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Disclaimer This PDF is a part of fan site work. It makes no challenges of ownership against Hasbro / WoTC / TSR as to the ownership, copyrights and intellectual property of Dungeons and Dragons and any affiliated works. Spells listed in BLUE remain the full rights of Hasbro / WoTC / TSR as they are directly based on their published works and prior art. Spells listed in BLACK remain the right of the members of Dragonsfoot who posted them. Spells listed in GREEN I created and hereby grant full rights to Dragonsfoot and its members. Spells listed in RED are from Dragon or Dungeon Magazine and remain the full rights of Hasbro / WoTC / TSR or Paizo Publishing. If anyone of the above parties have a problem with this compilation, e-mail me at: [email protected] and I will remove your works from this PDF. Now that I have covered my backside, on with the list.

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Page 1: This PDF is a part of fan site work. It makes no ... Spells 05 05 2008.pdf · immediately. If the combine spell is broken while the central priest is casting a spell, that spell is

Disclaimer

This PDF is a part of fan site work. It makes no challenges of ownership against Hasbro / WoTC / TSR as to the ownership,

copyrights and intellectual property of Dungeons and Dragons and any affiliated works.

Spells listed in BLUE remain the full rights of Hasbro / WoTC / TSR as they are directly based on their published works and

prior art.

Spells listed in BLACK remain the right of the members of Dragonsfoot who posted them.

Spells listed in GREEN I created and hereby grant full rights to Dragonsfoot and its members.

Spells listed in RED are from Dragon or Dungeon Magazine and remain the full rights of Hasbro / WoTC / TSR or Paizo

Publishing.

If anyone of the above parties have a problem with this compilation, e-mail me at: [email protected] and I will

remove your works from this PDF.

Now that I have covered my backside, on with the list.

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Cleric Spells (List)1st Level Spells: Calm Animal (GAZ-11) Clear Sight (GAZ-11) Combine (csp_gtp2) Command (csp_gtp2) Count Coins (GAZ-11) Courier (PC-01) Deathwatch (csp_gtp2) Detect Poison (csp_gtp2) Detect Totem (GAZ-14) Detect Water (Evil Eli) Detect Water (GAZ-02) Evaluate (GAZ-11) Ignore Road (GAZ-11) Know Intent (GAZ-08 ) Magical Stone (Cab) Minor Blessing (GAZ-14) Mystical Buckler (QuantumEFX) Orientation (GAZ-11) Precipitation (PC-01 / GAZ-09) Radiance (GAZ-08 ) Renew (GAZ-12) Resist Climate (GAZ-11) Ring of Hands (csp_gtp2) Sanctify (GAZ-14) Sanctuary (Cab) (csp_gtp2 variant) Trust (GAZ-11) Watcher (PC-01) Weapon Bless (csp_gtp2)

2nd Level Spells:Animal Charm (GAZ-14) Check Load (GAZ-11) Crowd Summoning (GAZ-11) Detect Ambush (GAZ-11) Hold Animal (GAZ-11) Hunting Paint (GAZ-14) Locate Totem (GAZ-14) Quicken Pace (GAZ-11) Saviour Faire (GAZ-11) Silence Individual (PC-01) Silver Tongue (GAZ-11) Trip (Cab) Truthtelling (Evil Eli) Withdraw (Cab)

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3rd Level Spells:Call Totem (GAZ-14) Detect Lie (GAZ-11) Inventory (GAZ-11) Know Destiny (Evil Eli) Know Destiny (GAZ-02) Stoneshape (Cab) Smuggling (GAZ-11) Thunder Drum (GAZ-14) Truthtelling (GAZ-02) War Paint (GAZ-14) Water Walk (Cab) Wind Blast (GAZ-12)

4th Level Spells:Accounting (GAZ-11) Air Breathing (PC-03) Bestow Second Sight (PC-01) Bind Totem* Check Caravan (GAZ-11) Detect Lie* (GAZ-12) Embezzle (GAZ-11) Enchanted Weapon (PC-01) Fear (PC-01) Fire Gate (GAZ-14) Lay Hands (QuantumEFX) Repel Lightning (GAZ-08 ) Resist Magic (GAZ-11)

5th Level Spells:Create Normal Animals (PC-01) Distance Distortion (HWA 01-03) Eye of the Eagle (GAZ-14) Mass Cure Light Wounds (csp_gtp2) Prepare Enchantment (Champions of Mystara) Repel Non-Living Material (GAZ-08 ) Rock (PC-01) Spell Turning (Champions of Mystara) Totem Mastery (GAZ-14)

6th Level Spells:Calm Wind (Champions of Mystara) Feast (GAZ-12) Infusion (GAZ-14) Polymorph Natural Objects (PC-01) Shout (GAZ-08 ) Summon Undine (PC-03) Wrath of Atruaghin (GAZ-14)

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7th Level Spells:Assume Animal Shape (GAZ-08 ) Divine Intervention (Alex) Earthgrip (GAZ-08 ) Grant Spells (limited) (QuantumEFX) Grasping Dark (HWA) Homeland (QuantumEFX) Mystical Skin (QuantumEFX) Plant Fist (GAZ-08 ) Sea Fury (PC-03) Ship Flight* (Dragon Magazine February 1990 Page 93) The Thothian Enchantment (Dragon Magazine March 1991 Page 44) Transcend Life Force (GAZ 13)

8th Level Spells:Grant Spells (Advanced) (QuantumEFX)

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Cleric Spells

1st Level Spells

Calm Animal (GAZ-11) Range: Touch Duration: 1 turn per level Effect: Calms startled and upset known mundane animals.

This spell is used to calm down animals known to the caster.

Clear Sight (GAZ-11) Range: Touch Duration: 2 rounds per level Effect: Enhances vision of an area 60' in diameter.

Any spot up to one mile distant can be seen as if it was only 10' away.

Combine (csp_gtp2) Range: 0 (touch) Duration: Special Effect: Circle of priests enhances spells

Using this spell, three to five priests combine their abilities so that one of them casts spells and turns undead at an enhanced level. The highest level priest (or one of them if two or more are tied for highest) stands alone while the others join hands in a surrounding circle. The central priest casts the combine spell. He temporarily gains one level for each priest in the circle up to a maximum of four levels. The level increase affects turning undead and spell details that vary with level but the central priest does not gain additional spells.

