Giant Dragonfly (Ida's Mystical Mount)
| Statistic | Value |
|---|---|
| AC | 2 |
| Movement | 6:/36" |
| HD | 16, 126 hit points |
| Attacks | 0 |
| Size | Wingspan 30 ft. |
Description
Also in this section of the source
Illusionary Party
| Field | Value |
|---|---|
| Level | 5 |
| Duration | 1 round/level |
| Casting Time | 1 segment |
| Saving Throw | None |
| Area of Effect | Party |
| Special Save | None |
| Components | V,S,M |
| Range | Party |
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
| Field | Value |
|---|---|
| Level | 5 |
| Duration | 1 round/level |
| Casting Time | 5 segments |
| Saving Throw | N/A |
| Area of Effect | Personal |
| Special Save | N/A |
| Components | M,S,V |
| Range | 0 |
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)
| Field | Value |
|---|---|
| Level | 5 |
| Duration | Permanent |
| Casting Time | 3 |
| Saving Throw | None |
| Area of Effect | 1 Creature |
| Special Save | None |
| Components | V,S,M |
| Range | 5 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
| Field | Value |
|---|---|
| Level | 5 |
| Duration | Instantaneous |
| Casting Time | 5 rounds |
| Saving Throw | Special |
| Area of Effect | 4" dia. sphere |
| Special Save | N/A |
| Components | S,V |
| Range | 2"/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
| Field | Value |
|---|---|
| Level | 5 |
| Duration | Special |
| Casting Time | 5 rounds |
| Saving Throw | Negates |
| Area of Effect | 1 creature |
| Special Save | N/A |
| Components | M,S,V |
| Range | Touch |
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
| Field | Value |
|---|---|
| Level | 5 |
| Duration | Special |
| Casting Time | 5 rounds |
| Saving Throw | None |
| Area of Effect | Personal |
| Special Save | Negates |
| Components | M,V,S |
| Range | 0 |
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
| Field | Value |
|---|---|
| Level | 5 |
| Duration | Permanent |
| Casting Time | 1 round |
| Saving Throw | N/A |
| Area of Effect | 1 creature |
| Special Save | N/A |
| Components | S |
| Range | Touch |
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
| Field | Value |
|---|---|
| Level | 5 |
| Duration | 1 round/level |
| Casting Time | 5 rounds |
| Saving Throw | Negates |
| Area of Effect | 1 creature |
| Special Save | N/A |
| Components | M,S,V |
| Range | 6" |
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
| Field | Value |
|---|---|
| Level | 5 |
| Duration | Until Dispelled |
| Casting Time | 5 rounds |
| Saving Throw | N/A |
| Area of Effect | 100"x100"x100" |
| Special Save | N/A |
| Components | M,S,V |
| Range | 3" |
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
| Field | Value |
|---|---|
| Level | 5 |
| Duration | Special |
| Casting Time | 1 round |
| Saving Throw | Negates |
| Area of Effect | 1" radius |
| Special Save | N/A |
| Components | S,V |
| Range | 0 |
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
| Field | Value |
|---|---|
| Level | 5 |
| Duration | Special |
| Casting Time | 1 round |
| Saving Throw | Special |
| Area of Effect | Special |
| Special Save | N/A |
| Components | S |
| Range | 0 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
| Field | Value |
|---|---|
| Level | 6 |
| Duration | 1d6+1 tn/lvl |
| Casting Time | 6 |
| Saving Throw | Negates |
| Area of Effect | One creature |
| Special Save | None |
| Components | V,S,M |
| Range | Touch |
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
| Field | Value |
|---|---|
| Level | 6 |
| Duration | Instantaneous |
| Casting Time | 1 turn |
| Saving Throw | N/A |
| Area of Effect | 1 target |
| Special Save | N/A |
| Components | S |
| Range | Touch |
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
| Field | Value |
|---|---|
| Level | 6 |
| Duration | Special |
| Casting Time | 6 |
| Saving Throw | None |
| Area of Effect | 3' radius |
| Special Save | Negates |
| Components | M,S,V |
| Range | 0 |
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
| Field | Value |
|---|---|
| Level | 6 |
| Duration | Until Dispelled |
| Casting Time | 1 round |
| Saving Throw | Negates |
| Area of Effect | 1 object |
| Special Save | N/A |
| Components | M,S,V |
| Range | 1"/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
| Field | Value |
|---|---|
| Level | 6 |
| Duration | 12 turns/level |
| Casting Time | 1 round |
| Saving Throw | N/A |
| Area of Effect | Special |
| Special Save | N/A |
| Components | S,V |
| Range | 10"/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
| Field | Value |
|---|---|
| Level | 6 |
| Duration | Special |
| Casting Time | 6 segments |
| Saving Throw | N/A |
| Area of Effect | Special |
| Special Save | N/A |
| Components | V |
| Range | 0 |
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
| Field | Value |
|---|---|
| Level | 6 |
| Duration | 1 turn |
| Casting Time | 1 round |
| Saving Throw | N/A |
| Area of Effect | Special |
| Special Save | N/A |
| Components | V |
| Range | 0 |
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
| Field | Value |
|---|---|
| Level | 6 |
| Duration | Permanent |
| Casting Time | 5 per Person |
| Saving Throw | See below |
| Area of Effect | Special |
| Special Save | None |
| Components | V,S,M |
| Range | Touch |
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