Agarwaen's Spell List and Descriptions |
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Class |
1st |
2nd |
3rd |
4th |
5th |
6th |
7th |
8th |
9th |
Gypsey Wise woman |
3 |
2 |
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Maximum Wizard Spells Per Level: 9 |
Wizard Chance to Learn New Spell: 60% |
Maximum Wizard Spell Level: 7th |
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Spell |
Time |
Range |
Area of Effect |
Components |
1st Level |
Animal Enmity |
1 |
0 |
Creature touched |
S |
Charm Male |
1 |
120 yards |
One male creature |
V, S |
Comprehend Languages |
1 round |
0 |
Creature or object touched |
V, S, M |
Detect Disease |
1 rd |
10 yds |
1 creature or object/level |
V, S, M |
Detect Magic |
1 rd |
0 |
10 ft x 30 yds |
V, S, M |
Detect Poison |
4 |
0 |
Special |
V, S, M |
Divining Rod |
1 rd |
60 yds |
Special |
V, S, M |
Portent |
1 turn |
Touch |
Creature touched |
V, S, M |
2nd Level |
Detect Invisibility |
2 |
0 |
10 yds/lvl |
V, S, M |
ESP |
2 |
0 |
5 yds/lvl (90 yds max) |
V, S, M |
Know Language |
1 rd |
0 |
The caster |
V, S |
Omen |
5 |
Special |
Special |
V, S, M |
Protection From Charm |
5 |
Touch |
Creature touched |
V, S, M |
Tracking |
1 rd |
0 |
The caster |
V, S, M |
Warning |
2 |
Touch |
10-ft radius around creature touched |
V, S, M |
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Spell Descriptions |
Agarwaen's Spells
- First Level
(Max 9)
Animal Enmity (Enchantment/Charm)
Sphere: Animal, Charm
Range: 0
Components: S
Duration: 1 day
Casting Time: 1
Area of Effect: Creature touched
Saving Throw: Negates
This spell simply causes the victim to be offensive to animals for the period of one day. Horses will shy or buck, dogs will bark, bulls will charge, birds will aim at them, etc. Note that animals with a close association to the victim won't do anything to hurt the victim, they'll just treat him like you would treat a friend who, for some reason, smelled horrible.
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Charm Male (Enchantment/Charm)
Sphere: Charm
Range: 120 yards
Components: V, S
Duration: Special
Casting Time: 1
Area of Effect: One male creature
Saving Throw: Negates
This spell affects any single male it is cast upon. Males include humans, demihumans, or humanoids. Any charm-resistant creatures are still affected because seducer magic affects the sexual part of the brain, which is not well protected in males, even elves.
The target receives a saving throw versus spell to avoid the effects, with any adjustments due to Wisdom. See the Player's Handbook for a further description under charm person. |
Comprehend Languages (Alteration) Reversible
Sphere: Divination
Range: 0
Components: V, S, M
Duration: 5 rounds per level
Casting Time: 1 round
Area of Effect: Creature or object touched
Saving Throw: None
Except as noted above, this spell is the same as the 1st-level wizard spell comprehend languages.
(When this spell is cast, the wizard is able to understand the spoken words of a creature or read an otherwise incomprehensible written message (such as writing in another language). In either case, the wizard must touch the creature or the writing. Note that the ability to read does not necessarily impart understanding of the material, nor does the spell enable the caster to speak or write an unknown language. Written material can be read at the rate of one page or equivalent per round. Magical writing cannot be read, other than to know it is magical, but the spell is often useful when deciphering treasure maps. This spell can be foiled by certain warding magic (the 3rd-level secret page and illusionary script spells), and it does not reveal messages concealed in otherwise normal text.
The material components of this spell are a pinch of soot and a few grains of salt.
This version is non-reversible. |
Detect Disease
Schools: Greater Divination
Lesser Divination
Spheres: Divination
Area of Effect: 1 creature or object/level
Casting Time: 1 rd
Components: V, S, M
Duration: 1 rd/level
Range: 10 yds
Saving Throw: None
This spell reveals whether a creature or object carries a disease (including lycanthropy, mummy rot, or a magical disease), and whether the caster can cure the affliction. The caster has a 10% chance per level to correctly identify the disease; failure results in no identification at all.
The material component is the priest's holy symbol.
