This spell generates a billowing cloud of ghastly yellowish green vapors that is so toxic as to slay any
creature with fewer than 4+1 Hit Dice, cause creatures with 4+1 to 6 Hit Dice to roll saving throws vs.
poison with -4 penalties or be slain. Holding one's breath has no effect on the lethality of the spell.
Those above 6th level (or 6 Hit Dice) must leave the cloud immediately or suffer 1d10 points of poison
damage each round while in the area of effect.
School |
: Evocation |
Range |
: Caster |
Components |
: V,S,M |
Duration |
: Instantaneous |
Casting Time |
: 5 |
Area of Effect |
: 35 feet long |
Saving Throw |
: 1/2 |
Spell Level |
: 5 |
This spell releases a cone-shaped blast of extreme cold from the caster, doing 2-5 hit points of
cold damage per level of the caster. The cone is 35 feet long, and 1 foot in diameter/level of the
caster.
CONJURE LESSER AIR ELEMENTAL [WIZARD] |
School |
: Conjuration/Summoning |
Range |
: Sight of caster |
Components |
: V,S,M |
Duration |
: 1 turn/level |
Casting Time |
: 1 round |
Area of Effect |
: Special |
Saving Throw |
: None |
Spell Level |
: 5 |
This spell allows the caster to summon a lesser air elemental from the Elemental Plane of Air and bind
it to his will. This elemental will fight on behalf of the caster until the spell duration expires or the elemental is
destroyed.
CONJURE LESSER EARTH ELEMENTAL [WIZARD] |
School |
: Conjuration/Summoning |
Range |
: Sight of caster |
Components |
: V,S,M |
Duration |
: 1 turn/level |
Casting Time |
: 1 round |
Area of Effect |
: Special |
Saving Throw |
: None |
Spell Level |
: 5 |
This spell allows the caster to summon a lesser earth elemental from the Elemental Plane of Earth and bind
it to his will. This elemental will fight on behalf of the caster until the spell duration expires or the elemental is
destroyed.
CONJURE LESSER FIRE ELEMENTAL [WIZARD] |
School |
: Conjuration/Summoning |
Range |
: Sight of caster |
Components |
: V,S,M |
Duration |
: 1 turn/level |
Casting Time |
: 1 round |
Area of Effect |
: Special |
Saving Throw |
: None |
Spell Level |
: 5 |
This spell allows the caster to summon a lesser fire elemental from the Elemental Plane of Fire and bind
it to his will. This elemental will fight on behalf of the caster until the spell duration expires or the elemental is
destroyed.
School |
: Enchantment/Charm |
Range |
: Sight of caster |
Components |
: V,S |
Duration |
: 12 hours |
Casting Time |
: 5 |
Area of Effect |
: One creature |
Saving Throw |
: None |
Spell Level |
: 5 |
The Domination spell enables the caster to control the actions of
any creature while the spell is in effect. This control is maintained
through a telepathic link between the caster and the victim. Unlike
the 4th level Priest spell Mental Domination, the target has no
option for release, even if made to do something against his morals,
except of course a Dispel Magic. The target gets a saving throw
vs. Spells at -2 penalty in order to avoid the effect.
School |
: Enchantment/Charm |
Range |
: Sight of caster |
Components |
: V,S |
Duration |
: Permanent |
Casting Time |
: 5 |
Area of Effect |
: 1 creature |
Saving Throw |
: Negates |
Spell Level |
: 5 |
Feeblemind causes the subject's intellect to degenerate to that of a moronic child. The subject remains
in this state until a successful Dispel Magic is cast upon him. The victim must make a save vs. Spells at
-2 penalty in order to avoid the effect.
School |
: Enchantment/Charm |
Range |
: Sight of caster |
Components |
: V,S |
Duration |
: 1 round/level |
Casting Time |
: 5 |
Area of Effect |
: 5 foot radius |
Saving Throw |
: Negates |
Spell Level |
: 5 |
The spells holds 1-4 creatures of any type rigidly immobile and in place for nine or more rounds, unless
a save vs. Spells is made with a -2 penalty. The effect is centered on the victim selected by the caster.
Every enemy within 5 feet of the target is also affected. Those who succeed on their saving throws are
totally unaffected by the spell. Undead creatures cannot be held. Held creatures cannot move or speak,
but they remain aware of events around them and can use abilities not requiring motion or speech. Being
held does not prevent the worsening of the subjects' condition due to wounds, disease, or poison.
