Return to Gaming Resources Page
New Mage Spells
Level 1
Halfmoon’s Dagger
Level 2
Bursting Cloud
Gift
Halfmoon’s Winged Knife
Harlequin’s Cat
Stormwind’s Corrosive Gesture
Level 3
Bladeturn
Countertouch
Displacement
Fleshimmune
Mistle's Cunning Blow
Ram
View Events
Level 4
Fluid Flesh
Invulnerability
Personal Space
Stormwind’s Solvent Squall
Level 5
Serten’s Charm of Proof Against Arms
Wizard Aura
Level 6
Stormwind’s Seething Solvent Stream
New Priest Spells
Level 2
Thornskin
Level 3
Forest Communion
Sow Sundews
Level 4
Vegemorphosis
Level 5
Plant Guardian
Split Stone
Halfmoon’s Dagger (Evocation). L1, D 1 round +1/level, AoE self, C V,S,M, CT 2, Save none. Creates a dagger-shaped force in the caster’s hand, which does damage as a normal dagger, but hits creatures immune to non-magical weapons. It cannot be thrown or given to another. Component: powdered silver.
Bursting Cloud (Evocation). L2, R 3” +1/level, D 1 round/level, AoE 1 or more 1” x 1” x 1” clouds, C V,S,M, Save 1/2. This spell creates a 10’ diameter cloud of yellow-green opaque vapours, similar to a stinking cloud, +1 additional cloud for every 3 levels the caster has attained i.e. at 3rd level, 2 clouds, at 6th, 3 clouds. The clouds can be directed to move at a speed of 3” to the limit of the spell range, are heavier than air (sinking at 1”/round if undirected) and all must move in the same direction. They can move against a gentle breeze, no more. When a cloud comes into contact with iron or steel, it vanishes in a small explosion which does D6 damage +D6 per 3 levels of experience (save for half) in a 1” radius (i.e. 1/2” beyond the cloud’s edge). Component: a small ball of iron, and one of stone.
Gift (Alteration). L2, R 1”, D 1 turn/level, AoE 1 smaller than human creature, C V,S,M, Save neg. An unpleasant spell, used to transform a small creature, usually a venomous one, into a bauble of some sort, usually a gem. The bauble can then be given away and at the end of the spell duration (or when the mage deliberately cancels the spell) resumes its natural form. The spell usually frightens the subject, which naturally bites or stings the nearest convenient creature, gaining the advantage of surprise (+4 to hit) and usually the benefit of a barehanded or merely gloved AC. Component: a smaller than man-size living creature, which gets a save vs. magic at -4.
Halfmoon’s Winged Knife (Evocation). L2, R 2” +1”/level, D 1 turn/level, AoE self, C V,S,M, CT 1, Save none. There are two forms of this spell. The form is determined by the caster at the time of casting. The first creates a single dagger-like force which may be thrown, with a “to hit” and damage bonus equal to the caster’s level. The second creates a number of dagger-like forces equal to the caster’s level, which have no bonuses but can hit creatures struck only by magical weapons. One dagger at a time appears in the caster’s hand when desired after the spell is cast. Daggers not thrown at the time of the spell’s expiry are lost. Daggers disappear after hitting something. Component: powdered gold.
Harlequin’s Cat (Enchantment). L2, R touch, D 1 round +1/level, AoE creature touched, C V,S, CT 2, Save negates. The victim of this spell has their power of speech controlled by the caster. The caster can make the victim say anything desired, but only in languages the caster understands, and must be capable of speech. The victim cannot speak of their own volition while the spell is in effect, but may otherwise act as desired.
Stormwind’s Corrosive Gesture (Evocation). L2, R 1”/level, D 1 round/2 levels, AoE 1 size M target, C S,M, CT 2, Save half. Note that this spell has no spoken component, and is silent. The spell permits the caster to spray acid in a narrow splash. The acid increases in potency with level (at 3rd level it is equivalent to a vial of normal acid). It inflicts D4+1 points each round. Component: a drop of vinegar.
Bladeturn (Evocation). L3, D 3 rounds +2/level, AoE self or creature touched, C V,S,M, CT 2, Save none. Provides immunity to non-magical melee weapons (not missiles or barehand attacks). Component: a diamond of at least 500 GPV.
Countertouch (Evocation). L3, D 1 turn/level, AoE self or creature touched, C V,S,M, CT 1 round, Save half. Any creature which touches the caster or his equipment suffers D3 +1/level points of fire damage, which does not affect the caster or his equipment. Component: a pouch charm of ground chilli.
Displacement (Illusion). L3, D D4 rounds +1/level, AoE self or creature touched, C V,S,M, CT 3, Save none. This spell makes the caster appear to be slightly to one side, in front, behind etc. of their actual position. As a result, the first attack made on them always misses. In addition, the caster is +2 to AC and saving throws vs. directed magical attacks while the spell is in effect. Component: a swatch of Displacer Beast fur.
