User Tools

Site Tools


order_magika_mage_college

Table of Contents

Order Magika

The great Mage's college and library of The Free Imperia, located in Micadonia, sister city to Nexus Prime, Established GD 0.3

Mica "Wiley" of the Nine - Archmage, Grandmaster, and Founder

Locations

  • Main Complex in Micadonia
    • Castle
    • Towers
    • Attached Library
      • Including complete matched set of spellbooks of all PH Spells
    • Attached College
      • Portal room for Masters only
      • Secure storage for Alchemical Reagents
      • Laboratories
        • Equipment Includes:
          • 50,000gp worth (Due to rarity of materials and unique nature of equipment)
            • Glass vials
            • Strange mechanical devices
            • Small braziers
            • Books on
              • Science
              • Nature
              • Magic
              • Alchemy
            • All manner of materials including
              • Metal
              • Stone
              • Flesh
              • Plant matter
              • Cloth
              • Liquids
              • Gasses
      • Workshops
    • College Town
    • Druidic Enclave
      • Great Circle
      • Park
      • Gardens
    • Bards School
      • Amphitheater
  • Suburb feeder schools
  • Branch feeder schools

(Back to Top)

Organization

Personnel

Masters

Professors

Assistant Professors

  • Draco Mull - MU(Academician) L12 NG Human - Assistant Professor, Order Magika (12o)
  • Lady Baroness Banti Vallenwood - TH/MU(Acrobat) L13/12 CN Harnic High Half Elf - Assistant Professor, Order Magika (12o)
  • Ilishi Yatago - Scribe(Medician) L11 NG Human - Assistant Professor, Order Magica (11o)
  • Prince Brendian Erendyl - M L10 NG Sylvan(wood) Elf - Assistant Professor, Order Magika (10o)
  • Jon Architect - Scribe(academician) L10 LG Human - Assistant Professor, Order Magika (10o)
  • Nilua - Illusionist L10 CG Rock Gnome - Assistant Professor, Order Magika (10o)
  • Commodore Jack Harkness - F/M L10/10 CG Human - Assistant Professor, Order Magika (10o)
  • Kat Tejeomare - MU L12 CG Human - Assistant Professor, Order Magika (10o)
  • Rilliona DawnBringer - Mage L10 CG Silvanesti(Krynn) - Assistant Professor, Order Magika (10o)
  • Abar Piliang - Mage(Explorer) L10 NG Human - Assistant Professor, Order Magika (10o)
  • Phillip 'Pek' Tishel - Mage L10 NG Human - Assistant Professor, Order Magika (10o)
  • Tlahal Kingmaker - Mage(Militant Wizard)L10 LG Krynnic Hill Dwarf - Assistant Professor, Order Magika (10o)
  • Red Beard - Scribe(Academician) L10 NG Hill Dwarf - Assistant Professor, Order Magika (10o)
  • Gilzonth - Sage(Scholar) L10 LG Harnic High Elf - Assistant Professor, Order Magika (10o)
  • Mark Hammel - Sage(Advisor) L10 CG Human - Assistant Professor, Order Magika (10o)

Initiates

  • Murbella of the Nine - MU(Militant Wizard) L9 NG Human* - Initiate, Order Magika (9o)
  • Natazie Githzarie - F/M L9/9 NG Githyanki - Initiate, Order Magika (9o)
  • Gustavas - Air Elementalist L9 CG Dwarf(Krynn) - Initiate, Order Magika (9o)
  • Synthallas the Tall - F/M L9/9 NG Elf - Initiate, Order Magika (9o)
  • Emeraldas - Air Elementalist(Aristocrat) L8 LG Human - Initiate, Order Magika (8o)
  • Amber Atreides - Druid/Shadow Mage L7/8 NG Human - Initiate, Order Magika (8o)
  • Ling Wu - Wu Jen(Planetologist)L7 NG Human - Initiate, Order Magika (7o)
  • Nekala - Mage L7 NG Human - Initiate, Order Magika (7o)
  • Arslan Chaudhry - Geometer(Mystic) L7 NG Human - Initiate, Order Magika (7o)
  • Chenirion Paurgiliath - Sibylite/Diviner(Scholar Priest) L7/7 NG Harnic High Elf - Initiate, Order Magika (7o) - Detached, Waterdeep
  • Gerry Paurgiliath - Diviner L7 LG Half Elf - Initiate, Order Magika (7o)
  • Roselinna - Thief/Mage L5/6 CG High Elf - Initiate, Order Magika (6o)
  • Lord Raza Vie - F/MU(Swashbuckler) L5/6 CG Harnic High Elf - Initiate, Order Magika (6o)

Students

  • Old Crunch - Scribe(academician) L5 LG Hill Dwarf - Student, Order Magika (5o)
  • Nathasa Pelleion - Mage(Noble) L5 LG High Elf - Student, Order Magika (5o)
  • Laurin Paurgiliath - Diviner L5 NG Half Elf - Student, Order Magika (5o)
  • Mako Lynn Takako - Mage(Wu Jen) L4 CG Human - Student, Order Magika (4o)
  • Tolkau Student, Order Magika. (3o)
  • Commander Hallus - F/M(Beast Rider) L10/2 NG Silvenesti (Krynnic High Elf) - Student, Order Magika (2o)
  • Princess Rukmini - F/Sage L2/1 NG Human - Student, Order Magika (1o)

(Back to Top)

Order Magika Taught Spells

Mage Lists

Cantrips

Useful:

  • Chill
  • Clean
  • Color
  • Dampen
  • Dry
  • Dust
  • Exterminate
  • Flavor
  • Freshen
  • Gather
  • Polish
  • Salt
  • Shine
  • Spice
  • Sprout
  • Stitch
  • Sweeten
  • Tie
  • Warm
  • Wrap

Reversed:

  • Dirty
  • Hairy
  • Knot
  • Ravel
  • Tangle
  • Sour
  • Spill
  • Tarnish
  • Untie
  • Wilt

Ledgermain:

  • Change
  • Distract
  • Hide
  • Mute
  • Palm
  • Present

Person - Affecting:

  • Belch
  • Blink
  • Cough
  • Giggle
  • Nod
  • Scratch
  • Sneeze
  • Twitch
  • Wink
  • Yawn

Personal:

  • Bee
  • Bluelight
  • Bug
  • Firefinger
  • Gnats
  • Mouse
  • Smokepuff
  • Spider
  • Tweak
  • Unlock

Haunting:

  • Creak
  • Footfall
  • Groan
  • Moan
  • Rattle
  • Tap
  • Thump
  • Whistle

Minor Illusion:

  • Colored Lights
  • Dim
  • Haze
  • Mask
  • Mirage
  • Noise
  • Rainbow
  • Two D'lusion

(Back to Top)

1st:

  • Affect Normal Fires (PH)
  • Alarm
  • Alter Instrument (WSC:I)(Bard)
  • Armor
  • Ashen Buckler (See: Perreth Sunbreeze's Ashen Buckler)
  • Audible Glamour
  • Aura of Awe (See: Miracle Max's Aura of Awe)
  • Avert Evil Eye (Al-Qadim)
  • Balance (WSC:I)
  • Banti Vallenwood's Magnetize (Lady Baroness Banti Vallenwood)
  • Bigby’s Bookworm Bane
  • Bigby’s Feeling Fingers
  • Bird Charm I (Aztec: Pluma)
  • Bloom (WSC:I)
  • Burning Hands
  • Cantrip
  • Cast Iron Stomach (See: Gerdie's Cast Iron Stomach)
  • Change Self
  • Charm Lower Planar Creature I (Dem)
  • Charm Person
  • Chill Touch
  • Chromatic Crown (See: Malinde's Chromatic Crown)
  • Chromatic Orb (CWH)
  • Chromatic Rod (See: Volkek Oshra's Chromatic Rod)
  • Circle of Protection I (Dem)
  • Coinsharp (See: Pek's Coinsharp)
  • Color Spray
  • Comprehend Languages
  • Confuse Languages
  • Conjure Spell Component (ToM)
  • Copy
  • Corpse Visage (CWH)
  • Curse
  • Dancing Lights
  • Darkness
  • Detect Disease (CWH)
  • Detect Illusion (UA - I)
  • Detect Invisibility (UA - I)
  • Detect Magic
  • Detect Phase
  • Detect Secret Passages & Portals
  • Detect Undead
  • Dictation
  • Divining Rod (CWH)
  • Drawmij’s Beast of Burden
  • Drawmij’s Light Step
  • Enlarge
  • Erase
  • Erven's Spell Shield (See Natazie Githzarie's Spell Shield)
  • Expeditious Retreat
  • Exterminate (WSC:II)
  • Face Blur (Ninja)
  • Feather Fall
  • Fiery Eyes (OrAd)
  • Find Familiar
  • Fire Burst (ToM)
  • Firewater
  • Fist of Stone (ToM)
  • Friends
  • Frost Fingers (WSC:II)
  • Gauntlet (FR)
  • Gaze Reflection
  • Gerdie's Cast Iron Stomach (Dame Gerdie)
  • Grease
  • Hail of Stones (OrAd)
  • Hold Portal
  • Hornung's Guess (ToM)
  • Hypnotism
  • Identify
  • Jump
  • Know School (WSC:II)
  • Lasting Breath (ToM)
  • Lesser Distraction (OrAd Ninja)
  • Light
  • Little Bird (WSC:II)
  • Magic Fist (WSC:II)
  • Magic Missile
  • Magnetize (See Banti Vallenwood's Magnetize)
  • Malinde's Chromatic Crown (Lady Malinde)
  • Masturbation (See: Miracle Max's Masturbation)
  • Melt (OrAd)
  • Mending
  • Message
  • Metamorphose Liquids (ToM)
  • Micas Bookworm Bane (Mica "Wiley" of the Nine)
  • Mica’s Photo Spell (Mica "Wiley" of the Nine)
  • Mica’s Primer/ Mica’s Fabulous Fuse (Mica "Wiley" of the Nine)
  • Mica’s Time Know (Mica "Wiley" of the Nine)
  • Mikki's Appraising (See: Miracle Max's Appraising)
  • Miracle Max's Appraising (Miracle Max)
  • Miracle Max's Aura of Awe (Miracle Max)
  • Miracle Max's Masturbation (Miracle Max)
  • Miracle Max's Smelt (Miracle Max)
  • Mordenkaine’s Protection from Avians
  • Mount
  • Murdock’s Feathery Flyer (ToM)
  • Nahal’s Reckless Dweomer (ToM)
  • Natazie Githzarie's Spell Shield (Natazie Githzarie)
  • Nystul’s Dancing Werelight
  • Nystul’s Flash
  • Nystul’s Magical Aura
  • Otiluke’s Bubbling Buoyancy
  • Otiluke’s Smoky Sphere
  • Otto’s Chime of Release
  • Patternweave (ToM)
  • Pek's Coinsharp (Phillip 'Pek' Tishel)
  • Perreth Sunbreeze's Ashen Buckler (Perreth Sunbreeze)
  • Phantasmal Force
  • Phantom Armor (UA - I)
  • Precipitation
  • Prestidigitation (OrAd)
  • Protection from Good
  • Protection from Evil
  • Protection from Hunger and Thirst (CWH)
  • Protection from Vermin
  • Push
  • Rary’s Empathic Perception
  • Random Spell (See: Volkek Oshra's Random Spell)
  • Ray of Fatigue
  • Read Illusionist Magic (UA - I)
  • Read Magic
  • Read Southern Magic
  • Reduce
  • Regenerate Self (WSC:III)
  • Run
  • Sand Slumber (Al-Qadim)
  • Scatterspray (WSC:III)
  • Seduction I (WSC:III)
  • Shield
  • Shocking Grasp
  • Sign of Protection I (Dem)
  • Sleep
  • Smelt (See: Miracle Max's Smelt)
  • Spectral Ears (WSC:III)
  • Spider Climb
  • Spook
  • Still Water (OrAd)
  • Summon Lemure (Dem)
  • Summon Mephit (Dem)
  • Taunt
  • Tenser’s Eye of the Tiger
  • Tenser’s Floating Disc
  • Tenser’s Steady Aim
  • Unseen Servant
  • Ventriloquism
  • Volkek Oshra's Chromatic Rod (Volkek Oshra)
  • Volkek Oshra's Random Spell (Volkek Oshra)
  • Wall of Fog
  • Warp Wood (OrAd)
  • Waterbane (Al-Qadim)
  • Wind Compass (Al-Qadim)
  • Wizard Mark
  • Write
  • Write Illusionist Magic
  • Write Southern Magic

(Back to Top)

2nd:

  • Abar Piliang's Improved Magic Missile (Abar Piliang)
  • Abar Piliang's Major Feast (Abar Piliang)
  • Abar Piliang's Skeletal Scribe (Abar Piliang)
  • Agannazar's Scorcher (WSC:I)
  • Alter Self
  • Apparition (OrAd)
  • Audible Glamour
  • Ballard's Rejuvenating Touch (WSC:I)
  • Bigby’s Dexterous Digit
  • Bigby’s Silencing Hand
  • Bind
  • Bladeclap See Bladeleap
  • Bladeleap (WSC:I)
  • Blindness
  • Blur
  • Brendian Erendyl's Dive (Prince Brendian Erendyl)
  • Cats Grace
  • Chaos Shield (ToM)
  • Charm Lower Planar Creature II (Dem)
  • Chastity (See: Malinde's Chastity)
  • Cheffield's Major Feast (See: Abar Piliang's Major Feast)
  • Choke (CWH)
  • Circle of Flame (WSC:I)
  • Circle of Protection II (Dem)
  • Cloak From Undead (WSC:I)
  • Continual Darkness
  • Continual Light
  • Darkness, 15' Radius
  • Deafness
  • Death Recall (CWH)
  • Deepen Shadows (Ninja)
  • Deeppockets
  • Detect Evil
  • Detect Good
  • Detect Invisibility
  • Detect Life (CWH)
  • Detect Poison (WSC:I)
  • Displace Self
  • Dive (See: Brendian Erendyl's Dive)
  • Drawmij’s Adventurers Luck
  • Drawmij’s Breath of Life
  • Drawmij’s Scent Mask
  • Drawmij’s Swift Mount
  • Dust Curtain (Al-Qadim)
  • Enlarge Desert Creature (Al-Qadim)
  • ESP
  • Fascinate (UA - I)
  • Featherfoot (OrAd - Ninja)
  • Filter (CWH)
  • Find Familiar - Necromancer (WSC:II)
  • Fire Shuriken (OrAd)
  • Flaming Sphere
  • Flying Jambiya (Al-Qadim)
  • Fog Cloud
  • Fool’s Gold
  • Forget
  • Furball (See: Malinde's Furball)
  • Ghoul Touch (CWH)
  • Glitterdust
  • Hornung’s Baneful Deflectors (ToM)
  • Hypnotic Pattern
  • Ice Knife (CWH)
  • Immunity from Spider Venom (WSC:II)
  • Improved Magic Missile (See: Abar Piliang's Improved Magic Missile)
  • Improved Phantasmal Force
  • Insatiable Thirst (ToM)
  • Invisibility
  • Irritation
  • Knock
  • Know Alignment
  • Leomund’s Trap
  • Levitate
  • Lightning Strike (WSC:II)
  • Living Link (WSC:II)
  • Locate Object
  • Locate Portal (SJ)
  • Lock
  • Lower Magic Resistance I (Dem)
  • Magic Mike's Projection (See: Natazie Githzarie's Projection)
  • Magic Missile Reflection (WSC:II)
  • Magic Mouth
  • Malinde's Chastity (Lady Malinde)
  • Malinde's Furball (Lady Malinde)
  • Maximilian's Earthen Grasp (ToM)
  • Melf’s Acid Arrow
  • Micas Bookworm Bane II (Mica "Wiley" of the Nine)
  • Mica’s Brain Baffle I (Mica "Wiley" of the Nine)
  • Mica’s Feather Spell (Mica "Wiley" of the Nine)
  • Mica’s Firebrand I (Mica "Wiley" of the Nine)
  • Mica’s Life Drain (Mica "Wiley" of the Nine)
  • Mica’s Military Mending II (Mica "Wiley" of the Nine)
  • Mica’s Mystical Rustproof (Mica "Wiley" of the Nine)
  • Mica’s Super Lubriciousness Spell (Mica "Wiley" of the Nine)
  • Mirror Image
  • Misdirection (UA - I)
  • Mordenkainen's Encompassing Vision (WSC:III)
  • Nahal’s Nonsensical Nullifier (ToM)
  • Natazie Githzarie's Projection (Natazie Githzarie)
  • Nystul's Blazing Beam (WSC:III)
  • Nystul's Crystal Dagger (WSC:III)
  • Obscure Object
  • Otiluke’s Boiling Oil Bath
  • Otto’s Soothing Vibrations
  • Otto’s Tones of Forgetfulness
  • Past Life (ToM)
  • Pillar of Sand (Al-Qadim)
  • Preserve
  • Protection From Cantrips
  • Protection From Paralysis (ToM)
  • Protection from Poison
  • Pyrotechnics
  • Rainfire (WSC:III)
  • Rary's Aptitude Appropriator
  • Ray of Enfeeblement
  • Remove Disease (WSC:III)
  • Ride the Wind (ToM)
  • Rope Trick
  • Scare
  • Seal Mouth (WSC:III)
  • Sense Shifting (ToM)
  • Sharkbolt (WSC:III)
  • Shatter
  • Signature Sigil (WSC:III)(Bard)
  • Skeletal Scribe (See: Abar Piliang's Skeletal Scribe)
  • Slumberward (WSC:III)
  • Smoke Shape (OrAd)
  • Smoky Form (OrAd)
  • Spectral Hand
  • Stealth (WSC:IV)
  • Stinking Cloud
  • Strength
  • Summon Dretch (Dem)
  • Summon Manes (Dem)
  • Summon Rutterkin (Dem)
  • Summon Swarm
  • Tasha's Uncontrollable Hideous Laughter
  • Tenser's Brawl
  • Tenser's Hunting Hawk
  • True Bearing (Al-Qadim)
  • Ultravision (UA - I)
  • Undetectable alignment
  • Ventriloquism (UA - I)
  • Vocalize (CWH)
  • Wall of Gloom
  • Web
  • Whip (OrAd)
  • Whispering Wind
  • Wings (WSC:IV)
  • Wizard Lock
  • Words of Fire (WSC:IV)
  • Wound Bind (WSC:IV)
  • Zephyr

(Back to Top)

3rd:

