These 2nd edition priest spells are from rec.games.frp.dnd
School | Necromancy cantrip |
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Range | Touch |
Components | V, S |
Duration | 1 round/level |
Casting Time | 1 |
Area of Effect | Special |
Saving Throw | None |
Through use of this spell the caster can animate one creature with a hit point total of 1 or less in life. The animated creature (which is usually a mouse or other very small animal) must remain within 10 feet of the caster or it will fall lifeless. A virtual puppet, the creature's actions are entirely up to the caster, but it's movement is so slow and weak as to preclude it's use in combat.
School | Necromancy 1 |
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Range | 0 |
Components | V,S,M |
Duration | Permanent |
Casting Time | 1 round |
Area of Effect | 1 dead vegetable |
Saving Throw | None |
This spell animates one vegetable (tomato, potato, leek, radish, pea, etc.) which immediately grows enough appendages to allow it to move around (usually a tentacle or two). The vegetable must be perfectly preserved before casting, or be freshly picked, but upon casting, the vegetable rots and appears to be slightly squishy, slimy, mouldy, and generally icky and horrible. What the necromancer does with this vegetable is up to him, the necromancer has complete control over its actions; the communication is only one way, however, the necromancer can tell the vegetable what he wants it to do, but the vegetable cannot report anything it perceives. The vegetable can move around at speed 6, can fetch very small things (of about 2oz. max. weight), and is considered to have a strength of 1 for all other purposes. What the vegetable can move/carry is obviously dependant on what it can get its tentacles around.
The uses of this spell are not particularly obviously at first sight, but one use it was rumoured that Eldran used this spell for was to get a vegetable to grow thorny tentacles and then teach it how to pick locks. Because the vegetable is usually quite light, it is also thought that Eldran used a different vegetable to pick pockets (although it could only manage, at most, one coin/gem/key/other small object at a time). Since Eldran's untimely demise, however, it has been impossible to validate these claims as the alleged vegetables were never found.
One of the most useful aspects of this spell is that it allows the necromancer to deliver touch attack necromancy spells of first, second or third level only through these things. The vegetable must, obviously, be close enough to attack the victim and must roll to hit with a THAC0 of 20, if it fumbles, the vegetable has been squashed for some reason (usually by the target) and the effects of the touch spell manifest themselves on the caster in the resulting magical backlash, as well as taking 1d4 points of damage as with the Spectral Hand spell. If the touch spell has a duration of more than one round (ghoul touch) and its effects take place on the caster, then the necromancer can terminate the spell in the following rounds if he so desires.
Creatures protected by Kodak's Protection From Food cannot be attacked or in any other way approached closer than 1' while under the influence of the abjuration.
The material component for this spell, besides the vegetable to be animated, are a few cumin seeds to be eaten by the necromancer as part of the casting.
Level | 1 |
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Duration | 1 turn |
Casting Time | 1 segment |
Saving Throw | None |
Area of Effect | 1000 cubic feet |
Special Save | None |
Components | M,S,V |
Range: Touch |
EASY CATCH places a charm on the spell caster's fishhook. When the hook is lowered into the water it will attract the biggest and best fish within the area of effect, not to exceed 25 pounds. A catch will be made every other round.
School | Evocation |
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Level | 1 |
Duration | 1 round |
Casting Time | 1 segment |
Saving Throw | None |
Area of Effect | Special |
Special Save | None |
Components | V,S |
Range | 0 |
This spell is very similar to the 1st level mage spell BURNING HANDS, except that ice is ejected. Damage is one hit point per level of the caster.
Level | 1 |
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Duration | Permanent |
Casting Time | 1 round |
Saving Throw | N/A |
Area of Effect | Special |
Special Save | N/A |
Components | M,S,V |
Range | Touch |
Seasoning allows the spell caster to alter the flavor of food. Thus, an old, crispy fried troll's foot can be made to taste like a gourmet dinner.
School | Alteration 1 |
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Sphere | Necromantic 1 |
Range | 0 |
Components | V, S, M |
Duration | 2 rounds per level |
Casting Time | 2 |
Area of Effect | Creature touched |
Saving Throw | Negates |
Author | Tim Rightnour garbled@indirect.com |
(was priest spell)
The creature touched by this spell will have his skin withered, and will become ghastly ugly for the spell duration. Any creature seeing the effected person will have a strong desire to attack it, and will do so immediately. This spell has no effect on undead. The material component of this spell is a bit of rotten flesh.
