Range : 0
Components : V
Duration : Instantaneous
Casting Time : 1
Area of Effect : Special
Saving Throw : None
This spell will alter the
effects of a Cantrip spell. The spell must be cast within one round after
the Cantrip is cast. The caster can alter one aspect of the cantrip per
level of experience of the caster.
Alter
Protection Type
(Alteration)
Range : 0
Components : V, S
Duration : Special
Casting Time : 1
Area of Effect : Special
Saving Throw : None
This spell enables the
caster to alter the type of protection that is gained from a protection
spell cast in the round following the casting of this spell. The protection
is altered to the opposite type. If this can not be done, the caster is
unable to alter the spell. Eg. a caster wants to cast a Protection from
Cold, but only got a Protection from Heat. By casting this spell first
and then the other thereafter the caster is able to gain the effect wanted.
Avoid
Notice
(Illusion)
Range : 0
Components : V, S
Duration : 1 turn/level
Casting Time : 1
Area of Effect : The caster
Saving Throw : None
This spell will not render
the Wizard invisible, but will trick observers into not noticing him. The
caster must not draw attention to him or the spell will end. He must stick
close to wall and shadows, avoid bumping into people or objects, and not
make any noises. If these restrictions are met, no living creature in close
vicinity will notice him.
Range : 10 feet/level
Components : V, S, M
Duration : Instantaneous
Casting Time : 1
Area of Effect : One wound
Saving Throw : Neg.
With this spell, the Wizard
can cause a wound to start bleeding, thereby dealing 1d6 damage to the
victim. The wound will continue to bleed unless treated. The bleeding will
deal 1d4 damage each round left unattended.
The material components
of the spell, are a small piece of metal and a drop of blood.
Delay
Spell Effect
(Alteration)
Range : 0
Components : V, S
Duration : 1 round + 1
round/level
Casting Time : 1
Area of Effect : Special
Saving Throw : None
With this spell the caster
can delay the effect of one single spell cast within the duration of the
casting of this spell. The caster is able to delay the effect by one round
per level experienced by the caster. The caster chooses exactly how many
rounds before the casting of this spell.
Range : 0
Components : V, S
Duration : 2 rounds/level
Casting Time : 1
Area of Effect : 30 x
30-foot sphere
Saving Throw : None
This spell enables the
caster to detect all demons and minions within the limits of the area of
effect. The area of effect is centred upon the caster and moves with him.
The caster must spend one round scanning and during this time he must remain
motionless. While the spell indicates a direction, it does not give specific
location or distance.
The spell is blocked by
more than one foot of solid stone, one yard of wood or loose earth, or
a thin coating of metal.
Melody
of Chaus
(Invocation/Evocation)
Range : 120 feet
Components : V
Duration : 6 rounds
Casting Time : 2
Area of Effect : Special
Saving Throw : None
When casting this spell,
the caster suddenly starts emitting strange sounds. These sounds will be
heard in a different way for each creature within 120 feet from the Wizard.
Any creature within range that is able to hear must roll a percentile dice.
If it gets a result of 01-50, the creature will hear the tune as an inspiring
battletune or whatever sound which can inspire it to greater deeds, and
will thereafter get a +1 to attack and morale until the spell stops.
If the result is 51-100
the creature will hear some very distracting noises which are very irritating
to the creature, which gets a -1 on "to hit" rolls.
All creatures friendly
to the caster will receive a -15% bonus to their roll.
The caster, who can stop
the spell any time at will, is not affected by this spell.
Range : 10 yards
Components : V, S, M
Duration : Special
Casting Time : 1
Area of Effect : 1-gallon
water
Saving Throw : None
By means of this spell,
the caster is able to boil and purify a volume of water. The water boils
for up to 1 hour, dependent upon how tainted the water is, and then it
cools normally. The material components of this spell are a jug of water
and a handful of powdered sandstone. The powder is to be poured into the
jug while the water is boiling.
Range : 0
Components : V, S
Duration : Special
Casting Time : 2
Area of Effect : Special
Saving Throw : None
By means of this spell,
the spellcaster can alter one element of one single spell, cast within
the round following the casting of this spell, from one kind of element
to another. Eg. the caster is about to cast a Flaming Sphere, but wants
to change the fire to ice, so he cast Alter element first, then the Flaming
Sphere where the element fire becomes the element water, which he can choose
to be frozen, thereby creating a sphere of cold ice.
Detect
Demonic Influence
(Divination)
Range : 10 yards
Components : V, S
Duration : Instantaneous
Casting Time : 2
Area of Effect : One creature
Saving Throw : None
This spell allows the caster
to detect any demonic influence upon one single creature within range of
the spell. The spell gives the caster knowledge of what the demon origin
is, and the relative power of the demon.
Kharasir's
Extended Limbs
(Alteration)
Range : Touch
Components : V, S, M
Duration : 2 rounds/level
Casting Time : 2
Area of Effect : One limb
Saving Throw : Neg.
This spell extends the
proportions of one limb touched by the caster in any one dimension: height,
length, width, or thickness. The limb can be increased by 50% of its original
size.
Limbs affected by this
spell include arms, legs, fingers, and neck. The extension has no effect
upon clothing or equipment. Ability scores won't change either.
The creature does not
grow stronger just because it becomes larger.
