WIZARD SPELLS

Rundal's Mystic Nullifier (Illusion/Phantasm)

Level: 1
Range: Touch
Components: V,S,M
Duration: 1 day per level
Casting Time: 1 round
Area of Effect: One item, creature or spell
Saving Throw: Special

    This spell is the opposite of Nystal's Magic Aura. It cloaks the aura of magical items, creatures and spells. The effect is to make the magic undetectable to the Detect Magic spell. It has no other effect. For example, a wand will still be fully functional, even though no magic could be detected.

    Note, this spell also makes identification of magical items harder, decreasing the chances of success by half. The aura of extremely magical items, e.i. relics and artifacts, and very powerful magical creatures such as greater outer planar creatures are only partially hidden, leaving it detectable, but the spell caster only has a 1/4 chance to determine the type (school,sphere etc.) of magic.

    There is no saving throw for this spell except when it is cast upon a creature, which us entitled to a save to negate the effect of the spell. the material component for this spell is a short piece of copper drawn fine.

Detect Illusion (Divination)

Level: 2
Range: Touch
Components: V,S,M
Duration: 3 rounds + 2 round/level
Casting time: 1
Area of effect: Line of sight 10 ' wide, 10' per level long
Saving Throw: None

    By means of this spell the caster or someone touched is able to see through all visible illusions and know them to be what they are, i.e., illusions.
 The material component is a piece of yellow tinted crystal, glass, or mica.

Rundal's Aqueous Invisibility (Illusion/Phantasm)

Level: 2
Range: Touch
Components: V,S,M
Duration: Special
Casting Time: 1
Area of Effect: 1 person
Saving Throw: Special

    This spell functions like the illusion spell, "invisibility", except that this spell is designed to function underwater. It does this by producing an illusion that the person effected is water, and is therefore invisible. This spell has no effect on movement, sound, breathing, smell etc. it merely make the person invisible.

    Like invisibility, the spell lasts for up to 24 hrs or until the person makes an offensive action. particularly intelligent creatures have a chance of seeing through the illusion. Creature with intelligence of 14 or more are entitled to a saving throw if they are looking for the invisible person.

    The material component of this spell is a bit of jellyfish.

Rundal's Illusionary Invulnerable  (Illusion/Phantasm)

Level: 2
Range: Touch
Components: V, S, M
Duration: 10 rounds + 2 rounds/level
Casting Time: 2
Area of Effect: One creature
Saving Throw: None

    This spell creates the illusion that the effected person is invulnerable to virtually all forms of attack. Sword appear to bounce of harmlessly, fireball do not seem to burn him etc. It creates the illusion to other people that the effected person cannot be harmed in any way.

    However, this is just an illusion. The effected person takes damage from all forms of attack as he would normally. He only appears to be invulnerable.

    The material components for this spell is a bit of fleece and a bit of metal from a suit of armour.

Rundal's Displacement (Illusion/Phantasm)

Level: 2
Components: V,S,M
Range: 0
Duration: 3 rounds/level
Casting Time: 2
Area of Effect: 6 foot radius
Saving Throw: None

    When this spell is invoked it make the caster appear to disappear and appear next to where he used to be within six foot of his original position. This acts in exactly the same way as a cloak of displacement and the image moves with the caster with out the need to concentrate.

    The effect of this spell is that creatures who not know that he is displaced automatically miss with their first attack. After that they are at minus 2 to hit.

    The material component for this spell is a pinch of hairs from a displacer beast.
 
 

Rundal's Fire gate (conjuration/summoning)

Level: 3
Range: 10 yards + 10 yards/level
Components: V,S,M
Duration: Instantaneous
Casting Time: 3
Area of Effect: 33 000 cubic feet
Saving Throw: 1/2

     This spell creates a portal to the fire elemental plane, causing a momentary column of fire 50' long and 10 ' wide to issue forth from a point with range of the caster choosing and in the direction of the caster's choosing. This fire does d4 points of damage per level of the spell caster, up to a maximum of 14d4. Creature are entitled to a save vrs spell, dex adjusted, for 1/2; damage. Equipment on those who fail their saving throws must also save vrs magical fire or be destroyed.