School | Necromancy |
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Sphere | Necromantic |
Range | 0 |
Components | V, S, M |
Duration | 1 round per level |
Casting Time | 4 |
Area of Effect | Creature touched |
Saving Throw | Special |
Author | Robert A. Howard ssa94isa06@rcnvms.rcn.mass.edu |
(was priest spell)
This spell causes any existing wounds (caused by a bleeding touch or any blow of 4 or more hit points of damage, or when the victim is at half its maximum hit points or less) to become excruciatingly painful. To hit the victim, the priest must roll to-hit, and if he misses, the spell is lost. The victim must make a saving throw versus paralysation or be unable to do anything but roll on the ground screaming in pain. The material component is a pinch of salt.
School | Evocation |
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Level | 1 |
Range | 100' |
Duration | 1 turn |
Casting Time | 1 |
Area of Effect | Special |
Saving Throw | None |
This spell creates a number of flat, round-topped stones up to the level of the caster. The stones are 1' in diameter. They can be created anywhere within a 100' sphere centered on the caster. Common uses are as stepping stones accross a river, and as a staircase up a vertical wall. They are immediately destroyed if touched by a part of the body other than the feet, or if attacked in any way. If touched to an electrically conductive material (skin, metal, etc), they do 1HP of damage through a small electric spark. Because of this minor electric effect, they are sometimes created right below an enemy's hand, which usually surprises him.
School | Alteration |
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Level | 1 |
Range | Special |
Duration | 1 turn |
Casting Time | 1 |
Area of Effect | Caster |
Saving Throw | None |
Allows the caster to see three times further than normal for the duration of the spell.
School | Evocation |
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Level | 1 |
Range | 0 |
Components | VS |
Duration | 1 round |
Casting Time | 1 |
Area of Effect | Special |
Saving Throw | None |
This spell is very similar to the first level mage spell burning hands (q.v.), except that the caster's hands eject a corrosive acid. Damage is one hit point per level of the caster.
School | Evocation |
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Level | 1 |
Range | 10 yards + 10 yards per level |
Components | VS |
Duration | Instantaneous |
Casting Time | 1 |
Area of Effect | One creature |
Saving Throw | Special |
This spell causes an arc of electricity to leap from the caster's extended fingertip. This electricity unerringly strikes one target of the caster's choice, inflicting 1d4 damage, plus one point per level of the caster (up to a maximum of +12), with no saving throw. A target in metal armour or wielding a large, mostly metallic weapon (e.g. any sword, battle axe) must save vs. spells and, if the save is failed, the bonus (i.e. per level) damage inflicted by the spell is doubled.
School | Alteration |
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Level | 1 |
Range | 60 yards |
Components | VSM |
Duration | 1 round per level |
Casting Time | 2 |
Area of Effect | 10' x 10' square per level |
Saving Throw | None |
This spell brings into being a wall of blackness which cannot be seen through, even with infravision or ultravision. It is dispelled instantly by a light or continual light (q.v.) spell. It has no physical existence, and does not hinder nor harm those passing through it. It does, however, muffle the passage of sound from one side to the other, assuming that the spell is not cast in such a way (such as in a field of grass) which would otherwise allow sound to move around the edges of the wall. The material component is some pitch and soot, or a lump of coal.
School | Divination |
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Level | 1 |
Range | 1 mile, depth 10 feet per level |
Components | SM |
Duration | 2 rounds per level |
Casting Time | 1 turn |
Area of Effect | 20 times arc |
Saving Throw | None |
When casting this spell, the diviner grasps two ends of a Y-shaped twig. The remaining end twists around to point in the direction of the nearest source of fresh water within the spell range. The branch can twist but twenty degrees, and then the diviner will feel a tug in the direction of the water. The diviner can specify a minimum amount of water to seek (greater than the amount in a human body, for example).
