Wizard Spells
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Level 3
Acid Burst
(Submitted by Fillipo)
Evocation
Range: 0
Components: VSM (a slice of lemon)
Duration: instant
Time: 3
Effect: a cone 12 meters long and 6 meters wide at the end.
ST: half
The spell spews acid from the wizard's hands forward in a large cone, inflicting 1d6
damage per level, up to 10d6. The acid may damage items. The damage can be halved with a
TS.
Vehicle
Invisibility (Submitted by Fillipo)
Illusion
Range: 12 meters.
Components: VSM (the same as Invisibility)
Duration: special
Time: 2 rounds
Effect: one vehicle
ST: no
This spell makes invisible a vehicle (a cart, a ship) and anything it carries. The area of
effect of the spell is a sphere with diameter equal to the wizard's level (max 10 meters):
if target vehicle doesn't fit fully into this sphere, the spell fails. From inside the
vehicle it is hard to look outside. Every item will be unfocused, as if under a blur spell
(this only from the vehicle occupants' point of view). As soon as an object gets out of
the vehicle or someone inside attacks someone outside, the spell ends. It can't last
longer than 24 hours.
Finger
of the Vampire (Submitted by Fillipo)
Necromantic
Range: 24 meters
Components: VSM (a piece of nail)
Duration: instant
Time: 3
Effect: one target
ST: half
This spell inflicts to the target 1d6 damage every 2 levels of the caster, rounded down. A
saving throw vs. magic halves the damage. The caster gains an amount of HP equal to the
damage inflicted, up to his normal maximum.
Oil of Impact
(Submitted by Fillipo)
Alteration
Range: touch
Components: VSM (a hard stone)
Duration: 1d4+8 rnd
Time: 3
Effect: one staff, mace, sling pellet or such
ST: no
This spell reproduces the effects of the Oil of Impact. Enchanted pellets remain so for
one use or 24 hour; weapons for 1d4+8 round since they are used. Another version, called
Oil of Sharpness, does the same effects on edged or piercing weapons.
Level 4
Curse of
Undeath (Submitted by Fillipo)
Necromancy
Range: 10 meters
Components: V, S, M (a block of coal and a branch of ebony)
Duration: permanent
Time: 4
Effect: one creature
ST: negates
The victim of this spell won't feel anything, but should he die while the spell is in
effect, he will not be resurrected by any means, and will be condemned to turn into an
undead similar to a ghast but with the same hit dice and hit points he had before
(however, he loses all special abilities he had). The wizard who cast the spell controls
the victim, after his death. A remove curse negates the spell if the one who casts it is
of higher level than the mage. Otherwise, there is a 5% chance per level of difference
that the remove curse fails.
Level 5
Cellular
Implosion (Submitted by Fillipo)
Evocation
Range: 20 met. +3/level
Components: VS
Duration: instant
Time: 5
Effect: one target whose body is made of living (or undead) cells.
ST: no
The spell crushes the target's cells inflicting 1d4+1 damage for each of the caster's
levels. No saving throw is permitted. The maximum damage is 15d4+15.
Magical
Shield (Submitted by Fillipo)
Abjuration
Range: caster only
Components: VSM (a small crystal sphere)
Duration: 8 hours
Time: 1 round
Effect: a magical defense only on the caster.
ST: no
The spell effectively grants the caster 5 extra HP every 2 levels, rounded down. Some
unusual damage sources may bypass this protection. The spell lasts 8 hours, or until the
extra HP are gone.
Morving's
Flaming Jumping Spinning Iron Ball (Submitted by Fillipo)
Evocation
Range: 1 meter + 1/lev
Components: VSM (sulphur and iron)
Duration: 1 turn + 1 round/level
Time: 5
Effect: one ball, 1 meter wide
ST: special
Creates a flaming sphere of iron, which can jump 3 meters, has movement 12, strenght 16 to
bash doors, inflicts 1d6 physical damage and 3d6 fire damage to those it hits
(automatically). Fire damage can be halved with a ST. If a creature up to 3 meters tall
receives more than 12 damage, he has to make a ST vs. paralyisis or fall. The wizard must
concentrate to move the sphere.
Psionic Drain
(Submitted by Fillipo)
Enchantment/charme
Range: 1 meter/level
Components: VS
Duration: instantanous
Time: 5
Effect: one creature
ST: neg.
