Monsa Moon's Spellbook!
By Philip Arena
The spells that follow were designed by the most notorious wizard in
Lacia. He rediscovered magic, after it had been out of use for centuries. In Lacia, all
wizards are specialists who use gems to fuel their spells in place of material spell
components. Each school requires the use of a different material to create a spell orb.
Monsa Moon is the only known man to not require the use of a spell orb to power his
spells. He was 40th level, and far more powerful in relation to the rest of the world than
is Elminster to the Realms. Before his amazing defeat at the hands of a group of very
powerful heroes, whom he had been known to manipulate like marionettes to do his bidding,
he attempted to replace Father Lacia as the only greater deity, and personally killed each
of the lesser deities. Monsa Moon was extremely powerful, but not due to magic items, and
not even due entirely to his high level. He was uniquely powerful because of the spells
that follow. These spells are more powerful than many spells found in the players and
book, and have the potential to upset any campaign if used improperly.
Do not distribute these spells widely! If you like a few of them, and not the rest, make
them scribed on scrolls and make the acquisition of these scrolls as difficult as
acquiring moderate magical items. If you like most of them, I suggest keeping them in one
spellbook, and treat that spellbook as a major magic item or even a lesser artifact. Be
sure that whoever gets their hands on this book is worthy of such power, as most wizards
who knew of its contents would be willing to do anything to get their hands on this book!
The spellbook itself is protected by various magics such that any non-spell caster, or
wizards beneath tenth level can not touch it without suffering 2d8 points of damage and
having to make a saving throw against paralysis or be stunned for 1d4 rounds. The user of
the spellbook is granted the following powers: cast read magic at will, gains a +2 bonus
to saving throw versus spells, and all their spells are made more potent, such that their
victims make their saves at a -5 penalty. Whenever dice are rolled, to determine damage,
number of creatures to be affected, or duration of spells, any roll less than half is
instead treated as half. (Example, a 15th level mage casts fireball. He rolls 23 for
damage. This damage is instead 35, five rolls of three and five rolls of four.) The book
is unaffected by harmful magic. If the user attempts to scribe new spells into the
spellbook, they vanish within 1d4 rounds. The user of Monsa Moon's spellbook is affected
by the former owner's obsession for power. The user will not part with the book under any
circumstances. Each time a spell from the book, of 7th level or higher, is cast, the
caster must make a wisdom check. If he fails five checks, he will go mad and quest to rule
the universe, driven to kill all who stand in his way, even deities, which is obviously
suicide unless you are Monsa Moon, who managed to do so!
1st level spells
Osmosis
(Necromancy)
Level: 1
Range: 5 yards
Casting Time: 1
Components: S
Area of Effect: One Creature
Duration: Instantaneous
Save: None
This spell deals 1d4 + 1/ 2 caster levels damage to the victim and bestows those stolen
hit points to the caster, up to a maximum of ten hp. Hit points over the caster's maximum
are wasted, the damage is still dealt, but the caster doesn't receive any additional hp.
Turn Undead
(Necromancy)
Level: 1
Range: 60 yards
Casting Time: 1
Components: V,S
Area of Effect: 2d6 Undead Creatures
Duration: Special
Save: None
By means of this spell the caster may turn undead as per a cleric of two levels lower, or
control undead as per an evil priest of equal level.
2nd level Spells
Intelligence
(Alteration)
Level: 2
Range: Touch
Casting Time: 1 turn
Components: V,S
Area of Effect: Creature Touched
Duration: 1 hour/ level
Save: None
This spell is a variant of the spell strength. The spell increases the recipient's
intelligence score, but unlike the strength spell, this can temporarily increase the
recipient's intelligence above 18. The increase is 1d8 for wizards and bards, 1d6 for
thieves, priests, and psionicists, and 1d4 for warriors. Spellcasters can use this spell
to enhance their chance of learning new spells, for example.
Spirit Bolt
(Necromancy)
Level: 2
Range: 5yards/ caster level
Casting Time: 2
Components: V,S
Area of Effect: One Creature
Duration: Instantaneous
Save: None
By drawing on his own life force, the caster deals damage to his opponent through this
spell. For every hit point sacrificed in this way, 1d3 + 1 points of damage are done. This
spell does double damage when cast by a necromancer. Undead are unaffected by this spell,
as are any nonliving things.
