
Lost
Crossroads Spell Pack™ for Baldur's Gate 2
Version
5B (Beta)
A
pre-release of Lost Crossroads
CONTENTS
--------
II. Installation
III. Compatibility
IV. Known Issues
VI. Version History
VII. Credits
Features,
updates, disclaimers, and descriptions included in SpellPack™
Beta 5 are highlighted in dark blue.
----------------------
SpellPack™ brings many
spells closer to their AD&D incarnations, whether it is a cloudkill that travels, a chain lightning that arcs to up
to 12 different creatures, or a spell that warps the gravity field. In some
cases, the spells are drawn from the Icewind Dale
series rather than from AD&D. There are a grand total of 36 components (41
if you opt for the patch, since 5 components overlap with B4), with 119 spell
modifications not counting minor graphics changes.
The only
difference between B5Full and B5Patch is that B5Patch continues to rely on the
projectl.ids copied over by B4 (but the patch itself does not continue to
override projectl.ids). On the other hand, B5Full only patches the
projectl.ids. This means that if you have B4 installed,
but have installed additional mods that change
the projectl.ids, you are safe to install B5Patch without worrying about the
projectl.ids. Here is a listing of the SpellPack
components (there are 21 from B4, and an additional 15
from B5). That's a minimum of 36 components total.
·
Core Files and Graphics (B4) - Changes the
spell graphics (excluding casting graphics) to that of the Icewind
Dale games. Includes sounds. This component is required for all the other
components to function.
·
IWD Casting Graphics (B4) - Changes the
casting graphics and sounds to that of the IWD series.
·
Level 1 Priest Spells (B4) - Includes the
spells Entangle, Magical Stone, Sanctuary, and Sunscorch.
·
Level 2 Priest Spells (B4) - Includes the
spells Chant, Flame Blade, Spiritual Hammer, Beast Claw, Produce Flame, and
Moon Motes.
·
Level 3 Priest Spells (B4) - Includes the
spells Call Lightning, Invisibility Purge, Miscast Magic, Spike Growth, Random
Casualty, Prayer, Stormshell, and Elysium's Tears.
·
Level 4 Priest Spells (B4) - Includes the
spells Thorn Spray, Cloud of Pestilence, Static Charge, and Adamantite
Mace
·
Produce Fire (B4) - Replaces Poison with this
spell.
·
Level 5 Priest Spells (B4) - Includes the
spells Flame Strike, Undead Ward, Animal Rage, Produce Ice, and Spike Stones.
·
Level 6 Priest Spells (B4) - Includes the
spells Entropy Shield and Whirlwind.
·
Implosion (B4) - Replaces the current spell with
the AD&D version.
·
Charm Person (B4) - Replaces the current spell with
the AD&D version. Allows for dialogue, and sets the local variable
"CHARMED" to 1.
·
Dimension Door (B4) - Replaces
Teleport Field with this spell.
·
Level 3&4 Wizard Spells (B4) - Includes the
spells Flame Arrow, Ice Storm, Improved Invisibility, Otiluke's
Resilient Sphere, and Wizard Eye
·
Level 5 Wizard Spells (B4) - Includes the
spells Cloudkill, Cone of Cold, Shadow Door,
Domination, Chaos, Invulnerability to Normal Weapons, and Lower Resitance.
·
Shroud of Flame (B4) - Replaces
Oracle with this spell.
·
Level 6 Wizard Spells (B4) - Includes the
spells Death Spell, Mislead, Invulnerability to Magical Weapons, Death Fog, and
Disintegrate.
·
Chain Lightning (B4) - Might be a
controversial change, so it deserves a seperate
component.
·
Level 7 Wizard Spells (B4) - Includes the
spells Prismatic Spray, Mordenkainen's Sword, and
Mass Invisibility.
·
Deathbolt (B4) - Replaces
Simulacrum with this spell; it might be a controversial spell, so it deserves a
seperate component.
·
Level 8 Wizard Spells (B4) - Includes the
spells Abi-Dalzim's Horrid Wilting and Incendiary
Cloud.
·
Level 9 Wizard Spells (B4) - Includes the
spells Black Blade of Disaster and Power Word Kill.
·
Core Files and Fixes (B5) - Required
for the components highlighted in blue. If you download B5Full instead of
B5Patch, this component is automatically embedded under the "Core Files
and Graphics" component. A long list of fixes include: a minor
inconsistency fix for MSECTYPE.2da, Draw Upon Holy Might, Mass Invisibility,
and Recitation sound fixes, many area of effect graphics now have sounds Horror
spell graphics improvement, Poison graphics (used most notably by Dolorus Decay) do not freeze, Skull Trap now works, Raise
Dead and Resurrection now have casting graphics, Mass Raise Dead looks better
and healing is capped at level 30, Stoneskin is now
affected by Breach, name fix for Keldorn's Fireshield, vanilla Spell Attack projectile restored, Flesh
to Stone and Umberhulk Confusion projectile set to
"gaze" so they look better, Cloudkill may
be cast by characters wearing the cloak of mirroring or by creatures immune to
5th level spells, Breach affects Invulnerability to Normal and Magical Weapons,
and some flying and incorporeal creatures are immune to Earthquake, Entangle,
Charm Plants, and Gravity.
(Look
for a better looking list under version history)
·
Chant Fix (B5) - Sets
the duration of the chant spell to one turn, description update included.
·
Implosion Description Fix (B5) - The
description said "Level: 5". This typo is now fixed.
·
Shroud of Flame (B5) - For
those who were unable to install Shroud of Flame from B4.
·
Abi-Dalzim's
Horrid Wilting and Incendiary Cloud (B5) - For those who were
unable to install them from B4.
·
Improved BGII casting sounds (B5)
- Some of the BGII casting sounds were recycled (wizard divination and
necromancy for example use the same background sound with different vocals).
This component changes the following casting sounds: wizard divination, wizard
enchantment, wizard illusion, and female priest enchantment. This component is
an alternative component for B4's IWD casting graphics and B5's BGI
Casting Sounds, so this component may not be installed over those
components.
·
BGI casting sounds (B5) - Changes
the casting sounds of BGII back to those of BGI. This component is an
alternative component for B4's IWD casting graphics and B5's Improved
BGII Casting Sounds, so this component may not be installed over those
components.
·
Level 1 Priest Spells (B5) -
Includes the AD&D spells Battlefate, Call Upon Faith, Faerie Fire, Shillelagh, and changes Doom.
·
Level 2 Priest Spells (B5) - Includes
the AD&D spells Moment, Seeking, and changes Silence 15-foot Radius.
·
Level 3 Priest Spells (B5) - Includes
the spells Circle of Bones, Mold Touch, and changes the spells Holy Smite and
Unholy Blight.
·
Level 4 Priest Spells (B5) - Includes
the spell Blood Rage, and changes Mental Domination.
·
Level 5 Priest Spells (B5) - Includes
the spells Smashing Wave, Wall of Fire, and changes Insect Plague and Iron
Skins.
·
Level 6 Priest Spells (B5) - Includes
the AD&D spells Hammer of Retribution, Seclusion, and changes Blade Barrier
and Sol's Searing Orb.
·
Level 7 Priest Spells (B5) - Includes
the spells Mist of Eldath, Spacewarp,
and changes Earthquake and Firestorm.
·
Level 1 Wizard Spells (B5) - Changes
the AD&D spells Armor, Burning Hands, Chill Touch, Colour
Spray, Friends, Sleep, and Spook.
·
Level 2 Wizard Spells (B5) - Changes
the AD&D spells Agannazar's Scorcher, Detect
Invisibility, Glitterdust, Hypnotic Pattern, Stinking
Cloud, Melf's Acid Arrow, Vocalize, and Web.
·
Level 3 Wizard Spells (B5) - Includes
the AD&D spell Wraithform, and changes the
AD&D spells Fireball, Ghost Armor, Invisibility 10-foot Radius, and
Lightning Bolt.
·
Larloch's Minor
Drain and Vampiric Touch (B5) - Changes
the spells Larloch's Minor Drain and Vampiric Touch.
·
Confusion (B5) - Changes
the level 7 priest and the level 4 wizard spells of the same name.
·
Animate Dead and Finger of Death (B5) - Changes
the priest and wizard versions of Animate Dead and Finger of Death.
·
Level 7 Wizard Spells (B5) - Replaces
Sphere of Chaos with Charm Plants, Mantle with Guardian Mantle, and Spell
Sequencer with Persistence.
·
Level 9 Wizard Spells (B5) - Changes
the AD&D spells Meteor Swarm, Time Stop, and Wail of the Banshee.
----------------
You should obtain
and install the latest TOB patch from www.interplay.com or www.bioware.com
before installing SpellPack™, unless you already have
other mods in place.
1. If you have B4
installed (B3 or less does not apply), download the file
"SpellPackB5_Patch.zip" to your BG2 folder, and un-zip it into your
BG2 installation directory. If you do not have B4 installed or want to start
with a clean installation of SpellPack, download the
file "SpellPackB5.zip" to your BG2 folder, and un-zip it into your
BG2 installation directory.
2. If you have
downloaded "SpellPackB5_Patch.zip", then you should have the
following files in your BG2 installation directory: "Setup-SpellPackB5_Patch.exe",
"Setup-SpellPackB5_Patch.tp2", and the folder
"SpellPackB5_Patch". If you have downloaded
"SpellPackB5.zip", then you should have the following files in your
BG2 installation directory: "Setup-SpellPackB5.exe",
"Setup-SpellPackB5.tp2", and the folder "SpellPackB5".
5. Double-click
on "Setup-SpellPackB5.exe" or "Setup-SpellPackB5_Patch.exe"
(depending on which one you have downloaded), and follow the instructions the
program says. If you have an older version than B4 installed, SpellPackB5 will
automatically uninstall the older version before installing the components of
version/beta 4 and 5.
6. Restart your
computer. (Some projectiles might not work until you restart - I have
experienced this on older machines)
7. Enjoy!
If anything goes
wrong with the process or you later wish to uninstall SpellPack™,
run the "Setup-SpellPackB5.exe" program once more and select the
[U]ninstall option. With the patch, run
"Setup-SpellPackB5_Patch.exe" first to uninstall the patch, and proceed
to uninstall "Setup-SpellPackB4.exe". If you wish to send me
an e-mail, send it to galactygon@baraban.com, but I recommend you join the
forums (http://forums.blackwyrmlair.net/) and contact me there. I check that
e-mail address, but very rarely.
------------------
SpellPack™ is compatible
with almost any mod, and later versions of SpellPack (Beta 5 and after) patch rather than override
the PROJECTL.IDS. Only MSECTYPE.2da and MSCHOOL.2da are overwritten, but I do not know of any other mod that does
that. The only 3 components that are known to cause issues between some of the other mods are: Shroud of Flame (replaces Oracle),
Deathbolt (replaces Simulacrum), and Guardian Mantle, Persistence, and Charm Plants. They are discussed below.
SwordCoast Strategems II's Smarter Mages component makes heavy
use of the otherwise unused/useless Oracle. SpellPack's Shroud of Flame component overwrites and replaces Oracle with
a different spell. Therefore, SCSII's Smarter Mages will attempt to cast Shroud of Flame onto themselves when detecting
illusions. I do not recommend you have both components installed.
SwordCoast Strategems II's Smarter Mages component sometimes
makes use of the Sphere of Chaos and Mantle spells. Sphere of Chaos is replaced by Charm Plants,
so AI spellcasters casting the latter instead of the former is not a bad thing (as they are used in similar situations and the
spells are similar). But since Guardian Mantle dispells and suppresses every other protective spell while in operation,
there might be issues. Since even in SCSII, Mantle is not used that often, this issue might pass. I recommend you judge
for yourself if it's worth to install both Smarter Mages and Charm Plants, Guardian Mantle, and Persistence.
