Guardian, Shadow (Tor Kamal's)

construct · CR 4 · from Dark Sun Net Handbook
Guardian, Shadow (Tor Kamal's)
StatisticValue
IntelligenceVery (12)
AlignmentLawful Neutral
Armor Class0
Movement20
Hit Dice5 (40 hp)
THAC015
No. of Attacks2
Damage/Attack1-6/1-6
Special AttacksCommand-like ability, Wraithform once per day, see in darkness.
Special Defenses+1 or better weapons to hit, no damage from gas, cold and poison.
SizeM

Description

The guardian may be instructed to patrol a specific area for intruders. Depending on given instructions it will either attack the intruders (along with other guardians nearby), contact the wizard with telepathy and ask for further intructions or use its Command-like power to make the intruders leave. The creatures must understand the tongue the wizard has given the guardian to be affacted. Saving throw is allowed only to those creatures with at least 6 levels or HD as per Command. If the intruders fail to save they will have to leave the sight of the guardian, the time it takes is also the duration of this Command.

Dispel Magic has no effect on a guardian but Mordenkainen's Disjunction will banish all within range.

The material component of this spell is a bowl of water wich is consumed in the casting and an amulet made of Opal of at least 100 gp value wich may be reused.

Also in this section of the source

Tor Kamal's Shadowcage (Shadow, Abjuration, Necromancy)
AttributeValue
Range10 yards
ComponentsV, S, M
DurationSpecial
Casting Time1 round
Area of EffectOne creature
Saving ThrowNegates
AuthorDarknight

By means of this spell the wizard entraps both the body and the soul of a target creature into a specially prepared glass vial. If the target fails to save vs. spell it is sucked into its shadow wich then enters the vial in a matter of moments much like smoke in a mantis, the wizard then puts a seal on the opening of the vial. At this point the victim is entrapped, with no chance of escape without external help (spellcasting, phisical attack or movement and even psionics do not work). As long as it stays into the vial it does not need air, food, water or rest and does not age. The prisoner may communicate by telepathy (bestowed by the spell) only with the caster as long as he stays within 5 feet from the vial.

If the vial is broken or usealed the trapped creature reappears in a round with all its equipment. It is fully rested and retains the same memorized spells it had at casting time furthermore 2d6 hp are magically healed during imprisonment.

The material component for the spell is the shadow of the target.

Level 6

Cagliostro's Specific Spell Immunity (Abjuration)
AttributeValue
Casting Time1
ComponentsVaries
Area of Effect1 creature
RangeTouch
DurationSpecial
Saving ThrowNone
AuthorJim Toth

This spell confers immunity to one of Cagliostro's spells, no matter who cast it, of up to fifth level. This means that if Cagliostro cast this spell on himself and set it for a CMERFM, when someone cast a "Cagliostro" spell at him then Cagliostro could ignore the effects of that spell. This will also work for reflected spells. This spell must be cast for each and every spell the recipient wishes to be immune to. This spell will only provide protection against a spell once. The immunity will remain in effect until it encounters the spell it is programmed to protect against or if someone successfully casts a Dispel Magic upon the recipient while specifically trying to dispel this particular protection. The spell components depend upon which spell you are trying to protect against.

NOTE: Currently Cagliostro and the DM are the only ones who have knowledge of this spell.

Tor Kamal's Delayed Spellcasting (Alteration, Metamagic)
AttributeValue
RangeTouch
ComponentsV, S, M
Duration1 week per caster level or until activated
Casting Time1 turn
Area of EffectOne creature
Saving ThrowNegates
AuthorDarknight

This spell resembles Contingency because it allows to activate another spell when its effects are needed. Once a spell is suspended by Delayed Spellcasting it is ready to be delivered with a simple act of will. As only the target (if necessary) is to be chosen the initiative modifier of this spell is 1. As per Contingency only one Delayed Spellcasting may be active on a single being at any time.

The material component of the spell is a small precious gem (emerald, diamond...) that is swallowed by the caster. The components for the delayed spell are also needed.

Tor Kamal's Geysers (Conjuration)
AttributeValue
Range30 yards
ComponentsV, S, M
Duration1 turn/level - 1 hour/level
Casting Time6 - One turn
Area of EffectSee below
Saving ThrowNegates
AuthorDarknight

By means of this spell the caster opens one or more portals from the plane of elemental water creating high geysers of refreshing water.

For every 4 levels of experience he has the caster may create one geyser as high as 50 feet. The water of a single geyser will fall in a 15-feet radius area if no wind blows, otherwise the area is appropriately changed.

The conjured water is real, fresh and pure. Once every turn every geyser produces 20 litres of water at a very high pressure, the entire process lasts for a 10-seconds round. The water is almost impossible to collect and during the day the sun of Athas will cause most of it to evaporate. For this reason the spell may also be used to lower the temperature in a small area or irrigate small fields (helping agriculture was the original aim of the spell).

