Additional Spells

Spell Summary

Level

Wizard/Sorcerer Spells

Clerical Spells

0

McGorrigans Secretary
Shanorak's Kettle

1

Shanorak's Earplugs

Cauterize

2

Accuracy
Inaccuracy
McGorrigan's Universal Translation
Multiple Arrow
Protection from Paralyzation
Vulnerability to Paralyzation

Accuracy
Holy Missiles
Inaccuracy
Vulnerability

3

Daveldain's Exploding Arrows
Power Word, Sleep

Holy Weapon
Multiple Arrow

4

Maureng's Burning Blood
Transfer Life

Halt Regeneration
Prolong

5

Fever

6

Seldaha's Magic Ring

Fire and Brimstone

7

Rhageneth's Ludicrous Laughter
Spell Steal

8

9

Spells - A

Accuracy

Transmutation

Level| Clr 2, Sor/Wiz 2
Components| V, M
Casting Time| 1 Standard Action
Range| 20 yds/level
Target| One Creature
Duration| 1 round/level
Saving Throw| Will Negates
Spell Resistance| Yes

With this spell the caster is able to add a +4 bonus (made up of +2 dexterity modifier, and +2 base attack bonus) to hit with all ranged attacks made by the spells recipient when using a missile weapon with which they are proficient. It will only work on weapons that can be wielded solely by the recipient, e.g. bows, slings, crossbows, etc. It will not work with weapons which require more than one person to fire, such as most siege engines and ballistae. It can be combined with Multiple Arrow. The material component for the spell is one missile which belongs to or was fired by the recipient (arrow, quarrel etc.). The bonus is an attack bonus only, it does not apply to damage rolls.

Spells - C

Cauterize

Necromantic

Level| Clr 1
Components| V, S
Casting Time| 1 Standard Action
Range| 40 yds + 5 yds/level
Target| One Creature
Duration| Permanent
Saving Throw| None
Spell Resistance| No

This spell allows the caster to halt the bloody loss in a fallen comrade. Normally, when a character reaches 0 or fewer hit points (but not fewer than -10), they fall unconscious and continue to lose 1 hp per round until treated or until they reach -10 and die. This spell stabilises the wounds of the target and prevents any more hp losses (unless the target suffers more wounds, of course). It provides a useful method for clerics to bind wounds from a distance.

This spell causes a great deal of pain and distress to the recipient, and will still work on creatures who are injured, but who are not unconscious. It will prevent the use of the Maureng's Burning Blood spell, and is often used by evil clerics as a form of torture.

Spells - D

Daveldain's Exploding Arrows

Evocation

Level| Sor/Wiz 3
Components| V, S, M
Casting Time| 1 Standard Action
Range| Touch
Target| 1 arrow or bolt per caster level
Duration| 1 min./level
Saving Throw| Reflexes 1/2
Spell Resistance| Yes

This spell causes the arrowheads of the affected projectile to become explosive, so that when the hit they each do 1d6 extra points of fire damage, subject to a Reflex saving throw vs fire. Both arrows and crossbow bolts can be affected, but if they are not used during the duration, then their explosive properties are lost. The spell will not make the arrows magical with regard to what they can hit, but the fire damage may affect enchanted creatures, even though the arrow itself does no damage. The material components are a pinch of sulphur and a pinch of charcoal dust, which must both be rubbed into the head of the arrow or bolt to be affected.

Spells - F

Fever

Necromantic

Level| Clr 5
Components| V, S {, F}
Casting Time| 2 rounds
Range| Special
Target| One Creature
Duration| Up to 3 Weeks
Saving Throw| Special
Spell Resistance| Yes

This spell causes the target creature to grow ill and possibly die. There are two methods for the caster to transfer the spell. The first is to cast it directly at the recipient, in which case an instant Fortitude saving throw is applied, which can negate the spell. This method uses no focus. The range for this is 10yds plus 1yd/level.

