Intelligent Mist
| Intelligent Mist | Class I (Messengers) | Class II (Guardians) | Class III (Monarchs) |
|---|---|---|---|
| Environment | Plane of Air | Plane of Air | Plane of Air |
| # Appearing | 1 | 1 | 1 |
| Intelligence | 10–12 | 13–15 | 16–19 |
| Alignment | Neutral | Neutral | Neutral |
| Hit Dice | 2 | 4 | 6 |
| Armour Class | 4 | 2 | 2 |
| THAC0 | 17 | 15 | 13 |
| # Attacks | 1 | 2 | 1 |
| Damage Attack | 1d2 | 1d6 | 1d6 |
| Special Attacks | Suffocation | Suffocation | Suffocation, Spellcasting |
| Special Defense | Dissipate | Dissipate | Dissipate |
| Exp. Points | 300 | 800 | 2500 |
Description
Intelligent mists are normally solitary creatures who exist on the elemental plane of air. They normally only occur on the prime material plane when summoned by a talking mist, attacking mist or magic mist spell, which summon a mist of class I, II, and III respectively.
Combat
messenger mists (class I) only attack in self-defense, and even then they can avoid a conflict by dissipating. Guardian mists (class II) attack by making whip-like appendages semi-corporeal. On an attack roll of 20, the mist has succeeded in either suffocating its enemy which causes 1d6 point damage for each roll (no attack roll necessary) until the victim is dead or the mist is destroyed.
When a mist’s hit points reach 0 on the prime material plane, the creature is not killed, but is sent back to it own plane. Killing it on its own plane does kill it.
Monarch mists (class III) have the following spells which they can cast once per day: wall of fog; fog cloud; darkness, 15-foot radius; gust of wind; wind wall and lightning bolt. They cast these as 7th-level wizards.
The material component for a magic mist spell is a piece of paper with the orders for the mist written on it, which must be burnt in the casting. The ink used must be extracted from rare berries, worth at least 20 gp.
Also in this section of the source
Malar’s Alcohol Detonation (Alteration, Evocation)
- Range: 60 yards
- Components: V, S
- Duration: Instantaneous
- Casting Time: 5
- Area of Effect: Special
- Saving Throw: Special
- Author: Keith Taylor
This rather mean-spirited spell causes alcoholic beverages within the area of effect to detonate violently. Fluids which are already within a being’s system are immune to this effect, but a drink being held to one’s mouth at the time of detonation will still explode. The wizard designates a spherical area of effect somewhere within range as his target point (with a maximum radius of 3 yards, and a minimum radius of ½ foot). All such beverages within this area will then immediately blow up. Damage caused (in hit points) and blast radius (in yards) by drink and quantity are detailed below:
| Drink Type | Quantity Present: 1 cup | 1 bottle | 1 keg | Barrel or larger |
|---|---|---|---|---|
| Beer | 1d3, ½ | 1d4, 1 | 1d4, 2 | 2d4, 4 |
| Ale | 1d4, 1 | 1d4, 2 | 1d6, 3 | 3d4, 4 |
| Wine | 1d4, 1 | 2d4, 2 | 2d4, 3 | 2d6, 4 |
| Mead | 1d6, 2 | 2d6, 3 | 4d4, 4 | 3d8, 5 |
| Liquor | 1d10, 2 | 3d6, 4 | 2d12, 5 | 5d8, 6 |
Amounts of damage are added, and blast radius is determined by using the greater radius. For example, if the spell were directed at a table with three glasses of wine and a bottle of whisky, the blast radius would be 4 yards and the damage caused would be 3d4+3d6. A liquor cabinet or wine cellar has the potential for much destruction with this spell.
Beings within the blast radius may make a saving throw versus spell to take only half damage, unless they were drinking from an exploding liquid at the time, in which case they must save or take double damage (double from that explosion only).
The explosion may cause incidental fires, and tends to leave behind rays of black carbonization on materials within the radius.