LOWER RESISTANCE [WIZARD] |
School |
: Abjuration/Alteration |
Range |
: Sight of caster |
Components |
: V,S,M |
Duration |
: 1 round/level |
Casting Time |
: 5 |
Area of Effect |
: 1 creature |
Saving Throw |
: None |
Spell Level |
: 5 |
When cast upon a target creature, this spell will lower the magic
resistance of this creature by 10% +1% per level of the caster.
There is no saving throw vs. this spell and magic resistance is
ignored. For example, if a creature has 60% magic resistance and
this spell is cast on it by a 15th level mage then its magic resistance
would be lowered by 25% automatically. This effect is cumulative
for each casting of this spell. If this spell was cast upon this
same creature again the creatures magic resistance would be 60%
- 25% (initial casting) - 25% (current casting) which would leave
the creature with 10% magic resistance after both spells have been
cast. This spell will last until the spell duration expires. Something
to note is that this spell is not affected by dispel magic, once
it has been cast there is no way to cancel the effects until the
spell expires.
MINOR SPELL TURNING [WIZARD] |
School |
: Abjuration |
Range |
: Touch |
Components |
: V,S,M |
Duration |
: 3 rounds/level |
Casting Time |
: 5 |
Area of Effect |
: Caster |
Saving Throw |
: None |
Spell Level |
: 5 |
This spell is similar to the 7th level Spell Turning, which causes
the spells cast against the wizard to rebound upon the original
caster. This affects a total of 4 spell levels. This includes spells
cast from scrolls and innate spell-like abilities, but excludes
the following: area effects that are not centered directly upon
the wizard as well as area effects that are stationary such as cloud
kill and stinking cloud. As long as the spell is cast directly at
the wizard it will be reflected back upon the caster. This spell
will only affect up to 4th level spells, but as long as there are
levels remaining then the spell will be absorbed. For example if
there is only 1 level left and a 3rd level spell is cast at the
wizard, the spell will be reflected while canceling the spell turning.
This spell will not protect the caster from dispel magic, however
it will not be affected by dispel magic either.
MONSTER SUMMONING III [WIZARD] |
School |
: Conjuration/Summoning |
Range |
: Sight of caster |
Components |
: V,S |
Duration |
: 4 rnds +1 rnd/level |
Casting Time |
: 5 |
Area of Effect |
: Special |
Saving Throw |
: None |
Spell Level |
: 5 |
This spell is much like the 3rd-level spell monster summoning I, except that this spell summons 16 Hit
Dice of monsters. These appear within the spell range and attack the caster's opponents, until the spell
duration expires, or the monsters are slain. These creatures do not check morale and vanish when slain.
If no opponent exists to fight, and the wizard can communicate with them, the summoned monsters can
perform other services for the wizard.
School |
: Divination |
Range |
: Sight of caster |
Components |
: V,S,M |
Duration |
: Instantaneous |
Casting Time |
: 5 |
Area of Effect |
: 20 foot radius |
Saving Throw |
: None |
Spell Level |
: 5 |
When cast at a point designated by the wizard this spell will cancel
all illusion/phantasm spells of 5th level and lower in the area.
The spells that are affected by this are reflected image, invisibility,
mirror image, non-detection, improved invisibility, and shadow door.
It is important to note that this spell indiscriminately dispels
illusion/phantasm spells of 5th level and lower so this includes
the caster and any friendly creatures in the area as well as enemies.
The area of effect is roughly a 20 foot radius around the target.
The target's magic resistance is ignored by this spell.
School |
: Evocation |
Range |
: 0 |
Components |
: V,S,M |
Duration |
: 3 rnds +1 rnd/level |
Casting Time |
: 5 |
Area of Effect |
: Special |
Saving Throw |
: None |
Spell Level |
: 5 |
This spell creates a translucent, shadowlike, weightless area of magical force extending from the fingers
of one of the caster's hands. This silent construct is blade-shaped. Its cutting edges inflict damage just as do
those of a real sword. The caster wields the phantom blade as if proficient with this weapon, at her normal THAC0. The phantom
blade acts as a +3 magical sword in terms of hit and damage bonuses as well as the type of creatures it can hit.
