The Glantrian Spells
 
 
 
Boris's Fearful Zone
 

Level: 4
Range: 50 meters (150')
Duration: 1 turn per level
AoE: upto 4 persons in an area of 100x100 meters (300x300 feet)

This spell can be cast on 1-4 people within range. All victims  are allowed a saving throw against spells with a penalty of 2 to negate the affects of the spell. This spell will cause all affected to believe in an illusion affecting the area around them. This illusion effects sight and sound and will cause the area to be bizzar and frightning. The effects can differ according to the casters will.
A city at night can suddenly become empty and cold without a sole in sight, or a river could be filled with blood instead of water, or rats can be flooding the earth all around. This illusion is so real that it makes the victim freeze in its place not able to leave the spell's area of effect. The victim cant concentrate and has a -3 to all attacks and saves.
This spell is usually used in non combat situations in order to tourment inocent victims.
 

 
Morphail’s Mundane Reflection
level: 2
range: 30’ (10 meters)
duration : one night/on day (depending one when cast)
AoE : every mirror and shadow in range
save: special
 
 
Mundane Reflection will cause all mirrors in the 10m range to show the reflection of the vampire and create a shadow for the vampire as if he/she was mortal.
This illusion is almost perfect but observers who have a reason to inspect the reflection may throw a wisdom check with a -5 penalty. Those who succeed do not automatically understand the illusion but notice one or more suspicious facts:
1. The reflection doesn’t smile when the vampire does...
2. The shadow is not always “attached” to the vampire’s feet.
3. When the vampire speaks the reflection moves its lips but if someone can read lips it can be noticed that the reflection always replaces “good words” (good, light, love, truth, etc’.) with “bad words” (bad, dark, lie, hate...)
 
 
Morphail’s Evil Coal (magical item)
 
This is a small piece of black coal given to Morphail by Alphaks himself. Morphail has four of these as there are probably more held by priests of Alphaks around the world. The coals are part of a larger coal- an artifact located in Alphaks home plane. The stone causes all clerical spells of 3ed level or lower in a range of 20’ from the coal to be automatically dispelled. Only spells of non-entropic immortals are affected.
Another power of the coal is that in the hands of an undead it receives a saving throw to negate any turning attempts.
 
 
Morphail’s Slowsnake
Level: 4
Range: 1m (when cast. the snake can be controlled from up to 8 miles)
duration: 1 week
effect: 1 Slowsnake
save: paralysis
 
It is originally a Nithian spell that became “ancient village magic” in Traladara (see Morten greis Peterson’s wonderful “taraldaran Village Magic”.)
It’s major use is spying and assassination.
This spell creates a Slowsnake, a being from the nightmare dimension that will serve the caster for one week. The caster can handle the snake without danger and can send simple commands to the snake for up to 14-km (8 miles/one typical hex).
The Slowsnake is totally in visible but this is because its magic is suggestive (like hypnotism) those who know of the snowsnake or those who have a reason to look for something suspicious in their surroundings would see a 3’ long gray snake with red eyes. It can be discovered with regular divination spells.
The snake can be dispelled or dismissed magically but it cannot be turned as an undead. The snake cannot cross a body of water or a protection from evil spell.
The caster can see and hear through the eyes of the Slowsnake as if it was a Familiar.
The snake moves at the rate of 1 km/h (or less than a mile per hour) or 30’ per minute (about ten times as slow as a human does). The snake has 1 HP and an AC of 10. The snake is almost helpless in melee. A Slowsnake can bite an unmoving opponent, no damage is done from the bite except the target has to save against paralysis or be paralyzed for 3d4+3 hours.
After paralyzing a victim the (still invisible) Slowsnake starts the long process of swallowing the victim whole. The snake can swallow even an ogre-sized opponent. The process takes 12 hours that (if not interrupted) at their end both the Slowsnake and the victims vanish never to be seen again. All that’s left is the snakes skin. If the Slowsnake is interrupted during the swallowing (by observing checking the victim causing the snake to appear to them) anyone seeing the gruesome sight saves versus fear or run away refusing to approach the Slowsnake for the duration of the spell.
The swallowed victim can be saved if anyone remains by simply killing the snake.
At any stage the Slowsnake lives behind it skin when killed.
 
