Spells and Psionics
The Rules of Spells on Diskworld
Spells on Diskworld are easier to cast than most other worlds. Magic is readily accessible and used for a great many things, unlike Athas, and is seen as another tool, not something inherently evil, like Krynn. Unless the spell specifically requires it most spells require no material component. Priest spells that require a Holy Symbol or Water still require them. An example of a wizard spell that requires a material component is Magic Jar, which needs a gem to store the spirit in.
Also wizards cannot memorize the same spell more than once. This prevents them from launching an unending first strike of Fireballs and reducing an entire army to ash single handedly. Crafty, intelligent wizards can work around this rule.
Priests can cast the same spell twice since they do not memorize but pray for divine power to aid them. They still cannot cast more than their allowed alotment of spells per day, or cast from Spheres they are not allowed.
Psionicists are unaffected.
New Wizard Spells
Cantrips
Balance (Nec)
Rng: Touch Area: 1 person Dur: 1d4+1 rds
ST: None Cast: 1 Comp: VS
Makes the target immediately become centered. It works for the round it is cast and 1d4 more.
Boil Water (Alt, Water)
Rng: 5’ Area: 1 gal. Dur: Special
ST: None Cast: 1 Comp: VSM
Brings any water source up to 1 gallon in volume to a boil instantly. The water will do 1 pt of damage to anyone touching it with bare skin. The water stays hot for 10 rounds, depending on the surrounding temperature, but will only do damage for ½ of that. Does not work on water based creatures.
Cut (Alt)
Rng: Touch Area: 10’ Dur: Special
ST: None Cast: 1 Comp: S
Caster traces has finger along any non-magical leather, paper, or cloth item and it makes a flawless cut in the material. It cannot be used on living materials or on creatures. Once the caster withdraws his finger, the spell ends, or up to 10’ of cutting.
Horn (Evoc)
Rng: 25’ Area: 30’ rad Dur: Instant
ST: None Cast: 1 Comp: VS
Creates a loud blaring sound, much like a trumpet. The sound is only one note, in any key the caster desires, or C if he doesn’t care. All in 30’ from the target location can hear the horn. It can cause distractions, and even disrupt spells if timed properly, but it cannot be made so loud to harm anyone or affect hearing.
Janna’s Color Drain (Ill)
Rng: Touch Area: 1 Object Dur: Perm
ST: None Cast: 1 Comp: VS
Removes the color from any 1 object touched by the caster, making it black, white, and gray. Object can be repainted or colored magically. If painted, the paint can be removed. If colored magically, both the drain and the color can be removed with 1 dispel.
Sort (Alt)
Rng: 5’ Area: 5+1’/lvl sq Dur: Instant
ST: None Cast: 1 Comp: VSM
Separates items into like piles of same items, as dictated by the caster. If space is limited, the piles will mix at the edges. Items under magical protections, like Obscure Object, are immune but hidden items are not.
1st Level
Acidic Blades (Evoc)
Rng: 10 yds Area: 20’ rad Dur: 1d6+1 rd/lvl
ST: None Cast: 1 Comp: VS
Creates 1d4 glowing, green energy rods. They can be commanded by the caster to attack individually or in groups and require no concentration to maintain but the caster must concentrate on them to change targets. Each blade does 1d6+1 acid damage and use the caster’s THAC0. Only spells that affect acid affect the blades, who have an AC2, 10 if not fighting, and 6 hp. They are immune to acidic attacks.
Aeria’s Shocking Missile (Evoc, Air)
Rng: 0 Area: Special Dur: Instant
ST: Special Cast: 1 Comp: VS
This spell creates 1 missle/2 lvls, up to 5 at lvl 9, that can travel up to 90 yds. Each missile can be aimed at different targets and makes a to hit roll separately. If hit the target(s) takes 1d4 pts of force dmg and must ST vs Spell or take 1 pt of electrical damage/lvl, with a ST for ½. These missiles can affect non-living material.
Boj’s Pebble Torture (Conj/Summ, Earth)
Rng: 2 yd/lvl Area: 1 person Dur: 1 rd/lvl
ST: Special Cast: 1 Comp: VS
This spell creates a small pebble to appear above the victim’s head every rd. It drops and hits the victim, doing no damage but will disrupt concentration and every round after the first the victim must ST vs Spell or start to get agitated. Agitated individuals have a -1 to hit and ST, and a +1 to AC/missed ST. This penalty lasts until the spell ends +1 rd. Helmets and other forms of head protection will negate the affects but the pebbles still appear 6 inches above their head.
Comeliness (Alt) Reversible
Rng: Touch Area: 1 person Dur: 4+1 rd/lvl
ST: None Cast: 1 Comp: VS
Raises the victim’s Comeliness score 1 pt/lvl. Cannot go above 24.
Ugliness lowers it by 1 pt/lvl but cannot drop below -5. The victim does get a ST vs Spell to avoid.
Fade (Ill/Phant)
Rng: Touch Area: 1 person Dur: 1d6+1 rd/lvl
ST: None Cast: 1 Comp: VS
Causes the victim to appear to be semi-corporeal, like a ghost. It adds a +20% to HS or a 20% for those without that skill. Like HS you must be still to be hidden. If the victim is holding a light source it only provides ½ illumination. It cannot be cast on objects, though objects picked up by the victim immediately become Faded until the victim releases them. The victim does not actually become ethereal and can be damaged normally. Like Invisibility any strike to or from the victim ends the spell.
Friendspeak (Alt)
Rng: Touch Area: Caster+1 person/lvl Dur: 2 rds/lvl
ST: None Cast: 1 Comp: VS
Allows caster and anyone touched to communicate privately. Others listening will hear gibberish but can understand with a Tongues or Comprehend Languages spell.
