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Advanced Dungeons and Dragons Spells
First level wizard spells
Acid Hands
Evocation
Components: V,S
Range: 0
Casting Time: 1
Duration: 1 round
Saving Throw: None
Area of Effect: Special
This spell is very similar to the first-level wizard spell Burning Hands
(q.v.), except that the wizard's hands eject a corrosive acid. Damage
is one hit point per level of the wizard.
Ahrvar's Forgery
Alteration
Components: V,S,M
Range: Touch
Casting Time: 1
Duration: 1 round/level
Saving Throw: None
Area of Effect: The wizard
With this spell, the wizard is able to perfectly duplicate the any style
of handwriting of which he has a sizable sample. The forgery is good enough
to fool even the closest scrutiny, although it does radiate faint magic.
The wizard merely casts the spell, and begins writing. His handwriting
will perfectly match that of the sample, for the length of the spell's
duration. Those watching the wizard write will believe that the handwriting
on the page is actually that of the wizard, unless of course they witness
the casting of the spell, which may make them rather suspicious. The wizard
need not be writing the entire duration of the spell; he is free to stop
and resume writing any number of times within the duration. Also, the
wizard only needs the handwriting sample to be copied during the initial
casting of the spell. The material component of this spell is a sample
of the handwriting to be copied (containing an example of every letter
in the alphabet to be used), and a writing instrument.
Alenman's Ritual of Minor
Burning Hands
Alteration
Components: V, S
Range: 0
Casting Time: 1
Duration: 1 round
Saving Throw: None
Area of Effect: Special
Once cast, a fan of flame shoots from the wizard's touching thumbs and
outstretched hands. The fan reaches three feet forward from the thumbs,
and extends 60 degrees to the right and left, gradually shortening until
the fan slopes into the wrists. The flames change colour depending on
the power the wizard is able to put into them, and follow this chart:
| Wizard's Level |
Colour of Flames |
Damage per level |
Will Ignite |
| 1-2 |
Yellow |
1 |
easily flammables (paper, thin cloth) |
| 3-5 |
Orange |
1 1/2 |
flammables (cloth, hair, kindling) |
| 6-8 |
Red |
2 |
difficult flammables (wood) |
| 9-12 |
Violet |
3 |
semi-flammables (wet wood) |
| 13+ |
Blue |
5 |
many non-flammables (flesh) |
The verbal component of this spells are syllables of power, the somatic
ones are touching your thumbs and spreading the fingers of each hand.
Author: Thomas Weigel.
Alpha's Acid Stream
Conjuration
Components: V,S,M
Range: 30 yards
Casting Time: 1
Duration: Instantaneous
Saving Throw: Special
Area of Effect: One creature
The spell causes a thin stream of purplish, hissing acid to shoot forth
from the wizard's outstretched hand, out to the maximum range of the spell.
This acid causes 1d4 point of damage per level of the wizard, up to a
maximum of 8d4. The intended target may attempt a save vs. petrification
to dodge the jet of acid (save at -4 if size G, -2 if size H, -1 if size
L, +1 if size S, and +3 if size T), and if successful the jet of acid
will have been avoided, and will continue on in a straight line out to
the extent of its range. Any creature in the path of the acid must save
as above or be struck by the spell. The Acid Stream can affect only one
target in any event. The material component is a drop of any acid.
Alpha's Electric Arc
Evocation
Components: V,S
Range: 10 yards + 10 yards/level
Casting Time: 1
Duration: Instantaneous
Saving Throw: Special
Area of Effect: One creature
This spell causes an arc of electricity to leap from the wizard's extended
fingertip. This electricity unerringly strikes one target of the wizard's
choice, inflicting 1d4 HP + 1 HP per level of the wizard (up to a maximum
of +12), with no saving throw. A target in metal armour or wielding a
large, mostly metallic weapon (e.g. any sword, battle axe) must save vs.
spells and, if the save is failed, the bonus (i.e., per level) damage
inflicted by the spell is doubled.
