High MagicHigh Magic spells are very powerful and highly complex. Low Magic spells and higher are organized by paths. The character must purchase spell casting in a particular path in order to cast low magic or higher spells from that path. The target number to successfully cast a High Magic spell is 25. If the caster rolls a 2 or less on the d20 test roll, he suffers a backlash from the spell. This backlash counts against his total number of backlashes he may suffer per day,. 1) Acid Cloud 2) Age 3) Ancestor Spirit 4) Animal Growth 5) Animate Object 6) Animate Rock 7) Antigravity 8) Astral Presence 9) Banishment 10) Chaos 11) Clone 12) Cold Blast 13) Combine Magic 14) Complex Illusion 15) Control Creature 16) Control Energy 17) Control Plants 18) Control Weather 19) Crystal Flesh 20) Crystal Steel 21) Cure Magic Diseases 22) Cure Critical Wounds 23) Delayed Fire 24) Delayed Ice 25) Delayed Illusion 26) Delayed Spell 27) Destroy Rock 28) Destroy Undead 29) Devastation 30) Dual Existence 31) Earth 32) Earth Scry 33) Enchant Weapon or Armor 34) Enfeeblement 35) Environmental Sphere 36) Exchange Bodies 37) Exorcize 38) Flight 39) Force Spear 40) Freeze 41) Gaseous Form 42) Gate 43) Gate Cards 44) Gateway 45) Gaze 46) Genetic lock 47) Gesture of Beckoning 48) Ghost Body 49) Greater Free Will 50) Hallucination 51) Haunt 52) Imbue 53) Insect Cloud 54) Laser Light 55) Legend 56) Magic Animal or Plant 57) Magic Hound 58) Magic Steed 59) Magnetic Field 60) Major Blessing 61) Major Curse 62) Mass Invisibility 63) Massmorph 64) Maze 65) Melt Metal 66) Monster Summoning 67) Move Rock 68) Mud 69) Mutation 70) Negative Energy 71) Oath 72) Oracle 73) Pass Thicket 74) Permanency 75) Permanent Fog 76) Permanent Illusion 77) Permanent Silence 78) Petrify/Unpetrify 79) Plant Growth 80) Plague 81) Poison Ivy 82) Possession 83) Pouch of Storing 84) Projection 85) Protect Wall 86) Read the Past 87) Reflect Attack 88) Regenerate 89) Reincarnation 90) Resist Lightning 91) Resurrect 92) Reverse Time 93) Rock Corridor 94) Secrecy 95) Self Resurrection 96) Shadow 97) Shape Change 98) Shrink/Grow 99) Skeleton Beast 100) Soul Capture 101) Spider Lure 102) Spirit Bind 103) Spirit Spear 104) Sticks and Snakes 105) Storm 106) Summon Air Elemental 107) Summon Earth Elemental 108) Summon Fire Elemental 109) Summon Water Elemental 110) Summon Para-Elemental 111) Talisman 112) Temporal Stasis 113) Trance 114) Transfer Consciousness 115) Transparency 116) Travel to Spirit Realm 117) Tree Curse 118) Veterinarian 119) Wall of Force 120) Wailing Wind 121) Water Scry 122) Wave 123) Whirlpool 124) Whirlwind 125) Wither Plants 126) Youth Acid Cloud: This spell enables the caster to create an acid cloud thirty feet in radius at a distance of up to 150 feet from the caster in any direction. Anyone trapped within the cloud will take 1d6 points of damage per round inside the cloud. Save versus spells for half damage. After fleeing the cloud any person or creature will continue to take 1d2points damage, no saving throw, per round until the acid is neutralized or washed off. Clothing and other materials will absorb the acid and retain it after the spell is over. Other objects within the acid cloud will also take acid damage. Spell duration is ten minutes. Age: This spell enables the caster to cause a person, creature, or object to age rapidly. The target of the spell will age at a rate of ten years per minute for the duration of the spell. A saving throw is allowed every round. Range is touch. Duration is ten minutes. Effect is permanent. Ancestor Spirit: This spell enables the caster or someone he designates to call upon the spirit of his most powerful ancestor to double the number of attacks per round the person affected can make. The ancestor in effect temporarily takes over the body of his descendant. All attacks are made at the skill level of this ancestor. The ancestor will fight at the direction of his descendant and will voluntarily leave at the end of the spell duration. The duration of the spell is ten minutes. Animal Growth: This spell enables the caster to cause any immature animal to reach its full growth and maturity in one day. Alternatively it may cause any full grown animal to grow in one day to twice its normal size and four times its normal weight. This growth is not passed on to its offspring. The animals must have ample food for the growth to take place or the spell will not work. Range is touch. Animate Object: This spell will enable the caster to animate any inanimate object of up to 10 pounds of weight. The object will move along the ground or float through water at the direction of the spell caster usually by rolling. If the object has appendages it might possible be able to walk or crawl. The movement is slow and generally inappropriate for attacks. Range is 100 feet plus 10 feet per rank of the spell caster. Duration is one minute per rank of the spell caster. Animate Rock: This spell enables the caster to imbue a rock or crystal with the ability to move, The rock must be a separate piece no bigger than 10 cubic feet. Movement rate is variable and is by rolling or by walking if the rock is in the form of a statue. Maximum movement is 10 feet per minute. The animated rock will perform whatever task, such as breaking something or attacking, set to it by the spell caster until the spell wears off. Duration is 10 minutes. Area of effect is rock