The encircling priests must concentrate on maintaining the combine effect. They lose all armour class bonuses for shield and Dexterity. If any of them has his concentration broken, the spell ends immediately. If the combine spell is broken while the central priest is casting a spell, that spell is ruined. Spells cast in combination have the full, enhanced effect, even if the combine is broken before the end of the cast spell’s duration. The combination is not broken if only the central priest is disturbed.

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Command (csp_gtp2) Range: 10’ Duration: 1 round Effect: Mandates the actions of one creature

This spell allows the cleric to utter a command of one word. The word must be in a language that the recipient is able to understand. The recipient obeys to the best of his or her ability as long as the command is clear and unequivocal. A command to “Die!” would make the recipient faint for a round, but there would be no other harmful effect (unless, of course, he was walking a high wire at the time). Typical commands include halt, back, run, go, surrender, etc.

Undead are not affected by this spell. Creatures with an Intelligence of 13 or more and those with 6 or more hit dice or levels are entitled to a saving throw vs. Spells. Creatures who meet both criteria do not get two saving throws.

Count Coins (GAZ-11) Range: Touch Duration: 1 turn Effect: Determine number and value of coins in a specific location.

This spell allows those affected to accurately determine the number and value of coins. The target must be able to touch the coins or its container and all coins must be of the same material (i.e. all gold). The number of coins that can be counted is 2,000 per caster level.

Courier (PC-01) Range: 10' Duration: 1 day per level Effect: Enlists small animal as a message-bearer

Deathwatch (csp_gtp2) Range: 30' Duration: 1 turn/level Effect: Detects the life (death) level of those nearby

When this spell is cast, the cleric can determine the condition of creatures near death within the spell’s range. While exact hit points cannot be determined, the caster will instantly know whether each creature within the area is dead, fragile (alive and wounded, with 3 or fewer hit points left), fighting off death (alive with 4 or more hit points), undead, or neither alive nor dead (such as a construct).

Deathwatch sees through any spell or ability that allows creatures to feign death.

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Detect Poison (csp_gtp2) Range: 0 Duration: 1 turn Effect: Items over which a cleric can pass a hand can be examined for poison

This spell enables the priest to determine if an object has been poisoned or is poisonous. One object or a five foot cubic mass can be checked per minute. The cleric has a 5% chance per level of determining the exact nature of the poison.

Detect Totem (GAZ-14) Range: Caster Duration: Permanent Effect: Detects the spirit totem associated with a specific individual.

The caster casts this spell and then meditates for 1d4 hours. When complete the caster looks upon a specific person and will see that person's totem spirit.

Detect Water (Evil Eli) Range: 0' Duration: 2 turns Effect: All water within 300'

This spell enables the cleric to sense the presence of any water within the range of the spell. It will also give the impression of the quantity of water.

Detect Water (GAZ-02) Range: 0 Duration: 2 turns Effect: All water within 300'

This spell allows the detection of any water within range of the spell. If will also give a general (a lot, a mouth full, etc.) amount of water detected.

Evaluate (GAZ-11) Range: 10' Duration: 1 turn Effect: Appraises mundane items

This spell allows the caster to accurately appraise and describe any mundane items within range. Magical powers, curses or enchantments are not revealed.

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Ignore Road (GAZ-11) Range: Special Duration: 12 hours Effect: Aids mass movement

This spell allows the caster, any drivers, animals and caravans to negate any terrain movement penalties. For each caster level one mile per day movement penalty can be negated.

Know Intent (GAZ-08 ) Range: Caster Duration: 1 round per level of the caster Effect: Gives knowledge of immediate intentions of a creature within 120'.

Magical Stone (Cab) Range: 0 Duration: Special Effect: One or more pebbles become magic stones

The priest casting this spell must hold small stones (up to 1 per 5 levels of experience, rounded up), which become magically enchanted for a short time. The stones can be thrown up to 30', can hit monsters immune to silver and weapons of up to +2 enchantment, but no bonus to hit or damage is obtained. The stones inflict 1d4 damage (2d4 versus undead). The stones remain magical until thrown or until 3 turns have passed.

Minor Blessing (GAZ-14) Range: Touch Duration: Permanent Effect: Causes an object to present a magical aura to anyone who can detect magic.

When this spell is cast on an object, it will be detected as magical until the spell is dispelled. Minor blessed weapons can do damage to creatures that can only be damaged by magical weapons.

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Mystical Buckler (QuantumEFX) Range: Caster Duration: 2 turns per caster level Effect: Creates a mystical buckler shield for the caster reducing his/her AC by 2 points or more at higher levels.

This spell creates a glowing magical field in the shape of a buckler shield on the caster's arm. This shield acts as a +1 shield improving the caster's AC by 2 points. At the end of the spell's duration, the magical shield simply disappears.

For every full 5 level above the 10th (15, 20, 25, 30, 35), the mystical strength of the shield increases by 1 point. Thus a 35th level PC/NPC casting this spell has his/her AC reduced by 7 points.

Like normal shields, the AC reduction is cumulative with other armour, spells and magical items.

Orientation (GAZ-11) Range: Caster Duration: 12 hours Effect: Aids in navigation

This spell allows the caster to determine magnetic north without a additional equipment. From there direction of movement can be easily determined.

Precipitation (PC-01 / GAZ-09) Range: 20' per level Duration: 1 round per level Effect: Creates light rain in a 30' + 10' per level diameter.

Radiance (GAZ-08 ) Range: 140' Duration: 6 turns Effect: Controls light intensity in a 40' diameter sphere

Renew (GAZ-12) Range: Touch Duration: Permanent Effect: One Item

The spell repairs one mundane damaged item. At 10th level, magical items can be repaired, but not recharged.

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Resist Climate (GAZ-11) Range: Special Duration: 12 hours Effect: Aids in movement

Similar to the Ignore Road spell, movement penalties due to bad weather (fog, heat, snow, etc.) can be reduced by 1 mile per day per caster level. Per caster level, up to 5 pack animals or 2 wagons can be affected by this spell.

