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Old 02-03-2018, 02:09 PM   #6
Abe Sargent
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Join Date: Dec 2001
Location: Catonsville, MD

Other Spells Alzar Found:



1st Level:


Craft Divining Rod, Alternation, Enchantment/Charm, Artifice

Components: V,S, M
Casting Time: 4
Range: Touch
Duration: 1 hour
Saving Throw: None

This spell allows a Rhabdomere to create a divining rod to use as the material component for all future Divination spells. It takes an hour, the material is the rod itself which has been prepared, and the spell results in a Divining Rod that can be used as per the Dowsing proficiency.



Innocent Bearing, Enchantment/Charm

Components: V,S, M
Casting Time: 1
Range: 30 ft radius
Duration: 1 rnd/level
Saving Throw: Negates

This spell causes everyone in a 30 ft radius to believe that the caster is innocent and incapable of causing any trouble. It’s area of effect does work with those travelling with the caster as well. Anyone who makes their save is not effected. The spell’s component are a child’s hair and a small ribbon, both used by the spell.


Nefti’s Spell Recall, Conjuration/Summoning

Components: V,S, M
Casting Time: 1 turn
Range: o
Duration: 1 day
Saving Throw: None

This spell allows a wizard to select spells for casting during the course of the day rather than committing them to memory with memorization at the beginning of the day. This spell, however, must be memorized and cast in order for that to happen. Unlike most spells, Nefti’s Spell Recall counts as a spell of varying levels, and can be memorized and cast for any level, so this can be cast as a 1st level, 4th level, or 8th level spell, or all. The result is that the mage has one fewer spell memorized per slot, but much more flexibility. This spell requires the wizard’s spellbook which must be ensorcelled and used as part of the spell, and only the spells in that book are eligible for the Spell Recall to work for that level. Other Recalls at other levels can use other books. For example, a caster could have one book of every 4th level spell they knew and used that book to ensorcelled for their 4th level Nefti’s Spell Recall.


Organize Spellbook, Alteration

Components: V,S, M
Casting Time: 1
Range: Touch
Duration: Permanent
Saving Throw: None

Casting this spell enables a mage to rearrange the order of spells in their spellbook, and is very valuable for ordering a travelling spellbook. A recently learned spell can be placed in that level and alphabetized and such. The material component is the spellbook in question.


Protection from Bookworms, Abjuration

Components: V,S, M
Casting Time: 1 turn
Range: 20 feet
Duration: One week/level
Saving Throw: None

This spell protects a 20’ area from bookworms, rot grubs, cockroaches and other creatures that eat parchment. Multiple castings can be used over an entire library or bookshelf to protect it. The material component is an inkwell of valuable ink worth 20 gp, the ink is used in the casting, but the inkwell remains.

Remove the Instruments of Death, Alteration, Enchantment/Charm

Range 100 feet
Component : S
Duration: Instantaneously
Casting Range: 1
Area of Effect: 1 person/5 levels
Save: None

This spells causes a weapon-wielding target to drop their weapon. They must invest a round to reequip themselves.

Sorcerous Transcription
, Conjuration/Summoning

Range 10 feet
Components: VSM
Duration: 10 minutes +1 min/levl
Casting Time: 1
Area: See below
Save: None

This spell animates a quill to record everything the caster says for the duration of the spell. It requires ink, quill, and parchment of some sort. The caster must remain in 10 feet of the quill for it to record.



Wild Swing
, Alteration

Casting Time: 1
Range: 0
Duration: 2 rnds/level
Saving Throw: Special

This spell creates a minor field of wild magic around the caster which warps space in small ways. This warp gently makes the caster warp visually, but had no effect on stats or how hard the caster may be to hit. Any creature making a melee attack against a wizard who hits affected by Wild Swing must make a save vs spells or only a glancing blow connects and the minimum possible damage is dealt. The material component is five drops of wine and a small spinning toy, all of which are consumed in its casting.



2nd Level:


Ambulate Object, Enchantment/Charm, Artifice

Components: V,S, M
Casting Time: 2
Range: Touch
Duration: 1 day/level
Saving Throw: None

This spell allows one touched object to move around at the mental command of the wizard who cast it for 1 day/level of the caster. The caster cannot attack or use the object in any way offensively or defensively. It does not move that quickly. It can be used to force a chair or move or a pitcher of water to self-pour a glass. No more than one object per spell level of the caster can be ambulated at a time. The material component for this spell is the object itself, which cannot weigh more than 250 coins.


Bone Block,
Necromancy

Components: V,S, M
Casting Time: 2
Range: 0
Duration: 1 rnd/level
Saving Throw: None

This spell causes a pair of skeletal arms to spray from the caster and attempt to defend the caster in combat. Each arm gives the caster an AC bonus of -1 to melee attacks only. Each arm has an AC of 5 and 2 hp/level of the caster, and can be hit and destroyed. Two fingerbones from a dead fighter are the material component, consumed by it’s casting.