The material components
are a rubberball and some powder from a bone.
Kharasir's
Flamebolt
(Evocation)
Range : 10 yards + 10 yards/level
Components : V, S, M
Duration : Instantaneous
Casting Time : 2
Area of Effect : 1 yard
+ 1 yard/level
Saving Throw : «
A Flamebolt is a bolt of
fire that shoots out in the direction where the caster points his hands.
The Flamebolt starts where the caster wants and stretches out for the full
area of effect and sets all flammable material on fire. The flame gives
1d6 points of damage, plus 2 points for each of the casters experience
levels, to a maximum of 1d6 + 40 points of fire damage. Anything and everybody
hit by the flame must make a saving throw vs. spell or suffer full damage.
Those who successfully saves, receive half damage. If the character fails
his saving throw he must make a saving throw vs. Magical Fire for each
of his items to prevent them from being destroyed by the fire.
The material components
are a pinch of sulphur, a drop of oil, and a dead glow-worm.
Kharasir's
Variable Light
(Alteration)
Range : 100 yards
Components : V, S
Duration : 1 turn/level
Casting Time : 2
Area of Effect : 40-foot
radius
Saving Throw : Special
These spell functions like
the 1st-level spell Light, but this spell enables the caster to control
the brightness of the light via mental concentration. The spell is stationary,
but if cast on a moveable objects, it may be moved with the object. The
caster can end the spell at any time by uttering a single word. The material
components of this spell are some dust from any kind of phosphoric material
and a firefly.
Limited
Paralysis
(Necromancy)
Range : Touch
Components : V, S, M
Duration : 1 round/level
Casting Time : 2
Area of Effect : The caster
Saving Throw : Neg.
This spell enables the
caster to paralyse one limb per three levels of experience of the caster.
The caster must touch these limbs in order to transferee the paralysis.
In order to touch a limb of another person, the recipient of the paralysis
must be willing or the caster has to roll a successful attack roll against
AC 10 in order to touch the recipient.
When touched, the recipient
gets a saving throw vs. spell to avoid the effect. If the save is successful,
the recipient suffers no ill effects from the paralysis. If the limb is
successfully paralysed, it will remain so for 2d4 rounds. Creature with
immunity to paralysis, as well as undead and unliving creatures, cannot
be affected by this spell.
The material component
of this spell is a piece of flesh from a ghoul.
Range : 10 yards
Components : V, S, M
Duration : 1 turn + 1
turn/level
Casting Time : 2
Area of Effect : Special
Saving Throw : None
This spell creates a mirror
screen 6 foot high and 3 foot wide upon a flat smooth surface. This mirror
will reflect anything in front of it. It will even reflect creatures normally
not reflected in mirrors, such as vampires.
The material component
is 2 ounces of mercury.
Protection
From Demons
(Abjuration)
Range : Touch
Components : V, S, M
Duration : 2 rounds/level
Casting Time : 2
Area of Effect : Creature
touched
Saving Throw : None
This spell creates a barrier
around the recipient at a distance of one foot. This barrier moves with
the recipient and has the following effects: All attacks made by a demonic
creature suffer -2 penalties and any saving throw made by such attacks
is made with +2 bonus.
In order to complete this
spell, the caster must trace a circle, enclosing him, upon the ground with
powdered silver.
Range : 60 yards
Components : V, S, M
Duration : 1 turn + 1
turn/level
Casting Time : 2
Area of Effect : 1 cubic-yard/level
Saving Throw : None
By means of this spell,
the caster is able to transform an amount of normal earth or sand into
quicksand. The altered earth or sand will not alter its appearance merely
the consistency and ability to carry weight. Any creature or object larger
than a small rabbit that are caught in the quicksand will begin to sink
into the sand. The creature or object trapped within the sand will sink
at a rate of 2 feet each round. If struggling to get out the rate are doubled.
The material component
of this spell is a small amount of water.
Range : 10 yards/level
Components : V, S
Duration : 1 round
Casting Time : 2
Area of Effect : One shadow
Saving Throw : None
This spell enables the
caster to "read" the contours of any one shadow. Thereby the caster is
able to determine what produced the shadow and whether or not it is a normal
shadow. The material component is a special shaped crystal of a value of
no less than 500 gp.
Compose
Riddle
(Alteration, Divination)
Reversible
Range : 0
Components : V, S, M
Duration : Permanent
Casting Time : 1 turn
Area of Effect : Special
Saving Throw : None
This spell will construct
a riddle and write it upon a sheet of paper, papyrus, parchment, or other
surface that can hold writing. The riddle will be more or less difficult
according to what material was used in the casting of the spell. The riddle
will come without answer and will be written in any language know to the
caster.
The reverse of this spell,
Solve Riddle, will solve any riddle where the correct material is used.
The solution will appear on a sheet of paper, papyrus, parchment or other
surface that will hold writing and will be in any language known to the
caster of the spell.
The material components
of this spell are a sheet of paper, papyrus, parchment, etc. and the
powder of a gem of a value
mentioned in the table below. The powder is poured over the surface while
casting the spell and will disappear as the writing appears.
