DRAKAN OF THE SANCTA ORIA
Description
Drakan of The Sancta Oria is an Antipaladin (Warrior) and a Mage living between different universes. It has been most commonly seen around the shadow worlds like Ravenloft but there's evidence that has lived in other universes of the RPG multi-universe. Drakan is known to be part of an elite group of bounty hunters called The Sancta Oria. There's not much info on the Sancta Oria but it is thought that The Sancta Oria was conformed by 5 members: Drakan (Antipaladin/Mage), Milokar (Thief), Jean Paul (Cleric), Argos (Halfling) and Morgarian (Wizard)

Personal Information
Age: 25
Height:
2.10
Weight:
100 kgs
Race: Human* (Multiclass)
Level:
15
Align.:
Lawful Evil
Languages: Darkonian, Barovian
Class: Antipaladin / Mage
Saving Throws
Paralization, Rod,
Staff
Petrification
Breath
Spell
Poison or
Wand
or
Polimorph Weapon
Death Magic
5 ( - 3)
4
( - 3)
6
( - 3)
6
( - 3) 5 ( -3)
Normal Equipment
Backpack
Whip
Rope
Light
Crossbow
Bandages
Torchs
Sleeping bag
Wine skin
Screwdriver Mirror
Horn
Cerbatana
Parchment Oil
Magical Equipment
Boots (Dext +4, Const +3)
Gloves (Streng +5)
Quarrels (+1)
Two Silver Dagger (+2)
Chain Mail (Ac+3)
Ring (Ac +3)
- Especial Equipment
- Deimo & Fobo: Two Great Scimitars (Dragonslayers, +5 to undeads, +3 others)
- Thors´ twins: Two Small Battle Axes (+3)
- The Mask of Ares (Dext +5, Const +5, Streng +3)
- Ares Helmet (Ch +3, Int +2, Wis +2)
-
- Combat Information
- Combat
Money
- Hit Points: 144
10.000
Gold pieces
- Armor class: - 10
Horses
& Castle
- THAc0: - 02
Points
Exp: 2´200.000
-
- Habilities and Bonus
- Strenght: 25
Bonus hit: 7
Bonus
damage: 14 W.Suport:650kg
-
Max.Press:
800k Open: 19/20
Bend
Bars:99%
- Dexterity: 18
Bonus Missil:+2
Reaction:+2
Bonus
A.C:-4
- Constit.: 18
Bonus Hp:+4
R.Survival: 100%
Sys. Shock:99%
- Intellig.: 15
No.languages: 4
Learn spells: 65%
Spell Level: 12th
- Wisdom: 15
Saving Throws:+1 Bonus
Spells: 2nd
- Charisma: 15 Rct.
Adj.:+3
Max.Hench.:
7
Loyalty
Base:+3
-
- Non Weapon Proficiences
- Blind Shooting Tracking
Survival WeaponSmithing
Riding
- Awareness
Wrestling
Medicine Both-Hands Fighting
-
- Weapons
Damage
Specializ.
Hits
- Dagger Silver(2)
1d10(+20)
Gran Master
2/1 (Each hand)
- Two Small Battle Axe 3d6(+20)
Gran Master
2/1 (Each hand)
- Two Great Scimitar(2) 6d6(+20)
Gran Master
2/1 (Each hand)
- Light Crossbow
3d6(+20)
Gran Master
3/1 (100 mts)
- Cerbatana
1d10(+20)
Gran Master
3/1 (30 mts)
-
- Magic Proficiences
- 1st LEVEL (4 Spells)
- Chill Touch (3 rds. + 1 rd./level, 0)
- 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 vs. spell or suffer 1d4 points of damage and lose 1 point of Strength. If the
save is successful, the creature remains unharmed. Creatures not rated for Strength suffer
a -1 penalty to their attack rolls for every other successful touch. Lost Strength returns
at the rate of 1 point per 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 vs. spell or flee for 1d4 rounds
+ 1 round per level of the caster.
-
- Detect Magic (2 rds./level, 0)
- 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.
-
- Enlarge / reduce (5 rds./level, 5 yds./level)
- This spell causes instant growth/reduction of a creature or
object, increasing/decreasing both size and weight. It can be cast only upon a single
creature (or a symbiotic or community entity) or upon a single object that does not exceed
10 cubic feet in volume per caster level. The object or creature must be seen to be
affected. It grows/reduce by up to 10% per level of experience of the wizard, increasing
this amount in height, width, and weight. All equipment worn or carried by a creature is
enlarged/reduce by the spell. Unwilling victims are entitled to a saving throw vs. spell.
A successful saving throw means the spell fails. If insufficient room is available for the
desired growth, the creature or object attains the maximum possible size, bursting weak
enclosures in the process, but it is constrained without harm by stronger materials.
Weight, mass, and strength are affected, though. Thus, a table blocking a door would be
heavier and more effective, a hurled stone would have more mass (and cause more damage),
chains would be more massive, doors thicker, a thin line turned to a sizeable, longer
rope, and so on. A creature's hit points, Armor Class, and attack rolls do not change, but
damage rolls increase/decrease proportionately with size.
-
- Feather Fall (1 rd./level, 10 yds./level)
- When this spell is cast, the creature(s) or object(s)
affected immediately assumes the mass of a piece of down. The rate of falling is instantly
changed to a mere 2 feet per second (120 feet per round), and no damage is incurred upon
landing while the spell is in effect. However, when the spell duration ceases, a normal
rate of fall occurs. The spell can be cast upon the wizard or some other creature or
object up to the maximum range and lasts for one round for each level of the wizard. The
feather fall affects one or more objects or creatures in a 10-foot cube, as long as the
maximum weight of the creatures or objects does not exceed a combined total of 200 pounds
plus 200 pounds per level of the spellcaster.
-
- Hypnotism (1 rd. + 1 rd./level, 5 yds)
- The gestures of the wizard, along with his droning
incantation, cause 1d6 creatures within the area to become susceptible to a suggestion--a
brief and reasonable-sounding request (see the 3rd-level wizard suggestion spell). The
request must be given after the hypnotism spell is cast. Until that time, the success of
the spell is unknown. Note that the subsequent suggestion is not a spell, but simply a
vocalized urging (the caster must speak a language the creature understands for this spell
to work). Creatures that successfully roll their saving throws are not under hypnotic
influence. Those who are exceptionally wary or hostile save with +1 to +3 bonuses. If the
spell is cast at an individual creature that meets the caster's gaze, the saving throw is
made with a penalty of -2. A creature that fails its saving throw does not remember that
the caster enspelled it.
-
- Light (1 turn/level, 60 yds)
- This spell creates a luminous glow, equal to torchlight,
within a fixed radius of the spell's center. Objects in darkness beyond this sphere can be
seen, at best, as vague and shadowy shapes. The spell is centered on a point selected by
the caster, and he must have a line of sight and unobstructed path for the spell when it
is cast. Light can spring from air, rock, metal, wood, or almost any similar substance.
The effect is immobile unless it is specifically centered on a moveable object or mobile
creature. If this spell is cast upon a creature, the applicable magic resistance and
saving throw rolls must be made. Successful resistance negates the spell, while a
successful saving throw indicates that the spell is centered immediately behind the
creature, rather than upon the creature itself. Light taken into an area of magical
darkness does not function, but if cast directly against magical darkness negates it (but
only for the duration of the light spell, if the darkness effect is continual). Light
centered on the visual organs of a creature blinds it, reducing its attack rolls and
saving throws by 4 and worsening its Armor Class by 4. The caster can end the spell at any
time by uttering a single word. The material component is a firefly or a piece of
phosphorescent moss (20ft radius).