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Detect Magic
(Divination)
Sphere: Divination
Range: 0 Components: V, S, M
Duration: 1 turn Casting Time: 1 rd.
Area of Effect: 10 ft. x 30 yds. Saving Throw: None
When the detect magic spell is cast, the priest detects magical radiations in a path 10 feet wide and up to 30 yards long, in the direction he is facing. The intensity of the magic can be detected (dim, faint, moderate, strong, or overwhelming). The caster has a 10% chance per level to determine the sphere of the magic, but unlike the wizard version of the spell, the type of magic (alteration, conjuration, etc.) cannot be divined. The caster can turn, scanning a 60 arc per round. The spell is blocked by solid stone at least 1 foot thick, solid metal at least 1 inch thick, or solid wood at least 1 yard thick.
The spell requires the use of the priest's holy symbol. |
Divining Rod
Schools: Greater Divination, Lesser Divination
Spheres: Divination
Area of Effect: Special
Casting Time: 1 rd
Components: V, S, M
Duration: 1 rd/level
Range: 60 yds
Saving Throw: None
With this spell, the priest can attempt to locate common items or forces of nature that may be hidden from view. The material component for the spell is a wand cut from a hazleo tree. The priest must state the particular item being searched for. Thereafter, the wand points in the direction of the item, pulling the caster along, provided the item is within the spell range. If an impenetrable obstacle is reached (the ground, for example) the wand presses against it and stops. The caster must hold the wand with both hands for the spell to work. If there is no item matching the description within the spell range, the wand does not react, although the caster can move about searching for the item. Common uses include locating water, buried treasure, and stolen goods. |
Omen
Schools: Greater Divination
Lesser Divination
Spheres: Divination
Area of Effect: Special
Casting Time: 1 turn
Components: V
Duration: Special
Range: 0
Saving Throw: None
This spell is used to forecast the general fortunes of some major undertaking and determine auspicious and inauspicious events. When the spell is cast, the priest calls upon a deity to grant him some sign regarding the proposed action. Although the physical aspect of casting takes very little time, the priest must remain in one place and observe the natural events around him for the entire casting time. At the end of this time, he sees some omen - a flight of birds, the appearance of an animal, the fall of a leaf, and so on, that indicates the general fortunes of the undertaking planned.
This spell is commonly used before starting a journey, engaging in a major battle, or attempting some notable feat. The outcome of the spell is determined by two factors. First, the DM should consder the proposed action against information that only he knows. For example, the characters are about to leave a village to punish a group of bandits. The omen spell is cast to determine if this is an auspicious time to go. The DM knows that the village will be sacked by bandits that night, so the results would be an ill omen (since the characters would not encounter the bandits in the surrounding mountains). In situations where the DM has no information on which to base his judgment, 1d10 shoudl be rolled and the Divination Results table consulted.
However, omens are infrequent events, and interpreting them is difficult. Due to the strain this spell places on the caster, it can only be used once per week.
Divination Results
1d10
Roll Result
1-2 Ill Omen: The characters should not undertake the task this day. If this advice is
ignored, all the characters suffer a -1 penalty to attack and saving throw rolls for the rest
of the day. Their chance for encounters is doubled and a -10% reaction modifier is
applied to all encounters.
3-4 Great Danger Exists: The chance for encounters is doubled for the day and a -10%
reaction modifier applies to all encounters. Adversaries have a +1 bonus to their attack
rolls.
5-7 Neutral Omen. No special modifiers apply.
8-9 Favorable Omen: The characters are able to travel half again their normal traveling rate
that day. Opponents have a -1 penalty to their attack rolls against the characters that
day.
10 Auspicious Omen: All the effects of a favorable omen apply. In addition, the characters
gain a +1 bonus to all saving throws made that day |
Portent
Schools: Greater Divination
Lesser Divination
Spheres: Chaos
Divination
Area of Effect: Creature touched
Casting Time: 1 turn
Components: V, S, M
Duration: Special
Range: Touch
Saving Throw: None
This spell enables the priest to tell something of his or another individual's future luck during the next 24 hours. This "luck" takes the form of an adjustment to an attack roll or a saving throw at some point in the future unknown to the subject.
When the spell is cast, the DM makes two die rolls in secret. First, 1d6 is rolled to determine the exact effect. The caster learns only the general result of poor, fair, or good.