The material component for this spell is a number of small obsidian spheres equal to the number of geysers to be created, they are thrown by the wizard where he wants the portals to be opened. The spheres themselves act as conductors, they are slowly consumed and are totally destroyed at the end of the duration.

Repeatedly casting this spell on Athas is likely to attract the unwanted attention of the sorcerer kings or the dragon, they will investigate the phenomenon and possibly hunt the wizard.

Tor Kamal's Meteors from Sideral Cold (Evocation)
AttributeValue
Range50 yards + 10 yards/level
ComponentsV, S, M
Duration2 rounds/level
Casting Time6
Area of EffectCreature touched
Saving ThrowSpecial
AuthorDarknight

This spell creates a small number of icy meteors to form around the caster who may then url them at the enemy with a mere tought. The spell creates one meteor for every 5 levels of the caster (one from 1st through 5th, two from 6th to 10th and so on) wich strike unerringly their intended target causing each 8d6 points of damage (save vs. spell for half, this is both cold and impact damage) in an 10 foot radius area centered on the victim, overlapping areas do not result in greater damage unlike Meteor Swarm. This area is covered by slippery ice with a chance of falling equal to 50%, also movement is reduced at 50% of the normal rate, all nonmagical fires and magical ones produced by spells of 4th level or lower (and similar magical item effects) are instantly extinguished. The victim must also save vs. spell at -3 to avoid being trapped into ice forming on him with the same effects of a Hold Monster (note that creatures immune to the latter spell are not automatically immune to this effect, wisdom bonuses do not apply, duration is one turn per 5 levels of the wizard rounded up). Creatures from the plane of ice take half damage (a quarter if they succesfully save vs. spell with a +2 bonus) and are never affected by the paralization, creatures from the plane of water save at -5 instead of -3 for entrapment purposes.

One or more meteors may be targeted every round (starting from the one the spell was cast), this does not break light concentration and spellcasting is possible. Note that no more than one meteor may strike the same target during each round.

Tor Kamal's Pocket Channel (Conjuration/Summoning, Dimension)
AttributeValue
Range0 (see below)
ComponentsV, S
Duration2 rounds per level
Casting Time4
Area of EffectSpecial
Saving ThrowNone
AuthorDarknight

This spell is of little use to all who do not travel in the planes. The caster creates a small (less than 2" diameter) portal (not exactly a portal but Tor Kamal calls it a portal) to any plane adiacent to the one he is in. It is possible to cast several consecutive pocket channels through the ones previously created always connecting the end of the last pocket dimension to an adiacent plane with each casting. The caster may not choose by any means where the far entrance to the pocket dimension will be created, for example it may be inthe 666th layer of the Abyss as well as in the palace of a demon lord, in the middle of a desert or at the bottom of an ocean. No creature may use the pocket as a mean of teleportation between planes with magic short of a Wish, note also that the opening of the pocket may be detected only by means of True Seeing. If the caster enters the channel he is trapped in the pocket dimension as all the "portals" close.

This spell is quite useful in that the nearest opening of the pocket dimension travels with the caster for the entire duration giving him access to energy normally available on the plane at the far end of the pocket.

Example: Tor Kamal is in one of the outher planes, say Carceri. He has no spell key to access his elemental spells and his party is being charged by a huge mob of furious demons. Tor Kamal uses two rounds of the remaining time to cast the same number of pocket channels: the first to the Astral and the second to the Prime Material. From the Prime he has access to the inner planes, source of most of his offensive powers. During the third round he will be able to cast a Blizzard of Destruction and hopefully get rid of the threat he is facing.

Tor Kamal's Power Spell (Universal)
AttributeValue
RangeTouch
ComponentsV, S
Duration1 round per 3 levels of the caster
Casting Time4
Area of EffectOne creature
Saving ThrowNone
AuthorDarknight

This spell temporary raises the level of the recipient. During its entire duration the target has effectively 1 more level per 4 levels of the caster and everything that causes different effects on the recipient based on his levels is accordingly modified.

The extra levels affect: hit points (and possibly hit dice), power of spells cast by target wich have level-depending effects (eg: Fireball), saving throws, thaco.

The spell does NOT affect: number of spells/spell points/psps/... available, thief abilities, proficiencies/character points, etc...

As the players make use of the spell for the purpose of raising a skill/power not stated above the DM should rule if the spell will affect it or not.