    The material components are a pinch of sulphur and phosphorus

Rundal's Nullifying Magic (Illusion/Phantasm)

Level: 3
Range: 30 yards + 10 yards per level
Components: V,S
Duration: 1 round per level
Casting time: 3
Area of Effect: One magic using creature
Saving Throw: Special

    When this spell is cast, the illusionist creates the illusion of one of the most fearsome thing imaginable to a spell caster, which comes from his subconscious mind. That is that the victim can no longer cast spells.

    The only defence against this spell is an attempt to disbelieve, which can be tried as many times as desired. This must be specifically stated at the beginning of the round and a save vrs spells is made. For each previous attempt there is a -1 penalty to the save.

Rundal's Spell Mimicry (Illusion,Phantasm)

Level 3
Range: Special
Components: Special
Duration: Special
Casting Time: Special
Area of Effect: Special
Saving Throw: Special

     This spell creates an illusion that mimics any another spells of 3rd. level or below. The spell mimicked must manifest itself physically, i.e. must be visible, audible, aromas, tensile or tasty. In other worlds, it must be seen, heard, smelled, felt or tasted to work. So a fireball or magic missile is possible, whilst a charm person is not. In order to successfully cast this spell, the illusionist must have seen the spell to be mimicked being cast and witnessed its effects.

     The spell behaves exactly like the spell being mimicked in almost every respect. The range, components, duration, casting time, area of effect and saving throw are all identical the spell being mimicked. There is only one exception to this. If the spell has a range greater that of touch and a "to hit roll" is required then the spell automatically hits unless the caster wants otherwise.

     The material components, if any, are identical to the spell being mimicked.

Suggest Illusion (Illusion/Phantasm/Enchantment/charm)

Level: 3
Range: 6 yards + 1 yard per level
Components: V, S, M
Duration: 4 rounds + 1 round per level
Casting Time: 3
Area of Effect: One creature per 3 levels
Saving Throw: Special

    This devious spell causes a targeted creatures to believe that they have just discovered and successful disbelieved an illusion. This is a bit of misdirection caused by the wizard, as the item selected by the wizard to be believed as an illusion could actually be real.

    This spell could be great for caused enemies of the wizard to walk into a pit because it "does not really exists".

    If the victim has good reason to believe that a so called illusion is actually not an illusion, then he gets a save verses spell to negate its effect. He also gets one if the "illusion" causes any damage to him.

    The material components of this spell are a snakes tongue, which is eaten, and a bit of fleece, which is passed over the
casters eyes.

Improved Spectral Force (Illusion, Phantasm)

Level: 4
Range: 60 yards + 10 yards per level
Components: V,S,M
Duration: Special
Casting Time: 4
Area of Effect: 400 ft square + 100 ft square per level
Saving throw: Special

    This spell is identical to the third level spell, spectral Force, except for it's larger area of effect, which is the same as that of phantasmal force.

Planar Message (Alteration)

Level: 4
Range: Special
Components: V,S,M
Duration: 1 minute/level
Casting Time: 1 hour
Area of Effect: 1 being
Saving Throw: None

     This spell opens up a one-way link though which the caster may send a message to a known person. This message may be in any form transmitted by sound and be in any language. The recipient then receives the message as it was sent by the caster. It does not allow the recipient to understand it if it were given in a language he does not know, nor does it allow him to send a reply. He must respond by his own means. The chance the intended target actual receiving the message depends on how well he is known to the caster as given below:

     Family member:                                              95%
     Very close friend, fellow party member:          75%
     Friend, well known NPC etc.:                         60%
     Person met several times, acquaintance:           50%
     Person met occasionally:                                 40%
     Person met once:                                            25%
     Person described in detail, with picture:           15%
     Person described in detail:                               10%
     Persons name known or picture seen:               05%
     Vague description, without name or picture:      01%
     Person unknown:                                             00%

     The material components for this spell is a tiny cylinder, open at one end and a fine copper wire. If an item owned be the recipient for at least 1 year is included then the chance of success is improved by one category, up to a maximum of 99%.