-
- Sleep (5 rds./level, 30yds)
- 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.
-
- Spider Climb (3 rds. + 1 rd./level, touch)
- A spider climb spell enables the recipient to climb and travel
upon vertical surfaces as well as a giant spider, or even hang upside down from ceilings.
Unwilling victims must be touched and are then allowed a saving throw vs. spell to negate
the effect.
-
-
- 2nd LEVEL (4 Spells)
- Alter Self (3d4 rds. + 2 rds./level, 0)
- When this spell is cast, the wizard can alter his
appearance and form--including clothing and equipment--to appear taller or shorter; thin,
fat, or in between; human, humanoid, or any other generally man-shaped bipedal creature.
The caster's body can undergo a limited physical alteration and his size can be changed up
to 50%. If the form selected has wings, the wizard can actually fly, but at only one-third
the speed of a true creature of that type, and with a loss of two maneuverability classes
(to a minimum of E). If the form has gills, the caster can breathe under water as long as
the spell lasts. However, the caster does not gain any multiple attack routines or
additional damage allowed to an assumed form. The caster's attack rolls, Armor Class, and
saving throws do not change. The spell does not confer special abilities, attack forms, or
defenses. Once the new form is chosen, it remains for the duration of the spell. The
caster can change back into his own form at will; this ends the spell immediately. A
caster who is slain automatically returns to his normal form.
-
- Blindness (Special, 30 yds. + 10 yds./level)
- The blindness spell causes the victim to become blind, able
to see only a grayness before its eyes. Various cure spells will not remove this effect,
and only a dispel magic or the spellcaster can do away with the blindness if the creature
fails its initial saving throw vs. spell. A blinded creature suffers a -4 penalty to its
attack rolls, and its opponents gain a +4 bonus to their attack rolls.
-
- Darkness (1 turn + 1 rd./level, 10 yds./level)
- This spell causes total, impenetrable darkness in the area
of effect. Infravision is useless. Neither normal nor magical light works unless a light
or continual light spell is used. In the former event, the darkness spell is negated by
the light spell, and vice versa. The material components of this spell are a bit of bat
fur and either a drop of pitch or a piece of coal.
-
- Deafness (Special, 60 yds.)
- The deafness spell causes the recipient to become totally
deaf and unable to hear any sounds. The victim is allowed a saving throw vs. spell. An
affected creature has a -1 penalty to its surprise rolls unless its other senses are
unusually keen. Deafened spellcasters have a 20% chance to miscast any spell with a verbal
component. This deafness can be done away with only by means of a dispel magic spell or by
the spellcaster. The material component of this spell is beeswax.
-
- Deeppockets (12 hrs. + 1 hr./level, Touch)
- This spell enables the wizard to specially prepare a
garment so as to hold far more than it normally could. A finely sewn gown or robe of
high-quality material (at least 50 gp value) is fashioned so as to contain numerous
hand-sized pockets. One dozen is the minimum number. The deeppockets spell then enables
these pockets to hold a total of 100 pounds (5 cubic feet in volume) as if it were only 10
pounds of weight. Furthermore, there are no discernible bulges where the special pockets
are. At the time of casting, the caster can instead choose to have 10 pockets each holding
10 pounds (˝ cubic foot volume each). If the robe or like garment is sewn with 100 or
more pockets (200 gp minimum cost), 100 pockets can be created to contain one pound of
weight and 1/6 cubic foot volume each. Each special pocket is actually an extradimensional
holding space. If the spell duration expires while there is material within the enchanted
pockets, or if a successful dispel magic is cast upon the enchanted garment, all the
material suddenly appears around the wearer and immediately falls to the ground. The
caster can also cause all the pockets to empty with a single command. In addition to the
garment, which is reusable, the material components of this spell are a tiny golden needle
and a strip of fine cloth given a half-twist and fastened at the ends.
-
- Forget (Permanent, 30yds)
- By means of this spell, the spellcaster causes creatures
within the area of effect to forget the events of the previous round (the one minute of
time previous to the utterance of the spell). For every three levels of experience of the
spellcaster, another minute of past time is forgotten. This does not negate charm,
suggestion, geas, quest, or similar spells, but it is possible that the being who placed
such magic upon the recipient could be forgotten. From one to four creatures can be
affected, at the discretion of the caster. If only one is to be affected, the recipient
saves vs. spell with a -2 penalty; if two, they save with -1 penalties; if three or four
are to be affected, they save normally. All saving throws are adjusted by Wisdom. A
priest's heal or restoration spell, if specially cast for this purpose, will restore the
lost memories, as will a limited wish or wish, but no other means will do so.
-
- Improved Phantasmal Force (Special, 60 yds. + 10
yds./level)
- Like the 1st-level phantasmal force spell, this spell
creates the illusion of any object, creature, or force, as long as it is within the
spell's area of effect. The spellcaster can maintain the illusion with minimal
concentration; thus, he can move at half normal speed (but not cast other spells). Some
minor sounds are included in the effects of the spell, but not understandable speech.
Also, the improved phantasm continues for two rounds after the wizard ceases to
concentrate upon it. The material component is a bit of fleece.
-
- Ray of Enfeeblement (1 rd./level, 10 yds. + 5
yds./level)
- By means of a ray of enfeeblement, a wizard weakens an
opponent, reducing its Strength and thereby the attacks that rely upon it. Humans,
demihumans, and humanoids of man-size or less are reduced to an effective Strength of 5,
losing all Strength bonuses and suffering an attack roll penalty of -2 and a -1 penalty to
damage. Other creatures suffer a penalty of -2 on attack rolls. Furthermore, they have a
-1 penalty for each die of damage they inflict. (But no damage roll can inflict less than
1 point per die of damage.) Your DM will determine any other effects appropriate to the
affected creature. If the target creature makes its saving throw, the spell has no effect.
This spell does not affect combat bonuses due to magical items, and those conferring
increased Strength function normally.
-
- 3rd LEVEL (4 Spells)
- Clairaudience (1 rd./level, Unlimited)
- The clairaudience spell enables the wizard to concentrate
upon some locale and hear in his mind any noise within a 60-foot radius of that point.
Distance is not a factor, but the locale must be known--a place familiar to the
spellcaster or an obvious one (such as behind a door, around a corner, in a copse of
trees, etc.). Only sounds that are normally detectable by the wizard can be heard by use
of this spell. Lead sheeting or magical protections prevent the operation of the spell,
and the wizard has some indication that the spell is so blocked. The spell creates an
invisible sensor, similar to that created by a crystal ball spell, that can be dispelled.
The spell functions only on the wizard's current plane of existence.The material component
of the spell is a small horn of at least 100 gp value.
