Wizard Spells of Terra

By Peter Donis

(NOTE: The spells given in this document are 2nd Edition versions. Stay tuned for a 3rd Edition update!)

In the world of Terra--the campaign world I DM, in case you were wondering :)--there are a variety of unique spells available to wizards, over and above those which form the "core" list of spells well known in all worlds. This article will present a selection of those spells culled from a variety of sources (some specifics about the sources are given below). The spells are chosen to represent those which might possibly be available to wizards of the appropriate levels in the Western Kingdoms of Terra; however, that is not to say that all of these spells would be easy to obtain. For those interested, in what follows I’ll talk briefly about spell availability and the level of magic in general in Terra as a world, to put in perspective the power of the spells (particularly the high-level ones) detailed in this article. (Those who aren’t interested can just skip right to the spells, or to the list of spells by school.)

I consider Terra a world with a "typical" amount of magic, as that term is used in the Dungeon Master’s Guide. Wizards are not common in Terra, but they are not unknown either, and although the general populace does not know much about the details of magic and spellcasting, they know in general terms what the more common spells can do. (Their knowledge of magic might be compared to the average non-technical American’s knowledge of cars: they don’t know in detail how they work, but they know what to expect of them in most common situations.) One would not expect to find low-level wizards in the average village or small town in Terra, and an adventuring wizard passing through might draw some unpleasant reactions if he displayed his powers too openly without any apparent benefit to the citizenry. On the other hand, most larger towns and cities in Terra contain at least a few wizards, and some cities, such as Erennos and Elvendorgn (which are mentioned below in the discussion of spell sources), are active centers of magical research.

Regarding spell availability, the formulae for the majority of the spells listed in the Player’s Handbook can be found by wizards in Terra who are industrious enough to seek them out. Of course, this does not mean that the formula for wish, for example, will be as easy to find as the one for light. It only means that with sufficient time and effort, most of the spells in the PHB can be discovered. What differentiates common spells from rare ones is the amount of time and effort required. There are also some PHB spells which are not available to wizards in Terra through normal means (by "normal" I mean the methods listed in Chapter 7 of the DMG: going up in level, copying from spell books of other wizards, scroll research, and study with a mentor). Most of these are higher-level spells, particularly those with highly lethal effects that do not allow normal healing or resurrection, such as death spell and similar Necromancy spells. Finally, most wizard spells from any source other than the PHB are not available in Terra through normal means; some exceptions have arisen in cases of spells which are so obviously useful (such as copy from the Complete Wizard’s Handbook or etherealness from Player’s Option: Spells & Magic) that I judged that the formulae, once discovered (which means once the DM had read the book), would not have remained secret very long.

In view of the above, the spells presented in this article are not intended to show what is common or typical in Terra. They range from common spells (such as sunburst) all the way to spells which even most high-level casters will never see (such as enslavement or fire of death). The latter spells are included partly to show that there are indeed high-level characters in Terra (and also high-level opponents), but this does not mean that even those characters will use them often. Also, some spells in this article (particularly the elvish ones) can only be obtained from one particular source, which further limits the number of wizards who know them.

Sources for the Spells

As noted above, the spells in this article come from a variety of sources, but in general these fall into two groups. Most historians of Terra agree that wizardly magic was first discovered by the ancient elves, many centuries before any other races had appeared in the lands that are now the Western Kingdoms. The elves themselves claim that all other races which can use such magic were taught it by their ancestors; while this is almost certainly an overstatement, it is true that the elves even now seem to have access to magical knowledge that other races do not possess. For example, some specialty schools of wizard magic are only known in Terra because elvish specialists in them have appeared in the histories.

One reason for believing that the elves were not the only race to have independently discovered wizardly magic, however, is that ancient human sources are also known to exist. The origin of these is still unknown, but the most widely accepted dating places them before the first known contact between humans and elves. Even during the Ancient Wars, when most humans were simply unable to match the magical power of the elves, there were always a few innovators among human wizards who came up with new concepts at crucial times. Also, during the Dark Age which preceded the current flowering of the Western Kingdoms, contact with the elves was virtually nonexistent, and any progress humans made in magical research was due solely to their own efforts.

Today in the Western Kingdoms, a fair number of human wizards are still trained by the elves. They tend to stand out because of the conscientious way in which they think through the implications of their spells before casting them (where possible--obviously doing this in the middle of combat is not a good idea), which is the chief tenet of the elvish philosophy regarding magic use in Terra. However, there has always been a strong element of human society that prides itself on independence, not just from the elves, but from all non-human sources of aid. Human wizards who hold to this philosophy tend to be quicker to act, confident that their powers will suffice to deal with problems as they arise.

One other general source of magical knowledge in Terra deserves mention here. Some time before the War of the Gods, which ended Terra’s ancient period, a group of human mages established the Land of Wizards in a mountain-ringed valley north of the Western Kingdoms. Much mystery still surrounds this event and the land it created; its people remained uninvolved in the Ancient Wars, and no contact was had with them until after the Great War which was fought in the Western Kingdoms some 50 years ago. Since that contact, however, some wizards from this mysterious land have become more visible in the Kingdoms, and the people there are becoming aware that here is another potentially vast source of magical knowledge--although not everyone agrees that that is a good thing (see the discussion on the Codex Metamagica, below).

Two specific sources of magical knowledge in Terra are referred to in some of the spell descriptions below, so I will tell a little bit about them here.

The Library of Elvendorgn. Elircon, the first leader of the gray elves in Terra, built the city of Elvendorgn 2,904 years before the War of the Gods, and it remains the oldest city known in Terra. When the city was built, he also established a Library there, which among other things was intended to serve as a central repository for the elves’ magical knowledge. Elircon claimed in writings which remain extant in the Library (he himself vanished from mortal knowledge more than two thousand years ago) that every spell ever invented or discovered by elves was recorded in the Library’s volumes. Most elves, and indeed most wizards of any race, still believe this to be true, but certain scholars have reason to suspect that there are other hidden sources of elven magical knowledge which contain spells not found in Elvendorgn.

The Library takes up most of the space in the Tower of Elircon, which is a tall spire of white marble and stone with a triangular base (elvish architecture in Terra favors triangles and hexagons instead of squares) that occupies the center of the ancient Elvish Citadel of Elvendorgn, around which a great modern city and seaport has grown over the last century. Adventurers from all over the Western Kingdoms, and from many lands much farther away, come to Elvendorgn every year, but very few manage to gain access to even a single volume of Elircon’s Library.

The Codex Metamagica. Algoth of the Land of Wizards recently made quite a stir in the city of Erennos, a favorite base of adventurers in the Western Kingdoms, when he revealed the existence of this set of four volumes concerning magic. The Codex consists of an initial volume written by Algoth himself, and three spell books about whose origin Algoth is unclear. The initial volume contains a highly technical scholarly discussion of what Algoth calls "metamagic", spells and effects that target or act on other spells and effects (the School of Metamagic is discussed further below).

According to those few sources who have had a brief sight of the Codex, the introductory volume is a fairly thick tome with red leather covers, bearing a complex tracery design in thin gold leaf that is a trademark of the Land of Wizards. The three spell books are even larger and bulkier, bound in black leather with the same tracery design in silver. All three spell volumes are kept together in a black case that is closed by a very well made (and probably magical) lock. The case appears to be leather, but all attempts to see inside it by divination have failed, so it is presumed to contain some kind of alloy that prevents magical (and psionic--that has also been tried) energy from entering. On the outside of the case, front and back, is Algoth’s personal wizard mark, a red triangle with three gold stars, which is well known in the Western Kingdoms--and well known to herald a variety of traps for the unwary.

One of Algoth’s purported reasons for publicizing the Codex was to make knowledge concerning the mysterious discipline of Metamagic more widely available. Since a number of the spells herein fall into this category, here is a bit about what is presently known of Metamagic in Terra.

The School of Metamagic

Scholars and sages in the Western Kingdoms have debated for centuries whether Metamagic is a genuine School of Effect. A fair number of wizards have made strenuous efforts to try and discover any special powers related to this group of spells, if such exist. Others claim that as more wizards turn their attention to Metamagic, new spells and new powers may well arise on their own. Indeed, one theory of magic in Terra states that this is exactly what happened with the currently known schools: in the beginning, there were only mages, but as they researched various areas, they began to specialize, and when enough of them had specialized in a given type of magic, it became a full-fledged School.

Algoth’s revelation of the Codex Metamagica might well be an effort on that wizard’s part to help make Metamagic a full School of Effect. Many wizards in the kingdoms, however, do not agree with his often-expressed conviction that magical knowledge should not be kept secret, but should be spread widely for the better benefit of all. The elves, in particular, have strongly opposed this point of view--although many human wizards view this as nothing more than jealousy that humans can make significant magical discoveries too. However that may be, the elves do have a valid point: as the renowned gray elf fighter/mage Balerion Elexeal recently said in the midst of a debate on this topic, "If every human wizard took the same responsibility we do for using his power wisely, we would not have to have this discussion."

Currently in Terra there are wizards who claim Metamagic as their school of specialization, but so far none of them have been able to gain any special benefits such as saving throw bonuses, increased chances to learn spells, additional spell memorization slots, or the like because of this. In game terms, certain spells in this article have Metamagic listed as a school, but it is up to the DM whether wizards can specialize in this school, and whether such specialization grants any benefits similar to those gained by other specialist wizards.