Tor Kamal's Shadow Giant (Shadow, Alteration)
AttributeValue
Range0
ComponentsV, S, M
Duration5 rounds plus 1 round per 2 levels of the caster
Casting Time6
Area of EffectThe caster
Saving ThrowNone
AuthorDarknight

This spell resembles Tenser's Transformation but it's different under many aspects including the visible effects: the shadow of the wizard grows until it reaches the size of a storm giant and becomes 3-dimensional and hard as stone. The shadow giant has the following statistics:

StatisticValue
AC-5
MV24
HD15 (120 hp)
THACO4
# of Attacks2
Damage2-12+12
Special Att.collapse
Magic Res.20%

The giant Collapses when "killed", this means that everyone within 3 feet from it will suffer 3d10 damage from cold as the mist wich makes it up fills the area. The magic resistance is a side effect, it was not a part of the spell design. After the giant is destroyed the caster looses 1 point of Constitution until he is able to rest, ignore this effect if the giant disappears normally at the end of the spell duration.

Note that unlike other Tor Kamal's spells related to shadow this one is not dispelled by Darkness or similar spells wich eliminate shadows.

The material component of the spell is the caster's shadow.

Tor Kamal's Shocking Grasp II (Alteration)
AttributeValue
RangeTouch
ComponentsV, S
Duration2 rounds/level
Casting Time3
Area of EffectCreature touched
Saving ThrowNone
AuthorDarknight

This spell works exactly as the 1st level Shocking Grasp but the caster will be able to "discharge" an unlimited number of times per round until the spell expires.

NOTE: DMs should be aware that in the hands of specialist martial artists (like my friend's mage Sarim Silvershadow) this spell can be MUCH powerful.

Tor Kamal's Tuned Magic (Universal, Metamagic, Alteration)
AttributeValue
Range10 yards per level
ComponentsV
Duration1 round/level or 1 turn level
Casting Time4 or 1 turn
Area of Effect15 yards cube, one creature per level
Saving ThrowNone
AuthorDarknight

When this spell is cast all the creatures selected by the wizard that are within the area of effect are tuned to the magic of the caster. As a result they receive both the maximum benefical effects and the least malevolent effects of any spell cast by the wizard.

  • A 8-dice fireball inflicts 8 points of damage (and it's still possible to save for half), this applies to all spells that inflict damage in this way.
  • A Shocking Grasp does 1 point of damage per two levels of the wizard (as if the wizard was half his actual level), this applies to all spells that inflict damage in this way (fixed number of dice+fixed amount of points per level)
  • Spells that either affect or do not affect at all a creature (Domination, Slow...)
    • If they allow a save with a bonus to the roll the save is automatically successful.
    • If they allow a save without a bonus or with a malus the save is made at +5 but very low results always fail (DM's discretion on specific scores).
  • A Water Breathing will last for a number of hours equal to the level of the caster plus 4.

Single spells may create exceptions (particularly those that belong to Wild Magic).

Level 7

Tor Kamal's Ice Barrier (Evocation, Abjuration, Ice)
AttributeValue
RangeTouch
ComponentsV, S, M
Duration1 turn + 1 turn per 2 levels
Casting Time4
Area of EffectUp to two creatures
Saving ThrowNone
AuthorDarknight

The spell creates a barrier made of minute ice particles. The shiny surface absorbs and/or reflects different types of damage, the most powerful protection is against fire and ice.

Fire/Heat/Ice/Cold typeEffects on damage (Not saved - Saved)
NormalNone
Magic, Level 1-3* - None
Magic, Level 4-6¼ - *
Magic, Level 7-9½ - ¼

* Damage is equal to half the number of dice wich should normally be rolled: a 10-dice Fireball would inflict 5 damage, a Burning Hands would inflict 1 damage and a 7-dice Cone of Cold 4 damage.

Note that save is always allowed against spells of up to 3rd level.

It is also effective vs.

  • Electrical damage - 50% chance of reflection (attacker suffers full effects, protected creature none)
  • Gaze/Rays - 80% chance of reflection
  • Acid/Liquid - 1/2 damage, 1/4 if save is successful

The spell does not protect against damage sources not stated above.

The material component of this spell is a pearl or at least 200gp value wich is crushed while casting.

Tor Kamal's Ice Demonguard (Conjuration/Summoning)
AttributeValue
Range30 yards
ComponentsV, S, M
Duration3 rounds + 1 round per caster level
Casting Time6
Area of EffectSpecial
Saving ThrowNone
AuthorDarknight

By means of this spell the caster opens one portal to the plane of ice and one to Caina of Baathor.

The spell summons 3 cubic meters of solid ice and the life force of an Osyluth (Lesser Baatezu). At the end of the casting the ice block explodes and reveals what may seem the true phisical form of an Osyluth but in fact it is not. The body is made of magical ice and several properties are different from the original. Here is the monster summary:

StatisticValue
IntelligenceVery (11, 12)
AlignmentLawful Evil
Armor Class2
Movement12
Hit Dice6
THAC015
No. of Attacks4
Damage/Attack1-4/1-4/1-8/3-12
Special AttacksFear 5' radius (save vs. rod, staff or wand), cold (see below).
Special Defenses+1 or better weapons to hit; half damage from: acid, electricity, fire; no damage from gas, cold, poison.
SizeL (10' tall)

Spell-like abilities: once per round - Infravision, Know alignment (always active), Teleport without error, Fly, Wall of ice.

