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: 20 yards
Components: V, S, M
Duration: 2 rds/level
Casting Time: 4
Area of Effect: Sphere with diameter of 1 ft/level
Saving Throw: Neg.
This spell is exactly the same as the 4th level wizard spell Otiluke’s resilient sphere, with the addition that the creatures or objects inside the globe are nearly weightless-anything contained within it weighs only 1/16 its normal weight. Any subject weighing up to 5,000 pounds can be telekinetically lifted in the sphere by the caster. Range of control extends to a maximum distance of 10 yards per level after the sphere has actually succeeded in encapsulating a subject or subjects. Note that even if more than 5,000 pounds of weight is englobed, the perceived weight is on 1/16 of the actual weight, so the orb can be rolled without exceptional effort. Because of the reduced weight, rapid motion of falling within the field of the sphere is relatively harmless to the object therein, although it can be disastrous should the globe disappear when the subject inside is high above a hard surface. The caster can dismiss the effect with a word. In addition to a hemispherical piece of diamond and matching piece of gum arabic, the caster must also have a pair of small bar magnets as material components for this spell.
Range: 30 yards
Components: V, S, M
Duration: 4 rounds + 1d6 rounds
Casting Time: 2
Area of Effect: Special
Saving Throw: 1/2
And incendiary cloud spell exactly resembles the smoke effects of a pyrotechnic spell, except that its minimum dimensions are a cloud of 10-foot height by 20-foot length and breath. This dense vapor cloud billows fourth, and on the third round of its existence it begins to flame, causing 1–2 points of damage per level of the wizard who cast it. On the fourth round it inflicts 1d4 points of damage for level of the caster, and on the fifth round in this again drops to 1–2 points of damage per level as its flames burn out. Any successive rounds of existence are simply harmless smoke that obscures vision within its confines. Creatures within the cloud need to make only one saving throw if it is successful, but if they fail the first saving throw, they roll again on the fourth and fifth rounds (if necessary) to attempt to reduce damage sustained by one half.
In order to cast a spell, the wizard must have an available fire source (just as with a pyrotechnics spell), scrapings from beneath a dung pile, and a pinch of dust.
Range: Touch
Components: V, S, M
Duration: Permanent
Casting Time: 8
Area of Effect: Object touched
Saving Throw: None
The glassteel spell turns normal, non-magical crystal or glass into a transparent substance that has the tensile strength and unbreakability of actual steel. Only a relatively small volume of material can be affected, a maximum weight of 10 pounds per level of experience of the spellcaster, and it must form one whole object. The armor class of the substance is 1.
The material components of this spell are a small piece of glass and a small piece of steel.
Range: Touch
Components: V
Duration: Special
Casting Time: 2
Area of Effect: 1 object
Saving Throw: None
When the wizard employs this spell, he causes an object to vanish (i.e., to be teleported as if by a teleport spell) if it weighs no more than 50 pounds per caster level. Thus, a 14th level caster can vanish, and cause to reappear at a desired location, an object up to 700 pounds in weight. The maximum volume of material that can be affected is 3 cubic feet per level of experience. Thus, both weight and volume limit the spell. An object that exceeds either limitation is unaffected and the spell fails. If desired, a vanished object can be placed deep within the Ethereal Plane. In this case, the point from which the object vanished remains faintly magical until the item is retrieved. A successful dispel magic spell cast on the point will bring the vanished item back from the Ethereal Plane. Note that creatures and magical forces cannot be made to vanish. There is a 1% chance that a vanished item will be disintegrated instead. There is also a 1% chance that a creature from the Ethereal Plane is able to gain access to the Prime Material Plane through the vanished item’s connection.
Range: Touch
Components: V, S, M
Duration: 1 hr/level
Casting Time: 7
Area of Effect: Creature touched
Saving Throw: Special
When a statue spell is cast, the wizard or other creature is apparently turned to solid stone, along with any garments and equipment worn or carried. The initial transformation from flesh to stone requires one full round after the spell is cast. During the transformation, there’s an 18% chance that the targeted creature suffers a system shock failure and dies. The creature must roll percentile dice and add its Constitution score to the roll. If the total is 18 or less, the creature dies. If the total is 19 or more, the creature survives the transformation; the creature can withstand any inspection and appear to be a stone statue, although faint magic is detected from the stone if someone checks for it. Note that a creature with a Constitution of 18 or more will always survive the transformation. Despite being in this condition, the petrified individual can see, hear, and smell normally. Feeling is limited to those sensations that can affect the granite-hard substance of the individual’s body-i.e., chipping is equal to a slight wound, but breaking off one of the statue’s arms is serious damage. The individual under the magic of a statue spell can return to his normal state instantly, act, and then return to the statue state, if he so desires, as long as the spell duration is in effect. The material components of this spell are lime, sand, and a drop of water stirred by an iron bar, such as a nail or spike.