  • Abar Piliang's Field of Infeasability (Abar Piliang)
  • Air Breathing
  • AirSphere (SJ)
  • Alacrity (ToM)
  • Alamir's Fundamental Breakdown (ToM)
  • Alternate Reality (ToM)
  • Amber Atreides' Create Kitchen (Amber Atreides)
  • Animate Fire (OrAd)
  • Augmentation I (ToM)
  • Babble
  • Bands of Sirellyn
  • Battlecurse (WSC:I)
  • Bigby's Pugnacious Pugilist
  • Blink
  • Bone Club (CWH)
  • Bone Knit (WSC:I)
  • Brendian Erendyl's Fireball From the Plates (Prince Brendian Erendyl)
  • Charm Lower Planar Creature III (Dem)
  • Clairaudience
  • Clairvoyance
  • Cloak of Insanity (WSC:I)
  • Cloudburst (OrAd)
  • Create Kitchen (See: Amber Atreides' Create Kitchen)
  • Dacul's Elemental Lightning Barrage (See: Volkek Oshra's Elemental Lightning Barrage)
  • Darklight's Field of Infeasability (See: Abar Piliang's Field of Infeasability)
  • Darksense (WSC:I)
  • Delay Death (CWH)
  • Delude
  • Detect Illusion
  • Detect the Living (OrAd Ninja)
  • Disguise (OrAd)
  • Dispel Illusion (UA - I)
  • Dispel Magic
  • Drawmij's Iron Sack
  • Drawmij's Marvelous Shield
  • Eldarr's Spell Conversion (See: Ling Wu's Spell Conversion)
  • Enhance Rating (SJ)
  • Entomb (Al-Qadim)
  • Explosive Runes
  • Face (OrAd)
  • Far Reaching I (ToM)
  • Fear (UA: I)
  • Feign Death
  • Fellstar's Flaming Vortex (See: Kat Tejeomare's Flaming Vortex)
  • Fire Rain (OrAd)
  • Fire Phantom (WSC:II)
  • Fire Wings (OrAd)
  • Fireball
  • Fireball From the Plates (See Brendian Erendyl's Fireball From the Plates)
  • Fireflow (ToM)
  • First Command (Dem)
  • Flame Arrow
  • Fly
  • Fool's Speech (ToM)
  • Gerdie's Speak With Dead (Dame Gerdie)
  • Gerdie's Teeth and Claws (Dame Gerdie)
  • Ghastly Hands (WSC:II)
  • Gust of Wind
  • Halucinatory Terrain (UA - I)
  • Haste
  • Hold Person
  • Hold Undead
  • Hovering Skull (CWH)
  • Illusionary Script
  • Improved Magic Missile (WSC:II)
  • Infravision
  • Invisible Mail (CWH)
  • Invisibility, 10' Radius
  • Iron Mind
  • Item
  • Kat Tejeomare's Flaming Vortex (Kat Tejeomare)
  • Lance of Disruption
  • Leomund's Tiny Hut
  • Lesser Demonic Weapon (Dem)
  • Lesser Sign of Sealing
  • Lightning Bolt
  • Ling Wu's Spell Conversion (Ling Wu)
  • Lorloveim's Creeping Shadow (ToM)
  • Material
  • Maximilian's Stony Grasp (ToM)
  • Melf's Minute Meteors
  • Memory (OrAd)
  • Mica’s Book Preserver (Mica "Wiley" of the Nine)
  • Mica’s Brain Baffle II (Mica "Wiley" of the Nine)
  • Mica’s Brilliance Spell (Mica "Wiley" of the Nine)
  • Mica’s Distance Enhancer (Mica "Wiley" of the Nine)
  • Mica's Enhanced Wizard Lock (Mica "Wiley" of the Nine)
  • Minor Malison (ToM)
  • Miracle Max's Sandstorm (Miracle Max)
  • Monster Summoning I
  • Mordenkainen's Def Vs Reptiles & Amphibians
  • Mordenkainen's Defense Versus Lycanthropes
  • Mordenkainen's Protection from Insects & Arachnids
  • Nautical Ironwood (WSC:III)
  • Nondetection
  • Nystul's Crystal Dirk
  • Nystul's Fire Extinguisher
  • Nystul's Golden Revelation
  • Nystul's Radiant Baton
  • Organic Disruption
  • Otiluke's Acid Cloud
  • Otiluke's Force Umbrella
  • Otto's Crystal Rhythm
  • Otto's Sure-Footed Shuffle
  • Pain Touch (CWH)
  • Paralyzation (UA - I)
  • Phantasmal Force
  • Phantom Steed
  • Phantom Wind (UA - I)
  • Proof from Teleportation (WSC:III)
  • Protection from Amorphs
  • Protection From Evil, 10'
  • Protection From Good, 10’
  • Protection From Normal Missiles
  • Rope Trick (UA - I)
  • Sandspray (Al-Qadim)
  • Sand Storm (See: Miracle Max's Sandstorm)
  • Secret Page
  • Sepia Snake Sigil
  • Slow
  • Snapping Teeth (CWH)
  • Solvent of Corrosion
  • Speak With Dead (See Gerdie's Speak With Dead
  • Spectral Force
  • Spirit Armor (ToM)
  • Squaring the Circle (ToM)
  • Steam Breath (OrAd)
  • Steeldance (WSC:IV)
  • Stone Hull (Al-Qadim)
  • Stoneiron (WSC:IV)
  • Suggestion
  • Summon Abishai (Dem)
  • Summon Imp (Dem)
  • Summon Spinagon (Dem)
  • Talon's Skitmaster (WSC:IV)(Bard)
  • Teeth and Claws (See: Gerdie's Teeth and Claws)
  • Tenser's Deadly Strike
  • Tenser's Eye of the Eagle
  • Tongues
  • Vampiric Touch
  • Volkek Oshra's Elemental Lightning Barrage (Volkek Oshra)
  • Wall of Water
  • Water Breathing
  • Watery Double (ToM)
  • Wind Wall
  • Wizard Sight (ToM)
  • Wings’ Air Mask (Wings)
  • Wings’ Air of Superiority (Wings)
  • Wood Shape (OrAd)
  • Wraithform

(Back to Top)

4th:

  • Abar Piliang's Shadow Light (Abar Piliang)
  • Acid Bolt (WSC:I)
  • Arcane Runes (SJ)
  • Ball Lightning (See: Volkek Oshra's Ball Lightning
  • Bargain (OrAd)
  • Bestow Curse
  • Bigby's Battering Gauntlet
  • Bigby's Construction Crew
  • Bigby's Force Sculpture
  • Blood Scent (See: Miracle Max's Blood Scent)
  • Brendian Erendyl's Sinkhole (Prince Brendian Erendyl)
  • Charm Lower Planar Creature IV (Dem)
  • Charm Monster
  • Circle of Protection III (Dem)
  • Confusion
  • Conjure Elemental-Kin
  • Contagion
  • Dancing Blade (OrAd)
  • Darkray's Absorbing Cloak (See: Volkek Oshra's Absorbing Cloak)
  • Detect Scrying
  • Dig
  • Dilation I (ToM)
  • Dimension Door
  • Dispel Exhaustion (UA - I)
  • Dispel Illusion (OrAd)
  • Divination Enhancement (ToM)
  • Drawmij's Handy Timepiece
  • Drawmij's Instant Exit
  • Drawmij's Protection from Non-Magical Gas
  • Drawmij's Tool Box
  • Dream Vision (OrAd)
  • Duplicate (CWH)
  • Emereldas' Mixer (Emeraldas)
  • Emotion
  • Enchanted Weapon
  • Enervation
  • Evard's Black Tentacles
  • Extension I
  • Far Reaching II (ToM)
  • Fear
  • Fire Aura (CWH)
  • Fire Charm
  • Fire Enchantment (OrAd)
  • Fire Shield
  • Fire Trap
  • Fumble
  • Glamden's Mixer (See: Emeraldas' Mixer
  • Greater Malison (ToM)
  • Hallucinatory Terrain
  • Halo of Eyes (CWH)
  • Ice Storm
  • Illusionary Wall
  • Improved Invisibility
  • Improved Mirror Image (Ninja)
  • Improved Strength
  • Intermediate Demonic Weapon (Dem)
  • Jest (OrAd)
  • Larvae (Dem)
  • Leomund's Secure Shelter
  • Lesser Geas
  • Locate Creature (ToM)
  • Lower Magic Resistance II (Dem)
  • Magic Mirror
  • Mask of Death (ToM)
  • Massmorph
  • Melt Metal (OrAd)
  • Mica’s Invisibility Negation (Mica "Wiley" of the Nine)
  • Mica's Mindspeak (Mica "Wiley" of the Nine)
  • Mica's Mirror Communication (Mica "Wiley" of the Nine)
  • Mica’s Tar Spell (Mica "Wiley" of the Nine)
  • Minor Creation
  • Minor Globe of Invulnerability
  • Minor Spell Turning (ToM)
  • Miracle Max's Alarm (Miracle Max)
  • Miracle Max's Blood Scent (Miracle Max)
  • Miracle Max's Firebolts (Miracle Max)
  • Miracle Max's Steal Skill (Miracle Max)
  • Monster Summoning II
  • Mordenkainen's Celerity (ToM)
  • Mordenkainen's Electric Arc
  • Mordenkainen’s Force Missiles
  • Mordenkainen's Phantom Shield-Maidens
  • Mordenkainen's Protection from Slime
  • Nautical Ball Lightning (WSC:III)
  • Nystul's Blacklight Burst
  • Nystul's Grue Conjuration
  • Nystul's Lightburst
  • Otiluke's Dispelling Screen (CWH)
  • Otiluke's Resilient Sphere
  • Otiluke's Steaming Sphere
  • Otto's Drums of Despair
  • Otto's Silver Tongue
  • Otto's Tin Soldiers
  • Otto's Tonal Attack
  • Otto's Warding Tones
  • Phantasmal Killer
  • Plant Growth
  • Pobithakor's Alarm (See Miracle Max's Alarm)
  • Polymorph Other
  • Polymorph Self
  • Prolong (Dem)
  • Protection From Electricity (WSC:III)
  • Protection From Traps 5' Radius (WSC:III)
  • Protection From Undead 5' Radius (WSC:III)
  • Psychic Protection
  • Rainbow Pattern
  • Rary's Memory Alteration
  • Rary's Mind Scan
  • Rary's Mnemonic Enhancer
  • Rary's Spell Enhancer
  • Read Arcane Runes (SJ)
  • Remove Curse
  • Reverse Flow (OrAd)
  • Second Command (Dem)
  • Shadow Light (See: Abar Piliang's Shadow Light)
  • Shadow Monsters
  • Shout
  • Sign of Protection III (Dem)
  • Sinkhole (See Brendian Erendyl's Sinkhole)
  • Skip Spell (See Volkek Oshra's Skip Spell)
  • Solid Fog
  • Special Effects (WSCIII)
  • Steal Skill (See Miracle Max's Steal Skill)
  • Stoneskin
  • Summon Alu-fiend (Dem)
  • Summon Barbazu (Dem)
  • Summon Hamatula (Dem)
  • Summon Lesser Hordling (Dem)
  • Summon Lycanthrope (ToM)
  • Summon Major Cambion (Dem)
  • Summon Shadow Fiend II (Dem)
  • Sunfire (Al-Qadim)
  • Telurian's Firebolts (See Miracle Max's Firebolts)
  • Tenser's Flaming Blade
  • Tenser's Giant Strength
  • Tenser's Master of Arms
  • Tenser's Running Warrior
  • Tenser's Staff of Smiting
  • There/Not There (ToM)
  • Thunder Staff (ToM)
  • Turn Boulder to Pebble (ToM)
  • Turn Pebble to Boulder (ToM)
  • Ultravision
  • Unburn (WSC:IV)
  • Unluck (ToM)
  • Uplift
  • Vacancy
  • Vengence (OrAd)
  • Vitriolic Sphere
  • Volkek Oshra's Absorbing Cloak (Volkek Oshra)
  • Volkek Oshra's Ball Lightning (Volkek Oshra)
  • Volkek Oshra's Skip Spell (Volkek Oshra)
  • Wall of Fire
  • Wall of Ice
  • Water Move (Pluma-Aztec)
  • Whisper Blade (WSC:IV)
  • Wind Blade (Al-Qadim)
  • Wind Breath (CWH)
  • Wizard Eye

(Back to Top)

5th:

  • Abar Piliang's Animate Skeletal Warrior (Abar Piliang)
  • Absorb Level Drain (See: Miracle Max's Absorb Level Drain)
  • Advanced Illusion
  • Airy Water
  • Animal Growth
  • Animate Dead
  • Animate Skeletal Warrior (See: Abar Piliang's Animate Skeletal Warrior)
  • Atonement
  • Avoidance / Attraction
  • Bigby's Fantastic Fencers
  • Bigby's Interposing Hand
  • Bigby's Interposing Hand
  • Bigby's Strangling Grip
  • Bigby's Superior Force Sculpture
  • Blacklance (See Terra of Mithras' Blacklance)
  • Blast Cloak (WSC:I)
  • Bowgentles Fleeting Journey (WSC:I)
  • Chaos
  • Circle of Protection IV (Dem)
  • Cloudkill
  • Cone of Cold
  • Conjure Elemental
  • Conjure Elemental
  • Conjure Elemental
  • Conjure Elemental
  • Contact Other Plane
  • Create Portal (SJ)
  • Creeping Darkness (OrAd)
  • Death Smoke (Al-Qadim)
  • Demishadow Monsters
  • Demonic Horde (Dem)
  • Dismissal
  • Distance Distortion
  • Dolor
  • Domination
  • Drawmij's Flying Feat
  • Dream
  • Dweomervessel (See: Gerdie's Dweomervessel)
  • Enhance Manuverability (SJ)
  • Extension II
  • Fabricate
  • False Vision
  • Far Reaching III (ToM)
  • Feeblemind
  • Feign Undead (WSC:II)
  • Force Shapechange (CWH)
  • Fly Field (SJ)
  • Gerdie's Dweomervessel (Dame Gerdie)
  • Gertrude's High Energy Lightning Bolt Gertrude
  • Greater Demonic Weapon (Dem)
  • Halaster's Grappling Hand (WSC:II)
  • High Energy Lightning Bolt (See: Gertrude's High Energy Lightning Bolt)
  • Hold Monster
  • Improved Blink
  • Improved Skull Watch (WSC:II)
  • Invulnerability to Normal Weapons (CWH)
  • Ironwood (OrAd)
  • Jaguar Form (Hishna-Aztec)
  • Khazid's Procurement (ToM)
  • Kiri's Protection from Siege Missiles (See: Natazie Githzarie's Protection from Siege Missiles)
  • Know Value (CWH)
  • Leomund’s Hidden Lodge
  • Leomund's Lamentable Belaborment
  • Leomund's Secret Chest
  • Lightning Lash (WSC:II)
  • Lightning Reflection (WSC:II)
  • Lower Resistance (ToM)
  • Magic Mirror (UA - I)
  • Magic Jar
  • Magic Staff (ToM)
  • Major Creation
  • Maze (UA - I)
  • Mica’s Advanced Mirror Communication (Mica "Wiley" of the Nine)
  • Mica’s Elysium Mindblaster Psionic Mind Shield (Mica "Wiley" of the Nine)
  • Mica’s Spell Power I (Mica "Wiley" of the Nine)
  • Mind Fog (ToM)
  • Miracle Max's Absorb Level Drain (Miracle Max)
  • Miracle Max's Forest Fireball (Miracle Max)
  • Miracle Max's Rune of Magic Resistance (Miracle Max)
  • Monster Summoning III
  • Mordenkainen's Faithful Hound
  • Mordenkainen's Phantom Defenders
  • Mordenkainen’s Private Sanctum (CWH)
  • Mummy Rot (CWH)
  • Natazie Githzarie's Protection from Siege Missiles (Natazie Githzarie)
  • Natazie Githzarie's Armor (Natazie Githzarie)
  • Nightmare
  • Nystul's Enveloping Darkness
  • Nystul's Radiant Arch
  • Otiluke's Dispelling Screen
  • Otiluke's Electrical Screen
  • Otiluke's Polar Screen
  • Otiluke's Radiant Screen
  • Otto's Gong of Isolation
  • Passwall
  • Projected Image (UA - I)
  • Proofing versus Combustion
  • Protection From Cold 15'R (WSC:III)
  • Protection From Fire 15'R (WSC:III)
  • Prying Eyes
  • Rary's Mind Shield
  • Rary's Replay of the Past
  • Rary's Superior Spell Enhancer
  • Rary's Telepathic Bond (CWH)
  • Rusting Grasp
  • Safeguarding (ToM)
  • Seeming
  • Sending
  • Shadow Door
  • Shadow Form (OrAd - Ninja)
  • Shadow Magic
  • Shrink Animal - Animal Growth ®
  • Sign of Protection IV (Dem)
  • Spirit Self (OrAd)
  • Stone Shape
  • Summon Bar-lgura (Dem)
  • Summon Erinyes (Dem)
  • Summon Intermediate Hordling (Dem)
  • Summon Osyluth (Dem)
  • Summon Shadow
  • Sword of Deception (OrAd)
  • Symkalr's Forest Fireball (See: Miracle Max's Forest Fireball)
  • Telekinesis
  • Teleport
  • Tempus Fugit
  • Tenser’s Destructive Resonance
  • Tenser's Primal Fury
  • Terra of Mithras' Blacklance (Terra of Mithras)
  • Third Command (Dem)
  • Transmute Mud to Rock
  • Transmute Rock to Mud
  • Transmute Snow to Stone (WSC:IV)
  • Troubling Bones (CWH)
  • Tryton's Armor (See Natazie Githzarie)'s Armor)
  • Vengeance (OrAd)
  • Vile Venom
  • Von Gasik's Refusal (ToM)
  • Vortex (ToM)
  • wall of Bones (CWH)
  • Wall of Force
  • Wall of Iron
  • Wall of Stone
  • Water to Poison (OrAd)
  • Waveform (ToM)
  • Wings' Ship Shield (Wings)
  • Whisper's Rune of Magic Resistance (See Miracle Max's Rune of Magic Resistance)
  • Wood Rot (OrAd)

(Back to Top)

6th:

  • Accelerate Metabolism (WSC:I)
  • Acid Rain (WSC:I)
  • Antimagic Shell
  • Arrow of Bone
  • Augmentation II (ToM)
  • Bigby's Besieging Bolt
  • Bigby's Forceful Hand
  • Bind Lower Planar Creature (Dem)
  • Blackmantle (CWH)
  • Bloodstone's Spectral Steed (ToM)
  • Breach Defenses (WSC:I)
  • Brightsong (WSC:I)
  • Chain Lightning
  • Charm Lower Planar Creature V (Dem)
  • Circle of Protection V (Dem)
  • Claws of the Umber Hulk (ToM)
  • Conjure Animals
  • Contingency
  • Control Weather
  • Control Winds (WSC:I)
  • Create Minor Helm (SJ)
  • Darklight's Planar Weapon (See: Gerdie's Planar Weapon)
  • Dead Man's Eyes (CWH)
  • Death Fog
  • Death Spell
  • Demishadow Magic
  • Dilation II (ToM)
  • Dimensional Blade
  • Disable Helm (SJ)
  • Disintegrate
  • Dragon Scales (CWH)
  • Drawmij's Beneficent Polymorph
  • Drawmij's Merciful Metamorphosis
  • Enchant an Item
  • Enemies (See: Volkek Oshra's Enemies)
  • Ensnarement
  • Etherealness
  • Extension III
  • Eyebite
  • Flame of Justice (Al-Qadim)
  • Flesh to Stone
  • Forest's Fiery Constrictor (ToM)
  • Fourth Command (Dem)
  • Geas
  • Gerdie's Planar Weapon (Dame Gerdie)
  • Glassee
  • Globe of Invulnerability
  • Greater Sign of Sealing
  • Guards and Wards
  • Invisible Stalker
  • Invulnerability to Magical Weapons (CWH)
  • Kat Tejeomare's Shout of Ruin (Kat Tejeomare)
  • Legend Lore
  • Lorloveim's Shadowy Transformation (ToM)
  • Lower Magic Resistance III (Dem)
  • Lower Water
  • Mass Suggestion
  • Metal to Rust (OrAd)
  • Mica’s Spell Power II (Mica "Wiley" of the Nine)
  • Mirage Arcana
  • Mislead
  • Monster Summoning IV
  • Mordenkainen's Lucubration
  • Mordenkainen's Phantom Guardian
  • Move Earth
  • Otiluke's Diamond Screen
  • Otiluke's Excruciating Screen
  • Otiluke's Freezing Sphere
  • Otiluke's Orb of Containment
  • Part Water
  • Permanent Illusion
  • Phantasmagoria
  • Power Word: Silence (WSC:III)
  • Programmed Illusion
  • Project Image
  • Raise water
  • Rary's Protection from Scrying
  • Rary's Urgent Utterance
  • Recharge (WSC:III)
  • Reincarnation
  • Repulsion
  • Sense Treason (OrAd Ninja)
  • Shades
  • Shout of Ruin (See: Kat Tejeomare's Shout of Ruin)
  • Sign of Protection V (Dem) (Dem)
  • Speak With Dead (OrAd)
  • Spiritwrack
  • Stone Barrier (WSC:IV)
  • Stone to Flesh
  • Summon Fire Dragons (Al-Qadim)
  • Summon Greater Hordling (Dem)
  • Summon Nabassu Fledgling (Dem)
  • Summon Succubus (Dem)
  • Superior Magnetism
  • Sword of Darkness (OrAd)
  • Tenser's Fortunes of War
  • Tenser's Transformation
  • Tentacles (CWH)
  • Transmute Water to Dust
  • Trollish Fortitude
  • True Seeing
  • Veil
  • Vessel (OrAd)
  • Volkek Oshra's Enemies (Volkek Oshra)
  • Warp Stone (OrAd)
  • Weapon Return (WSC:IV)
  • Wildshield (ToM)
  • Wildstrike (ToM)