touched. Antigravity: This spell enables the caster to cause all loose items regardless of weight within a thirty foot circle to float in the air from 20 to 50 feet in the air. At the casters option these floating objects may be lowered gently back to the ground or the spell may be dispersed letting them fall to the ground by their own weight. Astral Presence: This spell is similar to Astral Projection. It allows the caster to send his astral body to anywhere in the Universe in one minute and stay there for ten minutes. This spell allows the astral body to take on physical existence in the form of a visible ghostlike body. This astral presence will have one tenth of the hit points of the caster and will take half damage from weapons and spells. Any damage to this astral presence will also harm the spell caster. This astral form can move and manipulate objects of up to twenty pounds in weight or exert up to 20 pounds of force. As with astral projection this form will continue to exist if the casters body is killed while the astral presence is away from his body. The presence can reenter a body if a suitable empty one becomes available after his own body is destroyed. The character can in the meantime continue to play the game and advance while in astral presence form. This spell can be cast on another character. Banishment: This spell will enable the caster to banish any creature from another dimension or plane and send it instantaneously back to its own dimension or plane of existence. Range 150 feet. Chaos: Those affected by this spell will believe they are floating in a void filled by gray mists. Visions from their past including dead friends, relatives and enemies will float by as they drift in this void. The range of this spell is 100 feet plus ten feet per rank of the spell caster. It will affect all persons or creatures of low or higher intelligence within a 30 foot radius of the center of the spell. Save versus mind affects at a minus 4 penalty for no affect. Attacks on people entranced by this spell will not break the spell. Duration is one minute per rank of the spell caster. Clone: This spell allows the caster to create from a few living cells of any living thing a full grown clone of that creature or person. The clone will be physically virtually identical, except that it will not have the advantages of any physical training the original may have had. The clone also will not have any of the originals memories or mental training. It will be like the original in physical form only. The cloning process from cells to full grown requires 24 hours to complete, and the clone must have an adequate diet while growing. Cold Blast: This spell enables the caster to create a funnel shaped blast of ice shards and freezing winds 10 feet long per rank of the spell caster and 10 feet in diameter. All trapped within the blast will suffer 1d8 points of damage. Fire using creatures or fire using creatures such as fire elementals, salamanders, and red dragons will take double damage from the spell and save at a -4 penalty. Combine Magic: This spell enables a group of spell casters to combine their spell casting abilities to create a single powerful magical effect. The specifics of the implementation of the spell is up to the gamemaster. Complex Illusion: This spell enables the caster to create an illusion that contains optical, auditory, smell, taste, tactile, and motion components. This illusion can be dispelled if a successful hit is made upon it treating the illusion as armor class 0. Duration is 10 minutes per rank of the spell caster. Range is 100 feet, maximum area of illusion is a circle 10 feet in radius. Control Creature: This spell enables the caster to take over the mind of any animal of animal intelligence or lower and through it control the animal's body for the duration of the spell. The animal will and act at the casters command and will follow any command short of hurting itself. Save versus mind affects for no effect. Duration is one minute per rank of the spell caster. Range is hearing. Control Energy: This spell enables the caster to channel and dissipate energy directed toward him or within ten feet of him so as not to allow harm to himself or others. Energy based attacks may be reflected back upon the attacker. Duration is 10 minutes. Control Plants: This spell enables the caster to control the movements Of any non intelligent animated plant. it also allows it to take over the mind of any intelligent animated plant and thereby control its movements. Intelligent plants get a save versus mind affects for no effect. An intelligent plant will not hurt itself or allow itself to be harmed. Attempts do this will break the spell. Range is hearing. Duration is 10 minutes plus one minute per rank of the spell caster. Control Weather: This spell enables the caster to cause any single weather pattern of choice to persist in an area of a 6 mile diameter circle for a period of one week plus one day per rank of the spell caster. Violent weather events such as tornadoes, hurricanes, monsoons, or violent thunderstorms cannot be created with this spell. Possible weather patterns might include: warm and pleasant, hot and dry, rainy downpour, snowstorm, windy, foggy, and so forth. Range of spell is three miles with the spell cast at the center of the area of effect. Crystal Flesh: This spell enables the caster to turn any