Many tactics enhancing mods (such as Ascension and SwordCoast Strategems II
makes heavy use of the Simulacrum spell. One of the components in SpellPack replaces Simulacrum with Deathbolt,
so you will see enemy spellcasters firing off chain contingencies with Deathbolt onto themselves. Since the component
Deathbolt is meant to be experimental anyway (to see how people react to cutscenized spells), I do not recommend you install
Deathbolt if you are looking for entertaining gameplay.
There is no
support from the author's part on Check the Bodies compatibility, and there
never will.
SpellPack patches every trap in the game to cast the trapped
spell through an invisible creature (as many of the spells I change crash the game if they are not cast by a .cre). Therefore,
it is strongly recommended to install trap adding mods (usually quest mods) before SpellPack, so then SpellPack can proceed
to patch the scripts.
It is also
advised (for maximum effect) to install Cleric Remix after Spell Pack. Installing
Cleric Remix before SpellPack will cause no
compatibility errors, but some of the changed innate spells for Cleric Kits
will use their default SoA version rather than the
SpellPack™ version.
Because
both SpellPack and SpellRevisions
aim for conceptually different fixes, installing both will cause one to
override the other.
Because
Sword Coast Stratagames II makes duplicates of
existing spells for the AI, it is recommended you install it after SpellPack. Installing it before SpellPack
will not cause any bugs, but there would be inconsistencies - the AI would not
cast the same spells as you would.
There
was a minor clash between the G3 BGII Fixpack and SpellPack B4. As SpellPack B4
overrides the Projectl.ids, if you install SpellPack
B4 after the BGII fixpack, then their detect evil and
cloak of mirroring fixes will not come into play. On the other hand, BGII fixpack patches the Projectl.ids (they are better than me),
so those fixes will work if you install the BGII fixpack
after SpellPack (B4 and/or 5). This issue does not
appear for B5 or any later versions, since they patch rather than override the
projectl.ids.
IV.
Known Issues, Disclaimers, and Subtleties
------------------
- If
you uninstall the Core Files component, the .exe file might reinstall the other
components you might have left instead of simply uninstalling them. In the case
of installing B5 Patch, uninstalling B4 might not uninstall B5 Patch.
Therefore, it is best to uninstall B5 Patch first, and then proceed to
uninstalling B4.
- The
spell icons for most of the new spells are taken from Icewind
Dale II or Planescape Torment. They are not
aesthetically consistent with the rest of the spell icons. Unfortunately, I do
not have the time to create new ones. If someone else is up for the job, then I
am open to it.
- I have changed
the damage sustained by fire spells to magical fire - and it works. This only
applies to new spell or a new version of an original ones introudced
in SpellPack. The rest will come later.
-
Disintegrate does not destroy magical items, yet disintegrates an Otiluke's
Resilient Sphere (without harming those inside) if you have both Disintegrate
and Otiluke's Resilient Sphere installed. This is not consistent with the AD&D
version of the spell, but this is intentional to enhance gameplay. Disintegrate may
also be used to disintegrate a patch of webs or a patch of Insect Plague (assuming
you have the appropriate components installed) by casting the spell into the area
(not on a creature trapped within the area). But due to engine limitations, Disintegrate
doesn't let you cast it on an area if it is a single creature spell. So in order to clear webs
or a patch of insects, you will have to cast Disintegrate on dropped items or doors or
containers that lie within the area of the webs or Insect Plague
-
In B5, I reduced the area of effect of Abi-Dalzim's Horrid Wilting to a radius of 20 feet,
as it was still too powerful for my liking. I also changed the damagetype to poison rather than magical,
so it excludes more creatures, but Protection from Energy does not work against it (Abi-Dalzim's Horrid Wilting
shouldn't fall into the same category of spells as Magic Missile). Therefore, golems
and elementals are not affected, as they are not made out of water. Unfortunately, that includes water elementals,
but they appear only once or twice in the game and do not have their own entry in the RACE.ids. Also note that
I've changed the type of creatures that are more devastated by an Abi-Dalzim's Horrid Wilting from plant
creatures and water elementals to aquatic creatures and slimes. This was done in favour of gameplay, since plant
creatures and water elementals appear rarely in the game. In Lost Crossroads, I will revert this to plant creatures
and water elementals, but the spell will still affect slime creatures the way it does in SpellPack (I think this is
an oversight in AD&D).
- When using
Dimension Door, you really have to have a straight unobscured
line between the caster and the destination; even if you have a single tree
blocking that line (but you know you can physically bypass it!). I once had to
move a few steps so that I could properly cast the spell accross
a railing. There might be a solution for this, but implementing it is very
complex, so it will be left alone for now. Sorry, but this is the only way of
preventing misuse of the spell.
- Chain Lightning does not target unconscious characters. This is due to a hardcoded feature that
prevents unconscious characters from being seen if the EA is [ANYONE] rather
than NearestEnemyOf() or something like that.
I am still trying to find a way around this.
- This is
cosmetic, but a "Rat - Death" is displayed if Death Spell
kills a large number of creatures (the invisible creature kills itself when
enough targets are struck - this is how Death Spell targets a limited
number of creatures). Sorry, but there
is no way around this.
- Contrary to
some of the descriptions, saving throws against certain spell types (fire,
mind, etc.) and wisdom adjustments are not implemented in SpellPack.
This is because this involves embedding .eff files
for each individual spell and ability in the game. The scope of SpellPack is much smaller, and does not revamp all game
files. But Lost Crossroads will.
- Death Bolt
is an experimental spell I have included with the pack. It still needs a few
touches, but I am curious on what the public opinion is about cutscenized spells, since they only appear in PS:T (where
you cast less of them anyway if you play the game right). The effects are truly amazing, but it comes at
a price: you will be forced to watch the same 15 sec cutscene
each time you cast the spell, and it clears the actions of everyone in the
area, possibly interrupting spellcasting. And the cutscene
doesn't always work out the way intended - it works 97.36328% of the time, with
fluctuations depending on the weather. I
would earnestly like to hear some feedback about this.
- Also concerning
Death Bolt: If you use a resolution larger than 800x600, some parts of
the cutscene will look downright weird. I am working
on this.
- Some
of the spells (especially Chain Lightning) might be misused by the AI,
sometimes killing themselves. SpellPack
covers conservative changes, which does not include the AI. Chain Lightning
is a seperate component for this very reason. In
SpellPackB5, the AI spellcaster is exempt from
suffering damage from his/her/its own Abi-Dalzim's
Horrid Wilting. This is cheating, but better than suicide. This will not
happen in Lost Crossroads.
- For
those whom this might concern, some of the new priest spells introduced in B5
(most notably Spacewarp) are in the spheres of
"numbers" and "war". None of the spellcasting
priests in Baldur's Gate II have even minor access to the sphere of numbers and
war. I lifted this restriction in favour of
entertainment (admittedly, Spacewarp is too
much fun to leave out). But in Lost Crossroads, this restriction will hold.
- In
Lost Crossroads, Guardian Mantle will be restricted to Abjurers, wheras in SpellPack anyone can
cast it. Guardian Mantle is a rare spell in the AD&D multiverse, sometimes meant to be restricted to a certain
group. But for the sake of SpellPack, I decided to
include it as a replacement for a too-similar (and useless) spell.
- I
was about to put Permanency in (along with the component "Charm
Plants, Guardian Mantle, Persistance"), but I
decided to leave it out in the last minute. It's too risky in terms of the AI
and mod compatibility. But the files are still there and the code is still
there, so you can delete some of the "//"s and try it out. If you
find any bugs, you are more than welcome to tell me (since Permanency
will definitely be added in Lost Crossroads), but I
will not fix it in SpellPack.
- You
can decide to end Moment and Mental Domination by selecting the spellcaster and make the character undertake a different
action. If you command the character to start casting a different spell, that
spell will be interrupted, and Moment/Mental Domination will continue
to be in operation. This is due to a hardcoded feature of the IE, so I cannot
fix this. To get around this, you will have to select the character and
undertake some action other than spellcasting,
cancel the action, and then begin casting a spell.
V.
Description of Spells (Listed in order of spell level, with priest spells
first).
-----------------------
Level
1 Priest
Battlefate (Alteration)
Level:
1
Sphere:
Chaos
Range:
20 yards
Duration:
2 rounds/level
Casting
Time: 4
Area
of Effect: 1 creature
Saving
Throw: None
This
spell alters probability to favor one character or creature locked in
battle. His opponent may stumble at an
awkward time, a clumsy parry might catch the enemy’s weapon at just the right
angle, or he happens to notice the foe moving in for a flank attack. The more powerful the priest, the more potent
the aid; combat modifiers provided by battlefate
equal +1 per three levels, so a 1st-level caster provides a +1 bonus, a
4th-level caster a +2 bonus, a 7th-level caster a +3, and so on to a maximum of
+5 for a 13th-level priest. The exact
form of the aid or assistance varies from round to round - it is determined by
a 1D6 roll to see which aspect of the subject’s combat abilities are affected in
any given round.
1D6 Effect
1 Nothing happens
2 Defenses enhanced, apply bonus to
subject AC
3 Luck enhanced, apply bonus to saving
throws
4 Accuracy enhanced, apply bonus to
attack rolls
5 Damage enhanced, apply bonus to damage
rolls
6 Lucky opening! Subject gains one extra
attack with
either
enhanced accuracy or damage (50% chance for each)
If the
character does not make a roll of the specified type in the round, he gains no
benefit for the spell; for example, if the character gains the saving throw
bonus but doesn’t have to make any saving throws during the round in question, battlefate doesn’t help him. Of course, in the following round, the spell
may provide him with a different benefit.
Note that on a roll of 1, battlefate does not
help the character the priest intends to aid — such is the nature of chaos.
Call
Upon Faith (Alteration)
Level:
1
Sphere:
Summoning
Range:
0
Duration:
1 round
Casting
Time: 1
Area
of Effect: The caster
Saving
Throw: None
Before
attempting a difficult task, the priest may cast call upon faith to aid his
performance. The priest gains a +3 (or
+15%) bonus to all of his die rolls. The
bonus affects saving throws, armor class, attack roll, attack count, ability
stats, thieving skills, etc. For
example, if a priest were about to face a black dragon, he could cast this
spell and gain a +3 bonus to his attack rolls and be able to make 3 extra
attacks.
Doom
(Enchantment/Charm)
Level:
1
Sphere:
Charm
Range:
25 yards
Duration:
1 round/level
Casting
Time: 1 round
Area
of Effect: 1 creature
Saving Throw: Neg.
This
spell causes a feeling of doom to overwhelm the subject. For the duration of the spell, the subject percieves as though nothing he does will succeed. Thoughts
and perceptions turn into action: the victim suffers a -2 penalty to all his rolls, this includes THAC0 and saving throws. The effects of this spell may be avoided at a
successful saving throw versus spells, but it is rolled with a penalty of -1
for every three experience levels of the the caster,
to a maximum of -6 at 18th level.
Entangle
(Alteration)
Level: 1
Sphere: Plant
Range: 80 yards
Duration: 1 turn
Casting Time: 4
Area of Effect:
40-foot radius sphere
Saving Throw: ˝
By means of this
spell, the caster is able to conjure and cause plants in the area of effect to
entangle creatures within the area. The grasses, weeds, bushes, and even trees
wrap, twist, and entwine about the creatures, holding them fast for 1 round. Any
creature entering the area is subject to this effect. A creature that rolls a
successful saving throw versus spells can escape the area, moving at only 10
feet per round until out of the area, although one must be made at the
beginning of every round. Exceptionally large (gargantuan) or strong creatures
may suffer little or no distress from this spell.
