Explanation/Description: This spell allows the magic-user to set up certain vibrations which will tend to either repel or attract a specific type of living, intelligent creature or characters of a particular alignment. The magic-user must decide which effect is desired with regard to what creature or alignment type before beginning the dweomercraefting, for the components of each application differ. The spell cannot be cast upon living creatures.
Antipathy: This dweomer causes the affected creature or alignment type to feel an overpowering urge to leave the area or not touch the affected item. If a saving throw versus magic is successful, the creature may stay/touch the item, but the creature will feel very uncomfortable, and a persistent itching will cause it to suffer the loss of 1 point of dexterity per round the area or item is remained in or touched, subject to a maximum of 4 points. Failure to save versus magic forces the creature/alignment type to abandon the magicked area or item, shunning it permanently and never willingly enter/touch it until the spell is removed or expires. The material component for this application of the spell is a lump of alum soaked in vinegar.
Sympathy: By casting the sympathy application of the spell, the magic-user can cause a particular type of creature or alignment of character to feel elated and pleased to be in an area or with the prospect of touching or possessing an object or item. The desire to stay in the area or touch/possess the magicked object/item will be overpowering, and unless a saving throw versus magic is made, the creature or character will stay or refuse to release the object. If the saving throw is successful, the creature or character is released from the enchantment, but a subsequent saving throw must be made from 1-6 turns later, and if this one fails, the affected creature will return to the area or object. The material components of this spell are 1,000 g.p. worth of crushed pearls and a drop of honey.
Note that the particular kind of creature to be affected must be named specifically, i.e. red dragons, hill giants, wererats, lammasu, catoblepas, vampires, etc. Likewise, the specific alignment type for characters must be named, i.e. chaotic evil, chaotic good, lawful neutral, neutral, etc.
If this spell is cast upon an area, a 10' per side cube can be magicked per level of experience of the magic-user. If an object or item is magicked, only that single thing can be enchanted, but affected creatures/characters save versus the magic thereon at -2.
Explanation/Description: Bigbys' Clenched Fist spell brings forth a huge, disembodied hand which is balled into a fist. This magical member is under the mental control of the spell caster, and he or she can cause it to strike an opponent each round. No other spell casting or magical activity may be undertaken for the duration of the spell. The Clenched Fist never misses, but the effectiveness of its blow varies from round to round.
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Die Roll
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Result | ||
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1 - 12
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glancing blow - 1 to 6 hit points | ||
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13 - 16
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solid punch - 2 to 12 hit points | ||
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17 - 19
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Hard punch - 3 to 18 hit points and | ||
| � oppponent is stunned next round | |||
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20
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crushing blow - 4 to 24 hit points | ||
| � and opponent is stunned for next 3 rounds |
Note: Any stunned opponent allows the magic-user to add +4 to his or her die roll to determine how well the fist strikes, as the opponent is not capable of dodging or defending against the attack effectively. (This spell can be used with any of the other Hand spells of the Archmage Bigby.) The material component of this spell is a leather glove and a small device consisting of four rings joined so as to form a slightly curved line, with an "I" upon which the bottoms of the rings rest, the whole fashioned of an alloyed metal of copper and zinc. The Fist is destroyed by damage equal to the hit points of its caster being inflicted upon it.
Explanation/Description: A binding spell enables the caster to capture a creature from the lower planes. The subject must already be confined by some form of restraining diagram. The duration of the spell depends upon the form of the binding and the level of the caster(s), as well as the length of time the spell is actually uttered. The components vary according to the form of the dweomer, but include: a continuous chanting utterance read from the scroll or book page giving the spell; gestures appropriate to the form of binding; and materials such as miniature chains of special metal (iron for demonkind, silver for diabolical creatures, nickel for the minions of Hades, etc.), soporific herbs of the rarest sort, a diamond or corundum gem of great size (1,000 gp value per hit die of the subject creature), and a vellum depiction or carved statuette of the subject to be captured.
A saving throw is not applicable as long as the experience level(s) of the caster(s) is (are) at least twice as great as the hit dice of the subject. In a case where the foregoing does not hold, then the subject gains a saving throw versus spell, modified by the form of binding being attempted and the relative ratio of level(s) of experience of the caster(s) to the subject creatures' hit dice. For purposes of determining this number, the level of the principal caster is augmented by one third of the level of experience of each assistant magic-user of 9th or higher level, and an additional level is gained for each assistant of 4th to 8th level. No more than six other magic-users can assist with a binding spell. The various forms of binding are these:
Chaining: The subject is confined by restraints which generate an antipathy affecting all creatures who approach the subject, except the caster. Duration is as long as one year per level of the caster(s). The subject of this form of binding (as well as of slumber and bound slumber; see below), remains within the restraining diagram.
