Title
 
Home Characters Rules & Reqs Encyclopedia Prydeinia Game Old Site Archives Links Contact the DM

Himple's Spell List and Descriptions

 
 
Spells
Class 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Illusionist 5 3 2
Maximum Wizard Spells Per Level: All Wizard Chance to Learn New Spell: 95%
Maximum Wizard Spell Level: 9th  
 
 
Spell Time Range Area of Effect Components
1st Level
1.Chameleon 1 rd. Touch Creature touched V, S, M
2.Color Spray 1 0 5 x 20 x 20 ft wedge V, S, M
3.Comprehend Languages 1 rd Touch 1 speaking creature or written text V, S, M
4.Detect Phase 1 0 10 x 60 ft V, S
5.Detect Secret Passages and Portals 1 0 10 x 10 ft area/lvl V, S
6.Erase 1 30 yds 1 scroll or 2 pages V, S
7.Hypnotism 1 5 yds 30 ft cube V, S
8.Instant Lockpick 1 0 Special V, S
9.Nystul's Magic Aura 1 rd. Touch Special V, S, M
10.Protection 1 rd. Touch 1 character/level V, M
11.Read Magic 1 rd 0 Special V, S, M
12.Shocking Grasp 1 Touch Creature touched V, S
13.Sleep 1 30 yds Special V, S, M
14.Sorcerous Scribe 1 10 feet Special V, S
15.Tasso's Shriek 1 10 yards/level Hearing range V
2nd Level
1.Cat's Grace 2 Touch Creature touched V, S, M
2.Grimly's Prehensile Feet 3 0 Humanoid touched V, S, M
3.Levitate 2 20 yds/lvl 1 creature or object V, S, M
3rd Level
1.Animate Fire 1 rd. 10 yards/level 1 cubic foot/level V, S, M
2.Mirror Escape 1 0 Caster S, M
3.Thunderclap 3 0 20 foot radius circle V, S

 

line
Spell Descriptions
Himple's Spells - First Level (Max n/a)

Chameleon
Schools: Illusion/Phantasm
Area of Effect: Creature touched
Casting Time: 1 rd.
Components: V, S, M
Duration: 2 rounds/level
Range: Touch
Saving Throw: None

This spell alters the coloration of the creature to match the surrounding background. This allows the creature to blend in with the surroundings, making it difficult to spot and attack. At distances greater than 30 feet, the creature cannot be spotted (although it can be seen if pointed out by someone standing closer). At 30 feet or closer, the creature is treated as if it has a 20% chance to hide in shadows, although it is not required to remain still. In addition, a creature that can hide in shadows gains a bonus of 20% to its normal chance of success if it remains still.
Those firing missile weapons at a creature protected by the chameleon spell suffer a 4 penalty to their attack rolls.
When moving through areas where the background changes gradually (such as stepping from the edge of a forest into a green field), the chameleon coloration changes automatically. When the background changes abruptly (from forest to gray stone wall), one round is required to for the color to change.
The material component for this spell is the shed skin of a small lizard.

Color Spray
(Alteration)
Range: 0 Components: V, S, M
Duration: Instantaneous Casting Time: 1
Area of Effect: 5 x 20 x Saving Throw: Special
20 ft. wedge

Upon casting this spell, the wizard causes a vivid, fan-shaped spray of clashing colors to spring forth from his hand. From one to six creatures (1d6) within the area are affected in order of increasing distance from the wizard. All creatures above the level of the spellcaster and all those of 6th level or 6 Hit Dice or more are entitled to a saving throw vs. spell. Blind or unseeing creatures are not affected by the spell.

Creatures not allowed or failing saving throws, and whose Hit Dice or levels are less than or equal to the spellcaster's level, are struck unconscious for 2d4 rounds; those with Hit Dice or levels 1 or 2 greater than the wizard's level are blinded for 1d4 rounds; those with Hit Dice or levels 3 or more greater than that of the spellcaster are stunned (reeling and unable to think or act coherently) for one round.

The material components of this spell are a pinch each of powder or sand that is colored red, yellow, and blue.

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.

The reverse of this spell, confuse languages, cancels a comprehend languages spell or renders a writing or a creature's speech incomprehensible, for the same duration as above.

Detect Phase
(Divination, Dimension)
Range: 0 Components: V, S
Duration: 2 rds./level Casting Time: 1
Area of Effect: 10 x 60 ft. Saving Throw: None

Creatures or objects that are phased—that is, in the Border Ehtereal Plane—can be detected by using this spell. The spell affects a path 60 feet long and 10 feet wide; any phased creatures or objects in this area are revealed as soft, blue-glowing outlines visible to anyone in the vicinity. Creatures or effects detected by this spell include: phase spiders, ghosts in their ethereal state, characters or creatures employing oil of etherealness, psionic etherealness or phasing, and all other similar effects. Doorways or portals to extradimensional spaces are also detected, although anything hidden within remains unseen.

Detect phase does not reveal the location of creatures or objects concealed by magical invisibility or illusions. Note that detecting a phased monster doesn’t necessarily give the caster the ability to attack it, but creatures such as phase
spiders lose any special surprise bonuses they may receive if they are detected by using this spell.

