Spells

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Magic Bridge
Magic Missile II
Magic Missile III
Magic Staff
Malaggar’s Fiery Fists
Mammal Command
Mapper
Mask of Death
Maximilian’s Earthen Grasp
Maximilian’s Stony Grasp
Melodramatic Music
Mind Fog
Minor Spell Turning
Mirror Escape
Misplayal
Mordenkainen’s Celerity
Murder Weapon
Necromantic Protection
Pattern Transport
Pocket Dimension
Prompt
Protection from Shadows
Purge Elements


Magic Bridge (Evocation)
Level:  Sor/Wiz 3
Components:  V, S, M
Casting Time:  1 round
Range:  25’ +5’ / 2 levels  (near end)
Effect:  up to 20’ long / level
Duration:  Special
Saving Throw:  None
Spell Resistance:  Yes
 This spell creates a bridge of magical force to span chasms, pits, and the like.  The bridge is 8 feet wide, and up to 20 feet per caster level long.  It supports a weight of up to 200 pounds per caster level at one time (if the weight limit is exceeded, the bridge “collapses” and vanishes.) The bridge comes complete with a minor repulsion field at the edges, so that persons walking on it cannot be knocked or pushed over the edge of the bridge.  The bridge lasts until the caster wishes to turn it off, or until sunrise of the next morning (at which time it evaporates into mist).  It is visible, composed of swirling mist or fog. If the bridge collapses or is dispelled, persons on it may attempt to leap for the end before it disappears.  Make a normal jumping test to the nearest end to avoid falling.


Magic Missile II (Evocation)
Level:  Sor/Wiz 3
Components:  V, S
Casting Time:  1 action
Range:  100’ +10’ / level
Effect:  up to five creatures, within a 15’ cube
Duration:  Instantaneous
Saving Throw:  None
Spell Resistance:  Yes
 The missiles from this spell are similar to the 1st level Magic Missile spell.  The same number of missiles are fired (with a maximum of 12 missiles from a 24th level caster), and the damage from each is 1d6+1.  The rays appear a bluish white. 
 * NOTE *  A shield spell will still stop this attack.


Magic Missile III  (evocation)
Level:  Sor/Wiz 5
Components:  V, S
Casting Time:  1 action
Range:  100’ +10’ / level
Effect:  up to five creatures, within a 15’ cube
Duration:  Instantaneous
Saving Throw:  None
Spell Resistance:  Yes
 The missiles from this spell are similar to the 1st level Magic Missile spell.  The same number of missiles are fired (with a maximum of 18 missiles), and the damage from each is 1d8+1.  The rays alternate Silver and Gold in color.
* Note * If the missiles strike a Shield spell, the target creature must make a Will save for EACH missile, one at a time. The first time a save is failed, that missile and the Shield spell cancel each other out in a colorful flash of light. All remaining missiles then strike the target creature.


Magic Staff (Enchantment/Charm)
Level:  Druid 5, Sor/Wiz 5
Components:  V, S, M
Casting Time:  Special
Range:  Touch
Effect:  The caster’s staff
Duration:  1 Day / level
Saving Throw:  None
Spell Resistance:  No
   This spell allows the caster’s staff to store one spell level for every two levels of the caster (rounded down).  If Metamagic Feats are applied to the spells, the adjusted level is used.  Thus, an 11th-level caster can store five spell levels (five 1st-level spells, one empowered 1st and one 2nd, or one 5th-level spell).  In no case can a spell higher than 5th level (including metamagic feats) be stored in the Magic Staff.
    Spells that are to be stored in the staff must be memorized normally. The spells are then cast as normal when charging the staff; casting requires the spell’s normal casting time plus one round. The material components are consumed, even if the spell is never cast from the staff. All spells to be stored must be cast into the staff within 10 rounds (longer casting times cannot stored with this spell).
    All stored spells have a casting time of 1 segment.
    Spells remain in the staff until cast or dispelled, or up to 1 day per level of the caster. After this time, all stored spells fade away.
    The staff is attuned to the caster, so a found staff is useless.
    The material component for this spell is the wizard’s staff.  A magical Arcane staff can be used as is, or a mundane staff can be used.  A mundane staff must be treated with expensive oils and set with gems.  The minimum cost is 1,000 gp per spell level stored in the staff.  It can be re-treated as the caster increases in level.