Faerie
Fire (Alteration)
Level:
1
Sphere:
Weather
Range:
80 yards
Duration:
4 rounds/level
Casting
Time: 4
Area
of Effect: 30-foot radius
Saving
Throw: None
This
spell enables the caster to outline one or more objects or creatures with a
pale glowing light. Outlined creatures
are easier to strike, thus opponents gain a +1 bonus to attack rolls. Note that outlining can render otherwise
invisible creatures visible. However, it
cannot out-line non-corporeal, ethereal, or gaseous creatures. Nor does the light come anywhere close to
sunlight. Therefore it has no special
effect on undead or dark-dwelling creatures.
The faerie fire does not cause any harm to the object or creature thus
outlined.
Magical Stone
(Enchantment/Charm)
Level: 1
Sphere: Combat
Range: 0
Duration: ˝ hour
Casting Time: 4
Area of Effect: 3
small pebbles
Saving Throw:
None
By using this
spell, the priest can temporarily enchant up to three small pebbles, no larger
than sling bullets. The magical stones
can then be hurled or slung at an opponent.
If hurled, they can be thrown up to 30 yards, and all three can be
thrown in one round. The character using
them must roll normally to hit, although the magic of the stones enables any
character to be proficient with them.
The stones are considered + 1 weapons for determining if a creature can
be struck (those struck only by magical weapons, for instance), although they
do not have an attack or damage bonus.
Each stone that hits inflicts 1D4 points of damage, 2D4 points against
undead. The magic in
each stone lasts for but one-half hour or until used.
Sanctuary
(Abjuration)
Level: 1
Sphere:
Protection
Range: Touch
Duration: 2
rounds + 1 round/level
Casting Time: 1
round
Area of Effect: 1
creature
Saving Throw:
None
When the priest
casts a Sanctuary spell, it causes all of his opponents to ignore the targets'
existence as if he were invisible. While
protected by this spell, the subject cannot take direct offensive action
without breaking the spell, but may use non-attack spells or otherwise act in
any way that does not violate the prohibition against offensive action. Note
that this spell does not prevent the operation of area attacks (such as
fireball or curse). This allows a warded
priest to heal wounds, for example, or to bless himself. He cannot cast spells on other creatures
without ending the spell.
Shillelagh
(Alteration)
Level:
1
Sphere:
Combat, Plant
Range:
0
Duration:
4 rounds + 1 round/level
Casting
Time: 2
Area
of Effect: 2 foot long cudgel
Saving
Throw: None
This
spell enables the caster to create a magical cudgel that has a +1 bonus to its
attack roll and inflicts 2D4 points of damage on opponents. The caster must wield the shillelagh, of
course.
Sunscorch
(Invocation/Evocation)
Level: 1
Sphere: Sun
Range: 40 yards
Duration:
Instantaneous
Casting Time: 4
Area of Effect: 1
creature
Saving
Throw: Neg.
This spell
creates a brilliant ray of scorching heat that slants down to strike one target
of the caster’s choice. The victim is
entitled to a saving throw versus spells to avoid the ray — a successful save
indicates that it missed altogether. Any
creature struck by the ray sustains 1D6 points of damage, plus 1 point per
caster level. Undead creatures and
monsters vulnerable to bright light sustain 1D6 points of damage, plus 2 points
per caster level. In addition to
sustaining damage, victims are also blinded for 1D4 rounds by the spell.
Level
2 Priest
Alicorn Lance
(Invocation/Evocation)
Level: 2
Sphere: Animal
Range: 40 yards
Duration:
Instantaneous
Casting Time: 5
Area of Effect: 1
creature
Saving Throw: ˝
This spell
creates a silver-hued, partially ethereal lance shaped in the form of an alicorn (a unicorn horn).
The spellcaster chooses a target and the alicorn lance instantaneously fires at it, inflicting 3D6
points of piercing damage, with a saving throw for half damage. Although the alicorn
lance dissipates after it strikes, it leaves a silvery radiance around the
target that makes it easier to see and hit, giving it a -2 armor bonus for 3
rounds.
Beast Claw
(Alteration)
Level: 2
Sphere: Animal
Range: 0
Duration: 2
rounds + 1 round/level
Casting Time: 5
Area of Effect:
The caster
Saving Throw:
None
This spell
transforms the caster's arms into the claws of a mighty beast, giving the
caster 18/72 strength and the ability to rake an opponent for 2D4 (+3 strength
bonus) points for slashing damage. The
caster can attack twice per round with the beast claws, with a +2 bonus to hit.
Chant
(Conjuration/Summoning)
Level: 2
Sphere: Combat
Range: 0
Duration: 1 Turn
Casting Time: 1
round
Area of Effect:
30-foot radius
Saving Throw:
None
By means of the
chant spell, the priest brings special favor upon himself and his party, and
causes harm to his enemies. When the
chant spell is completed, all attack and damage rolls and saving throws made by
those in the area of effect who are friendly to the priest gain + 1 bonuses,
while those of the priest's enemies suffer - 1 penalties. This bonus/penalty continues for one turn
after the casting. Multiple chants are
not cumulative; however, if the 3rd-level prayer spell is spoken, the effect is
increased to +2 and -2.
Flame Blade
(Evocation)
Level: 2
Sphere: Elemental
(fire)
Range: 0
Duration: 4
rounds + 1 round/2 levels
Casting Time: 4
Area of Effect:
3-foot long blade
Saving Throw:
None
With this spell,
the caster causes a blazing ray of red-hot fire to spring forth from his
hand. If the caster successfully hits
with the flame blade in melee combat, the creature struck suffers 1D4 + 4
points of damage, with a damage bonus of +2 (i.e., 7-10 points) if the creature
is undead or is especially vulnerable to fire.
If the creature is protected from fire, the damage inflicted may be
reduced, and fire dwellers and those using fire as an innate attack form suffer
no damage from the spell. The flame
blade is not a magical weapon in the normal sense of the term, so creatures
struck only by magical weapons are not harmed by it. This spell does not function underwater.
Moment
(Divination)
Level:
2
Sphere:
Numbers
Range:
Touch
Duration:
1 round/level
Casting
Time: 1 round
Area
of Effect: 1 creature
Saving
Throw: None
Theoretically,
every action has a particular moment at which it will have its greatest
possible effect. Using the arcane mathematics of this spell, the priest can
determine the "ideal moment" for all actions of a single character in
each round that the spell is in effect.
These actions must be performed by the same character throughout the
spell, and it may not be the priest. The
character gains a bonus of 20% (+4 on a D20) to the success of all his
actions. When used in combat, the priest
can advise what moment offers the greatest success in striking (affecting the
chance to hit), to dodge an attack, or to attempt a saving throw.
Noncombat
actions can also benefit from the moment spell.
For example, a thief planning to set a trap wall may be informed by the
priest that the moment is right - the success of the action happens with a
bonus of 20% to chance of success.
While
concentrating on this spell, the priest can take no other action.
Moon Motes
(Evocation)
Level: 2
Sphere: Sun
Range: 0
Duration:
Instantaneous
Casting Time: 3
Area of Effect:
20-foot long, 20-foot wide cone
Saving Throw: ˝
Moon motes calls
upon Selune's connection with moonlight and magic to
invoke a spray of glowing spheres. The
glowing spheres cause 4D4 points of magical energy damage to every creature
caught in its path, with creatures rolling their saving throws versus spells
sustaining half damage. Undead suffer
double damage from the glowing spheres.
Produce Flame
(Alteration)
Level: 2
Sphere: Elemental
(fire)
Range: 30 yards
Duration: 1
round/level
Casting Time: 5
Area of Effect:
Special
Saving Throw:
None
A bright flame,
equal in brightness to a torch, springs forth from the caster's palm when he
casts a produce flame spell. The flame
does not harm the caster, and the caster is capable of hurling the magical
flame as a missile, with a range of 30 yards (considered short range). The flame flashes on impact, causing damage
within a ten-foot diameter of its center of impact, and then it goes out. A creature struck by the flame suffers 1D4 +
1 points of damage and. If any duration
remains to the spell, another flame immediately appears in the caster's hand,
which he may hurl the next round. This
spell does not function underwater.
Seeking
(Enchantment, Invocation)
Level:
2
Sphere:
Numbers
Range:
0
Duration:
1 turn
Casting
Time: 2
Area
of Effect: Creates 1 missile/3 levels
Saving
Throw: None
The
seeking spell takes the normal laws of momentum and gravity, and then twists
them slightly in a way that is favorable to the caster of the spell.
The
caster can create and ensorcel a number of special
missiles (arrows, bolts, bullets, or darts) equal to one-third his level, to a
maximum of five missiles. When they have been created, the caster may either
use them or distribute them to his or her companions. When shot or hurled at a target, the missiles
unerringly seek the target, and therefore the characters do not need to roll
attack rolls. The missiles count as
magical weapons for the purposes of what it can hit, but there is no damage
bonus.
At the
casting of the spell, the caster may choose through a menu which type of weapon
to create - arrows, bolts, bullets, or darts.
Silence
15' Radius (Alteration)
Level:
2
Sphere:
Guardian
Range:
120 yards
Duration:
2 rounds/level
Casting
Time: 5
Area
of Effect: 15-foot radius sphere
Saving
Throw: Special
Upon
casting this spell, complete silence prevails in the affected area. All sound is stopped: conversation is
impossible, spells cannot be cast (with the exception of vocalize), and no
noise whatsoever issues from or enters the area. The spell lasts two rounds for each level of
experience of the priest. The spell is
centered upon a creature, and the effect then radiates from the creature and
moves as it moves. An unwilling creature
receives a saving throw against the spell.
If the saving throw is successful, the spell effect is centered about
one foot behind the position of the subject creature at the instant of casting.
Spiritual Hammer
(Invocation/Evocation)
Level: 2
Sphere: Combat
Range: 0
Duration: 3
rounds + 1 round/level
Casting Time: 5
Area of Effect:
Special
Saving Throw:
None
By calling upon
his deity, the caster of a spiritual hammer spell brings into existence a
magical hammer. For the duration of the
spell, the Priest may use the magic weapon to strike enemies from a safe
distance without non-proficiency penalties.
It strikes as a magical weapon with a bonus of +1 for every six
experience levels (or fraction) of the spellcaster,
up to a total of +3 to the attack roll and +3 to the damage roll for a
13th-level caster. The base damage inflicted when it scores a hit is exactly
the same as a normal war hammer (1D4+1 vs. opponents plus the magical bonus).
Level
3 Priest
Animate
Dead (Necromancy)
Level:
3
Sphere:
Necromantic
Range:
10 yards
Duration:
Permanent
Casting
Time: 2 rounds
Area
of Effect: Special
Saving
Throw: None
This
spell creates the lowest of the undead monsters - skeletons or zombies -
usually from the bones or bodies of dead humans, demihumans,
or humanoids deep within the earth.
Either one skeleton is animated per level of the caster or one zombie
for every two levels of the caster - the type is determined randomly. The
skeletons or zombies can follow the caster, remain in an area and attack any
creature (or just a specific type of creature) entering the place, etc. The undead remain animated until they are
destroyed in combat or are turned; the magic cannot be dispelled.
Casting
this spell is not a good act, only evil priests may do so.
Call Lightning
(Alteration)
Level: 3
Sphere: Weather
Range: 360 yards
Duration: 1
turn/level
Casting Time: 1
round
Area of Effect:
One 10-foot radius bolt/level
Saving Throw: ˝
Nature's fury
shall strike your foes with powerful bolts of lightning.
Because call
lightning requires a storm overhead, this spell may only be cast outside. The
caster is then able to call down bolts of lightning. The caster can call down
one bolt per turn. The caster need not
call a bolt of lightning immediately each turn - other actions, even spellcasting, can be performed; however, the caster must
remain stationary and concentrate for a full round each time a bolt is
called. The spell has a
duration of one turn per caster level.
Each bolt causes 2D8 points of electrical damage, plus an additional 1D8
points for each of the caster's experience levels. Thus, a 4th-level caster calls down a 6D8
bolt (2D8 + 4D8).
