Luthien's Spell List and Descriptions |
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Class |
1st |
2nd |
3rd |
4th |
5th |
6th |
7th |
8th |
9th |
Mage
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2 |
1 |
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Maximum Wizard Spells Per Level: 18 |
Wizard Chance to Learn New Spell: 85% |
Maximum Wizard Spell Level: 9th |
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Spell |
Time |
Range |
Area of Effect |
Components |
1st Level |
Adhesion |
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Analyze Drink |
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Chromatic Orb |
1 |
0 |
Creates 1 orb |
V, S, M |
Cure Light Wounds |
5 |
Touch |
Creature touched |
V, S |
Fumble-fingers |
1 |
0 |
The caster |
V, S, M |
Identify |
Special |
0 |
1 item/lvl |
V, S, M |
Mistwrap |
1 |
10 yards/level |
One or more creatures within the spell’s range |
V, S, M |
Phantasmal Apparition |
1 |
0 |
The caster |
V, S, M |
Stop Bleeding |
1 |
0 |
Person touched |
V, S, M |
2nd Level |
Fog Cloud |
2 |
10 yds |
Special |
V, S |
Healing Sleep |
Special |
0 |
One person |
V, S, M |
Protection from Poison |
2 |
Touch |
Creature touched |
V, S |
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Spell Descriptions |
Adhesion
Schools: Alteration,
Alchemy
Area of Effect: 2 objects
Casting Time: 1 rd.
Components: V, S, M
Duration: 1 turn/level
Range: Touch
Saving Throw: Special
This dweomer causes two solid objects to adhere to one another for the duration of the spell. The caster must touch the juncture between the objects while intoning the spell. The adhered objects can be separated by a successful bend bars/lift gates check, by means of a Dispel Magic spell, or by exerting a force of more than 1,000 pounds plus 100 pounds per caster level (about two horsepower at 1st level). If the spell is employed against materials or objects worn or carried by an unwilling creature, the subject gains a saving throw versus spell to avoid the effect.
The material component is a pinch of powdered horse's hoof. |
Analyze Drink
Schools: Greater Divination
Area of Effect: One drink
Casting Time: 3
Components: S
Duration: Instant
Range: 0
Saving Throw: None
This spell requires the caster to sip a drink of any sort. The spell will then analyze all the components of the drink and make them known to the caster.
The various liquids which make up the drink are revealed specifically, as well as the proportions in which they are existant. Specific brews, vintages, or brands (if applicable) are known exactly, and any dilution of the drink with water is also revealed.
Since the casting requires actually tasting the drink, it is not really useful in safely identifying poisons (although the caster will instantly know the kind of poison that just hit him!). |
Chromatic Orb
(Alteration - Evocation)
Range: 0 Components: V,S,M
Duration: Special Casting Time: 1 segment
Area of Effect: One creature Saving Throw: Special
This spell causes a 4-inch-diameter sphere to appear in the caster's hand. Within the limits described below, the sphere appears in a variety of colors; each color indicates a different special power. The caster can hurl the sphere at an opponent up to 30 yards away, providing there are no barriers between the caster and the target. If the target is no more than 10 yards away, the caster's attack roll is made with a +3 bonus. If the target is 11-20 yards away, the caster's roll is made with a +2 bonus. If the target is 21-30 yards away, the caster's roll is made with a +1 bonus.
If the Chromatic Orb misses its target, it dissipates without effect. If the target creature makes a successful saving throw, the Chromatic Orb is also ineffective. Otherwise, the color of the orb determines the amount of damage inflicted and its special power, as summarized on the table; details of the special powers are listed below. The caster can create a single orb of any color listed for his level or lower; for instance, a 3rd-level wizard can create an orange, red, or white orb.
The material component for this spell is a gem of the appropriate hue or any diamond. The gem must have a value of at least 50 gp.
Light (pearly white): Light from the orb causes the victim to become surrounded by light to a radius of 20 feet, as if affected by a Light spell. The effect lasts for 1 round, during which time the creature attacks and saves at a -4 penalty, and its AC is penalized by 4.
Heat (ruby red): Heat from the orb is intense enough to melt 1 cubic yard of ice. The creature loses 1 point of Strength and 1 point of Dexterity (if no ability scores are given, attacks are -1 to hit and AC is penalized by 1 ) for 1 round.
