
Become Non-Corporeal (Alteration)
Reversible |
Duration: 2 round/level |
Level: 5 |
Casting Time: 5 rounds |
Range: Touch |
Area of Effect: Creature touched |
Components V,S,M |
Saving Throw: None |
When this spell is cast, the character touched may become a non-corporeal
entity. In a non-corporeal state, the affected characters base AC is 6, the AC
is then adjusted for the armor worn. The non-corporeal character can only be hit
with silvered or magical weapons. In addition, he may float through the air as
though flying at a base movement rate of 18'' and may seep through cracks in
walls and under doors. Personal items are unaffected by the spell. The material
component is a tiny-lit candle that must burn all the way down. As it burns out,
the caster must inhale the black smoke.
The reverse of the spell changes a non-corporeal living creature back into
its previous state. The undead victim will still have whatever powers he had in
its non-corporeal state. If the victim is an undead, the spell will cause the
victims spirit to become skeletal and to have the same AC and movement as a
skeleton. It can be hit be normal weapons and there is a 10% change that on the
first hit taken, the skeleton will crumble to dust. A saving throw negates the
spell. The material component for the reverse spell is an ounce of bone dust.

Bigby's Fantastic Fencers (Evocation) |
Duration: 1 round/level |
Level: 5 |
Casting Time: 5 segments |
Range: 60 yds. |
Area of Effect: Special |
Components: V,S,M |
Saving Throw: None |
This spell creates one hand for every three levels of the caster, each of
which holds a long sword. Each hand fights with the skill of a fighter of
one-half the experience level of the caster. Each hand is AC 2 because of its
small size and speed, and each can sustain 15 points of damage before being
dispelled. Each fencer is capable of disarming an opponent and does so on a roll
four greater than the roll needed to hit. A fencer likewise disarmed of its
sword is dispelled automatically. The caster need not concentrate on the fencers
to keep them functioning, but only has to give them orders as if they were
henchmen. The material component is a small silver amulet shaped like a mailed
gauntlet holding a gem-encrusted sword, worth at least 1,000 g.p. (This vanishes
when the spell is cast).

Bigby's Strangling Grip (Evocation) |
Duration: 2 rounds |
Level: 5 |
Casting Time: 5 segments |
Range: 10 yds/level |
Area of Effect: One creature |
Components: V,S,M |
Saving Throw: None |
This spell creates a pair of disembodied hands that will seek out a
creature's throat and strangle the creature with the same effect as an attack
with a garrote. The hands must make a successful attack roll to grab the
creature's throat. Attacking with +4 to hit on the mage's usual attacks roll,
because of the speed and ferocity of the attack. The strangling grip will
strangle its victim to death by the end of the next round unless the creature is
freed of the hands. The victim can break the hands grip if he makes a successful
roll to bend bars. The grip can also be released is the mage's concentration is
broken. The limits on which creatures can be affected by the spell are the same
as the restrictions on the use of a normal garrote. The material components are
a pair of gloves sewn into a clutching grip around the neck of a bottle.

Bigby's Superior Force Sculpture
(Evocation) |
Duration: 3 turn's +1 turn/level |
Level: 5 |
Casting Time: 1 round |
Range: 30yds |
Area of Effect: Special |
Components: V,S,M |
Saving Throw: None |
This spell is more advanced form of the 4th level force sculpture spell. The
object or objects formed from force can be more complex, composed of large;
moving parts, or has an edge or point, but still must be fairly rigid. A wagon,
quiver of quarrels, shovel, sword, or water wheel could all be simulated, but
not mechanical timepiece, crossbow or spring. Fine details can be worked into an
object, providing the caster has sufficient skill as an artesian or sculptor.
Fine details take 2d4 rounds to place on an object, but remain for the duration
of the spell. Up to 8 cubic feet of matter per level of the caster can be
simulated. The duration of the spell is also longer than force sculpture.
Superior Force Sculpture is otherwise identical to the 4th level spell. The
material component is a lump of clay with diamond dust mixed into it.

Fellblade
(Adjuration/Evocation/Necromancy) |
Duration: 1 turn/level |
Level: 5 |
Casting Time: 1 round |
Range: 0 |
Area of Effect: Special |
Components: V,S,M |
Saving Throw: None |
The casting of this spell brings into being a smoky-gray, blade-shaped bar of
force (up to 4' in length) in the caster grip. A fellblade passes into
nothingness in an instant if it leaves the casters hand (it cannot be sheathed
to be used later). Its use therefore precludes spellcasting. It also vanishes
instantly if the caster dies or becomes unconscious or feebleminded, but it can
otherwise be wielded for one strike per round (normal attack roll required). The
fellblade's strike can have one of three fell effects. The caster prior to
attacking must select one selection.
-The fellblade can do 2-8 hp. damage, functioning as a weapon able to hit all
creatures at normal damage.
-The fellblade can drain from any creature it hits the exact hit points
necessary to heal all current damage to the sword wielder (up to the maximum
possessed by the target).
-The touch of the blade can do 1 hp. damage and bestow curse (as the reverse
form of the priest spell remove curse). This power can be used only three times
in every 111 turns by any spellcaster (regardless of how many fellblade spells
that being casts).
The material components of this spell are a drop of the caster's blood, a
piece of cold iron, and a drop of unholy water (that the caster need not touch
directly).

Melislander's Harp (Alteration) |
Duration: 1 round/level |
Level: 5 |
Casting Time: 5 segments |
Range: 10'/level |
Area of Effect: Special |
Components: V,S,M |
Saving Throw: Neg. |
This spell is named for its creator, the elven mage and Harper hero known to
realmlore as "The Last Lonely Harpist.'' It brings into being the spectral,
shadowy illusion of a harp that plays by itself, floating in midair. The harp
can be up to 10' per level distant from the caster, and while within range can
be moved at a rate of up to 10' per round according to the caster's will. The
harp's playing can be turned on and off instantly and repeatedly by the silent
will of the caster, but this does not effect spell duration.
While the harp is playing, all creatures within 20' of it are affected as if
by a slow spell (no saving throw). All sound is hushed (but not negated),
available light dims, and all creatures of 4+4 HD or less within 40' must make a
saving throw vs. spells or be affected as if be a sleep spell. All creatures and
objects within 60' of a Melislander's harp are also affected as if by a feather
fall spell (no saving throw) while the harp is playing.
A Melislander's harp is unaffected by dispel magic or silence spells. A
limited wish or stronger spell is required to destroy such a harp. The power of
a harp cannot pass through magical barriers (such as a wall of force), and a
spell-caster cannot cause a harp to come into being beyond or move to the other
side of such a barrier.
The material components of this spell are a silver harp-string and at least
three tears (the tears of an elf, a maiden who sings, a harpist or other
musician, or the caster; tears from different individuals may be combined in the
casting).

Shroud (Evocation) |
Duration: 1 round/level |
Level: 5 |
Casting Time: 5 rounds |
Range: Touch |
Area of Effect: 1 person |
Components: V,S,M |
Saving Throw: None |
When the spell is cast, a shroud of darkness envelops the caster. The
shrouded character will become invisible whenever in a darkened area. The shroud
confers the same hide in shadow percentage that a thief of the same level as the
caster would have.
However, a shrouded character can be detected when walking in front of a
solid object such as furniture or a tree because the object is blocked from
view. Also the shroud spell will not serve its purpose in light. Although it can
be used to dispel a continual light spell.
Shrouded persons do not become visible if engaged in battle. In melee, they
are -4 to be hit and have a +4 to all of their saving throws.
The material components of a shroud spell are a 2-foot-square piece of black
cloth.


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