This spell drains the target of 1d4 PSPs for each level of the caster. If the magic user
has psionic powers, he gains half the PSPs he drained, up to his normal maximum.
Level 6
Invoke Lolth
(Submitted by Fillipo)
Conjuration/Summoning
Range: 0
Components: VS
Duration: special
Time: 1 round
Effect: caster only
ST: no
This spell can only be used by drows. It's a modified Contact Other Planes. It invokes the
attention of the drow goddess Lolth upon the caster, for the duration of one fight. It
must be cast during the fight or immediately before. If the caster defeats his/her
opponents, he/she gains a non-cumulative +2 bonus to all saving throws for one day per
HD/level of the enemy. If the caster is killed, he/she immediately comes back as a drider,
with full HP.
High Energy
Lightning (Submitted by Fillipo)
Evocation
Range: 5 meters
Components: V, S, M (a atring of copper)
Duration: instant
Time: 6
Effect: a lightning either 30 meters long and 1,5 wide or 15 meters long and 3 wide.
ST: halves
This spell is similar to lightning, but it causes 1d8 HP per level, up to a maximum of
20d8. However, because of the potent energies of the spell, the lightning becomes very
erratic near conducting materials. If there are consistent masses (at least 30kg) of
conducting metals near one of the two extremes of the lightning, there is a 30% chance
that that extreme moves to the mass (changing the lightning size or trajectory). A
consistant mass of chemical conducting materials such as a human body has a chance of 15%
of attracting the lightning. This means that it is always possible that the lightning
targets the wizard! If more than one mass is present, choose one at random (metallic
masses are twice as likely to attract the lightning). An evil and cunning mage who is
going to use this often always carries with him some dumb armor-clad warrior.
Level 7
Grundlethum's
Transformation (Submitted by Fillipo)
Alteration, Evocation
Range: 0
Components: V, S, M (a potion of superhero)
Duration: 1 round per level
Time: 7
Effect: the magic user
Grundlethum is a great admirer of Tenser and he made this spell to fight better with his
dagger. The hit points of the magic user become three times normal and all the damage are
first subtracted to these magical hit points (once they are finished, the mage suffers
double damage). His AC betters by 6 points, up to -10, and he gains the THAC0 of a warrior
of equal level. His attacks are doubled with dagger, while with a staff he gains another
+3 to hit and damage. The wizard gains a point of Strength every four levels (round up).
It is possible to cast the spell using a common potion of heroism, but the effect is that
of a common Tenser's Transformation.
Level 8
Lutter's
Morphic Equalizer (Submitted by Fillipo)
Alteration
Range: 0
Components: V, S, M (rare crystals and mercury)
Duration: 1 round per level
Time: 1 round
Effect: sphere with radius 4 meters/level
ST: negates
Casting the Morphic Equalizer, the mage must declare an object kind or creature. He may
say: "All the humans" or "All Lawful creatures" or "Every item of
tek wood" or even "Every Lawful human carrying tek wood items", but he must
know the conditions he's declaring (for example, if he declares "Every iron
item" but he doesn't know what material objects in the area are made of, the items
aren't legal targets even if they are actually made of iron. Or, if he declares "All
chaotic creatures" and doesn't know the alignments of the creatures in the area, none
will be a target. But if there are creatures that the wizard knows being chaotic, they
will be hit). After, he must point one of the targets. All the other targets must make a
ST versus polymorph or become the pointed thing. They also must roll a system shock or die
if they have been turned into something from another realm (realms are animal, vegetal and
mineral). This spell is extremely powerful if the declaration is vague, but it becomes
also very dangerous. The exact circumstances of Lutter's death are unknown, but his
mangled corpse was found in the middle of an enormoud mass of poisonous spiders, which had
to be eradicated with a massive use of fireballs.
Merkit's
Negative Dimensional Convergence (Submitted by Fillipo)
Necromancy, Evocation
Range: 10 meters
Components: V, S, M (a black crystal enchanted with negative plane resistance)
Duration: instant
Time: 1 round
Effect: one creature
ST: special
This powerful and evil spell opens a vortex to the Negative Energy Plane directly inside
the target. The effect is devastating: the target must roll a ST versus death or die; even
if he succeeds, he suffers 8d4 damage. If he dies, roll 1d10:
1: nothing happens.