-
- Clairvoyance (1 rd./level, Unlimited)
- Similar to the clairaudience spell, the clairvoyance spell
empowers the wizard to see in his mind whatever is within sight range from the spell
locale chosen. Distance from the wizard is not a factor, but the locale must be
known--familiar or obvious. Furthermore, light is a factor, as the spell does not enable
the use of infravision or magical enhancements. If the area is magically dark, only
darkness is seen; if naturally pitch dark, only a 10-foot radius from the center of the
spell's area of effect can be seen. Otherwise, the seeing extends to the normal vision
range according to the prevailing light. Lead sheeting or magical protection foils a
clairvoyance spell, and the wizard has some indication that it is so blocked. The spell
creates an invisible sensor, similar to that created by a crystal ball spell, that can be
dispelled. The spell functions only on the wizard's current plane of existence. The
material component is a pinch of powdered pineal gland.
-
- Dispel Magic (Instantaneous, 120 yds)
- When a wizard casts this spell, it has a chance to
neutralize or negate magic it comes in contact with, as follows: First, it removes spells
and spell-like effects (including device effects and innate abilities) from creatures or
objects. Second, it disrupts the casting or use of these in the area of effect at the
instant the dispel is cast. Third, it destroys magical potions (which are treated as 12th
level for purposes of this spell). Each effect or potion in the spell's area is checked to
determine if it is dispelled. The caster can always dispel his own magic; otherwise, the
chance to dispel depends on the difference in level between the magical effect and the
caster. The base chance is 50% (11 or higher on 1d20 to dispel). If the caster is of
higher level than the creator of the effect to be dispelled, the difference is subtracted
from the number needed on 1d20 to dispel (making it more likely that the dispel succeeds);
if the caster is of lower level, the difference is added to the number needed on 1d20 to
dispel (making it less likely that the dispel succeeds). A roll of 20 always succeeds and
a roll of 1 always fails. Thus, if a caster is 10 levels higher, only a roll of 1 prevents
the effect from being dispelled. A dispel magic spell does not affect a specially
enchanted item, such as a magical scroll, ring, wand, rod, staff, miscellaneous item,
weapon, shield, or armor, unless it is cast directly upon the item. This renders the item
nonoperational for 1d4 rounds. An item possessed and carried by a creature gains the
creature's saving throw against this effect; otherwise, it is automatically rendered
nonoperational. An interdimensional interface (such as a bag of holding) rendered
nonoperational would be temporarily closed. Note that an item's physical properties are
unchanged; however, some of their spell-like effects may be, at the DM's option.
-
- Fireball (Instantaneous, 10 yds. + 10 yds./level)
- 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-foot x 10-foot x 10-foot
cubes). Besides causing damage to creatures, the fireball ignites all combustible
materials within its burst radius, and the heat of the fireball melts soft metals such as
gold, copper, silver, etc. Exposed items require saving throws vs. magical fire to
determine if they are affected, but items in the possession of a creature that rolls a
successful saving throw are unaffected by the fireball. 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, unless it impacts upon a material body or solid barrier prior
to attaining the prescribed range, blossoms into the fireball (an early impact results in
an early detonation). 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 damage. The material component of this spell is a tiny ball of
bat guano and sulphur.
-
- Fly (1 turn/level + 1d6 turns, Touch)
- This spell enables the wizard to bestow the power of
magical flight. The creature affected is able to move vertically and horizontally at a
rate of 18 (half that if ascending, twice that if descending in a dive). The
maneuverability class of the creature is B. Using the fly spell requires as much
concentration as walking, so most spells can be cast while hovering or moving slowly
(movement of 3). Possible combat penalties while flying are known to the DM (found in the
"Aerial Combat" section of Chapter 9 of the DMG). The exact duration of the
spell is always unknown to the spellcaster, as the variable addition is determined
secretly by the DM. The material component of the fly spell is a wing feather of any bird.
-
- Haste (3 rds. + 1 rd./level, 60yds.)
- When this spell is cast, each affected creature functions
at double its normal movement and attack rates. A hasted creature gains a -2 initiative
bonus. Thus, a creature moving at 6 and attacking once per round would move at 12 and
attack twice per round. Spellcasting and spell effects are not sped up. The number of
creatures that can be affected is equal to the caster's experience level; those creatures
closest to the center of effect are affected first. All affected by haste must be in the
designated area of effect. Note that this spell negates the effects of a slow spell.
Additionally, this spell ages the recipient by one year, because of sped-up metabolic
processes. This spell is not cumulative with itself or with other similar magic. Its
material component is a shaving of licorice root.
-
- Infravision (2 hrs. + 1 hr./level, Touch)
- By means of this spell, the wizard enables the recipient to
see in normal darkness up to 60 feet without light. Note that strong sources of light
(fire, lanterns, torches, etc.) tend to blind this vision, so infravision does not
function efficiently in the presence of such light sources. Invisible creatures are not
detectable by infravision. The material component of this spell is either a pinch of dried
carrot or an agate.
-
- Phantom Steed (1 hr./level, Touch)
- When this spell is cast, the wizard creates a quasi-real,
horselike creature. The steed can be ridden only by the wizard who created it, or by any
person for whom the wizard specifically creates such a mount. A phantom steed has a black
head and body, gray mane and tail, and smoke-colored, insubstantial hooves that make no
sound. Its eyes are milky-colored. It does not fight, but all normal animals shun it and
only monstrous ones will attack. The mount has an Armor Class of 2 and 7 hit points, plus
1 per level of the caster. If it loses all of its hit points, the phantom steed
disappears. A phantom steed moves at a movement rate of 4 per level of the spellcaster, to
a maximum movement rate of 48. It has what seems to be a saddle and a bit and bridle. It
can bear its rider's weight, plus up to 10 pounds per caster level These mounts gain
certain powers according to the level of the wizard who created them: 8th Level: The
ability to pass over sandy, muddy, or even swampy ground without difficulty. 10th Level:
The ability to pass over water as if it were firm, dry ground. 12th Level: The ability to
travel in the air as if it were firm land, so chasms and the like can be crossed without
benefit of a bridge. Note, however, that the mount cannot casually take off and fly; the
movement must be between points of similar altitude. 14th Level: The ability to perform as
if it were a pegasus; it flies at a rate of 48 per round upon command. Note that a mount's
abilities include those of lower levels; thus, a 12th-level mount has the 8th-, 10th-, and
12th-level abilities.
-
- Sepia Snake (Special, 5yds)
- When this spell is cast, a small written symbol appears in the text of any written work.
When read, the so-called sepia snake springs into being and strikes at the nearest living
creature (but does not attack the wizard who cast the spell). Its attack is made as if it
were a monster with Hit Dice equal to the level of the wizard who cast the spell. If it
strikes successfully, the victim is engulfed in a shimmering amber field of force, frozen
and immobilized until released, either at the caster's command, by a successful dispel
magic spell, or until a time equal to 1d4 days + 1 day per caster level has elapsed. Until
then, nothing can get at the victim, move the shimmering force surrounding him, or
otherwise affect him. The victim does not age, grow hungry, sleep, or regain spells while
in this state. He is not aware of his surroundings. If the sepia snake misses its target,
it dissipates in a flash of brown light, with a loud noise and a puff of dun-colored smoke
that is 10 feet in diameter and lasts for one round.
- The spell cannot be detected by normal observation, and detect magic reveals only that
the entire text is magical. A dispel magic can remove it; an erase spell destroys the
entire page of text. It can be cast in combination with other spells that hide or garble
text.
- The components for the spell are 100 gp worth of powdered
amber, a scale from any snake, and a pinch of mushroom spores.
