Inventory
Return to the Main Shop
Rods
Scrolls (Spells)
Addled
[Top]
Enchantment
Level: Sor/Wiz 4
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
An orange ray lances from your fingertip. Your
PC must succeed at a ranged touch attack to strike an opponent. The opponent
losses the lowest 1d4 spells or spells-slots for the day. For each
spell/spell slot lost the target takes 4 points of damage.
Focus: A burnt spellbook.
Anthalus's Final Warning (Contributed by Sourcemaster2)
[Top]
Transmutation
Level: Sor/Wiz 9
Components: V, S, M
Casting Time: 1 standard action
Range: 1 target per 3 levels
Duration: 1
round per level unless discharged
Spell Resistance:
Yes
(initial casting only)
This powerful spell was written by Terrail's current Archmage, Anthalus
Wyrdcrier. When cast, it causes the targets to glow with green light,
similar to the faerie fire spell. If the caster speaks a certain word
(decided upon casting) the spell truly activates, disintegrating everyone
caught by the initial casting. This dweomer is used as a potent threat,
because once someone is illuminated by is, they can be slain at will.
Material Component: Emerald dust worth at least
1,000 gp.
Blind Seer
(Contributed by Bookwyrm)
[Top]
Divination
Level: Sor/Wiz 6
Components: V, S, F
Casting Time: 1 full round
Range: Touch
Target: You
Duration: 10 minutes per caster level
After casting this spell,
your character is blind for the duration of the spell, or until it is
dispelled. It cannot be dismissed, but dispel magic cast by the same
character always succeeds in dispelling its effects.
1 round after casting the spell, your
character's senses begin expanding outward at a rate of 10 feet per round,
until reaching the full extent of the spell at 60 feet. In this area, the
character can sense exactly where solid objects are, even if he or she would
not be able to see them visually (for instance, behind the caster, behind
another object, or masked by an illusion spell that has no tactile aspect).
The character cannot be flanked, or affected by gaze attacks or any spells
that attack sight (blindness, flare, etc.).
The spell can only sense surfaces, and cannot
sense beyond anything that would stop an object (though it can go around
objects so long as the distance does not exceed the maximum). Glass is
opaque to the caster, liquids and gas are undetectable, unraised writing
cannot be read, colors cannot be seen. After the spell is ended, the caster
is still blind for 1/10th the time spent under the spell's influence.
Focus: A blindfold, tied over the
caster's eyes. (The blindfold may be removed after casting the spell.)
Call
of the Archmage (Contributed by Darkheyr)
[Top]
Conjuration
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 full round
Range: Same plane
Area: 1 familiar creature
Duration: Instantaneous
Saving Throw: Must be willing
Spell Resistance: N/A
The caster may specify one being on the same plane,
and can teleport said being to any spot within 30ft. of himself. The spell's
target learns the casters identity and must be willing for the spell to
function.
Camouflage
(Contributed by Bookwyrm)
[Top]
Illusion [Glamor]
Level: Brd 1, Drd 1, Sor/Wiz 1, Assassin
1, Harper Scout 1
Components: S
Casting Time: 1 action/1 round [see
text]
Range: Touch
Target: You
Duration: 10 minutes per level
Upon completion of the spell, the caster is
enshrouded in the likeness of a close-by inanimate object. This is a
full-round action if the caster chooses the object; otherwise the illusion
is random. The object emulated must be within five feet, and within one size
category smaller, or two sizes larger, than the caster.
The image is not an exact copy, so an unwary
observer is not alerted by two identical objects (such as two trees with
exactly the same patterns). A successful Spot check (DC 18) can alert the
observer to some subtle strangeness to the way the object is situated. If
the observer is familiar with that area, the DC is only 10. Intimate
familiarity lowers the DC to a mere 5; this low DC is also applicable if the
object copied is not one likely to have a double near by. (Such as two
campfires, two desks, two statues.)
The caster needs no special mental image of the
illusion, thus making this a good choice for a sudden need for concealment;
it is also a good way to stage an ambush. The illusion is also not
detectable by see invisibility, but the caster must remain in place
or the illusion fails. Sudden movements or any change of position relative
to the original object dispels it. Spellcasting is still possible (even with
spells that would end an invisibility spell, though spells with an
obvious source will give away the caster's position as normal).