The Osyluth may not attempt to Gate other baatezus. It sees perfectly in total darkness as normal. On a successful hit the tail does not only inflict 3-12 damage but it also lowers the temperature of the victim Slowing it as per the spell unless immune or resistant to cold. A saving throw vs poison negates this effect but if a creature is hit a second time the save is no more allowed, further hits have no effect until the previous slow ends.

The Osyluth will serve the wizard at its best whether fighting or not. At the end of the spell duration the Osyluth is free from any control but the ice body collapses. This aspect of the spell was designed to save energy (read: have a low level spell) and to prevent an angry Osyluth from ripping the wizard apart at the end of the spell.

If the wizard gives the Osyluth a magical item it will serve for a day per 1000 xp value of the item (rounded down). In this case as soon as the Baatezu gets the item the ice body is destroyed, the Osyluth is left free and an instant later it comes back with its true body.

Tor Kamal's Icy Death From The Sky (Conjuration, Evocation)
AttributeValue
Range30 yards + 10 yards/level
ComponentsV, S, M
Duration1 round
Casting Time7
Area of Effect5 yards per 3 levels radius cylinder
Saving ThrowSpecial
AuthorDarknight

This spell causes ice stalactites to fall from the sky directly to the area of effect. During the duration of the spell in the cylinder ground movement is halved and flying is impossible, creatures caught while flying are not allowed to save to halve damage and fall normally to the ground; melee combat, spellcasting and use of psionics is impossible.

Damage from the impact is 1d6 per level of the caster (save vs. paralyzation to halve). The victims must also save vs. spell to avoid being knocked over and stunned for 2-8 rounds.

During the 4 rounds following the casting everyone in the area of effect suffers 1d4 points of damage from cold unless properly dressed or otherwise protected (the magical ice melts and lowers temperature).

The material component for the spell is a pinch of diamond dust wich must be thrown by the wizard over his head.

Tor Kamal's Impossible Dimension (Illusion, Dimension, Mentalism)
AttributeValue
Range0
ComponentsV, S, M
Duration1 round per level
Casting Time7
Area of Effect20 yards + 1 yard per 2 levels radius
Saving ThrowSpecial
AuthorDarknight

This spell warps the reality to make it impossible for the beings caught in the area of effect to understand what's happening around them.

All the senses of the victims are affected and it's impossible to understand who's who, where's where and what's what. In other words they fight with a -6 penalty to all attack rolls and -4 to the AC. Spellcasting is impossible and all psionic checks are at -4 (no line-of-sight powers may be used). Note that spells and psionics that enhance the senses give no help against this spell, Mind Blank, True Seeing (but no other divination of lesser power), psionic Mind Bar and such spells and powers reduce the effectiveness of the Impossible Dimension (treat the users as if they saved succesfully). Of course a Wish or (maybe) a Limited Wish will cancel the entire spell as does Dispel Magic (with half chance of success).

The material component of the spell is a mirror wich is broken during spellcasting.

The saving throw to disbilieve this spell is at -4 and it's always possible to disbelieve. Even if it is successful the victims are a bit disoriented for the entire duration (-2 or -10% to all rolls). Note that most low-powered beings are likely to fear the caster if they become victims of this spell and will act accordingly (read cowardly) in the future.

The caster must save vs. spell or be disoriented (again -2 or -10% to all rolls).

Tor Kamal's Lightning Speed II (Universal, Alteration)
AttributeValue
Range0
ComponentsSpecial
DurationSpecial
Casting Time1
Area of EffectThe caster
Saving ThrowNone
AuthorDarknight

This spell works exactly like the 4th level one but the caster gains automatically initiative in the next round.

Tor Kamal's Recall Shadowy Memories (Illusion, Enchantment)
AttributeValue
RangeTouch
ComponentsV, S, M
DurationUp to 1 hour per level
Casting Time1 round
Area of EffectCreature touched
Saving ThrowNegates
AuthorDarknight

This spell allows the recipient to remember one distant period of time, it's length depends on the level of the caster.

The recipient must have at least a very distant recall of that period, no metter how small, if this condition is met then the spell may be cast successfully.

The recipient falls in a comatose sleep (but it's easy to wake him with a slap or the like) and lives a second time all the intended events, the wizard and anyone near may see a shadowy shene of that time period and assist to everything as it happened.