Fire (flame orange): Fire from the orb ignites all combustible materials within 3 feet of the target.
Blindness (amber yellow): The orb causes blindness (-4 to attacks and saving throws, AC worse by 4) for 1 round per level of the caster.
Stinking Cloud (emerald green): Gas from the orb in a a 5- foot-radius noxious cloud forces save versus poison or the creature is reeling and unable to attack for 2-5 rounds.
Magnetism (turquoise blue): Magnetism from the orb has an effect only if the victim is wearing ferrous armor. The armor becomes magically magnetized for 3-12 (3d4) rounds. Other iron objects within 3 feet of the caster will stick tightly to the magnetized armor; only Dispel Magic or a similar spell can release the stuck items before the duration expires.
Paralysis (sapphire blue): The creature must save versus paralyzation or be paralyzed for 6-20 (2d8+4) rounds.
Petrification (amethyst violet): Petrification from the orb turns the victim to stone. A successful saving throw versus petrification still paralyzes a creature of half the caster's level or less for 2-5 (1d4+1) rounds.
Death (ebony black): The creature dies unless a successful saving throw versus death magic is made. Success slows the creature (as the 3rd-level spell) for 2-8 (2d4) rounds.
Chromatic Orb Effects
ChromaticOrb Effects
Minimum
Level of Caster |
Color of OrbGenerated |
Hit Pointsof Damage |
Special Powers |
1 St |
Pearly |
1-4 |
Light |
2nd |
Ruby |
1-6 |
Heat |
3rd |
Orange |
1-8 |
Fire |
4th |
Yellow |
1-10 s |
Blindness |
5th |
Green |
1-12 |
Stinking Cloud |
6th |
Turquoise |
2-8 |
Magnetism |
7th |
Blue |
2-16 |
Paralysis |
10th |
Violet |
Paralysis |
Petrification |
12th |
Black |
Slow |
Death |
*15th |
Grey |
Withering |
Energy Drain |
*It is rumored that evil wizards of 15th level or higher haved recently created or rediscovered an additional color of orb with duplicates the effects of the 9th level spell, Energy Drain. Information regarding this effect is provided below:
15th Grey (withering) Energy Drain
Energy drain from the Orb causes the victim to lose one energy/life level. If the victim successfully saves versus Spell, he avoids the energy drain and instead suffers a withering attack on one of his extremities as per a Staff of Withering.
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Control Vapor
Schools: Alteration,
Alchemy
Area of Effect: 30-foot sphere
Casting Time: 1
Components: V, S, M
Duration: 1 turn
Range: 10 yards/level
Saving Throw: Special
This spell can be cast in two ways: to control the movement of some amount of gas or vapor, or to create an area free of gas and vapor.
The first option allows the caster to control the movements of a quantity of gas or vapor, directing the cloud to move anywhere within the area of effect at a movement rate of 6. The wizard can move and engage in combat while controlling the vapors. The vapors can be released to allow the wizard to cast spells. This does not break the spell; the caster can regain control merely by exerting his will.
Alternatively, the caster can create a stationary bubble of vapor-free air up to 30 feet in diameter. Natural and magical vapors, and gaseous creatures as well, are pushed away and cannot enter the protected area. If this casting is used, the caster is free to carry out other actions.
The Control Vapor spell is effective against any naturally occuring mist or gas, as well as gaseous spells such as Wall of Fog, Stinking Cloud, Cloudkill, Incendiary Cloud, and gaseous breath weapons. Gaseous creatures (including creatures in gaseous form) are entitled to a saving throw versus spell to resist the effects and if successful are not controlled by that casting of the spell.
The material component is a small glass tube.
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Firewater
Schools: Alteration,
Alchemy
Area of Effect: Special
Casting Time: 1
Components: V, S, M
Duration: 1 round
Range: Touch
Saving Throw: None
Sensory:
By means of this spell, the wizard changes a volume of water to a volatile, flammable substance similar to alcohol and likewise lighter than water. If this substance is exposed to flame, fire, or even a spark, it will burst into flames and burn with a hot fire. Each creature subject to Firewater flame suffers 2d6 points of damage.
The caster can turn 1 pint of water per level into firewater, to a maximum of 10 pints. If poured on a non-porous surface, such as a stone floor, a line 1 foot across and 1 foot wide per caster level can be created. If ignited, it burns for an entire round.
