Renegade Wizard's Spellbook
| Author | Mark Gedak |
| Publisher | Mongoose Publishing |
| Publish date | 2005 |
| OGL Section 15 | rws |
The material below is designated as Open Game Content.
Kenning the Heart
Enchantment (Contingent – Divination)
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Area: 20 ft. burst or none (see text)
Duration: Instantaneous
Saving Throw: Will negates (special)
Spell Resistance: Yes
When kenning the heart is cast, the current emotional state of the target is immediately known to every being in the area of effect. Every being in the burst also becomes aware of the target as the source of the emotions. No names or images are given and only simple emotional concepts will be communicated but language is not a barrier. There is no save allowed for this effect.
Alternatively, the caster can choose a single emotional question, complete with qualifiers, and learn the answer personally. In this case, no burst occurs. This question, which can be as complicated as ‘Who do you love romantically?’ can be posed only if the caster knows the target’s language or has some way to bypass this requirement (such as thrall’s understanding, tongues, or beyond words). The subject may make a Will save to negate this.
Kenning the Mind
Enchantment (Contingent – Divination)
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Area: 20 ft. burst or none (see text)
Duration: Instantaneous
Saving Throw: Will negates (special)
Spell Resistance: Yes
This spell is very similar to kenning the heart, except that it broadcasts the current thoughts of the target at the moment of casting. The alternate effect allows the caster to ask a single detailed question involving thoughts and/or memories and receive a silent, complete answer from the target’s mind. If the Will save is failed, the caster learns what he wishes to know immediately.
Kenning the Soul
Enchantment
Level: Sor/Wiz 9
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Area: 20 foot burst or none (see text)
Duration: Instantaneous
Saving Throw: Special
Spell Resistance: Special
This spell can be used to duplicate the effects of either kenning the heart or kenning the mind. If used in this way, there is no save or spell resistance against its effects. If the caster wishes, kenning the soul can be used to broadcast the target’s alignment to everyone within the burst radius. Absolutely no form of defence or immunity can prevent the accuracy of this detection, nor can any defence or immunity prevent the targets in the burst from receiving the information. Alternatively, the caster can learn the target’s alignment, fears, desires and ‘darkest secret’. The secrets learned by the caster are up to the Games Master’s discretion but will be something potentially harmful to the target or something he would never want revealed. This version of the spell offers a Will save and spell resistance applies. No burst occurs and the target has no indication, even with a successful save, that the kenning occurred.
Kidnap Soul
Necromancy [Evil]
Level: Clr 6, Sor/Wiz 6
Components: V, S, F/DF
Casting Time: 1 round
Range: Unlimited
Target: 1 creature
Duration: 1 month/level or until successful save (D)
Saving Throw: Will negates
Spell Resistance: Yes
This spell allows you to entrap the soul of your target inside a clay jug, and make with its body what you will. You need to point a specially prepared clay jug at your target for a full round and, if it fails a Will save, its life force is pulled into the jug and its body drops dead. This spell can be cast over scrying effects.
The following round the body rises as a zombie under your control, keeping its hit points and Armour Class, but otherwise using the statistics for a zombie as detailed in the SRD. The soul is allowed an additional Will save at the end of every month of the duration to free itself. Whether you free the life force, the spell’s duration ends or it escapes on its own, the body is returned to normal once the soul returns to it, having no knowledge of what the body did in its absence. Casting raise dead or any other resurrection magic on the body grants the trapped soul another Will save to escape with a +4 morale bonus.
If the animated body is slain, the trapped life force remains in the jug, and has a 50% chance of becoming a ghost (and quite an angry one) upon its release or escape. In this case, casting resurrection magic on slain body automatically frees the trapped soul and calls it back to the body.
Protection from evil and other wards block this spell, and destroying the receptacle ends it. The effect can be dispelled only at the clay jug.
Focus: A clay jug painted with rich metal paintings worth at least 100 gp.
Know Thy Master
Abjuration
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 10 minutes
Range: Touch
Target: One item
Duration: Permanent
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)
You mystically mark a given item as ‘claimed’ by a person of your choice. The spell causes the item to accept only the designated person as its owner, and to buck and twist in the hands of anyone else.
Anyone save the designated person who attempts to use the item suffers a –5 penalty on any relevant attack rolls or skill checks, and in their hands the item feels as if it weighs twice as much as normal. This spell is most often cast upon weapons, but it can also be applied to other objects like chariots or clothing.
Material Component: A drop of the designated owner’s blood.
Lack of Grace
Transmutation
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
A crimson beam emanates from the caster’s palm, disorienting and unbalancing the target. The caster must succeed with a ranged touch attack to strike his target. If struck the target suffers a 1d6 penalty to Dexterity, with an additional penalty of –1 per 2 caster levels, to a maximum of –5. The subject’s Dexterity score cannot drop below 1.
Lava Wyrm
Conjuration [Fire]
Level: Sor/Wiz 8
Components: V, S, M
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Target: One unoccupied 5 ft. square
Duration: Concentration (up to 1 round/level)
Saving Throw: Reflex negates
Spell Resistance: No
This spell creates a serpentine flow of lava emerging from the earth at a spot designated by the caster. The wyrm is 20 feet long, with a flexible body. It consists of 4 5-foot squares that can be repositioned by the caster whenever it moves, but each segment of the body (save for the two ends) must be in squares adjacent to at least two other body segments at all times. Diagonal squares are considered adjacent when repositioning the lava wyrm.