The bolt of
lightning flashes down in a vertical stroke at whatever distance the spellcaster decides, up to 360 yards away. Any creature
within a 10-foot radius of the path or the point where the lightning strikes
suffers full damage unless a successful saving throw versus spells is rolled,
in which case only one-half damage is taken.
Circle
of Bones (Invocation/Evocation)
Level:
3
Sphere:
Necromantic, Creation
Range:
30 yards
Casting
Time: 3
Duration:
1 turn
Area
of Effect: 10-foot radius
Saving Throw: Neg.
The
priest employs this spell to set up a wall of circling bones that crush and
tear. These whirl and flash around a
central point, creating an immobile barrier.
Any creature except the caster attempting to pass through the circle of
bones suffers 2D6 points of combined slashing and crushing damage, although
creatures at the center are unharmed - the caster may use this spell to protect
creatures assuming they physically do not move through the barrier. The plane of rotation of the bones is
horizontally around that point.
Creatures within the area of the barrier are entitled to a saving throw
versus spells. If this is successful,
the bones are avoided and no damage is suffered; the creature escapes the area
of the circle of bones by the shortest possible route. The barrier remains for one turn, and covers
an area of a 20-foot diameter circle.
Elysium's Tears
(Invocation/Evocation)
Level: 3
Sphere: Combat
Range: 35 yards
Duration: Special
Casting Time: 6
Area Effect:
5-foot radius/meteor
Saving Throw: ˝
The skies of the
Upper Planes shed tears when evil is done. These tears can burn even the most
armored of foes.
The caster
chooses any single target within range. Then, a rift opens above the target
between the current plane and Elysium, and a stream of small meteors rain down
to strike the target and surrounding area - one 'meteor' for each level of
experience, up to a maximum of 20. Each missile that hits inflicts 1D4 points
of magic damage. Anyone within 10 feet of the target also takes the same amount
of damage as well. Elysium's Tears may
not be cast by evil characters.
Holy
Smite (Necromancy)
Level:
3
Sphere:
Necromantic
Range:
100 yards
Duration:
Instantaneous
Casting
Time: 3
Area
of Effect: 30-foot radius
Saving
Throw: Special
This
spell calls upon energy from the plane of brilliance and opens a channel
between it and the plane the priest is currently in. The result is evilly-aligned creatures within
the area effect sustain 1D6 points of damage for every second level of the
caster (maximum of 6D6), and are blinded for 1D4 rounds. A saving throw versus spells halves the
damage and negates the blindness.
Invisibility
Purge (Abjuration)
Level: 3
Sphere: Wards
Range: 0
Duration: 1
turn/level
Casting Time: 1
round
Area of Effect:
10-foot radius/level
Saving Throw:
None
All invisible
creatures who enter an area enchanted with
invisibility purge instantly become visible. Invisibility -related spells do
not take effect within the boundaries of the enchanted area, and magical
devices such as potions of invisibility do not function. Creatures with the
natural ability to become invisible are unable to use this ability within the
area of effect. Invisible objects carrid into the
warded area also become invisible. For example, a creature who consumes a
potion of invisibility outside the warded area becomes invisible normally, but
becomes visible when he enters the area of effect.
Creatures who are invisible in their natural state or have no visible
form (such as invisible stalkers) are not affected by this spell.
Miscast Magic (Invocation/Evocation)
Level: 3
Sphere: Chaos
Range: 40 yards +
10 yards/level
Duration: Until
discharged
Casting Time: 2
Area of Effect: 1
creature
Saving
Throw: Neg.
Miscast magic can
be cast only on a spellcaster. It causes the next spell cast by the affected
spell-caster to take on a different effect, similar as if a wild surge
happened. Even if the spell caster used
the correct verbal and somatic components of the spell, the spell will take on
a different effect (see the wild surge table in the manual for more detailed
effects). There is always a chance the
results are beneficial for the spell-caster, but it is usually fired off in an
undesired effect.
Spell-casters who
are targets of a miscast magic are allowed a saving throw versus spells to
avoid the effect.
Mold
Touch (Alteration)
Level:
3
Sphere:
Plant
Range:
10 yards
Duration:
Special
Casting
Time: 6
Area
of Effect: Special
Saving
Throw: Special
This
spell infects one creature the caster touches with a rapidly-spreading brown
mold. The infected creature receives a
saving throw versus spells. If the
saving throw is failed, the infection is severe and the creature takes damage
as follows:
1st
round: 4D6 damage
2nd
round: 3D6 damage
3rd
round: 2D6 damage
4th
round: 1D6 damage
If the
saving throw is successful, the damage is reduced:
1st
round: 2D6 damage
2nd
round: 1D6 damage
3rd
round: 1D6 damage
Each
round after the first, the nearest creature within the ten feet of the victim
must make a saving throw versus spells or be infected by the mold at full
strength. This process continues until
there are no more victims or until the mold fails to infect a suitable host in
time. Creatures already under the
effects of the mold cannot contract it again for another hour. The brown mold quickly dies once the spell
expires.
Moonblade (Evocation)
Level: 3
Sphere: Sun
Range: 0
Duration: 1
round/level
Casting Time: 6
Area of Effect:
3-foot long blade
Saving Throw:
None
When cast,
weightless sword-like construct made of moonlight springs forth in from the
caster's hand, 3 feet in length. The moonblade is considered a +3 weapon against creatures not undead, and a +6 weapon against undead (although moonblade may not strike undead immune to +3 weapons). In addition, due to the insubstantial nature
of the moonblade, melee bonuses from strength do not
apply.
The strike of a moonblade drains a target 1D8+3 hit points, or 1D8+6 if the
target were undead, who are particularly susceptible. The moonblade
disappears when dispelled or the duration expires.
Prayer
(Conjuration/Summoning)
Level: 3
Sphere: Combat
Range: 0
Duration: 1
round/level
Casting Time: 6
Area of Effect:
60-foot radius
Saving Throw:
None
To bestow allies
and curse enemies at once is granted by this spell.
By means of the
prayer spell, the priest brings special favor upon himself and his party and
causes harm to his enemies. Those in the area at the instant the spell is
completed are affected for the duration of the spell. When the spell is
completed, all attack and damage rolls and saving throws made by those in the
area of effect who are friendly to the priest gain + 1 bonuses, while those of
the priest's enemies suffer - I penalties. Once the prayer spell is uttered,
the priest can do other things, unlike a chant, which he must continue to make
the spell effective. If another priest of the same allegiance is chanting when
a prayer is cast, the effects combine to +2 and -2, as long as both are in
effect at once.
Random Casualty
(Alteration)
Level: 3
Sphere: Chaos
Range: 30 feet
Duration: 3
rounds + 1 round/level
Casting Time: 6
Area of Effect:
The caster
Saving Throw:
None
This spell
creates a rift in the nature of cause and effect. The spell is cast upon the caster. When struck by a melee weapon, it hits and
causes damage normally, but a random creature hostile to the caster within
range suffers 2D6 points of damage as well.
There is a chance the creature striking the caster suffers the damage. If the creature misses the caster, the spell
is not triggered and no damage is caused.
If the caster is struck by a ranged weapon, random casualty might
endanger creatures near the caster, but the attacker is not affected if he is
beyond range of the spell.
Spike Growth
(Alteration, Enchantment)
Level: 3
Sphere: Plant
Range: 60 yards
Duration: 1 turn
Casting Time: 6
Area of Effect:
30-foot radius
Saving Throw:
None
The spell creates
sharply pointed vegetation. In effect
the ground cover acts as if the area were strewn with caltrops. In areas of bare ground or earthen pits,
roots and rootlets act in the same way.
For each round spent within the area, victims suffer 2D4 points of
damage. He must also roll a saving throw
versus spells. If this saving throw is
failed, the victim's movement rate is reduced by one-half from its current
total. This penalty lasts for 24 hours,
after which the character's normal movement rate is regained.
Storm Shell
(Abjuration)
Level: 3
Sphere: Weather
Range: 0
Duration: 1 turn
Casting Time: 6
Area of Effect:
The caster
Saving Throw:
None
This spell
surrounds the caster with a dark sphere of disruptive energy that moves with
him. The storm shell grants a 50%
resistance to fire, cold, and electricity.
Also, this shell renders non-magical missile weapons ineffective.
Unholy
Blight (Necromancy)
Level:
3
Sphere:
Necromantic
Range:
100 yards
Duration:
Instantaneous
Casting
Time: 3
Area of
Effect: 30-foot radius
Saving
Throw: Special
This
spell calls upon energy from the negative energy plane and opens a channel
between it and the plane the priest is currently in. The result is good-aligned creatures within
the area effect sustain 1D6 points of damage for every second level of the
caster (maximum of 6D6), and are cursed for 4 rounds. A saving throw versus spells halves the
damage and negates the cursing effects.
Level
4 Priest
Adamantite Mace
(Alteration)
Level: 4
Sphere: Elemental
(earth)
Range: 0
Duration: 1
round/level
Casting Time: 7
Area of Effect:
Creates 1 cudgel
Saving Throw:
None
By means of this
spell, the priest creates a an enchanted weapon of adamantite, the most magical mineral known. The adamantite mace
gains a +2 bonus to attack and damage rolls, but it can strike creatures
normally hit only by +4 or better weapons.
As an incarnation of elemental earth, the mace inflicts up to twice the
damage against creatures of elemental air or magical avians
such as griffons, perytons, pegasi,
and winged baatezu or tanar’ri. The adamantite mace
retains its special properties for one round per level of experience of the
caster.
Blood
Rage (Conjuration/Summoning)
Level:
4
Sphere:
Combat
Range:
10 yards
Duration:
2 turns
Casting
Time: 7
Area
of Effect: 1 creature
Saving
Throw: None
Blood
Rage may only be chosen to affect characters or creatures allied to the
caster. When cast, the subject of this
spell goes berserk, attacking the nearest creature until that creature is dead,
then moving to the next target. While
under Blood Rage the subject shrugs off charm, sleep, fear, hold, stunning,
confusion, emotion type spells and releated
effects. In addition, the subject gains
+2 to hit, +3 to damage, +2 Strength, 10 extra hitpoints
and a bonus to his movement rate. The
spell has several disadvantages, however.
The hit points of the subject are masked for the duration of the spell,
so the subject may not benefit from any effect that heals hit points. At the end of the spell's duration, the
subject becomes fatigued and their strength drops to half for 2 turns. Blood Rage cannot be cast by, nor affect,
characters or creatures of lawful alignment.
Cloud of
Pestilence (Necromancy)
Level: 4
Sphere:
Necromantic
Range: 60 yards
Duration: 1 turn
Casting Time: 7
Area of Effect:
30-foot radius
Saving
Throw: Neg.
This spell
transforms the air in a into sickening, grayish
mists. The caster and non-living
creatures are immune to the effects of the cloud. Every round of exposure to the disease ridden
air causes the loss of 1 point in strength, dexterity, and constitution, 3
points of damage, and blindness.
Creatures within the afflicted area must make a saving throw every round
to avoid the debilitating effects of the cloud.
The ability score loss persists for 1 turn, and the blindness for 8
hours. Cloud of Pestilence can only be
cast by evil characters.
Mental
Domination (Enchantment/Charm)
Level:
4
Sphere:
Charm
Range:
50 yards
Duration:
3 rounds/level
Casting
Time: 4
Area
of Effect: 1 creature
Saving Throw: Neg.
This
spell is similar to the wizard spell domination in that it establishes a
telepathic link between the priest and the subject through which the priest can
control the subject's bodily movements.
There are some significant differences between the spells, however.
The
priest can force the subject into combat, but the subject's attack rolls suffer
a -2 penalty. The priest cannot force
the subject to cast spells or use any innate magical or magiclike
abilities. This spell gives the priest
no access to the subject's thoughts, memory, or sensory apparatus. Thus, the priest cannot see through the
subject's eyes. To control the subject,
the priest must be within the range of the spell and must be able to see the
subject. Breaking either of these
conditions causes the spell to terminate immediately.
