Mage Spells
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Bigby's Battering Gauntlet (Evocation)  Duration: 1 round /level
Level: 4 Casting Time: 4 segments
Range: 60 yds. Area of Effect: Special
Components: V,S,M Saving Throw: None

This spell brings into existence a shimmering violet force shaped like a battering ram with a clenched fist as the ram's head. The force assumes a cylindrical shade 12' long by 2' in diameter, but the caster can shorten its length to 3' in order to fit in a cramped space.

The spell acts as a battering ram of great power, destroying a normal door with one hit, destroying a reinforced door with three hits, destroying a stone door with 5 hits, and having a 50% chance to destroy a metal door (the spell is destroyed if the gauntlet fails). Only one attack can be made per round, as with any ordinary battering ram. Used against a smaller physical obstruction, such as a dungeon door or metal grate reinforced with magic, a saving throw is made for the door at the level of the mage who cast the reinforced spell on the door. If the save is successful, the gauntlet is destroyed. If the save fails, the gauntlet spell begins working on the door.

Against a living target, the ram has no effect. The caster must always remain within 60' of the ram or it will dissipate. The ram cannot be damaged by physical attacks, but it can be destroyed by magical damage if it suffers 1/2 the number of hit points of the caster. Dispel magic or disintegrate spells can also destroy the gauntlet. The spell cannot be used to open chests or batter anything but a door. It only functions against portals that are designed to open at some time. The material components are a metal rod with a chain mail gauntlet slipped over one end.

Bigby's Construction Crew (Evocation) Duration: 12 hours
Level: 4 Casting Time: 1 turn
Range: 120 yds. Area of Effect: Special
Components: V,S,M Saving Throw: None

This spell creates as many pairs of hands as the casters experience level. All of the hands come equipped with carpentry tools. The hands do the work of a construction team equal in ability to any crew of professional carpenters, masons, miners, or sappers. The hands never need to rest or eat. Each pair performs as one worker. They are unable to fight or inflict physical damage on anything. They cannot be destroyed by non-magical means and each pair has as many hit points as the caster has levels. The material components include an assortment of miniature tools, worth at least 500g.p.

Bigby's Force Sculpture (Evocation)  Duration: 1 turn/level
Level: 4 Casting Time: 1 round
Range: 30yds. Area of Effect: Special
Components: V,S,M Saving Throw: None

This very flexible spell enables the mage to create a visible plane of force that can be shaped into any form the caster wishes. The caster could create a table, ladder, club, bucket, or cane for example. Once an object is formed, it retains its form for the duration of the spell. The object imitated must be fairly rigid, can have no moving parts, cannot have a sharp point or edge, and cannot possess finely detailed features. A rope, long bow, sword, chariot, or accurate statue cannot be created with the spell. All objects formed out of force cannot be harmed by physical attacks, but can be dispelled by magical attacks that inflict more points of damage to the object than the creators hit points. Up to one cubic foot of matter per level of the caster can be simulated. The material components for the spell are a lump of soft clay with diamond dust mixed into it.

Drawmij's Handy Timepiece (Conjuring/Summoning)  Duration: Length of other spell
Level: 4 Casting Time: 1 hour
Range: 0 Area of Effect: Special
Components: V,S,M Saving Throw: None

After this spell is cast, the next spell cast by the same caster is timed. A small golden gong appears in front of the caster and softly chimes a warning one-minute before the spell ends. This magic only works with spells with duration less than 48 hours.

To cast the spell, the mage must collect a feather from a migratory bird, a fruit fly, a few grains of sand, a solid silver pendulum worth 100g.p, and a solid gold orb of exquisite craftsmanship worth 5,000 g.p; all of these vanish with the end of the spell.

Drawmij's Instant Exit (Alteration/Conjuration) Duration: 1 round
Level: 4 Casting Time: 1 segment
Range: 30 yds. Area of Effect: Special
Components: V,S,M Saving Throw: None

This spell enables the mage and others to use a limited and risky form of teleportation. When the spell is cast, a door suddenly appears on a wall or other flat surface within 3 yds. of the caster. The caster and as many others who can pass through the door in one round (usually at the rate of one creature or person per segment) can enter into a zone of nil-space by passing through the door way. When the door is closed behind by the mage, the mage and all those with him in the nil-space zone are teleported to a random location within 250 yds. of the door. If the door is not closed before the end of the spell's duration, then the door slams shut automatically at the end of the round. The door disappears when closed by the mage or after it shuts itself.

Drawmij's Protection from Non-Magical Gas (Adjuration)  Duration: 5 rounds/level
Level: 4 Casting Time: 2 segments
Range: 0 Area of Effect: 20' radius sphere
Components: V,S,M Saving Throw: None

This spell creates a volume of space 20 feet in radius about the caster, within which all creatures are protected from the effects of all non-magical gasses, fumes, and smoke. All natural gases that touch the edge of the sphere of protection are dispersed. The air within the sphere always remains clean, fresh, and replenished with oxygen if the air outside is contaminated or its oxygen is consumed by fire. The spell will not work underwater or in a vacuum. The sphere moves with the caster. It is dispelled if touched by magical gases or if the caster moves using magical means. The material components are a fan and a small vial containing perfume worth at least 100 g.p. both vanish after the spell is cast.

Remove hand (Amputation) Duration: Perm.
Level: 4 Casting Time: 1 segment
Range: 0 Area of Effect: Personal
Components: V,S Saving Throw: None

When this spell is cast, one of the magic-user's hands (determine which randomly) drops off at the wrist. One drawback of this spell is the fact that the effect is not painless. Also note the spell duration and the fact that the spell is not reversible.

Torture (Evocation)  Duration: 1 round/every 2 levels
Level: 4 Casting Time: 1 segment
Range: 25'+5'/level Area of Effect: 1 person
Components: V,S,M Saving Throw: Special

By using this spell, the caster can physically cause wounds of torture. This spell only works on one man-sized or smaller humanoid per casting.

Each round the victim takes 1D8 HP of damage; half damage if the character saves vs. spells. If the victim fails to save, the quick, sharp and unexpected pains will make it necessary for him to save vs. his strength. If he fails this save, the victim has a -5 to hit and damage. The save vs. strength must be made every round that the spell is in effect. Any time a character takes over half his hit-points in cumulative damage while the spell is in effect, he will offer to surrender or attempt to flee if surrender is not accepted.

The material component is a knife, which is used to make a small cut on the thumb tip of the caster. Concentration is not required to continue the spell after the first round.

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