Range: 5 yards/level
Components: V, S, M
Duration: 1 rd/level
Casting Time: 8
Area of Effect: Special
Saving Throw: None
The Bigby’s clenched fist spell brings forth a huge, disembodied hand that is balled into a fist. This magical member is under the mental control of the spellcaster, who can cause it to strike one opponent each round. No concentration is required once the spell is cast. The clenched fist never misses, but it can only strike as directed by the caster. Thus, it can be fooled by invisibility or other methods of concealment and misdirection. The effectiveness of its blows varies from round to round. D20Roll Result 1-12 Glancing blow-1d6 hp 13-16 Solid punch-2d6 hp 17-19 Hard punch-3d6 hp; opponent is stunned for next round 20 Crushing blow*-4d6 hp; opponent is stunned for next 3 rounds *The wizard adds +4 to the die rolls of subsequent attacks if the opponent is stunned as the opponent is not capable of dodging or defending against the attack effectively. The fist has an Armor Class of 0, and is destroyed by damage equal to the hit points of its caster at full health. The material component of this spell is a leather glove and a small device (similar to brass knuckles) consisting of 4 rings joined so as to form a slightly curved line, with an “I” upon which the bottoms of the rings rest. The device must be fashioned of an alloy of copper and zinc.
Range: 30 yards
Components: V, S, M
Duration: 2 hrs/level
Casting Time: 1 hr
Area of Effect: 10 ft cube or one item
Saving Throw: Special
This spell allows the wizard to set certain vibration to emanate from an object or location that tend to either repel or attract a specific type of intelligent creature or characters of a particular alignment. The wizard must decide which effect is desired with regard to what creature type or alignment before beginning the spellcasting, for the components of each application differ. The spell cannot be cast upon living creatures. Antipathy: This spell causes the affected creature or alignment type to feel an overpowering urge to leave the area or to not touch the affected item. If a saving throw vs. spell is successful, the creature can stay in the area or touch the item, but the creature will feel very uncomfortable, and a persistent itching will cause it to suffer the loss of 1 point of Dexterity per round (for the spell’s duration), subject to a maximum loss of 4 points and a minimum Dexterity of 3. Failure to save vs. spell forces the being to abandon the area or item, shunning it permanently and never willingly returning to it until the spell is removed or expires. The material component for this application of the spell is a lump of alum soaked in vinegar. Sympathy: By casting the sympathy application of the spell, the wizard can cause a particular type of creature or alignment of character to feel elated and pleased to be in an area or touching or possessing an object or item. The desire to stay in the area or touch the object is overpowering. Unless a saving throw vs. spell is successfully rolled, the creature or character will stay or refuse to release the object. If the saving throw is successful, the creature or character is released from the enchantment, but a subsequent saving throw must be made 1d6 turns later. If this saving throw fails, the affected creature will return to the area or object. The material components of this spell are 1,000 gp worth of crushed pearls and a drop of honey. Note that the particular type of creature to be affected must be named specifically-for example, red dragons, hill giants, wererats, lammasu, catoblepas, vampires, etc. Likewise, the specific alignment must be named-for example, chaotic evil, chaotic good, lawful neutral, true neutral, etc. If this spell is cast upon an area, a 10 foot cube can be enchanted for each experience level of the caster. If an object or item is enchanted, only that single thing can be enchanted; affected creatures or characters save vs. spell with a -2 penalty.