacks with the Wild Mage's level bonus. | Improved Chaos Shield (Wizard - Abjuration) Level: 7 Range: Contact Duration: 2 hours Casting time: 7 Area of Effect: Caster Saving Throw: None Improved Chaos Shield increases a Wild Mage's chance to gain a favorable result when a Wild Surge occurs. Every time a roll is made on the Wild Surge chart, an extra 25 is added to the dice roll. When Nahal's Reckless Dweomer is cast, the bonus from Improved Chaos Shield stacks with the Wild Mage's level bonus. STATISTICS: - Probability that a wild surge will have positive effect: Set to 25 (not cumulative) |
SPWI802 Spell Deflection | Spell Deflection (Abjuration) Level: 6 Range: 0 Duration: 3 rounds/level Casting Time: 6 Area of Effect: The caster Saving Throw: None This powerful abjuration spell causes any spells cast against the wizard to be absorbed and consumed. This affects a total of 10 spell levels. This includes spells cast from scrolls and innate spell-like abilities, but excludes the following: area effects that are not centered directly upon the wizard, as well as area effects that are stationary, such as Cloudkill and Stinking Cloud. As long as the spell is cast directly at the wizard it will be absorbed. Something to note is that as long as there are levels remaining, then the spell will be absorbed. For example, if there is only 1 level left and a 3rd-level spell is cast at the wizard, the spell will be absorbed while canceling the spell deflection. It is not affected by a Dispel Magic. | Spell Deflection (Wizard - Abjuration) Level: 8 Range: Contact Duration: 48 rounds Casting time: 6 Area of Effect: Caster Saving Throw: None This powerful abjuration spell causes any spells cast against the wizard to be absorbed and consumed. This affects a total of 10 spell levels. This includes spells cast from scrolls and innate spell-like abilities, but excludes the following: area effects that are not centered directly upon the wizard, as well as area effects that are stationary, such as Cloudkill and Stinking Cloud. As long as the spell is cast directly at the wizard it will be absorbed. Something to note is that as long as there are levels remaining, then the spell will be absorbed. For example, if there is only 1 level left and a 3rd-level spell is cast at the wizard, the spell will be absorbed while canceling the spell deflection. It is not affected by a Dispel Magic. STATISTICS: - Immunize up to 9 spell levels |
SPWI803 Protection From Energy | Protection From Energy (Abjuration) Level: 8 Range: Touch Duration: 1 round/level Casting Time: 8 Area of Effect: 1 creature Saving Throw: None When the spell is cast, it confers 75% immunity against all energy attacks—such as fire, cold, acid, magic, and electricity, whether from magical or non-magical sources—such as spells, weapons, wands, breath weapons, etc. This excludes any physical attacks and spell-created weapons, such as Enchanted Weapon and Spiritual Hammer. In other words, any physical damage, such as piercing, crushing, or slashing will get through. This effect lasts for the duration of the spell or until dispelled. | Protection From Energy (Wizard - Abjuration) Level: 8 Range: Contact Duration: 1 round/level Casting time: 8 Area of Effect: 1 creature Saving Throw: None When the spell is cast, it confers 75% immunity against all energy attacks—such as fire, cold, acid, magic, and electricity, whether from magical or non-magical sources—such as spells, weapons, wands, breath weapons, etc. This excludes any physical attacks and spell-created weapons, such as Enchanted Weapon and Spiritual Hammer. In other words, any physical damage, such as piercing, crushing, or slashing will get through. This effect lasts for the duration of the spell or until dispelled. STATISTICS: - Increases the Elemental Damage Resistance of the target by 75% - Increases the Magic Damage Resistance of the target by 75% - Increases the Magical Fire Resistance of the target by 75% - Increases the Magical Cold Resistance of the target by 75% |
SPWI804 Simulacrum | Simulacrum (Illusion/Phantasm) Level: 8 Range: 0 Duration: 1 round/level Casting Time: 9 Area of Effect: Special Saving Throw: None A duplicate of the caster is created with this spell. The duplicate is almost identical to the caster, making it a very powerful ally. It is created at 60% of the caster's level and has all the spells and abilities that the caster would have at that level. It also has 60% of the caster's Hit Points and is fully under | Simulacrum (Wizard - Illusion) Level: 8 Range: Contact Duration: 1 round/level Casting time: 9 Area of Effect: Caster Saving Throw: None A duplicate of the caster is created with this spell. The duplicate is almost identical to the caster, making it a very powerful ally. It is created at 60% of the caster's level and has all the spells and abilities that the caster would have at that level. It also has 60% of the caster's Hit Points and is fully under |
SPWI805 Pierce Shield | Pierce Shield (Abjuration) Level: 8 Range: 40 ft. Duration: Instant Casting Time: 8 Area of Effect: 1 creature Saving Throw: None When this spell is cast, it launches a massive attack on an enemy wizard's spell defenses. The target's Magic Resistance will be lowered by 10% + 1% per level of the caster. Next, Pierce Shield will cancel one spell protection of any level. For example, if this spell was cast by a 15th-level wizard, the target creature would lose 25% Magic Resistance from its current total, reducing it to 0 if less than that remains, as well as canceling one spell protection if the Mage currently has one. The list of spells that this includes: Minor Spell Deflection, Minor Spell Turning, Spell Deflection, Minor Globe of Invulnerability, Spell Immunity, Globe Of Invulnerability, Spell Turning, Spell Shield, and Spell Trap. Magic Resistance does not affect this spell, nor do any of the spell protections. The resistance remains lowered for 1 round per level of the caster. It cannot be dispelled. | Pierce Shield (Wizard - Abjuration) Level: 8 Range: 40 feet Duration: 1 round/level Casting time: 8 Area of Effect: 1 creature Saving Throw: None When this spell is cast, it launches a massive attack on an enemy wizard's spell defenses. The target's Magic Resistance will be lowered by 10% + 1% per level of the caster. Next, Pierce Shield will cancel one spell protection of any level. For example, if this spell was cast by a 15th-level wizard, the target creature would lose 25% Magic Resistance from its current total, reducing it to 0 if less than that remains, as well as canceling one spell protection if the Mage currently has one. The list of spells that this includes: Minor Spell Deflection, Minor Spell Turning, Spell Deflection, Minor Globe of Invulnerability, Spell Immunity, Globe Of Invulnerability, Spell Turning, Spell Shield, and Spell Trap. Magic Resistance does not affect this spell, nor do any of the spell protections. The resistance remains lowered for 1 round per level of the caster. It cannot be dispelled. STATISTICS: - Dispels one protection spell on the target - Reduces the Magic Resistance of the target by 10% + 1% per level/20 |
SPWI807 Summon Fiend | Summon Fiend (Conjuration/Summoning) Level: 8 Range: Visual range of the caster Duration: 15 rounds Casting Time: 9 Area of Effect: Special Saving Throw: None More powerful than the 7th-level variant, casting this Cacofiend spell summons a frenzied demon or devil. This fiend will attack everyone in the area who is not protected by a Protection From Evil spell. Only desperate or suicidal wizards use this spell. | Summon Fiend (Wizard - Conjuration) Level: 8 Range: 35 feet Duration: 15 rounds Casting time: 9 Area of Effect: Point in the visual range of the caster Saving Throw: None More powerful than the 7th-level variant, casting this Cacofiend spell summons a frenzied demon or devil. This fiend will attack everyone in the area who is not protected by a Protection From Evil spell. Only desperate or suicidal wizards use this spell. STATISTICS: - Summon allied Glabrezu |
SPWI808 Improved Mantle | Improved Mantle (Abjuration) Level: 8 Range: 0 Duration: 4 rounds Casting Time: 1 Area of Effect: The caster Saving Throw: None When the spell is cast, it confers complete invulnerability to all weapons of +3 or lower enchantment. This spell is incredibly powerful, yet has a very short duration, and this, combined with its very short casting time, makes Improved Mantle useful only in the thick of intense combat. This spell will not work in conjunction with Protection From Magical Weapons. This effect lasts for the duration of the spell or until dispelled. | Improved Mantle (Wizard - Abjuration) Level: 8 Range: Contact Duration: 4 rounds Casting time: 1 Area of Effect: Caster Saving Throw: None When the spell is cast, it confers complete invulnerability to all weapons of +3 or lower enchantment. This spell is incredibly powerful, yet has a very short duration, and this, combined with its very short casting time, makes Improved Mantle useful only in the thick of intense combat. This spell will not work in conjunction with Protection From Magical Weapons. This effect lasts for the duration of the spell or until dispelled. STATISTICS: - Protects from Protection From Magical Weapons spell - Protects from enchanted weapons +3 and below - Protects from normal weapons |
SPWI809 Spell Trigger | Spell Trigger (Invocation/Evocation) Level: 8 Range: 0 Duration: Permanent Casting Time: 9 Area of Effect: The caster Saving Throw: None This spell allows a wizard to store spells in a magical ability (accessed via the Special Ability button) that is created by the spell. This item, the trigger, can store three spells to be released simultaneously, all of which must be of 6th level or lower. A wizard can only possess one spell trigger at a time, and the trigger may not be given to other characters. Once the spell trigger is used, the icon will disappear from the Special Ability button. | Spell Trigger (Wizard - Invocation) Level: 8 Range: Contact Duration: Instant Casting time: 9 Area of Effect: Caster Saving Throw: None This spell allows a wizard to store spells in a magical ability (accessed via the Special Ability button) that is created by the spell. This item, the trigger, can store three spells to be released simultaneously, all of which must be of 6th level or lower. A wizard can only possess one spell trigger at a time, and the trigger may not be given to other characters. Once the spell trigger is used, the icon will disappear from the Special Ability button. STATISTICS: |
SPWI809D Spell Trigger | Spell Trigger (Invocation/Evocation) Level: 8 Range: 0 Duration: Permanent Casting Time: 9 Area of Effect: The caster Saving Throw: None This spell allows a wizard to store spells in a magical ability (accessed via the Special Ability button) that is created by the spell. This item, the trigger, can store three spells to be released simultaneously, all of which must be of 6th level or lower. A wizard can only possess one spell trigger at a time, and the trigger may not be given to other characters. Once the spell trigger is used, the icon will disappear from the Special Ability button. | Spell Trigger (Innate) Range: 25 feet Duration: Instant Casting time: 1 Area of Effect: 1 creature Saving Throw: None This spell allows a wizard to store spells in a magical ability (accessed via the Special Ability button) that is created by the spell. This item, the trigger, can store three spells to be released simultaneously, all of which must be of 6th level or lower. A wizard can only possess one spell trigger at a time, and the trigger may not be given to other characters. Once the spell trigger is used, the icon will disappear from the Special Ability button. STATISTICS: |
SPWI809P Spell Trigger | Spell Trigger (Invocation/Evocation) Level: 8 Range: 0 Duration: Permanent Casting Time: 9 Area of Effect: The caster Saving Throw: None This spell allows a wizard to store spells in a magical ability (accessed via the Special Ability button) that is created by the spell. This item, the trigger, can store three spells to be released simultaneously, all of which must be of 6th level or lower. A wizard can only possess one spell trigger at a time, and the trigger may not be given to other characters. Once the spell trigger is used, the icon will disappear from the Special Ability button. | Spell Trigger (Innate) Range: 25 feet Duration: Instant Casting time: 1 Area of Effect: Point in the visual range of the caster Saving Throw: None This spell allows a wizard to store spells in a magical ability (accessed via the Special Ability button) that is created by the spell. This item, the trigger, can store three spells to be released simultaneously, all of which must be of 6th level or lower. A wizard can only possess one spell trigger at a time, and the trigger may not be given to other characters. Once the spell trigger is used, the icon will disappear from the Special Ability button. STATISTICS: |
SPWI810 Incendiary Cloud | Incendiary Cloud (Evocation) Level: 8 Range: Visual range of the caster Duration: 1 turn Casting Time: 8 Area of Effect: 15-ft. radius Saving Throw: 1/2 This spell creates a billowing cloud of roaring flame. Any in the area of the spell must leave the cloud immediately or suffer 1d4 points of fire damage per level of the caster each round while in the area of effect, with a Save vs. Spell for half. | Incendiary Cloud (Wizard - Invocation) Level: 8 Range: 40 feet Duration: Instant Casting time: 8 Area of Effect: radius of 15 feet Saving Throw: Spells (1/2) This spell creates a billowing cloud of roaring flame. Any in the area of the spell must leave the cloud immediately or suffer 1d4 points of fire damage per level of the caster each round while in the area of effect, with a Save vs. Spell for half. STATISTICS: - Inflicts 1d4 fire damage per level/20 to the target |
SPWI811 Symbol, Fear | Symbol, Fear (Conjuration/Summoning) Level: 8 Range: 90 ft. Duration: Special Casting Time: 9 Area of Effect: 12-ft. radius Saving Throw: Neg. Symbol, Fear is a powerful enchantment that allows the wizard to inscribe a symbol on the ground or any other surface. The symbol will remain there until someone comes too close, at which point it will explode, causing all those within the area to make a Save vs. Spell at a -4 penalty or be affected by fear for 2 rounds + 1 round for every 3 levels of the caster. | Symbol, Fear (Wizard - Conjuration) Level: 8 Range: 70 feet Duration: 2 rounds + 1 round/3 levels Casting time: 9 Area of Effect: radius of 11 feet Saving Throw: Spells at -4 (Neg.) Symbol, Fear is a powerful enchantment that allows the wizard to inscribe a symbol on the ground or any other surface. The symbol will remain there until someone comes too close, at which point it will explode, causing all those within the area to make a Save vs. Spell at a -4 penalty or be affected by fear for 2 rounds + 1 round for every 3 levels of the caster. STATISTICS: - Inflicts Horror on the target |
SPWI812 Abi-Dalzim's Horrid Wilting | Abi-Dalzim's Horrid Wilting (Necromancy) Level: 8 Range: Visual range of the caster Duration: Instant Casting Time: 8 Area of Effect: 15-ft. radius Saving Throw: 1/2 This spell evaporates moisture from the bodies of every living creature within the area of effect, inflicting 1d8 damage per level of the caster. Affected creatures are allowed a Saving Throw vs. Spell for half damage. This spell is especially devastating to water elementals and plant creatures, who receive a penalty of -2 to their Saving Throws. This spell will not harm party members. | Abi-Dalzim's Horrid Wilting (Wizard - Necromancy) Level: 8 Range: 40 feet Duration: Instant Casting time: 8 Area of Effect: Enemies within a radius of 15 feet Saving Throw: Spells (1/2) This spell evaporates moisture from the bodies of every living creature within the area of effect, inflicting 1d8 damage per level of the caster. Affected creatures are allowed a Saving Throw vs. Spell for half damage. This spell is especially devastating to water elementals and plant creatures, who receive a penalty of -2 to their Saving Throws. This spell will not harm party members. STATISTICS: - Inflicts 1d8 magic damage per level/20 to the target |
SPWI813 Maze | Maze (Conjuration/Summoning) Level: 8 Range: Touch Duration: Special Casting Time: 3 Area of Effect: 1 creature Saving Throw: None An extradimensional space is brought into being upon utterance of a maze spell. The subject vanishes into the shifting labyrinth of force planes for a period of time that is totally dependent upon its Intelligence. Intelligence of Target — Time trapped in maze under 3 — 2d4 turns 3 to 5 — 1d4 turns 6 to 8 — 5d4 rounds 9 to 11 — 4d4 rounds 12 to 14 — 3d4 rounds 15 to 17 — 2d4 rounds 18 and up — 1d4 rounds Note that if the 9th-level spell Freedom is cast in the area where a creature is mazed, it will effectively bring | Maze (Wizard - Conjuration) Level: 8 Range: 3 feet Duration: Instant Casting time: 3 Area of Effect: 1 creature Saving Throw: None An extradimensional space is brought into being upon utterance of a maze spell. The subject vanishes into the shifting labyrinth of force planes for a period of time that is totally dependent upon its Intelligence. Intelligence of Target — Time trapped in maze under 3 — 2d4 turns 3 to 5 — 1d4 turns 6 to 8 — 5d4 rounds 9 to 11 — 4d4 rounds 12 to 14 — 3d4 rounds 15 to 17 — 2d4 rounds 18 and up — 1d4 rounds Note that if the 9th-level spell Freedom is cast in the area where a creature is mazed, it will effectively bring |
