Miscellaneous Magics
©1992 Franklin W. Cain
(Sixth Level Spells)

Improved Anti-Quicken
(Alteration)

Level: 6
Range: 90 yards
Components: V, S, M
Duration: 6 rounds + 1 round/level
Casting Time: 6
Area of Effect: 60' cube, 1 creature/level
Saving Throw: None

This improvement of anti-quicken differs from that spell only as detailed herein. Each affected creature functions at from one-half (the effects of a regular anti-quicken spell) to as little as one-fifth its usual movement and attack rates, with a corresponding penalty to its initiative. Target creatures must roll from two to four saving throws (based on the level of the caster). For each saving throw failed, the creature suffers one multiple of reduction (starting with "×½").

A quicken spell will reduce the effects of this spell by one multiple (level of effect). An improved quicken will counter several levels of effect, and vice versa. The material component for this spell is a drop of molasses.

Improved Quicken
(Alteration)

Level: 6
Range: 60 yards
Components: V, S, M
Duration: 6 rounds + 1 round/level
Casting Time: 6
Area of Effect: 60' cube, 1 creature/level
Saving Throw: None

This improvement of quicken differs from that spell only as detailed herein. Each affected creature functions at triple, quadruple, or even quintuple its usual movement and attack rates, with a correspondingly better bonus to its initiative, all based on the level of the wizard casting this spell.

An anti-quicken spell will reduce the effects of this spell by one multiple. For example, a "×3" effect would become a "×2" effect (which is, incidentally, the effects of a regular quicken spell). An improved anti-quicken will counter several levels of effect, and vice versa. Affected creatures age three years each. The material component for this spell is a shaving of licorice root.

Trueform
(Abjuration, Alteration)

Level: 6
Range: 60 yards + 10 yards/level
Components: V, S
Duration: One turn/level
Casting Time: 6
Area of Effect: One creature
Saving Throw: Neg.

This spell will affect the target creature only if that creature has an alternate form (of whatever sort) or has been transformed into some form other than its own (by whatever means). If cast on such a creature, the creature is allowed a saving throw, but with a penalty of -4. If the saving throw fails, the creature is forced into its true form. If the creature has more than "true" form (e.g., a lycanthrope), the creature is transformed into one of its alternate forms. Furthermore, the creature is "locked" into this form for the duration of the spell.


(Seventh Level Spells)

Ynnathae's Housewarming
(Enchantment, Invocation)

Level: 7
Range: Special
Components: V, S, M
Duration: Special
Casting Time: Special
Area of Effect: Wizard's home
Saving Throw: Neg.

This variation of basic enchantment is used to enchant the wizard's home, giving it whatever spells the wizard wants. The spell can be cast on any sort of residence, from a mansion to a cave, provided that the home is of highest quality for its type (e.g., a cave would be expanded and have elaborate carvings on the walls). When this spell is first cast upon the residence, the residence must be "new" (i.e., it must never have been occupied). However, once the domicile is enchanted with this spell, it may be re-enchanted any time thereafter. Thus, the ancestral home of a family of wizards can become extremely powerful over time.

The casting time for this spell is identical to that for basic enchantment. Furthermore, while enchanting the home, the wizard must eb the only occupant of the home, and he cannot spend more than eight hours per day away from the home. Otherwise, this enchantment will fail.

The spells enchanted onto the home are permanent (without need of an evermore spell) unless the home becomes damaged. If the home gets somewhat damaged (GM's discretion, but probably around 25% of maximum structural damage), the enchantments are "turned off" until the damage is repaired. If the home suffers a considerable amount of damage (around 50%), the home must be re-enchanted (once the damage is repaired) with just this spell in order to reactivate the spells enchanted onto the home. Once the home is greatly damaged (around 75%), it loses all enchantments, and it can never be re-enchanted with this spell.

The material components for this spell are all of the material components for the spells to be enchanted onto the home, plus a small offering of either burning incense or salt and bread.