Slumber: Brings a comatose sleep upon the subject for a duration of up to one year per level of the caster(s).
Bound Slumber: A combination of chaining and slumber which lasts for up to one month per level of the caster(s).
Hedged Prison: The subject is transported to or otherwise brought within a confined area f rom which it may not wander by any means until freed. The dweomer remains until the magical hedge is somehow broken.
Metamorphosis: Causes the subject to change to some noncorporeal form, save for its head or face. The binding is permanent until some prescribed act frees the subject.
Minimus Containment: The subject is shrunk to a height of one inch or even less and held within the hedged prison of some gem or similar object. The subject of a minimus containment, metamorphosis, or hedged prison radiates a very faint aura of magic.
The saving throw, if applicable, is made at the normal level for the chaining form of the spell. Slumber allows the subject a +1, bound slumber a +2, hedged prison a +3, metamorphosis a +4, and minimus containment a +5 on the save. However, if the subject is initially weakened by magical means such as dolor or torment spells, the saving throw is subject to an adjustment or -1 for the former spell, -2 for the latter spell, and -4 for both in successive combination. A successful saving throw enables the subject to burst its bonds and do as it pleases.
A binding spell can be renewed in the case of the first three forms of the dweomer, for the subject does not have the opportunity to break the bonds. After one year the subject gains a normal saving throw versus spell. Whenever it is successful, the binding spell is broken and the subject creature is free. (If anything has caused a weakening of the chaining or slumber, such as attempts to contact the subject or magically touch it, a normal saving throw applies to the renewal of the spell.)
Explanation/Description: This spell creates a duplicate of a person. This clone is in all respects the duplicate of the individual, complete to the level of experience, memories, etc. However, the duplicate is the person, so that if the original and a duplicate exist at the same time, each knows of the others' existence; and the original person and the clone will each desire to do away with the other, for such an alter-ego is unbearable to both. If one cannot destroy the other, one (95%) will go insane (75% likely to be the clone) and destroy itself, or possibly (5%) both will become mad and commit suicide. These probabilities will occur within 1 week of the dual existence. The material component of the spell is a small piece of the flesh of the person to be duplicated. Note that the clone will become the person as he or she existed at the time at which the flesh was taken, and all subsequent knowledge, experience, etc. will be totally unknown to the clone. Also, the clone will be a physical duplicate, and possessions of the original are another matter entirely. Note that a clone takes from 2-8 months to grow, and only after that time is dual existence established.
Explanation/Description: This spell is essentially the same as a sending spell. Demand differs from sending in that the spell caster may phrase his or her message so as to contain a suggestion spell and if the subject fails to make its saving throw versus spell, it will do its best to carry out the suggestion contained in the message of the demand. Of course, if the message is relatively impossible or incongruous according to the circumstances which exist for the subject at the time the demand comes, the message is understood but no saving throw is necessary and the suggestion is ineffective. The material components of the spell are a pair of cylinders, each open at one end, connected by a thin piece of copper wire and some small part of the subject creature - a hair, bit of nail, etc.
Explanation/Description: The glassteel spell turns crystal or glass into a transparent substance which has the tensile strength and unbreakability of actual steel. Only a relatively small volume of material can be affected, a maximum weight of 10 pounds per level of experience of the spell caster, and it must form one whole object. The material components of this spell are a small piece of glass and a small piece of steel.
Explanation/Description: An incendiary cloud spell exactly resembles the smoke effects of a pyrotechnics spell (q.v.), except that its minimum dimensions are a cloud of 10' height by 20' length and breadth. This dense vapor cloud billows forth, and on the 3rd round of its existence it begins to flame, causing 1/2 hit point per level of the magic-user who cast it. On the 4th round it does 1 hit point of damage per level of the caster, and on the 5th round it again drops to 1/2 h.p. of damage per level of the magic-user as its flames burn out. Any successive rounds of existence are simply harmiess smoke which obscures vision within its confines. Creatures within the cloud need make only I saving throw if it is successful, but if they fail the first, they roll again on the 4th and 5th rounds (if necessary) to attempt to reduce damage sustained by one-half. In order to cast this spell the magic-user must have an available fire source (just as with a pyrotechnics spell), scrapings from beneath a dung pile, and a pinch of dust.