(Back to Top)

7th:

  • Acid Storm (ToM)
  • Alter Reality (UA - I)
  • Astral Spell (UA - I)
  • Aura of Panic (See: Malinde's Aura of Panic)
  • Banishment
  • Bigby's Grasping Hand
  • Bloodstone's Frightful Joining (ToM)
  • Cacodemon
  • Charm Plants
  • Commune With Greater Spirit (OrAd)
  • Conjure Greater Elemental(WSC:I)
  • Control Undead
  • Control Undead
  • Create Crypt Thing
  • Create Major Helm (SJ)
  • Delayed Blast Fireball
  • Descent into Madness
  • Destroy Crypt Thing
  • Drawmij's Instant Summons
  • Duo-Dimension
  • Fear Ward (WSC:II)
  • Fifth Command (Dem)
  • Finger of Death
  • Fire Hurricane (See: Volkek Oshra's Fire Hurricane)
  • Forcecage
  • Hatch the Stone from the Egg (ToM)
  • Hornung's Surge Selector (ToM)
  • Intensify Summoning (ToM)
  • Limited Wish
  • Lower Magic Resistance IV (Dem)
  • Malec-Keth's Flame Fist (ToM)
  • Malinde's Aura of Panic (Lady Malinde)
  • Mass Invisibility
  • Mica’s Spell Power III (Mica "Wiley" of the Nine)
  • Mica's Teleport Tracer (Mica "Wiley" of the Nine)
  • Monster Summoning V
  • Mordenkainen's Magnificent Mansion
  • Mordenkainen's Penultimate Cogitation
  • Mordenkainen's Sword
  • Neutralize Gas
  • Otiluke's Death Screen
  • Otiluke's Fire and Ice
  • Otiluke's Siege Sphere
  • Persistence
  • Phase Door
  • Power Word, Stun
  • Prismatic Spray
  • Prismatic Wall (UA - I)
  • Prolong II (Dem)
  • Rary's Plane Truth
  • Resist Injury (WSC:III) (Southern)
  • Reverse Gravity
  • Sequester
  • Seven-Eyes
  • Shadow Walk
  • Shadowcat (ToM)
  • Simulacrum
  • Spell Shape (ToM)
  • Spell Turning
  • Spelltrap (WSC:III)
  • Statue
  • Steal Enchantment (ToM)
  • Suffocate (ToM)
  • Summon Amnizu (Dem)
  • Summon Babau (Dem)
  • Summon Chasme (Dem)
  • Summon Cornugon (Dem)
  • Summon Dergoloth (Dem)
  • Summon Farastu (Dem)
  • Summon Handmaiden (Dem)
  • Summon Hezrou (Dem)
  • Summon Hydroloth (Dem)
  • Summon Nabassu Mature (Dem)
  • Summon Superior Hordling (Dem)
  • Summon Wastrilith (Dem)
  • Teleport Without Error
  • Torment
  • Tool (OrAd)
  • Truename
  • Vanish
  • Vision
  • Volkek Oshra's Fire Hurricane (Volkek Oshra)
  • Weird (UA - I)
  • Wings' Ice Knives (Wings)
  • Zombie Double (CWH)

(Back to Top)

8th:

  • Abi-Dalzim's Horrid Writing (ToM)
  • Airboat (ToM)
  • Analyze Dweomer
  • Antipathy-Sympathy
  • Bigby's Clenched Fist
  • Bigby's Most Excellent Force Sculpture
  • Binding
  • Charm Lower Planar Creature VI (Dem)
  • Circle of Protection VI (Dem)
  • Clone
  • Cloud Trapeze (OrAd)
  • Defoliate (CWH)
  • Demand
  • Fear Ward (CWH)
  • Finding the Center (OrAd)
  • Glassteel
  • Gunther's Kaleidoscopic Strike (ToM)
  • Heart of Stone
  • Homunculus Shield (ToM)
  • Hornung's Random Dispatcher (ToM)
  • Incendiary Cloud
  • Iron Body
  • Mass Charm
  • Maze
  • Mica’s Magic Resistance (Mica "Wiley" of the Nine)
  • Mica’s Magical Castle (Mica "Wiley" of the Nine)
  • Mind Blank
  • Monster Summoning VI
  • Otiluke's Telekinetic Sphere
  • Otto's Irresistible Dance
  • Permanency
  • Polymorph Any Object
  • Power Word, Blind
  • Prismatic Wall
  • Screen
  • Serten's Spell Immunity
  • Shadow Form (CWH)
  • Sign of Protection VI (Dem)
  • Sink
  • Sixth Command (Dem)
  • Spellcaster (WSC:III)
  • Summon Gelugon (Dem)
  • Summon Glabrezu (Dem)
  • Summon Kelubar (Dem)
  • Summon Mezzoloth (Dem)
  • Summon Nalfeshnee (Dem)
  • Summon Night Hag (Dem)
  • Summon Piscoloth (Dem)
  • Summon Vrock (Dem)
  • Summon Yagnoloth (Dem)
  • Symbol
  • Trap the Soul
  • Whirlwind (OrAd)
  • Wildzone (ToM)

(Back to Top)

9th:

  • Astral Spell
  • Bigby's Crushing Hand
  • Call (WSC:I)
  • Chain Contingency (ToM)
  • Charm Lower Planar Creature VII (Dem)
  • Circle of Protection VII (Dem)
  • Crystalbrittle
  • Draindoom (WSC:I)
  • Elemental Aura (ToM)
  • Energy Drain
  • Estate Transference (ToM)
  • Foresight
  • Freedom
  • Gate
  • Glorious Transmutation (ToM)
  • Imprisonment
  • Meteor Swarm
  • Monster Summoning VII
  • Mordenkainen's Disjunction
  • Power Word, Kill
  • Prismatic Sphere
  • Programmed Amnesia
  • Seventh Command (Dem)
  • Shape Change
  • Sign of Protection VII (Dem)
  • Skycastle (WSC:III) (Fortification Initiative)
  • Sphere of Ultimate Destruction
  • Stabilize (ToM)
  • Succor
  • Summon Arcanaloth (Dem)
  • Summon Balor (Dem)
  • Summon Molydeus (Dem)
  • Summon Nycaloth (Dem)
  • Summon Pit Fiend (Dem)
  • Summon Shator (Dem)
  • Summon Spirit (OrAd)
  • Summon Ultroloth (Dem)
  • Temporal reinstatement
  • Temporal Stasis
  • Time Stop
  • Wail of the Banshee (ToM)
  • Weird
  • Wildfire (ToM)
  • Wildwind (ToM)
  • Wish

(Back to Top)

Oriental Adventures

  • L1.
    • Animate Fire
    • Fiery Eyes
    • Hail of Stones
    • Melt
    • Prestidigitation
    • Still Water
    • Warp Wood
  • L2.
    • Apparition
    • Fire Shuriken
    • Smoke Shape
    • Smoky Form
    • Whip
  • L3.
    • Detect the Living
    • Disguise
    • Face
    • Fire Rain
    • Fire Wings
    • Memory
    • Steam Breath
    • Wood Shape
  • L4.
    • Bargain
    • Dancing Blade
    • Dream Vision
    • Fire Enchantment
    • Jest
    • Melt Metal
    • Reverse Flow
    • Vengeance
  • L5.
    • Creeping Darkness
    • Ironwood
    • Spirit Self
    • Sword of Deception
    • Water to Poison
    • Wood Rot
  • L6.
    • Metal to Rust
    • Speak With Dead
    • Sword of Darkness
    • Vessel
    • Warp Stone
  • L7.
    • Commune With Greater Spirit
    • Tool
  • L8.
    • Cloud Trapeze
    • Finding the Center
    • Whirlwind
  • L9.
    • Summon Spirit

(Back to Top)

  • Ninja:
    • L1
      • Face Blur
      • Lesser Distraction
    • L2
      • Deepen Shadows
      • Featherfoot
    • L4
      • Improved Mirror Image
    • L6
      • Sense Treason
      • Shadow Form

(Back to Top)

Southern Magic

Requires “Read Southern Magic”

L1.

  • Read Southern Magic
  • Write Southern Magic

L7.

  • Resist Injury (WSC:III)

(Back to Top)

Aztec Spells

L1:

Bird Charm I (Pluma)

L4:

Water Move (Pluma)

L5:

Jaguar Form (Hishna)

(Back to Top)

Spelljammer Spells

2nd:

  • Locate Portal

3rd:

  • Enhance Rating
  • AirSphere

4th:

  • Read Arcane Runes
  • Arcane Runes

5th:

  • Create Portal
  • Enhance Manuverability
  • Fly Field

6th:

  • Create Minor Helm
  • Disable Helm

7th:

  • Create Major Helm

(Back to Top)

Demonologist Spells

1st Level

  • Charm Lower Planar Creature I
  • Circle of Protection I
  • Sign of Protection I
  • Summon Lemure
  • Summon Mephit

2nd Level

  • Charm Lower Planar Creature II
  • Circle of Protection II
  • Lower Magic Resistance I
  • Summon Dretch
  • Summon Manes
  • Summon Rutterkin

3rd Level

  • Charm Lower Planar Creature III
  • First Command
  • Lesser Demonic Weapon
  • Summon Abishai
  • Summon Imp
  • Summon Spinagon

4th Level

  • Charm Lower Planar Creature IV
  • Circle of Protection III
  • Intermediate Demonic Weapon
  • Larvae
  • Lower Magic Resistance II
  • Prolong
  • Second Command
  • Sign of Protection III
  • Summon Alu-fiend
  • Summon Barbazu
  • Summon Hamatula
  • Summon Lesser Hordling
  • Summon Major Cambion
  • Summon Shadow Fiend II

5th Level

  • Circle of Protection IV
  • Demonic Horde
  • Greater Demonic Weapon
  • Sign of Protection IV
  • Summon Bar-lgura
  • Summon Erinyes
  • Summon Intermediate Hordling
  • Summon Osyluth
  • Third Command

6th Level

  • Bind Lower Planar Creature
  • Charm Lower Planar Creature V
  • Circle of Protection V
  • Fourth Command
  • Lower Magic Resistance III
  • Sign of Protection V
  • Summon Greater Hordling
  • Summon Nabassu Fledgling
  • Summon Succubus

7th Level

  • Fifth Command
  • Lower Magic Resistance IV
  • Prolong II
  • Summon Amnizu
  • Summon Babau
  • Summon Chasme
  • Summon Cornugon
  • Summon Dergoloth
  • Summon Farastu
  • Summon Handmaiden
  • Summon Hezrou
  • Summon Hydroloth
  • Summon Nabassu Mature
  • Summon Superior Hordling
  • Summon Wastrilith

8th Level

  • Charm Lower Planar Creature VI
  • Circle of Protection VI
  • Sign of Protection VI
  • Sixth Command
  • Summon Gelugon
  • Summon Glabrezu
  • Summon Kelubar
  • Summon Mezzoloth
  • Summon Nalfeshnee
  • Summon Night Hag
  • Summon Piscoloth
  • Summon Vrock
  • Summon Yagnoloth

9th Level

  • Charm Lower Planar Creature VII
  • Circle of Protection VII
  • Seventh Command
  • Sign of Protection VII
  • Summon Arcanaloth
  • Summon Balor
  • Summon Molydeus
  • Summon Nycaloth
  • Summon Pit Fiend
  • Summon Shator
  • Summon Ultroloth

(Back to Top)

Unique Spells by Mica

Micas Bookworm Bane

(Abjuration)

  • Level: 1
  • Range: Touch
  • Components: V,S
  • Duration: One week / level
  • Casting Time: 1
  • Area of Effect: One book or 2-5 scrolls
  • Saving Throw: None

This spell, when cast upon a book, scroll, or similar paper item, wards the item against bookworms for the duration of the spell. A bookworm on the item when the spell is cast will immediately flee.

Mica’s Photo Spell

(Alteration)

  • Level: 1
  • Range: 0
  • Components: V,M
  • Duration: Permanent
  • Casting Time: 1
  • Area of Effect: One flat surface
  • Saving Throw: None

This spell creates a full color photograph on a flat surface in full color.

The viewpoint will be that of the caster, with a maximum magnification of 4X (actual magnification is optional, at time of casting). The area of the picture is a square of up to 1' + 1/2' / level on each side.

A picture may be enlarged by further applications of the spell, each magnifying up to 4X the previous magnification. The maximum magnification (total) of a photograph is 62X +2X / level. (The level is of the wizard who cast the original photograph, not the one doing the enlarging. Each enlargement also has a maximum magnification that may limit the final outcome if a low level caster is working with a photograph cast by a high level wizard.) “Shutter speed” is instantaneous, or nearly so, as the DM wishes.

The material component is a silver piece.

Mica’s Primer/ Mica’s Fabulous Fuse

(Evocation, Alteration)

  • Level: 1
  • Range: Touch
  • Components: V,S,M
  • Duration: Permanent until discharged
  • Casting Time: 1
  • Area of Effect: Object touched
  • Saving Throw: Special

The spell creates a small amount of a substance that explodes into flame when roughly treated. The flame is not enough to damage, unless the creature is highly vulnerable to fire; then it will cause one point of damage if in direct contact, and a save is failed. It is enough to interrupt spell casting, even if no damage is caused.

If cast upon a creature, it gains a saving throw vs magic to negate the effect. The flame will ignite oil or smoke powder, which then have their normal effects.

Generally formed on the inside of a container, so when it is broken or subjected to a sharp shock, the contents react. Normally used in containers of Greek fire or sixgun shells, though could be used as part of a trap in a lock, etc.

Note that a primed item could be set off by a fall, an enemy's weapon, etc. (if carried, allow a saving throw vs breath weapon; precautions should also be taken into account).

The material component is a drop of quicksilver.

Mica’s Time Know

(Divination)

  • Level: 1
  • Range: Touch
  • Components: V,S
  • Duration: 1 turn / level
  • Casting Time: 1
  • Area of Effect: Creature(s) touched
  • Saving Throw: None

This spell enables the recipients to be able to know exactly how much time has passed, simply by thinking about it, for as long as the spell lasts. For every two levels of experience, the wizard may give this ability to another creature, i.e. two at 3rd level, three at 5th level, etc. There will be no effect on creatures who are not at least semi-intelligent.

Micas Bookworm Bane II

(Abjuration)

  • Level: 2
  • Range: 30 yards
  • Components: V,S,M
  • Duration: 1 day / level
  • Casting Time: 1 turn
  • Area of Effect: Cube 10' / level
  • Saving Throw: None

This spell prevents bookworms from permanently entering the area of effect. Any in the area when the spell is cast will immediately flee.

The material component is a vial of ink.

Mica’s Brain Baffle I

(Enchantment/Charm)

  • Level: 2
  • Range: Hearing range of subject(s)
  • Components: V
  • Duration: 1 round
  • Casting Time: 1
  • Area of Effect: All creatures within range
  • Saving Throw: Neg.

Upon casting this spell, the wizard speaks some sort of verbal nonsense or statement inappropriate to the situation. All creatures in hearing range that fail a saving throw will stand baffled, doing nothing but trying to comprehend the spell caster's statement (they can defend themselves in melee well enough to get the benefit of dexterity and shields, but may not attack). This spell will only affect creatures that understand the language spoken by the spell caster.

If the caster explains beforehand what the nonsense means, the subject gets a +4 to his saving throw.

Mica’s Feather Spell
  • Level 2
  • Range: 10 yds + 10 yds/level
  • Components: V, M
  • Duration: special
  • Casting time: 2
  • Area of effect: 20 ft radius
  • Saving throw: special

The feathers create a billowing mass of feathers blinding creatures within the area of effect for 1 round/level of caster. A gust of wind or similar will disperse the feathers in 1 round.

The feathers are also flammable and burn completely in 1 round. Causing 1d4 points of damage to those in range. The resulting smoke acts as a stinking cloud. Any creature caught within the cloud must roll a successful saving throw vs. poison or be reeling and unable to attack because of nausea for 1d4+1 rounds after leaving the cloud. Those who make successful saving throws can leave the cloud without suffering any ill effect. Those remaining in the cloud must continue to save each round. The cloud can be dispersed in one round by a strong breeze.

The material component is a feather.

Mica’s Firebrand I

(Alteration)

  • Level: 2
  • Range: 0
  • Components: V,S
  • Duration: Instantaneous
  • Casting Time: 2
  • Area of Effect: 2' wide jet, 5' long / level
  • Saving Throw: 1/2

Much like Burning Hands, this spell enables the wizard to shoot a jet of searing flames from his left or right hand, as desired. The jet is 5' long per level, and inflicts one four sided die of damage per level of experience of the wizard, or half that amount if a saving throw is made. Maximum damage is 10d4. Inflammable materials will burn.

Mica’s Life Drain

(Necromantic)

  • Level: 2
  • Range: Touch
  • Components: V,S
  • Duration: Permanent
  • Casting Time: 2
  • Area of Effect: One creature
  • Saving Throw: None

When this spell is cast, it enables the wizard to drain 1 HP / level of experience from his opponent and bestow them on himself, subject to the caster's maximum, of course. The wizard must touch his opponent. Hit points drained may be regained in the normal manners (i.e., rest, spell, potion, etc.). Creatures unaffected by a cause (or cure) light wounds will not be harmed. The spell is first prepared (with an initiative modifier of 2), and a key word spoken when the opponent is touched activates the magic.

Mica’s Military Mending II

(Alteration)

  • Level: 2
  • Range: 30 yards
  • Components: V,S,M
  • Duration: Permanent
  • Casting Time: 2
  • Area of Effect: One object
  • Saving Throw: None

This spell will remove multiple fractures, dents, and small breaks from an item. It will completely repair a broken sword, spear, pole arm, and all damage incurred by armor if the optional armor damage system is used (including magical armor, but not other magical items).

The material component is as for Mending.

Mica’s Mystical Rustproof

(Alteration) Reversible

  • Level: 2
  • Range: 30 yards
  • Components: V,S
  • Duration: Permanent
  • Casting Time: 2
  • Area of Effect: One metal object
  • Saving Throw: Special

A long time ago Mica of the Nine Fingers was acquainted with a necromancer named “Zeko” who used to use rustdust like it was water.

Well after a few errant uses by Zeko (and some lost daggers, buckles and clasps), Mica developed this spell. It prevents normal or magical metal items from rusting. Magical effects, such as a rust monster attack, are saved against at +4 (+20%) in addition to any bonuses for magic. The reverse of this spell causes the rusting process to greatly accelerate or makes magical items rust normally (also eliminating the magical bonus to the saving throw against magical rusting attacks). The item only gets a saving throw if it is in the possession of a creature wanting to avoid the effect; a successful save negates.

Mica’s Super Lubriciousness Spell

(Alteration)

  • Level: 2
  • Range: 10 yards
  • Components: V,S,M
  • Duration: 1 round / level
  • Casting Time: 2
  • Area of Effect: 10 square feet / level
  • Saving Throw: Special

When this spell is cast, it affects the surface of objects to make them behave as if oil of slipperiness had been poured on them. Maximum surface area affected is ten square feet per level of the caster (a 5th level wizard could affect 50 square feet, or a 5 X 10 foot area). No living creature can be affected by this spell. It will prevent people from walking on an affected floor, climbing a wall, etc. Web spells will not adhere to such a surface. Grapples will generally be ineffective against a wall whose top is under this spell.

If cast on items on someone's person, he gains a saving throw vs magic to avoid the effects.

The material component is a drop of fine oil.

Mica’s Book Preserver

(Alteration, Abjuration)

  • Level: 3
  • Range: Touch
  • Components: V,S,M
  • Duration: 1 day / level
  • Casting Time: 3
  • Area of Effect: One book or 2-5 scrolls
  • Saving Throw: None

This spell waterproofs the item, makes it immune to normal fire, gives a +4 bonus to the s.t. vs magical fire and +2 to all other saving throws. In addition, an Erase spell suffers a -50% modifier and bookworms will not disturb the item. The material component is a scroll case.

