Mage Spells
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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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