Ink Transfer, Alteration

Components: V,S
Casting Time: 2
Range: 0
Duration: 1 rnd/level
Saving Throw: None

This spell is used to transfer a spell from one spellbook to another without using a scroll. It can be used to save spells on damaged pages or to better organize a library.


Repair Machine, Enchantment/Charm, Artifice Reversible

Components: S
Casting Time: 2
Range: Touch
Duration: Permanent
Saving Throw: None


When casting this spell and laying hands on a damaged machine or automaton, it is repaired of 1d6 points of damage per caster level. This does not work on constructs or undead.


3rd Level:


Cloak Against All Peril, Abjuration

Range – Self
Comp: VS
Duration: See below
Casting Time: 3
Area: Self
Save: None

This spell creates an invisible energy shield around the caster that will absorb the next 3d4 points of damage, +1 point per level. It can deflect damage from a single attack or multiple attacks, until the damage is removed. The spell lasts 1 round per level, or until the damage is absorbed. It absorbed weapon or magic damage.


Enchant Automaton, Enchantment/Charm, Artifice

Components: V,S, M
Casting Time: 1 round
Range: Touch
Duration: See below
Saving Throw: None


This spell will enable an artificer to animate and control a creation of bone and metal that is created for performing simple manual labor, and cannot be used for more elaborate tasks such as combat without further enchantment. These automatons are designed to accept one command at creation, and then they will do their task without interference. They are not undead, nor are they constructs that have bound spirits or souls. They are merely pieces of matter bound together to do one task. They are not required to have a humanoid frame. Examples of automatons created by this spell are porters who move things from one place in a castle or keep to another. They can be further enhanced later. They have AC5 and 10 HP for purposes of destroying them.


Ink Luminescence, Alteration.

Components: V,S, M
Casting Time: 3
Range: Touch
Duration: Permanent
Saving Throw: None

When cast, this spell will make the ink used for the next magical spell to be inscribed into a spellbook to have the ability to, on command, have the runes and magical writing glow so it can be read at night. Only the caster and writer of the ink can make it glow. The glow is gentle and makes it legible to read in the dark. The cost is 100 gp of squid or octopus ink used in the casting of the spell.



Know Command Word, Divination

Components: V,S
Casting Time: 1 round
Range: Touch
Duration: Instantaneous
Saving Throw: None

This spell gives the name of any command words needed for a magical or nonmagical device or object that has already been identified. It will not work for an unknown object. There is a 10% chance per caster level, up to a max of 90%, for this to give the caster the command words. This spell does not work on artifacts.



Lesser Rhabdomancy, Divination

Components: V,S,M
Casting Time: 3
Range: Touch
Duration: 1 turn + 2 turns/level
Saving Throw: None

Casting this spells creates a more powerful version of Locate Object, in that it works for races or people, and can search for classes, professions, ages, and more.


4th Level


Control Bats
, Enchantment/Charm

Components: V,S, M
Casting Time: 4
Range: ½ mile
Duration: 1d4 turns +1 turn/level
Saving Throw: None

After casting this spell, all bats, vampiric bats, giant bats, and other forms of normal, nonmagical bats within range are under the control of the caster without any saves. They will fight, attack, or swing and hit folks. The material component for this spell is a platinum whistle worth 500 gp that can be used more than once.


Control Death Tyrant, Necromancy, Enchantment/Charm
Components: V,S
Casting Time: 4
Range: See below
Duration: 1 day
Saving Throw: None

You can control up to 1 Death Tyrant within one mile per HD of the caster. You can control a number of Death Tyrants equal to your intelligence, like a charm person, but with no saves.

Only an evil wizard of 18 or higher intelligence can use this, unless you are an Elder Orb.


Detect Ensorcellment, Divination

Components: V,S, M
Casting Time: 4
Range: Touch
Duration: 1 turn
Saving Throw: None

All of the magics on a single person touched by this spell is fully revealed, including charms, suggestions, geases, protective magics, and more.


Everpresent Record
,Conjuration/Summoning

Range 10 feet
Components: VSM
Duration: 1 day/levl
Casting Time: 5
Area: 1 creature
Save: None

This is an enhanced version of Sorcerous Transcription, with enhanced length, and can be used on someone to record what they say, instead of the caster if desired.



Gloom Ravens, Conjuration

Components: V,S
Casting Time: 4
Range: NA
Duration: 2 rounds/level
Saving Throw: None

The caster of this spell summons 1d4+1 huge ravens from Demiplane of Shadow. They can be sent up to 1 mile away after summoned, and the caste can see through their eyes. There is no need to concentrate to control them or see through their eyes, and the caster can fight or cast spells or do other things while the Gloom Ravens serve, but do note the short duration for them.