Harmony’s Orchestra (Ill)
Rng: 0’ Area: 10’ rad Dur: 3 hrs
ST: None Cast: Spec Comp: VS
Creates a number of glowing, floating balls of light that appear around the caster. He can choose colors, size up to 6”, and arrangement. The balls appear on a casting time of 1 and can be used for distraction but have no real affect and do no dmg. The caster spends the next 5 rds choosing sounds and notes for each ball. The number of balls can be unlimited but each ball plays 1 tone. The caster must know how to play the instrument the ball is tuned with and it can make any pitch the instrument could normally make. Once completed the caster begins singing and dancing and may even play another instrument. The balls are attuned with the caster and chime and play with him.
Know Class (Div)
Rng: 10’ Area: 1 person Dur: Instant
ST: Neg Cast: 1 Comp: VS
Lets caster know the target’s class and subclass, even if the target is pretending to be another class, like the Ninja. It will tell the caster whether or not the target is multi or dual classed and which classes are involved. It does not reveal kits.
Protection from Chaos (Abj) Reversible
Rng: Touch Area: 1 person Dur: 2 rds/lvl
ST: None Cast: 1 Comp: VS
Gives target an aura of protection against chaotic creatures. Chaotic creatures attack the victim with a -2 and the victim has a +2 ST vs. any attack by chaotic creatures. It also prevents mental and bodily contact with extraplanar creatures and is cumulative with Protection from Evil or Good. If the victim makes an attack or forces the barrier up against an evil creature it ends the spell.
Protection from Law has the same affects against lawful creatures.
Random Spell (Evoc, Inc, Wild)
Rng: Touch Area: 1 person Dur: Special
ST: None Cast: 1 Comp: VS
Pulls a spell, randomly determined by the DM, from the victims mind that immediately goes off at the end of the round. This does not affect innate or spell like abilities or priests spells on Terra (though it does affect priest spells on other worlds). Non magic using creatures are immune. All affects such as duration, location, etc are randomly picked or rolled by the DM. Any spell cast has a casting time of 1 and no components are needed.
Undeath Friendship (Nec, Ench/Charm)
Rng: 0 Area: 10’/lvl (100’ max) Dur: 3+1 rd/lvl
ST: Neg Cast: 1 Comp: VS
Causes 2 HD/caster’s lvl of undead in the area, up to 100’ max, to view the caster as an ally and will not attack, even if commanded. Non-free willed undead get no ST and will even defend the caster against attacks, except those by its master, in which case they do not get involved. If the caster attacks the master or the undead it cancels the spell. If there are different types of undead together, start with the lowest HD.
2nd Level
Darwoc’s Acid Halo (Evoc, Air)
Rng: 30 yd Area: 1 person Dur: 1 rd/2 lvls
ST: Special Cast: 2 Comp: VS
This spell creates a greenish mist around the victim’s head and chest, which does 1d4/rd to the target and anyone who touches him. The target cannot cast spells or do anything that requires concentration and all dice rolls are at -1 or -5%. The mist mostly targets the eyes though, causing the victim to suffer the effects of Blindness unless he makes a ST vs. Poison. The acid is very weak and has no affect on equipment or non-living material. The caster makes his attack roll as if the target was wearing no armor. The blindness lasts for 1d6 rds after the duration expires. A strong wind, rain, or submersion in a liquid ends the spell and the blindness.
Hold Evil (Ench/Charm) reversible
Rng: 120 yds Area: 2 HD/lvl (14 HD max) Dur: 2 rds/lvl
ST: Neg Cast: 2 Comp: VS
Paralyses up to 14HD worth of any human, demi-human, or humanoid of evil alignment. Affects the lowest HD first. Any partial at the end is dropped. Targets can see, feel, hear etc but cannot move. Does not affect caster regardless of alignment.
Hold Good works the same against good aligned targets.
Imbue with Touch (Ench, Inc)
Rng: Touch Area: 1 person Dur: 2+1 rd/lvl
ST: None Cast: 1 Comp: VS
Caster must cast this spell the round before any touch spell or the spell is cancelled. The target gains the ability to cast the touch spell. This requires no components by the victim, merely a touch of the intended target, using all the affects and limitations as if he was the original caster. If the target does not use the spell before the duration expires the spell cancels.
Ithator’s Shadow Lock (Alt, Shad)
Rng: Touch Area: 1 portal Dur: Until discharged
ST: ½ Cast: 2 Comp: VSM
When cast on any portal it holds it with a Wizard Lock, though anyone who knows the command word, chosen by the caster during casting, can bypass the trap. All others who attempt to open it or use lock picks or tools on any part of it take 1d10 cold dmg and stunned for 1d4 rds. A ST halves the dmg but has no affect on the stun. The caster immediately becomes aware of the attempt but not who did it.
Lushe’s Inspiration (Ench)
Rng: 0 Area: 30 yds Dur: Spec
ST: None Cast: 1 Comp: V
The caster must be able to sing a song or create illusionary images about the heroic deeds he has heard or witnessed. It grants a +1 to combat rolls and STs as long as the caster keeps singing. He can perform other actions but cannot cast spells or stop. If he creates images he cannot use his hands but the bonus increases to +3 and opponents must ST vs Spells or suffer a -3 to their rolls. It is not cumulative with other Inspirations, but may be used with Prayer, Chant, etc.
Petition (Conj, Inc)
Rng: 0 Area: Caster Dur: Special
ST: Special Cast: 2 Comp: VS
Caster must be a dual or multi classed mage/cleric to cast this spell. This spell grants a caster with the use of any priest spell he can normally use. This changes out one of the caster’s memorized wizard spells, chosen by the player, whose level is equal to the level of the priest spell he wants to cast. Caster must roll his chance for spell failure against the petition, if any. If failed he forgets the petition and is not granted the priest spell but does not lose the wizard spell.
Material: Holy symbol.
Protection from Enchantment (Abj, Inc)
Rng: Touch Area: 1 person Dur: 2+1 rd/lvl
ST: None Cast: 2 Comp: VS
Causes the target to take no damage from the magical properties of magic weapons. Artifacts still get through and the persons till takes the weapon’s damage.