Ring of Hands (csp_gtp2) Range: 0 Duration: 2d10 minutes Effect: Forms a special protective area

This is a cooperative magic spell which requires a minimum of two priests and can accommodate a maximum of ten. Each priest must cast ring of hands on the same round. At the end of casting, the priests join hands. If any priest breaks the ring, the spell is broken and ends immediately. The priests cannot move but are free to speak.

The ring of hands creates a protective barrier around the priests and everything within the circle. For each priest, assume a five foot circumference which can accommodate four people. The barrier functions as a protection from evil spell. Attacks by evil creatures suffer a -1 penalty for every priest forming the circle. Saving throws for every priest or anyone in the circle are at +1 for every priest in the circle.

Attempted mental control of protected creatures is blocked. Extraplanar and conjured creatures are unable to touch the priests and those within the circle, although melee attacks (other than with piercing weapons such as spears) against such creatures by those within the ring break the circle. Attacks made by those within the ring suffer a -1 penalty.

The encircling priests lose all armour class bonuses for shield and Dexterity. Furthermore, opponents gain a +2 bonus to attack rolls against the priest. Creatures within the ring are free to act as they wish (subject to the rules of attack noted above).

Sanctify (GAZ-14) Range: 10' Duration: Permanent Effect: Causes an object to present a magical aura to anyone who can detect magic.

When this spell is cast on an area, all items in the area will be detected as magical until the spell is dispelled. Sanctified weapons can do damage to creatures that can only be damaged by magical weapons.

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Sanctuary (Cab) Range: Touch Duration: 2 rounds per level of the caster Effect: 1 creature

This spell affects one willing recipient. Anyone or anything attacking the recipient must make a saving throw versus spells if the save is failed, the creature will lose track of what they are doing and the attack will fail. Any area of effect attack aimed at another creature but that will damage the caster is unaffected by the spell. Any offensive action by the caster ends the spell.

Sanctuary (csp_gtp2 variant) Range: 0 (touch) Duration: 2 rounds plus 1 round per level Effect: Protects person touched

When the priest casts a sanctuary spell, any opponent attempting to strike or otherwise directly attack the protected creature must roll a saving throw versus spells. If the saving throw is successful, the opponent can attack normally and is unaffected by that casting of the spell. If the saving throw is failed, the opponent loses track of and totally ignores the warded creature for the duration of the spell. Those not attempting to attack the subject remain unaffected. Note that this spell does not prevent the operation of area attacks (fireball, etc.). While protected by this spell, the subject cannot take direct offensive action without breaking the spell, but can use non-attack spells or otherwise act in any way that does not violate the prohibition against offensive action. This allows a warded priest to heal wounds, for example.

Trust (GAZ-11) Range: Touch Duration: 1 turn per caster level Effect: Improves NPC reaction modifier

This spell increases the charisma modifier by +2.

Watcher (PC-01) Range: 10' Duration: 2d4 turns plus 1 turn per level Effect: Plants or animals give warning.

A specific plant or animal reacts, emits a sound that can be clearly heard, to the presence of any living creature bigger than a rat. Undead are not detected but invisible creatures are.

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Weapon Bless (csp_gtp2) Range: 0 (touch) Duration: Special Effect: Makes a weapon magical for a special purpose

With the weapon bless spell, the cleric is able to prepare one weapon for combat against a specific foe. Upon casting the spell, he carefully writes on the weapon the identity of the foe and several prayers of strength and guidance (it takes a turn to cast this spell) to give the weapon power. Although the exact name of the creature need not be known, the identity must be specific, identifying only the single individual. Stating the weapon is to be used against Orcs is not sufficient but stating that it is to be used against the leader of the Orcs living in Deep Hollow Cave is precise enough. Thereafter that weapon is +5 on the first attack and damage roll against that particular foe. The weapon is considered magical for the purpose of striking creatures who can only be hit by magical weapons. The effects are additive with those of already magical weapons, i.e., if cast upon a +2 weapon, the effect is +7. However, if the weapon is used to strike another creature before the target creature is attacked, the blade is wiped clean and the spell is lost.

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2nd Level SpellsAnimal Charm (GAZ-14) Range: 60' Duration: 1 hour Effect: Charms any non-magical creature

The creature is allowed a save vs. magic to avoid being charmed. The caster may charm an individual animal of HD equal to the caster's level. If the caster has a spirit totem, he/she/it may charm that type of animal with twice the caster's level in HD.

Check Load (GAZ-11) Range: 10' Duration: 1 turn per level Effect: Assures balance load

Not a overly useful spell, but one that ensures that a load of a cart or wagon is properly balanced.

Crowd Summoning (GAZ-11) Range: 25' per level Duration: 1 turn per level Effects: Gathers group of NPCs

This spell gathers all intelligent NPCs within range. This doesn't control the crowd, just magically summons them.

Detect Ambush (GAZ-11) Range: 1 mile per level Duration: 1 turn Effect: Detect non-magical ambushes.

Creates a ward that flashes if the caster comes within range of an ambush or surprise attack. The ambush / attack can be pinpointed to within 1/4 mile of its source.

Hold Animal (GAZ-11) Range: 60' Duration: 1 turn per level Effect: Modified druid spell of same name

Caster can affect 1 HD of animal per level. The animal type must be mundane and known to the caster. The animals don't get a saving throw and if used against a panicked or compelled animal it has a 1 in 6 chance of instant death.

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Hunting Paint (GAZ-14) Range: Touch Duration: 1 day Effect: Turns mundane paint into magical paint.

When cast on mundane paint and applied to the face of a character, the character gains a +2 bonus to all attack, damage and saving throws. He/She/It also gains a -2 bonus to their AC. It takes 2 rounds to apply the paint by the caster.

Locate Totem (GAZ-14) Range: Touch Duration: 1 hour Effect: Identifies location of a totem animal

When cast upon someone with a totem spirit known to the caster, the recipient will learn of the distance and direction to the nearest example of that totem animal.