Note to the DM: A significant number of the spells presented here are potential "game-breakers" in the sense that they allow wizards to circumvent some of the limitations placed on them by the rules (many of these fall into the Metamagic school discussed just now). The potential effects of these spells should be thought through carefully before allowing wizards in your campaign to learn and use them.

Spell List by School Back to top of file

For easier reference, I have listed below all the spells given in this article by School of Magic.

Abjuration

Freedom of Movement (4th)

Mirror Gaze (4th)

Magic Circle (5th)

Minor Spell Immunity (5th)

Reflection (7th)

Spell Immunity (7th)

Improved Spell Immunity (9th)

Alteration

Algoth’s Material Modification (4th)

Mirror Gaze (4th)

Telesight (4th)

Transmute Water to Lava (5th)

Hidden Lock (6th)

Algoth’s Able Activation (8th)

Teleportation Gate (8th)

Re-Integrate (9th)

Ward of Power (9th)

Artifice

Silver Weapon (3rd)

Hidden Lock (6th)

Teleportation Gate (8th)

Ward of Power (9th)

Conjuration/Summoning

Magic Circle (5th)

Communication Link (6th)

Alaron’s Visi-Screen (7th)

Tidal Wave (9th)

Ward of Power (9th)

Dimension

Mirror Gaze (4th)

Communication Link (6th)

Alaron’s Visi-Screen (7th)

Teleportation Gate (8th)

Divination

Mind Probe (4th)

Elemental (Fire)

Transmute Water to Lava (5th)

Fire of Death (9th)

Elemental (Water)

Transmute Water to Lava (5th)

Blizzard (9th)

Tidal Wave (9th)

Enchantment/Charm

Charm To Other (2nd)

Silver Weapon (3rd)

Freedom of Movement (4th)

Mind Probe (4th)

Calm (6th)

Mental Enfeeblement (6th)

Mass Hold (7th)

Mass Sleep (8th)

Total Enfeeblement (8th)

Concentration (9th)

Enslavement (9th)

Mentalism Arcane (9th)

Evocation

Sunburst (1st)

Spell Ventriloquism (2nd)

Galan’s Grandiose Gesturer (3rd)

Casting Control (6th)

Communication Link (6th)

Spell Trigger (6th)

Alaron’s Visi-Screen (7th)

Reflection (7th)

Algoth’s Able Activation (8th)

Teleportation Gate (8th)

Blizzard (9th)

Fire of Death (9th)

Improved Casting Control (9th)

Improved Spell Trigger (9th)

Multiple Contingency (9th)

Retributive Strike (9th)

Tidal Wave (9th)

Force

Alaron’s Visi-Screen (7th)

Reflection (7th)

Geometry

Magic Circle (5th)

Ward of Power (9th)

Illusion/Phantasm

Spell Ventriloquism (2nd)

Galan’s Grandiose Gesturer (3rd)

Hidden Lock (6th)

Mentalism

Charm To Other (2nd)

Mind Probe (4th)

Calm (6th)

Mental Enfeeblement (6th)

Concentration (9th)

Enslavement (9th)

Mentalism Arcane (9th)

Metamagic

Spell Ventriloquism (2nd)

Galan’s Grandiose Gesturer (3rd)

Algoth’s Material Modification (4th)

Casting Control (6th)

Spell Trigger (6th)

Algoth’s Able Activation (8th)

Improved Casting Control (9th)

Improved Spell Trigger (9th)

Multiple Contingency (9th)

Retributive Strike (9th)

Necromancy

Fire of Death (9th)

Mass Enervation (9th)

Song

Charm To Other (2nd)

Calm (6th)

Mass Hold (7th)

Mass Sleep (8th)

Enslavement (9th)

Mentalism Arcane (9th)

New Wizard Spells Back to top of file

Sunburst

(Evocation)

Level: 1

Range: Special

Components: V, S

Duration: Special

Casting Time: 1

Area of Effect: Special

Saving Throw: None

This spell instantaneously creates a brilliant flash of light above the caster’s head, which blinds all creatures viewing it for 1 round per level of the caster, up to a maximum of 10 rounds (not including the round in which the spell is cast). The caster is not affected by the burst, but any friendly creatures viewing it are; note, however, that creatures must be looking in the direction of the burst to be affected (i.e., it is not reflected or scattered by the surroundings, but only perceptible by direct line of sight--it is not like a normal light source). The spell has no effect on creatures not sensitive to some part of the electromagnetic spectrum. To cast the spell, the wizard simply raises an arm high above his or her head and cries "Poof!" as loudly as possible.

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Charm To Other

(Enchantment/Charm; Mentalism; Song)

Level: 2

Range: 120 yards

Components: V, S

Duration: Special

Casting Time: 2

Area of Effect: One person

Saving Throw: Neg.

This spell is similar to the 1st-level spell charm person (q.v.), except that the object of the target’s charmed devotion need not be the caster, but may be any person designated by the caster. The effects and restrictions of this spell are the same as for charm person in all respects not otherwise noted herein. The person who is designated by the caster to control the charmed target must be present and within the spell range (as well as the target creature, of course) when the spell is cast. However, once the spell effect begins, the caster may leave the area; only the person who controls the charmed target must remain within range of the target.

Marginal notes in the Library of Elvendorgn’s copy of this spell indicate that the ancient elves primarily used it to allow non-wizards to interrogate or otherwise deal with charmed prisoners, in situations where there weren’t enough wizards to go around.

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Spell Ventriloquism

(Illusion/Phantasm, Evocation; Metamagic)

Level: 2

Range: 5 yards/level, maximum 50 yards

Components: S, M

Duration: 1 round + 1 round/level

Casting Time: 2

Area of Effect: One creature or object

Saving Throw: None

This spell allows the caster to have the verbal components of her spells produced by another creature or inanimate object. During the duration of this spell, any required verbal components for other spells the caster casts seem to issue from the chosen target creature or object. Thus, the caster can cast spells even if gagged or otherwise prevented from speaking. The target must be within the spell range, and must remain so during the duration of the spell; if the target or the caster moves out of range, the spell ends.

Note that if the target creature or object is prevented from generating sound (e.g., if the target is within the radius of a silence spell), this spell fails; the spell verbal components must still be produced as actual sound. Thus, this spell cannot duplicate the effects of the vocalize spell (q.v.). However, the target creature does not have to have the ability to speak for this spell to function; the sound required for spell verbal components seems to come from the target creature, but is actually produced magically without the target's vocal apparatus being involved.

The material component of this spell is a sheet of finest paper (twice the cost of ordinary paper) rolled up into a small cone.

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Galan’s Grandiose Gesturer

(Illusion/Phantasm, Evocation; Metamagic)

Level: 3

Range: 0

Components: V

Duration: 1 round/level

Casting Time: 3

Area of Effect: 6-foot radius

Saving Throw: None

This spell calls into being a phantom image of the spellcaster, which can produce the somatic components of other spells. Any required somatic components for other spells the caster casts during this spell’s duration are given by the gesturer. Thus, the caster can continue to use spells requiring somatic components even if bound hand and foot, provided he is able to speak any required verbal components and has any required material components on hand. Only spells cast by the caster of the gesturer can have their somatic components produced.

Note that, although the gesturer is an illusion, it cannot be prevented from functioning simply by disbelieving it. Onlookers who disbelieve the illusion will realize what is going on, but the only way to stop the gesturer is to dispel it (see below).

The movements of the grandiose gesturer tend to be rather florid and exaggerated, so that even subtle somatic components are easily noticed by onlookers. If the casting subtlety rules from the Player’s Option: Spells & Magic book are in effect, any spell whose somatic component is provided by the gesturer gains an additional +2 to its subtlety rating.

The grandiose gesturer cannot be physically harmed or affected in any way; however, it can be dispelled prior to the expiration of its normal duration. It can also be dispelled by the caster at any time.

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Silver Weapon

(Enchantment; Artifice)

Level: 3

Range: Touch

Components: V, S, M

Duration: 5 rounds/level

Casting Time: 2 rounds

Area of Effect: Weapon(s) touched

Saving Throw: None

This spell temporarily allows an ordinary weapon to hit creatures that are normally hit only by silver or magical weapons. The spell does not give any actual combat bonuses to the weapon, but it allows it to strike at creatures with varying levels of protection according to the caster’s level, as shown in the following table (note that each level also includes all previous ones).

Caster Level Can hit creatures hit by
5th-6th Silver weapons only
7th-9th +1 or better weapon
10th-12th +2 or better weapon
13th & up +3 or better weapon

The spell can affect one melee weapon, or one small missile such as an arrow, quarrel, or bolt per round. Casting this spell on a bow or other missile weapon is possible, but will have no real effect, as the weapon does not impart its hitting power to the missiles it shoots. Missiles enchanted by this spell lose their dweomer after successfully hitting a target (but as noted above, one missile can be enchanted per round of the spell’s duration); an affected melee weapon retains its enhanced powers for the full duration of the spell.

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Algoth’s Material Modification

(Alteration; Metamagic)

Level: 4

Range: 0

Components: V, S

Duration: 1 round/level

Casting Time: 4

Area of Effect: The caster

Saving Throw: None

By means of this spell, a wizard may alter the required material components of other spells he casts. During this spell’s duration, any item currently in the caster’s possession may be substituted for a material component for any spell he casts, subject to the following two conditions:

(1) Both the component to be replaced and the item that is to substitute for it must be of nominal value; that is, neither item can cost a significant amount of money to obtain. The exact formulation of this standard is up to the DM, but in general, any material component whose gp value is listed in its spell description is not considered to be of nominal value.