Transcribe Song (Alt, Evoc)
Rng: Special Area: 2 sheets of paper/lvl Dur: 1 hr/lvl
ST: None Cast: 2 Comp: VSM
When this spell is cast the caster must have all the pages ready to be copied and must be in person to hear the songs. Until the duration expires any non-magical song he hears will be written down on the paper, magically appearing in a language the caster can understand with no ink involved. Words and notes are recorded but not outside conversation. If different songs re sung it records each song separately. It takes 1 piece of paper/5 minutes. If several instruments are used it can record the music needed for each instrument on 1 extra piece of paper/ instrument.
Transfer Charm (Alt, Ench, Inc)
Rng: Touch Area: Special Dur: Special
ST: Special Cast: 2 Comp: VS
Takes any charm spell on a victim and places it on the caster. The victim is now released and the caster must touch a new victim or he himself will be affected. The new victim or the caster will receive a duration picking up where the original victim left off.
Tree Swipe (Alt)
Rng: Touch Area: 1 tree/3 lvls Dur: Special
ST: None Cast: 1 Comp: VSM
Only affects non-sentient, living trees. Trees touched obey caster’s commands. They cannot walk but can attack. They can also be programmed as guards, attacking when certain conditions are met. The trees cannot be charmed, controlled by treants, or harm the caster (though they don’t necessarily defend him either). They attack anyone within 1’/5’ of height with a THAC0 of 15 and do 1d6/branch. They can attack with 1 branch/3’ ht and have an AC of 8. Some trees, like redwoods, have no lower branches and will instead attack by reaching down with a branch, lifting someone high into the air, and dropping them. Trees will concentrate on 1 attacker/2 branches it can use and each branch has 1d4+4 hp and an AC3.
Zombie Dust (Nec, Ench)
Rng: Special Area: 1 person Dur: 1+1 hr/lvl
ST: Neg Cast: 2 Comp: VSM
Creates a magical powder from ground zombie bones, iron rust, and violet fungus. It takes 6 rds to mix the formula correctly, which can then be used within 1 day. Any old powder mixed into new causes the latter to become worthless. Only the creator of the powder can use it with the spell. Victims get the powers and immunities of a zombie as well as the speed and intelligence. They resemble zombies and are under the caster’s control but are not undead and cannot be turned. They can be affected by holy water but not poison and are immune to spells which affect undead. When the duration expires the victim returns to normal, remembering nothing.
3rd Level
Aeria’s Shocking Gaze (Alt, Air)
Rng: 0 Area: 1 person Dur: 1 rd/2 lvls
ST: Special Cast: 3 Comp: VS
Anyone meeting the caster’s gaze must ST vs Paralyzation or be paralyzed. Afterward anyone who touches the victim or strikes him with a metal weapon takes 3d4 pts of electrical damage, with no ST.
Improved Shield (Evoc)
Rng: 0 Area: caster Dur: 5+1 rd/lvl
ST: None Cast: 3 Comp: VS
Surrounds caster in a hemisphere that protects him from magical and non-magical missile. Melee weapons can get through but only do 1 pt+magical bonus.
Ithator’s Shadow Step (App, Shad)
Rng: Touch Area: 1 victim Dur: Spec
ST: None Cast: 3 Comp: VS
Creates a dim aura around the victim that does not hinder vision or attacks. When the victim is struck by a physical attack he is teleported as a Blink just before he takes it in a random direction. He appears 10’ in a direction chosen on a 1d8 as a grenade. Both the victim and the attacker lose the next rd of attacks as they re-orient themselves. If the victim’s init falls after the attackers he can re-orient on his init and still be able to act the next rd, though it might take that rd just to reach his attacker. He will never appear in an area already occupied by another object. It will protect him from 1 attack/2 lvls but has no effect on magical attacks unless they create a physical effect.
Life Transfer (Nec)
Rng: Touch Area: Caster and 1 person Dur: Instant
ST: Neg Cast: 3 Comp: VS
Exchanges the caster’s and the target’s current hp. If the hp are more than the recipient would normally have at full health excess hp are lost. If the hp are below 0 the recipient falls unconscious and is at 0 hp until healed.
Magnetic Plane (Alt, Earth)
Rng: 10’+5’/lvl Area: 20’+5’/lvl Dur: 1 rd/lvl
ST: None Cast: 3 Comp: VS
Anyone entering the area of the spell has all metal items drown down. Non-metal items are unaffected. Metal creatures are rendered immobile. Even non-ferrous metal, such as gold and silver, are affected. It cannot be cast on a vertical surface but can be cast on any horizontal one, drawing metal items up instead of down. It cannot be cast on a person and will affect anyone entering the area, even the caster. It cannot be cancelled once cast but can be dispelled.
Multiply Gravity (Alt, App)
Rng: 10’+5’/lvl Area:5’x5’x5’/lvl Dur: 1d4+1 rd/lvl
ST: None Cast: 3 Comp: VS
This spell increases the pull of gravity down. It slows movement by ¾ and any strenuous activity, such as combat, requires a Con check-3/rd or have -3 cum to dice rolls. Creatures flying above or those who are tall enough to have their heads above the area are immune. This spell even affects the caster. Flying creatures fall, swimming ones sink, etc. Large creatures may fly or swim but must make a Con check or fall. All encumbrance tables are treated as x2.
Scream (Ench/Charm)
Rng: 5 yds/lvl Area: 20’ rad Dur: Instant
ST: Neg Cast: 3 Comp: VS
This spell causes all in 20’ to ST or be deafened 1d4+1 rd/lvl. It causes mind splitting pain, disrupting spells, psionics, and charms cast by casters lower in level than the caster. From 20’-40’ are not deafened but still have a -2 to init and a -2 to hit for anyone whose init falls after the caster’s. It can be heard 10’/lvl of the caster but those beyond 40’ suffer no penalties, though they may be distracted.
4th Level
Dweomer Preservation (Alt, Inc)
Rng: 0 Area: caster Dur: 1 night
ST: None Cast: 4 rds Comp: VS
Allows the caster to retain his current, memorized spells without sleeping. It doesn’t restore spells that were cast or allow caster to fill in the slots with new spells, nor does it remove the affects of fatigue.