SPWI815 Power Word, Blind | Power Word, Blind (Conjuration/Summoning) Level: 8 Range: Visual range of the caster Duration: 6 rounds Casting Time: 1 Area of Effect: 4-ft. radius Saving Throw: None When a Power Word, Blind spell is cast, one or more creatures within the area of effect become sightless. The spellcaster selects one creature as the target center, and the effect spreads outward from the center, affecting all within a 4-ft. radius. This lasts for 6 rounds or until dispelled. All of the effects of blindness apply to the victims, such as a penalty to hit and to AC. The visibility range of the afflicted character is also decreased. | Power Word, Blind (Wizard - Conjuration) Level: 8 Range: 80 feet Duration: 6 rounds Casting time: 1 Area of Effect: Enemies within a radius of 2 feet around of the target Saving Throw: None When a Power Word, Blind spell is cast, one or more creatures within the area of effect become sightless. The spellcaster selects one creature as the target center, and the effect spreads outward from the center, affecting all within a 4-ft. radius. This lasts for 6 rounds or until dispelled. All of the effects of blindness apply to the victims, such as a penalty to hit and to AC. The visibility range of the afflicted character is also decreased. STATISTICS: - Blinds the target |
SPWI816 Symbol, Stun | Symbol, Stun (Conjuration/Summoning) Level: 8 Range: 90 ft. Duration: Special Casting Time: 9 Area of Effect: 12-ft. radius Saving Throw: Neg. Symbol, Stun is a powerful enchantment that allows the wizard to inscribe a symbol on the ground or any other surface. The symbol will remain there until someone comes too close, at which point it will explode, causing all those within the area to make a Save vs. Spell at a -4 penalty or be stunned for 2 rounds + 1 round for every 3 levels of the caster. | Symbol, Stun (Wizard - Conjuration) Level: 8 Range: 70 feet Duration: 2 rounds + 1 round/3 levels Casting time: 9 Area of Effect: radius of 11 feet Saving Throw: Spells at -4 (Neg.) Symbol, Stun is a powerful enchantment that allows the wizard to inscribe a symbol on the ground or any other surface. The symbol will remain there until someone comes too close, at which point it will explode, causing all those within the area to make a Save vs. Spell at a -4 penalty or be stunned for 2 rounds + 1 round for every 3 levels of the caster. STATISTICS: - Stuns the target |
SPWI817 Symbol, Death | Symbol, Death (Conjuration/Summoning) Level: 8 Range: 90 ft. Duration: Special Casting Time: 9 Area of Effect: 12-ft. radius Saving Throw: Neg. Symbol, Death is a powerful enchantment that allows the wizard to inscribe a symbol on the ground or any other surface. The symbol will remain there until someone comes too close, at which point it will explode, causing all those within the area to make a Save vs. Death or die. Creatures with more than 60 current Hit Points are immune to this effect. | Symbol, Death (Wizard - Conjuration) Level: 8 Range: 70 feet Duration: Instant Casting time: 9 Area of Effect: radius of 11 feet Saving Throw: Paralysis / Poison / Death (Neg.) Symbol, Death is a powerful enchantment that allows the wizard to inscribe a symbol on the ground or any other surface. The symbol will remain there until someone comes too close, at which point it will explode, causing all those within the area to make a Save vs. Death or die. Creatures with more than 60 current Hit Points are immune to this effect. STATISTICS: - Instantly slays the target if its hit points are below 60 (Ineffective against creatures with hit points equal to or greater than 60) |
SPWI818 Bigby's Clenched Fist | Bigby's Clenched Fist (Evocation) Level: 8 Range: 35 ft. Duration: 4 rounds Casting Time: 8 Area of Effect: 1 creature Saving Throw: Special This spell causes a giant disembodied hand to squeeze and constrict the target once per round for up to 4 rounds. It initially smashes the target for 3d6 damage with no save, and the target is held. In the second round, the target can save vs. Paralysis at -2 to escape. If they fail to save, the hand does 4d6 damage. The following round, the target can save vs. Paralysis with no penalty. If they make the save, they are free to move, if they fail, the spell does 6d6 damage and holds them for 2 rounds. After the 4th round, the spell is finished. Magic Resistance will stop the spell. | Bigby's Clenched Fist (Wizard - Invocation) Level: 8 Range: 35 feet Duration: Special Casting time: 8 Area of Effect: 1 creature Saving Throw: Special This spell causes a giant disembodied hand to squeeze and constrict the target once per round for up to 4 rounds. It initially smashes the target for 3d6 damage with no save, and the target is held. In the second round, the target can save vs. Paralysis at -2 to escape. If they fail to save, the hand does 4d6 damage. The following round, the target can save vs. Paralysis with no penalty. If they make the save, they are free to move, if they fail, the spell does 6d6 damage and holds them for 2 rounds. After the 4th round, the spell is finished. Magic Resistance will stop the spell. STATISTICS: - Inflicts 3d6 crushing damage to the target after 1 second - Immobilize the target for 2 seconds - Renders the target unconscious after 1 second and for 1 second - Attracts the target 100 feet to the target area for 2 seconds - After 1 second, for 4 rounds; - Inflicts 4d6 crushing damage to the target after 1 round - Inflicts 6d6 crushing damage to the target after 2 rounds - Dispels sleep effects on the target - Renders the target unconscious (save vs. Death at -2 neg.) |
SPWI853 Otiluke's Resilient Sphere | Otiluke's Resilient Sphere (Alteration) Level: 4 Range: 40 ft. Duration: 1 turn Casting Time: 4 Area of Effect: 1 creature Saving Throw: Neg. When this spell is cast, the result is a globe of shimmering force that encloses the subject creature if it fails to Save vs. Spell. The resilient sphere will contain its subject for the duration of the spell. The sphere is completely immune to all damage; in fact, the only method of removing the sphere is a successful Dispel Magic. Hence, the creature caught inside the globe is completely safe from all attacks, but at the same time completely unable to affect the outside world. | Otiluke's Resilient Sphere (Wizard - Alteration) Level: 4 Range: 40 feet Duration: 7 rounds Casting time: 4 Area of Effect: 1 creature Saving Throw: None When this spell is cast, the result is a globe of shimmering force that encloses the subject creature if it fails to Save vs. Spell. The resilient sphere will contain its subject for the duration of the spell. The sphere is completely immune to all damage; in fact, the only method of removing the sphere is a successful Dispel Magic. Hence, the creature caught inside the globe is completely safe from all attacks, but at the same time completely unable to affect the outside world. STATISTICS: - Protects the target from Sphere of Chaos spell - Protects the target from exceptional damage, magical death, petrification, entangle, maze, imprisonment, level drain, teleport field, disintegrate, stone to flesh, Death Finger, polymorph and poisoning - Protects the target from elemental damage - Protects the target from physical damage - Protects the target from magic - Protects the target from magical fire damage - Protects the target from magical cold damage - Hold the target |
SPWI888 Flame Arrow | Flame Arrow (Conjuration/Summoning) Level: 3 Range: 60 ft. Duration: 1 round Casting Time: 3 Area of Effect: 1 creature Saving Throw: 1/2 This spell enables the caster to hurl fiery bolts at opponents within range. Each bolt inflicts 1d6 points of piercing damage plus 4d6 points of fire damage. Only half of the fire damage is inflicted if the creature struck saves vs. Spell. The caster receives one bolt every 5 levels beyond the 5th (2 bolts at 10th level, 3 at 15th level, etc.). All of the bolts will streak toward the target of the spell. | Flame Arrow (Wizard) Level: 3 Range: 60 feet Duration: Instant Casting time: 3 Area of Effect: 1 creature Saving Throw: None This spell enables the caster to hurl fiery bolts at opponents within range. Each bolt inflicts 1d6 points of piercing damage plus 4d6 points of fire damage. Only half of the fire damage is inflicted if the creature struck saves vs. Spell. The caster receives one bolt every 5 levels beyond the 5th (2 bolts at 10th level, 3 at 15th level, etc.). All of the bolts will streak toward the target of the spell. STATISTICS: - Inflicts 1 fire damage to the target |
SPWI897 Symbol, Death | Symbol, Death (Conjuration/Summoning) Level: 8 Range: 90 ft. Duration: Special Casting Time: 9 Area of Effect: 12-ft. radius Saving Throw: Neg. Symbol, Death is a powerful enchantment that allows the wizard to inscribe a symbol on the ground or any other surface. The symbol will remain there until someone comes too close, at which point it will explode, causing all those within the area to make a Save vs. Death or die. Creatures with more than 60 current Hit Points are immune to this effect. | Symbol, Death (Wizard - Conjuration) Level: 8 Range: 30 feet Duration: Instant Casting time: 9 Area of Effect: Enemies within a radius of 11 feet Saving Throw: Paralysis / Poison / Death (Neg.) Symbol, Death is a powerful enchantment that allows the wizard to inscribe a symbol on the ground or any other surface. The symbol will remain there until someone comes too close, at which point it will explode, causing all those within the area to make a Save vs. Death or die. Creatures with more than 60 current Hit Points are immune to this effect. STATISTICS: - Instantly slays the target if its hit points are below 60 (Ineffective against creatures with hit points equal to or greater than 60) |
SPWI898 Symbol, Stun | Symbol, Stun (Conjuration/Summoning) Level: 8 Range: 90 ft. Duration: Special Casting Time: 9 Area of Effect: 12-ft. radius Saving Throw: Neg. Symbol, Stun is a powerful enchantment that allows the wizard to inscribe a symbol on the ground or any other surface. The symbol will remain there until someone comes too close, at which point it will explode, causing all those within the area to make a Save vs. Spell at a -4 penalty or be stunned for 2 rounds + 1 round for every 3 levels of the caster. | Symbol, Stun (Wizard - Conjuration) Level: 8 Range: 30 feet Duration: 1 round/level Casting time: 9 Area of Effect: Enemies within a radius of 11 feet Saving Throw: Spells at -4 (Neg.) Symbol, Stun is a powerful enchantment that allows the wizard to inscribe a symbol on the ground or any other surface. The symbol will remain there until someone comes too close, at which point it will explode, causing all those within the area to make a Save vs. Spell at a -4 penalty or be stunned for 2 rounds + 1 round for every 3 levels of the caster. STATISTICS: - Stuns the target |
SPWI899 Symbol, Fear | Symbol, Fear (Conjuration/Summoning) Level: 8 Range: 90 ft. Duration: Special Casting Time: 9 Area of Effect: 12-ft. radius Saving Throw: Neg. Symbol, Fear is a powerful enchantment that allows the wizard to inscribe a symbol on the ground or any other surface. The symbol will remain there until someone comes too close, at which point it will explode, causing all those within the area to make a Save vs. Spell at a -4 penalty or be affected by fear for 2 rounds + 1 round for every 3 levels of the caster. | Symbol, Fear (Wizard - Conjuration) Level: 8 Range: 30 feet Duration: 1 round/level Casting time: 9 Area of Effect: Enemies within a radius of 11 feet Saving Throw: Spells at -4 (Neg.) Symbol, Fear is a powerful enchantment that allows the wizard to inscribe a symbol on the ground or any other surface. The symbol will remain there until someone comes too close, at which point it will explode, causing all those within the area to make a Save vs. Spell at a -4 penalty or be affected by fear for 2 rounds + 1 round for every 3 levels of the caster. STATISTICS: - Inflicts Horror on the target |
SPWI902 Spell Trap | Spell Trap (Abjuration) Level: 9 Range: 0 Duration: 18 rounds Casting Time: 9 Area of Effect: The caster Saving Throw: None This powerful spell creates a barrier of magical protection around the spellcaster. Every spell that hits the barrier is absorbed by the power of the spell trap—making the caster recall a previously cast spell. For example, if a wizard shields | Spell Trap (Wizard - Abjuration) Level: 9 Range: Contact Duration: 18 rounds Casting time: 9 Area of Effect: Caster Saving Throw: None This powerful spell creates a barrier of magical protection around the spellcaster. Every spell that hits the barrier is absorbed by the power of the spell trap—making the caster recall a previously cast spell. For example, if a wizard shields |
SPWI903 Spellstrike | Spellstrike (Abjuration) Level: 9 Range: 80 ft. Duration: Instant Casting Time: 5 Area of Effect: 1 creature Saving Throw: None When this spell is cast at a target creature, it will dispel all of the magical protections that surround that creature. This includes Minor Spell Turning, Minor Globe of Invulnerability, Spell Immunity, Globe Of Invulnerability, Minor Spell Deflection, Spell Turning, Spell Shield, Spell Deflection, and Spell Trap. The target's Magic Resistance, if any, does not affect this spell. | Spellstrike (Wizard - Abjuration) Level: 9 Range: 80 feet Duration: Instant Casting time: 5 Area of Effect: 1 creature Saving Throw: None When this spell is cast at a target creature, it will dispel all of the magical protections that surround that creature. This includes Minor Spell Turning, Minor Globe of Invulnerability, Spell Immunity, Globe Of Invulnerability, Minor Spell Deflection, Spell Turning, Spell Shield, Spell Deflection, and Spell Trap. The target's Magic Resistance, if any, does not affect this spell. STATISTICS: - Dissipe tous les sorts protection sur the target |
SPWI905 Gate | Gate (Conjuration/Summoning) Level: 9 Range: 30 ft. Duration: 33 rounds Casting Time: 9 Area of Effect: Special Saving Throw: None By means of this spell, the caster calls an outer-planar creature—the pit fiend—to attack | Gate (Wizard - Conjuration) Level: 9 Range: 30 feet Duration: 33 rounds Casting time: 9 Area of Effect: Point in the visual range of the caster Saving Throw: None By means of this spell, the caster calls an outer-planar creature—the pit fiend—to attack |
SPWI907 Absolute Immunity | Absolute Immunity (Abjuration) Level: 9 Range: 0 Duration: 4 rounds Casting Time: 1 Area of Effect: The caster Saving Throw: None When the spell is cast, it confers complete invulnerability to all weapons except for those of greater than +5 enchantment. This spell is incredibly powerful, hence the short duration. However, the casting time is also very short, making this spell incredibly useful in the thick of combat, where buying a few seconds can mean the difference between life or death. It is important to note that this spell does not work in combination with Protection From Magical Weapons. This spell lasts for the duration or until dispelled. | Absolute Immunity (Wizard - Abjuration) Level: 9 Range: Contact Duration: 4 rounds Casting time: 1 Area of Effect: Caster Saving Throw: None When the spell is cast, it confers complete invulnerability to all weapons except for those of greater than +5 enchantment. This spell is incredibly powerful, hence the short duration. However, the casting time is also very short, making this spell incredibly useful in the thick of combat, where buying a few seconds can mean the difference between life or death. It is important to note that this spell does not work in combination with Protection From Magical Weapons. This spell lasts for the duration or until dispelled. STATISTICS: - Protects from Protection From Magical Weapons spell - Protects from enchanted weapons +5 and below - Protects from normal weapons |
SPWI908 Chain Contingency | Chain Contingency (Evocation) Level: 9 Range: 0 Duration: Permanent until triggered Casting Time: 9 Area of Effect: The caster Saving Throw: None Chain Contingency channels some of the magical energy of the wizard and releases it only under certain circumstances. The wizard chooses three spells that will be released under certain conditions, such as being hit by an enemy. When this condition occurs, all three spells are cast immediately. Spells of 8th level or lower may be used in the contingency. | Chain Contingency (Wizard - Invocation) Level: 9 Range: Contact Duration: Instant Casting time: 9 Area of Effect: Caster Saving Throw: None Chain Contingency channels some of the magical energy of the wizard and releases it only under certain circumstances. The wizard chooses three spells that will be released under certain conditions, such as being hit by an enemy. When this condition occurs, all three spells are cast immediately. Spells of 8th level or lower may be used in the contingency. STATISTICS: |
SPWI909 Time Stop | Time Stop (Alteration) Level: 9 Range: 0 Duration: Special Casting Time: 9 Area of Effect: Special Saving Throw: None Upon casting a Time Stop spell, the wizard causes the flow of time to stop for 1 round in the area of effect. Inside the sphere, the caster is free to act for 3 rounds of apparent time. The wizard can move and act freely within the area where time is stopped, but all other creatures are frozen in their actions, for they are literally between ticks of the clock. The spell's duration is subjective to the caster. Nothing can enter the area of effect without being stopped in time also. When the spell's duration ceases, the wizard is again operating in normal time. Note that all spells cast during the Time Stop will take effect immediately after time returns to normal. | Time Stop (Wizard - Alteration) Level: 9 Range: Contact Duration: Special Casting time: 9 Area of Effect: Caster Saving Throw: None Upon casting a Time Stop spell, the wizard causes the flow of time to stop for 1 round in the area of effect. Inside the sphere, the caster is free to act for 3 rounds of apparent time. The wizard can move and act freely within the area where time is stopped, but all other creatures are frozen in their actions, for they are literally between ticks of the clock. The spell's duration is subjective to the caster. Nothing can enter the area of effect without being stopped in time also. When the spell's duration ceases, the wizard is again operating in normal time. Note that all spells cast during the Time Stop will take effect immediately after time returns to normal. STATISTICS: - Time stop for 3 rounds - Prevents party members to use talks for 3 rounds |
