Level 4 spells.
Range: 10 yards/level
Duration: 4 rounds
Casting Time: 2
Area of Effect: 40'-radius sphere
Saving Throw: Special
This spell extinguishes fire and prevents combustible materials from igniting. Normal fires get no saving throw to avoid the spell; blazing arrows, campfires, even burning trees or thatched roofs simply go out when firequench is cast. Magical fires get a save to resist the spell, as do the fiery powers of beings from the elemental plane of Fire and all creatures having a natural fire-related power, including fire resistance. Creatures get a normal save vs. spells; for magically induced fires, such as those making up the body of a fire elemental, roll 1d20; the result must be equal to or less than the spell level of the fire's cause for it to ignite or remain alight, or it fails or is extinguished (for this determination only, treat magical items as 6th level unless their powers are specifically stated it be other- wise). Note that fires causes by a fireball or similar spell or effect, once the spell or effect itself has ended or been removed, are considered to be normal fires.
This spell can be cast before anticipated fiery attacks reach an area, to prevent them taking effect. The area of effect is fixed once the spell is cast; it can't be moved or travel with the caster. (However, it is rumored that a sixth-level variant of the spell can do just that.)
The material component of firequench can be a piece of ice, a cupped handful of water, a pinch of sand, or a drop of the caster's spittle
Components: V, S.
Range: 60 yds +10yds./level.
Area of Effect: Up to two creatures.
This spell summons two teardrops of flesh-corrosive force that dart forth from the caster's hands to strike their targets unerringly. Each target must be a single creature that the caster can see and distinguish from others during casting, though a bolt will follow a fleeing target out of the caster's view. It will dodge around obstacles and other creatures, even those who move to intercept it. The caster cannot aim the bolt at specific body parts, areas, or carried items. Any being struck by an acid bolt suffers 4d4 points of damage. Undead and nonliving objects (even wood and cloth) are unaffected by an acid bolt.
Bands of ice
Range: 10 yards/level
Area of Effect: One Creature
When this spell is cast, the wizard is able to trap a chosen victim in thick bands of ice. The spell-caster can create bands sufficient to hold a creature 1' tall for every level that she possesses, e.g., a lOthlevel spell-caster may capture any being of 10' height or less. lf the affected being is very broad, such as an umber hulk, add 1' or 2' to its effective height for the purposes of determining who or what the wizard can capture.
The victim immediately receives a saving throw to determine the effectiveness of the bands of ice. lf the save is successful, the ice is brittle and easily broken, allowing the creature to escape in one combat round. Otherwise, the being is trapped for at least one turn. Once a turn has passed, the victim is allowed a bend bars/lift gates roll to determine if the ice has melted to the point where the creature can escape. If the roll is successful, the creature breaks free of the ice and is no longer effected by the spell. The normal duration of the bands of ice is two turns. If the spell is cast in a cold environment (40°F or lower), the duration is doubled to four turns, and if the surroundings are very cold (0°F or below), the duration is increased to six turns (one hour).
Applying a torch to the bands will shorten the duration by one round for each round that heat is applied. Magical fires such as a fireball will melt the ice, but the trapped being will be injured in the process.
Creatures trapped within the bands of ice suffer 1d6 points of frost damage each turn the ice encircles them. Cold-dwelling creatures do not receive any damage, while fire-dwelling beings suffer double damage. The extra damage suffered by heat-based creatures is offset by the monster's body heat, which will cause the ice to melt twice as fast, halving the spell's effective duration.
The material components for this spell are several chain links made of nickel, a piece of iron in the shape of a hoop, and a bit of snow.
Components: V, S, M
CT: 2 turns
Dur.: 1 hour/level
Area of Effect: Caster
Zala invented this spell after a vicious battle with a psionicist, to protect herself. When this spell is cast, a 2'-diameter amber-colored translucent sphere appears around the caster's head, serving as a barrier against all mind-affecting spells and psionic powers, but not illusions or Phenomena. While the amber-helm is in effect, no such spell works, nor does any psionic power requiring contact. Conversely, the wizard cannot affect anyone with his mental powers (if any) while the spell is in effect.
The amberhelm can be dispelled normally, but the only way a psionicist can destroy it is to expend a number of PSPs equal to half the wizard's hit points plus 1d20 points, then make a power check vs. Intelligence. If the check succeeds, the amberhelm is destroyed but feeds back its motive energies, zapping the psionicist for 3d10 hp damage, with no saving throw. The material components are an amber bead worth at least 200 gp, a silver piece, and a parrot feather; the components are consumed in the casting.
Components: V, S, M.
Dur: 7 rounds.
Area of Effect: See below.
By manipulating magnetic forces, the wizard creates a brief burst of magical force that impels all metal within 100 yards to fly away from the caster (except any metal he is carrying) at a rate of 10 yards per round, for seven rounds. Unlike mundane magnetic field,this force affects even nonferrous metals like gold and lead. The force ceases 100 yards from the caster, so someone 99 yards away would be pushed just 3'.