Harmony’s Expanded Armament (Evoc)
Rng: Touch Area: 1 weapon Dur: 1 rd/lvl
ST: None Cast: 4 Comp: VSM
Creates 1d6 duplicates of any non-magical weapon or 1d3 of any magical weapon the caster touches. If magical the duplicates retain the magic but anyone may use them and they convey no proficiency. It does not work on artifacts or unique weapons and the duplicates appear at the same height as the original was when touched, within 1’ each, so if the caster is holding it in his hand they all appear at that height and drop to the floor.
Ithator’s Shadowy Blade Storm (Evoc, Ill, Shad)
Rng: 20+10’/lvl Area: 20’ rad Dur: Instant
ST: ½ Cast 4 Comp: VS
Creates 20 shadow daggers that fly around the chosen area. 1 dagger/lvl is real and does 1d4+1 dmg, the others do no dmg but cause anyone in the area, friend or foe, to be distracted, suffering a -2 to hit and a +2 to AC. The caster is immune to this effect but anyone in the area, including him, has a 5%/lvl chance of being hit by one of the real daggers. If the number of hits exceeds the number of daggers those of the lowest init are struck first and excess dmg is ignored. Once they hit they disappear.
Ithator’s Shadowy Extensions (Ill, Shad)
Rng: 0 Area: Caster Dur: 1d4+1 rd/lvl
ST: None Cast: 4 Comp: VS
Creates 2 extra shadowy arms to appear below the caster’s. The arms appear wielding whatever weapons the caster knows how to use and if the caster knows multiple weapons he can choose which ones appear. Once the weapons leave the hands they disappear. The weapons and arms cannot harm the caster, who has full control over them. The weapons dmg-2 but cannot do less than 1 pt. The arms cannot be used to perform any other use except to attack and missile weapons may be used but the missile vanishes the next rd. Due to the shadowy nature of the arms any contact with them against exposed flesh does 1d4 cold dmg. The caster uses his Int score as if it were his Dex to determine to hit. The weapons also ignore armor, though magical bonuses and other effects still apply.
Lisa’s Enchantment Transference (Alt, App, Ench, Inc)
Rng: Touch Area: 1 object Dur: 1 rd/lvl
ST: None Cast: 4 Comp: VSM
Caster must touch a magical item, say the spell, and point to another, non-magical item of similar nature within 15’. The magical properties of the touched item goes into the non-magical item. Items need not be identical but the receiving item must be able to function as the magical one (placing the properties of a +5 Vorpal Sword in a cloak would have no affect). Artifacts are immune but intelligent items can make a ST to resist. Once the duration expires the items return to normal, regardless of distance or even what plane they are on. This spell cannot be made permanent.
Replay (Alt, Chro)
Rng: 0 Area: Caster Dur: Instant
ST: None Cast: 4 Comp: VS
This spell causes the caster to repeat the last rd. He cannot change tactics but can reroll dice. For example, if a caster casts Replay then the next rd casts Fireball he essentially casts Fireball twice, but he cannot choose not to cast the Fireball a 2nd time. This does not change an opponent’s roll, so if he makes the ST the first time he will make it the second.
Shadow Friend (Ench, Conj, Shad)
Rng: 10’ Area: Special Dur: Until dispelled
ST: None Cast: 4 Comp: VS
Creates a shadowy image of the caster with his hp, AC, lvl, and weapons but cannot cast spells or speak. It follows the caster’s commands and attacks as a Shadow but is not undead. Ethereal creatures and undead view the caster as an ally, treating him as a trusted confidante, but are not under any kind of control. It can, instead, be cast on an object and anyone who touches it, except the caster, sees a shadowy image of himself as described above. This shadow attacks the victim and disappears when one of them dies. It cannot be turned, controlled, or charmed and will ignore and pass through obstacles to reach the target, even by flying. It attacks as a normal Shadow though it is not undead.
Shadow Wall (Abj, Conj, Shad)
Rng: 10 yds/lvl Area: 10’/2 lvls cu Dur: 3+1 rd/lvl
ST: None Cast: 4 Comp: VS
Creates a wall of black mist that cannot be affected by magical or non-magical wind. Anyone passing through the area returns to the point they entered 1d4 rds later. It blocks infravision and any magical attempts to see through it.
Steal Skill (Conj)
Rng: Touch Area: 1 person Dur: 1 tn/lvl
ST: Neg Cast: 4 Comp: VS
Takes a proficiency from the target and gives it to the caster. Caster must state the proficiency to be taken. If the victim does not have it then the spell fails. It can be a weapon or non-weapon but it cannot be a specialization. Caster uses the proficiency at his level, stats, etc.
Wall of Lightning (Evoc, Air)
Rng: 10 yds Area: 30 cu’ Dur: 1 rd/lvl
ST: Special Cast: 4 Comp: VS
Creates a sheet of lightning that shoots up from the ground 30’. Anyone passing into the area must ST-4/rd or take 6d6 pts of damage. Walking takes 2 rds to make it through and reduces the ST to -2. If failed the victim can make another ST for ½ damage.
5th Level
Elemental Exchange (Evoc, Elem, Inc)
Rng: Special Area: 1 spell Dur: 1 rd+Special
ST: None Cast: 5 Comp: VS
This spell must be cast the rd before the target spell. If more than 1 rd is taken the exchange is wasted. It changes the elemental component of any element based spell. Fireball becomes Iceball, Water Breathing becomes Fire Breathing, etc. Spells that do not directly result in an elemental affect, such as Stoneskin, are unaffected. This can be cast at another wizard who gets a ST or his next spell, if applicable, is altered according to the caster’s wishes. It doesn’t change the damage or affects, so an Airball would still hurt.
Missile Carrier (Evoc, Inc)
Rng: 60+10 yd/lvl Area: 1 spell+1 person Dur: Instant
ST: Special Cast: 1 Comp: VS
Creates 1 Magic Missile who strikes just as one but does no damage. The missile hovers before the caster for 1 rd and if another, touch spell is not cast on it it vanishes. The target is automatically hit as per the Magic Missile but ST and such for the touch spell are still in use.