Mica’s Brain Baffle II

(Enchantment/Charm)

  • Level: 3
  • Range: Hearing range of subject(s)
  • Components: V
  • Duration: Special
  • Casting Time: Special
  • Area of Effect: All creatures within range
  • Saving Throw: Neg.

This acts as Baffle I, except that the spell lasts as long as the spell caster keeps talking, chanting, etc. The recipients get a saving throw each round, and once this save is made, they can no longer be affected by this casting of the spell.

Mica’s Brilliance Spell

(Alteration)

  • Level: 3
  • Range: Special
  • Components: V,S,M
  • Duration: 1 turn / level
  • Casting Time: 3
  • Area of Effect: Special
  • Saving Throw: None

This spell creates a brightly glowing 3' diameter sphere which illuminates an area equal to full daylight. The area illuminated will depend on terrain and the height of the sun above the ground. Generally, it will be about 1 mile radius.

NB: Light intensity decreases with increasing distance from the glowing sphere. The magic user cannot form the sun closer than 30' away, up to a maximum of 100 yards plus 10 yards / level distant. Creatures who look directly at the sun at less than 30' distant will be blinded (-4 on all dice rolls and AC) for 1-4 rounds unless a save vs magic is made.

If a person actually goes through the sun, he will take 1-6 hp damage unless resistant to fire, and will be blinded for 2-8 rounds (1/2 if a saving throw vs breath weapon is made). The material component is a rock crystal.

Mica’s Distance Enhancer

(Enchantment)

  • Level: 3
  • Range: Touch
  • Components: V,S,M
  • Duration: 5 rounds / level
  • Casting Time: 1 turn
  • Area of Effect: Weapon(s) touched
  • Saving Throw: None

This spell turns an ordinary missile weapon into an enchanted one. Though no bonuses to attack or damage rolls are granted, all range categories are doubled. Two small (arrows, bolts, daggers, etc.) or one large (axe, bow, hammer, etc.) weapon can be affected by the spell. The spell functions on existing magical weapons as long as it doesn't already have magically enhanced range.

Missiles enchanted in this way lose their enchantment when they successfully hit a target, but otherwise the spell lasts its full duration. The material component is a miniature bull's-eye.

Mica’s Enhanced Wizard Lock

(Alteration)

  • Level: 3
  • Range: Touch
  • Components: V,S
  • Duration: Permanent
  • Casting Time: 3
  • Area of Effect: 30 square feet / level
  • Saving Throw: None

Same as Wizard Lock, but the wizard can also designate another person(s) to be able to open the wizard locked item. The caster can either specifically designate up to 1 person for each level of experience, who must be present at the time of casting, or he can specify a command word or phrase that must be spoken by anyone who wishes to open it (e.g. “open sesame,” etc.).

This phrase can be no longer than two words for each level the wizard possesses (and must be grammatically correct). Any creature who speaks this command phrase can open the object, and it must be spoken each time (save for the caster, and any wizard four levels higher than the caster).

Mica’s Firebrand II

(Alteration)

  • Level: 3
  • Range: 0
  • Components: V,S
  • Duration: Instantaneous
  • Casting Time: 3
  • Area of Effect: Cone 10' long / level
  • Saving Throw: 1/2

As Mica’s Firebrand I, except as noted above and the fact that it does 1d4+1 per level of the wizard, maximum 10d4+10.

Mica’s Invisibility Negation

(Abjuration)

  • Level: 4
  • Range: 0
  • Components: V,S,M
  • Duration: 1 turn / level
  • Casting Time: 4
  • Area of Effect: 10' +1' / level radius sphere
  • Saving Throw: Special

When this spell is cast, all invisibility magic in the area of effect is negated. Spells and potions are totally negated, while magic items and dust of disappearance are suspended temporarily. (Note that the spell has no effect on a potion until after it is drunk.) NB: Suspension of powers affects invisibility magic only, not any other powers a device might have.

The only saving throw allowed is for those creatures who have an innate ability to become invisible. Each round such a creature is invisible, he must attempt a saving throw until he fails. He must then remain visible for as long as he is in the area of effect. The material component is a pinch of talc and a sprinkling of powdered silver.

Mica's Mindspeak

(Enchantment/Charm)

  • Level: 4
  • Range: Touch
  • Components: V, S
  • Casting Time: 4
  • Duration: 1 hour/level
  • Area of Effect: 1 creature
  • Saving Throw: None

After this spell is cast on the caster or a creature (it must be a living creature and not undead), the character gains the telepathic ability to send a vocal message into other creature's minds. The receiving creature must know the language that the character is “speaking” in order to comprehend the message. The character can only send messages to a receiving creature that is within the sight of the character.

Mica's Mirror Communication

(Alteration, Enchantment)

  • Level: 4
  • Range: Touch
  • Components: V,S,M
  • Duration: 1 day / level
  • Casting Time: 1 hour
  • Area of Effect: One mirror
  • Saving Throw: None

This spell changes a normal mirror into a communications device of both sight and sound, though only between enspelled mirrors. Chance for establishing contact is as per crystal balls, with a +20% modifier.

The mirror of the person called will glow and beep until acknowledged by someone. A specific (enspelled) mirror may be called if the person knows where it is (as opposed to calling a specific person, and reaching his mirror, wherever it might be).

The material component is a highly polished and finely wrought silver mirror of at least 1000gp value, which is not consumed, and nitric acid, copper, and zinc, which are.

The mirror must be securely mounted. Each turn it is moved, there is only a 5% / level chance the spell will still function.

Either party can terminate contact at any time. Only one contact attempt per turn, otherwise not limited. Cannot get through to a mirror communicating to a third party, unless it was enspelled with Advanced Mirror Communication.

Mica’s Tar Spell
  • Level: 4
  • Range: 10 yds + 10 yds/level
  • Components: V, S, M
  • Duration: Special
  • Casting Time: 3
  • Area of Effect: 20 ft radius
  • Saving Throw: ½

This spell completely covers the target with a hot sticky tar causing 1d4 points of damage for each level of experience of the spell caster (max 10d4).

Movement rate is halved for those effected and suffer a –2 to attack and damage rolls. Those who save have no restriction to movement, but take half damage from the hot tar.

Furthermore, the tar is flammable. Any fire will set it aflame, burning the tar away completely in 2 rounds. Creatures within the area of effect or have missed their saving throw will suffer 2d4 points of damage in the first round and 1d4 point of damage in the second round. Those who have saved suffer 1d4 point of damage in the first round only.

The material component is a small amount of pitch or tar.

Mica’s Advanced Mirror Communication

(Alteration, Enchantment)

  • Level: 5
  • Range: Touch
  • Components: V,S,M
  • Duration: 4 hours / level
  • Casting Time: 1 hour
  • Area of Effect: One mirror
  • Saving Throw: None

As Mirror Communication, except as above, and as follows. Can make contact with a regular mirror (not enspelled). Contact attempts to normal mirrors are limited by the frequency notes for crystal balls. Can contact two people at the same time (they will hear each other, but will not see each other unless their mirrors are enchanted by this spell. The mirror need not be secured in place. An additional material component is diamond dust, which is consumed.

Mica’s Elysium Mindblaster Psionic Mind Shield

(Abjuration)

  • Level: 5
  • Range: Touch
  • Components: V,S
  • Duration: 1 turn / level
  • Casting Time: 1
  • Area of Effect: One creature
  • Saving Throw: None

Mica’s sword, Elysium Mindblaster, has been such a trusted friend over the years that this spell was created in honor of it. This spell totally surrounds a creature with a shield that is impervious to all psionic disciplines and attacks, from either direction. It also prevents ESP, Know Alignment, Detect Evil/Good, Detect Lie, and similar spells which require direct mental contact. It further gives a bonus of +2 to saving throws vs Confusion, Feeblemind, charm spells, Phantasmal Killer, Chaos (or a save of 19), Suggestion, and similar spells which attack the mind. If a creature is avoiding the touch of the wizard casting the spell, he must roll a to hit die. Note also that this would not keep a psionic under this spell from using disciplines which affect himself.

Mica’s Spell Power I

(Alteration)

  • Level: 5
  • Range: Touch
  • Components: V
  • Duration: Special
  • Casting Time: 3
  • Area of Effect: Special
  • Saving Throw: None

This spell may be cast by the wizard either upon himself or upon another wizard. The recipient may then cast a 1st, 2nd, or 3rd level spell as if he were 1/3 again as high a level as he is, i.e. a 13th level wizard would cast a 1st-3rd level spell at 17th level. The spell to be cast must be memorized, and the recipient must begin casting the spell by the next round, or the spell power is wasted. This will affect one spell only. Fractions are to be rounded down when calculating the effective level.

Mica’s Spell Power II

(Alteration)

  • Level: 6
  • Range: Touch
  • Components: V
  • Duration: Special
  • Casting Time: 5
  • Area of Effect: Special
  • Saving Throw: None

This spell is the same as Spell Power I except as noted above and that itbenables the recipient to cast a 1st through 4th level spell as if he were of a level 1/3 again as high as his own, fractions rounded down.

Mica’s Spell Power III

(Alteration)

  • Level: 7
  • Range: Touch
  • Components: V
  • Duration: Special
  • Casting Time: 6
  • Area of Effect: Special
  • Saving Throw: None

This spell is the same as Spell Power I except that it adds 2/3 of the wizard's level to 1st through 3rd level spells, and 1/3 to 4th or 5th level spells.

Mica's Teleport Tracer

(Divination)

  • Level: 7
  • Range: 50 yards/level
  • Components: V,S,M
  • Duration: Instantaneous
  • Casting Time: 1 round
  • Area of Effect: 1 spellcaster
  • Saving Throw: None

Mica of the Nine was intrigued when Aragorn was aggravated when an enemy of his repeatedly teleported away from their duels. Mica decided that he would make a spell that would allow him to follow his enemy.

To cast this spell the caster must be within 50 yards/level of the area where the teleport spell was cast and must cast the spell within 1 hour/ level of when the teleport was cast. Trace teleport follows the residual spacial distortion left by a teleport to its destination. Once at the destination the spellcaster receives a visual of the area clearly enough for the wizard to be very familiar with the area for purposes of his own teleport.

Material Components: An item recently touched by the caster, 100gp pearl, and a small brass rod.

Mica’s Magic Resistance

(Alteration)

  • Level: 8
  • Range: Touch
  • Components: V,S,M
  • Duration: 1 round / level
  • Casting Time: 3
  • Area of Effect: One creature
  • Saving Throw: None

When this spell is cast upon a person a magic resistance of 20% + 2% per level of the caster above 16th level is bestowed upon the recipient. This bonus does not add to nor replace existing magic resistance; the higher value applies. The resistance endowed by this spell cannot be greater than 40%.

The material component is a bit of powdered heart of an outer-planer creature with magic resistance.

Mica’s Magical Castle

(Alteration)

  • Level: 8
  • Range: 0
  • Components: V,S,M
  • Duration: 1 month / level
  • Casting Time: Special
  • Area of Effect: Special
  • Saving Throw: None

This spell, when cast upon a structure such as a building or tower, gives the following effects: The building has a 50% magic resistance versus any spell that would damage the building (Disintegrate, Fireball, Transmute Rock to Mud, etc.) but not spells that would not adversely affect it (Knock, Passwall, Dispel Magic, etc.).

Saving throws versus siege equipment are increased by +4 (or damage is halved), and wood is immune to normal fire.

Damage to the structure is regenerated at one cubic foot per week.

Magical light springs forth in any room upon command, equal to the light spell. Corridors are uniformly illuminated.

Air is magically refreshed. The entire building radiates magic The walls of the building must not be thicker than 1' / level. Casting time is 1 turn / level X 100 square feet, maximum casting time of 8 hours. Each floor must be completely within the area of effect, or cannot be included.

Additional castings can be used to include additional floors, but must be done from the ground up, with no skipped floors. A structure not affixed to the ground (such as a ship) must be done in one casting or not at all. The material component is blood from a creature with magic resistance, and at least 5000gp worth of powdered diamond. A successful Dispel Magic will remove one effect.

With an additional material component–a gem of at least 5000gp value, prepared first with Enchant an Item and Reincarnation–two additional effects are gained: Doors will open, close, and lock on command of the caster, as well as any others specified by the caster. Doors and traps integral with the building can manipulate themselves to deter intruders / invaders (as perceived by the caster; also, no extraordinary senses are granted).

The stone is not consumed in the casting, but must remain in the structure (not an extra dimensional space like a bag of holding) for functions 3, 7, and 8 to function. If the stone is destroyed, the spell ceases. A Permanency may be cast upon the stone.

(Back to Top)

Unique Spells by Wings

Wing's Air Mask

(Conjuration/Summoning)

  • Level: 3
  • Range 0
  • Components V, S
  • Duration 2 turns per level
  • Casting Time 4
  • Area of Effect Creature touched
  • Saving Throw Negates

This spell creates a small invisible mask of air that is connected to the plane of air around the recipient's face. This mask will allow the user to breathe normally in almost any condition. In a stinking cloud, under water, or (in Spelljammer) in wild space or Pholgeston. Talking is normal through the mask, and allows for spell casting of spells that require verbal components when in such conditions.

Wings’ Air of Superiority

(alteration, enchantment/charm)

  • Level : 3
  • Range : Touch
  • Components : V,S,M
  • Casting Time : 1 round
  • Duration : 2-8 turns + ½ turn/level (doubled if on self)
  • Area of Effect : 20’ from target
  • Saving Throw : Neg

Description : This spell causes the touched target’s aura to become enhanced. The enhancement on the aura affects those who are within the area of effect or enter it anytime during the spells duration. Firstly those that are interacting with the target are impressed with the bearing, presence, and knowledge of the target. The target gets a +3 on all proficiencies when dealing with those affected, who think the subject is very knowledgeable about the subject and/or skill. Second those whom are opposing the target are subject to pangs of inferiority and suffer from a –2 penalty when interacting with the target (which includes combat). Those who enter the area of effect and fail their saves then leave the area of affect are still affected for the rest of the duration of the spell. If a save is made then that casting of the spell can no longer affect that person. Only one save is made no matter how many times one moves in and out of a peculiar casting of the spell.

Wing's Ship Shield

(Evocation)

  • Level: 5
  • Range: Touch
  • Components: V, S, M
  • Duration: 1 round/ level
  • Casting Time: 4
  • Area of Effect: Special
  • Saving Throw: None

This spell surrounds the hull and masts of a single vessel with an invisible field of force which absorbs and cushions damage caused to the vessel by artillery weapons, rams and collisions. The spell will absorb one hull points of damage per caster level before dissipating (unless the duration ends first).

Damage caused by fire, acid, or magical forces (like a Magic Missile spell) is not absorbed (not colliding with a Wall of Force is physical, not magical damage and is thus absorbed).

The crew can benefit only indirectly from this benefit, the proctect only extends about an inch from the ship's surfaces. Thus a rain of arrows onto an open deck will still be a danger to the crew. The caster can affect a vessel upto 5 SJ tons per level in size.

A vessel may have only one “ship shield” active at a time.

The material component of this spell is a cut diamond of no less then 1,000 gp value.

Wings’ Ice Knives

(Alteration/necromancy) (Artifice)

  • Level: 7
  • Range: 10yd + 5yd/level
  • Components: special
  • Casting Time: 1hr
  • Duration: 1mo. + 1wk./level
  • Area of Effect: 10’ dia sphere
  • Saving Throw: ½

Description:

By absorbing specially made glass or crystal knives and imbuing them with a bit of the casters life energy, the caster can store these knives within themselves for later use. These knives, of which one can be absorbed for every four caster levels, are thrown with a throwing gesture towards the target (somatic only) at two rates. The slower rate is one ICE KNIFE a round, in which the caster can do another action or cast another spell. The second rate is that the caster can throw one ICE KNIFE every other segment (max 5/rnd.) but can take no other action that round.

When ICE KNIVES hit a target (roll to hit) they shatter, inflicting 1d4 physical damage + one point of cold damage/caster level (save for ½ damage). But the major affect is that those who are caught in the area of effect suffer 1d4 points damage to one random statistic (save vs. spell for only one point of stat loss). This stat loss only affects living creatures and is affected by a maximum of one ICE KNIFE in a given round, no matter how many shatter in their vicinity. (They may be affected by the physical effect of multiple shattering ICE KNIVES.) When the spell is cast a small ritual is preformed wherein the caster absorbs special knives crafted out of glass or crystal (each costing 100gp) and imbues 1hp/knife of life force. These hp are not available while the knives are held within the magic-user, and may be healed normally after the knife/knives are thrown.

Only one set of ICE KNIVES may be held at any one time. The ICE KNIVES may not be dispelled, although an anti-magic field or similar effect causes the ICE KNIVES held to fall out onto the floor from the mages body. (The knives are unharmed but are no longer charged.) The expiration of the spell also causes the knives to fall out of the mage.

Cold using creatures suffer ½ damage from the cold damage and only suffer 1 point of stat. damage.

The stat. damage may never take the stat below 1 and returns at a rate of 1 point a day, or 1d3+1 pts/ day with complete bed rest.

(Back to Top)

Unique Spells by Miracle Max

Miracle Max's Appraising

(AKA: Mikki's Appraising)

(Divination)

  • Level: 1
  • Range: 0
  • Components: V, S, M
  • Duration: 1 turn + 1 round per level
  • Casting Time: 1 round
  • Area of Effect: Object touched
  • Saving Throw: None

The value of gems and art objects can be determined by the means of this spell. Objects must be well cleaned, which typically takes 5 rounds per object. Up to 3 items per level of the caster can be appraised. The chance of success is 50% + 5% per level of the caster. The material component is a bit of powdered silver.

(GNSB - Author: Samuli Mattila)

Miracle Max's Aura of Awe

(AKA: Aura of Awe)

(Conjuration/Summoning)

  • Level: 1
  • Area of Effect: The caster
  • Casting Time: 1
  • Components: V, S, M
  • Duration: 1 round
  • Range: 0
  • Saving Throw: None

This spell alters conditions around the caster, causing him/her to look very ethereal and powerful. The slightest waft of air will catch and billow the caster's cloak, his/her hair will blow about as if she is in a breeze, and her movements and voice will appear almost hypnotic. The dimmest light source silhouettes the character in a ghostly aura, and the overall effect is such that those in the caster's presence will be very impressed with him/her (+3 on reaction rolls). A penalty of 25% is assessed to a caster who seeks to hide in a shadowed area while under the effects of this spell, however. (Source: J. Quinn)

Miracle Max's Masturbation

(AKA: Masturbation)

(Enchantment)

  • Level: 1
  • Range: 10 yards
  • Components: S, M
  • Duration: 1 round per level
  • Casting Time: 1
  • Area of Effect: One creature
  • Saving Throw: Negates

This spell causes the horniness of Arousal with the added irresistible urge to masturbate with any and all external sexual organs. This spell functions like a combination of an arousal cantrip with a command to “masturbate!”. If no appendages are free for this purpose, the subject will rub the sexual organs against any nearby functional object. The material components are two pieces of cloth, rubbed quickly against one another.

(From Great Net Spellbook V6, Author: Mario R. Borelli)

Miracle Max's Smelt

(AKA: Smelt)

(Alteration)

  • Level: 1
  • Range: 0
  • Components: V, S, M
  • Duration: Permanent
  • Casting Time: 2 rounds
  • Area of Effect: Special
  • Saving Throw: None

This spell reduces a quantity of metal ore to the pure metal it represents. No slag is left, as it is consumed to provide energy for the spell.

A wizard may reduce an amount of metal, per level, as shown by the table below:

  • Metal: Ore Amount = Metal Resulting
  • Lead: 80 pounds = 60 pounds
  • Copper: 50 pounds = 30 pounds
  • Bronze: 40 pounds of copper + 10 pounds of tin = 30 pounds
  • Brass: 40 pounds of copper + 10 pounds of zinc = 30 pounds
  • Tin: 50 pounds = 30 pounds
  • Iron: 20 pounds = 10 pounds
  • Steel: 10 pounds of steel + 1 pound of charcoal = 5 pounds
  • Silver: 30 pounds = 20 pounds
  • Gold: 50 pounds = ¼ pound
  • Mithril: 1 pound = 1 ounce
  • Mercury: 1 pound = 1 ounce

By this method, low-level wizards should be able to smelt the daily products of a small mine. DMs should assign values to other metals based on their rarity, value, and usefulness as above.

