Range: 10 yards
Components: V, S, M
Duration: Permanent until broken
Casting Time: Special +1
Area of Effect: 1 creature
Saving Throw: Special
This spell forces the creature’s life force (and its material body) into a special prison gem enchanted by the spellcaster. The creature must be seen by the caster when the final word is uttered. The spell can be triggered in one of two ways. First, the final word of the spell can be spoken when the creature is within spell range. This allows magic resistance (if any) and a saving throw vs. spell to avoid the effect. If the creature’s real name is spoken as well, any magic resistance is ignored and the saving throw vs. spell suffers a penalty of -2. If the saving throw is successful, the prison gem shatters. The second method is far more insidious, for it tricks the victim into accepting a trigger object inscribed with the final spell word, automatically placing the creature’s soul in the trap. To use this method, both the creature’s true name and the trigger word must be inscribed on the trigger item when the gem is enchanted. A sympathy spell can also be placed on the trigger item. As soon as the subject creature picks up or accepts the trigger item, its life force is automatically transferred to the gem, without the benefit of magic resistance or saving throw. The gem prison will hold the trapped entity indefinitely, or until the gem is broken and the life force is released, allowing the material body to reform. If the trapped creature is a powerful creature from another plane (which could mean a character trapped by an inhabitant of another plane when the character is not on the Prime Material Plane), it can be required to perform a service immediately upon being freed. Otherwise, the creature can go free once the gem imprisoning it is broken. Before the actual casting of the trap the soul spell, the wizard must prepare the prison, a gem of at least 1,000 gp value for every Hit Die or level of experience possessed by the creature to be trapped (for example, it required a gem of 10,000 gp value to trap a 10 Hit Die or 10th level creature). If the gem is not valuable enough, it shatters when the entrapment is attempted. (Note that while characters have no concept of level as such, the value of the gem needed to trap an individual can be researched. Remember that this value can change over time as characters advance.) Creating the prison gem requires an enchant an item spell and the placement of a maze spell into the gem, thereby forming the prison to contain the life force.
Range: Touch
Components: V, S, M
Duration: Special
Casting Time: 8
Area of Effect: Special
Saving Throw: Special
A symbol spell creates magical runes affecting creatures that pass over, touch, or read the runes, or pass through a portal upon which the symbol is inscribed. Upon casting the spell, the wizard inscribes the symbol upon whatever surface he desires. Likewise, the spellcaster is able to place the symbol of his choice, using any one of the following:
Death | One or more creatures, whose total hit points do not exceed 80, are slain. |
Discord | All creatures are affected and immediately fall to loud bickering and arguing; there is a 50% probability that creatures of different alignments attack each other. The bickering lasts for 5d4 rounds, the fighting for 2d4 rounds. |
Fear | This symbol creates an extra-strong fear spell, causing all creatures to save vs. spell with -4 penalties to the die roll, or panic and flee as if attacked by a fear spell. |
Hopelessness | All creatures are affected and must turn back in dejection unless they save vs. spell. Affected creatures submit to the demand of any opponent-for example, surrender, get out, etc. The hopelessness lasts for 3d4 turns; during this period it is 25% probable that affected creatures take no action during any round, and 25% likely that those taking action turn back or retire from battle, as applicable. |
Insanity | One or more creatures whose total hit points do not exceed 120 become insane and remain so, acting as if a confusion spell had been placed upon them, until a heal, restoration, or wish spell is used to remove the madness. |
Pain | All creatures are afflicted with wracking pains shooting through their bodies, causing a -2 penalty to Dexterity and a -4 penalty to attack rolls for 2d10 turns. |
Sleep | All creatures under 8+1 Hit Dice immediately fall into a catatonic slumber and cannot be awakened for 1d12+4 turns. |
Stunning | One or more creatures whose total hit points do not exceed 160 are stunned and reeling for 3d4 rounds, dropping anything they are holding. |
The type of symbol cannot be recognized without being read and thus activating its effects. The material components of this spell are powdered black opal and diamond dust, worth not less than 5,000 gp each.