Gloom Raven - N, AC 6, THACo 19, HP 5, (10 at dusk.dawn), never surprised, used 1d6 shadow images like mirror image.


Guardian Shadow, Conjuration/Summoning, Necromancy

Components: V,S
Casting Time: 4
Range: Self
Duration: 1 day/level
Saving Throw: None


When cast, this spell binds an undead shadow to the caster’s actual shadow. The next melee attack aimed at the caster’s back will prompt the guardian shadow to reveal itself and attack, and take the hit meant for the caster and then the shadow will fight to the death afterwards. This ability cannot work if no shadow is being made by the caster, such as pure darkness.

Imbue with Proficiency, Enchantment/Charm, Artifice

Components: V,S, M
Casting Time: 4
Range: Touch
Duration: 1 day
Saving Throw: None

This spell takes an automatons created by Enchant Automaton above and turns it into more powerful version of itself. It can be given a non-weapon proficiency and uses that knowledge, such as smithing or leatherworking or swimming. The cost of this spell is a special gem that costs 1500 gp has to be made and given to the automaton. The Automaton still cannot attack or otherwise use anything.


Instruct Spectator, Enchantment/Charm

Components: V,S
Casting Time: 1 turn
Range: See below
Duration: 100 years
Saving Throw: None

This spell is used on a recently summoned Spectator to give them their specific instructions and binds them to follow it. The power of this spell is such that a Spectator cannot violate their instructions. Those instructions are very key to the contract. For example, if a Spectator is told to guard the treasure room, but not the treasure itself, then the caster may be surprised when they return from adventuring to find that the treasure is gone but the room is still secure. If something happens which forces a Spectator to violate the terms of the instruction, the magic is gone and they may return home to their plane in Mechanus.


Rary’s Mind Scan, Divination, D249

Components: V,S
Casting Time: 4
Range: 10’/level
Duration: 5 rnds/level
Saving Throw: Each Round

This spell works like a much more powerful and deeper version of ESP, as it doesn’t just read surface thoughts. Each round the target fails a save, the caster can read one memory or thought of the target. They can also move from one target to another during the long duration of this spell.

Tongue Parasite, Conjuration/Summoning, D249

Components: V, M
Casting Time: 4
Range: 30 yards
Duration: See below
Saving Throw: Negates

This spell infects the target creature with a parasite that lives in their tongue, and it requires a target with a tongue to work. The infestation takes the form of 1d4 small bumps on the surface of the tongue that are initially benign, and stay that way until the target speaks. For each word spoken, a bump swells, pops, and inflicts 1 hp of damage on the target and releases an insect similar to a large horse fly that flies annoyingly around until killed. Each word spoken also causes 1d4 new parasites to be born, each taking the form of a small bump on the tongue as well. Victims of a Tongue Parasite who forgo any speech for 24 hours will starve the parasites, and the spell ends. Even shouting or groaning counts as a word, with the issues above. It can be ended with a cure disease, but nothing else. The material component is a living housefly.



Vorthala’s Undead Turning Immunity, Necromancy, Abjuration

Components: V,S, M
Casting Time: 4
Range: Touch
Duration: 1 day
Saving Throw: None

For the next day, the next undead that the caster controls that is touched by this spell gains immunity to any turning, control, or destruction attempts. It only works on a single undead for just one day. The material component of this is a sliver of the same type of undead to be given Immunity. So a shard of bone from an animated skeleton for a skeleton or a piece of flesh from a Wight for a Wight.


Warding Against Subtle Enchantment,
4th, Enchantment/Charm
Range: Touch
Components: VS
Duration: See below
Casting Time: 1 turn
Area: 1 creature
Save: None

This is a contingency spell that a wizard can cast onto an ally, servant, to themselves. When that person is targeted successfully by a charm spell that influences the person, such as Charm Person, Domination, Suggestion, Geas or Command, that magic is overridden, and the person on whom this protection as cast will instead take an order given by the caster of this Warding, such as “Attack the person who tried to control you” or “run away.” This spell can be used cleverly to give a command such as, “Pretend you are charmed, but give away false information” or some such.


Warning Trumpet, Abjuration, Evocation

Components: V,S, M
Casting Time: 4
Range: Touch
Duration: Permanent
Saving Throw: None


This spell creates a magical trumpet and warning system that protects an area. It can be used to protect a campsite, entryway, or other place. It lasts until a condition given at the casting is met, and then sounds for one hour before ending. A caster may not have more Warning Trumpets set than their caster level. It’s material component is a miniature trumpet.
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Last edited by Abe Sargent : 02-17-2018 at 07:17 PM.
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