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o successfully cast this spell you must have a set of equipment lying on the ground before you. This set must include a helm, gauntlets, armor, leggings, arm-wear, and boots.
Upon the utterance of this spell, that set of armor animates as a golem who will follow you around, fight your battles, and take your orders. If you choose to sacrifice magical armor or equipment, all bonuses, spells, etc. that were part of the equipment will become part of the golem. Greater sacrifices make for stronger golems!
his spell restores 2-5 movement points per caster level to the target, and renders him hungrier as a side effect. This is a good-aligned spell when cast on others.
| Cleric: | 106 | | | | |
| | | | | | |
| Aggressive: | No | When: | Non-Combat | Where: | Anywhere |
| Range: | Self | Duration: | 6 Hours | Type: | Healing |
| School: | Healing | Save: | None | | |
his most powerful of healing spells, the exclusive domain of cleric avatars, causes the recipient's body to massively increase its natural rate of regeneration of cells. Minor damage taken rapidly disappears; fingers and even whole limbs have been known to regrow. Unlike most avatar spells, Regenerate can be brewed into a potion.
his spell will remove a Curse on a carried object or any person in the room. This is a good-aligned spell when cast on others.
his spell cures paralysis. This is a good-aligned spell.
his spell will remove poison from the target item or cure the target character. This is a good-aligned spell when cast on others.
his spell negates the effect of the Silence spell. This is a good-aligned spell.
his spell will give you a certain amount of immunity to cold-based attacks and really cold environments.
his spell will give you a certain amount of protection from fire-based attacks.
his spell will greatly reduce the effects of poison on your system, or in the system of the target if it is cast upon another creature. This is a good-aligned spell when cast on others.
| Antipaladin: | 80 | | | | |
| | | | | | |
| Aggressive: | Yes | When: | Combat | Where: | Anywhere |
| Range: | Target | Duration: | Instantaneous | Type: | Pierce |
| School: | Necromancy | Save: | Half | Damage: | Leveld10 |
his nasty little spell causes the blood vessels of the target to burst. The result of this is most often heavy bleeding through the skin and orifices and incidental agony. It has no effect on undead or untangible beings.
hen protected by this spell, you take only half damage from all attacks. This is a good-aligned spell when cast on others.
his spell will cause the target to flee if your level is at least five times higher than his. There is no saving throw.
ith this spell affecting you, you may peek around corners—for example, "look north". It's very useful when you aren't quite sure what might lie waiting in next room.
econd Wind bestows a Refresh spell upon each member of your group, restoring 1d4+1 movement points per caster level to each, and rendering them hungrier as a side effect. This is a good-aligned spell.
his spell enables you to sense hidden, invisible, or otherwise unseen life forms, and grants a bonus to spot.
his spell will create one or more scaly, egg-like seeds in your inventory. When thrown at a foe, these seeds will burst into an angry serpent, who will attack the nearest target available—the creature their seed shattered against. Higher level casters create more seeds that hatch more powerful serpents.
| Shadowmage: | 45 | | | | |
| | | | | | |
| Aggressive: | Yes | When: | Combat | Where: | Anywhere |
| Range: | Target | Duration: | Instantaneous | Type: | Shadow |
| School: | Blackmagic | Save: | Half | Damage: | (Level-15)d10; max of 60d10 |
hadows course out from small pockets near your head. This mass of elemental shadow then swirls through the room, twisting and spinning itself around your foe as it eats away his substance, burning what is cool and freezing what is warm, in the most painful possible combination.
| Shadowmage: | 50 | | | | |
| | | | | | |
| Aggressive: | Yes | When: | Combat | Where: | Anywhere |
| Range: | Area | Duration: | Instantaneous | Type: | Shadow |
| School: | Blackmagic | Save: | Half | Damage: | (Level-25)d10; max of 55d10 |
his spell summons thousands of tiny, semi-sentient shadows onto this plane, under the momentary control of the caster. These tiny beings will immediately swarm over and through anyone not protected by the caster's desire, their twilight nature devastating the flesh they squirm through and over. They then vanish.
| Shadowmage: | 105 | | | | |
| | | | | | |
| Aggressive: | Yes | When: | Combat | Where: | Anywhere |
| Range: | Multiple Rooms | Duration: | Instantaneous | Type: | Shadow |
| School: | Blackmagic | Save: | Half, at -4 in center room | Damage: | Leveld26 or Leveld10 |
his mighty spell, available only to shadowmage avatars, will open up a temporary gate to a tumultuous portion of the elemental plane of shadows, sending a wave of cold and darkness into the vicinity. All creatures in the room where the spell was cast except the caster will take leveld26 damage. A successful save vs spells will halve this damage.
