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Daena's Spell List and Descriptions

 
 

Class

1st

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4th

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6th

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8th

9th

Mage

4

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Maximum Wizard Spells Per Level: 11

Wizard Chance to Learn New Spell: 70%

Maximum Wizard Spell Level: 8th

 

 
 
Spell Time Range Area of Effect Components
1st Level
1.Bigby's Bookworm Bane 1 20 yards Special V, S, M
2.Comprehend Languages 1 rd Touch 1 speaking creature or written text V, S, M
3.Copy 1 rnd Special One object V, S, M
4.Darsson's Fiery Cube 2 5 yards/level 10-foot cube V, S, M
5.Disarm 1 100 yards 1 person V, S
6.Fogbolt 1 10 yards 1 creature V, S, M
7.Hypnotism 1 5 yds 30 ft cube V, S
8.Protection 1 rd. Touch 1 character/level V, M
9.Read Magic 1 rd 0 Special V, S, M
10.Sleep 1 30 yds Special V, S, M
         
2nd Level
1.Agannazar's Scorcher 3 20 yards 2-foot by 60-foot jet V, S
2.Bands of Mist 2 20 ft One creature V, S, M
3.Diskboat 2 rds. 0 10' long, 5' wide oval V, S, M
4.Fog Cloud 2 10 yds Special V, S
3rd Level
1.Fireball 3 10 yds + 10 yds/lvl 20-ft radius V, S, M
2.Mirror Escape 1 0 Caster S, M

 

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Spell Descriptions
Daena's Spells - First Level (Max 11)

Bigby's Bookworm Bane
Schools: Invocation/Evocation
Area of Effect: Special
Casting Time: 1
Components: V, S, M
Duration: 1 turn/level
Range: 20 yards
Saving Throw: None

This spell is used to seek out and destroy one of the most feared enemies of the wizard: the bookworm. When cast, the spell creates a disembodied hand that will search through a library and crush all bookworms it finds. The hand can search through 100 books or scrolls per round, seeking out bookworms with a 95% chance of detection. Once a worm is found, the hand will pursue the bookworm relentlessly, attacking with the skill of a fighter equal in level to the caster. A successful hit by the hand means the bookworm is instantly crushed to death. The hand possesses a Strength of 8, so it can move aside books and scrolls in pursuit of a fleeing bookworm. The hand cannot be harmed by physical attacks, but it can be destroyed by 4 or more points of magical damage. The hand is incapable of performing any other function or combatting any other foe. Bigby used the spell periodically to safeguard his valuable library.
The material component is a child-sized glove made of tough leather.


Comprehend Languages
(Alteration)
Reversible
Range: Touch Components: V, S, M
Duration: 5 rds./level Casting Time: 1 rd.
Area of Effect: 1 speaking Saving Throw: None
creature or written text

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.

Copy
(Evocation)
Range: Special Components: V, S, M
Duration: Instantaneous Casting Time: 1 round
Area of Effect: One Target Saving Throw: Special

Copy enables the caster to make a perfect copy of a map, letter, or any other written or drawn document. The caster must have a blank parchment or a book with blank pages of the sufficient size to hold the copy. The caster holds the blank object over the object to be copied, then casts the spell; the copy immediately appears on the formerly blank object. The copy is permanent and is a perfect duplicate of the original.
Copy can also be used to copy spells from a new spell book into the caster’s spell book, assuming the book is of sufficient size to contain the new spells. The caster must first roll to see if he can learn the new spells; if so, he can cast copy to instantly copy them into his spell book.

The material components for this spell are a piece of blank parchment (or a book with blank pages, as described above), and a drop of black ink.