This
spell requires an intense level of concentration by the priest; he may do
nothing else for the duration of the spell other than maintaining control. If the priest breaks his concentration, is
rendered unconscious, or killed, the spell immediately terminates.
Produce Fire
(Conjuration/Summoning)
Level: 4
Sphere: Elemental
(fire)
Range: 40 yards
Duration:
Instantaneous
Casting Time: 7
Area of Effect:
15-foot radius
Saving Throw:
None
By means of this
spell, the caster causes a common fire in a circle of up to 30 feet in
diameter. Though it lasts but a split
moment, the fire produced by the spell inflicts 1D4 points of damage plus 1 point
per caster level upon creatures within its area.
Recitation
(Abjuration)
Level: 4
Sphere: Combat
Range: 0
Duration: 1
round/level
Casting Time: 7
Area of Effect:
40-foot radius
Saving Throw:
None
By reciting a
sacred passage or declaration, the priest invokes his deity's blessing upon
himself and his allies, while causing confusion and weakness among his enemies.
All creaures within the area of effect at the instant
of the spell's completion are affected.
Allies of the
priest gain a +2 bonus to attack rolls and saving throws, while the caster
gains a +3 bonus to attack rolls and saving throws. Enemies suffer a -2 penalty
to attack rolls and saving throws. After the recitation, the priest is free to
take further actions during the spell's duration as he sees fit; he need not
concentrate to maintain the spell. As a result, it is possible for the priest
to cast a prayer spell, which increases the bonuses and penalties provided to
+3 and -3 respectively. If another priest is using chant at the same time, then
the bonuses and penalties given by it are also allowed to add to the total.
Static Charge
(Alteration)
Level: 4
Sphere: Weather
Range: 360 yards
Duration: 1
turn/level
Casting Time: 1
round
Area of Effect: 1
creature/level
Saving Throw: ˝
Static Charge is
similar to Call Lightning except it can be used indoors. Upon completion of this spell an enemy
creature within the area of effect is fried by a static discharge for 1D8
electricity damage per caster level, to a maximum of 12D8 electricity
damage. Once released the static charge
will build up again on the caster, discharging once per turn for the duration
of the spell. Unlike call lightning
however, static charge may not be directed by the caster, although his allies
are not affected.
Thorn Spray
(Alteration)
Level: 4
Sphere: Plant
Range: Special
Duration:
Instantaneous
Casting Time: 6
Area of Effect:
30-foot long, 25-foot wide cone
Saving Throw: ˝
By means of this
spell, the caster can cause a spray of barbs, spikes, thorns, and spines to
spring forth from his hand. The thorn
spray inflicts 6D10 piercing damage to all creatures within the area of effect.
Level
5 Priest
Animal Rage
(Alteration)
Level: 5
Sphere: Combat,
Animal
Range: 10 yards
Duration: 3 turns
Casting Time: 8
Area of Effect: 1
creature
Saving Throw:
None
This spell imbues
the target creature with animal ferocity.
Characters subject to this spell gain a Strength of
19, +20 hit points, +3 movement and +2 to all saving throws (+6 against spells
that affect the mind). The
recipient loses the ability to cast spells while Animal Rage is in effect. When enemies are within sight, the recipient
immediately rushes into combat using whatever melee weapons he has.
Flame Strike
(Invocation/Evocation)
Level: 5
Sphere: Combat
Range: 60 yards
Duration:
Instantaneous
Casting Time: 8
Area of Effect:
10-foot radius by 50-foot column
Saving Throw: ˝
Fires roar down
from the heavens, smiting and burning with its submissive flames.
When the priest
evokes a flame strike spell, a vertical column of fire roars downward in the
location called for by the caster. Any creatures within the area of effect must
roll a saving throw versus spells. Failure means the creature sustains 8D8
points of damage; otherwise, the damage is halved.
Insect
Plague (Conjuration/Summoning)
Level:
5
Sphere:
Combat, Animal
Range:
120 yards
Duration:
2 rounds/level
Casting
Time: 2 rounds
Area
of Effect: 60-foot radius cloud
Saving
Throw: None
When
this spell is cast by the priest, a horde of creeping, hopping, and flying
insects appear and swarm in a thick cloud.
The insects obscure vision, limiting it to 10 feet. Spellcasting within
the cloud is impossible. Creatures in the insect plague, regardless of Armor
Class, sustain 1 point of damage each second they remain within, due to the
bites and stings of the insects.
Invisibility is no protection.
All creatures with 2 or fewer Hit Dice will automatically move at their
fastest possible speed in a random direction until they are away from the
insects. Creatures with fewer than 5 Hit
Dice must check morale; failure means they run as described above.
Fire,
lightning, cold, acid, force, and wind spells kill off insects within their
bounds. For example, a fireball spell
clears insects from its blast area. A
single torch is ineffective against this vast horde of insects. The plague lasts two rounds for each level of
the caster, and thereafter the insects disperse.
The
insects swarm in an area that centers around a
summoning point determined by the spellcaster. The point can be up to 120 yards away from
the priest. The insect plague does not
move thereafter for as long as it lasts.
Ironskin (Alteration)
Level:
5
Sphere:
Elemental (Earth)
Range:
0
Duration:
Special
Casting
Time: 8
Area
of Effect: The caster
Saving
Throw: None
When
this spell is cast, the caster gains a virtual immunity to any attack by cut,
blow, projectile, or the like. Even a
sword of sharpness cannot affect a priest protected by stoneskin,
nor can a rock hurled by a giant, a snake's strike, etc. However, magical attacks from such spells as
fireball, magic missile, lightning bolt, and so forth have their normal
effects. The spell blocks 1D4 attacks,
plus one attack per four levels of experience the caster has achieved. This limit applies regardless of whether the
attack was physical or magical. For
example, an ironskin spell cast by a 9th-level priest
would protect against from three to six attacks. Four magic missiles would count as four
attacks in addition to inflicting their normal damage.
Ironskin lasts until all the skins are used up to
block attacks, when dispelled normally, or when one month has passed. This spell may not be made permanent.
Produce Ice
(Conjuration)
Level: 5
Sphere: Elemental
(water)
Range: 0
Duration: 1 round/level
Casting Time: 8
Area of Effect:
20-foot radius
Saving Throw: ˝
This spell
creates supernatural cold in the area of effect, condensing all atmospheric and
standing water into ice. The caster
affects a spherical area with a 40 foot diameter. This can have several effects; first of all,
any creature caught in the area of effect when the temperature is lowered
suffers 2D4 damage plus 1 point per level of the caster, or half that damage
with a successful saving throw versus spells. Any fires (such as a flame blade) in the area
are extinguished. The ice formed by the
spell traps creatures until the ice melts (1D4+1 rounds), regardless of saving
throws.
Smashing
Wave (Invocation/Evocation)
Level:
5
Sphere:
Elemental (Water)
Range:
30 yards
Duration:
Instantaneous
Casting
Time: 3
Area
of Effect: 5-foot wide wave
Saving
Throw: ˝
This
spell summons a wave of water that moves in the direction willed by the caster,
striking all in its path with a massive force.
Creatures standing in the path of the wave suffer 10D5 points of damage
and are knocked away from the caster (a saving throw versus spells reduces the
damage to half). In addition, creatures
failing their saving throws are stunned for 1D4 rounds.
Spike Stones
(Alteration, Enchantment)
Level: 5
Sphere: Elemental
(earth)
Range: 30 yards
Duration: 1 turn
Casting Time: 8
Area of Effect:
20-foot radius
Saving Throw:
None
The spike stones
spell causes rock to shape itself into long, sharp points. It is effective on both natural rock and
worked stone. The spike stones serve to
impede progress through an area and to inflict damage. Those entering the spell's area of effect
suffer 2D8 points of damage per round.
Those entering the area are subject to the sharp stones immediately upon
setting foot in the area and for each round spent in the area thereafter. The sharp stones reduce movement rate by
one-half; this penalty lasts for 24 hours, after which the character's normal
movement rate is regained.
Undead Ward
(Abjuration, Necromancy)
Level: 5
Sphere: Wards
Range: 0
Duration: 1
round/level
Casting Time: 1
round
Area of Effect: 30-foot
radius
Saving Throw:
None
When an undead
creature attempts to enter the protected area, the creature is affected by the
ward as if it were being turned by a priest the same level as the caster (up to
level 20). The casting Priest need not
have the ability to turn undead himself.
The results of
the turning attempt are calculated normally.
If a large number of undead assult the warded
area, not all of them are turned by the spell, since normal limitations
apply. Undead who are unaffected by the
turning attempt ignore the undead ward for its duration.
Wall
of Fire (Conjuration/Summoning)
Level:
5
Sphere:
Elemental (Fire)
Range:
80 yards
Duration:
1 round/level
Casting
Time: 8
Area
of Effect: 20-foot wide, 10-foot high wall
Saving
Throw: None
The
wall of fire spell brings forth an immobile, blazing curtain of magical fire of
shimmering color--yellow-orange (different from the 4th-level wizard
version). The spell creates an opaque
sheet of flame up to one 20-feet wide, and 10 feet
high. The wall of fire is cast so that
it is vertical with respect to the caster.
The wall sends forth waves of heat, inflicting 2D4 points of damage upon
creatures within 10 feet and 1D4 points of damage upon those within 20 feet. In addition, the wall inflicts 4D4 points of
damage, plus 1 point of damage per level of the spellcaster,
to any creature passing through it.
Creatures especially subject to fire may take additional damage, and
undead always take twice normal damage. Note that attempting to directly catch
moving creatures with a newly created wall of fire is difficult.
Level
6 Priest
Blade
Barrier (Invocation/Evocation)
Level:
6
Sphere:
Guardian, Creation
Range:
30 yards
Casting
Time: 9
Duration:
1 turn
Area
of Effect: 10-foot radius
Saving Throw: Neg.
The
priest employs this spell to set up a wall of circling, razor-sharp
blades. These whirl and flash around a
central point, creating an immobile barrier.
Any creature except the caster attempting to pass through the blade
barrier suffers 8D8 points of damage, although creatures at the center are
unharmed - the caster may use this spell to protect creatures assuming they
physically do not move through the barrier.
The plane of rotation of the blades is horizontally around that
point. Creatures within the area of the
barrier are entitled to a saving throw versus spells. If this is successful, the blades are avoided
and no damage is suffered; the creature escapes the area of the blade barrier
by the shortest possible route. The
barrier remains for one turn, and covers an area of a 20-foot diameter circle.
Entropy Shield
(Abjuration)
Level: 6
Sphere: Chaos,
Protection
Range: 0
Casting Time: 9
Duration: 1
round/level
Area of Effect:
The caster
Saving Throw:
None
This spell draws
chaotic matter from limbo to erect a powerful shell of pure entropy.
This potent
defense surrounds the caster in a chaotic maelstrom of energy and demimatter that blocks or deflects many attacks. The entropy shield extends about two feet in
all directions from the caster’s body.
The warping effect of the field causes any melee or hand-to-hand attack
to miss 50% of the time — even if the roll allows an attack to continue, the
priest still gains a –2 bonus to his Armor Class. Normal missiles or hurled weapons miss
automatically as the entropy shield deflects them from the caster. Even magical missile attacks (produce flame,
magic missile, or Melf’s acid arrow,
for example), siege engines, and giant-thrown boulders may be deflected as if they
were hand-to-hand attacks.