one creature to living crystal. The creature may save at a +4 bonus to not be affected. Range is creature touched. Duration is permanent. Crystal Steel: This spell enables the caster to cause any crystal object to become as strong as steel and to become virtually unbreakable except under extreme strain. The crystal items will retain their original appearance. Cure Magic Diseases: This spell enables the caster to cure magical diseases such as lycanthropy and vampirism. The cured person will require rest for one month after being cured. He will not be restricted to bed but cannot engage in strenuous activities for this period. Cure Critical Wounds: This spell will cure 3d10 points of wound damage of any type for any single creature or person. Range is touch. Delayed Fire: This spell enables the caster to cast a Fire spell whose explosion will be delayed by up to 20 minutes at the spell casters choosing. Delayed Ice: This spell enables the caster to cast an Ice spell whose explosion will be delayed by up to 20 minutes at the spell casters choosing. Delayed Illusion: This spell enables the caster to store an illusion of any type, including illusionary force, that will be activated at a later time as set by the illusionist, if a specific command is given, or if a certain set of circumstances takes place. The illusion may be stored on any object or area as if a trap. The delayed illusion spell is cast first, then the illusion to be delayed is cast upon the same object or area. Delayed Spell: This spell when cast enables the caster to store another spell which can the be set off at a preset time or used as a trap to be set off when a specific event takes place. The spell may be stored on any object or area as if a trap. The delayed spell is cast first the spell to be stored is cast upon the same object or area. Destroy Rock: This spell can be used to destroy 10 cubic feet of rock. Rock creatures will take 1d8 points of damage if attacked using this spell. Destroy Undead: This spell will allow the caster to destroy 2d6 of minor undead within a 30 foot radius circle with no saving throw, or cause 3d6 points of damage to any single greater undead within sight. Saving throws apply to greater undead. Devastation: This spell enables the spell caster to devastate any non-living material in a 50 foot radius hemisphere. Stone will crumble to dust, wooden planks will rot, and metal will rust, corrode, and become weak. Range is 200 feet. Dual Existence: This spell enables the caster or someone he casts the spell upon to split himself into two separate beings. They will for the duration of the spell act independently of each other. The total hit points of the caster will be divided between the two halves, but not necessarily equally. In combat each half will get one attack per round. They can also each cast one spell per round. If one half is killed the other half will fall unconscious for 3d6 minutes. At the end of the spell duration or at will the split halves will merge back into one individual and share all the knowledge and experience each half has gained. Any lost hit points on either of the halves or injuries will be present on the merged individual. If one half is killed those lost body points can only be regained by normal non-magical healing until completely restored. Duration is one hour. Earth: This spell enables the caster to create out of the air one 6 inch diameter rock which may then be thrown by the caster. When the rock strikes the ground it will explode doing 1d8 points of damege to everything within a 20 foot radius of the explosion. Earth Scry: This spell enables the caster to divine the answer to any three questions about past events that have taken place in any 50 foot radius of earth, rock, or sand. Range is 50 feet. Duration is 3 minutes. Enchant Item: This spell enables the caster to enchant any items so that it may temporarily store any single spell cast upon it. The item must be whole and well made. it requires a full days work to enchant an item and no other spells may be cast or other strenuous activities take place during that time. The item will store a one spell per rank of the spell caster in one path only. (Universal Spell) Enchant Weapon Or Armor: This spell enables the caster to temporarily give normal weapons a magical +1 to hit and damage or normal armor an additional +1 of protection, Pluses to magical weapons and armor is also possible to a maximum of +3. Range is single item touched. Duration is 1 hour. Enfeeblement: This spell enables the spell caster to enfeeble an individual so that his strength falls to almost nothing, essentially leaving the target as an invalid for the duration of the spell. Range is 100 feet. Environmental Sphere: This spell enables the caster to create an immobile hemi-sphere 10 feet in radius that will protect against harsh environments. Those inside will be at a comfortable 70 degrees Fahrenheit, in areas where the surrounding temperature is between -40F to temperatures where water boils. The internal temperature will change 1 degree F for every 5 degrees beyond those limits. It has no effect on the breathability of the atmosphere. The sphere will keep out wind, rain, snow, and annoying insects. Duration is 8 hours. Exchange
Bodies: This spell is a minor form of possession that allows the caster to
exchange bodies temporarily with whatever creature or being he chooses.