Master of Arms (Alteration)
- Range: 0
- Components: V, S, M
- Duration: 1 turn per level
- Casting Time: 4
- Area of Effect: Person touched
- Saving Throw: None
- Author: Jim Vassilakos
The recipient of this spell temporarily gains an extra proficiency in any single weapon up to a double specialization. Note that the spell may also enable the recipient to use an otherwise non-proficient weapon. The spell lasts for its duration or until another weapon is used by the recipient. Up to three of these spells may be stacked on a single weapon, transforming a non-proficiency into a double specialization. The material component is the weapon in which the proficiency is to be gained, which must be touched by the recipient of the spell and is not consumed in the casting.
Matthew’s Hellfire (Elemental (Fire), Invocation/Evocation)
- Range: 5 yards per level
- Components: V, S, M
- Duration: Instantaneous
- Casting Time: 5
- Area of Effect: One creature
- Saving Throw: Special
- Author: Nathan Sugioka
This spell causes white-hot flames to appear around an opponent’s body, causing 1d6+1 points of damage per level of the caster. A saving throw for half damage is allowed, at a −2 penalty. The material component is a small ruby of at least 100 gp value.
Matthias’ Rainbow Doom (Invocation/Evocation)
- Range: 10 yards + 10 yards per level
- Components: V, S
- Duration: Instantaneous
- Casting Time: 5
- Area of Effect: One 10×10 feet square
- Saving Throw: ½
- Author: Matthias
This spell creates 8 types of attacks and hurls them into the target area. The attack forms are: cold, fire, electricity, acid, poison, magic missile, energy drain, and physical blow. Any creature hit will be hit by 1 to 6 types of attack, and each attack does 1 HP per wizard level, maximum of 30 HP per type. Note that the creature can be immune to some attacks and not others. A successful saving throw reduces each type of damage taken by half.
Meillikhom’s Room of Seclusion (Alteration)
- Range: 0
- Components: V, S, M
- Duration: 1 week per level
- Casting Time: 1 turn
- Area of Effect: 10×10 feet square
- Saving Throw: None
- Author: Lynn Sargent
With this spell, the wizard can create an extra-dimensional room (5-foot cube per level) with one side adjacent to an unbroken 10×10 feet square (i.e., one that has no doors, windows, or other such openings). The surface area (which must be touched) now acts as a phase door into the secluded room. The room can be of any shape and size up to the limit of the spell but at least one side must be at least a 10×10 feet area. Thus, the room could be rectangular, pyramidal, hemispherical, etc. The room lasts for 1 week per level of the wizard, or until dispelled.
The wizard may bring any item, materials, etc. as he desires into the room, so long as the object can fit through the phase door and is touched by the wizard (and only by the wizard).
At the end of the spell’s duration, anyone or anything still within the room is now trapped in that extradimensional space. escape is only possible through other extraplanar travel. This also occurs when a dispel magic or similar magic is cast against the phase door area.
The phase door itself is detectable by any means available that can detect magical auras, but the room itself can only be contacted through extraplanar means. Spells such as clairvoyance and clairaudience will not detect the extraplanar room but will instead detect whatever was on the other side of the phase door surface.
The material component of this spell is a miniature hollow golden cube of at least two inches.
Mental Ledger (Alteration)
- Range: 0
- Components: V, S, M
- Duration: Permanent
- Casting Time: Special
- Area of Effect: The caster
- Saving Throw: None
- Author: Geoffrey Edward Fagan
This spell enables the wizard to record spells in an unused portion of his brain, just as if it was recorded in a spellbook. The wizard can record three spell levels for each level of experience. This will enable the wizard to memorise spells as if the wizard were reading the spells from a spellbook.
If the wizard wishes to change the spells memorised therein, then the wizard must recast mental ledger to change the contents. The casting time of the spell is one hour per spell level to be memorised.
The material components of this spell is a slate of pure quality lead crystal of no less than 5000 gp value which disappears after the spell is cast.