Against spells or
effects that produce energy, gas, or other physical attack forms (fireball,
lightning bolt, cloudkill, and other such spells) the
entropy shield provides a 50% chance that the attack simply does not affect the
protected priest. Even if the harmful
energy or matter penetrates the shield, the caster gains a +2 bonus on his
saving throw. This does not cause a
spell to fizzle or fail; a priest standing in the middle of a fireball is
simply not touched by the spell, which will inflict its normal damage on anyone
else in the area of effect. Any spell or
effect that does not create matter or energy to harm or hinder the victim can
pass through the entropy shield normally, so mind-based attacks and magical
effects such as petrification, paralyzation,
enfeeblement, or polymorph (to name a few) can still affect the priest.
In addition to
its defensive benefits, the entropy shield has the ability to repel normal or
giant-sized animals and creatures of lawful alignment, such as extraplanar monsters from the lawful planes. Any such
creature approsching the shielded priest must roll a
saving throw versus spells. If the
creature fails, it spends its next round running away from the priest.
Hammer
of Retribution (Invocation/Evocation)
Level:
6
Sphere:
War
Range:
10 yards/level
Casting
Time: 1 round
Duration:
Instantaneous
Area
of Effect: 30-foot radius
Saving
Throw: ˝
This
powerful spell is invoked primarily against invading armies or in siege
warfare. The spell's primary effect is
to destroy troops or fortifications of creatures who
have done unredressed damage to a priest or his
companions.
The
spell strikes as a great hammer of force that appears from above. The area of effect is a circle whose radius
is 30 feet. All creatures within the
area of effect suffer 12D8 points of damage.
Creatures making a saving throw versus spells take half damage.
Seclusion
(Alteration)
Level:
6
Sphere:
Numbers
Range:
Touch
Casting
Time: 6
Duration:
27 rounds + 4 rounds/level
Area
of Effect: Special
Saving
Throw: None
This
spell encloses one individual in an extradimensional
space. Creatures to be affected must be
of size M or smaller. The space can
contain only one creature, regardless of size.
The priest may use the spell on any creature he touches. Unwilling targets are allowed a saving throw
versus spells to avoid the entrapment.
While
inside the space, the enclosed character is invisible and totally undetectable
by any form of scrying. Powerful magic such as contact other plane
will indicate that the character is "elsewhere", but will give no
more information.
The
creature within the extradimensional space can see
and hear everything that occurs around him. However, he cannot cast spells, and
no action of his can affect anyone or anything in the "real world".
Regardless
of whether empty or occupied, the extradimensional
space follows the priest around, but not through areas (in that case, the
occupant is ejected). Thus, the priest
may seclude a comrade in the extradimensional space,
walk past some guards into a building, then release the comrade. Creatures can leave or reenter the space only
if the caster allows it. To an outside
observer, an enclosed character who exits the space simply appears from
nowhere.
If the
space is occupied when the spell terminates, the occupant is immediately
ejected back into the real world.
Sol's
Searing Orb (Invocation/Evocation)
Level:
6
Sphere:
Sun
Range:
30 yards
Casting
Time: 6
Duration:
Instantaneous
Area
of Effect: 5-foot radius
Saving
Throw: ˝
When
the spell is complete, the priest enchants an ordinary stone to transform into
a special gem that glows with an inner light.
The gem is immediately launched at an opponent, for it quickly becomes
too hot to hold. (The act of throwing
occurs automatically after the casting.)
It is not possible for the priest to give the stone to another character
to throw.
The
stone can be hurled up to 30 yards, and hits automatically. When it hits, the gem bursts with a
brilliant, searing flash that causes 6D6 points of fire damage to creatures
within 5 feet of the explosion and blinds them for 1D6 rounds. The victims are
allowed a saving throw versus spells. If
successful, only half damage is sustained and the targets are not blinded. Undead creatures suffer 12D6 points of damage
and are blinded for 2D6 rounds (if applicable) if their save is failed. They receive 6D6 points of damage and are
blinded for 1D6 rounds if the save is successful.
Whirlwind
(Invocation/Evocation)
Level: 6
Sphere: Elemental
(air), Weather
Range: 50 yards
Duration: 1 turn
Casting Time: 9
Area of Effect:
10-foot wide, 30-foot high column
Saving Throw:
Special
This spell
creates a powerful cyclone of raging wind that moves in a random, uncontrolled
fashion; possibly endangering the caster or his allies.
Any creature of
size L (large) or smaller that comes in contact with the whirlwind must make a
saving throw versus breath weapons or suffer 2D8 damage. Size M (man-sized)
creatures suffer 4D8 points of damage upon contact with the whirlwind (a saving
throw versus breath weapons halves the initial damage to 2D8 points of damage),
while size S (small) creatures must additionally succeed at a saving throw
against breath weapons to avoid being picked up and killed by the raging winds
of the cyclone.
The cyclone disippates 10 rounds after the initial casting.
Level
7 Priest
Confusion
(Enchantment/Charm)
Level:
7
Sphere:
Charm
Range:
80 yards
Duration:
1 round/level
Casting
Time: 1 round
Area
of Effect: 30-foot radius
Saving Throw: Neg.
This
spell causes confusion in one or more creatures within the area, creating
indecision and the inability to take effective action. All creatures within the area of effect are
allowed save versus spells with a -2 penalty, adjusted for Wisdom. Those successfully saving are unaffected by
the spell.
The
spell lasts for one round per level of the caster. Those who fail their saving throws will either go berserk, stand confused, or wander about for the
duration of the spell. Wandering
creatures move as far from the caster as possible, according to their most
typical mode of movement (characters walk, fish swim, bats fly, etc.). Any confused creature that is attacked
perceives the attacker as an enemy and acts according to its basic nature.
Earthquake
(Alteration)
Level:
7
Sphere:
Elemental (Earth)
Range:
120 yards
Duration:
2 rounds
Casting
Time: 1 round
Area
of Effect: 100-foot diameter sphere
Saving
Throw: None
When
this spell is cast by a priest, a local tremor of fairly high strength rips the
ground. The spell lasts for three rounds, with one shock each round. The earthquake affects creatures in its area
of effect. The area of effect of the
earthquake spell is circular, with a diameter of 100 feet. Creatures sustain 5D6 impact damage and are
knocked unconscious for the duration of the spell. Cracks uppear in
the earth and swallow creatures as a function of their Hit Dice:
Size Chance of being Swallowed
Small 50 percent chance
Medium 30 percent chance
Large 10 percent chance
Collosal
0 percent chance
The
effects of the earthquake are even more devastating when cast indoors or
underground - chunks of falling debris inflict an additional 1D6 points of
damage every round. Since damage and
death is caused by indirect effects of an earthquake, magic resistance is
ineffective.
Finger
of Death (Necromancy)
Level:
7
Sphere:
Necromantic
Range:
60 yards
Duration:
Permanent
Casting
Time: 1 round
Area
of Effect: 1 creature
Saving
Throw: Special
The
finger of death spell snuffs out the victim's life force. If successful, the victim can be neither
raised nor resurrected by any spell short of a wish or a reincarnation. In addition, in human subjects the spell
initiates changes to the body such that after three days, the corpse is
animated as a ju-ju zombie under the control of the
caster. Once the zombie is animated, the
character is gone forever; only a reincarnation may raise the character.
The
caster utters the finger of death spell incantation, points his index finger at
the creature to be slain, and unless the victim succeeds in a saving throw
versus spells, death occurs. A creature
successfully saving still receives 2D8+1 points of damage. If the subject dies of damage, no internal
changes occur and the victim can then be revived normally.
Fire
Storm (Invocation/Evocation)
Level:
7
Sphere:
Elemental (Fire)
Range:
160 yards
Duration:
2 rounds
Casting
Time: 1 round
Area
of Effect: 100-foot diameter sphere
Saving
Throw: ˝
When a
fire storm spell is cast, the whole area is shot through with sheets of roaring
flame that equal a wall of fire spell in effect. Creatures within the area of fire and 10 feet
or less from the edge of the affected area receive 2D8 points of damage plus
additional damage equal to the caster's level (2D8 + 1/level). Creatures that roll successful saving throws
versus spells suffer only one-half damage.
The damage is inflicted each round the creature stays in the area of
effect.
Mist
of Eldath (Invocation/Evocation)
Level:
7
Sphere:
Weather
Range:
100 yards
Duration:
1 turn
Casting
Time: 1 round
Area
of Effect: 30-foot radius
Saving
Throw: None
When
this spell is cast, the priest calls forth a mist with a hue of silver and
blue. Creatures within the vapors,
regardless of allegiance or alignment sense a feeling of comfort and healing. Each round in contact with the vapors heals
the creatures damage equivalent to a cure serious wounds spell (2D8+1 points),
and are cured of all diseases and poisons.
Undead are not affected by this spell.
Spacewarp (Alteration)
Level:
7
Sphere:
Numbers
Range:
50 yards
Duration:
1 round/level
Casting
Time: 7
Area of
Effect: 50-foot diameter sphere
Saving
Throw: None
According
to one view of the universe, what we perceive as gravity is actually a
localized warping of the fabric of space-time. The spacewarp
spell creates a temporary but very intense warping in a limited area.
When
the priest casts this spell, he selects a specific point to be the center of
effect. This point may be anywhere within 50 yards of the caster, including in
midair.
When
the spell is completed, this center of effect gains a gravity field equal to
the force felt at the surface of the earth. In other words, gravity is centered
at this point; everything within 50 feet of this center that is not attached to
something immovable will fall toward the selected point.
This
localized gravity affects only loose objects and creatures capable of movement
(i.e., not trees, whose roots are buried in the ground). It does not affect the
ground itself--soil, plants, desert sand, lake water, etc. are immune to the
effect.
Quest
Level
Implosion
(Invocation)
Level: Quest
Sphere: Numbers,
Combat
Range: 120 yards
Duration: Special
Casting Time: 1
round
Area of Effect: 1
or more creatures
Saving
Throw: Neg.
By use of this
spectacular spell, the priest rearranges the extradimensional
and spatial geometries of the molecules of the space around one or more
creatures. The result is that the
rearrangement of the target creature causes it to implode with a rush of air
and a deafening thunderclap. The effect
destroys the target instantaneously unless it makes a successful saving throw
versus death magic at a -4 penalty.
The priest can
affect one creature per round with this spell.
After each round, the priest must make a Constitution check. If this fails, the priest is overwhelmed with
the effort of sustaining the spell, at which time the spell terminates, leaving
the priest fatigued (the equivalent of being stunned) for 1D4 rounds. The maximum possible duration of the spell is
3 turns.
Level
1 Wizard
Armor
(Conjuration/Summoning)
Level:
1
Range:
Touch
Duration:
1 week
Casting
Time: 1 round
Area
of Effect: Creature touched
Saving
Throw: None
By
means of this spell, the wizard creates a magical field of force that serves as
if it were scale mail armor (AC 6). The
spell has no effect on a person already armored or a creature with Armor Class
6 or better. It is not cumulative with
the shield spell, but it is cumulative with Dexterity and, in the case of
fighter/mages, with the shield bonus.
The armor spell does not hinder movement, adds no weight or encumbrance,
nor does it prevent spellcasting. It lasts until successfully dispelled or
until a week has passed. Unless the
spell were cast by a wizard of 2nd level or higher, it could be dispelled by a
dispel magic. Until it is dispelled, the
armor spell grants the wearer full benefits of the Armor Class gained.
Burning
Hands (Alteration)
Level:
1
Range:
0
Duration:
Instantaneous
Casting
Time: 1
Area
of Effect: 10-foot long, 120 degree arc
Saving
Throw: ˝
When
the wizard casts this spell, a jet of searing flame shoots from his
fingertips. His hands must be held so as
to send forth a fan-like sheet of flames: the wizard's thumbs must touch each
other and fingers must be spread. The
burning hands send out flame jets of five-foot length in a horizontal arc of
about 120 degrees in front of the wizard. Any creature in the area of the
flames suffers 1D3 hit points of damage, plus 2 points for each level of
experience of the spellcaster, to a maximum of 1D3 +
20 points of fire damage. Those
successfully saving versus spells receive half damage.
