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his spell restores 2-5 movement points per caster level to the target, and renders him hungrier as a side effect. This is a good-aligned spell when cast on others.
| Cleric: | 106 | | | | |
| | | | | | |
| Aggressive: | No | When: | Non-Combat | Where: | Anywhere |
| Range: | Self | Duration: | 6 Hours | Type: | Healing |
| School: | Healing | Save: | None | | |
his most powerful of healing spells, the exclusive domain of cleric avatars, causes the recipient's body to massively increase its natural rate of regeneration of cells. Minor damage taken rapidly disappears; fingers and even whole limbs have been known to regrow. Unlike most avatar spells, Regenerate can be distilled into a potion.
he regroup spell instantly summons all of your conjured or charmed thralls to your location.
his spell will remove a Curse on a carried object or any person in the room. This is a good-aligned spell when cast on others.
his spell cures paralysis. This is a good-aligned spell.
his spell will remove poison from the target item or cure the target character. This is a good-aligned spell when cast on others.
his spell negates the effect of the Silence spell. This is a good-aligned spell.
his spell will give you a certain amount of protection from cold-based attacks.
his spell will give you a certain amount of protection from fire-based attacks.
his spell will greatly reduce the effects of poison on your system, or in the system of the target if it is cast upon another creature. This is a good-aligned spell when cast on others.
| Cleric: | 53 | | | | |
| | | | | | |
Prerequisite: | Alkar 50 | | | | |
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| Aggressive: | No | When: | Non-Combat | Where: | Anywhere |
| Range: | Character | Duration: | Instantaneous | Type: | Healing |
| School: | Divine Magics | Save: | None | | |
his spell restores one adept to each proficiency drained by energy drain, feeblemind, or similar spells or effects, but not adepts lost due to death. Proficiencies cannot be restored if the target has died, waited more than one day, previously benefitted from this spell, or already relearned them to their pre-draining state or better since they were drained. Successful use of this spell requires consent, and reduces both the caster and the target to a single hit point, mana point, and movement point.
hile you are affected by this spell, anyone who magically attacks you suffers one third of the raw damage his spells would inflict, without your immunities, resistances, and other damage-reducing effects.
| Antipaladin: | 81 | | | | |
| | | | | | |
| Aggressive: | Yes | When: | Combat | Where: | Anywhere |
| Range: | Character | Duration: | Instantaneous | Type: | Pierce |
| School: | Necromancy | Save: | Fortitude half | Damage: | Leveld10 |
his nasty little spell causes the blood vessels of the target to burst. The result of this is most often heavy bleeding through the skin and orifices and incidental agony. It has no effect on plants, nor on undead, golems, or other nonliving beings.
| Druid: | 47 | | | | |
| | | | | | |
| Aggressive: | On success | When: | Anytime | Where: | Anywhere |
| Range: | Character/Object | Duration: | 1 Hour per 4 Levels | Type: | Malediction |
| School: | Hydromancy | Save: | Fortitude negates | | |
eather, nature, and time have a uniformly detrimental effect on mortal craftsmanship: wood rots, stone crumbles, iron rusts. Nowhere is it more devastating than on weapons—even moderate deterioration will dull a sword's edge to near uselessness, or weaken a mace's head to the point where its bearer cannot strike with full force, lest it shatter.
The rust spell hastens the effects of such decay, temporarily reducing the damroll of its target's wielded weapon by five. Rust has no effect on a target who is not wielding a weapon, except for golems and constructs, whose fists are considered weapons for the purposes of this spell. Rust may also be cast directly on a weapon in your inventory, in which case there is no saving throw.
hen protected by this spell, you take only half damage from all attacks. This is a good-aligned spell when cast on others.
| Druid: | 81 | | | | |
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Prerequisite: | Fire Wind 50 | | | | |
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| Aggressive: | Yes | When: | Combat | Where: | Desert |
| Range: | Area | Duration: | Instantaneous | Type: | Fire/Pierce |
| School: | Aeromancy | Save: | Fortitude half | Damage: | (Level-50)d25 |
he sandstorm spell whirls the surrounding sand into a chaotic frenzy, magically heats it, and whips it into your enemies, possibly blinding them.
