One 8 HD greater quasi-elemental
| Statistic | Value |
|---|---|
| Intelligence | low (5–7) |
| Alignment | neutral |
| Armour Class | 2 |
| Movement | flight, 24 (A) |
| Hit Dice | 8, 12 or 16 |
| THAC0 | 13, 10 or 8 |
| Number of Attacks | 1 |
| Damage per Attack | 4d6 |
| Special Attacks | see below |
| Special Defence | needs +2 or better weapon to hit |
| Magic Resistance | nil |
| Size | M (3-foot sphere) |
| Moral | champion (15–16) |
| XP Value | 2000, 6000 or 10,000 |
Description
| Roll | Result |
|---|---|
| — | One 8 HD greater quasi-elemental |
| 66–85 | One 12 HD greater quasi-elemental |
| 86–95 | One 8 HD xag-ya (see the Monster Manual II) |
| 96–00 | One 16 HD greater quasi-elemental |
Greater Quasi-Elemental
A greater radiance quasi-elemental inflicts 4d6 points of energy damage (double damage to creatures directly affected by sunlight), and all within 10 feet must save versus petrification or be −2 to hit from the blinding light. Light and energy attacks do not harm them. Fire and heat do only half normal damage. Cold and water attacks do double damage. Continual darkness keeps them at bay.
Also in this section of the source
Continual Fly (Enchantment)
- Range: 0
- Components: V, S, M
- Duration: Special
- Casting Time: 5
- Area of Effect: Creature touched
- Saving Throw: Negates
- Author: Unknown
This spell functions as the 3rd-level fly except that the duration applies to time actually spent flying, not time elapsed since the casting of the spell. Eg., you can use half the duration today and the other half tomorrow.
Continual Invisibility (Illusion)
- Range: 0
- Components: V, S, M
- Duration: Special
- Casting Time: 5
- Area of Effect: Creature touched
- Saving Throw: Negates
- Author: Unknown
This spell causes the subject to become invisible, as per the 2nd-level invisibility, except that instead of having a duration of 24 hours, it has a duration of 1 turn per level of the wizard of actual use. Eg., if cast at tenth level, the subject could decide to use 50 minutes worth today and the other 50 minutes worth tomorrow. Note that this is not improved invisibility, i.e., as soon as the subject makes an attack he becomes visible again. While he can become invisible next round if there is still unused duration in the spell, his opponent can make an attack on him; thus the spell confers no combat advantage after the first round.
Continual Secret Light (Alteration)
- Range: 60 yards
- Components: V, M
- Duration: 1 turn per level
- Casting Time: 1
- Area of Effect: 20-foot radius
- Saving Throw: Special
- Author: Niels Ull Jacobson
This spell acts the same compared to continual light, as secret light does compared to light. Preliminary research seems to indicate the spell requires at least an ounce of blood from the wizard.
It also seems that it would be possible to make a magical lantern, whose light would only be visible to the person holding it. The exact process of its manufacture is not very clear, however, and the spell has been reported to fail regularly.
Create Dining Room (Conjuration/Summoning)
- Range: 10 feet
- Components: V, S, M
- Duration: 2 hours per level
- Casting Time: 1 turn
- Area of Effect: 50 square feet per level
- Saving Throw: None
- Author: Kai Rottenbacher
This spell (like the other room spells) creates the interior and supplies of a room (in this case a dining room). It contains a large hardwood table (30 feet square per level), one soft chair per level, one soft header chair for each end of the table, a complete set of tableware per seat (including 6 forks, 6 knives, 6 spoons, a desert spoon, a bread knife, 6 plates, 8 glasses (or mugs), a cloth napkin), one silver covering bowl fitting for each plate, one candlestick per 3 levels (including lit candles burning for the duration of the spell), one flower arrangement per three levels, a white damask table cloth fitting the table perfectly, name cards for each seat (holding names if desired), and some other minor necessities. It does not include food. This spell creates only the interior of the room; it doesn’t create the walls, floors, or ceilings.
