Range: 30 yards
Components: V, S
Duration: 1 rd/level
Casting Time: 4
Area of Effect: 20 ft cube
Saving Throw: Special
A wizard casting the shadow monsters spell uses material from the Demiplane of Shadow to shape semireal illusions of one or more monsters. The total Hit Dice of the shadow monsters or monsters thus created cannot exceed the level of experience of the wizard; thus, a 10th level wizard can create one creature that has 10 Hit Dice, two that have 5 Hit Dice, etc. All shadow monsters created by one spell must be of the same sort. The actual hit point total for each monster is 20% of the hit point total it would normally have. (To determine this, roll the appropriate Hit Dice and multiply the hit points by 0.2. Any remainder less than 0.4 is dropped-in the case of monsters with 1 or fewer Hit Dice, this indicates the monster was not successfully created – and scores between 0.4 and 1 are rounded up to 1 hit point).
Those viewing the shadow monsters are allowed to disbelieve as per normal illusions, although there is a -2 penalty to the attempt. The shadow monsters perform as the real monsters with respect to Armor Class and attack forms. Those who believe in the shadow monster suffer real damage from their attacks. Special attack forms such as petrification or level drain do not actually occur, but a subject who believes they are real will react appropriately. Those who roll successful saving throws see the shadow monsters as transparent images superimposed on vague shadowy forms. These are Armor Class 10 and inflict only 20% of normal melee damage (biting, clawing, weapon, etc.), dropping fractional damage less than 0.4 as done with hit points.
For example: A shadow monster griffon attacks a person who knows it is only quasi-real. The monster strikes with two claw attacks and one bit, hitting as a 7 Hit Die monster. All three attacks hit; the normal damage dice are rolled, multiplied by 0.2 separately, rounded up or down, and added together to get the total damage. Thus, if the attacks score 4, 2 and 11 points, a total of 4 points of damage is inflicted (4 x 0.2 = 0.8 [rounded to 1], 2 x 0.2 = 0.4 [rounded to 1], 11 x 0.2 = 2.2 [rounded to 2]. The sum is 1+1+2=4).
Range: Touch
Components: V, S
Duration: Permanent
Casting Time: 4
Area of Effect: Special
Saving Throw: Special
Upon casting this spell, the wizard is usually able to remove a curse – whether it is on an object, a person, or in the form of some undesired sending or evil presence. Note that the remove curse spell cannot affect a cursed shield, weapon, or suit of armor, for example, although it usually enables a person afflicted with a cursed item to be rid of it. Certain special curses may not be countered by this spell, or may be countered only by a caster of a certain level or higher. A caster of 12th level or higher can cure lycanthropy with this spell by casting it on the animal form. The were-creature receives a saving throw vs. spell and, if successful, the spell fails and the wizard must gain a level before attempting the remedy again. The reverse of the spell is not permanent; the bestow curse lasts one turn for every experience level of the wizard casting the spell. It causes one of the following effects (roll percentile dice):
D100 Roll | Result |
1-50 | Lowers one ability of the subject to 3 (the DM determines which by random selection) |
51-75 | Worsens the subject’s attack rolls and saving throws by -4 |
76-00 | Makes the subject 50% likely per turn to drop whatever it is holding (or simply do nothing, in the case of creatures not using tools) |
It is possible for a wizard to devise his own curse, and it should be similar in power to those given (the DM has final say). The subject of a bestow curse spell must be touched. If the subject is touched, a saving throw is still applicable; if it is successful, the effect is negated. The bestowed curse cannot be dispelled.
Range: 0
Components: V, S, M
Duration: 1 day
Casting Time: 1 turn
Area of Effect: The caster
Saving Throw: None
By means of this spell, the wizard is able to memorize, or retain the memory of, three additional spell levels (three 1st level spells, or on 1st and one 2, or one 3rd level spell). The wizard has two options:
A) Memorize additional spells. This option is taken at the time the spell is cast. The additional spells must be memorized normally and any material components must be acquired.
B) Retain memory of any spell (within the level limits) cast the round prior to starting to cast this spell. The round after a spell is cast, the enhancer must be successfully cast. This restores the previously cast spell to memory. However, the caster still must acquire any needed material components.
The material components of the spell are a piece of string, an ivory plaque of at least 100 gp value, and ink consisting of squid secretion with either black dragon’s blood or giant slug digestive juice. These disappear when the spell is cast.
Range: 0
Components: V
Duration: 2 turns/level
Casting Time: 4
Area of Effect: The caster
Saving Throw: None
When this spell is cast, the wizard is able to assume the form of any creature, save those that are noncorporeal, from as small as a wren to as large as a hippopotamus. Furthermore, the wizard gains its physical mode of locomotion and breathing as well. No system shock roll is required. The spell does not give the new form’s other abilities (attack, magic, special movement, etc), nor does it run the risk of the wizard changing personality and mentality. When the polymorph occurs, the caster’s equipment, if any, melds into the new form (in particularly challenging campaigns, the DM may allow protective devices, such as a ring of protection, to continue operating effectively).