(2) Neither the substituted component nor the item it is substituting for can be of exotic, monstrous, or extraplanar origin. Thus, for example, cockatrice feathers, ogre mage eyelashes, and similar items are excluded.

This spell does not change the number of material components required for another spell; the substitution must be one-for-one, so that a spell which requires two material components would require two substituted items. This spell can only affect the casting of one other spell per round; however, there is no limit to the number of items which may be replaced, as long as they are all material components for the same spell.

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Freedom of Movement

(Abjuration, Enchantment/Charm)

Level: 4

Range: Touch

Components: V, S, M

Duration: 5 rounds/level

Casting Time: 4

Area of Effect: Creature touched

Saving Throw: None

This spell is effective against magic spells and spell-like powers that impede movement (including spells such as web or slow and magic items such as iron bands of Bilarro), and also against non-magical items or effects (such as the webs of giant spiders, weapons such as whips and nets, or even ordinary bonds or shackles). Any such item or effect is simply unable to restrict the subject of this spell. This does not prevent weapons or other effects from causing damage; it only prevents any effects that would restrict movement. This spell does not allow freedom of movement in abnormal environments (e.g., underwater).

The material component of this spell is a silk scarf which must be worn around the affected creature’s neck. The scarf disintegrates when the spell expires.

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Mind Probe

(Divination, Enchantment/Charm; Mentalism)

Level: 4

Range: 5 yards

Components: V, S, M

Duration: 1 round/level

Casting Time: 4

Area of Effect: One creature

Saving Throw: Special

This spell allows the caster to probe the subject creature’s mind for information for an extended period of time (one round per level of the caster). The subject of the spell, if unwilling, is allowed an initial saving throw vs. paralyzation (adjusted for Wisdom) to resist the effect. If the subject of the spell meets the caster’s gaze during the casting, there is a -2 penalty to this saving throw. No additional saving throws or bonuses are given to protect sensitive information or for wary or suspicious subjects. The caster must be able to see the subject when the spell is cast.

If the subject creature fails its saving throw, it will remain still and quiet for the duration of the spell, except for obeying simple movement commands from the caster (e.g., to sit down). The caster may then probe the subject’s mind to gain the answer to one question per round until the spell expires. Verbal questioning may be used, but is not required; the information may be gained by mental power alone as long as the caster can see the subject’s eyes. The questions answered do not have to be yes/no questions only, but the information gained must be of the same general order of complexity; e.g., questions such as "How many guards are waiting behind the iron gateway?" are allowed, but probes such as "Give me complete directions to the Castle Garth!" are not. The information gained may be of any level of sensitivity or importance to the subject without imposing additional penalties or requirements.

Although the questions asked and answers given need not be spoken aloud (after the initial casting of the spell), the subject creature’s mind will still provide information in a language-linked fashion, so that a comprehend languages or similar effect must be used to understand the answers if the caster does not speak the subject’s language (see above). Only information which could be consciously recalled by the subject can be gained through this spell; it cannot reveal unconscious or instinctive knowledge, motivations, or desires. The spell also cannot reveal information which is magically warded or otherwise protected. The DM has the final judgment on what information can be gained through this spell.

During the last round of the spell’s effect, the caster may, instead of probing for the answer to a question, choose to give a brief suggestion (see the 3rd-level spell suggestion). If this is done, the subject gains a second saving throw vs. magic to avoid carrying out the suggestion. This save is at a -2 penalty because the subject is in an unusually receptive state of mind. Note that the caster must be able to speak the subject’s language to give a suggestion (or must use a tongues spell or similar effect), even though this is not required for the rest of this spell’s effect. In any event, the subject of the spell does not remember afterwards that the spell took place, or what happened during it; the time taken up by the spell is experienced simply as a short period of unconsciousness.

The material component of this spell is an elvish silver or electrum piece; the only known source at present is the Library of Elvendorgn, and not enough human wizards have had access to it to research an alternate version with a different material component. Elvish coins are not normally used for trade in human kingdoms or societies, so it may be necessary for a non-elven wizard to travel some distance from his home base to find them.

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Mirror Gaze

(Abjuration, Alteration; Dimension)

Level: 4

Range: 0

Components: V, S

Duration: 40 rounds

Casting Time: 4

Area of Effect: Special

Saving Throw: Neg.

This spell is a useful defense against creatures with gaze weapons, which is more capable than the gaze reflection spell (q.v.). Against "active" gaze weapons, such as that of a basilisk, the shimmering mirror-like field called up by the spell acts similarly to its 1st-level cousin, but the saving throw of the creature with the gaze weapon is at -2 due to the potency of the dweomer. However, the field also affects "passive" gaze weapons, such as that of the medusa, just as if the creature were looking in a mirror. Saving throws against this effect are normal, since it is considerably more difficult to "capture" passive-gazers in this way.

It should be noted that the effects of this spell also extend into the Astral and Ethereal planes against creatures who can extend their gazes from those planes to the Material, and vice versa.

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Telesight

(Alteration)

Reversible

Level: 4

Range: Touch

Components: V, S, M

Duration: 1 turn/level

Casting Time: 1 round

Area of Effect: One creature

Saving Throw: None

This spell magically alters the lenses of the eyes of the recipient so that they can function as telescopes, enabling the creature to see things at great distances. The reverse, microsight, alters the eyes to function as microscopes, enabling the recipient to see things that are very small. In either case, the wizard takes the material components, two lenses crafted from quartz, and places them over the eyes of the object of the spell (which may be the casting wizard, but need not be). The lenses must be held there for a full round, after which they vanish and the spell takes effect.

For the duration of the spell, the recipient may change the "focal length" of his or her eyes as many times as desired, but no more often than once per round, focusing at any distance up to the maximum spell power. Each change happens instantly, but if a change is made during combat, it imposes an additional –1 penalty to the subject’s initiative for that round (if a change is made at the end of a round, the penalty is imposed on the following round). Vision may be extended by a multiplicative factor equal to the level of the wizard in the direction applicable for the version of the spell being used.

The spell cannot be negated once in effect except by a dispel magic cast upon the recipient, which will cause blindness in that creature for 1 round. If the spell expires normally, the vision of the target creature simply returns to normal with no ill effects (but with the same initiative penalty as above if the spell expires during combat). Note that, since the vision of the recipient is under that creature’s conscious control, this spell cannot be used to force a creature to focus vision at the wrong distance.

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Magic Circle

(Abjuration, Conjuration/Summoning; Geometry)

Level: 5

Range: 30 yards

Components: V, S, M

Duration: Instantaneous

Casting Time: 5

Area of Effect: 30-foot diameter circle

Saving Throw: None

This spell is used in dire situations when a dangerous creature has been summoned unexpectedly from another plane. It conjures a magical protective circle around such a being, similar to those normally drawn or traced on the ground in a specific area in preparation for such summoning; however, the circle is magically called into being, and physical tracing of the protection’s area is not required. The material component of the spell is a mixture of iron and silver dust, which is tossed into the air as the spell is spoken; the dweomer then swirls this dust into the required circle of protection--hopefully before the summoned creature has had time to react!

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Minor Spell Immunity

(Abjuration)

Level: 5

Range: Touch

Components: V, S, M

Duration: 1 turn/level

Casting time: 1 round

Area of Effect: Creature touched

Saving Throw: None

This spell, along with its higher-level cousins (detailed later in this article) is similar in purpose to the spell known in other worlds as Serten’s spell immunity (which is not known to wizards in Terra in the form usually seen in other worlds), but it differs from that spell in several important details. The spell can only affect one creature, and it protects against a slightly altered set of mind-affecting spells (all spells belonging to the Mentalism school, and similar spell-like effects such as psionic powers or magical items such as a rod of beguiling) of 1st-5th level (for this level version of the spell). It gives saving throw bonuses against all protected spells according to the table in the Player’s Handbook for the Serten’s spell immunity spell--note that this includes allowing a saving throw against effects that would normally not allow a saving throw.

The material component is any gemstone (a diamond is not required) of at least 100 gp value, which must be kept on the person of the creature to be protected by the spell. When the spell expires, the gem is consumed.

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Transmute Water to Lava

(Alteration; Elemental Fire, Elemental Water)

Reversible

Level: 5

Range: 20 yards

Components: V, S, M

Duration: Permanent

Casting Time: 5

Area of Effect: One 10-foot cube/level

Saving Throw: None

This spell enables the caster to change water to lava, and the reverse, transmute lava to water, changes an equal amount of lava to water. Note that the spell will not work on magical water, such as a magical pool or water elemental, or on holy or unholy water. The material component is a volcanic rock which must be thrown into the water while the spell is uttered. For the reverse of the spell, note that no material component is required. A dispel magic will not restore lava created by this spell to its original form; only the reverse of the spell can do so.

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Calm

(Enchantment/Charm; Mentalism; Song)

Reversible

Level: 6

Range: 5 yards/level

Components: V, S

Duration: Instantaneous

Casting Time: 6

Area of Effect: 40-foot cube

Saving Throw: Special

This spell dispels or cancels all effects, normal or magical, that affect the emotions of the target creatures (all within the chosen area of effect). This includes spell effects such as fear, the effects of innate powers of monsters or extraplanar creatures, and the effects of symbols and the like. It also includes non-magical emotional effects such as the fear of combat manifested by a failed morale check. The spell does not remove the source of the emotion (e.g., a symbol); it only dispels its effects on the target creatures. The spell also does not dispel charms and similar effects that control or affect the subject’s mind; the effect is limited to emotions only.