The Firewater created will evaporate and be useless within 1 round, even if it is securely contained and sealed, so it must be utilized (ignited) the round after its creation.
The material components of this spell are a few grains of sugar and a raisin. |
Fumble-fingers
Schools: Conjuration/Summoning
Area of Effect: The caster
Casting Time: 1
Components: V, S, M
Duration: 1 round/level
Range: 0
Saving Throw: Special
This spell heightens the manual dexterity of the caster and allows him to teleport small objects to different points on his body. The caster can pick pockets, cause small objects to disappear from his hand, and cause objects on his person to suddenly appear in his hand.
When the caster attempts to pick pockets, the victim is allowed a saving throw versus spell. If the saving throw is successful, the attempt is discovered and whatever relevant consequences apply. If the victim fails the save, the caster successfully filches the item.
Furthermore, with a quick pass of his hand, the caster can cause items small enough to fit in the palm of his hand to disappear and reappear elsewhere on his person (in a pocket, boot, other hand). This feat also can be used to bring items from elsewhere on his person into his hand. Again, the object must be small enough to easily fit in the palm of the hand. However, onlookers are allowed a saving throw versus spell to notice the prestidigitation.
Such tricks take just seconds to perform and several can be done in the same round. Thus, the caster could pick up a rare gem, secretly transport the item to his hat, and replace it with a cheap substitute hidden in his pocket in a few seconds.
The material component for this spell is a small drop of oil rubbed on the tips of the fingers.
The reverse of this spell, Fumble-fingers, is cast upon a creature within 30 yards. Any one action requiring manual dexterity, up to the duration of the spell, might fail. The spell does not affect large actions, such as melee combat, but might cause an archer to fumble an arrow, a ninja to drop thieves' tools, or a spellcaster to confuse somatic gestures in spellcasting. The creature must make a successful saving throw versus spell to perform the action; Fumble-fingers ends after affecting one action. The material component is a small amount of oil flicked at the victim. |
Luthien's Spells
- First Level
(Max 18)
Identify
(Divination)
Range: 0 Components: V, S, M
Duration: 1 rd./level Casting Time: Special
Area of Effect: 1 item/level Saving Throw: None
When an identify spell is cast, magical items subsequently touched by the wizard can be identified. The eight hours immediately preceding the casting of the spell must be spent purifying the items and removing influences that would corrupt and blur their magical auras. If this period is interrupted, it must be begun again. When the spell is cast, each item must be handled in turn by the wizard. Any consequences of this handling fall fully upon the wizard and may end the spell, although the wizard is allowed any applicable saving throw.
The chance of learning a piece of information about an item is equal to 10% per level of the caster, to a maximum of 90%, rolled by the DM. Any roll of 96-00 indicates a false reading (91-95 reveals nothing). Only one function of a multifunction item is discovered per handling (i.e., a 5th-level wizard could attempt to determine the nature of five different items, five different functions of a single item, or any combination of the two). If any attempt at reading fails, the caster cannot learn any more about that item until he advances a level. Note that some items, such as special magical tomes, cannot be identified with this spell.
The item never reveals its exact attack or damage bonuses, although the fact that it has few or many bonuses can be determined. If it has charges, only a general indication of the number of charges remaining is learned: powerful (81% - 100% of the total possible charges), strong (61% - 80%), moderate (41% - 60%), weak (6% - 40%), or faint (five charges or less). The faint result takes precedence, so a fully charged ring of three wishes always appears to be only faintly charged.
After casting the spell and determining what can be learned from it, the wizard loses 8 points of Constitution. He must rest for one hour to recover each point of Constitution. If the 8-point loss drops the spellcaster below a Constitution of 1, he falls unconscious. Consciousness is not regained until full Constitution is restored, which takes 24 hours (one point per three hours for an unconscious character).
The material components of this spell are a pearl (of at least 100 gp value) and an owl feather steeped in wine; the infusion must be drunk prior to spellcasting. If a luckstone is powdered and added to the infusion, the divination becomes much more potent: Exact bonuses or charges can be determined, and the functions of a multifunctional item can be learned from a single reading. At the DM's option, certain properties of an artifact or relic might also be learned. |
Ignite Flame
Schools: Invocation/Evocation
Area of Effect: Special
Casting Time: 1
Components: V, S
Duration: 3 rounds or less
Range: 10 yards
Saving Throw: Neg.