3rd Level Spells
Fireheal
(Abjuration)
Level: 3
Range: Touch
Casting Time: 3
Components: V,S
Area of Effect: One Creature
Duration: Special
Save: None
The recipient of this spell is healed by any damage from fire, be it breath weapon, spell,
or non-magical. The amount of damage done becomes the amount of hp gained. If spell
recipient is already at full health, further fire attacks have no affect on him. Creatures
that are unaffected by fire, such as red dragons or anyone with fire resistance, are not
healed by this spell. This spell lasts for 1 round/ caster level starting with the first
contact with fire since the casting of the spell.
Improved Magic Missile
(Evocation)
Level: 3
Range: 120 yards + 10yards/ caster level
Casting Time: 3
Components: V,S
Area of Effect: One or more creatures
Duration: Instantaneous
Save: None
This spell creates one shimmering ballista sized missile, plus one per five caster levels.
Each missile automatically strikes, under the same conditions as a magic missile. Each
missile does 3d8+1 points of damage.
Spirit Protection
(Abjuration)
Level: 3
Range: 0
Casting Time: 3
Components: V,S
Area of Effect: Caster
Duration: Special
Save: None
This spell creates a pool of ghost hit points, which are taken away before the caster's
actual hp. 10+ 2/ caster level points of hp are thus created. These ghost hp last until
taken away. This spell is cumulative with itself, but it works like making a magic item;
only the amount of spirit protection spells cast at the time of the original casting are
applied, the caster can't just cast this spell everyday and build up infinite ghost hp.
Thus only as many spirit protections as the caster can memorize and cast in succession at
one time can be cast.
4th Level Spells
Protector
(Abjuration)
Level: 4
Range: 5 feet/ caster level
Casting Time: 4
Components: V,S
Area of Effect: One Creature
Duration: 1round/ 4 caster levels
Save: Neg
This spell redirects any damage directed at the caster to the spell recipient. This
includes damage from area of effect attacks, like spells or breath weapons, thus the spell
recipient could take damage twice from one attack if also in the area of effect. If victim
willingly allows spell to affect him, foregoing the saving throw, then he only suffers ½
damage from any damage taken in the caster's place.
Sacrificial Healing
(Necromancy)
Level: 4
Range: Touch
Casting Time: 4
Components: S
Area of Effect: Creature Touched
Duration: Permanent
Save: Neg
Through the use of this spell, the caster draws upon another person's life force to heal
himself, or a third party. For each hit point drained in this manner, the recipient of the
spell gains two hit points. No more than two hp per caster level can be drained in this
manner. The benefactor of this spell can not receive more hit points than he has at full
health, though the caster may still drain as much life as allowed. This spell has no
effect on ethereal, noncorporeal, or nonliving things.
5th Level Spells
Elemental Protection
(Abjuration)
Level: 5
Range: 0
Casting Time: 5
Components: V,S
Area of Effect: Caster
Duration: Special
Save: None
There are three forms of this spell, chosen at the time the spell is cast, not memorized.
The spell either protects against electricity, cold or fire. The spell absorbs 20 points
of damage per caster level of the chosen damage type.
Kiss of the Vampire
(Necromancy)
Level: 5
Range: Touch
Casting Time: 5
Components: S
Area of Effect: Creature Touched
Duration: Permanent
Save: Special
Contrary to the name of the spell, the caster must bite the spell recipient's neck in
order to cast this spell. The victim is then turned into a vampire as if slain by a
vampire's energy drain ability. The victim turns into a vampire within 24 hours after
being bitten, not buried, like the vampire's ability. Creatures under 10 levels or HD do
not receive a saving throw, except for priests and paladins. Creatures above 10 levels or
HD must make a save against death magic to negate the spell. Priests or paladins of above
10 levels receive a +5 saving throw bonus. Those who pass their save are unaffected by
this spell. Those creatures who allow themselves to be "kissed" the caster,
regardless of class or level, do not receive a saving throw.
Monsa Moon's Misfortune
(Alteration)
Level: 5
Range: 5yards/ level
Casting Time: 5
Components: V,S
Area of Effect: One Creature
Duration: Special
Save: Special
This spell causes the victim to fail their next saving throw within one round/ caster
level. The victim is allowed a saving throw against this spell. If they pass, then their
next save is made at a -1 penalty/ 4 levels instead of automatically failed. This is in
addition to other penalties that might apply.
Monsa Moon's Mute
(Alteration)
Level: 5
Range: 30 yards
Casting Time: 5
Components: V,S
Area of Effect: One Creature
Duration: 1round/ 3 caster levels
Save: Neg
This spell causes the victim's lips to meld together, making speech impossible, as well as
spell casting. The victim's level is subtracted from that of the caster, the result is the
penalty applied to the saving throw, thus if the victim is higher level than the caster,
he receives a bonus.