The effect of this spell is instantaneous and permanent; the target creatures are free to act in whatever fashion they would have without the dispelled or canceled emotional influence. However, this spell does not provide continued protection; re-exposure to the source of the emotional influence--looking at a symbol again, or going into combat again and failing another morale check--will have its normal effect. Note that in rare cases, a target of this spell may not wish to have an emotion dispelled (e.g., a berserker); in such cases, that particular target gains a saving throw vs. magic, adjusted for Wisdom, to avoid the effect.

The reverse of this spell, improved emotion, functions as a more powerful version of the 4th-level spell emotion (q.v.). This version of the spell affects all creatures in the chosen area for as long as the wizard maintains concentration. For any emotion (of those listed in the emotion spell description) that gives a specific penalty or bonus to the target creatures (e.g., berserker rage gives +1 on all attack rolls), the reverse of this spell gives double the penalty or bonus (e.g., +2 for berserker rage). For these emotions, the target creatures gain a saving throw vs. magic, adjusted for Wisdom, to avoid the effects.

For emotions which do not give specific penalties or bonuses (e.g., friendship), the target creatures must save at -2 to avoid the reversed spell’s effect, and do not get any bonuses for high Wisdom scores. Also, such emotions will continue to affect the target creatures for 1d4 rounds after the spellcaster stops concentrating on maintaining the effect.

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Casting Control

(Evocation; Metamagic)

Level: 6

Range: 0

Components: V, S, M

Duration: 1 round/level

Casting Time: 1 round

Area of Effect: The caster

Saving Throw: None

According to Algoth’s notes in the Codex Metamagica, this spell was originally developed by the elves of ancient days to overcome what they saw as the major weakness of wizards in combat. However, the elvish version of the spell has never become general knowledge (it is not in the Library of Elvendorgn, at least not the part the elves allow non-elves to view), and the formula which Algoth made available in the Codex was developed by him based on what little information from the ancient elves he was able to find.

For as long as this spell is in effect (starting in the round after it is cast), any spell of 6th level or lower that the wizard begins casting in a given round cannot be interrupted by successful attacks on the wizard during that round. The spell’s effect ends if the caster dies, loses consciousness, or suffers any attack that affects the mind; any successful attack that has one of these effects also disrupts whatever spell the wizard was casting at the time. This spell does not allow the caster to maintain concentration on spells such as illusions that were cast in previous rounds; it only affects spells that are actually being cast in the round in which the attack against the caster succeeds.

This spell does not allow the caster to completely disregard initiative in casting spells; it only protects spellcasting that begins earlier in the round than any attacks which cause the caster damage. For example, the wizard Kek has a casting control in effect, and decides to cast a death spell at a fighter who is annoying him. He rolls an unmodified 5 for initiative, and the fighter rolls a 4. The fighter is using a short sword (speed factor 3), so his modified initiative is 7; his attack will occur prior to the spell taking effect (spell casting time 6, for a modified initiative of 11). However, Kek will actually begin casting the spell at initiative 5, so the casting control will enable the spell to complete despite the hapless fighter's attack. If the fighter had been lucky enough to roll an unmodified 1 for initiative, his attack would have occurred prior to the start of Kek’s casting, and so he would have disrupted Kek despite the casting control.

The material component of this spell is a nail-paring or strand of hair from an extraplanar creature having some innate magical ability, of the same alignment as the caster. Algoth reports that the elvish version of the spell allowed elven wizards (but only elves) to use a similar body part from an elf; ancient elven wizards commonly used strands of their own hair cut for the purpose.

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Communication Link

(Evocation, Conjuration/Summoning; Dimension)

Level: 6

Range: Special

Components: V, S, M

Duration: 1 round/level

Casting Time: 1 round

Area of Effect: Special

Saving Throw: None

This spell is an altered and enhanced version of the 5th-level spell sending (q.v.) which allows continuous, extended voice communication between the caster and another creature. Unlike its precursor spell, this spell only works when the target creature is on the same plane of existence as the caster, but subject to this restriction the range of the spell is unlimited. The target creature’s name and appearance must be known, however, just as with a sending spell. The spell does not grant any other powers of communication besides the voice, and does not confer the ability to comprehend languages not otherwise known. Normally, the voices of the caster and the target creature are inaudible to anyone except each other; however, at the caster’s option, the voices can be heard by others, just as if the people speaking were physically present in the other location. Note that the caster does not have to do anything to get the target creature’s attention other than to begin speaking once the spell takes effect; his or her voice will be automatically heard by the target creature. The target is by no means required to respond, but every word spoken by the target will be heard by the caster whether the target wants this or not (and vice versa--i.e., neither the target nor the caster can choose what spoken words the other will hear during the spell).

The material component for this spell is the same as for a sending spell.

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Hidden Lock

(Alteration, Illusion; Artifice)

Level: 6

Range: Touch

Components: V, S

Duration: Permanent

Casting Time: 6

Area of Effect: One portal

Saving Throw: None

This spell combines a wizard lock (q.v.) with an illusionary wall effect (q.v.) to not only secure a portal but also render it indistinguishable from the surrounding wall. The portal is undetectable by divination spells or similar magic, and elves passing near it will note nothing unusual. A gem of seeing or similar device will reveal that there is a portal, but it remains wizard locked even if detected.

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Mental Enfeeblement

(Enchantment/Charm; Mentalism)

Level: 6

Range: 5 yards/level

Components: V, S, M

Duration: Permanent

Casting Time: 6

Area of Effect: One creature

Saving Throw: Neg.

This spell takes the form of a ray, similar to the 2nd-level spell ray of enfeeblement (q.v.), but it affects the Intelligence of the target creature rather than its Strength. Unlike the feeblemind spell, which has a similar effect, this spell is not specifically targeted at magic-using creatures; any creature which has an Intelligence score (either an ability score or a monster Intelligence rating) can be affected. The ray projected by this spell reduces the target creature’s Intelligence to 3 (or Low) unless it makes a successful saving throw vs. magic, adjusted for Wisdom. Thus, if the saving throw fails, the target cannot cast spells or use spell-like or psionic powers, or take any other actions that require normal or greater Intelligence. The enfeeblement is permanent unless a heal or wish spell is used to cancel the effect.

Magic-using creatures, although not specifically targeted by this spell, do suffer the same saving throw penalties as for the feeblemind spell (note, however, that priests do not get bonuses), and do not gain any bonuses for high Wisdom, as they are more susceptible to the effect.

The material component of this spell is a small sphere of clear crystal, which must be shattered as the spell is cast.

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Spell Trigger

(Evocation; Metamagic)

Level: 6

Range: Touch

Components: V, S, M

Casting Time: 1 turn

Duration: 1 day/level

Area of Effect: One item

Saving Throw: None

This spell is similar to the 6th-level spell contingency (q.v.), but it is cast upon an inanimate object rather than on the caster. The spell to be stored for release by the trigger is cast following this spell, just as with a contingency, but the condition for the release of the stored spell is specified in terms of the item rather than the caster. Thus, the spell could be released whenever the item is broken, thrown to the ground with a certain force, immersed in water, etc.

Unlike the contingency spell, the spell stored in a spell trigger need not affect only the enspelled item; however, it cannot require any parameters to be specified at the time of release. Thus, spells which require specifying a target, range, direction, etc. can only target the item itself, and must have all other parameters pre-determined (e.g., if a fireball were to be triggered, it would have to burst with the item as its center, or at a point pre-indicated, thus "burst 20 yards north of the item"--but a condition such as "burst centered on the nearest creature to the item" would fail).

Spells of 6th level or lower can be stored in a spell trigger, provided their level is no more than 1/3 the caster’s level, just as with a contingency.

The item to hold the trigger takes the place of the statuette required for the contingency spell, but the other material components of that spell are the same for this one (100 gp worth of quicksilver and the eyelash of a spell-using creature).

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Alaron’s Visi-Screen

(Evocation, Conjuration/Summoning; Dimension, Force)

Level: 7

Range: Special

Components: V, S, M

Duration: 1 round/level

Casting Time: 1 round

Area of Effect: Special

Saving Throw: None

This spell was developed by the elvish historian and mage Alaron Elicsir in order to facilitate communication with the various heroes he always had in the field on different projects. It creates a shimmering screen in the air, approximately four feet wide by three high, which can be used for long-range communication, while at the same time conjuring up a similar screen at the intended destination of the spell. The range of the communication is unrestricted, provided that the destination is on the same plane of existence and familiar to the spellcaster (i.e., he or she has been there before and can form an accurate mental picture of the place). Once activated (which takes 1 full round), the two screens send each other sight and sound information based on what is directly in front of them, and display in turn the information so received. Thus, a group of persons can stand in front of each screen and see and hear each other, holding a conversation, showing maps or other items, and so forth. Note that the destination location’s screen appears in the air exactly where the caster "places" it mentally, but nothing else happens to get the attention of anyone who might be there; the voices of people at the source end can be heard from a normal distance at the other end, and the empty destination area can be seen, but that is all. The screen can, of course, be used for scrying in this way, but anyone entering the destination area would immediately see the screen, since it cannot be hidden or made invisible. Thus, this spell is most useful at prearranged contact times, or when some other means exists for warning the recipients of the communication that it is coming (such as a sending spell).

