|
ou reach out and touch your victim, sending him reeling in pain with your contact.
| Mage: | 106 | | | | |
| | | | | | |
| Aggressive: | No | When: | Non-Combat | Where: | Anywhere |
| Range: | Self | Duration: | Random, Affected by Level | Type: | Protection |
| School: | Translocation | Save: | None | | |
his powerful tool of mage avatars will dispel the slow spell if present; otherwise, it causes every action the spell-caster takes, with the sole exception of further spell-casting, to be sped up by a factor of 25%. Furthermore, it grants the caster an extra attack. The increased celerity comes at a price, however; the increase in metabolism doubles all movement point costs and the rate at which the caster grows more hungry and thirsty, and other spell effects fade at an even greater rate.
his spell will restore 300 hit points to a wounded individual, at the cost of one fourth that many movement points. This is a good-aligned spell when cast on others.
his spell will restore 100 hit points to a wounded individual, at the cost of one fourth that many movement points. This is a good-aligned spell when cast on others.
| Druid: | 90 | Mage: | 85 | | |
| | | | | | |
Prerequisite: | Lava Blast 80 | | | | |
| | | | | | |
|
| Aggressive: | Yes | When: | Combat | Where: | Anywhere |
| Range: | Character | Duration: | Instantaneous | Type: | Fire |
| School: | Pyromancy | Save: | Reflex half | Damage: | (Level-55)d30 |
his spell summons up a stream of hellfire which arcs out from the caster's fingertips toward the caster's intended victim.
his spell will let you and any players grouped with you and in the room at the time of casting partake in a magical feast, completely sating their hunger and slaking their thirst.
his spell reaches back along the caster's path to confuse those who follow his trail. Any creature following the caster at the time of this spell's utterance must make a willpower saving throw or immediately cease his hunt.
| Cleric: | 75 | Paladin: | 42 | | |
| | | | | | |
| Aggressive: | Yes | When: | Combat | Where: | Anywhere |
| Range: | Area | Duration: | 4 Rounds | Type: | Divine |
| School: | Divine Magics | Save: | Willpower negates | | |
his powerful spell causes a wave of holy force to spring from the caster, stunning into submission those evil creatures who hear it and are weak of heart. Foes of significantly lower level than the caster receive no saving throw. This is a good-aligned spell.
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 causes the surrounding air to instantly spin itself into a miniature hurricane, thrashing your foes with gusts of wind and blown debris. Airborne targets are especially susceptible, and take additional damage—up to 50% extra.
his spell reveals detailed information about the item, or basic information about the character, upon which it is cast.
Characters without the identify spell can seek out Parth the Appraiser in Nevrast, Iklao Tarqqeqqi in Galtherdelve, or Szet al-B'riz in Aluhryn.
his dreadful spell causes the target to fold into itself, doing massive organ and structural damage.
| Mage: | 99 | | | | |
| | | | | | |
Prerequisite: | Astral Walk 70 | Prerequisite: | Translocation 70 | | |
| | | | | | |
|
| Aggressive: | Yes | When: | Anytime | Where: | Anywhere |
| Range: | Touch | Duration: | 7 Days; 7 Hours for PCs | Type: | Movement |
| School: | Translocation | Save: | Willpower -50 negates | | |
his spell will banish your foe to an extra-dimensional prison. Your foe will be unable to harm you any longer. This spell requires you successfully touch your opponent. There is a small chance that the spell may backfire, freeing some of those banished.
his spell is identical to Invisibility, except that it is only suppressed for the duration of a combat instead of being dispelled.
| Mage: | 90 | | | | |
| | | | | | |
Prerequisite: | Fireshield 80 | Prerequisite: | Firestorm 80 | | |
| | | | | | |
|
| Aggressive: | Yes | When: | Combat | Where: | Anywhere |
| Range: | Area | Duration: | Instantaneous | Type: | Fire |
| School: | Pyromancy | Save: | Fortitude half | Damage: | (Level-50)d30 |
ou turn up the heat in the immediate vicinity of your enemies, causing them to be severely charred and their equipment to become molten slag.
he wisdom to understand life experiences can be granted with this enchantment, enhancing the recipient's ability to understand the lessons offered by the world around him, and greatly aiding him in gaining enlightenment. Favored by monks and priests alike, this spell can help them achieve spiritual nirvana.