Quicken Pace (GAZ-11) Range: Special Duration: 12 hours Effect: Enhances mass movement

This spell increases the movement rate of a caravan by 2 miles per day per caster level.

Saviour Faire (GAZ-11) Range: Touch Duration: 1 turn per level Effect: Aids with blending into a group and increases skills.

This spell allows those affected to blend in with locals, +1 to initial reaction modifier, and gain knowledge and skills of the average person in the group. For example if in a group of skilled gamblers, someone affected by this spell would temporarily gain gambling skill or +1 on existing skill if they already possess that skill.

Silence Individual (PC-01) Range: Touch Duration: 12 turns Effect: Individual makes no sound.

A specialized version of a silence 15' radius spell that only affects one individual.

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Silver Tongue (GAZ-11) Range: Touch Duration: 1 turn Effect: Improves reaction to statements and lies.

This spell allows those affected to make statements and lies. It is left up to the DM to decide what type of modifier vs. spells is allowed against the victim. A slight story may cause the intended victim to save vs. spells with a -6 penalty. A story out of all proportion to reality may result in a save vs. spells with a +6 bonus.

If general skills are used those affected by the spell can opt to receive a temporary bonus of +4 to persuasion, storytelling & deception skills.

Trip (Cab) Range: Touch Duration: 1 turn per level of the caster Effect: One object, up to 10' long

This unusual spell enchants any one appropriate object (a carpet, a pole, a rope, a rake) such that any creature passing over it who is not extremely small (e.g. a pixie) or huge (e.g. an elephant) must save versus spells or be tripped over, and prone for the following round. If the creature is running at the time, a second save versus death ray is required to avoid being stunned.

Truthtelling (Evil Eli) Range: 0 Duration: instantaneous Effect: One living creature Any creature swearing an oath to perform an action or vouching for the truth of a statement will be cursed as the Third Level Cleric Spell if they do not perform the action or if the statement they have vouched for is false. The DM is the sole arbiter of whether an action has been performed acceptably or whether a statement is true.

Withdraw (Cab) Range: Caster Only Duration: Special Effect: Caster temporarily leaves normal time

Upon completion of this spell, the caster drops out of normal time; whereas 1 round (10 seconds) pass, the caster has 12 rounds (2 minutes) in which to think. The caster can cast any healing or divination spells on himself only during that time, but cannot move, attack or cast other spells. During the round, all bonuses to armour class due to dexterity and shield are lost.

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3rd Level Spells

Call Totem (GAZ-14) Range: Touch Duration: Special Effect: Calls a totem animal.

When cast the caster touches the character. If that character has a spirit totem, the spell will compel that animal, if it's within 1 mile, to come to the character. If the animal shows before the time limit, the caster may ask the animal to perform one command that fall within the animal's abilities.

Detect Lie (GAZ-11) Range: 10' Duration: 1 turn per level Effect: Lie detector

This spell allows those affected to determine if a statement is true, detect information omissions and evasive answers, at least as the speaker know it.

If general skills are used, this spell allows a +6 to the detect deception skill.

Inventory (GAZ-11) Range: 10' Duration: 3 turns Effect: Assay a pile of merchandise.

After one turn of study, the caster can tell the exact contents and worth of a pile of goods within range of the spell. Items in sealed containers cannot be determined unless viewed.

Know Destiny (Evil Eli) Range: 0 (cleric only) Duration: instantaneous Effect: one hint This variation of the cleric’s Commune spell allows the user to ask a question of his god. It is the DM's discretion as to how the god responds to the request.

Know Destiny (GAZ-02) Range: Caster Duration: Instantaneous Effect: One Hint

A commune spell variant that allows the caster to ask his/her/its immortal patron for guidance, information or advise. The DM may decide what if any info is given.

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Stoneshape (Cab) Range: Touch Duration: Permanent Effect: 1' cube per 2 levels of the caster

The caster can, by using this spell, crudely shape any normal, unfinished stone (e.g. craft an idol, create or modify a doorway, craft a stone locker, etc.). Moving parts thus created will probably (60% chance) not work.

Smuggling (GAZ-11) Range: 30' Duration: 1 turn per level Effect: Hides objects

Magically insures hidden objects remain hidden. Detect magic will reveal that there is a spell active, but not the hidden items.

Thunder Drum (GAZ-14) Range: 120' Duration: 1 round Effect: Creates a drum of panic

When cast on a percussion instrument, those within range but beyond 10' of the item become subject to fear. Those with less HD / levels than the caster must flee for 2d6 rounds. Those with the same HD / levels save. vs magic to avoid the panic and those with more HD / levels save vs. magic with a +4 bonus. All creatures within range, but outside the 10' safe zone take 1 HP damage per level of caster.

Truthtelling (GAZ-02) Range: Touch Duration: Instantaneous Effect: One living creature

Any creature swearing to perform an action or vouching for the truth of a statement will be cursed if they don't perform the action or have lied. Save vs. spells with a -4 penalty to avoid the curse.

War Paint (GAZ-14) Range: Touch Duration: 1 day Effect: Turns mundane paint into magical paint.

When cast on mundane paint and applied to the face of a character, the character gains a +4 bonus to all attack, damage and saving throws. He/She/It also gains a -4 bonus to their AC. It takes 2 rounds to apply the paint by the caster.

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Water Walk (Cab) Range: Touch Duration: 1 turn per level of the caster Effect: Allows the recipient to walk on water

The recipient of this spell can walk on water, mud, snow or other liquid or semi liquid surface. The creature cannot choose to go under the water, and indeed cannot fall or be pushed into it; the water is effectively a hard surface for the recipient. 2" footprints are left on the surface.

Wind Blast (GAZ-12) Range: 120' Duration: Instantaneous Effect: 10' wide gust

The caster creates a gust of wind that moves in any direction chosen. Unprotected fires are put out, protected ones have a 50% chance of going out. The spell can also be used to blind victims for 1d3 rounds or cause 1d4 points of damage per caster level. At 10th level temporary structures are overturned.

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4th Level Spells

Accounting (GAZ-11) Range: Caster Duration: 1 turn Effect: Audit records and financial statements

This spell allows the caster to quickly review financial records and check for evidence of errors or theft. Balance of money owned and owed are also revealed.

