Sneak Spells

 

by

 

Stutters

1st Level

 Sneakabout's Control Transfer

 Range: 60yds
Components: V,S
Duration: Variable
Casting Time: 4
Area Of Effect: One mage
Saving Throw: None

                This spell is simply used for giving control of a spell like Charm Person to another mage. Both mages must be of sufficient level to cast the spell and cannot have cast it through scrolls or some such means. It can be cast through Sneakabout's Passive Portal to a mage far away.

 Spellbook Ward

Range: Touch
Components: V,S,M
Duration: 1 year
Casting Time: 1 turn/book
Area Of Effect: 1 book/level
Saving Throw: None

                This spell protects the mage's spellbooks from theft and damage. As the mage goes up in level, so do the effects. A first level mage can only have a mild illusion cast on his book to make it look plain, cheap and boring. A fifth level mage can put a small harmful ward on it, causing the person touching it with burglarious intent to be burnt for 2d4 damage. A 10th level mage can make it teleport back to its shelf unless a dispel magic is cast. A 15th level mage can put a mild Antipathy spell on it to drive away thieves and a 20th level mage's books cause anyone reading them to become insane. All effects are cumulative with the ones below. The spell requires 50gp of diamond dust per book to be enchanted. It can be mixed with other spellbook protections.

 3rd Level 

Fire/Acid Rain

Range: 20yds/level
Components: V,S,M
Duration: 1 round
Casting Time: 6
Area Of Effect: 10yds diameter/level
Saving Throw: 1/2

               This spell causes a sphere which is red or green to shoot from the mages finger and explode above the area of effect in a shower of acid for 1d4 dam./level or flaming oil for 1d6 dam./level. The acid lasts 2 rounds. If the saving throw is made then they are presmed to have dodged most of the globules

Flaming Flowers 

Range: 30yds/level
Components: V,S,M
Duration: 3 rounds
Casting Time: 7
Area Of Effect: 5 ft diameter
Saving Throw: 1/2

               This spell causes a magical arrow to shoot from the caster's hand into the ground at the designated point where it will seed for a round. After 1 round it will burst in a flaming fountain which resembles a rose for 1d6/level damage. In the next round it will seem to die and only does 1d2/level dam. The level of the caster determines the color of the flames which go from red at the coolest to pure white at the maximum of 15d6. 

Sneakabout's Balancing Act 

Range: 60yds
Components: V,S
Duration: 1 turn
Casting Time: 2
Area Of Effect: One person/level
Saving Throw: None

                This spell allows the selected people within the range to be able to balance in the thinnest ledge or even on a bit of string if it is strong enough. It is nearly impossible to knock these people off ledges and they can cast spells on them. 

Sneakabout's Shard Shotgun 

Range: 60yds
Components: V,S,M
Duration: 1 round
Casting Time: 2
Area Of Effect: One gem
Saving Throw: 1/2

                This spell fires a gem through a specially constructed tube within which it splits up into shards which are lethal at close range. The damage is determined by the value of the gem and the range is of a heavy crossbow: 

Value Damage
10   2d6

50

3d8
100 4d10
500 5d8
1000 10d6
2000  10d8
5000 10d10
10000  10d12

                As you can see, DMs will have to rule that having the money doesn't mean that you can find a gem of that value. The material components are the gem which must be fitted into a carefully engraved tube with a hinged covering on one end which costs 500gp and a leather glove which must be ran up and down the tube and an arcane phrase said. The tube and glove are re-usable.

 4th Level

 Gandalf's Living Flame 

Range: 60yds
Components: V,S,M
Duration: 1 turn
Casting Time: 7
Area Of Effect: One fire
Saving Throw: Neg.

                This spell makes a flame into a very small elemental under the caster's control which can move around very fast and set light to lots of stuff. DMs should use their discretion about what size fires can be animated for each level of caster starting with a candle.

 Sneakabout's Mental Weapon 

Range: N/A
Components: V,S
Duration: Length of mental battle
Casting Time: 3
Area Of Effect: One weapon
Saving Throw: N/A

                This conjures up a weapon for the caster to use when he has cast Sneakbout's Mental Battle. PLEASE could someone help me in developing this concept as I don't have a CLUE about psionics in ADnD and all I have is an idea about how mages which cannot use psionics can fight people who do.... 

Sneakabout's Musical Maestro 

Range: 20 ft
Components: V,S
Duration: 1 round/level
Casting Time: 2
Area Of Effect: N/A
Saving Throw: Neg.

                This spell conjures up an image of a skilled bard wearing a wig and a fancy suit. It can play an instrument as if it was a bard of half the caster's level and use magical instruments as a bard.

 Sneakabout's Seeds of Courage 

Range: Touch
Components: V,S,M
Duration: 1 day
Casting Time: 1 turn
Area Of Effect: 1d8 seeds
Saving Throw: N/A

                This spell makes some ordinary seeds into seeds which can increase the courage of a single soldier by a heck of a lot and he will not flee in battle unless ordered to. The usual use is to mix the seeds into the stew pot for the soldiers and one seed can increase the morale of a unit by 1. 1d8 seeds are enchanted. 

