Push
Schools: Conjuration/Summoning,
Force
Mentalism
Area of Effect: Special
Casting Time: 1
Components: V, S, M
Duration: Instantaneous
Range: 10 yards + 5 yards/2 levels
Saving Throw: Neg.
Upon pronouncing the syllables of this spell, the wizard causes an invisible force to strike against whatever object he is pointing at. The force of the push is not great, being 1 foot-pound per level of the caster. The force generated by a 1st-level wizard can move a one-pound object up to 1 foot in a direction directly away from the caster, topple an object under the proper conditions, cause a creature to lose its balance, or disrupt a spell.
Other creatures are unbalanced only if the force of the push multiplied by 50 does not exceed the creature's mass; that is, a 1st-level wizard can effectively push a creature weighing up to 50 pounds. Such a creature is unable to attack that round if it fails a saving throw versus spell.
A Push spell can be used against an object held by an attacking individual. The opponent's attack roll or the defender's saving throw against the attack, as applicable, is reduced by the level of the caster of the push spell, up to a total penalty of -10 (the creature deducts the force of the spell in foot-pounds: 1, 2, 3, etc.). Further, the attacking individual must make a successful saving throw versus spell or have the object torn from his grasp and propelled with the force of the push.
Likewise, an opposing spell being cast is interrupted and ruined by a push if the opposing caster fails a saving throw versus spell. This saving throw is also reduced by up to -10, depending on the force of the push.
The material component of this spell is a small pinch of powdered brass, which is blown from the palm prior to pointing at the object of the spell.
|
|
|
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. |
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. |
Ground Fog
Schools: Invocation/Evocation
Area of Effect: One 50 x 50 foot square/level
Casting Time: 1 turn
Components: V, S
Duration: 1 hour/level
Range: 0
Saving Throw: None
This spell creates a ground fog or mist that rises only knee high on a normal human (about two feet). The mist fills an area defined by the spellcaster, laid out as 50-foot x 50-foot squares. The first square must be centered on the caster. The others can be laid out in any pattern so long as every square shares a complete border with another square. Indoors, the fog fills only the level or floor where the caster stands. It cascades down stairs and into pits but evaporates after a few feet.
The fog is full of moving swirls and eddies. An invisible individual moving through the fog does not create enough of a stir to reveal his presence more readily than normal. The ground is generally not visible beneath the fog. It is quite possible for a corpse to be lying on the floor and be completely covered by the fog. A Detect Magic spell will reveal an aura of invocation.
This spell may seem innocuous, but to a vampire spellcaster it is a deviously simple trap. The gaseous form of the vampire is easily concealed by the fog. In effect, he can rise up out of the fog anywhere and attack with surprise. Alternatively, the spellcaster or undead minions can lie down under the fog cover, then leap up to attack or strike at passing legs.
The material component of the spell is a pinch of lamb's fleece. |
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. |
|