-
- Slow (3 rds. + 1 rd./level, 90 yds. + 10 yds./level)
- A slow spell causes affected creatures to move and attack
at half their normal rates. It negates a haste spell or equivalent, but does not otherwise
affect magically speeded or slowed creatures. Slowed creatures have an Armor Class penalty
of +4 AC, an attack penalty of -4, and all Dexterity combat bonuses are negated. The magic
affects a number of creatures equal to the spellcaster's level, if they are within the
area of effect chosen by the wizard (i.e., a 40-foot cubic volume centered as called for
by the caster). The creatures are affected from the center of the spell outward. Saving
throws against the spell suffer a -4 penalty. The material component of this spell is a
drop of molasses.
-
- Water breathing (1 hr./level + 1d4 hrs., Touch)
- The recipient of a water breathing spell is able to breathe
water freely for the duration of the spell. The caster can touch more than one creature
with a single casting; in this case the duration is divided by the number of creatures
touched. The reverse, air breathing enables water-breathing creatures to comfortably
survive in the atmosphere for an equal duration. The material component of the spell is a
short reed or piece of straw.
-
- Wraith Form (2 rds./level, 0)
- 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 may save vs. spell with a
-4 penalty to recognize the spell. The wizard can pass through small holes or narrow
openings, even mere cracks, with all he wears or holds in his hands, as long as the spell
persists. Note, however, that the caster cannot fly without additional magic. 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 with a
single word. The material components for the spell are a bit of gauze and a wisp of smoke.
-
-
- 4rd LEVEL (4)
- Charm Monster (Special, 60yds.)
- This spell is similar to a charm person spell, but it can affect any living creature--or
several low-level creatures. The spell affects 2d4 Hit Dice or levels of creatures,
although it only affects one creature of 4 or more Hit Dice or levels, regardless of the
number rolled. All possible subjects receive saving throws vs. spell, adjusted for Wisdom.
Any damage inflicted by the caster or his allies in the round of casting grants the
wounded creature another saving throw at a bonus of +1 per point of damage received. Any
affected creature regards the spellcaster as friendly, an ally or companion to be treated
well or guarded from harm. If communication is possible, the charmed creature follows
reasonable requests, instructions, or orders most faithfully (see the suggestion spell).
If communication is not possible, the creature does not harm the caster, but others in the
vicinity may be subject to its intentions, hostile or otherwise. Any overtly hostile act
by the caster breaks the spell, or at the very least allows a new saving throw against the
charm. Affected creatures eventually come out from under the influence of the spell. This
is a function of the creature's level (i.e., its Hit Dice).
- Monster Level % Chance Per Week
- or Hit Dice of Breaking Spell
- 1st or up to 2 5%
- 2nd or up to 3+2 10%
- 3rd or up to 4+4 15%
- 4th or up to 6 25%
- 5th or up to 7+2 35%
- 6th or up to 8+4 45%
- 7th or up to 10 60%
- 8th or up to 12 75%
- 9th or over 12 90%
- The exact day of the week and time of day is secretly
determined by the DM
-
- Emotion (Special, 10 yds./level)
- When this spell is cast, the wizard can create a single emotional reaction in the
subject creatures. The following are typical:
- 1. Courage: This emotion causes the creatures affected to become berserk, fighting with
a +1 bonus to the attack dice, causing +3 points of damage, and temporarily gaining 5 hit
points. The recipients fight without shield and regardless of life, never checking morale.
This spell counters (and is countered by) fear.
- 2. Fear: The affected creatures flee in panic for 2d4 rounds. It counters (and is
countered by) courage.
- 3. Friendship: The affected creatures react more positively (for example, tolerance
becomes goodwill). It counters (and is countered by) hate.
- 4. Happiness: This effect creates joy and a feeling of complacent well-being, adding +4
to all reaction rolls and making attack unlikely unless the creatures are subject to
extreme provocation. It counters (and is countered by) sadness.
- 5. Hate: The affected creatures react more negatively (for example, tolerance becomes
negative neutrality). It counters (and is countered by) friendship.
- 6. Hope: The effect of hope is to raise morale, saving throw rolls, attack rolls, and
damage caused by +2. It counters (and is countered by) hopelessness.
- 7. Hopelessness: The affected creatures submit to the demands of any opponent:
surrender, get out, etc. Otherwise, the creatures are 25% likely to do nothing in a round,
and 25% likely to turn back or retreat. It counters (and is countered by) hope.
- 8. Sadness: This creates unhappiness and a tendency toward maudlin introspection. This
emotion penalizes surprise rolls by -1 and adds +1 to initiative rolls. It counters (and
is countered by) happiness.
- All creatures in the area at the instant the spell is cast
are affected unless successful saving throws vs. spell are made, adjusted for Wisdom. The
spell lasts as long as the wizard continues to concentrate on projecting the chosen
emotion. Those who fail the saving throw against fear must roll a new saving throw if they
return to the affected area.
-
- Enchanted Weapon (5 rds./level, Touch)
- This spell turns an ordinary weapon into a magical one. The
weapon is the equivalent of a +1 weapon, with +1 to attack and damage rolls. Thus, arrows,
axes, bolts, bows, daggers, hammers, maces, spears, swords, etc., can be made into
temporarily enchanted weapons. Two small weapons (arrows, bolts, daggers, etc.) or one
large weapon (axe, bow, hammer, mace, etc.) weapon can be affected by the spell. The spell
functions on existing magical weapons as long as the total combined bonus is +3 or
less.Missile weapons enchanted in this way lose their enchantment when they successfully
hit a target, but otherwise the spell lasts its full duration. This spell is often used in
combination with the enchant an item and permanency spells to create magical weapons, with
this spell being cast once per desired plus of the bonus. The material components of this
spell are powdered lime and carbon.
-
- Evard´s Tentacles (1 hr./level, 30yds)
- This spell creates many rubbery, black tentacles in the area of effect. These waving
members seem to spring forth from the earth, floor, or whatever surface is
underfoot--including water. Each tentacle is 10 feet long, AC 4, and requires as many
points of damage to destroy as the level of the wizard who cast the spell. There are 1d4
such tentacles, plus one per experience level of the spellcaster.
- Any creature within range of the writhing tentacles is
subject to attack as determined by the DM. The target of a tentacle attack must roll a
saving throw vs. spell. If this succeeds, the subject suffers 1d4 points of damage from
contact with the tentacle; the tentacle is then destroyed. Failure to save indicates that
the damage inflicted is 2d4 points, the ebon member is wrapped around its subject, and
damage will be 3d4 points on the second and all succeeding rounds. Since these tentacles
have no intelligence to guide them, there is the possibility that they entwine any
object--a tree, post, pillar, even the wizard himself--or continue to squeeze a dead
opponent. A grasping hold established by a tentacle remains until the tentacle is
destroyed by some form of attack or until it disappears at the end of the spell's
duration. The component for this spell is a piece of tentacle from a giant octopus or
giant squid.
-
- Fear (Special, 0)
- When a fear spell is cast, the wizard sends forth an
invisible cone of terror that causes creatures within its area of effect to turn away from
the caster and flee in panic. Affected creatures are likely to drop whatever they are
holding when struck by the spell; the base chance of this is 60% at 1st level (or at 1 Hit
Die), and each level (or Hit Die) above this reduces the probability by 5%. Thus, at 10th
level there is only a 15% chance, and at 13th level no chance, of dropping items.