Range is sight. Intelligent, magical, or monster class creatures may save
at +2 bonus
attempt to be unsuccessful. If one of the exchanged bodies is
killed, the spirit inhabiting that body is killed as well and the others
spirit is trapped in the other exchanged body. Duration is 10 minutes per
rank of the spell caster. The possessor of the body has control of all
physical attributes of that body but retains his own intellect. Exorcize: This spell will enable the caster to Exorcize any spirit or being that has taken over the body of another individual. Range is 200 feet. Flight: This spell will enable the caster or the person or creature the spell is cast upon to fly at a speed of up to 100 feet/ minute. A maximum of 300 pounds can be carried by the person or creature while flying. If flying when the spell runs out that person or creature will float straight down to the surface below, Duration is 2 minutes. Force Spear: This spell creates a magical spear shaped force object that can be thrown at a target. It always hits a visible target and does 2d6 points of damage. Saving throws apply. Range is line of sight. Free Will: This spell will enable the caster to remove mind controls such as hypnosis, charms, quests, holds, and similar effects for one individual. It has no effect on possessions or domination. No saving throw. Range is 200 feet. Freeze: This spell enables the caster to freeze to a temperature of zero degrees Fahrenheit up to 100 cubic feet of volume. The duration of this spell is 24 hours. Thereafter the volume will begin to warm naturally. Gaseous Form: This spell enables the caster to turn himself into a gaseous, fog-like cloud 10 cubic feet in volume. This cloud can pass through cracks, fly at 20 feet per minute, or otherwise move as a cloud. Duration is a maximum of ten minutes or until dispelled by the caster. Gate: This spell enables the caster to magically transport himself and all that he can carry to any single place personally known to him. Gate Cards: This spell enables the sorcerer, if he is also a master artist, to create magic cards. These cards serve as a gateway device. By concentrating on them they will appear to grow to the size of a doorway allowing the bearer to pass through and be magically transported to anyplace portrayed by the picture on the card. More than one person can pass through the card so long as they pass through hand in hand as a chain. At the far end the card will reappear in the casters hand. A card may be made that portrays a particular person. The card can be used to connect that person and allow you to see and speak to him through the card as if it were an open window between you. Only one card may be made per day. Duration is permanent with unlimited usage. No more than 52 may be owned by one person at any one time. They are the size and shape of normal playing cards. The spell creates the magic of the cards, the spell is not needed to use the card thereafter. Gateway: This spell enables the caster to create a permanent gate pad between any two points. The pad is usually in the form of a mosaic or painted design on the floor or ground, or an archway. One pattern must be made at each end of the gateway and this spell must be cast on each end individually for the gateway pad to be activated. The base cost should be on the order of 100 GP per 200 miles (total for both ends) with a minimum of 100 GP for any gate. A special requirement may be optionally be designated to be followed, words to be spoken, or similar special requirement may be built into the pad in order for it to be activated. Duration is permanent. Range to activate is touch, Range of gate travel is unlimited. Gaze: This spell enables the spell caster to see through illusions, disguises, shape change spells, etc. In addition it permits the spell caster to locate secret and hidden doors and traps. It also can be used to locate invisible objects and creatures. Duration is 10 minutes. Range is line of sight. Genetic Lock: This sell produces no obvious physical changes itself, but locks in changes made to animals, plants, and creatures by permanent enhancements, permanent alterations, mutations, and similar magical spells and effects, so that the changes can be passed onto the creature's offspring and descendants. It is a very painful process that takes several minutes to complete. The spell can not be used on an unconscious or unwilling subject.
Gesture of Beckoning: This spell enables the caster to cause any single creature or being within sight of him to drawn toward the caster. The victim will approach the caster at normal speed. The physical portion of this spell is a beckoning gesture in the form of an upraised palm held out toward the victim. If the beckoning hand is moved before the victim reaches the caster the spell is broken. A successful attack on the victim also negates the spell. Range is line of sight. Ghost Body: This spell enables the caster to make his body and all that he can carry ghostlike so that he may pass through walls and similar barriers. He cannot use weapons while ghostlike, but attacks by non-magical weapons will only do half damage. Duration is one minute per rank of the spell caster. Greater Free Will: This spell will enable the caster to remove mind controls such as hypnosis, charms, quests, holds, possessions, dominations, and similar effects for one individual. No saving throw. Range is touch. Greater Seal: This spell enables a group of spell casters to combine their magic to seal a particular doorway or portal. The spell can incorporate other spell effects as a trap that is triggered by anyone attempting to force the door open. Target numbers to dispel the effect should be 30+. Not all of the traps may be triggered at one time. Duration is permanent until dispelled or triggered. Hallucination: This spell enables the caster to cause up to 20 individuals or creatures to see a hallucination that appears to be real in every aspect. Others or those who save will see nothing. The hallucination may be pleasant or frightening but can cause no physical harm. Duration is 10 minutes. Range is 100 feet. Haunt: This spell enables the caster to call upon disembodied spirits to haunt a particular place. This spell has a number of variations usable at the discretion of the caster. One variation of the spell will summon spirits that are friendly toward the inhabitants. They will protect them, help them with daily tasks, and help prevent accidents. They will also attack outsiders and try to drive them away if