Detect Secret Passages and Portals
(Divination)
Range: 0 Components: V, S
Duration: 1 turn Casting Time: 1
Area of Effect: 10 x 10 ft. area/level Saving Throw: None

This spell enables a wizard to detect secret doors, compartments, caches, and similar devices. Only passages, doors, or openings that have been deliberately constructed so as to escape detection are detected by this spell—a trap door buried beneath crates in a cellar, an illusionary wall, or an amulet left in a cluttered room would not be detected. The wizard affects an area of 10 feet square per level, so a 4th-level wizard could search four sections of wall, floor, or ceiling. Any doorways or openings detected by this spell glow softly for one full turn. It’s possible that a wizard might not find a secret compartment in the area of effect if the compartment is behind or under another object that covers it completely. This spell only detects the doorway or opening; the wizard may have to search for a mechanism or catch that opens the door.

Erase
(Alteration)
Range: 30 yds. Components: V, S
Duration: Permanent Casting Time: 1
Area of Effect: 1 scroll or 2 pages Saving Throw: Special

The erase spell removes writings of either magical or mundane nature from a scroll or from one to two pages of paper, parchment, or similar surfaces. It removes explosive runes, glyphs of warding, sepia snake sigils, and wizard marks, but it does not remove illusory script or symbols (see those spells). Nonmagical writings are automatically erased if the caster is touching them; otherwise, the chance for success is 90%. Magical writings must be touched, and are only 30% likely to be erased, plus 5% per caster level, to a maximum of 90% (for example, 35% for a 1st-level caster, 40% for a 2nd-level caster, etc.).

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.

Instant Lockpick
Schools: Conjuration/Summoning
Area of Effect: Special
Casting Time: 1
Components: V, S
Duration: 2 rounds/level
Range: 0
Saving Throw: None

By means of this spell, the caster summons an ordinary lockpick of any desired type into being. It performs as an ordinary lockpick for as long as the spell lasts. The pick may be used to open as many locks as the duration allows.

Nystul's Magic Aura
Schools: Illusion/Phantasm
Area of Effect: Special
Casting Time: 1 rd.
Components: V, S, M
Duration: 1 day/level
Range: Touch
Saving Throw: Special

By means of this spell, any one item of no more than five pounds weight per level of the spellcaster can be given an aura that is noticed by someone using magic detection. Furthermore, the caster can specify' the type of magical aura that is detected (alteration, conjuration, etc.) and this effectively masks the item's actual aura, if any, unless the item's own aura is exceptionally powerful--an artifact, for instance. If the object bearing Nystul's Magic Aura has an Identify spell cast on it or is similarly examined, the examiner has a 50% chance of recognizing that the aura has been placed to mislead the unwary. Otherwise, the aura is believed and no amount of testing reveals what the true magic is.
The component for this spell is a small square of silk, which must be passed over the object that receives the aura.

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 shell from a snapping turtle.

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.

Shocking Grasp
(Alteration)
Range: Touch Components: V, S
Duration: Special Casting Time: 1
Area of Effect: Creature touched Saving Throw: None

When the wizard casts this spell, he develops a powerful electrical charge that gives a jolt to the creature touched. The spell remains in effect for one round per level of the caster or until it is discharged by the caster touching another creature. The shocking grasp delivers 1d8 points of damage, plus 1 point per level of the wizard (for example, a 2nd-level wizard would discharge a shock causing 1d8+2 points of damage). While the wizard must come close enough to his opponent to lay a hand on the opponent's body or upon an electrical conductor that touches the opponent's body, a like touch from the opponent does not discharge 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.

Sorcerous Scribe
Schools: Conjuration/Summoning/ Geometry
Area of Effect: Special
Casting Time: 1
Components: V, S
Duration: 1 turn + 1 round/level
Range: 10 feet
Saving Throw: None

Casting Sorcerous Scribe conjures a magical quill to write down anything the caster says for the duration of the spell (as long as the wizard stays within range). The quill transcribes in the language the caster is speaking and fails if no written form of the language exists. The quill only records actual words; these are in no way imbued with any magical power. Only the magical writing quill is created; the wizard must provide parchment (or other writing material) and ink.

Tasso's Shriek
Schools: Illusion/Phantasm
Area of Effect: Hearing range
Casting Time: 1
Components: V
Duration: 1 round/level
Range: 10 yards/level
Saving Throw: Special

This specialized form of an Audible Glamer spell is released by the caster with only minimal utterance. Its casting is all but silent and untraceable, requiring a minimum of concentration (thus enabling it to be cast during melee or when the caster is in pain, constrained, or the like). The magic produces a shrieking crying shouting or other verbal utterance. Once cast the sounds cannot be ended before the spell expiration.
The sounds carried by this magic are limited to those produced by the caster's voice (although mimicry is possible). These are typically used to produce shouted warnings or cries to suggest a fight or attack offstage, or to suggest the presence of unseen intruders so as to distract opponents of the caster. The spellcaster must emit all of these sounds while memorizing the spell and cannot later alter them.