Malaggar’s Fiery Fists (Evocation)
Level:  Sor/Wiz 7
Components:  V, S, M
Casting Time:  1 action
Range:  Caster
Effect:  See text
Duration:  10 rounds +1 round/level
Saving Throw:  See text
Spell Resistance:  Yes
    This spell summons fire, to leap from the earth and to form around the caster’s hands. The flame is nearly 5000 f. but only feels slightly warm to the user. The flame forms around the clenched knuckles, and burns all the way up the forearm in a blue, white blaze.
    Quench cold: The flames continually defend against any cold related spell- and provides the user with a +7 to save against them.
    The Fiery Fists have a number of useful effects, only one of which can be  used per round (as chosen by the caster):
    Heat metal: The flames can, after 2 rounds heat any metal to melting point. For each additional round heating, the flames will make the metal molten for that many round.  Magical metal gets a saving throw against magical flame.
    Fire bolt: The flames can shoot out from the casters hands, at a rate of 2 bursts every round, the bursts have a range of 15 feet.  The aster must make a ranged touch attack (no penalty for multiple attacks).  Each does 2d6+ 1/level damage. 
    Flaming fist: The user can punch with his fist and do 2d4+ 1/level points of damage with each fist. The user can also instantly melt through any mundane armor, so he need only make an attack roll against magic armor, natural armor, or dexterity.  Attack penalties for attacking with two weapons apply, (-4 and –8 to hit, can be improved with various Feats).
    The flames do hold certain dangers to the recipient though. Every time the spell is cast, the recipient must roll a Fortitude save (DC 15); if he fails he loses one point of constitution for a week, and at the end of that week he must roll again. If he fails, the loss is permanent.
    The material Comp of this spell is a flaming torch, and 2 carved wooden fists, worth a total of 400 gp.


Mammal Command  (Animal, Charm)
Level:  Dr 4, Clr 5
Components:  V, S, M
Casting Time:  2 rounds
Range:  100’ +10’ / level
Effect:  One mammal
Duration:  instantaneous
Saving Throw:  None
Spell Resistance:  Yes
This spell allows the priest to command any mammal within range as long as the mammal can hear him and he does not exploit it. Only normal mammals can be affected, including variants in size. Thus polar bears, whales, etc. can be commanded but sphinxes and xorns cannot. The command must be given in a short sentence of at most 25 words. The mammal will automatically understand the language the priest is speaking. Note that for this purpose, humans, demihumans and humanoids are not considered mammals. Since familiars are not considered to be normal animals, they cannot be commanded by this spell. The material component of this spell is a nail of a mammal.


Mapper (Conjuration/Summoning)
Level:  Sor/Wiz 2
Components:  V, S, M
Casting Time:  1 action
Range:  0
Effect:  Special
Duration:  10 minutes/level
Saving Throw:  None
Spell Resistance:  No
 This spell will create a map of the wizard’s path for the duration of the spell. The map will record basic features (e.g., doors, stairs, windows, cliffs, rivers, etc.) on a piece of vellum provided by the wizard. Unusual or special features (e.g., statues, paintings, smells, and noises) can be added at the will of the wizard. The material Comp are a piece of vellum (that the map is created on) and a vial of ink. Neither is consumed in the casting, except for some drips of ink.


Mask of Death (Necromancy)
Level:  Clr 3, Sor/Wiz 4
Components:  V, S, M
Casting Time:  1 round
Range:  Touch
Effect:  One creature
Duration:  1 hour/level
Saving Throw:  None
Spell Resistance:  No
 By casting this spell, a wizard can change a corpse’s features to make it appear to be someone else. The caster must possess an accurate portrait of the individual to be duplicated, or must have a clear mental image of the person based on personal experience.
 If animate dead is cast on the body, it can be animated to become a zombie that looks exactly like the copied person. The double is a mindless automaton, however, having all the characteristics of a normal zombie.
 This spell may be cast on a creature that has already become a zombie. The wizard must successfully touch the zombie in combat, unless the zombie is controlled by the caster.
 The material component of this spell is a drop of doppleganger’s blood.