The material components are a tiny piece of cloth, a tiny piece of silver, a tiny piece of glass (or crockery if mugs are desired), and a tiny piece of wood. As with all other room spells, the spell can be cast with a one turn casting time or with a snap of the fingers; the second version requiring the caster to use the material components during memorisation, adding a full 15 minutes to the normal memorisation time. Again, as with the other room spells, this one cannot be used for combat purposes, nor can anything from it be sold from it.
Dardan’s Siccating Parchment (Evocation)
- Range: 0
- Components: V, S, M
- Duration: 7 rounds
- Casting Time: Special
- Area of Effect: 30-foot radius
- Saving Throw: Special
- Author: Craig Singsank
Dardan’s siccating parchment is identical to Dardan’s dehydration except as noted below. This spell is highly unusual in that it must always be cast from a specially prepared parchment scroll. To begin the process the parchment must be cured by immersion in a vat of alcohol and salt for three days. While the parchment is curing, the wizard must prepare a special ink of dried blood, saliva, and diamond dust (500 gp). When the wizard has completed these two tasks, he may then inscribe the spell onto the scroll in a rite requiring two full days without interruption. Finally, the scroll must be sealed with a paste made of vinegar, clay, and lye.
Anytime after the sealing of the scroll the magic held within can be released by breaking the fragile and brittle seal. When the seal is broken a wave of rapidly expanding concentric rings of chalky beige particles will emanate from the scroll. All creatures in the area of effect except the bearer of the scroll will be effected as if Dardan’s dehydration were cast upon them.
The rite and components used in casting this spell make the parchment very frail and delicate. Special care must be taken in storing the scroll to prevent the magic from being released accidentally.
Darklight’s Concentrated Fire (Alteration, Metamagic)
- Range: 20 feet
- Components: S
- Duration: Special
- Casting Time: 1 (but see below)
- Area of Effect: One creature
- Saving Throw: Special
- Author: Keith Taylor
This Metamagic spell only adds 1 to the previous spell’s casting time, with the somatic component consisting of the caster pointing directly at the intended target. This spell brings the full force of an area effect spell to bear upon a single target. Any area effect spell of up to fourth level can be used with this magic. Offensive spells require a saving throw versus breath weapon by the target, and, if successful, the spell does 2 HP of extra damage per die with all ones rerolled. If they fail this saving throw, they take the maximum damage for the spell (as cast at the level of the caster). If the spell is not a mere damage spell, but inflicts some other effect, then the target’s saving throw versus the effect is lowered by 1 for each equivalent extra target that the spell would normally affect. In no event can this spell be used with a spell that normally affects only a single target, or with an area affect spell over fourth level.
Darklight’s Mental Stabilizer (Enchantment)
- Range: 0
- Components: V, S
- Duration: Permanent
- Casting Time: 1 hour
- Area of Effect: Creature touched
- Saving Throw: Special
- Author: Keith Taylor
This spell can help those afflicted with either natural or magical insanity. The spell will cure one specific insanity if the recipient fails a saving throw versus paralysation (the reason they must fail is that an insane person tends not to want to be sane). If a being is suffering from multiple forms of insanity, it requires multiple castings. However, only one casting can be attempted each week for a specific individual.
Darklight’s Mystical Fortitude (Enchantment)
- Range: 10 yards
- Components: V, S, M
- Duration: Special
- Casting Time: 5
- Area of Effect: Special
- Saving Throw: None
- Author: Keith Taylor
This spell is designed to help magical effects resist a hostile dispel magic spell. The fortifying effect will last as long as the magical effect it is cast upon. The material component is a diamond, the size of which determines the potency of the spell, as per the table below:
| GP Value | Resistance |
|---|---|
| 100 | +5% |
| 250 | +10% |
| 500 | +15% |
| 1,000 | +20% |
| 2,500 | +25% |
| 5,000 | +30% |
| 10,000 | +35% |
| 25,000 | +40% |
| 50,000 | +45% |
| 100,000 | +50% |
+50% is the maximum effect that can be achieved.