As a move equivalent action, the caster may direct the wyrm to move up to 30 feet, measured from the wyrm’s head. At this time, the body may be repositioned in any form, as long as it adheres to the restrictions listed above. If any portion of the wyrm’s body passes through a square containing a creature, that creature suffers 10d6 hit points of fire damage unless a successful Reflex save is made.
The wyrm may not move through a square containing any obstruction of Huge size or larger.
Material Component: Three small rubies strung along a golden wire (value of 600 gp).
Law of Simplification
Divination
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round
This spell allows the caster to manipulate fate and reduce a single action down to its simplest chance for success, negating all mitigating circumstances except the basic odds of its being accomplished. What this does in practice is affect the next action taken by the caster by removing any armour, circumstance, competence, concealment, cover, deflection, insight or morale modifiers enjoyed or suffered by the caster and the target. For example, if the caster were firing a crossbow at an invisible kobold behind a low wall while under the effects of a bless spell, the only modifiers to the roll would be the caster’s ranged attack bonus, the weapon’s enhancement bonus (if any) and the kobold’s Dexterity bonus.
The chance manipulated by the caster will swing back out of the caster’s favour after this is done. The next time the caster makes a skill check or attack roll that could possibly fail, it will do so.
Law of the Wild
Divination (Contingent – Enchantment)
Level: Sor/Wiz 3, Drd 2
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour
The natural world follows its own rules, rules that can be quite confusing to wizards and sorcerers, who often spend more time dealing with arcane affairs than what resides in the heart of sylvan glades. However, the life of an adventuring wizard can take him into some very inhospitable places, such as dark forests filled with wild creatures. This spell allows a caster to divine the purpose, motivation and desires of animals and beasts.
When cast, the spellcaster gains a +10 insight bonus to Handle Animal, Wild Empathy and Wilderness Lore checks. If the caster does not normally have access to the Wild Empathy class feature, he may make checks as if he did (in this case, the insight bonus counts as skill ranks). A subtle field of magic surrounds the caster, which keeps creatures of the animal and beast types from attacking him unless he attacks them first.
Legs of the Spider
Transmutation
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
The caster sprouts four enormous spider’s legs from his back, which move on command, allowing him to both scale walls and buffet foes with powerful attacks. While under the effects of this spell, the caster can climb and travel across vertical and horizontal surfaces as though affected by a spider climb spell. His speed when moving in this fashion is equal to 30 feet per round and he is capable of performing the run action while traversing vertical or horizontal surfaces (even when upside down).
The spider’s legs have an effective Strength score of 20 for the purposes of attacking, lifting and grappling. The four spider’s legs can be used to attack, in one of two ways. As a free action, a single leg can attack at the caster’s highest base attack bonus, dealing 1d8 + 5 points of damage. Alternately, as a full round action, each leg can attack at your highest attack bonus, dealing 1d8 + 5 points of damage for each successful hit. Leg attacks are considered to be piercing and they are considered to be magical weapons for the purposes of overcoming damage reduction.
The spider’s legs can also be used in grappling and add a +4 circumstance bonus to all grapple checks, in addition to the bonus received from their high Strength. Finally, the caster can also choose to defend with the legs, swatting arrows from the sky and turning aside sword strokes with equal ease. In lieu of making an attack for the round, you can assign one leg to defence, which grants you a +2 competence bonus to Armour Class. Alternatively, the caster can dedicate all four legs to defence, which grants a +5 competence bonus to Armour Class, but negates his ability to climb.
Material Component: A living spider of at least Small size. The spider is destroyed in the casting.
Life Net
Conjuration (Creation)
Level: Drd 1, Sor/Wiz 1
Components: S, M/DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One target creature or object
Duration: 1 round/level (D)
Saving Throw: Reflex negates (harmless, object)
Spell Resistance: Yes (harmless, object)
Life net causes a targeted underwater creature or object to be wrapped in a magical net of air bubbles that rises to the water’s surface. When successfully cast, life net immediately lifts the target toward the surface of the water. The rate of ascent is quick, at 120 feet per round. The life net equalizes pressure during the ascent so the creatures decompress without getting the bends. Once the target reaches the surface, the life net matches pressure with the surrounding water and will no longer propel the target upward but will maintain the target at the surface for the spell’s remaining duration.
The life net is not restrictive in any way, so the target is able to swim about as normal, but any attempt at descent only serves to counter some or all of the 120 feet per round ascent, depending on the target’s swimming speed. The spell does not interfere with attacks or other actions taken by a target creature.
The target of this spell cannot weigh more than 100 pounds per level of the caster. Finally, the spell functions the same in liquid mediums other than water.
Material Component: A palm-sized net.
Lighten Burden
Transmutation
Level: Drd 2, Brd 3
Components: V, S, M
Casting Time: 1 round
Range: Touch
Target: Up to 6 creatures, all of which must be physically touching when the spell is cast.
Duration: 1 hour/level
Saving Throw: Fort negates (harmless)
Spell Resistance: Yes (harmless)
For the duration of the spell, a recipient of lighten burden can carry 50% more than normal for its Strength. This has no effect on the character’s Strength modifier or on the maximum weight that he can lift or drag over short periods. Instead, the spell simply allows the character to endure the weight of more equipment and clothing without suffering from the effects of a medium or heavy load.