The target of this spell will gain a significant boost to his wisdom 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 spell makes the target invisible until he takes his next aggressive action, such as backstabbing, attacking, or casting a harmful spell upon a target.
| Aggressive: | No | When: | Anytime | Where: | Anywhere |
| Range: | None | Duration: | 48 Hours | Type: | Summoning |
| School: | None | Save: | None | | |
his spell, found only on items such as wands and staves, summons a specific type of creature—which type depends on the item—and binds it to your will for forty-eight hours.
he most potent protective spell known, Ironguard, available to the most powerful of cleric, paladin, arbiter, inquisitor, ranger, druid, and monk avatars, temporarily converts the outer layer of your skin to a solid metallic substance, granting it the ability to deflect mighty blows. Blunt weapons are particularly ineffective against someone protected by this magic. Though its duration is very short, it provides tremendous physical protection for its caster while it lasts.
| Cleric: | 99 | Druid: | 107 | | |
| | | | | | |
Prerequisite: | Inspiration 100 | Prerequisite: | Smite 100 | | |
| | | | | | |
|
| Aggressive: | Yes | When: | Combat | Where: | Anywhere |
| Range: | Area | Duration: | Instantaneous | Type: | Divine |
| School: | Divine Magics | Save: | Willpower -10 half | Damage: | Lots and lots; alignment-based |
his powerful spell calls down the wrath of god upon everything in the room in which you stand. The deity's level of response is based upon the standing of both the priest and his targets in His eyes. There is a slight leeway for those close in alignment to the priest to avoid the effects entirely.
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 can be used to unlock certain doors and containers that are locked. Not all locks can be opened with use of this spell.
asting this spell will allow you to know whether your foe is good, evil, or somewhere in between.
his spell gives you an approximation of the attributes and general power of the target creature. At higher casting levels, more types of information are given, and previously revealed information is more accurate.
ou call a rain of lava upon your enemy, who is engulfed in the molten rock.
his spell creates a dazzling beam of concentrated energy which unerringly strikes the caster's target, burning good-sized holes in it. Sometimes the beam, if it doesn't kill outright, will blind the target in addition to its normal damage.
his spell creates a large sphere of energy which immediately bursts, scattering shafts of deadly light into the caster's foes. The beams not only vaporize portions of each enemy, they blind some of the survivors.
bolt of lightning erupts from your outstretched hand, slamming into your opponent. It causes severe burns and seizures, frequently inducing spasms that impair the target's dexterity.
his spell will tell you exactly where, or who is wearing or carrying, objects of the named type.
his spell sends a small dart of pure magical energy into the target, causing tiny burns and ruptures. It is the first and most basic attack any mage or shadowmage learns. The Shield spell will completely negate the effects of this spell.
| Mage: | 107 | | | | |
| | | | | | |
| Aggressive: | No | When: | Non-Combat | Where: | Anywhere |
| Range: | Object | Duration: | Permanent | Type: | Creation |
| School: | Geomancy | Save: | None | | |
ajor creation, available only to mage avatars, creates a permanent, magical object from nothingness. With it you can make magical cloths, trinkets, glasses, earrings, armors, capes, gloves, boots, shields, daggers, swords, hammers, blades, axes, helms, keys, pouches, restoration potions, Identify scrolls... the list is as long as the imagination!
his spell bestows a long-range tracking aptitude upon the target, which he may use to find the swiftest path to his quarry. Note that following a track might lead you into danger, so use it with caution.
| Aggressive: | No | When: | Anytime | Where: | Anywhere |
| Range: | Character | Duration: | Permanent | Type: | Healing |
| School: | None | Save: | None | | |
he lifeblood of all spell-casters, mana is nearly as important as their physical health, and its fast replenishment is highly desirable. Although mana cannot be created from nothingness, it is possible, through intricate, year-long rituals, for mana to be stored in physical forms, capable of replenishing their users' energy when activated. These can take shape as one-use items like potions or scrolls, or reuseable items like wands, staves, rods, or talismans. The mana spell will only be encountered in an item, and will instantaneously increase mana by twice the level of the spell when it is used.