The caster retains all mental abilities, including spell use, assuming the new form allows completion of the proper verbal and somatic components and the material components are available. A caster not used to a new form might be penalized at the DM’s option (for example, -2 penalty to attack rolls) until he practices sufficiently to master it. Thus, a wizard changed into an owl could fly, but his vision would be human; a change to a black pudding would enable movement under doors or along halls and ceiling, but not the pudding’s offensive (acid) or defensive capabilities. Naturally, the strength of the new form is sufficient to enable normal movement.
The spellcaster can change his form as often as desired for the duration of the spell, each change requiring a round. The wizard retains his own hit points, attack rolls, and saving throws. The wizard can end the spell at any time; when voluntarily returning to his own form and ending the spell, he regains 1d12 hit points. The wizard also will return to his own form when slain or when the effect is dispelled, but no hit points are restored in these cases.
Range: 5 yds/level
Components: V, S, M
Duration: Permanent
Casting Time: 4
Area of Effect: 1 creature
Saving Throw: Neg.
The polymorph other spell is a powerful magic that completely alters the form and ability, and possibly the personality and mentality, of the recipient. Of course, while a creature with a lower Intelligence can be polymorphed in form into something with a higher Intelligence, it will not gain that creature’s mental ability. The reverse – polymorphing a higher Intelligence creature into one of significantly lower Intelligence – results in a creature much more intelligent than appearances would lead one to believe. The polymorphed creature must succeed on a system shock (see Table 3) roll to see if it survives the change. After this, it must make a special Intelligence check to see if it retains its personality (see following).
The polymorphed creature acquires the form and physical abilities of the creature it has been polymorphed into, while retaining its own mind. Form includes natural Armor Class (that due to skin toughness, but not due to quickness, magical nature, etc), physical movement abilities (walking, swimming, and flight with wings, but not plane shifting, blinking, teleporting, etc), and attack routines (claw/claw/bite, swoop, rake, and constriction, but not petrifaction, breath weapons, energy drain, etc). Hit points and saving throws do not change from the original form. Noncorporeal forms cannot be assumed. Natural shapeshifters (lycanthropes, dopplegangers, higher level druids, etc) are affected for but one round, and can then resume their normal form.
If slain, the polymorphed creature reverts to its original form, though it remains dead. (Note that most creatures generally prefer their own form and will not willingly stand the risk of being subjected to this spell!) As class and level are not attributes of form, abilities derived from either cannot be gained by this spell, nor can exact ability scores be specified. When the polymorph occurs, the creature’s equipment, if any, melds into the new form (in particularly challenging campaigns, the DM may allow protective devices, such as a ring of protection, to continue operating effectively).
The creature retains its mental abilities, including spell use, assuming the new form allows completion of the proper verbal and somatic components and the material components are available. Creatures not used to a new form might be penalized at the DM’s option (for example, -2 to attack rolls) until they practice sufficiently to master it. When the physical change occurs, there is a base 100% chance that the subject’s personality and mentality change into that of the new form (i.e., a roll of 20 or less on 1d20). For each 1 point of Intelligence of the subject, subtract 1 from the base chance on 1d20. Additionally, for every Hit Die of difference between the original form and the form it is assuming, add or subtract 1 (depending on whether the polymorphed form has more Hit Dice [or levels] or fewer Hit Dice [or levels] than original, respectively).
The chance for assumption of the personality and mentality of the new form is checked daily until the change takes place. A subject acquiring the mentality of the new form has effectively become the creature whose form was assumed and comes under the control of the DM until recovered by a wish spell or similar magic. Once this final change takes place, the creature acquires the new form’s full range of magical and special abilities. For example: If a 1 Hit Die orc of 8 Intelligence is polymorphed into a white dragon with 6 Hit Dice, it is 85% (20 – 8 Intelligence + 5 level difference [6-1]=17 out of 20 = 85%) likely to actually become one in all respects, but in any case, it has the dragon’s physical and mental capabilities. If it does not assume the personality and mentality of a white dragon, it knows what it formerly knew as well.
The wizard can use a dispel magic spell to change the polymorphed creature back to its original form, and this requires a system shock roll. Those who have lost their individuality and are then converted back maintain the belief that they are actually the polymorphed creature and attempt to return to that form. Thus, the orc who comes to believe he is a white dragon, when converted back to his orc form, steadfastly maintains he is really a white dragon polymorphed into the shape of an orc. His companions will most likely consider him mad. The material component of this spell is a caterpillar cocoon.
Range: 10 yds/level
Components: V, S
Duration: Permanent
Casting Time: 4
Area of Effect: caster’s level(2) x 100 sq. ft.
Saving Throw: None
When a plant growth spell is cast, the wizard causes normal vegetation to grow, entwine, and entangle to form a thicket or jungle that creatures must hack or force a way through at a movement rate of 1 per round (or 2 if the creatures are larger than man size). The area must contain brush and trees for this spell to work. Briars, bushes, creepers, lianas, roots, saplings, thistles, thorn, trees, vines, and weeds become thick and overgrown so as to form a barrier.
