Wizard Spell Descriptions
Audible Glamer (Illusion/Phantasm) |
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Level: | 1 |
Shek p'vars: | no Peleahn or Odivshe |
Range: | 60 yds + 10 yds/lvl |
Components: | V, S, M |
Duration: | 3 rds/lvl |
Casting Time: | 1 |
Area of Effect: | Hearing range |
Saving Throw: | Special |
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When the audible glamer spell is cast, the wizard causes a volume
of sound to arise, at whatever distance he desires (within range), and seem to recede, approach,
or remain at a fixed place as desired. The volume of sound created, however, is directly related
to the level of the spellcaster. The volume is based upon the lowest level at which the spell
can be cast, 1st level. The noise of the audible glamer at this level is that of four men,
maximum. Each additional experience level of the wizard adds a like volume, so that at 2nd
level the wizard can have the spell cause sound equal to that of eight men. Thus, talking,
singing, shouting, walking, marching, or running sounds can be created. The auditory illusion
created by an audible glamer spell can be virtually any type of sound, but the relative volume
must be commensurate with the level of the wizard casting the spell. A horde of rats running
and squeaking is about the same volume as eight men running and shouting. A roaring lion is
equal to the noise volume of 16 men, while a roaring dragon is equal to the noise volume of
no fewer than 24 men. |
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A character stating that he does not believe the sound receives
a saving throw, and if it succeeds, the character then hears a faint and obviously false sound,
emanating from the caster's direction. Note that this spell can enhance the effectiveness of
the phantasmal force spell. |
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The material component of this spell is a bit of wool or a small lump of
wax. |
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Change Self (Illusion/Phantasm) |
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Level: | 1 |
Shek p'vars: | no Peleahn or Odivshe |
Range: | 0 |
Components: | V, S |
Duration: | 2d6 rds. + 2 rds./level |
Casting Time: | 1 |
Area of Effect: | the caster |
Saving Throw: | None |
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This spell enables the wizard to alter the appearance of his form--including
clothing and equipment--to appear 1 foot shorter or taller; thin, fat, or in between; human, humanoid, or
any other generally man-shaped bipedal creature. The caster cannot duplicate a specific individual. The
spell does not provide the abilities or mannerisms of the chosen form. The duration of the spell is 2d6
rounds plus two additional rounds per level of experience of the spellcaster. The DM may allow a saving
throw for disbelief under certain circumstances: for example, if the caster acts in a manner obviously
inconsistent with his chosen role. The spell does not alter the perceived tactile (i.e., touch) properties
of the caster or his equipment, and the ruse can be discovered in this way. |
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Charm Person (Enchantment/Charm) |
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Level: | 1 |
Shek p'vars: | no Jenzig or Odivshe |
Range: | 120 yds. |
Components: | V, S |
Duration: | Special |
Casting Time: | 1 |
Area of Effect: | 1 person |
Saving Throw: | Neg. |
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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. |
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The person receives a saving throw vs. spell to avoid the effect,
with any adjustment due to Wisdom (see Table 5). If the person receives damage from the caster's
group in the same round the charm is cast, an additional bonus of +1 per hit point of damage
received is added to the victim's saving throw. |
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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 minute 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). |
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The duration of the spell is a function of the charmed person's
Intelligence and is tied to the saving throw. The spell may be broken if a successful saving throw
is rolled, and this saving throw is checked on a periodic basis, according to the creature's
Intelligence (see the following table). 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. |
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If two or more charm effects simultaneously affect a creature, the
result is decided by the DM. This could range from one effect being clearly dominant, to the
subject being torn by conflicting desires, to new saving throws that could negate both spells. |
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Note that the subject has full memory of the events that took place
while he was charmed. |
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Intelligence Score | Time Between Checks |
3 or less | 3 months |
4-6 | 2 months |
7-9 | 1 month |
10-12 | 3 weeks |
13-14 | 2 weeks |
15-16 | 1 week |
17 | 3 days |
18 | 2 days |
19 or more | 1 day |
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Note: The period between checks is the time period during which the check
occurs. When to roll the check during this time is determined (randomly or
by selection) by the DM. The roll is made secretly. |
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Color Spray (Illusion version) |