the try to harm the inhabitants. A second form of the spell will fill a place with malevolent spirits that will try to harm and drive out any inhabitants and anyone who visits the place. A third form of the spell will drive out any malevolent spirits from a place or prevent malevolent spirits from taking up residence in a place. The spirits haunt the place for the pleasure of again having form and serving a purpose on this plane of existence. Imbue: This spell readies a magic item created by a greater master craftsman with no specific magic abilities to incorporate a specific magic spell or ability. It may also be used to prepare a magic item whose magic abilities have been drained or otherwise waned to be recharged. Insect Cloud: This spell will enable the caster to cause all of the noxious, biting, or stinging insects within one mile to form a cloud of flying or crawling insects in a circle thirty feet in radius. The center of this circle may be at up to 200 feet from the spell caster. Within the circle visibility will be limited. Anyone caught within will take 2 hit points per minute of damage until he leaves the circle. Those who try to stay must pass a moral check or flee at top speed for 4 minutes. After the spell expires the insect cloud will disperse. Duration is 30 minutes. Laser Light: This spell enables the caster to shoot a beam of concentrated light from his finger. This beam will cause 1d6 points of damage to anything it touches, and may ignite fires, or cause other effects. Range is line of sight. Duration is 1 minute or until dispelled. Legend: This spell enables the caster to learn all of the major historical events that have happened to an object or taken place in a room or other small area. The caster must touch the object or be in the area to learn its history. Duration is ten minutes and only one object or area can be read. Magic Animal or Plant: This spell enables the caster to create magically any small plant or animal known to him. He may also create magically small plants or animals of his own design so long as they are harmless in nature. These plants and animals may reproduce others of their own kind if mates are also created. Magic Hound: This spell enables the caster to create from ectoplasm a magic hound, with 20 body points that will attack anyone or anything designated by the caster and fight until that person or thing is killed or the hound is killed. When either is killed the hound fades from existence. It will travel great distances to reach a target. Only one magic hound may exist at one time for the spell caster. He must be given a target within one minute of his appearance or fade from existence. If the caster is killed the hound will continue to exist until it has accomplished its task or is itself killed. The hound can be hit by all normal weapons and attack spells. Magic Steed: This spell enables the caster to create ephemeral magic horses that can be ridden as steeds. These horses move at twice the speed of normal horses and do not tire. One magic steed can be created for every two ranks of the spell caster with halves being ignored. These steeds can be used as beasts of burden but can not attack or fight. Any attacks against them will simply pass through their bodies and cause no harm. Duration is eight hours. Magnetic Field: This spell enables the spell caster to create a powerful magnetic field at a distance of 100 feet per rank of the spell caster. All iron, nickel, or cobalt items or other magnetic items within 30 feet will be drawn toward the center of the spell. Creatures in iron armor will be pulled toward it as well. They may save adding strength bonuses to not be pulled into the center. Metal weapons will be pulled from their bearers grasp. Outside 30 feet small items will still be pulled toward the center and other less drastic affects as determined by the gamemaster will take place. Duration is ten minutes. Some metallic items may become magnetized after being inside the field. Major Blessing: This spell enables the spell caster to place a powerful blessing on an area 100 feet in radius. Animals or plants within the area will be healthy and grow well. The area will radiate good. Creatures of evil alignment will feel a great uneasiness when within 1000 feet of the blessed area. This spell may be countered by a remove curse spell cast against a target number of 30. Range is 300 feet. Duration is thirteen years. Major Curse: This spell enables the spell caster to place a powerful curse on an area 100 feet in radius. This area will become barren of all life and will be unable to support life for thirteen years. Any living creature entering this area will become ill and must leave within one hour or die. The area will radiate evil. Creatures of good alignment will feel a great uneasiness when within 1000 feet of the cursed area. This spell may be countered by a remove curse spell cast against a target number of 30. Range is 300 feet. Duration is thirteen years. Mass Invisibility: This spell enables the caster to turn all creatures within a 30 foot radius of himself invisible. Thereafter the they will remain invisible for the duration of the spell even if they leave the circle. Making an attack while invisible dispels the invisibility. Duration is 10 minutes Massmorph: This spell enables the caster to create an illusion that will alter the appearance of up to twenty individuals so that they each appear to be different from their true form. For example a group of humans may be made to appear to be a group of trolls, a group of statues, or a grove of trees. Range is 100 feet. Duration is one hour. Maze: This spell enables the caster to create a magical maze 100 feet in radius complete with shifting walls. Any creature trapped within it will not be able to find his way back out again until the spell duration is finished. it may be on multiple ranks. Duration is one hour. Melt Metal: The spell will cause a small to medium sized piece of metal to become progressively hotter over the course of ten minutes until it begins to melt. Range is 30 feet. Saving throws may be applicable. Monster Summoning: This spell will enable the caster to summon into his presence any one monster-class creature (such as dragon, griffin, hippogriff, sphinx, etc.) from the surrounding area not to exceed 10 miles. This creature will generally answer the summons as a matter of curiosity. If the creature answers the summons, it will usually look upon the summoner with favor but will not be forced to do anything ask of