Creatures affected by fear flee at their fastest rate for a number of melee rounds equal
to the level of experience of the spellcaster. Undead and creatures that successfully roll
their saving throws vs. spell are not affected. The material component of this spell is
either the heart of a hen or a white feather.
-
- Ice Storm (Special, 10 yds./level)
- This spell can have one of two effects, at the caster's
option: Either great hail stones pound down for one round in a 40-foot-diameter area and
inflict 3d10 points of damage to any creatures within the area of effect, or driving sleet
falls in an 80-foot-diameter area for one round per caster level. The sleet blinds
creatures within its area for the duration of the spell and causes the ground in the area
to be icy, slowing movement by 50% and making it 50% probable that a creature trying to
move in the area slips and falls. The sleet also extinguishes torches and small fires.
Note that this spell will negate a heat metal spell. The material components for this
spell are a pinch of dust and a few drops of water.
-
- Improved Invisibility (4 rds. + 1 rd./level,Touch)
- 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 telltale traces (such as a shimmering effect)
sometimes allow an observant opponent to 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.
Beings with high Hit Dice that might normally notice invisible opponents will notice a
creature under this spell as if they had 2 fewer Hit Dice (they roll saving throws vs.
spell; success indicates they spot the character).
-
- Massmorph (Special, 10 yds./level)
- When this spell is cast upon willing creatures of man-size
or smaller, up to 10 such creatures per level of the caster can be magically altered to
appear as trees of any sort. Thus, a company of creatures can be made to appear as a
copse, grove, or orchard. Furthermore, these massmorphed creatures can be passed through
and even touched by other creatures without revealing their true nature. Note, however,
that blows to the creature-trees cause damage, and blood can be seen. Creatures to be
massmorphed must be within the spell's area of effect; unwilling creatures are not
affected. Affected creatures remain unmoving but aware, subject to normal sleep
requirements, and able to see, hear, and feel for as long as the spell is in effect. The
spell persists until the caster commands it to cease or until a dispel magic spell is cast
upon the creatures. Creatures left in this state for extended periods are subject to
insects, weather, disease, fire, and other natural hazards. The material component of this
spell is a handful of bark chips from the type of tree the creatures are to become.
-
- Minor Globe of Invulnerability (1 rd./level, 0)
- This spell creates an immobile, faintly shimmering magical
sphere around the caster that prevents any 1st-, 2nd-, or 3rd-level spell effects from
penetrating (i.e., the area of effect of any such spells does not include the area of the
minor globe of invulnerability). This includes innate abilities and effects from devices.
However, any type of spell can be cast out of the magical globe, and these pass from the
caster of the globe to their subject without affecting the globe. Fourth and higher level
spells are not affected by the globe. The globe can be brought down by a successful dispel
magic spell. The caster can leave and return to the globe without penalty. Note that spell
effects are not actually disrupted by the globe unless cast directly through or into it:
The caster would still see a mirror image created by a wizard outside the globe. If that
wizard then entered the globe, the images would wink out, to reappear when the wizard
exited the globe. Likewise, a wizard standing in the area of a light spell would still
receive sufficient light for vision, even though that part of the light spell volume in
the globe would not be luminous. The material component of the spell is a glass or crystal
bead that shatters at the expiration of the spell.
-
- Polymorph other (Permanent, 5 yds./level)
- The polymorph other spell is a powerful magic that
completely alters the form and ability, and possibly the personality and mentality, of the
recipient. Of course, while a creature with a lower Intelligence can be polymorphed in
form into something with a higher Intelligence, it will not gain that creature's mental
ability. The reverse--polymorphing a higher Intelligence creature into one of
significantly lower Intelligence--results in a creature much more intelligent than
appearances would lead one to believe. The polymorphed creature must succeed on a system
shock (see Table 3) roll to see if it survives the change. After this, it must make a
special Intelligence check to see if it retains its personality (see following). The
polymorphed creature acquires the form and physical abilities of the creature it has been
polymorphed into, while retaining its own mind. Form includes natural Armor Class (that
due to skin toughness, but not due to quickness, magical nature, etc.), physical movement
abilities (walking, swimming, and flight with wings, but not plane shifting, blinking,
teleporting, etc.), and attack routines (claw/claw/bite, swoop, rake, and constriction,
but not petrification, breath weapons, energy drain, etc.). Hit points and saving throws
do not change from the original form. Natural shapeshifters (lycanthropes, dopplegangers,
higher level druids, etc.) are affected for but one round, and can then resume their
normal form. If slain, the polymorphed creature reverts to its original form, though it
remains dead. As class and level are not attributes of form, abilities derived from either
cannot be gained by this spell, nor can exact ability scores be specified. When the
polymorph occurs, the creature's equipment, if any, melds into the new form. The creature
retains its mental abilities, including spell use, assuming the new form allows completion
of the proper verbal and somatic components and the material components are available.
-
- Polymorph Self (2 turns/level, 0)
- When this spell is cast, the wizard is able to assume the
form of any creature, save those that are noncorporeal, from as small as a wren to as
large as a hippopotamus. Furthermore, the wizard gains its physical mode of locomotion and
breathing as well. No system shock roll is required. The spell does not give the new
form's other abilities (attack, magic, special movement, etc.), nor does it run the risk
of the wizard changing personality and mentality. When the polymorph occurs, the caster's
equipment, if any, melds into the new form (in particularly challenging campaigns, the DM
may allow protective devices, such as a ring of protection, to continue operating
effectively). The caster retains all mental abilities, including spell use, assuming the
new form allows completion of the proper verbal and somatic components and the material
components are available. A caster not used to a new form might be penalized at the DM's
option (for example, -2 penalty to attack rolls) until he practices sufficiently to master
it. Thus, a wizard changed into an owl could fly, but his vision would be human; a change
to a black pudding would enable movement under doors or along halls and ceilings, but not
the pudding's offensive (acid) or defensive capabilities. Naturally, the strength of the
new form is sufficient to enable normal movement. The spellcaster can change his form as
often as desired for the duration of the spell, each change requiring a round. The wizard
retains his own hit points, attack rolls, and saving throws. The wizard can end the spell
at any time; when voluntarily returning to his own form and ending the spell, he regains
1d12 hit points. The wizard also will return to his own form when slain or when the effect
is dispelled, but no hit points are restored in these cases.
-
- Stoneskin (Special, Touch)
- When this spell is cast, the affected creature gains a
virtual immunity to any attack by cut, blow, projectile, or the like. Even a sword of
sharpness cannot affect a creature 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's effects are
not cumulative with multiple castings. The spell blocks 1d4 attacks, plus one attack per
two levels of experience the caster has achieved. This limit applies regardless of attack
rolls and regardless of whether the attack was physical or magical. For example, a
stoneskin spell cast by a 9th-level wizard would protect against from five to eight
attacks. An attacking griffon would reduce the protection by three each round; four magic
missiles would count as four attacks in addition to inflicting their normal damage. The
material components of the spell are granite and diamond dust sprinkled on the recipient's
skin.
-
- Wizard Eye (1 rd./level, 0)
- When this spell is employed, the wizard creates an invisible
sensory organ that sends him visual information. The wizard eye travels at 30 feet per
round if viewing an area ahead as a human would (i.e., primarily looking at the floor), or
10 feet per round if examining the ceiling and walls as well as the floor ahead. The
wizard eye can see with infravision up to 10 feet, and 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, although it can
pass through a space no smaller than a small mouse hole (1 inch in diameter). 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. With respect to blindness, magical darkness, and so
on, the wizard eye is considered an independent sensory organ of the caster. The material
component of the spell is a bit of bat fur.