Maximilian’s Earthen Grasp (Alteration)
Level:  Sor/Wiz 2
Components:  V, S, M
Casting Time:  1 action
Range:  100’ +10’ / level
Effect:  One creature
Duration:  3 rounds +1 round/level
Saving Throw:  Reflex negates
Spell Resistance:  Yes
 This spell causes an arm made of compacted soil to rise from the ground. The spell must be cast on open turf, such as a grassy field or a dirt floor.
 The earthen arm and hand (which are about the same size as a normal human limb) arise from the ground beneath one creature targeted by the caster. The hand attempts to grasp the creature’s leg. The victim must attempt a Reflex save, if successful, the hand sinks into the ground. Each round thereafter (until the spell ends or the target moves out of spell range), the caster makes a Level Check (DC 20).  If successful, the hand reappears beneath the targeted creature, at which time another saving throw is required.
 If a saving throw is missed, the earthen limb firmly grasps and holds the creature in place. An individual held by the hand suffers a movement rate of 0, Armor Class penalty of - 2, and attack penalty of - 2. All Dexterity combat bonuses are negated. The hand causes no physical damage to the victim.
 The arm may be attacked by any creature, including the arm’s victim. The arm has AC 15 and 40 hit points. When the arm’s hit points are reduced to zero or when the spell duration ends, the hand crumbles.
 The material component is a miniature hand sculpted from clay, which crumbles to dust when the spell is cast. 


Maximilian’s Stony Grasp (Alteration)
Level:  Sor/Wiz 3
Components:  V, S, M
Casting Time:  1 action
Range:  100’ +10’ / level
Effect:  One creature
Duration:  5 rounds +1 round/level
Saving Throw:  Special
Spell Resistance:  Yes
 This spell must be cast on stony ground, such as a manmade stone floor, a natural cavern floor, or a boulder-strewn field. It is not possible to cast the spell on a stone wall or ceiling. The spell causes an arm made of stone (about the same size as a normal human limb) to rise from the ground beneath any creature targeted by the caster. The stony hand attempts to grasp the leg of the targeted creature, who is allowed a Reflex save to avoid the effect; if the save is successful, the hand disappears. Each round thereafter, the caster makes a Level Check (DC 20).  If successful, the hand reappears and attacks again.
 Creatures grasped by the hand suffer a movement rate of 0, AC penalty of -2, and attack penalty of - 2. Grasped characters lose any Dexterity bonuses. The hand causes no damage to its victim.
The stony limb has AC 18 and 60 hit points.
 The material component is a miniature hand sculpted from stone, which crumbles to dust when the conjured hand is destroyed or the spell expires.


Melodramatic Music (Illusion)
Level:  Bard 0, Clr 1, Sor/Wiz 1 
Components:  V, S, M
Casting Time:  1 action
Range:  25’ +5’ / 2 levels
Effect:  Personal
Duration:  4 rounds+1 round/level
Saving Throw:  Will negates
Spell Resistance:  Yes
 The spell causes the music to be played whenever the target performs certain actions; such as entering a room, charging into battle, or making an announcement. The type of music is determined by the caster.  Material components for this spell are: a miniature golden horn, mustache wax, a short length of rope, and a lace handkerchief. 


Mind Fog (Enchantment/Charm)
Level:  Sor/Wiz 5
Components:  V, S
Casting Time:  1 action
Range:  100’ +10’ / level
Effect:  20-foot cube
Duration:  30 minutes
Saving Throw:  Will Negates
Spell Resistance:  Yes
 A mind fog is a physical block of fog that enables the caster to weaken the mental resistance of his victims. Victims are allowed a Will save at a -2 penalty to avoid the effects.
 A creature who falls victim to the Mind Fog suffers -2 penalties to all Will saves.  The victim’s Wisdom bonus (not penalty) is also negated.  For example, phantasmal force is a mind-affecting spell, phantom steed is not.
 The penalty to saving throws operates cumulatively with any penalties that operate for other reasons. Affected creatures suffer the penalty as long as they remain in the fog and for 2d6 rounds thereafter.


