Giant Dragonfly (Ida's Mystical Mount)

beast · CR 9 · from Net Tome of Magick
Giant Dragonfly (Ida's Mystical Mount)
StatisticValue
AC2
Movement6:/36"
HD16, 126 hit points
Attacks0
SizeWingspan 30 ft.

Description

Also in this section of the source

Illusionary Party

FieldValue
Level5
Duration1 round/level
Casting Time1 segment
Saving ThrowNone
Area of EffectParty
Special SaveNone
ComponentsV,S,M
RangeParty

Upon casting this spell and tossing a small glass bead into the air, a wizard causes a spell of invisibility to descend on the party, while a group of illusionary duplicates proceeds ahead as decoys. All of the limitations of normal invisibility still apply, and it is recommended the party stop moving. Note: a silence spell is not included, but the illusionary party will make appropriate noises.

The spell lasts until the illusionary party moves 30' from the caster, or is dispelled. The illusion may not leave the sight of the caster (cannot go around corners unless the party follows). The invisibility is dispelled when the illusion fades.

Just Passing Through

FieldValue
Level5
Duration1 round/level
Casting Time5 segments
Saving ThrowN/A
Area of EffectPersonal
Special SaveN/A
ComponentsM,S,V
Range0

Just passing through allows the spell caster to walk through solid rock at a rate of 3" per round. This spell does not allow casting of spells from inside solid rock.

Moldyr's Spell Theft (Enchantment/Charm)

FieldValue
Level5
DurationPermanent
Casting Time3
Saving ThrowNone
Area of Effect1 Creature
Special SaveNone
ComponentsV,S,M
Range5 yds/Lvl

By means of this spell the caster may receive one spell from the nearest spell caster. The spell is chosen randomly from the recipients known spells. If the recipient does not have a spell in memory that the caster knows, then the caster rolls to see if he may learn the spell. If the roll is unsuccessful, or the spell is to powerful for the caster, then the spell is ruined. In all cases, the recipiant of the spell loses the spell from memory. In no case should the caster be able to copy the spell from his head into his spell book, or onto a scroll.

The material component of this spell is an ounce of doppleganger blood, which is to be drank at the time of casting.

Nimanril's Revelationary Blast

FieldValue
Level5
DurationInstantaneous
Casting Time5 rounds
Saving ThrowSpecial
Area of Effect4" dia. sphere
Special SaveN/A
ComponentsS,V
Range2"/level

This spell taps the positive material plane releasing a burst of pure positive energy which does 1d6 per level in damage. Undead creatures take full damage with no save. Evil creatures save to one half damage. Neutral creatures take one half or quarter damage. Good creatures are unaffected.

Nose Dive

FieldValue
Level5
DurationSpecial
Casting Time5 rounds
Saving ThrowNegates
Area of Effect1 creature
Special SaveN/A
ComponentsM,S,V
RangeTouch

When the caster of this spell touches a creature, it must run for the nearest pit, or any drop of at least 10', and make a dive. The saving throw is made at -2. 1d6 points of damage per 10' fallen is the impact is on a hard surface.

Psionic Shield

FieldValue
Level5
DurationSpecial
Casting Time5 rounds
Saving ThrowNone
Area of EffectPersonal
Special SaveNegates
ComponentsM,V,S
Range0

This spell renders the spell caster immune to the first round of psionic attack. After this the shield goes down and psionic combat resumes as normal.

Puff Of Smoke

FieldValue
Level5
DurationPermanent
Casting Time1 round
Saving ThrowN/A
Area of Effect1 creature
Special SaveN/A
ComponentsS
RangeTouch

Heroes, even evil heroes, are often called upon with little or no advance notice. To use this spell, a list of the caster's usual adventuring gear must be made ahead of time. At any time thereafter, with a wave of his arm, the spell caster will be hidden by a flash of light and a puff of smoke, which quickly clears to reveal him ready for action. This spell will not work if the caster's gear has been taken away from him, only if it is in his abode or some other such place.

Siren

FieldValue
Level5
Duration1 round/level
Casting Time5 rounds
Saving ThrowNegates
Area of Effect1 creature
Special SaveN/A
ComponentsM,S,V
Range6"

This spell causes the recipient to hear charming music which entrances him for one round per level of the spell caster. Saving throw at -3 negates.

Steely Termites

FieldValue
Level5
DurationUntil Dispelled
Casting Time5 rounds
Saving ThrowN/A
Area of Effect100"x100"x100"
Special SaveN/A
ComponentsM,S,V
Range3"

These wood eaters not only eat wood, but also bore through steel and stone. They eat one pound of material per day, per level of the spell caster. The termites have 2 hit points each. This spell creates 100 termites for each level of the wizard.

Tear Jerker

FieldValue
Level5
DurationSpecial
Casting Time1 round
Saving ThrowNegates
Area of Effect1" radius
Special SaveN/A
ComponentsS,V
Range0

This spell is used to escape punishment. The casting of this spell involves the telling of a tragic story of one's life. It stirs pity in those who listen. Evil beings are unaffected, of course. Neutrals save normally. Creatures of good alignment save at -5. Those missing their save will want to have mercy on the caster and set him free. Good beings who miss their save must make an additional normal saving throw or give the caster 10 gold pieces per level of attainment, or its equivalent to help him make a new start in life.