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Level: | 1 |
Shek p'vars: | no Peleahn or Odivshe |
Range: | 0 |
Components: | V, S, M |
Duration: | Instantaneous |
Casting Time: | 1 |
Area of Effect: | 5 x 20 x 20 ft wedge |
Saving Throw: | Special |
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Upon casting this spell, the wizard causes a vivid,
fan-shaped spray of clashing colors to spring forth from his hand. From one to six
creatures (1d6) within the area are affected in order of increasing distance from the
wizard. 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 vs. spell. Blind or unseeing
creatures are not affected by the spell. |
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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. |
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The material components of this spell are a pinch each
of powder or sand that is colored red, yellow, and blue. |
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Comprehend Languages (Alteration) |
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Level: | 1 |
Shek p'vars: | no Peleahn |
Range: | Touch |
Components: | V, S, M |
Duration: | 5 rounds/lvl |
Casting Time: | 1 round |
Area of Effect: | 1 speaking creature or written text |
Saving Throw: | None |
Reversible |
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When this spell is cast, the wizard is able to understand
the spoken words of a creature or read an otherwise incomprehensible written message
(such as writing in another language). In either case, the wizard must touch the creature
or the writing. Note that the ability to read does not necessarily impart understanding
of the material, nor does the spell enable the caster to speak or write an unknown
language. Written material can be read at the rate of one page or equivalent per round.
Magical writing cannot be read, other than to know it is magical, but the spell is often
useful when deciphering treasure maps. This spell can be foiled by certain warding magic
(the 3rd-level secret page and illusionary script spells), and it does not reveal messages
concealed in otherwise normal text. |
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The material components of this spell are a pinch of soot
and a few grains of salt. |
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The reverse of this spell, confuse languages, cancels a
comprehend languages spell or renders a writing or a creature's speech incomprehensible,
for the same duration as above. |
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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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Hold Portal (Alteration) |
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Level: | 1 |
Shek p'vars: | no Peleahn |
Range: | 20 yards/level |
Components: | V |
Duration: | 1 round/lvl |
Casting Time: | 1 |
Area of Effect: | 20 sq ft./level |
Saving Throw: | None |
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This spell magically bars a door, gate, or valve of wood,
metal, or stone. The magical closure holds the portal fast, just as if it were
securely closed and locked. Any extraplanar creature (djinn, elemental, etc.)
with 4 or more Hit Dice can shatter the spell and burst open the portal. A
wizard of 4 or more experience levels higher than the spellcaster can open the
held portal at will. A knock spell or a successful dispel magic spell can negate
the hold portal. Held portals can be broken or physically battered down. |
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Identify (Divination) |
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Level: | 1 |
Shek p'vars: | All |
Range: | 0 |
Components: | V, S, M |
Duration: | 1 rd/lvl |
Casting Time: | Special |
Area of Effect: | 1 item/lvl |
Saving Throw: | None |
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When an identify spell is cast, magical items subsequently
touched by the wizard can be identified. The eight hours immediately preceding the casting
of the spell must be spent purifying the items and removing influences that would corrupt
and blur their magical auras. If this period is interrupted, it must be begun again. When
the spell is cast, each item must be handled in turn by the wizard. Any consequences of
this handling fall fully upon the wizard and may end the spell, although the wizard is
allowed any applicable saving throw. |
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The chance of learning a piece of information about an item
is equal to 10% per level of the caster, to a maximum of 90%, rolled by the DM. Any roll
of 96-00 indicates a false reading (91-95 reveals nothing). Only one function of a
multifunction item is discovered per handling (i.e., a 5th-level wizard could attempt to
determine the nature of five different items, five different functions of a single item,
or any combination of the two). If any attempt at reading fails, the caster cannot learn
any more about that item until he advances a level. Note that some items, such as special
magical tomes, cannot be identified with this spell. |
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The item never reveals its exact attack or damage bonuses,
although the fact that it has few or many bonuses can be determined. If it has charges,
only a general indication of the number of charges remaining is learned: powerful
(81% - 100% of the total possible charges), strong (61% - 80%), moderate (41% - 60%),
weak (6% - 40%), or faint (five charges or less). The faint result takes precedence, so