The screens created by this spell last for 1 round per level of the caster, but can be dispelled earlier at the caster’s will (though they cannot be brought back once dispelled). The material component for this spell is a small piece of absolutely clear glass.

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Mass Hold

(Enchantment/Charm; Song)

Level: 7

Range: 60 yards

Components: V, S, M

Duration: 1 round/level

Casting time: 7

Area of Effect: Up to 1 creature/level in an 80-foot cube

Saving Throw: Neg.

This spell immobilizes up to one creature of any type per level of the caster. All affected creatures must be within a cube 80 feet on a side, whose center is within the spell range. All affected creatures must be within sight of the caster.

Target creatures may make a saving throw to avoid the effect. If more than four creatures are targeted, all saving throws are normal; if three or four creatures, each saves at -2; if only two, each saves at -4; and if a single creature is targeted, it saves at -6.

Held creatures cannot move or speak, but can use abilities not requiring motion or speech, and continue to suffer the effects of wounds, disease, or poison. The caster can end the spell with a single word at any time prior to the expiration of its normal duration. Any attack or effect which causes damage to a held creature frees that creature from the spell, but has no effect on any other subject creatures.

The material component of this spell is a weight of iron equal to 1 gp per creature to be affected (or 1 pound per 10 creatures). The iron may be in a single mass (such as a bar) or distributed among individual items (such as small nails, spikes, etc.). The iron vanishes when the spell is cast.

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Reflection

(Evocation, Abjuration; Force)

Level: 7

Range: 10 feet/level

Components: V, S, M

Duration: 1 round/level

Casting Time: 7

Area of Effect: Special

Saving Throw: Special

This spell creates a specialized wall of force (q.v.) that will reflect spell energy cast at it. It will reflect all spells cast by spellcasters of lower level than the wizard casting the reflection, and spells from higher-level spellcasters have a 5% chance per level above the caster of the reflection to break through it. If a spell succeeds in penetrating the special wall of force, the reflection spell is ended. Reflected spells can affect the caster and any other creatures in his or her vicinity, depending on the nature of the spell cast, its range, area of effect, and so forth; however, any saving throws versus the reflected spell are at -3 for the first reflection due to the unexpected nature of the effect, and at -1 for all subsequent reflections. The spell can only be negated by the method outlined above before its normal duration expires. Note that the reflection spell works in either direction; if the caster is foolish enough to cast a spell at the special force field from the inside, it will reflect back at her!

The force field can take one of two forms: a wall of 20 square feet per level of the caster, or a sphere of 20 feet diameter per level of the caster. Either form must be centered on a point within the spell range determined by the caster; once created the force wall is totally immobile, and the caster can enter and leave the area at will, as can any other creature. The spell has no effect on physical objects, even if magically endowed; it only affects actual magical energy released in the casting of a spell. The material component of the spell is a silver mirror sprinkled with the dust of a gem of not less than 500 g.p. value as the spell is cast.

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Spell Immunity

(Abjuration)

Level: 7

Range: Touch

Components: V, S, M

Duration: 1 turn/level

Casting time: 1 round

Area of Effect: Creature touched

Saving Throw: None

This spell is similar to its lower-level cousin, minor spell immunity (see above), except that it can protect against spells of 1st-7th level. The material component is a gemstone, as with the lower-level spell, but its value must be no less than 500 gp.

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Algoth’s Able Activation

(Alteration, Evocation; Metamagic)

Level: 8

Range: 0

Components: None

Duration: Special

Casting Time: 8

Area of Effect: The caster

Saving Throw: Special

This powerful spell enables the caster, during its duration (which is determined as described below), to cast any other spell that he has memorized, without requiring any components--verbal, somatic, or material. During this spell’s duration the caster therefore can evoke any other spells by silent act of will. This spell itself also requires no components, and is cast by silent act of will. Thus, a wizard can use this spell, and any others cast during its duration, while bound, gagged, and stripped of all possessions. Casting times for all spells remain as stated in their descriptions.

Casting spells using the able activation is very debilitating for a wizard, because of the extra energy which must be drawn from his life force to make up for the lack of components. At the end of each round this spell remains in effect, the caster must make a Constitution check, with a penalty of -1 per round (thus, -1 the first round, -2 the second, -3 the third, etc). If the caster fails this check, he immediately falls unconscious and remains so for as many rounds as the spell was in effect. Even after waking, the caster’s Constitution score is temporarily reduced by the highest penalty suffered to the ability checks (thus if the spell lasted for three rounds, the penalty would be -3). This temporary loss of Constitution can only be recovered by rest, at a rate of 1 point per hour of rest (no activity beyond mild walking). Magical healing cannot hasten this process.

The caster can also end this spell voluntarily at the end of any round in which a successful Constitution check is made. In this case the caster remains conscious, and the temporary reduction of Constitution is halved (but round fractions up: the penalty is always at least -1). A typical use of this spell might be to cast a teleport without error to a safe stronghold, after which the spell would be voluntarily ended, thus minimizing the risks involved.

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Mass Sleep

(Enchantment/Charm; Song)

Level: 8

Range: 60 yards

Components: V, S, M

Duration: 1 round/level

Casting Time: 8

Area of Effect: Special

Saving Throw: Special

This spell is similar to the 1st-level spell sleep (q.v.), except that the total levels/hit dice of the affected creatures cannot exceed twice the level of the caster. Affected creatures are only allowed a saving throw if they have 5 or more hit dice or levels of experience; even then, saving throws are at -2 due to the potency of the dweomer, and the Wisdom adjustment for saving throws vs. charm-type magic does not apply. All affected creatures must be within the spell range. If a single creature is the target of this spell (e.g., a very high-level opponent), the saving throw is at -4.

Creatures friendly to the caster may also be affected if they are inside the spell range; the spell simply moves outward from the caster until its range limit is reached, or until the maximum levels/hit dice have been affected. Undead are not affected by this spell.

The material component of this spell is a cloth bag filled with fine sand weighing 1 gp for every level/hit die of creatures affected (or 1 pound for every 10 levels/hit dice). The sand (but not the bag) is consumed when the spell is cast.

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Teleportation Gate

(Alteration, Evocation; Dimension; Artifice)

Level: 8

Range: Special

Components: V, S, M

Duration: 1 round/level

Casting Time: 1 round

Area of Effect: Special

Saving Throw: None

This spell creates a temporary inter-dimensional gate that functions similarly to a teleport spell (q.v.) for anyone who steps through the gate during the duration of the spell. There is no chance of error in the teleport itself, but there is a chance of the gate not being set up properly when the spell is cast. This chance is based on the caster’s familiarity with the destination location for the gate; the table for the teleport spell is used, and any roll of "high" or "low" means the gate failed to set up properly, since it must have a solid surface to "land" on. If the gate fails to set up, the spell does not take effect, but it is still used up and must be re-memorized to be cast again.

The material component of this spell is any horizontal surface of at least 10’ x 10’ dimensions, which must be level and fairly smooth. A normal dungeon floor will suffice provided there is nothing resting on it and that it is not on a slope. The caster must pace out the area in which the gate is to be called into being, ten paces along each side of a square. Then, standing outside the spell area, the caster speaks the final words of the spell, and the gate springs into being (assuming the targeting roll succeeds). It appears as a shimmering portal approximately 8 feet high by 4 broad, facing the caster, in the center of the area designated. At the same time, a similar portal springs into being at the destination location. Beings can then pass through the gate in either direction and be teleported from one location to the other. Note that the source and destination locations can be any distance apart, as long as they are on the same plane of existence.

It is rumored that it is possible to eliminate the chance of error in setting up the gate by properly preparing the origin and destination locations. However, the precise procedure for this is not known (or at least not revealed, if any particular wizards in Terra do know it).

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Total Enfeeblement

(Enchantment/Charm)

Level: 8

Range: 5 yards/level

Components: V, S, M

Duration: Permanent

Casting Time: 8

Area of Effect: One creature

Saving Throw: Neg.

This spell projects a ray which renders the target creature unable to use any of its physical or mental abilities. The ray can affect any creature that has either physical or mental ability scores or the equivalent (for game purposes, any creature that is capable of either physical attacks or spell-like or psionic abilities has the equivalent of ability scores). The effect of the ray is to reduce all of the target creature’s ability scores to 3 (or the equivalent). Thus, creatures affected by this spell cannot make physical attacks, cast spells, use psionic powers, or indeed perform any normal tasks without help. The target creature gains a saving throw vs. magic to avoid the effect, but there is a -4 penalty due to the potency of the dweomer.

Affected creatures remain in the enfeebled state permanently unless the effect is countered by a wish or magic of similar power. A heal spell or the equivalent will not counter this spell’s effect, although it is possible that certain more powerful priest spells might do so.

The material component of this spell is a crystal sphere with a lump of mineral ore sealed inside it. The ore must be mined personally by the caster; it cannot be bought, traded for, or otherwise procured through the labor of another. The crystal sphere is shattered when the spell is cast, releasing the ore, which is then consumed by the spell.