When the spell is cast, the caster must place a small amount (a coin, drop, or small bar) of refined metal of the appropriate type on top the pile of ore. Then, as he speaks the words and makes motions of pumping a bellows or hammering, a bright light surrounds the ore, blinding all who look at it and fail to save versus paralysation for 1d6 rounds. No heat is produced by this.

When the light fades, a block of the pure metal of the indicated weight is seen resting on the same surface the ore was on. In the case of mercury, the caster must place the ore in a bowl before casting, or the fluid runs off.

(From Great Net Spellbook V6, Author: Keith C. McCormic (Darktooth))

Miracle Max's Sandstorm

AKA: Sand Storm

(Alteration)

  • Level: 3
  • Range: 60 yards
  • Components: V, S, M
  • Duration: 1 turn + 1 round per level
  • Casting Time: 4
  • Area of Effect: 50-foot radius
  • Saving Throw: Special

This spell creates a sand storm from any convenient source of sand, gravel or loose topsoil in the area of effect, which may be used either defensively or offensively. In its defensive capacity, the sandstorm may be used as a cloak for an escape or as a means of blocking pursuit. In an offensive capacity, it may be centred on one or more persons and have effects on them. The degree of the storm created is variable, based on a 1d20 roll on the table below. For every 3 levels of the wizard casting the spell, the wizard may add or subtract a 1 modifier. Unless noted as such, there is no saving throw for effects.

  • D20 Roll: Type of Storm = Effects
  • 01-04: Light = Obscured vision, ¾ movement rate
  • 05-12: Moderate = Obscured vision, ½ movement rate, 1 HP per round damage
  • 13-17: Heavy = Obscured vision, ½ movement rate, 1d4 HP per round damage
  • 18-19: Turbulent = Obscured vision, ¼ movement rate, 1d6 HP per round damage, save versus death magic +2 or choke on dust, etc. for 1d10 damage extra (roll each round until the saving throw is made)
  • 20: Extreme = Obscured vision, _ movement rate, 1d8 HP per round damage, save versus death magic or choke on dust, etc. for 1d10 damage extra (roll each round until the saving throw is made), save versus spell or be blinded (save once)

Note that any man-sized or smaller flying creature is downed by a heavy storm, large creatures are downed by a turbulent storm and gargantuan creatures are downed by an extreme storm.

The material component of the spell is a handful of fine sand which is blown off the hand in the direction in which you wish the sand storm to rise.

(GNSB, Author: Michael Kenyon)

Miracle Max's Alarm

AKA: Pobithakor's Alarm

(Divination)

  • Reversible
  • Level: 4
  • Range: 0
  • Components: V, S, M
  • Duration: 1 day per level
  • Casting Time: 1 round
  • Area of Effect: One person
  • Saving Throw: None

This spell, when cast, will detect and instantly alert the wizard whenever the wizard is the subject of information-gathering spells or divination spells such as ESP or know alignment. The wizard will have a general idea of what is being used (mind reading, truth detection, etc.) upon him.

The reverse of the spell, Pobithakor's soothing, will cause the wizard to have no chance to discover that such spells are being used upon him, i.e., the wizard would not be able to detect someone scrying upon him.

The material components of the spell is an eye from a very keen eyed creature such as a hawk or a dragon. The reverse of the spell requires that the eye be punctured.

(GNSB, Author: Paul D. Walker)

Miracle Max's Blood Scent

AKA: Blood Scent

(Alteration)

  • Level: 4
  • Range: 0
  • Components: V, S, M
  • Duration: 9 rounds
  • Casting Time: 4
  • Area of Effect: Creature touched
  • Saving Throw: None

This spell causes the recipient to give off the strong smell of blood as if they were bleeding profusely. The victim will take no damage from the spell and there are no visible effects, only the scent of blood. The smell attracts carnivorous creatures in the area - usually sharks. The spell has a 10% chance of attracting wandering monsters on the first round after casting, with an additional 10% each round thereafter. This chance increases to a maximum of 90% on the ninth and last round of the spell duration. The type of creatures appearing depends on the area the spell is cast. The DM can do a wandering monsters check to determine what shows up. The creatures that appear will be so strongly attracted to the spell victim that they will ignore all other living things in the area. When the spell duration expires, the scent immediately disappears and the attracted carnivores will no longer be attracted to the individual. However, if they successfully drew blood from the victim, chances are they will continue to attack.

The material component for this spell is a shark's tooth.

Note: this spell was created for use underwater. If the DM allows, the spell can be used in a land-based campaign to attract carnivorous creatures. The spell may not be as effective out of the water - at the DM's discretion.

(GNSB, Author: Steve Bartell)

Miracle Max's Firebolts

AKA: Telurian's Firebolts

(Invocation/Evocation)

  • Level:4
  • Range: 120 feet + 10 feet per level
  • Components: V, S, M
  • Duration: Instantaneous
  • Casting Time: 1 round
  • Area of Effect: Special
  • Saving Throw: ½

This spell, unsurprisingly, creates bolts of fire. That may be a single bolt from the caster to one target, or any number of independently targeted bolts, up to one per level. If fired at one person, damage is 1d6 + 1 per level of the caster. If fired at multiple targets, the damage is 1d6 per bolt (more than one bolt can be fired simultaneously at a target giving an xd6 total damage, but only one saving throw is made and the additional damage comes into play only if there is but a single bolt).

This spell's advantage over fireball is its ability to strike only the desired targets during melee. Its level is higher due to the fact that thousands of wizards have spent centuries refining fireball, making it easier to cast whereas this spell is considered very rare.

Material components are as for fireball whilst somatic are both hands crossed at the wrists in front of the body swept rapidly apart. Intervening solid objects between caster and target take damage instead of the target.

(GNSB, Author: Warlock's Cave)

Miracle Max's Steal Skill

AKA: Steal Skill

(Conjuration)

  • Level: 4
  • Range: 0
  • Components: V, S, M
  • Duration: Special
  • Casting Time: 1 turn
  • Area of Effect: Special
  • Saving Throw: None

This spell lets a wizard steal the class-related skills of a willing humanoid victim and transfer them either to the wizard or to a special container. The victim drops to first level, and regains levels at a rate of 1 per four hours thereafter. The wizard gains half the class-related skills of the victim (if stealing from a fighter, the wizard will gain the ability to wear armour and attack with a THAC0 halfway between the fighter's and the default 20 with any weapon with which the fighter is proficient; if stealing from a thief the wizard will gain thief abilities which are the average of the thief's abilities and the base of 4; in no case will abilities go down because of this). Abilities which are granted by a deity cannot be transferred this way, nor can spellcasting abilities. The transferred abilities fade after one turn per level.

The material component is a symbol of the class to be transferred, specially prepared and costing not less than 10 gp per level of the target. If the wizard wishes, he may imbue the symbol with these skills rather than using them at the time (in which case it will not disappear). The primary purpose of this use is to provide the material component for Spirit Skill.

(GNSB, Author: Unknown)

Miracle Max's Absorb Level Drain

AKA: Absorb Level Drain

(Abjuration)

  • Level: 5
  • Range: 0
  • Components: V, S, M
  • Duration: 3 turns per level or until dispelled
  • Casting Time: 5
  • Area of Effect: Creature touched
  • Saving Throw: Negates

When cast on a subject, this spell absorbs the next level drain attack on the subject and is then used up. Eg., if the spell were cast on a target who was then later hit by two spectres in the same round, the first hit would only do damage and not drain levels but the second hit would drain levels as normal. The material component of this spell is a bit of sponge.

(GNSB, Author: Unknown)

Miracle Max's Forest Fireball

AKA: Symkalr's Forest Fireball

(Invocation/Evocation)

  • Level: 5
  • Area of Effect: 20-foot-radius globe
  • Casting Time: 5
  • Components: V, S, M
  • Duration: Instantaneous
  • Range: 10 yards + 10 yards/level
  • Saving Throw: 1/2
  • (Reversible)

Identical in visual and casting effects to a standard fireball spell (see the Player's Handbook), this spell alters the effects of the saidd spell's magical flames and explosion so they are utterly ineffective against plant and vegetable matter of all kinds. The only distinct difference between the forest fireball spell and its parent spell is the lack of lingering fires; the explosion and blossoming fire of this spell implodes, drawing in and snuffing out its own fires at the end of the round. In other words, the mage points a finger, speaks the range in distance and height, and a streak of flame arcs from the pointing digit to the range at which the spell is to detonate. Once it explodes, the forest fireball deals 1d6 of damage per experience level of the caster to all animal and mineral matter within its area of effect (save vs. spell for half damage). All trees, grass, wood (including wooden weapons, axe handles, wands, and even parchment from wood pulp or leaves) is unaffected by either the explosion or the flames. All vegetable-based beings (treants, dryads, shambling mounds, etc.) are immune to the effects of the forest fireball, as are any items they carry (like the immune items on a PC who makes a successful saving throw vs. a standard fireball). If the spell is memorized and the casting is reversed, the forest-raze fireball harms only plants, plant-based material, vegetable matter, and plant- and vegetable-based beings. All plant material must make item saving throws against magical fire or be consumed. Plant-based creatures suffer damage (of half-damage, if saved) as normal characters.

(AD&D Source Unknown “TSR, Inc. Books”, poss. Myth Drannor, not in WSC)

Miracle Max's Rune of Magic Resistance

AKA: Whisper's Rune of Magic Resistance

(Abjuration)

  • Level: 5
  • Range: 0
  • Components: V, S
  • Duration: 1 day per level
  • Casting Time: 2 turns
  • Area of Effect: One creature
  • Saving Throw: None

When this spell is cast, a garish green glowing rune appears on the target creature. This rune gives the wearer a magic resistance of 5%.

However, a creature's body is only able to withstand the magic of up to one such rune per two Hit Dice or level. Should one cast any more of these runes onto a creature, every additional rune drains 1 point of Constitution, 1 point of Strength and 2d4 hit points per hour (those not rating Strength and Constitution lose 3d4 hit points and have a penalty of -1 to-hit per hour). For more information on runes see Whisper's rune of protection versus weapons.

(GNSB, Author: Robert Johan Enters)

(Back to Top)

Unique Spells by Terra of Mithras

Terra of Mithras' Blacklance

AKA: Blacklance

(Invocation/Evocation)

  • Level: 5
  • Area of Effect: Special
  • Casting Time: 7
  • Components: V, S
  • Duration: Instant
  • Range: 10 yds + 10 yds/lvl
  • Saving Throw: 1/2

This spell creates a spear of pure black energy tapped from the Negative Material Plane. When cast, it visibly streaks from the wizard’s fingertips, inflicting 1d4/lvl. After it hits the first target, the spell leaps to the next closest target, inflicting half the damage done to the first. It continues leaping, halving damage each time, until reduced to 1 point or less. The spell never strikes the caster, nor will it strike a given target more than once.

(Source: Marco Volo Adventure Series by TSR, page #6)

(Back to Top)

Unique Spells by Volkek Oshra

Volkek Oshra's Chromatic Rod

AKA: Chromatic Rod

(Conjuration/Summoning)

  • Level: 1
  • Area of Effect: Special
  • Casting Time: 1
  • Components: V, S, M
  • Duration: 6 rounds
  • Range: 0
  • Saving Throw: None

This spell creates a 2'-long scintillating rod that appears in the caster's hand. The rod can be used to touch an opponent, who must make a successful saving throw versus spell or stand motionless for 1d6 rounds while myriad colors dance before his eyes, completely blocking out all other sight. The target is effectively blind, with a -4 AC penalty and -4 THAC0 penalty.

During the four rounds the rod is in existence, it can affect as many targets as the caster can successfully attack. Note that the wizard might gain extra attacks for employing a Haste spell. Likewise, if the DM uses the Player's Option: Combat and Tactics rules, the mage might gain attacks of opportunity.

Like the Chromatic Orb spell, the Chromatic Rod bypasses metal armor; only magical bonuses and Dexterity adjustments apply to the AC of a target in metal armor. Also, the caster is not considered to be attacking without a weapon, making this spell much more effective than Shocking Grasp or other touch spells. The material component is a small glass rod or prism. A light source must be present for this spell to function; it does not work in total darkness.

Source: Dragon Magazine, Issue #242.77 (Dec 97)

Volkek Oshra's Random Spell

AKA: Random Spell I*

(Invocation/Evocation, Wild Magic)

  • Level: 1
  • Range: 0
  • Components: V
  • Duration: Instantaneous
  • Casting Time: 1
  • Area of Effect: One spell
  • Saving Throw: None

This risky spell draws upon the chaos of magic to form magical energy into a spell of more power than the wild mage could otherwise be casting. Random spell, when casts, creates an effect equal to a randomly selected spell of second or third level. The wizard does not know what spell will be duplicated: that is determined the instant the spell is cast. The casting time of the second spell is one round, and it must be cast in the round following the casting of random spell.

In that instant, the wizard learns the basics of how the spell is to be targeted. The wizard might know to select a single target, a centre point for an area effect spell, an object, a direction (for a cone or similar spell), or whatever. If there is no suitable target within range, random spell fails. If appropriate, the duration is also determined this way. The wizard learns nothing else, including whether or not the spell is harmful or helpful.

Random spell should be rolled off of a fairly large list of spells that includes both common and unusual spells. The lists in the back of the Forgotten Realms book would work quite well, but any other list will do. DMs should not include spells with a normal casting time of one turn or more in this list.

(From Great Net Spellbook V6, Author: Peter Gourlay)

Volkek Oshra's Elemental Lightning Barrage

AKA: Dacul's Elemental Lightning Barrage

(Invocation/Evocation)

  • Level: 3
  • Area of Effect: Special
  • Casting Time: 4
  • Components: V, S, M
  • Duration: Special
  • Knockdown:
  • Range: 10 yards + 5 yards/lvl
  • Saving Throw: 1/2

A form of the spell Melf's Minute Meteors that uses lightning instead of fire. When cast, the mage draws his hands wide apart, and lightning start to arc from his open hands as he speaks words of power arcane (this is during casting and makes the casting of this spell completely obvious to all who can see him). He then swings his half-opened cat claw-like hands toward the sky and the lightning arcs between his outstretched hands for a second before striking out in a barrage of lighting bolts that strike the target(s) as desired with a successful THAC0 roll, as modified below. Note that this spell requires both hands to properly enact the somatic components. This is true for the single bolts also.

The spell creates 1 bolt of lightning that causes 1D4 points of lightning damage per level of the caster (no chance of rebounding). There is no limit to the number of bolts that can be generated, but they have other limitations. Each bolt requires a To Hit roll at +1 to Hit -vs- ALL but those clad in metal armor and/or wielding large metal weapons (such as those in chain mail or those wielding two-handed swords or large battle axes). Against them, treat their AC as AC10 with only Dex and Magic improving their AC. He gains a +3 To Hit them.

Each bolt has a 25% +3%/caster level chance of catching combustibles on fire when they strike. Increase this percentage chance by +12% per additional bolt that strikes the same target in the same round (if a total of four bolts cast by a 10th level mage strike a possibly flammable target, then it must roll against a (25% +12% +12% +12% +30%[10×3=30%] =) 91% chance of catching fire in addition to the lightning damage done by the bolts).

This spell can function in two forms:

1) This version of the spell sends out 5 bolts each and every round at the same or different targets, until the mage runs out or gives up the rest of his bolt willingly and ends the spell. A To Hit roll is required for each as described above. Also note that all the bolts lash out at the same time as described in the Multiple Attacks section on page 95 of the PHB.

2) This version allows the caster to fire one bolt per round until his supply is exhausted. This also lets him perform other actions in that same round, such as casting spells (so long as they do not require concentration), combat (with no penalties), etc. The bolt simply functions as a free extra attack. Note that the mage must keep an exact mental count of the number of remaining bolts he has or he looses the rest. Spells which require concentration force him to forgo the rest of his bolts. A successful Dispel Magic will negate any remaining bolts that have yet to be launched.

Source Unknown

Volkek Oshra's Ball Lightning

AKA: Ball Lightning

(Conjuration/Summoning)

  • Level: 4
  • Area of Effect: 1 or more balls or lightning
  • Casting Time: 1 round
  • Components: V, S
  • Duration: 1 round/level
  • Range: 180'
  • Saving Throw: 1/2

This spell creates one ball of lightning for every 5 levels of the caster. Each ball can be sent to a different target. A ball of lightning flies through the air to strike its target. Once there, it moves rapidly (120'/round) along surfaces in random direction: up masts, along the deck, down stairwells, etc. A ball of lightning inflicts one point of damage per level of the caster each time it touches a living creature. There is a 10% chance that each ball will come to rest at a certain spot, such as the top of a mast or at the end of a yardarm. If so the lightning starts a small fire on a roll of 5 or 6.

(Source: AD&D Planescape “Campaign Setting”)

Volkek Oshra's Absorbing Cloak

AKA: Darkray's Absorbing Cloak

(Invocation/Evocation)

  • Level: 4
  • Range: 0
  • Components: V, S, M
  • Duration: Special
  • Casting Time: 1 round
  • Area of Effect: The caster
  • Saving Throw: None

When a wizard casts this spell, he is surrounded by an invisible aura, like a cloak, that absorbs and stores magical energy in the form of spell levels. Once cast, the cloak lasts until it absorbs its maximum (see below). One such cloak can absorb up to half the caster's level (round down) in wizard spell levels. The spells absorbed must be cast directly at the caster. Area effect spells (like fireball and cloudkill) cannot be absorbed. If a spell cannot be totally absorbed, the cloak has no effect on it.

When the cloak absorbs its maximum, it remains active for another round. During this time, the wizard can enhance the effects of a single other spell using the previously stored energy: he can cast one spell as if he was one level higher than he actually is, per two full spell levels absorbed. If the wizard chooses not to use the stored energy, it is released the following round as a harmless warm light around him.

Example: an 8th-level wizard casts absorbing cloak; he can absorb up to 4 spell levels. Some time later, he is hit with a magic missile (+1) and a lightning bolt (+3), all absorbed. At the same round, another magic missile hits, but as the cloak is full, damage is normal. In the following round, the wizard decides to use the stored energy to enhance his own lightning bolt. The bolt will inflict 10d6 points of damage instead of 8d6 HP, with appropriate adjustments to range and area of effect.

The use of true seeing or similar magic will reveal the presence of the protective aura, in the form of a shadow cloak worn by the caster.

The material component of the spell is a silver or gold piece, consumed in the casting. The spell is not cumulative with itself.

(Source GNSB, Author: Dimitris Xanthakis)

Volkek Oshra's Skip Spell

AKA: Skip Spell

(Alteration)

Level: 4 Range: Special Components: V, S Duration: Special Casting Time: 1 round Area of Effect: Special Saving Throw: None

With this spell the caster is able to project magical energy into the future, effectively delaying the onset of one spell. The spell to be skipped must be cast immediately after the casting of this spell; if there is any delay or interruption, skip spell will fail. Once the magical energy for the second spell has been conjured, it is projected into the future a maximum number of rounds equal to two times the factorial of the caster's level. A 7th-level wizard, for example, can skip a spell (7+6+5+4+3+2+1)x2=54 rounds into the future. The caster must determine at the time of casting when exactly he wants the spell to be released, although he does have the option of bringing the spell into effect sooner, if he desires. This is a bit tricky, and there is a base 100% chance that the spell will actually be released 1d4+1 rounds later than desired. This percentage is modified by -5% for every caster level, down to a minimum of 25%. If the spell to be skipped is aimed at a specific target, and that target moves out of the spell's range, it will fail.