If general skills are used, this spell increases appropriate profession skills (accountant, estate management, etc.) by +8.

Air Breathing (PC-03) Range: 30' Duration: 1 day Effect: 1 water breathing creature

This spell allows a water breather to breathe air.

Bestow Second Sight (PC-01) Range: Touch Duration: 1 day per level Effect: Grants "second sight" to mortal eyes. Permits the perception of otherwise invisible or shape changed fairy creatures in their true form. This includes those who are "Invisible to mortals".

Bind Totem* (GAZ-14)Range: 60' Duration: Permanent Effect: Binds an animal to an individual who has it as a totem spirit.

This spell binds a specific animal to an individual who has that type of animal as a spirit totem. The animal will follow commands that it is capable of following.

Check Caravan (GAZ-11) Range: Special Duration: 1 hour Effect: Checks caravan for sabotage, hidden flaws & compartments and traps.

This spell allows the caster to determine if a caravan has any structural problems, traps, hidden compartments and other significant problems.

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Detect Lie* (GAZ-12) Range: 30' Duration: 1 turn Effect: One creature

The caster is able to determine if the target is telling the truth, at least as it knows it. The reverse "lie" allows the caster to tell outrageous and undetectable lies.

Embezzle (GAZ-11) Range: Caster Duration: Special Effect: Allow embezzlement of funds or items.

With this spell the caster can falsify records to conceal up to 100gp of coin or goods missing per caster level. This spell offsets the Accounting spell.

If general skills are used, this spell decreases other's skills for detecting the missing goods / funds by a -8 penalty.

Enchanted Weapon (PC-01) Range: Touch Duration: 1 turns per level Effect: Creates a magical weapon

Normal weapons that the caster touches becomes temporarily magical. Caster level 01 to 06 results in a +1 weapon, 07 - 12 +2, 13 - 18 +3, 19 - 24 +4, 25- 30 +5, 31+ +6.

Fear (PC-01) Range: Special Duration: Instantaneous Effect: Causes targets to run away in fear The spell effects are identical to the effects of a wand of fear, but with a save vs. spells.

Fire Gate (GAZ-14) Range: Caster Duration: 5 turns Effect: Fire walk

When cast on a special fire that takes 1 hour to prepare, the caster can then walk into the fire and be transported to any other man-made fire he/she/it knows of.

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Lay Hands (QuantumEFX) Range: Touch Duration: Instantaneous Effect: Transfers hit points from the cleric to another

With this spell the caster may transfer up to 1d4 hit points per caster level from his/her/its current hit point total to heal another. The caster rolls to determine the maximum amount that can be transferred but he/she/it may choose to give less. Regardless of what the determined maximum is, the caster cannot reduce his/her/its current hit points to less than 1.

The transfer is only temporary, in that this doesn't permanently reduce the cleric's total hit points. The cleric regains his/her/its hit points at the normal rate through rest plus 1d4 hit points per day. Healing spells / potions can also be used to accelerate the process.

This spell only allows transfers to one person/creature at a time, so multiple healing / transfers require multiple castings of this spell.

Repel Lightning (GAZ-08 ) Range: 120' Duration: Instantaneous Effect: Changes the area of any lightning strike.

Deflect or repel a 20' diameter strike area for magical or natural lightning.

Resist Magic (GAZ-11) Range: Caster Duration: 1 turn per level Effect: Caster resists external control

This spell confers a 50% magic resistance on the caster against mind affecting spells (charm, confusion, illusions, etc.). This is in addition to, and before, any normal saving throws to resist.

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5th Level Spells

Create Normal Animals (PC-01) Range: 30' Duration: 1 turn Effects: Creates 1 or more animals.

Similar to the MU spell create normal monsters, except that only normal animals can be created.

Distance Distortion (HWA 01-03) Range: 10 yards per level Duration 2 turns per caster level (4 turns per elemental HD) Effect: Travel distance is altered. Limitations: The spell only works in an environment composed entirely of one element. Elementals can only travel through their own element.

Mortals can use this spell to halve, or double if the spell is reversed, the distance needed to cover. Thus a 500 yard path can be reduced to 250 yards needed to travel or, if reversed, increased to 1,000 yards. This doesn't change the speed of those affected, so it's not a haste or slow spell, but just the distance travelled during the spell duration.

Elementals can use their connection to their native element to greatly increase their speed. If cast by an elemental, up to one mile can be covered per foot of travel. A 500 mile trip through solid stone would only be equal to 500 feet to those affected by this spell when cast by an earth elemental.

Eye of the Eagle (GAZ-14) Range: Touch Duration: 1 day Effect: Auto hits with missile weapons.

When cast on an individual at the moment of sunrise, that individual will auto hit any creature with a missile weapon until sunset. No to hit rolls are needed, only damage. If the maximum damage is rolled, the character rolls again adding the two values. If the maximum is rolled again this process continues until less than maximum is rolled.

Mass Cure Light Wounds (csp_gtp2) Range: 25’ plus 5’/2 levels Duration: Instantaneous Effect: Heals multiple people at once

When this spell is cast, the cleric heals 1d8+1 hit points in multiple targets. The cleric can heal one creature for every clerical level however no two may be more than 30 feet apart.

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Prepare Enchantment (Champions of Mystara) Range: 1 item Duration: 3 days per level of caster Effect: Increases chance of success for enchantment by 1% per level of caster.

This spell prepares an item to be more receptive to the enchantment process, and thus must be cast before the enchantment begins. When the spell ends, if the enchantment process isn't finished, bonus 1% per level ends.

The spell cannot prepare an already enchanted item nor can it be cast on the same item more than once.

Repel Non-Living Material (GAZ-08 ) Range: 120' Duration: 1 round per caster level Effect: Repels non-living material

Undead, armour and any non-living material is pushed away. If saved vs. magic the item stays where it is.

Rock (PC-01) Range: Caster Duration: 2 turns per level of caster Effect: Allows caster to turn to stone

Similar to the MU spell statue, except the caster turns into a rock which is similar to those in the area.

