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").
Caster's Level | Number of Saves | Max. Level of Effect |
Up to 15th-level | ||
16th to 19th-level | ||
20th-level and above |
Final Level of Effect | ||||
Penalty to Initiative |
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
Level: 6
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
Level: 6
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.
Ynnathae's Housewarming
Level: 7
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.
Wormhole
Level: 8
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
Level: 8
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.
Derian's Impervious
Fortification
Level: 9
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.).
(Alteration)
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
Caster's Level
Increase
(MV, #AT)Bonus to
Initiative
Up to 15th-level
16th to 19th-level
20th-level and above
(Abjuration, Alteration)
Range: 60 yards + 10 yards/level
Components: V, S
Duration: One turn/level
Casting Time: 6
Area of Effect: One creature
Saving Throw: Neg.
(Seventh
Level Spells)
(Enchantment, Invocation)
Range: Special
Components: V, S, M
Duration: Special
Casting Time: Special
Area of Effect: Wizard's home
Saving Throw: Neg.
(Eighth
Level Spells)
(Alteration; Elemental Earth)
Range: 10 yards
Components: V, S, M
Duration: One round/level
Casting Time: One round
Area of Effect: Special
Saving Throw: None
(Phantasm)
Range: 5 yards/level
Components: V, S
Duration: 2 rounds/level
Casting Time: 8
Area of Effect: Special
Saving Throw: Special
(Ninth
Level Spells)
(Enchantment, Conjuration,
Abjuration)
Range: Special
Components: V, S, M
Duration: Permanent
Casting Time: Special
Area of Effect: Special
Saving Throw: None