The second method is to cast it upon one item of personal value to the victim, this item becomes the focus for the spell (it is not used up by the spell). Using this method gives no initial saving throw, but the effects can be removed instantly by permanently removing the focus item from the victim's possession, either by sale to a stranger, by giving it away to a stranger, or by having it stolen by a stranger, passing the item to a close friend will only remove the item temporarily from their possession, and that is not enough to save the target from the spells effects (this also means that the focus cannot be stolen from the victim, whatever is used must be returned to their possession for the spell to work). The spells effects will return if possession is regained of the item, unless a remove curse is cast upon the item while it is possessed by someone else.

The effects of the spell are to cause serious illness to the recipient. During the first week of suffering, the victim loses 1/3 of their hit points, and loses one point of strength and one point of constitution per day, down to a minimum of three. At the end of the first week a Fortitude saving throw is made (dwarves and halflings use their current constitution to work and their extra bonuses). If this is failed, then the process continues for another week, whereupon the victim dies. If the saving throw is made then recovery is made at same rate as the initial sickness and will take a week. If care is received from someone with the healing skill during the first week than the saving throw at the end of the week gains a +1 bonus for each full day of care they received. If the save is still failed then the fever continues for another week. If the victim has had care every day of this second week, then a second saving throw is then allowed. If this final saving throw is failed the victim dies within the week. If it is made, then recovery commences at the rate of one point of strength and constitution per day until full fitness is reached. A maximum of +7 for medical care can be applied to the second saving throw even if the care is continued through the second week.

Alternatively the spells Remove Curse then Cure Disease cast by a cleric of higher level than the original caster will begin the recovery immediately.

Fire and Brimstone

Evocation

Level| Clr 6
Components| V, S, M
Casting Time| 1 Standard Action
Range| 60 yds
Target| 10' Diameter Area
Duration| instantaneous
Saving Throw| Reflexes 1/2
Spell Resistance| Yes

When the caster uses this spell fire and brimstone falls from above (sky or ceiling) in a column downwards in the exact location called. The column will be up to 30 feet high, depending on the space available. All creatures within the area of effect must make a reflex saving throw or suffer 10d8 points of damage. The damage is fire damage for the purposes of resistances, immunity and collaborative effects (such as a Web spell). Those who save successfully only suffer half this damage. The material component for the spell is a pinch of sulphur or tar.

Spells - H

Halt Regeneration

Necromantic

Level| Clr 4
Components| V, S
Casting Time| 1 Standard Action
Range| 10 yds/level
Target| 1 to 3 Creatures
Duration| 2 rounds/level
Saving Throw| Will negates
Spell Resistance| Yes

This spell has two effects. First it halts all forms of magical and non-magical regeneration such as that of a Troll, a Demon, or that provided by a ring of regeneration for the spells duration. The second is to half the effects (roll the normal healing roll and half the result, rounding fractions up) of any magical or spell-based healing performed during the duration. There is also 25% chance that a healing potion will not work at all, otherwise the healing is only half as effective as normal, as for a spell. This spell will not affect a Heal spell in this way, which will work as normal. Up to three creatures can be targeted, and the saving throws are adjusted for the number of targets selected. If three are targeted, they each make their saving throw at +1, if two creatures are to be affected then their saving throw roll is at normal chances, and if one creature is the target, then the saving throw is at -1. The material component for this spell is a small drop of trolls blood.

Holy Missiles

Evocation

Level| Clr 2
Components| V, S
Casting Time| 1 Standard Action
Range| 60 yds + 10 yds/level
Target| One or more undead creature in a 10ft x 10ft area
Duration| instant
Saving Throw| None
Spell Resistance| Yes

This spell will create one or more missiles which will unerringly strike their target. Each missile will cause 2 to 5 (1d4+1) points of damage to an undead monster, and they can be made to strike any kind of creature (they may frighten, but do no damage). For every two levels above third level, the cleric will gain an extra missile, up to a maximum of six.

