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Level Four Mage Base Spells

Blinding Flash

The caster may create a flash of light. All within the ZOE must save or be temporarily blinded. Those facing away from the center or with their eyes closed, get two chances to save. Modifiers: Extra Duration (+d6) +1.

ZOE: 1" radius and LOS to caster; Range: 6"; Duration: 2D6 melee rounds; ST: Physical

Cold Cone

Does 6d4 points of magical cold damage to all within the ZOE who fail to save. A save results in half damage. Modifiers: Extra Damage (+3d4) +1.

ZOE: 6" cone; Range: Always Zero; Duration: momentary; ST: "Physical for 1/2 damage"

Control Self

This spell protects the caster from mental attacks, giving immunity to being Held, Feared, or Confused. The caster takes only half damage from crushing attacks. Finally the caster can get his body to do amazing feats, such as hold his breath for extended periods of time, stop his heartbeat, hold objects with an iron grip, seal his ears, etc. (He can't perform actions physically impossible for his body.)

ZOE: self; Range: none; Duration: 9 turns; ST: none

Dimension Door

It allows the caster to create a pair of vertical connected doors 6' wide and 8' tall. Creatures or objects may pass through one door and come out the other. They may only go in one of the doors, which is specified by the caster at the time of casting. Once part of the creature or object is through the rest will be drawn through as well. The door will appear opaque. (If you end up inside solid stone tough luck.) One of the doors must be within 1" of the caster at the time of casting-- not touching a being. The other may be up to the spell range away. The location of the doors must be specified in reference to the position of the mage.

ZOE: special; Range: 9"; Duration: 12 rounds; ST: none

Fear

All those failing to save will attempt to flee or to get as far away as possible from the caster. They are afraid until they make a successful saving throw. Each will get additional chances to save at intervals of 60/T melee rounds, where T is his level. Victims will use magical means of fleeing (e.g. teleport) if they are available and preferable. There is a 60% chance, minus 10% per level of the victim, that a victim will drop whatever is in his hand when hit by the Fear. This will not apply to items that can speed the victim from the scene. Also it will not apply to Magical Items that may not normally be dropped such as cursed items or intelligent weapons that make their control rolls. A creature controlled by an outside source (ex. a magical sword) is immune. Modifiers: Extra Effect (+30/T rounds per chance to save).

ZOE: 6" cone; Range: none; Duration: until a successful save; ST: Mental

Growth Plants

It may only be thrown outdoors. It causes normal brush or woods to become thickly overgrown, making the area virtually impassable. This takes only one melee round to happen. It may also be used to aid the growth of crops. In that mode the plants will grow twice their ordinary rate during the duration of the spell. Modifiers: Lasting Duration (per the Extra Duration modifier) +1.

ZOE: up to 4"_v\v_4"; Range: 12"; Duration: 1 week; ST: none

Hallucinatory Terrain

It may be cast only outdoors, creating an illusion which affects a large area. Terrain features can either be hidden or created within the ZOE. When any intelligent creature contacts the area affected, the spell will be broken, unless he is specifically trying not to do so. Totally unintelligent creatures (say those below the intelligence of a horse) will be totally unaffected by the spell.

ZOE: 200" square; Range: 12"; Duration: 1 day; ST: none

Ice Storm

This spell may not be cast indoors. It creates a storm of large hailstones. It does 3D6+6 hit points of damage to those within. There is no saving throw, due to the large number of hailstones, but Protection from Normal Missiles will give complete protection. Cold Resistance does not help, since the damage is from impact. It does not affect completely non-corporeal beings, (ex. Spectres). Those who get their shields overhead in the Item Phase take half damage, as do those with a Shield spell. A Fire Ball would melt the hailstones where the two spells overlap, resulting in no damage from the hailstones. Modifiers: Extra Damage (+d6).

ZOE: 3" cube; Range: 12"; Duration: instantaneous; ST: none

Levitate 10'r

As the second level spell Levitate Self, except that the caster levitates, and all within the ZOE levitate with him. Those who do not wish to levitate receive a saving throw. The Affects Others modifier will make another the controller of the spell. Modifiers: Extra Weight (+200 pounds) +1, Extra Ceiling (+150') +1/2, Extra Speed (+60', cannot cause damage) +1/2, At Range may only be bought with Affects Others.

ZOE: 1" radius; Range: none; Duration: 9 turns; ST: Physical

Magic Bridge

It allows the caster to produce a temporary bridge, similar to a fine netting, and thus may also be climbed. It may not be detached by ordinary means, but Dispel Magic has its usual chance of working. The bridge will remain until the end of the spell duration, or until the caster dismisses it. The bridge dimensions must not exceed the ZOE. The bridge may support 1200 pounds. Modifiers: Extra Weight (+600 pounds) +1/2.