Darsson's Fiery Cube
Schools: Invocation/Evocation
Area of Effect: 10-foot cube
Casting Time: 2
Components: V, S, M
Duration: Instantaneous
Range: 5 yards/level
Saving Throw:½

The Fiery Cube is an explosive burst of flame that covers an area no larger than a 10' cube. It detonates with a low roar, creating a cube of fire. The fire inflicts 1-4 points of damage per level of the caster, to a maximum of 10-40 (10d4) points. The FIERY CUBE will fill any open space in its area of effect, but will not expand beyond that area. Thus, if it were cast in a corridor 5' wide and 7' high, it would fill a volume of 10' x 7' x 5'.
The caster points his finger and speaks the range (distance and height) at which he wishes to place the spell's center. A streak of orange light flashes from the pointing finger, detonating in cube shape at the prescribed place, unless it strikes a solid object before reaching that place (early impact indicates an early detonation). Creatures in the area of effect that make a saving throw versus spell take only half damage.
Besides causing damage, the spell ignites all combustibles in its area of effect and melts soft metals. Exposed items requires a saving throw versus magical fire to determine if they are affected. Items in the possession of a creature that makes its saving throw are unaffected.
The material component of this spell is a tiny cube of bat guano, a small amount of sulfur, and a flake of phosphorus.

 

Disarm
Schools: Invocation/Evocation
Area of Effect: 1 person
Casting Time: 1
Components: V, S
Duration: Instantaneous
Range: 100 yards
Saving Throw: Neg.

This spell summons minor telekinetic bursts that cause a person to drop any hand-held weapons or items. The bursts have enough force to move the items Id20 feet away from the former wielder, forcing the person to spend a round retrieving his weapons or carried items. This spell affects only handheld items, not rings or belts or other items, unless these are physically carried in the hands (not worn).

Fogbolt
Schools: Invocation/Evocation
Area of Effect: 1 creature
Casting Time: 1
Components: V, S, M
Duration: 2d4 rounds
Range: 10 yards
Saving Throw: Special

This spell creates a flying teardrop of foglike vapor and hurls it at any one being chosen by the caster. The target creature is enveloped in an aura of thick, smokelike fog, and temporarily shrouded (-3 to attack rolls, AC worsened by 2, saving throws reduced by 3 if based on dodging; that is, the "Starlight" penalties from the DMG Table 72). All phaerimm are immune to this spell; its fog will not cling to them.
Any fiery light sources (torches, candle lamps, and open lanterns) carried by or in contact with the target get a saving throw versus magical fire. If this fails, the flames are instantly extinguished and can't be reignited by any means (their fuel won't bum) for 2d4 rounds.
The target creature is allowed a saving throw versus spell. If successful, the cloud dissipates on the round after striking; if not, it clings to the target, foiling vision-related spells, missile aiming, spying attempts on surroundings, and the like, by reducing the range of effective vision to less than 1 foot.
The fog lasts for 2d4 rounds. If an affected creature touches another creature within 4 rounds of being enveloped, the second creature must save versus spell. Failure means the spell effects are transferred to the second creature, regardless of the intent of the creature already affected. This holds true even if only an item held, carried, or worn touches the second creature.
In hot, daytime desert conditions, the fog lasts only 1d6 rounds (1d4 if strong winds are present, including Gust of Wind).
The material component of this spell is a large drop of water or spittle, or a drop of sweat, let fall into smoke of any sort.

Hypnotism
(Enchantment/Charm)
Range: 5 yds. Components: V, S
Duration: 1 rd. + 1 rd./level Casting Time: 1
Area of Effect: 30 ft. cube Saving Throw: Neg.

The gestures of the wizard, along with his droning incantation, cause 1d6 creatures within the area to become susceptible to a suggestion--a brief and reasonable-sounding request (see the 3rd-level wizard suggestion spell). The request must be given after the hypnotism spell is cast. Until that time, the success of the spell is unknown. Note that the subsequent suggestion is not a spell, but simply a vocalized urging (the caster must speak a language the creature understands for this spell to work). Creatures that successfully roll their saving throws are not under hypnotic influence. Those who are exceptionally wary or hostile save with +1 to +3 bonuses. If the spell is cast at an individual creature that meets the caster's gaze, the saving throw is made with a penalty of -2. A creature that fails its saving throw does not remember that the caster enspelled it.

Protection
Schools: Conjuration/Summoning
Area of Effect: 1 character/level
Casting Time: 1 rd.
Components: V, M
Duration: 1 turn/level
Range: Touch
Saving Throw: None

This spell improves the Armor Class of an affected character by 3. Thus, a character with AC 8 gains AC 5. The caster can affect one character for every level of experience the caster has achieved. The Armor Class improvement conferred by this dweomer is of no benefit against a metal weapon.
The material component of the spell is a piece of crab shell..