Minor Spell Turning (Abjuration)
Level:  Luck 4, Magic 4, Sor/Wiz 4
Components:  V, S, M
Casting Time:  1 action
Range:  personal
Effect:  The caster
Duration:  3 rounds/level or until expended
Saving Throw:  None
Spell Resistance:  Yes
 This spell is similar to the 7th-level spell turning, which causes spells cast against the wizard to rebound on the original caster. This includes spells cast from scrolls and innate spell-like abilities, but excludes the following: area effects that are not centered directly upon the protected wizard, spell effects delivered by touch, and spell effects from devices such as wands, staves, and so forth. Thus, a light spell cast to blind the protected wizard could be turned back upon and possibly blind the caster, while the same spell would be unaffected if cast to light an area in which the protected wizard were standing.
 Two to five (1d4+1) spell levels may be turned. The exact number is secretly rolled by the DM; the player never knows how effective the spell is.
 Unlike the 7th level version of this spell, minor spell turning is not capable of partially turning a spell. For example, if a wizard has three levels of spell turning, he can turn three 1st-level spells, one 1st and one 2nd, or one 3rd-level spell. He can in no way turn spells of 4th level or above. If the caster is the target of a spell of a higher level than he is capable of turning, the minor spell turning is exhausted and the caster receives the full brunt of the attacking spell.
 If the protected wizard and a spellcasting attacker both have spell turning effects operating, a resonating field is created that has the following effects:
D100 Roll Effect
01-70  Spell drains away without effect
71-80  Spell affects both equally at full damage
81-97  Both turning effects are rendered nonfunctional for ld4 turns
98-00  Both casters are sucked through a rift into the Positive Material plane
 The material component of this spell is a smoothly polished silver coin.


Mirror Escape (Illusion/Phantasm)
Level:  Sor/Wiz 3
Components:  S, M
Casting Time:  1 action
Range:  0
Effect:  Caster
Duration:  3 rounds
Saving Throw:  None
Spell Resistance:  No
 This spell is a modified Mirror Image spell. When it is cast, 1d4+1 images of the wizard appear in various places around him (in a 20-foot radius). Within seconds, they all start running in different directions. Each Image will run until 1 point of damage has been inflicted upon it or 3 rounds have expired.  The caster can run away with the images, hopefully getting away in the confusion. The material component of this spell is a small mirror that is cast down as the wizard’s feet (and must break).


Misplayal (Alteration)
Level:  Clr 1, Sor/Wiz 1 
Components:  V, S
Casting Time:  1 round
Range:  25’ +5’ / 2 levels
Effect:  1 instrument
Duration:  2 rounds per level
Saving Throw:  special
Spell Resistance:  Yes
 This spell causes music emanating from a musical instrument to become twisted and harsh. The musical notes effectively become interchanged. The target instrument may be either magical or non-magical. Only magical instruments gain a saving throw (as if the attack were magical fire) to avoid the spell effects. If the instrument’s holder has SR, that protection does apply.  If a bard is playing an affected instrument, all bard abilities directly resulting from the playing of his instrument are lost until the spell expires (or the bard uses a new instrument). The spell has no effect on sounds from living creatures, although it could effectively garble communication through instruments (i.e., signaling drums). It only works on items which are emitting music at any time while (or up to one round after) the spell is being cast. 


Mordenkainen’s Celerity (Alteration, Invocation)
Level:  Clr 1, Sor/Wiz 4 
Components:  V, S, M
Casting Time:  1 action
Range:  0
Effect:  Special
Duration:  10 minutes
Saving Throw:  None
Spell Resistance:  No
 Mordenkainen’s celerity affects spells of levels 1-3 which alter the movement of the caster such as feather fall, jump, spider climb, levitate, fly, and haste. Spells to be affected must be cast within 10 minutes of the casting of the celerity. Spells do not expire when the celerity expires.
 Spells cast following the celerity receive a +25% bonus to duration. This effect may not be gained in conjunction with other means of magically extending a spell’s duration. In addition, the caster’s movement rate is increased by +25%. Feather fall is an exception; the rate of descent may be reduced by -25 % at the caster’s option.
 The area of effect is always the caster, except in the case of the haste spell, for which the effects of the celerity will operate on 1d4 creatures in addition to the caster. The celerity will not affect the other creatures in any other manner.
 The celerity gives the caster a +2 bonus to his saving throws against spells of levels 1-3 which directly affect his movement. This includes web, hold person, and slow. 
 The material component is a small pouch or vessel containing centipede or millipede legs.