Holy Weapon

Transmutation

Level| Clr 3
Components| V, S, M
Casting Time| 1 Standard Action
Range| Touch
Target| Creature or Weapon Touched
Duration| 5 rounds + 1 round/level
Saving Throw| None
Spell Resistance| No

When this spell is cast on a bladed melee weapon, it will cause that sword to function as a +2 magical weapon. If it is already magical, then these bonuses are cumulative up to a maximum of +5. If the weapon is wielded by a paladin of the same faith as the cleric, then the additional bonus is +3, and the weapon will inflict an extra +5 points of damage against chaotic evil opponents. The spell will not affect a Holy Avenger in the hands of a paladin. The material component is a pinch of limestone dust which must be rubbed into the blade of the weapon to be affected.

Spells - I

Inaccuracy

Transmutation

Level| Clr 2, Sor/Wiz 2
Components| V, M
Casting Time| 1 Standard Action
Range| 20 yds/level
Target| One Creature
Duration| 1 round/level
Saving Throw| Will Negates
Spell Resistance| Yes

With this spell the caster is able to add a -4 penalty (made up of -2 dexterity modifier, and -2 base attack bonus) to the spells recipient's missile weapon attacks. It will only work on weapons that can be wielded solely by the recipient, e.g. bows, slings, crossbows, etc. It will not work with weapons which require more than one person to fire, such as most siege engines and ballistae. The material component for the spell is one missile which belongs to or was fired by the recipient (arrow, quarrel etc.) The penalty is applied to the "to hit" roll only, and does not apply to damage rolls.

Spells - M

Maureng's Burning Blood

Evocation

Level| Sor/Wiz 4
Components| V, S, M
Casting Time| 1 Round
Range| 20 yds + 10 yds/level
Target| One Creature with open wounds
Duration| instantaneous
Saving Throw| None
Spell Resistance| Yes

This spell causes 3-18 points of extra damage to any creature with open (unbound) wounds. The creature must have some form of bloody supply, and the wounds must be no more than two turns old. The damage causes a great deal of pain, and takes the form of burning damage, and so creatures immune to such attack forms are unaffected. Some forms of magical attack (e.g. magic missile) leave no open wound, however, and so the caster should be careful when using this spell. The material component for the spell is a fresh drop of the casters own blood.

McGorrigan's Secretary

Transmutation

Level| Sor/Wiz 0
Components| V, S, M
Casting Time| 1 Round
Range| Touch
Target| Caster Only
Duration| 1 min./level(D)
Saving Throw| None
Spell Resistance| No

This spell causes all the words of the caster spoken during the duration to be inscribed on ordinary parchment or paper. Only the words of the caster can be recorded in such a manner, and all the sheets of paper must be in a specially prepared pile, underneath a goose feather quill, and within 10 feet of the caster throughout the duration. The spell will finish at the end of the duration, when the pile of paper has all been used up, or at the will of the wizard. The material components for the spell are the goose feather quill, and a bottle of ordinary writing ink.

McGorrigan's Universal Translation

Transmutation

Level| Sor/Wiz 2
Components| V, S, M
Casting Time| 1 round/page
Range| 10 yds
Target| 1 page/level
Duration| 3 turns (D)
Saving Throw| None
Spell Resistance| No

When this spell is cast at a page of text written in a foreign language, the caster can instantly translate it into a language they can read. Once the spell is in effect, the text can also be read by anyone else who can read that language. All the pages in a text must be translated into the same language. One page is approximately 10 inches x 6 inches. The original contents of the page are obscured while the spell is in effect. It cannot be used to decipher any kind of magical writing such as a scroll or spell book or the writing which is the result of several types of magical spells. The spell can be cancelled by the caster at any time. The material component is a small piece of wax or glass.

Multiple Arrow

Transmutation

Level| Clr 3, Sor/Wiz 2
Components| V, S
Casting Time| 1 Standard Action
Range| Touch
Target| One Missile Weapon
Duration| 1 round/level
Saving Throw| None
Spell Resistance| No

When this spell is cast upon a hand-held missile weapon (bow, sling, etc) it doubles the rate of fire for that weapon, up to a maximum of 6 attacks per round; the fire rate may be determined by the whoever is using the weapon. It cannot be used to increase the rate of fire for thrown weapons, such as daggers or darts, or any weapon that is so large it stands upon the floor or requires more than one individual to fire.