Range: 10 yards/level
Components: V, S
Duration: Special
Casting Time: 8
Area of Effect: 1 creature or object, max. 1 cu ft/level
Saving Throw: Special
By means of this spell, a wizard can force a creature or object into the very earth or floor upon which it stands. When casting the spell, the wizard must chant the spell for the remainder of the round without interruption. At that juncture, the subject creature or object becomes rooted to the spot unless a saving throw vs. spell (for a creature) or disintegration (for an object with magical properties) is successful. (note: “magical properties” include those items enchanted or otherwise of magical origin, and those of items with protection-type spells or with permanent magical properties or similar spells upon them.) Items of a nonmagical nature are not entitled to a saving throw. If a subject fails its saving throw, it becomes of slightly greater density than the surface upon which it stands. The spellcaster now has the option of ceasing his spell and leaving the subject as it is, in which case the spell expires in 4 turns, and the subject returns to normal. If the caster proceeds with the spell (into the next round), the subject begins to sink slowly into the ground. Before any actions are taken in the new round, the subject sinks one-quarter of its height; after the first group acts, another quarter; after the second group acts, another; and at the end of the round, the victim is totally sunken into the ground. This entombment places a creature or object in a state of suspended animation. The cessation of time means that the subject does not grow older. Bodily and other functions virtually cease, but the subject is otherwise unharmed. The subject exists in undamaged form in the surface into which it was sunk, its upper point as far beneath the surface as the subject has height-a 6 foot tall victim will be 6 feet beneath the surface, while a 60 foot tall subject will have its uppermost point 60 feet below ground level. If the ground around the subject is somehow removed, the spell is broken and the subject returns to normal, but it does not rise up. Spells such as dig, transmute rock to mud, and freedom (the reverse of the 9th level spell imprisonment) will not harm the sunken creature or object and will often be helpful in recovering it. If a detect magic spell is cast over an area upon which a sink spell was used, it reveals a faint magical aura of undefinable nature, even if the subject is beyond detection range. If the subject is within range of the detection, the spell’s schools can be discovered (alteration and enchantment).
Range: Touch
Components: V, S, M
Duration: 1 turn/level
Casting Time: 1 round/recipient
Area of Effect: Creature(s) touched
Saving Throw: None
By use of this spell, the wizard is able to confer virtual immunity to certain spells and magical attack forms upon those he touches. For every four levels of experience of the wizard, one creature can be protected by the Serten’s spell immunity spell; however, if more than one is protected, the duration of the protection is divided among the protected creatures. For example, a 16th level wizard can cast the spell upon one creature and it will last 16 turns, or place it upon two creatures for eight turns, or four creatures for four turns.) The protection give a bonus to saving throws, according to spell type and level, as shown in the following table.
Spell Level | Wizard Spell | Priest Spell |
1st-3rd | +9* | +7 |
4th-6th | +7 | +5 |
7th-8th | +5 | +3 |
*Includes beguiling effects. The material component of this spell is a diamond of at least 500 gp value, which must be crushed and sprinkled over the spell recipients. each such creature must also have in its possession a diamond of at least one carat size, intact and carried on its person.
Range: 0
Components: V, S
Duration: 1 hr/level
Casting Time: 1 turn
Area of Effect: 30 ft cube/level
Saving Throw: Special
This spell combines several elements to create a powerful protection from scrying and direct observation. when the spell is cast, the wizard dictates what will and will not be observed in the area of effect. The illusion created must be stated in general terms. Thus, the caster could specify the illusion of him and another playing chess for the duration of the spell, but he could not have the illusionary chess players take a break, make dinner, and then resume their game. He could have a crossroads appear quiet and empty even while an army is actually passing through the area. He could specify that no one be seen (including passing strangers), that his troops be undetected, or even that every fifty man or unit should be visible. Once the conditions are set, they cannot be changed. Attempts to scry the area automatically detect the image stated by the caster with no saving throw allowed. Sight and sound are appropriate to the illusion created. A band of men standing in a meadow could be concealed as an empty meadow with birds chirping, etc. Direct observation may allow a saving throw (as per a normal illusion), if there is cause to disbelieve what is seen. Certainly onlookers in the area would become suspicious if the column of a marching army disappeared at one point to reappear at another! Even entering the area does not cancel the illusion or necessarily allow a saving throw, assuming the hidden beings take care to stay out of the way of those affected by the illusion.
