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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.
Mikael's
Martial Missiles
Level: 2
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.
Mikael's Cavalcade
Level: 3
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 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
Level: 3
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
Level: 3
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.
Mikael's
Instant Disrobing
Level: 4
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.
Mikael's
Multitudinous Missiles
Level: 5
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.
Mikael's
Fusilade
Level: 6
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.
(Second
Level Spells)
(Evocation)
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
(Third
Level Spells)
(Conjuration/Summoning)
Range: 10 yards
Components: V, S, M
Duration: 2 hours + 1 hour/level
Casting Time: 1 turn
Area of Effect: Special
Saving Throw: None
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.
Caster's Level
Steed
Up to 8th level
Mule or light horse
9th to 11th level
Draft horse or war-horse
12th to 15th level
Camel
16th to 19th level
Elephant or pegasus
20th level and above
Gryphon (and saddle at 24th level)
(Enchantment/Charm)
Range: 60 yards
Components: V, S
Duration: Special
Casting Time: 3
Area of Effect: One creature
Saving Throw: Neg.
(Evocation)
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
(Fourth
Level Spells)
(Alteration)
Range: 40 yards + 10 yards/level
Components: V, S
Duration: Instantaneous
Casting Time: 4
Area of Effect: One creature
Saving Throw: Neg.
(Fifth
Level Spells)
(Evocation)
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
(Sixth
Level Spells)
(Evocation)
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
(Seventh
Level Spells)
(Eighth
Level Spells)
(Ninth
Level Spells)