Mikael Rubinov
Artwork © 1993 by Phil Foglio.
All rights reserved.
Personal Magics of
Mikael Rubinov
©1992 Franklin W. Cain
(In alphabetical order):
(First Level Spells)

Mikael's Instant Grooming
(Abjuration, Conjuration, Evocation)

Level: 1
Range: 10 yards
Components: V, S, M
Duration: Instantaneous
Casting Time: One round
Area of Effect: 10-foot radius, one creature/level
Saving Throw: Neg.

This specialization of apprentice's basic casting allows the caster to instantly barber and groom (as applicable) one creature per level within a ten-foot radius. Clothing is instantly cleaned and pressed, leather and metal items are oiled, buffed, and shined, all dirt and grime is instantly removed, and so on. Each creature receives the cosmetic benefits of a bath, a shampoo, a haircut or style, a shave, and a manicure -- or the equivalent processes appropriate to the creature's species -- finishing with the appropriate colognes, perfumes, and powders (talcum), as applicable.

At the time of casting, the wizard determines the specific results for each creature. The quality of the grooming received is based on the skill of the wizard (i.e., the Grooming non-weapon proficiency) or the skill of the best grooming that the wizard has ever experienced, whichever is better.


(Second Level Spells)

Mikael's Martial Missiles
(Evocation)

Level: 2
Range: 60 yards + 10 yards/level
Components: V, S
Duration: 2 rounds
Casting Time: 2
Area of Effect: One or more creatures or objects within a ten-foot cube
Saving Throw: None

This spell allows the wizard to fire a total number of missiles of the magi equal to one, plus one for every three levels of the wizard (up to seven such missiles, at 18th level and above). These missiles may be fired in separate volleys (of one or more missiles per volley) throughout the duration of the spell. When firing a volley of missiles, all targets of that volley must be within a ten-foot cube; however, other volleys can be fired at separate areas of effect.

The missiles created by this spell can be targeted against a specific part of a creature (if applicable), such as a beholder's eyestalks. The missiles created by this spell can be targeted against objects (save vs. "crushing blow"). The missiles can be used to perform the special "called shot" maneuvers from the Complete Fighter's Handbook and/or Player's Option: Combat and Tactics, if the DM allows these maneuvers in the campaign.

If the wizard loses concentration before having fired all of the missiles from this spell, any unfired missiles are lost.


(Third Level Spells)

Mikael's Cavalcade
(Conjuration/Summoning)

Level: 3
Range: 10 yards
Components: V, S, M
Duration: 2 hours + 1 hour/level
Casting Time: 1 turn
Area of Effect: Special
Saving Throw: None

By means of this improvement of steed, the wizard can conjure a number of normal animals or beasts of burden. The number of steeds conjured is one, plus one more for every three levels of the wizard (thus, two steeds at 5th level, three steeds at 6th to 8th level, etc.); however, this number can be increased (see below). The animals serve willingly and well, but at the expiration of the spell, they disappear. The type of steeds gained by this spell depends on the level of the wizard; of course, the wizard can choose a lesser type of steed, if desired, but all of the steeds gained by a single casting of this spell must be of the same type.

The steeds do not come with any riding gear, unless they are of a class lower than the wizard would normally be entitled to. Also, the number of steeds can be increased by choosing a lesser class of mount. If the steeds are of one additional category lower than normal, the number of steeds is double what the wizard would normally get; if two categories lower than normal, triple the number; if three categories lower than normal, quadruple the number; (and so on). Thus, a 16th level mage could get six elephants without any gear, six camels with tack and harness, 12 heavy war-horses with tack and harness, 18 light riding horses with gear, or 24 mules without any gear.

The statistics of the animals gained are typical of creatures of the same type. The steeds disappear when slain. The material component is a bit of hair from the type of animal to be conjured.

Mikael's Curse of Rambling Verbosity
(Enchantment/Charm)

Level: 3
Range: 60 yards
Components: V, S
Duration: Special
Casting Time: 3
Area of Effect: One creature
Saving Throw: Neg.

This spell forces the target creature to continuously stutter, mumble, whistle, hum, growl, snarl, and so on, as appropriate for its species, even while asleep or otherwise unconscious. If the victim tries to say something meaningful (instead of babbling), it must first make a successful saving throw vs. magic. If the creature fails this save, it cannot successfully say anythig useful this round. On the other hand, if the creature succeeds with this save, anything the creature says takes twice as long as usual (i.e., any spells with verbal components or any magic items with verbal command words have double the usual speed factor, for calculating initiative). This spell is permanent until cancelled by the original caster or until magically dispelled.

Mikael's Robust Missiles
(Evocation)

Level: 3
Range: 60 yards + 10 yards/level
Components: V, S
Duration: Instantaneous
Casting Time: 3
Area of Effect: One or more creatures or objects within a ten-foot cube
Saving Throw: None

This variation of missiles of the magi fires a volley of five missiles. The amount of damage caused by each missile is based on the caster's level. If the caster is no higher than 15th level, then each missile does 2d4 points of damage. If the caster is from 16th to 20th level, then each missile does 3d4 points of damage. If the caster is 21st level and beyond, each missile does 4d4 points of damage.


(Fourth Level Spells)

Mikael's Instant Disrobing
(Alteration)

Level: 4
Range: 40 yards + 10 yards/level
Components: V, S
Duration: Instantaneous
Casting Time: 4
Area of Effect: One creature
Saving Throw: Neg.

When this spell is cast, if the target creature fails a saving throw versus magic, everything the creature was wearing, holding, or carrying - clothing, jewelry, armor, weapons, etc. - instantly teleports off the victim's body. All such items just as instantly reappear randomly scattered about the victim, with each item being from five to ten feet away from the victim.


(Fifth Level Spells)

Mikael's Multitudinous Missiles
(Evocation)

Level: 5
Range: 60 yards + 10 yards/level
Components: V, S
Duration: Instantaneous
Casting Time: 5
Area of Effect: One or more creatures within a ten-foot cube
Saving Throw: None

This variation of missiles of the magi fires one such missile per level of the caster, with no maximum. Thus, if a 24th level mage were to cast this spell, the mage would fire 24 missiles.


(Sixth Level Spells)

Mikael's Fusilade
(Evocation)

Level: 6
Range: 60 yards + 10 yards/level
Components: V, S
Duration: One turn
Casting Time: 6
Area of Effect: One or more creatures or objects within a ten-foot cube
Saving Throw: None

This variation of missiles of the magi allows the caster to fire up to two missiles per level. He can fire no more than (half his level, rounded down) of such missiles in any one round. Thus, a 12th level mage casting this spell would fire a total of 24 missiles, but could not fire more than 6 missiles in any one round.

These missiles may be fired in separate volleys (of one or more missiles per volley) throughout the duration of the spell. When firing a volley of missiles, all targets of that volley must be within a ten-foot cube; however, other volleys can be fired at separate areas of effect.

If the wizard loses concentration before having fired all of the missiles from this spell, any unfired missiles are lost.


(Seventh Level Spells)
(Eighth Level Spells)

(Ninth Level Spells)