his spell will cause the target to flee if your level is at least twice his. There is no saving throw.
ith this spell affecting you, you may peek around corners—for example, "look north". It's very useful when you aren't quite sure what might lie waiting in next room.
econd Wind bestows a Refresh spell upon each member of your group, restoring 1d4+1 movement points per caster level to each, and rendering them hungrier as a side effect. This is a good-aligned spell.
his spell enables you to sense hidden, invisible, or otherwise unseen life forms, and grants a bonus to spot.
his spell will create one or more scaly, egg-like seeds in your inventory. When thrown at a foe, these seeds will burst into an angry serpent, who will attack the nearest target available—the creature their seed shattered against. Higher level casters create more seeds that hatch more powerful serpents.
hadows course out from small pockets near your head. This mass of elemental shadow then swirls through the room, twisting and spinning itself around your foe as it eats away his substance, burning what is cool and freezing what is warm, in the most painful possible combination.
his spell summons thousands of tiny, semi-sentient shadows onto this plane, under the momentary control of the caster. These tiny beings will immediately swarm over and through anyone not protected by the caster's desire, their twilight nature devastating the flesh they squirm through and over. They then vanish.
his enhanced form of the energy drain spell drains 1½ hit points per caster level from its victim and adepts from many of his proficiencies. The caster is, in turn, healed for three quarters of the damage inflicted—that is, one and one eighth hit points per caster level, absent any adjustments for sanctuary, saving throw, etc. Additionally, the victim is substantially weakened.
Saving from this spell will cause half damage, no loss of adepts, and no weakness. This is a very evil spell.
| Shadowmage: | 105 | | | | |
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| Aggressive: | Yes | When: | Combat | Where: | Anywhere |
| Range: | Multiple Rooms | Duration: | Instantaneous | Type: | Cold/Energy |
| School: | Blackmagic | Save: | Fortitude half; -20 at center | Damage: | Leveld26 or d10 |
his mighty spell, available only to shadowmage avatars, will open up a temporary gate to a tumultuous portion of the elemental plane of shadows, sending a wave of cold and darkness into the vicinity.
All creatures in the room where the spell was cast except the caster will take leveld26 damage. All creatures in the rooms adjacent to the caster will take leveld10 damage. 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 creates a tight spray of stone and metal shards which blast into the target, rending and tearing him painfully.
| Mage: | 75 | | | | |
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Prerequisite: | Shards 70 | | | | |
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| Aggressive: | Yes | When: | Combat | Where: | Anywhere |
| Range: | Character | Duration: | Instantaneous | Type: | Pierce/Slash |
| School: | Geomancy | Save: | Reflex half | Damage: | (Level-50)d25; max of 40d25 |
his spell causes almost everything on and near the target to explode, spraying shrapnel through and across the target's body, slashing and/or puncturing the target in the most painful possible way.
his spell surrounds its target with a glowing shield of protective force, which improves his armor class by ten points and nullifies Magic Missile attacks.
his more-limited form of the Enchant Weapon spell will enchant a club, mace, or staff. Unlike Enchant Weapon, it can improve a weapon that is already magical, so long as it does not already modify hitroll or damroll.
his spell surrounds you with an aura of sparks 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.
his spell produces a keening wail that cuts deep into any foe, shattering bones and shredding nerves. It has no effect whatsoever on objects. It is impossible to cast shriek while silenced, even with the silent casting specialty. Similarly, a silenced target takes no damage from shriek; otherwise, shriek is unaffected by any resistance or immunity.
his spell causes the target to lose his ability to speak. It prevents players and monsters from casting spells. Some casters have also been known to mask the noise made by their equipment through the use of this spell.
target failing a save versus this spell will be put to sleep. A person so affected will not be wakeable save by damaging attack until the spell duration expires.