For example; Raisiline has a Strength of 8. Normally, she can carry up to 26 pounds as a light load, up to 53 pounds as a medium load and up to 80 pounds maximum. After casting this spell, she can now carry up to 39 pounds as a light load, up to 79 pounds as a medium load and has a maximum carrying capacity of 120 pounds.
Material component: A broken merchant’s scale
Lightning Arrow
Transmutation [Electricity]
Level: Brd 2, Rgr 2, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: 1 arrow
Duration: Permanent until discharged
Saving Throw: None
Spell Resistance: No
The caster touches a single arrow or bold, which then can be shot at a foe with no risk to the archer. On a successful hit, in addition to normal damage, the enchanted arrow deals 1d8 points of electrical damage per caster level, up to a maximum of 10d8. If the arrow misses, the spell is wasted and has no effect.
Material Component: The arrow or bolt.
Lightning Vice
Conjuration [Electricity]
Level: Sor/Wiz 7
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: A cage with 50 ft. perimeter composed of lightning
Duration: Concentration (up to 1 round/level)
Saving Throw: See below
Spell Resistance: No
Coruscating sheets of lightning blaze from your fingertips when this spell is cast, forming a cage of lighting around the target area. The 30 feet tall wall hisses and pops ominously and peals of thunder intermittently blast forth from the flat ceiling. As long as any creatures within the wall do not move, they are perfectly safe. If a creature does move, however, a bolt of lightning licks out of the wall to strike him, causing 5d6 points of damage (a successful Reflex save negates this).
Targets within the cage are treated as if they had 100% cover from physical melee or ranged attacks of any kind. Magical attacks, including spell-like abilities such as breath weapons, pass freely through the cage to strike those within. If a spell moves a target within the cage, including movement through teleportation, the target suffers damage for each round in which it is forced to move.
The caster may, at any time, choose to contract the lightning vice, reducing the area of effect by 10 feet each round. Once the contraction process begins, it cannot be halted (although the spell can still be ended or dispelled in the usual ways, including if the caster stops concentrating) until the spell has a 0 feet radius at which point the spell’s effect ends. During the contraction of the vice, any creature the walls of the cage pass over suffers 10d6 points of damage (no save). If the spell’s duration ends without the caster having chosen to contract the vice, the spell simply ends rather than contracting.
Material Component: A tiny cage of golden wires with a value of at least 500 gp.
Lingering Daze
Enchantment (Compulsion) [Mind-Affecting]
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One humanoid of Large size or smaller
Duration: 10 minutes/level (D)
Saving Throw: Will partial
Spell Resistance: Yes
This spell is similar to daze, except there is no limitation to the number of Hit Dice that can be affected. In addition, a target affected by lingering daze remains that way for the spell’s duration or until the effect is dispelled. A target that makes its Will save against this spell is partially dazed. On its next round (and its next round only), the target may take only a single move or standard action.
Material Component: A shard of ice or a sliver of iron.
Longevity
Necromancy [Age]
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 1 hour
Range: Touch
Targets: Creature touched
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
This spell negates the effects of natural ageing on the recipient of the spell for a period of one day. It had no effect on ageing caused by magical or divine means. Multiple longevity spells cast within the same day have no additional effect upon the recipient. Cast each day, this spell does, of course, grant the recipient immortality of a type – they will no longer age whilst the spell is in effect, though they will still be vulnerable to death from other sources, such as disease, poison and injury.
Material Component: One pint of blood from a creature of the same race but at least half the age of the recipient of this spell.
Lord of the City
Enchantment (Charm)
Level: Clr 9, Drd 9, Sor/Wiz 9
Components: V, S, F
Casting Time: 1 hour
Range: Personal
Target: You
Duration: One week/level
You work a tremendous charm on an entire city, making yourself appear as an important lord or administrative official. You gain access to a townhouse or small keep you may use as your quarters, high quality clothes and gourmet meals three times per day. You gain access to the city’s rulers, if they deal with ambassadors and other public officials, though you do not gain any special power over them.
Your domicile has space for up to five companions, and you may provide them with clothes and food at no additional cost. As far as anyone in town knows, you are an important ambassador from a distant land whose name escapes their memory.
Focus: A jewelled crown worth 1,000 gp.
Lost Wanderer
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 6, Clr 6, Drd 6
Components: V, S, F
Casting Time: 3 rounds
Range: Touch
Target: Creature touched
Duration: 10 minutes/level
Saving Throw: None or Will negates (harmless)
Spell Resistance: No or Yes (harmless)
The recipient of this spell becomes completely lost and cannot find its way. Unless led (by another creature or a map, for example), the creature wanders aimlessly about seeking its destination (which it remembers; it just cannot remember how to get there) for the duration of the spell. Any destination an affected creature seeks is lost to it for the duration, not just one it may have had in mind when this spell took effect.
This spell is keyed to the recipient, not its companions, and its effect does not predict or allow for the actions of creatures (including guardians). Lost wanderer counters and dispels find the path. Likewise, find the path counters and dispels lost wanderer.
Focus: A set of ivory counters or bones that you break during the casting.