Meral’s Minor Bang (Evocation)
- Range: 10 yards + 10 yards per level
- Components: V, S, M
- Duration: Instantaneous
- Casting Time: 5
- Area of Effect: Special
- Saving Throw: Special
- Author: Ken Arromdee
This spell brings into being a microscopic quantity of anti-matter wherever the wizard decides within range. The anti-matter will detonate instantly with whatever matter happens to be there, doing considerable damage to creatures, depending on the range from the blast. If it materializes in a vacuum, embedded in a force field, or other place without matter, the spell dissipates. The major effect is to cause a fireball-like blast affecting things within 20 yards of ground zero, causing 1d6 points per level of the wizard, up to a maximum of 12d6, with a saving throw for half damage. Targets immune to fire or normal physical attacks take only half of the result, and targets immune to both take none.
The spell will also affect creatures made of living tissue as follows, depending on the distance from the centre of the blast:
- Centre up to 20 yards: the creature will die of radiation sickness in 2d6 days unless a cure disease spell is cast on it or unless it is immune to disease, and it will be permanently blinded (until cured), its optic nerves having been destroyed.
- 20 to 40 yards: unless immune to disease, the creature will be afflicted with radiation sickness that will cause it to die in 1d3+1 weeks. Furthermore, it will be blinded for a period of one week.
- 40 to 60 yards: one hour later, the creature will become violently ill with radiation sickness, with an effective −2 each to Constitution, Dexterity, and Strength, until a month passes or it rests for half a day per level of the wizard. Blindness also occurs, lasting 1d6 days. The penalties for radiation sickness also apply to terminally ill creatures at less than 40 yards.
- 60 to 80 yards: the creature will become mildly ill (no game effect), and will be blinded for one day.
The target must make a separate saving throw for radiation and for blindness damage, and if it succeeds it keeps making saving throws until it fails. Each success reduces the effect to that of one level farther out. The radiation passes through solid objects, but each 6 inches of stone or yard of water reduces the effect to the next outwards level. A sufficiently wide barrier, such as a wall, will eliminate the blindness entirely.
Creatures not made of flesh, like xorns, but that still see using eyes, are affected by the blindness only, not by the radiation. Creatures such as elementals or golems are unaffected by either. Undead and creatures from the lower planes are not blinded by the light, but take extra damage from it of 3d6, 2d6, 1d6, or nothing depending on their distance from the targeting point of the spell.
The wizard can optionally materialize the anti-matter inside a creature or thing. A creature gets a saving throw versus petrification, and an object a saving throw versus crushing blow. If it fails, it takes double damage, but all others automatically make the saving throw for half damage and one saving throw against the radiation. This version works only against corporeal creatures. Against fortifications, the spell does one structural point per level if materialized inside, half damage otherwise.
The material component of the spell is a mushroom.
Merlin’s Mystical Bubble (Invocation/Evocation)
- Range: 15 yards
- Components: V, S, M
- Duration: 1 day + 1 hour per level
- Casting Time: 4
- Area of Effect: 10-yard diameter sphere
- Saving Throw: None
- Author: The Wizard
This spell was developed by Merlin, probably with the assistance of Leomund. The spell creates a bubble with a diameter of 10 yards. The caster and all those friendly to him can enter this bubble and use it as a method of transport in hostile climate (movement rate 20 yards per round). The bubble is impenetrable by the elements, hostile creatures, and weapons of less then a +4 magical bonus. Inside the bubble the interior climate remains exactly the same as when the caster created it. There always is enough air for the spell’s duration. This spell can travel safely into all terrains, including extraplanar ones. The material component is a bit of soapy water, which the caster must blow a bubble with.
Metal Transformation (Alteration)
- Range: 10 feet
- Components: V, S, M
- Duration: Permanent
- Casting Time: 1 round per pound
- Area of Effect: One pound per level
- Saving Throw: Special
- Author: Kai Rottenbacher
This spell causes metals to transform into another metal. The change is permanent and completely irreversible except by another spell of this kind. The following table shows which metals can be affected and into which metals they could be changed at which level of the caster:
| Wizard’s Level | Metals affected |
|---|---|
| 9–11 | — |