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Creates a 10' radius sphere centered on caster which inhibits magical spells or items. All magic will only function with a successful level-vs-level battle, with the caster getting a +2 level bonus against spells and a +4 bonus against items. The caster can cast no spells except Dispel Magic at the shell, and then the spell only affects the shell. Magic items are only temporarily subjugated, and only one battle is to be fought between each one and the Shell. The anti magic wall of a prismatic sphere will keep out the shell. The shell moves with the caster, and the spell may never take Affects Others. Modifier: Full Shell (no level-vs-level battle needed) +3, Immobile Shell (shell will be centered on the caster initially) +2.
ZOE: 1" radius sphere; Range: Always Zero; Duration: 9 turns; ST: none
Caster is immune from distraction due to physical damage and from mental attacks as with the 4th level spell Control Self. The caster will still be distracted by a successful grapple. This spell can never take Affects Others.
ZOE: caster; Range: none; Duration: 4 turns; ST: none
4D8 creatures of 1st to 3rd level or less will die instantly. Creatures of less than first level are also killed, but do not count against the total. 4th levels count as 2 creatures, 5th levels as 4, 6th levels as 8, etc. There is no upper limit to the level, but ignore any leftover creatures. Begin with lowest levels first, rolling among equals. Modifiers: Extra Damage (+d8 creatures) +1. Extra Effect (-5% to save) +1/2.
ZOE: 6" cube; Range: 12"; Duration: momentary; ST: Physical at -30%
This spell calls down a flame storm on an area. This spell requires at least a 40' ceiling. It ignites all inflammables and exposes other objects to great heat. It will cause all creatures in the storm 2d6 hits per round, Physical save to half. Fire Resistance provides complete protection, and some objects within the area may provide temporary protection. After the duration expires, any remaining fuel will continue to burn normally. If cast indoors, the duration is halved. Modifiers: Extra Duration (+4 rounds), Extra Damage (hotter flames cause +d6 more per round) +1.
ZOE: 8" square by 3" high; Range: 18"; Duration: 8 rounds; ST: Physical save to 1/2
The victim must perform a task set out by the caster, otherwise his strength will ebb at one point per day until death at 0. The task must be one that could be completed in 1 week and must not be utter suicide. The spell lasts until the task is completed. Modifiers: Extra Difficulty (double the task completion time) +1
ZOE: one target; Range: touch; Duration: variable; ST: Mental
The caster summons a stalker and can command it to perform a task which it will attempt regardless of the difficulty. If the task is not completed at the end of the duration, the stalker will return to its plane without notice.
ZOE: one mission; Range: none; Duration: 1 week; ST: none
Some knowledge of a legendary item etc. can be gained. The base spell gives only the most obvious knowledge of the item. For extra levels, the caster may get more obscure knowledge and history of the item. For example, the base spell might reveal that a certain staff was the ruling staff of a certain ancient king and that its primary powers dealt with a specific magical sphere. But it might take 3 extra levels to find how the staff came to be lost by that king or what its power level was in his hands. GM discretion is necessary to judge what spell level is needed to get certain information. The mage may attempt to guide the spell to a certain field of knowledge. An item may only be probed by this spell once per day. This spell cannot take the At Range modifier.
ZOE: one item; Range: touch; Duration: momentary; ST: none
This spell will lower a 36 square inch section of a body of water by 50% or by 20", whichever is less. Modifiers: Extra Effect (another 50% or 20") +1.
ZOE: 36 square inches; Range: 12"; Duration: 9 turns; ST: none
It allows the caster to house his life in an inanimate, non-magical object, the so-called Magic Jar. The object must be within 3" of his body at the time of casting. His body will then be lifeless, until or unless the caster returns. However, his body will be preserved against ordinary decay so long as the Magic Jar Spell lasts. The object must weigh at least 1 pound. The caster may then try to possess the body of any living creature that passes within 12" of the Jar. Each such possession attempt uses the same spell point cost as the casting of the Magic Jar Spell would. The victim gets a saving throw (vs. Mental). If the victim fails, then the caster will have complete control over the body of the victim, and complete access to the memories of the victim. The victim will know what is happening, although he will be helpless at the time to take counteraction. The caster may not use any spell casting abilities of the possessed body; however, he may use his own spell casting abilities if the body has hands and can make the proper motions and sounds. If the possessed body is destroyed, the caster will return to the Jar provided he is within 10 miles of it. Otherwise it is as if he suffered a normal death. While within 10 miles he may return to the Jar at will. He may return from the Jar to his body at will, thus ending the spell, provided it is within 3" of the Jar. From the Jar he may attempt new possessions. If the Magic Jar is destroyed, the caster is totally annihilated (whether he is in the Jar or in a possessed body). If his body is destroyed while he is in the Jar or a possessed body, he may obviously not return to his body. The Extra Range modifier may affect any one of the three ranges in this spell. The spell lasts until the caster returns to his body, or until the caster is destroyed.