-
-
- 5th LEVEL (4 Spells)
- Dismissal (Permanent, 10yds.)
- By means of this spell, a wizard on the Prime Material
Plane seeks to force or enable a creature from another plane of existence to return to its
proper plane. Magic resistance, if any, is checked if this spell is used to force a being
home. If the resistance fails, the caster's level is compared to the creature's level or
Hit Dice. If the wizard's level is higher, the difference is subtracted from the
creature's die roll for its saving throw vs. spell. If the creature's level or Hit Dice is
higher, the difference is added to the saving throw roll. If the creature desires to be
returned to its home plane, no saving throw is necessary (it chooses to fail the roll). If
the spell is successful, the creature is instantly whisked away, but the spell has a 20%
chance of actually sending the subject to a plane other than its own.The material
component is any item that is distasteful to the subject creature.
-
- Monster Summoning III (4 rds. + 1 rd./level, Special)
- Within one round of casting this spell, the wizard
magically conjures 2d4 1st-level monsters (selected by the DM, from his 1st-level
encounter tables). The monsters appear anywhere within the spell's area of effect, as
desired by the wizard. They attack the spell user's opponents to the best of their ability
until either he commands that the attacks cease, the spell duration expires, or the
monsters are slain. These creatures do not check morale, but they vanish when slain. Note
that if no opponent exists to fight, summoned monsters can, if the wizard can communicate
with them and if they are physically able, perform other services for the summoning
wizard. In rare cases, adventurers have been known to disappear, summoned by powerful
spellcasters using this spell. Those summoned recall all the details of their trip. The
material components of this spell are a tiny bag and a small (not necessarily lit) candle.
This spell is much like the 3rd-level spell monster summoning I, except that this spell
summons 1d6 2nd-level monsters. These appear anywhere within the spell's area of effect
and attack the caster's opponents, until he commands them to cease, the spell duration
expires, or the monsters are slain. These creatures do not check morale; they vanish when
slain. If no opponent exists to fight and the wizard can communicate with them, the
summoned monsters can perform other services for the summoning wizard. The material
components of this spell are a tiny bag and a small (not necessarily lit) candle. This
spell is much like the 3rd-level spell monster summoning I, except that this spell summons
1d4 3rd-level monsters. These appear within the spell's area of effect and attack the
caster's opponents, until either he commands them to cease, the spell duration expires, or
the monsters are slain. These creatures do not check morale and vanish when slain. If no
opponent exists to fight, and the wizard can communicate with them, the summoned monsters
can perform other services for the wizard.The material components of this spell are a tiny
bag and a small candle.
-
- Telekinesis (Special, 10 yds./level)
- By means of this spell, the wizard is able to move objects
by concentrating on moving them mentally. The spell can provide either a gentle, sustained
force or a single short, violent thrust. A sustained force enables the wizard to move a
weight of up to 25 pounds a distance up to 20 feet per round. The spell lasts two rounds,
plus one round per caster level. The weight can be moved vertically, horizontally, or
both. An object moved beyond the caster's range falls or stops. If the caster ceases
concentration for any reason, the object falls or stops. The object can be telekinetically
manipulated as if with one hand. For example, a lever or rope can be pulled, a key can be
turned, an object rotated and so on, if the force required is within the weight
limitation. The caster might even be able to untie simple knots, at the discretion of the
DM. Alternatively, the spell energy can be expended in a single round. The caster can hurl
one or more objects within range, and within a 10-foot cube, directly away from himself at
high speed, to a distance of up to 10 feet per caster level. This is subject to a maximum
weight of 25 pounds per caster level. Damage caused by hurled objects is decided by the
DM, but cannot exceed 1 point of damage per caster level. Opponents who fall within the
weight capacity of the spell can be hurled, but they are allowed a saving throw vs. spell
to avoid the effect. Furthermore, those able to employ as simple a counter-measure as an
enlarge spell, for example (thus making the body weight go over the maximum spell limit),
can easily counter the spell. The various Bigby's hand spells also counter this spell.
-
- Teleport (Instantaneous, Touch)
- When this spell is used, the wizard instantly transports himself, along with a certain
amount of additional weight that is on or being touched by the spellcaster, to a
well-known destination. Distance is not a factor, but interplanar travel is not possible
by means of a teleport spell. The spellcaster is able to teleport a maximum weight of 250
pounds, plus an additional 150 pounds for each level of experience above the 10th (a
13th-level wizard can teleport up to 700 pounds). If the destination area is very familiar
to the wizard (he has a clear mental picture due to previous proximity to and study of the
area), it is unlikely that there is any error in arriving, although the caster has no
control over his facing upon arrival. Lesser known areas (those seen only magically or
from a distance) increase the probability of error. Unfamiliar areas present considerable
peril (see table).
- Probability of Teleporting:
- Destination Is: High On
Target Low
- Very familiar 01-02 03-99
00
- Studied carefully 01-04 05-98
99-00
- Seen casually 01-08 09-96
97-00
- Viewed once 01-16 17-92
93-00
- Never seen 01-32 33-84
85-00
- Teleporting high means the wizard arrives 10 feet above the
ground for every 1% he is below the lowest "On Target" probability; this could
be as high as 320 feet if the destination area was never seen. Any low result means the
instant death of the wizard if the area into which he teleports is solid. A wizard cannot
teleport to an area of empty space--a substantial surface must be there, whether a wooden
floor, a stone floor, natural ground, etc. Areas of strong physical or magical energies
may make teleportation more hazardous or even impossible.
-
- 6th LEVEL (3 Spells)
- Antimagic Shell (1 turn/level, 0)
- By means of this spell, the wizard surrounds himself with
an invisible barrier that moves with him. The space within this barrier is totally
impervious to all magic and magical spell effects, thus preventing the passage of spells
or their effects. Likewise, it prevents the functioning of any magical items or spells
within its confines. The area is also impervious to breath weapons, gaze or voice attacks,
and similar special attack forms. The antimagic shell also hedges out charmed, summoned,
or conjured creatures. It cannot, however, be forced against any creature that it would
keep at bay; any attempt to do so creates a discernible pressure against the barrier, and
continued pressure will break the spell. Normal creatures (a normally encountered troll
rather than a conjured one, for instance) can enter the area, as can normal missiles.
Furthermore, while a magical sword does not function magically within the area, it is
still a sword. Note that creatures on their home plane are normal creatures there. Thus,
on the Elemental Plane of Fire, a randomly encountered fire elemental cannot be kept at
bay by this spell. Artifacts, relics, and creatures of demigod or higher status are
unaffected by mortal magic such as this. Should the caster be larger than the area
enclosed by the barrier, parts of his person may be considered exposed, at the DM's
option. A dispel magic spell does not remove the spell; the caster can end it upon
command.
-
- Bigby's Forceful Hand (1 rd./level, 10 yds./level)
- Bigby's forceful hand is a more powerful version of Bigby's
interposing hand. It creates a man-sized (5 feet) to gargantuan-sized (21 feet) hand that
places itself between the spellcaster and a chosen opponent. This disembodied hand then
moves to remain between the two, regardless of what the spellcaster does or how the
opponent tries to get around it. However, the forceful hand also pushes on the opponent.