Lower Spell Resistance
Transmutation
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes
This spell enables you to reduce the subject’s spell resistance. The target does not get a save against the effect, and you gain a +4 competence bonus to your caster check to beat its spell resistance. If successful, the subject’s spell resistance is reduced by a number of points equal to one-half your caster level (maximum 10 points).
Material Component: A broken iron or silver rod.
Loyal Guardian
Abjuration [Force]
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
This spell calls into existence a globe of magical energy that drifts around you in a lazy orbit. The orb is invisible but at all times you have a clear sense of its location. While this spell is in effect, you may use a free action to mentally push the globe into the path of an incoming attack, causing your opponent to automatically miss you as the globe absorbs the attack. You may use a globe in this manner once per round to cancel one melee or ranged attack. The globe may be used against any attack that requires an attack roll, including spells that require attack rolls. For purposes of any secondary effects caused by the attack, treat it as having rolled a miss on its attack roll.
Material Component: A small wooden shield.
Magic Circle against Energy
Abjuration
Level: Brd 5, Clr 5, Drd 5, Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: Touch
Area: Emanates 20 ft. from touched creature
Duration: 10 minute/level
Saving Throw: None
Spell Resistance: No
As protection from energy, except that it protects everyone inside the area. Additionally, the spell prevents elemental creatures from approaching. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creatures. The protection against contact by elemental creatures ends if any of the warded creatures makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature.
As an option, a magic circle can be focused inwards rather than outwards. In this case it serves as an immobile, temporary magical prison for a summoned elemental creature. The caster must beat a creature’s spell resistance in order to keep it at bay, but the negation of natural weapons still applies. If a creature too large to fit into the spell’s area is the subject of the spell, the spell acts as a normal protection from elements spell for that creature only.
Magic Missile, Repeating
Evocation [Force]
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: Up to five creatures, no two of which can be more than 15 ft. apart.
Duration: Concentration (up to 1 round/level)
Saving Throw: None
Spell Resistance: Yes
In all regards but one, this spell acts the same as the lower level magic missile spell. Missiles created with this spell, however, do not disappear when they strike their target, but instead return to the caster and orbit him harmlessly until his next action, at which time they may be directed against a target once more. Attacking with these missiles is a standard action and precludes casting another spell. The missiles remain active for the spell’s full duration and, as long as the caster retains concentration, they may attack any target within range.
Material Components: A handful of glass marbles, one per missile to be invoked.
Magma Blast
Conjuration (Summoning) [Earth, Fire]
Level: Drd 5, Sor/Wiz 5
Components: V, S, DF
Casting Time: 1 standard action
Range: 80 feet
Area: 80-foot line
Duration: Instantaneous, but see below
Saving Throw: Reflex half
Spell Resistance: No
You create a tiny gate to the Elemental Plane of Magma, a place where earth and fire mingle. Lava jets through the gate like a small volcano. Though the lava loses some of its fiery heat as it transfers into the Prime Material Plane, it still deals 1d6 points of fire damage per caster level, to a maximum of 15d6. In addition, targets that fail their Reflex saves become covered in a thin layer of rocky, stiff residue as the lava cools. These victims suffer a –4 penalty to Dexterity until they spend a full-round action chipping the rock away.
Removing the rock requires a creature to drop its guard as it pulls the coating from its body, thus provoking an attack of opportunity.
Magma Pit
Transmutation (Earth, Fire)
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Effect: Mobile Emanation, 20 ft. radius
Duration: 1 round/level
Saving Throw: Fortitude half
Spell Resistance: No
The very earth boils in response to this spell, transforming into seething magma that sears flesh and can destroy flammable materials and metals with a low melting point (such as lead, gold, copper, silver or bronze). Creatures in the area of effect suffer 2d6 hit points of damage plus an additional 1d6 per two caster levels (Fortitude save for half damage), move at half normal speed and may not run as their lower legs become mired in magma. Creatures of Huge size or larger do not suffer the reduction in speed or prohibition against running, but take damage as normal. Any creature with the subcold type suffers double normal damage and must immediately begin moving out of the area of effect if possible. When the area of effect is moved, the ground immediately cools and any creatures caught in the original area of effect stop suffering damage. Creatures mired in magma are left unhindered when the area of effect is moved.
Material Components: A chunk of igneous rock rolled in ruby dust (200 gp value).
Make Manifest
Transmutation [Focused]
Level: Sor/Wiz 7
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: One object (see Focus)
Duration: Instantaneous
Saving Throw: Will negates (object, harmless)
Spell Resistance: Yes (object, harmless)
Through a powerful application of transmutation magic, you permanently transform a specially prepared image or icon into the object it represents. The end result can be up to one 10-foot cube per caster level of whatever basic material or materials were used in the icon’s creation and is just as detailed. This spell is most often used to create instant buildings or fortifications, though many applications could be conceived by a creative caster. The object must all be one contiguous piece, though normally attached pieces like doors and windows are acceptable and will be incorporated into the resulting object.
Focused Effect: The resulting item is considered masterwork, if appropriate, and is rendered immune to physical damage and spell effects for one hour per caster level after manifesting.
Focus: A miniature representation of the object to be created valued at 10% of the object’s final cost or 500 gold pieces, whichever is higher. Only normal materials can be used in this miniature; precious metals and gemstones will be replaced with visually identical copies made of coloured steel or glass.
