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his spell draws a measure of dark energy through from another plane and sends it slamming into and through the target. Contact with this terrible energy shreds the body and mind of the target, and may leave the victim unable to function coherently for some moments.
large ball of living, writhing darkness congeals before your hands and flies quickly away from you. Ebony flames reach out from the ball, wispy tendrils filling the room as the ball shatters, sending a wave of brutal darkfire into your enemies. This is an evil spell.
bony flames surround your arm and, as you point at your foe, stream out, surrounding and enveloping your opponent. This is an evil spell.
his spell will make the room that you are in magically dark for one day, or negate a Create Light or Ever Light spell.
arksight allows you to see in darkness as well as humans can see in moonlight.
| Druid: | 90 | Mage: | 85 | | |
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Prerequisite: | Chill 50 | Prerequisite: | Weakness 50 | | |
| Required for: | Blizzard 50 | | | | |
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| Aggressive: | Yes | When: | Combat | Where: | Anywhere |
| Range: | Character | Duration: | Instantaneous | Type: | Cold |
| School: | Hydromancy | Save: | Reflex half | Damage: | (Level-50)d25 |
his spell shrouds the target in a thin shell of crystalline ice. The numbing cold will sap the target's strength severely, costing him ten points of strength for a short time. The cold also causes massive damage to the victim as his flesh shatters and blood congeals.
| Mage: | 7 | | | | |
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| Aggressive: | No | When: | Anytime | Where: | Anywhere |
| Range: | Self | Duration: | 12 Hours | Type: | Protection |
| School: | Translocation | Save: | None | | |
his spell increases the possible weight and number of items you can carry by half.
his powerful spell summons a demon. This demon might serve you. It also might rip you to shreds. Use cautiously, and please don't demongate in or around Nevrast. At the expense of extra mana, it is possible to call specific demons to assist you. This is a very evil spell.
his spell will enable you to see the red aura surrounding evil creatures and items.
his spell will enable you to see the white aura surrounding good creatures and items.
his spell enables the target to see invisible items and players.
his spell will display the magical glow of enchanted items, will let you tell roughly how many charges are left in a magical item at a glance, and will let you see any room-based spells that are in effect.
ast on food or drinks (drink containers) you will be able to sense if it is poisoned. Cast it on a person and you will be able to see if that person is poisoned.
his useful divination calls forth the imprint made upon a locking mechanism and offers the caster information about the key that is its match.
| Shadowmage: | 70 | | | | |
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| Aggressive: | Yes | When: | Combat | Where: | Anywhere |
| Range: | Character | Duration: | Instantaneous | Type: | None |
| School: | Translocation | Save: | Fortitude half | Damage: | (Level-50)d25; max of 50d25 |
pon completion of this spell, the very base matter of the target is disrupted, resulting in grievous injuries to the target and anything he is wearing.
| Mage: | 99 | | | | |
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Prerequisite: | Dispel Magic 100 | | | | |
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| Aggressive: | Yes | When: | Anytime | Where: | Anywhere |
| Range: | Multiple Rooms | Duration: | Instantaneous | Type: | Malediction |
| School: | Compulsion | Save: | Willpower partial, modified by level | | |
isjunction unleashes a wave of powerful antimagic, dispelling all enchantments on all beings in the caster's room except for himself, and on all beings in rooms adjacent to the caster.
This spell is dangerous. Group members are not protected from its effects. On the Surface, the spell will fail with no effect if innocents are present; in the Underdark, however, friend and foe alike will be struck down.
his spell will banish evil extraplanar creatures. This is a good-aligned spell.
his spell will banish good extraplanar creatures. This is an evil spell.
his spell can be used remove invisibility from a character or an object.
his spell causes all enchantments cast upon a target to be removed. It will not, however, affect the indirect results of enchantments, such as scarring from acid, divine disfavor inspired by a curse, or the toxins produced by paralyze or poison.