(Source: GNSB, Author: Joshua Rosenfeld)

Volkek Oshra's Enemies

AKA: Enemies

(Enchantment/Charm)

  • Level: 6
  • Range: 60 yards
  • Components: V, S, M
  • Duration: 4 rounds + 1 round per level
  • Casting Time: 3
  • Area of Effect: One creature
  • Saving Throw: Special

This spell allows the wizard to bestow a Charisma of -1 on any creature unless the saving throw versus spell is made. Creatures with high Charisma get to add 1 to their saving throw per point of Charisma above 14. Creatures with low Charisma subtract 1 from their saving throw per point of Charisma below 8. Any normal creature seeing a being with negative Charisma will attack it immediately trying to kill it in any way possible. The spell has no effect on gods and demigods.

Creatures above 5 HD or fifth level get a saving throw as to whether they attack the spell's recipient. The negative Charisma effect can be negated by making the recipient invisible to normal view (invisibility, darkness, etc.). The spell can also be negated by a successful dispel magic. The material components of this spell are a hemlock bud and a small piece of onyx.

(GNSB, Author: Douglas Webb)

Volkek Oshra's Fire Hurricane

AKA: Fire Hurricane

(Invocation/Evocation)

  • Level: 7
  • Range: 0
  • Components: V, S, M
  • Duration: 2 rounds/level
  • Casting Time: 7
  • Area of Effect: 30' radius
  • Saving Throw: Special

This spell causes a hurricane of fire to come around the caster. Any 1 or 2 HD monsters in area of effect are slain. Others are pulled into the hurricane and must save or get knocked out by flying objects. Creatures in the hurricane take 3d6 points of fire damage every round and can save vs. breath to get out. The storm will burn any burnable material and anything who comes in 10 feet will start to get pulled (save vs. spell). The storm is 2 feet/level high and caster is in the eye of the storm. Caster can must at half movement or cast other spells without losing spell. Up to one man-sized/level can be held in hurricane or one large creature/ 2 levels.

(Great Elemental Net Book, Author: wrathgon)

Unique Spells by Perreth Sunbreeze

Perreth Sunbreeze's Ashen Buckler

AKA: Ashen Buckler

(Conjuration/Summoning)

  • Level: 1
  • Area of Effect: Caster
  • Casting Time: 1
  • Components: V, S, M
  • Duration: Special
  • Range: 0
  • Saving Throw: None

The caster of this spell creates a small buckler, made of ash, which floats in front of him. The buckler moves with amazing speeds to parry all incoming attacks against the caster and absorbs the damage they were supposed to cause. It can absorb up to 2 points of damage per level of the caster, to a maximum of 30 points of damage. Only 1 such spell can be active at any given time, and it cannot be in effect while the caster as any spell upon him that prevents attacks from hitting him completely, be it Stone skin or even Protection from normal missiles. But it will work along with spells that reduce the caster's AC or other spells that increase his “ghost” number of HP like this spell.

Material component is a miniature brass buckler (worth 5sp) that is smeared with ash. The component is consumed in the casting.

(Source: ENB)

(Back to Top)

Unique Spells by Malinde

Malinde's Chromatic Crown

AKA: Chromatic Crown

(Abjuration / Alteration)

  • Level: 1
  • Area of Effect: One creature
  • Casting Time: 1
  • Components: V, S, M
  • Duration: 1 round/level
  • Range: Touch
  • Saving Throw: None

The popular first-level spell Chromatic Orb has given rise to many variations, some more common than others. Chromatic Crown creates a sparkling headpiece adorned with gems of every color, which appears on the head of the targeted creature.

Depending on the caster's level and desire, one gem predominates over the others. the crown offers a bonus of +4 against one class of attacks, depending on the primary color of the crown selected at the moment of casting. See Table 1 for a summary of the Chromatic Crown effects by caster level and predominant gem color.

Table 1: Chromatic Crown Effects

Caster Level - Predominant Color - Protects versus

  • 1 White (clear) - Cold
  • 2 Red - Fire/Heat
  • 3 Orange - Acid
  • 4 Yellow - Petrification/Paralyzation
  • 5 Green - Rod/Staff/Wand
  • 6 Turquoise - Poison/Petrification/Polymorph
  • 8 Blue - Breath Weapons
  • 10 Violet - Spells
  • 12 Prismatic - All saves

As with the Chromatic Orb spell, a caster can choose a lesser-level effect if he so desires. The Chromatic Crown does not function if any headgear other than non-magical wool or cloth is worn.

The required material component is a small golden crown. The crown need not have great detail and costs only 25 gp to make.

(Source: Dragon Magazine, Issue #242.77 (Dec 97))

Malinde's Chastity

AKA: Chastity

(Abjuration)

  • Level: 2
  • Reversible
  • Range: 0
  • Components: S, M
  • Duration: 1 turn per level
  • Casting Time: 2
  • Area of Effect: Creature touched
  • Saving Throw: Negates

This spell compels the affected creature to abstain completely from any and all forms of sexual activity, including looking appreciatively but with sexual undertones, going to whatever lengths necessary to avoid anything which might lead to lust. The reverse, promiscuity, compels the subjects to attempt to engage in their most preferred sexual activities as much and as quickly as possible. The material component of this spell is a small silver key.

(From Great Net Spellbook V6, Author: Mario R. Borelli)

Malinde's Furball

AKA: Furball

(Alteration, Evocation)

  • Level: 2
  • Range: 10 yards + 10 yards per level
  • Components: V, S, M
  • Duration: 1 round per level
  • Casting Time: 3
  • Area of Effect: 20-foot radius
  • Saving Throw: Negates

Supposedly designed by a wizard by the name of Rakmos Shearlight for his friend's wool business, this spell causes fur or hair to grow on a living creature at a rate of 1 inch per round. It even affects creatures that do not normally have fur or hair (eg., one could create fur on an alligator). A saving throw is allowed and those that successfully save will not be affected by the fur or hair growth. Otherwise, the fur or hair will continue for the duration of the spell. The fur or hair will remain, even after the spell's duration expires, and it is not magical.

A dispel magic will only halt the fur or hair growth. Partial areas of large creatures have been known to be affected by this spell (the face of the red dragon Scorch, for example).

In itself, this spell is relatively harmless. The effects on the other hand can be quite interesting. Tight armour has been known to break and fall off, the fur or hair could catch fire (since hair is highly flammable), the fur can serve as extra insulation in cold climate, instant fur is provided for the lightning bolt spell, etc.

The material component for this spell is a bit of fur.

(GNSBv6, Author: Brendan Knox)

Malinde's Aura of Panic

AKA: Aura of Panic

(Illusion/Phantasm)

Level: 7 Area of Effect: 20 ft rad Casting Time: 7 Components: V, S Duration: 1 rd / lvl Range: 0 Saving Throw: Special

This spell creates a 20-foot radius of fear around the caster. Any creature who enters this area must save versus spell or flee in blind terror for 2d4 rounds. Creatures affected have a 75% - 5% per level (minimum 25%) chance that they will drop whatever they are carrying. Any creature prevented from fleeing will fight as a berserker whomever is restraining them. A new saving throw is required each round spent in the aura.

Source: GNSB

(Back to Top)

Unique Spells by Gerdie

Gerdie's Cast-iron Stomach

AKA: Cast-iron Stomach

(Invocation/Evocation)

  • Level: 1
  • Area of Effect: One target creature/level
  • Casting Time: 1
  • Components: V, S, M
  • Duration: 1 hour/level
  • Range: Touch
  • Saving Throw: None

This spell allows the recipient to eat basically any food without fear of upset stomach or other violent gastric protest. This spell was developed by mages who were attempting to establish trade contracts among the many small islands of the Archipelagos. The spell provides no protection against the effects of alcohol or toxins. It simply prevents unfortunate involuntary reactions to unusual or spicy food.

Source: Dragon Magazine, Issue #235.53 (Nov 96)

Gerdie's Speak With Dead

AKA: Speak with Dead

(Necromancy)

  • Level: 3
  • Range: 1 foot
  • Components: V, S, M
  • Duration: Special
  • Casting Time: 1 turn
  • Area of Effect: One creature
  • Saving Throw: Special

This spell is similar in operation to the 3rd-level priest spell. The wizard must have the majority of the remains of the body, including the head or skull. The dead are as evasive as possible when questioned. Though the dead cannot tell outright lies, they will tell half-truths or be very cryptic. The dead will have great though not total knowledge of the wizard and his goals (the DM should assume that whatever he knows, the dead person also knows). This spell is more powerful than the priest spell, but the dead tend to be as unhelpful as possible. Even dead people who agree with the necromancer will dislike being summoned. This spell cannot be cast more than once per month on any single creature, and any creature summoned more than once in any given year by the same necromancer receives a +3 to its saving throw.

Wizard's Level : Maximum Length of Time Dead - Time Questioned - Number of Questions

  • up to 6 : 1 month - 3 rounds - 3
  • 7-8 : 1 year - 5 rounds - 5
  • 9-12 : 10 years - 1 turn - 7
  • 13-15 : 100 years - 1 turn - 9
  • 16-20 : 1000 years - 2 turns - 11
  • 21+ : any - 2 turns - 13

A necromancer specialist always casts this spell as if he were one level higher. Players should be forewarned of possible side effects of casting this spell (loosing spirits, attracting the attention of lower planar powers, etc.) that occur at the discretion of the DM.

(GNSB, Author: Peter Gourlay)

Gerdie's Teeth and Claws

AKA: Teeth and Claws

(Illusion/Phantasm, Necromancy)

  • Level: 3
  • Range: 60 yards
  • Components: V, S, M
  • Duration: Special
  • Casting Time: 3
  • Area of Effect: One creature
  • Saving Throw: Special

After casting teeth and claws, the caster merely has to advance towards his intended target, baring his teeth and hands predatorily before tossing a tooth or claw at the target. If the creature fails its saving throw versus spell, it sees the advancing spellcaster as something or someone inimitable and flees.

What follows is not entirely in its mind. The sound of claws scrabbling over the ground and teeth snapping are audible to all within hearing range. Outside of the target's mind, teeth and claws has no physical body aside from four sets of claws and a mouth full of teeth. Teeth and claws is 90% invisible in shadows and darkness. It is fuelled by the target's imagination and fears, and continues pursuit until the target successfully disbelieves in it. Therefore, doors and other barriers would only delay pursuit. Teeth and claws will pace and claw at the barriers. Should these barriers be removed and the victim continues to believe in it, teeth and claws resumes pursuit.

If it catches up with the target, it will attack as a 1 HD creature (4 claws at 1d2, teeth at 1d4). Teeth and claws can only be attacked with +1 weapons or better. The spell expires when the target successfully disbelieves it or if it takes 8 points of damage. The creature has AC 4.

The material component is the a tooth or claw from some predatory creature - prepare yourself - and turns to dust in either case. It does not affect the phantasm's appearance because it has none outside of teeth and claws.

(Source: GNSB, Author: lrw5)

Gerdie's Dweomervessel

AKA: Dweomervessel

(Alteration, Enchantment/Charm)

  • Level: 5
  • Range: Special
  • Components: V, S, M
  • Duration: 1 hour per level
  • Casting Time: 1 turn
  • Area of Effect: Special
  • Saving Throw: None

This spell must be cast on a container of some sort, no larger than a wine cask, which has a lid or some other means of being closed up. It takes one turn to cast the spell, preparing the container to receive another spell, of any level below seventh, which must be cast in the following round. If a second spell is not cast immediately, the magic of dweomervessel will dissipate. Once the second spell has been cast, the container must be closed immediately, or the second spell will be activated. If the vessel is closed properly, it will effectively trap the magic for a period of time equal to 1 hour per level of the caster.

While the vessel is closed, there is a 5% chance per hour (not cumulative) that the magic contained therein will burst the lid or seal of the container and be activated; otherwise, the magic will remain trapped for the duration of the spell or until somebody opens the container. There is a 3% chance per spell level that the magic will not work properly, usually fizzling or causing some minor effect. Spells requiring contact with the spell recipient will only work properly if someone is holding the container when the spell is activated. Area-of-effect spells will be centred on the vessel. Only one dweomervessel spell may be cast on a single container at any one time.

If two or more such vessels are within 10 feet of each other for an extended amount of time, the magics of the containers will start to clash, and the chance that it will be spontaneously released is increased to 5% per turn. The material components of this spell are a pint of wine, a bar of soap, a powdered emerald of at least 50 gp value, and the container itself.

(Source: GNSB, Author: Joshua Rosenfeld)

Gerdie's Planar Weapon

AKA: Darklight's Planar Weapon

(Conjuration, Wild Magic)

  • Level: 6
  • Range: 0
  • Components: V, S, M
  • Duration: 4d10 rounds
  • Casting Time: 1 round
  • Area of Effect: Special
  • Saving Throw: None

This spell is similar to Darklight's minor planar weapon, but it conjures a medium-sized weapon no larger than a staff or longsword, of a type the caster is proficient in. It acts as a weapon, +3 in all respects, save that it does 3d6 extra damage of special planar type.

The plane whose energies are drawn upon is determined below:

  • · 01-50. Elemental plane. Roll 1d4 to determine which:
    • 1. Air. The weapon can release a gust of wind upon command, one per three rounds, and can thus keep vaporous creatures at bay. It allows one to attack aerial creatures normally. It does double damage to earth or rock based creatures.
    • 2. Earth. The weapon petrifies a creature on a natural 20. It can cleave through rock and soil with ease. It does double damage to gaseous or aerial creatures, and can attack earth-based or rock-like creatures normally.
    • 3. Fire. The weapon can emit a burst of flame into any adjacent 1-yard space upon command (this does burning hands damage as if cast at ninth level of experience), and can melt ice at the rate of 1 cubic yard per round. It allows one to attack flame-based creatures normally, but does double damage to liquid creatures, water-based, or cold-using creatures.
    • 4. Water. The weapon, if two successive hits are made on a single creature, can attempt to “drown” the creature (assuming it is air-breathing) by filling its lungs with water. Thereafter, it must make a successful Constitution check at -4 upon every hit or take an additional 2d8 drowning damage. It can soak any adjacent 1-yard square with water, extinguishing normal fires, upon command. It also allows one to attack liquid creatures normally. It does double damage to fire-based creatures.
  • · 51-60. Para-elemental plane. Roll 1d4 to determine which:
    • 1. Ice. The weapon causes a creature to freeze stiff for 4d8 rounds, taking 3d8 extra damage if it hits on a natural 20. It can freeze up to 10 cubic feet of liquid per round of touch. It allows one to attack creatures of ice normally, but does double damage to earth-based and air-based creatures.
    • 2. Magma. The weapon causes items touched to melt or become incinerated when it touches them, with only magical items obtaining a saving throw. On a natural 20, it does triple damage to normal creatures (quadruple to vulnerable creatures). It allows one to attack lava creatures normally, but does double damage to water-based or air-based creatures.
    • 3. Ooze. The weapon coats a creature with mud and slime, and causes its lungs to fill up with ooze (they must then make Constitution checks for 6 rounds or take 1d6 drowning damage per round). It allows one to attack slime or ooze creatures normally, but does double damage to fire-based and air-based creatures.
    • 4. Smoke. The weapon causes 3d6 extra suffocation damage on a natural 20. It can fill three 1-yard squares per round with smoke, which functions as normal smoke (the wielder is immune to negative effects of generated smoke). It allows one to attack mist or smoke-based creatures normally, and does double damage to water or earth-based creatures.
  • · 61-70. Positive quasi-elemental plane. Roll 1d4 to determine which:
    • 1. Lightning. The weapon knocks a creature back up to 10 yards on a natural 20, with a clap of thunder and 3d8 extra electrical damage. It allows one to attack electrical beings normally, and can do double damage to metallic, earth-based, or water-based creatures. Also, it is +4 to-hit against opponents with metal armour (because it is transmitted through such protections).
    • 2. Minerals. The weapon on a natural 20 has a 50 percent chance of severing (as a sword of sharpness), otherwise the creature is petrified. It allows one to attack crystalline or mineral creatures normally, but does double damage to air-based or particulate (dust or sand) creatures.
    • 3. Radiance. The weapon turns an undead or shadow-creature, and on a natural 20, blinds a normal creature for 4d8 rounds. It emits light out to a 90-foot radius. It allows one to attack creatures of light or radiance normally, and does double damage to shadow-based creatures or undead.
    • 4. Steam. The weapon causes a normal creature to pass out from heat exhaustion, taking 2d8 extra damage, on a natural 20. It emits three 1-yard squares per round full of vapour (which does not hinder the wielder at all). It allows one to attack mist or vaporous creatures normally, and does double damage to flame (not purely heat-based) creatures or to cold (not purely water-based) creatures.
  • · 71-80. Negative quasi-elemental plane. Roll 1d4 to determine which:
    • 1. Ash. The weapon causes 4d6 extra cold damage on a natural 20. It lowers the temperature in a 40-foot radius by 25 degrees F every round (except the caster's body temperature). It allows one to attack ash-based creatures normally, and does double damage to flame or heat-based creatures.
    • 2. Dust The weapon causes 4d6 extra deterioration damage on a natural 20. If held in contact with solid material, breaks down 2 cubic feet of such per round, leaving behind only fine dust. It allows one to attack particulate (sand or dust) creatures normally, and does double damage to crystalline, rock, or earth-based creatures.
    • 3. Salt. The weapon causes 4d6 extra dehydration damage on a natural 20. If held in contact with organic materials, desiccates them completely in 1 round. It allows one to attack salt elementals normally, and does double damage to water-based or liquid creatures.
    • 4. Vacuum. The weapon causes 4d6 decompression damage on a natural 20. It sucks 4 1-yard squares per round full of air into oblivion (the caster has no problems breathing), creating high winds and having worse effects in enclosed spaces. It allows one to attack creatures of vacuum normally, and does double damage to air-based creatures.
  • · 81-90. Border plane. Roll 1d2 to determine which:
    • 1. Astral. The weapon is invisible, but ignores all physical barriers to attack. It can cut a creature's silver cord on a natural 20 (assuming they are projected). It does double damage to creatures from the astral plane. A normal creature isn't able to heal from its wounds unless magically healed (as the damage is to the being's aura).
    • 2. Ethereal. The weapon is faintly visible as a ghostlike dagger, but ignores all physical barriers to attack. It attacks ethereal, spirit, or in-phase creatures for double damage. A normal creature isn't able to heal from its wounds unless magically healed (as the damage is to the being's spirit).
  • · 91-95. Material plane. Roll 1d2 to determine which:
    • 1. Negative material plane. The weapon drains two levels or Hit Dice of life energy on a natural 20. The weapon has no effect on undead creatures, but does double damage to creatures with a link to the positive material plane.
    • 2. Positive material plane. The weapon causes its special damage as healing to any living being, but if the being is already at full hit points, this applies as “damage”. This “damage” is actual, but does not count as pulling a creature below full hit points in terms of this spell. On a natural 19 or 20, it acts as a mace of disruption versus undead. Undead take double damage in any case from this weapon.
  • · 96-98. Outer plane. Roll 1d20 to determine which:
    • 1. Seven Heavens. This weapon is gleaming white, and radiates golden light. It repels evil creatures as a fear spell, 10-yard radius. It does double damage to chaotic evil creatures, and cannot strike lawful good creatures. It can spray holy water upon command in a cone 10-foot base by 50 feet long with a 30-foot maximum spread.
    • 2. Twin Paradises. This weapon is of entwined silver and white marble. It can cure serious wounds three times per summoning upon lawful good and neutral good creatures, and cannot strike such. It does double damage to chaotic evil and neutral evil creatures.
    • 3. Elysium. This weapon is of pure, glowing silver. It can turn undead and evil lycanthropes as a 12th-level priest. It does double damage to neutral evil creatures, and can disrupt undead creatures on a successful hit, although it cannot strike neutral good creatures.
    • 4. Beastlands (Happy Hunting Grounds). This weapon is made of stout oaken wood. It radiates a 6-yard radius field of animal friendship aimed towards the caster. It cannot strike neutral good and chaotic good creatures, but does double damage to lawful evil and neutral evil creatures. It can cure serious wounds to any normal plant or animal it touches, once per round.
    • 5. Olympus. This weapon is made of fine, polished steel. It cannot strike chaotic good creatures, but does double damage to lawful evil creatures. It can create food and wine upon command, as the priest spell (cast at twelfth level). It also does damage as if swung by one with 21 Strength.
    • 6. Gladsheim. This weapon crackles with lightning and fire, and is made of fine steel. It cannot strike chaotic good and chaotic neutral creatures, but does double damage to lawful neutral and lawful evil creatures. It gives a +4 to-hit and -4 on AC to any chaotic good and chaotic neutral warrior within 4 yards.
    • 7. Limbo. This weapon randomly shifts colour, composition, and radiance every round. It can strike any creature who can be hit by +4 weapons. Any spell effect directed at the wielder changes into a wild surge. It randomly polymorphs any substance or object it touches twice per round, and on a natural 19 or 20 polymorphs a creature randomly. It does double damage to lawful neutral creatures.
    • 8. Limbo.
    • 9. Limbo.
    • 10. Pandemonium. This weapon is made of howling wind and darkness. On a natural 19 or 20, it blinds and confuses (as the spells) its target. It cannot strike chaotic neutral and chaotic evil creatures, but does double damage to lawful neutral and lawful good creatures.
    • 11. The Abyss. This weapon drips acid and venom, and is seemingly composed of demon-parts. On a natural 19 or 20, it causes the target to save versus poison or take 3d20 poisonous acid damage, regardless of magical or natural resistance to poison or acid. It cannot strike chaotic evil creatures, but does double damage to lawful good creatures.
    • 12. Tartarus. This weapon is composed of stagnant black liquid. On a natural 19 or 20, it causes complete amnesia which can only be removed by a heal. It cannot strike neutral evil and chaotic evil creatures, but does double damage to lawful good and neutral good creatures.
    • 13. Hades. This weapon is composed of bone and blood. On a natural 19 or 20, the victim must save versus death magic or be transformed into an undead creature. It cannot strike neutral evil creatures, but does double damage to neutral good creatures.
    • 14. Gehenna. This weapon is composed of mingled brimstone and shadow. It cannot strike neutral evil and lawful evil creatures, but does double damage to neutral good and chaotic good creatures. On a natural 19 or 20, it inflicts a rotting disease upon its victim (as per a mummy's touch).
    • 15. Nine Hells. This weapon is composed of fire and brimstone. On a natural 19 or 20, the creature struck takes 3d20 flame damage, regardless of magical or natural resistance to fire. It cannot strike lawful evil creatures, but does double damage to chaotic good creatures.
    • 16. Acheron. This weapon is made of cold iron which glows with a red radiance. On a natural 19 or 20, it paralyses its victim. It cannot strike lawful neutral and lawful evil creatures, but does double damage to chaotic good and chaotic neutral creatures.
    • 17. Nirvana. This weapon is perfectly symmetrical along at least two axes, and appears to be made of grey crystal. On a natural 19 or 20, its victim is held for 3d6 rounds. It cannot strike lawful neutral creatures, but does double damage to chaotic neutral creatures.
    • 18. Arcadia. This weapon appears to be made of wood which has been turned into precious metal. When it touches any poison or acid, the latter is instantly nullified. It cannot strike lawful good and lawful neutral creatures, but does double damage to chaotic neutral and chaotic evil creatures. It can cure poison twice per round when it is touched to any creature.
    • 19. Concordant Opposition. This weapon is of pure white crystal, fine steel, and polished obsidian intertwined. It cannot strike druids or other creatures who protect the balance. It does double damage to lawful good, chaotic good, chaotic evil and lawful evil creatures. Its attack ignores the defences of a creature whose powers are based on strong alignment, such as demons, paladins, and slaadi.
    • 20. Concordant Opposition.
  • · 99-00. Unusual, demi-planar. Roll 1d4 to determine which:
    • 1. Demi-plane of electromagnetism. The weapon is +5 to-hit against opponents clad in metallic armour. It can repel or attract metal objects with 17 Strength within a 5-yard radius at command. On a natural 20, it knocks back an opponent up to 8 yards for 3d6 extra impact damage. It does double damage to creatures of a ferrous composition.
    • 2. Demi-plane of shadow. The weapon is actually only quasi-real, but appears to be made of solid blackness. A creature struck must disbelieve or take double actual damage. It does double damage against creatures of light or any illusory “beings”. On a natural 19 or 20, blinds a creature for 3d6 turns.
    • 3. Demi-plane of time. The weapon appears to be simply a wavering violet outline. It ages a creature 2 years for each point of damage accrued (random direction, 50% chance each hit of ageing older or younger). On a natural 20, throws an opponent 1d4x1d100 turns into the future (or the past - at the DM's option).
    • 4. DM's option. This can be as strange as you like. It can be a weapon composed of the mists of Ravenloft, of the phlogiston, or of some far-distant and really bizarre plane of the DM's own devising.

