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

Dellin's Lesser Shadowbolt
(Phantasm)

Level: 1
Range: 10 yards + 10 yards/level
Components: V, S
Duration: Instantaneous
Casting Time: 1
Area of Effect: Special
Saving Throw: Neg.

This spell creates and fires a missile that unerringly strikes its target. The shadowbolt does 1d4 points of magical damage plus one point per level, up to 1d4+10 points of damage (at 10th level and above). At the time of casting, the wizard specifies the apparent type of damage to be caused by the missile, choosing from fire, ice/frost, lightning, acid, or "generic" (treat as missiles of the magi). If the target creature is resistant or immune to the apparent damage type (e.g., if using a "fire"-type shadowbolt against a creature with resistance to fire), then the creature automatically makes its saving throw against this spell and suffers no effect from it.


(Second Level Spells)

Dellin's Musical Serenade
(Illusion)

Level: 2
Range: 0
Components: V, S, M
Duration: One turn/level
Casting Time: 2
Area of Effect: Special
Saving Throw: None

For every level of the wizard, this spell will produce the sounds of one musical instrument or the voice of one singer. The quality of the performance is based on the musical abilities of the caster. A wizard without any such skills can use this spell only to duplicate a performance he has heard (assume the caster's "skill" is the average of his Intelligence and Wisdom scores, if necessary).

The caster doesn't need to concentrate to maintain this spell. However, if he wants to change the performance being produced by this spell, he must spend a complete round concentrating to make such a change. The material component for this spell is a wand or other pointer, which is not consumed in the casting of this spell.

Dellin's Malodorous Revenge
(Illusion/Phantasm)

Level: 2
Range: 60 yards
Components: V, S, M
Duration: Permanent
Casting Time: 2
Area of Effect: One creature
Saving Throw: Neg.

The target creature of this spell (the "victim") begins exuding a powerful odor of an indescribably horrific and offensive nature. Despite its overwhelming power at close range, the odor is no more noticable at a distance than any other odor. While afflicted with this spell, the victim cannot receive a "friendly" (or better) result from a reaction check with any creature having a functional sense of smell.

The odor cannot be covered up by any amount of perfume, nor can it be removed by any amount of cleansing agents. The only way to remove this odor is to remove the spell, which can be done by having the original caster remove the spell or by having another caster successfully use cancel magic (or cancel illusion).

The material component for this spell is an unbroken rotten egg which has the name of the intended victim inscribed on its shell.


(Third Level Spells)

Dellin's Deceiving Dweomer
(Illusion/Phantasm)

Level: 3
Range: Touch
Components: V, S
Duration: Permanent
Casting Time: One round
Area of Effect: Special
Saving Throw: None

This variation of false aura allows the caster to choose the apparent school of magic radiated by the dweomer, as well as the apparent strength of the aura (from "faint" to "very strong"). Anyone casting a divination spell against the dweomer has a chance of reading the false aura as "reality" (incidentally not noticing any other aura the item might have). This chance is equal to 100% minus 5% per level greater than the caster of the dweomer.

Dellin's Greater Shadowbolt
(Phantasm)

Level: 3
Range: 30 yards + 10 yards/level
Components: V, S
Duration: Instantaneous
Casting Time: 3
Area of Effect: Special
Saving Throw: Neg.

This improvement of Dellin's lesser shadowbolt fires either one missile at one creature or multiple missiles at one or more creatures within a ten-foot cube. If firing one missile, the missile doing 1d6 points of magical damage for every two levels of the caster, up to a maximum of 5d6 (at 10th level and above). If firing multiple missiles, the spell creates one missile for every two levels of the caster (with each missile doing 1d6 points of magical damage), up to a maximum of five such missiles (at 10th level and above).

At the time of casting, the wizard specifies the apparent type of damage to be caused by the missile(s), choosing from fire, ice/frost, lightning, acid, or "generic" (treat as missiles of the magi). If the target creature is resistant or immune to the apparent damage type (e.g., if using a "fire"-type shadowbolt at a creature with resistance to fire), then the creature automatically makes its saving throw against this spell and suffers no effect from it.


(Fourth Level Spells)

Dellin's Orchestral Performance
(Illusion)

Level: 4
Range: 0
Components: V, S, M
Duration: One turn/level
Casting Time: 4
Area of Effect: Special
Saving Throw: None

This improvement of Dellin's musical serenade produces the sounds of several instruments and/or singers. The total number of instruments and singers simulated by this spell is the square of the caster's level. For example, a 12th level illusionist casting this spell could produce the sounds of up to 144 instruments and singers.

The quality of the performance is based on the musical abilities of the caster. A wizard without any such skills can use this spell only to duplicate a performance he has heard (assume the caster's "skill" is the average of his Intelligence and Wisdom scores, if necessary).

The caster doesn't need to concentrate to maintain this spell. However, if he wants to change the performance being produced by this spell, he must spend a complete round concentrating to make such a change. The material component for this spell is a wand or other pointer, which is not consumed in the casting of this spell.

Dellin's Repetitive Soliloquy
(Alteration)

Level: 4
Range: 10 yards + 10 yards/level
Components: V, S
Duration: Instantaneous
Casting Time: 1
Area of Effect: Special
Saving Throw: Neg.

This variation of wizard's tongue differs from that spell only as detailed herein. The soliloquy can be triggered one time per level of the caster. Thus, if cast by a ninth-level mage, the soliloquy would last until triggered nine times.

The soliloquy can be placed upon a sentient being. The target creature is entitled to a saving throw to negate this spell. Whenever the soliloquy activates (assuming the creature failed its save), it appears as if the creature itself is speaking!


(Fifth Level Spells)
(Sixth Level Spells)

(Seventh Level Spells)

(Eighth Level Spells)

(Ninth Level Spells)