Analyse Planar Structure (Divination)
Level: 9 | Components: V, S, M |
Range: 0 | Casting Time: 1 round |
Duration: 1 turn | Saving Throw: None |
Area of Effect: 1"/level radius |
Explanation/Description: This spell gives the caster a working knowledge of the local planar structure. This incudes information on both the 'global' structure and any local variations. This incudes inforamtion on loinked elemental planes, the dimensionality of the various local planes and strengths/natures of their borders, will frequently spot reality overlays and planar distortions. It would, for example, enable the caster to tell whether they where moving in a genuine 4-D space, or merely in a situation where portions of the environment had been phase shifted. The material component is the eye of something capable of seeing ethereal/astral, such as a basilisk.
Arduin Prismatic Sphere (Abjuration, Conjuration/Summoning)
Level: 9 | Components: V |
Range: 0 | Casting Time: 9 segs |
Duration: 1 turn/level | Saving Throw: Special |
Area of Effect: 2" diameter sphere |
Explanation/Description: This spell produces a Prismatic sphere of a single colour. The caster chooses the colour from among those he knows at time of casting. If he knows more than one version of a particular colour, he gets the choice of which one to cast. Such effects as blinding or causing truesight insanity will be dependent on the origin of the colour.
Bladesharp VIII (Evocation)
Level: 9 | Components: V, S, M |
Range: Touch | Casting Time: 9 segs |
Duration: 2 rounds/level | Saving Throw: None |
Area of Effect: 1 weapon |
Explanation/Description: This spell covers a bladed weapon in a glowing field of positive energy, which inflicts eight points of damage per hit on an opponent. Due to its focussing effect on the edge of the blade, it also gives the wielder +8 to hit. Note that while this damage can strike a creature only hit by magic, it does not enable any weapon or Strength bonus damage to do so. The material component is a small whetstone.
Bludgeon VIII (Evocation)
Level: 9 | Components: V, S, M |
Range: Touch | Casting Time: 9 segs |
Duration: 2 round/level | Saving Throw: None |
Area of Effect: 1 weapon |
Explanation/Description: This spell acts in all repects as Bladesharp VIII, save in that it can only be cast on blunt weapons. The material component is a lump of lead.
Cogito Ergo Sum (Abjuration)
Level: 9 | Components: V |
Range: 0 | Casting Time: 9 segs |
Duration: 1 day | Saving Throw: None |
Area of Effect: Caster |
Explanation/Description: This spell asserts the caster s existence and nature against all reality edits etc. The caster can be moved but not removed from reality. The caster can be transformed but will still be themselves. The caster can of course still be slain (though not by direct reality edit), disintegrated or whatever, but they will still exist. Their essential being (on some plains this is the same as their soul) cannot be destroyed (though it can be flung whimpering to the ends of the cosmos). The caster cannot be directly killed or altered against their will by direct 'editing', only by indirect means.
A few examples to clarify: someone time-travels and kills the caster's grandfather - all the caster's family disappear in a puff of logic, leaving him, inexplicably, around. A reality mage edits reality so that a spear hits the caster and kills him - nothing happens. The same reality mage edits in a twentieth-level fighter with a vorpal sword - the caster takes his chances like therest of us. The caster is polymorphed into a frog - the caster is a frog, but he's ZIRNT MAGUS (the frog).
This spell was researched by Zirnt Magus ( not a frog) in a fit of industrious paranoia.
Countermagic IX (Abjuration)
Level: 9 | Components: V, S, M |
Range: Touch | Casting Time: 9 segs |
Duration: 2 rounds/level | Saving Throw: None |
Area of Effect: 1 creature/object |
Explanation/Description: This spell acts as a pre-cast dispel magic on any spell targetted on the target. The dispel is cast at the spellcasters level with a base 225% - 25 x level of incoming spell chance of success. If it succeeds in dispelling the incoming spell by a margin of 25% or greater this spell remains in operation, otherwise it stops. The material component is a pinch of a powder made by drying a beholder's central eye.
Eternity Protection (Abjuration)
Level: 9 | Components: V, S, M |
Range: Touch | Casting Time: 1 turn |
Duration: Permanent | Saving Throw: N/a |
Area of Effect: Objects in 1" cube |
Explanation/Description: This spell is cast on those objects the caster chooses in a 1" cube. It renders the objects it is cast on completely immune to all damage from non-magical sources, including the effects of ageing. Such an item can onoly be damaged by magic, magical weapons, or magical monsters. The material component is 100GP worth of powdered adamant.
