(Alteration) Level : 1 With this spell the caster can animate a suit of armor. The suit of
armor thus affected must be in the possession of the caster, but can be carried in any
shut backpack, sack or the like, even in separate pieces, without interfering with the
spells effect. The spell causes the suit of armor to rise from its confinements, and
envelop the caster. Straps are automatically tightened, plates fitted and helms placed
upon the casters head as appropriate. Alternately, the caster can cast the spell upon any
other armor in possession of a willing creature, and help him speedily into his armor. The
subject creature and suit of armor must be within 10 yards from the wizard casting the
spell. |
(Illusion/Phantasm) Level : 1 This spell creates a special illusionary herald. The herald is of the casters race, and seemingly clad in the most magnificent of clothes. After casting the spell the herald will accompany the caster wherever he goes, until it is dismissed, or has performed it's function. Upon any sign from the caster, the herald will play a note on an appropriate illusionary instrument, which it carries with it, Thereafter it will begin to recite the proper honorific, complete with titles of the caster (real or imagined ones, as decided by the caster), with a lot of grandeur. After this, the herald disappears in a puff of blue smoke. |
(Alteration, Evocation) Level : 3 With this spell the caster combines the spell effects of several
different spells into one single spell. The spells that the caster want to combine must be
previously memorized and available to the caster. These spells are, together with the minor
spell coalesence, wiped from the caster's memory after the casting. There are a number
of restriction to combining several spells into one spell effect. |
(Necromancy) Level : 3 A variant of the second-level spectral hand spell, this dweomer
causes a ghostly glowing longbow, shaped from the casters life force, to materialize
within the casters hands. Any touch spell subsequently cast by the wizard causes an arrow
to appear on the bow. The touch spell can then be delivered by successfully hitting the
target with the arrow. The caster attacks with a +2 bonus to his attack roll, plus
possible dexterity or strength bonuses. The caster can fire up to two arrows per round,
but as soon as a target is hit, no new arrows appear until the wizard has cast another
touch spell. The caster cannot perform other actions in the same round that he attacks
with the bow. If the caster chooses to perform another action in a round, the bow hovers
next to the caster. The bow lasts the full spell duration unless dismissed by the caster.
The bow is only vulnerable to magical attacks ( but it has an AC of -4 ). Any damage to
the bow ends the spell, and inflicts 1d6 points of damage to the caster. |
(Abjuration, Enchantment/Charm) Level : 5 Also known as Alnors protection from plane travelling effects,
this spell can protect certain items from the detrimental effects of crossing planar
boundaries, and thus losing part of their power. The spell creates a special conduit,
through which the affected items maintain contact with their home plane. This conduit
prevents these items from being reduced in pluses when the possessor crosses planar
boundaries. Special functions of items which normally do not work in the outer or inner
planes due to the nature of the plane, are still inoperable while the caster is on that
plane, the planar conduit spell only preserves pluses of items such as magical
weapons and rings of protection. |
(Alteration) Level : 5 This spell is a more powerful variant of the fourth level wizard spell
stoneskin, except for the fact that it protects against 1d4 + 1 attack per 4 caster
levels. Furthermore, before a steelskin is reduced by one, the recipient must
actually be hit by a physical attack, or fail a save against a magical attack, opposed to
just being 'attacked'. This spell does not work in conjunction with the stoneskin
spell. |
(Evocation) Level : 6 This spell generates the power to shoot one or more blasts of pure
energy from the wizards hands. These blast of energy look like radiant and
shimmering orange-yellow javelins which speed unerringly towards their targets. The target
must be in the line of sight of the caster. The incandescent rods of energy strike
unerringly, and cannot be intercepted by any physical means. |
(Abjuration) Level : 6 With the use of this spell the caster generates a protective aura
around his whole body akin to a wall of force. This field, as opposed to a wall
of force, is pliable and moveable and not stationary. The casters movements are not
severely hindered while within the protective field. The force aura of the mantle of
invulnerability is very thin, 2 inches at its most dense spot. The mantle creates an
occasional bluish shimmer around the casters body, but is otherwise transparent. |
(Conjuration/Summoning) Level : 7 This spell creates many supple steel-like red tentacles in the area of
effect. These waving members seem to spring forth from the earth, floor, or whatever
surface is underfoot-including water. Each tentacle is 25 feet long , AC 2, and requires
as many points of damage to destroy as the level of the wizard who cast the spell. There
are 1d4 such tentacles, plus one per experience level of the spellcaster. Each tentacle is
considered a size M creature when considering how many tentacles can attack a single
target. The target of a tentacle attack must roll a saving throw versus spell for each
tentacle that attacks it. If this succeeds the subject suffers 1d6 points of damage from
contact with the tentacle, and then the tentacle is destroyed. Failure to save indicates
that the damage inflicted is 2d6 points, the crimson member is wrapped around its subject,
and damage will be 3d6 points on the second and succeeding rounds. |
(Abjuration) Level : 8 This spell is akin to the globe of invulnerability spell (PHB
p.177 and p.160). It creates a faintly shimmering, magical sphere around the caster that
prevents any 1st-, 2nd-, 3rd-, or 4th-level spell effects from penetrating. Thus the area
of effect of any such spell does not include the area of the omnipotent globe. This
includes innate spell- like abilities and effects from devices. However, any type of spell
can be cast out of the magical sphere, and these pass from the caster of the globe to the
subject without effect on the globe. Fifth and higher level spells are not affected by the
globe. The globe moves with the caster and cannot be brought down by a dispel magic. |