The area of the effect is the caster’s level, squared, times 100 square feet. This area can be arranged in any square or rectangular shape that the caster desires. Thus, an 8th-level wizard can affect (8×8=) 64 x 100 square feet, or 6,400 square feet. This could be an 80 foot x 80 foot square, a 160 foot x 40 foot rectangle, a 640 foot x 10 foot rectangle, etc.
Individual plant girth and height is generally affected less than thickness of brush, branch, and undergrowth. The spell’s effects persist in the area until it is cleared by labor, fire, or such magical means as a dispel magic spell.
Range: 5 yds/level
Components: V, S
Duration: 1 rd/level
Casting Time: 4
Area of Effect: 1 creature
Saving Throw: Special
When this spell is cast, the wizard creates the illusion of the most fearsome thing imaginable to the victim, simply by forming the fears of the victim’s subconscious mind into something that its conscious mind can visualize – the most horrible beast. Only the spell recipient can see the phantasmal killer (the caster sees only a shadowy shape), but if it succeeds in scoring a hit, the subject dies from fright. The beast attacks as a 4 Hit Dice monster. It is invulnerable to all attacks and can pass throughout any barriers. Once cast, it inexorably pursues the subject, for it exists only in the subject’s mind. The only defenses against a phantasmal killer are an attempt to disbelieve (which can be tried but once), slaying or rendering unconscious the wizard who cast the spell, or rendering unconscious the target of the spell for its duration. To disbelieve the killer, the subject must specifically state the attempt and then roll an Intelligence check.
Special modifiers apply to this attack: | |
Condition | Modifier |
Surprise | -2 |
Subject previously attacked by this spell | +1 |
Subject is an illusionist | +2 |
Subject is wearing a helm of telepathy | +3 |
Magic resistance, bonuses against fear, and Wisdom adjustments also apply. |
The subject’s magic resistance is checked first; if the spell overcomes the resistance, the subject’s fear/Wisdom bonuses (if any) then apply as negative modifiers to his Intelligence check. If the subject of a phantasmal killer attack succeeds in disbelieving, and he is wearing a helm of telepathy, the beast can be turned upon the wizard, who must then disbelieve it or be subject to its attack and possible effects. If the subject ignores the killer to perform other actions, such as attacking the caster, the killer may, at the DM’s option, gain bonuses to hit (for flank or rear attacks, etc). Spells such as remove fear and cloak of bravery, cast after the killer has attacked, grant another check to disbelieve the effect.
Range: 20 yds
Components: V, S, M
Duration: 1 rd/level
Casting Time: 4
Area of Effect: 1 ft diameter/level
Saving Throw: Neg.
When this spell is cast, the result is a globe of shimmering force that encloses the subject creature – if it is small enough to fit within the diameter of the sphere and it fails to successfully save vs. spell. The resilient sphere contains its subject for the spell’s duration, and it is not subject to damage of any sort except from a rod of cancellation, a wand of negation, or a disintegrate or dispel magic spell. These cause it to be destroyed without harm to the subject. Nothing can pass through the sphere, inside or out, though the subject can breathe normally. The subject may struggle, but all that occurs is a movement of the sphere. The globe can be physically moved either by people outside the globe or by the struggles of those within. The material components of the spell are a hemispherical piece of diamond (or similar hard, clear gem material) and a matching hemispherical piece of gum arabic.
Range: Special
Components: V, S, M
Duration: 3 rds + 1 rd/level
Casting Time: 4
Area of Effect: 40 yd radius
Saving Throw: None
This spell is much like the 3rd-level spell monster summoning I, except that this spell summons 1d6 2nd-level monsters. These appear anywhere within the spell’s area of effect and attack the caster’s opponents, until he commands them to cease, the spell duration expires, or the monsters are slain. These creatures do not check morale; they vanish when slain. If no opponent exists to fight and the wizard can communicate with them, the summoned monsters can perform other services for the summoning wizard. The material components of this spell are a tiny bag and a small (not necessarily lit) candle.
Range: 0
Components: V, S, M
Duration: 1 rd/level
Casting Time: 4
Area of Effect: 5 ft radius
Saving Throw: None
This spell creates an immobile, faintly shimmering magical sphere around the caster that prevents any 1st-, 2nd-, or 3rd-level spell effects from penetrating (i.e., the area of effect of any such spells does not include the area of the minor globe of invulnerability). This includes innate abilities and effects from devices. However, any type of spell can be cast out of the magical globe, and these pass from the caster of the globe to their subject without affecting the globe. Fourth and higher levels spells are not affected by the globe. The globe can be brought down by a successful dispel magic spell.
The caster can leave and return to the globe without penalty. Note that spell effects are not actually disrupted by the globe unless cast directly through or into it: The caster would still see a mirror image created by a wizard outside the globe. If that wizard then entered the globe, the images would wink out, to reappear when the wizard exited the globe. Likewise, a wizard standing in the area of a light spell would still receive sufficient light for vision, even through that part of the light spell volume in the globe would not be luminous. The material component of the spell is a glass or crystal bead that shatters at the expiration of the spell.