Stone Dwarf Golem
| Statistic | Value |
|---|---|
| AC | 2 |
| Move | 6 |
| HD | 10 |
| Hit Points | 45 |
| Number of Attacks | 2 |
| Damage | 4–10/4–10 |
| Special Attacks | Hurl Rocks for 2d4 points damage |
| Special Defense | None |
| Magic Resistance | Special |
| Alignment | N |
| Size | S |
Description
This golem is immune to all spells that other stone golems are. It can produce rocks from its body and throw them up to a 30-foot range. It cannot take any other actions in any round in which it decides to do so, however.
The construction time for the golem is 3 months. The golem costs 8000 gp to make, and after casting, the wizard must make a 1d20 roll and add 2 to it. If the score is above his level, the spell fails and a new golem must be constructed. If it is less or equal, the spell succeeds.
Also in this section of the source
Dwarkanath’s Limitator (Alteration, Enchantment)
- Range: 0
- Components: V, S, M
- Duration: Until dispelled
- Casting Time: 1 turn
- Area of Effect: The caster
- Saving Throw: None
- Author: David E. Brooks Jr. and Elizabeth H. Brooks
Dwarkanath’s limitator is a highly atypical spell for magic-users as it causes the spell caster to function as a lower level wizard. All magical abilities are affected by this spell: number of spells usable, effectiveness of spells cast, and so forth. Non-magical skills and abilities such as weapon or non-weapon proficiencies, languages spoken and combat abilities are not affected by Dwarkanath’s limitator.
After the spell is cast, the character immediately begins to function as a lower level spellcaster. All spells previously memorised are not lost, but become inaccessible (except as noted below). For example, if a 10th-level wizard casts this spell to effectively become a 4th-level wizard, he does not forget his 4th- and 5th-level spells, nor the extra 1st-, 2nd- and 3rd-level spells memorised. At the time of casting, the character must announce which spells he is retaining for use and which are being made inaccessible.
In order for the wizard to regain his former abilities, the material component (a diamond of at least 2,000 gp in worth) must be crushed. The diamond need not be in possession of the caster during the course of the spell, but this is generally recommended.
During the course of the spell, experience points are accumulated normally. But, the wizard has the option of applying them to his effective level instead of his true level (this must be determined at the time of casting the spell — it cannot be changed mid-stream). If the caster’s effective level experience points match or exceed the actual level, Dwarkanath’s limitator will automatically terminate.
Dwarkanath’s limitator has one side effect: If the caster is under the effect of a polymorph self before casting the spell, it will last until the termination of Dwarkanath’s limitator. This can be useful when the magic-user is disguising himself as a lower level character.
The true level of the caster cannot be determined via determine prowess (q.v.) or through any divination magic of less than fourth level. Dispel magic will not reverse the effects of Dwarkanath’s limitator, but may cancel the effects of any polymorph self in effect. Restoration has a 3% chance per level of the priest of terminating Dwarkanath’s limitator. Also, wish can restore the character’s actual level, but not a limited wish. A limited wish can be used, however, to cause the caster to accumulate experience points against the current level if such was not the case originally.
Dwarkanath’s Morphous Bolt (Alteration, Evocation)
- Range: 10 yards per level
- Components: V, S, M
- Duration: Instantaneous
- Casting Time: 4
- Area of Effect: One creature
- Saving Throw: ½
- Author: David E. Brooks Jr. and Elizabeth H. Brooks
Dwarkanath’s morphous bolt is designed for the adventurous wizard that may face any number of unknowns. Specifically, this spell creates a bolt of some material (see below) that is projected at the target creature unerringly. The damage caused by this spell is always the same, regardless of the physical composition of the bolt: 1d8 for every 2 levels of the caster, up to a maximum of 12d8. A saving throw versus death magic reduces the damage by half.
Dwarkanath’s morphous bolt can be created with any variety of materials, such as fire, ice, water, acid, stone or any other physical substance allowed by the DM. All that is required by the spell caster is that a sample of the material desired be used as a material component. Note that this must be a physical material, i.e., bolts cannot be created out of magical energy (eg., magic missile).
Creatures hit by Dwarkanath’s morphous bolt suffer advantages and disadvantages as appropriate for their nature. For instance, a fire giant hit by a bolt of acid would take normal damage, but additional damage from a bolt of ice. Likewise, a red dragon would take reduced damage from a bolt of fire.