However, due to its etheric nature, it causes an extra +10 damage against undead. This sword can only be used by the caster and
remains in her hand for the duration or until dispelled.
PROTECTION FROM ACID [WIZARD] |
School |
: Abjuration |
Range |
: Touch |
Components |
: V,S |
Duration |
: 1 turn/level |
Casting Time |
: 6 |
Area of Effect |
: 1 creature |
Saving Throw |
: None |
Spell Level |
: 5 |
Protection from Acid lasts no longer than one turn per caster level. When the spell is cast,
it confers complete invulnerability to all acid based attacks whether magical or non-magical such as acid arrow
or creature special attacks. This effect for the duration of the spell or until dispelled.
PROTECTION FROM ELECTRICITY [WIZARD] |
School |
: Abjuration |
Range |
: Touch |
Components |
: V,S,M |
Duration |
: 1 turn/level |
Casting Time |
: 5 |
Area of Effect |
: 1 creature |
Saving Throw |
: None |
Spell Level |
: 5 |
The effect of a protection from electricity spell lasts no longer
than one turn per caster level. When the spell is cast it confers
complete invulnerability to all electrical based attacks whether
magical or none magical such as lightning bolt or breath weapons.
This effect lasts for the duration of the spell or until dispelled.
PROTECTION FROM NORMAL WEAPONS [WIZARD] |
School |
: Abjuration |
Range |
: Touch |
Components |
: V,S,M |
Duration |
: 1 turn/level |
Casting Time |
: 2 |
Area of Effect |
: 1 creature |
Saving Throw |
: None |
Spell Level |
: 5 |
The effect of a protection from normal weapons spell lasts no longer than one round per caster level. When the spell
is cast it confers complete invulnerability to all non-magical weapons. This does not include weapons
that are blessed or enhanced. This spell may not be cast on someone who is protected from
magical weapons. This effect lasts for the duration of the spell or until dispelled.
School |
: Illusion/Phantasm |
Range |
: 10 yards |
Components |
: S |
Duration |
: 1 round/level |
Casting Time |
: 2 |
Area of Effect |
: Special |
Saving Throw |
: None |
Spell Level |
: 5 |
By means of this spell, the wizard creates the illusion of a door. The illusion also permits the wizard
to appear to step through this "door" and disappear. In reality, he has darted aside and can flee,
totally invisible, for the spell duration. A True Seeing spell, a Gem of Seeing, or similar magical means
can discover the wizard.
School |
: Abjuration |
Range |
: 0 |
Components |
: V,S,M |
Duration |
: 3 rnds +1 rnd/level |
Casting Time |
: 5 |
Area of Effect |
: Special |
Saving Throw |
: None |
Spell Level |
: 5 |
Casting this spell grants the wizard protection from one spell school of her choice. After the spell
is cast another screen will appear and the caster chooses the school to be immune from. All spells
of this school will not be able to harm or aid the caster for the duration of this spell.
School |
: Abjuration |
Range |
: 0 |
Components |
: V,S,M |
Duration |
: 3 rounds/level |
Casting Time |
: 8 |
Area of Effect |
: Caster |
Saving Throw |
: None |
Spell Level |
: 5 |
When this spell is cast the wizard is protected from the next
magical attack against him. The spells that this protects the wizard
from are Spell Thrust, Secret Word, Breach, Lower Resistance, Pierce
Magic, Ruby Ray, Warding Whip, Pierce Shield and Spellstrike. If
one of these spells is cast at the wizard this spell activates and
absorbs the attacks. However, this only works once as this spell
is consumed in the process. Otherwise it will last for the duration.
School |
: Evocation |
Range |
: Caster |
Components |
: V,S |
Duration |
: Instantaneous |
Casting Time |
: 3 |
Area of Effect |
: 30 foot radius |
Saving Throw |
: 1/2 |
Spell Level |
: 5 |
A sunfire is like a fireball, and explosive burst of flame, which detonates with a low roar
and delivers damage proportional to the level of the wizard who cast it - 1d6 points of damage for each level of
experience of the spellcaster (up to a maximum of 15d6). The wizard gestures with his hand and the
entire area around him erupts in flames, striking all except for the caster. Creatures failing their saving throws each suffer
full damage from the blast. Those who roll successful saving throws manage to dodge, fall flat, or roll aside,
each receiving half.