ZOE: 8" long and 8 feet wide; Range: 1"; Duration: 4 turns; ST: none

Magical Trap

It may be set with one spell from the caster. The chosen spell and the Magical Trap Spell are cast simultaneously, for the sum of the spell points, taking 10 melee rounds. The spell must be one the caster can normally throw. The caster must state the conditions under which the trap is to be sprung, which must be of a form that the caster could himself determine if physically present. Perceptions are limited to non-magical means, or to spells (detects, locates, etc.) that are cast upon the Magical Trap during the duration of such spells. A spell of Lasting Duration will last until the trap springs or expires. The caster may cast spells upon the Magical Trap at range touch as if he were casting upon himself. Other mages or clerics may cast upon the Magical Trap as if casting on a character that had dropped his saving throws. The spell can only be cast on an inanimate immobile object. Concealment need only be bought on the Magical Trap spell to hide the spell before triggering. Modifiers: Lasting Duration (per the Extra Duration modifier) +2, Concealment +2.

ZOE: 1" max. trigger range; Range: 1"; Duration: 1 week; ST: per spell triggered

Massmorph

It may only be thrown outdoors, concealing up to 100 persons (i.e. two-legged, generally mammalian living beings, less than or equal to man-size). They will appear as a woods or orchard. The concealed figures may be moved through without being detected as anything other than trees, and it will not affect the spell. A Detect Magic will detect the spell. The caster must concentrate in order to maintain the spell. Anyone taking any action that would break the 2nd level spell Invisibility will no longer be concealed by this spell. Unwilling or moving recipients are not affected by this spell. Modifiers: Extra Effect (+50 people).

ZOE: 6" radius; Range: Always Zero; Duration: 6 hours; ST: none

Protection from Detects

Similar to Protection from Locates, but it protects against Detect spells. It will not help against Locates or Traces. The spell can be thrown directly upon a being or an object. Any Detect spells used against the recipient of the spell must win a level-vs-level battle to succeed. A group of related objects may be treated as a single object. If cast upon a creature, then for +1 spell level, it protects all his non-magical items as well; for +2, all his items. This spell takes 10 melee rounds to cast and is automatically Concealed, so the spell only radiates magic if two level-vs-level battles are lost. Modifiers: Full Protection (automatic protection, no level-vs-level battles) +3.

ZOE: one creature or object up to 8 cubic feet; Range: touch; Duration: 1 day; ST: none

Protection from Magical Missiles

The caster is protected from missiles, both ordinary and magical, provided that L+4x(B+M), where L is the level of the attacker, B is the combat plus of the bow and M the combat plus of the missile, is less than the level of the caster. Thus, an MU9 who cast this spell would be immune to +0 arrows shot by 8th levels, +1 arrows shot by 4th levels, and +2 missiles shot by peasants. Lance spells count as +0 missiles. Magic Missile counts as +2 (unless enhanced). Other spells are unaffected. Modifiers: Extra Effect (raise level by 2 for maximum protection).

ZOE: one creature; Range: 1"; Duration: 9 turns; ST: none

Size Change Self

The caster may freely vary his size anywhere from four times his normal size to one-fourth his normal size while the spell lasts. Everything that he is carrying or wearing changes size with him, although large weapons do normal damage. There is corresponding change in his mass and movement rate, and a related one in his effective strength. Effective strength is the strength usable in combat or against doors; however, the caster is always strong enough to move. When combined with the Strength spell, the strength bonus from Strength plus the recipient's normal strength may not exceed racial maximum. The strength bonus from Size Change is then added to this sum. In addition, changing size affects how difficult one is to hit in combat. If the caster is grown, he is easier to hit in melee or missile combat; similarly, if he is shrunk, he is harder to hit. When the spell ends he returns to his original size. Modifiers: Extra Effect (another x4 or another x1/4) +1.
Height Move Effective STRDefense
x1/8x1/8-6-25%
x1/4x1/4-4-15%
x1/2x1/2-2-5%
x1x100%
x2x2+1+5%
x4x4+3+15%
x6x6+5+25%
x8x8+7+35%
x10x10+9+45%

ZOE: self; Range: none; Duration: 9 turns; ST: none

Telepathy

It allows full two way communication. There is no saving throw, but use is optional for the recipient. The caster may attempt to influence the actions of the person who he is communicating with. If the victim fails to save, he will act on the suggestion with either +2 to negotiation dice (2D6) or +2 to caster's Charisma (whichever is more appropriate to the situation). If targeted at a random person in the ZOE, no LOS is needed.

ZOE: 3" sphere; Range: 9"; Duration: 9 turns; ST: special

Temporary Bag of Holding

If cast on an ordinary sack, it will act as a Bag of Holding for the duration of the spell. The bag will hold 1000 pounds as if they were only 30. Objects of up to 10' by 5' by 3' may be stuffed into the bag, but they seem as if they weigh only 30 pounds encumbrance. Anything inside the bag when the spell wears off is lost. One may not put one Bag of Holding inside another. Modifiers: Extra Effect (+500 pounds and +2' by +1' by +1') +1.