Alpha's Hunting Hound
Conjuration/Summoning
Components: V,S,M
Range: 10 yards
Casting Time: 1 round
Duration: 12 turns + 6 turns/level
Saving Throw: None
Area of Effect: One creature
This spell calls a canine creature to be a helper and boon companion to
the wizard for the duration of the spell. The type of hound summoned depends
upon the wizard's level, but the hound will always understand verbal commands
given it, so long as they are 12 words or less and relatively simple.
The hound will further also be capable of tracking as if a ranger of half
the level of the summoner, and can hunt sufficiently well to feed the
wizard for one day, provided there is game extant in the wizard's area.
The type of hound summoned is as follows:
| Level |
Hound |
| 1st-3rd |
jackal |
| 4th-7th |
wild dog |
| 8th-12th |
wolf |
| 13th+ |
dire wolf |
If the wizard takes a lower-level hound (or a dire wolf when he is18th-level
or higher), it will have maximum hit points, be +1 to hit and on damage,
track at +1 level, and can understand even relatively complex commands
of up to 50 words in length. The material component is a piece of fresh
meat.
Alpha's Sparkle Beam
Evocation
Components: V,S,M
Range: 0
Casting Time: 1
Duration: Instantaneous
Saving Throw: Special
Area of Effect: 1 x 20 x 5 foot cone
This spell draws upon the power of the positive material plane and calls
forth a ray of golden light. Anyone in the area of effect of the spell
must save vs. petrification or be blinded for 1 round. The true function
of this spell, however, is its use against undead, creatures of the lower
planes, and those drawing power from the negative material plane or the
plane of shadow. Such creatures suffer 1d4 points of damage, plus an additional
1d4 at every even level of the wizard (e.g. 4d4 at eighth level), up to
a maximum of 8d4. These creatures may save vs. spells to halve this damage.
The material component is a bit of crushed sunstone.
Alpha's Starlight
Evocation, Illusion
Components: V,S,M
Range: 5 yards/level
Casting Time: 1 round
Duration: 1 turn/level
Saving Throw: None
Area of Effect: 10 square feet/level
This spell illuminates an area as a cloudless outdoor night sky filled
with stars. This light is pale and wan, and dilutes vision mostly to black
and white. Full visual acuity is possible only out to a range of 10 yards,
but general identification can be made out to 20 yards. Stationary figures
can be made out at 40 yards, and movement detected out to 80 yards. Intervening
cover will, of course, reduce sighting distances accordingly. This light
does not interfere with infravision, and there are ample shadows within
the area of effect to hide in. The illusionary component of the spell
creates the appearance of an actual starry night sky. The area of effect
is stationary. The material component is a piece of black velvet and a
few bits of glass.
Alpha's
Wall of Darkness
Alteration
Components: V,S,M
Range: 60 yards
Casting Time: 2
Duration: 1 round/level
Saving Throw: None
Area of Effect: 10 feet per level long square
This spell brings into being a wall of blackness which cannot be seen
through, even with infravision or ultravision. It is dispelled instantly
by a Light or Continual light (q.v.) spell. It has no physical existence,
and does not hinder nor harm those passing through it. It does, however,
block the passage of sound from one side to the other, assuming that the
spell is not cast in such a way (such as in a field of grass) which would
otherwise allow sound to move around the edges of the wall. The material
component is some pitch and soot, or a lump of coal.
Analyze Drink
Divination
Components: S
Range: 0
Casting Time: 3
Duration: Instantaneous
Saving Throw: None
Area of Effect: One drink
This spell requires the caster to sip a drink of any sort. The spell will
then analyze all the components of the drink and make them known to the
caster.
The various liquids which make up the drink are revealed specifically,
as well as the proportions in which they are existant. Specific brews,
vintages, or brands (if applicable) are known exactly, and any dilution
of the drink with water is also revealed.
Since the casting requires actually tasting the drink, it is not really
useful in safely identifying poisons (although the caster will instantly
know the kind of poison that just hit him!).
Author: Keith
Taylor.
Animal
Illusion/Phantasm
Components: V,S
Range: 3 yards + 1 yard/level
Casting Time: 1
Duration: Special
Saving Throw: Special
Area of Effect: One animal formed per level
An illusion of one or more small animals can be brought into being by
means of this spell. The animals must be of a sort very familiar to the
wizard, and each can be no larger than a fox, a rabbit, or a medium hawk.