Spell Turning (Champions of Mystara) Range: 10' per level of caster Duration: 1 round Effect: Reflects one spell back upon the caster.

This spell counter one spell cast within range. It must be cast in the same round as the target's spell. It will not turn any spell that is cast by a higher level spell caster, magical items, spell like powers of a monster or any spell which would not normally affect a living subject such as purify food and water.

In combat the caster of this spell must gain initiative that round for the spell to be effective.

Totem Mastery (GAZ-14) Range: 240' Duration: 1 turn per level Effect: Effects on an individual's totem animal is transferred to the individual.

The caster must capture the totem animal of the intended victim. Once this spell is cast on that animal, any effects put on that animal, such as sleep or poison, is also felt by the individual.

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6th Level Spells

Calm Wind (Champions of Mystara) Range: 360 yards Duration: 1 turn per level of the caster Effect: Calms Winds

This spell reduces mundane gale-force winds, or less, to a slight breeze within the area of effect.

Feast (GAZ-12) Range: 10' Duration: 12 hours Effect: One creature per level

The spell will feed a number of people equal to the level of cleric. Each individual consuming the feast is headed 1d6+1 HP and is cured of all diseases. For the next 12 hours they are blessed with a +2 bonus to all to hit and damage rolls.

Infusion (GAZ-14) Range: Touch Duration: Permanent Effect: Auto pass on save throw.

Blesses up to 1 person per level of the caster with the effect of automatically passing their next saving throw.

Polymorph Natural Objects (PC-01) Range: 120' Duration: Permanent Effect: Changes form of one natural object or creature.

Similar to the MU spell polymorph any object, with two exceptions. 1st the object must be made of wood, flesh or natural minerals. 2nd objects cannot be changed from one "kingdom" to another.

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Shout (GAZ-08 ) Range: 120' Duration: Instantaneous Effect: Special

This spell stuns, deafens, renders unconscious or confuses those affected. The caster adds 1d6 to its HD vs the HD/level of the potential victim. If the victim wins, no effect. If the scores are equal the creature is stunned for 1 round. If the score is 1-3 points for the caster, the creature is stunned for 1d3 rounds and low level (5HD or less) creatures are also deafened. 4-6 points will render the victim unconscious for 2d4 rounds and deadened for 1d4+1 turns. 10+HD victims are allowed a save. If successful they must flee out of the spell range. 7+ point the victim is unconscious (no save) for 3d4 rounds, deafened for 3d4 turns and confused for 18 rounds.

Limitations: non-living objects and undead are immune. The caster takes 1 hp damage each time the spell is cast.

Summon Undine (PC-03) Range: 60' Duration: 1 day per level of caster Effect: Undine fetches one creature or item.

Summons an undine from the elemental plane of water. The caster then describes one creature or item and its approximate location for it to retrieve.

Wrath of Atruaghin (GAZ-14) Range: 240' Duration: Instantaneous Effect: Mass damage

This spell allows the caster to bring divine retribution down on the victims. The caster may cause up to 1d8 points of damage per level (up to 20d8). The damage may be placed on one victim or spread out across multiple victims within range.

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7th Level Spells

Assume Animal Shape (GAZ-08 ) Range: Caster Only Duration: Permanent until ended by will of caster Effect: Changes caster into the shape of an animal.

This spell allows the caster to polymorph into the shape of any living creature. The alignment and intellect of the caster remains the same and he/she/it instantly learns the capabilities of the new form without disorientation. No magical or spell-like natural powers of the form are gained.

Divine Intervention (Alex) Range: 60' (see below) Duration: 6 turns and instantaneous (see below) Effect: Special Divine intervention is usable only by a cleric with 18 (or greater) Wisdom. Due to the immense power involved in this spell, no saving throws are granted for any effect, but anti-magic may still block part of the spell from working. When casting this spell, the cleric must designate a target group within 60'. This group will be affected as by a blight spell. All restrictions of that spell apply. Any creature affected by the blight is then struck with the effects of a cause critical wounds (no attack roll needed and no save granted for either effect). Further, emanating from the caster a bless spell takes effect. It is centered on the caster but otherwise is identical to the normal casting of the spell. All those blessed are also cured of: paralysis, blindness, petrification, poison, disease, curse, and damage as by cure critical wounds. The cures and damage are instantaneous effects that do not have a duration and cannot be dispelled. The bless and blight have their normal durations of 6 turns.

Earthgrip (GAZ-08 ) Range: Touch Duration: Permanent Effect: One creature is attacked by earth.

The target and the caster both roll 1d12. If the target is better by 3 or more there is no effect. Target scores 2 more, the target is slowed to half speed for 1d3 rounds. The target scores 1 more the target is held as a hold person spell. Equal scores has the target take 5d4 damage and is thrown to the ground. Caster scores 1 better, the target a fist of earth appears (5d4 damage +2 to hit) for 1d4+1 rounds. Targets on the ground are thrown to the ground and are unable to cast spells. Caster scores 2 better the target is trapped from the waist down in earth and is immobilized until he/she/it can dig itself free. Caster scores 3 or more, the target is swallowed by the earth and takes 10d6 points of damage and must save vs. spells or suffocate.

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Grant Spells (Limited) (QuantumEFX) Range: Special Duration: Special Effect: Allows the caster to grant limited clerical spells to low level clerics

This spell allows the cleric to at as a conduit to the immortals and grant spells to low level clerics. At 30th level the cleric can grant spells to others. 30th to 32nd level casters may grant 1st level clerical spells to his/her/its followers. The total number of spells granted per day is the cleric's level. 33rd to 35th level casters may grant 1st or 2nd level clerical spells to his/her/it's followers. The number of spells granted per day is the cleric's level or 1st level spells or half (rounded down) the cleric's caster level of 2nd level spells. A mix of 1st and 2nd level spells is possible on a 2 1st level for 1 2nd level rate. At 36th level, the caster may also grant 3rd level spells. Up to 3 times the cleric's wisdom modifier (i.e. 9 (3X3) for clerics with a wisdom of 18 ) in addition to the previous possible 1st and 2nd level grants.