SPWI910 Imprisonment | Imprisonment (Abjuration) Level: 9 Range: Touch Duration: Permanent Casting Time: 9 Area of Effect: 1 creature Saving Throw: None When the Imprisonment spell is cast and the victim is touched, the recipient is entombed in a state of suspended animation in a small sphere far beneath the surface of the earth. The victim remains there unless a reverse of the spell—Freedom—is cast. Otherwise, the victim will remain there as long as the earth exists; rather a horrible fate, actually. If a Freedom spell is cast in the area where the creature was imprisoned, then | Imprisonment (Wizard - Abjuration) Level: 9 Range: Contact Duration: Instant Casting time: 9 Area of Effect: 1 creature Saving Throw: None When the Imprisonment spell is cast and the victim is touched, the recipient is entombed in a state of suspended animation in a small sphere far beneath the surface of the earth. The victim remains there unless a reverse of the spell—Freedom—is cast. Otherwise, the victim will remain there as long as the earth exists; rather a horrible fate, actually. If a Freedom spell is cast in the area where the creature was imprisoned, then |
SPWI911 Meteor Swarm | Meteor Swarm (Evocation) Level: 9 Range: 270 ft. Duration: 4 rounds Casting Time: 9 Area of Effect: 15-ft. radius Saving Throw: None When the caster utters the words to this powerful spell, | Meteor Swarm (Wizard - Invocation) Level: 9 Range: 50 feet Duration: Instant Casting time: 9 Area of Effect: radius of 15 feet Saving Throw: None When the caster utters the words to this powerful spell, |
SPWI912 Power Word, Kill | Power Word, Kill (Conjuration/Summoning) Level: 9 Range: Visual range of the caster Duration: Instant Casting Time: 1 Area of Effect: 1 creature Saving Throw: None When a Power Word, Kill spell is uttered, one creature within the spell range is slain. The creature must have 60 or fewer current Hit Points, otherwise the spell has no effect. There is no Saving Throw. | Power Word, Kill (Wizard - Conjuration) Level: 9 Range: 80 feet Duration: Instant Casting time: 1 Area of Effect: 1 creature Saving Throw: None When a Power Word, Kill spell is uttered, one creature within the spell range is slain. The creature must have 60 or fewer current Hit Points, otherwise the spell has no effect. There is no Saving Throw. STATISTICS: - Instantly slays the target if its hit points are below 60 (Ineffective against creatures with hit points equal to or greater than 60) |
SPWI913 Wail of the Banshee | Wail of the Banshee (Necromancy) Level: 9 Range: 0 Duration: Instant Casting Time: 9 Area of Effect: 15-ft. radius Saving Throw: Neg. At the culmination of this dreadful spell, the wizard screams like a banshee (groaning spirit). Everyone in the area of effect hears the awful cry. Those who fail a Saving Throw vs. Death die instantly. The caster and companions are immune to the effects of the wail. | Wail of the Banshee (Wizard - Necromancy) Level: 9 Range: Contact Duration: Instant Casting time: 9 Area of Effect: Enemies within a radius of 15 feet around of the caster Saving Throw: Paralysis / Poison / Death (Neg.) At the culmination of this dreadful spell, the wizard screams like a banshee (groaning spirit). Everyone in the area of effect hears the awful cry. Those who fail a Saving Throw vs. Death die instantly. The caster and companions are immune to the effects of the wail. STATISTICS: - Instantly slays the target |
SPWI914 Energy Drain | Energy Drain (Necromancy) Level: 9 Range: Touch Duration: Permanent Casting Time: 3 Area of Effect: 1 creature Saving Throw: None The casting of this spell opens a channel between the caster's plane and the Negative Energy Plane. The caster of the spell acts as a conduit between the two planes, sucking life from a victim and transferring it to the Negative Energy Plane, draining | Energy Drain (Wizard - Necromancy) Level: 9 Range: Contact Duration: Instant Casting time: 3 Area of Effect: 1 creature Saving Throw: None The casting of this spell opens a channel between the caster's plane and the Negative Energy Plane. The caster of the spell acts as a conduit between the two planes, sucking life from a victim and transferring it to the Negative Energy Plane, draining |
SPWI915 Black Blade of Disaster | Black Blade of Disaster (Evocation) Level: 9 Range: 0 Duration: 18 rounds Casting Time: 4 Area of Effect: Special Saving Throw: None This spell enables the caster to create a black, blade-shaped planar rift about three feet long. It jumps into the caster's hand and is used as a normal sword, remaining there for the duration of the spell. The caster is considered to be proficient to the point of Grand Mastery in this weapon. The sword acts as a +5 weapon and deals 2-24 damage to its victims. Also, every time it hits a target, the victim must make a Save vs. Death at +4 or be disintegrated. There is also a 10% chance with every hit that the sword drains 4 levels from the target and heals the wielder 20 Hit Points. | Black Blade of Disaster (Wizard - Invocation) Level: 9 Range: Contact Duration: 18 rounds Casting time: 4 Area of Effect: Caster Saving Throw: None This spell enables the caster to create a black, blade-shaped planar rift about three feet long. It jumps into the caster's hand and is used as a normal sword, remaining there for the duration of the spell. The caster is considered to be proficient to the point of Grand Mastery in this weapon. The sword acts as a +5 weapon and deals 2-24 damage to its victims. Also, every time it hits a target, the victim must make a Save vs. Death at +4 or be disintegrated. There is also a 10% chance with every hit that the sword drains 4 levels from the target and heals the wielder 20 Hit Points. STATISTICS: - Equips the caster with 1 magical weapon (Black Blade of Disaster) |
SPWI916 Shapechange | Shapechange (Alteration) Level: 9 Range: 0 Duration: 1 hour Casting Time: 9 Area of Effect: The caster Saving Throw: None With this spell, a wizard is able to assume the form of a powerful creature (mind flayer, iron golem, greater wolfwere, earth elemental, fire elemental, or giant troll). The spellcaster becomes the creature | Shapechange (Wizard - Alteration) Level: 9 Range: Contact Duration: 1 hour Casting time: 9 Area of Effect: Caster Saving Throw: None With this spell, a wizard is able to assume the form of a powerful creature (mind flayer, iron golem, greater wolfwere, earth elemental, fire elemental, or giant troll). The spellcaster becomes the creature |
SPWI917 Freedom | Freedom (Abjuration) Level: 9 Range: Special Duration: Instant Casting Time: 9 Area of Effect: Special Saving Throw: None NOTE: Cast this spell in an area where you know someone is imprisoned, and they will be released. This is the reverse of the spell Imprisonment. When a creature is imprisoned, | Freedom (Wizard - Abjuration) Level: 9 Range: Contact Duration: Instant Casting time: 9 Area of Effect: Caster Saving Throw: None NOTE: Cast this spell in an area where you know someone is imprisoned, and they will be released. This is the reverse of the spell Imprisonment. When a creature is imprisoned, |
SPWI918 Bigby's Crushing Hand | Bigby's Crushing Hand (Evocation) Level: 9 Range: 35 ft. Duration: 3 rounds Casting Time: 9 Area of Effect: 1 creature Saving Throw: Special This spell creates a huge disembodied fist that crushes the target and pins them to the ground. In the first round, the spell does 2d10 damage. The victim can save at -4 vs. Paralysis to avoid being pinned. If they fail, the hand does 3d10 damage the next round. The victim can again save vs. Paralysis at -2. If they fail to save, the hand does a final 4d10 damage and disappears. | Bigby's Crushing Hand (Wizard - Invocation) Level: 9 Range: 35 feet Duration: Special Casting time: 9 Area of Effect: 1 creature Saving Throw: Special This spell creates a huge disembodied fist that crushes the target and pins them to the ground. In the first round, the spell does 2d10 damage. The victim can save at -4 vs. Paralysis to avoid being pinned. If they fail, the hand does 3d10 damage the next round. The victim can again save vs. Paralysis at -2. If they fail to save, the hand does a final 4d10 damage and disappears. STATISTICS: - Inflicts 2d10 crushing damage to the target after 1 second - Immobilize the target for 2 seconds - Renders the target unconscious after 1 second and for 1 second - Attracts the target 100 feet to the target area for 2 seconds - After 1 second, for 2 rounds; - Inflicts 3d10 crushing damage to the target after 1 round - Inflicts 4d10 crushing damage to the target after 2 rounds - Dispels sleep effects on the target - Renders the target unconscious (save vs. Death at -4 neg.) |
SPWI919 Wish | Wish (Any School) Level: 9 Range: Unlimited Duration: Special Casting Time: 5 Area of Effect: Special Saving Throw: None Wish is a more potent version of the Limited Wish spell. It will fulfill literally the utterance of the spellcaster. Thus, the actuality of the past, present, or future might be altered (but possibly only for the wizard unless the wording of the spell is most carefully stated) in some limited manner. Greedy desires usually end in disaster for the wisher. Lastly, the wiser the wizard, the better chance that | Wish (Wizard) Level: 9 Range: Contact Duration: 1 turn Casting time: 5 Area of Effect: Caster Saving Throw: None Wish is a more potent version of the Limited Wish spell. It will fulfill literally the utterance of the spellcaster. Thus, the actuality of the past, present, or future might be altered (but possibly only for the wizard unless the wording of the spell is most carefully stated) in some limited manner. Greedy desires usually end in disaster for the wisher. Lastly, the wiser the wizard, the better chance that |
SPWI920 Energy Blades | Energy Blades (Any School) Level: 10 Range: Special Duration: 4 turns Casting Time: 3 Area of Effect: Special Saving Throw: None An energy blade is a discus made of pure energy. The disc gives +10 to THAC0, and when thrown does 1d4+5 missile damage as well as 1d10 additional electrical damage. This spell creates 1 energy disc per level of the caster and sets the caster's attacks to 9 as long as the discs are held. | Energy Blades (Wizard) Level: 9 Range: Contact Duration: 4 turns Casting time: 3 Area of Effect: Caster Saving Throw: None An energy blade is a discus made of pure energy. The disc gives +10 to THAC0, and when thrown does 1d4+5 missile damage as well as 1d10 additional electrical damage. This spell creates 1 energy disc per level of the caster and sets the caster's attacks to 9 as long as the discs are held. STATISTICS: - Equips the caster with 1 magical weapon per level/20 (Energy Blade) |
SPWI921 Improved Alacrity | Improved Alacrity (Any School) Level: 10 Range: 0 Duration: 2 rounds Casting Time: 9 Area of Effect: The caster Saving Throw: None Improved Alacrity essentially erases the pause between casting spells. When cast, the wizard can begin casting a new spell the instant | Improved Alacrity (Wizard) Level: 9 Range: Contact Duration: 2 rounds Casting time: 9 Area of Effect: Caster Saving Throw: None Improved Alacrity essentially erases the pause between casting spells. When cast, the wizard can begin casting a new spell the instant |
SPWI922 Dragon's Breath | Dragon's Breath (Any School) Level: 10 Range: 320 ft. Duration: Instant Casting Time: 3 Area of Effect: 15-ft. radius Saving Throw: Special This spell causes a disembodied head of a red dragon to appear and breathe fire with the strength of an adult red dragon. In addition to the enormous 20d10 fireball, the force of the dragon's breath knocks an opponent off their feet and away from the caster. The victim can save vs. Breath Weapon to take half damage and not be blown backwards. This spell will not harm party members. | Dragon's Breath (Wizard) Level: 9 Range: 320 feet Duration: Special Casting time: 3 Area of Effect: Enemies within a radius of 15 feet Saving Throw: Breath (1/2) This spell causes a disembodied head of a red dragon to appear and breathe fire with the strength of an adult red dragon. In addition to the enormous 20d10 fireball, the force of the dragon's breath knocks an opponent off their feet and away from the caster. The victim can save vs. Breath Weapon to take half damage and not be blown backwards. This spell will not harm party members. STATISTICS: - Inflicts 20d10 fire damage to the target - Renders the target unconscious for 3 seconds - Knock down the target 30 feet away from the caster for 2 seconds |
SPWI923 Summon Planetar | Summon Planetar (Any School) Level: 10 Range: 120 ft. Duration: 4 rounds + 1 round/level Casting Time: 5 Area of Effect: Special Saving Throw: None This spell opens a celestial gate and calls forth a planetar to fight at the caster's side until the spell expires or the planetar's avatar is slain. | Summon Planetar (Wizard) Level: 9 Range: 40 feet Duration: 4 rounds + 1 round/level Casting time: 5 Area of Effect: Point in the visual range of the caster Saving Throw: None This spell opens a celestial gate and calls forth a planetar to fight at the caster's side until the spell expires or the planetar's avatar is slain. STATISTICS: - Summon a Planetar |
SPWI924 Summon Dark Planetar | Summon Dark Planetar (Any School) Level: 10 Range: 120 ft. Duration: 4 rounds + 1 round/level Casting Time: 5 Area of Effect: Special Saving Throw: None This spell opens an abyssal gate and calls forth a fallen planetar to fight at the caster's side until the spell expires or the planetar's avatar is slain. | Summon Dark Planetar (Wizard) Level: 9 Range: 40 feet Duration: 4 rounds + 1 round/level Casting time: 5 Area of Effect: Point in the visual range of the caster Saving Throw: None This spell opens an abyssal gate and calls forth a fallen planetar to fight at the caster's side until the spell expires or the planetar's avatar is slain. STATISTICS: - Summon a Fallen Planetar |
SPWI925 Comet | Comet (Any School) Level: 10 Range: 270 ft. Duration: Instant Casting Time: 3 Area of Effect: 15-ft. radius Saving Throw: Special This spell is a more powerful and specialized version of Meteor Swarm. A huge meteor or comet strikes the earth, damaging all enemies in its path and sending out a powerful shockwave that knocks away all foes in the area of effect. Those knocked down must save vs. Paralysis or be stunned for 3 rounds. The comet itself does 10d10 fire damage with no save. This spell will not harm party members. | Comet (Wizard) Level: 9 Range: 50 feet Duration: Special Casting time: 3 Area of Effect: Enemies within a radius of 15 feet Saving Throw: Special This spell is a more powerful and specialized version of Meteor Swarm. A huge meteor or comet strikes the earth, damaging all enemies in its path and sending out a powerful shockwave that knocks away all foes in the area of effect. Those knocked down must save vs. Paralysis or be stunned for 3 rounds. The comet itself does 10d10 fire damage with no save. This spell will not harm party members. STATISTICS: - Inflicts 10d10 fire damage to the target - Renders the target unconscious for 3 rounds (save vs. Death neg.) - Knock down the target 30 feet away from the caster for 2 seconds (save vs. Death neg.) |
SPWI926 Dimension Door | Dimension Door (Alteration) Level: 4 Range: 0 Duration: Instant Casting Time: 1 Area of Effect: The caster Saving Throw: None This spell transports the caster to any place within the visual range of the caster. When the spell is cast, a dimensional portal opens up in front of the caster, who immediately steps through it. Upon passing through the portal, the caster finds | Dimension Door (Wizard - Alteration) Level: 4 Range: 200 feet Duration: Instant Casting time: 0 Area of Effect: Point in the visual range of the caster Saving Throw: None This spell transports the caster to any place within the visual range of the caster. When the spell is cast, a dimensional portal opens up in front of the caster, who immediately steps through it. Upon passing through the portal, the caster finds |
SPWI943 Dire Charm | Dire Charm (Enchantment/Charm) Level: 3 Range: 60 ft. Duration: 5 rounds Casting Time: 3 Area of Effect: 1 creature Saving Throw: Neg. This spell works in the exact same manner as Charm Person, with one difference: There is no Saving Throw bonus. Dire Charm affects any single person it is cast upon. The term person includes any bipedal human, demihuman, or humanoid of man-size or smaller, such as brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be charmed, but an ogre could not. The person is allowed a Saving Throw vs. Spell to negate the effect. If the spell's recipient fails | Dire Charm (Wizard - Enchantment) Level: 3 Range: 35 feet Duration: 2 turns Casting time: 1 Area of Effect: 1 creature Saving Throw: Spells (Neg.) This spell works in the exact same manner as Charm Person, with one difference: There is no Saving Throw bonus. Dire Charm affects any single person it is cast upon. The term person includes any bipedal human, demihuman, or humanoid of man-size or smaller, such as brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be charmed, but an ogre could not. The person is allowed a Saving Throw vs. Spell to negate the effect. If the spell's recipient fails |