Coldburst Sphere
[Top]
Evocation [Cold]
Level: Sor/Wiz 6, Clr 6
Components: V, S, M/DF
Casting Time: 1 action
Range: Long (200ft+40ft/level)
Area: 10ft/level-radius burst
Duration: Instantenous
Saving Throw: Reflex half
Spell Resistance: Yes
Coldburst Sphere generates a sphere of freezing
cold ice surrounded by a swirling cloud of chilled mist. The sphere will
explode quietly from a preselected point of your choosing. All creatures in
the area of the sphere are dealt 5d6 points of cold damage. A successful PC
Reflex save results in half damage.
Material Component: a shard of ice, recently
frozen
Dead Man
Floating (Contributed by Darkheyr)
[Top]
Necromancy
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 round
Range: Personal
Target: Caster
Duration: 10 minutes/level
The casters skin pales and feels cold to the touch,
her eyes turn black. Her feet lift of the ground, hovering at a height of
about six inches, and her breathing stops.
The caster gains the following benefits from this
spell:
- See invisible
- Feather Fall
- Always hovering at a height of 6"
- No need to breath
The caster can still move at his normal speed or run.
Dead Men
Floating (Contributed by Darkheyr)
[Top]
Necromancy
Level: Sor/Wiz 7
Components: V, S
Casting Time: 1 round
Range: Touch
Target: 1 living creature/level
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
As Dead Man Floating, but affecting up to 1
target/level
Delayed Shatter
(Contributed by Nightelf)
[Top]
Evocation [Sonic]
Level: Brd 5, Chaos 5, Clr 5,
Destruction 5, Sor/Wiz 5
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Close (30 ft. + 10 ft./level)
Area or Target: One solid object
Duration: Up to 5 rounds
Saving Throw: Will negates
Spell Resistance: Yes
Delayed Shatter creates a loud, ringing
noise that breaks brittle, non magical objects up to 5 rounds after being
cast upon the object. This spell can only be cast on objects and is not an
area effect spell.
Arcane Material Component: A 20cm in
area piece of mica
Detect Mage
(Contributed by Sourcemaster2)
[Top]
Divination
Level: Sor/Wiz 1
Components: V,M
Casting Time: 1 Standard Action
Range: Close (25 ft + 5 ft/2 levels
Duration: Concentration, up to 5 min/level
Spell Resistance: No
Detect Mage is a minor but useful bit of magic.
It was developed by the Mage Lords of Terrail for use by the administrators
of the city. As only wizards can become citizens, this spell allows quick
and simple testing for arcane magic. When cast, the spell enables the caster
to immediately find out if a humanoid has any arcane spells available. This
includes remaining spells of sorcerers, as well as a wizard's memorized
spells, though it is completely unable to discern divine magic.
Material Component: A bit of hair from an
arcane spellcaster
Detect Metal
(Contributed by
Bookwyrm)
[Top]
Divination
Level: Brd 3, Clr 3, Drd 2, Sor/Wiz 3,
Assassin 2
Components: V, S
Casting Time: 1 action
Range: 60 feet
Area: Quarter circle emanating from you
to the extreme of the range
Duration: Concentration, up to one
minute per level (D)
Your character detects metal of any within
range. The amount of information revealed depends on the amount of time
spent studying a particular object or group of objects:
First round: Presence or absence of
metal.
Second round: Number and size of
metallic objects, vague locations thereof.
Third round: Shape of objects, exact
locations, type of metal.
This spell does not reveal what the metallic
object is used for, though after three rounds of study, the caster knows the
exact shape of the object and thus can guess superficial functions. (A
blade, a hair pin, a belt buckle.) The spell is blocked by 3 feet of dirt
and/or wood, 1 foot of stone, or the surface of any metal. (The spell cannot
detect metal under metal, such as a knife concealed under metal armor, or
coins in a metal chest.) If the metal has magical properties, they are not
revealed.
Discern Destination
(Contributed by Darkheyr)
[Top]
Divination
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Duration: See text
Saving Throw: Will negates
Spell Resistance: No
If cast less or up to one round after a
teleportation effect occurred within the spells given range, the caster
learns the exact destination of the effect unless the teleporter succeeds at
a will save. If he decides to teleport to the learned location, it is
considered "Studied carefully" for the next hour.
Dreadnought of Bone
[Top]
Necromancy
Level: Clr 9, Sor/Wiz 9
Components: V, S, M, F
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Combines the bodies of smaller
undead into one, huge undead.
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Dreadnought of Bone creates a large, undead
creature by melding together many smaller undead under the casters command.