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Range : 10 foot + 1 foot/level
Components : V, M
Duration : 1 turn + 1
round/level
Casting Time : 3
Area of Effect : Special
Saving Throw : None
Creates a shadow that is
one foot long and one foot wide per experience level of the caster. The
shadow is created by opening a pocket to the Demi-plane of Shadow, and
drawing in material to the Prime Material plane. The shadow created using
this spell is non-magical and will do nothing but remain in the location
and shape the caster chooses at the time of casting.
Detact
Life-force
(Divination)
Range : Touch
Components : V, S
Duration : Instantaneous
Casting Time : 3
Area of Effect : One creature
Saving Throw : Neg.
With this spell, the caster
is able to detect an individual's amount of life-force. The life-force
detected is a direct effect of the number of hit-points left compared to
the maximum number of hit-points for this individual. The spell is only
able to detect whether it is above 1/4, 1/2, 3/4, or at maximum.
Electrify
( Evocation/Alteration
)
Range : Touch
Components : S
Duration : 2d4 + 2 weeks
Casting Time : 1 round
Area of Effect : Special
Saving Throw : None
With the help of this spell,
the caster is able to electrify a metal object of no greater volume than
a normal suit of plate mail. In order to place the enchantment, the caster
must touch the object while casting the spell. Thereby the caster will
suffer 1d4+1 points of damage, unless protected against lightning or electricity,
because it is his own body, which charges the object with its electricity.
Any creature who thereafter touches the object, takes 3d4+1 points of electrical
damage + 1d4 for each level the casting wizard has achieved above 3rd level,
to a max. of 10d4+1, unless he is properly protected. As long as the creature
stays in contact with an object once touched, no harm will come to that
particular person again from this spell, but if the object is dropped and
then picked up anew, damage applies once again unless the duration has
expired.
Note : the caster himself
is not immune to this spell.
Kharasir's
Wall of Bubbles
(Evocation)
Range : 5 yards/level
Components : V, S, M
Duration : 1 round/level
Casting Time : 3
Area of Effect : Special
Saving Throw : None
By means of this spell
the caster is able to create a wall of clear-white bubbles. The wall is
1 foot thick, 5 feet high, and can be as long as 5 feet per level. The
wall will move if wind is applied. It will not prevent movement through
the wall. Fire will create holes within the wall. Vision is blurred and
spells requiring a visible target are off center by 5 feet. Weapons thrown
through the wall are also 5 feet off center due to the displacement of
vision due to the bubbles. The material components are a bar of soap and
a cup of water. Both are consumed in the casting.
Kharasir's
Wall of Water
(Evocation)
Range : 5 yards/level
Components : V, S, M
Duration : 1 round/level
Casting Time : 3
Area of Effect : Special
Saving Throw : None
This spell creates a wall
of waving, transparent water 1 foot thick per level of the caster, 10 feet
high, and 5 feet long per level of the caster. The wall is immobile and
cannot be moved after completion of the spell. The water restricts movement
to half that of normal. Creatures needing to breathe air suffer one point
of damage per round spent in the wall. Open flames and fires are extinguished
once thrust into the wall of sand. Speech and spellcasting are impossible
while within the wall. The wall blurs all vision through the water to areas
beyond. Magic can pass through the water normally, though spells which
require a visible target will not hit its target due to the blurred vision.
The caster can create a wall of water of smaller dimensions than those
listed, but once cast, its dimensions cannot be changed. The caster can
dispel the wall at will. The material component of this spell is a small
bottle of water.
Reduce
Shadow'
(Alteration) Reversible
Range : 1 foot +
1 foot/level
Components : V,
S
Duration : 1 turn
+ 1 turn/level
Casting Time : 3
Area of Effect :
One shadow
Saving Throw : None
By means of this spell, the caster is able to reduce the size of a shadow by one cubic feet per experience level of the caster. The reverse Increase Shadow will add one cubic feet to the size of a shadow per experience level of the caster. This spell cannot be used to alter the size of shadow monsters.
Range : 10 feet
Components : V, S
Duration : 1 round
Casting Time : 3
Area of Effect : Special
Saving Throw : None
This spell enables the
caster to transfer his voice to a remote location using the Demi-plane
of Shadows. The caster speaks into a shadow within the range of the spell.
The voice is then spoken out of the chosen shadow.
Hold
Shadow
(Enchantment/Charm)
Range : 5 yards/level
Components : V,
S
Duration : 1 round/level
Casting Time : 4
Area of Effect :
One shadow
Saving Throw : Neg.
This spell immobilises
any one shadow monster within the spell range and in sight of the spellcaster.
The shadow monster receives a saving throw versus spells in order to resist
the hold. The material component of this spell are a small ironbar and
some thread.
Protection
From Demons
(Abjuration)
Range : Touch
Components : V, S, M
Duration : 2 rounds/level
Casting Time : 4
Area of Effect : 10-foot
radius
Saving Throw : Neg.
This spell is identical
in all respects to a protection from demons spell, except that it encompasses
a larger area. If a creature cannot fit into the protected area, it is
not protected at all. To complete this the caster must trace a 20 feet
diameter circle using powdered silver.
Paranoia
(Illusion/Phantasm)
Reversible
Range : 45 feet
Components : V, S
Duration : 10 rounds +
2/level
Casting Time : 4
Area of Effect : 1-8 creatures
Saving Throw : Neg.
This Spell will cause up
to 8 ( 2d4 ) creatures of up to 5 Hit Dice to become extremely paranoid
for 10 rounds plus two rounds extra for each level the caster has achieved.