 
 

Dame Camille’s “S’occuper de Luop” (eye on wolf)

level: 2

range: touch
duration: 1 turn
AoE: 1 round transparent object (like a monocle or spying glass).
save: nil
 
 
This spell cast on a transparent object will allow anyone looking through it to see lycanthroups in their other form (animal or human).
The subject of the spell may not be aware that its identity has been discovered.
 Szaza's Dozen Ravens

Level: 6
Range: 0 (and see below)
Duration: 1 day or untill 11 ravens are killed
AoE: Caster

This spell was discovered by lady Szaza Markovits as she was studying for the third circle of witchcraft. The origins of the spell lie deep in the past of the dark ages of Taraldara.

When this spell is cast the wizard's body breaks into twelve pieces which form into a dozen jet-black ravens, all within one round.
The caster has full control of each raven and can see and here everything each raven sees or hears.
The caster (in the ravens form) can't talk or cast spells but is otherwise fully sentient. The ravens can travel wherever the can as long as they are all on the same plain of existense. At any time the caster may choose to materialise at the location of one of the ravens in which case all of the other ravens vanish. The caster suffers no damage from damage caused to one of the ravens. If all ravens but one are killed the caster is forced to materialize in the location of the last raven. A succesful Dispel Magic  on any of the birds will end the spell but in this case the caster may choose where to materialize. The ravens can't penetrate a Protection from Evil spell.

Szaza is not aware of this yet but the spell is not as complete as the ancient Taraldaran source. Each time the spell is cast there is a one in twentie chance that the caster will be stuck in raven form (only one!) untill dispelled somehow. This may pose no problem to Szaza as she is a shapeshifting vampire but this could be lethal to mortal casters.

*DM note- the spell can be altered using "Color of Magic" as in - "twelve swans" "a dozen squirlls" and such.
 

Genevieve de Sephora’s “Emotional Landscapes” (terrain du sentiment)
level: 8
range: 1km per level
duration: permanent
AoE: one square km (or mile) for every level of the caster.
save: none
 
Emotional landscapes will cause a homogenic region of one square km per level to become imbued with one magical emotion. This only affects one well defined terrain (desert, lake, forest etc.) the caster must name an emotion at the time of the casting. Examples could be - fear, hate, love, joy, pleasures, depression and so on. All living things in the terrain are affected by the spell and get no saving throw. The effects vary from case to case (lots of DM discretion) but a few examples follow:
 
Innocenti’s “Bells of Alarm”
 
Level: 1
Range: sight
Duration: 6 turns
AoE: all living humanoids in range
save: nil
 
This weak version of ESP alerts the caster of any human or humanlike beings who think of killing him/her by a ringing sound heard only by the caster.
...........(Don’t show players the rest of the paragraph)............
The downside is that the spell does not discriminate between people who are about to assassin the caster and those who just think of killing him/her in a temporary rage or a passing thought.
Lots of members of house Sierecchia were wrongfully killed for their thoughts of Innocenti...
 
 
 
Harald’s Instant Jelly
level: 2
range: 10 ft
duration: 3 turns +1/level
AoE: 10’x10’x10’ volume of water
save: nil
 
 
To activate this spell all the caster needs is a sufficient volume of water, and a magical powder that is thrown in to the water. The result is a gelatinous qube that the caster has full control of. The only commands that can be given to the qube are movements (left, right, forward). The qube is exactly like in the RC and after the end of the spell anything caught in the qube that is not magical will vanish with it. Magical items will fall to the ground.
 
 
Harald's Ice Field

Level: 3
Range: 50' + 10' per level
Duration: 1d12+1 turns per level (or untill melting- see below)
AoE: an area of 500'x500' or less

This spell will create a sheet of smooth ice on an area. Every creature that is not protecten from extreme cold will suffer from 1 point of damage per round while on the surface, 2 poins for fire based creatures. If a two legged creature tries to advance on the surface it must make a dexterity check every 10' or fall. (no additional damage but must spend one round getting up). The ice melts at the end of the duraion unless the temperature is below freezing.
Any small plants and animals caught in the field will die, unless naturaly resistent to extreme cold.
 