School | Enchantment/Charm |
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Level | 1 |
Range | Touch |
Components | VSM |
Duration | 1 minute per level |
Casting Time | 1 |
Area of Effect | 1 tripwire |
Saving Throw | Negates |
One wire (up to 10' long) can be stretched across a hall, or such. The wire becomes camouflaged–undetectable w/o find traps. The first creature to attempt to pass must save vs. wands (add dexterity defensive adjustment) or be caught when the wire springs free. The wire will twine tightly about the ankles of its victim, tripping him. It must then be tediously untangled (or sawed loose) which will take at least 30 seconds under ideal conditions. If hacked loose in combat, it will take 1 round, and the victim will take 1d4 damage unless an enchanted blade is used (which will cut without effort). Note that the wire is required, but not consumed. The material component is a small spring.
School | Evocation |
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Level | 1 |
Range | |
Components | |
Duration | 1 round |
Casting Time | 2 |
Area of Effect | Caster |
Saving Throw | None |
This spell causes the caster and all his clothing to become engulfed in flames. These flames do not harm the caster or his equipment but cause 1d4 points of damage to anyone within 5' and an additional 1d6 to anyone who actually touches him per round. The flames themselves are only about as hot as a torch but the surrounding area will feel like a blast furnace.
School | Illusion/Phantasm |
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Level | 1 |
Range | Touch |
Components | VSM |
Duration | 1 hour per level |
Casting Time | 2 |
Area of Effect | Creature touched |
Saving Throw | Negates |
This spell completely masks all sounds made by the recipient: bodily functions such as breathing and sleeping as well as sounds made by striking another object (walking, for example). Any object held by the recipient is likewise silenced. Objects thrown, dropped, or knocked over by the recipient are not under the effect of the spell, however, and these may make noise at the ends of their trajectories. An unwilling victim receives a saving throw against this spell. The material component is a bit of cotton.
School | Necromancy |
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Level | 1 |
Range | 60' |
Components | VS |
Duration | 1d4 + 1 turns |
Casting Time | 1 |
Area of Effect | 1 creature |
Saving Throw | Negates |
This spell may be cast on any living (not golem, undead, etc.) creature native to the Prime Material plane. The recipitant of the spell appears to be dead for the duration. It is only effective on unwilling targets if a natural 20 is rolled on an attack die.
School | Illusion/Phantasm |
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Level | 1 |
Range | |
Components | V |
Duration | 1 hr |
Casting Time | 1 |
Area of Effect | 5' |
Saving Throw | Special |
By the means of this spell the caster can create a two-dimentional illusion of anything, as long as he concentrates and the illusion remains in the area of effect. No artistic talent is required. A successful saving throw shows the illusion for what it is, but does not negate it.
School | Abjuration |
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Level | 1 |
Range | 0 |
Components | SM |
Duration | 1 hour per level |
Casting Time | 1 |
Area of Effect | Caster |
Saving Throw | None |
After casting this spell, the wizard will remain dry even if standing in the midst of a torrent. The caster is protected from splashes and falling drops, but he is not protected from more concentrated bodies such as puddles. The water will simply bead and flow down an invisible field which surrounds the caster and his clothing at a distance of about one tenth of an inch.
School | Necromancy |
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Level | 1 |
Range | Touch |
Components | VSM |
Duration | Permanent |
Casting Time | 1 hour |
Area of Effect | 1 corpse |
Saving Throw | Negate |
With this spell, The necromancer can turn one humanoid corpse into a skeleton. The skeleton may then be controlled as per animate dead. A mage may only have in existence through us of this spell one skeleton per two levels. Hit points of the skeleton are determined randomly. When a skeleton created by this spell is damaged, the damage cannot be repaired. The corpse used for this spell must have all bones intact, or the spell is negated.
School | Divination, Necromancy |
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Level | 1 |
Range | Touch |
Components | VS |
Duration | Instantaneous |
Casting Time | 9 |
Area of Effect | One corpse |
Saving Throw | None |
This spell allows the wizard to estimate the time of death of the recipient corpse to within 5% if the corpse has been dead no more than one day per level of the caster, to within 20% otherwise.