Spells - P

Power Word, Sleep

Conjuration

Level| Sor/Wiz 3
Components| V
Casting Time| 1 Standard Action
Range| 5 yds/level
Target| Group/special (see below)
Duration| 3 rounds/level
Saving Throw| None
Spell Resistance| Yes

When the caster uses a Power Word, Sleep spell, they usually cause a comatose slumber to come upon one or more creatures. The spell must be centred on a single target and all creatures within 20 feet may be affected, beginning with the lowest hit dice and closest to the target. The number of creatures which can be affected is a function of their hit dice or experience levels, as follows:

Creatures Hit Dice

Number Affected by Power Word

Up to 1

4-24 (4d6)

1+1 to 2

3-18 (3d6)

2+1 to 3

2-12 (2d6)

3+1 to 4

1-6 (1d6)

4+1 to 5

1-4 (1d4)

5+1 to 6

1-2 (1d2)

6+1 to 7

0-1

7+1 up

0

Experience levels are treated as "n+1" hit dice. Slapping or wounding will awaken the affected creatures, but noise will not do so. Awakening a creature is a standard action.

Prolong

Transmutation

Level| Clr 4
Components| V, S, M
Casting Time| 1 Standard Action
Range| None
Target| Area 5' diameter + 1' per 2 caster levels, and up to 10' high
Duration| 1 round/7 levels (i.e. 1 at 7th, 2 at 14th, etc.)
Saving Throw| None
Spell Resistance| No

This spell creates a magical area of enhancement around the caster, the area extends to the ceiling, or up to 10' if that is lower than any ceiling. Once the spell casting is complete the area remains in place and will not move. All spells, divine or arcane, but not innate abilities or spell effects from magic items, cast within this area wholly within its duration will have their duration extended by 50 percent (this is in addition to any feat-based extension, so a spell using the 'Extend Spell' feat will have its duration extended by 150%). This spell cannot be used to affect the duration of any spells that have their duration listed as concentration, instantaneous or permanent. If the enhanced spell calls for a saving throw, the DC for the save will be raised by an additional 2, cumulative with any other bonuses or penalties that apply (this applies to all spells cast inside the area, even if their duration is not affected because the duration is listed as permanent, concentration or instantaneous). To be affected, the casting of all the spells must begin and end in the duration of this spell, and the caster must not move outside the area of effect during the casting. The material component is a small glass or crystal bead.

Protection from Paralyzation

Abjuration

Level| Sor/Wiz 2
Components| V, S
Casting Time| 1 Standard Action
Range| Touch
Target| One Creature
Duration| 1 turn + 1/2 turn/level
Saving Throw| None
Spell Resistance| No

This spell will provide a limited protection against paralysis attacks. It provides a +4 bonus to saving throws versus paralysis attacks or Hold Person/Monster type effects. There is also a +2 save bonus to magical commands such as the power-word spells, and similar effects, and a +1 bonus to saving throws against petrification magic. The reverse of this spell gives a -4 penalty to saving throws versus paralysis and hold spells, and a -1 penalty to saves against petrification. The duration for the reverse is half that stated above, and the caster must make a successful touch attack on the victim.