Extension VI (Alteration)
Level: 9 | Components: V |
Range: 0 | Casting Time: 9 segs |
Duration: Special | Saving Throw: None |
Area of Effect: Special |
Explanation/Description: This spell is the same as Extension I save in that it extends the duration of first to fourth level spells to triple durationand fifth to eighth level spells to double duration.
Foresight (Alteration)
Level: 9 | Components: V, S, M |
Range: Touch | Casting Time: 1 turn |
Duration: Permanent | Saving Throw: None |
Area of Effect: One spell |
Explanation/Description: This spell extends the duration of a spell cast in the previous round, which has a duration of at least turn per level as follows: first to fourth level spells go to a duration of one day per level (of the spell's caster). Spells of fifth or sixth level go to a duration of 6 hours per level. It extends the duration of seventh level spells to one hour per level. The material component is a page of a diary with the day on which the spell will expire circled.
Glance VIII (Evocation)
Level: 9 | Components: V, S, M |
Range: Touch | Casting Time: 9 segs |
Duration: 2 rounds/level | Saving Throw: None |
Area of Effect: 1 creature/object |
Explanation/Description: This spell covers the creature/object in a glowing field of positive energy, which deflects weapons. It gives +8 AC vs. all attack forms. The material component is a polished piece of turtleshell.
Greater Luck (Odd)
Level: 9 | Components: V, S, M |
Range: 1"/level | Casting Time: 9 segs |
Duration: Instant | Saving Throw: None |
Area of Effect: Special |
Explanation/Description: Casting this spell ages the caster a year. This spell has three possible uses.
1) It will give up to level creatures the benefit of a prayer for 1 day. this effect is not dispellable (hence duration instant), nor detectably magical. Their destiny has been tampered with to make them a little more lucky.
2) It will give one creature for one turn the power to make all rolls relating to the character twice and choose the more favourable of them. this includes to hit and damage rolls, done and received, and saving throws.
3) It will enable the caster to choose (to within 1%) the outcome of one dice roll relating to the caster nominated in advance.
Heal (Necromancy)
Level: 9 | Components: V, S, M |
Range: Touch | Casting Time: 1 round |
Duration: Instant | Saving Throw: None |
Area of Effect: 1 creature |
Explanation/Description: This spell is identical to the clerical spell Heal, save in that it is not reversible. The material component is a bandage.
High Accelerator III (Alteration)
Level: 9 | Components: V, S |
Range: 5" | Casting Time: 9 segs |
Duration: Instant | Saving Throw: 1⁄2 |
Area of Effect: Special |
Explanation/Description: This spell causes the person/object/area effected great pain and/or damage as all the molecules in the recipient are caused to speed up many times. This has the effect of inflicting injuries to creatures, cracking stone, splintering wood or warping metal etc as indicated below.
creatures: does 6 pts/level up to a max of 120 to up to 3 creatures within a 71⁄2' radius area.
Structures: 5 + 2/3 level hull pts up to a maximum of 24
5 + 1/2 level defence points up to a maximum of 20
Identify III (Divination)
Level: 9 | Components: V, S, M |
Range: 1" | Casting Time: 1 turn/1 day |
Duration: Instant | Saving Throw: Special |
Area of Effect: 1 Item |
Explanation/Description: The exact nature, plusses, construction methods, no of charges etc of one item are revealed. If the Item is cursed, the mage makes a ST vs. magic, if he fails it appears to be some useful item it resembles, otherwise the true facts are revealed. The material components are a 10GP plus pearl, an owl feather, wine, and a live, miniature carp, to be consumed whole in the casting of the spell (it has an anti-nausea effect built in). It reveals how an enchanted Item was made, and allows the spells enchanted in (but not the enchant spells used to do it) to be learnt from the item, as from a scroll, if used for this it has a casting time of 1 Day. It may, at referees discretion have some chance of revealing facts about Artifacts (eg as per identify but requiring a 20 to gain information). The material components are as for identify.
Invulnerability VI (Abjuration)
Level: 9 | Components: V, S, M |
Range: Touch | Casting Time: 9 segs |
Duration: 1 turn/level | Saving Throw: n/a |
Area of Effect: 1 creature |
Explanation/Description: The creature effected can only be hit by +5 or better weapons. The material component is a piece of hide from a creature hit only by +5 or better weapons.