Sneakabout's Seeds of Discontent 

Range: Touch
Components: V,S,M
Duration: 1 day
Casting Time: 1 turn
Area Of Effect: 1d6 seeds
Saving Throw: Neg.

                This spell creates seeds which will spread discontent throughout an enemy army if put into their stew pot by reducing their morale by 1 and if they flee then they have a 50% chance of turning on their superiors. 

Utopia   (WARNING - casting this spell is an evil act and players should have an alignment check)

Range: Touch
Components: V,S
Duration: 1 round/level
Casting Time: 7
Area Of Effect: One person
Saving Throw: Neg.

                This spell causes the recipient to imagine that they are in their paradise but only for a short time. It is highly addictive and can cause psychological disorders in the victims and discontent in ordinary life. Sneakabout discovered this spell after destroying a circle of mages who were blackmailing all the officials of the city with their addiction.

 5th Level 

Sneakabout's Capacitous Cart 

Range: Touch
Components: V,S,M
Duration: 1 day/500gp
Casting Time: 1 turn
Area Of Effect: One cart
Saving Throw: N/A

                This spell makes an ordinary cart carry twice as much. This spell requires a diamond to be inset at the front of the cart which has 500gp worth of its weight drained off each day.

 Sneakabout's Mental Armour 

Range: N/A
Components: V,S,M
Duration: Length of mental battle
Casting Time: 8
Area Of Effect: Caster
Saving Throw: N/A

                This makes the caster wear armor which doesn't weigh anything in a mental battle. See Sneakabout's Mental Battle.

 Sneakabout's Searing Light 

Range: 60yds
Components: V,S
Duration: 1 round
Casting Time: 5
Area Of Effect: All in range
Saving Throw: Neg.

                This spell blinds everyone in the area of effect permanently unless they have their eyes closed or their backs turned. It only inflicts 1 HP of damage. 

Sneakabout's Seeds of Happiness 

Range: Touch
Components: V,S,M
Duration: Permanent
Casting Time: 8
Area Of Effect: 1d4 seeds
Saving Throw: Neg.

                This spell causes general happiness in the recipients who have eaten of a meal in which seeds of happiness have been mixed. It allows those effected to be able to throw off the addiction to the Utopia spell. 

6th Level 

Sneakabout's Air Conditioning 

Range: Touch
Components: V,S,M
Duration: 1 week
Casting Time: 1 turn
Area Of Effect: One building
Saving Throw: None

                This spell causes the temperature of a building to be increased or decreased, whichever is the most comfortable for the occupants. 

Sneakabout's Mental Battle 

Range: Touch
Components: V,S
Duration: Length of battle
Casting Time: 5
Area Of Effect: Two people
Saving Throw: Neg.

                This spell was conceived when Sneakabout was inadvertently trapped in a mind-flayer's den and was only saved by a handy earthquake by a cleric friend. He decided to take a mind flayer home and examine it to prevent him from being trapped like that again. The result was this series of spells which transmit both combatants to a strange where psionic powers appear as weapons which can be wielded physically. The other spells in this series are to provide the mage with means to attack and defend himself from his psionic opponent. In this dimension then Int. is used as Dex. and Wis. is used as Str. Sneakabout is now working on some way to get to that dimension by a different means. The battle occurs in a split second.

 Sneakabout's Speedy Surfer 

Range: 30ft
Components: V,S,M
Duration: 1 hour
Casting Time: 5
Area Of Effect: One plane of force/level
Saving Throw: None

                This spell causes some oval planes of force to appear under the people within range. These move at the same speed as a water elemental in water. It requires a Dexterity check to stay on each turn unless they are riding a wave in which case the check is every round. This is amazing when combined with Sneakabout's Balancing Act!

 7th Level 

Immobilizer 

Range: Touch
Components: V,S
Duration: 1 round/level
Casting Time: 9
Area Of Effect: One person
Saving Throw: Neg.

      This spell makes the chosen person blind, deaf, dumb and paralyzed. (dumb=unable to speak) 

Sneakabout's Flamboyant Thrower of Flame 

Range: 30ft
Components: V,S,M
Duration: 1 round/level
Casting Time: 7
Area Of Effect: Ball of fire
Saving Throw: 1/2

                This spell forces lamp oil or alcohol down a narrow tube and ignites it, producing a 'thrown' ball of flame. This is a fireball which can be released once a round. There must be a sufficient quantity of oil/alcohol. This produces something which is usually stationary or mounted on something. The fireballs do 4d6 damage each. 

Sneakabout's Mental Suppressant 

Range: 30 ft
Components: V,S,M
Duration: 1 turn
Casting Time: 7
Area Of Effect: 20 ft diameter sphere
Saving Throw: Neg.

                This spell suppresses 10 PSPs/level in the area of effect. 

Sneakabout's Opinion Poll  (Wild) 

Range: 1000yds
Components: V,S,M
Duration: Instantaneous
Casting Time: 1 round
Area Of Effect: 100 people/level
Saving Throw: None

               This spell ascertains the opinion of the people on a yes or no issue. It gives the percentage to within 5% but has a one in ten chance of being totally inaccurate. It cannot be used on less than 100 people.