If the cleric has a large following, multiple “grant spells” spells may be needed per day. There is an alternative if the cleric is willing and of level 34 or greater. The cleric can opt to permanently loose 8 7th level spell castings and receive a permanent grant spells with 10 times the normal granting levels. The cleric basically then becomes a low level conduit for the immortals.

Grasping Dark (HWA) Range: Touch Duration: Permanent Effect: Draws victim into a pocket dimension. Limitation: Only available to minions of Thanatos.

This spell draws the victim into a pocket dimension created by the immortal Thanatos. The victim appears to become a silhouette that then recedes into the distance.

A saving throw to resist is allowed. If saved, there is no effect. If the save is failed the victim disappears. How long it takes to disappear depends on the margin of the failed save. On a fail by 1 or 2 points they have up to 2 hours of painful existence, by 7 or more they fade the next round.

A cureall if cast on the victim before they disappear will negate the spell. After they fade only a wish or immortal magic will reverse the effects.

Homeland (QuantumEFX)Range: Sphere with a radius of 10' per caster level Duration: Permanent Effect: Magically alters terrain

This spell allows the caster to permanently change the terrain of a given area. This can create simple effects such as building an oasis in the desert or as complex as a tropical rainforest on the top of a mountain. The power of the spell itself holds back outside terrain from reclaiming the altered area.

The area takes 30 days to change from the original terrain into the new less a number of days equal to the caster's level (always at least one full day).

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Weather will also be affected appropriately. Blizzards or sand storms will be converted to the appropriate storm type (usually rain) that is most appropriate for the new terrain as soon as it hits the outer radius of the spell effect.

If an anti-magic field is introduced into the area, the affected terrain will slowly change back to normal (number of days equal to the level of caster) if the field is maintained. If the field is temporary, the terrain will revert to its magically changed status as soon as the magic is restored.

Multiple castings of this spell, in the same area, will increase the time it would take for the terrain to revert to normal if an anti-magic field was introduced but it won't increase the area of change. For that, the spell must be cast from a different location than the original casting to create multiple spheres that may, or may not, overlap. If a different spell caster is trying to alter an affected area multiple casting of the exact same spell, in the same area, increases the original spell's resistance from being altered. Lower level casters cannot change a homeland spell with another spell (other than anti-magic) including the wish spell. Equal, or higher, level casters have a 10% chance if using a similar spell, or a wish spell, to alter the area plus they gain an additional 10% chance per level that they are greater than the original caster. If the original caster casts the exact same spell in the same area, the original spell is treated as if cast by a caster of one higher level per additional casting, with a maximum of 38th level. Thus an immortal (equal to level 40 casting) will always have at least a 30% chance of altering the spell (10% +2 x 10%), but this blocks mortals from reversing the spell. It should be noted that an immortal could just expend power points and have a 100% chance of altering the area as a 2nd option.

With the primary use of this spell a sylvan forest may be created in the middle of a lake or a major oasis in the middle of a desert. However there is a secondary use to this spell as well, a terrain with slightly magical effects.

Any natural effect (fog, waterfall, rain, wind, etc.) can be manipulated and made permanent in the area as the caster desires. Thus the sylvan forest mentioned above may be constantly shrouded in a thick fog or the oasis may have pockets of gusting wind. For mundane-like effects the entire connected area may be changed with one casting. So if multiple circles overlap, all connected areas are changed by one casting but if the areas don't overlap an additional spell per area must be cast. For more magical effects (sun appears green, lower gravity, water runs uphill, 10,000 foot tall trees, etc.) the spell must be cast over each area as if the spell was being cast for the 1st time.

There is some limitations to this spell. First is that only the terrain and surrounding weather is affected, no animals. When the spell is 1st cast all mundane animals will flee the area and magical animals must save vs. spells or be forced to flee until the spell has finished changing the area. After the spell is done converting the area, the caster can determine if he/she/it wants animals in the area. Mundane animals have no say, they are either allowed or will refuse to enter. If they are forced in they will flee at the earliest opportunity. Magical animals must save vs. spells each round if they are not allowed access or they too will flee the area. If animals are not allowed, the caster may change his/her/its mind and allow full access as a natural effect (mentioned above) or may allow one specific animal type (rabbit, human, zombie, dragon, etc.) as a magical effect (mentioned above). This limitation doesn't extend to animals created, summoned, teleported into the area or gated in by the caster. Thus the caster may have a staff or orcs but orcs are otherwise banned from entering.

The second limitation is that buildings are not created or affected by this spell. Thus the caster must still build structures, they don't form as part of this spell. If external help is needed to build structures, the animal access may be required for at least some time.

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The third limitation is that damage to the terrain (such as trees) don't regenerate instantly if caused by mundane or magical reasons. The damage is reversed over 30 days less the caster's level, with a minimum of one full day.

The fourth limitation is that altered terrain cannot be removed from the affected area and any connecting affected areas. Thus this spell cannot be used to make a resource rich kingdom, no mines full of diamonds. Well there can be huge diamonds laying around, but they will evaporate as soon as they exit the area.

The fifth limitation is that damage may be caused from outside the area into the area, archers can fire into the area, but damage from inside the area doesn't extend out. Therefore archers inside the area will have their arrows evaporate as they fire outside but they can still be shot at.

The sixth limitation is that mundane terrain / items that would naturally extend into the area are just teleport to the appropriate spot on the other side of the enchanted area. Thus a river that flows up to an enchanted glade will not actually pass through the glade to get to the other side, even if there is a river inside the glade that would be appropriate. This ensures that the glade cannot harvest all the fish in the river or poison the river downstream. This limitation doesn't apply to enchanted terrain, such as a rainbow bridge, just mundane natural ones. So a mundane raft will just bypass the glade but a magically enchanted raft will enter the glade. The original caster can create a magical effect (mentioned above) to prevent enchanted terrain / items from entering as well. Another magical effect would be the prevention of all non-intelligent or enchanted items / creatures from even seeing the glade in the 1st place, they are just teleported along as if nothing was out of the ordinary. This obviously doesn't extend to items that PCs/NPC/Intelligent animals who enter the area and bring mundane items with them. This limitation is best left for the DM to moderate.