player protected by the martyrdom spell will take only three quarters damage from all attacks, cumulative with Sanctuary and similar effects. The cleric who cast the spell, however, will also suffer the same damage as the the spell's beneficiary, bypassing all effects on the cleric. This is a good-aligned spell.
he shadowmage avatar's mastery over the dark magics allows him to summon a horde of tiny shadows, causing them to swarm over all his opponents and block their vision. The effects are similar to a Blindness spell.
| Shadowmage: | 63 | | | | |
| | | | | | |
Prerequisite: | Terror 60 | | | | |
| | | | | | |
|
| Aggressive: | On failure | When: | Anytime | Where: | Anywhere |
| Range: | Area | Duration: | 3 Hours | Type: | Illusion |
| School: | Compulsion; Necromancy | Save: | Willpower -20 negates | | |
his spell will cause lasting panic in all of your opponents, causing them to immediately flee whenever they see a foe. While the magical effect lasts only three hours, some creatures will remain timid for quite some time afterwards.
| Mage: | 90 | | | | |
| | | | | | |
Prerequisite: | Crush 60 | Prerequisite: | Fireball 60 | | |
| | | | | | |
|
| Aggressive: | Yes | When: | Combat | Where: | Outside |
| Range: | Area | Duration: | Instantaneous | Type: | Blunt/Fire |
| School: | Geomancy | Save: | Reflex half | Damage: | (Level-75)d40 |
his spell calls a swarm of large rocks into being, high above the land, and brings them cascading down into your opponents with the force of a meteor strike. Anyone damaged by the swarm has a chance of being momentarily stunned. The impact shatters the rocks into unnoticeable rubble.
inor creation creates a permanent, nonmagical object from nothingness. With it you can make rafts, bags, swords, warhammers, battleaxes, daggers, darts, shields, barrels, bread, quills, notes... the list is as long as the imagination!
his spell bestows a limited-range tracking aptitude upon the target, which he may use to find the swiftest path to his quarry. Note that following a track might lead you into grave danger, so use it with caution.
he seven Monster Summoning spells, from Monsum One to Monsum Seven, summon creatures from the four corners of the realms to aid you, fight for you, and protect you. Monsum One will summon a monster of level up to 7.
he seven Monster Summoning spells, from Monsum One to Monsum Seven, summon creatures from the four corners of the realms to aid you, fight for you, and protect you. Monsum Two will summon a monster of level up to 14.
he seven Monster Summoning spells, from Monsum One to Monsum Seven, summon creatures from the four corners of the realms to aid you, fight for you, and protect you. Monsum Three will summon a monster of level up to 21.
he seven Monster Summoning spells, from Monsum One to Monsum Seven, summon creatures from the four corners of the realms to aid you, fight for you, and protect you. Monsum Four will summon a monster of level up to 28.
he seven Monster Summoning spells, from Monsum One to Monsum Seven, summon creatures from the four corners of the realms to aid you, fight for you, and protect you. Monsum Five will summon a monster of level up to 35.
he seven Monster Summoning spells, from Monsum One to Monsum Seven, summon creatures from the four corners of the realms to aid you, fight for you, and protect you. Monsum Six will summon a monster of level up to 42.
| Mage: | 57 | | | | |
| | | | | | |
Prerequisite: | Monsum Six 60 | | | | |
| | | | | | |
|
| Aggressive: | No | When: | Non-Combat | Where: | Anywhere |
| Range: | None | Duration: | 24 Hours | Type: | Summoning |
| School: | Compulsion | Save: | None | | |
he seven Monster Summoning spells, from Monsum One to Monsum Seven, summon creatures from the four corners of the realms to aid you, fight for you, and protect you. Monsum Seven will summon a monster of level up to 49.
bright pale beam of holy light will be unleashed from the caster's outstretched hands and directed at the target. If the target happens to be undead, it will take full damage from the spell. Demons and horrors will take half normal damage, and all other creatures will be unhurt.
his spell infuses your opponents with negative energy, dealing significant damage and, if it kills them, causing them to rise from the dead as zombies under your control. This is an evil spell.