Murder Weapon (Divination)
Level:  Clr 1, Sor/Wiz 1
Components:  V, S, M
Casting Time:  1 round
Range:  Touch
Effect:  1 weapon / round
Duration:  10 minutes
Saving Throw:  None
Spell Resistance:  No
 The caster of this spell can check one weapon per round to determine if it was used to kill a specific corpse, of whom he has a blood sample. A “murder weapon” is one which reduced the victim to zero hit points, or delivered the poison which did so. 


Necromantic Protection  (Abjuration)
Level:  Clr 3, Sor/Wiz 4
Components:  V, S, M
Casting Time:  1 action
Range:  Touch
Effect:  creature touched
Duration:  10 minutes / level
Saving Throw:  None
Spell Resistance:  No
 This spell gives the recipient partial protection from Necromantic spells. Spells which normally have no save are granted a Fortitude save (at -2) by this protective spell. If the save is successful, then the resisted spell will have ½ effect (if applicable). If the spell normally has a save, then it is at +2.
 If combined with a Protection from Evil spell, this spell becomes more potent. First, the +1 from the Pro Evil applies to the save. Second, there is no -2 penalty on the special Fortitude save. Third, Necromantic innate abilities are also protected against (such as a Vampire’s touch), in addition to spells.
 The Protection from Evil does NOT have to be cast by the same spell-caster.
 The material component is 1 silver coin, which is traced around the recipient, and disappears in the casting.


Pattern Transport (Alteration)
Level:  Sor/Wiz 7
Components:  V, S, M
Casting Time:  1 hour to cast (10 rounds to activate)
Range:  Unlimited, on the Prime Material plane
Effect:  1 creature / use
Duration:  1 use / 2 levels
Saving Throw:  Special
Spell Resistance:  Yes
 This spell requires the caster to create two patterns which must be identical in design and in size.  The materials can be different, however.  The design must be the wizards ‘mark’, so no two wizards have the same pattern.  The pattern is one continuous line forming the wizard’s mark, with the starting point along an edge, and the end point at the center.  The material used must be cost at least 1000gp for each pattern, but they are reusable.  The pattern could be painted on silk, sewn into a quilt with gold, or laid into stone with a continuous metal strip.
 Once the patterns are created, the Pattern Transport must be cast on each one (two separate castings, 1 hour each), creating a link between them.  The Patterns do not radiate magic, but if a True Sight is used, a ghost Pattern can be seen overlapping it, this is the multi-planar link.  From that point on, if the wizard ‘walks the pattern’ (taking 10 rounds), he will gradually be transported from one to the other.  There are many variations, and limits on this simple description.
 If a Transport fails for any reason below, the pattern being used is engulfed in flame, doing 4d6 damage to the person (Reflex save for 1/2), and requiring a ST for the pattern vs magical fire.
 If the user is interrupted during the 10 minute ‘walk’, the ‘walk’ fails, and both patterns are engulfed.  After the first round of ‘walking’, and before the last round, the walker exists on both Patterns, and can be attacked from either side.
 If the target pattern is covered (even partially), or rolled up, then the transport fails, and the wizard stays on the original pattern, which is engulfed.
 Others can be taught to ‘walk the pattern’.  This requires an Intelligence check (DC 15), with an accumulating bonus of +1 each time it’s attempted (maximum of +10).  ‘Walking the pattern’ is more than following the line, the person must be taught some hand gestures as well.  Failure engulfs the pattern in flame (see above for results).
 The wizard (not a person he trained) can send items through the pattern, as well.  The wizard walks the pattern (with slight variations in hand gestures) and the object is sent over instead.  The item must be no larger than the pattern, and weigh no more than 1000 pounds.  The item does not have to be carried, it can be levitated and touched by the wizard during the walk.  The item may fall a few feet when the levitation expires, so should be padded if it’s fragile.
 Each pattern set can be used once per two wizard levels before the spell must be recast (twice, once on each pattern).  The wizard usually renews the Pattern spell on one, walks thru (burning 1 use) then renews the Pattern spell on the second Pattern.
    Only a few pattern pairs can exist for the wizard at any one time.  1 at 13th level, and one additional at every other level after that (15th, 17th, etc.).  The additional patterns must be a different size from the others in existence.  More than 2 of the same size with spells on them prevent the others from working.  A wizard cannot cast this spell on another wizard’s pattern. 