All creatures in the rooms adjacent to the caster will take leveld10 damage. Any such creatures will be allowed a save vs spells to halve the damage taken.
This spell is dangerous. Group members are not protected from its effects. On the Surface, the spell will fail with no effect if innocents are present; in the Underdark, however, friend and foe alike will be struck down.
his spell creates a tight spray of stone and metal shards which blast into the target, rending and tearing him painfully.
| Mage: | 75 | | | | |
| | | | | | |
| Aggressive: | Yes | When: | Combat | Where: | Anywhere |
| Range: | Target | Duration: | Instantaneous | Type: | Mixed Physical |
| School: | Geomancy | Save: | Half | Damage: | (Level-50)d25; max of 40d25 |
his spell causes almost everything on and near the target to explode, spraying shrapnel through and across the target's body, slashing and/or puncturing the target in the most painful possible way.
his spell surrounds its target with a glowing shield of protective force, which improves his armor class by ten points and nullifies Magic Missile attacks.
his more-limited form of the Enchant Weapon spell will enchant a club, mace, or staff. Unlike Enchant Weapon, it can improve a weapon that is already magical, so long as it does not already modify hitroll or damroll.
his spell surrounds you with an aura of sparks that protects you from your opponent's Fireshields, Shockshields, and Prismatic Spheres. It does severe damage to anyone who dares to attack you when not protected by one of these spells.
| Druid: | 90 | Mage: | 85 | Ranger: | 99 |
| | | | | | |
| Aggressive: | Yes | When: | Combat | Where: | Anywhere |
| Range: | Target | Duration: | Instantaneous | Type: | Wind |
| School: | Aeromancy | Save: | Half | Damage: | (Level-50)d25 |
his spell produces a keening wail that cuts deep into any foe, shattering bones and shredding nerves. It has no effect whatsoever on objects. It is impossible to cast shriek while silenced, even with the silent casting specialty. Similarly, a silenced target takes no damage from shriek; otherwise, shriek is unaffected by any resistance or immunity.
his spell causes the target to lose his ability to speak. It prevents players and monsters from casting spells. Some casters have also been known to mask the noise made by their equipment through the use of this spell.
target failing a save versus this spell will be put to sleep. A person so affected will not be wakeable save by damaging attack until the spell duration expires.
y means of this most potent prayer, a priest can summon the power of his deity to smite the body of his foe. The deity's level of response is highly dependent on the standing of both the priest and his target in His eyes. This spell will only damage equipment offensive to the deity in question.
| Mage: | 70 | | | | |
| | | | | | |
| Aggressive: | Yes | When: | Combat | Where: | Anywhere |
| Range: | Multiple Rooms | Duration: | Instantaneous | Type: | Fire |
| School: | Pyromancy | Save: | Half, at -4 in center room | Damage: | Leveld26 or Leveld10 |
his spell will open up a temporary gate to the nearest star, unleashing an inferno of heat and fire into the close vicinity. All creatures in the room where the spell was cast except the caster will take leveld26 damage. A successful save vs spells will halve this damage.
All creatures in the rooms adjacent to the caster will take leveld10 damage. Any such creatures will be allowed a save vs spells to halve the damage taken.