Read/Write Magic
(Divination)
Range: 0 Components: V, S, M
Duration: 2 rds./level Casting Time: 1rd.
Area of Effect: Special Saving Throw: None

By means of a read magic spell, the wizard is able to read magical inscriptions on objects--books, scrolls, weapons, and the like--that would otherwise be totally unintelligible. (The personal books of the wizard, and works already magically read, are intelligible.) This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed scroll. Furthermore, once the spell is cast and the wizard has read the magical inscription, he is thereafter able to read that particular writing without recourse to the use of the read magic spell. The duration of the spell is two rounds per level of experience of the spellcaster; the wizard can read one page or its equivalent per round.

The wizard must have a clear crystal or mineral prism, which is not expended, to cast the spell.

Sleep
(Enchantment/Charm)
Range: 30 yds. Components: V, S, M
Duration: 5 rds./level Casting Time: 1
Area of Effect: Special Saving Throw: None

When a wizard casts a sleep spell, he causes a comatose slumber to come upon one or more creatures (other than undead and certain other creatures specifically excluded from the spell's effects). All creatures to be affected by the sleep spell must be within 30 feet of each other. The number of creatures that can be affected is a function of Hit Dice or levels. The spell affects 2d4 Hit Dice of monsters. Monsters with 4+3 Hit Dice (4 Hit Dice plus 3 hit points) or more are unaffected. The center of the area of effect is determined by the spellcaster. The creatures with the least Hit Dice are affected first, and partial effects are ignored.

For example, a wizard casts sleep at three kobolds, two gnolls, and an ogre. The roll (2d4) result is 4. All the kobolds and one gnoll are affected (½ + ½ + ½ + 2 = 3 ½ Hit Dice). Note that the remainder is not enough to affect the last gnoll or the ogre.

Slapping or wounding awakens affected creatures but normal noise does not. Awakening requires one entire round. Magically sleeping opponents can be attacked with substantial bonuses (see "Modifiers to the Attack Roll" in Chapter 9: Combat).

The material component for this spell is a pinch of fine sand, rose petals, or a live cricket.

   
Daena's Spells - Second Level (Max 11)
     

Agannazar's Scorcher
Schools: Invocation/Evocation
Area of Effect: 2-foot by 60-foot jet
Casting Time: 3
Components: V, S
Duration: 2 rounds
Range: 20 yards
Saving Throw: None or 1/2

Upon casting this spell a jet of flame appears at the caster's fingertips and busts out toward one target of the caster's choice. That target will be hit by this flame for 3-18 points of damage in the first round and 3-18 points the following round, if he remains within the spell's range. There is no saving throw against this spell, though anti-fire capabilities such as fire resistance will apply and may reduce or eliminate the damage. If the target moves more than 20 yards away from the caster or takes shelter behind some large, fireproof object the next round, the flame jet will remain directed toward its original target, even though no further damage can be caused. Other figures in the path of the flame jet can make a saving throw vs. spells to avoid 2-16 points of fire damage. A successful saving throw reduces this to 1-8. The casting mage cannot perform other actions during the second round of the spell or discontinue the spell until it has run its course. Similar to the burning hands spell, this spell will ignite readily flammable material in its path.

Bands of Mist (Abjuration)
Range: 20 feet
Components: V, S, M
Duration: 1 turn
Casting Time: 2
Area of Effect: One creature
Saving Throw: None

This spell calls into existence misty rings around a single target of size M or smaller. These rings exert 640 pounds of force to keep the target still, including short range movements such as swinging a sword.

Every time the target attempts to do something not requiring moving from her original position (walking is out) he must make a Dexterity check (roll under Dexterity on 1d20) in order to have a chance of success. In order to move from his original position, the target will have a harder time of it. If his Strength totals higher than 23, he can do it easily.

Otherwise he must make a Strength check against opening magical doors in order to break out of the bonds. The caster tosses a looped copper wire at the victim while muttering the appropriate verbal components.