Range: Touch
Components: V
Duration: Instantaneous
Casting Time: 1
Area of Effect: Special
Saving Throw: None
This spell is similar to the teleport spell. The caster is able to transport himself, along with the material weight noted for a teleport spell, to any known location in his home plane with no chance for error. The spell also enables the caster to travel to other planes of existence, but any such plane is, at best, “studied carefully.” This assumes that the caster has, in fact, actually been to the plane and carefully perused an area for an eventual teleportation without error spell. The table for the teleport spell is used, with the caster’s knowledge of the area to which transportation is desired used to determine the chance of error. (For an exception, see the 9th level wizard spell succor.) The caster can do nothing else in the round that he appears from a teleport.
Range: 5 yds/level
Components: V, S, M
Duration: 1 rd/level
Casting Time: 7
Area of Effect: 30 ft x 30 ft
Saving Throw: None
This spell reverses gravity in the area of effect, causing all unattached objects and creatures within it to “fall” upward. The reverse gravity lasts as long as the caster desires or until the spell expires. If some solid object is encountered in this “fall”, the object strikes it in the same manner as it would during a normal downward fall. At the end of the spell duration, the affected objects and creatures fall downward. As the spell affects an area, objects tens, hundreds, or even thousands of feet in the air above the area can be affected. The material components of this spell are a lodestone and iron filings.
Range: Touch
Components: V
Duration: 1 usage/2 levels
Casting Time: 7
Area of Effect: Special
Saving Throw: None
When this spell is cast, the wizard attunes his body, and a section of wall is affected as if by a passwall spell. The phase door is invisible to all creatures save the spellcaster, and only he can use the space or passage the spell creates, disappearing when the phase door is entered, and appearing when it is exited. If the caster desires, one other creature of man size or less can be taken through the door; this counts as two uses of the door. The door does not pass light, sound, or spell effects, nor can the caster see through it without using it. Thus, the spell can provide an escape route, though certain creatures, such as phase spiders, can follow with ease. A gem of true seeing and similar magic will reveal the presence of a phase door but will not allow its use. The phase door lasts for one usage for every two levels of experience of the spellcaster. It can be dispelled only by a casting of dispel magic from a higher-level wizard, or from several lower-level wizards, casting in concert, whose combined levels of experience are more than double that of the wizard who cast the spell (this is the only instance in which dispel effects can be combined). Rumor has it that this spell has been adapted by a certain powerful wizard (or wizards) to create renewable (or permanent) portals, which may (or may not) be keyed to specific individuals (henchmen) or items (such as rings).
Range: 10 yards
Components: V, S, M
Duration: 1 hr/level
Casting Time: 7 rounds
Area of Effect: 300 sq ft/level
Saving Throw: None
By means of this spell, the wizard conjures up an extradimensional dwelling, entrance to which can be gained only at a single point of space on the plane from which the spell was cast. From the entry point, those creatures observing the area see only a faint shimmering in the air, in a area 4 feet wide and 8 feet high. The caster of the spell controls entry to the mansion, and the portal is shut and made invisible behind him when he enters. He may open again from his own side at will. Once observers have passed beyond the entrance, they behold a magnificent foyer and numerous chambers beyond. The place is furnished and contains sufficient foodstuffs to serve a nine-course banquet to as many dozens of people as the spellcaster has levels of experience. there is a staff of near-transparent servants, liveried and obedient, to wait upon all who enter. The atmosphere is clean, fresh, and warm. Since the place can be entered only through its special portal, outside conditions do not affect the mansion, nor do conditions inside it pass to the plane beyond. Rest and relaxation within the place is normal, but the food is not. It seem excellent and quite filling as long as one is within the place. Once outside, however, its effects disappear immediately, and if those resting have not eaten real food within a reasonable time span, ravenous hunger strikes. Failure to eat normal food immediately results in the onset of fatigue or starvation penalties as decided by the DM. The material components of this spell are a miniature portal carved from ivory, a small piece of polished marble, and a tiny silver spoon. These are utterly destroyed when the spell is cast. (It is worth mentioning that this spell has been used in conjunction with a normal portal, as well as with illusion magic. There is evidence that the design and interior of the space created can be altered to suit the caster’s wishes.)