Darklight’s Personal Dispel Shield (Abjuration, Metamagic)
- Range: 0
- Components: V, S, M
- Duration: Special
- Casting Time: 1 round
- Area of Effect: One spell
- Saving Throw: None
- Author: Keith Taylor
This spell can be emplaced upon any other spell with an area of effect stated as "The caster" (a "personal" spell). It acts to protect the magical effect from hostile or accidental dispel magic spells. It adds +50% to the chances of it resisting a dispel magic. Note that this does not affect any area effect spell: it only affects those spells which affect the caster only. The shield only lasts as long as the personal spell’s normal duration lasts, and can only protect a single personal spell per casting. The material component is a 500 gp diamond.
Darklight’s Rubbery Aura (Alteration)
- Range: 0
- Components: V, S, M
- Duration: 3 rounds per level
- Casting Time: 6
- Area of Effect: Object or creature touched
- Saving Throw: None
- Author: Keith Taylor
This spell causes the wizard to be surrounded by an invisible field of alteration magic, which causes anything he touches to become unnaturally resilient and rubbery. In effect, anything which comes in contact with the wizard becomes as bouncy, stretchable, and rubbery as detailed in the lesser spell Darklight’s rubbery transformation. However, these things return to normal when they are outside of the wizard’s contact. Large objects are only rubbery in a local area around the wizard’s touch (a 3-foot radius).
This allows the wizard to bend bars open, bounce on the ground like it was a trampoline, and ignore all purely physical damage. A sword blow flexes into uselessness when it hits the wizard, and is "sproinged" right off his body. See rubbery transformation for details. The material component is the sap of a strange tropical tree.
Darklight’s Silent Invisible Spell (Alteration, Metamagic)
- Range: 0
- Components: V, S
- Duration: 1 round
- Casting Time: 1 round
- Area of Effect: One spell
- Saving Throw: Negates
- Author: Keith Taylor
This metamagic spell can affect any one spell of fifth level or lower. It functions to cloak all visible and audible effects of the spell, making it invisible and silent. This has the effect of reducing its damage by 2 per die (but not below 1 point per die), but making it more conducive to stealth. For example, a fireball modified by silent invisible spell would explode with normal heat, impact, and such, but would be invisible and silent. Note that this does not conceal either the caster or the spell’s victims or any sound made by them, only the visible and audible portions of the spell. It adds 5 to the casting time of the other spell, but requires no extra material components. The casting of the other spell must be started within the duration of this spell.
Darklight’s Stapling Spikes (Evocation)
- Range: 10 yards
- Components: V, S, M
- Duration: Special
- Casting Time: 5
- Area of Effect: One creature
- Saving Throw: Negates
- Author: Keith Taylor
This spell conjures several bolts of force to be directed at one large size creature or smaller within range. The victim receives a saving throw versus spell at −2 to escape its effects. Otherwise, they are knocked against the floor by a blast of force (or against a wall if more convenient) and nailed to it by glowing force spikes.
The initial bolt knocks a creature into the best possible surface, but causes no actual damage. The other bolts impale the creature’s various limbs (or body, if no limbs are available) to the surface in question, causing 1d3 points per limb. This serves to (painfully) immobilize the target creature, and typically cannot kill it due to the nature of the damage.
The spell lasts for 24 hours or until one of the spikes is removed. A creature may attempt to remove the spikes by itself, but each attempt (a bend bars roll at −25%) causes 2d4 damage to the limb in question regardless of success.
The material component is a small, rusty iron spike.
Darklight’s Summoning Hook (Conjuration)
- Range: 60 yards
- Components: V, S, M
- Duration: Special
- Casting Time: 5
- Area of Effect: One creature
- Saving Throw: Negates
- Author: Keith Taylor
This spell is based on the concept that summoning spells reach across planes to grab likely creatures: it simply targets a creature with an energy that makes that creature lots more likely to be summoned for a short time. The spell’s energy only works for 4 rounds, and each round of the spell, the creature targeted has a 3% chance (per level of the caster) to be yanked away by a summoning spell from somewhere else. Typically, summoning spells which are seeking on the plane of the caster are originating from other, parallel dimensions.
The creature remains gone for a number of rounds determined by its level or Hit Dice: the method is to consult the monster summoning spell which corresponds to its power level. The duration listed for that spell is the duration for which they should be gone. There is also a base 5% chance that the creature will never return to that location. If the creature is more powerful than the creatures that can be summoned under the 9th-level