 
------(spoilers alert)-------
Prince Brannart’s Well Kept Secret
 
level: 7
range: touch
duration: permanent
AoE: one person
Well Kept Secret is strong anti divination magic. by use of this spell the person in question receives absolute protection from divining magic about one fact. only one Well Kept Secret can be cast on one person.
the fact should be said out loud at the moment of casting and wording is important.
all divining spells thatwould reveal the specified fact will not work.
if ESP is used against the person no thoughts about the kept secret will be picked up. true seeing will not reveal a secret identity and detect magic wont show a spell cast on the subject.
commune/contact plane, will allow questions that don’t directly concern the fact but will give false answers to questions directly concerning the secret.
for example Brannart’s secret is “I am an undead” . a priest casting a commune has three questions:
1. he asks “can Brannart die of old age?” and gets “no”
2. he asks “is Brannart serving darkness?” and gets “yes”
3. he asks “is Brannart a lich” and gets “no” (because a "yes" would mean he is undead).
 
Brannart's Death to the Sun (or "Total Eclipse")
 
Level: 9

Range: 0 (around the caster)

Duration: one full day

AoE: one 8mile hex'

 

This spell is a stronger version of "Eclipse" (by Markus Olavi Montola).

The spell must be cast just before sunrise. It will prevent the sun from penetrating the AoE for an entire day, practically creating one long night that only ends, when the following day dawns.

All spells that last "one night" will last the whole period till the next dawn. Undead will be active throughout the prolonged night. Small flora and fauna, which are only active during the day, may die of hunger. Intelligent beings will be nervous and violent. During the second night temperatures will drop severely.

 

Brannart’s Tear the Soul

 

Level: 7

Range: 20’ plus 3’ per level

Duration: instantaneous and permanent

AoE: one mortal creature

 

“Tear the Soul” is Brannart Mc’Gregor’s name for this ancient and evil spell he rediscovered a few decades ago. The origin of this spell lies in the far past and in the depths of the sea of dread where the Teymorian Empire once lay. The original spell was used by the necromancer kings for sacrifice and other dark ceremonies. This spell is used not only to kill and torture the body, but also as an act against the undying soul of the living.

Brannart has already tried this spell on some of his relatives and ancestors.

 

This spell, when cast, shoots a black shadowy claw toward the enemy that automatically hits the target.

The claw ravages through the soul of the target and tries to tear it apart. The target suffers 4d6 points of damage (no save) and than casts a saving throw against spells with a –3 penalty.

If the save is made the target only suffers the HP damage and the spell ends.

If the save fails, the claw carves the target’s soul and tears part of it out of the body.

The soul part is based on the idea that life is composed from the spheres of power.

 

The DM rolls 1d6 or decides on one of the options:

 

  1. The soul splits to matter-time, energy-thought and dies in the “normal” way. The character can be raised by normal means as in the spell “finger of death”.
  2. The Matter part of the creature is destroyed and disintegrates to the ground as the Time part vanishes. The recipient becomes a ghost and has all the abilities and attributes of that undead being. (The character remains in the PC’s control if the DM allows.)
  3. The Energy part is destroyed. The body falls to the ground and the soul becomes a “shadow” at the control of the DM. The creature cannot be raised or reincarnated.
  4. The Thought part is lost. The body becomes a mindless, brain-eating zombie under the control of the DM. It cannot be raised back to life. In time the zombie will rot and become a skeleton.
  5. The same as above only the time part is also somehow detached from the body. In this case the character becomes a zombie- like creature, that looks exactly as it did in life. It will not rot or change and has regeneration of 3 points per round.
  6. All the spheres are demolished. The creature ceases to exist in all aspects and cannot be resurrected in any way.
 
For this spell to be cast the wizard needs to crash a human skull with his/her bare hands. The skull can be old or softened somehow, or strengthening spells may predate the casting.
 