Malediction
Transmutation [Judicial Curse]
Level: Brd 5, Clr 5, Sor/Wiz 6
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. +5 ft./2 levels)
Target: One living creature
Duration: Permanent (D)
Saving Throw: Will negates
Spell Resistance: Yes
A malediction is a more severe form of bestow curse. As it is a judicial curse, the saving throw of the spell can be increased through the use of ceremonial force.
When you cast malediction, you can choose one of the following effects:
c Affliction: One of the target’s ability scores is permanently reduced by 9 (to a minimum of 1; Intelligence can only be reduced to a minimum of 3).
c Ill Luck: The target suffers a –6 penalty on attack rolls, saving throws, skill checks and ability checks.
c Torpor: Each turn, the victim has a 35% chance (1–7 on a d20) of acting normally; otherwise, she takes no action.
You can come up with other effects with your GM’s permission, but they should have roughly this level of power. The effects of malediction do not stack with those of bestow curse; however, if the two spells are being used for different purposes — a curse is reducing the victim’s Strength while a malediction is affecting her Intelligence, for example — the two effects will not interfere with one another.
A malediction cannot be dispelled. Remove curse can remove malediction, but only if its caster level is equal to or greater than your caster level. It can also be removed with break enchantment, limited wish, miracle or wish. Finally, you can release the victim from the effects of the curse at any time.
Malicious Image
Illusion (Shadow)
Level: Brd 3, Sor/Wiz 3
Components: V, S
Casting time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: All mirror images of one target
Duration: See text
Saving Throw: Will negates
Spell Resistance: No
This spell causes a target under the effect of a mirror image spell to be attacked by his images. A successful Will save by the targeted caster negates the spell, and his mirror images continue to function as normal.
Should the target fail his Will save, a deadly transformation occurs. Each mirror image becomes a hostile shadow-creature, with hit points equal to those of the target, divided by the number of images remaining when malicious image was cast. Their AC remains 10 + size modifier + Dexterity modifier of target. They attack once per round with the caster’s highest attack bonus, dealing 1d6 points of damage per successful hit. The target loses control of the images, can no longer merge or split with them, and cannot voluntarily end the spell. The images do not disappear when struck, but must be reduced to 0 hit points to be destroyed. They continue to attack until the mirror image spell ends or until they are all destroyed, at which point both the malicious image and the mirror image spells come to an end.
Because the images no longer mimic the target’s actions, enemies of the target no longer have difficulty distinguishing the target from his images.
Mantle of Dread
Necromancy [Fear, Mind-Affecting]
Level: Brd 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Your shadow lengthens, your voice deepens and an air of intimidating dread surrounds you, allowing you to compel others to follow your commands. For the duration of this spell, you gain a +4 competence bonus to all Intimidate checks. You must obey all the standard rules and uses of the Intimidate skill while using this spell.
Manyeyes
Divination
Level: Brd 5, Sor/Wiz 5
Components: V, S, F
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level (D)
This spell enables you to see in all directions at once, granting you 60-foot darkvision and the ability to see invisibility (as the spell) within 60 feet. You gain a +10 competence bonus on Search checks and Spot checks, you retain your Dexterity bonus to Armour Class even when flat-footed and you cannot be flanked. However, you cannot avert your gaze or close your eyes when confronted by a creature with a gaze attack.
Focus: A circlet or collar adorned with eyelike beads or patterns.
Mariner’s Faithful Seachest
Transmutation
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: A wooden chest
Duration: 1 day/level
Saving Throw: None
Spell Resistance: No
The chest affected by this spell must be a masterwork chest made of oak or cedar, with dimensions no larger than four feet wide and three feet high and deep. When this spell is cast, the chest becomes waterproof (even when the lid is open, items contained in the chest will not be damaged by exposure to seawater) and much tougher (its hardness increases to 8 and its hit points double). Any clothing placed in the chest is magically washed, pressed and neatly folded. At any time and at any range, the caster of the spell can call for the chest, which will then begin to move towards him. The chest will also automatically try to follow the caster if he moves more than one mile away from the chest, but he can command the chest to stay by touching it.
The faithful seachest has a Swim speed of 15 feet per round and can always tell where the caster is. If the chest finds itself thrown overboard, it swims to the surface and then sets off in pursuit of its master. The chest can also move slowly while on land, at the rate of 5 feet per minute. It moves in grinding jerks, making a horrible noise like breaking wood. Some faithful seachests have been quite creative in getting to their master, pushing themselves up stairs, off roofs and into wagons.
Once the seachest has found its master, it stops moving until it is summoned or must follow him again.
Material Components: A handful of seawater and some dog fur.
Mariner’s Luxurious Cabin
Conjuration (Creation)
Level: Sor/Wis 5
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 feet + 5 feet/2 levels)
Effect: Extradimensional cabin 10 feet wide and 20 feet long
Duration: 2 hours/level (D)
Saving Throw: None
Spell Resistance: No
This spell may only be cast aboard a ship. It creates a doorway or hatch leading to an extradimensional space, the luxurious cabin. The cabin contains either a single bed or three bunk beds, a wardrobe, en suite bathroom, a dining table, writing desk, chairs and a porthole looking out on the sea. There is a fireplace in one corner. The cabin is perfectly dry and level, and does not roll with the waves. Everything is made of dark oak or gleaming brass.