This force can push away a creature weighing 500 pounds or less, slow movement to 10 feet
per round if the creature weighs between 500 and 2,000 pounds, or slow movement by 50% if
the creature weighs more than 2,000 pounds. A creature pushed away is pushed to the range
limit, or until pressed against an unyielding surface. The hand itself inflicts no damage.
The forceful hand has an Armor Class of 0, has as many hit points as its caster in full
health, and vanishes when destroyed. The caster can cause it to retreat (to release a
trapped opponent, for example) or dismiss it on command. The material component is a
glove.
-
- Contingence (1 day/level, 0)
- By means of this spell, the wizard is able to place another
spell upon his person so that the latter spell will come into effect under the conditions
dictated during the casting of the contingency spell. The contingency spell and the spell
it is to bring into effect are cast at the same time (the one-turn casting time indicated
is the total for both castings). The spell to be brought into effect by the prescribed
contingency must be one that affects the wizard's person (feather fall, levitation, fly,
feign death, etc.) and be of a spell level no higher than 1/3 of the caster's experience
level (rounded down), but not higher than the 6th spell level. Only one contingency spell
can be placed on the spellcaster at any one time; if a second is cast, the first one (if
still active) is cancelled. The conditions needed to bring the spell into effect must be
clear, although they can be rather general. For example, a contingency spell cast with an
airy water spell might prescribe that any time the wizard is plunged into or otherwise
engulfed in water or similar liquid, the airy water spell will instantly come into effect.
Or a contingency could bring a feather fall spell into effect any time the wizard falls
more than 2 feet. In all cases, the contingency immediately brings into effect the second
spell, the latter being "cast" instantaneously when the prescribed circumstances
occur. Note that if complicated or convoluted conditions are prescribed, the whole spell
complex (the contingency spell and the companion magic) may fail when called upon. The
material components of this spell are (in addition to those of the companion spell) 100 gp
worth of quicksilver and an eyelash of an ogre mage, ki-rin, or similar spell-using
creature. In addition, the spell requires a statuette of the wizard carved from elephant
ivory (which is not destroyed, though it is subject to wear and tear), which must be
carried on the person of the spellcaster for the contingency spell to perform its function
when called upon.
-
- Control Weather (4d6 hrs, 0)
- The control weather spell enables a wizard to change the
weather in the local area. The spell affects the weather for 4d6 hours in an area of 4d4
square miles. It requires one turn to cast the spell, and an additional 1d4 turns for the
weather conditions to occur. The current weather conditions are decided by the DM,
depending on the climate and season. Weather conditions have three components:
precipitation, temperature, and wind. The spell can change these conditions according to
the following chart. The upper-cased headings represent the existing weather conditions.
The small headings beneath each large heading are the new conditions to which the caster
can change the existing conditions. Furthermore, the caster can control the direction of
the wind. For example, a day that is clear and warm with moderate wind can be controlled
to become hazy, hot, and calm. Contradictions are not possible--fog and strong wind, for
example. Multiple control weather spells can be used only in succession. The material
components for this spell are burning incense and bits of earth and wood mixed in water.
Obviously, this spell functions only in areas where there are appropriate climatic
conditions.
-
- Desintegrate (Instanteneous, 5 yds./level)
- This spell causes matter to vanish. It affects even matter
(or energy) of a magical nature, such as Bigby's forceful hand, but not a globe of
invulnerability or an antimagic shell. Disintegration is instantaneous, and its effects
are permanent. Any single creature can be affected, even undead. Nonliving matter, up to a
10-foot x 10-foot x 10-foot cube, can be obliterated by the spell. The spell creates a
thin, green ray that causes physical material touched to glow and vanish, leaving traces
of fine dust. Creatures that successfully save vs. spell have avoided the ray (material
items have resisted the magic) and are not affected. Only the first creature or object
struck can be affected. The material components are a lodestone and a pinch of dust.
-
- Globe of Invulnerability (1 rd./level, 0)
- This spell creates an immobile, faintly shimmering, magical
sphere around the caster that prevents any 1st-, 2nd-, 3rd-, or 4th-level spell effects
from penetrating. Thus, the area of effect of any such spell does not include the area of
the globe of invulnerability. This includes innate spell-like abilities and effects from
devices. However, any type of spell can be cast out of the magical sphere; spells pass
from the caster of the globe to the subject without effect on the globe. Fifth and higher
level spells are not affected by the globe. The globe can be brought down by a successful
dispel magic spell. The material component of the spell is a glass or crystal bead that
shatters at the expiration of the spell.
-
- Mordenkainen's Lucubration (Instantaneous, o)
- By use of this spell, the wizard is able to instantly
recall any 1st- through 5th-level spell he has used during the past 24 hours. The spell
must have been memorized and actually used during that time period. Mordenkainen's
lucubration allows the recovery of only one spell. If the recalled spell requires material
components, these must be provided by the caster; the recovered spell is not usable until
the material components are available.
-
- Reincarnation (Permanent, Touch)
- With this spell, the wizard can bring back to life a person who died no more than one
day per level of experience of the wizard before the casting of the spell. The essence of
the dead person is transferred to another body, possibly one very different from his
former body. Reincarnation does not require any saving throw, system shock, or
resurrection survival roll. The corpse is touched, and a new incarnation of the person
will appear in the area in 1d6 turns. The person reincarnated recalls the majority of his
former life and form, but the character class, if any, of the new incarnation might be
different indeed. The new incarnation is determined on the following table. If a player
character race is indicated, the character must be created.
- D100 Roll Incarnation
- 01-05 Bugbear
- 06-11 Dwarf
- 12-18 Elf
- 19-23 Gnoll
- 24-28 Gnome
- 29-33 Goblin
- 34-40 Half-elf
- 41-47 Halfling
- 48-54 Half-orc
- 55-59 Hobgoblin
- 60-73 Human
- 74-79 Kobold
- 80-85 Orc
- 86-90 Ogre
- 91-95 Ogre mage
- 96-00 Troll
- The material components of the spell are a small drum and a
drop of blood.
-
- Stone to Flesh (Permanent, 10 yds./level)
- The stone to flesh spell turns any sort of stone into
flesh. If the recipient stone object was formerly living, this spell restores life (and
goods), although the survival of the creature is subject to the usual system shock
survival roll. Any formerly living creature, regardless of size, can be thus returned to
flesh. Ordinary stone can be turned to flesh in a volume of 9 cubic feet per level of
experience of the spellcaster. Such flesh is inert, lacking a vital life force, unless a
life force or magical energy is available (for example, this spell would turn a stone
golem into a flesh golem, but an ordinary statue would become a body). If cast upon stone,
the wizard can create a cylinder of fleshy material from 1 to 3 feet in diameter and up to
10 feet long, allowing a passage to be made. The material components are a pinch of earth
and a drop of blood. The reverse, flesh to stone, turns flesh of any sort to stone. All
possessions on the person of the creature likewise turn to stone. The intended subject of
the spell receives a saving throw vs. spell to avoid the effect. If a statue created by
this spell is subjected to breakage or weathering, the being (if ever returned to his
original, fleshy state) will have similar damage, deformities, etc. The DM may allow such
damage to be repaired by various high-level clerical spells, such as regenerate. The
material components of the spell are lime, water, and earth.
