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.
Dame Camille’s “S’occuper de Luop” (eye on wolf)
level: 2
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.
level: 8
range: 1km per level
duration: permanent
AoE: one square km (or mile) for every level of the caster.
save: none
Level: 1
Range: sight
Duration: 6 turns
AoE: all living humanoids in range
save: nil
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.
level: 7
range: touch
duration: permanent
AoE: one person
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.
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:
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.
This spell is dispelled normally.
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.
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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