Ironhand VIII (Evocation)
Level: 9 | Components: V, S, M |
Range: Touch | Casting Time: 9 segs |
Duration: 2 rounds/level | Saving Throw: None |
Area of Effect: 1 natural weapon |
Explanation/Description: This spell acts as Bladesharp VIII, save in that it is cast on a single natural weapon (e.g. mouth, hand, hoof, foot...). The material component is a nailfile.
Lengthen VI (Alteration)
Level: 9 | Components: V |
Range: Special | Casting Time: 8 segs |
Duration: Special | Saving Throw: None |
Area of Effect: Special |
Explanation/Description: This spell extends the range of a spell cast in the next round. The spell to be cast must be designated when this spell is cast. This spell triples the range of first to fourth level spells, doubles the range of fifth to eighth level spells. It cannot be dispelled seperately.
Maxi-missile (Evocation)
Level: 9 | Components: V, S |
Range: 6" + 1"/l | Casting Time: 5 segs |
Duration: Instant | Saving Throw: None |
Area of Effect: 1 or more creatures |
Explanation/Description: This spell is identical to Magic Missile, save in that it creates 21⁄2 magic missiles per level of the caster (round up).
No Effect IX (?)
Level: 9 | Components: None |
Range: 1"/level | Casting Time: 9 segs |
Duration: Instant | Saving Throw: None |
Area of Effect: Special |
Explanation/Description: This spell releases the mana required for a ninth level spell at the chosen point in the same way as if the mage had cast any spell which affected that point. It has no other effect.
Noose of Flesh III (Evocation)
Level: 9 | Components: V, S, M |
Range: 1"/level | Casting Time: 9 segs |
Duration: 6 turns | Saving Throw: None |
Area of Effect: 120' radius |
Explanation/Description: Save as above, this spell is identical to Noose of Flesh I.
Padding VIII (Evocation)
Level: 9 | Components: V, S, M |
Range: Touch | Casting Time: 9 segs |
Duration: 2 rounds/level | Saving Throw: None |
Area of Effect: 1 creature/object |
Explanation/Description: This spell covers the clothing/armour in a glowing field of positive energy, which resists impact. It absorb 8 points of damage from all physical attacks on the wearer. The material component is a piece of cotton quilting.
Parry VIII (Evocation)
Level: 9 | Components: V, S, M |
Range: Touch | Casting Time: 9 segs |
Duration: 2 rounds/level | Saving Throw: None |
Area of Effect: 1 weapon/shield |
Explanation/Description: This spell is cast on a parrying weapon or shield. It makes it easier to move and harder to break. It gives +8 AC vs. all attacks which that weapon/shield could be used to parry. The material component is a miniature shield shaped mirror.
Penetration II (Divination)
Level: 9 | Components: V, S, M |
Range: Special | Casting Time: 9 segs |
Duration: Special | Saving Throw: None |
Area of Effect: Special |
Explanation/Description: This spell stacks with a chosen divination spell, which must be cast simultaneously, to give it the penetrating power of a specially designed ninth level spell with respect to punching through magical means of avoiding/ misleading detection. It is pretty near absolute, and not subtle (eg it would go straight through an amulet of proof vs. detection/location but the amulet would be liable to give off sparks as a result). The material component is a silver headed sledgehammer worth 100GP.
Probe Defences (Divination)
Level: 9 | Components: V, S, M |
Range: 6"+ 1"/level | Casting Time: 1 seg |
Duration: 1 round | Saving Throw: None |
Area of Effect: 1 creature/object |
Explanation/Description: This spell is designed to test a targets defences. It bombards it with a vast range of attack pulses, registering which get through, and collating evidence as to Magic Resistance to 5%, (and whether fixed or variable), level of spell immunity, whether it has spell turning ( in which case all information save this fact will blur out as the amount turned grows, and the mage will learn a bit about his own defenses), elemental vulnerabilities and resistances, whether it takes straight positive/negative material energy etc. If the spell is dispelled during the first 5 segs it will give no information, otherwise the accuracy and completeness will slowly grow until the end of the round. This spell does no significant damage (1% of creatures HP upto max 1 HP/level of caster NST). If the target creature moves off the plane ( the border Ethereal/Astral count as on the plane for this purpose), it is the same as if the spell had been dispelled at that point. NET MR of 75% plus will reduce the accuracy of information received. The material component is a sharp pin.