| Mage: | 53 | | | | |
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| Aggressive: | Yes | When: | Anytime | Where: | Anywhere |
| Range: | Character | Duration: | 3 Hours | Type: | Malediction |
| School: | Hydromancy; Translocation | Save: | Willpower negates, modified by level | | |
his spell will dispel the haste spell if present; otherwise, it increases the time required for all actions by one third.
y means of this most potent prayer, a priest can summon the power of his deity to smite the body of his foe. The deity's level of response is highly dependent on the standing of both the priest and his target in His eyes. This spell will only damage equipment offensive to the deity in question.
| Mage: | 99 | | | | |
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Prerequisite: | Gate 70 | Prerequisite: | Pyromancy 70 | | |
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| Aggressive: | Yes | When: | Combat | Where: | Anywhere |
| Range: | Multiple Rooms | Duration: | Instantaneous | Type: | Fire |
| School: | Pyromancy | Save: | Fortitude half; -20 at center | Damage: | Leveld26 or d10 |
his spell will open up a temporary gate to the nearest star, unleashing an inferno of heat and fire into the close vicinity.
All creatures in the room where the spell was cast except the caster will take leveld26 damage. All creatures in the rooms adjacent to the caster will take leveld10 damage. 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.
| Antipaladin: | 101 | | | | |
| | | | | | |
| Aggressive: | Yes | When: | Combat | Where: | Anywhere |
| Range: | Area | Duration: | Instantaneous | Type: | Drain |
| School: | Necromancy | Save: | Fortitude half | Damage: | 3 per Level |
dark spell used by antipaladin avatars in horrible rites, Soulfeast rips the life energy from creatures around the caster, allowing him to gorge on them and vampirically regenerate hit points. While it does three times as much damage as a Specter Touch, it is not as efficient—the spell-caster is only healed one hit point for every four drained. This is a very evil spell.
parks arc from your hand to your victim, causing convulsions and slight burns. The convulsions interfere with the target's coordination severely, sometimes resulting in the temporary loss of dexterity.
| Cleric: | 35 | Mage: | 37 | | |
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| Aggressive: | No | When: | Non-Combat | Where: | Anywhere |
| Range: | Object | Duration: | Instantaneous | Type: | Information |
| School: | Geomancy; Necromancy | Save: | None | | |
his spell allows the caster to commune briefly with any spirit remaining in a corpse. The dead are notoriously uncommunicative, however, and are generally only interested in talking about how they died.
| Shadowmage: | 95 | | | | |
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Prerequisite: | Wight Touch 80 | | | | |
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| Aggressive: | Yes | When: | Combat | Where: | Anywhere |
| Range: | Touch | Duration: | 1 Hour/24 Hours | Type: | Drain |
| School: | Necromancy | Save: | Fortitude half/negates, modified by level | Damage: | 3 per Level |
his enhanced form of the energy drain spell drains 3 hit points per caster level from its victim and adepts from many of his proficiencies. The caster is, in turn, healed for half of the damage inflicted—that is, one and one half hit points per caster level, absent any adjustments for sanctuary, saving throw, etc. Additionally, the victim is paralyzed for one hour and withered for one day, temporarily draining 1 point from each of his five primary attributes for every 3 caster levels.
Saving from this spell will cause half damage, no loss of adepts, no paralysis, and no withering. This is a very evil spell.
| Cleric: | 95 | | | | |
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Prerequisite: | Dispel Magic 100 | Prerequisite: | Spellcraft 100 | | |
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| Aggressive: | Maybe | When: | Non-Combat | Where: | Anywhere |
| Range: | Character | Duration: | 12 Hours | Type: | Protection |
| School: | Abjuration | Save: | Willpower negates | | |
pell immunity, as the name suggests, renders you completely immune to all effects of the chosen spell, even to the extent of protecting your possessions from damaging magics. You may choose any spell, but an immunity to a spell that doesn't affect a living being (for example, Create Food) will have no effect.