To create a Dreadnought of Bone, the caster needs to have 14 HD of corporeal
undead, that are under his command, within range. The affected undead will
come together and begin to fall apart. Once all the affected undead have
fallen apart (takes 1 round from the time of casting), they will begin to
assemble themselves into one, huge creature. During the assembly process,
the Dreadnought is still vulnerable to attack. It takes one round for the
Dreadnought to assemble, during which it doesn't benefit from it's natural
armor. After the Dreadnought has been assembled (which is 2 rounds after the
casting of the spell), it will gain its normal natural armor. The
Dreadnought will be under the casters command and will still count as 14 HD
of undead for the purpose of commanding undead.
Material Component: The bones of the
affected undead.
Focus: The skull of a Huge creature.
Dull
the Scimitar
[Top]
Alteration
Level: Sor/Wiz 2
Components: V, S, F
Casting Time: 1 standard action
Range: 30 foot radius
Area: All scimitars within radius
Duration: 1 round/level
Saving Throw: Half
Spell Resistance: No
This spell, developed by the Tsnng for use against the Sis'Mic in battle,
causes the minerals found within the blade of a scimitar to lose their
cohesive properties, dulling the edge. A successful save by the wielder
reduces scimitar damage by one die increment (d8 to d6), while a failed save
reduces it by two (d8 to d4). The Tsnng prefer to use this spell at the
beginning of battle, and force their enemies to rely on their natural
weapons - if any.
Arcane Focus: A piece of steel from a scimitar blade.
A little info on
the Tsnng -
quote:
We are born
of the fabric structure of reality, energy within stone. We are solid and
yet supple, living and yet eternal, we are life, as it is not found in other
places. No conglomerates of mineral are we, but whole creatures, and the
rightful rulers of the fullest reality imaginable. Therefore, we shall
establish ourselves as masters over all in time, with one vision, the vision
we discern in the heart of the crystal, in the heart of what we ourselves
are. All others possibilities are nothing more than fractured gems, to be
swept away and discarded.
- The translation of a Tsnng speech, given before the cabal massacred a
group of dwarf miners.
Echoing Call III
(Contributed by
Knightcrawler)
[Top]
Conjuration (Summoning, Hanging)
Level: Sor/Wiz 9
Components: V,S
Casting Time: Special
Range: Special
Duration: 3 rounds (see text)
Spell Resistance: No
The word that activates this hanging spell is
added when you cast a summon monster I,II,III,IV, or V spell. This
does not significantly alter the spell's casting time. The summon monster
spell occurs normally, summoning what you desire from the appropriate
choice. Echoing call does not apparently do anything until your turn
comes up the round after you complete the summon monster spell. Then,
the same type of creature(s) summoned appear again anywhere you wish within
30 feet. The same thing happens the next round and the one after that,
essentially quadrupling the power of the original summon monster
spell.
XP Cost: 300.
NOTE: This spell is from Mongoose Publishings
Encyclopaedia Arcana: Conjuration.
Engulfing Darkness
(Contributed by Darkheyr)
[Top]
Necromancy
Level: Sor/Wiz 6
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: 1 creature
Duration: 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: Yes
The target is surrounded by a dark shroud of
negative energy. If it fails a fortitude save, it will take 1d4+4 negative
energy damage each round the spell remains active. In addition, the light
conditions decrease greatly, reducing visibility to 10 ft. into any
direction.
The spell heals undead rather than damaging them,
and does not affect constructs.
Fluffy
white Rabbit with SHARP POINTED TEETH!
(Contributed by
Malanthius)
[Top]
As Malanthius
ponders the indecipherable tome of bark, Another Malanthius materializes
behind him. The newer version glances at a strange glowing hourglass in his
hands, nodding. Putting it away, he quickly opens a dimension door and
tosses the original through it, tome and all saying
"I always
did wonder how that happened to me..."
Noticing the surprised look on the Sages face,
he quickly explains
"Oh do
relax, it was completely self inflicted. Doesn't count and all that. Now I
know that you haven't quite gotten the pet shop up and running yet (but be
assured you will old friend) I thought I might bring a rather harmless
fellow to get you started..."
As he speaks he withdraws a small cage from within his robes containing what
appears to be a fluffy white rabbit.
"Quite harmless , er, provided of
course you don't let him out of the obdurium cage, and um, well, you do keep
lots of carrots handy don't you?"
The tall practitioner takes a quick glance at the hourglass "Oh
dear, I'm going to be late, or is it early? Anyway I simply must remember to
have the instruction manual for sale if and when he takes this blasted
device off me. This is starting to become really confusing..."
Saying this, he quickly dives through a nearby wall that seemed solid enough
a minute ago. In his wake, a single page of paper flutters across the room
and down onto the sages desk.