Lastly, enchanted effects don't extend beyond the area. Lakes stop at the edge of the spell, trees hit the sphere's top and stop growing, underground caverns only go so deep. To get 10,000 foot tall trees, the area of effect must be extended up to that level.

Mystical Skin (QuantumEFX) Range: Caster Duration: 1 turns per caster level Effects: Changes the caster's skin structure while improving his/her AC.

Upon casting of this spell, the caster's skin becomes more reflective to the point of almost glowing. It looks as if the caster was dipped into a clear very high gloss luminescent paint.

The spell improves the caster's AC by 6 points and increases his/her charisma by 1 point. Damage from non-spell based attacks are reduced by 1 point per caster level for each successful hit against the caster. At the same time damage from spell based attacks are reduced by ½ point (rounded down) per caster level per hit. If a save is allowed to reduce spell damage, this reduction is applied after the save.

Thus if a 30th level caster is hit with 2 sword attacks (doing 32 & 20 points) , a missile attack (doing 14 points) and a lightning bolt (doing 26 points before save) in one round. The total damage is reduced from 92 to 13 (or 2 if saved against the lightning bolt).

Level drain effects, save or die spells, dragon breath or other exotic spell (or spell like effects) may bypass this spell at the DM's discretion.

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Plant Fist (GAZ-08 ) Range: 140' Duration: 1 round per level of caster Effect: Animate and controls plants.

The caster can cause 3 trees to animate and obey his/her/its will.

Sea Fury (PC-03) Range: 120' Duration: 1 turn Effect: Causes waves of great force

Creates devastating currents that can affect an area of up to 60 square feet, with an additional 5 square feet per caster level over the 17th. Everything within the area of effect are swept away in a random direction and take 4d10 points of damage. Ships, constructs and buildings take 1d20+20 structural (hull) points of damage and are flung out of the area of effect.

Ship Flight* (Dragon Magazine February 1990 Page 93) Range: 100 yard radius per level Duration: Permanent or until destination is reached Effect: Guides to a destination or reveals the best course among several

When cast on an armada of skyships and flying mounts, or other ships, this spell will guide all those flying vessels affected to a specific destination. If the vessels become separated they will all eventually end up at their destination, short of catastrophic damage. No intervention by the pilot is needed to get to the destination, the vessels will follow the optimal course to their destination.

Detect magic will reveal the spell and dispel magic will have the appropriate chance of dispelling.

The reverse of the spell blocks flying vessels and mounts from detecting the location guarded by the spell, unless the ship flight spell has already been cast on the vessel.

This spell doesn't affect land and sea based transport.

The Thothian Enchantment (Dragon Magazine March 1991 Page 44) Range: Special Duration: Permanent Effect: Binds spirit of being to an object

A two part spell that binds a sentient creature to an object, usually a vessel.

The 1st part of the spell binds the life force of a creature into an object, not unlike a magic jar spell, but the creature still has it's knowledge and any non-physical abilities and skills.

The 2nd part compels the creature's psyche to bind with the object to give the object a form of sentient thought.

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The 1st part of the spell is straight forward, the victim must fail their save vs. spells. If he/she/it fails it is bound to the object in a fashion similar to a magic jar. The 2nd part of the spell is more complex. The caster takes the victim's body, and while looking into it's eyes, becomes a sort of gate to the Plane of Nightmares. The victim is then bound in the Plane of Nightmares until the spell is complete.

Once the victim is in the Plane of Nightmares, the object enchantment may be started. While enchanting the item, the caster cannot cast any other spells, use any magical items or magical abilities until the enchantment is complete.

Every 2d12 hours the caster must pass a temporary insanity check. Magic Users must pass an Intelligence ability score test and a Cleric must pass a Wisdom test. If they fail the test, they loose a half a day's work and will remain insane for 1d4 additional days. Furthermore the caster will temporarily loose 1 point of intelligence (or wisdom for a cleric) with every test failed. Three consecutive failures means the spell has been ruined, the item returns to normal, the victim is lost in the Plane of Nightmares as a semi-mindless husk and the caster become permanently insane and phases into the Plane of Nightmares as well. Lost intelligence for an isolated test loss is restored for every 5 passes tests, 1 per 2d12 hours. The the caster sleeps or at least doesn't work the enchantment he/she/it gains a +5 bonus on the restoring tests.

The enchantment requires 360 hours of work to complete less 12 hours per intelligence (or wisdom for cleric) ability score. Thus a mage with an 18 Intelligence would only require 144 hours of work. The caster may interrupt the work for as long as needed but will still be required to take the tests every 2d12 hours.

The spell automatically works if the caster hasn't become insane by the time the enchantment is complete. Upon completion the caster and the victim's souls to the object. The caster is then able to control the object through the bound victim's mind. The victim can reshape the object at will and physically move any part of the object that is mobile. If the object is mobile, the victim can control the object's path of movement. Conflicts between the victim and the caster may occur, and they are treated in a similar manner as conflicts with intelligent swords.

When the caster dies, the object will loose its powers and the creature's soul will be freed. If the object is destroyed, the caster instantly dies and the creature's soul is consumed by the spell. The enchantment is permanent and cannot be broken by mortal magic.

Transcend Life Force (GAZ 13) Range: Caster Duration: 2d12 hours Effect: Attempt to reach Immortality

The caster contacts his/her/its immortal patron and has a special quest revealed. If this quest is adequately completed, the character gains substantial standing on his/her/its path to immortality.

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8th Level SpellsGrant Spells (Advanced) (QuantumEFX)Range: Special Duration: Special Effect: Allows the caster to grant limited clerical spells to low level clerics (followers).

Under very rare circumstances, a cleric with 3,500,000+ XP (level 36/or level 42 if using 36+ levels) can cast 8th level spells. Possible circumstances include: use of a major artefact, possessing temporary immortal power, the 1st round after destroying an artefact, etc.

In those rare cases the cleric may bestow a boon on his/her/its followers. Up to 180 spells of each level, up to and including 6th level spells, may be granted within a 24 hour period of casting this spell.