Rundal's Mystic Transfer (Alteration)

Level: 4
Components: V,S,M
Range: 1 foot.
Duration: One round per level
Casting Time: 1 round
Area of Effect: One magic using creature
Saving Throw: None

     This spell transfers spells from the caster to a recipient being. To do this successfully the following conditions must be met. First, it must be the same type of magic that the recipient can cast, e.g., giving a mage a priest spell will not work. Second, the spell must not be at a level beyond the casting level of the recipient. Third, that level must have at least one gap in it, i.e., it must not exceed the maximum spells for that level. Fourth, the spell must not come from an opposition school if cast at a specialist. Fifth, neither person must be interrupted during the transfer. Sixth, the recipient must successfully make a learn spell role to see if his mind can comprehend the incoming spell. If the recipient fails his learn spell role and does not have the spell in one of his spell books and could not cast it before then any further attempts to receive that spell from that individual automatically fails until he gains another level. If any of these conditions are not met then the transfer fails. The spell transferred is deleted from the caster's mind and, if successful, inserted into the recipient's mind. Each spell takes one round per spell level to be transferred.

     This process is a dangerous one. If, for any reason, the transfer is a failure, the recipient takes D10+level of the spell points of damage and must make a saving throw vrs spells or pass out for D6 + level of the spell rounds. This immediately ends the spell. The spell is still lost from the caster's mind. The recipient still keeps any spells that had been successfully transferred prior to the failure. This spell may only be cast on a willing target.

     The material component for this spell is a 1 foot very pure gold wire worth  no less than 500 gp. The purification
procedure, which involves melting and remelting the wire takes at least 48 hrs. of work. The wire is to be held by both the caster and the recipient on their foreheads whilst the caster rubs the wire with his fingers. During the casting the wire dissolves into mystic energies

Sword of Force (alteration, Evocation)

Level: 4
Range:0
Components: V, S, M
Duration: 3 rounds per level
Casting Time: 1 round
Area of Effect: The caster
Saving Throw: None

    This spell creates a spectacular glowing sword. It must be cast upon a handle of a steel sword, which must be especially fashioned or cut from a regular sword. This handle is not consumed. The second component is 1 g.p. worth of gold dust, which is consumed. For the duration of the spell, a gleaming power blade is projected from the handle, which simulates a normal sword. This can be either a short, long, bastard or 2 handed sword. The damage of the one handed weapons is 2D6/2D10.  The 2 handed swords do 2D8/2D12 damage. In both cases, strength bonuses, if any, apply. In addition, the sword has other abilities, determined by level. they are as follows:

Level            Special ability
1-7                None
8                   Sword +1
9-10              Sword +2
11-12            Sword of wounding +2
13-14            Sword of sharpness +2
15                  Vorpal sword +3

    A caster can specify a type of sword available at lower levels. The sword itself saves as metal +2, plus the magical bonus of the sword. If the save is failed, the spell ends. The spell also ends if the handle leaves the sword. Because the sword is so light, the weapon speed is Fa(3) if used one handed, and Av(5) if used two handed.

Teleport Trace (Divination)

Level: 4
Range: 10 yards per level
Components: S
Duration: 10 rounds + 1 round per level
Casting Time: 3
Area of Effect: One creature
Saving Throw: None

    This spell is employed on creature who are likely to teleport, or employ similar magics, such as dimension door, word of recall etc. in the near future. If such a spell is used, the caster of teleport trace will receive a mental image of the targets
location. The caster is also made aware of the location of the teleportee relative to that of the mages position, and will be able to use his own teleportation or scrying magic with maximum accuracy.

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