Explanation/Description: A mass charm spell affects either persons or monsters just as a charm person spell or a charm monster spell (qq.v.) does. The mass charm, however, will affect a number of creatures whose combined levels of experience and/or hit dice does not exceed twice the level of experience of the spell caster. All affected creatures must be within the spell range and within a maximum area of 3" by 3". Note that the creatures' saving throws are unaffected by the number of recipients (cf. charm person and charm monster), but all target creatures are subject to a penalty of -2 on the saving throw because of the efficiency and power of a mass charm spell.
Explanation/Description: An extra-dimensional space is brought into being upon utterance of a maze spell. The recipient will wonder in the shifting labyrinth of force planes for a period of time which is totally dependent upon its intelligence. (Note: Minotaurs are not affected by this spell.)
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Intelligence of
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||||
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Mazed Creature
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Time Trapped in Maze | |||
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under 3
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2 to 8 turns | |||
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3 to 5
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1 to 4 turns | |||
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6 to 8
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5 to 20 rounds | |||
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9 to 11
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4 to 16 rounds | |||
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12 to 14
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3 to 12 rounds | |||
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15 to 17
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2 to 8 rounds | |||
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18 and up
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1 to 4 rounds | |||
Explanation/Description: When the very powerful mind blank spell is cast, the recipient is totally protected from all devices and/or spells which detect, influence, or read emotions and/or thoughts. Protection includes augury, charm, command, confusion, divination, empathy (all forms), ESP, fear, feeblemind, mass suggestion, phantasmal killer, possession, rulership, soul trapping, suggestion, and telepathy. Cloaking protection also extends to prevention of discovery or information gathering by crystal balls or other scrying devices, clairaudience, clairvoyance, communing, contacting other planes, or wish-related methods (wishing, limited wish, alter reality). Of course, exceedingly powerful deities would be able to penetrate the spells' powers. Note that this spell also protects from psionic-related detection and/or influence such as domination (or mass domination), hypnosis, invisibility (the psionic sort is mind related), and precognition, plus those powers which are already covered as spells.
Explanation/Description: This spell summons 1 or 2 sixth level monsters, the creature(s) appearing in 1 to 3 rounds. See monster summoning I for other details.
Explanation/Description: This spell is exactly the same as the 4th level magic-user spell, Otilukes' Resilient Sphere, with the addition that the interior of the globe is virtually weightless; i.e., anything contained within it weighs only 1/16 of its normal weight. Any subject weighing up to 5,000 pounds can be telekinetically lifted in the sphere by the caster. Range of control extends to a maximum distance of 1" per level of the caster after the sphere has actually succeeded in encapsulating a subject or subjects. Note that even if more than 5,000 pounds of weight is englobed, the essential weight is but 1/16 of actual, so the orb can be rolled without exceptional effort. Because of the reduced weight, rapid motion or falling within the field of the sphere is relatively harmless to the object therein, although it can be disastrous should the globe disappear when the subject inside is high above a hard surface. In addition to the material components for the resilient sphere, the caster must have a pair of small bar magnets to effectuate this spell.
Explanation/Description: When Ottos' Irresistible Dance is placed upon a creature, the spell causes the recipient to begin dancing, feet shuffling and tapping. This dance makes it impossible for the victim to do anything other than caper and prance, this cavorting lowering the armor class of the creature by -4, making saving throws impossible, and negating any consideration of a shield. Note that the creature must be touched possibly as if melee combat were taking place and the spell caster were striking to do damage.
Explanation/Description: This spell affects the duration of certain other spells, making the duration permanent. The spells upon which a personal permanency will be effective are:
| comprehend languages | protection from evil | |||
| detect evil | protection from normal missiles | |||
| detect invisibilty | read magic | |||
| detect magic | tongues | |||
| infravision | unseen servant |
The magic-user casts the desired spell and then follows with the permanency spell. Each permanency spell lowers the magic-users' constitution by 1 point. The magic-user cannot cast these spells upon other creatures. In addition to personal use, the permanency spell can be used to make the following object/creature or area effect spells lasting:
| enlarge | prismatic sphere | |||
| fear | stinking cloud | |||
| gust of wind | wall of fire | |||
| invisibility | wall of force | |||
| magic mouth | web |
The former application of permanency can be dispelled only by a magic-user of greater level than the spell caster was when he or she initially cast it. The permanency application to other spells allows it to be cast simultaneously with any of the latter when no living creature is the target, but the permanency can be dispelled normally, and thus the entire spell negated.