 8th Level 

Sneakabout's Marvellous Mob Control 

Range: N/A
Components: V,S,M
Duration: 1 day
Casting Time: 1 round
Area Of Effect: 1 mob
Saving Throw: Neg.

                This spell allows the caster to control a mob perfectly or to defuse a dangerous situation involving a mob. The DM should use his discretion about what qualifies as a mob.

 Sneakabout's Passive Portal 

Range: 60 ft
Components: V,S,M
Duration: 1 round/4 levels
Casting Time: 9
Area Of Effect: 10 ft diameter circle
Saving Throw: N/A

                This spell creates a magical doorway which can be held open and people on both sides can pass through. It is extremely exhausting for the mage to hold open the doorway and afterwards he has to rest for 1 turn for every round he held the portal open. There is no chance of error but it can only transport on the same plane. The mage must be the last person to cross through. 

9th Level 

Sneakabout's Living Tower 

Range: Touch
Components: V,S,M
Duration: Permanent
Casting Time: 1 day
Area Of Effect: One Tower
Saving Throw: None

                This spell allows one person (Not the mage) to share in the mind of the tower. It takes 10,000 gp to prepare the tower for this enchantment by engraving runes in it etc. and the person to be bonded to the tower must stand in the center of the tower whilst the spell is cast. Once it has been cast then the person is permanently bonded to the tower and only a very carefully phrased WISH can unbind them and that would nearly kill the person. The person can Teleport Without Error once a month back to the tower and must spend at least 2 weeks every 6 months at the tower. He also gains 10 hp extra and a +1 to AC. These benefits, however, mean that the person must protect the tower at all costs and will probably spend a lot of money improving the tower since it is them self! If the tower is destroyed then the person must make a system shock roll and a saving throw verses Death Magic with a -4 penalty or die but even if they make these then they are immediately rendered unconscious and reduced to 1 hp and lose all benefits they received from the tower. Sneakabout, of course, bonded his tower to The King Tiger! ( See Sneakabout humor file) 

Sneakabout's Malevolent Curse 

Range: N/A
Components: V,S,M
Duration: Permanent
Casting Time: 1 day
Area Of Effect: One victim who has really pissed off the caster
Saving Throw: None

               This spell allows the caster to put a curse of unrivalled malevolence on the victim i.e. curse him to immediately become an undead beast and hunt down and kill mercilessly all who he has ever liked. Use your imagination! Magic resistance applies but the material component is why there is no saving throw. This spell requires a pint of the mage's blood, a pint of the victim's blood and dust from the bones of a LICH or DEMILICH! 

Sneakabout's Mana Bolt 

Range: 200yds/level
Components: V,S
Duration: up to 3 rounds
Casting Time: 7
Area Of Effect: One annoying mage
Saving Throw: See Below

                This spell was invented to deal with those very annoying mages who have meteor swarm memorized 3 times and have so many magical protections that you cannot get through them with a sledgehammer. If they fail a saving throw verses death magic with a -4 penalty then the fun begins as the spell dispels all of their magical protections for a turn. If they fail a second saving throw verses rods then they are f**k*d as their memorized spells are used up in a wild surge. If they fail the last one verses spell with a +4 then they are affected by a localized (5ft) Mordenkainen's Disjunctionment which gets rid of all of those nasty Rings of Wishes...

 Sneakabout's Sea of Flames 

Range: 200yds/level
Components: V,S,M
Duration: 1 turn
Casting Time: 1 round
Area Of Effect: 10*10/level yds
Saving Throw: None

                This spell causes an expance of ground to turn into a sea of flames which will cause 10d4 damage to anyone foolish enough to walk on it. arrows fired above the sea of flames vaporise but the sea of flames cannot be cast directly underneath anyone.

 Sneakabout's Sneaky Randomiser (Wild) 

Range: 60yds
Components: V,S,M
Duration: 1 day
Casting Time: 7
Area Of Effect: One mage
Saving Throw: Neg.

                This spell causes any spell cast by the victim to have a random target/go in a random direction, EVEN BENEFICIAL SPELLS! Wishes are not affected by this spell.

 

Authors Note: 

          This collection of spells contains some very nasty spells for use against other mages and a lot of 9th level spells. Deal out these spells with caution and feel free to bump some of them up a level or two. The author of this document does not take any responsibility for what happens when mages try to collect the bone dust of a demilich or lich but would like to hear what happened if someone tries to. Any similarity to any spells, alive or dead is not intentional and the author claims credit for thinking up all of the spells except for Fire/Acid Rain,  Flaming Flowers and Gandalf's Living Flame which were inspired by Andrew Howarth and Tolkien respectively. I hope that Ed Greenwood doesn't mind that I used his character to introduce the document and all hail to TSR, Wizards of the Coast, Hasbro International and anyone else who might hold copyright on something. Sorry if Sneakabout appears like a copy of Drizzt Do'Urden but "Imitation is the most sincere form of flattery" so I hope that is all right. I will probably next be typing up my sub-school for Necromancy - Life Creation.

--- Stutters