Fleshimmune (Alteration). L3, D 1 round/level, AoE self or creature touched, C V,S,M, CT 3, Save none. The subject of this spell cannot be touched by a living creature or wooden weapons, so barehand attacks are ineffective. However, metal weapons (including mail gauntlets) will still affect the subject, as will magical wooden weapons and creatures of 4+1 or greater hit dice (not character-types). In addition, while the character cannot be touched, any metal equipment can be grabbed or hit. Consequently, if the caster wears metal armour (as many elf fighter/mages do), the spell is effectively negated. Component: a necklace of finger bones, worn while the spell is in effect.
Mistle's Cunning Blow (Evocation). L3, R 1/2"/level, Dur 1 r/level, AoE 1 target per round, components S, M, CT 4, save 1/2. This spell permits the MU to make dagger attacks at a distance without throwing, as if the MU were in melee range of the target. The MU may make up to 1 attack per round while the spell lasts, and the target may make a save vs. spell for each attack (no “to hit” roll required). Strength bonuses do not apply. Envenoming the blade has no effect. Component: a dagger, which cannot be iron or steel; if a magical dagger is used, the plus "to hit" is subtracted from the target's saving throw, and the damage bonus is applied to the damage roll.
Ram (Evocation). L3, R 3”,
D 1 segment, AoE 1 creature or object, C V,S,M, CT 3, Save special. Creates
a ram-shaped force which can be aimed at a creature, wall or object, doing
damage by impact of D6 +D6/6 levels of the caster. Creatures must save
or be knocked down. Modifiers to saves are as follows:
Target smaller than man-sized -1
Larger than man-sized +1
Strength less than 12 -1
Strength 18-20 +3
Strength over 20 +6
4 or more legs +4
Over 1,000 lbs. weight +2
Per die of damage above 1 -1
The GM use common sense
with saves, i.e. a giant balanced on a narrow ledge should not gain any
bonus for strength unless he anticipates the attack. The spell can instead
be used to open doors, as a person of 18/00 strength, +1 for every 6 full
levels of the caster. Structural damage is equivalent to a battering ram
for each D6 of damage. Magic items attacked by a Ram spell of the 12th
or greater level should save vs. crushing blow, but are not otherwise affected.
Nonmagical items must save vs. crushing blow.
View Events (Divination). L3, D 1 round/level, AoE 3” radius, C V,S,M, CT 1 round, Save none. This spell permits the mage to view events that have taken place in the recent past (1 turn per level) on that spot. The mage can quickly search through events, or examine particular events more slowly, but events can only be seen, not heard. No other detection spells can be used in conjunction with this spell, so if events took place in utter darkness, a human mage will view nothing. Components: a clear gem or crystal, large enough to peer through, and a cloth cap (which must be worn).
Fluid Flesh (Alteration). L4, D 1 turn/level, AoE self or creature touched, C V,S,M, CT 1 round, Save none. The subject of this spell becomes similar to a slime or pudding in the texture of their flesh. Unable to survive division or rejoin missing parts, they nonetheless suffer only 1/2 damage (round down) from edged weapons and 1 point from blunt attacks and can force themselves through spaces as narrow as 1” wide. Other attacks remain effective, and movement remains normal. Component: a small boneless animal, such as a slug or jellyfish, which must be eaten whole.
Invulnerability (Abjuration). L4, D 1 turn +1 round/level, AoE self or creature touched, C V,S, CT 4, Save none. Conveys immunity to attack from nonmagical weapons and creatures of less than 4+ HD.
Personal Space (Enchantment). L4, D 1 turn/level, AoE self, C V,S,M, CT 6, Save special. Conscious mobile living creatures will move away from the mage, staying at least 3” distant. Creatures of up to 2HD get no save, otherwise save negates. Component: a white handkerchief.
Stormwind’s Solvent Squall (Evocation). L4, R 1” +1”/level, D 1 round +1/level, AoE cloud 2” x 2” x 1” high per 5 levels, C V,S,M, CT 4, Save special. The spell creates a cloud of gray-blue vapours, which can be moved by the caster as for a Stinking Cloud, which it resembles. Creatures suffer 3-12 points +1 point per point of Armour Class each round they are in the cloud, and must in addition save or be blinded for 4-24 turns (washing the eyes in water or alcohol reduces this blindness to 1 turn). Clothes, leather armour, backpacks etc. are destroyed in 1 round, armour up to chainmail in 2 rounds, and plate in 4 rounds. Magic items gain a save in the round in which they would be destroyed, and must then save every round. Component: a bombardier beetle in a vial of vinegar.
Serten’s Charm of Proof Against Arms. L5, D 1 round/level, AoE self or creature touched, C V,S,M, CT 5, Save none. Conveys immunity to weapons less than +1 in value (not barehand attacks). For each 3 levels above 9, the “+” of immunity goes up by one, i.e. at 15th level the mage is immune to weapons up to +2. Component: a hair from a creature of the outer planes.
