Spells
acquired by the players that are not found in the Player’s Handbook.
Magic Of Faerun MOF
Tome and Blood TB
Relics & Rituals Lost Lore
II RRII
Those without a reference are
of my own devising.
Amanuensis MOF
Transmutation
Level: Clr 3 (Deneir, Sor/Wiz 3
Components: V, S, M (see text)
Casting time: One action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Object or objects with writing
Duration: 10 minutes/level
Saving throw: Will negates (object)
Spell Resistance: Yes (object)
You cause writing from
one source (such as a book) to be copied into a book, paper, or parchment. This
spell copies 250 words per minute and creates a perfect duplicate of the
original. The spell only copies nonmagical text, not illustrations or magical
writings (such as spell scrolls or a sepia snake sigil). If the target
contains normal and magical writing (such as a letter with explosive runes),
only the normal text is copied, leaving blank space in the copied text where
the magical writing would be expected. Like-wise, if the target contains text
and illustration, only the text is copied.
The spell triggers (but
does not copy) writing-based magic traps in the material being copied.
Blank paper, parchment,
or a book must be provided for the spell to write upon. If the target has
multiple pagers, the spell automatically turns to the next blank page whenever
necessary. If more pages in the target exist than blank pages are available,
the spell copies the original until it runs out of blank pages. At any time
during the spell’s duration you may redirect
the magic to copy from another target, copy onto a different blank source, or
resume a duplication that was interrupted by a shortfall of blank pages.
If this spell is used
to copy a spell from a spell book, you must provide the necessary costly
materials as if you were copying it by hand (see Arcane Magical Writings, page
155 of the Player’s Handbook).
The spell does not
translate the copied writing. If you do not understand the original, you have
no additional ability to understand the copy.
Material Component:
Materials necessary for copying spells from a spell book (if appropriate).
Armour of Bones
Forms a protective armour from a supply of bones.
Necromancy
Level: Sor/Wiz 1
Components:
V, M
Casting time: One action
Range: Personal
Target: You
Duration: 1 hour/level, special
Saving throw: Fortitude half
Spell Resistance: No
Description
This incantation bears the strangely attractive utility and morbidity that is innate to the Primal Art. Its purpose is to serve as bodily protection as well as provide specialized diplomatic advantages. While serving a very functional purpose, armour of bone will also denote its wearer as a user of the necromantic Art which may or may not have repercussions of its own.
Spell Effect
Armour of bone allows
the caster to fashion form-fitting armour from the bones of other
creatures. The bones used by the spell
may be free of flesh, or still within a body, but must still be strong and
durable to be of use. As it is custom
made to its occupant, armour of bones entails no armour check penalty,
arcane spell failure chance, or speed reduction.
The bones chosen must be embraced or placed upon the
casters body in some way as the words of the spell are chanted. At the spells completion the bones wrap
themselves around you strategically in order to protect your body. If the bones are from a fleshless source,
there is little problem. If taken from a
body, the bones force themselves from the corpse to envelope you, leaving them
bloody red with tatters of flesh. It is
far more horrible when this spell is used on a still living creature. The creature must be embraced during the
spells casting, upon which their bones will attempt forcibly leave their body
to cover you. The hapless creature may
attempt to free itself of you once it feels this happening (perhaps entailing
grapple checks). If unable to escape the
victim suffers d6 damage for every two levels of the caster up to a maximum of
10d6, a Fortitude save may be made each round to half the damage.
The armour of bone grants the wearer an AC bonus equal to
2 + Constitution modifier or Hit Dice/Level of the bone source, whichever is
higher, and a damage reduction of 2/-.
The damage blocked is in fact taken by the armour itself which has hit
points equal to twice your level. The
armour will continue to shift after being applied, allowing it to accommodate
your movements and thus is quite comfortable if not very easy on the eyes. If the bones were from a source that still
had some component of its spirit, or was from a living being, you gain their
Charisma bonus to your AC against touch attacks. The armour will remain until you will it to
expire or 1 hour per level after it has taken its first hit, or until all its
hit points are depleted, whichever comes first.
Regardless of how the armour is lost, the bones crack and fall from your
body and become unusable for most other applications.
The sight of someone clad in nothing but subtly moving
bones impresses upon those who see it, granting half the physical AC bonus to
intimidate checks against living beings.
If dealing with zelengorsk the armour provides the same bonus to
diplomacy, bluff and intimidate rolls.
Material Component: The bones to be used as armour in sufficient supply
to cover the caster. Bones of a
creature the casters size or larger (or a number totalling this) will be
sufficient.
Combust MOF
Evocation [Fire]
Level: Sor/Wiz 2 (Red Wizard)
Components: V, S, M
Casting Time: One action
Range: Touch
Target: Touched creature or combustible object that weighs no more than 25
lb./level
Duration: Instantaneous (See text)
Saving Throw: Reflex partial
Spell Resistance: Yes
This spell makes a
combustible object or a creature’s combustible
equipment burst into flame, even if damp.
If the target is a
creature, the initial eruption of flame causes 2d6 points of fire damage +1
point per caster level (maximum +10) with no saving throw. Further, the
creature must make a Reflex save (DC 15) or catch fire. (For details, see
Catching on Fire, page 86 of the Dungeon Master’s Guide.)
If the target is a
combustible, unattended object, the initial eruption of flame inflicts fire
damage on the object as noted above. The object catches fire and takes 1d6
points of fire damage each round until consumed or someone puts out the fire.