The force that propels the metal increases as the quantity of metal present increases. For example, a wizard carrying a pouch of 20 sp could prevent himself and his money from being dragged away but a warrior in full plate would be help- less to save himself, and would be flung back. Anyone carrying more than one pound of metal must make a Strength check (with a -1 penalty per pound of metal carried) or be inexorably pushed away from the caster. One check may be made per round, and a roll of 5 or more above what is needed indicates that the person may move toward the spellcaster if he so wishes. Alternatively, the metal item or items (a sword, for instance) could be dropped or detached and allowed to fly away.
The material components are three small iron bars and a gold piece that has been cut in half with a magical sword or dagger.
CT: 4 segments
AE: One creature
Explanation/Description: This spell allows the caster to transfer some of his life-force to another creature. When cast, the spell transfers 1 hp/level of the caster to the target creature, plus an additional 1-4 hp. The hit points are added to the target's current hit-point total and deducted from the spell-caster's. Thus, a 7th-level magic-user can transfer 8-11 hp from himself to another creature. The caster can transfer only as many hit points as he currently has; if he purposefully or accidentally transfers more, his current hit-point total plus 1-4 hp are transferred to the target, while that amount is subtracted from the caster's total (and the caster begins to die). The target creature cannot gain more hit points than its full normal total; such extra hit points are merely lost. The magic-user's hit-point losses can be regained by normal healing or magic.
After the transfer is complete, the magic-user loses four points of constitution temporarily; each point may be recovered by six turns of rest. If the caster's constitution drops below 3, unconsciousness results and full constitution is not regained for 24 hours. The material component of this spell is a glass tube filled with the caster's blood, which disappears when the spell is cast.
CT: 5 rounds
AE: Creature touched
Explanation/Description: The empath spell enables the caster to transfer a certain loss in hit points from another creature to himself, thus curing the recipient. Up to 2 hp per level of the spell-caster may be transferred, so a 10th-level magic-user could cure his friend of a 20-hp wound (but the magic-user will then take 20 hp in damage himself). The hit-point loss could have originally resulted from physical attacks, certain poisons, spell effects, diseases, or curses (except those that cannot be removed by remove curse). This spell cannot restore amputated limbs, drained life levels, or death. It also cannot undo any continuously acting poison or disease, so the spell only temporarily reverses such harm, which will then continue to affect the victim. If the caster is brought below zero hit points by use of empath, he begins to die. No effect results from casting empath on the deceased character.
The material components of this spell are hair and blood from both the recipient and the caster, two newt eyes, and two wolf teeth (each from a different animal). The components disappear in the casting of the spell.
Arnvid's Unseen Limb(Conjuration/Summoning)Level: 4
CT: 1 round
Duration: 6 turns/lvl.
AE: Creature touched
Explanation/Description: When Arnvid's unseen limb is cast, the magic-user causes an invisible limb (arm, hand, leg, or foot) to come into being. This limb may replace a missing limb, or it may be used to create an extra one.The invisible limb functions exactly as a normal limb, except that, at the option of the recipient of the spell, parts of it may become immaterial so as to pass through solid objects. For example, the limb could be used to uncork a potion inside a closed chest and dump the bottle out, but it could not remove the potion from the chest. The limb has normal touch sensations. It may be used to wield a weapon only if the limb is replacing a missing arm or hand. The limb bestows no extra senses other than touch, so it cannot be used, for example, to add a second shield arm in the middle of the recipient's back. The invisible limb has no hit points or armor class as such, and it cannot be harmed unless it is dispelled.
The material component of the spell is the tail of a lizard (any type that regenerates lost body parts). This is touched to the place on the body where the limb is to be restored.
Effect: 1 spell
Created by the Thyatian research mage Eboram Deionychus, after reading an account by a
group of adventurers who fought Landryn Teriak, the Wraith Lord. He was particularly
interested in Teriak's innate ability to confer the power to cast a spell on other
creatures, and determined to devise a metamagic capable of achieving a similar effect. The
result, after years of work, was
the group of spells known as Eboram's Conferral. Each spell (which must be learnt separately) can confer the ability to generate a single casting of a particular spell of level 1-3 upon a living being of greater than animal intelligence. The spells are named according to the magic they confer, such as "Eboram's Conferral: Magic Missile" or "Eboram's Conferral: Fireball" - a mage memorising a Conferral does not need to know the spell referred to, as the magic is contained within the formula of the metamagic. A conferred spell will remain dormant until activated by the recipient, either by a keyword or by an act of will, depending on the casting mage's desire - the former is a better choice, if the recipient is to carry more than one spell. There is no limit to the number of Conferrals a single being can receive; A guard could carry multiple Lightning Bolts, for example, or a messenger could hold a Fly, an Invisibility and a Charm Person. Once cast, the spell is gone, as if cast by a mage. All spells function as if cast by a 6th-level mage, whatever the true level of the caster. Note: any Conferrals unused by the time the Day of
Dread comes around will fade away harmlessly.