A willpower saving throw is made for each enchantment. Hostile spells are dispelled if the saving throw is successful, and benign spells are dispelled only if the saving throw is failed. If cast on yourself or on a member of your group, each saving throw gets a bonus depending on your level, and benign spells are automatically dispelled if no hostile spells are present. If cast on a foe, each saving throw gets a penalty depending on your level and a bonus depending on the target's level. Casting this spell on a player who is not in your group is a hostile act, and thus disallowed on the Surface.
his spell surrounds you with a holy aura that is the equivalent of sanctuary and furthermore protects you from your opponent's Fireshield, Shockshields, and Prismatic Spheres. Unlike these spells, it does not cause harm to unprotected foes who strike someone protected by it.
ivine Wind, the most powerful and versatile spell ever developed, is the purview of mage avatars. It allows these great spell-casters to call a wind of power (of any type they desire) to flow outward from them in the direction specified for quite some distance!
This spell is dangerous. Group members are not protected from its effects. On the Surface, the spell will fail with no effect if innocents are present; in the Underdark, however, friend and foe alike will be struck down. The damage done by this spell is similar to the spell Solar Gate at the point nearest to the caster, and decreases slowly over the next several rooms. The spell will continue outward in the direction specified up to five rooms away from the caster. The damage type done can also be specified by the caster; only the experimentation of the avatars will reveal the true variety and power of this dire invocation!
his spell, castable only on a creature currently in combat, creates a duplicate of the target. The new duplicate does no damage and has very few hit points, but is substituted into whatever combat the creature it duplicates was fighting in. The sum effect of this is to rescue a beleaguered character from a combat situation, and additionally confuse whoever was fighting him.
his spell sends a magical dream to the named player, delivering a one-line message. The recipient must be asleep to see your dream. Dream may be cast even if you are asleep.
| Mage: | 103 | | | | |
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| Aggressive: | Yes | When: | Non-Combat | Where: | Anywhere |
| Range: | Character | Duration: | Instantaneous | Type: | Water |
| School: | Hydromancy | Save: | Special | Damage: | 10% of current hit points |
his spell allows the mage avatar to fill his target's lungs with water, and with many potential victims requiring air to breathe, all but the hardiest of opponents can be dealt with quickly. If not instantly killed, the target will suffer 10% of his current hit points in damage.
his spell will cause a localized earthquake. The tremors will shake all within the area, causing bumps, bruises, broken bones, death, etc., and may also knock non-flying opponents from their feet. Flying opponents suffer only half normal damage, and none if they make their saving throw.
| Mage: | 32 | | | | |
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| Aggressive: | No | When: | Non-Combat | Where: | Anywhere |
| Range: | Object | Duration: | Permanent | Type: | Enchantment |
| School: | Compulsion | Save: | None | | |
his spell allows the caster to enchant a nonmagical piece of armor so it affords a significantly higher protection to the wearer.
his spell magically enhances the target's natural weaponry, increasing its effective hitroll and damroll by 1 per 15 levels, and allowing it to hurt magically-protected creatures. Despite the spell's name, it affects any kind of natural weaponry, not just biting; however, it works only on animals.
| Mage: | 40 | Shadowmage: | 75 | | |
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| Aggressive: | No | When: | Non-Combat | Where: | Anywhere |
| Range: | Object | Duration: | Permanent | Type: | Enchantment |
| School: | Compulsion | Save: | None | | |
his spell allows the caster to enchant a non-magical, non-modifying weapon, enhancing it with magical bonuses to hitroll and damroll. By non-modifying, we refer to weapons that don't alter any ability, such as hitroll, bash, or dexterity. The only way to know if a weapon is suitable for enchantment is to fully identify it.
rior to long treks in the wilds, it is common for many outdoorsmen to seek this enhancement. Granting them the ability to bear hardships far beyond normal, they are able to survive harsh conditions that might otherwise be a death sentance.
The target of this spell will gain a significant boost to his constitution attribute. Only one of Strength, Genius, Inspiration, Agility, and Endurance can be in effect at once; if another is cast, it has no effect.
his terrible spell will drain 1 hit point per caster level from a target, as well as several adepts from many of his proficiencies. The caster is, in turn, healed 1 hit point for every point of damage inflicted. Weaponspells operate in a similar, but substantially reduced, manner.