his spell will prevent its target from making mêlée attacks. It does not keep him from casting spells, using special attacks such as kick, or engaging in combat (and thus, for example, requiring you to flee instead of simply walking away).
his spell will paralyze the target, rendering him completely helpless unless he successfully makes a fortitude saving throw.
his spell summons several tiny air elementals, that while lacking any significant power, are able to erase the passage of the recipient, making it virtually impossible to track him.
his spell temporarily extends the protection of the gods to the area you're in, rendering it magically tranquil and preventing all forms of violence. It does not work if there is already a fight nearby. This is a good-aligned spell.
he druid avatar's powers have risen to such levels that he can seed and magically encourage the growth of a forest in a very short space of time. The newly wooded area allows for the druid to draw upon mystic energy at the greater rate for such places.
asting poison on a food or drink container will poison the food or the drink. Eating poisoned foods/drinks will poison the consuming person, as will casting the spell directly on a person.
Poisoned characters suffer continuous damage and a 10 point penalty to strength until the poison is cured. Some monsters' poisons are particularly toxic, and will also inflict damage at the moment of poisoning—sometimes a great deal of it. The use of poison is considered a particularly heinous act to those, such as paladins, who have sworn holy vows, and will quickly cause them to lose their moral purity.
his spell allows the caster to temporarily halt (but not reverse) a corpse's decay.
his spell sends one randomly colored beam to spring forth from the caster's hand to strike a single target. There is a (very) small chance for the target to dodge the beam; however, if he is hit, he is affected based on the color of the beam:
 | Red: | Curses the target. |  | Orange: | Fears the target. |  | Yellow: | Affects the target with a double-strength Dispel Magic. |  | Green: | Poisons the target. |  | Blue: | Weakens the target. |  | Indigo: | Blinds the target. |  | Violet: | Causes 200 points of damage, unaffected by any resistance or immunity. |
his spell surrounds you with a multicolored aura that protects you from opponents' Fireshields, Shockshields, and Prismatic Spheres. When an unprotected creature strikes you, it is bathed in a random color of the sphere, having effects similar to a Prismatic Beam:
 | Red: | Curses the target. |  | Orange: | Fears the target. |  | Yellow: | Affects the target with a double-strength Dispel Magic. |  | Green: | Poisons the target. |  | Blue: | Weakens the target. |  | Indigo: | Blinds the target. |  | Violet: | Causes 50 points of damage, unaffected by any resistance or immunity. |
his spell causes a fan of seven multicolored beams to shoot forth from the caster's hands to strike random creatures in the room. (Your group members will not be affected by this spell.) The beams tend to spread out evenly if more than one target is available; however, if there are fewer than seven, a given target may be hit by up to three different colors of beam. Similarly to Prismatic Beam, the targets, if they do not manage to dodge, suffer the following effects:
 | Red: | Curses the target. |  | Orange: | Fears the target. |  | Yellow: | Affects the target with a double-strength Dispel Magic. |  | Green: | Poisons the target. |  | Blue: | Weakens the target. |  | Indigo: | Blinds the target. |  | Violet: | Causes 200 points of damage, unaffected by any resistance or immunity. |
| Shadowmage: | 107 | | | | |
| | | | | | |
| Aggressive: | Yes | When: | Anytime | Where: | Anywhere |
| Range: | Character | Duration: | Instantaneous | Type: | Malediction |
| School: | Brilliance | Save: | Reflex -50 partial | | |
he ultimate variant of the prismatic range of spells, this dazzling display of magic allows a shadowmage avatar to spray his unfortunate target with the entire spectrum of colors, rendering it vulnerable to all of the following effects at once:
 | Red: | Curses the target. |  | Orange: | Fears the target. |  | Yellow: | Affects the target with a double-strength Dispel Magic. |  | Green: | Poisons the target. |  | Blue: | Weakens the target. |  | Indigo: | Blinds the target. |  | Violet: | Causes 200 points of damage, unaffected by any resistance or immunity. |
his spell removes all detrimental enchantments and conditions from the target. It will not affect beneficial conditions.
The target must make a willpower saving throw for each enchantment or condition. The saving throw is heavily influenced by the casting level; the higher it is, the easier it is to make it. |