A successful Saving Throw vs. Spells aborts the effect of the Paranoia
spell, a +1 to the Saving Throw is granted for every 5 intelligence-point
of the creature.
The creatures affected
by this spell will believe that everyone, even his friends, want to cause
him harm. This will make him so busy watching his back, even in the middle
of a fight, that he gets a penalty of -2 to his attack rolls, and everybody
who's not attacking from behind, gets a +1 to hit. Furthermore, there is
a 20% chance that he cannot keep his concentration at a level so he can
cast spells, and there is also a 35% chance, that the subject will believe
his allies are conspiring against him. He will even start accusing them
for this, because he will be absolutely sure that they are doing so.
The Reverse of this spell,
Confidence, affects 3-12 (3d4) creatures of up to 6 Hit Dice and cause
them to feel completely safe. Because of this, they get -2 to their Surprise
Roll.
A Confidence spell can
also dispel a Fear spell.
Shape
Shadow
(Alteration)
Range : 10 yards/level
Components : V, S, M
Duration : 1 round/level
Casting Time : 4
Area of Effect : One shadow
Saving Throw : None
By the means of this spell
the caster is able to re-shape any non-magical shadow Eg. a summoned shadow
monster.
The shadow can only be
shaped in form, not in size.
The material component
of this spell is a sheet of paper that the caster cuts into the desired
shape of the shadow.
Wall
of Mirrors
(Evocation)
Range : 5 yards/level
Components : V, S, M
Duration : 1 round/level
Casting Time : 4
Area of Effect : Special
Saving Throw : None
This spell creates a wall
of sheets of standing mirrors connected to create a wall. Each sheet is
10 foot high and 3 feet wide. The length of the wall depends upon how many
mirrors the caster is able to create. The caster determines the shape of
the wall at the time of casting. It can be a straight wall, circular shaped
or twisted and turned. The wall is immobile and cannot be moved once the
wall is created. It will reflect the surroundings of the mirrors, which
might confuse anyone who looks at the mirror. The material component is
a small silver mirror that is consumed in the casting.
Range : 1 yard/level
Components : V, M
Duration : 1 round + 1
round/levels
Casting Time : 5
Area of Effect : One shadow
Saving Throw : None
By means of this spell
the caster is able to animate any non-living shadow within range. The caster
mentally decides how and where the shadow is to move.
The caster can end this
spell at any given time.
The material component
of this spell is a small piece of charcoal Improved
Improved
Electrify
(Alteration)
Range : 0
Components : V, S, M
Duration : 1 turn + 1
round/level
Casting Time : 1
Area of Effect : The caster
Saving Throw : None
This spell works exactly
like the third level spell Elecrity except that this spell works on spell-levels
6 through 9. The material component is an hourglass, which is destroyed
when the spell is cast.
Improved
Sence Shifting
(Alteration)
Range : 0
Components : V, S, M
Duration : 3 turns
Casting Time : 5
Area of Effect : The caster
Saving Throw : None
This spell works exactly
like the second level Sense Shifting, except that this spell works on spell
levels 4 through 6 that are cast within the duration of the spell.
The material component
is a twist of multicoloured ribbon with a small gold bell fastened to its
end, which is consumed during casting.
Sence
Shadow
(Divination)
Level : 5th
Range : 0
Components : V,
S
Duration : 1 round
+ 1 round/level
Casting Time : 5
Area of Effect :
10-foot sphere
Saving Throw : None
This spell allows the caster to detect the presence of any shadow monsters within the area of effect. The caster does not gain knowledge of the whereabouts of the shadow monster, only that a shadow monster is present.
Range : 10 yards
Components : V, S, M
Duration : 1 round + 1
round/level
Casting Time : 5
Area of Effect : 10-foot
cube
Saving Throw : None
When this spell is cast,
the Wizard summons one demonic minion. This minion is under the control
of the spellcaster and can be made to attack his enemies on command. The
minion will remain until slain or the duration expires. The material component
is the heart of an infant, which is consumed during the casting of the
spell.
Wall
of Creeping Things
(Evocation)
Range : 1 yard/level
Components : V, S, M
Duration : 1 round + 1
round/level
Casting Time : 5
Area of Effect : Special
Saving Throw : None
By means of this spell
the caster creates a wall of small crawling animals such as; maggots, cockroaches,
worms, etc. The wall is 5 foot high, 3 foot wide and 5 foot long pr. experience
level of the caster. The wall will slowly move in random directions. Anyone
trapped within the wall will get 1d4 points of damage pr. round.
The material component
of this spell is 5 different small animals, which is consumed in the casting.
Range : 60 yards
Components : V, S, M
Duration : 1 round + 1
round/level
Casting Time : 6
Area of Effect : 1 creature
Saving Throw : Special
By means of this spell,
the caster freezes and crystalizes the body of the targeted creature. The
creature bodily functions stops and the creature is frozen in place for
the duration of the spell. At the end of the duration of the spell, the
creature will gradually defrost and within 1d6 rounds the creature is able
to move again thereafter. If someone attempts to strike the creature while
in this frozen condition, the creature gets a saving throw vs. Crushing
Blow as Rock, crystal. If the check is failed the creature falls apart
in thousands of small pieces otherwise the creature is unaffected by the
stroke.