At the end of the time period (wich may not be more than 1 hour per caster level at each casting) the recipient wakes and has a perfect recall of that period, than time will again start to erode it...

The material component for the spell is a campfire or brazier in wich rare incense and herbs are burnt, their smoke is inspired by all the peple who wants to see the shene, it also forms the shadowy shene itself.

Tor Kamal's Shadow Permanency (Universal, Enchantment, Illusion)
AttributeValue
RangeSpecial
ComponentsV, S
DurationSpecial
Casting Time7
Area of EffectSpecial
Saving ThrowNone
AuthorDarknight

Any non clerical spell may be the target of a Shadow Permanency as long as it is not instantaneous or permanent. Single exceptions exist of course, they include but are not limited to many spells with a special duration (Time Stop and Wish are the first of the list). Note that there is no constitution loss.

This spell may seem even more powerful than the 8th level Permanency but this is in no way true. Here follows a list of the differences between the two spells.

  • The spell lasts only as long as the caster firmly believes in it, should he have any doubt (no matter why) then the spell is negated and the permanent spell is also dispelled.
  • Spells of at least 7th level that disrupt illusions will entirely negate the whole enchantment.
  • Dispel magic vs. this spell is rolled at +10%. However if the spell rendered permanent is the target then Dispel Magic automatically fails.
  • The recipient (object, area or being) radiates very strong magic of the appropriate schools.
  • If a being has a 25 intellingence is considered to be automatically resistant to any possible effects of the permanent spell.
Tor Kamal's Specific Gate (Conjuration/Summoning, Dimension)
AttributeValue
Range30 yards
ComponentsV, S
DurationSpecial
Casting Time7
Area of EffectSpecial
Saving ThrowNone
AuthorDarknight

This spell is nothing more than a Gate to one specific plane. Being the plane fixed the spell consumes less energy and is of a lower level than the multi-purpose Gate, the spell also has a faster casting time.

Level 8

Tor Kamal's Multispheres (Evocation)
AttributeValue
Range110 yards + 10 yards per level
ComponentsV, S, M
DurationInstantaneous
Casting Time8
Area of EffectOne 20-foot radius sphere per 2 levels of the caster
Saving Throw1/2
AuthorDarknight

By means of this spell the caster enhances the effect of the Grand Unified Blast. The 3rd level spell creates one sphere, this one creates one sphere per 2 levels of the caster, otherwise the two are the same. Tor Kamal's Multispheres may create the effects of any one of the known versions of Grand Unified Blast. A wizard that knows Iceball, Fireball and Lightningball may cause cold, fire or electric damage. All the spheres deal damage of the same type. Note also that overlapping areas do NOT result in greater damage.

Tor Kamal's Obsidian Breath of the Dragon (Shadow, Evocation)
AttributeValue
Range0
ComponentsV, S, M
DurationInstantaneous
Casting Time1
Area of EffectSpecial
Saving Throw1/2
AuthorDarknight

This spell causes an obsidian sphere approximately 2" in diameter to become overloaded with the power of the plane of shadow, this makes the sphere grow until it reaches a diameter of about 10" (without affecting weight). Upon reaching the maximum size the sphere explodes in a cone five-feet wide at the base, fifty-feet long and a hundred feet in diameter at its far end or a hundred-feet long and fifty-feet in diameter at its far end. Everyone into the area suffers 1d10 points of damage per level of the caster, the damage is both from cold and from abrasion.

The spell may also be used to neutralize the breath of the Athasian Dragon this will be the only effect if cast in such a way. This use of the spell is the main reason for its name also as the mage changed it after a brief meeting with Borys.

Tor Kamal's Past Duplication (Dimension, Alteration)
AttributeValue
RangeSpecial
ComponentsSpecial
DurationSpecial
Casting TimeSpecial
Area of EffectUp to one being and its opponents per level
Saving ThrowNone
AuthorDarknight

This spell warps the flow of time to duplicate part of the events of the previous round.

The affected creatures are all the cretures engaged in combat (melee, magic, missile...) with the initially targeted creatures. All the creatures that are affected by the spell live exactly the same experiences of the round precending the one in wich this spell is cast.

The best way to explain the exact way this spell works is an example as it creates several paradoxes.

In round 1 - Tor Kamal shoots a Lightning Bolt doing 32, 16 and 32 damage points to his opponents, his friend Sarim uses Haste on the party, Cet attacks and does 19 points of damage to his opponent but also looses 7 points, finally Duokin uses Ballistic Attack and does 4 points of damage to a far attacker who also manages to hit Duokin for 6 points with his bow.