When cast against a violent spell, on yourself, or on another player who trusts you, Spell Immunity is non-aggressive and has no saving throw. Otherwise, a willpower saving throw will negate the effect, and your target will attack you. Spell Immunity works against spells no matter their source—whether from scrolls, potions, foodstuffs, wands, rods, staves, talismans, weapons, or simply cast—but not against abilities that merely appear to be spells, such as a vampire's draining bite, faerie fire from a pointing drow, or a medusa's paralyzation gaze. Also, while Spell Immunity will prevent a spell cast by an item, it will not prevent spell-affects caused simply by wearing an item. Spell Immunity also doesn't work against spells that duplicate each other—immunity to Blindness doesn't work against Word of Blindness; immunity to Terror doesn't work against Mass Terror; immunity to Weakness doesn't work against a blue Prismatic Beam; and vice-versa. Spell immunity only works against spells as they're being cast—it won't hide your alignment from Detect Evil, but prevents Detect Evil from being cast upon you; it won't keep you from entering a Gate, but prevents others from gating to you; it won't cure paralysis, but prevents Paralyze from being cast upon you. However, an immunity to Fireshield will both prevent Fireshield from being cast upon you and prevent others' fireshields from harming you; immunities to Shockshield, Prismatic Sphere, and Retribution work similarly.
his spell surrounds its beneficiary with a field of reflective magical energy that duplicates any hostile spell that targets only him, sending a copy back at its caster.
Spells that have already been countered, turned, or mirrored are not themselves mirrored; and by the time a spell has been mirrored, it's too late to counter or turn it. Spellmirror works on actual spells, spells recited from scrolls, and spells invoked from wands and rods. It cannot reflect spells charged into weapons, which have already physically pierced the spellmirror; nor does it have any effect on spell-like abilities, such as a spider's webbing or a banshee's shrieks.
his spell causes the palms of your hands and soles of your feet to secrete a fluid allowing you to climb walls. However, it does not grant any significant skill in climbing, so traversing vertical surfaces will be slow and tiring.
| Cleric: | 104 | | | | |
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Prerequisite: | Hammer Throwing 70 | Prerequisite: | Smite 70 | | |
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| Aggressive: | Yes | When: | Combat | Where: | Anywhere |
| Range: | Five rooms | Duration: | Instantaneous | Type: | Blunt |
| School: | Divine Magics | Save: | Reflex half | Damage: | (Level-35)d18; max of 70d18 |
ue to their status, avatar clerics are able to call forth greater manifestations of their deity's power. When used in combat, this materializes as a mystic hammer, throbbing with divine might, that the priest can hurl towards his enemies by merely willing it.
his spell creates a pool of pure, drinkable water in the room.
ubbing your hands quickly together, you point them at your opponent, delivering a vicious shock. Your opponent will frequently become charged with the excess energy, resulting in a glowing aura equal to Faerie Fire.
tone skin makes your skin stone-like, improving your armor class by forty points and making you resistant to piercing attacks.
| Druid: | 75 | | | | |
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Prerequisite: | Control Weather 60 | Prerequisite: | Shockshield 60 | | |
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| Aggressive: | Yes | When: | Combat, During a Storm | Where: | Outside |
| Range: | Multiple Rooms | Duration: | Instantaneous | Type: | Electrical |
| School: | Aeromancy | Save: | Fortitude half; -20 at center | Damage: | Leveld26 or d10 |
his spell aggravates an already-existing storm in the vicinity of the caster into a terrible maelstrom of lightning and thunder, annihilating anything nearby. Some conjecture that this spell represents the manifest ire of Nature itself against those who might despoil her.
All creatures in the room where the spell was cast except the caster will take leveld26 damage. All creatures in the rooms adjacent to the caster will take leveld10 damage. 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 useful spell creates a halo of ion-charged gas about your person, which helps to negate some of the impact of electrical and storm damage.
n attribute favored by many, the ability to haul weights like a beast of burden or to lift massive objects has long been admired by society. It is little wonder, then, that elixirs and other enchantments that boost strength have always been popular.