Charm Person (Enchantmenr/Charm)
Level: 1
Range: 120 yards
Duration: Special
Casting Time: 1
Area of Effect: 1
person
Saving
Throw: Neg.
This spell
affects any single person it is cast upon.
The term person includes any bipedal human, demihuman,
or humanoid of man-size or smaller, such as brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings,
half-orcs, hobgoblins, humans, kobolds, lizard men,
nixies, orcs, pixies, sprites, troglodytes, and
others. Thus, a 10th-level fighter could
be charmed, but an ogre could not. The
person receives a saving throw versus spells to avoid the effect, with any
adjustment due to Wisdom.
If the spell
recipient fails his saving throw, he regards the caster as a trusted friend and
ally to be heeded and protected. The
spell does not enable the caster to control the charmed creature as if it were
an automaton, but any word or action of the caster is viewed in the most
favorable way. Thus, a charmed person
would not obey a suicide command, but he might believe the caster if assured
that the only chance to save the caster's life is for the person to hold back
an onrushing red dragon for "just a round or two". Note also that the spell does not endow the
caster with linguistic capabilities beyond those he normally possesses (i.e.,
he must speak the victim's language to communicate his commands).
The spell may be
broken if a successful saving throw is rolled, and this saving throw is checked
on a periodic basis, once every turn. If
the caster harms, or attempts to harm, the charmed person by some overt action,
or if a dispel magic spell is successfully cast upon
the charmed person, the charm spell is broken.
Note that the subject has full memory of the events that took place
while he was charmed.
Chill
Touch (Necromancy)
Level:
1
Range:
0
Duration:
3 rounds + 1 round/level
Casting
Time: 1
Area
of Effect: The caster
Saving Throw: Neg.
When
the caster completes this spell, a blue glow encompasses his hand. This energy attacks the life force of any
living creature upon which the wizard makes a successful melee attack. The touched creature must roll a successful
saving throw versus spells or suffer 1D4 points of damage and lose 1 point of
Strength. If the saving throw is
successful, the creature remains unharmed by the spell. Lost Strength returns after
one hour. Damage must be cured
magically or healed naturally.
This
spell has a special effect on undead creatures.
Undead touched by the caster suffer no damage or Strength loss, but they
must successfully save versus spells or be repulsed for 1D4 rounds + 1 round
per level of the caster.
Color
Spray (Alteration)
Level:
1
Range:
0
Duration:
1 round
Casting
Time: 1
Area
of Effect: 15-foot long, 90 degree arc
Saving
Throw: Special
Upon
casting this spell, the wizard causes a vivid, fan-shaped spray of clashing
colors to spring forth from his hand for one round. During that round, the caster may do nothing
else except maintain the fan of clashing colors. All creatures above the level of the spellcaster and all those of 6th level or 6 Hit Dice or
more are entitled to a saving throw versus spells.
Creatures
not allowed or failing saving throws, and whose Hit Dice or levels are less
than or equal to the spellcaster's level, are struck
unconscious for 2D4 rounds; those with Hit Dice or levels 1 or 2 greater than
the wizard's level are blinded for 1D4 rounds; those with Hit Dice or levels 3
or more greater than that of the spellcaster are
stunned (reeling and unable to think or act coherently) for one round.
Friends
(Enchantment/Charm)
Level:
1
Range:
0
Duration:
1D4 rounds + 1 round/level
Casting
Time: 1
Area
of Effect: The caster
Saving
Throw: None
A friends spell causes the wizard to temporarily gain 2D4
points of Charisma. Intelligent
creatures within the area of effect at the time the spell is cast must make
immediate reaction checks based on the character's new Charisma. Those with
favorable reactions tend to be very impressed with the spellcaster
and make an effort to be his friends and help him, as appropriate to the
situation. Officious bureaucrats might
decide to become helpful; surly gate guards might wax informative; attacking orcs might spare the caster's life, taking him captive
instead.
Larloch's Minor Drain (Necromancy)
Level:
1
Range:
25 yards + 5 yards/level
Duration:
Instantaneous
Casting
Time: 1
Area
of Effect: 1 creature
Saving
Throw: None
With
this spell, the wizard drains the life force from a target and adds it to his
own. The victim is drained and the
caster is healed of 1D4 hit points each, plus one for every every
second level attained by the caster, up to 1D4+5 hitpoints
of damage and healing. If the mage goes
over his maximum hit point total with this spell, he loses it after 1 hour.
Larloch's Minor Drain and Vampiric
Touch spells may be cast multiple times to heal damage up to the normal
maximum, but extra hit points overlap with multiple castings - they do not add.
Sleep
(Enchantment/Charm)
Level:
1
Range:
30 yards
Duration:
5 rounds/level
Casting
Time: 1
Area
of Effect: Special
Saving Throw: Neg.
When a
wizard casts a sleep spell, he causes a comatose slumber to come upon one or
more creatures (other than undead and certain other creatures specifically
excluded from the spell's effects). All
creatures to be affected by the sleep spell must be within 30 feet of each
other. The number of creatures that can
be affected is a function of Hit Dice or levels. The spell affects 2D4 Hit Dice
of monsters. Monsters with 5 Hit Dice or
more are unaffected. The center of the
area of effect is determined by the spellcaster.
Slapping
or wounding awakens affected creatures but normal noise does not. Magically sleeping opponents can be attacked
with substantial bonuses.
Spook
(Illusion/Phantasm)
Level:
1
Range:
10 yards
Duration:
Special
Casting
Time: 1
Area
of Effect: 1 creature
Saving Throw: Neg.
A
spook spell enables the wizard to play upon natural fears to cause the target
creature to perceive the spellcaster as someone or
something inimical. Without actually
knowing what this is, the wizard merely advances threateningly upon the
creature. If a successful saving throw
versus spells is not made, the creature turns and flees at maximum speed as far
from the wizard as possible, though items carried are not dropped. The creature has a saving throw penalty of -1
for every two experience levels of the the caster, to
a maximum of -6 at 12th level. Note that
a natural (unmodified) roll of 20 automatically succeeds, regardless of saving
throw penalties. Although the caster
does not actually pursue the fleeing creature, a phantasm from its own mind
does. Each round after the initial
casting, the creature receives another saving throw, without penalty, until it
successfully saves and the spell is broken.
Level
2 Wizard
Agannazar's Scorcher (Invocation/Evocation)
Level:
2
Range:
20 yards
Duration:
1 round
Casting
Time: 3
Area
of Effect: 2 foot wide jet
Saving
Throw: Special
Upon
casting this spell, a jet of flame appears at the caster's fingertips and
bursts out toward one creature or object of the caster's choice. That target will be hit by this flame for 3D6
points of damage in the first round and 3D6 points the following round. The
target has no saving throw against this spell, though anti-fire capabilities
such as fire resistance will apply and may reduce or eliminate the damage. Other creatures in the path of the flame jet
can make a saving throw versus spells to avoid 2D8 points of fire damage. A successful saving throw halves the damage.
The
caster cannot perform other actions the during the
round of the spell or discontinue the spell until it has run its course. If the target moves more than 20 yards away
from the caster or takes shelter behind some large, fireproof object in the
second round, the flame jet will remain directed toward its original target.
Detect
Invisibility (Divination)
Level:
2
Range:
Visual range of the caster
Duration:
5 rounds/level
Casting
Time: 2
Area
of Effect: The caster
Saving
Throw: None
When
the wizard casts a detect invisibility spell, he is able to see clearly any
objects or beings that are invisible, as well as any that are astral, ethereal,
or out of phase. In addition, it enables
the wizard to detect hidden or concealed creatures (e.g., thieves in shadows, halflings in underbrush, and so on). It does not reveal the method of concealment
or invisibility, except in the case of astral travelers (where the silver cord
can be seen). It does not reveal
illusions or enable the caster to see through physical objects. Detection is confined to the wizard's line of
sight.
Glitterdust (Conjuration/Summoning)
Level:
2
Range:
10 yards/level
Duration:
Special
Casting
Time: 2
Area
of Effect: 20-foot radius
Saving
Throw: Special
This
spell creates a cloud of glittering golden particles within the area of
effect. Those in the area must roll a
successful saving throw versus spells or be blinded (-4 penalties to attack
rolls, saving throws, and Armor Class) for 1D4 + 1 rounds. In addition, all within the area are covered
by the dust, which cannot be removed and con-tinues
to sparkle until it fades. Note that
this reveals invisible creatures. The
dust fades in 1D4 rounds plus one round per caster level. Thus glitterdust
cast by a 3rd-level wizard lasts for four to seven rounds.
Hypnotic
Pattern (Illusion/Phantasm)
Level:
2
Range:
30 yards
Duration:
Special
Casting
Time: 2
Area
of Effect: 20-foot radius
Saving Throw: Neg.
When
this spell is cast, the wizard creates a weaving, twisting pattern of subtle
colors in the air. This pattern causes
any creature looking at it to become fascinated and stand gazing at it as long
as the spellcaster maintains the display, plus two
rounds thereafter. All creatures
affected must be within the area of effect, and each is entitled to a saving
throw versus spells. A damage-inflicting
attack on an affected creature frees it from the spell immediately.
Melf's Acid Arrow (Conjuration/Summoning)
Level:
2
Range:
Visual range of the caster
Duration:
Special
Casting
Time: 2
Area
of Effect: 1 creature
Saving
Throw: None
By
means of this spell, the wizard creates a magical arrow that speeds to its
target as if fired from the bow of a fighter of the same level as the wizard.
No modifiers for range, non-proficiency, or specialization are used. The arrow has no attack or damage bonus, but
it inflicts 2D4 points of acid damage.
(There is no splash damage.) For
every three levels that the caster has achieved, the acid lasts for another
round, unless somehow neutralized, inflicting another
2D4 points of damage each round. So at
3rd-5th level, the acid lasts two rounds, at 6th-8th level, the acid lasts for
three rounds, etc.
Stinking
Cloud (Invocation/Evocation)
Level:
2
Range:
30 yards
Duration:
1 round/level
Casting
Time: 2
Area
of Effect: 20-foot cube
Saving Throw: Neg.
When a
stinking cloud is cast, the wizard creates a billowing mass of nauseous vapors
up to 30 yards away from his position.
Any creature caught within the cloud must roll a successful saving throw
versus 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 effects, although those remaining in
the cloud must continue to save each round.
These poisonous effects can be slowed or neutralized by appropriate
magic.
Vocalize
(Alteration)
Level:
2
Range:
0
Duration:
5 rounds
Casting
Time: 2
Area
of Effect: The caster
Saving
Throw: None
The
caster can cast spells with a verbal component without having to make any
noise, so long as part of the casting takes place entirely within the duration
of the vocalize spell. Only the verbal
requirement of spells is deleted. This
spell has no effect on other noises or speech - it simply removes a spell's
verbal component.
This
spell is of great use when quiet is desired in spellcasting
or the individual has been magically silenced.
The vocalize spell does not negate the magical silence,
it merely permits spellcasting without verbal
components. Vocalize is the only spell
that may be cast if the caster is magically silenced.
Web
(Invocation/Evocation)
Level:
2
Range:
5 yards/level
Duration:
2 turns/level
Casting
Time: 2
Area
of Effect: 15-foot radius
Saving
Throw: ˝
A web spell creates a
many-layered mass of strong, sticky strands similar to spider webs but far larger and tougher.
Furthermore, these masses need not be anchored to two or
more solid and diametrically opposed points - floor and ceiling, opposite walls, etc.
The web spell covers a maximum area
of a 30' diameter sphere (equivalent to seven 10' x 10' x 10' cubes).
Creatures caught within webs, or simply touching them, become stuck among the gluey fibers.
Anyone in the area of effect of
the webs must roll a saving throw versus spells each round or be entrapped by the strands.