Fluffy white Rabbit with SHARP POINTED TEETH
!
Tiny Magical Beast
Hit Dice 25d10+ 250
Initiative: +15(+11 Dex,+4 improved initiative)
speed: 50 ft
AC:34 (+2 size,+11 Dex,+20 natural)
Attacks: Bite +26 melee
Damage: Bite 3d10+5
Face/Reach: 2 1/2 ft,by 2 1/2 ft./0 ft.
Special Attacks: Improved Grab
Special Qualities: Damage reduction
18/+3,immunities, regeneration 30,scent,blindsight,Fast Healing 6,SR 22
Saves: Fort +31,Ref +34, will +15
Abilities: Str 20,Dex34,Con 30,Int 3,Wis 9, Cha
10
Skills: Listen +11, Spot +15
Feats: Blind Fight, Dodge, Improved Initiative,
Iron will
Climate/Terrain: Any land
Organization: solitary
Challenge Level: 16
Treasure: none
Alignment: Always chaotic evil (honest)
Advancement: Are you out of your mind?!!!
The one of a kind (we hope) Fluffy white Rabbit
With SHARP POINTED TEETH (!!!) is a creature of legend (or at least
incredibly exaggerated rumor told by drunken grail knights) that while it's
origins remain mysterious, most agree, this isn't your ordinary rabbit.
Although any holy warrior can easily detect the insidious nature of this
creature (it's EVIL! EVIL I TELL YOU!) the rabbit seems to remain docile
unless provoked or it runs out of it's supply of carrots. If provoked it
goes on a killing rampage in an area of 1d20 miles.
Forceblast
(Contributed by Darkheyr)
[Top]
Evocation [Force]
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 action
Range: 60 ft.
Area: 60 ft. line
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
Everything in the path of the Forceblast takes 1d6
bludgeoning damage per caster level, to a max of 10d6. The blast effect is
treated as a bull rush from a Large creature with a strength of 24.
Glimmer
[Top]
Abjuration
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 minute
Range: Personal
Duration: 1 hour or until dispelled/discharged
Saving Throw: None
Spell Resistance: None
This spell causes the fields of probability
to off-balance around the caster. This has the result of protecting the
caster from attacks. Any one opponent who attempts to target the caster for
an attack is penalized by a 25% chance of missing when attacking. Once the
attack has been made, whether successful or not, the spell is then
discharged.
All non-targeted attacks penalized by the
chance to miss upon the bearer suffer a 1 hp per die of damage reduction.
This also results in the discharging of the spell as above.
Material Component: a probability cube
Immobilize
(Contributed by Darkheyr)
[Top]
Enchantment
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: 1 creature
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
The target creature is rendered utterly immobile. It
can still attack, cast spells or perform any other action, as long as it
does not involve moving. It is, essentially, rooted to the ground it is
standing upon. Flying creatures are held in mid-air instead, but do not fall
down.
Impermanency
(Contributed by Malanthius)
[Top]
However much the
Historians of Waterdeep may quarrel over the order of and causes of events
in Faerūn, they do agree on one thing. The Realms would have been a much
safer place by far if Ralphos Neydeer had been allowed to be a druid.
Ralphos was the third son of a relatively
obscure noble family of Waterdeep, who possessing neither the strength nor
the wisdom of his elder brothers, was sent for schooling at the Watchful
Order of Magists and Protectors.
As a child, Ralphos had always loved spending
time in the garden with his mother, or running through the fields and
forests of his family's various estates. Because of this and in spite of his
father and brother's attempts to alter him, Ralphos possessed an almost
fanatical love of nature.
Truth be told Ralphos was always an exceptional
student, far outpacing his peers. The problem was with his mindset, and his
discovery of a relatively common spell that upset him to no end.
What upset his teachers was the ridiculous
nature of his questions: But what happens to the grass and trees if you
unleash a fire ball? Where do the summon creatures come from? Who will
protect their young whilst you kidnap them?! And so on and so forth.
For all of his strange outlook on life, Ralphos
was loyal to his family, and slowly forced himself to endure the teaching of
the Masters of the Watchful Order. Until one final spell caused him to break
all ties with it.
In his class on the creation of magic items,
the instructor began speaking of the common incantation Permanency,
explaining how it could make an enchantment on a give item last "forever" or
until dispelled. Getting into the subject he went on to tell how it had been
used to permanently alter vast stretches of land in the past with various
spells.
Noticing a shocked
look on one of his students faces, the instructor stopped and asked "Ralphos?
Whatever's the matter boy?"