This spell is dangerous. Group members are not protected from its effects. On the Surface, the spell will fail with no effect if innocents are present; in the Underdark, however, friend and foe alike will be struck down.
| Antipaladin: | 101 | | | | |
| | | | | | |
| Aggressive: | Yes | When: | Combat | Where: | Anywhere |
| Range: | Area | Duration: | Instantaneous | Type: | Drain |
| School: | Necromancy | Save: | Half | Damage: | 2 per Level |
dark spell used by antipaladin avatars in horrible rites, Soulfeast rips the life energy from creatures around the caster, allowing him to gorge on them and vampirically regenerate hit points. While it does twice as much damage as Energy Drain, it is not as efficient—the spell-caster is only healed one hit point for every three drained. This is a very evil spell.
parks arc from your hand to your victim, causing convulsions and slight burns. The convulsions interfere with the target's coordination severely, sometimes resulting in the temporary loss of dexterity.
| Cleric: | 35 | Mage: | 37 | | |
| | | | | | |
| Aggressive: | No | When: | Non-Combat | Where: | Anywhere |
| Range: | Object | Duration: | Instantaneous | Type: | Information |
| School: | Geomancy; Necromancy | Save: | None | | |
his spell allows the caster to commune briefly with any spirit remaining in a corpse. The dead are notoriously uncommunicative, however, and are generally only interested in talking about how they died.
his spell causes the palms of your hands and soles of your feet to secrete a fluid allowing you to climb walls. However, it does not grant any significant skill in climbing, so traversing vertical surfaces will be slow and tiring.
| Cleric: | 104 | | | | |
| | | | | | |
| Aggressive: | Yes | When: | Combat | Where: | Anywhere |
| Range: | Five Rooms | Duration: | Instantaneous | Type: | Blunt |
| School: | Divine Magics | Save: | Half | Damage: | (Level-35)d18; max of 70d18 |
ue to their status, avatar clerics are able to call forth greater manifestations of their deity's power. When used in combat, this materializes as a mystic hammer, throbbing with divine might, that the priest can hurl towards his enemies by merely willing it.
his spell creates a pool of pure, drinkable water in the room.
| Druid: | 50 | Mage: | 45 | Ranger: | 50 |
| | | | | | |
| Aggressive: | Yes | When: | Combat | Where: | Anywhere |
| Range: | Touch | Duration: | Instantaneous | Type: | Electrical |
| School: | Aeromancy | Save: | Half | Damage: | (Level-20)d11; max of 60d11 |
ubbing your hands quickly together, you point them at your opponent, delivering a vicious shock. Your opponent will frequently become charged with the excess energy, resulting in a glowing aura equal to Faerie Fire.
tone skin makes your skin stone-like, improving your armor class and making you resistant to piercing attacks.
| Druid: | 75 | | | | |
| | | | | | |
| Aggressive: | Yes | When: | Combat | Where: | Outside |
| Range: | Multiple Rooms | Duration: | Instantaneous | Type: | Electrical |
| School: | Aeromancy | Save: | Half, at -4 in center room | Damage: | Leveld26 or Leveld10 |
his spell aggravates an already-existing storm in the vicinity of the caster into a terrible maelstrom of lightning and thunder, annihilating anything nearby. Some conjecture that this spell represents the manifest ire of Nature itself against those who might despoil her.
All creatures in the room where the spell was cast except the caster will take leveld26 damage. A successful save vs spells will halve this damage.
All creatures in the rooms adjacent to the caster will take leveld10 damage. Any such creatures will be allowed a save vs spells to halve the damage taken.
This spell is dangerous. Group members are not protected from its effects. On the Surface, the spell will fail with no effect if innocents are present; in the Underdark, however, friend and foe alike will be struck down.
his useful spell creates a halo of ion-charged gas about your person, which helps to negate some of the impact of electrical and storm damage.
n attribute favored by many, the ability to haul weights like a beast of burden or to lift massive objects has long been admired by society. It is little wonder, then, that elixirs and other enchantments that boost strength have always been popular.