it. Any attempts to summon a creature with the intent to do it harm will not be successful. Move Rock: This spell enables the caster to levitate and move a mass of rock or earth weighing up to 500 pounds distance of up to 200 feet at a speed of 100 feet per minute. Mud: This spell enables the caster to turn an area of normal earth into mud or an area of sand into quicksand. An area 30 feet in radius to a depth of 10 feet may be affected. The reverse of this spell would turn an area 10 foot square per rank of the spell caster from, mud, swamp, or quicksand into normal dry earth or sand. Mutation: This spell enables the spell caster to cause a physical mutation in any creature or plant that will be passed onto its offspring. An unsuccessful attempt, when the target number is not reached, will have some adverse affect on the creature or plant such as a deformity, growing an extra limb, or similar change as determined by the gamemaster. Negative Energy: This spell enables the caster to create a beam of negative energy that will counteract the effects of any energy field, magical energy, or force field. Range is 100 feet. Oath: When an oath is given to the spell caster, either forced or voluntarily, this spell will enable the caster to make the oath binding upon the oath giver so that the oath must be kept unless the oath spell is magically dispelled. Death of the spell caster will also release someone from his oath, even if the spell caster is later raised or reincarnated. Oracle: This spell enables the caster to tap the collective unconscious of the beings in the surrounding area to answer any single question. The future can not be discovered. All answers will be in the form of a dream. Answers given will not be false, but they will not necessarily be understandable. Permanency: This spell enables the caster to make any area affecting spell or charm permanent. Attack spells, or spells affecting an individuals abilities can not be made permanent. A spell made permanent by this spell can only he undone by the reverse of this spell or by a wish spell. Permanent Fog: This spell enables the caster to create a permanent bank of thick fog hemispherical in shape 50 feet in radius. The fog will persist in the area permanently unless magically dispersed. Permanent Illusion: This spell enables the caster to make the duration of any illusion permanent. Permanent Silence: This spell enables the caster to create an area of permanent silence of up to 20 feet in radius around an object or point. No sound may be made or heard within this area. The reverse of this spell will dispel an area of silence. Range is 100 feet. Petrify/Unpetrify: This spell enables the caster to turn the living flesh of any one creature to stone. Save versus petrifaction or be turned to stone. The spell does not affect non-living materials. Range is 10 feet per level of the spell caster. Duration is permanent. Unpetrify. will return any petrified person or creature back to living flesh. Plague: The spell will enable the caster to cause a widespread plague by spreading any existing sickness or infestation in the target area. Range up to 1 mile diameter circle. Plant Growth: This spell enables the caster to cause any immature or seedling plant to reach its full growth and maturity in one day. Alternatively it may be used to cause any mature and fully grown plant to grow in one day twice its size and four times its normal weight. This growth is not passed onto its descendants. The plant must have ample food or soil for the growth to take place or the spell will not work. Range is 100 feet. Poison Ivy: This spell enables the caster to cause a vine of poison ivy to grow. If cast at the feet of some creature it will grow up and entangle them doing 1d6 points of damage plus 1 point per round of entanglement. If the save fails, the victim will be entangled and unable to move or break free until someone else cuts him free. Range is ten feet. Possession: This spell enables the spell caster to leave his own body and enter the body of another individual. When in the body of the victim the spell casters body will still function but is devoid of all consciousness. The spell caster will have control of the possessed individual's body. He will also possess in addition to his own spells, all of the spells and capabilities of the possessed individual. He also will have access to the possessed individuals memories. Save versus mind affects for an unsuccessful attempt. Duration is one per rank of the spell caster. One save per hour is allowed. if the casters body dies while he is possessing another's body, his spirit becomes a disembodied spirit until it can regain a body of its own, It will retain its spell casting abilities during this time. Protection from Undead: This spell prevents any undead creature from approaching within a 30 foot radius of the person or object subject to the spell. Any attacks made against the undead from within the circle of protection will negate the spell. The spell can not be cast while undead are within the area of the circle of effect. Protect Wall: This spell may be cast on a wall or any single building up to the size of a large castle. The spell prevents any and all attempts to magically harm, bypass, otherwise affect the wall or building as defined by the caster. It will not allow attempts to pass through the wall through magic or psionic means. It will prevent attempts to teleport, gate, and similar effects to function within the area defined by the wall or building. The wall or building will be unaffected by alteration spells, such as stone to mud, designed to harm the wall. The wall or building will not allow spells used to bypass the wall, such as spider climb, cast on the wall to function. The wall or building protected by this spell will only be affected by mundane means. Duration is indefinite. The magic only functions when magic is used to harm, bypass, enter,or otherwise adversely affect the wall or building, and this protective magic is powered by the magic being used against it. Reflect Attack: This spell enables the caster to reflect the effect of any attack back on the attacker. Any physical attacks such as buy swords or arrows that strike the caster while this spell is in effect will not harm the caster, but will do the rolled amount of damage rolled to the attacker. Any type of magical or psionic attack will similarly not affect the caster but will be reflected back upon the attacker. The caster cannot attack anyone else during the duration of this