If the saving throw is successful, the webs are only half strength,
and creatures may proceed to break through four feet of webs per round. Missile
fire is generally ineffective against creatures trapped in webs. Great
mass equates to great strength in this case, and creatures of large mass hardly notice webs. Strong and huge creatures can break through 10 feet of webs per round.
Furthermore, the strands of a web spell are flammable. A magical flaming sword can slash them away as easily as a hand brushes away cobwebs.
Any fire - torch, flaming oil, flaming sword, etc. can set them alight and burn
them away in a single round.
Level
3 Wizard
Fireball
(Invocation/Evocation)
Level:
3
Range:
10 yards + 10 yards/level
Duration:
Instantaneous
Casting
Time: 3
Area
of Effect: 20-foot radius
Saving
Throw: ˝
A
fireball is an explosive burst of flame, which detonates with a low roar and
delivers damage proportional to the level of the wizard who cast it - 1D6
points of damage for each level of experience of the spellcaster
(up to a maximum of 10D6). The burst of
the fireball creates little pressure and generally conforms to the shape of the
area in which it occurs. The fireball fills an area equal to its normal
spherical volume (roughly 33,000 cubic feet-thirty-three 10, x 10' x 10'
cubes).
The
wizard points his finger and speaks the range (distance and height) at which
the fireball is to burst. A streak flashes from the pointing digit and blossoms into the
fireball. Creatures failing their
saving throws each suffer full damage from the blast. Those who roll successful saving throws
manage to dodge, fall flat, or roll aside, each receiving half.
Flame Arrow
(Conjuration/Summoning)
Level: 3
Range: Visual
range of the caster
Duration: 2
rounds
Casting Time: 3
Area of Effect:
Special
Saving Throw: ˝
This spell
enables the caster to hurl fiery bolts at opponents within range. Each bolt inflicts 1D6 points of piercing
damage, plus 4D6 points of fire damage.
Only half of the fire damage is inflicted if the creature struck saves
versus spells. The caster receives one
bolt for every five experience levels (two bolts at 10th level, three at 15th
level, etc.).
The caster may
opt to hurl the bolts at random to as many targets as many bolts created by the
spell, although the target is always hit by at least one bolt - this option
instantly expends the spell. The caster
also has the option to cast the spell on himself and
choose all of his targets, but this requires complete concentration - which
might prevent him from other actions, such as running away or casting a spell. In this variant of the spell, the caster has
2 rounds to hurl the bolts before they disappear.
Ghost
Armor (Conjuration/Summoning)
Level:
3
Range:
Touch
Duration:
1 round/level
Casting
Time: 1
Area
of Effect: Creature touched
Saving
Throw: None
An
improved version of the armor spell, ghost armor provides the recipient with a
suit of ghostly, translucent plate armor. The plate armor provides an AC of 3
to the user, which combines with Dexterity and magical bonuses. If the
recipient is already AC 3 or better, the spell has no effect. Magical bonuses
from existing armor (leather armor +2, for example) are not added to the ghost
armor.
Ghost
armor has no weight and does not restrict the wearer in normal movement, spellcasting, or thieving. The armor is magical force, not
metal, and so is not vulnerable to attack from rust monsters or the heat metal
spell.
Invisibility
10-foot radius (Illusion/Phantasm)
Level:
3
Range:
Touch
Duration:
Special
Casting
Time: 3
Area
of Effect: 10-foot radius
Saving
Throw: None
This
spell causes all creatures within 10 feet of the recipient to vanish from sight
and be undetectable by normal vision or even infravision. Of course, the invisible creature(s) are not
magically silenced, and certain other conditions can render the creature(s)
detectable. Even allies cannot see the
invisible creature(s) or their gear, unless these allies can normally see
invisible things or employ magic to do so.
Items dropped or put down by the invisible creature(s) become visible,
items picked up disappear if tucked into the clothing or pouches worn by the
creature(s). The spell remains in effect
until it is magically broken or dispelled, until the recipients attack any
creature, or until 24 hours have passed.
The invisible being(s) cannot open doors, talk, eat, climb stairs,
etc. If they attack, they immediately
become visible, although the invisibility enables them to attack first.
Lightning
Bolt (Invocation/Evocation)
Level:
3
Range:
40 yards + 10 yards/level
Duration:
Instantaneous
Casting
Time: 3
Area
of Effect: Special
Saving
Throw: ˝
Upon
casting this spell, the wizard releases a powerful stroke of electrical energy
that inflicts 1D6 points of damage per level of the spellcaster
(maximum damage of 10D6) to each creature within its area of effect. A successful saving throw versus spells
reduces this damage to half (round fractions down). The bolt begins at a range and height decided
by the caster and streaks out-ward in a direct line from the casting wizard
(e.g., if a 40-foot bolt was started at 180 feet from the wizard, the far end
of bolt would reach 220 feet (180 + 40).
The
lightning bolt's area of effect is a single bolt five
feet wide and 80 feet long. If a bolt
cannot reach its full length, because of an unyielding barrier (such as a stone
wall), the bolt reflects from the surface at an angle equal to the angle of
incidence (like light off a mirror), ending only when it reaches its full
length. A creature crossed more than
once by the bolt sustains the damage multiple times.
Example:
An 80-foot-long stroke is begun at a range of 40 feet, but it hits a stone wall
at 50 feet. The bolt travels 10 feet, hits the wall, and rebounds for 70 feet
back toward its creator (who is only 50 feet from the wall, and so is caught in
his own lightning bolt!).
Vampiric Touch (Necromancy)
Level:
3
Range:
0
Duration:
1 turn
Casting
Time: 3
Area
of Effect: The caster
Saving
Throw: None
When
the caster touches an opponent in melee with a successful attack roll, the
opponent loses 1D6 hit points for every two caster levels, to a maximum drain
of 6D6 for a 12th-level caster. The
spell is expended when a successful touch is made or one turn passes. The hit points are added to the caster's
total, with any hit points over the caster's normal total treated as temporary
additional hit points. Any damage to the
caster is subtracted from the temporary hit points first. After one hour, any extra hit points above
the caster's normal total are lost. Hit
points gained beyond the normal maximum overlap rather than add; but the wizard
may heal himself with this spell up to his normal maximum indefinitely. The creature originally losing hit points through
this spell can regain them by magical or normal healing. Undead creatures are unaffected by this
spell.
Wraithform (Alteration, Illusion)
Level:
3
Range:
0
Duration:
2 rounds/level
Casting
Time: 1
Area
of Effect: The caster
Saving
Throw: None
When
this spell is cast, the wizard and all of his gear become insubstantial. The caster is subject only to magical or
special attacks, including those by weapons of +1 or better, or by creatures
otherwise able to affect those struck only by magical weapons. Undead of most sorts will ignore an
individual in wraithform, believing him to be a
wraith or spectre, though a lich or special undead
recognize the spell.
No
form of attack is possible when in wraithform, except
against creatures that exist on the Ethereal plane,
where all attacks (both ways) are normal.
A successful dispel magic spell forces the wizard in wraithform
back to normal form. The spellcaster can end the spell at will.
Level
4 Wizard
Confusion
(Enchantment/Charm)
Level:
4
Range:
120 yards
Duration:
2 rounds + 1 round/level
Casting
Time: 4
Area
of Effect: 30-foot radius
Saving Throw: Neg.
This
spell causes confusion in one or more creatures within the area, creating
indecision and the inability to take effective action. All creatures within the area of effect are
allowed save versus spells with a -2 penalty, adjusted for Wisdom. Those successfully saving are unaffected by
the spell.
The
spell lasts for two rounds plus one round per level of the caster. Those who fail their saving throws will either go berserk, stand confused, or wander about for the
duration of the spell. Wandering
creatures move as far from the caster as possible, according to their most
typical mode of movement (characters walk, fish swim, bats fly, etc.). Any confused creature that is attacked
perceives the attacker as an enemy and acts according to its basic nature.
Dimension Door
(Alteration)
Level: 4
Range: 0
Duration: Instant
Casting Time: 1
Area of Effect:
The caster
Saving Throw:
None
This spell
transports the caster to any place within 120 yards. However, the destination may not be blocked
by solid obstructions (walls, trees, etc.), or else the spell fails to cast. In
other words, there has to be a clear straight-lined path between the caster and
his destination. For example, the caster
may not cast the spell over a closed door, or even round a corner. When the spell is successfully cast, a
dimensional portal opens up in front of the caster, which he immediately steps
through. Upon passing through the
portal, the caster finds himself at his chosen destination.
Ice Storm (Invocation/Evocation)
Level: 4
Range: 200 yards
Duration: 1 round
Casting Time: 4
Area of Effect:
60-foot radius
Saving Throw:
None
Great hail stones
pound down for one round in a 120-foot diameter area and inflict 3D10 points of
damage to any creatures within the area of effect for one round.
Improved
Invisibility (Illusion/Phantasm)
Level: 4
Range: Touch
Duration: 4
rounds + 1 round/level
Casting Time: 4
Area of Effect:
Creature touched
Saving Throw:
None
This spell is
similar to the invisibility spell, but the recipient is able to attack, either
by missile discharge, melee combat, or spellcasting,
and remain unseen. Note, however, that
there are sometimes telltale traces, a shimmering, so that an observant
opponent can attack the invisible spell recipient. These traces are only noticeable when
specifically looked for (after the invisible character has made his presence
known). Attacks against the invisible
character suffer -4 penalties to the attack rolls, and the invisible
character's saving throws are made with a +4 bonus.
Otiluke's Resilient Sphere
(Alteration)
Level: 4
Range: 20 yards
Duration: 1
round/level
Casting Time: 4
Area of Effect: 1
creature
Saving
Throw: Neg.
When this spell
is cast, the result is a globe of shimmering force that encloses the subject
creature - if it fails its saving throw versus spells. The resilient sphere contains its subject for
the spell's duration, and it is not subject to damage of any sort except from a
rod of cancellation, a wand of negation, or a disintegrate or dispel magic
spell. These cause it to be destroyed
without harm to the subject. Nothing can
pass through the sphere, inside or out, though the subject can breathe
normally. The subject may struggle, but
all that occurs is a movement of the sphere at a rate of 6 feet per round.
The caster has
the option of casting the spell to protect her allies. In that case, they forego their resistances
and saving throws, since they are willing targets.
Wizard Eye (Divination,
Alteration)
Level: 4
Range: 0
Duration: 1
round/level
Casting Time: 1
round
Area of Effect:
Special
Saving Throw:
None
When this spell
is employed, the wizard creates an invisible sensory organ that sends him
visual information. The wizard eye can
see with normal vision up to 60 feet away in brightly lit areas. The wizard eye can travel in any direction as
long as the spell lasts. It has
substance and a form that can be detected (by a detect invisibility spell, for
instance). Solid barriers prevent the
passage of a wizard eye. Using the eye
requires the wizard to concentrate.
However, if his concentration is broken the spell does not end - the eye
merely becomes inert until the wizard again concentrates, subject to the
duration of the spell. The powers of the
eye cannot be enhanced by other spells or items. The caster is subject to any gaze attack met
by the eye. A successful dispel cast on
the wizard or eye ends the spell.
Level
5 Wizard
Chaos
(Enchantment/Charm)
Level: 5
Range: 5
yards/level
Duration: 1
round/level
Casting Time: 5
Area of Effect:
30-foot radius
Saving
Throw: Neg.
This spell is
similar to the 4th-level confusion spell, but only the following beings receive
a saving throw: fighters, wizards, creatures that have an Intelligence of 4 or
less, creatures of 21 Intelligence or higher, and creatures with more levels or
Hit Dice than the caster's level.
The spell causes
disorientation and severe perceptual distortion, creating indecision and the
inability to take effective action. Those allowed saving throws roll them
versus spells with -2 penalties, adjusted for Wisdom. Those who successfully save are unaffected by
the spell.
Cloudkill
(Invocation/Evocation)
Level: 5