 
Angus's Soul to Soul
 
Level: 4
Range: 10'
Duration: permanent until dispelled
AoE: the caster's and another's soul.
Save: negates (if desired)
 
This spell was created by the boy-genius Angus McGrgor.

This spell requires one living sentient human/humanoid. If the recipient is a willing one (rarely the case) the spell requires no special preparations and no saving throw.

If the victim objects he\she must be strapped to a previously made altar, and oiled with wolf's bile.

When cast the caster and the recipient (if failed a save against spells) switch bodies.

Each soul retains all its knowledge and mental abilities, but has the physical abilities of the new body.

The spell lasts until dispelled in some manner, which will cause the souls to immediately switch bodies again.

 

Ettiene’s “Chambre en Myste’re” (room of secrecy)

 

*This is a stronger version of Geoff’s clerical spell- “sanctuary”.

 

Level: 5

Range: 3’

Duration: 1 turn per level

AoE: an area not larger than 5’x5’x5’ + 1’ in each per level.

 

This spell was researched by Ettiene d’Amberville and is now taught to high level students and faculty in the great school of magic.

The spell will create a secure room against any intrusion or spying attempt. It will cause all the windows in a building (if there are any) to appear black. If the area is not in a building the people inside will look like they are doing exactly what they have done before the casting (sitting and talking probably). No sound can exit the area of effect. ESP, Clearaudiance, Clairvoyance and Wizard eye, cannot penetrate the spell nor can any Familiar or similar spell. This spell also prevents magical or polymorph creatures from entering the area. The DM decides what else can’t penetrate the area of protection.

 

Tatyana's Droplet of Blood

 
Level: 2
Range: 1km per level of caster
Duration: until dispelled
AoE: one person
 This is Lady Tatyana Gorevits-Woszlany's (Morphail's sister) to the Charm Person spell.
This requires a drop of blood from the caster to be consumed in some way by the target. If the target swallows the blood he/she should throw a save against spells at -2 penalty or fall madly in love with the caster (gender is not an issue).
The charmed target gets no additional saves and will remain in love until killed, attacked by the caster or gets in mortal danger because of the caster.

This spell is dispelled normally.

 

Tatyana's Feed on the Beast

Level: 3
Range: touch
Duration: 1 hour or untill animal's death (see below)
AoE: one non magical normal animal bigger than a cat.

This weird and frightning spell is Tatyana's way of avoiding hurting innocent poeple. When this spell is cast on an animal at night (the animal has to be touched), the animal turns in to a beutiful human of the animals gender. The animal gets no saving throw, and the resulting human has the same scores in intelligence and wisdom as the animal (1 or 2 usually). This "human" can be fed on by vampires as if it was real.
There are two problems with this spell.
1. The creature must be killed in the time of the spells duration, or else it will become a mindless werebeast (or beastwere in AD&D).
2. After its death the creature will stay in human form as a corps. This corps must be burried or hid in some way for obvious reasons.

 
 

 

Carnellia's Illusionary Lesson

 

Level: 4

Range: 20' (7 meters)

Duration: 1 turn per level

AoE: all within range

Save: at (-4) + special

 

The enchanting “Marquesa de Alhambra”- Dona Carnelia de Belcadiz y Fedorias, created this spell.

She uses this spell mainly when she needs to "prove a point".

This sophisticated illusion creates a 3 dimensional audible illusion, totally under the casters control.

The illusion may also extend to the edges of the illusion creating 3 dimensional objects of unlimited size and distance (like a 3 dimensional movie).

Touch, smell and taste are not affected and the creatures in range can suffer no damage from the illusion.

Every creature may save at -4 in order to disbelieve the illusion. However every intelligent being will begin to understand the illusion if he tries to touch anything or notices the lack of substances and smells.

The illusion is limited only by the imagination of the caster. No artistic know-how is required as the illusion is fed from the mind of the caster.

 

 

 

 

 

Sinaria's Soundwaves of Power

 

Lady Sinaria Verilien, the Countesof High Sonden, has developed a series of spells based on the power of sound.

She is very proud of her work and teaches it in the Great School of Magic, although the higher leveled versions are only known to some Fleamish nobles.