6th Level Spells
Crossbreeding
(Necromancy)
Level: 6
Range: 20 yards
Casting Time: 1hour/ 3HD to be affected
Components: V,S
Area of Effect: 3HD of creatures/ Caster Level
Duration: Permanent
Save: Neg
This spell absorbs all target victims and combines them into one new creature. Creatures
with less than ten HD do not receive a save against this spell. The new creature has a
random mix of physical attributes, size, attacks, and special powers. Its HD are equal to
the sum of the creatures consumed in the casting. The actual statistics are determined by
the DM and vary from casting to casting, even if the same species are used.
Heal Self
(Necromancy)
Level: 6
Range: 0
Casting Time: 6
Components: V,S
Area of Effect: Caster
Duration: Permanent
Save: None
This spell heals the caster of 3d8 + 3 points of damage. Can only be cast by necromancers.
Monsa Moonshine
(Necromancy)
Level: 6
Range: 0
Casting Time: 6
Components: V,S
Area of Effect: 20' radius
Duration: Instantaneous
Save: ½
This spell inflicts 1d6 damage for every two caster levels to all those within the area of
effect. All hp drained from each target is temporarily bestowed upon caster. Any hp over
caster's maximum are temporary, like a vampiric touch spell. These extra hp disappear
after one hour.
Monsa Moon's Magic Backlash
(Abjuration)
Level: 6
Range: 0
Casting Time: 6
Components: V,S
Area of Effect: 20' radius sphere
Duration: Special
Save: None
This spell warps the latent magic energy within the area of effect, corrupting it such
that any spellcaster other than the caster of this spell suffers damage, though the spell
is still cast. Spells centered within the area of effect of this spell, but cast from
outside, are unaffected. The spell lasts for one round per level of the caster after being
triggered by the first spell cast within the area of effect. Damage is equal to 3 per
spell level of spell being cast. This spell applies to spell-like abilities, wands, and
magic items which activate spells. The caster may choose at the time of casting to include
other spellcasters to be unaffected by this spell.
7th Level Spells
Black Hole
(Necromancy)
Level: 7
Range: 100yards
Casting Time: 7
Components: V,S
Area of Effect: 10' diameter circle
Duration: Instantaneous
Save: Neg
This spell sucks in all life, be it plant or animal, and locks it away in the abyss.
Creatures affected by this spell can not be raised, as they are still alive, just on
another plane.
Drain
(Necromancy)
Level: 7
Range: Touch
Casting Time: 7
Components: V,S
Area of Effect: One Creature
Duration: Permanent
Save: None
This spell can only be cast after the intended victim has been slain by the spell caster.
Note, the spell caster must have killed the victim, not indirectly caused his death. The
caster need not have done all the damage that did the victim in, but he must deal the
finishing blow. All of the experience points of the victim are bestowed upon the caster,
permanently. This spell must be cast the within 3 rounds of the death of the victim.
Revenge
(Necromancy)
Level: 7
Range: 5'/ Caster Level
Casting Time: 7
Components: V,S
Area of Effect: One Creature
Duration: Instantaneous
Save: None
This is a counterattack spell, cast only after the caster has taken damaged inflicted by
the target of the spell. This spell deals to the target triple the damage dealt to the
caster by target during the battle.
Shockwave
(Evocation)
Level: 7
Range: 0
Casting Time: 7
Components: V,S
Area of Effect: 20' wide wave
Duration: 1 round/ 5 caster levels
Save: ½
This spell creates an invisible, shimmering wave of solid force, that rolls forward at a
rate of 100' per round, destroying up to 5' of solid stone, 2' of solid metal, and any
weaker materials instantly. This spell inflicts 1d4+1 damage per level of the caster to
all living things passed over by the wave. Victims are also thrown 1d6+1 yards back and
must make a dexterity (balance subability, if playing with skills and powers) check to
stay on their feet.
8th Level Spells
Decapitate
(Necromancy)
Level: 8
Range: Touch
Casting Time: 8
Components: S
Duration: Instantaneous
Area of Effect: Creature Touched
Save: None
This spell instantly removes the head of the victim, killing any creature without
regeneration. Caster attacks with the THAC0 of a fighter of equal level. Note, when used
in conjunction with improved spectral hand, this spell is amazingly potent!