Animals created can be of more than one type. The illusion is visual and
auditory, being much like a specialised form of the second-level wizard
spell Improved Phantasmal Force.
Animate
Mist
Alteration
Range: 30 yards
Components: VSM (dense mist, fog or smoke)
Duration: 2d4 rounds + 1 round/level
Time: 1
Effect: 20-foot + 10-foot/level cube of mist or fog
Saving Throw: Special
This spell allows a wizard to shape a dense mist or fog into any shape
within the confines of the area of effect. The shape can then be animated.
The details of the shape and the complexity of the animation are poor
at lower wizard levels, but increase with experience. A first-level wizard
may be able to make a "humanoid-shape" of a given size, but
couldn't make it look like a dwarf. Similarly, he couldn't couldn't animate
it, but could displace it within the spell's range. By third level, the
wizard can animate the shape to the point where it could look like a dwarf
(but not a particular dwarf) and talk. The material component is a bit
of dense mist, fog or smoke. The spell can "add" mist, but it
can't create mist out of nothing. For example, the smoke from a fire or
a fog spell works sufficiently.
Mist mages: When cast by a mist mage, the mist-shape spell has the meta-magic
ability of increasing the effect or potency of other spells. If Animate
Mist is cast prior to a spook spell, the spook can affect more creatures
- usually 1 die more -, or a -2 penalty on the victim's saving throws
can be added.
Association
Divination
Components: V,S
Range: 0
Casting Time: 5
Duration: Instantaneous
Saving Throw: None
Area of Effect: Two surfaces
When casting this spell, the wizard must brings two surfaces into contact
with one another. Possibilities include the surface of a jewel and that
of a safe, or the surface of an arrow and that of a bow. If the two surfaces
were ever before adjacent, the spell so indicates, and if the surfaces
were ever directly connected as a single item, an even stronger reading
results.
Source: Geoffrey Fagan
Aura of Lawfulness or Chaos
Divination
Range: 30 yards
Components: V, S
Duration: 2 rounds + 1 round per level
Time: 1 round
Effect: One humanoid
Saving Throw: None
This spell was originally created for the "lawmaker" class.
It allows the caster to see an aura about his subject. By observing this
aura he can tell how far along the lines of lawfulness or chaos the person
is. In general, a lawful character will have a steady, bright, close-to-white
aura, while a chaotic character would have a shimmering, dim, dark aura.
This spell is mainly used in the ceremony of change, when a lawmaker must
be judged on his past deeds. This spell helps eliminate people who are
not fit to be in the lawmaker class. This spell can be cast on any humanoid,
not only on lawmakers.
Author: Daniel Gelinas <gelinas@cam.org>
Awaken
Evocation
Components: V,S,M
Range: 0
Casting Time: 1 round
Duration: Instantaneous
Saving Throw: Neg.
Area of Effect: 10-foot radius
This spell will wake a character (or characters) to full alertness instantaneously.
It can be set to trigger on a specific action such as a word or action.
The material component is a horn (which can be reused). Each being that
may be woke up must be named in the spell when cast.
Azalldam's
Fabricated Bridge
Conjuration/Summoning
Components: V,S,M
Range: 0
Casting Time: 1
Duration: 2 rounds/level
Saving Throw: None
Area of Effect: 10-yard/level long, 5-yard wide bridge
Using this spell, the wizard conjures material from the plane of shadows
and uses it to shape a semi-real bridge. This bridge is 5 yards wide and
is 10 yards long per level of the wizard; both ends of the bridge must
rest on solid ground. The bridge will support 100 pounds per level of
the wizard; any additional weight will cause it to collapse. The bridge
will normally last for 2 rounds per level of the wizard, but the wizard
may end the spell with a single word. The bridge is not an illusion per
se, and so cannot be disbelieved; it may however, be dispelled normally.
The material component for this spell is a small wooden carving of a bridge;
this carving is not consumed when the spell is cast.