Protection VIII (Evocation)
Level: 9 | Components: V, S, M |
Range: Touch | Casting Time: 9 segs |
Duration: 2 rounds/level | Saving Throw: None |
Area of Effect: 1 creature/object |
Explanation/Description: This spell covers the creature/object in a glowing field of positive energy, which resists damaging change. It gives +8 ST vs. all attack forms. The material component is a rabbits foot.
Reinforce VI (Alteration)
Level: 9 | Components: V |
Range: 0 | Casting Time: 9 segs |
Duration: Special | Saving Throw: None |
Area of Effect: Special |
Explanation/Description: This spell is the same as Reinforce I save in that it triples the casting level of first to fourth level spells, and doubles the casting level of fifth to eighth level spells.
Release Spell (Alteration)
Level: 9 | Components: V, S, M |
Range: Touch | Casting Time: 1 hour |
Duration: Instant | Saving Throw: None |
Area of Effect: 1 spellcaster |
Explanation/Description: This spell can only be cast on a willing target. It moves one spell (targets choice) from real to virtual memory, freeing up a spellslot. The material components are a 10000 GP diamond and a drop of the target's blood, which are used up. The target must make a roll to learn the spell, if he fails the spell is entirely forgotten, and is thereafter treated as a spell the target failed to learn.
Ritual of Attunement (Conjuration/Summoning)
Level: 9 | Components: V, S, M |
Range: Touch | Casting Time: 1 day |
Duration: Permanent | Saving Throw: None |
Area of Effect: 1 spellcaster |
Explanation/Description: This spell attunes the mage as a focus for the local mana-flow. Its particular uses are to enable the continuous production of minor effects, and the building of major rituals.
Itprovides the recipient with a self-replenishing store of mana which he can use to cast spells. This works on a "mana points" system. The recipient must assign a number of spell slots to power this pool. Each spell slot assigned provides 8 mana points per Enchantment Cost Factor for a spell of that level. The assigned slots determine the size of the pool, which then regenerates (taking 24 hours to recharge from empty). Once the mana pool has been established, it cannot be dispelled, and slots can only be reassigned by use of the sixth level spell Ritual of Mana Adjustment. Alternatively, a mage may invest all his spellslots, in which case when he goes up a level he must add all his new spell slots to the pool. Note also that any mage who has fully converted his power to a pool gains his INT per level in 'bonus' points.
If a power pool enters an A. M. S its current store of mana is reduced to zero, but it regenerates normally thereafter. If the mana pool is caught in a Dispel Magic it loses 40 + 2/level dispelles points (cannot take store below zero). A mana pool cannot be used to produce spell effects of a base level higher than that of the highest level spell slot used to fuel it.
Spell effects cost a base 10 mana points per Enchantment Cost Factor for a spell of that level. This is adjusted as follows
Self-affecting spell -20%
range greater than 1" +10%
unwilling target +10%
continuous effect -10%
In addition a backfire roll must be made using the backfire system, and the spell will cost a point more or less for every 2 points above/below 20 on the backfire roll.
Effects of less than first level power can be produced and will have a base cost of less than 10 points. Note also that continuous effects can be established (same cost per hour as an hour per level version, with a backfire dice roll of 10).
Spell-effecting spells can be combined with any spell cast from the pool, with cumulative casting times and cost. In this case the spells go off at once and dispel/ are resisted as one spell (for M. G. I etc count as highest level). Also the cost of spells can be altered by increased/decreased casting times, area, duration etc at D. M.s discretion (this will not increase the "base level of the spell". Note that the production of spell effects of a total power level greater than ninth level can cause aging effects etc.
A mage cannot use mana from the pool if it is empty, however if a spell cast would result in the store going negative, it will do so. The mage will take four HP subdual damge per excess point, and the poool will only recharge at 10% of its normal rate until it reaches zero again.
This 12 hour long ritual can only be performed on a willing target spellcaster. The target spellcaster must be a Magic-user, Magic-user subclass or variant. If of a different subclass/variant from the caster a study period of between one and three months, involving both spellcasters. There will also be a DM determined increase in the backfire percentage (or straight failure chance), the caster should be aware of the approximate level of this penalty. Note that if the target is not the caster they can only take the " all slots" option.