Ralphos answered a
question with a question
"Sir, you mean to say these
enchantments never degrade, never return things to the way they were before
these foul magics altered them?!"
This was the final insult to Ralphos, to do
such a thing to nature, permanently? It could not be allowed. He went to the
heads of the order, asking that the permanency spell be banned, that all
items be altered so they would naturally degrade over time and no longer
clutter the world with their presence.
After they stopped laughing, and realized
Ralphos was serious, they kicked him out of the order for lunacy.
Working in private to stop this outrage,
Ralphos created the following spell.
Impermanency
Universal
Level: Sor/Wiz 6
Components: V, S, XP
Casting Time: 2 rounds
Range: See text
Target, Effect, Or area: see text
Duration: as defined by the caster: see
text
Saving throw: None
Spell Resistance: No
This spell makes certain other spells last for
a duration as defined by the caster which can vary from seconds to years.
Depending on the spell you must be at least a minimum level and must expend
a number of XP equal to half that as Permanency. Acts as permanency in all
other respects.
Jorlan's Depilatory
(Contributed by Bookwyrm)
[Top]
Transmutation
Level: Brd 0, Sor/Wiz 0
Components: VSF
Casting Time: 1 action
Range: Touch
Target: Caster's hand
Duration: Concentration
Saving Throw: None (harmless)
Spell Resistance: None
The caster of this spell can instantly remove
any hair he or she touches with a hand, leaving the spot as bald as though
the hair had never been there. The hair simply falls off; in this way, the
time spent in the act of shaving is drastically cut. A simple sweep of a
hand and all is done. However, the hair is not actually removed, though it
can take longer than usual to grow back. This spell works on any creature,
but of course only affects those with actual hair.
The creator of this spell was a minor wizard
named Jorlan. He had a rare blood disorder: if he was cut, his blood
wouldn't clot. Only a cleric's styptic spell would stop it, short of
bandaging the cut and waiting until the skin healed itself.
Jorlan was therefore quite careful around
blades, though not paranoid. He got along quite well, in fact, save for one
problem: he hated growing a beard. Even when he grew it to a length where he
could trim it without risk, it still itched horribly. A few times, he
attempted to shave it off, but each time he tried, he would always cut his
skin.
He actually trained to be a wizard solely for
the intention of gaining a spell like this. When told there was none, he
vowed to learn how to craft his own spells. All his friends thought he was
wasting his time on something so trivial, but Jorlan did not care. He wanted
to get rid of the annoying, itchy, ugly beard.
Incidentally, he died as beardless as a child.
Kaupaer's Overactive Nerves
(Contributed by Bookwyrm)
[Top]
Transmutation
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 action
Range: Touch
Target: One creature touched
Duration: 10 minutes per level
Saving Throw: None (harmless)
Spell Resistance: Yes
As Kaupaer's Skittish Nerves, but
longer, and adds the following: +2 dodge bonus to AC, and +2 enhancement
bonus to Listen and Spot.
The subject becomes jumpy, reacting to every
little sight or sound as if it were in constant danger, and so is under a -2
penalty to appearance-based checks, especially Diplomacy. This affects the
subject's companions as well, and they are forced to take a -1 penalty to
Diplomacy checks if their jittery friend is with them.
Kinetic shield
(Contributed by Bookwyrm)
[Top]
Abjuration
Level: Sor/Wiz 5
Components: V, S, F
Casting Time: 1 action
Range: Touch
Target: You
Duration: 24 hours or until discharged
As energy buffer, but absorbs force
damage instead. This includes all subdual damage, damage from a non-piercing
projectile or a bull rush, or even from a fall.
Focus: a small metal replica of a shield, worth
at least 50 gp.
Know Duration
(Contributed by Sourcemaster2)
[Top]
Divination
Level: Sor/Wiz 1
Components: V,S
Casting Time: 1 Standard Action
Range: Personal
Duration: Special
Spell Resistance: No
This spell is the friend of any mage who's had
his fly spell fail hundreds of feet above ground, or lost his mage armor in
the midst of battle. When cast, Know Duration makes the caster aware of the
remaining duration of any spells cast before it was cast. The mage knows
exactly how much time his spells have left, and feels them end. Know
duration lasts as long as the spells cast before it do, though it does not
detect spells of a permanent or instantaneous duration.
Longstrider, Mass
(Contributed by Aman the Rejected)
[Top]
Transmutation
Level: Drd 3, Rgr 2, Travel 2
Components: V, S, M
Casting Time: 1 full round
Range: Close (25 ft. + 5 ft./2 levels)
Target: You and an additional 1 creature/2
levels.