With this spell, a wizard can create a small area of hot flame, typically a three-inch-square area. If cast on exposed flesh, this causes 1d3 points of damage per round. The victim can put out the flames by spending one round smothering them, receiving damage for that round but automatically putting out the flames. The flames go out by themselves after three rounds.
If this spell is cast on flammable material, it grows into a small fire, destroying flammable materials such as paper, causing exposed flasks of oil to explode, or creating a bonfire. Affected materials still receive saving throws versus normal fire; flame produced by the Ignite Flame spell is normal, not magical, fire. |
Metamorphose Liquids (Alteration)
Range: Touch
Components: V, S, M
Duration: Permanent
Casting Time: 1 round
Area of Effect: 1'-cube/level
Saving Throw: Special
This spell transmutes one type of liquid into an equal amount of a different, nonmagical fluid (water, wine, blood, oil, apple cider, etc.). The caster must touch the fluid itself (not simply its container) for the spell to take effect.
Magical liquids (such as potions) receive a saving throw vs. disintegration with a +3 bonus to avoid the spell's effect. Fluids can be transmuted only into nonmagical liquids; it is not possible to change a magical liquid into another type of magical liquid. Poisons may be rendered harmless through use of this spell, but the spell has no effect on poisons already consumed.
Living creatures are unaffected by the spell, excluding those from the elemental plane of water. Such creatures are allowed a saving throw vs. spell. Failure results in 1d4 points of damage per level of the caster, while success indicates half damage. Only one creature can be affected by a single casting of this spell, regardless of the creature's size.
The material component is a drop of the liquid that the caster intends to create, which must be placed on the wizard's tongue and consumed. Creating poisons through use of this spell is especially dangerous. |
Mistwrap
Schools: Enchantment/Charm,
Invocation/Evocation
Area of Effect: One or more creatures within the spell’s range
Casting Time: 1
Components: V, S, M
Duration: 1 round/level
Range: 10 yards/level
Saving Throw: Special
This spell, can affect up to 2d4 HD worth of creatures who are within 10 yards/level of the caster. The spell will only affect creatures that are fully included by the hit-die maximum rolled, though the caster gets to decide which creatures are affected upon casting the spell (choosing the HD affected when the spell is cast). Any creature with more than 4 HD gains a saving throw vs. spell, and if it makes its save, the spell has no effect on that creature. The spell surrounds the creatures with strange, multi-colored wisps of mist and vapors that dance around the victims, blurring vision and annoying the eyes with the shifting color patterns. The mists and vapors distract the victim, and they suffer a -2 to hit and to damage rolls, as well as a -2 to armor class for any attacks not coming from directly in front of them, as peripheral vision is sorely confused. Furthermore, normal (and infra) vision is reduced in range by half for those surrounded in the wispy vapors.
The vapors last for 1 round per caster level, unless there is a strong wind, in which case the spell’s duration is halved, and the penalties are all reduced by half (though vision is still cut in half).
The material components for this spell are three strips of cloth, of different colors, from three separate cloaks. |
Phantasmal Apparition
Schools: Illusion/Phantasm
Area of Effect: The caster
Casting Time: 1
Components: V, S, M
Duration: 1 turn/level
Range: 0
Saving Throw: None
This spell causes the caster to seem to turn wispy and insubstantial, as if under the effects of a Wraithform spell. The caster's outline becomes fuzzy and indistinct, his body becomes translucent, and his features become difficult to distinguish.
This spell is distinct from Blur in that it does not afford any AC bonus or make the caster harder to attack in any way. The caster does appear very much like a ghost, however, and enemies might flee, attack with holy water, or raise holy symbols to protect themselves. The caster is fully corporeal and can use spells, talk, and move normally. The spell can be very effective if the caster briefly mouths words to strangers, moves away silently, and passes through an illusory wall.
The material component is smoke or stream, which the caster must create or carry somehow. |
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. |
Luthien's Healing Spells
- First Level |
Cure Light Wounds/Cause Light Wounds
(Necromancy)
Reversible
Sphere: Healing
Range: Touch Components: V, S
Duration: Permanent Casting Time: 5
Area of Effect: Creature touched Saving Throw: None
When casting this spell and laying his hand upon a creature, the priest causes 1d8 points of wound or other injury damage to the creature's body to be healed. This healing cannot affect creatures without corporeal bodies, nor can it cure wounds of creatures not living or of extraplanar origin.