Explanation/Description: This spell changes one object (living or otherwise) into another. When used as a polymorph other or stone to flesh, simply treat the spell as a more powerful version, with saving throws made at -4 on the die. When it is cast in order to change other objects, the duration of the spell will depend on how radically removed the original was from its magicked state, as well as how different in size. This will be determined by your Dungeon Master by comparing:
kingdom - animal, vegetable, mineral
class - mammals, bipeds, fungi, metals, spheres, etc.
relationship - twig is to tree, sand is to beach, etc.
size - smaller, equal, larger
shape - comparative resemblance of the original to the polymorphed state
intelligence - particularly with regard to a change in which the end product is more intelligent
Change in kingdom makes the spell work for hours or turns, i.e. hours if one removed, turns if two removed. Other changes likewise affect spell duration. Thus, changing a lion to an androsphinx would be permanent, but turning a turnip to a purple worm would be a change of only hours duration; turning a tusk into an elephant would be permanent, but turning a twig into a sword would be only a change of several turns duration. All polymorphed objects radiate a strong magic, and if a dispel magic spell is used upon them, they will return to their natural form. Note that a stone to flesh, or its reverse, will affect objects under this spell. The material components of this spell are mercury, gum arabic, and smoke. N.B.: System shock applies to living creatures, as do the restrictions noted regarding polymorph others and stone to flesh (qq.v.).
Explanation/Description: When a power word, blind is cast, one or more creatures within spell range and area of effect will become temporarily sightless. The spell affects up to 100 hit points of creatures, but the duration is dependent upon how many hit points of creatures are affected. If 50 or less points are affected, blindness lasts for 2 to 5 (d4 + 1) turns, if 51 or more hit points of creatures are affected, the spell duration is but 2 to 5 rounds. Note that the spell caster must indicate which creatures he or she desires to affect with the spell, noting one as target center, prior to determining results. Creatures with over 100 hit points are not affected. Blindness can be removed by cure blindness or dispel magic.
Explanation/Description: By, use of this spell the magic-user is able to confer virtual immunity to certain spells and magical attack forms upon those he or she touches and magicks. For every 4 levels of experience of the magic-user, 1 creature can be protected by the Sertens' Spell Immunity spell, but the duration of the protection is similarly disbursed upon these additional figures. (Example: A 16th level magic-user can cast the dweomer upon 1 creature and it will last 16 turns, or he or she can place it upon 2 creatures for an 8 turn duration, or upon 4 creatures for but 4 turns duration.) The protection gives a bonus to saving throws as follows:
| Beguiling, Charm, Suggestion | + 9 | |
| Command, Domination, Fear, Hold, Scare | + 7 | |
| Geas, Quest | + 5 |
The material component of this spell is a diamond which must be crushed and sprinkled over the spell recipients, and each such creature must also have in its possession a diamond of any size, intact and carried on its person.
Explanation/Description: When the magic-user casts a sink spell, he or she must chant the spell for 4 segments without interruption. At that juncture, the subject creature or object will become rooted to the spot unless a saving throw versus spell (with respect to a creature) or a saving throw versus disintegration (for an object with magical properties) is successful. (Note: "Magical properties" include those of magic items as listed in the Dungeon Masters Guide, those of items enchanted or otherwise of magical origin, and those of items with protection-type spells or with permanent magical properties or similar spells upon them.) Items of a non-magical nature are not entitled to a saving throw. The subject will also become of the same density as the surface upon which it stands at this juncture if its saving throw was not successful.
The spell caster now has the option of ceasing his or her spell and leaving the subject as it is, in which case the spell will lose its dweomer in 4 turns, and the subject will return to normal. If the magic-user proceeds with the spell, the subject will begin to slowly sink into the ground. On the 5th segment the subject will sink to one-quarter of its height, on the 6th another quarter, on the 7th another, and on the 8th segment it will be totally sunken into the ground.