2-3: the target's body is destroyed forever.
4-7: as above, plus the target becomes a wraith controlled by the wizard.
8-9: as above, and the target becomes a spectre controlled by the wizard.
10: as above, and the target becomes a ghost. He must immediately roll Intelligence; if he
fails, he is controlled by the wizard, otherwise he is free.
Hellspells (Submitted by Philip
Arena from Monsa Moon's Spellbook)
First, a general note on adjudicating hellspells. A spellcaster who
uses these spells and does not serve Hell must immediately make a wisdom check (willpower,
if using skills and powers subabilities). This check is made any time a hellspell is cast,
and for each failed check, a cumulative -1 penalty is applied. If five checks are failed,
the spellcaster becomes a servant of Hell. This does not mean he loses his free will,
rather he must obey commands from Hell, and will become a tool to serve their ends in the
caster's plane. If the caster disobeys a command, not only will he never be able to cast a
hellspell again, but he will likely be hunted down by powerful demons, far worse than any
pitfiend. There is a chance, depending on how important the caster had become to the Lords
of Hell before angering them, that one of the Lords himself may come after the caster.
So don't have just any high level evil npc casting these spells! Use with care!
Hellstrike
(Submitted by Philip Arena)
(Enchantment)
Level: 7
Range: Touch
Casting Time: 7
Components: V,S
Area of Effect: 1 Weapon
Duration: 1 Attack/5 levels of caster
Save: None
This spell can only be cast by evil spellcasters. It imitates the
blades often wielded by greater warriors of Hell. The enchanted weapon deals a base of 5d6
damage. Any victim struck must make a saving throw, if they fail they are instantly slain.
If they pass, they must make a system shock roll. Failure indicates a loss of ½ total
current hp due to a violent reaction against the repulsive evil. Good characters suffer a
-5 penalty on their saving throw.
Note this spell applies to one attack per five
levels, not one round. If this spell is cast on the sword of a warrior who gets two
attacks per round, this is an important difference.
The weapon can be of any type, even missile weapons, but can not be
cast on a magic weapon, or used in conjunction with other temporary enchantments such as
flame arrow, enchanted weapon, etc.
Hellfire
(Submitted by Philip Arena
(Invocation/Necromancy)
Level: 8
Range: 50yards + 5yards/caster level
Casting Time: 8
Components: V,S
Area of Effect: Special
Duration: Instantaneous
Save: Special
This spell opens up a direct connection between the prime material
plane (or whichever plane it is cast on) and the lower levels of hell. It summons forth
bluish-black flames consuming one or more creatures, at the caster's discretion. If only
one victim is chosen, then no saving throw is allowed. Hellfire deals 2d4 damage/level of
caster to its unfortunate victim. If victim is good, he takes 2d4+2 points of damage/level
of caster. Undead and creatures from Hell are not affected by Hellfire.
If this spell targets multiple creatures, than a -1 penalty is added to
the wisdom check of the caster, for each additional target. The victims gain a saving
throw for half damage, with a -5 penalty for good characters.
Any slain victims' souls are taken to Hell as payment, and forever lost. Victim can't be
raised by any means short of a wish spell.
This spell deals 2d6 damage +1d6/additional target to caster if he is not already a
servant of Hell.
Hellskull
(Submitted by Philip Arena
(Conjuration/Necromancy)
Level: 9
Range: 50yards +5yards/caster level
Casting Time: 9
Components: V,S
Area of Effect: 1 or more 1' diameter skulls
Save: special
This spell summons 1 Hellskull/5 levels of the caster. Each one is
thrown at a single target, all in one round, no attack roll necessary. When struck, victim
is allowed a saving throw if above ten HD/levels. If they fail, they die. Those who pass
their saving throw suffer 1d6 damage/level of the caster. A second saving throw is then
made for half damage.
This is one of the most feared spells in existence. Few servants are
granted this spell. If caster is not already a servant of Hell, he becomes one after
casting this spell. This spell should be used only against those truly worthy of the worst
Hell has to offer, not just a group of PC's that walked into the lair of a powerful lich.
The use of this spell is reserved for special circumstances.
Creatures slain by a Hellskull can only be revived by a wish, as their
souls have been transported to Hell.
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