Anyone touching the
object during the initial eruption of flame takes the same fire damage the
object does. A Reflex save reduces damage by half. If a creature touching the
object fails the Reflex save, it must make another Reflex save (DC 15) to avoid
catching fire.
Material Component:
A drop of oil and a piece of flint.
Dragon's Gut Touch
Employ the capacities of gleeah to your own ends.
Necromancy
Level: Sor/Wiz 1
Components: V,
S, M
Casting time: One action
Range: Touch
Target: Creature or creatures touched (up to one/level)
Duration: Instantaneous
Saving throw: Fortitude save Negates
Spell Resistance: Yes
Description:
By coating her hands in gleeah
and incanting this spell, the wizard is able to use the life-draining
properties of gleeah to steal the essence of her victims. This spell was developed by a hare mage for
the pink dragon Dlar, in exchange for her life.
Dlar understands that this spell requires a small amount of gleeah to
work, and knows that any mage who wishes to use it must deal with him for
gleeah, or risk bargaining with another.
Spell effects: With but a touch attack, the caster may
use the ensorcelled gleeah to drain essence from her target into herself or
corrode the flesh from an undead being.
When used against a living being the caster may draw d4 essence should
the target fail a Fortitude save. This
essence will heal any physical damage the wizard has suffered on a
point-per-point basis. Any essence that
is not used to heal wounds will be used to restore any essence lost by the
wizard until normal maximum is reached.
Should all wounds be healed and all essence be restored then surplus
essence added as temporary essence which bleeds away at one point per
hour. If used against dead flesh, either
of a corpse or undead of Negative polarity, the touch deals 2d12 corrosive
damage with no save.
Lesser Sonic Orb TB
Evocation [Sonic]
Level: Sor/Wis 1
Components: V,S
Casting Time: One action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: Up to five creatures or objects, no two of which can be more than 15 ft.
apart.
Saving Throw: Fortitude half
Spell Resistance: Yes
An orb of sonic energy
about 2 inches across shoots from your palm at its target, dealing 1d8 points
of acid damage. You must succeed at a ranged touch attack to hit your target.
If you miss, there is no splash damage.
For every two levels of
experience past 1st, you gain an additional orb that you shoot at
the same time. You have two at 3rd, three at 5th, four at
7th, and the maximum of five orbs at 9th level or higher.
If you shoot multiple orbs, you can have them strike a single creature or
several creatures. A single orb can strike only one creature. You must
designate targets before you roll for SR or roll damage.
Malicious Whisper
Binds a malevolent spirit to a
measure of bone shards.
Necromancy
Level: Sor/Wiz 2
Components: V, S, F
Casting Time: 1 action
Range: Close (10 ft.)
Area: One creature per round
Duration: 1 round/level
Saving Throw: Reflex half
Spell Resistance: No (may apply versus the 1d6 chill component)
Description: Developed in antiquity by hare necromancers and passed
down ever since, the malicious whisper incantation draws forth a nearly
mindless yet vicious spirit (the "whisper") and binds it to a small
amount of bone shards. The spirit animates the shards as a cloud of lacerating
blades that can quickly flay a creature of its flesh. Its tendency to break
free of the caster's control from time to time makes it risky to use in the
company of friends, but being employed mostly by necromancers this is seldom a
problem.
Spell Effect: The caster tosses the bone shards into the air while
beckoning the spirit to come forth and take possession of the shards. The
spirit brought forth is controlled only to an certain extent, meaning the
caster must make a Will save each round (DC 15), or lose control of the spirit
for that round during which it will attack a random target (never the caster)
within its confined range of 150 feet around the caster. If the caster succeeds
in his will save, he may direct the attack of the spirit that round against any
target within the 150 foot range. The cloud of shards always hits dealing 4d4
physical damage and 1d6 negative damage as by chill touch, however, the
target may make a Reflex save to avoid half the physical damage.
Focus: Approximately half a pound of bone or chitin shards from any creature.
Should the shards have some innate property that would make them more hazardous
then this may be applied to the damage inflicted.
Miasma MOF
Conjuration (Creation)
Level: Sor/Wiz 2
Components: V, S, F
Casting Time: One action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 15-ft. radius burst
Duration: One round
Saving Throw: Fortitude negates.
Spell Resistance: Yes
You conjure a cloud of
foul-looking gray fog. The toxic fog deals 1d4 points of subdual damage/level
(maximum 5d4). Holding ones breath does not help.
Focus: Three
polished grey stones.
Note: This spell is
known as Igedrazaar’s Miasma in the MOF
book.
Netherblade RRII
Creates a sword that drains
negative energy, damaging undead creatures.
Necromancy
Level: 2
Components: V, S
Casting time: 1 action
Effect: Sword-like beam
Duration: 1 min/level
Saving throw: none
Spell resistance: yes
Netherblade creates a
3-foot long sword of swirling energy that springs forth from the caster's hand.
The blade strikes as a melee touch attack and drains negative energy, inflicting
1d8 points of damage +1 point per 2 caster levels (max +10) against corporeal
and incorporeal undead opponents. The blade is also bone-chillingly cold and
inflicts half this damage as cold against living opponents.
Note: As the
current campaign this spell would be used in employs the Essence system, this
spell will deal 1d8 +1 every two levels (+10 max) against negatively charged
spirits and half that to positive directly to essence instead of hit points. No
damage is dealt to beings without spirit or those with differently charged
spirits. While the original description of this spell does not state what
happens on a critical hit, or if this is even possible, I have decided to allow
the casters Wisdom bonus to be applied to damage on a natural roll of 20.