Dweomervessel (Alteration, Enchantment)
- Range: Special
- Components: V, S, M
- Duration: 1 hour per level
- Casting Time: 1 turn
- Area of Effect: Special
- Saving Throw: None
- Author: Joshua Rosenfeld
This spell must be cast on a container of some sort, no larger than a wine cask, which has a lid or some other means of being closed up. It takes one turn to cast the spell, preparing the container to receive another spell, of any level below seventh, which must be cast in the following round. If a second spell is not cast immediately, the magic of dweomervessel will dissipate. Once the second spell has been cast, the container must be closed immediately, or the second spell will be activated. If the vessel is closed properly, it will effectively trap the magic for a period of time equal to 1 hour per level of the caster.
While the vessel is closed, there is a 5% chance per hour (not cumulative) that the magic contained therein will burst the lid or seal of the container and be activated; otherwise, the magic will remain trapped for the duration of the spell or until somebody opens the container. There is a 3% chance per spell level that the magic will not work properly, usually fizzling or causing some minor effect. Spells requiring contact with the spell recipient will only work properly if someone is holding the container when the spell is activated. Area-of-effect spells will be centred on the vessel. Only one dweomervessel spell may be cast on a single container at any one time. If two or more such vessels are within 10 feet of each other for an extended amount of time, the magics of the containers will start to clash, and the chance that it will be spontaneously released is increased to 5% per turn. The material components of this spell are a pint of wine, a bar of soap, a powdered emerald of at least 50 gp value, and the container itself.
Elemental Join (Alteration, Elemental, Enchantment/Charm)
- Range: 5 yards per level
- Components: V, S
- Duration: 1 turn per level
- Casting Time: 1 round
- Area of Effect: One elemental
- Saving Throw: Special
- Author: Nathan Sugioka
With this spell, the wizard physically joins his body with an elemental. A saving throw is possible only if the elemental is not one the wizard has conjured. Once the wizard’s body has joined with the elemental, the wizard can use all the abilities of the elemental’s body as his own, including Hit Dice, THAC0, damage, movement and invulnerability to non-magic weapons. However, as the wizard’s body and any equipment on it are transformed into the appropriate element and joined with the elemental’s body, this equipment cannot be used in any way while inside the elemental’s body. The only spells that can be cast are those not requiring material components (those components are stuck inside the elemental’s body), and even then the elemental must be able to speak (I don’t think most can).
The wizard may end the spell at any time. The wizard’s body appears anywhere within 10 feet of the elemental. If the elemental is one the wizard has conjured, he may dismiss it at the same time; if not, the elemental is likely to be furious, so the wise wizard will be cautious. Note that both caster and elemental will be confused and disoriented (no action) for 1 round after the separation. The maximum duration in any case is 1 turn per level of the caster.
There are several important things to note about this spell. First, if the elemental’s body is slain with the wizard inside, the wizard dies. Second, if the spellcaster is attempting to take over an elemental conjured by another wizard, the elemental gets the saving throw of its conjuring wizard or its own (whichever is better); in either case, there is a +2 bonus (representing the prior claim of control by the conjurer). Third, the new body takes some getting used to; the caster is at −2 to-hit for the first 2 strikes he takes against an opponent.
Elemental Square (Abjuration)
- Range: 0
- Components: V, S, M
- Duration: Permanent
- Casting Time: 1 turn
- Area of Effect: Special
- Saving Throw: None
- Author: Jim Vassilakos
By means of this spell, the elementalist inscribes a square into a circle. Within the square, the wizard is protected from elementals and elemental forces, though it is impossible to cast spells of an elemental nature in order to attack outside the square or bring elemental forces inside the square. The material components for this spell are a vial of water, some dust, and burning incense, that must be placed in three of the four corners of the square. The wizard must blow in the fourth corner to complete the spell.
Embarrassing Fetish (Enchantment)
- Range: 10 yards
- Components: V, S, M
- Duration: Special
- Casting Time: 8
- Area of Effect: One creature
- Saving Throw: Special
- Author: Mario R. Borelli
Sage’s note: this spell leaves much room for creative spellcasting, but is also very restricted and narrowly defined. Please read with care.
With this spell, the caster can instill in one intelligent creature an erotic fascination with a single kind of object, behaviour (such that the sight, smell, sound, etc.). A sample of that designated kind of object or behaviour arouses the subject uncontrollably, and such that erotic pleasure or orgasm is impossible without the presence of the fetish object or behaviour.
Some representative examples of fetish objects are red hair, spiked heels, whips, jewelled short swords, oak leaves, artificial limbs or amputees, green tunics, tuna, cheese, sheep, gnomes, gnolls, red dragons’ tongues, royal guards in uniform, children, octogenarians, members of one’s immediate family, psionicists, rangers, mermaids, lawful neutrals, and Red Wizards of Thay. Some representative examples of fetish behaviours are having small insects and snails crawl all over one’s body, inflicting pain on another person, inflicting pain on oneself, being strangled, strangling another person, being bound, binding another person, being charmed or commanded, staging one’s own mock execution, and innkeepers’ daughters pouring beer down one’s chest.