1d6 General Exact
roll Result Result
1 Poor -3
2 Poor -2
3 Fair -1
4 Fair +1
5 Good +2
6 Good +3
Second, a 1d12 roll determines when the portent result takes effect. The 1d12 roll represents the number of the attack roll (either by or against the subject) or saving throw made by the subject that is affected by the portent. For example, if a 12 is rolled, then the 12th such roll receives the exact result as a modifier.
Such die rolls count only if they involve significant risk (that is, in combat or similar situations of consequence). The count is suspended if the subject contrives, for example, to perform saving throws against nonharmful effects in an effort to manipulate the outcome of the portent. Die rolls that do apply toward this count include saving throws made in combat or against magical effects, attack rolls made by the subject, and attack rolls made by an opponent against the subject. The DM can count other rolls such as proficiency checks or ability checks, in the face of danger. When the die roll designated by the portent is made, the result is adjusted upward or downward as indicated by the 1d6 roll. Thus, the subject is either more or less likely to score a hit, more or less likely to be hit, or more or less likely to succeed on a saving throw or similar check.
Regardless of the outcome, the effects of the portent do not extend beyond 24 hours after the casting. If the event has not occurred by that time, then it will not.
The material component is either a numbered wheel or tea leave |
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Agarwaen's Spells
- Second Level
(Max 9) |
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Detect Invisibility
(Divination)
Range: 0 Components: V, S, M
Duration: 5 rds./level Casting Time: 2
Area of Effect: 10 yds./level Saving Throw: None
When the caster casts a detect invisibility spell, he is able to see clearly any objects or beings that are invisible, as well as any that are astral, ethereal, or out of phase. In addition, it enables the wizard to detect hidden or concealed creatures (for example, thieves in shadows, halflings in underbrush, and so on). It does not reveal the method of concealment or invisibility, except in the case of astral travelers (where the silver cord can be seen). It does not reveal illusions or enable the caster to see through physical objects. Detection is a path 10 ft. wide along the wizard's line of sight to the range limit.
The material components of this spell are a pinch of talc and a small sprinkling of powdered silver. |
ESP
(Divination)
Range: 0 Components: V, S, M
Duration: 1 rd./level Casting Time: 2
Area of Effect: 5 yds./level Saving Throw: None
(90 yds. maximum)
When an ESP spell is used, the caster is able to detect the surface thoughts of any creatures in range--except for those of undead and creatures without minds (as we know them). The ESP is stopped by 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead foil.
The caster employing the spell is able to probe the surface thoughts of one creature per round, getting simple instinctual thoughts from lower order creatures. Probes can continue on the same creature from round to round or can move on to other creatures. The caster can use the spell to help determine if a creature lurks behind a door, for example, but the ESP does not always reveal what sort of creature it is. If used as part of a program of interrogation, an intelligent and wary subject receives an initial saving throw. If successful, the creature successfully resists and the spell reveals no additional information. If the saving throw is failed, the caster may learn additional information, according to the DM's ruling. The creature's Wisdom adjustment applies, as may additional bonuses up to +4, based on the sensitivity of the information sought.
The material component of this spell is a copper piece. |
Know Language
Schools: Greater Divination, Lesser Divination
Spheres: Divination
Area of Effect: The caster
Casting Time: 1 rd
Components: V, S
Duration: 3 rds/level
Range: 0
Saving Throw: None
This spell confers the ability to read a language chosen by the caster and generally understand the meaning of a text. It does not translate magical scripts used to record wizard spellbooks and wizard spell scrolls, nor does it decipher code. It does not allow the caster to write the language itself. It does not necessarily allow complete understanding of magical or highly specialized technical works, although the subject matter and gist of the material might be gleaned. |
Protection From Charm
Schools: Abjuration
Spheres: Charm, Protection
Area of Effect: Creature touched
Casting Time: 5
Components: V, S, M
Duration: 5 rds/level
Range: Touch
Saving Throw: None
This spell adds a bonus of +1 per three levels of the caster to the recipient's saving throws against charm spells and all related effects. These include spells such as a suggestion, and magic jar; items such as a potion of human control, and spell-like effects, such as the gaze of a vampire or the song of a harpy or bard. It is not effective against charm attacks that allow no saving throw. A saving throw of 1fails regardless of the bonuses conferred by this spell. The maximum benefit allowed by this spell is +3 at 9th level.