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- Tenser's Transformation (1 rd./level, 0)
- Tenser's transformation is a sight guaranteed to astound
any creature not aware of its power, for when the wizard casts the spell, he undergoes a
startling transformation. The size and strength of the wizard increase to heroic
proportions, so he becomes a formidable fighting machine; the spell causes the caster to
become a berserk fighter! The wizard's hit points double, and all damage he sustains comes
first from the magical points gained; once these points are eliminated, all subsequent
damage (to his true hit points) is doubled. The Armor Class of the wizard is 4 better than
that possessed prior to casting the spell (AC 10 goes to 6, AC 9 to 5, AC 8 to 4, etc.),
to a maximum Armor Class of -10. All attacks are as a fighter of the same level as the
wizard (i.e., the wizard uses the combat values normally reserved for fighters). The
wizard can use either a dagger or a staff when attacking. A dagger can be used twice per
round, and each successful attack inflicts an additional 2 points of damage. A staff can
be used only once per round, but with a +2 bonus to attack and damage rolls. The wizard
fights in melee in preference to all other forms of attack, and continues attacking until
all opponents are slain, he is killed, the magic is dispelled, or the spell duration
expires. The material component for casting this spell is a potion of heroism (or
superheroism) that the wizard must consume during the course of uttering the spell.
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- True Seeing (1 rd./level, Touch)
- When the wizard employs this spell, he confers upon the
recipient the ability to see all things as they actually are. The spell penetrates normal
and magical darkness. Secret doors become plain. The exact location of displaced things is
obvious. Invisible things become visible. Illusions and apparitions are seen through.
Polymorphed, changed, or enchanted objects are apparent. (The real form appears
translucently superimposed on the apparent form: A gold dragon polymorphed to human form
would appear human with a ghostly dragon looming over the human form.) Unlike the clerical
version of this spell, the recipient cannot determine alignment. The recipient can focus
his vision to see into the Ethereal Plane or the bordering areas of adjacent planes. The
range of vision conferred is 60 feet. True seeing does not penetrate solid objects; it in
no way confers X-ray vision or its equivalent. Furthermore, the spell effects cannot be
enhanced with magic. The spell requires an ointment for the eyes that is made from a very
rare mushroom powder, saffron, and fat. It costs no less than 300 gp per use and must be
aged for 1d6 months.
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- 7th LEVEL (3)
- Bigby's Grasping Hand (1 rd./level, 10 yds./level)
- Bigby's grasping hand is a superior version of the
6th-level spell Bigby's forceful hand. It creates a man-sized (5 feet) to gargantuan-sized
(21 feet) hand that appears and grasps a creature designated by the caster, regardless of
what the spellcaster does or how the opponent tries to escape it. The grasping hand can
hold motionless a creature or object of up to 1,000 pounds weight, slow movement to 10
feet per round if the creature weighs between 1,000 and 4,000 pounds, or slow movement by
50% if the creature weighs up to 16,000 pounds. The hand itself inflicts no damage. The
grasping hand has an Armor Class of 0, has as many hit points as its caster in full
health, and vanishes when destroyed. The caster can order it to release a trapped opponent
or can dismiss it on command. The material component is a leather glove.
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- Control Undead (3d4 rds. + 1 rd./level, 60ft.)
- This spell enables the wizard to command 1d6 undead
creatures for a short period of time. Upon casting the spell, the wizard selects one point
within range of the spell. Those undead nearest to this point are affected, until either
undead equal in Hit Dice to the caster's level or six undead are affected. Undead with 3
Hit Dice or less are automatically controlled. Those of greater Hit Dice are allowed a
saving throw vs. spell, which, if successful, negates the attempt to control that
creature. Regardless of the success or failure of the saving throw, each creature required
to make a check counts toward the Hit Dice limit of the spell. Those creatures under the
control of the wizard can be commanded by the caster if they are within hearing range.
There is no telepathic communication or language requirement between the caster and the
controlled undead. Even if communication is impossible, the controlled undead do not
attack the spellcaster. At the end of the spell, the controlled undead revert to their
normal behaviors. Those not mindless will remember the control exerted by the wizard. The
material component for this spell is a small piece each of bone and raw meat.
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- Finger of Death (Permanent, 60yds.)
- The finger of death spell snuffs out the victim's life
force. If successful, the victim can be neither raised nor resurrected. In addition, in
human subjects the spell initiates changes to the body such that after three days the
caster can, by means of a special ceremony costing not less than 1,000 gp plus 500 gp per
body, animate the corpse as a juju zombie under the control of the caster. The changes can
be reversed before animation by a limited wish or similar spell cast directly upon the
body, and a full wish restores the subject to life. 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 vs. spell, 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.
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- Limited Wish (Special, Unlimited)
- The limited wish is a very potent but difficult spell. It will
fulfill literally, but only partially or for a limited duration, the utterance of the
spellcaster. Thus, the actuality of the past, present, or future might be altered (but
possibly only for the wizard unless the wording of the spell is most carefully stated) in
some limited manner. The use of a limited wish will not substantially change major
realities, nor will it bring wealth or experience merely by asking. The spell can, for
example, restore some hit points (or all hit points for a limited duration) lost by the
wizard. It can reduce opponent hit probabilities or damage, increase duration of some
magical effect, cause a creature to be favorably disposed to the spellcaster, mimic a
spell of 7th level or less, and so on (see the 9th-level wish spell). Greedy desires
usually end in disaster for the wisher. Casting time is based on the time spent preparing
the wording for the spell (clever players decide what they want to say before using the
spell). Normally, the casting time is one round (most of it being taken up by deciding
what to say). Casting this spell ages the caster one year per 100 years of regular life
span.
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- 8th LEVEL (1)
- Permanency (Permanent, Special)
- This spell affects the duration of certain other spells, making the duration permanent.
The personal spells upon which a permanency is known to be effective are as
follows:comprehend languages, protection from evil, detect evil, protection from normal
missiles, detect invisibility read magic, detect magic tongues, infravision, unseen
servant, protection from cantrips. The wizard casts the desired spell and then follows it
with the permanency spell. Each permanency spell lowers the wizard's Constitution by 1
point. The wizard cannot cast these spells upon other creatures. This application of
permanency can be dispelled only by a wizard of greater level than the spellcaster was
when he cast the spell. In addition to personal use, the permanency spell can be used to
make the following object/creature or area-effect spells permanent:enlarge, prismatic
sphere, fear stinking cloud, gust of wind, wall of fire, invisibility, wall of force,
magic mouth, web. Additionally, the following spells can be cast upon objects or areas
only and rendered permanent: alarm, wall of fire, audible glamer, distance, distortion,
dancing, lights, teleport, solid fog. These applications to other spells allow it to be
cast simultaneously with any of the latter when no living creature is the target, but the
entire spell complex then can be dispelled normally, and thus negated.
- The permanency spell is also used in the fabrication of magical items (see the 6th-level
spell enchant an item). At the DM's option, permanency might become unstable or fail after
a long period of at least 1,000 years. Unstable effects might operate intermittently or
fail altogether.
- The DM may allow other selected spells to be made permanent.
Researching this possible application of a spell costs as much time and money as
independently researching the selected spell. If the DM has already determined that the
application is not possible, the research automatically fails. Note that the wizard never
learns what is possible except by the success or failure of his research.
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- SELF-SPECIAL (1)
- Deimo Cry (Undefined, Special)
- Save vs Petrification (Penalize: +Level/2)