a fully charged ring of three wishes always appears to be only faintly charged. |
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After casting the spell and determining what can be learned
from it, the wizard loses 8 points of Constitution. He must rest for one hour to recover
each point of Constitution. If the 8-point loss drops the spellcaster below a Constitution
of 1, he falls unconscious. Consciousness is not regained until full Constitution is
restored, which takes 24 hours (one point per three hours for an unconscious character). |
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The material components of this spell are a pearl (of at
least 100 gp value) and an owl feather steeped in wine; the infusion must be drunk prior
to spellcasting. If a luckstone is powdered and added to the infusion, the divination
becomes much more potent: Exact bonuses or charges can be determined, and the functions
of a multifunctional item can be learned from a single reading. At the DM's option,
certain properties of an artifact or relic might also be learned. |
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Phantasmal Force (Illusion/Phantasm) |
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Level: | 1 |
Shek p'vars: | no Peleahn or Odivshe |
Range: | 60 yds + 10 yds/lvl |
Components: | V, S, M |
Duration: | Special |
Casting Time: | 1 |
Area of Effect: | 400 sq ft +100 sq ft/lvl |
Saving Throw: | Special |
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This spell creates the illusion of any object, creature, or force, as long
as it is within the boundaries of the spell's area of effect. The illusion is visual and affects all
believing creatures (undead are immune) that view it. It does not create sound, smell, or temperature.
Effects that depend on these senses usually fail. The illusion lasts until struck by an opponent--unless
the spellcaster causes the illusion to react appropriately--or until the wizard ceases concentration
upon the spell (due to desire, moving, or a successful attack that causes damage). Saving throws for
illusions are explained under "Illusions" in Chapter 7: Magic and under "Adjudicating Illusions" at
the beginning of Appendix 2. Creatures that disbelieve the illusion see it for what it is and add +4
to associates' saving throws if this knowledge can be communicated effectively. Creatures believing
the illusion are subject to its effects (again, as explained in Chapter 7). |
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The illusionary effect can be moved by the caster within the limits of
the area of effect. The DM has to rule on the effectiveness of this spell; detailed guidelines are
outlined in Chapter 7: Magic and under "Adjudicating Illusions" at the beginning of Appendix 2. |
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The material component of the spell is a bit of fleece. |
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Puff and Gone (Illusion) |
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Level: | 1 |
Shek p'vars: | no Peleahn or Odivshe |
Range: | Self |
Components: | V |
Duration: | 1 rd +1 rd/2 lvls |
Casting Time: | 1 |
Area of Effect: | Caster |
Saving Throw: | None |
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With a single spoken syllable, the caster disappears from sight with
a brief puff of blue smoke. For the round of the casting and the round directly thereafter, the
caster remains invisible, as by the spell invisability with normal restrictions on attacking
and the like. The caster will reappear at the beginning of the next round, if not already visible by
then. |
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The spell was specifically designed to escape from combat, therefore
it's power is easy to unleash, even under duress. The caster receives a +4 to his Concentration check
if he must make such a check in order to complete casting of this spell (this bonus stacks with any
other bonus, such as frin the Combat Casting feat. |
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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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Sleep (Enchantment/Charm) |
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Level: | 1 |
Shek p'vars: | no Jenzig or Odivshe |
Range: | 30 yards |
Components: | V, S, M |
Duration: | 5 rounds/lvl |
Casting Time: | 1 |
Area of Effect: | Special |
Saving Throw: | None |
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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 4+3 Hit Dice (4 Hit Dice plus 3 hit points) or more are
unaffected. The center of the area of effect is determined by the spellcaster. The
creatures with the least Hit Dice are affected first, and partial effects are ignored. |
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For example, a wizard casts sleep at three kobolds,
two gnolls, and an ogre. The roll (2d4) result is 4. All the kobolds and one gnoll
are affected (� + � + � + 2 = 3 � Hit Dice). Note that the remainder is not enough
to affect the last gnoll or the ogre. |
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Slapping or wounding awakens affected creatures but
normal noise does not. Awakening requires one entire round. Magically sleeping
opponents can be attacked with substantial bonuses (see "Modifiers to the Attack
Roll" in Chapter 9: Combat). |
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The material component for this spell is a pinch
of fine sand, rose petals, or a live cricket. |
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