In round 2 - Realizing that round one was very good and another one like that would be enough to kill all the opponents and flee from the oncoming Borys Tor Kamal casts Past Duplication using himself and his comrades as the primary targets of the spell. A Lightnign Bolt strikes the same 3 beings for 32, 16 and 32 damage points, Sarim's Haste has no further effect (since its effects are not cumulable), Cet does 19 points of damage and looses other 7, Duokin' Ballistic Attack does 4 points of damage and the arrow inflicts him 6 again.

At the end of round two this is the situation:

  • Tor Kamal has effectively used one 3rd level spell and one 8th level spell, his opponents have lost a total of 64, 32 and 64 hit points respectively.
  • Sarim has used one 3rd level spell.
  • Cet has lost 14 hp and his only opponent has lost 38 hp.
  • Duokin has spend the psps to activate ballistic attack only once, has lost 12 hp and his opponent has lost 8 hp.

IMPORTANT: the casting of this spell counts always as the first action of the round ignoring initiative. Also the DM has discretion on the exact effects of the spell should problems arise.

Tor Kamal's Rage of the Land (Enchantment, Necromancy)
AttributeValue
Range10 yards per level or 10 miles per level
ComponentsV, S, M (see below)
Duration1 turn + 1 turn per level or see below
Casting Time7 or 1 hour
Area of EffectOne defiler mage
Saving ThrowSpecial
AuthorDarknight

This spell is a most powerful revenge of the land upon the defiler mages. The land itself is given by the spell the ability to damage the defiler every time he tries to steal its life force. There is no initial saving throw vs. this spell but one is granted versus certain effects. When the defiler tries to cast a spell he must roll a saving throw vs. paralization with a +2 modifier or be interrupted and loose the spell, then consult the following table and apply the opportune effects:

Spell levelPunishment from the Land (as if it was caused by a 15th level wizard)
1Save vs. spell at -2 or be slowed as per the spell, duration is in turns instead of rounds.
2Save vs. spell at -4 or be slowed as per the spell, duration is in turns instead of rounds.
3Slowed, duration is in turns instead of rounds.
4Slowed, duration is in hours instead of rounds.
5Save vs. spell (only if Enchanter) at -2 or suffer the effects of Chaos, duration is in turns instead of rounds
6Save vs. spell (only if Enchanter) at -2 or suffer the effects of Chaos, duration is in hours instead of rounds
7Save vs. spell at -3 or be Feebleminded. No other modifier may be applyed to the roll. Duration is 9 days.
8Save vs. spell at -4 or be Feebleminded. No other modifier may be applyed to the roll. Duration is 9 days.
9Subject to Geas (he must leave the path of defiling forever).
10Subject to Geas (he must leave the path of defiling forever).

In any case the defiler gets 2 * level of the spell damage points with no saving throw or magic resistance check allowed.

The spell may be cast in two separate ways: the first has casting time 7 and a duration of 1 turn + 1 turn per level, the other requires a material component wich must be defiler ash and a garment. Both must be from the designated target. At the end of a 1 hour ritual (wich has strong druidical influences) the spell comes into effect and its duration will be 1 day per level of the caster.

The defiler is instantly aware that casting defiler spells is extremely dangerous, the enchantment itself informs him. At the DM's option If the defiler wants he may cast spells as a preserver but he counts as being at least 4 levels lower than his true one when determining duration, effects... Note that after it is cast the range of this spell is considered infinite as it travels with the defiler.

Level 9

Tor Kamal's Blizzard of Destruction (Alteriation, Evocation)
AttributeValue
Range500 yards
ComponentsV, S, M
Duration5 rounds
Casting Time1 round
Area of Effect100 yards radius, 500 high cylinder
Saving ThrowSpecial
AuthorDarknight

By means of this spell the caster summons massive magical energies wich give him the power of the Air, Ice, Lightning and Shadow planes.

Every round of its duration brings destruction upon the enemies of the wizard in a different way:

  1. The area is covered by massive clouds made out of the plane of Shadow, visibility is reduced to 10 yards (30 yards if a successful magic resistance roll is made) by a dense and strange mist wich appears in all the area of effect. The temperature of the ground instantly drops far below zero creating an icy cover wich slows movement by 50% and makes it 50% probable that a creature trying to move slips and falls (as per Ice Storm). Both these effects will last until the end of the spell duration. As the ice is totally natural no magic resistance roll against its effects is allowed.
  2. Impetuous winds blow in the entire area, flying is impossible by any means (natural or magical) and creatures caught in mid air at the start of the round fall on the ground and suffer normal impact damage (magic resistance against the wind is rolled at -40% given its semi-magical nature). From now on spellcasting within the area of effect is impossible and there's a 15% chance that a creature will slip and fall remaining still, while moving ones are 80% likely to fall. Once a creature is fallen there's no chance it will be able to stand again as it continues to slip on the icy surface. Note that all the slipping creatures may not leave the area of effect thanks to the wind. At the end of the round an hailstorm equal in effects to a double-damage Ice Storm affects all the creatures into the area of effect, no saving throw is allowed vs. this damage but magical and other resistances do apply.
  3. Gates to the plane of lightning open everywhere in the area of effect channeling devastating electrical discharges: everyone in the area of effect is hit by the equivalent of a 13-dice Lightning Bolt (save for half damage). Magic resistance does not protect against this damage as it is produced by natural lightnings and the spell is only indirectly responsible for it, resistances vs. electricity do apply.
  4. The lightnings (just like normal ones) produce in this round a side effect as all the creatures in the area of effect are affected by Power Word, Stun. In this case the usual 90 hp limit for the spell does not exist and creatures with 91 hp or more are affected as if they had 90 hp.
  5. At the end of this round the wind calms, the ice vapors and the clouds part in a single instant.