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Blizzard

(Evocation; Elemental Water)

Level: 9

Range: 10 yards + 10 yards/level

Components: V, S

Duration: Instantaneous

Casting Time: 9

Area of Effect: 80-foot diameter sphere

Saving Throw: Special

This spell is a powerful evocation of cold that is similar to, but far more powerful than, an ice storm (q.v.). Within the area of effect, a massive downfall of ice, snow, hail, and sleet occurs instantly upon casting of the spell. This storm causes 10d10 + 10 points of damage from the extremely intense cold to all creatures within its area of effect, with no saving throw allowed except for creatures that are within 10 feet of the boundary of the sphere; such creatures can attempt a save, and take only half damage if successful. Essentially, the spell instantly deep-freezes the liquid parts of all living things within its area. It also makes all surfaces so slippery that all creatures will fall at once and slide in whatever direction they are moving when the spell takes effect, plus the effects of gravity, if any (i.e., a creature moving uphill will stop quickly and start sliding back downhill). This is perfect frictionless Newtonian physics; creatures can gain no traction at all until they leave the spell’s area of effect. Any attempt to grasp an object rooted to the ground, such as a tree limb or rock, will instantly freeze the grasping appendage to the object, causing 1d8 points of damage as well as rendering the grasping creature immovable. The appendage cannot be unfrozen except by waiting for things to warm up normally (see below--this takes a long time!), by using heat sources or magical means (again, see below), or by cutting the appendage off (and taking the appropriate damage). At the DM’s option, a frozen appendage might be removed (in the round immediately following its being frozen) by a successful bend bars/lift gates roll, but this will cause the creature making it another 1d8 points of damage, whether it is successful or not, and if successful, the creature must roll a Constitution check to avoid having the appendage break off. After one round, the appendage is assumed to be frozen so solidly that it simply cannot be freed except as noted above.

The area of cold left by this spell does not dissipate normally except by heat transfer from the surroundings, which can be exceedingly slow, depending on the time of day, weather conditions, etc. (for these purposes, assume the spell area to be at a temperature of 100 below zero Fahrenheit when the blizzard finishes); normally a period of several hours (sometimes even days) must pass before the area is normal again by this means. Fire or a similar heat source can be used to hasten the process, particularly with small objects that are frozen together (see above); it takes 1 turn for a heat source such as a torch held within 1 foot of a frozen object to unfreeze it, and another turn to warm it up to normal temperature (i.e., a frozen appendage would not be usable for 2 turns). Note that to hold a torch near a frozen object, some means must be found to remain anchored within the spell area without touching anything (such as a levitate spell); otherwise the torch holder will simply be frozen too. Magical fire can warm things up much more quickly, but is also very risky if there is anything living in the frozen area!

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Concentration

(Enchantment/Charm; Mentalism)

Level: 9

Range: 0

Components: V, S, M

Duration: 1 round/level

Casting Time: 1 round

Area of Effect: The caster

Saving Throw: None

This spell, which is thought to have been developed by the same elven wizards of ancient Terra who discovered the casting control spell (see above), forms a protective shield about the caster’s mind that prevents her from losing concentration on a spell that is being maintained (e.g., an illusion that requires concentration to continue). The protection takes effect in the round after this spell is cast, and for its duration, any attacks upon the caster which cause damage cannot break her concentration, so long as they do not kill the caster or render her unconscious (either of these two events ends the spell immediately). Also, the caster gains protection equivalent to a mind blank against all spells and effects directed against her mind (including psionic powers), so that these too cannot interfere with concentration.

This spell itself does not require concentration on the caster’s part; once cast, the protection it affords is automatic until the end of its normal duration. This does not, however, remove the other restrictions on maintaining spells by concentration: the caster still may not take any other actions during a round in which concentration is required for a spell such as an illusion. This spell only allows the caster’s concentration to remain unbroken while withstanding physical or mental attack.

The material component of this spell is a gemstone given freely to the caster by an elf. This gemstone will be of a type favored by elves (sapphire, ruby, and emerald are all likely choices), and must be of not less than 1,000 gp value. The gem must be on the caster’s person during the casting and duration of this spell. When the spell expires, the gem is consumed.

There are some hints in the Library of Elvendorgn’s notes (the Library is the only known source for this spell at present) that the general effect of this spell--overcoming some of the crucial combat limitations of wizards versus physical attacks--was an important area of research among the ancient elves. (The apparently elvish origin of the casting control spell lends credence to this supposition.) It is also hinted that other spells, not detailed in this article, were discovered in the field whose formulae do not currently survive. Following up these hints is considered a top priority by the wizards of Elvendorgn at the present time.

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Enslavement

(Enchantment/Charm; Mentalism; Song)

Level: 9

Range: Touch

Components: V, S, M

Duration: Special

Casting Time: 9

Area of Effect: One person

Saving Throw: Special

This very nasty spell completely enslaves a single person to the caster’s will. The subject must be a "person" within the definition given for the charm person spell. The target person does not receive a saving throw to avoid the effect. The subject does, however, get a Wisdom check when the spell is cast, which may receive a penalty based on the caster’s Charisma (or Charisma/Appearance if the subability system introduced in Player’s Option: Skills & Powers is in play), according to the following table:

Ability Score Penalty
14 or lower none
15 -1
16 -2
17 -3
18 -4
19 -5
20 & up -6

If the caster is a specialist in the Enchantment/Charm, Mentalism, or Song schools of magic, the subject suffers an additional -2 penalty to the Wisdom check. A successful check does not mean that the spell is negated, but it does mute the effect so that it is treated in most respects as an ordinary charm person, although the effect cannot be broken by dispel magic or other normal means, and will continue even if the subject is not in the presence of the caster (see next paragraph).

The duration of this spell if the target’s initial Wisdom check succeeds is determined in the same way as for the charm person spell. If the initial Wisdom check fails, however, the spell’s duration is permanent unless it is voluntarily ended by the caster. The death of the caster also ends the effect. In any event, a normal dispel magic, as well as most other spells that are designed to free the mind of influences, will not end this spell, but a wish might if properly worded. Also, unlike a normal charm person, this spell continues to affect the subject even if separated from the caster for an indefinite period.

If the initial Wisdom check is failed, the subject of this spell will obey virtually any command the caster gives, regardless of consequences, and will perceive any word or action of the caster’s in the most favorable possible way, regardless of any other factors, including the plain evidence of his own senses. For example, the subject will believe the caster’s statement that "I am only trying to help" even while watching the caster harm a companion; the subject’s mind will always be able to come up with some sort of rationale that makes the caster’s action plausible. The subject will even obey a command that will cause him direct harm or death ("jump off this cliff" or "drink this poison" with no other data given), and will believe any statement the caster makes, however outlandish ("if you eat this little berry, you’ll become a Greater Power"). The subject has virtually no freedom to judge or interpret the caster’s words and actions, but will simply blindly follow the caster’s will. At the DM’s discretion, the subject may receive another Wisdom check to avoid carrying out an obviously pointless suicidal command, but making this check will not end the spell; it will only prevent the subject from following that specific order (the subject will simply stand there shaking and unable to act until the order is withdrawn).

As with other charm-type magic, this spell confers no additional linguistic abilities; the caster must still speak the subject’s language or duplicate such ability magically to have commands understood. Even without this, however, the subject will consider the caster as worthy of absolute protection, and will use whatever means seem appropriate to ensure the caster’s safety, including sacrificing his own life to save the caster’s. Again, the subject has virtually no alternative but to ensure that the caster’s desires (or perceived desires, if communication is not possible) are met.

The material component of this spell is a piece of jewelry of not less than 10,000 gp value, which must be inscribed with a special formula specific to the intended subject. This formula must be researched as if it were a 10th-level spell for purposes of determining time and cost, and in addition will require information from extraplanar sources including, at the very least, legend lore and contact other plane. Any extraplanar beings contacted for information are extremely likely to demand a service from the caster in return; the caster should bear in mind that beings willing to give out damaging information of this sort are usually very evil (see below).

At the end of the research process, the wizard must roll for success just as for any process of spell research; if the roll fails, the formula for the intended subject cannot be researched again until the next experience level (the formula for another subject can still be researched). The jewelry is not consumed by the casting of the spell, but if the spell is ever successfully dispelled, the formula vanishes from the jewelry, and must be researched again.

A few rather cryptic notes in the Library of Elvendorgn which were apparently written by Elircon himself (perhaps based on reports from people known to him who were subjected to the spell and then freed from it) indicate that, unlike charm person, this spell erases the subject’s memory of what happens while under its influence. Some scholars theorize that this is because the spell does not simply mislead the will, as charm person does, but actively suppresses it, making the subject into something perhaps more than a mindless automaton, but certainly less than a person. Elircon seems to have included this spell in his Library not to encourage his fellow wizards to use it, but to warn them of what they might be up against if they encountered a sufficiently unscrupulous opponent (backed by sufficiently evil extraplanar beings). In any case, the effect of this spell indicates that it would be virtually impossible for a wizard to use it and remain of good alignment.

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Fire of Death

(Evocation, Necromancy; Elemental Fire)

Level: 9

Range: 30 feet

Components: V, S, M

Casting Time: 9

Duration: Instantaneous

Area of Effect: Special

Saving Throw: Special

This spell was reputed to be a favorite combat attack of evil wizards (and other things more fell) in the ancient wars before the War of the Gods. It is considered a necromancy spell because its purpose is to slay opponents by direct damage to their life forces, but its method of doing so is both unusual and insidious. Instead of opening a direct channel to the Negative Material Plane (which is the normal method by which necromancy injures or kills victims), this spell taps magical energy from some little-understood source (as most evocation spells do) and channels it against the life forces of the target creatures. The energy so channeled "burns away" all life forces that it touches. This effect can be applied in one of two ways, either to a group of creatures, or to a single target.