Spells - R

Rhageneth's Ludicrous Laughter

Enchantment

Level| Sor/Wiz 7
Components| V, S
Casting Time| 1 Round
Range| 30 yds
Target| One Creature
Duration| 2-12 rounds
Saving Throw| Special
Spell Resistance| Yes

This spell causes raucous laughter for the target and can affect anyone watching. During the first and last rounds of the spells duration, the target chuckles and giggles. If a Will saving throw is made at this point, then the rest of the spells duration is spent in a similar manner. While the victim suffers like this, they suffer -2 to attack rolls, a -2 penalty to armour class, and at -3 penalty to will or reflex saving throws. If the saving throw is failed, then from the second round onwards the target falls about, laughing and crying, and unable to properly control their actions for the remaining duration until the last round of the spell. Any onlookers to this sight must themselves make a Will saving throw or suffer the first effects of this spell. While in the state of uncontrolled mirth, loses the ability to attack normally, if they have any other method of attacking, it suffers a -5 attack penaly, -3 per dice to damage, -4 skill check penalty to all actions and -6 to all saving throws. There is no way the poor victim will be able to move silently or hide in shadows if they fail their saving throw against this spell.

Spells - S

Seldaha's Magic Ring

Conjuration

Level| Sor/Wiz 6
Components| V, M
Casting Time| 4 rounds + stored spell casting time
Range| Touch
Target| One finger and gold ring
Duration| Permanent until used
Saving Throw| None
Spell Resistance| No

This spell, when combined with other Wizard spells, can be used to recreate the effects of most magical rings. The material component for the spell is a golden ring of at least 250gp value, which is placed onto a finger as the spell is cast. Once casting is complete, then a further spell must be immediately cast into the ring, the effects of which are stored for later use. Any required material components are used up at this stage. A spell stored in the ring can be activated as a free action if the original casting time was one standard action, or as a standar action if the original casting time was longer. The stored spell can then be controlled as though it had just been cast. Once the spell power has been released, the ring disappears. The ring, once worn, works in a similar way to the other magical rings. No more than one ring (of any magical type) can be worn on one hand. If the gold ring is removed from the finger, then its magical power is lost, and the ring disappears. No more than one spell can be stored in the ring, and the magic cannot be held securely for the long term - each week there is a 5% (not cumulative) chance that the magic held in the ring will dissipate on its own and the ring disappear.

Shanorak's Earplugs

Transmutation

Level| Sor/Wiz 1
Components| V, S
Casting Time| 1 Standard Action
Range| Touch
Target| One Creature
Duration| 1 turn/level
Saving Throw| Negates
Spell Resistance| Yes

This spell was developed by Shanorak to give him a little peace and quiet. The spell magically sorts all the sounds that the caster is exposed to and allows him or her to hear only things which are said directly to them, it blocks out all sound, including background noise. They cannot hear large debates or things which are said to a group in general. When casting the spell the caster can also choose to exclude one additional individual from the filter. Everything said by that person is then also heard normally. The caster can always hear themself, and the spell has no way of stopping ESP or telepathic communication.

Shanorak's Kettle

Transmutation

Level| Sor/Wiz 0
Components| V, M
Casting Time| 1 Round
Range| 5 yds
Target| one mugful (approx. 1/2 pint) of water per level
Duration| 4 min.
Saving Throw| None
Spell Resistance| No

This spell is used to heat water for hot drinks. This spell can be cast upon any water held in a suitable container, eg. a pan, bowl, kettle, etc., and all the water must be held in the same container. By the end of the duration (4 minutes) the water will be hot enough for the preparation of an infused beverage. The water will not be hot enough to burn anyone badly enough to cause hit points damage, but could be used to distract an opponent in combat. The spells usefulness is not limited to water, as it can be used to warm up milk, or to mull beer or wine. The heating process will not make the liquid safe to drink, as it does not boil it, and does not purify the water. The material component is a pinch of gelatine which must be added to the Liquid before casting. Reports that Shanorak completed an improved version of this spell which produces a whistling sound at the end of the heating time have never been substantiated.

Spell Steal

Transmutation

Level| Sor/Wiz 7
Components| V, S, M
Casting Time| 1 Standard Action
Range| 30 yds
Target| One Creature (with spells or spell slots available, not scrolls)
Duration| 1 hour/level
Saving Throw| None
Spell Resistance| Yes

This spell allows the caster to draw the energy a single spell from the mind of the target and transfer it to themself. Only arcane spells (i.e. Wizard/Sorceror or Bard spells) can be transferred this way, not clerical, druid or ranger spells. The spell drawn will only be stored in the mind of the caster if it is of a level and school the caster is able to use, even if it is one he has previously failed any chance to learn.