Duration: 1 hour/level (D)
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes
This spell affects your and other affected
creatures' base land speed by 10ft/5 levels. (This adjustment counts as an
enhancement bonus). It has no effect on other modes of movement, such as
burrow, climb, fly or swim.
Material Component: A pinch of dirt and a piece
of hoof or claw of a land bound creature
(such as a deer or cheetah).
Malanthius' Timeless Hour Glass
(Contributed by Malanthius)
[Top]
Upon
closer inspection of the piece of paper, the Sage notices there is actually
a second piece practically stuck to the first with the odd title of 'Insstrukshun
Manul'
Malanthius' Timeless Hour Glass
Usable by: Anyone that it's given to
(can't use it if you stole it!)
Prerequisites: Must be an inhabitant of
the Time stream
Weight: N/A
Market price: Debatable.
Description: This strange device appears
to the casual observer as a small hour glass filled with sands of various
semi-luminescent colors. It appears to be carved from ivory and has strange
engravings that while obviously magical in nature, are not arcane writing.
Upon closer inspection, it becomes apparent that not only the sands shift in
color as they pass through the hourglass, but the engraving changes from
moment to moment as well.
The true origins of this device are
unsurprisingly (considering it's nature) lost to time. It's named after the
only one in a very long line of fools to perhaps at least survive 'owning'
this strange artifact. It's abilities are as follows:
(Author's note: most of the information
following can be referenced in the Netbook of time)
-
Paradox, Paradoctored: Anyone who comes into
the possession of the hourglass is effectively rendered immune to chronal
erasure, (ie, if someone traveled back in their past and killed their
grandfather before he had kids, then traveled back, the possessor would
still be there) and any effects of aging spells (but still ages normally,
and stat changes will still accrue).
-
Cosmic Mistake: once every 1d4 days, the
artifact will attempt to grant the most prevalent desire of the possessor
(conscious or subconscious) through altering reality (as wish), this
effect is completely beyond the possessors control, but possessor gets a
will saving through (23) to get what they think they desire.
-
*Insane examination: The possessor can learn
of the other abilities of the hourglass through 2d10 non-continuous hours
of examination per ability. (non-continuous meaning that he or she cannot
examine the engravings for more than an hour at a given time to gain any
useful impression from it. Smaller increments than one hour will
accumulate as normal).
*abilities achievable through insane
examination:
-
Semi-cosmic awareness: possessor can
attempt to scry backward, forward and sideways through time and planes
to detect a cosmic turning point, a place where events hinge on almost
one event.
-
Chronal dance: Possessor gains ability to
semi-randomly travel through time (backward or forward with a 1d10
chance of winding up within 100 years range)
The hourglass probably has other abilities
than those listed here, but I'll leave that to some other idiot to discover!
Mental Shock
(Contributed by Darkheyr)
[Top]
Enchantment [Mind-Affecting]
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Area: 20 ft. burst
Duration: Instantaneous
Saving Throw: Will half
Spell Resistance: Yes
This spell was developed after some frustrating
rogues which proved to be nigh invincible to regular evocation spells. Since
some of them even resisted Shianas Hold Person spells due to potions of
Freedom of Movement, she quickly developed a new dweomer, which directly
struck at the mind of the affected creatures - essentially causing a huge
headache, dealing 1d6/level points of damage - halved by a successful will
save. Sadly, this also brings some drawbacks, for example undeads and
constructs being utterly immune against this spell, not to mention
applicable spell resistance.
Merge with Shadows
[Top]
Illusion (Shadow)
Level: Sor/Wiz 3, Sha 2
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: Caster
Duration: 1 minute/ level
You draw shadow stuff to your self giving you
the fallowing ability. In conditions other than full daylight, you can wrap
your self in shadows, giving you concealment. Attacks against a creature
with concealment suffer a 20% miss chance (see the Chapter 8: Combat in the
Player's Handbook for more information on concealment). Artificial
illumination, even a light or continual flame spell, does not negate this
ability. A daylight spell, however, will.
Planar Knowledge
[Top]
Divination
Level: Brd 0, Sor/Wiz 0
Components: S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level or until
discharged
Saving Throw: No
Spell Resistance: No
This spell grants the caster a minor glimpse
into an indirect piece of knowledge that deals with the planes in some way
(at the DM's discretion). The caster will then gain a +2 insight bonus to
his next Knowledge (The Planes) check.