Demonic Language
Demonology, Divination
Range: 0
Area of Effect: Caster
Duration: 5 rds/lvl
Components: V, M
Casting Time: 1 round
Saving Throw: None
When this spell is cast, the wizard becomes able to speak and understand
the language of one demonic type, chosen by the caster at the time
of casting. The material components of this spell are a pinch of ash and
a rusted nail or barb.
Source: Mysrule.
Demonic
Vision
Demonology, Divination
Range: 10 yards
Area of Effect: mirror
Components: S, M
Duration: 1 round / level
Casting Time: 1
Saving Throw: neg.
Demonic Vision causes a mundane mirror to become a window into either
the Abyss, or Hell. The caster has no control of where in those planes
the mirror focuses. No person, beast, magics, or object may pass through
the mirror. The creatures on the outer plane do not see the area of the
caster.
The material component of this spell is a mirror and a bit of sulfur.
Source: Mysrule.
Fire
Alteration
Components: V,S
Duration: instant
Time: 1
Range: 7 mt.
ST: halves damage
From the hand of the wizard, a 7 meters long and 2 meters wide flame bursts,
causing 1d3 damage per level up to 10d3 damage.
Mescalene
Divination, Alteration, Necromancy
Range: 10 yards
AOE: one creature
Duration: 1 turn/level
Components: VSM
Casting Time: 4
Saving Throw: at +10 nulifies, can be voluntarily failed
This spell alters a creatures brain chemistry, causing the recipient to
have an intense trip as if under the influence of a large amount of mescalene.
While in this state the creature's intelligence rises by 2, his/her con
rises by 1, wis suffers -7, dex -5, cha -5 and str -1. If the target
is a spell user, he/she can only cast spells of 1/2 thier max spell level,
rounded up, or less. Attack rolls are made at -3. All spell
users are considered wild mages while under the influence of this spell.
Psionic abilities are lost for the duration of this spell. The change
in brain composition is such that creatures who feed on brains are repelled
upon first contact. When affected by this spell, there is a 5% chance
that a drug induced frenzy will occur. Common results of this frenzy
are attacking anyone within 5 ft, sudden mood shifts, wanton destruction
of the surrounding area, spouting a long list of profanities, inability
to communicate in a rational manner, extream paranoia, and/or uncontrollable
laughter. This frenzy lasts for 1d12+4 rounds.
The material component of this spell is a hollucanogenic substance such
as payote, shrooms, LSD, mescalene, Ketamene, E, or any closely related
drug. Use of powerful depressents grants a 5% chance per round of use
to cancel the effect.
Source: Mysrule.
Minor
Annoyance
Illusion
Components: V,S
Range: 5 feet per level
Casting Time: 1
Duration: 1 round per level
Saving Throw: Negates
Area of Effect: One creature
This spell creates the illusion (sound and feel) of a mosquito flying
into the victim's ear. The victim will then act appropriately, which usually
means stopping and trying to get the illusionary mosquito out of his ear,
until either a successful saving throw vs. spell is made, or the spell
expires.
The spell takes effect at the beginning of the round after it is cast.
This means that it cannot be used to interrupt a spell, although it can
be used to keep spells from being cast in the round(s) afterward. The
victim gets a saving throw at the time of the casting, and then at the
end of each round thereafter.
Mysrule's punishment
Necromancy
Range: Touch
AOE: caster
Duration: 1rd/level or until discharged
Casting Time: 5
Saving Throw: Nul
Components: SM
Once this spell has been cast, the power is stored as latent energy within
the wizard. Once the caster succesfully touches one creature, the energy
is discharged. If the creature that is touched fails a saving throw vs.
spell all hair (including finger and toe nails) are torn off of the victum.
This causes damage equal to 1d4+1/level to traditional humanoids. Particularly
hairy creatures suffer double damage. Creatures not possesing hair, or
that have very little hair are uneffected by this spell. The material
component of this spell is a finger nail or tuft of hair that is consumed
during the casting.
Source: Mysrule.
Stone
Missile
Conjuration
Range: 60 m + 10 m/lev.
Components: VSM (a black pebble)
Duration: instant
Time: 1
Effect: 1 target
ST: none
Creates and throws a stone chip that inflicts 2 damage per level (max.
20) on a single target.
Source: Zappo
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