The caster must state the level of spell he wishes to take, and the effect depend on the kind of magic used by the target. If the target is a wizard, and the target has any spells of that level left, then one is chosen at random. If no spells of the required level are known by the target, then the spell fails. The selected spell will then be transferred to the caster. If the target of the spell is a sorcerer, then a spell slot is 'used up', one of the target's known spells of that level is chosen at random, and this spell is the one received by the caster. The caster cannot exceed their maximum spell or spell slot count (the spell counts as occupying one spell slot of the same level to a sorcerer) for each level.

If there is no room in the casters mind then a spell cannot be drawn, and this spell fails. When the spell is eventually cast, the range and duration, saving throw, etc. are dependent upon the original target (although any stat-based save adjustment come from the new caster's int or cha bonus).

The spell is stopped by a Mind Blank spell. If the stolen spell is not cast within the specified duration, or if the target rests and replenishes their spell capacity, then the spell returns to the original target and is lost by this spell's caster.

Spells - T

Transfer Life

Necromantic

Level| Sor/Wiz 4
Components| V, S
Casting Time| 1 Standard Action
Range| Touch
Target| Creature Touched
Duration| Special
Saving Throw| Special
Spell Resistance| Yes

With this spell the caster can transfer hit points between himself and the target. This can take place in either direction, and the spell behaves differently if the caster is lending or stealing hit points.

When lending hit points to the spells target, usually an injured companion, those hit points will stay with the companion until the wound is healed (either magically or naturally) whereupon they automatically return to the caster. If the target of the spell receives any healing after this spell is cast, then it is the 'lent' points are the first to be healed - i.e. any healing received does not go to injured target, but to the spells caster first (if there is more than one caster of this spell, then the hit points are returned in the order in which the spells were cast). If the companion dies before the hit points are returned, the caster loses those hit points permanently, even if the target is later raised from death using one of the many spells which have that effect. The caster can transfer up to twice their level in hit points, but not more than the total of the wounds the victim has suffered.

When stealing hit points from the target, the victim receives loses the points in the form of a normal, non-magical wound, and the caster receives them as a form of healing. With this variant of the spell, a successful Will saving throw will halve the number of points transferred. The caster cannot transfer more points than the victim has (i.e. they cannot be reduced to fewer than 0hp), or take more points than the caster has suffered as wounds. Also the transfer is permanent, there is no way the hit points can be returned, although they can be healed in the victim in the normal ways. The caster can transfer up to twice his level in hit points with this variant of the spell, too.

Spells - V

Vulnerability

Abjuration

Level| Clr 2
Components| V, S
Casting Time| 1 Standard Action
Range| 40 yds + 5 yds/level
Target| One Creature
Duration| 1 round/level
Saving Throw| Will negates
Spell Resistance| Yes

This spell brings a -4 penalty to the victims armour class, making them easier to hit. The spell affects armour class for melee weapons only - the armour still remains for encumbrance and movement penalties, and for missile attacks. It does not affect saving throws against magical attacks, and where appropriate, creatures needing magical adjustments to be hit will still need the same magical bonus. The spell will not affect the AC bonus for dexterity, and so no armour class can be taken below AC10 plus (or minus...) the targets dexterity adjustment.

Vulnerability to Paralyzation

Abjuration

Level| Sor/Wiz 2
Components| V, S
Casting Time| 1 Standard Action
Range| Touch
Target| One Creature
Duration| 5 minutes + 2 minutes/level
Saving Throw| Will Negates
Spell Resistance| Yes

This spell will gives -4 penalty to saving throws versus paralysis and hold spells, and a -1 penalty to saves against petrification. The caster must make a successful touch attack on the victim.


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ArtheaWiki: Extra Spells (last edited 2013-09-15 22:33:45 by DanielStevenson)