SPWI955 Symbol, Pain | Symbol, Fear (Conjuration/Summoning) Level: 8 Range: 90 ft. Duration: Special Casting Time: 9 Area of Effect: 12-ft. radius Saving Throw: Neg. Symbol, Fear is a powerful enchantment that allows the wizard to inscribe a symbol on the ground or any other surface. The symbol will remain there until someone comes too close, at which point it will explode, causing all those within the area to make a Save vs. Spell at a -4 penalty or be affected by fear for 2 rounds + 1 round for every 3 levels of the caster. | Symbol, Pain (Innate - Conjuration) Range: 70 feet Duration: 4 hours Casting time: 1 Area of Effect: Enemies within a radius of 15 feet Saving Throw: Spells at -4 (Neg.) Symbol, Fear is a powerful enchantment that allows the wizard to inscribe a symbol on the ground or any other surface. The symbol will remain there until someone comes too close, at which point it will explode, causing all those within the area to make a Save vs. Spell at a -4 penalty or be affected by fear for 2 rounds + 1 round for every 3 levels of the caster. STATISTICS: - Reduces the THAC0 of the target by 4 - Reduces the Dexterity of the target by 2 |
SPWI956 Symbol, Fear | Symbol, Fear (Conjuration/Summoning) Level: 8 Range: 90 ft. Duration: Special Casting Time: 9 Area of Effect: 12-ft. radius Saving Throw: Neg. Symbol, Fear is a powerful enchantment that allows the wizard to inscribe a symbol on the ground or any other surface. The symbol will remain there until someone comes too close, at which point it will explode, causing all those within the area to make a Save vs. Spell at a -4 penalty or be affected by fear for 2 rounds + 1 round for every 3 levels of the caster. | Symbol, Fear (Innate - Conjuration) Range: 70 feet Duration: 2 turns Casting time: 1 Area of Effect: Enemies within a radius of 15 feet Saving Throw: Spells at -4 (Neg.) Symbol, Fear is a powerful enchantment that allows the wizard to inscribe a symbol on the ground or any other surface. The symbol will remain there until someone comes too close, at which point it will explode, causing all those within the area to make a Save vs. Spell at a -4 penalty or be affected by fear for 2 rounds + 1 round for every 3 levels of the caster. STATISTICS: - Inflicts Horror on the target |
SPWI958 Power Word, Blind | Power Word, Blind (Conjuration/Summoning) Level: 8 Range: Visual range of the caster Duration: 6 rounds Casting Time: 1 Area of Effect: 4-ft. radius Saving Throw: None When a Power Word, Blind spell is cast, one or more creatures within the area of effect become sightless. The spellcaster selects one creature as the target center, and the effect spreads outward from the center, affecting all within a 4-ft. radius. This lasts for 6 rounds or until dispelled. All of the effects of blindness apply to the victims, such as a penalty to hit and to AC. The visibility range of the afflicted character is also decreased. | Power Word, Blind (Innate - Conjuration) Range: 80 feet Duration: 6 rounds Casting time: 1 Area of Effect: Enemies within a radius of 2 feet around of the target Saving Throw: None When a Power Word, Blind spell is cast, one or more creatures within the area of effect become sightless. The spellcaster selects one creature as the target center, and the effect spreads outward from the center, affecting all within a 4-ft. radius. This lasts for 6 rounds or until dispelled. All of the effects of blindness apply to the victims, such as a penalty to hit and to AC. The visibility range of the afflicted character is also decreased. STATISTICS: - Blinds the target |
SPWI959 Power Word, Stun | Power Word, Stun (Conjuration/Summoning) Level: 7 Range: Visual range of the caster Duration: Special Casting Time: 1 Area of Effect: 1 creature Saving Throw: None When a Power Word, Stun spell is uttered, any creature of the Mage's choice within visual range is stunned for the duration depending on its current Hit Points: 1 to 29 Hit Points: Stunned for 4d4 rounds; 30 to 59 Hit Points: Stunned for 2d4 rounds; 60 to 89 Hit Points: Stunned for 1d4 rounds; 90 or more Hit Points: unaffected. Note that if a creature is weakened so that its Hit Points are below its usual maximum, the current number of Hit Points is used to determine this spell's effects. | Power Word, Stun (Innate - Conjuration) Range: 80 feet Duration: Instant Casting time: 1 Area of Effect: 1 creature Saving Throw: None When a Power Word, Stun spell is uttered, any creature of the Mage's choice within visual range is stunned for the duration depending on its current Hit Points: 1 to 29 Hit Points: Stunned for 4d4 rounds; 30 to 59 Hit Points: Stunned for 2d4 rounds; 60 to 89 Hit Points: Stunned for 1d4 rounds; 90 or more Hit Points: unaffected. Note that if a creature is weakened so that its Hit Points are below its usual maximum, the current number of Hit Points is used to determine this spell's effects. STATISTICS: - Stuns the target when its hit points are below 90, duration depends on remaining hit points |
SPWI960 Power Word, Kill | Power Word, Kill (Conjuration/Summoning) Level: 9 Range: Visual range of the caster Duration: Instant Casting Time: 1 Area of Effect: 1 creature Saving Throw: None When a Power Word, Kill spell is uttered, one creature within the spell range is slain. The creature must have 60 or fewer current Hit Points, otherwise the spell has no effect. There is no Saving Throw. | Power Word, Kill (Innate - Conjuration) Range: 80 feet Duration: Instant Casting time: 1 Area of Effect: 1 creature Saving Throw: None When a Power Word, Kill spell is uttered, one creature within the spell range is slain. The creature must have 60 or fewer current Hit Points, otherwise the spell has no effect. There is no Saving Throw. STATISTICS: - Instantly slays the target if its hit points are below 60 |
SPWI979 Flame Strike | Flame Strike (Evocation) Level: 5 Sphere: Combat Range: 40 ft. Duration: Instant Casting Time: 8 Area of Effect: 1 creature Saving Throw: 1/2 When the priest calls down a Flame Strike spell, a vertical column of fire roars downward in the exact location called for by the caster. The target must roll a Saving Throw vs. Spell. Failure means the creature sustains 1d8 points of damage per level of the caster; otherwise, the damage is halved. | Flame Strike (Priest - Invocation) Level: 5 Range: 40 feet Duration: Instant Casting time: 0 Area of Effect: 1 creature Saving Throw: Spells (1/2) When the priest calls down a Flame Strike spell, a vertical column of fire roars downward in the exact location called for by the caster. The target must roll a Saving Throw vs. Spell. Failure means the creature sustains 1d8 points of damage per level of the caster; otherwise, the damage is halved. STATISTICS: - Inflicts 8d8 fire damage to the target after 1 second |
SPWI982 Dimension Door | Dimension Door (Alteration) Level: 4 Range: 0 Duration: Instant Casting Time: 1 Area of Effect: The caster Saving Throw: None This spell transports the caster to any place within the visual range of the caster. When the spell is cast, a dimensional portal opens up in front of the caster, who immediately steps through it. Upon passing through the portal, the caster finds | Dimension Door (Wizard) Level: 4 Range: 200 feet Duration: Instant Casting time: 2 Area of Effect: 1 creature Saving Throw: None This spell transports the caster to any place within the visual range of the caster. When the spell is cast, a dimensional portal opens up in front of the caster, who immediately steps through it. Upon passing through the portal, the caster finds |
SPWI994 Dimension Door | Dimension Door (Alteration) Level: 4 Range: 0 Duration: Instant Casting Time: 1 Area of Effect: The caster Saving Throw: None This spell transports the caster to any place within the visual range of the caster. When the spell is cast, a dimensional portal opens up in front of the caster, who immediately steps through it. Upon passing through the portal, the caster finds | Dimension Door (Wizard - Alteration) Level: 4 Range: 200 feet Duration: Instant Casting time: 0 Area of Effect: Point in the visual range of the caster Saving Throw: None This spell transports the caster to any place within the visual range of the caster. When the spell is cast, a dimensional portal opens up in front of the caster, who immediately steps through it. Upon passing through the portal, the caster finds |
SPWI995 Dimension Door | Dimension Door (Alteration) Level: 4 Range: 0 Duration: Instant Casting Time: 1 Area of Effect: The caster Saving Throw: None This spell transports the caster to any place within the visual range of the caster. When the spell is cast, a dimensional portal opens up in front of the caster, who immediately steps through it. Upon passing through the portal, the caster finds | Dimension Door (Wizard) Level: 4 Range: 200 feet Duration: Instant Casting time: 0 Area of Effect: 1 creature Saving Throw: None This spell transports the caster to any place within the visual range of the caster. When the spell is cast, a dimensional portal opens up in front of the caster, who immediately steps through it. Upon passing through the portal, the caster finds |
SPWI997 Lightning Bolt | Lightning Bolt (Evocation) Level: 3 Range: 70 ft. Duration: Instant Casting Time: 3 Area of Effect: Path of bolt Saving Throw: 1/2 Upon casting this spell, the wizard releases a powerful stroke of electrical energy that inflicts 1d6 points of damage per level of the caster (maximum damage of 10d6) to each creature within its area of effect. A successful Saving Throw vs. Spell reduces this damage to half (round fractions down). If the lightning bolt intersects with a wall, it will bounce until it reaches its full length. | Lightning Bolt (Wizard - Invocation) Level: 3 Range: 50 feet Duration: Instant Casting time: 3 Area of Effect: 1 creature and any creature within a radius of 180 feet Saving Throw: Spells (1/2) Upon casting this spell, the wizard releases a powerful stroke of electrical energy that inflicts 1d6 points of damage per level of the caster (maximum damage of 10d6) to each creature within its area of effect. A successful Saving Throw vs. Spell reduces this damage to half (round fractions down). If the lightning bolt intersects with a wall, it will bounce until it reaches its full length. STATISTICS: - Inflicts 14d6 +100 electrical damage to the target |
SPWI998 Magic Missile | Magic Missile (Evocation) Level: 1 Range: Visual range of the caster Duration: Instant Casting Time: 1 Area of Effect: 1 creature Saving Throw: None Use of the Magic Missile spell, one of the most popular 1st-level spells, creates up to five missiles of magical energy that dart forth from the wizard's fingertip and unerringly strike their target, which must be a creature of some sort. Each missile inflicts 1d4+1 points of damage. For every 2 extra levels of experience, the wizard gains an additional missile— | Magic Missile (Wizard) Level: 1 Range: 50 feet Duration: Instant Casting time: 1 Area of Effect: 1 creature Saving Throw: None Use of the Magic Missile spell, one of the most popular 1st-level spells, creates up to five missiles of magical energy that dart forth from the wizard's fingertip and unerringly strike their target, which must be a creature of some sort. Each missile inflicts 1d4+1 points of damage. For every 2 extra levels of experience, the wizard gains an additional missile— |
SPWISH07 Greater Restoration | Greater Restoration (Necromancy) Level: 7 Sphere: Necromantic Range: Touch Duration: Permanent Casting Time: 3 Area of Effect: 1 creature Saving Throw: None When this spell is cast, the life energy level of the recipient is raised. This reverses any previous life energy level drain of the creature by a force or monster. A Greater Restoration spell will also restore the Intelligence score of a creature affected by the Feeblemind spell and negate any form of insanity, such as confusion or berserk. It fully heals the target and cures any diseases or poisons. The casting of this spell is very draining on the priest, and | Greater Restoration (Priest - Necromancy) Level: 7 Range: Contact Duration: Instant Casting time: 3 Area of Effect: Caster Saving Throw: None When this spell is cast, the life energy level of the recipient is raised. This reverses any previous life energy level drain of the creature by a force or monster. A Greater Restoration spell will also restore the Intelligence score of a creature affected by the Feeblemind spell and negate any form of insanity, such as confusion or berserk. It fully heals the target and cures any diseases or poisons. The casting of this spell is very draining on the priest, and |
SPWISH09 Globe of Blades | Globe of Blades (Evocation) Level: Quest Sphere: Guardian, Creation Range: 0 Duration: 1 turn Casting Time: 9 Area of Effect: Special Saving Throw: Special The priest employs this spell to set up a globe of razor-sharp blades. These whirl and flash around the caster, creating a dangerous barrier. Any creature attempting to pass through the blade barrier suffers 10d10 points of damage. Creatures within the area of the barrier when it is invoked are entitled to a Saving Throw vs. Spell at -2. If this is successful, the blades are avoided and no damage is suffered. The barrier remains for 1 turn. | Globe of Blades (Priest/Druid - Invocation) Level: 7 Range: Contact Duration: Instant Casting time: 1 Area of Effect: 1 creature Saving Throw: Spells (Neg.) The priest employs this spell to set up a globe of razor-sharp blades. These whirl and flash around the caster, creating a dangerous barrier. Any creature attempting to pass through the blade barrier suffers 10d10 points of damage. Creatures within the area of the barrier when it is invoked are entitled to a Saving Throw vs. Spell at -2. If this is successful, the blades are avoided and no damage is suffered. The barrier remains for 1 turn. STATISTICS: - Casts Globe of Blades on the caster (as a level 20 spellcaster) |
SPWISH10 Mass Raise Dead | Mass Raise Dead (Necromancy) Level: 7 Sphere: Necromantic Range: 30 ft. Duration: Permanent Casting Time: 2 Area of Effect: Up to 5 party members Saving Throw: None A more powerful version of Raise Dead, this spell brings up to 5 party members back to life and heals 3d10+1 Hit Points per level of the caster. They can regain the rest of their Hit Points by natural healing or curative magic. This spell restores life to dwarves, gnomes, half-elves, halflings, elves, half-orcs, and humans. | Mass Raise Dead (Priest/Druid - Necromancy) Level: 7 Range: Contact Duration: Instant Casting time: 0 Area of Effect: Caster Saving Throw: None A more powerful version of Raise Dead, this spell brings up to 5 party members back to life and heals 3d10+1 Hit Points per level of the caster. They can regain the rest of their Hit Points by natural healing or curative magic. This spell restores life to dwarves, gnomes, half-elves, halflings, elves, half-orcs, and humans. STATISTICS: - If party members is one of dead; - Heals 100 % hit points to party members - Resurrect party members |
SPWISH11 Greater Deathblow | Greater Deathblow Like Deathblow, this ability allows the warrior to vanquish lesser foes with a single blow. For the next 2 rounds, any creature of 12th level or lower is instantly killed when struck by the warrior. Requires: Deathblow | Greater Deathblow (Innate) Range: Contact Duration: 2 rounds Casting time: 0 Area of Effect: Caster Saving Throw: None Greater Deathblow Like Deathblow, this ability allows the warrior to vanquish lesser foes with a single blow. For the next 2 rounds, any creature of 12th level or lower is instantly killed when struck by the warrior. Requires: Deathblow STATISTICS: - For each successful melee attack by party members; Instantly slays the target (of level 12 or lower) |
SPWISH12 Hardiness | Hardiness Calling upon hidden reserves of strength during times of danger, a warrior can use the Hardiness ability to gain 40% resistance to all forms of physical damage. The ability lasts for 1 round for every 2 levels of the warrior. This ability does not stack with Defensive Stance. | Hardiness (Innate - Alteration) Range: Contact Duration: 1 round/2 levels Casting time: 0 Area of Effect: 1 creature Saving Throw: None Hardiness Calling upon hidden reserves of strength during times of danger, a warrior can use the Hardiness ability to gain 40% resistance to all forms of physical damage. The ability lasts for 1 round for every 2 levels of the warrior. This ability does not stack with Defensive Stance. STATISTICS: - Increases the Physical Damage Resistance of party members by 40% (not cumulative) |
SPWISH17 Time Stop | Time Stop (Alteration) Level: 9 Range: 0 Duration: Special Casting Time: 9 Area of Effect: Special Saving Throw: None Upon casting a Time Stop spell, the wizard causes the flow of time to stop for 1 round in the area of effect. Inside the sphere, the caster is free to act for 3 rounds of apparent time. The wizard can move and act freely within the area where time is stopped, but all other creatures are frozen in their actions, for they are literally between ticks of the clock. The spell's duration is subjective to the caster. Nothing can enter the area of effect without being stopped in time also. When the spell's duration ceases, the wizard is again operating in normal time. Note that all spells cast during the Time Stop will take effect immediately after time returns to normal. | Time Stop (Wizard - Alteration) Level: 9 Range: Contact Duration: Special Casting time: 0 Area of Effect: Caster Saving Throw: None Upon casting a Time Stop spell, the wizard causes the flow of time to stop for 1 round in the area of effect. Inside the sphere, the caster is free to act for 3 rounds of apparent time. The wizard can move and act freely within the area where time is stopped, but all other creatures are frozen in their actions, for they are literally between ticks of the clock. The spell's duration is subjective to the caster. Nothing can enter the area of effect without being stopped in time also. When the spell's duration ceases, the wizard is again operating in normal time. Note that all spells cast during the Time Stop will take effect immediately after time returns to normal. STATISTICS: - Time stop for 6 rounds - Aura cleansing for 4 rounds - Prevents party members to use talks for 6 rounds |