     
Himples's Spells - Second Level (Max N/A)

Cat’s Grace
(Alteration)
Range: Touch Components: V, S, M
Duration: 1 hr./level Casting Time: 2
Area of Effect: Creature touched Saving Throw: None

Just as a strength spell can increase a subject’s physical power for a time, cat’s grace can enhance a subject’s Dexterity. All abilities and skills that are Dexterity-based may be affected by an enhanced Dexterity score, including a subject’s reaction adjustment, missile attack adjustment, defensive adjustment, Dexterity-based proficiency scores, and adjustments to thief abilities. The exact amount of Dexterity gained depends on the subject’s class; multi-classed characters use the most favorable die.

Class Dexterity Gain
Rogue 1d8 points
Warrior 1d6 points
Wizard 1d6 points
Priest 1d4 points

The spell cannot confer a Dexterity score of 20 or more, and it is not cumulative with any other Dexterity-enhancing magical or psionic power. Subjects without Dexterity scores gain a –1 bonus to AC and a +1 to attack rolls with missiles for the duration of the spell. The material component for this spell is a few whiskers from an elven cat.

Grimly's Prehensile Feet (Alteration)
Range: 0
Components: V, S, M
Duration: 1 hour + 1 turn per level
Casting Time: 3
Area of Effect: Humanoid touched
Saving Throw: None

This spell alters one person's feet so that they are able to grasp as well as his hands can. The recipient of this spell must not be wearing shoes, or 1d3 points of damage will be taken due to the lengthening of the feet in a cramped space (soft leather boots must save or rip apart).

The recipient must also be human or humanoid for the spell to take effect, and unwilling victims are allowed a saving throw. The prehensile feet will add +30% to climbing rolls. If in a position to use feet to attack with weapons, this is also possible, though at a non-proficiency penalty if the attacker is proficient with the weapon, and double that penalty if the attacker is not proficient. Somatic components of spells of third level or lower may be performed with prehensile feet. The material component for this spell is a bit of monkey fur.

Levitate
(Alteration)
Range: 20 yds./level Components: V, S, M
Duration: 1 turn/level Casting Time: 2
Area of Effect: 1 creature or object Saving Throw: Neg.

When a levitate spell is cast, the wizard can place it upon his person, an object, or a single creature, subject to a maximum weight limit of 100 pounds per level of experience (for example, a 3rd-level wizard can levitate a maximum of 300 pounds). If the spell is cast upon the wizard, he can move vertically up or down at a movement rate of 2 per round. If cast upon an object or another creature, the wizard can levitate it at the same speed, according to his command. This spell does not empower horizontal movement, but the recipient could push along the face of a cliff, for example, to move laterally. The spellcaster can cancel the spell as desired. If the subject of the spell is unwilling, or the object is in the possession of a creature, a saving throw vs. spell is allowed to determine if the levitate
spell affects it.

Once cast, the spell requires no concentration, except when changing height. A levitating creature attempting to use a missile weapon finds himself increasingly unstable; the first attack has an attack roll penalty of -1, the second -2, the third -3, etc., up to a maximum of -5. A full round spent stabilizing allows the creature to begin again at -1. Lack of leverage makes it impossible to cock a medium or heavy crossbow.

The material component of this spell is either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end.

     
Himple's Spells - Third Level (Max 11)

Animate Fire
Schools: Conjuration/Summoning
Area of Effect: 1 cubic foot/level
Casting Time: 1 rd.
Components: V, S, M
Duration: 1 round/level
Range: 10 yards/level
Saving Throw: None

This spell allows the spellcaster to control the movements of normal fire. He can cause flames to leap at an opponent, spread in a particular direction, flare up into the sky, or fall to a quiet smolder. The animated fire can be made to move in any direction the caster wishes (at the rate of 3), provided there is combustible material for the fire to feed upon. The spellcaster can also cause the fire to burn with greater heat, causing twice the normal amount of damage. This consumes the fuel of the fire at twice the normal rate.
The amount of fire a spellcaster can animate is determined by his level. This also determines the range he can cause flames to reach from the main fire source: a 9th-level spellcaster can cause a flame to reach out 9 feet from the main body of the fire. Controlling the fire requires the spellcaster to concentrate on the spell. If the concentration is broken before the end of the spell's duration, the spell disappears.
The material components for this spell are a handful of charcoal, sulphur, and soda ash.

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.

Thunderclap (Alteration)
Range: 0
Components: V, S
Duration: Instantaneous
Casting Time: 3
Area of Effect: 20-foot radius circle
Saving Throw: Negates

At the completion of this spell, a powerful sound wave emanates from the caster in a deafening boom. All creatures (excluding caster) must save versus death magic or be stunned for 1 round per 3 levels of the caster's ability. Creatures making a successful saving throw are deaf for 2 rounds per level of the caster (as per magic missile). Stunned creatures fall to the ground and are incapable of any actions. The material component is a bit of ash of a tree struck by lightning.

     
     
 
 
 
Copyright (c) 2008 Isles of Prydein. All rights reserved.