ZOE: one bag; Range: contact; Duration: 12 hours; ST: none

Trace Summoning

Allows the caster to find the direction to the caster of a summoning spell when confronted with the summoned monster. The summoned creature must still be in the control of the other caster. If the summoning was cast with the Concealment, then a successful level-vs.-level battle is needed to trace the spell. Affects Others makes someone else know the direction, but the initial casting range is still calculated from the caster. Modifiers: Learn Distance (distance to the target is learned) +2.

ZOE: one creature; Range: 12" to creature when cast; Duration: 4 days; ST: none

Trace Warning

This spell allows the caster to learn the direction and distance to the caster of a spell that has set off a Warning spell. Hence, it can be used to Trace a Detect, a Locate, a Sending, or even another Trace. Following the Warning, the caster has 10 rounds to cast the Trace Warning. He then learns the direction to the original caster. For +2 levels, he also learns the distance to the caster. For +4 levels, he sees the true form of the caster (illusions and polymorphs are pierced) as well as the distance. The duration of the spell is 4 days. If the Trace is cast against a spell that was transferred to another with the Affects Others modifier, then the caster of the Trace has a choice of whether to trace the actual caster or the recipient of the spell. In this case, repeated castings are possible. Modifiers: Extra Initial Duration (+10 rounds to cast the Trace spell) +1.

ZOE: one Warning; Range: unlimited; Duration: 4 days; ST: none

Wall of Electricity

It creates a wall of magical electricity, with Resist Lightning providing half protection. The shape of the wall is either a hemisphere of radius 2", or a plane up to 6" long, and 2" high. The wall is completely transparent. Thus it will not be visible, but those who stand very near it or approach it very cautiously will feel something (ex. the hair on the back or their hand stands up.) It remains where it is cast for the duration, unless dispelled. It gives damage to all those who attempt to pass through it that are not immune to lightning. (ex. Will O'Wisp, Electric Eel, Blue Dragon, etc.) Anyone taking damage from the wall must make a physical saving throw to pass through the wall, failure resulting in them bouncing out in the direction they entered from. Creatures who are standing in water or are otherwise well grounded take 4D6, others take 2D6. Creatures in the wall when it is created get a physical saving throw to dodge and avoid damage. Modifiers: Extra Damage (+1d6 for all), Bending (can turn 90 degrees every 20 feet, either by rounded or by corner) +1.

ZOE: see above; Range: 6"; Duration: 12 rounds; ST: see above

Wall of Fire

It creates a wall of magical fire, from which Resist Fire provides half protection. The shape of the wall is either a hemisphere of 2" radius or a plane up to 6" long and 2" high. The wall is opaque, which will make it impossible for missile fire or non-area spells to be targeted through it. It remains where it is cast for the duration, unless dispelled. Anyone attempting to pass through the wall will take damage and must make a physical saving throw, with those who fail stopping just short of the wall. Undead and cold-based creatures take 4D6, others take 2D6. Creatures in the wall when it is created get a physical saving throw to dodge and avoid damage. The wall prevents the passage of cold based magic. Modifiers: Extra Damage (+1d6 for all), Bending (can turn 90 degrees every 20 feet, either by rounded or by corner) +1.

ZOE: see above; Range: 6"; Duration: 12 rounds; ST: see above

Wall of Frost

It creates a wall of magical frost, from which Resist Cold provides half protection. The shape of the wall is either a hemisphere of 20 foot radius, or a plane of up to 60 feet long, and 20 feet high. The wall is opaque and 1' thick, which will make it impossible for missile fire or non-area spells to be targeted through it. An individual attempting to pass through the wall must make a saving through to do so, failure to save results in the subject bouncing off the wall. If someone succeeds in making it through the wall alive, a hole is left through which others may attempt to pass (1/round). To pass through a hole requires a saving throw to avoid touching the wall. When touching or breaking through the wall, fire-based creatures take 4D6 damage, all others take 2D6 damage. The wall remains where it is cast for the duration, unless dispelled. Creatures in the wall when it is created get a physical saving throw to dodge and avoid damage. It prevents the passage of fire based magic. Modifiers: Extra Damage (+1d6 for all), Bending (can turn 90 degrees every 20 feet, either by rounded or by corner) +1.

ZOE: see above; Range: 6"; Duration: 12 rounds; ST: special

Wizard Eye

It produces, initially at the location of the caster, a remotely controlled visual sensor in the form of an eye. The eye is invisible (and can be detected by See Invisible.) It is about the size of an average eyeball, and may not pass through solid objects. The eye moves at up to 36". Modifiers: Extra Speed (+36" speed) +1/2.

ZOE: special; Range: 24"; Duration: 1 turn; ST: none

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Last Modified on August 31,1995.

ammulder@princeton.edu