ZOE: special; Range: 3" to cast and return, 12" to possess; Duration: see above; ST: Mental to possess
Usable only outdoors, the spell can move a hill or ridge 3" per turn for up to 4 turns. The spell takes one turn to cast. The mage may have to move to keep the ZOE in range. The resulting terrain does not radiate magic. The moving earth can be quite destructive; only the strongest structures can survive even the base spell. Modifiers: Extra Speed (+3" per turn) +1.
ZOE: 12" cube; Range: 24"; Duration: 4 turns; ST: none
This will part a body of water, allowing dry passage. The passage can be no longer than 10" long or 30' deep. The mage cannot end the spell at will. Modifiers: Extra Length (+5") +1/2, Extra Depth (+15' deep) +1/2.
ZOE: see above; Range: 6"; Duration: 9 turns; ST: none
This spell inflicts 2d6 points of damage in the round that it is cast in and 2d6 again in the following round. The target gets a mental save to avoid all damage. Targets which have more than 60 hit points when at maximum cannot be affected by this spell. Unlike other Mage spells, power words take effect in the breath phase, but their casting prevents further action. Modifiers: Extra Duration (+1 round) +1, Extra Effect (+10 hit points of target maximum).
ZOE: one creature; Range: 6"; Duration: 2 rounds; ST: Mental
The caster may create an image of himself from which all his spells, etc. seem to emanate thereafter. Spells that emanate from the image have their ranges calculated from it also. The image is at all times a mirror image of the status of the caster. Thus, they will have the same appearance and magic on them. If the caster is scarred by a Fireball, the same scars will appear on the image. The image is an illusion and cannot take damage or appear to take damage, nor can it receive spells other than those cast on the caster. The image will move independently of the caster: the appearance is transferred, but movement is not. The image can talk independently of the caster.
ZOE: self; Range: 12"; Duration: 1 turn; ST: none
The caster is protected from weapons, both ordinary and magical, provided that L+4xW, where L is the level of the attacker, and W is the plus of the weapon is less than the level of the caster. Treat missiles exactly as described under Protection from Magical Missiles Modifiers: Extra Effect (raise level by 2 for maximum protection).
ZOE: one creature; Range: 1"; Duration: 9 turns; ST: none
This spell pierces all Disguises, Polymorphs, and Illusions to see the true form of the target. The true form is what the target actually looks like. The caster must be able to see the target. This spell is considered a Detect-type spell.
ZOE: 1 target; Range: 12"; Duration: instantaneous; ST: none
Creates a large magical shield which will protect the caster from one attacker. Any damage from physical attacks including missiles is done to the shield which fails at the end of the round in which the total of hits it has absorbed is greater than the hit points of the caster. The shield may be shifted to a different attacker each round. It lasts until brought down.
ZOE: self; Range: none; Duration: until destroyed; ST: none
This spell teleports its victim to a random location within 50 miles. The victim gets a Physical saving throw. The victim will always be placed safely in a compatible environment. Modifiers: Extra Effect (+50 miles)
ZOE: one creature; Range: 6"; Duration: momentary; ST: Physical
This spell causes an earthquake. The main ZOE is 12" square. Inside this area, weak structures will be toppled, bipedal creatures must save vs. Physical or be knocked down, animals will be startled, and weak underground areas may collapse. The Tremor will be felt up to a mile away, although no direction is transmitted. Modifiers: Extra Duration (+2 rounds), Extra Effect (increase the effects, double range of sensing; 3 levels should be a serious earthquake) +1.
ZOE: 12" square; Range: 18"; Duration: 3 rounds; ST: see above
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Last Modified on September 2, 1995.
ammulder@princeton.edu