The material component
of this spell is a crystal of no less than 500 gp in value.
Exchange
Life-force
(Necromancy)
Range : Touch
Components : V, S, M
Duration : Permanent
Casting Time : 6
Area of Effect : 1 creature
Saving Throw : Neg.
This spell enables the
caster to exchange hit-points with the individual touched. If the amount
of hit-point is above the normal maximum number of hit-points, the extra
hit-points are considered temporary hit-points and cannot be regained when
lost. If on the other hand the number of hit-points are zero or below,
the recipient dies.
The material component
for this spell is a heart-shaped gem of at least 200gp in value.
Kharasir's
Element Animation
(Alteration)
Range : 10 yards + 10 yards/level
Components : V, S, M
Duration : 1 round/level
Casting Time : 6
Area of Effect : Up to
1x1x1 cube/level
Saving Throw : None
By the means of this spell
the caster is able to animate one of the four elements. The caster must
determine what element, what quantity, and the general shape before casting
of the spell begins. The caster is able, via mental control, to move the
element animated within the range of the spell. The element is of no direct
use in combat, but it is possible to move the animated element in such
a way, that it might inflict damage upon impact. The amount of damage is
give according to element type with this as a guide: Air 1d8 - Earth 1d12
- Fire 1d20 - Water 1d10. The material component is the quantity of element
chosen and of the appropriate type.
Lesser
Pact
(Evocation, Enchantment)
Range : 0
Components : V, S, M
Duration : Permanent
Casting Time : 1 hour
Area of Effect : Special
Saving Throw : None
This spell enables the
wizard to enter a pact with a minion. The wizard must have summoned a minion
before the use of this spell. The wizard then, if able to speak with the
minion, states his wishes and the minions then responds with its demands.
This type of pact cannot involve the killing of another person. Both parties
must then sign a written pact with blood tapped from the casters prior
to the casting of this spell. The minion will then do its part of the pact,
when the caster has completed his task. The material components of this
spell are the true name of the minion and the blood of an infant, which
is consumed during the casting of the spell.
Shadow
Weapon
(Illusion/Phantasm)
Range : 0
Components : V, S, M
Duration : 1 round + 1
round/level
Casting Time : 6
Area of Effect : Creature
touched
Saving Throw : None
This spell creates a weapon,
of caster choice, made of material from the Demi-plane of Shadow. The weapon
is as deadly as any normal weapon.
The weapon will appear
as a dark gray substance and will not reflect any light. Any creature hit
by this weapon will receive 3d6 points of damage.
Spirit
Friend
(Enchantment / Charm)
Reversible
Range : Special
Components : V, M
Duration : one task (
max. 3 turns )
Casting time : 1 Round
Area of Effect : Special
Saving Throw : Special
This spell will summon
a kind of spirit copying of one of the caster's friends.
When casting, the caster
names his friend and spends the rest of the casting time, telling what
he needs his friends help for, and asking for his/hers help. If the friend
is alive and on the same plane as the caster, he will mentally receive
the casters request. The friend's subconsciousness will answer to the request,
therefore the friend will never know what has transpired.
If the friend normally
would have responded to the stated request, if asked to do so by his friend
( the caster ), a spirit double will appear at the site of the caster,
helping him like his friend would have done. If the summoned friend never
would have taken part in the requested task, even on the behalf of the
caster ( like trying to ask a counter-clerk to assist you in battle against
a huge red dragon ), the spell fails. The same thing happens if the friend
is dead or on another plane.
The spirit summoned has
the same stats, abilities, skills and equipment as the original friend,
and will use them exactly as would have the original.
The spirit also contain
the same amount of hit points, and when reduced to 0 HP, it instantly disappears,
forcing its original to make a system chock roll. Failure means he dies
immediately. People present at that time will probably think he died of
some kind of heart attack.
If his friend has died
because of his spell, the caster will immediately become aware. He himself,
must make a saving throw vs. death magic or loose two levels of experience.
Success in the saving throw means he only will be paralyzed with grief
for 10 rounds.
It is not possible to
summon the spirit of a friend already present. If a friend and his spirit
by some means happen to make contact, the spirit will disappear and the
friend must save vs. paralyzation or become completely mind-paralyzed for
36 hours.
This spell must be used
sparely, it is based on friendship, which is its material component, and
only those who will call the caster his friend, may be summoned. But summoning
your friend's spirits time after time, is a way of damaging your friendship,
since friends and comrades are not to be treated like henchmen you just
make a call for. Therefore the penalties for causing the dead of a friend,
and the caster will never be able to cast this spell again if such a thing
happens.
Control
Shadow
(Enchantment/Charm)
Range : 30 yards
Components : V, S, M
Duration : 3d4 round +
1 round/level
Casting Time : 1 round
Area of Effect : 1d4 shadows
Saving Throw : Special
This spell enables the
caster to command 1d4 shadow creatures for the duration of the spell. When
casting the spell, the wizard chooses a point within range and the shadows
nearest this point will be the ones who are controlled. Any shadow of 4
hit-dice or greater are allowed a saving throw in order to negate the effects
of the spell.
Those shadows which comes
under the control of the caster of the spell can be commanded if within
hearing range. The shadows understand everything said by the caster.