Protection From Draining
[Top]
Abjuration
Level: Clr 4, Drd 4, Sor/Wiz 4
Components: V, S, M
Casting Time: 1 action
Range: Touch
Effect: Target becomes resistant to
Ability loss and Energy Drain.
Duration: 1 hour / level or until used
Saving Throw: Will negates (Harmless)
Spell Resistance: Yes (Harmless)
The target of Protection From Draining is
warded from effects and spells that cause Ability Score loss or drain.
Protection From Draining has a number of charges equal to the caster's level
x 2. By expending one charge, the target can negate one point of Ability
Score loss. By expending three charges, the target can negate on point of
Energy Drain. Every time the target is subject to an attack that causes
Ability Score Loss or Energy Drain, it is the target's choice if he wants to
expend charges to prevent the Ability Score Loss or Energy Drain. The target
can prevent an infinite number of such attacks each round as a free action,
as long as Protection From Draining has sufficient charges.
Once the spell runs out of charges, it ends.
Material Component: A diminutive, silver
shield (worth 5 gp.).
'Rahsim's Summoning
Scroll of the Black Guardian'
(Contributed by Cardinal Deimos)
[Top]
Spell Level: 9
Components: V,S,F
Casting time: 4 turns
Range: Medium ( 100ft+10ft/level)
Area: Can Vary to caster (no more than 100ft
cube)
Duration: Permanent
Saving Throw: See text
Spell Resistance: No
Rahsim Caval was an insane Cleric who refused
to bow to the regular powers of Toril on a whole. Instead he made trips to
Sigil to study the Lady of Pain; The Keeper, he believed, of powers beyond
the Veil of Reality. It is unknown whether he was correct or not, but what
was known was that a set of four of these scrolls were penned by Rahsim,
himself. Each Scroll Calls upon a different 'Black Guardian' although these
guardians are oddly not black, but Green, Red, Blue and Purple.
Although the Scrolls cannot be rewritten to a
spell book, or added to a Cleric's requested spells, the Scrolls are
reusable, however, none have ever needed to reuse one scroll. As the
Guardian may prove too much for the summoner.
Upon opening the scroll only a sphere with
eight points is marked upon the scroll. One simply need to say the Words
assigned to each point to trigger the spell. However the entire summoning
will take 4 Turns to finish. The Caster must not move or be overly
distracted until then.
Upon finishing the Spell one of the Four Black
Guardians will be called into existence, each seems to be a horrid parody of
the laws of this reality. The Caster must make a Will save (DC: 30) or risk
losing control of the Guardian where upon it lays waste to the surrounding
region... Needless to say that the caster and any other sentient life is on
the top of the destroy list.
If the Save is successful the Guardian is bound
to the Area, forced to guard whatever item, passage or small area that the
caster decrees (although this also prevents any items and such from leaving
the summoning area). Although the Guardians are unknown creatures as none
such as Rahsim has actually ever dealt with them.
Focus Item: A Symbol of many red eyes held
within one green eye that is set into a purple oval disk with several blue
tentacles around it.
As For Rahsim himself, he is practically
unknown to history, and his fate is equally unknown. Some Say that he was
devoured by one of the Guardians, some figure he was caught by the Lady of
Pain and sent to Sigil's Maze.... Yet one of the few mad rambler's say the
Rahsim still exists as an Undyne, a form of Clerical Lich, using illusionary
forms to get around Faerun, performing vile rites in homage to the Powers
Beyond...
Righteous Bolt
[Top]
Evocation (lawful)
Level: Clr 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One Creature
Duration: Instantaneous
Saving Throw: Will half
Spell Resistance: Yes
This spell invokes the righteousness of law to
launch a bolt of law at the target. You must succeed at a ranged touch
attack to hit your target. Dealing 1d4 points of lawful damage/2 levels (Max
5d4 points of lawful damage) to none lawful targets. This spell does 1d8
points of lawful damage/2 levels (Max 5d8 points of lawful damage) to
chaotic targets.
Shroud of
Fear (Contributed by Darkheyr)
[Top]
Necromancy [Mind-Affecting]
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 action
Range: Touch
Target: One creature
Duration: 2 rounds/level
Saving Throw: Will negates
Spell Resistance: No
Every creature that wishes to attack the caster must
succeed at a will save or be overcome with fear. (and attack another target
instead) Even on a successfull save, attackers instinctively fight as
defensively as they can against the caster. (i.e., make use of actions like
Fight Defensively or feats like Expertise)
Sign of Protection
[Top]
Abjuration
Level: Wiz/Sor 3
Casting Time: Free action
Range: Personal
Duration: 1 round
Target: You
Components: S
Saving Throw: None
Spell Resistance: No
This spell is specifically meant to provide
protection to oneself when taken by surprise by an enemy. The caster weaves
a sign in the air in front of them with a flick of their wrist, causing a
geometrical symbol to appear before them for a split second before
vanishing. This spell provides the caster with several benefits, but only
for a single round following its casting. The caster gains a +4 armor bonus
to AC and SR (15 + half caster level) versus any spells that are cast at
them after the sign of protection is in place.