The reverse of the spell, cause light wounds, operates in the same manner, inflicting 1d8 points of damage. If a creature is avoiding this touch, an attack roll is needed to determine if the priest's hand strikes the opponent and causes such a wound.
Curing is permanent only insofar as the creature does not sustain further damage; caused wounds will heal--or can be cured--just as any normal injury. |
Stop Bleeding (Alteration)
Sphere: Healing
Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: 1
Area of Effect: Person touched
Saving Throw: None
This spell immediately stops the bleeding of a wounded individual. It will not heal any damage, only stop the flow and scent of blood. This is useful when a priest needs to halt bleeding of an individual who cannot be fully healed at that time (note that even a bandaged wound may still attract sharks and other creatures by scent). The spell will cease to attract sharks and other carnivorous fish, but the amount of blood already spilled will still exist. This spell can also be used on land to stop the victim from leaving a trail of blood. It may also be used to halt the adverse effects of a weapon of wounding. The material component of this spell is the priest's holy symbol. |
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Luthien's Spells
- Second Level
(Max 18) |
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Acid Water
Schools: Alteration,
Elemental Water
Area of Effect: One gallon/lvl
Casting Time: 2
Components: V, S, M
Duration: 1 rnd/lvl
Range: 20 yds
Saving Throw: None
This spell turns water into an acidic substance. If a creature touches this stuff, it takes 2d4 points of damage. If the acid is drunk, it will take 4d4 points of damage. The wizard can do anything in or to the substance without taking any damage. The material component is a drop of the acidic substance to be created.
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Detect Poison
Schools: Lesser Divination/Greater Divination,
Alchemy
Lesser Divination,
Greater Divination
Area of Effect: 1 object or 5-ft. cube
Casting Time: 2
Components: V, S, M
Duration: 1 round/level
Range: 0
Saving Throw: None
This spell enables the caster to determine if an object has been poisoned or is poisonous. One object, or a 5-foot cubic mass, can be checked per round. The caster has a 5% chance per level to determine the exact type of poison.
The material component is powdered unicorn horn. |
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. |
Protection from Poison
(Abjuration)
Range: Touch Components: V, S
Duration: 1 rd./level Casting Time: 2
Area of Effect: Creature touched Saving Throw: None
With this abjuration spell, the wizard provides a protective barrier similar to that created by the spells protection from evil or protection from vermin, warding the recipient against creatures that possess venom or poison of some kind. Poisonous monsters or poison-using characters of 4 or less Hit Dice or levels are prevented from making physical contact with the spell recipient, while venomous creatures of 4+1 Hit Dice or poison-using characters of five levels or more suffer a –2 penalty on their attack rolls against the protected character. Only injected or contact poisons from natural or innate sources (such as compounds made from plants or the venom from a snake) in a position to possibly injure the character are protected against; a thief carrying a vial of ingestive poison in his pouch is not counted as a venomous character while a character that is brandishing a poisoned short sword is counted as venomous. The spell recipient can still be poisoned by a spitting attack or a thrown dagger smeared with poison.
If the spell recipient attacks a creature he has been warded against or uses the resistance of the spell’s aura to force his antagonist to give ground, the spell ends. Regrettably, reaching out to drink from a poisoned cup dispels the effect, so this spell offers no protection against ingested poisons. The spell functions normally if cast upon a poison-using creature or character. |
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Luthien's Healing Spells
- Second Level
(Max 18) |
Healing Sleep (Necromancy)
Sphere: Healing
Range: 0
Components: V, S, M
Duration: 4 hours + 2 hours per level
Casting Time: Special
Area of Effect: One person
Saving Throw: None
This spell causes the healing benefits of sleep to be threefold (i.e., 3 HP are healed per day rested). Additionally, this spell causes any and all curative spells cast during its duration to have maximum effect plus 1 HP. The individual to be affected must be able to sleep, and must be asleep during the spell's effect. The casting time of this spell is 6 turns minus the priest's level, with a minimum of one turn. The material component is the priest's holy symbol. |
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Luthien's Spells
- Third Level
(Max 18) |
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