The material component
for this spell is a small vial, which holds shadowfabric.
Kharasir's
Dragon Attraction
(Summoning)
Range : 10 miles/level
Components : V, S, M
Duration : 1 day/level
Casting Time : 1 day
Area of Effect : Any dragon
within range
Saving Throw : Neg.
This spell makes the caster
a dragon magnet that attracts dragons of all kind. Any dragon within range
must make a saving throw vs. spell or become unable to resist the temptation
of finding out what it is that has this strong attraction upon them. There
is no way of knowing which type of dragon that will come to the calling
of this spell. No way to be sure how the dragon will react upon the calling.
It might be filled with rage, it might think it was a all in a good cause
that it was pulled away from whatever it was doing when called upon.
The material component
of the spell is the powder of a claw from a dragon that must be spread
in the wind, as the incantation is prepared.
Kharasir's
Spell Reverter
(Alteration)
Range : 0
Components : V, S
Duration : Special
Casting Time : 7
Area of Effect : Special
Saving Throw : None
This spell gives the caster
the ability to reverse the effect of any spell, of a lower level than this
spell that is cast within the round that follows the casting of this. Only
spells that have a reverse effect can be affected. It is not usable on
spells such as: Shield, Magic Mouth, Rope Trick, etc. This works fine on
spells like: Enlarge, Knock, Remove Curse, etc.. So any spell that have
an accepted and wellknown reverse effect will do.
Range : 10 yards
Components : V, S, M
Duration : 1 round + 1
round/level
Casting Time : 7
Area of Effect : 10-foot
cube
Saving Throw : None
This spell works just like
the Summon Minion spell, except that this spell summons the demon itself.
The caster also has control over this demon, but each round the demon must
make a saving throw versus paralyzation in order to break the control.
The material component
is the heart of a adult female, preferably virgin, which is consumed during
the casting of the spell.
Unlearn
( Enchantment / Charm
)
Reversible
Range : Touch
Components : V, S
Duration : Permanent until
dispelled
Casting time : 5
Area of Effect : 1 creature
Saving Throw : Special
When a subject is affected
by the Unlearn spell, it immediately looses the ability of learning things.
This means in short that the person is unable to get experience points,
to memorize spells anew, to gain spells from deities and to get new weapon
& nonweapon proficiencies. The target can of course cast those spells
which are already memorized, but he is unable to memorize them anew until
the Unlearn curse is dispelled either by the use of a Heal spell, or the
reverse version of this spell, Learn. The Unlearn spell is said to be one
of the most fatal curses a Wizard can place on another MagicÄuser,
because the target will be limited to the use of only those spells, which
he had on his mind before he was hit by this spell.
The saving throw against
the spell is modified by the subject's intelligence, giving Wizards an
edge.
The modifiers are as following:
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Advanced
Sence Shifting
(Alteration)
Range : 0
Components : V, S, M
Duration : 3 turns
Casting Time : 8
Area of Effect : The caster
Saving Throw : None
This spell works exactly
like the second level Sense Shifting, except that this spell works on spell
levels 7 through 9 that are cast within the duration of the spell.
The material component
is a twist of multi-colored ribbon with a small platinum bell fastened
to its end, which is consumed during casting.
Greater
Pact
(Evocation, Enchantment)
Range : 0
Components : V, S, M
Duration : Permanent
Casting Time : 5 hours
Area of Effect : Special
Saving Throw : None
This spell enables the
wizard to enter a pact with a demon. The wizard must have summoned a demon
before the use of this spell. The wizard then, if able to speak with the
demon, states his wishes and the demon then responds with its demands.
This type of pact has no limits as to what it could contain, even the killing
of one or more creatures. Both parties must then sign a written pact with
ink tapped from the casters prior to the casting of this spell. The demon
will then do its part of the pact, when the caster has completed his task.
The material components
of this spell are the true name of the demon and the blood of an adult
female, preferably a virgin, which is consumed during the casting of the
spell.
Kharasir's
Benefical Aging
(Alteration, Necromancy)
Range : 0
Components : V, S, M
Duration : Permanent
Casting Time : 1 year
Area of Effect : Caster
Saving Throw : None
With this spell the caster
is able to slow down the effects of aging so that he only ages one year
per 10 years that passes. This enables the caster to prevent aging to a
certain degree. The spell is not completely without risks. The caster must
spend one full year in suspended animation. The he must make a successful
System Shock in order for the spell to work. If the caster doesn't make
the check he remains suspended and cannot be called back unless someone
uses a full wish. If the caster makes the check he will be released from
his suspension and will be able to function normally after a week of rest.
The material components of this spell are a teardrop of a mermaid, and
the light of a diamond. Both materials are consumed when the spell is cast.
Kharasir's
Outer-plane Creature Summon
(Summoning)
Range : Unlimited
Components : V, S, M
Duration : Instantaneous
Casting Time : 1 turn
Area of Effect : One outer-planar
creature
Saving Throw : Neg.
By means of this spell
the caster is able to call upon an outer-planar creature to come to his
biding. The creature must be named and know to the caster to bring fourth
the creature. The creature must then make a saving throw vs. spell in order
to avoid being summoned to the caster. If the creature avoids the call,
the caster cannot try to summon the same creature before he has reached
a higher level of experience. This spell is often used by wizards wanting
to make some kind of pact with a creature from the outer-planes, and this
often results in the caster being forced to take upon himself a certain
task that the creature wants in return for his service.