This spell will dispel the weakness spell if present; otherwise, its beneficiary will gain a significant boost to his strength 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 creates a scroll scribed with Word of Recall.
his spell will summon a person of the name specified. Bear in mind that it is not nice to summon someone without first asking their permission. If the target does not consent, he cannot be summoned by other players, and will get a willpower saving throw against summons by mobiles.
he seven Summon Animal spells, from Summon Animal One to Summon Animal Seven, summon animals from the four corners of the realms to aid you, fight for you, and protect you. Summon Animal One will summon an animal of level up to 10.
he seven Summon Animal spells, from Summon Animal One to Summon Animal Seven, summon animals from the four corners of the realms to aid you, fight for you, and protect you. Summon Animal Two will summon an animal of level up to 20.
he seven Summon Animal spells, from Summon Animal One to Summon Animal Seven, summon animals from the four corners of the realms to aid you, fight for you, and protect you. Summon Animal Three will summon an animal of level up to 30.
he seven Summon Animal spells, from Summon Animal One to Summon Animal Seven, summon animals from the four corners of the realms to aid you, fight for you, and protect you. Summon Animal Four will summon an animal of level up to 40.
he seven Summon Animal spells, from Summon Animal One to Summon Animal Seven, summon animals from the four corners of the realms to aid you, fight for you, and protect you. Summon Animal Five will summon an animal of level up to 50.
he seven Summon Animal spells, from Summon Animal One to Summon Animal Seven, summon animals from the four corners of the realms to aid you, fight for you, and protect you. Summon Animal Six will summon an animal of level up to 60.
he seven Summon Animal spells, from Summon Animal One to Summon Animal Seven, summon animals from the four corners of the realms to aid you, fight for you, and protect you. Summon Animal Seven will summon an animal of level up to 70.
his spell unleashes a flood of holy light from the caster's outstretched hands. Any undead creature which is hit by the light will take full damage from the spell. Demons and horrors will take half damage, while all other creatures will be unhurt.
his spell allows you to completely ignore the effects of starvation and dehydration. However, eating a bite of food, drinking a sip of water, or even salivating too much will dispel the magic.
hile under the effects of this spell, you can give orders to your followers even if you cannot speak, they cannot hear, or they aren't in the same room as you.
| Mage: | 10 | Shadowmage: | 43 | | |
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| Required for: | Blink 50 | | | | |
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| Aggressive: | Yes | When: | Anytime | Where: | Anywhere |
| Range: | Character | Duration: | Special | Type: | Movement |
| School: | Translocation | Save: | Willpower negates | | |
his spell transports the target to a random location in the world. While you cannot be teleported directly into a deathtrap, there is a chance of landing in a location of extreme danger. Moreover, you will be unable to use further magical movement spells until you find your way home by offering or renting at a friendly receptionist. Thus, this spell should be used on oneself or one's allies only with considerable caution.
his spell will cause lasting panic in the target, causing it to immediately flee whenever it sees a foe. While the magical effect lasts only three hours, some creatures will remain timid for quite some time afterwards.
| Shadowmage: | 110 | | | | |
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| Aggressive: | No | When: | Anytime | Where: | Anywhere |
| Range: | Self | Duration: | Three actions | Type: | Movement |
| School: | Translocation | Save: | None | | |
his fearsome spell temporarily allows a shadowmage grand avatar to manipulate time itself, granting him three instantaneous actions.
rue sight allows you to see invisible creatures. It will also let you see in the dark.
| Druid: | 83 | | | | |
| | | | | | |
| Aggressive: | Yes | When: | Combat | Where: | Shore or Water Surface |
| Range: | Area | Duration: | Instantaneous | Type: | Blunt |
| School: | Hydromancy | Save: | Fortitude half | Damage: | (Level-50)d25 or d30 |
his spell causes a towering wall of water to smash into your foes. The damage dealt is somewhat lessened when cast on the shore.
