Mage Spells
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Bigby's Bookworm Bane (Evocation) Duration: 1 turn/level
Level: 1 Casting Time: 1 segment
Range: 20 yds. Area of effect: Special
Components: V, S, M Saving Throw: None

This spell is used to seek out and destroy one of the most feared enemies of the mage: the bookworm. When cast, the spell creates a disembodied hand that will search through the library and crush all bookworms it finds. The hand can search through 100 books or scrolls/round, seeking out bookworms with a 95% chance of detection. Once a worm is found, the hand will pursue the bookworm relentlessly, attacking with the skill of a fighter equal in level to the caster. The hand cannot be harmed by physical attacks, but four or more points of magical damage can destroy it. The hand is incapable of performing any other functions. The material component is a child-sized glove of tough leather.

Bigby's Feeling Fingers (Evocation) Duration: 1 hour+1 turn/level
Level: 1 Casting Time: 1 segment
Range: 60 yds. Area of Effect: Special
Components: V, S, M Saving Throw: None

This spell calls into existence a disembodied hand under the casters command. The hand cannot hold, grasp, or carry, but it does have an amazingly sensitive touch. The hand sense of touch is so fine that it can note miniscule cracks, separations, or openings in a surface, and thus detect the presence of a secret or concealed door with a 50% chance of success. The hand can search a 10' by 10' area each turn. The hand cannot be destroyed by physical attacks, but it is dispelled if dealt four or more points of magical damage. The hand can trip a nonmagical trap if the location of the trap is known. The material components for the spell are a child-sized silk glove and swans feather.

Burning Mouth (Conflagration) Duration: instant
Level: 1 Casting Time: 1 segment
Range: 0 Area of effect: All within range
Components: V, S, M Saving Throw: None

Similar in some ways to burning hands. This spell causes 1 hit point of heat or fire damage per level of the caster, with the above limitations on range and area of effect. The material components for this spell are six jalapeno peppers, which must be eaten as the spell is cast.

Charm Man I (Enchantment/Charm) Duration: 2-5 turns
Level: 1 Casting Time: 1 segment
Range: 16' radius Area of Effect: 5-8 men
Components: V,S Saving Throw: Neg.

A magic-user must have a charisma score of at least 11 to cast this spell. It affects victims the same as a charm person spell. If there is a leader with a group of men, he may dispel the charm if his charisma plus a roll of 1d8 is six points higher than the magic-users charisma. If a leader does not dispel the spell, each man within the area of effect must attempt a save vs. spells. A successful save negates the effect of the spell for that man only. If there are more men within range than the maximum number who can be affected, the spell is directed against the lower-level men first. The spell won't work on any man who has taken damage from any other action of the same magic-user during the current encounter.

Control Vapor (Alteration/Enchantment) Duration: 1 turn
Level: 1 Casting Time: 1 segment
Range: 10'/level Area of Effect: 3" diameter sphere
Components: V,S Saving Throw: None

A quantity of gas or vapor may be controlled and moved about, with a maximum movement of 6" per round. The spell-caster may move while controlling the gases, but may not begin casting another spell while the control is being maintained. The duration of the spell is 1 turn or until dispelled.

Detect Object (Cerebration) Duration: Special
Level: 1 Casting Time: 3 segments
Range: 0 Area of Effect: 1" radius/level
Components: V,S,M Saving Throw: None

By means of this spell, the magic-user can detect the presence of one or more objects within the area of effect. The spell does not disclose the size, nature, or number of these objects; it lasts as long as the magic-user continues to concentrate. The material component for this spell is any object of convenient size, which must be held just above the tip of the spell-casters nose throughout the duration of the spell.

Drawmij's Beast of Burden (Alteration) Duration: 2 hours/level
Level: 1 Casting Time: 1 round
Range: 30 yds Are of Effect: Special
Components: V,S,M Saving Throw: None

This spell partially lightens goods placed upon a single mount. One-half, in effect doubling the amount of weight the mount can carry reduces the effective encumbrance of all objects on the mount, including riders.

A mount that suddenly finds itself carrying 1 1/2 its maximum load without the spell's protection can not walk, slowly sinks to the ground, and stands a 50% chance of going lame. A mount suddenly burdened by twice its maximum load collapses to the ground, suffering 1d6 points of damage and automatically going lame.

The material components are a loadstone and a pinch of metal filings.

Drawmij's Light Step (Alteration) Duration: 5 rounds/level
Level: 1 Casting Time: 1 segment
Range: Touch Area of Effect: one creature
Components: V,S,M Saving Throw: None

This spell gives a creature a very limited form of levitation. The creature walks normally over any surface but walks so lightly that no tracks are left behind. If the creature breaks into a charge or run the spell ends immediately.