Wizard Aura (Enchantment). L5, D 1 turn +1 round/level, AoE self, C V,S,M, CT 1 round, Save none. Increases mage’s charisma to 19 (including awe power affecting creatures of 1HD or less), and alters aspect to majestic, well-groomed and dressed, and generally impressive (details determined by caster). Components: jade statuette of caster with halo, value at least 500 GP.
Stormwind’s Seething Solvent Stream (Evocation). L6, D 1 segment, AoE an area 1” long per level and 1/2” wide, C V,S,M, CT 6, Save 1/2. A jet of boiling acid is created which travels outward at high speed. Any creature in the area suffers D8 per level of experience, and a further D4 per level of experience the following round. Creatures saving take half damage. Characters who fail their save are also blinded for 4-24 turns (washing the eyes in water or alcohol reduces this to 1 turn). Clothes, leather armour, backpacks etc. are destroyed (magical items gain a save) even if the character successfully saves. Note that this stream will make a hole 1/2” wide through organic material (including wood) or limestone to a depth of 1’ per level. Component: a giant slug tongue in a vial of vinegar.
Thornskin (Plant). L2, D 1 turn +1 round/level, AoE self or creature touched, R touch, C V,S, Save none. The subject of this spell develops large, hard thorns 4” long evenly spaced all over their body, protruding through clothes and soft armour (heavier than studded armour prevents them growing, and negates the spell). Anyone attempting to touch the subject of the Thornskin spell suffers 1-6 damage. The subject can make barehand swiping attacks which do 2-8 damage, or overbearing attacks for 4-16 points. Anyone attempting to overbear the subject suffers like damage (i.e. 4-16 points).
Forest Communion (Plant). L3, D 1 turn, AoE 1 contiguous forest, R touch, C V,S,M, CT 1 round, Save none. When a priest casts this spell, they must place their hands palms down on the earth inside a forest (just beyond the first tree is OK). They then gain an awareness of the forest, sensing what it sense. Forests are acutely aware of anything threatening (logging, fires, drying watercourses, lightning, and blight), can vaguely sense weather, the general shape (or lay) of the land, and the presence of inimical or beneficent (to trees) forces (i.e. dangerous humanoids, druids, etc.). Trees cannot discriminate between types of monsters, depending on non-visual senses. Note that, for example, human woodsmen are defined as inimical. If dryads or treants live in the wood, they can (if they wish) communicate with the caster. Component: a double fistful of fallen leaves or needles.
Sow Sundews (Plant). L3, D 1 turn/level, AoE a 1”x1” area per level, R 1” per level, C V,S,M, CT 4, Save special. The priest on casting hurls a small, live sundew plant into the area to be affected. The plants multiply within a segment, covering the desired area and adhering to anything therein. The sundews then act as an Entangle spell. The spell will not function if the sundews do not have a solid surface (earth, stone, metal, wood, anything solid) to attach themselves (i.e. water, mud or thin air will not support them).
Vegemorphosis (Plant). L4, D 12 hours +4/level, AoE self, C V,S,M, CT 1 round, Save none. A priest who subjects themselves to this spell develops a distinct green cast to their skin and hair. While the spell is in effect, they require no food if they expose their bare feet to the earth and their skin to the sunlight, and whenever this is done they will regenerate damage at a rate of 1 HP/hour. Side effects include vulnerability to plant-affecting magic, -1 to saves vs. fire and +1/die damage from fire (which is not regenerated). In addition, each time a character is the subject of this spell, they will grow 1” (permanently). Component: a deadly nightshade berry, consumed (harmlessly) by the caster.
Plant Guardian (Plant). L5, D permanent, AoE an area 6” in radius, C V,S,M, CT 1 turn, Save none. This spell requires a piece of amber worth not less than 500 GP. A priest may have only one Plant Guardian spell in effect at one time. The spell is used to protect the priest’s stronghold, home, sanctum or other place of importance. When the spell is cast, dangerous plants (determined by the GM) will germinate throughout the area (mostly at the edge). They will not attack the caster or anyone the caster nominates as a friend. Components: the blood and bones of dead creatures, at least one man-sized corpse per level of the caster. These may be buried, but must remain at the site.
Split Stone (Plant). L5,
D 1 round, AoE an area 1”x1” per level, R 6” +1/level, C V,S,M, CT 1 round,
Save neg. The priest on casting hurls one or more seeds from large, deep-rooting
trees (such as oak or ash trees) at the area to be affected. They grow
in a segment to adult size (3D4x1” tall), and their roots in the same period
penetrate, grip, and shatter any and all stonework, including paving or
cobbles, walls (up to castle size) and statues. Stonework which extends
out of the area of effect will be shattered only in the area of the spell.
Creatures of stone (i.e. earth elementals, stone golems, crysmals etc.)
must save vs. death magic or be destroyed. This spell only functions outdoors.