School | Necromancy |
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Level | 1 |
Range | 30 yards |
Components | VSM |
Duration | Instantaneous |
Casting Time | 1 |
Area of Effect | 10 square feet per level |
Saving Throw | Special |
This spell kills all normal vegetation within an area of 10 square feet per level of the caster, who determines the shape of that area at the time of casting. Trees receive a saving throw of 11, and special plants such as treants suffer but 1d6 points of damage. The material component is acid, sprinkled over the whole area of effect. Casting time is exclusive of this administration.
Level | 2 |
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Duration | 1 Turn/Level |
Casting Time | 3 |
Saving Throw | None |
Area of Effect | 1 Creature |
Special Save | None |
Components | V,M,S |
Range | Touch |
By means of this spell the caster may walk on any form of fog, cloud, or smoke as if it were solid. When this spell is cast, the caster is enabled to move at normal movement rate on any smokey substance. He may also climb any column of smoke at half his movement rate by grasping and being carried by the rising smoke. Material Component: Griffin Feather
Level | 2 |
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Duration | Instantaneous |
Casting Time | 1 round |
Saving Throw | N/A |
Area of Effect | Personal |
Special Save | N/A |
Components | M,S,V |
Range | 0 |
This spell will let the location of all natural water within a one mile radius become known to the caster, i.e., wells, springs, streams, etc.
Level | 2 |
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Duration | 6 turns/level |
Casting Time | 1 round |
Saving Throw | N/A |
Area of Effect | Personal |
Special Save | N/A |
Components | M,S,V |
Range | 0 |
SENSE OF DIRECTION makes the caster aware of the compass directions (N,S,E,W) and allows him to follow a straight path without error.
School | Illusion |
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Level | 2 |
Range | 0 |
Components | VSM |
Duration | Special |
Casting Time | 1 round |
Area of Effect | Caster |
Save: Negates This spell creates the illusion that the caster and all clothing and equipment is a sand sculpture. The caster can be touched, and a creature can even burrow a finger one inch into the sculpture without seing the illusion. If the sculpture is burrowed into more than one inch, the illusion dissolves.
School | Alteration |
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Level | 2 |
Range | Touch |
Components | VSM |
Duration | 1 turn per level + 1d6 turns |
Casting Time | 3 |
Area of Effect | Creatures touched |
Saving Throw | None |
This spell allows the recipient to walk on a cloud as if it were solid. The recipient may move at normal movement rate, plus the movement rate of the cloud. The caster can also rise through thick fog at a movement rate of 1.
School | Necromancy |
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Level | 2 |
Range | 0 |
Components | VS |
Duration | 1 round per level |
Casting Time | 3 |
Area of Effect | Caster |
Saving Throw | None |
While this spell is in effect, any creature who touches the caster with exposed flesh (to cast a spell, for example) will suffer 1d8 points of damage. The spell will not protect the necromancer from damage, nor does it have any effect on an armed opponent, but it will affect undead, and the death master adds one point to damage inflicted with his bare hands.
School | Necromancy, Evocation |
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Level | 2 |
Range | 40 yards |
Components | |
Duration | 2 rounds per level |
Casting Time | 2 |
Area of Effect | |
Saving Throw | 1/2 (check each round) |
This spell engulfs a creature with blue fire that burns for 1d4 hp per 3 caster levels (or fraction thereof) on round 1, then loses 1d4 per round until it goes out. The flames do not ignite flammable objects, they just hurt creatures.
School | Necromancy |
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Level | 2 |
Range | Touch |
Components | VSM |
Duration | Permanent |
Casting Time | 1 hour |
Area of Effect | 1 corpse |
Saving Throw | None |
This spell is identical to Skeleton in most respects. Instead of creating a skeleton, it creates a zombie. The caster may control a number of zombies made by this spell equal to half his/her level, round down. The corpse must have all bones intact, no major wounds, and must be no more than a month old.
School | Illusion |
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Level | 2 |
Casting Time | 1 round |
Range | Touch |
Duration | 1 round/lvl |
Saving Throw | Neg |
This spell transforms the recipient's/victim's face into a horrible and terrifying mask of the caster's own imagination. The spell will not duplicate the face of any known creature, but the characteristic of a number of creatures can be mixed. The magic used is highly volatile, and often takes on a life of its own, adding emphasis to the ideas of the caster. Creatures of one hit die or under who are surprised must roll save vs magic or flee for 1-3 rounds. If the spell is cast on an unwilling victim, the victim is allowed a save vs magic to avoid the affects.