Food brought into the luxurious cabin appears to be transformed into the most exquisite fare – water becomes fine wine; weevil-filled hard tack becomes a magnificent roast duck with mixed vegetables. This is, sadly, merely glamour, but it does make things more palatable.
Although the luxurious cabin is an extradimensional space, it is still part of the ship. If the ship floods, so does the cabin. If the ship sinks, the luxurious cabin has one final virtue – the wardrobe comes with a shape boat spell precast.
Material Component: A silver spoon.
Mark of Life
Necromancy
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 minute
Range: Touch
Target: One living creature
Duration: 60 days
Saving Throw: None
Spell Resistance: No
The mark of life is a small bond between the caster and his target, but there are two possible ways of using this spell. The first use is where the wizard marks himself with the mark of someone else’s life, so that the wizard will know if and when the other person dies. The other use is to mark someone else with the wizard’s own life, so that this other person will know if the wizard is alive or dead.
The spell lasts for 60 days; after that the spell must be cast again, but if the wizard casts the spell before the 60 days has ended, he does not need to touch the recipient of the mark of life, he merely needs to touch the mark on his own body. The mark can be anything the caster wishes, but the mark is on both the caster’s body and the target’s, they look much like a tattoo and are the same. This mark can be removed with a dispel magic and the other person will know this has happened, as his own mark vanishes.
Mark of Life, Greater
Necromancy
Level: Sor/Wiz 5
Components: V, S, F
Casting Time: 30 minutes
Range: Touch
Target: One living creature
Duration: 1 year
Saving Throw: Fortitude negates
Spell Resistance: No
This spell works the same way as a mark of life spell, but it has longer duration and takes longer time to cast. The target makes a Fortitude save and, if successful, the body will not accept this spell. This spell has one more property that the mark of life spell does not, which is the power to tell the caster, or the marked, how the other one died, if it happened while the spell was still active.
The death is shown to the other person, much like a dream, even if he is awake and perhaps walking down the street, which can be a rather odd experience. Note that this experience is only visual, and does not necessarily tell the other person where the death happened, unless he recognizes the surroundings, which can be done by making an Intelligence check beating a DC 20. Maybe he has been there before, or heard something of the place, that he now recognizes.
Focus: Something personal from the one who is the target of the spell, perhaps a lock of hair or a special piece of cloth.
Master of the Game
Divination
Level: Sor/Wiz 3
Components: V
Casting Time: 1 minute
Range: Personal
Target: You
Duration: Instantaneous
A simple spell that allows the caster to foresee the future possibilities of a simple action involving a limited number of choices, master of the game derives its name from the activity is usually put to; this spell allows the caster to become an expert cheat at gambling. Often prepared or cast through the use of the Silent Spell feat so as not to rouse suspicions at the card table, master of the game provides a flawless glimpse into the next round (six seconds of elapsed time, if not in combat) depending on the next action the caster takes.
Although the duration of the spell is listed as instantaneous, it technically does not take place until the caster’s next round, when it provides information about the ramifications of the action he is about to take. One action can be ‘considered’ for every four full caster levels, up to five potential actions at 20th level. For example, if an 8th level diviner uses master of the game one round, the next round he could foresee what would occur if he cast fireball into the current melee and also what would occur if he targeted the leader of the enemy orcish war band with a dispel magic. He would then be likely to opt for whichever choice had the most desirable outcome.
This spell is almost always entirely accurate but the actions of others can also disrupt the flow of time. As such, the most likely outcomes are foreseen and what is revealed usually comes to pass but there is always the possibility of events unfolding in a different way if others involved in the situation react unpredictably. The Games Master is encouraged to keep this spell as accurate as possible without making its revelations absolute.
Mass Revelation
Divination
Level: Clr 2, Drd 2, Sor/Wiz 3
Components: V, S, F/DF
Casting Time: 1 standard action
Range: Personal
Area: Emanates 20-ft. from caster
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
All creatures standing within 20 feet from you are able to see all spirits within their own sight range. You grant them the ability to automatically spot any spirit within 60 feet of them and can guess their nature and intentions. Should anyone move out of the affected area, he loses the benefits of this spell and cannot see spirits anymore unless he has other means to do so. This spell does not allow the detection of ethereal creatures.
Focus: An adorned smoking pipe.
Mathemagic Principle
Divination
Level: Sor/Wiz 5
Components: V, S, M, F
Casting Time: 1 round
Range: Personal
Target: You
Duration: 1 round
If spellcasting can be seen as manipulating unseen energies and bending them to the caster’s will, the mathemagic principle can be seen as calculating exactly how best to do that. Also called spell equation, this complicated rite allows the caster to utterly optimise his next spellcasting by divining the most powerful gestures and incantations to make at the exact moment he casts his next spell. Because magic is such an ever-changing force, mathemagic principle does not work if the knowledge gained by calculating it is not used immediately. The caster cannot even make a 5-foot adjustment between the casting of this spell and the one to be altered.
When this spell is cast, the caster must make a Spellcraft check (DC 15 + the level of spell to be affected). Failure causes magical backlash that deals 1d6 points of nonlethal damage per level of the affected spell and wastes the mathemagic principle. Success causes the next spell the spellcaster casts to be affected by the Empower Spell and Maximise Spell feats.
Material Component: Three chalk sticks of different colours.