Power Transference (Alt, Inc)
Rng: 50 yds Area: 1 spell Dur: Instant
ST: Special Cast: 5 Comp: VS
This spell is like the 7th lvl spell, Spell Turning, except it takes the spell energy and transforms it into a spell the caster knows. The caster can choose to let the spell through or return it back. It must be a spell the caster has memorized and can only be used against spells targeted at him.
Spirit Scream (Nec)
Rng: 0 Area: 30’ dia Dur: Instant
ST: ½ Cast: 5 Comp: VS
Caster emits a low pitched wail that does 1d4+1/2 lvls. Those in 20’ are affected and must roll a 2nd ST or affected as a Fear spell. Those killed can’t be raised and it affects friend and foe alike. Creatures who don’t hear are immune and crystalline creatures take x2 dmg. Glass and crystal shatters.
Switch (App)
Rng: 30 yds Area: Caster + 1 person Dur: Instant
ST: None Cast: 5 Comp: VS
Teleports both the caster and 1 target, putting them where the other was standing. Caster must be able to see the target without magical aid.
Wild Aura (Evoc, Inc, Wild)
Rng: 1d4+1 yd/lvl Area: 1 person Dur: 1 rd/lvl
ST: Neg Cast: 5 Comp: VS
This spell only affects people who can cast wizard spells. It surrounds them in a 3’ radius zone of Wild Magic. All spells cast are treated as a wild spell.
6th Level
Communication Link (Div)
Rng: Special Area: Special Dur: 1 rd/lvl
ST: None Cast: 1 rd Comp: VS
Works only if the target is on the same plane as the caster. Allows 2-way, voice communication between them. The caster must know target’s name and appearance and no one else can hear them unless the caster wills it.
Imbue Familiar with Spell Ability (Ench, Inc)
Rng: Touch Area: Caster’s familiar Dur: 2+1 rd/lvl
ST: None Cast: 6 Comp: VS
Must be cast on the caster’s familiar, another’s familiar or any other animal won’t work. It takes a memorized spell from the caster, chosen by him, and places it in the familiar. It must be a spell whose lvl is no more that ½ the caster’s and cannot be too complicated to achieve. The familiar is unaffected by the spell unless it is returned to it, such as a close proximity Fireball or a Spell Turning. If the familiar does not use the spell before the duration expires it returns to the caster’s memory.
Ithator’s Shadow Armor (Abj, Shad)
Rng: Touch Area: 1 victim Dur: 1d6 tns
ST: Neg Cast: 6 Comp: VS
Creates a dark aura that absorbs into the victim’s armor, clothing, and equipment. Skin, hair, etc. is unaffected but everything else, including magical items, turn black. This increases his HS by 20% or gives him a 20% if he doesn’t already have it and causes any physical attack or targeted spell that hits him to pass through harmlessly as it turns everything into a shadow. He cannot use any equipment that he was not holding as any attempt to reach it causes him to merely pass his hand through the shadows. Items already held pass through targets unless they can leave the victim, such as an arrow or bolt, which becomes solid as soon as it leaves. Items dropped also turn to normal but cannot be retrieved since there is no place to place it and the hand just passes through it. Area effect spells are not affected and unless completely covered the victim cannot use it to pass through solid structures.
Leah’s Secret Safe (Alt, Conj/Sum)
Rng: Special Area: Spec Dur: 2 mos
ST: None Cast: 1 tn Comp: VS
Creates an extra-dimensional, box shaped space that resides in the deep ethereal plane. It can be built and expanded at the user’s will up to 10’ tall, 12’ wide, and 15’ deep. It is magically locked and cannot be locked or trapped magically or mechanically and the caster can only open it 1/day. The caster must open it at least every 2 mos and recast the spell on it or it is lost in the ethereal plane. A Locate Object cast in the deep ethereal has a 50%-5%/day between the casting and when it was lost to locate it. The appearance, both inside and outside, can be of any design the user wishes but it cannot be invisible. There is a cumulative 2%/wk of not being opened that a creature of the ethereal finds it and it has to roll a BB (or 1%/max pt of dmg it can do with a non-bite attack) to be able to open it. While it is open on the prime there is a cumulative 1%/rd of an ethereal creature escaping through into the prime.
Life of Pain (Nec)
Rng: Touch Area: 1 victim Dur: Perm
ST: Spec Cast: 9 or 1 wk Comp: VSM
Causes an extraordinary amount of pain causing 1d6/lvl of the victim in dmg. Good aligned are immune to this effect and neutrals are allowed a save. This is because through his life he has caused pain and good aligned feel they are justified. If the caster is evil himself he may cast the second version of this spell used to create a Pain Seeker. The victim becomes aware of pain never imagined and each day of the wk long casting brings new pain and sorrow. On the final day the victim dies and his soul is trapped in a gem. The caster then starts the process again, casting another Life of Pain within 12 hrs after the victim has died. Any later and the spell will fail. A new pain will meet the victim’s soul and after a wk of torture it is forced back into its original body where it will serve the caster.
Material: A diamond worth no less than 10000gp. It has 1d4 uses before it breaks and is rendered worthless, though the second casting doesn’t count.
Review (Div, Ill)
Rng: 0 Area: Special Dur: 1 rd/lvl
ST: None Cast: 6 Comp: VSM
Must be cast on a gem worth at least 1000gp that is free or part of jewelry but neither can be enchanted in any way. The caster chooses 2 words during the casting. The 1st activates the gem, which will hold the spell for 1 day before needing to be recast. When activated it records everything that happens within 10 yds of it for 1 rd/lvl. If moved the spell ends and the caster can end recording at any time. The 2nd word creates an illusion of every word and action that took place. The image can be turned off, paused, sped up, or replayed at caster’s will. Until played the spell lasts 1 day/lvl and when the illusion is finished the gem becomes useless.