Firebomb
(Evocation)
Level: 8
Range: 120 yards + 10yards/ caster level
Casting Time: 8
Components: V,S
Area of Effect: 15' radius
Duration: Instantaneous
Save: None
A super intense version of fireball, firebomb creates a flaming explosion. All creatures
within the area of effect suffer 1d8 points of damage per level of the caster. All
combustible materials are burned to all but a few ashes, without a save. If victims suffer
over 50 points of damage, and thus is subject to a saving throw versus death from massive
damage, he makes his save at a -5 penalty.
Improved Spectral Hand
(Summoning)
Level: 8
Range: 200 yards + 10yards/ caster level
Casting Time: 8
Components: V,S
Area of Effect: One Creature
Duration: 2 rounds/ caster level
Save: None
This spell creates a ghostly hand similar to a spectral hand. The hand delivers touch
attack spells of ninth level or lower. Wizards attack with the THAC0 of fighters of equal
level. The hand has an AC of 0 and takes damage equal to the caster's hit points at full
health. Otherwise, this spell is completely identical to the spectral hand.
Ray of Death
(Necromancy)
Level: 8
Range: 0
Casting Time: 8
Components: V,S
Area of Effect: 5' wide path, 30' long
Duration: Instantaneous
Save: Neg
This spell spews forth a black ray from the caster's hand. All who come in contact with it
must make a save versus spell or die. Victim's below 10th level are not allowed a saving
throw.
Spell Shield
(Abjuration)
Level: 8
Range: 0
Casting Time: 8
Components: V,S
Area of Effect: Caster
Duration: Special
Save: None
This spell is similar to stoneskin, only it grants virtual immunity not to physical attack
but to magic. 1d4+1 spells/ 4 caster levels are blocked in this manner. Spells that affect
magic resistance do not affect this spell, though a spell shield is used up to block that
spell. Spells that can remove protective spells, including dispel magic and Mordenkainen's
Disjunction will override this spell if successful.
Wipeout
(Evocation)
Level: 8
Range: 30 yards
Casting Time: 8
Components: V,S
Area of Effect: One Spellcaster
Duration: Instantaneous
Save: Special
This spell sends a debilitating impulse through the victim's mind, shaking loose all
spells stored in memory. A separate saving throw is rolled for each spell level. More
complex spells are more difficult to retain.
| Spell Level | Modifier | Spell Level | Modifier | Spell Level | Modifier |
| 1 | +4 | 4 | +1 | 7 | -4 |
| 2 | +3 | 5 | 0 | 8 | -5 |
| 3 | +2 | 6 | -2 | 9 | -7 |
9th Level Spells
Acid Strike
(Evocation)
Level: 9
Range: 120 yards
Casting Time: 9
Components: V,S
Area of Effect: One Creature
Duration: 1 round/ 5 caster levels
Save: ½
This spell strikes one target with highly corrosive acid, inflicting 1d6 points of damage
per caster level each round. All items subject to damage by acid are destroyed, magic
items receive a saving throw.
Dark Cross
(Alteration/Necromancy)
Level: 9
Range: 5 yards/ level
Casting Time: 9
Components: V,S
Area of Effect: One Creature
Duration: 1d4 rounds
Save: None
This spell bares open the victim's soul, in a sense. By doing so, all special defenses, be
they immunity to certain elements, weapon immunity or defensive spells like stoneskin, and
even magic resistance. Magic resistance does not work against this spell. This spell
overrides any defense the victim has. The only defense the victim is left with is his AC,
as unaffected by spells or magic items, but adjusted for armor, and saving throws, which
are unaffected. Aside from these basic defenses, the victim is temporarily totally prone
to assault. This spell is the cornerstone of all of Monsa Moon's greatest victories, such
as the defeat of the Great Lord of Hell, as well as the lesser deities that he killed.
Eclipse
(Necromancy)
Level: 9
Range: 50 yards + 5yards/level
Casting Time: 9
Components: V,S
Area of Effect: One Creature
Duration: Instantaneous
Save: Special
This spell mimics the unique ability of Monsa Moon, the Crescent Moon attack. This spell
can only be cast under moonlight, and by a necromancer. The effect varies with the level
of the caster. If the caster is under 25th level, then victim loses ¾ of their current
hit points, a successful save means they lose ½. If the caster is 25th level through 34th
level, the victim must save versus spell or die. If they succeed, ½ their hit points are
drained and transferred to the caster, like a vampiric touch spell. In the rare event that
the caster is above 35th level, the victim must save versus spell or die. If they are
slain, they are transformed into undead of equivalent HD under control of the caster. If
they pass their save, they are reduced to 1d6 hp, and all lost hp are transferred to the
caster.