SPWISH18 Summon Dark Planetar | Summon Dark Planetar (Any School) Level: 10 Range: 120 ft. Duration: 4 rounds + 1 round/level Casting Time: 5 Area of Effect: Special Saving Throw: None This spell opens an abyssal gate and calls forth a fallen planetar to fight at the caster's side until the spell expires or the planetar's avatar is slain. | Summon Dark Planetar (Innate - Conjuration) Range: 40 feet Duration: 2 turns Casting time: 0 Area of Effect: Point in the visual range of the caster Saving Throw: None This spell opens an abyssal gate and calls forth a fallen planetar to fight at the caster's side until the spell expires or the planetar's avatar is slain. STATISTICS: - Summon hostile Fallen Planetar |
SPWISH19 Energy Drain | Energy Drain (Necromancy) Level: 9 Range: Touch Duration: Permanent Casting Time: 3 Area of Effect: 1 creature Saving Throw: None The casting of this spell opens a channel between the caster's plane and the Negative Energy Plane. The caster of the spell acts as a conduit between the two planes, sucking life from a victim and transferring it to the Negative Energy Plane, draining | Energy Drain (Wizard - Necromancy) Level: 9 Range: Contact Duration: Instant Casting time: 0 Area of Effect: Caster Saving Throw: None The casting of this spell opens a channel between the caster's plane and the Negative Energy Plane. The caster of the spell acts as a conduit between the two planes, sucking life from a victim and transferring it to the Negative Energy Plane, draining |
SPWISH24 Meteor Swarm | Meteor Swarm (Evocation) Level: 9 Range: 270 ft. Duration: 4 rounds Casting Time: 9 Area of Effect: 15-ft. radius Saving Throw: None When the caster utters the words to this powerful spell, | Meteor Swarm (Wizard - Invocation) Level: 9 Range: Contact Duration: Instant Casting time: 0 Area of Effect: The caster and any creature within 15 feet Saving Throw: None When the caster utters the words to this powerful spell, |
SPWISH25 Slow | Slow (Alteration) Level: 3 Range: 25 ft. Duration: 1 turn Casting Time: 3 Area of Effect: 15-ft. radius Saving Throw: Neg. A Slow spell causes creatures to move and attack at half of their normal rates. It negates Haste, but does not otherwise affect magically hasted or slowed creatures. Slowed creatures have an Armor Class and attack penalty of -4. Creatures save at -4 vs. Spell. | Slow (Wizard - Alteration) Level: 3 Range: 40 feet Duration: 1 turn Casting time: 0 Area of Effect: Saving Throw: None A Slow spell causes creatures to move and attack at half of their normal rates. It negates Haste, but does not otherwise affect magically hasted or slowed creatures. Slowed creatures have an Armor Class and attack penalty of -4. Creatures save at -4 vs. Spell. STATISTICS: - Armor Class of party members: -4 (not cumulative) - Reduces the THAC0 of party members by 4 (not cumulative) - Slows party members |
SPWISH26 Breach | Breach (Abjuration) Level: 5 Range: 40 ft. Duration: Instant Casting Time: 5 Area of Effect: 1 creature Saving Throw: None When this spell is cast at a creature, it breaches and dispels all of the specific and combat protections on the target creature. Here is a complete list of all the specific protection spells that are dispelled by Breach: Shield, Protection Circle, Resist Fear, Protection From Fire/Cold, Fireshield, Protection From Acid, Protection From Electricity, Protection From Magic Energy, Protection From The Elements, and Protection From Energy. The combat protection spells dispelled by Breach are Protection From Normal Missiles, Protection From Normal Weapons, Protection From Magical Weapons, Stoneskin, Armor, Ghost Armor, Spirit Armor, Absolute Immunity, Mantle, and Improved Mantle. The target's Magic Resistance, if any, does not affect this spell. | Breach (Wizard - Abjuration) Level: 5 Range: 40 feet Duration: Instant Casting time: 0 Area of Effect: 1 creature Saving Throw: None When this spell is cast at a creature, it breaches and dispels all of the specific and combat protections on the target creature. Here is a complete list of all the specific protection spells that are dispelled by Breach: Shield, Protection Circle, Resist Fear, Protection From Fire/Cold, Fireshield, Protection From Acid, Protection From Electricity, Protection From Magic Energy, Protection From The Elements, and Protection From Energy. The combat protection spells dispelled by Breach are Protection From Normal Missiles, Protection From Normal Weapons, Protection From Magical Weapons, Stoneskin, Armor, Ghost Armor, Spirit Armor, Absolute Immunity, Mantle, and Improved Mantle. The target's Magic Resistance, if any, does not affect this spell. STATISTICS: - Dissipe tous les sorts combat protection sur the creatures in the area of effect - Dissipe tous les sorts specific protection sur the creatures in the area of effect |
SPWISH27 Knockback | Non-Detection (Abjuration) Level: 3 Range: Touch Duration: 4 hours Casting Time: 3 Area of Effect: 1 creature Saving Throw: None By casting this spell, the wizard makes the creature touched undetectable by divination spells such as Clairaudience, Clairvoyance, Locate Object, ESP, and detect spells including Invisibility Purge. It also prevents location by such magical items as crystal balls and ESP medallions. It does not affect the Know Alignment spell. | Knockback (Innate - Abjuration) Range: 30 feet Duration: Special Casting time: 0 Area of Effect: radius of 15 feet around %theTarget% Saving Throw: Special By casting this spell, the wizard makes the creature touched undetectable by divination spells such as Clairaudience, Clairvoyance, Locate Object, ESP, and detect spells including Invisibility Purge. It also prevents location by such magical items as crystal balls and ESP medallions. It does not affect the Know Alignment spell. STATISTICS: - Inflicts 1d8 +12 crushing damage to the target - Renders the target unconscious for 3 seconds (save vs. Spells at -10 neg.) - Knock down the target 30 feet away from the caster for 2 seconds |
SPWISH28 Heal | Heal (Necromancy) Level: 6 Sphere: Healing Range: Touch Duration: Permanent Casting Time: 9 Area of Effect: 1 creature Saving Throw: None The very potent Heal spell enables the priest to wipe away disease and injury in the creature who receives the benefits of the spell. It completely cures all disease and blindness in the recipient and heals all points of damage suffered due to wounds or injury. It also dispels a Feeblemind spell and cures those mental disorders caused by spells or injury to the brain. Naturally, the effects can be negated by later wounds, injuries, and diseases. | Heal (Priest/Druid - Necromancy) Level: 6 Range: Contact Duration: Instant Casting time: 9 Area of Effect: 1 creature Saving Throw: None The very potent Heal spell enables the priest to wipe away disease and injury in the creature who receives the benefits of the spell. It completely cures all disease and blindness in the recipient and heals all points of damage suffered due to wounds or injury. It also dispels a Feeblemind spell and cures those mental disorders caused by spells or injury to the brain. Naturally, the effects can be negated by later wounds, injuries, and diseases. STATISTICS: - Heals 100 % hit points to the creatures in the area of effect - Cure Feeblemindedness on the creatures in the area of effect - Cures the diseases of the creatures in the area of effect - Neutralizes poisons infecting the creatures in the area of effect - Cure blindness on the creatures in the area of effect - Cures the deafness of the creatures in the area of effect - Sobering up the creatures in the area of effect |
SPWISH29 Strength | Strength (Alteration) Level: 2 Range: 20 ft. Duration: 1 turn/level Casting Time: 9 Area of Effect: 1 creature Saving Throw: None Application of this spell sets the Strength of the character to 18 and then adds a +50% bonus on top of this. The character receives any strength bonuses appropriate. For example, if a character has between 18/50 and 18/00 Strength, then | Strength (Wizard - Alteration) Level: 2 Range: 20 feet Duration: 4 hours Casting time: 0 Area of Effect: 1 creature and any creature within a radius of 15 feet Saving Throw: None Application of this spell sets the Strength of the character to 18 and then adds a +50% bonus on top of this. The character receives any strength bonuses appropriate. For example, if a character has between 18/50 and 18/00 Strength, then |
SPWISH30 Miscast Magic | Miscast Magic (Enchantment/Charm) Level: 3 Sphere: Chaos Range: Visual range of the caster Duration: 1 turn Casting Time: 5 Area of Effect: 1 target Saving Throw: Neg. Any spellcasting creature that is affected by this spell has its casting ability severely disabled. When the creature attempts to cast a spell, it suffers an 80% chance of failure. Creatures can save vs. Spell to avoid the effect, but do so with a -2 penalty. | Miscast Magic (Innate - Enchantment) Range: 50 feet Duration: 1 turn Casting time: 0 Area of Effect: 1 creature Saving Throw: Spells at -6 (Neg.) Any spellcasting creature that is affected by this spell has its casting ability severely disabled. When the creature attempts to cast a spell, it suffers an 80% chance of failure. Creatures can save vs. Spell to avoid the effect, but do so with a -2 penalty. STATISTICS: - 80% chance of spellcasting failure (wizard, priest and druid) for the creatures in the area of effect |
SPWISH31 Magic Resistance | Magic Resistance (Alteration) Level: 5 Sphere: Protection Range: Touch Duration: 3 rounds + 1 round/level Casting Time: 9 Area of Effect: 1 creature Saving Throw: None When this spell is cast, the recipient receives a resistance to all magic. The resistance conferred is 2% per level of the caster, up to a maximum of 40% at 20th level. This resistance is set so that if the target already has more Magic Resistance than the priest would confer, it will actually lower it to the set value. This effect will last for the duration of the spell or until dispelled. | Magic Resistance (Innate - Alteration) Range: 80 feet Duration: 21 rounds Casting time: 0 Area of Effect: 1 creature Saving Throw: None When this spell is cast, the recipient receives a resistance to all magic. The resistance conferred is 2% per level of the caster, up to a maximum of 40% at 20th level. This resistance is set so that if the target already has more Magic Resistance than the priest would confer, it will actually lower it to the set value. This effect will last for the duration of the spell or until dispelled. STATISTICS: - Change the Magic Resistance of the creatures in the area of effect to 40% |
SPWISH32 Abi-Dalzim's Horrid Wilting | Abi-Dalzim's Horrid Wilting (Necromancy) Level: 8 Range: Visual range of the caster Duration: Instant Casting Time: 8 Area of Effect: 15-ft. radius Saving Throw: 1/2 This spell evaporates moisture from the bodies of every living creature within the area of effect, inflicting 1d8 damage per level of the caster. Affected creatures are allowed a Saving Throw vs. Spell for half damage. This spell is especially devastating to water elementals and plant creatures, who receive a penalty of -2 to their Saving Throws. This spell will not harm party members. | Abi-Dalzim's Horrid Wilting (Innate - Necromancy) Range: 40 feet Duration: Instant Casting time: 0 Area of Effect: 1 creature and any enemy within a radius of 15 feet Saving Throw: Spells (1/2) This spell evaporates moisture from the bodies of every living creature within the area of effect, inflicting 1d8 damage per level of the caster. Affected creatures are allowed a Saving Throw vs. Spell for half damage. This spell is especially devastating to water elementals and plant creatures, who receive a penalty of -2 to their Saving Throws. This spell will not harm party members. STATISTICS: - Inflicts 20d8 magic damage to the creatures in the area of effect |
SPWISH34 Bad Luck | Miscast Magic (Enchantment/Charm) Level: 3 Sphere: Chaos Range: Visual range of the caster Duration: 1 turn Casting Time: 5 Area of Effect: 1 target Saving Throw: Neg. Any spellcasting creature that is affected by this spell has its casting ability severely disabled. When the creature attempts to cast a spell, it suffers an 80% chance of failure. Creatures can save vs. Spell to avoid the effect, but do so with a -2 penalty. | Bad Luck (Innate - Enchantment) Range: 50 feet Duration: 1 turn Casting time: 0 Area of Effect: 1 creature Saving Throw: None Any spellcasting creature that is affected by this spell has its casting ability severely disabled. When the creature attempts to cast a spell, it suffers an 80% chance of failure. Creatures can save vs. Spell to avoid the effect, but do so with a -2 penalty. STATISTICS: - Reduces the Luck of the creatures in the area of effect by 5 |
SPWISH35 Power Word, Silence | Power Word, Silence (Conjuration/Summoning) Level: 6 Range: 90 ft. Duration: 7 rounds Casting Time: 1 Area of Effect: 1 creature Saving Throw: None In using this spell, the wizard points at an individual and utters the Power Word. For the next 7 rounds, that creature cannot make any sound. This silence completely foils any spells that require verbal components. The only ways to counter this spell are either a Dispel Magic or a Vocalize spell. There is no Saving Throw. | Power Word, Silence (Innate - Conjuration) Range: 80 feet Duration: 7 rounds Casting time: 0 Area of Effect: 1 creature Saving Throw: None In using this spell, the wizard points at an individual and utters the Power Word. For the next 7 rounds, that creature cannot make any sound. This silence completely foils any spells that require verbal components. The only ways to counter this spell are either a Dispel Magic or a Vocalize spell. There is no Saving Throw. STATISTICS: - Silences the creatures in the area of effect |
SPWISH36 Improved Haste | Improved Haste (Alteration) Level: 6 Range: 40 ft. Duration: 3 rounds + 1 round/level Casting Time: 3 Area of Effect: 1 creature Saving Throw: None The affected creature functions at double its normal movement and attack rates and receives a +2 bonus to its initiative. Thus, a creature moving at 6 and attacking once per round would move at 12 and attack twice per round. Spellcasting and spell effects are not sped up. There are three major differences between the 3rd-level wizard spell Haste and this spell: First, there is no period of fatigue following the expiration of the spell; second, this spell will only affect one creature; third, this spell actually doubles the number of attacks per round of the hasted creature. This spell also negates the effects of a Slow spell, but it is not cumulative with itself or with other similar magic. Its effects will last for the duration or until dispelled. | Improved Haste (Innate - Alteration) Range: 40 feet Duration: Special Casting time: 0 Area of Effect: 1 creature Saving Throw: None The affected creature functions at double its normal movement and attack rates and receives a +2 bonus to its initiative. Thus, a creature moving at 6 and attacking once per round would move at 12 and attack twice per round. Spellcasting and spell effects are not sped up. There are three major differences between the 3rd-level wizard spell Haste and this spell: First, there is no period of fatigue following the expiration of the spell; second, this spell will only affect one creature; third, this spell actually doubles the number of attacks per round of the hasted creature. This spell also negates the effects of a Slow spell, but it is not cumulative with itself or with other similar magic. Its effects will last for the duration or until dispelled. STATISTICS: - Protects the target from Offensive Spin spell for 15 rounds - Protects the creatures in the area of effect from Haste spell for 23 rounds - Double movement speed and grants one additional attack per round to the creatures in the area of effect for 23 rounds |
SPWISH37 Improved Haste | Improved Haste (Alteration) Level: 6 Range: 40 ft. Duration: 3 rounds + 1 round/level Casting Time: 3 Area of Effect: 1 creature Saving Throw: None The affected creature functions at double its normal movement and attack rates and receives a +2 bonus to its initiative. Thus, a creature moving at 6 and attacking once per round would move at 12 and attack twice per round. Spellcasting and spell effects are not sped up. There are three major differences between the 3rd-level wizard spell Haste and this spell: First, there is no period of fatigue following the expiration of the spell; second, this spell will only affect one creature; third, this spell actually doubles the number of attacks per round of the hasted creature. This spell also negates the effects of a Slow spell, but it is not cumulative with itself or with other similar magic. Its effects will last for the duration or until dispelled. | Improved Haste (Innate - Alteration) Range: 40 feet Duration: Special Casting time: 0 Area of Effect: 1 creature Saving Throw: None The affected creature functions at double its normal movement and attack rates and receives a +2 bonus to its initiative. Thus, a creature moving at 6 and attacking once per round would move at 12 and attack twice per round. Spellcasting and spell effects are not sped up. There are three major differences between the 3rd-level wizard spell Haste and this spell: First, there is no period of fatigue following the expiration of the spell; second, this spell will only affect one creature; third, this spell actually doubles the number of attacks per round of the hasted creature. This spell also negates the effects of a Slow spell, but it is not cumulative with itself or with other similar magic. Its effects will last for the duration or until dispelled. STATISTICS: - Protects the target from Offensive Spin spell for 15 rounds - Protects party members from Haste spell for 23 rounds - Double movement speed and grants one additional attack per round to party members for 23 rounds |
