Spells

   ABCD
   EFGH

   IJKL

   MNOP
   QRSTU
   VWXYZ

 

Image Shatter
Infra Blast
Insatiable Thirst
Instant Morale
Invulnerability
Lasting Breath
Lessor Dominate Monster
Light (ranged)
Lightning Bolt (ver. 1)
Liona’s Feline Form
Lorth’s Sending
Lower Resistance

Image Shatter (Alteration)
Level:  Sor/Wiz 2
Components:  V, S, M
Casting Time:  1 action
Range:  100’ +10’ / level
Effect:  one Mirror Image spell
Duration:  Instantaneous
Saving Throw:  None
Spell Resistance:  No
 This spell has only one purpose. It will destroy Mirror Images created by item or spell. Upon casting this spell, the target images ‘shatter’ into obvious illusionary fragments, then vanish. This spell has no effect on Mirror Escape spells, or illusions that are impersonating the Mirror Image spells.
 The material component for this spell is a small glass mirror which the wizard breaks during casting.


Infra Blast  (Alteration)
Level:  Sor/Wiz 2
Components:  V, S
Casting Time:  1 action
Range:  0’
Effect:  60’ radius
Duration:  special
Saving Throw:  Reflex negates
Spell Resistance:  Yes
 This spell causes an instantaneous magical flash of light, eminating from the caster’s body. Creatures with darkvision or low-light vision viewing this flash are stricken blind for 1 round per level of the caster. Creatures without either of these vision abilities, those not viewing the blast, and those that make their saving throw are uneffected.


Insatiable Thirst (Enchantment/Charm)
Level:  Sor/Wiz 2
Components:  V, S
Casting Time:  1 action
Range:  100’ +10’ / level
Effect:  One creature
Duration:  1 round per level
Saving Throw:  Fortitude half
Spell Resistance:  Yes
 This spell instills in the victim an uncontrollable desire to drink. The victim is allowed a saving throw to avoid the effect. If the roll is failed, the creature must consume any potable liquids it can find (including magical potions, which might result in strange effects if potions are mixed). Although poisons are not considered potable, a victim may not realize that a liquid is poisonous. The victim will not consume a liquid he knows to be poisonous.
 No matter how much the creature drinks, its magical thirst is not quenched until the spell ends. During this time, the creature can do nothing but drink or look for liquids to drink. Victims of this spell believe they are dying of thirst and (depending upon their nature) may be willing to kill for drinkable fluids. 


Instant Morale (Enchantment/Charm)
Level:  Clr 3, Sor/Wiz 4
Components:  V, S, M
Casting Time:  1 action
Range:  0’
Effect:  30’ radius
Duration:  20 minutes
Saving Throw:  Special
Spell Resistance:  Yes
 This spell can be cast upon any individual or single group of humans or humanoids within 30’ of the  caster, which are already engaged in combat.  It prevents the target of  the spell from being routed or otherwise forced to leave combat for the duration of that combat. Willing flight is still allowed. Instant Morale also affects characters already forced to leave combat, in which case they may recover and return immediately (example: a Fear spell scares away an opponent, this spell allows the character another Will save against the fear). The effects of this spell end when affected characters have no more opponents within hand-to-hand combat range.


Invulnerability (Abjuration)
Level:  Sor/Wiz 9
Components:  V, S, M
Casting Time:  1 action
Range:  Touch
Effect:  One Creature
Duration:  10 rounds +1 round/level
Saving Throw:  None
Spell Resistance:  Yes
 The person whom this spell is cast upon gains 50/+4 damage reduction.  The caster gains Energy Reduction 10 to fire, lightning, cold and so on. All saves are made at +4 for the duration of the spell.


Lasting Breath (Alteration)
Level:  Clr 1, Sor/Wiz 1
Components:  V, S
Casting Time:  1 action
Range:  100’ +10’ / level
Effect:  One Creature/level
Duration:  1d4 rounds (+1 round/level)
Saving Throw:  None
Spell Resistance:  Yes
 This spell increases the amount of time a character can hold his breath. The duration of the spell is always unknown to the recipient; the DM secretly rolls 1d4 to determine the exact duration. The recipient does not need to start making checks until the spell duration expires.


Lessor Dominate Monster (Enchantment/Compulsion)
Level:  Sor/Wiz 7
Components:  V, S
Casting Time:  1 action
Range:  100’ +10’ / level
Effect:  One creature of Huge-size or smaller
Duration:  1 day/level
Saving Throw:  Will negates
Spell Resistance:  Yes
 As Dominate Person, except that the spell can control a creature of up to Huge-size, and up to 3HD +1HD/caster level.