7th Level
Demon Seed (Conj, Nec, Alt)
Rng: Special Area: Special Dur: Special
ST: Special Cast: 1 day Comp: VSM
The caster must mix a powder made from black pepper, swamp water, black dragon blood, ground blackroot, and the ground bones of some Lower Planar being and roll this mixture into small balls. Then he begins the spell casting of 1 day of continuous casting. Should anything break the caster’s chant for 24 hrs the spell fizzles, though the mixture can be used for another casting. Once the casting is completed he crumbles the balls into a powder that tastes like pepper but is finer than cornstarch. It must be ingested to take affect and loses its potency after 1 day/lvl. If ingested the victim must ST vs Poison or his Chr and Com is lowered by 1/day until they reach 3. During this time his body is slowly transformed to resemble a hideous beast. For 1 wk the victim will remain like this as his alignment slowly changes to CE, moving one step, chosen by the DM, every day. He can only be healed by a Neutralize Poison, Remove Curse, and Regeneration, cast in that order. If after a week the victim hasn’t been cured he becomes a monster, losing all memory of his former life. His new hide gives him an AC of 3 and he will have 2 claws which do 1d6+3 each. After this not even a Wish will restore him.
Double (Alt, Conj, Ench, Nec)
Rng: Special Area: Special Dur: 1 day+2 hr/lvl
ST: None Cast: 8 hrs Comp: VSM
Caster must prepare a special “body” made of clay, wood, wax, stone, or any other shapeable, non-magical material. It must be the same height and general appearance of the target who must be a willing participant. The target’s blood, skin, and hair must be placed inside the body. Then the spell is cast. After 8 hrs of uninterrupted casting, the body forms into an exact duplicate of the target. It will act, talk, and thinks like the target but is mindless and has no desire to replace the original. It is totally under the target’s command, not the caster’s. It cannot be dispelled or charmed and has the target’s stats, AC, THAC0, etc. but only has ½ the hp. It can fight but has neither the will or the imagination to use spells or psionics and makes all attacks as if it lacks any weapon proficiency. It must be outfitted as well. When the duration expires it resorts to its original form and the target’s materials are gone.
Improved Animate Dead (Nec)
Rng: 5 yds/lvl Area: Special Dur: Perm
ST: None Cast: 7 Comp: VSM
Allows the caster to create double the undead as listed under the Animate Dead spell or he can change 1 dead body who hasn’t been dead more than 6 days into a ghoul under the caster’s control. It can also make a number of skeletons as under the Animate Dead spell into regenerating skeletons and a like number of zombies into ju-ju zombies.
Permanent Contingency (Alt, Inc)
Rng: Special Area: 1 spell Dur: Perm
ST: Special Cast: 1 rd Comp: VS
This spell works just like the 6th level Contingency spell except it has two conditions. The first condition triggers the desired spell and the second condition ends the spell until triggered again. Wish, Limited Wish, and Remove Curse will remove it only if cast with the intention of removing the Contingency. Dispel Magic cancels the target spell for 1 rd/lvl of the caster of the dispel.
8th Level
Dual Casting (Alt, Inc)
Rng: 0 Area: caster Dur: 1 rd
ST: None Cast: 8 Comp: VS
Allows the caster to cast 2 spells at once. They both must be cast the round following the Dual Casting spell or all three are lost and the caster must state which spells he is going to do when he memorizes the Dual. The lvls can be any whose lvls equal 1/3 the caster’s lvl (round down). Both spells must not have a casting time is rds, tns, etc.
Phantom (Alt, Nec)
Rng: Touch Area: 1 person Dur: 1 day/lvl
ST: Neg Cast: 8 Comp: VS
Changes the target and his equipment into a Ethereal state. It does not allow the target to enter the Ethereal Plane without further help. The target cannot touch anything and spells cast have no affect. No one can see him or hear him except for the caster and creatures that can see into the Ethereal or are part Ethereal. He cannot be hurt or stopped by physical objects, affected by spells that cannot affect Ethereal creatures, get hungry, or age. Once cast it cannot be dispelled or negated, even by the caster, unless a Wish is used.
Reverse Alignment (Alt)
Rng: 1’/lvl Area: 1 person Dur: Perm
ST: Neg Cast: 8 Comp: VS
Changes the target’s alignment into its opposite, so Lawful becomes Chaotic and Good becomes Evil. The Neutral aspect does not change. If the target makes his ST he can make another ST (with Wis bonus) -1/3 lvls of caster or realize what happened and who did it. Rangers, paladins, and other classes or kits that lose abilities if they lose their alignment need not make a special “redemption” quest if they did not have time to break any of their rules. Dispel Magic cannot affect it but a Remove Curse will dispel it.
Truelife (Nec)
Rng: Touch Area: 1 gem Dur: Special
ST: None Cast: 1 hr Comp: VSM
Must be cast on a gem whose value is no less than 10000 gp. At the end of the hr the caster makes a System Shock. If failed the spell fails and the caster dies. If made the caster loses 1 lvl, which is placed inside the gem. The gem is given to another person, someone trusted, who is given the command word or phrase that will activate the spell. If the caster ever dies from anything other than natural death the trustee can bring him back to life, even if the body is destroyed. The trustee can use any living body or the caster’s corpse. It does not work if the caster was turned into an undead, an act which causes the gem to turn black and crumble to dust. There is a base 30% chance for the spell to work, modified by +10% if using the caster’s corpse, +5% if holding a personal item of the caster’s when the command word is spoken, +10% if the host body is willing, -10% if the host body resists, and +5% if the trustee is a wizard
Once the command word is spoken the caster and the trustee must make a System Shock. If the caster fails his soul departs to the Outer Plane of his alignment and the gem is destroyed. If the trustee fails he loses 1d4 Con and the spell fails, though the gem is not destroyed and can be tried again. Lost Con returns 1/day,except 1 which the cost for cheating Death. If the body is a host he must make a ST. If made the spell ends and the caster is treated as if he had failed his System Shock. If the host makes his ST and was willing the spell works. The host’s soul goes to the Outer Planes. If the host was unwilling he must make a System Shock himself. If made the caster acts as if he failed it but if the host fails he becomes a puppet, able to watch through his eyes as the caster takes control of his body. The DM is free to add side affects, such as the host gains control when the caster is sleeping or unconscious. Once all the rolls have been made the caster’s soul is taken from the gem and placed into the new, or old, body. The caster’s lvl is ½ what it was when he died and he retains his Int, Wis, and Chr that he had before. His Str, Dex, Con and Com change 1 pt/day until they reach where the caster was when he first cast the spell. During this time the host body changes until he resembles the caster. Remove Curse before the abilities change sends the caster’s soul to the Outer Planes and returns the host’s soul but has no affect if the trustee used the caster’s corpse. Once the abilities are completely changed there is no way back, not even with a Wish. Either way the gem crumbles to dust at the end of the spell. Any damage or destruction done to the gem before the command word is activated has no affect on the caster. The caster will know when the gem is destroyed, and he can only have 1 gem activated at a time.