As the body of the wizard would not be able to survive the sheer power of magic that he wields during the casting of the spell he needs one PERFECT obsidian sphere (4" radius) to store and channel the energy, this will cost no less than 1000 gp and is slowly destroyed during the spell duration (this means that should the spell fail the sphere is intact), also the sphere must have been with the wizard for at least 2 days.

After casting this spell the wizard looses the ability to cast spells for the remainder of the day, the only spell he will be able to cast is one Teleport, Teleport Without Error or similar one and it may be cast only within an hour after the Blizzard (this aspect of the spell was specifically designed to provide the weakened wizard a fast escape in case of need). The following day the wizard will be able to cast spells up to 2nd level, two days later up to the 4th, after two days more the maximum level will be the 6th and so on. A Restoration will count as 6 elapsed days, the wizard and the priest will not age. During the whole recovery time specialist wizards are able to cast spells from theyr school one level higher than normal (3rd level from the first day, 5th level from the second day...).

This spell was designed by Tor Kamal after his first (and unfortunate) visit to Ur Draxa, he was driven mad with fury as he discovered that lots of defilers were living in the green and beautiful city while the remainder of Athas was a burnt desert under the sun. For an entire year he devoted his life to this spell but the results are worth all the sacrifices.

NOTE: A defiler wizard may cast the spell without ill effects during the following days but the entire area of effect would be a lifeless waste covered by defiler ash. Needless to say any defiler that tried to steal the secret of this spell died in the MOST painful way Tor Kamal was able to find.

Tor Kamal's Greater Ice Barrier (Evocation, Abjuration, Ice)
AttributeValue
RangeTouch
ComponentsV, S, M
Duration1 turn + 1 turn per 2 levels
Casting Time4
Area of EffectUp to four creatures
Saving ThrowNone
AuthorDarknight

The spell creates a barrier made of minute ice particles. The shiny surface absorbs and/or reflects different types of damage, the most powerful protection is against fire and ice.

Fire/Heat/Ice/Cold typeEffects on damage (Not saved - Saved)
NormalNone
Magic, Level 1-3None
Magic, Level 4-6* - None
Magic, Level 7-91/4 - *

* Damage is equal to half the number of dice wich should normally be rolled: a 10-dice Fireball would inflict 5 damage, a Burning Hands would inflict 1 damage and a 7-dice Cone of Cold 4 damage.

Note that save is always allowed against spells of up to 6th level.

It is also effective vs.

  • Electrical damage - 70% chance of reflection (attacker suffers full effects, protected creature none)
  • Acid/Liquid - 1/2 damage, 1/4 if save is successful, save at +2
  • Sonic attack - Save at +2

The spell does not protect against damage sources not stated above.

The material component of this spell is a pearl or at least 300gp value wich is crushed while casting.

Tor Kamal's Mnemonic Enhancer (Universal)
AttributeValue
RangeTouch
ComponentsV, S
DurationSpecial
Casting Time1 Turn
Area of EffectA magic user
Saving ThrowNone
AuthorDarknight

Tor-Kamal the Athasian warlock took the inspiration for this spell pondering on the great versatility but relative power of the 4th-level Rary's mnemonic enhancer creating a new spell with less flexibility and increased potency more near to his needs.

This spell allows the caster to choose one of two options:

  • The recipient may memorize one spell for each level he is able to cast much like a specialist, he must choose all the extra spells from up to three schools (the schools may be of philosophy, of effects or chosen by any other criteria allowed by the DM).
  • The recipient may memorize up to a maximum of 18 levels of spells with the limitations stated in the following table. This second option is good to boost up the ability of relatively low-level spellcasters significantly.
Spell LevelMaximum Spells
14
24
33
43
53
62
72
82
91
101

The spells memorized by means of this enchantment take half time to memorize (for those of you who use this rule) and will remain in the recipient's mind until cast.

This is a truly powerful enchantment but has its own hindrances.