Light (ranged) (Evocation)
Level:  Cr 1
Components:  V, M/DF
Casting Time:  1 action
Range:  100’ +10’ / level
Effect:  Single object or point in space
Duration:  10 minutes/level (D)
Saving Throw:  none
Spell Resistance:  no
  As the 0-level light spell, with a medium range. This spell cannot be used to blind an opponent.


Lightning Bolt (version 1) (Evocation)
Level:  Sor/Wiz 3
Components:  V, S, M
Casting Time:  1 action
Range:  100’ +10’ / level
Effect:  10’x40’ or 5’x80’ stroke
Duration:  Instantaneous
Saving Throw:  Reflex half
Spell Resistance:  Yes
 You release a stroke of electrical energy that deals 1d6 points of damage per caster level (maximum 12d6) to each creature within its area.  The bolt begins at the indicated range, and continues from there.
 If barriers in the path of the bolt fail their save, the bolt will continue, otherwise it will bounce back towards the caster, to its maximum stroke length.  Those who are struck twice by the bolt must make 2 saves, and use the worst roll.  Only one SR roll is needed, however.
 This version of the spell has a smaller area than the version in the PH, but it can be started at a distance.  This version takes a separate slot in a caster’s book.


Liona’s Feline Form (Alteration) 
Level:  Dr 2, Sor/Wiz 3
Components:  V, S, M
Casting Time:  2 rounds
Range:  Touch
Effect:  One person
Duration:  10 minutes / level 
Saving Throw:  None (willing only)
Spell Resistance:  Yes
 This spell causes the recipient to be transmuted into the form of a large feline, one of the great cats. The transmutation takes 20 minutes, and is quite spectacular (claws, ears, nose etc.). The recipient feels no pain, but is slightly dazed for a round after transformation. The recipient has no way of knowing what cat he will be transformed to. When the spell is cast roll 1d8 before the spell takes
effect. Then consult the following table to find what cat type the character becomes.
1:  Bobcat Move: 40’, Dmg 1d4+1 1d4+1 1d8, AC: 13
2:  Mountain Lion Move 40’, Dmg 1d4 1d4 1d8+4, AC: 13
3:  Cheetah Move 60’, Dmg 1d4 1d4 1d8 AC 14
4:  Panther Move 50’ Dmg 1d4 1d4 1d8 AC:15
5:  Jaguar Move 50’ Dmg 1d6 1d6 1d8+2 AC 13
6:  Bengal Tiger  Move 40’ Dmg 1d6+2 1d6+2 1d8+4 AC 13
7:  African Tiger Move 40’ Dmg 1d6+1 1d6+1 1d8+2 AC 14
8:  Saber Tooth Tiger Move 40’ Dmg 1d6+2 1d6+2 1d10+4 AC 15
 The material Comp of this spell are a tooth of any feline, plated in gold, worth at least 100 gp.


Lorth’s Sending (Alteration)
Level:  Clr 7, Travel 6, Sor/Wiz 7
Components:  V, S
Casting Time:  1 action
Range:  Touch
Effect:  One Creature touched per 2 levels
Duration:  Instantaneous
Saving Throw:  Will negates
Spell Resistance:  Yes
 The sending spell was created by Lorth the Traveller as a more versatile form of teleport. When the spell is cast, one creature for every two levels of the caster (rounded down) is sent to a place defined by the caster as for a teleport spell (the caster must have a mental image of the place). The creatures must be touching the caster, but “chains” are possible. The caster does not have to accompany them, but he may if he so desires. There are the normal chances for failure as the Teleport spell.
 Unwilling creatures receive a Will save to resist this spell.  Unless the caster can get multiple enemies to link hands, only one unwilling victim can usually be effected by this spell.


Lower Resistance (Abjuration/Alteration)
Level:  Sor/Wiz 5
Components:  V, S, M
Casting Time:  1 action
Range:  100’ +10’ / level
Effect:  One creature
Duration:  10 rounds  +1 round/level
Saving Throw:  None
Spell Resistance:  Yes (special)
 Using this spell, a wizard may attempt to reduce the spell resistance of a target creature. The spell resistance of the victim works against the lower resistance spell itself, but the caster of Lower Resistance gets a bonus of +4 against the SR. No saving throw is permitted in addition to magic resistance.
 If the victim does not resist the effects of this spell, his spell resistance is reduced by 5 plus 1/5 levels of the caster.  This spell has no effect on creatures that have no spell resistance.
 The material component is a broken iron rod.
Home