With the first application, every creature within the spell range (except the caster) must roll a save vs. death. All creatures of lower level than the caster who fail the save are slain; those such who make their saves, and creatures of equal or higher level who fail, take as many dice in damage as the caster has levels/hit dice, and lapse into a coma for 1d4 turns. Those of equal or higher level/hit dice who save successfully take half the caster’s hit dice as damage and are rendered unconscious for 1d4 rounds. The type of damage dice depends on the caster’s class. Thus, for example, a fire of death cast by an 18th level wizard would do 18d4 hit points of damage to all creatures of 17 or lower levels/hit dice who make their saves, or 18 or more levels/hit dice who failed their saves, and half that total to those 18th level or over who make their saves. (Monsters, such as dragons, who by some evil chance learn this spell, use their full hit dice for damage as well--thus a dragon might do 20d8 or more damage with this spell. Needless to say, the DM should retain tight control over what characters and creatures know this spell.)

There are thought to be a very few protective measures that can reduce or eliminate the period of unconsciousness for creatures who save successfully against the first version of this spell, but these do not include any commonly known spells (e.g., negative plane protection, at least in its normally known version, does not work, since the spell’s energy does not come from that plane, and known spells which protect against magical fire also do not work). Also, this use of the spell does not have any further effect on the life force once slain; such creatures are treated as having been normally slain in battle, can be raised, resurrected, etc., and have no chance of becoming undead (see below). Those few who have resisted this spell successfully report feeling a burning sensation that begins in the head and gradually washes through the whole body, and it is this that gives the spell its most commonly used name. Those who successfully use a protective spell or effect will still feel a splitting headache and will suffer a -1 penalty to all attack and saving throw rolls and ability checks for 1 round per level of the caster of this spell (note that this penalty also applies to subjects who take damage from the spell but are not slain by it).

The second application of the spell is less often used in group combat, but it is far more feared in situations (such as single combat) where its use is more appropriate. It concentrates the spell energy against the life force of a single target creature within the spell range, designated by the caster (usually by a pointing finger and mental image). This creature must save vs. death or be instantly transformed into an undead creature similar to a ju-ju zombie as its life force is consumed. This transformation is irreversible short of a wish or similar magic, and even if this form of rescue is successful the victim may require an atonement, quest, or other such magic to restore former alignment and status. The transformed undead creature is under the control of the spell caster, and only become free-willed if the caster dies. Target creatures who successfully save must make a second save vs. death, and are then treated as if they had been subjected to the first application of the spell, described above, using the second save and comparative level to determine results.

The material component of this spell differs according to which application is being used. For the first (group) application, the caster must hold aloft a piece of material from the Elemental Plane of Fire (which may be enclosed in a suitable container) and speak the words of the incantation, at which time the material is consumed. For the second (single target) application, the caster must hold, in addition to the material for the first application (see above), a pint of blood from the target creature and a piece of flesh from an undead creature, which must be immersed in the blood, in one hand, while pointing a finger of the other hand and speaking the spell, which consumes all the materials.

Using the second application of this spell is definitely an evil act, and any wizards who do so will be twisted towards evil alignment if they are not already evil. The first application can be used by good-aligned wizards in most situations where other high-level attack spells could be used (although the extreme damage potential may make its use problematic in some cases).

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Improved Casting Control

(Evocation; Metamagic)

Level: 9

Range: 0

Components: V, S, M

Duration: 1 round/level

Casting Time: 2 rounds

Area of Effect: The caster

Saving Throw: None

This spell is exactly similar to the 6th-level spell casting control (described above) in all respects except those noted herein. Spells of up to 9th level can be protected by an improved casting control. The material component of this spell is the same as for the casting control spell.

A single wizard cannot have a casting control and improved casting control in effect at the same time; the latter takes precedence and the former is ended.

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Improved Spell Immunity

(Abjuration)

Level: 9

Range: Touch

Components: V, S, M

Duration: 1 turn/level

Casting time: 1 round

Area of Effect: Creature touched

Saving Throw: None

This spell is similar to its lower-level cousins, detailed earlier, except that it can protect against spells of 1st-9th level. The saving throw bonus against 9th level spells is the same as that given for 7th-8th level spells in the description of the Serten’s spell immunity spell in the Player’s Handbook. The material component is a gemstone of not less than 1000 gp value, which, as with the lower-level applications, must be kept on the person of the creature to be protected, and is consumed when the spell expires.

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Improved Spell Trigger

(Evocation; Metamagic)

Level: 9

Range: Touch

Components: V,S,M

Duration: 1 day/level

Casting Time: 1 turn

Area of Effect: 1 item

Saving Throw: None

This spell is identical to the 7th-level spell spell trigger (see above), except that spells of 8th level or lower can be stored in the trigger, provided their level is no higher than 1/3 the caster’s level.

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Mass Enervation

(Necromancy)

Level: 9

Range: 5 yards/level

Components: V, S

Duration: 1d4 hours

Casting Time: 4

Area of Effect: Special

Saving Throw: None

This spell is an advanced version of the 4th-level spell enervation (q.v.) which can suppress more life energy and can also affect a larger number of creatures than its lower-level cousin, all of which must be within the spell range. When casting the spell, the caster must choose how many life energy levels will be suppressed per target creature (the number must be the same for each creature affected by the spell). Every creature within the spell range then temporarily loses that many life energy levels or hit dice, subject to the limitation that the total number of creatures affected, times the number of levels/hit dice to be suppressed per creature, cannot exceed twice the caster’s level. If there are more creatures within the spell range than can be affected under this limitation, the spell fails (obviously the caster should choose the levels/hit dice to be suppressed per creature appropriately to ensure that this does not happen). The caster cannot choose which creatures will be affected by the spell; all creatures within range except the caster, friendly or otherwise, are affected. Unlike the enervation spell, there is no visible manifestation of the dweomer, and hence no saving throw.

The suppression of the life force wears off in 1d4 hours, although it is conjectured by some that have encountered this spell that there may be ways of hastening this recovery. As with the enervation spell, creatures reduced to 0 levels/hit dice by the spell must roll for system shock to survive, and are in any case completely helpless until the effect wears off.

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Mentalism Arcane

(Enchantment/Charm; Mentalism; Song)

Level: 9

Range: 5 feet

Components: V, S

Duration: Special

Casting Time: 1 round

Area of Effect: One creature

Saving Throw: Special

This spell allows the caster to conduct an extended dialogue with any creature while the latter remains in an enspelled state and responsive to the caster’s vocal commands and questions. The spell requires the subject creature to remain quietly standing or seated while it is cast; this can be accomplished by casting on a willing recipient (see below for possible uses of this application) or by using another spell such as hold person to keep the subject still until this spell takes effect.

After the caster has spoken to the subject for one round, the subject will become quiet and responsive to questions, and will sit down (if not already seated) and remain seated for as long as the caster desires. Unwilling recipients of the spell gain a saving throw vs. paralyzation to avoid the effect. Once enspelled, the subject will answer any questions put by the caster. The subject will also listen to and later act on post-hypnotic suggestions (but no more than two of these may be given in a single use of this spell). The caster must speak a language the subject knows to effect the spell (or must simulate such an effect--for example, a tongues spell could be used). When the caster desires to end the spell, she counts to three and snaps her fingers, and the subject awakens. The subject will not consciously remember anything that happened during the spell, although the fact that the spell took place is remembered unless a suggestion is used to cause the subject to forget it.

For the duration of this spell, all other spells, psionic powers, and influences that affect the subject’s mind (including the effects of previous uses of this spell) are suspended; however, they are not dispelled, and will resume when this spell ends. This includes any protections placed by the subject on himself or herself to prevent magical or other invasions of the mind (even including powerful spells such as mind blank), as well as any effects imposed upon the subject’s mind by others. For example, the original memories and personality of a subject who had previously suffered a programmed amnesia (presented in Player’s Option: Spells & Magic, pg. 158) would be accessible, although they would be lost again at the conclusion of this spell. This effect can be particularly useful when no means are at hand for permanently dispelling or negating the influences on the subject’s mind; in fact, one of the primary uses given in the Library of Elvendorgn’s entry for this spell is to help willing recipients who have suffered mind effects, by finding out exactly what was done to them in order to discover the right means of negating it.

Note in this regard that telling the subject afterwards what he said or did during the spell effect will not necessarily circumvent the restrictions given above; the subject may simply not believe what he is told, particularly if it is damaging in some way. For example, if under the spell a paladin revealed that he had committed evil acts under a curse or mental control, and was then ordered to forget them, the character may simply refuse to admit the truth of this after the spell ends, because it would require him to undergo a difficult process of penance and absolution or risk losing paladinhood. Even a willing subject with a high level of trust in the spellcaster will find it difficult to accept "hidden" information revealed by the spell; after all, the subject’s mind has been tampered with, and his reactions are not entirely normal.

Persistent efforts to get a subject of this spell to consciously remember or believe otherwise hidden information will force both the subject and the caster to make a Wisdom check, possibly with a penalty of -1 to -5, at the DM’s discretion (depending on the variance of the hidden information with the subject’s conscious beliefs and personality). Should either the subject or the caster fail this check, both will become insane (use the description of the descent into madness spell presented in Player’s Option: Spells & Magic, pg. 154, to determine the type and duration of insanity; it may be different for subject and caster). Generally, the safest course is to wait for time and other events to allow the subject to come to terms with what has happened without outside interference.