9th Level
Corrupt Land (Alt, Nec, Earth)
Rng: 10’/lvl Area: 1 mile/lvl sq Dur: 1 yr
ST: None Cast: 9 rds Comp: VS
Causes the earth in the area to become dark and dry, eventually cracking and turning into black sand. Wind drops dead and the sky takes on a dark, hazy look from dust. Fires won’t start and water boils and evaporates in 1 rd. Plants die in 1 day and wither into the sand in 3. Buildings age and crumble in 1 month and break up to join the soil in 6 months. Creatures in area must ST vs Spell -1/day while in the area or die, decomposing and joining the earth in 4 days.
Enslavement (Ench)
Rng: Touch Area: 1 person Dur: Special
ST: Special Cast: 9 Comp: VS
This spell affects the target as the Charm Person spell. There is no ST but they can make a Wis check (-1/pt of caster’s Chr above 14, -6 max). If the caster is an Enchanter, the victim gets a -2 to his check. If made the target is affected exactly as a Charm Person. If failed he is permanently under the caster’s thrall until dispelled or one of them dies. He must obey any command of the caster, will believe anything he says (even if given evidence to the contrary), and even do things he knows will cause him harm. Whenever he is asked to do something he wouldn’t normally do he gets another Wis check with the same modifiers to shake it off, reverting back to a regular Charm spell. Even if the victim cannot understand the caster he will do everything in his power to interpret his desires and even die for him
Entrap Energy (Ench, Nec, Conj)
Rng: Touch Area: 1 person and 1 gem Dur: Perm
ST: Special Cast: 3 rds Comp: VM
Caster must hold a gem worth at least 1000gp/5 PSPs he wants to hold. Caster must not exceed this for if he overfills it explodes. The victim gets a ST vs Spell-5 or loses 5 PSP/2 lvls of the caster. The caster must ST-5 or be trapped in the crystal as Trap the Soul. The target can recover PSPs as normal and stolen PSPs are kept in the gem. If all the PSPs were stolen the target loses his psionic abilities. Even wild psionics can be affected but non-psionic creatures are immune. If the gem is destroyed or is overfilled it does 1d10+1/5 PSPs trapped inside to everyone in 10’+1’/PSP. If the caster meditates for 1d12 days with the crystal, taking no other action than light eating, he can absorb the PSPs. He will lose 2 Con/day but cannot go below 3 Con. If already a Psionicist he adds ½ of the PSPs to his own, the other ½ vanishing. If not or if a wild talent he becomes a 1st lvl multi-classed wizard/psionicist.
Kyle’s Soulstar (Alt, Nec) reversible
Rng: Touch Area: 1 person Dur: Perm
ST: Neg Cast: 1 Comp: VS
Transforms the target and his equipment into a small, glowing globe that resembles a Will O’ Wisp. The target has an AC of 10 and can travel through spaces as small as ¼” but cannot be harmed by non-magical weapons. Magic weapons do only 1 pt/bonus. The only attack he has is to enter another person’s body, much like an Odem. The host gets a ST to resist. If failed the host’s mind shuts down as if in sleep and the target takes over the new body. The host cannot be undead and if the body is reduced to 0 or fewer hp the target is forced out. He cannot attempt to take control of the same host twice.
Restore Soul brings the target from the host, if inside one, and transforms him back into his original self. This does no damage to the target or the host.
Leech (Nec)
Rng: Touch Area: 1 person Dur: 1d10+1 rd/lvl
ST: Neg Cast: 9 Comp: VS
This spell drains the target’s lvls, like Vampiric Touch. It takes 1 lvl from the target and adds it to the caster. If the victim or the caster is dual or multi classed it is taken from the highest lvled class. It can be used with Permanency if it is cast the rd after the Leech. When cast and the target fails his ST both the caster and the target must make a System Shock. If the victim fails the loss is permanent anyway. If the caster fails it is treated as if the victim had made his ST.
Sunstar (Evoc, Fire)
Rng: 100’ Area: 10’ rad sphere Dur: 1d3 rds
ST: ½ Cast: 9 Comp: VS
Creates a 20’ wide ball of flame that does 1d10/3 lvls/rd. It is immobile but takes no concentration. The caster cannot cancel and undead take x2 dmg.
Transformed Spellcasting (Alt, Inc)
Rng: 0 Area: caster Dur: Special
ST: None Cast: 9 Comp: VS
This spell must be cast the rd prior to the caster changing into another form, either through spells, items, or ability or the spell is wasted. If the caster transforms into something that can’t speak he can cast all his spells that require a Comp of V as if it were an S. The spell lasts until the caster changes form again regardless of a new form or his original.
Priest Spells
1st Level
Conjured Object (App, Conj) Sphere: Summoning
Rng: 0 Area: 1 object Dur: Instant
ST: None Cast: 1 Comp: VS
The caster can summon any magical or non-magical item that the caster has owned for at least 1 month. The item appears in her hand and must be on the same plane. If she owned it for more than 1 month but it was taken by a new owner who had it for more than a month it cannot be summoned.