This spell is extremely versatile and may be made as detailed and kinky as desired. Extremely detailed or nearly impossible fetishes, however, may occur so rarely or be so beyond the capacity of the subject to locate or bring about that the spell has little effect on the subject’s life than to create enormous sexual frustration. Danger, pride, and personal cost are not, however, enough to dissuade the subject from the fetish once it has been made available.
This spell cannot create a fetish for an individual person or object (Carolyn Greycloak or the Great Ruby of al-Ghasar, for example). Nor can it, without the aid of another spell, create homosexual desires in a heterosexual, or vice versa.
There is no saving throw per se against the fetish. Rather, upon discovering the fetish, the subject, if strenuously disapproving, is allowed a Wisdom check at −4. A successful check leaves the subject humiliated but thereafter free from the fetish. A new Wisdom check may be attempted once per day, but since fetishes gain strength over time, the check suffers a cumulative penalty of −1 per day. A Wisdom check of 1 is always successful.
The material component of this spell is a sample, highly representative object of the fetish, or an enactment of the fetish behaviour on the part of the spellcaster.
Eyeray (Alteration, Metamagic)
- Range: Special
- Components: V, S, M
- Duration: Special
- Casting Time: 1 turn per 4 levels
- Area of Effect: The caster
- Saving Throw: None
- Author: Max Becherer
This metamagic spell enhances the effectiveness of all ray-type spells, such as ray of enfeeblement, the cold ray version of Otiluke’s freezing sphere, Sanh’s Ray spells, disintegrate, prismatic spray, etc. The spell causes the energies to radiate from the wizard’s eyes instead of his hands (the spell is split into two converging rays). This affords the wizard better control of the spell, as he hits what he sees. As a result, all saving throws against ray-type spells are made at −4. If the wizard has only one eye, the saving throws are at −3.
One ray-type spell can be so affected per 4 levels of the wizard. When casting a ray spell, the wizard must declare whether or not the eyeray will be used. The spell is active until all its uses have been exhausted. Only one casting of eyeray may be active at a time. The material component is one pair of gems of the same colour as the wizard’s eyes per 4 levels of the wizard, and a few of the wizard’s eyelashes. The gems must be worth at least 100 gp apiece. If the wizard is missing an eye, only one gem per 4 levels is required.
Falerin’s Stolen Ability (Enchantment/Charm)
- Range: 0
- Components: V, S, M
- Duration: 1 turn
- Casting Time: 1
- Area of Effect: The caster and one creature
- Saving Throw: Negates
- Author: The Wizard
This spell allows the caster to steal one ability or proficiency from his opponent. Exactly what ability is taken is determined by the DM. Victims are entitled to saving throw versus spell which negates the effect of the spell. The material component is a drop of blood, drawn in active combat.
Fellstar’s Flame Cone (Invocation/Evocation)
- Range: Special
- Components: V, S, M
- Duration: Instantaneous
- Casting Time: 5
- Area of Effect: Special
- Saving Throw: ½
- Author: Fellstar
This spell creates a cone of fire that streaks from the wizard’s hand towards the targets; this cone is 2 feet wide at the point of origin, 25 feet wide at the base, and 10 feet long for every level of the wizard, up to a maximum of 200 feet. Anyone caught inside the cone suffers 4d8 points of damage, plus 1 point per level of the wizard (up to a maximum of 4d8+20); a successful saving throw versus spell reduces the damage by half. Combustible objects must save versus magical fire or be consumed.
The material component for this spell is a handful of red dragon scales that must be tossed in the air when the spell is cast; the scales are consumed with the casting.
Fire Charm (Enchantment/Charm)
- Range: 10 feet
- Components: V, S
- Duration: 2 rounds per level
- Casting Time: 1
- Area of Effect: 30-yard radius
- Saving Throw: Negates
- Author: Jim Vassilakos
This spell causes a beautiful, gossamer veil of multi-hued flame to dance around any normal fire larger than a torch flame. All creatures within 30 yards of the fire must save versus spell or become transfixed with the spectacle. While so charmed, creatures are subject to suggestions of twelve or fewer words, saving at −3 for suggestions of average reasonability and suffering this second charm for a full 1d6 rounds per level of wizard. The fire charm and suggestions are broken by physical attack. The fire charm is also broken by obscurement of the dancing flame.
Firestorm (Invocation/Evocation)
- Range: 20 metres per level