  • The recipient will radiate STRONG magic of the appropriate school until he has cast the last extra spell; it will be almost impossible to hide the aura or alterate it with spells like Nystul's magical aura (and this is a very nasty thing PARTICULARLY if you live on Athas).
  • The recipient must have an intelligence/reason of at least 15 otherwise the spell will cause him to fall unconscious for 1d3 days. Furthermore it's possible (20% chance) that he will loose one point of intelligence permanently (a successful saving throw vs. spell negates this effect).
  • Once a spell is chosen it cannot be changed with any means short of a Wish (but using a Wish in this way would be al least pointless in most situations).
  • All the extra spells must be cast and cannot be discharged either by will of the recipient or by means of Dispel magic more powerful negations such as Mordenkainen's Disjunction may work at the discretion of the DM. A Wish will always work.
  • The recipient must have a mage-like spellcasting ability (normal priests are NOT eligible targets but wizardly priests are), he also must be totally willing, note however that it's not required that the recipient knows the truth about this spell and its effects.
Tor Kamal's Reverse Aging (Alteration, Abjuration)
AttributeValue
Range0
ComponentsV, S, M
DurationPermanent
Casting Time1 hour
Area of EffectThe caster
Saving ThrowNone
AuthorDarknight

This spell was developed by Tor Kamal to get rid of the curse of his patron and restore his normal aging when he was almost a child and faced the lost of his ability to cast spells. Although never experimented to do so the spell should make normal people become younger and younger as time elapses.

The material component for this spell may vary greatly from one creature to the other. In Tor Kamal's case it was fresh defiler ash, diamond powder and some drops of blood from a child.

Tor Kamal's Raiot Storm (Evocation, Conjuration)
AttributeValue
Range1 mile
ComponentsV, S, M
DurationIstantaneous
Casting Time1 round
Area of EffectHalf mile radius area
Saving ThrowSpecial
AuthorDarknight

By means of this spell the caster summons massive energies from the plane of lightning. At the end of the casting time the wizard must shout "Raiot!" and throw the material component to the ground before him while standing before his intended target(s).

As the gem is crushed by the sheer magical power of the spell huge lightnings depart from it and form high arcs into the sky before they discharge striking unerringly.

Eligible targets include (but are not limited to): creatures, buildings and trees. The targets may vary from one to several thousands depending on the amount of damage the wizard wants to cause to each of them, due to the great concentration needed to conjure all the magical energy and control it until it is ready to be released the spell may not be easily tuned to the number of recipients. In addition all the targets must be at least half mile far from the caster, the lightnings won't strike within this distance.

Number of targetsDamageAdditional Damage
up to 100001d4+11
up to 10003d42
up to 1008d64
up to 1010d107
1See Below10

If the entire spell effects are directed to one target it must save vs. spell at -3 or be instantly disintegrated (the size of the target must be considered: a fortress may not be entirely destroyed but its access portal could), otherwise it takes 20d10 points of damage. Spells of less than 8th level may not protect the single target, even and Anti-Magic Shell and magical resistance (if the check is successful) will only reduce its effects (10d10 damage).

All the creatures within 10 yards from the caster must save vs paralization or be deafened and stunned for 1d4 rounds by the roar of the lightnings, the wizard gets a +1 bonus to the save.

The material component for the spell is either a diamond or a star sapphire wich must be of at least 10000 gp value. If the used gem is a star sapphire for each 5000 gp over the base value add the value in the Additional Damage column of the table as the stone allows greater power to be stored. Needless to say it is impossible to find even the smallest piece of the original gem after the spell is cast.

The spell was mainly designed for battle and siege.

Tor Kamal's Wrath Upon Magic Resistance (Universal, Alteration)
AttributeValue
Range60 yards
ComponentsV
Duration1 turn + 1 round/level
Casting Time1
Area of EffectOne creature
Saving ThrowNone
AuthorDarknight

This spell is similar in effects to Lower Resistance but much more powerful. The reduction of magic resistance is equal to 4% per level of the wizard, of course no magic resistance check is allowed to prevent the spell effects.

Priest Spells

Note: Spells are separated into spheres based on the Earth, Air, Fire & Water supplement; DMs without access to that book should reclassify the paraelemental spells into the most appropriate elemental spheres (e.g., Eyes of the Sun would be under the Sphere of Fire).

Priest Spells by Level
Level 1
  • Narhwal's Blistering Pain (Alteration)
Level 2
  • Clean (Alteration)
  • Enhance Weapon with Fire (Alteration)
  • Make Flammable (Alteration)
  • Mend Bone (Alteration, Necromancy)
  • Curse non-fire Weapons (Alteration)
  • Minor Elemental Wall (Alteration, Evocation)
  • Unerring Concentration (Abjuration)

All 820 monsters in the Netbook Bestiary