Range: 10 yds
Components: V, S
Duration: 1 turn/level
Casting Time: 7
Area of Effect: 4 ft/level wide x 2 ft/level high
Saving Throw: Special
This spell enables the wizard to conjure a vertical, opaque wall-a shimmering, multicolored plane of light that protects him from all forms of attack. The wall flashes with all colors of the visible spectrum, seven of which have a distinct power and purpose. The wall is immobile, and the spellcaster can pass through the wall without harm. However, any creature with fewer than 8 Hit Dice that is within 20 feet of the wall and does not shield its vision is blinded for 2d4 rounds by the colors. Each color in the wall has a special effect. Each color can also be negated by a specific magical effect, but the colors must be negated in the precise order of the spectrum. The accompanying table shows the seven colors of the wall, the order in which they appear, their effects on creatures trying to attack the spellcaster, and the magic needed to negate each color. The wall’s maximum proportions are 4 feet wide per level of experience of the caster and 2 feet high per level of experience. A prismatic wall spell cast to materialize in a space occupied by a creature is disrupted and the spell is wasted.
Prismatic Wall Effects | |||
Color | Order | Effect of Color | Spell Negated By |
Red | 1st | Stops nonmagical missiles-inflicts 20 points of damage, save for half | cone of cold |
Orange | 2nd | Stops magical missiles-inflicts 40 points of damage, save for half | gust of wind |
Yellow | 3rd | Stops poisons, gases, and petrification-inflicts 80 points of damage, save for half | disintegrate |
Green | 4th | Stops breath weapons-save vs. poison or die; survivors suffer 20 points of damage | passwall |
Blue | 5th | Stops location/detection and mental attacks-save vs. petrification or turn to stone | magic missile |
Indigo | 6th | Stops magical spells-save vs. wand or go insane | continual light |
Violet | 7th | Force field protection-save vs. spell or be sent to another plane | dispel magic |
Range: 5 yds/level
Components: V
Duration: Special
Casting Time: 1
Area of Effect: 15 ft radius
Saving Throw: None
When a power word, blind spell is cast, one or more creatures within the area of effect become sightless. The spellcaster selects one creature as the target center, and the effect spreads outward from the center, affecting creatures with the lowest hit point totals first; the spell can also be focused to affect only an individual creature. The spell affects up to 100 hit points of creatures; creatures who currently have 100 or more hit points are not affected and do not count against the number of creatures affected. The duration of the spell depends upon how many hit points are affected. If 25 or fewer hit points are affected, the blindness is permanent until cured. If 26 to 50 hit points are affected, the blindness lasts for 1d4+1 turns. if 51 to 100 hit points are affected, the spell lasts for 1d4+1 rounds. An individual creature cannot be partially affected. If all of its current hit points are affected, it is blinded; otherwise, it is not. Blindness can be removed by a cure blindness or dispel magic spell.