School | Enchantment, Illusion/Phantasm |
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Level | 2 |
Casting Time | 2 segments |
Range | 30 feet |
Duration | 3 segments +1/lvl |
Saving Throw | None |
By means of this spell, the caster causes his eyes to glow with an unnatural light, causing beams to shoot forth up to thirty feet, causing a single creature or object d4 fire damage per segment when he focuses his eyes on for more than three segments. Further, all creatures in area of affect must save vs magic or be distracted and lose initiative for the 1st round. If cast in conjunction with hypnosis, hypnotic pattern, or mass suggestion, victims suffer a -1 penalty on saves if they are looking at the caster. After the spell is affected, the caster does not need to concentrate to maintain its effect.
Level | 3 |
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Duration | 1 round/level |
Casting Time | 3 segments |
Saving Throw | N/A |
Area of Effect | 5“ radius |
Special Save | N/A |
Components | M,S,V |
Range | 1”/level |
CLEAR SIGHT greatly improves visibility in the area of effect. Fog, smoke, gasses, etc., which would normally obscure vision can be seen through easily by use of this spell.
School | Divination |
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Level | 3 |
Range | 30 yards |
Components | VS |
Duration | 1 turn |
Casting Time | 1 round |
Area of Effect | 1 creature per round |
Saving Throw | Negate |
This spell will reveal whether or not a recipient is under the effects of magical or psychological charm or hypnosis, provided that the recipient fails his saving throw. Up to ten persons can be checked before the spell wanes. The caster has a 5% chance per level of determining the exact nature of the charm spell (or spells) which affect the recipient.
School | enchantment |
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Level | 3 |
Casting Time | 2 |
Range | Touch |
Duration | 24hrs |
Saving Throw | None |
This spell encahnts an arrow or bolt so that it freezes in time and space after it is fired. The spell is cast on the arrow before it is fired, and it must be fired in the next two rounds or the magic is lost. The arrow may be enspelled or magical. The arrow stops just beyond what fired it, and remains there until 24 hrs elapse, The object/creature the arrow is targeted on moves significantly, or Something passes through the arrow's line of fire.
School | Enchantment |
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Level | 4 |
Range | Touch |
Components | VSM |
Duration | 1 hour per level + 1d6 hours |
Casting Time | 1 turn |
Area of Effect | Broom touched |
Saving Throw | None |
A witch uses this spell to enchant her broom with the power of flight. The broom flies with a movement rate of 30, minus 1 per 14 pounds above 182 pounds which it is carrying, and it can climb and turn at an angle of 30 in response to the verbal command of its mistress. While the enchantment lasts, the witch can summon the broom from up to 300 yards away. The long casting time is necessary to set the command words, but if the spell is recast on an already enchanted broom, it has a casting time of 3.
School | Evocation, Alteration |
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Level | 4 |
Range | 50' |
Components | |
Duration | 1 turn |
Casting Time | 1 |
Area of Effect | One projectile |
Saving Throw | None |
This spell, if cast on a projectile in flight, makes it become 3d6 similar missiles for the duration of the spell.
School | Divination |
---|---|
Level | 4 |
Range | 10 yards per level |
Components | S |
Duration | Instantaneous |
Casting Time | 3 |
Area of Effect | One creature |
Saving Throw | None |
With this spell, the caster can determine where a creature teleported to (direction, and distance to correct order of magnatude and highest digit)
School | Evocation |
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Level | 4 |
Range | 10' + 10'/level |
Duration | 1 round/level |
Casting Time | 7 |
Area of Effect | 10' circle |
Saving Throw | Negates |
Allows the caster to create a powerful, tornado-like vortex which can be made to travel up to 100 feet in any desired direction. The vortex will be 10 feet wide at its base and can be made to extend to 100 feet in the air (area permitting). It can be used to extinguish any small to medium-size fire, dissipate magical mists, clouds or fogs, and will be of sufficient force to capsize small vessels suchg as conoes, lifeboats, etc. Any creatures in the path of a windstorm must save vs. spell or be swept up inthe vortex and be trown 10-40 feet in the air, taking the appropriate falling damage when they strike ground. Those who make their save (and creatures who weigh in excess of 300 lbs.) will not be affected. However, flying creatures must save no matter what they weigh or suffer the same consequences as non-flyers. The duration of the windstorm is 10 rounds, and it may be amade to travel at a maximum of 100 feet per round. Each level of ability will add one round to the spell's duraiton, and increase the spell's range by another 100 feet.