SPWISH38 Breach | Breach (Abjuration) Level: 5 Range: 40 ft. Duration: Instant Casting Time: 5 Area of Effect: 1 creature Saving Throw: None When this spell is cast at a creature, it breaches and dispels all of the specific and combat protections on the target creature. Here is a complete list of all the specific protection spells that are dispelled by Breach: Shield, Protection Circle, Resist Fear, Protection From Fire/Cold, Fireshield, Protection From Acid, Protection From Electricity, Protection From Magic Energy, Protection From The Elements, and Protection From Energy. The combat protection spells dispelled by Breach are Protection From Normal Missiles, Protection From Normal Weapons, Protection From Magical Weapons, Stoneskin, Armor, Ghost Armor, Spirit Armor, Absolute Immunity, Mantle, and Improved Mantle. The target's Magic Resistance, if any, does not affect this spell. | Breach (Wizard - Abjuration) Level: 5 Range: 40 feet Duration: Instant Casting time: 0 Area of Effect: 1 creature and any enemy within a radius of 117 feet Saving Throw: None When this spell is cast at a creature, it breaches and dispels all of the specific and combat protections on the target creature. Here is a complete list of all the specific protection spells that are dispelled by Breach: Shield, Protection Circle, Resist Fear, Protection From Fire/Cold, Fireshield, Protection From Acid, Protection From Electricity, Protection From Magic Energy, Protection From The Elements, and Protection From Energy. The combat protection spells dispelled by Breach are Protection From Normal Missiles, Protection From Normal Weapons, Protection From Magical Weapons, Stoneskin, Armor, Ghost Armor, Spirit Armor, Absolute Immunity, Mantle, and Improved Mantle. The target's Magic Resistance, if any, does not affect this spell. STATISTICS: - Dissipe tous les sorts combat protection sur the target - Dissipe tous les sorts specific protection sur the target |
SPWISH39 Heal | Heal (Necromancy) Level: 6 Sphere: Healing Range: Touch Duration: Permanent Casting Time: 9 Area of Effect: 1 creature Saving Throw: None The very potent Heal spell enables the priest to wipe away disease and injury in the creature who receives the benefits of the spell. It completely cures all disease and blindness in the recipient and heals all points of damage suffered due to wounds or injury. It also dispels a Feeblemind spell and cures those mental disorders caused by spells or injury to the brain. Naturally, the effects can be negated by later wounds, injuries, and diseases. | Heal (Priest/Druid - Necromancy) Level: 6 Range: Contact Duration: Instant Casting time: 0 Area of Effect: 1 creature Saving Throw: None The very potent Heal spell enables the priest to wipe away disease and injury in the creature who receives the benefits of the spell. It completely cures all disease and blindness in the recipient and heals all points of damage suffered due to wounds or injury. It also dispels a Feeblemind spell and cures those mental disorders caused by spells or injury to the brain. Naturally, the effects can be negated by later wounds, injuries, and diseases. STATISTICS: - Heals 50 hit points to the non-group creatures |
SPWISH40 Improved Haste | Improved Haste (Alteration) Level: 6 Range: 40 ft. Duration: 3 rounds + 1 round/level Casting Time: 3 Area of Effect: 1 creature Saving Throw: None The affected creature functions at double its normal movement and attack rates and receives a +2 bonus to its initiative. Thus, a creature moving at 6 and attacking once per round would move at 12 and attack twice per round. Spellcasting and spell effects are not sped up. There are three major differences between the 3rd-level wizard spell Haste and this spell: First, there is no period of fatigue following the expiration of the spell; second, this spell will only affect one creature; third, this spell actually doubles the number of attacks per round of the hasted creature. This spell also negates the effects of a Slow spell, but it is not cumulative with itself or with other similar magic. Its effects will last for the duration or until dispelled. | Improved Haste (Innate - Alteration) Range: 40 feet Duration: Special Casting time: 0 Area of Effect: 1 creature Saving Throw: None The affected creature functions at double its normal movement and attack rates and receives a +2 bonus to its initiative. Thus, a creature moving at 6 and attacking once per round would move at 12 and attack twice per round. Spellcasting and spell effects are not sped up. There are three major differences between the 3rd-level wizard spell Haste and this spell: First, there is no period of fatigue following the expiration of the spell; second, this spell will only affect one creature; third, this spell actually doubles the number of attacks per round of the hasted creature. This spell also negates the effects of a Slow spell, but it is not cumulative with itself or with other similar magic. Its effects will last for the duration or until dispelled. STATISTICS: - Protects the target from Offensive Spin spell for 15 rounds - Protects the non-group creatures from Haste spell for 23 rounds - Double movement speed and grants one additional attack per round to the non-group creatures for 23 rounds |
SPWISH46 Greater Restoration | Greater Restoration (Necromancy) Level: 7 Sphere: Necromantic Range: Touch Duration: Permanent Casting Time: 3 Area of Effect: 1 creature Saving Throw: None When this spell is cast, the life energy level of the recipient is raised. This reverses any previous life energy level drain of the creature by a force or monster. A Greater Restoration spell will also restore the Intelligence score of a creature affected by the Feeblemind spell and negate any form of insanity, such as confusion or berserk. It fully heals the target and cures any diseases or poisons. The casting of this spell is very draining on the priest, and | Greater Restoration (Wizard - Necromancy) Level: 7 Range: Contact Duration: Instant Casting time: 0 Area of Effect: Caster Saving Throw: None When this spell is cast, the life energy level of the recipient is raised. This reverses any previous life energy level drain of the creature by a force or monster. A Greater Restoration spell will also restore the Intelligence score of a creature affected by the Feeblemind spell and negate any form of insanity, such as confusion or berserk. It fully heals the target and cures any diseases or poisons. The casting of this spell is very draining on the priest, and |
SPWM101 Repulsion | Repulse Undead (Abjuration) Level: 5 Range: 0 Duration: 1 turn Casting Time: 5 Area of Effect: The caster Saving Throw: None This powerful spell creates waves of anti-negative energy that sweep outward from the caster. These waves disrupt any undead that attempt to attack the caster, pushing them away from the caster for several seconds. There is one wave per round for the duration of the spell. All undead are affected with no Saving Throw. | Repulsion (Priest - Abjuration) Level: 5 Range: Contact Duration: 15 rounds Casting time: 5 Area of Effect: Caster Saving Throw: None This powerful spell creates waves of anti-negative energy that sweep outward from the caster. These waves disrupt any undead that attempt to attack the caster, pushing them away from the caster for several seconds. There is one wave per round for the duration of the spell. All undead are affected with no Saving Throw. STATISTICS: - When the target is less than 10 feet; Knock down the target and the creatures within a radius of 9 feet 25 feet away from the caster (Ineffective against the wearer) (not cumulative) |
SPWM101D Repulsion | Repulse Undead (Abjuration) Level: 5 Range: 0 Duration: 1 turn Casting Time: 5 Area of Effect: The caster Saving Throw: None This powerful spell creates waves of anti-negative energy that sweep outward from the caster. These waves disrupt any undead that attempt to attack the caster, pushing them away from the caster for several seconds. There is one wave per round for the duration of the spell. All undead are affected with no Saving Throw. | Repulsion (Priest/Druid) Level: 5 Range: 10 feet Duration: 3 seconds Casting time: 5 Area of Effect: 1 creature and any creature within a radius of 9 feet Saving Throw: None This powerful spell creates waves of anti-negative energy that sweep outward from the caster. These waves disrupt any undead that attempt to attack the caster, pushing them away from the caster for several seconds. There is one wave per round for the duration of the spell. All undead are affected with no Saving Throw. STATISTICS: - Knock down the target 25 feet away from the caster (Ineffective against the wearer) |
SPWM111 Entangle | Entangle (Alteration) Level: 1 Sphere: Plant Range: Visual range of the caster Duration: 1 turn Casting Time: 4 Area of Effect: 15-ft. radius Saving Throw: Neg. By means of this spell, the caster is able to cause plants in the area of effect to entangle creatures within the area. The grasses, weeds, bushes, and even trees wrap, twist, and entwine about the creatures, holding them fast. Once per round, a creature can attempt to save vs. Spell with a +3 bonus to avoid entanglement. An entangled creature can still attack, but receives a -2 penalty to its Armor Class. | Entangle (Druid - Alteration) Level: 1 Range: 120 feet Duration: 1 turn Casting time: 4 Area of Effect: Point in the visual range of the caster Saving Throw: None By means of this spell, the caster is able to cause plants in the area of effect to entangle creatures within the area. The grasses, weeds, bushes, and even trees wrap, twist, and entwine about the creatures, holding them fast. Once per round, a creature can attempt to save vs. Spell with a +3 bonus to avoid entanglement. An entangled creature can still attack, but receives a -2 penalty to its Armor Class. STATISTICS: - Armor Class of the target: -2 - Entangles the target |
SPWM113 Polymorph Other | Polymorph Other (Alteration) Level: 4 Range: 40 ft. Duration: Permanent Casting Time: 4 Area of Effect: 1 creature Saving Throw: Neg. The Polymorph Other spell is a powerful magic that permanently alters the form of the creature affected. Mental attributes are not affected, and the target does not receive the special abilities of the new form. However all physical attributes are changed to adhere to the new form. This is a specific version of the spell in that the recipient will be transformed into a squirrel unless a Save vs. Petrification/Polymorph is made successfully. The transformation is instant and permanent until a Dispel Magic is cast successfully upon the affected creature. The natural attacks of the new form also become available and all clothes and equipment that the target was wearing will mold into the new form. | Polymorph Other (Wizard - Alteration) Level: 4 Range: 40 feet Duration: 70 seconds Casting time: 4 Area of Effect: 1 creature Saving Throw: None The Polymorph Other spell is a powerful magic that permanently alters the form of the creature affected. Mental attributes are not affected, and the target does not receive the special abilities of the new form. However all physical attributes are changed to adhere to the new form. This is a specific version of the spell in that the recipient will be transformed into a squirrel unless a Save vs. Petrification/Polymorph is made successfully. The transformation is instant and permanent until a Dispel Magic is cast successfully upon the affected creature. The natural attacks of the new form also become available and all clothes and equipment that the target was wearing will mold into the new form. STATISTICS: - Transform the target into Spirit Wolf - Remove "If it was a test, then I passed it. And that is all that need be said." from inventory of the target after 70 seconds - Prevents the target to use talks |
SPWM114 Polymorph Other | Polymorph Other (Alteration) Level: 4 Range: 40 ft. Duration: Permanent Casting Time: 4 Area of Effect: 1 creature Saving Throw: Neg. The Polymorph Other spell is a powerful magic that permanently alters the form of the creature affected. Mental attributes are not affected, and the target does not receive the special abilities of the new form. However all physical attributes are changed to adhere to the new form. This is a specific version of the spell in that the recipient will be transformed into a squirrel unless a Save vs. Petrification/Polymorph is made successfully. The transformation is instant and permanent until a Dispel Magic is cast successfully upon the affected creature. The natural attacks of the new form also become available and all clothes and equipment that the target was wearing will mold into the new form. | Polymorph Other (Wizard - Alteration) Level: 4 Range: 40 feet Duration: 70 seconds Casting time: 4 Area of Effect: 1 creature Saving Throw: None The Polymorph Other spell is a powerful magic that permanently alters the form of the creature affected. Mental attributes are not affected, and the target does not receive the special abilities of the new form. However all physical attributes are changed to adhere to the new form. This is a specific version of the spell in that the recipient will be transformed into a squirrel unless a Save vs. Petrification/Polymorph is made successfully. The transformation is instant and permanent until a Dispel Magic is cast successfully upon the affected creature. The natural attacks of the new form also become available and all clothes and equipment that the target was wearing will mold into the new form. STATISTICS: - Hold the target |
SPWM122 Hold Person | Hold Person (Enchantment/Charm) Level: 2 Sphere: Charm Range: 35 ft. Duration: 1 turn Casting Time: 5 Area of Effect: 1 creature and any enemy within 4 ft. Saving Throw: Neg. This spell holds one or more humans, demihumans, or humanoid creatures rigidly immobile and in place for one turn. This includes: brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level Fighter could be held, while an ogre could not. The effect is centered on the victim selected by the caster. Every enemy within 4 ft. of the target is also affected. Those who succeed on their Saving Throws are totally unaffected by the spell. Undead creatures cannot be held. Held creatures cannot move or speak, but they remain aware of events around them even though they are helpless to change them. Time passes at a normal rate for the targets and hence being held does not stop any worsening of their condition due to wounds, disease, or poison. | Hold Person (Priest - Enchantment) Level: 2 Range: 35 feet Duration: 1 turn Casting time: 5 Area of Effect: 1 creature Saving Throw: Spells (Neg.) This spell holds one or more humans, demihumans, or humanoid creatures rigidly immobile and in place for one turn. This includes: brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level Fighter could be held, while an ogre could not. The effect is centered on the victim selected by the caster. Every enemy within 4 ft. of the target is also affected. Those who succeed on their Saving Throws are totally unaffected by the spell. Undead creatures cannot be held. Held creatures cannot move or speak, but they remain aware of events around them even though they are helpless to change them. Time passes at a normal rate for the targets and hence being held does not stop any worsening of their condition due to wounds, disease, or poison. STATISTICS: - Hold the humanoids |
SPWM123 Symbol, Fear | Symbol, Fear (Conjuration/Summoning) Level: 7 Sphere: Guardian Range: 90 ft. Duration: Special Casting Time: 9 Area of Effect: 12-ft. radius Saving Throw: Neg. Symbol, Fear is a powerful enchantment that allows the priest to inscribe a symbol on the ground or any other surface. The symbol will remain there until someone comes too close, at which point it will explode causing all those within the area to make a Saving Throw vs. Spell with a -4 penalty or be affected by fear for 2 rounds + 1 round every 3 levels of the caster. | Symbol, Fear (Priest - Conjuration) Level: 7 Range: 30 feet Duration: 14 rounds Casting time: 9 Area of Effect: radius of 15 feet Saving Throw: Spells at -4 (Neg.) Symbol, Fear is a powerful enchantment that allows the priest to inscribe a symbol on the ground or any other surface. The symbol will remain there until someone comes too close, at which point it will explode causing all those within the area to make a Saving Throw vs. Spell with a -4 penalty or be affected by fear for 2 rounds + 1 round every 3 levels of the caster. STATISTICS: - Inflicts Horror on the target |
SPWM125 Minor Globe of Invulnerability | Minor Globe of Invulnerability (Abjuration) Level: 4 Range: 0 Duration: 1 round/level Casting Time: 4 Area of Effect: 5-ft. radius sphere Saving Throw: None This spell creates a faintly shimmering magical sphere around the caster that prevents any 1st-, 2nd-, or 3rd-level spell effects from penetrating (i.e., the area of effect of any such spells does not include the area of the Minor Globe of Invulnerability). This includes innate abilities and effects from devices. However, any type of spell can be cast out of the magical sphere, and these pass from the caster of the globe to their subject without affecting the globe. Spells of 4th level or higher are not affected by the globe. | Minor Globe of Invulnerability (Wizard - Divination) Level: 4 Range: Contact Duration: Instant Casting time: 4 Area of Effect: 1 creature Saving Throw: None This spell creates a faintly shimmering magical sphere around the caster that prevents any 1st-, 2nd-, or 3rd-level spell effects from penetrating (i.e., the area of effect of any such spells does not include the area of the Minor Globe of Invulnerability). This includes innate abilities and effects from devices. However, any type of spell can be cast out of the magical sphere, and these pass from the caster of the globe to their subject without affecting the globe. Spells of 4th level or higher are not affected by the globe. STATISTICS: - Reveals the entire zone |