Saving from this spell will cause half damage and no loss of adepts. This is a very evil spell.
| Druid: | 17 | Ranger: | 24 | | |
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| Aggressive: | On failure | When: | Anytime | Where: | Forest |
| Range: | Character | Duration: | Half Hour | Type: | Malediction |
| School: | Nature's Blessings | Save: | Reflex negates | | |
his spell will only work in forested terrain, but when used there, will entangle the target with roots and vines, effectively rendering him temporarily powerless.
his spell will make the room you are in magically dark for one month, or negate a Create Light or Ever Light spell. The powerful magics that sometimes cause weapons to glow can also be dimmed by the application of this spell.
his spell will make the room you are in magically bright for one month, or negate a Darkness or Ever Darkness spell. Some spell-casters have been known to cast this on ordinary items to make others believe they are magical in nature.
| Cleric: | 38 | Paladin: | 57 | | |
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Prerequisite: | Turn 50 | | | | |
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| Aggressive: | No | When: | Combat | Where: | Anywhere |
| Range: | Character | Duration: | Instantaneous | Type: | Divine |
| School: | Divine Magics | Save: | Special | | |
much more focused and powerful form of Turn, Exorcise forces a single undead or diabolic creature to flee before the caster. Lesser beings are likely to be weakened, paralyzed, or destroyed outright by this potent ceremony.
| Cleric: | 24 | | | | |
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| Required for: | Luck Disciple 50 | | | | |
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| Aggressive: | No | When: | Non-Combat | Where: | Anywhere |
| Range: | Self | Duration: | 6 Hours or until used | Type: | Protection |
| School: | Divine Magics | Save: | None | | |
avored Fortune grants you a ten point bonus on your next saving throw.
his spell surrounds your opponent with a halo of glowing motes of light, effectively worsening its armor class by ten points and preventing hiding, sneaking, and invisibility.
Drow may faerie fire their foes merely by pointing at them.
his spell causes a glowing mist to surround all creatures in a room, effectively Faerie Firing them, and thus worsening their armor classes by ten points and preventing hiding, sneaking, and invisibility.
his spell will cause fear in the target if he fails a willpower saving throw, forcing him to flee. It has no effect on foes higher level than you.
his spell will dispel the genius spell if present; otherwise, it will cause the target to suffer mental seizures, lowering his intelligence significantly, and permanently lowering his proficiencies by up to five points.
fiery wind fans from the mouth of the caster, baking the target, burning hair and skin.
glowing ember shoots from your palm, hits the target area, and explodes in a colorful (and intensely hot) ball of flames.
his spell surrounds you with a fiery aura that protects you from your opponent's Fireshields, Shockshields, and Prismatic Spheres. Anyone who dares to physically attack you when not protected by one of these spells suffers half as much damage as he inflicts, up to a maximum of 100 hit points per blow.
| Mage: | 80 | | | | |
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Prerequisite: | Fireball 70 | | | | |
| Required for: | Inferno 80 | | | | |
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| Aggressive: | Yes | When: | Combat | Where: | Anywhere |
| Range: | Area | Duration: | Instantaneous | Type: | Fire |
| School: | Pyromancy | Save: | Fortitude half | Damage: | (Level-45)d25; max of 55d25 |
his spell creates a large cloud of dark, flammable smoke, which pours quickly over the caster's enemies. The cloud then ignites, turning the targets into deep-fried remnants of their former selves.
| Cleric: | 80 | | | | |
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Prerequisite: | Smite 70 | Prerequisite: | Unarmed Combat 70 | | |
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| Aggressive: | Yes | When: | Combat | Where: | Anywhere |
| Range: | Character | Duration: | Instantaneous | Type: | Blunt |
| School: | Divine Magics | Save: | Reflex half | Damage: | (Level-35)d18; max of 70d18 |
ou smash your enemy with a powerful fist of divine force.