Each spell has its own frequency and pitch but they all look like a cone of colored waves starting at the casters extended palm and ending at the spells range.

 

 

Sinaria's Soundwave of Power- Annoying Shriek

 

Level: 2

Range: 50' (16 meters)

Duration: 1 round per level

AoE: all creatures within a cone ending 20' across.

Save: no

 

This high pitched long disturbing sound will cause a lot of unease to all living things within range.

All within range will suffer -2 to attacks rolls for the spell duration.

Animals or monster with animal intelligence may become enraged or flee (DMs decision).

Spell casters need to perform an intelligence check in order to cast a spell successfully.

The same is required in order to maintain concentration.

 

 

Sinaria's Soundwave of Power- Stunning Boom

 

Level: 3

Range: 100' (30 meters)

Duration: instantaneous

AoE: all creatures within cone ending at 50' across

Save: spells at -2

 

This loud boom will cause 1d6 points of damage to all within range (no save) which will cause lost of concentration.

All within the AoE most also save versus spells at -2 penalty or be stunned unable to attack or move for 1d3 rounds.

 

 

Sinaria's Soundwave of Power- Combustion

 

Level: 3

Range: 50'

Duration: instantaneous

AoE: all wooden and flammable materials in a cone ending at 50'

 

This subsonic noise will cause all wooden or otherwise flammable objects to combust and burn. The fire thus created is normal and any creature in contact with it will suffer regular fire damage.

 

* As a fire elementalist Sinaria casts this version of the spell at level 2. To non-pyromancers this spell is cast at level 3.

 

 

Sinaria's Soundwave of Power- Shattering

 

Level: 4

Range: 50'

Duration: 1 round

AoE: one kind of material within cone ending at 50' across

 

When this spell is used the caster has to chose a frequency and pitch affecting one kind of non-magical material (glass, metal, stone etc').

All objects composed of this material within the cone of affect will be damaged to some extent. If the object is smaller then 10'x10'x10' it will shatter to pieces. If larger serious cracks will appear and the object will be very susceptible to damage.

Example- a brick wall may be cracked to an extent that one hit with a battering ram will break it.

This is extremely efficient against metal weapon carrying opponents.

 

Sinaria's Soundwave of Power- Disturbing Tune

 

Level: 5

Range: 100'

Duration: 5 rounds

AoE: all creatures within cone ending at 50' across

 

This repetitive 3-note melody can cause sentient beings to go insane.

All creatures in AoE must save versus spells or suffer the effects similar to a Confusion spell.

At the end of 5 rounds all effected creatures must make a wisdom check. If this fails the recipient suffers from minor insanity (the DM decides exactly what will happen) for 1d100 days.

 

*If you are using Geoff's insanity rules, this is a good opportunity to use them.

 

 

Sinaria's Soundwave of Power- Deafening Rumble

 

Level: 6

Range: 180' (60 meters)

Duration: special

AoE: a cone ending at 90' across

Save: spells at -2

 

This spell has similar effect to Sinaria's Soundwave of Power- Stunning Boom, except for these:

The damage taken is 1d20+10 (no save).

Those failing the save versus spells at -2 are not only stunned for 1d3 rounds but also become deaf for 1d20 days.

 

Sinaria's Soundwave of Power- Charming Melody

 

Level: 7

Range: 200' (70 meters)

Duration: special

AoE: all creatures within cone ending at 100' across

Save: spells at -2

 

This short beautiful sound will cause all within AoE to become charmed as in the Charm Monster spell. There is no limit on the amount of creatures being charmed. If cast on less than 3 creatures of the same race the recipients are penaltied with -3 to their saving throw.

 

Sinaria's Soundwave of Power- Earthquake

 

Level: 8

Range: 300' +10' per level

Duration: 1 round

AoE: an area of 300'x300'

Save: no

 

This subsonic noise is directed at the ground. This will cause a major earthquake at the AoE.

Buildings will crack and fall, caves will collapse and giant holes will open in the ground.

There is no save against this spell. The DM should decide on a case by case basis the damage caused to creatures and equipment.

 

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