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Multiple Contingency

(Evocation; Metamagic)

Level: 9

Range: 0

Components: V, S, M

Duration: 1 day/level

Casting Time: 2 turns

Area of Effect: The caster

Saving Throw: None

This spell is an enhanced version of the 6th-level spell contingency (q.v.) which allows more than one activation condition to be specified. The spell allows up to four conditions, each of which can be no more complex than would be permissible with a normal contingency. The magic stored in the multiple contingency then takes effect when any one of the conditions is fulfilled. The procedure for casting this spell is the same as for other contingency-type magic: the spell itself is cast, and the spell to be triggered is cast along with it. The casting time of 2 turns includes the casting of both spells. Once cast, the multiple contingency remains in effect until one of its activation conditions is fulfilled, or until its duration of one day per caster level expires.

Any spell stored in a multiple contingency can only affect the caster, and is activated immediately upon triggering. Spells of up to 9th level can be triggered by a multiple contingency, provided their level is no more than 1/3 the caster’s level.

A single wizard cannot have more than one multiple contingency in effect at one time, but can have a contingency and a chain contingency also in effect, provided that none of the conditions of any of the spells overlap.

The material components for this spell are 200 gp worth of quicksilver, the eyelash of an ogre mage, ki-rin, or similar spell-using creature, and a gem of not less than 500 gp value, all of which are consumed (the material components of the companion spell are also required, of course). Also, just as with other contingency-type spells, the wizard must carry a statuette of himself or herself carved from elephant ivory on his person for the multiple contingency to function.

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Re-Integrate

(Alteration)

Level: 9

Range: 40 yards

Components: V, S, M

Duration: Permanent

Casting Time: 1 round

Area of Effect: Special

Saving Throw: None

This spell is not definitely known to exist; only certain tales suggest that the formula might be possessed by a very few of the ancient elves. As its name implies, it enables the caster to restore an item or creature to its original form from the dust left behind by a disintegrate spell (q.v.). However, the spell must be cast in the round immediately after the disintegrate, or the dust will disperse and the item or creature will be irrevocably lost. There is no saving throw against the effect, but living creatures must survive a system shock roll to be successfully re-integrated; if they fail, their bodies are not re-formed even as corpses. The material component of this spell is the dust of the item or creature, and a two-headed coin which must be tossed in the air as the caster speaks the words of the spell. The coin is consumed by the spell effect.

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Retributive Strike

(Evocation; Metamagic)

Level: 9

Range: Special

Components: V, S, M

Duration: Special

Casting Time: 1 hour + other spells

Area of Effect: Special

Saving Throw: Special

This spell is a customized version of the 6th-level spell contingency (q.v.) for use when breaking a staff of power or staff of the magi in a retributive strike. Its purpose is to allow the staff-breaker to avoid being destroyed or sent to another plane by the breaking of the staff. Because of the difficulty of maintaining such protection, however, this spell does have some strict limitations.

To cast this spell, a wizard must have one of the two magical staves mentioned above on hand, and it must be present and touched by the caster during the casting. Only this staff will then be capable of triggering the spell’s effect, and the caster can only have one such spell in effect at a time. The casting of this spell takes 1 hour. Immediately following this, the caster must also cast a teleport and a wish, which provide the additional energy to be tapped when the spell is triggered. The wording of the wish must specify the exact way in which the triggering of the spell is to save the caster from the effects of breaking the staff, in addition to being teleported away at the precise moment of the strike (for example, where the target of the teleport is, and what sorts of damage that might be taken from the retributive strike are to be guarded against). This wording may be talked over with the DM prior to the casting of the spell; the intent is not to force the caster to have to guess how the spell will work when the time comes, but only to ensure that a precise effect is agreed upon in advance.

During the casting of these additional spells, the caster must continue to touch the staff, which serves as the material component of all the castings (any other components normally required by the other spells are not required for this special use). At the end of all the castings, the retributive strike goes into effect and remains in effect until the staff used in the casting is broken in a retributive strike, runs out of charges, or leaves the possession of the caster. Having the staff stolen does not count as leaving the possession of the caster; only voluntarily giving up the staff does. The death of the caster will also end the effect of this spell. Only breaking the staff in a retributive strike actually triggers the spell’s effect; the other ways of ending the spell simply cause its energy to dissipate. The caster cannot voluntarily end this spell except by one of the ways noted above (for example, if the caster acquires another staff that he prefers, the new staff cannot be made the object of this spell unless the original staff is broken, discharged, or given away).

When this spell is triggered by the breaking of the staff, the teleport takes effect and whisks the wizard away an instant before the damage of the retributive strike would have reached him. The wish also takes effect, and its wording determines where the caster will end up, and what damage from the strike will have been prevented. The wish cannot be used to heal damage suffered by the caster previous to the strike. The target location for the teleport must be specified in the wish in terms of parameters known to the spellcaster at the time the retributive strike is prepared. Thus, a wording such as "Target the teleport to the magic room of my castle" is acceptable, but a wording such as "Target the teleport to the last place I slept prior to breaking the staff" is not. The target location may be specified relative to the staff itself, instead of as an absolute location, but this imposes more stringent conditions (see below).

Additional precautions can also be taken in the wording of the wish to ensure that the destination of the teleport is a safe location (i.e., that the teleport does not arrive too high or too low). Alternatively, a teleport without error may be used instead. However, if the target of the teleport is specified relative to the point where the staff breaks (e.g., a wording such as "Target the teleport to a location a thousand yards north of where the staff breaks"), a teleport without error must be used to ensure safe arrival; otherwise the normal chances for a teleport to come in too high or too low apply, with the target location considered as "never seen" (unless particularly lucky circumstances apply). This restriction applies to any method of specifying the target location such that it is not known to the caster in advance.

A teleport without error can also be used instead of a teleport to allow the caster to be transported between planes of existence. In that case, the normal chances for mis-teleporting apply, as noted in the teleport without error spell description in the Player’s Handbook.

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Tidal Wave

(Evocation, Conjuration/Summoning; Elemental Water)

Level: 9

Range: Special

Components: V, S

Duration: 1 round/level

Casting Time: 9

Area of Effect: Special

Saving Throw: None

This spell calls up an onrush of water up to 20’ high which will sweep all before it. The wave will flow down passageways, through doors (unless magically held), and into rooms, flooding every area it passes through to the ceiling or 20’, whichever is lower, and continuing on. The water will flow for 1 round per level of the caster, and will continue to fill up all spaces for that period of time, starting from the caster’s location and proceeding in the direction indicated by the caster. The quantity of water which can appear is virtually limitless for the spell duration.

The tidal wave will pick up all objects that are not rooted to the ground and sweep them along, including living creatures; there is no way for any creature in the area of effect to avoid this unless magical means are used. The thumps and bumps of being thrown along by the wave cause 1d8 hit points of damage per round to all creatures caught in it. Note that it is possible for flying creatures carried along by the wave to attempt to fly above its maximum height (20 feet).

Outdoors, the flood will be 10’ wide per level of the caster and will move in the indicated direction. Movement rate of the water is 60 feet per round (1 foot per second).

To activate the spell, the wizard must point in the direction the wave is to travel and sing "How Dry I Am".

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Ward of Power

(Alteration, Conjuration/Summoning; Geometry, Artifice)

Level: 9

Range: Touch

Components: V, S, M

Duration: Permanent

Casting Time: Special

Area of Effect: One portal or container

Saving Throw: Special

This spell places a more powerful version of the 8th-level spell symbol (q.v.) on a portal or container. The symbol cannot be avoided by anyone touching the portal or the area around it in an attempt to open it, or by anyone casting a spell on the portal to open it. The spell also causes the portal to be wizard locked (q.v.), and even if the symbol is passed, the portal remains wizard locked. The ward of power remains on the portal permanently; the symbol can only be bypassed if a save is successful (see below), and the wizard lock can only be bypassed by a knock spell or by a wizard 4 or more levels higher than the caster. The ward cannot be dispelled or erased. Note that the caster can designate a command word which allows anyone speaking it to pass the ward; if this is not done, only the caster can pass the ward unaffected.

The difference between the ward placed by this spell and an ordinary symbol (apart from the above) is that the effect produced when the ward is activated can be that of any spell the caster can cast. The caster must actually cast the desired spell (one spell only) immediately after the symbol is inscribed (which takes 1 round), and the spell is then stored in the ward, and is released when the ward is activated. Note that this "release" does not mean the spell is drained from the ward; it is still there to be released the next time the ward is activated (i.e., there is a permanency-type magic included in the effect of the ward of power spell). Also note that only the caster of the ward can store a spell in it. When the ward is activated, the stored spell takes effect exactly as if the caster had cast it; all areas of effect are centered on the warded portal or container, and all permitted saving throws are made by those activating the ward exactly as they would be against the caster of the ward (the caster’s stats are, of course, those which were effective at the time the ward was cast).

The material component of this spell is a staff wrought of gold, silver, and ivory worth not less than 5,000 g.p., which the caster must use to inscribe the symbol on the portal. After casting the spell to be released when the ward is activated (see above), the caster then raises the staff and pronounces the command word (if desired), and the staff disappears, placing the ward.

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