Thunderous Clap

FieldValue
Level5
DurationSpecial
Casting Time1 round
Saving ThrowSpecial
Area of EffectSpecial
Special SaveN/A
ComponentsS
Range0 A

THUNDEROUS CLAP stuns all creatures in a cone for 2-5 rounds and deafens them for 1-4 turns. While deaf, they attack and defend at -1. A successful saving throw results in the creature being affected for one half the stated time. Upon clapping his hands, (the somatic component), the caster must save for each hand or break it, sustaining a 5% loss of hit points for each hand broken. The area of effect is a cone: 3" long, 2" wide at base.

Level 6

Accelerated Metabolism

FieldValue
Level6
Duration1d6+1 tn/lvl
Casting Time6
Saving ThrowNegates
Area of EffectOne creature
Special SaveNone
ComponentsV,S,M
RangeTouch

This spell speeds up the life processes of the recipient at a rate of 1 day/turn for the duration of the spell. All life processes (sleeping, eating, healing, etc.) progress at this accelerated pace. If insufficient nourishment is provided, the recipient suffers from thirst and starvation. Three rounds of rest per turn must be allowed, otherwise exhaustion results and no healing is possible. The other seven rounds must be spent eating and drinking a day's rations. The recipient regains 1 hp/turn for the first seven turns (minus any penalty due to poor constitution). In subsequent multiples of seven turns, characters with constitution bonuses additionally receive their constitution bonus. In any case 28 turns of accelerated metabolism heal a character completely. However, each turn ages the recipient a week (as opposed to a day), due to the stress of the artificially high metabolic rate. Note that the character does not move or fight any faster than normal. Also, if the recipient of the spell is unwilling, a saving throw is applicable.

The material component for this spell is a candle, which must be lit at both ends. The candle must burn for the duration of the spell; if it is extinguished, the spell ends prematurely. The candle is completely burned if the spell runs its normal course.

Analyze: Potion

FieldValue
Level6
DurationInstantaneous
Casting Time1 turn
Saving ThrowN/A
Area of Effect1 target
Special SaveN/A
ComponentsS
RangeTouch

This spell analyzes and confers to the spell caster all pertinent information concerning any potion it is cast upon. This information should include the name of potion, side effects caused by the potion, color, odor, and consistency of potion. This works on anything which can be classified as a potion, whether magical or not, and including elixirs, ointments, oils, salves, and other brews, such as wine, ale, etc.

Anti-Life Energy

FieldValue
Level6
DurationSpecial
Casting Time6
Saving ThrowNone
Area of Effect3' radius
Special SaveNegates
ComponentsM,S,V
Range0

This energy affects all beings the same. The basic effect of this spell is to reduce the life energy of a being. The life energy is the level of the being but this spell does not steal levels but temporarily negates life energy. When the spell is cast, an area of grey haze surrounds the magic-user. All within this area are subjected to the ANTI-LIFE ENERGY. The life energy of a being is reduced at a rate of 1 level per round and if it is reduced to zero that being loses all will to live and simply "rolls over and dies". All are subjected to severe melancholy for the 1-4 turns. When the spell is ended all that are still alive will regain their will to live at a rate of 1 level per turn. The spell caster is also affected though at a rate of 1 level per 2 rounds and may stop the spell at any time he wishes. Undead are unaffected by this spell and the spell OF THE PUREST LIGHT will negate it.

Bind

FieldValue
Level6
DurationUntil Dispelled
Casting Time1 round
Saving ThrowNegates
Area of Effect1 object
Special SaveN/A
ComponentsM,S,V
Range1"/level

When this spell is cast on an object, it will bind two parts of the object together. The two surfaces must be brought into contact for the spell to function.

Cloud Altitude Adjustment

FieldValue
Level6
Duration12 turns/level
Casting Time1 round
Saving ThrowN/A
Area of EffectSpecial
Special SaveN/A
ComponentsS,V
Range10"/level

This spell will cause a cloud up to 10' plus 1' per level thick and 20' plus 2' per level in radius to either increase or decrease in altitude by 10' per level of the caster. If this spell is used in conjunction with the CLOUD HARDENING spell, up to 200 lbs. per level may be raised. Two spells may raise double that amount and so on, or 2 spells may raise the base amount twice as high.

Component Substitute Spell

FieldValue
Level6
DurationSpecial
Casting Time6 segments
Saving ThrowN/A
Area of EffectSpecial
Special SaveN/A
ComponentsV
Range0

This spell allows the spell caster to substitute components. The casting time of the spell to be affected will be doubled. Note that only the next spell is affected.

Double One Effect

FieldValue
Level6
Duration1 turn
Casting Time1 round
Saving ThrowN/A
Area of EffectSpecial
Special SaveN/A
ComponentsV
Range0

DOUBLE ONE EFFECT enables the spell caster to double any one of the following of the next spell he casts: Range, duration or area of effect.

Note: Casting DOUBLE ONE EFFECT twice in a row will allow the doubling of two effects or the quadrupling of one effect.

Etherealness

FieldValue
Level6
DurationPermanent
Casting Time5 per Person
Saving ThrowSee below
Area of EffectSpecial
Special SaveNone
ComponentsV,S,M
RangeTouch

This spell allows the caster and 1 additional person for every 3 levels (round down, i.e. 0 at 1-3, 1 at 4-7...) to be transported to the border ethereal. As such the creatures are invisible (except with detect invisibility or some other means) and cannot be hit by weapons of less than +1 enchantment. The people affected can now move about as they see fit (see manual of the plane for details on ethereal movement) but cannot get back to the prime unless the reverse of this spell is cast.

Material components are a drop of phase spider blood or a pinch of ghost blood.

The revers of this spell causes the caster and any creatures he can touch (up to

All 820 monsters in the Netbook Bestiary