The material component is holy water. |
Tracking
Schools: Greater Divination
Lesser Divination
Spheres: Divination
Area of Effect: The caster
Casting Time: 1 rd
Components: V, S, M
Critical:
Duration: 1 turn + 1 turn/level
Range: 0
Saving Throw: None
This spell detects psychic impressions left by creatures moving through an area. The druid first takes an object closely related to the creature being tracked, such as a favorite article of clothing, a lock of hair, or a blood spoor, and attunes to the quarry's psychic pattern by casting the spell on the object. After this, any psychic trace of the same pattern glows in the vision of the caster. The fresher the psychic "tracks," the brighter they glow.
These impressions are visible up to two days old per level of the druid. This spell can detect the passage of creatures under the influence of a pass without trace spell; it can also detect the passage of another druid. |
Warning
Schools: Lesser Divination, Greater Divination
Spheres: Divination
Area of Effect: 10-ft radius around creature touched
Casting Time: 2
Components: V, S, M
Duration: 1 turn/level
Range: Touch
Saving Throw: None
This spell heightens the sense of the recipient and his or her awareness of danger. The subject receives a favorable adjustment of 1 on surprise checks (3-in-10 becomes 2-in-10, and so on) from events originating within the area of effect. (For example, the subject can be surprised by a missile fired from outside the area of effect.)
Likewise, the individual cannot be easily struck from behind, since the subject becomes aware of any creature moving behind him or her within 10 feet. Further, the subject has a 30% chance to notice any trap or hidden danger (including invisible opponents) within the area of effect. Also, the chance of a foe successfully Hiding in Shadows or Moving Silently in the area of effect is halved.
The various warnings given by this spell are only noticeable to the recipient of the spell. It is that individual's decision to notify other members of an allied group should a warning be received.
The material component is a small metal figure sprinkled with the dust of a crushed pearl. |
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Agarwaen's Spell like abilites
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Dream Sight
Schools: Alteration
Spheres: Astral
Area of Effect: Caster
Casting Time: 1 rd
Components: S, M
Duration: 1 rd/level
Range: Special
Saving Throw: None
When using this spell, the caster falls into a deep sleep and dreams of nearby places and events. The caster's spirit is projected to the location within range desired. Places and events seen in the dreams happen at the time of the dreaming, these are not past or future events. In the dream, the caster can both see and hear and can will his or her spirit to move about normally.
The dream spirit can pass through solid objects with no difficulty, but cannot enter any area guarded by a protection spell (whether good, neutral, or evil), nor can sounds coming from such an area be heard. The caster's spirit can either move at a rate of 36 or observe the scene during one round. Thus, a 3rd-level shukenja could send her dream spirit up to 720 feet in the first two rounds and then spend the third (and last) round observing the scene.
At the end of the spell, the dream spirit of the caster automatically returns to the body. The caster can also voluntarily return before the end of the spell. If thecaster's body is disturbed before the dream spirit returns, the caster must make a saving throw vs. death. if the save is successful, the dream spirit returns safely to the body with no ill effect. If the saving throw is unsuccessful, the body falls into a deep catatonic state and the dream spirit is unable to return of its own accord. Another caster can use dream sleep to guide the lost dream spirit back to its body, if able to locate it.
Furthermore, while in dream sleep, the spirit of the caster is considered a lesser spirit for the purposes of all spells. Thus, it can be forced to answer questions by a commune with lesser spirit spell, cannot see things hidden by an invisibility to spirits spell, and can be destroyed by a smite spell. If the dream spirit is destroyed, thecaster's body falls into a catatonic state that can be lifted only by a raise dead, resurrection, limited wish, or wish spell. |
Predict Weather
Schools: Greater Divination
Lesser Divination, Spheres: Divination, Weather
Area of Effect: 9 sq mi.
Casting Time: 1 rd
Components: V, S, M
Duration: 2 hrs/level
Range: 0
Saving Throw: None
A priest casting a predict weather spell gains 100% accurate knowledge of the weather (sky, temperature, precipitation) in a nine square mile area centering on the druid. For each level of experience of the druid casting the spell, two hours of advance weather can be forecast. Thus, at 1st level, the caster knows what the weather will be for two hours; at 2nd level the caster knows the weather for 4 hours in advance, and so on. |
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