SPWM126 Minor Globe of Invulnerability | Minor Globe of Invulnerability (Abjuration) Level: 4 Range: 0 Duration: 1 round/level Casting Time: 4 Area of Effect: 5-ft. radius sphere Saving Throw: None This spell creates a faintly shimmering magical sphere around the caster that prevents any 1st-, 2nd-, or 3rd-level spell effects from penetrating (i.e., the area of effect of any such spells does not include the area of the Minor Globe of Invulnerability). This includes innate abilities and effects from devices. However, any type of spell can be cast out of the magical sphere, and these pass from the caster of the globe to their subject without affecting the globe. Spells of 4th level or higher are not affected by the globe. | Minor Globe of Invulnerability (Wizard - Abjuration) Level: 4 Range: Contact Duration: 7 rounds Casting time: 4 Area of Effect: 1 creature Saving Throw: None This spell creates a faintly shimmering magical sphere around the caster that prevents any 1st-, 2nd-, or 3rd-level spell effects from penetrating (i.e., the area of effect of any such spells does not include the area of the Minor Globe of Invulnerability). This includes innate abilities and effects from devices. However, any type of spell can be cast out of the magical sphere, and these pass from the caster of the globe to their subject without affecting the globe. Spells of 4th level or higher are not affected by the globe. STATISTICS: - Protects the target from spells of 3rd level and below |
SPWM136 Goodberry | Goodberry (Alteration, Evocation) Level: 2 Sphere: Plant Range: Touch Duration: Permanent Casting Time: 9 Area of Effect: Special Saving Throw: None Casting a Goodberry spell creates 5 magical berries that the caster can carry with | Goodberry (Druid - Invocation) Level: 2 Range: Contact Duration: Instant Casting time: 9 Area of Effect: 1 creature Saving Throw: None Casting a Goodberry spell creates 5 magical berries that the caster can carry with |
SPWM140 Goodberry | Goodberry (Alteration, Evocation) Level: 2 Sphere: Plant Range: Touch Duration: Permanent Casting Time: 9 Area of Effect: Special Saving Throw: None Casting a Goodberry spell creates 5 magical berries that the caster can carry with | Goodberry (Druid - Invocation) Level: 2 Range: Contact Duration: Instant Casting time: 9 Area of Effect: 1 creature and any creature within a radius of 15 feet Saving Throw: None Casting a Goodberry spell creates 5 magical berries that the caster can carry with |
SPWM141 Goodberry | Goodberry (Alteration, Evocation) Level: 2 Sphere: Plant Range: Touch Duration: Permanent Casting Time: 9 Area of Effect: Special Saving Throw: None Casting a Goodberry spell creates 5 magical berries that the caster can carry with | Goodberry (Druid - Invocation) Level: 2 Range: Contact Duration: Instant Casting time: 9 Area of Effect: 1 creature Saving Throw: None Casting a Goodberry spell creates 5 magical berries that the caster can carry with |
SPWM142 Hold Person | Hold Person (Enchantment/Charm) Level: 2 Sphere: Charm Range: 35 ft. Duration: 1 turn Casting Time: 5 Area of Effect: 1 creature and any enemy within 4 ft. Saving Throw: Neg. This spell holds one or more humans, demihumans, or humanoid creatures rigidly immobile and in place for one turn. This includes: brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level Fighter could be held, while an ogre could not. The effect is centered on the victim selected by the caster. Every enemy within 4 ft. of the target is also affected. Those who succeed on their Saving Throws are totally unaffected by the spell. Undead creatures cannot be held. Held creatures cannot move or speak, but they remain aware of events around them even though they are helpless to change them. Time passes at a normal rate for the targets and hence being held does not stop any worsening of their condition due to wounds, disease, or poison. | Hold Person (Priest - Enchantment) Level: 2 Range: 35 feet Duration: 1 turn Casting time: 5 Area of Effect: 1 creature and any creature within a radius of 15 feet Saving Throw: None This spell holds one or more humans, demihumans, or humanoid creatures rigidly immobile and in place for one turn. This includes: brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level Fighter could be held, while an ogre could not. The effect is centered on the victim selected by the caster. Every enemy within 4 ft. of the target is also affected. Those who succeed on their Saving Throws are totally unaffected by the spell. Undead creatures cannot be held. Held creatures cannot move or speak, but they remain aware of events around them even though they are helpless to change them. Time passes at a normal rate for the targets and hence being held does not stop any worsening of their condition due to wounds, disease, or poison. STATISTICS: - Increases the damage of the target by 2 - Increases the THAC0 of the target by 2 |
SPWM143 Teleport Field | Teleport Field (Alteration) Level: 4 Range: 40 ft. Duration: 1 turn Casting Time: 4 Area of Effect: 15-ft. radius Saving Throw: None The wizard instigates a teleportation effect that randomly teleports all enemies in this area for the duration of the spell. Teleport Field is best used against multiple enemies, serving to confuse them and allowing the wizard to concentrate on activating | Teleport Field (Wizard - Alteration) Level: 4 Range: 40 feet Duration: Instant Casting time: 4 Area of Effect: radius of 15 feet Saving Throw: None The wizard instigates a teleportation effect that randomly teleports all enemies in this area for the duration of the spell. Teleport Field is best used against multiple enemies, serving to confuse them and allowing the wizard to concentrate on activating |
SPWM145 Polymorph Other | Polymorph Other (Alteration) Level: 4 Range: 40 ft. Duration: Permanent Casting Time: 4 Area of Effect: 1 creature Saving Throw: Neg. The Polymorph Other spell is a powerful magic that permanently alters the form of the creature affected. Mental attributes are not affected, and the target does not receive the special abilities of the new form. However all physical attributes are changed to adhere to the new form. This is a specific version of the spell in that the recipient will be transformed into a squirrel unless a Save vs. Petrification/Polymorph is made successfully. The transformation is instant and permanent until a Dispel Magic is cast successfully upon the affected creature. The natural attacks of the new form also become available and all clothes and equipment that the target was wearing will mold into the new form. | Polymorph Other (Wizard - Alteration) Level: 4 Range: 40 feet Duration: 1 turn Casting time: 4 Area of Effect: 1 creature and any creature within a radius of 15 feet Saving Throw: None The Polymorph Other spell is a powerful magic that permanently alters the form of the creature affected. Mental attributes are not affected, and the target does not receive the special abilities of the new form. However all physical attributes are changed to adhere to the new form. This is a specific version of the spell in that the recipient will be transformed into a squirrel unless a Save vs. Petrification/Polymorph is made successfully. The transformation is instant and permanent until a Dispel Magic is cast successfully upon the affected creature. The natural attacks of the new form also become available and all clothes and equipment that the target was wearing will mold into the new form. STATISTICS: - Reduces the THAC0 of the target by 1 - Reduces the Speed Factor of the target by 1 (not cumulative) |
SPWM152 Polymorph Other | Polymorph Other (Alteration) Level: 4 Range: 40 ft. Duration: Permanent Casting Time: 4 Area of Effect: 1 creature Saving Throw: Neg. The Polymorph Other spell is a powerful magic that permanently alters the form of the creature affected. Mental attributes are not affected, and the target does not receive the special abilities of the new form. However all physical attributes are changed to adhere to the new form. This is a specific version of the spell in that the recipient will be transformed into a squirrel unless a Save vs. Petrification/Polymorph is made successfully. The transformation is instant and permanent until a Dispel Magic is cast successfully upon the affected creature. The natural attacks of the new form also become available and all clothes and equipment that the target was wearing will mold into the new form. | Polymorph Other (Wizard - Alteration) Level: 4 Range: 40 feet Duration: 15 seconds Casting time: 4 Area of Effect: 1 creature and any creature within a radius of 15 feet Saving Throw: Spells (Neg.) The Polymorph Other spell is a powerful magic that permanently alters the form of the creature affected. Mental attributes are not affected, and the target does not receive the special abilities of the new form. However all physical attributes are changed to adhere to the new form. This is a specific version of the spell in that the recipient will be transformed into a squirrel unless a Save vs. Petrification/Polymorph is made successfully. The transformation is instant and permanent until a Dispel Magic is cast successfully upon the affected creature. The natural attacks of the new form also become available and all clothes and equipment that the target was wearing will mold into the new form. STATISTICS: - Stuns the target |
SPWM154 Cacofiend | Cacofiend (Conjuration/Summoning) Level: 7 Range: 35 ft. Duration: 15 rounds Casting Time: 9 Area of Effect: Special Saving Throw: None When this spell is cast, it teleports in a powerful fiend that will go on a rampage and attack everything in sight. Anyone under the effects of a Protection From Evil spell or scroll will not be targeted by the fiend. This is a dangerous spell to invoke, best saved for desperate times. | Cacofiend (Wizard - Conjuration) Level: 7 Range: 35 feet Duration: 2 turns Casting time: 9 Area of Effect: Point in the visual range of the caster Saving Throw: None When this spell is cast, it teleports in a powerful fiend that will go on a rampage and attack everything in sight. Anyone under the effects of a Protection From Evil spell or scroll will not be targeted by the fiend. This is a dangerous spell to invoke, best saved for desperate times. STATISTICS: - Summon allied Nabassu |
SPWM155 Cacofiend | Cacofiend (Conjuration/Summoning) Level: 7 Range: 35 ft. Duration: 15 rounds Casting Time: 9 Area of Effect: Special Saving Throw: None When this spell is cast, it teleports in a powerful fiend that will go on a rampage and attack everything in sight. Anyone under the effects of a Protection From Evil spell or scroll will not be targeted by the fiend. This is a dangerous spell to invoke, best saved for desperate times. | Cacofiend (Wizard - Conjuration) Level: 7 Range: 35 feet Duration: Instant Casting time: 9 Area of Effect: Point in the visual range of the caster Saving Throw: None When this spell is cast, it teleports in a powerful fiend that will go on a rampage and attack everything in sight. Anyone under the effects of a Protection From Evil spell or scroll will not be targeted by the fiend. This is a dangerous spell to invoke, best saved for desperate times. STATISTICS: |
SPWM157 Cacofiend | Cacofiend (Conjuration/Summoning) Level: 7 Range: 35 ft. Duration: 15 rounds Casting Time: 9 Area of Effect: Special Saving Throw: None When this spell is cast, it teleports in a powerful fiend that will go on a rampage and attack everything in sight. Anyone under the effects of a Protection From Evil spell or scroll will not be targeted by the fiend. This is a dangerous spell to invoke, best saved for desperate times. | Cacofiend (Wizard - Conjuration) Level: 7 Range: 35 feet Duration: Instant Casting time: 9 Area of Effect: radius of 15 feet Saving Throw: None When this spell is cast, it teleports in a powerful fiend that will go on a rampage and attack everything in sight. Anyone under the effects of a Protection From Evil spell or scroll will not be targeted by the fiend. This is a dangerous spell to invoke, best saved for desperate times. STATISTICS: |
SPWM159 Cacofiend | Cacofiend (Conjuration/Summoning) Level: 7 Range: 35 ft. Duration: 15 rounds Casting Time: 9 Area of Effect: Special Saving Throw: None When this spell is cast, it teleports in a powerful fiend that will go on a rampage and attack everything in sight. Anyone under the effects of a Protection From Evil spell or scroll will not be targeted by the fiend. This is a dangerous spell to invoke, best saved for desperate times. | Cacofiend (Wizard - Conjuration) Level: 7 Range: 35 feet Duration: Instant Casting time: 9 Area of Effect: Point in the visual range of the caster Saving Throw: None When this spell is cast, it teleports in a powerful fiend that will go on a rampage and attack everything in sight. Anyone under the effects of a Protection From Evil spell or scroll will not be targeted by the fiend. This is a dangerous spell to invoke, best saved for desperate times. STATISTICS: |
SPWM162 Charm Person | Charm Person (Enchantment/Charm) Level: 1 Range: Visual range of the caster Duration: 5 rounds Casting Time: 1 Area of Effect: 1 person Saving Throw: Neg. This spell affects any single person it is cast upon. The term person includes any bipedal human, demihuman, or humanoid of man-size or smaller, such as brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be charmed, but an ogre could not. The person is allowed a Saving Throw vs. Spell to negate the effect. If the spell's recipient fails his Saving Throw (with a +3 modifier), he regards the caster as a trusted friend and ally to be heeded and protected. The caster may give him orders, and the charmed individual will carry them out as quickly as possible. If the caster harms—or attempts to harm—the charmed person by some overt action, or if a Dispel Magic spell is cast upon the charmed person, the Charm spell is broken. If two or more Charms simultaneously affect a creature, the most recent Charm takes precedence. Note that the subject has full memory of the events that took place while he was charmed. Also note that you cannot have a charmed creature leave the area where he is charmed. | Charm Person (Wizard - Enchantment) Level: 1 Range: 60 feet Duration: Instant Casting time: 1 Area of Effect: 1 creature and any creature within a radius of 15 feet Saving Throw: None This spell affects any single person it is cast upon. The term person includes any bipedal human, demihuman, or humanoid of man-size or smaller, such as brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be charmed, but an ogre could not. The person is allowed a Saving Throw vs. Spell to negate the effect. If the spell's recipient fails his Saving Throw (with a +3 modifier), he regards the caster as a trusted friend and ally to be heeded and protected. The caster may give him orders, and the charmed individual will carry them out as quickly as possible. If the caster harms—or attempts to harm—the charmed person by some overt action, or if a Dispel Magic spell is cast upon the charmed person, the Charm spell is broken. If two or more Charms simultaneously affect a creature, the most recent Charm takes precedence. Note that the subject has full memory of the events that took place while he was charmed. Also note that you cannot have a charmed creature leave the area where he is charmed. STATISTICS: |
SPWM164 Slow | Slow (Alteration) Level: 3 Range: 25 ft. Duration: 1 turn Casting Time: 3 Area of Effect: 15-ft. radius Saving Throw: Neg. A Slow spell causes creatures to move and attack at half of their normal rates. It negates Haste, but does not otherwise affect magically hasted or slowed creatures. Slowed creatures have an Armor Class and attack penalty of -4. Creatures save at -4 vs. Spell. | Slow (Wizard - Alteration) Level: 3 Range: 25 feet Duration: 45 seconds Casting time: 3 Area of Effect: radius of 15 feet Saving Throw: Spells at -4 (Neg.) A Slow spell causes creatures to move and attack at half of their normal rates. It negates Haste, but does not otherwise affect magically hasted or slowed creatures. Slowed creatures have an Armor Class and attack penalty of -4. Creatures save at -4 vs. Spell. STATISTICS: - Armor Class of the target: -4 (not cumulative) - Reduces the THAC0 of the target by 4 (not cumulative) - Slows the target |
SPWM167 Polymorph Other | Polymorph Other (Alteration) Level: 4 Range: 40 ft. Duration: Permanent Casting Time: 4 Area of Effect: 1 creature Saving Throw: Neg. The Polymorph Other spell is a powerful magic that permanently alters the form of the creature affected. Mental attributes are not affected, and the target does not receive the special abilities of the new form. However all physical attributes are changed to adhere to the new form. This is a specific version of the spell in that the recipient will be transformed into a squirrel unless a Save vs. Petrification/Polymorph is made successfully. The transformation is instant and permanent until a Dispel Magic is cast successfully upon the affected creature. The natural attacks of the new form also become available and all clothes and equipment that the target was wearing will mold into the new form. | Polymorph Other (Wizard - Alteration) Level: 4 Range: 40 feet Duration: 70 seconds Casting time: 4 Area of Effect: 1 creature Saving Throw: None The Polymorph Other spell is a powerful magic that permanently alters the form of the creature affected. Mental attributes are not affected, and the target does not receive the special abilities of the new form. However all physical attributes are changed to adhere to the new form. This is a specific version of the spell in that the recipient will be transformed into a squirrel unless a Save vs. Petrification/Polymorph is made successfully. The transformation is instant and permanent until a Dispel Magic is cast successfully upon the affected creature. The natural attacks of the new form also become available and all clothes and equipment that the target was wearing will mold into the new form. STATISTICS: - Increases the Strength of the target by 6 |