Focus: A piece of blank slate worth 100 gp.
Me First!
Enchantment (Compulsion)
Level: Brd 4, Drd 2, Rgr 3, Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: No
When this enchantment is placed upon a mundane item, the first person that sees it must make a Will save. Failure makes the victim experience an overwhelming desire to posses the enchanted item, causing him to move immediately toward it, ignoring all dangers. While under the influence of this spell, the victim is considered flat-footed and fights at a –4 attack penalty.
Material Component: A small mundane item.
Mental Unity
Divination
Level: Sor/Wiz 8
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: You and one creature touched/level
Duration: 1 day (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
This spell functions as lesser mental unity except that the number of creatures that can enter into the bond is greater. The caster can also communicate freely with any member of the bond, which does not automatically end the spell and can exclude any individual the caster wishes. In addition, the other members of the bond can each send a single 10-word message to everyone else in the link but this cannot exclude recipients and removes the sender from the link.
Material Component: One amethyst for each creature in the link (100 gp each), which shatters when the spell ends.
Mental Unity, Lesser
Divination
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Self and up to five creatures touched
Duration: 1 hour (D)
Saving Throw: None
Spell Resistance: Yes
An excellent way to keep track of a companion’s condition, this spell forges a simple bond between the caster and several other creatures. Everyone affected by the bonds formed by a single casting of this spell know instantly when someone in the link is harmed, poisoned, polymorphed, petrified, charmed, killed or rendered unconscious. The death of the caster does not prematurely end this spell.
At any point during the duration of the spell, the caster can cast it again to extend the duration. The caster may use an active bond to send a 10-word mental message to everyone in the link. No one can be excluded from the message and the lesser mental unity spell ends immediately after it is received. No other form of communication is possible through this link, though range is not an issue once the spell has been cast. The bond does not, however, extend across different planes of existence.
Material Component: A small stack of river pebbles. One is given to each person in the link and shatters when the spell ends.
Merciful Weapon
Transmutation
Level: Clr 2, Drd 3, Pal 1, Rgr 1, Sor/Wiz 2
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One weapon.
Duration: 1 minutes/level (D)
Saving Throw: Fortitude negates (harmless, object)
Spell Resistance: Yes (harmless, object)
The caster causes one weapon to lose its sharpness or hardness so that it deals nonlethal damage instead of normal damage. The spell does not work on natural weaponry such as claws and fangs, but it does work against artificial weapons that have somehow become part of the creature, such as a sword that is fixed onto a construct. The weapon does not get a save if its owner is willing to have it affected or if it is left unattended. Weapons carried or wielded by unwilling owners make a Fortitude saving throw with their owner’s save bonus. Magical weapons roll a Fortitude save as normal.
Material Component: A fistful of clay.
Merge into Art
Transmutation
Level: Asn 3, Blk 3
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: Caster
Duration: 1 minute/level
Saving Throw: See text
Spell Resistance: No
You step into a painting, tapestry or fabric mosaic large enough to encompass your height. Magic items, such as a magic painting, repel your efforts to merge. Your shape and form is woven into the picture or tapestry as if it were part of the original work, changing your coloration and form slightly if necessary.
Someone studying the work of art may make a Spot check (DC = 15 + caster level or your Hide skill check, whichever is greater).
You are aware of your surroundings as if watching through a window, anything taking place beyond the borders of the artwork are beyond the scope of your vision. You cannot speak or cast spells while merged but you can exit the spell at any time during the spell’s duration. If you wait until the spell ends you are forced out of the picture. Damage of any type done to the tapestry or painting immediately forces you out dealing 1d6 points of damage and leaving you dazed for 1 round.
Message in a Bottle
Transmutation
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: One bottle
Duration: Until discharged
Saving Throw: None
Spell Resistance: No
This spell transforms a bottle or other small, floating container such as a scrollcase or cask into a messenger. When the spell is cast, the caster must throw the bottle out to sea. The bottle can contain up to three small items, such as rings or scrolls. The bottle becomes protected by an effect identical to a sequester spell while at sea.
At any time, while standing at a shore of the same sea where the spell was cast, the caster may command the bottle to move. The bottle will wash up on the nearest shore to a point specified by the caster – the spell is discharged when the bottle arrives. The bottle arrives with the morning tide within 1d4 days. It can navigate rivers and dams and weather storms, but cannot move from one plane of existence to another.
If the caster of the spell dies, any messages in a bottle he cast can be recalled by standing on the shore where he cast them and shouting his name. There are some scavengers who walk along the beach, shouting out the names of long-dead wizards in the hopes of retrieving some ancient missive.
Material Component: A pearl worth 100 gp.
Midnight Slime
Conjuration (Creation) [Disease]
Level: Drd 3, Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: One creature touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You create a coating of midnight slime on your hand. A creature you touch with this hand pulls the slime completely free from you, at which point it acts like green slime, dealing 1d6 points of Constitution damage per round while it devours flesh. Anything that destroys green slime (scraping, freezing, burning, cutting, sunlight or remove disease) destroys this slime as well. If the slime kills a creature, it consumes the body and then dies. It cannot transfer to a creature other than the original target.
Material Components: A drop of acid and a black glass sphere.