The material components
of this spell are a piece of paper with the description of the creature
to be summoned and a gem with a value of no less than 1000gp. Both materials
are consumed during the casting of the spell, no matter if the spell was
a failure or a success.
Manapulate
Shadow
(Alteration)
Range : 0
Components : S, M
Duration : 1 round/level
Casting Time : 8
Area of Effect : Special
Saving Throw : Neg.
Allows the caster to manipulate
the shadow of a creature with dire effects. The caster can do some of the
following things, but are not limited to, pull the shadow and thereby moving
the creature, hit the shadow and thereby hitting the creature, etc.. The
victim of this spell receives a saving throw versus spell with a penalty
of 3 to prevent the caster to manipulate its shadow. The material components
of this spell are the powder of an onyx gem worth at least 500 gp and a
small silver figurine resembling the type of shadow to be manipulated.
Range : 5 yards/level
Components : V
Duration : Permanent
Casting Time : 1
Area of Effect : 15-foot
radius sphere
Saving Throw : None
When a Power Word, Age
spell is uttered, one or more creatures age a number of years according
to their current hit point total. The spell affects any one creature with
up to 100 hit points, or any number of creatures with 20 hit-points or
less to a maximum of 200 hit-points totally. The effect depends upon how
many hit-points the creatures have when affected by the spell. If they
have 20 or fewer, they will age 1/2 the years of their current age. If
they have 21 to 50 points they will age 1/4 the years of their current
age. Finally they will age 1/10 of the years of their current age if they
have 51 to 100 hit-points. Creatures with 101 hit-points or more, cannot
be affected by this spell. If a creature cannot be affected by its full
hit-point it will not age, e.g., if there are 5 points left and the next
creature has 8 point it will not age. The caster should choose to attack
a single creature, or multiple creatures along with the spell range and
the center of the area of effect before casting of this spell. The current
hit-points of the creatures are used.
Range : 0
Components : V, S, M
Duration : 3 turns
Casting Time : 8
Area of Effect : 10 foot/level
Saving Throw : None
This spell creates a field
in which the energy of spells not created by the caster are absorbed. Spells
absorbed can be used to cast spells memorized. This action will not remove
the spell, simply create a copy thereby preventing that the caster looses
the memorized spell. If the caster don't use the energy within the following
round in which it was received the caster will receive damage equal to
the spell-level of the spell absorbed. The energy can only be used to cast
spells of a level equal to or lower than the absorbed spell.
The material component
is a page from a spellbook belonging to another wizard than the caster,
which is consumed when casting the spell.
Hogan's
Multicoloured Rays
( Evocation )
Range : 50 Yards
Components : V,S, M
Duration : Special
Casting Time : 9
Area of Effect : Special
Saving Throw : Special
This highÄlevel spell
creates a bunch of colored rays which strikes from the caster's hands,
hitting their targets as Magic Missile, each one creating some very special
effects.
All rays are launched
at once, 1 ray for each 3 levels the caster has achieved. That means a
wizard of 18th level is able to fire 6 rays, but of course he can always
decide to fire less rays.
For each ray launched
the caster must point out a target, each target must be seen at the moment
he casts, and cannot be invisible or 100 % hidden. The target will then
be hit by a random ray, but the same target cannot be hit by more than
one ray.
There are 7 major types
of rays, plus the Multicolor Ray, and each rayÄcolor represents its
own special effect. To find out which color strikes which target, roll
random on the table below with an 8-dice. It is possible to fire the same
ray twice.
Casting this spell is
mostly a last resort from the wizard, because he will not be able to control
who is hit by what ray, and if he triggers a multicolor ray, he will end
up totally exhausted.
The component in this
spell, is a small diamond of no less than 5000 GP.
Note : A Wild Mage has
a 50 % chance to decide, who is hit by what ray.
1d8
1) RED RAY :
The target is illuminated
by fire, and is totally scorched for 1d20 in damage each round until the
fire is extinguished by at least 3 gallons of water, or a Cone of Cold
cast at 12th level ability. It is also possible to extinguish the fire
by rolling yourself on the ground. This way it will take 5 rounds to stop
the burning.
Creatures immune
to fire cannot be affected by this ray, but the fire will keep burning
on their bodies, destroying any flammable objects. For everyone else, there
is a saving throw for half damage each round.
2) WHITE RAY :
Locks the target
into a cone of ice, which makes the target unable to move as per a Hold
Person, and he will receive 1d8 in damage each round ( saving throw for
half damage ), until either the ice is melts by natural means ( which takes
6 turns ), or someone burns it away. A Wall of Fire will melt the ice without
harming the trapped person ( the melted ice will extinguish the fire ),
but a Fireball will cause « damage. Creatures who are immune to cold
will be trapped normally, but suffer no damage.
3) BLUE RAY :
When a target is
hit by this ray, it will feel a small spark of electricity, but nothing
seems to happen, until in following round, where the target suddenly immolates,
sending lightning in all directions. The one who immolates, receives 2d20
in damage, and everybody less than 10' away, suffers a shock of electricity
for 2d10 in damage. The immolation causes such pain to the subject, that
he will be unable to fight or do anything else in the round in which he
immolated. Creatures immune to electricity or lightning are of course immune
to this ray, but will still receive 1d10 in damage for the immolation.