slender tongue of flame springs from your extended hand, pounding into your enemy.
his spell summons forth a fiery blade of flame. This magical blade is light and quite effective against thy foes! The power of the blade is level dependent. The higher the level, the stronger the blade.
| Arbiter: | 20 | Cleric: | 17 | Paladin: | 20 |
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| Aggressive: | Yes | When: | Combat | Where: | Anywhere |
| Range: | Character | Duration: | Instantaneous | Type: | Fire |
| School: | Pyromancy | Save: | None | Damage: | 25d8 |
he priest casting this spell calls a column of flames down from the heavens to smite his enemy. Unlike most damage-dealing spells, there is no saving throw to halve the effect.
his spell will permit the target to float over the surfaces that he or she travels upon, easing the strain of movement considerably.
his spell permits the target to fly. It bestows upon the target all of the benefits of the Float spell, and also allows him to reach some otherwise inaccessible areas.
his spell calls forth an almost tangible aura which protects you, and helps to prevent your paralysis or capture. It will also free its beneficiary from webs and entanglement already present when the spell is cast.
his spell will open a shining, magical gateway between the locale in which you stand and your target victim. Once a gate has been opened, anyone can enter it by typing "enter gate". The gate is bidirectional.
his spell protects the target from hostile gaze weapons.
sed by many mages for that flash of inspiration when devising new magics, this spell is useful for anyone else desiring that extra clarity. Some find that their social status has been improved so greatly by their new-found brilliance that they are prompted to return for continual castings of the enhancement.
This spell will dispel the feeblemind spell if present; otherwise, its beneficiary will gain a significant boost to his intelligence attribute. Only one of Strength, Genius, Inspiration, Agility, and Endurance can be in effect at once; if another is cast, it has no effect.
his enhanced form of the energy drain spell drains 2 hit points per caster level from its victim and adepts from many of his proficiencies. The caster is, in turn, healed for five eighths of the damage inflicted—that is, one and one quarter hit points per caster level, absent any adjustments for sanctuary, saving throw, etc. Additionally, the victim is paralyzed.
Saving from this spell will cause half damage, no loss of adepts, and no paralysis. This is a very evil spell.
his spell can only be cast outdoors, but when successful, creates a nourishing blueberry that will, when consumed, relieve the eater from hunger and cure him of light wounds.
| Shadowmage: | 64 | | | | |
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Prerequisite: | Dream 50 | | | | |
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| Aggressive: | No | When: | Anytime | Where: | Anywhere |
| Range: | Self | Duration: | 24 Hours | Type: | Information |
| School: | Compulsion | Save: | None | | |
his spell magically alters your consciousness such that for the next day, you can send your dreams to other sleeping players with the dream command. The recipient must be asleep to see your dreams. Greater Dream may be cast even if you are asleep.
his spell bestows a Cure Critical spell upon each member of your group, healing each individual 6-27 hit points at the cost of one fourth that many movement points. This is a good-aligned spell.
his spell bestows a Cure Light spell upon each member of your group, healing each individual 1-8 hit points at the cost of one fourth that many movement points. This is a good-aligned spell.
his spell bestows a Cure Serious spell upon each member of your group, healing each individual 3-17 hit points at the cost of one fourth that many movement points. This is a good-aligned spell.
his spell causes all persons in your group, and all charmed creatures following you, to begin to float as if they had been affected by a Float spell.
his spell is similar to Group Float except that it confers flight upon each of the affected persons.
his spell bestows a Heal Major spell upon each member of your group, healing each individual 300 hit points at the cost of one fourth that many movement points. This is a good-aligned spell.
his spell bestows a Heal Minor spell upon each member of your group, healing each individual 100 hit points at the cost of one fourth that many movement points. This is a good-aligned spell.
his useful spell causes all of the members of your group to be protected with Invisibility.
his spell causes the target to be smashed at by a brutal gust of wind, toppling him if he fails a reflex saving throw.
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