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Archmage Spells

The base level of these spells is 9, unless otherwise noted. In this magic system, spells are not limited to level 9; modifiers can push spells higher, just extend the spell point cost chart.

Alter True Self

This spell can only be cast when a Polymorph is in effect on the caster. The caster's True Self is then permanently altered to take the form of the Polymorph. Normally a Polymorphed creature tends magically to return to its normal form. When this spell is cast, the creature will forever forget its old form; it will truly become the new one. This spell is irreversible. Modifiers: Affects Others (unwilling victims get +45% on their saving throws) +3

ZOE: self; Range: none; Duration: momentary; ST: none

Astral Spell

This allows travel in Astral Plane. The caster's body remains on the original plane. Speed of Astral Body: 100 miles/hour.

ZOE: self; Range: 1000 miles; Duration: 6 hours; ST: none

Avalanche

This creates four 20D4 snowballs in square pattern with centers 2" apart. Each is like the spell Snowball with 1/2 damage if physical saving throw is made.

ZOE: see above; Range: 24"; Duration: momentary; ST: Physical to 1/2

Clone

A piece of living flesh may be used to create a duplicate of the person from whom the flesh was taken. If the Clone and original are alive at the same time, the Clone will try to destroy the original or both will go insane. It takes 360 divided by level of caster days to complete a clone.

ZOE: one creature; Range: none; Duration: momentary; ST: none

Cone of Feeblemind

All within cone, mages and non-mages alike, are subject to a Feeblemind spell.

ZOE: 6" cone; Range: Always Zero; Duration: momentary; ST: Mental-15%

Great Barrier

This spell creates a magical barrier of immense power. No one and nothing may pass through the wall, including the caster. No magic may pass through the barrier. The barrier may take two forms, either a wall 60' by 20', or a 20' radius hemisphere centered on the caster. In the latter form, the spell will provide complete protection from Detects, Locates, and Scrying spells, and the enclosed area will be under the effect of a Damp Teleport spell. Only Dispel Magic may bring down the barrier, and even on this, the caster gains a +4 level bonus in the level-vs-level battle to dispel it. The spell is user-friendly; the caster and others will not suffocate inside it, nor will it block the ambient light of the area, although it will block poison gas or harmful radiation.

ZOE: see above; Range: none; Duration: 3 hours; ST: none

Mass Suggestion

The mage speaks a suggestion per the spell Suggestion which affects all who can hear him. All saves are at -15%.

ZOE: 12" of caster; Range: zero; Duration: 1 day; ST: Mental-15%

Meteor Swarm

This produces four 20D6 fireballs in a square pattern with centers 2" feet apart. Each is per the spell Fireball with 1/2 damage if physical saving throw is made.

ZOE: see above; Range: 24"; Duration: momentary; ST: Physical for 1/2

Mind Blank

The spell protects the caster all mental spells, without requiring a level vs. level battle or a saving throw.

ZOE: self; Range: none; Duration: 1 day; ST: none

Phase Shift

The caster switches out of phase. He becomes unaffected by all weapons and spells in our plane. He can see in the original plane, but cannot hear or touch. He moves in the original plane, although he is not constrained by any obstacle. He may be attacked as normal in his new plane, and he may be forced back to the old plane by Phase In. Dispel Magic will not affect an out-of-phase mage. The mage moves at 12" and can move in 3 dimensions. He is not made invisible by this spell. He may return to the old phase at will, but may not switch back.

ZOE: self; Range: none; Duration: 4 turns; ST: none

Power Word Kill

This kills one creature with less than 90 hit points. Only those with more than half this amount get saving throws. These numbers refer to the normal maximum hit points of the target. Unlike other Mage spells, power words take effect in the breath phase, but their casting prevents further action. Modifiers: Extra Effect (+10 hit points of target)

ZOE: one target; Range: 6"; Duration: momentary; ST: special

Power Word Stun

Base level 8. This spell knocks unconscious one creature of up to 80 hit points. Only those with more than half of this get saving throws. These numbers refer to the normal maximum hit points of the target. Unlike other Mage spells, power words take effect in the breath phase, but their casting prevents further action. Modifiers: Extra Effect (+10 more hit points)

ZOE: one target; Range: 6"; Duration: 4D6 rounds; ST: special

Repulsion

This creates a 1" radius sphere within which all objects or persons which attempt to move towards the caster will move in the opposite direction. This effectively makes him invulnerable to physical attack.

ZOE: 1" sphere; Range: self; Duration: 1 turn; ST: none

Symbol

This sets a trap for anyone touching, crossing or reading the symbol. Those whom the caster makes aware of the symbol's exact location may avoid its effects. Types of Symbols are: Fear, Discord, Sleep, Stun, Insanity, Death. GM creativity and discretion are encouraged.

ZOE: one symbol; Range: touch; Duration: until triggered; ST: variable

Time Stop

Time is stopped in a 3" cube around the caster. The caster may move freely, but cannot leave the ZOE. The caster should not know the exact duration.

ZOE: 3" cube; Range: Always Zero; Duration: D4+2 rounds; ST: none

Time Travel

Allows the caster to travel forward in time up to two weeks. Extra Effect (+2 weeks)

ZOE: self; Range: none; Duration: permanent, momentary, L turns; ST: none

Tsunami

This spell summons a 40' high wave. It requires a body of water at least 2 miles wide. The wave will be 24" long and will generally affect up to 18" inland. The effects of the wave at the shore line will be disastrous, but they will lessen as one moves away from the shore. Only the stoutest of castle walls can hope to withstand the wave at full strength. The wave will arrive without notice d6 rounds after the casting of the spell. Modifiers: Extra ZOE (affects length of wave), Extra Effect (+20' to height, +6" to inland effect region, power goes as square of height) +1.

ZOE: see above; Range: 36"; Duration: D6 rounds; ST: none

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Last Modified on September 3, 1995.

ammulder@princeton.edu