Range: 5 yds/level
Components: V, S, M
Duration: Variable
Casting Time: 1 round
Area of Effect: Special
Saving Throw: Special
This spell changes one object or creature into another. When used as a polymorph other or stone to flesh spell, simply treat the spell as a more powerful version, with saving throws made with -4 penalties to the die roll. When it is cast in order to change other objects, the duration of the spell depends on how radical a change is made from the original state to its enchanted state, as well as how different it is in size. The DM determines the changes by using the following guidelines:
Kingdom | Animal, vegetable, mineral |
Class | Mammals, bipeds, fungi, metals, etc. |
Relationship | Twig is to tree, sand is to beach, etc. |
Size | Smaller, equal, larger |
Shape | Comparative resemblance of the original to the polymorphed state |
Intelligence | Particularly with regard to a change in which the end product is more intelligent |
A change in kingdom makes the spell work for hours (if removed by one kingdom) or turns (if removed by two). Other changes likewise affect spell duration. Thus, changing a lion to an androsphinx would be permanent, but turning a turnip to a purple worm would be a change with a duration measured in hours. turning a tusk into an elephant would be permanent, but turning a twig into a sword would be a change with a duration of several turns. All polymorphed objects radiate a strong magic, and if a dispel magic spell is successfully cast upon them, they return to their natural form. Note that a stone to flesh spell or its reverse will affect objects under this spell. As with other polymorph spells, damage sustained in the new form can result in the injury or death of the polymorphed creature. For example, it is possible to polymorph a creature into rock and grind it to dust, causing damage, perhaps even death. If the creature was changed to dust to start with, more creative methods to damage it would be needed; perhaps the wizard could use a gust of wind spell to scatter the dust far and wide. In general, damage occurs when the new form is altered through physical force, although the DM will have to adjudicate many of these situations. The system shock roll must be applied to living creatures, as must the restrictions noted regarding the polymorph other and stone to flesh spells. Also note that a polymorph effect often detracts from an item’s or creature’s powers, but does not add new powers, except possibly movement capabilities not present in the old form. Thus, a vorpal sword polymorphed into a dagger would not retain vorpal capability. Likewise, valueless items cannot be made into permanent valuable items. The material components of this spell are mercury, gum arabic, and smoke.
Range: Special
Components: V, S
Duration: Permanent
Casting Time: 2 rounds
Area of Effect: Special
Saving Throw: None
This spell affects the duration of certain other spells, making the duration permanent. The personal spells upon which a permanency is known to be effective are as follows:
comprehend languages detect evil detect invisibility Detect magic infravision protection from cantrips protection from evil protection from normal missiles read magic tongues unseen servant |
The wizard casts the desired spell and then follows it with the permanency spell. Each permanency spell lowers the wizard’s Constitution by 1 point. The wizard cannot cast these spells upon other creatures. This application of permanency can be dispelled only by a wizard of greater level than the spellcaster was when he cast the spell. In addition to personal use, the permanency spell can be used to make the following object/creature or area-effect spells permanent:
enlarge fear gust of wind invisibility magic mouth prismatic sphere stinking cloud wall of fire wall of force web |
Additionally, the following spells can be cast upon objects or areas only and rendered permanent:
alarm audible glamer dancing lights solid fog wall of fire distance distortion teleport |
These applications to other spells allow it to be cast simultaneously with any of the latter when no living creature is the target, but the entire spell complex then can be dispelled normally, and thus negated. The permanency spell is also used in the fabrication of magical items (see the 6th level spell enchant an item). At the DM’s option, permanency might become unstable or fail after a long period of at least 1,000 years. Unstable effects might operate intermittently or fail altogether. The DM may allow other selected spells to be made permanent. Researching this possible application of a spell costs as much time and money as independently researching the selected spell. If the DM has already determined that the application is not possible, the research automatically fails. Note that the wizard never learns what is possible except by the success or failure of his research.
Range: Touch
Components: V
Duration: 1d4+1 rounds
Casting Time: 5
Area of Effect: Creature touched
Saving Throw: None
When an Otto’s irresistible dance spell is placed upon a creature, the spell causes the recipient to begin dancing, complete with feet shuffling and tapping. This dance makes it impossible for the victim to do anything other than caper and prance; this cavorting worsens the Armor Class of the creature by -4, makes saving throws impossible except on a roll of 20, and negates any consideration of a shield. Note that the creature must be touched, as if melee combat were taking place and the spellcaster were striking to do damage.