This spell works as above on a world where free spell choice is generally allowed. On worlds where this is not the case the power pool operates at half effect. The material component is a mixture of crushed black and white opal worth 1000 GP per power point to be placed in the pool.
Scarab of Safety (Abjuration)
Level: 9 | Components: V, S, M |
Range: Touch | Casting Time: 9 segs |
Duration: 1 turn/level | Saving Throw: None |
Area of Effect: Caster |
Explanation/Description: Thsi spell grants the caster a scarab saving throw. It grants a saving throw against spells which do not have a saving throw, and automatically stops any level drains or SLAY LIVING / F. O. D / F. O. D NST at the cost of 1 'charge' each. The spell lasts until the duration expires or it has run out of charges. The spell has one charge per three levels of the mage casting it (round to nearest). THe scarab is treated as +1 at 18th, +2 at 21st, +3 at 25th, +4 at 30th, +5 (maximum) at 36th. The material component is a petrified scarab beetle.
Self Power (Item Enchantment)
Level: 9 | Components: V, S, M |
Range: Touch | Casting Time: 60 hr/CF |
Duration: Permanent | Saving Throw: None |
Area of Effect: 1 item |
Explanation/Description: This spell imbues an item with a permanent mana-flow by opening a small portal through it to the positive and negative material planes. This results in the item having access to mana even in an Anti-magic Shell or other low mana area. It can even support the item on some worlds where normal D& D magic works badly or not at all ( DM's option). This flow can be assigned to support other enchantments on the item or spells cast on/by the item or its caster. Note that the CF refers to the number of CFs supported. This spell costs 40GP/hour casting and operates under all normal item construction rules. Note that spells or effects operating at greater than touch range cost quadruple; also active items cost double and artifacts quadruple (proportional to number of hours/cost factor) etc. The item must be enchanted to support itself (8 CF). Permanent spells cast on the item cost half. Note that Self powered items will only be effected by a Dispel Magic if individually targetted.
Teleport Safely (Alteration)
Level: 9 | Components: V |
Range: 0 | Casting Time: 1 seg |
Duration: Instant | Saving Throw: None |
Area of Effect: Caster |
Explanation/Description: This spell is identical to Teleport except in so far as it works crossplanar and has no error chances.
Transfer Magical Knowledge (Divination)
Level: 9 | Components: V, S, M |
Range: Touch | Casting Time: 8 hour |
Duration: Instant | Saving Throw: None |
Area of Effect: Special |
Explanation/Description: This spell sets up a link between the caster and another willing being which vastly aids the transfer of knowledge, magical or otherwise. The caster can be either teacher or student, as it considerably enhances both beings level of understanding. If the knowledge being transferred could automatically be learnt by the student, this spell speeds the process up by a factor of casters level. The spell can also be used to teach a spell he failed to learn. In this case the teacher makes his roll to learn (at + (level - 10)%). If this is successful the student gets to reattempt to learn the spell. If the teachers chance was over 100%, the student gains the extra as a bonus to his chance to learn. note that a given teacher can only attempt to teach a given student a failed spell once. In other cases where the student could not automatically learn the knowledge through spending the time, this spell provides a bonus determined by the D. M. The material component is, in the case of spell learning, 8 scrolls of the spell to be learnt, or in the case of general knowledge transfer, 8 scrolls of Read Magic per casting. These are used up.
Wolover's Garden (Alteration)
Level: 9 | Components: V, S, M |
Range: 0 | Casting Time: Special |
Duration: Instant/special | Saving Throw: None |
Area of Effect: 1 acre/level |
Explanation/Description: This spell transforms an area of landscape, at the rate of 1 acre an hour, around the caster. The area transformed can be of any shape, though all pieces must be contained in level contiguous acres. The landscape can be modified to add/lose ten foot of topsoil at any point, and upto a foot of stone can be added or subtracted (of the existing type). The top ten feet of topsoil can be of any soil type suitable to the resulting terrain. The vegetation that the caster desires springs up aging at 1 year/hour until it reaches the desired age (note that this effect continues after spell casting is complete and is stopped by a Dispel Magic), stream beds are moved etc. The material components are a rough plan or model of the desired result, a forkful of each desired soil type, and a handful of seeds, which must contain viable examples of all the plants desired, in roughly the right proportions.