Effect: 1 spell, 1 target
This nasty Metamagic was based on the "Eboram's Conferral" series of spells. Robyn Simerius was a Thyatian mage of Hinterlander descent, and a close comrade of Eboram before the war with Alphatia - in fact, they had once been lovers. Unbeknownst to Eboram, Robyn was secretly in the employ of the Alphatian military, one of several sleeper agents recruited years before. She had free access to the trusting, naive Eboram's research notes, and realised the incredible military advantage an army of mundanes with Conferred spells on them would provide - effectively, Thyatis would have legions of sword-wielding, armour-wearing wizards at their disposal - if this information reached the Thyatian government. While Eboram perfected his research, she adapted it, creating a magical trap. The Robyn's Insurance series of spells cover the same range of spell effects, conferred upon a living being. However, the recipient of a Robyn's Insurance spell has no control over its release; the spell is triggered either by an act of will from the caster, or by the recipient performing a certain action or series of actions. Once the spell is triggered, the spell takes effect (with no saving throw) on the carrier. Such a spell is usually damage-causing (Eboram was himself the victim of a "Robyn's Insurance: Fireball" spell, triggered when he attempted to stop her from escaping his workshop), but can be a harmless or even useful spell (for instance, a "Robyn's Insurance: Levitation" spell, triggered if the carrier falls more than 10 feet). Each Insurance spell can have only one automatic trigger, but like Conferrals, a victim can have any number of Insurances cast upon them. Example: Every new apprentice of the paranoid mage Arianus has the following Insurance spells cast upon them: Hold Person (if they try to enter his library unaccompanied), Sleep (if they try to read any of his spellbooks), and Fireball (if they ever try to speak his name outside his tower). After Robyn's escape to Alphatia, she sold the formulae for her spells to allow her to buy land and materials for a new tower of her own. The various Insurance spells were coming into regular use in Alphatia before the Wrath of the Immortals; following the transfer of the continent to the Hollow World, only a few mages, in Belissaria and elsewhere, retain knowledge of them on the outer world.
Songs of Life (bardic spell).
Effect: 1 song
This is a metamagic, a spell which includes any number of sub-spells. Songs of Life are songs, or pieces of music, which incorporate some form of spell effect in their structure. When creating a spell using this metamagic, the caster may either select a normal Magic-User spell effect (that he knows) of level 1 -3, or research a unique effect of his own (see the Rules Cyclopedia chapter on researching new spells). The spell is bound up with one particular song or tune, which may be memorised by any musical spellcaster as a 4th-level spell. The Spellsong is cast as normal.
Most Songs of Life are designed to be played on a specific instrument, and may or may not include vocals. A variant version must be designed is a different instrument is used, although this takes one quarter of the time and cost of originally creating the Spellsong.
Example Songs of Life are as follows:
- The Lover Who's Faithful and True - this country ballad, played on a violin and sung, casts a Charm Person effect on one member of the opposite sex to the musician. The duration and other effects are otherwise normal. The song must be played for 1 Turn to activate the magic.
- A Cloak of Shadows - this disturbing tune, played on a flute, causes the caster, or one person or object within 10' of the caster, to become Invisible. The effect is permanent until broken, as normal. The song must be played for 2 Turns to activate the magic.
- The Faery Ring - this haunting melody, played on a lap harp (or any kind of harp) and sung, causes one person (other than the caster) within 20' to Levitate, as per the spell. The target Levitates under the control of the caster. The effect lasts for upto 1 Turn, and requires the caster to play continuously to maintain it.
Kromyn's Creeping Darkness
Effect: creates an area of darkness
This variant form of the Continual Darkness spell was created by the Wizard Kromyn to facilitate the breeding and rearing of light-sensitive species above ground. The original intention was to create an area of Darkness which was twice the normal diameter; as was often the case with Kromyn's creations, the spell far exceeded his expectations.
The area affected by Kromyn's Creeping Darkness grows continuously, if not dispelled; the growth is slow (roughly 1' additional diameter per week), but inexorable. A Continual Light spell, cast upon the Creeping Darkness, will only cancel a portion of it equal to half the Continual Light's normal diameter; a Dispel Magic will disrupt an amount of Creeping Darkness equal to the full Continual Light diameter. If any Creeping Darkness remains undispelled, however, it will eventually grow back to fill the empty area.
Kromyn's experiments using this spell were carried out on a small, unnamed island located far to the South-West of Belissaria; in the centuries following his "death", the Creeping Darkness has spread to encompass both the entire island and a few miles of surrounding ocean. The island, known by a few Alphatian Sages as "Umbra Isle", is home to several darkness-dwelling species of animals, as well as a pale-skinned, dark-adapted subspecies of the orcish Kara-Kara race, called the Umba-Kara, or "People of the Dark".