Theft Alarm
(Contributed by Bookwyrm)
[Top]
Illusion (Figment)
Level: Brd 1, Clr 2, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 round per object touched
Range: Touch
Target: 1 touched object/level
Duration: 24 hours/two levels
Saving Throw: None
Spell Resistance: None
When the enspelled object is moved from its
resting place by an unauthorized person, a monotonous voice begins to issue
from it. Typically, this voice will declare itself the property of its
actual owner, and will demand to be put back. If not done so, the voice will
keep repeating until returned or the spell expires, gaining volume
continuously.
The owner of the object is designated during
casting, as are any persons (three maximum) allowed to touch it. (Different
owners can be used for different objects, without recasting the spell.) The
owner can suppress the spell as a standard action by speaking a code phrase,
normally something nonsensical, and reactivate it in the same manner, so
long as the owner is within ten feet and can be heard. This allows others to
handle the object temporarily. If put down or otherwise abandoned by the
owner, the spell remains in affect, activating if moved.
Material component: A piece of the owner
and any authorized persons, such as an eyelash, hair, or fingernail
clipping.
Thought Bottle of the Archmage
(Contributed by Shadowlord)
[Top]
Transmutation
Level: Sor/Wiz 9Components: S, V, M
Casting Time: 1 Full Turn
Range: One Bottle
Duration: Permanent
Originally created by Gromph Baenre, Archmage of
Menzoberranzan, to aid him if captured by mind flayers, this spell has
numerous other uses. When cast, it transmutes a normal bottle into a thought
bottle, which is capable of holding memories, thoughts, and ideas, along with
a single spell of any level. During the casting, the spell draws a memory,
thought, or idea out of the caster's memories, and into the bottle. It also
contains one spell designated by the caster. The memory is recalled, and the
spell is triggered when the bottle is imbibed. The effect is instantaneous,
with the spell being cast and the memories restored at exactly the same time.
As Gromph Baenre has proven, the spell's best use is against being captured by
mind flayers, though the Archmage of Menzoberranzan has used the spell for
other purposes.
Material Components: One non-enchanted bottle, the
tooth of a lich, and a crushed spider.
Trapping Vine
[Top]
Transmutation
Level: Drd 2, Rng 3
Components: V, S, F
Casting Time: One full round
Range: Close (25 ft. + 5 ft./ level)
Area: One creature
Duration: 1 min./level (D)
Saving Throw: Reflex negates; see text
Spell Resistance: Yes
With this spell, a Druid or Ranger can send out
a web of vines to trap a target. The vines grow out of a quarterstaff, club,
or some other wooden object held in the caster's hand. The caster makes a
ranged touch attack; if successful, the target can make a Reflex save to
move out of that square. If the save fails, the creature is entangled as if
he was caught in a net. The break DC is 15 + 1 for every extra five feet of
the spell range that was not used, and the Escape Artist DC is 10 + 1 for
every extra five feet. For instance, if Celia the Druid, level four, casts
trapping vine at a dire bear thirty feet away, the break DC is
(15+[25+{5*2}-30]/5) 18, while the Escape Artist DC is (10+[25+{5*2}-10]/5)
13.
While the target is trapped, the Druid or
Ranger holding the other end can attempt to control the target by making an
opposed Strength check; if successful, the target can only move in the range
of the spell. If the target moves closer to the caster, the caster can spend
a standard action to retract five feet of vine (Reducing the range the
target can move, but not increasing the break DC or Escape Artist DC), or a
full round to retract enough vine to pull it 'taunt'.
Focus: The club, quarterstaff, or other wooden
object that acts as the originating point for the vines.
Whirl
Till You Hurl (Contributed by Darkheyr)
[Top]
Transmutation
Level: Dru 4, Sor/Wiz 4
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature of large size or smaller
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: No
The target creature is whirled around by a strong
gust of wind. If it fails a reflex save, it stumbles 1d4x5 ft. into a random
direction, is stunned for one round and is knocked prone. Flying creatures
are instead blown away 1d12x5 ft. into a random direction.