The creature can also move across a fluid as well as a solid surface, but the movement rate is reduced to 1/2 the creatures' normal walking rate as the creature must step carefully. The spell will not enable creatures to walk across turbulent waters. The spell actually makes the creature unable to activate traps. It doesn't allow the creature to leap higher or jump safely from a cliff, only to walk with a lighter step. This spell will also increase the movement rate of the creature by 50%. The material components are a bit of fur taken from a cat's paw and a ducks feather.

Find Terrain (Examination/Indention) Duration: instant
Level: 1 Casting Time: 2 segments
Range: touch Area of Effect: personal
Components: V,S Saving Throw: None

Casting this spell enables the magic-user to locate the terrain (i.e. the ground beneath his feet). The somatic component of this spell consists of falling flat on one's face to get a closer look, doing 1-4 hp. damage.

Fire water (Alteration) Duration: 1 round
Level: 1 Casting Time: 1 segment
Range: 1" Area of Effect: 1 pint/level
Components: V,S,M Saving Throw: None

By means of this spell the magic-user changes a volume of water to a volatile, flammable substance similar to alcohol and likewise lighter than water. If this substance is exposed to flame, fire, or even a spark, it will burst into flames and burn with a hot fire. Each creature subject to firewater flame will suffer 2-12 hp. of damage. The firewater created will evaporate and be useless within 1 round, even if it is securely contained and sealed, so it must be ignited within 10 segments of it's creation. The material components of this spell are a few grains of sugar and a raisin.

Grease (Evocation) Duration: Permanent
Level: 1 Casting Time: 1 segment
Range: 1" Area of Effect: V,S,M
Components: V, S, M Saving Throw: Special

A grease spell creates an area covered by a slippery substance of a fatty, greasy nature. Any creature stepping upon this area will have to save vs. petrifaction or slip, skid, and fall. Of course, if a creature is aware of the area, it can possibly be avoided. The spell can also be used to cause a greasy coating on some surface other than that underfoot-a rope, ladder rungs, weapon handle. Etc. Lone material objects will always be subject to such a spell use, if the magic is cast upon an object being wielded or employed by a creature, the creature must fail a saving throw vs. spell for the grease spell to be effective. A single saving throw will negate the effects. The material components of the spell are a bit of pork rind, butter, or other greasy

Invisible Runes (Circumspection) Duration: Perm.
Level: 1 Casting Time: 1 turn/rune
Range: 0 Area of Effect: 5 runes/level
Components: V,S,M Saving Throw: None

This spell enables a magic-user to inscribe runes that are completely undetectable to all forms of normal and magical inspection (including all those available to the caster himself). The runes have no other magical powers. This is an excellent way to create really secret documents or to simply kill an afternoon without accomplishing anything. Material components for this spell include at least one potion of invisibility (for the ink) and anything else the DM can sucker the player into wasting on an effect indistinguishable from that of writing with an empty pen.

Magic Disk (Evocation) Duration: 10 rounds
Level: 1 Casting Time: 1 segment
Range: 2" Area of Effect: Special
Components: V,S Saving Throw: None

This magic missile is +3 to hit if cast by a magic-user of level 1-16 and +4 to hit if cast by a magic-user of level 17+. The disk may be thrown around corners if the caster is in plain view of the corner and has just seen an opponent go in that direction, but the missile is only +1 to hit when thrown around corners. The disk damages opponents requiring magical weapons to be hit. It may be thrown once each round for up to 10 rounds, scoring 1 hp damage per each successful hit. Or it may be thrown once only for a fixed amount of damage (if it hits). If thrown once, damage is 4 hp for levels 1-3, 8 hp for levels 7-9, 10 hp for levels 10-12, 12 hp for levels 13-16, and 14 hp for levels 17 and higher. The caster may specify subdue damage only, as per the procedure for subdue outlined for dragons in the MM. The spell is usable once per day.

Minor Quest (Evocation) Duration: 6 hours
Level: 1 Casting Time: 1 segment
Range: 2'' Area of Effect: 5" diameter sphere
Components: V,S Saving Throw: Neg.

The spell affects up to 12 experience levels worth of humanoid opponents, or up to six levels of monsters, with lowest level opponent in a group affected first. The caster must be able to verbally communicate with the opponents for the spell to work. By using this spell, the mage can send the attackers away from him on an imaginary errand for themselves, such as going to a nearby river to get water. If the intended victim or victims fail a saving throw, they are compelled to attempt the errand, provided it poses no danger to their safety or well being. There is a 20% chance, plus 1% per level of the caster, that the quested being or beings forget about the mage after the spell has worn off or after the quest is completed, which ever comes first.