spell or any damage he does will wound him. The duration of the spell is 10 minutes or damage totaling at least 10 points of damage. Regenerate: This spell enables the caster to cause in any one living individual for any severed or missing limbs or appendages to regrow within one round. One restriction is that a decapitated body cannot regrow a new head. Range is touch. Resist Lightning: This spell enables the caster to protect one person, player, or creature from damage from lightning or electrical based attacks. Area of effect is creature touched. Duration is 10 minutes. Resurrect: This spell will bring back to life any person, monster, creature, or plant dead and restore it to full health, youth, and strength. It will retain all of its former skills, memories, and abilities. A piece of the dead creature must be present to cast the spell upon to enable the resurrection. Reverse Time: This spell will enable the caster to reverse the flow of time and return to ten minutes in the past to attempt to change events in that time period. Rock Corridor: This spell enables the caster to create a corridor through solid rock 3 feet wide, 10 feet high, and 100 feet in length. The corridor need not be straight. Area of effect is rock touched. Duration is one hour. Secrecy: This spell enables the caster to make an area within a ten foot radius of himself immune to physical, magical, or psionic spying. Anything said or shown within the area will not be detectable to anyone outside the protected area by any means. Self Resurrection: This spell allows the caster to place a spell upon himself that will cause himself to be healed and resurrected after one day if he is killed during the time the spell is in effect. The spell may only be cast on himself. Duration is one day. Shadow: This spell enables the caster to give his shadow substance so that the shadow can move independently from him for the duration of the spell at the direction of the caster. It will not perform any action on its own volition. It can fight as a zero fighter but will be dispersed if hit at armor rating 15. It can move objects up to 5 pounds in weight. Shape Change: This spell enables the caster to change his shape to that of any other type of creature or plant of equal or smaller size. While in this form the caster will be able to use the means of transportation, means of living, and non-magical, non-special, general abilities of that type of creature or plant. The caster cannot change into monster class creatures. Duration is ten minutes per rank of ability or until voluntarily dispelled. Shrink/Grow: This spell will enable the caster, or person, creature, or object touched to shrink as small as 1 inch or grow to twice normal size. If used as an attack the person, creature, or magical object will be entitled to a save versus spells to not be affected. Duration is 10 minutes. Skeleton Beast: This spell enables the caster to create from any random group of bones containing at least one skull a skeleton beast. This animated skeleton will be able to attack using bites, claws, or using its limbs as clubs. A small beast will have 12 body points, a medium beast will have 24 body points, and a large beast will have 48 body points. They are not undead and can not be turned. Range is 100 feet and they can be directed by their creator. Duration is 24 hours or until killed. Soul Capture: This spell enables the caster to steal the spirit from someone's body and transfer it into another body or object. Range is 10 feet. Spider Lure: This spell enables the caster to cause all the spiders coming within 100 feet of a given individual for a period of 24 hours to converge upon him and attack him.. Range 100 feet plus 10 feet per rank of the spell caster. Spirit Bind: This spell enables the caster to summon a spirit being into his presence and to bind it to complete one task for the caster. To work this spell the caster must know the spirit's true name.
Spirit Spear: This magic attack form causes a magic spear to be formed out of ectoplasm. When thrown it will always strike any visible target. Upon striking it will do 1d8 points of damage. It will always hit a visible target. Range is 150 feet. Sticks and Snakes: This spell enables the caster to change any snake into a snake shaped wooden staff. The snake may save to not be changed. At some future time, at will, the caster can change the staff back into snake form and have attack whomever the spell caster designates. This snake will always have its full hit points when changed from a stick or staff. Duration of staff form is permanent until changed back to snake form. Range is 50 feet. Storm: This spell enables the spell caster to create a storm in the form of a heavy rainstorm or snowstorm complete with high winds. The area of effect is a circle 100 feet in radius. Range of the spell is 200 feet. Duration is one hour. Summon Air Elemental: This spell enables the caster to summon a true Air Elemental from the elemental plane of air. This Elemental upon appearing has a 50% chance of being annoyed and simply returning to its own plane. The other 50% of the time the Elemental will at least do part of what the caster asks of it. In no case will the Elemental harm the spell caster. Spell duration is variable. The Elemental will leave of its own accord in not more that 20 minutes. Summon Earth Elemental: This spell enables the caster to summon a true Earth Elemental from the elemental plane of earth. This Elemental upon appearing has a 50% chance of being annoyed and simply returning to its own plane. The other 50% of the time the Elemental will at least do part of what the caster asks of it. In no case will the Elemental harm the spell caster. Spell duration is variable. The Elemental will leave of its own accord in not more that 20 minutes. Summon Fire Elemental: This spell enables the caster to summon a true Fire Elemental from the elemental plane of fire. This Elemental upon appearing has a 50% chance of being annoyed and simply returning to its own plane. The other 50% of the time the Elemental will at least do part of what the caster asks of it. In no case will the Elemental harm the spell caster. Spell duration is variable. The Elemental will leave of its own accord in not more that 20 minutes. Summon Water Elemental: This spell enables the caster to summon a true Water Elemental from the elemental plane of water. This Elemental upon appearing has a 50% chance of being annoyed and simply returning to its own plane. The other 50% of the time the