Mindcrypt
Enchantment (Compulsion) [Mind-Affecting]
Level: Clr 9, Sor/Wiz 9
Components: V, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 year/level or until discharged
Saving Throw: None
Spell Resistance: No
When this spell is cast, the mind of the caster becomes an insidious trap waiting to snare the unwary. Whenever the caster is targeted by a harmful mind-affecting spell, the mindcrypt spell is activated and attempts to destroy the enemy spell caster and the attacking spell is automatically cancelled. The creature that cast the mind-affecting spell on the caster must immediately make a Will save or fall prey to the mindcrypt, suffering 2d6 points of Intelligence drain.
Mindshriek
Divination (Contingent – Abjuration)
Level: Sor/Wiz 7
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 24 hours
Possibly the closest thing the divination school has to a defensive spell, mindshriek guards the spellcaster’s mind by setting up a psychic trap that affects anyone who tries to force contact with, or control, his mind. This ‘trap’ lingers in the spellcaster’s mind for up to 24 hours; disappearing after that time if it has not been triggered. If the caster is the target of any unwanted or unknown telepathic contact, mind-affecting spell or mental attack, the mindshriek occurs automatically.
Mindshriek floods the caster’s mind with divinations about thousands of random topics, all within a single moment, while shielding the caster from seeing any of them. The source of the mental contact is assaulted by the entire divination, unable to evade the maddeningly intense surge of sights, sounds and thoughts. This deals 1d6 points of nonlethal damage per caster level to the attacker (maximum 15d6), drains them of two points of Intelligence and stuns them for 1d4+1 rounds. The attacker is permitted a Willpower save, with success negating half of the damage amount, drain and stun period.
Material Component: A clay tablet engraved with the caster’s personal mark and a single drop of the caster’s blood.
Minotaur’s Might
Transmutation
Level: Brd 6, Sor/Wiz 5
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
The target touched when this spell is cast becomes stronger. Minotaur’s might grants a +8 enhancement bonus to the target’s Strength score for the spell’s duration.
Material Component: A small pinch of powder made from the horn of a minotaur that has been ground to a fine dust.
Moment’s Brilliance
Divination
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round
When cast, this spell enhances the caster’s Intelligence to an incredible degree, allowing for clear thought and truly inspired reasoning for a brief time. Any Intelligence-based skill or ability check succeeds automatically if the DC is 30 or less. This spell has no effect if the DC is 31 or above. In addition to this effect, moment’s brilliance acts as a one round comprehend languages spell, permits the use of any Knowledge skill without needing ranks in it and, if the caster bases his spell DCs on Intelligence, increases the DC of any spell cast while under the effect of moment’s brilliance by +2.
Focus: A specially prepared amulet of platinum and amethyst worth 2,000 gp.
Moment’s Pause
Enchantment (Compulsion) [Mind-Affecting]
Level: Sor/Wiz 1
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One humanoid of Medium size or smaller
Duration: See text
Saving Throw: Will negates
Spell Resistance: Yes
Moment’s pause is an improved form of daze, causing the affected target to be completely immobile for the duration of the spell. Until the end of the caster’s next full round, the target is considered paralysed and completely helpless. In all respects except duration, this effect is identical to hold person.
Focus: A small, straight piece of iron.
Monk’s Fighting Grace
Transmutation
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level
You become a skilled unarmed fighter, gaining the ability to fight as a monk. You gain a mystic insight into the training necessary to fight with your fists and feet, allowing you to make phenomenal attacks that overwhelm your enemies.
You gain access to the Improved Unarmed Strike feat and a +2 competence bonus to hit with your unarmed attacks. These attacks deal 1d6 points of normal damage. You gain an insight bonus to your AC equal to your Wisdom bonus. In addition, you may use the monk class’ flurry of blows ability to make an additional attack in each round. You gain these abilities so long as you do not wear armour. Even the lightest protection, such as padded or leather armour, is too bulky and restrictive to allow you to fight with your new martial arts skills.
While under the influence of this spell, you may use unarmed attacks to deliver touch spells such as chill touch. Make an attack as normal. On a hit, you deal your improved unarmed damage in addition to the touch spell’s damage. If your attack misses your opponent’s normal AC but hits his touch AC, you deal damage only with your touch spell.
Murk & Gloom
Transmutation
Level: Drd 1, Clr 1, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 10 ft./level radius
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
You are able to call forth sand and sediment, causing an area of water to become dark and gloomy, greatly effecting visibility in the area. Even creatures adapted to marine life will be affected as the water becomes thick with dirt. The visibility range in the affected area of water is reduced as if the water was gloomy, 50 feet instead of the regular 100 feet visibility of clear water. This spell has no effect on water that is already classified as gloomy.
Material Component: A handful of dirt.
Mystic Lullaby
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 2, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One humanoid or a Large or Medium giant
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes
This enhanced version of sleep allows you to lull a single creature into a deep slumber. This spell works against humanoid and giant targets, such as orcs, humans, ogres and trolls. The target of this spell must be able to hear you. Deaf creatures or those within a magical zone of silence are immune to this spell. The maximum number of Hit Dice this spell can affect is equal to the caster level.
A creature affected by this spell slides into a deep sleep. While asleep, a creature is helpless. Normal noises do not awake a creature. As a standard action, you may slap or otherwise disturb a creature in order to awaken it. A sleeping creature that sustains damage from any source automatically awakens.
Material Component: A pinch of sand and a tiny pillow.