A saving throw against
spell is allowed for half damage.
4) GREEN RAY :
At first it appears
that this ray has missed its target, it seems like it just hits the ground
right in front of the target. This is just an illusion, in the following
round, roots of all kinds will suddenly emerge from the ground, catching
the target and pulling him down into an earthen prison. Only if the target
makes his surprise check at Ä3, he is allowed a Dex. check with Ä6
to avoid the roots. If he doesn't make it, he is trapped in the earth and
will suffocate in 10 rounds, unless he can make three successful Bend Bars
check. One try is allowed for each round in the earth.
5) BLACK RAY :
A creature hit by
this ray is in deep trouble. The creature's skin starts a transformation
into acid ( creatures without physical skin, like Spectres and Wraiths,
are unharmed by this ray ). The transformation takes five rounds, and the
creature takes 1d10 in damage each round, a saving throw with Ä4 for
half damage is allowed,
During the five
rounds of transformation, any weapon which hits the creature must make
a saving throw versus acid, or get Ä1 to damage thereafter. If it
hits more times, it gets more penalties, down to max. -4. A good weaponsmith
can fix this ( after the damage is done of course ).
When the transformation
has ended, the skin must regenerate by natural means or by healing, no
regenerating ability will make it. During this time, the creature cannot
wear any armor heavier than leather.
6) PURPLE RAY :
This is the Joker
among the rays. If a creature is hit by this special ray, it is immediately
healed to the full amount of hit points, and is furthermore protected against
any MulticolorÄRay for the next 24 hours.
7) YELLOW RAY :
This ray will instantly
turn the target into sand, unless a successful saving throw against Polymorph
is rolled. If the creature misses the saving throw, it dies immediately,
and its sandbody is soon scattered by the wind. The only way to receive
a character killed by The Yellow Ray, is to cast a Resurrection spell on
the small dune, which is the only remains of the dead creature, but in
order to succeed, all the transformed sand must be there, if some of it
is missing, the creature will suffer penalties when returned to its right
form ( which ones are left to the DM to decide, but may include the loss
of an arm, a missing Larynx or something like that ).
8) THE MULTICOLOR RAY :
This is indeed the
most powerful of all rays. When hit by a multicolor ray, the target is
immediately transferred to another plane of existence ( an Outer- or Inner
plane ) and turned into a native creature of that plane. The target who's
hit, becomes that particular creature by all means, Hit Points, Thac0 Etc.
The only thing which remains, is the victim's memory and his spell-casting
ability if the new form allows the use of such things.
The only way to
avoid this horrible fate, is to make a Saving Throw against Spells, with
a Ä5 penalty, and even then the target is still transformed, but this
time into another creature on its own plane of existence. This creature
will be a common beast, like a monkey, dog, ass etc.
Every time a multicolor
ray is launched, it renders the wizard totally exhausted, and unable to
cast spells higher than first level. The Wizard most rest for at least
5 hours for each multicolor ray he has fired, before he once again is able
to cast spells normally.
Power
Word, Solidyfy
(Alteration)
Range : 5 yards/2 levels
Components : V
Duration : Permanent
Casting Time : 1
Area of Effect : 10-foot
radius
Saving Throw : None
When a Power Word, Solidify
spell is uttered, one or more creatures that consist partly of some kind
of liquid, vapor, or other non-solid matter such as flesh, jelly, or others
become solid. They are thereby rendered motionless and even dead or destroyed
if they have need of blood or other fluids to flow freely in their body.
The spell affects any one creature with up to 60 hit-points or any number
of creatures with 10 hit-points or less to a maximum of 120 hit-points
totally. The caster should choose to attack a single creature, or multiple
creatures along with the spell range, and the center of the area of effect
before the casting of the spell. The current hit-points of the creatures
are used.
Power
Word, Vaporize
(Alteration)
Range : 5 yards/2 levels
Components : V
Duration : Permanent
Casting Time : 1
Area of Effect : 10-foot
radius
Saving Throw : None
When a Power Word, Vaporize
spell is uttered, one or more creatures turn into vapor and can no longer
interact with material things or beings. They still live but are from that
point on considered to be insubstantial creatures that cannot be harmed
with anything but magically enchanted weapons or spells. The spell affects
any one creature with up to 60 hit-points or any number of creatures with
10 hit-points or less to a maximum of 120 hit-points totally. The creature
cannot attack others while in this form other than other creatures that
exist on the Ethereal plane, where all attacks (both ways) are considered
normal attacks.
The caster should choose
to attack a single creature, or multiple creatures along with the spell
range, and the center of the area of effect before the casting of the spell.
The current hit-points of the creatures are used.
Range : 0
Components : V, S, M
Duration : Instantaneous
Casting Time : 9
Area of Effect : One demon
or minion
Saving Throw : Neg.
In order to cast this spell
the wizard must first prepare the material components of this spell, which
are a cauldron of infant blood, the powder of a 1,000 gp diamond which
is to be mixed with the blood when it boils. The caster is then able to
lure the truename out of a demon/minion. The demon/minion must make a saving
throw versus spell in order to avoid revealing its truename. The truename
will appear as black letters on top of the red blood within the cauldron.