Gurney (Evoc) Sphere: Creation
Rng: 10 yds Area: Spec Dur: 1d6+1 rd/lvl
ST: None Cast: 1 Comp: VS
Creates a horizontal field of force that appears on the ground and raises up to 3’ above the ground, lifting anything it has on top of it. It can hold up to 150+50 lbs/lvl of the caster but cannot be larger than 10’ long and 5’ wide. Whatever on it becomes weightless allowing someone to push the gurney with ease but it does not move at mental command. If the caster is 3rd lvl she can also make it so that the creature on it does not sustain any further bleeding or poison dmg but it does not halt diseases.
Hold Evil (Ench) reversible Sphere: Charm
Rng: 120 yds Area: 2HD/lvl (14HD max) Dur: 2 rd/lvl
ST: Neg Cast: 1 Comp: VSM
Paralyzes any human, demi-human, or humanoid of evil alignment. Affects lowest HD first and works up dropping any partial to a max of 14HD. Those held can see, hear, feel, etc. It does not affect the caster regardless of alignment.
Hold Good works the same against Good aligned targets.
The caster requires her holy symbol.
2nd Level
Know Anatomy (Div, Necro) Sphere: Divination
Rng: Touch Area: 1 creature Dur: Instant
ST: None Cast: 2 Comp: VSM
Allows the caster to touch a living, dead, or undead creature and know everything about it that would be known if they had the Anatomy proficiency. It reveals the creatures diet, current health, and where to find its internal organs. There is a 5%/lvl of learning any particular weaknesses about it. Once cast she can get a +1 to dmg due to the knowledge of weak points. However after 24 hours the knowledge is lost.
The caster requires her holy symbol.
Prior Healing (Nec) Sphere: Healing, Time
Rng: Touch Area: 1 person/2 lvls Dur: Special
ST: None Cast: 2 Comp: VSM
Caster casts a healing spell on the target that does 1d6+1/lvl of the caster to each person affected. This healing does not take place right away, even if the victim is wounded. The healing spell lies dormant until the recipient, and only he, recites the name of the caster’s deity. This spell lasts for up to 1 day/lvl of the caster or until used. A person cannot have more than 1 Prior Healing on him.
The caster requires her holy symbol.
3rd Level
Locate Wounded (Div) Reversible Sphere: Divination
Rng: 0 Area: 10’+10’/lvl Dur: 1 rd/lvl
ST: None Cast: 3 Comp: VSM
Caster can tell the direction of any living creature who is missing hit points. Caster can locate all wounded creatures in a radius of 10’+10’/lvl and even which ones are worse off. It does not detect wounded undead, constructs, or other “non-living” creatures.
Obscure Wounded hides any single victim who is wounded but still alive from magical detection. The victim most be touched.
The caster requires her holy symbol.
Preserve Body (Necro) Sphere: Necromancy
Rng: Touch Area: 1 corpse or 1 piece Dur: Special
ST: None Cast: 3 Comp: VSM
Allows the caster to perfectly preserve a corpse, or piece of a corpse. The corpse’s soul must not be at rest (i.e. Magic Jar, Trap the Soul, ghost, etc.) and if the soul has moved on the spell will not work. While the soul is occupied it feels none of the pain inflicted on its body. It can travel with the body, if permitted. The preservation will last until the soul is reunited, the caster dies, or 100 years. After 1 century or if the caster dies the body decomposes, trapping the soul forever.
The caster requires her holy symbol.
4th Level
Healing Echo (Nec) Sphere: Healing
Rng: 0 Area: 30 yds rad Dur: 1d3+1/lvl rds
ST: None Cast: 4 Comp: VSM
Causes any wounded targets in the area, centered on the caster at the time of casting, to cease taking further damage from ongoing wounds, such as acid, poison, bleeding, etc. It does not prevent them from taking new wounds or from the new wounds to start doing their own continual damage. This allows the healer to reach more patients without worrying about them dying before she get there.
The caster must have her holy symbol.
5th Level
Healing Ripple (Nec) Sphere: Healing
Rng: 0 Area: 50’ radius Dur: Instant
ST: None Cast: 5 Comp: VSM
Creates a healing area of affect that weakens as it extends further from the caster. All within 10’ of her are instantly healed 1d10 dmg, if 10-20’ from her heal 1d8, 30-40’ heal 1d6, and 40-50’ 1d4. All affected are healed as if with a Cure Wounds spell. The caster cannot exclude certain targets.
The caster needs her holy symbol.
Leah’s Secret Safe (Alt, Conj/Sum) Sphere: Creation
Rng: Special Area: Spec Dur: 2 mos
ST: None Cast: 1 tn Comp: VS
Creates an extra-dimensional, box shaped space that resides in the deep ethereal plane. It can be built and expanded at the user’s will up to 10’ tall, 12’ wide, and 15’ deep. It is magically locked and cannot be locked or trapped magically or mechanically and the caster can only open it 1/day. The caster must open it at least every 2 mos and recast the spell on it or it is lost in the ethereal plane. A Locate Object cast in the deep ethereal has a 50%-5%/day between the casting and when it was lost to locate it. The appearance, both inside and outside, can be of any design the user wishes but it cannot be invisible. There is a cum 2%/wk of not being opened that a creature of the ethereal finds it and it has to roll a BB (or 1%/max pt of dmg it can do with a non-bite attack) to be able to open it. While it is open on the prime, there is a cum 1%/rd of an ethereal creature escaping through into the prime.The material component is a duly consecrated altar, holy or unholy water, and an appropriate sacrifice.
6th Level
Improved Animate Dead (Nec) Sphere: Necromancy
Rng: 5 yds/lvl Area: Special Dur: Perm
ST: None Cast: 6 Comp: VSM
Allows the caster to create double the undead as listed under the Animate Dead Spell or he can change 1 dead body, who hasn’t been dead more than 6 days, into a ghoul under the caster’s control. It can also make a number of skeletons as under the Animate Dead spell into Regenerating Skeletons and a like number of zombies into Ju-Ju Zombies.
Psionics
Psionics are still in the making, due to my good friend Kevin.