This virtual entombment will place a living subject into a state which duplicates stasis but does not otherwise harm the subject. Non-living or living, the subject will exist in undamaged form in the surface into which it was sunk, its upper extremity as far beneath the surface as the subject has height; i.e., a 6' high subject will be 6' beneath the surface, while a 60' high subject will have its uppermost portion 60' below ground level. If the ground around the subject is somehow removed, the spell is broken and the subject will return to normal - although it will not then rise up. Such spells as dig, transmute rock to mud, and freedom (reverse of imprisonment) will not harm the subject of a sink spell and will be helpful in recovering it in many cases. If a detect magic spell is cast over an area upon which a sink spell was used, it will reveal a faint dweomer of undefinable nature, even if the subject is beyond detection range. If the subject is within range of the detect magic, the dweomer will be noted as magic of an enchantment/alteration nature.
Explanation/Description: A symbol spell causes the creation of magical runes which affect creatures which pass over, touch, read, or pass through a portal upon which the symbol is inscribed. Upon casting the spell, the magic-user inscribes the symbol upon whatever surface he or she desires. Likewise, the spell caster is able to place the symbol of his or her choice, using any one of the following:
| Death --- | One or more creatures whose total hit points do not exceed 80 are slain. | ||
| Discord --- | All creatures are affected and immediately fall to loudly bickering and arguing; furthermore, there is a 50% probability that creatures of different alignment will attack each other. The bickering lasts for 5-20 rounds; the fighting for 2-8 rounds. | ||
| Fear --- | This symbol operates as an extra-strong fear spell, causing all creatures to save vs. the spell at -4 on the die or panic and flee as if affected by a fear spell (q.v.). | ||
| Hopelessness --- | All creatures are affected and must turn back in dejection unless they save versus magic. Affected creatures will submit to the demands of any opponent, i.e. surrender, get out, etc.; the hopelessness lasts for 3 to 12 (3d4) turns, and during this period it is 25% probable that affected creatures will take no action during any round, and 25% likely that those taking action will turn back or retire from battle, as applicable. | ||
| Insanity --- | One or more creatures whose total hit points do not exceed 120 will become insane and remain so, acting as if a confusion spell (q.v.) had been placed upon them until a heal, restoration, or wish spell is used to remove the madness. | ||
| Pain --- | All creatures are affected, having wracking pains shooting through their bodies, which causes them to have -2 on dexterity and -4 on attack dice for from 2-20 turns. | ||
| Sleep --- | All creatures under 8 + 1 hit dice will immediately fall into a catatonic slumber and cannot be awakened for 5 to 16 (d12 + 4) turns. | ||
| Stunning --- | One or more creatures whose total hit points do not exceed 160 will be stunned and reeling for 3-12 (3d4) rounds, dropping anything it or they hold in manipulative members. | ||
The type of symbol cannot be recognized without it being read and thus activating its effects. The material components of this spell are powdered black opal and diamond dust worth not less than 5000 g.p. each.
Explanation/Description: This spell is similar to the magic jar, except that the trap the soul spell forces the subject creature's life force (and its material body, if any) into a special prison magicked by the spell caster. The subject of the spell must be seen by the caster, and the magic-user must know the subject's true name as well when the final word is uttered. Preparatory to the actual casting of the trap the soul, the magic-user must prepare the soul prison, a gem of 1,000 g.p. value for every hit die or level of experience the creature whose soul is to be trapped possesses, i.e. it requires a gem of 10,000 g.p. value to trap a 10 hit dice (or 10th level) creature by placing an enchant an item spell upon it and then placing a maze spell into the gem, thereby forming the prison for the soul to be trapped. There are 2 manners in which the soul of the victim can be imprisoned. The final word of the spell can be spoken when the creature is within spell range, but this entities it to exercise its magic resistance (if any) and a saving throw versus magic as well, and if the latter is successful, the gem shatters. The second method of soul trapping is far more insidious, for it tricks the victim into accepting a trigger object inscribed with the final spell word which will automatically place the creature's soul into the trap. If this method is used, it will be necessary to name the triggering item when the prison gem is magicked. A sympathy spell may be placed on the trigger item. As soon as the subject creature picks up or accepts the trigger item, its soul is automatically transferred to the gem. The gem prison will hold the soul trapped until time indefinite, or until it is broken and the soul is released, allowing the material body to reform. If the creature trapped is a powerful creature from another plane (and this could actually mean a character trapped by some inhabitant of another plane of existence when the character is not on the Prime Material Plane), it can be required to perform a service immediately upon being freed. Otherwise, the creature can go totally free once the gem imprisoning it is broken.
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