Mage Spells
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Audible Curse (Vociferation) Duration: Instant
Level: 2 Casting Time: 1 segment
Range: 0 Area of Effect: 10 miles
Components: V Saving Throw: None

This spell allows the caster to pronounce his or her favorite four-letter word, with feeling and at maximum volume. It is up to the DM to prevent characters from exercising this option without casting the spell, which will at least increase the range at which the word will be heard (drawing any number of interested wandering monsters, of course).

Bigby's Dexterous Digits (Evocation)  Duration: 3 turns/level
Level: 2 Casting Time: 2 segments
Range: 90 yds. Area of Effect: Special
Components: V,S,M Saving Throw: None

This spell summons into existence a pair of disembodied hands that will follow the mage's every order. The hands can perform all the functions of an unseen servant, but can also accomplish deeds requiring fine coordination, such as tinkering with tools, working with laboratory equipment, sculpting, painting, or playing a musical instrument. The hands can perform any task the caster can accomplish, including, non-weapon proficiencies known by the mage. The hands will perform with dexterity equal to that of the caster. Each hand can hold and carry up to 200 g.p. weight individually, or 500 g.p. weight together. The hands can move 120' per round, regardless of weight carried, but can move no farther that 90' away from the caster or they vanish. The hands cannot act out the somatic components of a spell. The hands cannot wield a weapon in melee or punch or grapple. Although the hands are immune to physical attacks, six or more points of magical damage can destroy them. The material components are a pair of gloves embroidered with the mage's initials.

Bigby's Interposing Eye (Astigmatic) Duration: 2 round/level
Level: 2 Casting Time: 5 rounds
Range: 2" Area of Effect: Special
Components: V,S,M Saving Throw: None

Casting this spell causes a disembodied and sightless human eye, of normal size, to interpose itself between the spell-caster and any attacking creature. This eye is as effective as any normal eyeball in impending on rushing and enraged monsters, although it might deter the more squeamish dungeon denizens. The material components for this spell is a human eye, and the magic-user better have one handy before casting the spell; the ability of this dweomer to ""improvise'' can be attested by Mooncalf the Monocular, among others.

Drawmij's Adventurer's Luck (Alteration)  Duration: 3 turns
Level: 2 Casting Time: 1 round
Range: Touch Area of Effect: Creature touched
Components: V,S,M Saving Throw: None

This spell bestows upon the touched creatures a special form of luck. For the duration of the spell, the recipient of this magic can act as though he or she were holding a luckstone and using its magical effects. The material components are 5,000 g.p. worth of ruby dust sprinkled over the creature's head; this vanishes after the spell expires.

Drawmij's Breath of Life (Alteration)  Duration: 5 turns
Level: 2 Casting Time: 1/6 segments
Range: 100 yds. Area of Effect: 1 creature/level
Components: V Saving Throw: None

With the power by this spell, the mage can endow one or more creatures with sufficient endurance to hold their breath for five full turns. Affected creatures cannot drown or be subjected to the effects of inhaled gases while holding their breath. The caster can bestow the spell upon one creature for every level of experience. The spell is only one word long, and has no somatic or material components, so the mage can cast the spell quickly in an emergency.

Drawmij's Scent Mask (Illusion/Phantasm)  Duration: 1 turn/level
Level: 2 Casting Time: 2 segments
Range: Touch Area of Effect: 1 creature/level
Components: V,S,M Saving Throw: Special

This spell will conceal all odors emanating from a creature for the duration of the spell. If cast upon the mage or another person, that person cannot be detected by scent.

An animal cannot track the recipient of this spell or being that uses its sense of smell to track, such as a bloodhound. If cast upon a creature that uses its odor as a weapon or form of defense, the spell negates the odor if the creature fails a save vs. spells. The musky odor of a skunk or wolverine or the stench of a troglodyte could be suprised by the spell. The material components are a scentless flower.

Drawmij's Swift Mount (Alteration)  Duration: 2-hr.+1/2 hr. per level
Level: 2 Casting Time: 1 round
Range: Touch Area of Effect: One mount/2 levels
Components: V,S,M Saving Throw: None

This spell will double the movement rate of any mount that runs, swims, or flies for the duration of the spell. After the spell expires, the mount is completely exhausted and refuses to move any farther for 24 hours. The spell will in no way increase the amount of weight a mount can carry. The maximum encumbrance limit for the mount is unaffected. Overloading the amount beyond its limit automatically negates the spell. Drawmij's Beat of Burden cannot be combined with Swift Mount to increase the load a racing mount can carry. The material components are a hare's foot or a bit of fur from a cheetah.

Explosive Familiar (Demolition)  Duration: Instant
Level: 2 Casting Time: 2 segments
Range: 1"" Area of Effect: 2'' radius
Components: V Saving Throw: None

When this spell is cast, the spell-caster's familiar explodes, doing 1-4 hp damage to all within the area of effect (note spell range) and doing rather more damage to the familiar. Special familiars (brownies, imps, quasits, etc.) explode for 2-5 hp damage and make a nicer noise.

Locate Hands (Confirmation)  Duration: 1 round/level
Level: 2 Casting Time: 2 rounds
Range: 2'/level Area of Effect: Special
Components: V,S Saving Throw: None

Casting this spell enables the magic-user to find his own hands, even in the dark. Ordinarily, he will find them at the ends of his arms (one each), unless remove hands has been previously cast. In the latter case, this spell could be quite useful; however, it has a limited range and an extensive somatic component, either which might compromise its effectiveness in finding detached hands.

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