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Wizard Spells
Level 4

Phantasmal Lover (Illusion)
Range: 50 yds. Components: V,S,M

Duration: 1 rnd/2 levels (1t/ level)

Casting Time: 4
Area of Effect: 1 creature Saving Throw: Neg.
Knockdown: N/A Critical: N/A
Creator: Christopher Ahrens (ahrenscj@yahoo.com)

This spell calls to existence a creature of sheer beauty apparent only to the victim. Its presence is so moving that the subject, if they fail a save vs. Spells modified by Wisdom, will make all efforts to touch it. The apparition remains immobile while the victim moves to it at its greatest possible movement rate. At this point, if the subject cannot reach his 'lover' in the duration of the spell it fails. Should they meet however, the victim is overcome with a feeling of ecstasy and passes out for 1 turn/level of the caster. The material component is an article of clothing from a harlot or mistress of the night.

This spell was created as a passive alternative to the Phantasmal Killer spell and is often self-implemented upon lonely mages.

Spectre Mage Blast (Evocation)

Range: 60 yds. + 20 yds/level

Components: V,S

Duration: Instantaneous

Casting Time: 3

Area of Effect: 15-foot radius

Saving Throw: Half
Knockdown: d8 Critical: Medium (3 hits)
Creator: Christopher Ahrens (ahrenscj@yahoo.com)

This generates a sphere of energy identical to the Minor Mage Blast with the exemption that it is far more potent. The wave of energy can penetrate any thickness of wood without harm and pierces stone up to 6" and metal sheeting thinner then an inch. Those caught suffer 1d4 points of damage/ level of caster. A Shield spell brought to bear against this spell offers no protection and is destroyed in the process. Brooches of Shielding function normally.

Spectre's Spell Trace (Divination)

Range: 100 yds

Components: V, S, M

Duration: 1rnd/level

Casting Time: 4

Area of Effect: 1 spell

Saving Throw: Neg.
Creator: Christopher Ahrens (ahrenscj@yahoo.com)

With this spell the caster can link any perceived magical effect with its caster. If the magic is experienced by the caster, the spell is saved against at a -4. If it is merely seen it is save normally and if the caster is relying upon evidence of the spell it is saved at +2. Each day past since the magic's casting adds a +1 to the save. If the save is failed, the caster knows the location of the traced spellcaster for 1r/level. This knowledge is enough for a Teleport spell and passes the planes of existence. If the traced caster is cloaked by magic, the caster can see him/her as an outlined form. This does not work on magic item functions.

Example - Joe comes upon a clearing and out of no where a fireball, cast from an invisible bandit, explodes about him. After the flames die down ,Joe calls upon the Trace. The fireball caster now save vs. spells at -4. If he fails, the caster can sense his location and if in sight could see an outlined invisible form. Now, if Joe heard a scream and rushed to help and found the clearing scorched, his spell would have been resisted at a +2, with the same results if failed.

The material component is an eye from a magic-seeing creature. It was developed to track abusers of magic who slipped capture by teleportation or similar means.

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