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
Useful:
Reversed:
Ledgermain:
Person - Affecting:
Personal:
Haunting:
Minor Illusion:
Requires “Read Southern Magic”
L1.
L7.
2nd:
3rd:
4th:
5th:
6th:
7th:
1st Level
2nd Level
3rd Level
4th Level
5th Level
6th Level
7th Level
8th Level
9th Level
(Abjuration)
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.
(Alteration)
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.
(Evocation, Alteration)
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.
(Divination)
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.
(Abjuration)
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.
(Enchantment/Charm)
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.
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.
(Alteration)
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.
(Necromantic)
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.
(Alteration)
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.
(Alteration) Reversible
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.
(Alteration)
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.
(Alteration, Abjuration)
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.
(Enchantment/Charm)
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.
(Alteration)
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.
(Enchantment)
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.
(Alteration)
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).
(Alteration)
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.
(Abjuration)
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.
(Enchantment/Charm)
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.
(Alteration, Enchantment)
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.
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.
(Alteration, Enchantment)
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.
(Abjuration)
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.
(Alteration)
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.
(Alteration)
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.
(Alteration)
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.
(Divination)
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.
(Alteration)
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.
(Alteration)
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.
(Conjuration/Summoning)
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.
(alteration, enchantment/charm)
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.
(Evocation)
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.
(Alteration/necromancy) (Artifice)
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.
(AKA: Mikki's Appraising)
(Divination)
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)
(AKA: Aura of Awe)
(Conjuration/Summoning)
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)
(AKA: Masturbation)
(Enchantment)
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)
(AKA: Smelt)
(Alteration)
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:
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))
AKA: Sand Storm
(Alteration)
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.
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)
AKA: Pobithakor's Alarm
(Divination)
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)
AKA: Blood Scent
(Alteration)
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)
AKA: Telurian's Firebolts
(Invocation/Evocation)
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)
AKA: Steal Skill
(Conjuration)
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)
AKA: Absorb Level Drain
(Abjuration)
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)
AKA: Symkalr's Forest Fireball
(Invocation/Evocation)
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)
AKA: Whisper's Rune of Magic Resistance
(Abjuration)
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)
AKA: Blacklance
(Invocation/Evocation)
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)
AKA: Chromatic Rod
(Conjuration/Summoning)
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)
AKA: Random Spell I*
(Invocation/Evocation, Wild Magic)
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)
AKA: Dacul's Elemental Lightning Barrage
(Invocation/Evocation)
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
AKA: Ball Lightning
(Conjuration/Summoning)
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”)
AKA: Darkray's Absorbing Cloak
(Invocation/Evocation)
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)
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)
AKA: Enemies
(Enchantment/Charm)
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)
AKA: Fire Hurricane
(Invocation/Evocation)
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)
AKA: Ashen Buckler
(Conjuration/Summoning)
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)
AKA: Chromatic Crown
(Abjuration / Alteration)
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
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))
AKA: Chastity
(Abjuration)
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)
AKA: Furball
(Alteration, Evocation)
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)
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
AKA: Cast-iron Stomach
(Invocation/Evocation)
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)
AKA: Speak with Dead
(Necromancy)
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
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)
AKA: Teeth and Claws
(Illusion/Phantasm, Necromancy)
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)
AKA: Dweomervessel
(Alteration, Enchantment/Charm)
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)
AKA: Darklight's Planar Weapon
(Conjuration, Wild Magic)
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:
The material component is as with lesser planar weapon.
(Source: GNSB, Author: Keith Taylor)
AKA: High-Energy Lightning Bolt
(Invocation/Evocation)
This spell is like lightning bolt, but it does 1d8 damage per level, with a maximum of 20d8.
(Source: GNSB, Author: Unknown)
AKA: Magnetize
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)
AKA: Dive
(Alteration, Evocation)
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)
AKA:Fireball from the Plates
(Evocation)
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)
AKA: Sinkhole
(Alteration)
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.
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)
AKA: Fellstar's Flaming Vortex
(Evocation)
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)
AKA: Shout of Ruin
(Invocation/Evocation)
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)
AKA: Cheffield's Major Feast
(Alteration)
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)
AKA: Improved Magic Missile (L2)
(Evocation)
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)
AKA: Skeletal Scribe
(Enchantment, Necromancy)
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)
AKA: Darklight's Field of Infeasibility
(Enchantment, Illusion)
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)
AKA: Shadow Light
(Invocation/Evocation)
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)
AKA: Animate Skeletal Warrior
(Necromancy)
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)
AKA: Coinsharp
(Alteration)
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)
AKA: Erven's Spell Shield
(Abjuration)
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
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)
AKA: Magic Mike's Projection
(Conjuration)
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)
AKA: Kiri's Protection from Seige Missiles
(Abjuration)
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)
AKA: Tryton's Armour
(Abjuration)
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)
AKA: Glamden's Mixer
(Alteration)
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)
AKA: Create Kitchen
(Conjuration/Summoning)
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)
AKA: Eldarr's Spell Conversion -GNSB
(Alteration)
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)