Pocket Dimension (Alteration)
Level:  Sor/Wiz 5
Components:  V, S, M
Casting Time:  1 action
Range:  Touch
Effect:  6' radius, 10' deep
Duration:  1 hour per level
Saving Throw:  None
Spell Resistance:  No
 This spell creates an extra-dimensional hole, which can be used to store equipment, rest and recuperate, etc.  It is similar to the Portable Hole magic item.  It must be cast on a stable, solid surface; a hole opens up, and persons or objects may be placed within.  The hole can be “pulled closed” from the inside, in which case it will vanish from the external world.  It can still be detected from the outside world by See Invisibility and similar spells, and opened from either side.
 Unlike the Portable Hole, the Pocket Dimension does have it’s own atmosphere, breathable to humans, and up to 4 man-sized creatures can sqeeze into it (not too comfortably).  They can rest within, almost immune to  outside disturbance.
 Also unlike the Portable Hole, the Pocket Dimension cannot be moved.  It stays in the same location it was cast, until the duration expires or it is dispelled.
 If creatures or objects are within the hole when the duration expires, or if it is disrupted for some reason, they will emerge in a random location (roll separately for each creature/object) as follows:
 01-50 Return to point-of-origin 
 51-75 Emerge elsewhere on this plane 
 76-90 Emerge on the Ethereal Plane 
 91-00 Totally random, anywhere in the multiverse
 Note that if a portable hole, bag of holding, or even a deeppockets spell is placed within the pocket dimension, catastrophe may result.


Prompt (Conjuration/Summoning)
Level:  Sor/Wiz 1 
Components:  V, S, M
Casting Time:  1 action
Range:  0
Effect:  Personal
Duration:  1 week per level
Saving Throw:  None
Spell Resistance:  No
 This spell is used to remind the spellcaster of an appointment or event. The wizard decides when and what to be reminded of (within 1 week per level), and a voice only the wizard can hear will deliver the reminder at that time. The reminding message can be uo to 20 words long. The material component is a small piece of elephant hide.


Protection from Shadows (Abjuration)
Level:  Clr 1, Sor/Wiz 1 
Components:  V, S, M
Casting Time:  1 action
Range:  Touch
Effect:  Creature touched
Duration:  10 minutes / level
Saving Throw:  None
Spell Resistance:  Yes
 This spell function similar to Protection from Evil (q.v.), except that it protects the recipient from shadow and darkness-based creatures and effects. All attacks from creatures from the planes of shadow are saved against at +2. This includes quasi-creatures created by the Shadow Monsters and similar spells.  The saving throw bonuses include the spells Shadow Magic and similar effects. Note that shadow-based creatures can physically touch the protected character, though they are at -2 to do so.

Purge Elements (Guardian)
Level:  Clr 5, Druid 5
Components:  V, S, M
Casting Time:  10 rounds
Range:  100’ +10’ level (of highest level)
Effect:  30’ radius / level
Duration:  10 minutes/level
Saving Throw:  None
Spell Resistance:  No
An area enchanted with Purge Elements is protected against a specific types of energy, magical and mundane. Normal energy (such as camp fires and torches if ‘fire’ is selected) cannot function in the area of effect. Magical energies (including dragon breath, elemental creatures, and spell-related effects) cause only ½ of their normal damage. Additionally, creatures within the area of effect receive a + 4 bonus to saving throws made vs. the energy attacks, regardless of whether the attacks originate inside or outside the warded area.
Purge Elements (fire) extinguishes all mundane fires that are within the area of effect when the spell is cast.
The material components are the priest’s holy symbol and a scorched sliver of wood.
Purge Elements can be cast as cooperative magic. If a number of priests cast this spell simultaneously, its effectiveness is significantly increased. The duration of the spell is then equal to 10 minutes per level of the most powerful priest plus 10 minutes for each extra contributing priest. The area of effect is a circle with a radius equal to the number of prests times 30' (thus, six priests could create a 180’ radius circle of protection).

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