This is a weakened version of hold person, which exerts physical force to hold the target rather than paralysing her.

Diskboat
Schools: Invocation/Evocation
Area of Effect: 10' long, 5' wide oval
Casting Time: 2 rds.
Components: V, S, M
Duration: 1 turn/level
Range: 0
Saving Throw: None

This spell is an adapted form of Tenser's Floating Disk. The spell forms a boat-like oval disk (with edges) that can move out over water. The mage (and other passengers) can ride in the diskboat. The diskboat can vary in altitude from 1' to 10' above sea level and can carry 200 lbs. per level of the caster. The Diskboat is at the mercy of wind and current, although it can be rowed, sailed, or towed, if appropriate equipment is available. The spell essentially forms a small rowboat, so it does not handle stormy weather well. The Diskboat provides no special stability, and can tip over just as a normal boat can. The diskboat can also move over land, if required.
The material components (consumed) are a small clear disk worth not less than 2 gp and a drop of mercury.

Fog Cloud
(Alteration)
Range: 10 yds. Components: V, S
Duration: 4 rds. + 1 rd./level Casting Time: 2
Area of Effect: Special Saving Throw: None

The fog cloud spell can be cast in one of two ways, at the caster's option: as a large, stationary bank of normal fog, or as a harmless fog that resembles the 5th-level wizard spell cloudkill.

As a fog bank, this spell creates a fog of any size and shape up to a maximum 20-foot cube per caster level. The fog obscures all sight, normal and infravision, beyond 2 feet.

As a cloudkill-like fog, this is a billowing mass of ghastly, yellowish-green vapors, measuring 40 feet x 20 feet x 20 feet. This moves away from the caster at 10 feet per round. The vapors are heavier than air and sink to the lowest level, even pouring down sinkholes and den openings. Very thick vegetation breaks up the fog after it has moved 20 feet into the vegetation.

The only effect of either version is to obscure vision. A strong breeze will disperse either effect in one round, while a moderate breeze will reduce the spell duration by 50%. The spell cannot be cast under water.

   
     
Daena's Spells - Third Level (Max 11)

Fireball
(Evocation)
Range: 10 yds. + 10 yds./level Components: V, S, M
Duration: Instantaneous Casting Time: 3
Area of Effect: 20-ft. radius Saving Throw: ½

A fireball is an explosive burst of flame, which detonates with a low roar and delivers damage proportional to the level of the wizard who cast it--1d6 points of damage for each level of experience of the spellcaster (up to a maximum of 10d6). The burst of the fireball creates little pressure and generally conforms to the shape of the area in which it occurs. The fireball fills an area equal to its normal spherical volume (roughly 33,000 cubic feet--thirty-three 10-foot x 10-foot x 10-foot cubes). Besides causing damage to creatures, the fireball ignites all combustible materials within its burst radius, and the heat of the fireball melts soft metals such as gold, copper, silver, etc. Exposed items require saving throws vs. magical fire to determine if they are affected, but items in the possession of a creature that rolls a successful saving throw are unaffected by the fireball.

The wizard points his finger and speaks the range (distance and height) at which the fireball is to burst. A streak flashes from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball (an early impact results in an early detonation). Creatures failing their saving throws each suffer full damage from the blast. Those who roll successful saving throws manage to dodge, fall flat, or roll aside, each receiving half damage (the DM rolls the damage and each affected creature suffers either full damage or half damage [round fractions down], depending on whether the creature saved or not).

The material component of this spell is a tiny ball of bat guano and sulphur.

Mirror Escape (Illusion/Phantasm)
Range: 0
Components: S, M
Duration: 3 rounds
Casting Time: 1
Area of Effect: Caster
Saving Throw: None

This spell is a modified mirror image spell. When it is cast, 1d4+1 images of the wizard appear in various places around him (in a 20-foot radius). Within seconds, they all start running in different directions. They are basically unseen servants that have an illusion upon them of the wizard. They will run until 4 points of damage have been inflicted upon them or 3 rounds have expired. The material component of this spell is a small smoke bomb that is cast down as the wizard's feet.

 
     
     
 
 
 
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