The material component is as with lesser planar weapon.

(Source: GNSB, Author: Keith Taylor)

(Back to Top)

Unique Spells by Gertrude

Gertrude's High Energy Lightning Bolt

AKA: High-Energy Lightning Bolt

(Invocation/Evocation)

  • Level: 5
  • Range: 40 yards + 10 yards per level
  • Components: V, S, M
  • Duration: Instantaneous
  • Casting Time: 5
  • Area of Effect: Special
  • Saving Throw: 1/2

This spell is like lightning bolt, but it does 1d8 damage per level, with a maximum of 20d8.

(Source: GNSB, Author: Unknown)

Unique Spells by Banti Vallenwood

Banti Vallenwood's Magnetize

AKA: Magnetize

  • Level: 1
  • (Alteration)
  • Area of Effect: 1 pound/level
  • Casting Time: 1
  • Components: V, S
  • Duration: 1 round/level
  • Range: Touch
  • Saving Throw: 1/2

The spell causes 1 pound of metal per level of the caster to become magnetized (the entire item must be affected for this spell to take place). The item attracts other metals in a 5' radius per caster's level. If the item affected is light and there is an heavier metal item in the radius of effect then the item will move fast in that item's direction.

This spell can be used to hit heavily armored opponents with thrown weapons if there's no other metal item in the vicinity. Another use for this spell may be to cast it on a fighter's shield and helmet while he stands beneath a wall of iron and seeing him stuck there until the spell ends at which time he will suffer fall damage.

Items held or carried by unwilling subjects get a save vs. spells with their wielders' saves.

(Source: ENB)

(Back to Top)

Unique Spells by Brendian Erendyl

Brendian Erendyl's Dive

AKA: Dive

(Alteration, Evocation)

  • Level: 2
  • Reversible
  • Range: 10 yards
  • Components: V, S, M
  • Duration: 1 round per level
  • Casting Time: 1
  • Area of Effect: One person
  • Saving Throw: Negates

This spell forces the recipient to sink to the bottom of a body of water at the rate of 20 yards per round unless they make a saving throw versus spell. No amount of swimming or struggling will stop the victims descent.

However, a rope or other secured object that can hold the weight of the victim will stop the sinking.

The spell recipient will sink for a number of rounds equal to the caster's spell level. If they touchdown at the bottom of the water before the spell duration expires, they will simply be unable to leave the ground until the spell wears off. When this spell is cast in the elemental plane of water, the victim will sink in whatever direction their feet were facing at the time of casting. This spell will also affect those that are swimming on the surface of a body of water.

The reverse of this spell, surface, will force the recipient to float to the surface of the water for the duration of the spell.

The material component of this spell is a small ball of lead.

(Source: GNSBv6, Author: Steve Bartell)

Brendian Erendyl's Fireball From the Plates

AKA:Fireball from the Plates

(Evocation)

  • Level: 3
  • Range: 10 yards + 10 yards per level
  • Components: V, S, M
  • Duration: Instantaneous
  • Casting Time: 3
  • Area of Effect: 20-foot radius
  • Saving Throw: ½

This is essentially the same fireball as in the Player's Handbook, but with a slight change in the material component. Since bats are almost unknown in the Arctic, this spell was developed using whale oil. Note that like the paper in fire aura (q.v.), the whale oil is a replacement worked into the spell, not an optional substitution. A wizard learning fireball from the plates would need a supply of whale oil, although perhaps another organically produced oil could substitute. In the tropics, dolphin oil should work fairly well, say -10% to -20% on range and -1d6 damage. At that point, the wizard simply needs to convince the local sailors (preferably Greek) to go kill a few dolphins and bring back their carcasses. Spell research into even other components is of course also an option.

(Source: GNSB, Author: Perry Horner)

Brendian Erendyl's Sinkhole

AKA: Sinkhole

(Alteration)

  • Level: 4
  • Range: 30 feet
  • Components: V, S, M
  • Duration: 6 rounds
  • Casting Time: 4
  • Area of Effect: Up to 4 creatures in a 10-foot radius
  • Saving Throw: Negates

Upon the casting of this spell, a section of ground that the wizard targets becomes a sinkhole, 10 feet in radius. Up to four creatures (caster's choice of number affected) must be in range, and they are counted out from the centring point of the of the spell (thus, PCs or friendly NPCs may be caught in the area of effect if they are closer to the centre than a hostile creature is). Those in the area of effect must make a saving throw versus spell to negate the spell straight off. The saving throw is modified by the number affected.

  • Creatures Affected Modifier
    • 1:-2
    • 2:-1
    • 3: 0
    • 4:+1

Should the creatures affected make their saving throw, then they are assumed to have thrown themselves out of the area as the sinkhole started. This saves them from the spell, but also causes them to automatically lose initiative for the next round, being last in the round. If they fail their saving throw, the spell takes effect and the next round begins the duration of the spell. Note that the modifiers above apply to all saving throws listed below as well.

First round: if they have failed their initial saving throw (see above) they are effectively held (as per hold person, even if they aren't a person) and start to sink.

Second round: they must save again at -2 (plus any additional modifiers above). If they succeed, they cease to sink, but are still effectively held. If they fail, they continue to sink.

Fourth round: they must save again at -4 (plus modifiers). If they succeed, they cease to sink, but are still effectively held. If they fail, they go under the sands.

They die in 2 rounds (last round of the duration) if they are not rescued.

Should a dispel magic be cast successfully on the sinkhole, at any time before the duration expires, all trapped creatures are ejected from the ground, and may act the next round. Should the duration end with the victims effectively held and above the surface, they may get back on their feet as their action for the next round.

The material component for the spell is an egg timer, which is destroyed in the casting of the spell

(Source: GNSP, Author: Michael Kenyon)

(Back to Top)

Unique Spells by Kat Tejeomare

Kat Tejeomare's Flaming Vortex

AKA: Fellstar's Flaming Vortex

(Evocation)

  • Level: 3
  • Range: 10 yards per level
  • Components: V, S, M
  • Duration: 1 round per level
  • Casting Time: 3
  • Area of Effect: 8´2 feet vertical cone
  • Saving Throw: ½

This spell calls into being a spinning vortex of flames that resembles a burning dust devil; the vortex is 8 feet high and 2 feet wide at its widest. The caster may direct the movement of the vortex in any direction desired, but it may not be moved across a body of water. The vortex moves at a rate of 10 feet per round, and the caster must maintain full concentration in order to direct its movements; if the caster loses concentration, the vortex will move in a straight line at full movement rate until the caster can again gain concentration. The wizard may not move the vortex further away than 10 yards per level of the caster, or the spell terminates.

The caster may use the vortex to attack a single victim per round; he may attack the same target in following rounds, or may elect to move the vortex to attack a different one. Anyone struck by the vortex suffers 1d4 points of damage per level of the caster (up to a maximum of 10d4). A successful saving throw versus spell reduces this damage by half. The flames from this spell will ignite flammable materials on contact, but will not harm most other materials, unless exposure is prolonged. That is, if a creature is attacked by the vortex for only a single round, non-flammable possessions are not affected; if attacked on two consecutive rounds, all possessions must save versus magical fire normally (but only if the target fails his saving throw). Each additional round of exposure inflicts a -1 on all possessions' saving throws (no penalty in added to the target's saving throw).

The material component for this spell is a piece of flammable material suspended from a string; the caster lights the material on fire and twirls it in a circle while casting the spell. He must continue doing this throughout the duration of the spell, and the material must remain lit; if it does not, the spell ends prematurely.

(Source: GNSB, Author: Fellstar)

Kat Tejeomare's Shout of Ruin

AKA: Shout of Ruin

(Invocation/Evocation)

  • Level: 6
  • Area of Effect: Cone, 50 ft long, 20 ft diameter
  • Casting Time: 6
  • Components: V, S
  • Duration: Instant
  • Range: 0
  • Saving Throw: Special

Shout of ruin is similar to the 4th-level shout spell, but more powerful; booming forth a shout of ruin spell creates a magical wave of violently destructive sonic force that issues from the mouth of the caster like the bass toll of doom. The sonic blast is channeled from the mouth of the caster in the shape of a cone that reaches 50 feet in length and 20 feet in diameter at the far end. Beyond the area of effect, the deep boom of the shout of ruin is painfully audible. In the area of effect, the sound stuns creatures for 2 rounds, deafens for 4 rounds, and inflicts 2d6 point of damage. Those making a successful saving throw vs. spell take half damage, are deafened for 2 rounds, and are not stunned at all.

Objects of lesser sturdiness and strength than stone walls of 6-inch thickness (or wooden walls of 1-foot thickness) must make a successful item saving throw vs. crushing blow or be destroyed. Normal doors are blown apart and even reinforced or barred doors of normal size are blown open. Objects not subject to immediate destruction are damaged - the sound cracks and splinters most surfaces to some degree. Persistent application of this spell will slowly erode even the stoutest of barriers at a rate decided by the DM.

A solid physical object of sturdy construction and at least 3 inches thick that survives the shout of ruin can completely shield an individual taking total cover behind it from stunning and damage (but not deafness). Directing this spell at a large window, on the other hand, will cause it to shatter in a lethal spray of glass shrapnel away from the caster, with potential damage to those caught in the area assigned by the DM (which should not exceed 2d6 points of additional damage).

This spell is debilitating. The wizard must pass an immediate system shock check after casting the shout of ruin or be rendered unconscious for 2d8 turns.

(From College of Wizardry by TSR, page #82)

(Back to Top)

Unique Spells by Abar Piliang

Abar Piliang's Major Feast

AKA: Cheffield's Major Feast

(Alteration)

  • Level: 2
  • Range: 30 yards
  • Components: V, S
  • Duration: Permanent
  • Casting Time: 5 rounds
  • Area of Effect: Four people fed per level
  • Saving Throw: None

When this spell is cast into a large pot or onto an appropriate number of plates it brings into being enough food to feed four per level of the wizard for one meal. The food is nourishing and filling, the drink is cool and refreshing. The food may not taste the best in the world but it certainly fills the cracks. It also makes, when chilled and rewarmed, exceptional leftovers.

This spell requires a handful of rice which is cooked over a low boil while the wizard mutters “cooks in just 5 minutes”.

The spell was created by a wizard whose abilities as a chef far surpassed those of his spell casting. He is known far and wide as a chef of great skill.

(From Great Net Spellbook V6, Author: Paul D. Walker)

Abar Piliang's Improved Magic Missile

AKA: Improved Magic Missile (L2)

(Evocation)

  • Level: 2
  • Range: 60 yards + 10 yards per level
  • Components: V, S
  • Duration: Instantaneous
  • Casting Time: 2
  • Area of Effect: One or more creatures in a 10-foot cube
  • Saving Throw: None

This spell is similar to the 1st-level magic missile spell, except as noted above and for the fact that each missile inflicts 1d6+1 points of damage.

(Source: GNSBv6, Author: Kenneth C. Jenks)

Abar Piliang's Skeletal Scribe

AKA: Skeletal Scribe

(Enchantment, Necromancy)

  • Level: 2
  • Range: 0
  • Components: V, S, M
  • Duration: 1 day per level
  • Casting Time: 4
  • Area of Effect: Skeleton touched
  • Saving Throw: None

This spell creates an undead scribe for the wizard. It is not permanent, but is much safer to use for reading new tomes and writing down words of great power. It is able to take dissertation as well. The material components of this spell are a skeleton, a hawk feather, and a red robe.

The skeleton is only consumed at the end of the duration.

(Source: GNSBv6, Author: The Warlord of Heaven)

Abar Piliang's Field of Infeasability

AKA: Darklight's Field of Infeasibility

(Enchantment, Illusion)

  • Level: 3
  • Range: 0
  • Components: V, S
  • Duration: 2 turns per level
  • Casting Time: 3
  • Area of Effect: Special
  • Saving Throw: None

This spell was created by Darklight when he was captain of a spelljamming vessel crewed by a mix of plasmoids, lizardmen, xixchil, and hurwaeti. It was designed in an attempt to keep local populations from being thrown into chaos at every landing. The spell creates a subtle field of illusion and enchantment around 2 HD of creatures per caster level, which lasts for two turns per caster level. This field clings to each being touched, whether they remain in a group or not, and radiates an insidious message to all who encounter or view the affected beings. This message reassures onlookers that there is nothing out of the ordinary about these beings. Thus, the most bizarre of beings may enter crowded groundling cities and not be subject to undue attention or attack. A side effect of this is that all reaction modifiers are nullified, negating Charisma and related bonuses. When an observer is questioned later about a being under the field's protection, they will remember the event precisely, and may become puzzled retroactively at their lack of reaction beforehand. The magic of the field tends to prevent this realization from becoming traumatic, however. Certain very powerful or extraplanar beings may not be affected by this spell: especially dragons, demons, devils, daemons, etc. generally will not sustain such a subtle camouflage, as their natural aura negates the feeble cloaking of this spell.

(Source:GNSB, Author: Keith Taylor)

Abar Piliang's Shadow Light

AKA: Shadow Light

(Invocation/Evocation)

  • Level: 4
  • Range: 10 feet per level
  • Components: V, S, M
  • Duration: 1 turn per level
  • Casting Time: 4
  • Area of Effect: 60-foot radius sphere
  • Saving Throw: Negates

This spell causes a sphere of shadowy light to spring up. Within this sphere any normal light or sound source is dimmed so they do not cause light nor shadow nor sound to vanish completely but to be dimmed. Within the sphere there reigns a completely shadowy light not unlike the one on the plane of shadow. In this sphere a thief can use his ability to “hide in shadows”, “move silently”, and the “disguise” proficiency at a bonus of 20% (or a +4 bonus). Any other sneaky abilities also gain the 20% or +4 bonus, as decided by the DM. Within this sphere it is possible to enter the plane of shadow with a teleport without error, or for shades it is possible to use their plane shift ability. This spell can be dispelled by a dispel magic (or a more powerful similar spell) or a continual light which is cast for the explicit reason to cancel this spell. If it is cast just to light up the sphere normally, the shadow light remains and the continual light is cancelled. Note: a light is not enough to cancel this spell, even if cast with the explicit reason to dispel the shadow light. If this spell is cast on somebody unwilling, that creature gets a saving throw versus spell. If it succeeds, shadow light takes effect 5 feet behind the creature. Otherwise the creature carries the spell with it (but is not otherwise affected by it unless it is susceptible to shadowy light).

The material component is a black silk veil which is laced with ten black pearls worth no less than 50 gp each.

(Source: GNSB, Author: Kai Rottenbacher)

Abar Piliang's Animate Skeletal Warrior

AKA: Animate Skeletal Warrior

(Necromancy)

  • Level: 5
  • Range: 10 yards
  • Components: V, S, M
  • Duration: 1d4 rounds + 1 round per level
  • Casting Time: 5
  • Area of Effect: Special
  • Saving Throw: None

This spell animates one or more skeletons to serve the wizard as powerful warriors. A wizard can animate one skeleton warrior per five levels of experience (round all fractions down). These skeletons have the following statistics: MV 12, AC 3, 8 HD, THAC0 13, Number of Attacks 2/1, Damage per attack 1d8 + chill (-1 to-hit, to damage and to saving throws for 1d4 turns, no saving throw, multiple hits are cumulative), they have a magic resistance of 10%, they receive only half damage from slashing or piercing weapons, holy water inflicts 3d4 damage on them, they are immune to sleep, charm, fear, hold, and paralysis; they receive only half damage from cold and fire; they regenerate 1 hit point per round (even if “killed”: only fire and acid damage is permanent), their gaze causes paralysis (saving throw to avoid; duration 2d4 rounds; this ability can be used every three rounds, starting on the third round of combat).

The material components of this spell are human (only) skeletons that are reasonably intact and a drop of blood from the wizard. When the spell's duration ends, the skeletons crumble into dust.