(Eighth Level Spells)

Wormhole
(Alteration; Elemental Earth)

Level: 8
Range: 10 yards
Components: V, S, M
Duration: One round/level
Casting Time: One round
Area of Effect: Special
Saving Throw: None

By casting this spell, the wizard creates a two-way gate between some location within the spell's range and some other location on the caster's current plane of existence from which he has a handful of dirt (see below). At both locations, the gateway appears as a ten-foot diameter vertical disk with its bottom edge in contact with the ground (not on a water surface or in mid-air).

The caster automatically succeeds if creating a gateway to some other location on the same layer of the caster's current plane of existence (remember that a plane of existence can have more than one layer). The caster has only a 50% chance of success if he is trying to create a gateway to another layer of his current plane of existence (e.g., this spell has only a 50% chance to create a gateway from the first layer of Baator to the ninth layer). Note that, for the purposes of this spell, an Alternate Prime Material plane or a different crystal sphere are each considered a "different layer" of the Prime Material plane. The caster cannot use this spell to create a gateway to a completely different plane of existence (i.e., he cannot use this spell to create a gateway from the plane of Elemental Earth to the plane of Quasi-Elemental Mineral).

Note that the gateway created by this spell works both ways; creatures and objects can go either way, and missiles can be fired through the gate. However, spells and spell-like abilities will not work through the gateway. Any number of creatures and objects can be sent through the gateway in any one round, limited only by the size of the creatures or objects and the flow of traffic.

The material component for this spell is two handfuls of dirt or earth, one from each of the exact locations to be connected by the gateway.

Yllazar's Murderous Horde
(Phantasm)

Level: 8
Range: 5 yards/level
Components: V, S
Duration: 2 rounds/level
Casting Time: 8
Area of Effect: Special
Saving Throw: Special

This spell creates multiple spectral slayers that the wizard can use against one or more creatures. The target creature(s) must be specified at the time of the casting. The intended target(s) must be within the spell's range only at the time of the casting. This spell creates one slayer for every three levels of the caster. Furthermore, each slayer has the "chance to hit" of a monster having a number of hit dice equal to one-third the caster's level (round down). Each slayer relentlessly pursues its assigned target until either its victim dies or the spell duration expires. Each slayer can act as though it has an Intelligence rating equal to half that of its victim. If a victim tries to disbelieve more than one of the slayers, he must roll a separate "disbelief" check against each slayer assigned against him.


(Ninth Level Spells)

Derian's Impervious Fortification
(Enchantment, Conjuration, Abjuration)

Level: 9
Range: Special
Components: V, S, M
Duration: Permanent
Casting Time: Special
Area of Effect: Special
Saving Throw: None

This spell creates an anti-magical "no man's land" around a castle or other permanent building. The anti-magic zone starts just outside the castle's boundaries and extends outward (and upward and downward) for 50 yards per level of the wizard. The "ceiling" of the castle is assumed to be equal to the highest point of the castle, and the "floor" is assumed to be the lowest point of the castle dungeon. No spells or magical effects can exist within this area, nor can they cross through this zone. The inner border of this zone protects the castle from having a spell cast onto it, provided the would-be caster is outside the castle. From within the castle, spells can be cast normally. For example, a defender could cast a magelock spell onto the castle gates from inside, but an attacker couldn't cast a (reversed) magelock spell on the gates unless he, too, was inside. Spells and magical effects that are constant in nature are not dispelled, per se, but are merely suppressed while the creature or object having the magic is within the anti-magic zone. Thus, a dragon that flies above the castle and lands in the courtyard will then be able to use its breath weapon and spells.

The wizard must cast this spell during the actual construction of the castle. During this time, the wizard cannot engage in any other magical activity, nor can he contribute in any other way to the construction of the castle (see the appropriate section on "heroic characters" in the appropriate guidebook on castles). The casting of this spell effectively makes the castle an enchanted item. Thus, if the castle is destroyed, this spell effect is canceled. If the castle is added onto, this spell must be re-enchanted (if these new additions will expand the castle's "boundaries") or else the new sections of the castle will be within the anti-magic zone.

The material component for this spell is a finely detailed miniature replica of the castle (5,000 gp value min.).