Wizard Spell Descriptions
Burning Hands (Alteration) |
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Level: | 1 |
Shek p'vars: | All |
Range: | 0 |
Components: | V, S |
Duration: | Instantaneous |
Casting Time: | 1 |
Area of Effect: | The Caster |
Saving Throw: | Half |
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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 fanlike sheet of flames: The wizard's thumbs must
touch each other and the fingers must be spread. The burning hands send out
flame jets 5 feet long in a horizontal arc of about 120 degrees in front of
the wizard. Any creature in the area of the flames suffers 1d3 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 vs. spell
receive half damage. Flammable materials touched by the fire burn (for
example, cloth, paper, parchment, thin wood, etc.). Such materials can be
extinguished in the next round if no other action is taken. |
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Consecrate Athame (Invocation) |
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Level: | 1 |
Shek p'vars: | Jenzig |
Range: | Touch |
Components: | V, S, M |
Duration: | Special |
Casting Time: | 12 hours |
Area of Effect: | One dagger-like blade |
Saving Throw: | None |
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By means of this spell, the
Jenzig prepares, cleanses and consecrates his ceremonial dagger needed in order
to cast his spells. The athame is a special dagger that is a symbolic contract
with the magical forces that Jenzig seek to control, without the athame a
Jenzig's ability to summon and shape the ambiguous magical forces is not
focused and all spells are cast with a -8 penalty to spell checks. |
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In preparation, a jeweled
dagger, jambiya, knife, kukri, etc. of not less than 100 gp value is needed.
The athame must not have been contaminated by blood prior to casting this
spell. The Jenzig must fast and meditate in an enclosed incense filled
chamber for 12 hours prior to the casting, and during this time must not
stray farther than 1 yard from his athame. |
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If the above preparations have
been met, the spell is cast. With an impressive visual display, the spell
summons each of the four elements in turn to cleanse and make the blade one
with the elemental forces. The elemental forces, which touch only the athame,
actually manipulate the blade in an apparently random pattern. |
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When the elemental storm
subsides, the Jenzig finishes the ceremony by sealing a spark of his soul
within the blade by cutting himself with his athame. The final athame is
permanent and does not radiate magic (unless the dagger was originally
magical). The athame will only work for the Jenzig which it is attuned,
and no Jenzig can own more than one athame. Casting this spell on a new blade
will make any prior athame unusable as such. |
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Further the athame causes all
invocation/evocation spells cast with it to inflict +1 hit point/die rolled to
damage rolls in addition to the normal spell damage. This only applies if the
DM determines that the spell to be augmented allows the caster a free hand or
some method of integrating the dagger into the spell. |
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The material components are a
dagger-like blade of 100 gp value that has never spilled blood and incense. |
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Detect Magic (Divination) |
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Level: | 1 |
Shek p'vars: | All |
Range: | 0 |
Components: | V, S |
Duration: | 2 rounds/lvl |
Casting Time: | 1 |
Area of Effect: | 10 x 60 ft |
Saving Throw: | None |
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When the detect magic spell is
cast, the wizard detects magical radiations in a path 10 feet wide and up to 60
feet long, in the direction he is facing. The intensity of the magic can be
determined (dim, faint, moderate, strong, overwhelming), and the wizard has a
10% chance per level to recognize if a certain type of magic (alteration,
conjuration, etc.) is present. The caster can turn, scanning a 60-degree arc
per round. A stone wall of 1 foot or more thickness, solid metal of 1 inch
thickness, or a yard or more of solid wood blocks the spell. Magical areas,
multiple types of magic, or strong local magical emanations may confuse or
conceal weaker radiations. Note that this spell does not reveal the presence of
good or evil, or reveal alignment. Otherplanar creatures are not necessarily
magical. |
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Magic Missile (Evocation) |
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Level: | 1 |
Shek p'vars: | Jenzig |
Range: | 60 yds. +10 yds./lvl |
Components: | V, S |
Duration: | Instantaneous |
Casting Time: | 1 |
Area of Effect: | 1-5 Targets |
Saving Throw: | None |
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Use of the magic missile spell
creates up to five missiles of magical energy that dart forth from the wizard's
fingertip and unerringly strike their target. This includes enemy creatures in
a melee. The target creature must be seen or otherwise detected to be hit,
however, so near-total concealment, such as that offered by arrow slits, can
render the spell ineffective. Likewise, the caster must be able to identify the
target. He cannot direct a magic missile to "Strike the commander of the
legion," unless he can single out the commander from the rest of the
soldiers. Specific parts of a creature cannot be singled out. Inanimate objects
(locks, etc.) cannot be damaged by the spell, and any attempt to do so wastes
the missiles to no effect. Against creatures, each missile inflicts 1d4+1 points
of damage. |
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For every two extra levels of
experience, the wizard gains an additional missile--he has two at 3rd level,
three at 5th level, four at 7th level, etc., up to a total of five missiles at
9th level. If the wizard has multiple missile capability, he can have them
strike a single target creature or several creatures, as desired. |
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Read Magic (Divination) |
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Level: | 1 |
Shek p'vars: | All |
Range: | 0 |
Components: | V, S, M |
Duration: | 2 rounds/lvl |
Casting Time: | 1 round |
Area of Effect: | Special |
Saving Throw: | None |
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By means of a read magic
spell, the wizard is able to read magical inscriptions on objects--books,
scrolls, weapons, and the like--that would otherwise be totally unintelligible.
(The personal books of the wizard, and works already magically read, are
intelligible.) This deciphering does not normally invoke the magic contained in
the writing, although it may do so in the case of a cursed scroll. Furthermore,
once the spell is cast and the wizard has read the magical inscription, he is
thereafter able to read that particular writing without recourse to the use of
the read magic spell. The duration of the spell is two rounds per level of
experience of the spellcaster; the wizard can read one page or its equivalent
per round. |
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The wizard must have a clear
crystal or mineral prism, which is not expended, to cast the spell. |
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Shield (Evocation) |
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Level: | 1 |
Shek p'vars: | Jenzig |
Range: | 0 |
Components: | V, S |
Duration: | 5 rounds/lvl |
Casting Time: | 1 round |
Area of Effect: | Special |
Saving Throw: | None |
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When this spell is cast, an
invisible barrier comes into being in front of the wizard. This shield totally
negates magic missile attacks. It provides the equivalent protection of AC 2
against hand-hurled missiles (axes, darts, javelins, spears, etc.), AC 3 against
small device-propelled missiles (arrows, bolts, bullets, manticore spikes, sling
stones, etc.), and AC 4 against all other forms of attack. The shield also adds
a +1 bonus to the wizard's saving throws against attacks that are basically
frontal. Note that these benefits apply only if the attacks originate from in
front of the wizard, where the shield can move to interpose itself. | | |