School | Evocation |
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Level | 5 |
Range | 10 yards per level |
Components | VSM |
Duration | 1 round per level |
Casting Time | 5 |
Area of Effect | 5 feet radius per level (100' maximum) |
Saving Throw | Special |
This spell causes a blizzard to hit the area of effect, resulting in the following: movement rate is cut in half due to drifts and wind, no missile fire or flying due to wind, and all normal flames are extinguished. This will negate a heat metal spell, and affects magical fires as if they had been hit with a Dispel Magic. There are no saving throws vs. these effects.
In addition, great chunks of ice and snow fall within the area of effect, causing 3d8 points of damage per round to anyone caught inside. A successful saving throw vs. spell reduces this damage to 1/2 the normal amount.
If the spell is cast when the temperature of the area of effect is 70 degrees or higher, the spell becomes a mild chilly rain. In either case, all the snow or rain created will disappear after the duration is complete.
School | Alteration, Abjuration |
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Level | 5 |
Range | 10 feet/level |
Components | VSM |
Duration | 2 rounds |
Casting Time | 5 |
Area of Effect | 1 target |
Saving Throw | Negates |
When this spell is cast on an enemy spellcaster, it will cause the target's tongue to twitch violently, thus disrupting any spell cast, unless the victim makes a successful save vs. spell. If the target attempts to cast a 7th or higher level spell, Tounguetwister is negated and the spell takes effect.
School | Illusion/Phantasm |
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Level | 5 |
Range | Sight |
Duration | 1 turn per level |
Casting Time | 5 seg |
Area of Effect | 1yd/lvl height square |
Saving Throw | none |
The invisibility wall will conceal an area from direct line of sight. The wall has no thickness and is immmobile. The wall can be placed any where the caster desires, even suspended in mid air. The wall has no weight.
School | Alteration |
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Level | 6 |
Range | 5'/level |
Duration | 1 turn |
Casting Time | 1 round |
Area of Effect | Circle of radius 1'/level |
Allows the caster to turn a 20 foot radius area of any type of stone, earth, sand or mud into a 10 foot deep pit of soft, sticky mire. Any creatures caught within the quagmire will become stuck and sink slowly downwards until they hit bottom. Creatures caught within the quagmire will have only 1d4+1 rounds in which to escape before it is too late, and the only wat to escape the quicksand-like mire will be to make two consecutive Strength checks at a penalty of -2 on the die). Victims failing even one of their checks will asphixiate within 1-4 rounds after they have sunk below the surface of the quagmire. Note that creatures over 10 feet tall will not be asphixiated, but will nevertheless be completely stuck if they fail to make the necessary checks. Range is 100 feet, duration is one turn. This spell can not be cast underground or indoors, unless it is cast in a room with a floor at least 100 times the radius of the spell's area of effect.
School | Illusion/Phantasm |
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Level | 6 |
Range | Sight |
Duration | 1 turn per level |
Casting Time | 1 turn |
Area of effect | 1yd/lvl diameter dome |
Saving Throw | Special |
Like the 5th level spell Wall of Invisibility, but much more rare. This spell creates an invisible dome which hides what is inside. The area covered by the dome looks like the surrounding terrain. If an intelligent creature passes through the wall, it is allowed a saving throw vs spell. Success destroys the dome. Any creature passing through the dome that is not immune to illusions must roll a saving throw vs death spell to avoid being paralyzed in shock for 1d4 rounds.
School | Alteration |
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Level | 7 |
Range | 1000' |
Duration | Permenant |
Casting Time | 1 turn |
Area of Effect | Special |
Has one of two effects:
1) Raze an wither up to a 100 feet by 100 feet area of crops or any type of vegitation with a single gesture. The caster must have in his or her possession at least a piece of vegitation (stem, leaf, flower, etc.) from the area to be affected.