SPWM168 Heal | Heal (Necromancy) Level: 6 Sphere: Healing Range: Touch Duration: Permanent Casting Time: 9 Area of Effect: 1 creature Saving Throw: None The very potent Heal spell enables the priest to wipe away disease and injury in the creature who receives the benefits of the spell. It completely cures all disease and blindness in the recipient and heals all points of damage suffered due to wounds or injury. It also dispels a Feeblemind spell and cures those mental disorders caused by spells or injury to the brain. Naturally, the effects can be negated by later wounds, injuries, and diseases. | Heal (Priest/Druid - Necromancy) Level: 6 Range: Contact Duration: Instant Casting time: 9 Area of Effect: 1 creature and any creature within a radius of 15 feet Saving Throw: None The very potent Heal spell enables the priest to wipe away disease and injury in the creature who receives the benefits of the spell. It completely cures all disease and blindness in the recipient and heals all points of damage suffered due to wounds or injury. It also dispels a Feeblemind spell and cures those mental disorders caused by spells or injury to the brain. Naturally, the effects can be negated by later wounds, injuries, and diseases. STATISTICS: - Heals 100 % hit points to the target - Cure Feeblemindedness on the target - Cures the diseases of the target - Neutralizes poisons infecting the target - Cure blindness on the target - Cures the deafness of the target - Sobering up the target |
SPWM178 Blindness | Blindness (Illusion/Phantasm) Level: 1 Range: 40 ft. Duration: 2 hours Casting Time: 2 Area of Effect: 1 creature Saving Throw: Neg. This 1st-level spell temporarily blinds its target. A Saving Throw is allowed and, if successful, there are no harmful effects. If a victim is blinded, | Blindness (Wizard - Illusion) Level: 1 Range: 40 feet Duration: 2 hours Casting time: 2 Area of Effect: 1 creature Saving Throw: Spells (Neg.) This 1st-level spell temporarily blinds its target. A Saving Throw is allowed and, if successful, there are no harmful effects. If a victim is blinded, |
SPWM179 Polymorph Other | Polymorph Other (Alteration) Level: 4 Range: 40 ft. Duration: Permanent Casting Time: 4 Area of Effect: 1 creature Saving Throw: Neg. The Polymorph Other spell is a powerful magic that permanently alters the form of the creature affected. Mental attributes are not affected, and the target does not receive the special abilities of the new form. However all physical attributes are changed to adhere to the new form. This is a specific version of the spell in that the recipient will be transformed into a squirrel unless a Save vs. Petrification/Polymorph is made successfully. The transformation is instant and permanent until a Dispel Magic is cast successfully upon the affected creature. The natural attacks of the new form also become available and all clothes and equipment that the target was wearing will mold into the new form. | Polymorph Other (Wizard - Enchantment) Level: 4 Range: 40 feet Duration: 1 hour Casting time: 4 Area of Effect: 1 creature Saving Throw: Spells (Neg.) The Polymorph Other spell is a powerful magic that permanently alters the form of the creature affected. Mental attributes are not affected, and the target does not receive the special abilities of the new form. However all physical attributes are changed to adhere to the new form. This is a specific version of the spell in that the recipient will be transformed into a squirrel unless a Save vs. Petrification/Polymorph is made successfully. The transformation is instant and permanent until a Dispel Magic is cast successfully upon the affected creature. The natural attacks of the new form also become available and all clothes and equipment that the target was wearing will mold into the new form. STATISTICS: - Universal charm on the target (Ineffective at 91% against elves and at 31% against half elves) |
SPWM183 Polymorph Other | Polymorph Other (Alteration) Level: 4 Range: 40 ft. Duration: Permanent Casting Time: 4 Area of Effect: 1 creature Saving Throw: Neg. The Polymorph Other spell is a powerful magic that permanently alters the form of the creature affected. Mental attributes are not affected, and the target does not receive the special abilities of the new form. However all physical attributes are changed to adhere to the new form. This is a specific version of the spell in that the recipient will be transformed into a squirrel unless a Save vs. Petrification/Polymorph is made successfully. The transformation is instant and permanent until a Dispel Magic is cast successfully upon the affected creature. The natural attacks of the new form also become available and all clothes and equipment that the target was wearing will mold into the new form. | Polymorph Other (Wizard - Alteration) Level: 4 Range: 40 feet Duration: Special Casting time: 4 Area of Effect: 1 creature Saving Throw: Special The Polymorph Other spell is a powerful magic that permanently alters the form of the creature affected. Mental attributes are not affected, and the target does not receive the special abilities of the new form. However all physical attributes are changed to adhere to the new form. This is a specific version of the spell in that the recipient will be transformed into a squirrel unless a Save vs. Petrification/Polymorph is made successfully. The transformation is instant and permanent until a Dispel Magic is cast successfully upon the affected creature. The natural attacks of the new form also become available and all clothes and equipment that the target was wearing will mold into the new form. STATISTICS: - Disguise the target into Squirrel for 40 seconds (save vs. Petrification/Polymorph neg.) - Changes the number of attacks per round of the target to 1 for 500 days (save vs. Petrification/Polymorph neg.) - Equips the target with 1 magical weapon (Attack) for 40 seconds (save vs. Petrification/Polymorph neg.) - Prevents the use of talks for 40 seconds |
SPWM186 Charm Person | Charm Person (Enchantment/Charm) Level: 1 Range: Visual range of the caster Duration: 5 rounds Casting Time: 1 Area of Effect: 1 person Saving Throw: Neg. This spell affects any single person it is cast upon. The term person includes any bipedal human, demihuman, or humanoid of man-size or smaller, such as brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be charmed, but an ogre could not. The person is allowed a Saving Throw vs. Spell to negate the effect. If the spell's recipient fails his Saving Throw (with a +3 modifier), he regards the caster as a trusted friend and ally to be heeded and protected. The caster may give him orders, and the charmed individual will carry them out as quickly as possible. If the caster harms—or attempts to harm—the charmed person by some overt action, or if a Dispel Magic spell is cast upon the charmed person, the Charm spell is broken. If two or more Charms simultaneously affect a creature, the most recent Charm takes precedence. Note that the subject has full memory of the events that took place while he was charmed. Also note that you cannot have a charmed creature leave the area where he is charmed. | Charm Person (Wizard - Enchantment) Level: 1 Range: 60 feet Duration: Instant Casting time: 1 Area of Effect: 1 creature Saving Throw: None This spell affects any single person it is cast upon. The term person includes any bipedal human, demihuman, or humanoid of man-size or smaller, such as brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be charmed, but an ogre could not. The person is allowed a Saving Throw vs. Spell to negate the effect. If the spell's recipient fails his Saving Throw (with a +3 modifier), he regards the caster as a trusted friend and ally to be heeded and protected. The caster may give him orders, and the charmed individual will carry them out as quickly as possible. If the caster harms—or attempts to harm—the charmed person by some overt action, or if a Dispel Magic spell is cast upon the charmed person, the Charm spell is broken. If two or more Charms simultaneously affect a creature, the most recent Charm takes precedence. Note that the subject has full memory of the events that took place while he was charmed. Also note that you cannot have a charmed creature leave the area where he is charmed. STATISTICS: |
SPWM187 Stinking Cloud | Stinking Cloud (Evocation) Level: 2 Range: 90 ft. Duration: 1 turn Casting Time: 2 Area of Effect: 15-ft. radius Saving Throw: Neg. When casting a Stinking Cloud spell, the wizard creates a billowing mass of nauseous vapors up to 90 ft. away from | Stinking Cloud (Wizard - Invocation) Level: 2 Range: 40 feet Duration: 9 seconds Casting time: 2 Area of Effect: radius of 15 feet Saving Throw: Paralysis / Poison / Death at +2 (Neg.) When casting a Stinking Cloud spell, the wizard creates a billowing mass of nauseous vapors up to 90 ft. away from |
SPWM188 Summon Cow | Summon Cow (Summoning) Level: 2 Range: 60 ft. Duration: Instant Casting Time: 1 Area of Effect: 1 creature Saving Throw: None The spell speaks for itself, baby! | Summon Cow (Wizard) Level: 2 Range: 60 feet Duration: Instant Casting time: 1 Area of Effect: 1 creature Saving Throw: None The spell speaks for itself, baby! STATISTICS: - Inflicts 3d10 +3 crushing damage to the target |
SPWM191 Polymorph Other | Polymorph Other (Alteration) Level: 4 Range: 40 ft. Duration: Permanent Casting Time: 4 Area of Effect: 1 creature Saving Throw: Neg. The Polymorph Other spell is a powerful magic that permanently alters the form of the creature affected. Mental attributes are not affected, and the target does not receive the special abilities of the new form. However all physical attributes are changed to adhere to the new form. This is a specific version of the spell in that the recipient will be transformed into a squirrel unless a Save vs. Petrification/Polymorph is made successfully. The transformation is instant and permanent until a Dispel Magic is cast successfully upon the affected creature. The natural attacks of the new form also become available and all clothes and equipment that the target was wearing will mold into the new form. | Polymorph Other (Wizard - Alteration) Level: 4 Range: 40 feet Duration: 80 seconds Casting time: 4 Area of Effect: 1 creature Saving Throw: Spells (Neg.) The Polymorph Other spell is a powerful magic that permanently alters the form of the creature affected. Mental attributes are not affected, and the target does not receive the special abilities of the new form. However all physical attributes are changed to adhere to the new form. This is a specific version of the spell in that the recipient will be transformed into a squirrel unless a Save vs. Petrification/Polymorph is made successfully. The transformation is instant and permanent until a Dispel Magic is cast successfully upon the affected creature. The natural attacks of the new form also become available and all clothes and equipment that the target was wearing will mold into the new form. STATISTICS: - Reduces the Speed Factor of the target by 2 (not cumulative) |
SPWM198 Polymorph Other | Polymorph Other (Alteration) Level: 4 Range: 40 ft. Duration: Permanent Casting Time: 4 Area of Effect: 1 creature Saving Throw: Neg. The Polymorph Other spell is a powerful magic that permanently alters the form of the creature affected. Mental attributes are not affected, and the target does not receive the special abilities of the new form. However all physical attributes are changed to adhere to the new form. This is a specific version of the spell in that the recipient will be transformed into a squirrel unless a Save vs. Petrification/Polymorph is made successfully. The transformation is instant and permanent until a Dispel Magic is cast successfully upon the affected creature. The natural attacks of the new form also become available and all clothes and equipment that the target was wearing will mold into the new form. | Polymorph Other (Wizard - Alteration) Level: 4 Range: 40 feet Duration: Instant Casting time: 4 Area of Effect: 1 creature Saving Throw: None The Polymorph Other spell is a powerful magic that permanently alters the form of the creature affected. Mental attributes are not affected, and the target does not receive the special abilities of the new form. However all physical attributes are changed to adhere to the new form. This is a specific version of the spell in that the recipient will be transformed into a squirrel unless a Save vs. Petrification/Polymorph is made successfully. The transformation is instant and permanent until a Dispel Magic is cast successfully upon the affected creature. The natural attacks of the new form also become available and all clothes and equipment that the target was wearing will mold into the new form. STATISTICS: |
SPYANC01 Whirlwind | Non-Detection (Abjuration) Level: 3 Range: Touch Duration: 4 hours Casting Time: 3 Area of Effect: 1 creature Saving Throw: None By casting this spell, the wizard makes the creature touched undetectable by divination spells such as Clairaudience, Clairvoyance, Locate Object, ESP, and detect spells including Invisibility Purge. It also prevents location by such magical items as crystal balls and ESP medallions. It does not affect the Know Alignment spell. | Whirlwind (Wizard - Abjuration) Level: 1 Range: 30 feet Duration: Special Casting time: 1 Area of Effect: 1 creature and any enemy within a radius of 15 feet Saving Throw: Special By casting this spell, the wizard makes the creature touched undetectable by divination spells such as Clairaudience, Clairvoyance, Locate Object, ESP, and detect spells including Invisibility Purge. It also prevents location by such magical items as crystal balls and ESP medallions. It does not affect the Know Alignment spell. STATISTICS: - Inflicts 1d8 +12 crushing damage to the target - Renders the target unconscious for 3 seconds (save vs. Spells at -10 neg.) - Knock down the target 30 feet away from the caster for 2 seconds |
SPYANCD Globe of Blades | Globe of Blades (Evocation) Level: Quest Sphere: Guardian, Creation Range: 0 Duration: 1 turn Casting Time: 9 Area of Effect: Special Saving Throw: Special The priest employs this spell to set up a globe of razor-sharp blades. These whirl and flash around the caster, creating a dangerous barrier. Any creature attempting to pass through the blade barrier suffers 10d10 points of damage. Creatures within the area of the barrier when it is invoked are entitled to a Saving Throw vs. Spell at -2. If this is successful, the blades are avoided and no damage is suffered. The barrier remains for 1 turn. | Globe of Blades (Priest/Druid - Invocation) Level: 7 Range: 6 feet Duration: Instant Casting time: 9 Area of Effect: radius of 4 feet around %theTarget% Saving Throw: Spells at -2 (Neg.) The priest employs this spell to set up a globe of razor-sharp blades. These whirl and flash around the caster, creating a dangerous barrier. Any creature attempting to pass through the blade barrier suffers 10d10 points of damage. Creatures within the area of the barrier when it is invoked are entitled to a Saving Throw vs. Spell at -2. If this is successful, the blades are avoided and no damage is suffered. The barrier remains for 1 turn. STATISTICS: - Inflicts 10d10 slashing damage to the target |
STAF11 Spell Trap | Spell Trap (Abjuration) Level: 9 Range: 0 Duration: 18 rounds Casting Time: 9 Area of Effect: The caster Saving Throw: None This powerful spell creates a barrier of magical protection around the spellcaster. Every spell that hits the barrier is absorbed by the power of the spell trap—making the caster recall a previously cast spell. For example, if a wizard shields | Spell Trap (Wizard - Abjuration) Level: 9 Range: Contact Duration: 8 hours Casting time: 9 Area of Effect: Caster Saving Throw: None This powerful spell creates a barrier of magical protection around the spellcaster. Every spell that hits the barrier is absorbed by the power of the spell trap—making the caster recall a previously cast spell. For example, if a wizard shields |
SW2H10DM Dispel Magic | Dispel Magic (Abjuration) Level: 3 Range: 40 ft. Duration: Instant Casting Time: 5 Area of Effect: 15-ft. radius Saving Throw: None A Dispel Magic spell removes magical effects upon anyone within the area. This includes effects given from spells, potions and certain magical items such as wands. It does not, however, affect enchanted magical items or spell protections such as Spell Turning and Spell Deflection. The chance of the dispel succeeding is determined by the level of the caster and the level of the magic being dispelled. The base chance of successfully dispelling is 50%. For every level that the caster of the Dispel Magic is above the original caster, | Dispel Magic (Wizard - Abjuration) Level: 3 Range: 2 feet Duration: Instant Casting time: 1 Area of Effect: 1 creature Saving Throw: None A Dispel Magic spell removes magical effects upon anyone within the area. This includes effects given from spells, potions and certain magical items such as wands. It does not, however, affect enchanted magical items or spell protections such as Spell Turning and Spell Deflection. The chance of the dispel succeeding is determined by the level of the caster and the level of the magic being dispelled. The base chance of successfully dispelling is 50%. For every level that the caster of the Dispel Magic is above the original caster, |