Only evil wizards use this spell frequently; others may suffer alignment changes. Abar tries hard not to use it at all.

(Source:GNSB, Author: Peter Gourlay)

(Back to Top)

Unique Spells by Pek

Pek's Coinsharp

AKA: Coinsharp

(Alteration)

  • Level: 1
  • Area of Effect: Special
  • Casting Time: 3
  • Components: V, S, M
  • Duration: Special
  • Range: Touch
  • Saving Throw: None

This spell turns a bladed weapon into a gleaming gold coin - or a gold coin into a sharp, pristine dagger (suited in size to the caster of the spell, with its appearance, hilt hue, and so on as envisioned by the caster). The transformation is complete and undetectable by normal means (though the changed item radiates an alteration dweomer), but the effects only last one day per level of the caster, whereupon, the item returns to its former shape. Only a mage of very clear wits and concentration (intelligence 15 or higher) can use this spell to create a coin or dagger that is an exact duplicate of a preexisting item, and then only if that item can be examined by the caster immediately prior to casting.

A blade or coin produced by a Coinsharp spell that breaks or is melted isn't destroyed in the usual manner, but instead, returns to its true shape in pristine condition. (Continued exposure to whatever endangered its transformed shape can, of course, damage this true form.)

The material component of a Coinsharp spell is a pinch of iron fillings and at least on tiny fleck of gold dust - or a shaving from a gold coin.

(Source: Unknown Core Rules Spell)

(Back to Top)

Unique Spells by Natazie Githzarie

Natazie Githzarie's Spell Shield

AKA: Erven's Spell Shield

(Abjuration)

  • Level: 1
  • Area of Effect: The caster
  • Casting Time: 1
  • Components: V, S, M
  • Duration: Special
  • Range: 0
  • Saving Throw: None

This is a simple and effective means of protecting the caster from hostile spells. The Spell Shield works by attempting to create a “grounding effect” around the caster so that spells react in a similar fashion as lightning does. The chances of this happening are as follows:

Level of Spell Chance of Success

  • First 90%
  • Second 65%
  • Third 30%
  • Fourth 10%
  • Fifth 1%
  • Sixth and above None

The Spell Shield lasts until a spell has been cast against it, then dissipates regardless of success. Any spell that was specifically crafted to have different effects against a Dispel Magic than normal will be unaffected by the Spell Shield.

The material component is a fine quality silver-plated iron lightning rod.

(Source: Unknown Core Rules Spell)

Natazie Githzarie's Projection

AKA: Magic Mike's Projection

(Conjuration)

  • Level: 2
  • Range: 0
  • Components: V, M
  • Duration: One half-hour per level maximum
  • Casting Time: 2
  • Area of Effect: One 100 feet high, 100-foot radius cylinder
  • Saving Throw: None

For this spell to take effect, the wizard makes a cone out of a sheet of parchment and places inside it one copper coin for each 5 minutes of spell effect. The magic words are chanted and the parchment cone crumpled and released. When the parchment cone is crumpled, it is replaced by a 4-inch diameter black sphere which remains at its location of creation for the duration of the spell.

The black sphere is the centre of a cylinder 10 feet high with a 10-foot radius. Any sound within the cylinder is projected into a surrounding cylinder which is 100 feet high and has a 100-foot radius. The black sphere is also the centre of this cylinder.

Anyone within the 100 foot cylinder hears sounds as if they were in a corresponding location within the 10 foot cylinder.

This spell was created my Michael Verilait, a wizard who was usually frustrated at not being able to hear what was happening on stage.

(GNSBv6, Author: Magic Mike)

Natazie Githzarie's Protection from Siege Missiles

AKA: Kiri's Protection from Seige Missiles

(Abjuration)

  • Level: 5
  • Range: 0
  • Components: V, S, M
  • Duration: 1 turn per level
  • Casting Time: 3
  • Area of Effect: Person touched
  • Saving Throw: None

This is simply a more powerful version of protection from normal missiles. This spell blocks out all missiles - normal, magical, giant's rocks, seige missiles and others. It also blocks out all magical spells with a physical missile component (like flame arrow) but not fireball and the like. The material component is an entire tortoise or turtle shell.

(Source: GNSB, Author: David Kelk)

Natazie Githzarie's Armor

AKA: Tryton's Armour

(Abjuration)

  • Level: 5
  • Range: 0
  • Components: V, S, M
  • Duration: Special
  • Casting Time: 1 round
  • Area of Effect: Creature touched
  • Saving Throw: None

This 5th-level version of the 1st-level armour spell provides an Armour Class of -2. In all other respects it is the same.

(Source: GNSB, Author: Tryton)

(Back to Top)

Unique Spells by Emeraldas

Emeraldas' Mixer

AKA: Glamden's Mixer

(Alteration)

  • Level: 4
  • Range: 10 feet per level
  • Components: V, S, M
  • Duration: Instantaneous
  • Casting Time: 4
  • Area of Effect: One potion
  • Saving Throw: None

This spell requires the wizard to have a potion of any type in his possession. The potion is held in the wizard's hand, and when the spell is cast, the content is instantly removed from its container and reappears in a potion container in the target's possession. The DM then makes a potion compatibility check (see the Dungeon Master's Guide, page 135) for the target potion and applies the results normally. If the target has one or more potion containers in sight, the wizard may choose which one to affect. If the target has no containers in sight, then one is affected randomly; if the target has no potion containers in his possession, then the spell has no effect. This will also work on a potion that is just about to be quaffed, as long as the wizard gains the initiative.

The only material component for this spell is the potion to be mixed with the target's potion.

(Source: GNSB, Author: Glamden)

(Back to Top)

Unique Spells by Amber Atreides

Amber Atreides' Create Kitchen

AKA: Create Kitchen

(Conjuration/Summoning)

  • Level: 3
  • Range: 10 feet
  • Components: V, S, M
  • Duration: 1 turn per level
  • Casting Time: 1 turn
  • Area of Effect: 10 feet per side per level area (any shape)
  • Saving Throw: None

This spell creates a complete set of kitchen utensils, including: a small icebox (large enough for approximately 6 to 8 gallons of fluid), 2 large fireplaces including a spit each, a stove with 8 fire places, an oven with three large compartments, 4 pots (large enough to contain enough stew for a very hungry halfling each), 8 small stirring dishes, 4 pans, 5 stirring pots, 3 hot water baths (for the pots), 3 cold water baths (again for the pots), 10 small but very sharp knives, 10 small spoons (for tasting), 5 large forks (for turning meat), 3 small hammers (for softening meat), 5 cutting boards, 2 egg cutters, a salad dryer, 3 large mixing bowls, a large sink, 3 waste baskets, 10 wooden stirring rods, 10 pan scrubbers, 10 wooden turnabouts, 3 corkscrews or one elaborate bottle opening set, and 3 serving dishes per level. This spell creates only the interior of the room; it doesn't create the walls, floors, or ceilings.

The utensils cannot be used for anything but cooking or the preparation of food (and I mean normal food, not what goblins consider food). Thus, the knives cannot be used to attack someone (or even to defend oneself with), the water in the water baths cannot be drunk or be used for washing or anything else but heating or cooling food still in the creation process, the waste basket cannot be used for anything but storing the remains of cooking the food, etc. If it is tried the appropriate utensil vanishes with a small puff of smoke. The whole set of utensils also vanishes at the end of the duration including anything still in the waste basket or the sink unless it is normally not put into these containers (thus, this spell cannot be used to escape a hopeless situation or to create utensils for an escape or something else). The utensils cannot be sold (if tried they vanish as above). They can only be used to prepare food. They will even vanish if they are used to block someone's way during combat.

The material component depends on the quality desired: the caster needs a small model of a kitchen knife, a pot, a pan, a tiny stove, a tiny bit of ice (if the icebox is desired), a tiny splinter of wood, and a small spark. These miniatures can be from almost any material (except the wood and the spark as they are necessary for the fire). The utensils will be of the same material as the miniatures were made from. The caster can either use these material components during the actual casting or he can use it during the preparation. If it is used in the actual casting, the casting time is one turn; if it is used during the preparation time, the preparation (memorization) time increases to one hour (instead of 45 minutes), but the caster can then summon the kitchen utensils at any later time with a snap of his fingers - ready to be used.

(Source:GNSB, Author: Kai Rottenbacher)

(Back to Top)

Custom Spells by Ling Wu

Ling Wu's Spell Conversion

AKA: Eldarr's Spell Conversion -GNSB

(Alteration)

  • Level: 3
  • Range: 0
  • Components: V, S, M
  • Duration: 3 turns per level
  • Casting Time: 1 turn
  • Area of Effect: The caster
  • Saving Throw: None

This spell allows its wizard to convert one spell into another of the wizard's choice. As long as the spell conversion is in effect, when another spell is cast, the wizard may choose to cast it normally, or alter it into another spell. The spell to be altered must be of third level or lower, and the spell to be converted to, must be of second level or lower (the additional level of power is expended in the conversion process) and must be a spell the wizard already knows, although it does not have to be currently memorized.

This spell is usually cast at the beginning of a day or before a known encounter, to give the wizard ample time to replace it in his memory with another spell. Only wizard spells may be converted by this spell - priest spells are not affected by it, and only the wizard's own spells are affected. Range, duration, area of effect, and saving throws are as per the spell being converted to; the spell being converted determines the spell components and casting time (however, in order to convert a spell, a few additional incantations are necessary, and the name of the new spell must also be uttered; this effectively increases the casting time of the original spell by one).

As an example of the use of this spell, let us assume Biff the wizard has cast this spell before a large battle; during the fight, Biff finds himself levitated by an enemy wizard and to be dropped from a great height. Unfortunately, Biff has nearly used up his complement of spells in the battle, and has a single fireball left - not much use in this situation. However, since spell conversion is in effect, Biff starts the incantations of the fireball anyway; when he is dropped, Biff casts the fireball but uses spell conversion to convert it to a feather fall, floating softly to the ground unharmed.

The material component for this spell is the pelt of any were-creature; the pelt is consumed with the casting.

(Source: GNSB, Author: Eldarr)

(Back to Top)

Priest Spells

General

1st Level

  • Analyze Balance (ToM)
  • Animal Friendship
  • Anti-Vermin Barrier (ToM)
  • Bless
  • Call Upon Faith (ToM)
  • Ceremony (UA)
  • Combine
  • Command
  • Courage (ToM)
  • Create Water
  • Cure Light Wounds
  • Detect Evil
  • Detect Magic
  • Detect Poison
  • Detect Snares & Pits
  • Emotion Read (ToM)
  • Endure Cold/Endure Heat
  • Entangle
  • Faerie Fire
  • Invisibility to Animals
  • Invisibility to Undead
  • Know Age (ToM)
  • Know Direction (ToM)
  • Know Time (ToM)
  • Light
  • Locate Animals or Plants
  • Log of Everburning (ToM)
  • Magical Stone
  • Mistaken Missive (ToM)
  • Morale (ToM)
  • Pass Without Trace
  • Penetrate Disguise (UA)
  • Personal Reading (ToM)
  • Portent (UA)
  • Precipitation (UA)
  • Predict Weather (UA - D)
  • Protection From Evil
  • Purify Food & Drink
  • Remove Fear
  • Resist Cold (UA)
  • Ring of Hands^ (ToM)
  • Sacred Guardian (ToM)
  • Sanctuary
  • Shillelagh
  • Speak With Astral Traveler (ToM)
  • Thought Capture (ToM)
  • Weighty Chest (ToM)

(Back to Top)

2nd Level

  • Aid
  • Augury
  • Aura of Comfort (ToM)
  • Barkskin
  • Calm Chaos (ToM)
  • Chant
  • Charm Person or Mammal
  • Create Holy Symbol (ToM)
  • Detect Charm
  • Detect Life (UA)
  • Dissension's Feast (ToM)
  • Draw Upon Holy Might (ToM)
  • Dust Devil
  • Emotion Perception (ToM)
  • Enthrall
  • Find Traps
  • Fire Trap
  • Flame Blade
  • Frisky Chest (ToM)
  • Goodberry
  • Heat Metal
  • Hesitation (ToM)
  • Hold Person
  • Idea (ToM)
  • Know Alignment
  • Lighten Load (ToM)
  • Messenger
  • Mind Read (ToM)
  • Moment (ToM)
  • Music of the Spheres (ToM)
  • Mystic Transfer^ (ToM)
  • Nap (ToM)
  • Obscurement
  • Produce Flame
  • Rally (ToM)
  • Reflecting Pool
  • Resist Fire/Resist Cold
  • Sanctify^ (ToM)
  • Silence, 15’ Radius
  • Slow Poison
  • Snake Charm
  • Speak With Animals
  • Spiritual Hammer
  • Trip
  • Warp Wood
  • Withdraw
  • Wyvern Watch
  • Zone of Truth (ToM)

(Back to Top)

3rd Level

  • Accelerate Healing (ToM)
  • Adaptation (ToM)
  • Animate Dead
  • Astral Window (ToM)
  • Call Lightning
  • Caltrops (ToM)
  • Choose Future (ToM)
  • Cloudburst (UA)
  • Continual Light
  • Create Campsite (ToM)
  • Create Food & Water
  • Cure Blindness or Deafness
  • Cure Disease
  • Death's Door (UA)
  • Dispel Magic
  • Efficacious Monster Ward (ToM)
  • Emotion Control (ToM)
  • Extradimensional Detection (ToM)
  • Feign Death
  • Flame Walk
  • Glyph of Warding
  • Helping Hand (ToM)
  • Hold Animal
  • Invisibility Purge (ToM)
  • Know Customs (ToM)
  • Line of Protection* (ToM)
  • Locate Object
  • Magical Vestment
  • Meld Into Stone
  • Memory Read (ToM)
  • Miscast Magic (ToM)
  • Moment Reading (ToM)
  • Negative Plane Protection
  • Plant Growth
  • Prayer
  • Protection From Fire
  • Pyrotechnics
  • Random Causality (ToM)
  • Remove Curse
  • Remove Paralysis
  • Rigid Thinking (ToM)
  • Slow Rot (ToM)
  • Snare
  • Speak With Dead
  • Spike Growth
  • Squeaking Floors (ToM)
  • Starshine
  • Stone Shape
  • Strength of One (ToM)
  • Summon Insects
  • Telepathy (ToM)
  • Telethaumaturgy (ToM)
  • Thief's Lament (ToM)
  • Tree
  • Unearthly Choir* (ToM)
  • Water Breathing
  • Water Walk
  • Zone of Sweet Air (ToM)

(Back to Top)

4th Level

  • Abjure
  • Addition (ToM)
  • Age Plant (ToM)
  • Animal Summoning I
  • Blessed Warmth (ToM)
  • Body Clock (ToM)
  • Call Woodland Beings
  • Chaotic Combat (ToM)
  • Chaotic Sleep (ToM)
  • Circle of Privacy (ToM)
  • Cloak of Bravery
  • Cloak of Fear (UA)
  • Compulsive Order (ToM)
  • Control Temperature, 10’Radius
  • Cure Serious Wounds
  • Defensive Harmony (ToM)
  • Detect Lie
  • Dimensional Folding (ToM)
  • Dispel Magic (UA - D)
  • Divination
  • Exorcise (UA)
  • Fire Purge (ToM)
  • Focus^ (ToM)
  • Fortify^ (ToM)
  • Free Action
  • Genius (ToM)
  • Giant Insect
  • Hallucinatory Forest
  • Hold Plant
  • Imbue With Spell Ability
  • Inverted Ethics (ToM)
  • Join With Astral Traveler (ToM)
  • Leadership (ToM)
  • Lower Water
  • Mental Domination (ToM)
  • Modify Memory (ToM)
  • Neutralize Poison
  • Plant Door
  • Probability Control (ToM)
  • Produce Fire
  • Protection From Evil, 10’
  • Radius
  • Protection From Lightning
  • Rapport (ToM)
  • Reflecting Pool
  • Repel Insects
  • Solipsism (ToM)
  • Speak With Plants
  • Spell Immunity
  • Spike Stones(UA)
  • Sticks to Snakes
  • Tanglefoot (ToM)
  • Thought Broadcast (ToM)
  • Tongues
  • Tree Steed (ToM)
  • Uplift* (ToM)
  • Weather Stasis (ToM)

(Back to Top)

5th Level

  • Age Object (ToM)
  • Air Walk
  • Animal Growth
  • Animal Summoning II
  • Animate Dead Monsters(UA)
  • Antiplant Shell
  • Atonement
  • Barrier of Retention (ToM)
  • Blessed Abundance (ToM)
  • Chaotic Commands (ToM)
  • Champion's Strength (ToM)
  • Clear Path (ToM)
  • Cloud of Purification (ToM)
  • Commune
  • Commune With Nature
  • Consequence (ToM)
  • Control Winds
  • Cure Critical Wounds
  • Disguise (ToM)
  • Dispel Evil
  • Easy March (ToM)
  • Elemental Forbiddance (ToM)
  • Extradimensional Manipulation (ToM)
  • Extradimensional Pocket (ToM)
  • Flame Strike
  • Golem (UA)
  • Grounding (ToM)
  • Illusory Artillery (ToM)
  • Impeding Permission (ToM)
  • Insect Plague
  • Magic Font
  • Meld^ (ToM)
  • Memory Wrack (ToM)
  • Mindshatter (ToM)
  • Moonbeam
  • Pass Plant
  • Plane Shift
  • Quest
  • Rainbow
  • Raise Dead
  • Repeat Action (ToM)
  • Shrieking Walls (ToM)
  • Spike Growth (UA)
  • Spike Stones
  • Thoughtwave^ (ToM)
  • Time Pool (ToM)
  • Transmute Rock to Mud
  • True Seeing
  • Unceasing Vigilance of the Holy Sentinel (ToM)
  • Undead Ward (ToM)
  • Wall of Fire

(Back to Top)

6th Level

  • Aerial Servant
  • Age Creature (ToM)
  • Animal Summoning III
  • Animate Object
  • Antianimal Shell
  • Blade Barrier
  • Conjure Animals
  • Conjure Fire Elemental
  • Crushing Walls (ToM)
  • Disbelief (ToM)
  • Dragonbane (ToM)
  • Feeblemind (UA - D)
  • Find the Path
  • Fire Seeds
  • Forbiddance
  • Gravity Variation (ToM)
  • The Great Circle* (ToM)
  • Group Mind (ToM)
  • Heal
  • Heroes’ Feast
  • Land of Stability (ToM)
  • Legal Thoughts (ToM)
  • Liveoak
  • Monster Mount (ToM)
  • Part Water
  • Physical Mirror (ToM)
  • Reverse Time (ToM)
  • Seclusion (ToM)
  • Skip Day (ToM)
  • Sol's Searing Orb (ToM)
  • Speak With Monsters
  • Spiritual Wrath^ (ToM)
  • Stone Tell
  • Transmute Water to Dust
  • Transport Via Plants
  • Turn Wood
  • Wall of Thorns
  • Weather Summoning
  • Word of Recall

(Back to Top)

7th Level

  • Age Dragon (ToM)
  • Animate Rock
  • Astral Spell
  • Breath of Life (ToM)
  • Changestaff
  • Chariot of Sustarre
  • Confusion
  • Conjure Earth Elemental
  • Control Weather
  • Creeping Doom
  • Divine Inspiration (ToM)
  • Earthquake
  • Exaction
  • Fire Storm
  • Gate
  • Holy Word
  • Hovering Road (ToM)
  • Illusory Fortification (ToM)
  • Mind Tracker (ToM)
  • Regenerate
  • Reincarnate
  • Restoration
  • Resurrection
  • Shadow Engines (ToM)
  • Spacewarp (ToM)
  • Spirit of Power* (ToM)
  • Succor
  • Sunray
  • Symbol
  • Tentacle Walls (ToM)
  • Timelessness (ToM)
  • Transmute Metal to Wood
  • Uncontrolled Weather (ToM)
  • Wind Walk

(Back to Top)

/home/mounrlfd/freeimperia.com/fiwiki/data/pages/order_magika_mage_college.txt · Last modified: 2024/03/09 22:40 by eltan