his manifestation of holy might forces undead, as well as demons and other extraplanar horrors, to flee in terror; especially weak ones will be weakened, paralyzed, or disintegrated on the spot.
his powerful spell causes a wave of unholy force to spring from the caster, stunning into submission those good creatures who hear it and are weak of heart. Foes of significantly lower level than the caster receive no saving throw. This is an evil 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 creates potent magical wards in the area that actively and totally prevent creatures from approaching.
his spell creates magical wards in the area that create a mild feeling of wrongness, sufficient to prevent creatures from approaching too closely unless provoked.
his spell places a ranger avatar in tune with the vast powers of nature. When protected by this spell the caster is immune to the forces of fire, cold, and electricity. In addition, the caster's skin becomes imbued with magical energy, strengthening him against the slashing power of weapons and providing almost complete immunity to piercing. As a final effect, the caster's skin glows with the energy of Mother Earth, improving his armor class by forty points and providing the benefits of a Sanctuary spell.
his spell allows the target to freely breathe water as if it were air. It does not, however, confer the ability to swim.
his spell bathes you in a protective and rejuvenating sheen of water, which lessens the impact of acid attacks made upon you.
his spell allows you to freely walk on top of water, reducing movement costs to one point. It also allows easy movement underwater without the need to know how to swim, but does not confer the ability to breathe water.
his spell summons forth scores of gallons of liquid blackness, which washes toward the caster's enemies, attempting to submerge and drown them in its viscid embrace. The wave then evaporates, leaving a pall of darkness over the area.
his spell will dispel the strength spell if present; otherwise, it will cause the target to lose significant strength.
his spell will encase your opponents in sticky webbing, restricting their movement.
his enhanced form of the energy drain spell drains 2½ hit points per caster level from its victim and adepts from many of his proficiencies. The caster is, in turn, healed for 55% of the damage inflicted—that is, one and three eighths hit points per caster level, absent any adjustments for sanctuary, saving throw, etc. Additionally, the victim is withered, temporarily draining 1 point from each of his five primary attributes for every 3 caster levels.
Saving from this spell will cause half damage, no loss of adepts, and no withering. This is a very evil spell.
his spell allows the most powerful of druids to call to himself a number of wolves from the fabled wild hunt. These wolves will serve the druid for a short while, and then depart.
witchstung character is dealt one hit point of damage for every point of mana he spends casting spells.
his spell shows the caster the location of another player or mobile anywhere in his realm. Your scrying, however, won't always go unnoticed....
| Mage: | 72 | | | | |
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Prerequisite: | Paralyze 50 | | | | |
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| Aggressive: | On failure | When: | Anytime | Where: | Anywhere |
| Range: | Character | Duration: | 1 Hour | Type: | Malediction |
| School: | Compulsion; Hydromancy | Save: | Fortitude negates, modified by level | | |
his spell is a more expensive, but much faster to cast, version of the paralyze spell. It is impossible to utter a word of binding while silenced, even with the silent casting specialty.
his spell is a more expensive, but much faster to cast, version of the blindness spell. It is impossible to utter a word of blindness while silenced, even with the silent casting specialty.
| Cleric: | 87 | Mage: | 83 | | |
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Prerequisite: | Curse 70 | | | | |
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| Aggressive: | Yes | When: | Anytime | Where: | Anywhere |
| Range: | Character | Duration: | Instantaneous | Type: | Divine |
| School: | Compulsion; Necromancy | Save: | Fortitude -20 negates | | |
his spell will kill an opponent outright if his level is less than ⅔ of yours and he fails a fortitude save. It is impossible to utter a word of death while silenced, even with the silent casting specialty.
he caster will be returned to the safe haven of wherever it was that he most recently entered the game. Usually this is the Reception of the Nevrast Inn, but this can be changed by renting at another establishment.
Recalling while fighting causes you to flee first, which may prove deadly. It is impossible to utter a word of recall while silenced, even with the silent casting specialty. |