Precipitation (Alteration)

Duration: 1 segment/level

Level: 1

Casting Time: 1 segment

Range: 1''/level

Area of Effect: 3"x12" cylinder

Components: V,S,M

Saving Throw: None (special)

 When this spell is cast, all water vapor in the atmosphere within the area of effect is precipitated in the form of a light rain. The rain will continue for only as many segments as caster has levels since only some 1/100 of an inch of precipitation falls during the course of a segment, the spell will have only the following general effects:

Thin, light material will become damp in 1 segment and thoroughly wet thereafter.
Twigs and heavy material such as canvas will be damp in 2 segments and wet thereafter.
Flat, relatively non-porous surfaces, such as stone floors, rocks, painted wood, etc., will be damp in 1 segment and filmed with water thereafter.
Semi-porus surfaces and materials will become damp on the surface in 2 segments, and thereafter the damp area will progress downward/inward, until after 5 segments the surface will be thoroughly wet.
Porous surfaces and materials will simply absorb the rain up to the limit of their capacity, which probably extends well beyond the duration of the spell.
Small flames, such as those of candles, will be extinguished by 1 segment of precipitation. Small fires will slow and become smoky for 1 round after precipitation has ceased. Large fires will not be materially affected by the spell.

Note that if the temperature is above 90f. the duration of the spell will be extended to double normal except in arid regions. Also, where the temperature ranges between 33 and 31f, the precipitation will fall as rather thick snow and most effects will be negated or postponed until the snowmelts. If magical heat of large area is applied to precipitation, a cloud of warm fog of double area will be formed. If magical cold is applied to the spell or the water, which remains thereafter, normal ice will be formed. The material components of the spell are a pinch of silver dust.

Run (Enchantment)  Duration: 5-8 hours
Level: 1 Casting Time: 1 round
Range: Touch Area of Effect: humanoid
Components: V,S,M Saving Throw: None

The run spell enables the recipient to run at full speed (twice normal) for 5-8 hours without tiring. However, after so running the individual must spend a like number of hours resting, as well as drinking plenty of liquids and eating heartily. For every 2 levels of experience of the spellcaster another individual can be effect. Barbarians are immune to the spell. The material component of this spell is an elixir made from the juice of dried plums boiled in spring water and the oil of 5-8 beans of a spurge (castor) plant.

Seduction (Enchantment)  Duration: 2 turns
Level: 1 Casting Time: 1 segment
Range: 6'' Area of Effect: 1 man
Components: V,S Saving Throw: Neg.

 This spell causes the effected man to cast aside all weapons, armor, and clothing. In an attempt to seduce the mage, leaving the victim virtually defenseless against attacks from the mage or any other character or creature. Immediately after the spell wears off or is dispelled, the victim can retrieve one of his dropped weapons on a roll of 11 or more on a D20. If the roll is 16 or more, the victim may also retrieve a shield or helmet. Rolls may be repeated each round until successful as long as the victim stays within grasping range of the weapon or other object to be recovered. The saving throw for this spell is computed by adding the seduction spell level (1 through 8) to the charisma score of the mage and subtracting the wisdom score of the intended victim. The resulting number is used as a modifier (plus or minus) to a roll of 1d20. The adjusted die roll must be equal to or greater than a certain number, depending on the class of the intended victim, for the save to be successful. Barbarians need a 15 to save fighters and rangers need a 13 to save thieves and assassins 12, cavaliers and paladins 10, magic-users and illusionist 9, clerics and druids and monks need 8 to save.

Taunt (Enchantment)  Duration: instantaneous
Level: 1 Casting Time: 1 round
Range: 3'' Area of Effect: 2 hit dice/level
Components: V,S Saving Throw: Neg.

A taunt spell enables the caster to jape and jeer effectively with respect to any creature with an intelligence of 2 or more. The spell's dweomer gives the magic-user's words and sounds real meaning to the subject, be insulting, and in general cause irritation and anger. If the subject creatures fail to save vs. spell, the taunt spell will cause them to rush forth in fury to do battle with the spell caster physically using hand held weapons. Separation by an impenetrable or uncrossable boundary will cause the spell to break. Only one sort of creature can be effected. The magic affect creature's closets to the spell caster first. Troops under a strong leader would gain a saving throw bonus of +1 to +4, at DM's option.

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