Elemental will at least do part of what the caster asks of it. In no case will the Elemental harm the spell caster. Spell duration is variable. The Elemental will leave of its own accord in not more that 20 minutes. Summon Para-Elemental: This spell enables the caster to summon one para-elemental from one of the elemental planes. This par-elemental will aid the spell caster however possible. The para-elemental will remain in this plane for a maximum of 20 minutes or it may be dismissed earlier by the caster. The spell caster can select the plane the creature comes from but can not select the specific type of creature that responds. Talisman: This spell enables the caster to charm a specially made object that will absorb the wearers spirit upon his death and protect it from harm. The protected spirit may then be laid to rest at some future time, returned to inhabit some chosen area, or even to be returned to life at some future time. The time spent in the talisman by the spirit does not count towards time limits for resurrection, reincarnation, or raise dead spells. The talisman must be some object carried by the person for a long period of time to better absorb the essence of his spirit. Spirits in totems are often returned to their families where they protect the homes as a guardian spirit. Temporal Stasis: This spell enables the caster to cause any object or living thing touched to go into temporal stasis so that time does not pass for that object or living thing until the spell is broken. Up to 10 cubic feet may be affected. If used as a weapon the creature may save versus spells for no effect. The spell may be broken by anyone at any future time by simply touching the object or creature in temporal stasis and wishing the stasis field to end. Otherwise the duration is permanent. Trance: This spell enables the caster to create a ball of light at a range of up to 100 feet that will float up to 20 feet above the ground and move so that any watching it will become entranced as if hypnotized. This spell will affect all viewing it, those who fail their saving throw will make no move to save themselves from the first blow of an attack, but thereafter they will protect themselves. This initial blow if properly placed may kill the entranced individual. Entranced individuals will allow themselves to be tied or surrounded. The spell lasts five minutes, after it fades entranced persons are released form their entrancement. Transfer Consciousness: This spell allows the caster to temporarily transfer his consciousness into any inanimate object. While in the inanimate object he will be able to see and hear normally. Duration is one hour. At the end of this period his consciousness will automatically return to its body. The consciousness may become trapped in this inanimate object if its body is killed while in this inanimate object. This consciousness may transfer to another body if a suitable empty one becomes available. While in this form the consciousness can transfer from one inanimate object to another. Range ten feet. Transparency: This spell enables the caster to cause up to four square feet of wood, stone, or metal to become permanently transparent. Wood three feet thick, stone one foot thick, or metal 6 inches thick may be effected. Range is 10 feet. Tree Curse: This spell is a type of curse. By using it the caster can cause any one individual to be turned into a tree in a period of one week. During that time the individual's feet and toes will turn into roots, legs, trunk, and head into the tree trunk, arms and fingers into branches. Additional limbs will grow as well. During this week the individual will experience an almost irresistible unconscious urge to root himself into the ground. If at any time he is not on guard he may find himself rooted in place. Once rooted in place the tree can move its limbs but cannot move from its rooted position. His eyes, ears, mouth, and face will be present on the trunk. He will be able to see, hear, feel, and talk and will retain his intelligence and mental abilities including spell casting abilities. The life-span of this form is approximately 1000 years if not killed. This spell is reversible and can cause a tree-form to revert back to normal. Veterinarian: This spell enables the caster to heal wounds so that a wounded animal can gain back all of their hit points. Range is 10 feet. Wall of Force: This spell enables the caster to create a clear wall of magical force that is impenetrateable to all forms of physical objects or attacks and most forms of magical attack. Light spells, magical doors, and similar magic spells may penetrate the wall of force. Duration is ten minutes. The area of the wall is up to 1000 square feet and may be in any shape as desired. Wailing Wind: This spell enables the spell caster to call forth a mass of spirits in the form of a mist 100 by 100 by 100 feet in volume. Those caught in the wailing wind must save versus mind effects or go insane. Range is 200 feet. Duration is 10 minutes before it is dispersed. Water Scry: This spell enables the caster to divine the answer to any three question about past events in any 50 foot radius circle from a point on pond, swamp, or ice patch. Range is fifty feet. Wave: This spell causes a wave to form in a small body of water that will spread out from the caster. This wave is 15 feet high and will impact boats, shoreline, and other objects in its path. Range is 300 feet then the wave dissipates. Whirlpool: This spell causes a whirlpool to form in a body of water that is capable of drawing floating objects with 50 feet toward it and pull them below the surface. Duration is 10 minutes. Range is 200 feet. Whirlwind: This spell causes a funnel shaped whirling wind cloud to form that moves at the discretion of the caster. The wind can lift objects from the ground and batter fixed objects with wind speeds of 150 miles per hour. Range is line of sight. Duration is 10 minutes. Wither Plants: This spell enables the spell caster to wither all normal plants in a circle 30 feet in radius in the area surrounding him. Animated, intelligent, or magical plants will take 1d8 points of damage. Range is 0. Youth: This spell enables the caster to make any individual 20 years younger, but not younger than adolescence for that race. The spell caster may not cast this spell on himself. This spell is reversible and will make an individual 20 years older. Save versus spells for no affect. Range is 100 feet.
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