Eluding Death
(Necromancy)
Level: 9
Range: Touch
Casting Time: 1 hour/ caster level
Components: V,S
Area of Effect: One Human Body
Duration: Special
Save: None
This was Monsa Moon's most terrible achievement. Fortunately for all of existence, he did
not properly prepare the spell in time. By means of this spell, the necromancer creates a
clone of his body, a lifeless vessel for the time being. It must be stored in an
incubation chamber, a magic item designed for this spell. The creation of this item
requires the use of a trap the soul spell, an enchant an item spell, a clone spell, and a
permanency spell. It also requires a casket to be constructed, and inlaid with gems whose
net worth must be at least 1,000gp per level of the caster. This body lasts for one month
per caster level. Upon the caster's death, provided his soul is not trapped, destroyed, or
sent to another plane, his spirit will leave his body and enter the clone. Thus, no matter
how mutilated his body, even if disintegrated, the caster will come back to life with the
same physical statistics as the time of the casting of this spell, and same experience
level and mental statistics as the time of death. The constitution of the new body is four
points lower than that of the caster. The caster's total hp are reduced by ten. When he
enters his new body, he is at one hit point, but he has all the spells memorized that he
did upon death. Only necromancers may cast this spell. A successful resurrection survival
roll must be made in order for the spell to succeed.
Monsa Moon's Spell Bond
(Necromancy)
Level: 9
Range: 30 yards
Casting Time: 9
Components: V,S
Area of Effect: One Creature
Duration: 1 round/ Caster Level
Save: None
By means of this spell, the caster draws upon the target's life force to power his spells,
thus keeping them in memory. This requires 2 hp/ level of spell being cast. This spell
does ½ damage if victim is willing.
Revival
(Necromancy)
Level: 9
Range: Touch
Casting Time: 2 rounds
Components: V,S
Area of Effect: Creature Touched
Duration: Permanent
Save: None
The caster must begin casting this spell within 4 rounds of the death of the spell
recipient. This spell brings one human, not humanoids, back from the dead, with one hit
point. The caster must sacrifice 1hp/ level of the person to be raised. The spell
recipient must make a resurrection survival roll at half normal success rate. Casting this
spell reduces both the caster's as well as the victim's constitution attributes by 2
points. Can only be cast by necromancers.
Sorcerer's Sphere
(Summoning)
Level: 9
Range: 5 yards
Casting Time: 9
Components: V,S
Area of Effect: One 6" Sphere
Duration: 1 turn/ level
Save: None
This spell summons an orb of energy that appears blue-green in color. It floats near the
caster, and may be mistaken for an ioun stone. It in fact, stores spells. It holds 1 spell
level for every 2 levels of the caster. These spells are cast, and expended from memory.
At any time thereafter, during the duration of the spell, the cast may trigger these
spells with but a thought, allowing him to still take other actions that round. This is an
incredibly powerful tool in gaining an edge in any battle.
Spellcage
(Summoning)
Level: 9
Range: 60 yards
Casting Time: 6 rounds
Components: V,S
Area of Effect: Special
Duration: 1 turn/ caster level, once triggered
Save: None
This spell creates a trap that can't be detected by thieves, nor any magic means short of
true seeing. When any living being steps on the chosen area, a cage of pure magical force,
custom fit to just barely fit around the victim, is formed. While in the cage, no spells
or psionics may be used and 1 point of strength is lost per round until the victim is
reduced to 3 strength. When the spell runs out, or is dispelled, strength returns at a
rate of 1 point per turn.
Time - Life Exchange
(Alteration/Necromancy)
Level: 9
Range: 0
Casting Time: 9
Components: V,S
Area of Effect: 15' radius sphere
Duration: 1 round/ Caster Level
Save: None
This wicked spell alters reality such that all damage inflicted inside the area of effect
is not done in terms of hit points, rather aging the target of the attack one year for
every ten points of damage, rounded down. Creatures so aged do not return to their normal
age after the spell ends. Healing done during the duration of the spell reverses the
affects of aging, but less effectively, such that creatures lose one year of age for every
twenty hit points gained.
Site Map
| Encounters |
| Traps |
| Items |
| Weapons |
| Armor |
| Potions |
| Spells |
| Monsters |
| Critical Miss Charts: Melee & Missle (3rd Edition) |
| Feats (3rd Edition) |
| Skills (3rd Edition) |
| Links |
| Bookstore |
| Mskina's Character Vault (3rd Edition) |
| Mskina's Home Page |
| Mskina's Game Sites! |
Page Created & Maintained by Kina's Creations!