The target of this spell will gain a significant boost to his strength attribute. Only one of Strength, Genius, Inspiration, Agility, and Endurance can be in effect at once; if another is cast, it has no effect.
his spell creates a scroll scribed with Word of Recall.
his spell will summon a person of the name specified. Abbreviated names may also be used for summoning purposes, though bear in mind that it is not nice to summon someone without first asking their permission. If the target does not consent, he will get a saving throw.
his spell unleashes a flood of holy light from the caster's outstretched hands. Any undead creature which is hit by the light will take full damage from the spell. Demons and devils will take half damage, while all other creatures will be unhurt.
his spell allows you to completely ignore the effects of starvation and dehydration. However, eating a bite of food, drinking a sip of water, or even salivating too much will dispel the magic.
| Mage: | 10 | Shadowmage: | 40 | | |
| | | | | | |
| Aggressive: | Yes | When: | Non-Combat | Where: | Anywhere |
| Range: | Target | Duration: | Instantaneous | Type: | Movement |
| School: | Translocation | Save: | Negates | | |
his spell transports the target to a random location in the world. There is a chance of landing in a fatal location, or one of extreme danger, so this spell should be used on oneself or one's allies only with considerable caution. Conversely, when used on a mobile, there is a chance of it landing in a low-level area where it will pose a hazard to less able adventurers than yourself. You are responsible for mobiles you teleport; any deaths or dismemberments will be considered to have come from the hand of the teleporter, not the teleportee.
rue sight allows you to see invisible creatures. It will also let you see in the dark.
his manifestation of holy might forces undead, demons, and devils to flee in terror; especially weak ones will be paralyzed or disintegrated on the spot.
his powerful spell causes a wave of unholy force to spring from the caster, stunning into submission those good creatures who hear it and are weak of heart. This is an evil spell.
| Druid: | 65 | | | | |
| | | | | | |
| Aggressive: | No | When: | Non-Combat | Where: | Anywhere |
| Range: | Room | Duration: | 16 Hours | Type: | Protection |
| School: | Abjuration; Compulsion | Save: | None | | |
his spell creates potent magical wards in the area that actively and totally prevent creatures from approaching.
| Druid: | 35 | | | | |
| | | | | | |
| Aggressive: | No | When: | Non-Combat | Where: | Anywhere |
| Range: | Room | Duration: | 24 Hours | Type: | Protection |
| School: | Abjuration; Compulsion | Save: | None | | |
his spell creates magical wards in the area that create a mild feeling of wrongness, sufficient to prevent creatures from approaching too closely unless provoked.
his spell places a ranger avatar in tune with the vast powers of nature. When protected by this spell the caster is immune to the forces of fire, cold, and electricity. In addition, the casters skin becomes imbued with magical energy, strengthening him against the slashing power of weapons and providing almost complete immunity to piercing. As a final affect the caster's skin glows with the energy of Mother Earth, lowering his armor class and providing the benefits of a Sanctuary spell.
his spell allows the target to freely breathe water as if it were air. It does not, however, confer the ability to swim.
his spell bathes you in a protective and rejuvenating sheen of water, which lessens the impact of acid attacks made upon you and your equipment.
his spell allows you to freely walk on top of water, reducing movement costs to one point. It also allows easy movement underwater without the need to know how to swim, but does not confer the ability to breathe water.
| Shadowmage: | 15 | | | | |
| | | | | | |
| Aggressive: | Yes | When: | Combat | Where: | Anywhere |
| Range: | Area | Duration: | Instantaneous | Type: | Darkness |
| School: | Blackmagic | Save: | Half | Damage: | Leveld5; max of 50d5 |
his spell summons forth scores of gallons of liquid blackness, which washes toward the caster's enemies, attempting to submerge and drown them in its viscid embrace. The wave then evaporates, leaving a pall of darkness over the area.
his spell will cause the target to lose significant strength.
his spell will encase your opponents in sticky webbing, restricting their movement.
his spell shows the caster the location of another player or mobile anywhere in his realm. Your scrying, however, won't always go unnoticed...
his spell allows the most powerful of druids to call to himself a number of wolves from the fabled wild hunt. These wolves will serve the druid for a short while, and then depart.
he caster will be returned to the safe haven of wherever it was that he most recently entered the game—usually either the Reception of the Nevrast Inn or the Temple of Nevrast, but this can be changed by renting at another establishment.
Recalling while fighting causes you to flee first, which may prove deadly.
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