2) Cause any small to medium sized building to fall into ruin over the course of thirteen days. Walls and ceilings will be seen to slowly warp and buckle, until on the thirtenth day, the building will collapse. The caster must have spent at least one hour in the building at some time (prior to the spell's actual casting).
School | Necromancy |
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Level | 8 |
Range | 10 yards |
Components | VSM |
Duration | 1 turn per level |
Casting Time | 10 |
Area of Effect | Creature touched |
Saving Throw | Negates |
This spell creates a link between the caster and the victim through which magical energy can flow. Thus the wizard can cast spells centered on the recipient, as if he were a projected image. Also, the wizard can route malevolent spell side-effects, such as magical aging, to the victim. The recipient must be an intelligent, living native of the wizard's home plane.
School | Necromancy, Evocation |
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Level | 8 |
Range | 100' |
Duration | 5 rounds |
Casting Time | 1 round |
Area of Effect | 10' diameter |
Saving Throw | Negates |
Allows the castrer to create a 10 foot daimeter cloud of whirling, black vapor which may be directed to any target within a 100 foot range. This magical vortex can be made to travel at up to 2x human speed, and will cause the following effects to any living creatures in its path:
1) Save vs. Spell or victim is knocked down and swept away with the vortex, taking 8d6 damage (save = no damage)
2) Save vs. Paralyzation or be blinded for 2d6 rounds. The Black Wind can be made to attack only once, after which it will continue past its target (range permitting).
School | Alteration |
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Level | 8 |
Range | Sight |
Duration | Permenant |
Casting Time | 5 rounds |
Area of Effect | One creature |
Saving Throw | Negates |
The power of this curse is such that its caster can magically “erase” any or all of the victim's facial features,thereby nullifying the corresponding senses; eyes(sight), mouth(speech), nose (smell) and/or ears (hearing) can be erased in any desired combination. The duraiton of the curse is permanent, or until removed.
Level | 8 |
---|---|
Duration | Special |
Casting Time | 1 round |
Saving Throw | None |
Area of Effect | 2'/lvl x 4'/lvl |
Special Save | Special |
Components | S |
Range | 6“ |
This spell creates a translucent green wall, apparently made of pure emerald. It blocks all energy both ways. Anyone touching or prodding this wall, directly or indirectly, is absorbed by the wall. The wall initially lasts 1 turn per level of the caster, and is extended by one turn per level of each victim. Creatures within the wall are in a state of stasis and when the wall expires, all those trapped within are released unharmed. The wall will reveal itself to be solid and indestructible to those making special saving throws not to be absorbed. When someone goes into the wall, it is impossible for his companions to discern whether or not he has made it to the other side. Creatures with in the area of effect at the time of casting are allowed a normal saving throw to dodge it.
School | Enchantment/Charm |
---|---|
Level | 9 |
Range | 7” |
Components | VSM |
Duration | Permanent |
Casting Time | 9 |
Area of Effect | 1 creature |
Saving Throw | Negates |
When this powerful enchantment is cast, the spell user attempts to rip the target creatures soul from its body and temporarily place it in a gem of not less than 15000 GP. At the same time the casters soul is eased from his body and also travels through the gem. When, and if, both souls are in the gem, they both proceed to the opposed bodies from which they came. You'll note that this has two very noticeable effects:
1) the caster and victim have essentially swapped minds (or bodies, whichever you prefer), this has the effect that the caster now takes on the physical attributes of that body (i.e. STR, CON, DEX and CHA). The caster still retains his own mental capacities and previous knowledge (i.e. INT, WIS, hit points and level).
2) If the caster or victim can kill their old body (i.e. their swapped body) then the others soul goes to its respective plane. Thus, after completion of the spell, if the caster kills his old body then he can never be displaced from his new, for in all intents and purposes it is his body now. If neither is killed and at some later point in time a cleric casts an exorcise spell at either body (both have to be within 7“ of each other though) the caster of the original Mindswap must save vs. death or return to his old body. Both participators of the spell must imediately succeed a system shock roll with their old values, or that participator dies and the other keeps his body.
If the save vs. this spell is made it indicates that this persons body will never accept the casters soul and need never fear this spell from the same caster again.