This spell causes the target creatures to feel sad, depressed even. Any actions seem pointless. All attacks and saves are at a -1 morale penalty. There is a 10% chance that any spell the victim casts will fail. Movement rates are halved as the victim shuffles along head down.
This spell summons a 5' diameter sphere of energy into existence at any point within the range of the spell. Each round thereafter until the expiry of the spell the caster can cause the orb to move in any direction by concentrating upon it. The orb can move up to 15' per round. Any non-magical ferrous material that comes into contact with the orb is sucked into it. Magical items get a Reflex save of DC20 to avoid being sucked in. When the orb is dispelled or the duration of the spell expires, the metallic items are taken back to the Plane of Positive Energy.
Arcane Focus: A sphere of magnetite the size of a pea. The sphere must be smooth and without flaws.
Revolting Cloud creates a cloud of stinking vapours centred on the victim and which moves with them until the spell ends of the effect is dispelled. All those within the cloud, if they fail the Fortitude save, are nauseated and cast spells as if they were two levels lower than normal, while attacks and saves are at a -2 penalty. A character who makes their save, leaves the affected area and then returns, must make another saving throw. The only person immune to the effects is the caster.
Arcane Focus: A pinch of skunk dung.
When cast this spell will reveal any physical traps in the floor within the radius of the spell's effect allowing the caster to step around them. The trap triggers are outlined in eerie green Faerie Fire while the traps themselves are indicated in red.
The caster can request any non-magical item from the victim. If the victim fails their saving throw they must give the caster the requested item. If the item requested is of a magical nature then the victim gets a +10 bonus to their saving throw. In either case if the saver makes the saving throw they will have no recollection of the conversation.
Arcane Focus: An untarnished platinum coin that the caster must toss in the air and which is destroyed in the casting of the spell.
Unlike Haste which speeds up a character's actions, Hastiness impedes them. Certain action the victim makes during the spells duration requires a Will check at the spell's original DC or it will fail. Actions affected by this spell include; combat, spellcasting and skill checks. Saving throws are not affected but armour class is reduced by 1.
Arcane Focus: A small piece of ginger root.
Inoculate gives the recipient a bonus to saving throws against all forms of disease (including mummy rot), magical and natural, equivalent to +1, plus 1 for every 3 levels of the caster up to a maximum bonus of +5.
Arcane Focus: A small amount of powdered mummy flesh sprinkled on the tongue of the recipient.
This spell allows the druid to strike at a foe from a distance with powerful gusts of air. They strike like a fist at the head of the foe doing 1d3 + 1 point for every three levels of the caster up to a maximum bonus of +5, the attack counts as an enchanted weapon and attacks with the same base attack bonus as the caster. It can strike incorporeal creatures. Like Spiritual Hammer, it does not gain or give flanking bonuses. After each successful strike the victim must make a fortitude save at DC 15 or be deafened for 2 rounds.
This spell has no other effect than to reverse all the effects of a Feeblemind spell.
Arcane Focus: A handful of metallic spheres.
This spell makes the victim feel as though they are on the deck of a ship in heavy seas. If they fail the saving throw, for the duration of the spell they will not be able to cast spells, nor move more than 10' in a straight line. All attacks and skill checks will be at a -2 penalty and any armour derived from shields will be ignored. If they fail the saving throw by more than 5 then they will spend the duration of the spell being violently sick and will not be able to carry out any other actions.
This spell sends a bolt of green slime that strikes the target doing 4d6 points of acid damage the first round, 2d6 in the second round and 1d6 in the third round. If the reflex save is made then only half of the first damage is done and the second and tertiary damage is avoided. Total immersion in water is the only other way of preventing the secondary and tertiary damage.
Arcane Focus: A fresh bogey.
Victims who fail their saving throw become irritated and annoyed and act rashly. For 1d3+1 round per caster level, all Will saves and wisdom based skill checks are taken at a -2 penalty.
Those creatures caught in a cone of paste are gummed to the floor and cannot move unless they succeed at a strength check (DC25) or an Escape Artist check (DC30). If the creature is within 5' of a wall they will be gummed to that as well which adds 5 to each of the above checks. A Dispel Magic spell will remove the gummy substance.
Arcane Focus: A small ball of fresh dough.
This spell creates a ghostly fog like spirit that swiftly expands to fill a thirty foot sphere. All those bar the caster caught in this area must make a reflex check each round they remain within the expanse or receive one negative level as they had been touched by a wight. The fog is thick enough that all within it have a -1 penalty to attacks and armour class. A successful reflex save will only avoid the effect of the miasma if the target can get beyond the sphere of effect e.g. by tumbling within one round.
Material Component: A pinch of powdered bone.
This spell causes the victim to fear water. They will not step onto a boat cross a river by bridge or ferry and will refuse to drink any liquids. Each day that they go without drinking they must make a fortitude check at DC15 or lose one point of constitution. The spell can be removed by a dispel magic or a remove curse spell.
The target of a lockjaw spell cannot open their mouth to speak, eat or drink for the duration of the spell or until a dispel magic or remove curse spell is cast upon them.
The cave dwelling troglodyte has evolved sharp eyesight and the ability to blend in with its surroundings. This spell enables the target to see as well in the dark as this reptilian humanoid, that is to say 90'. It also gives them +2 to spot checks above ground and +4 in rocky and subterranean settings. However if a bright light such as Daylight is cast in the target's face then the victim is blinded for 1d4 rounds and the Eye of the Troglodyte spell is dispelled.
Arcane Focus: A small amount of troglodyte slime.
This nasty spell has the effect of making the target's hands invisible. This means that rogues find it harder to open locks, monks miss with their attacks and bards cannot play musical instruments so well. In fact any skill or activity that relies on the use of hands becomes harder. All attacks, melee and missile are at a -2 penalty. All skill checks are at a 4 point penalty. Spells that need a somatic component requires the caster to make a further will save at DC15 or the spell will fail. A fail by more than 5 points means that the spell misfires in some way. It is often created as a trap for unwary thieves on chests and doors.
A covet spell places a magical craving on the victim to posses a certain non living object which must exist. The creature, once the spell has cast will try to obtain the specific item by any possible means forsaking all other normal tasks such as sleeping, eating and drinking with all the penalties that this implies. Once the victim has the object of his desires he will not let it out of his sight until the spell is discharged. A covet spell can be ended by break enchantment, limited wish, remove curse, miracle, or wish. Dispel magic does not affect a covet spell.
The famous cleric Grognor, devised this day to enable his hard pressed companions to last longer in battle. Any character touched by the spell caster will feel that they have 24 hours of bed rest. Unfortunately each character can only have this spell cast upon them once in any 48 hour period and the caster cannot cast the spell on themself. This spell does not effect poison or disease incubation times as the 24 hours has not actually passed.
This specialised version of Bestow Curse has an equally specific effect. The victim of the spell, if they fail their saving throw, is known wherever they go for some evil deed. This can make certain interactions (gather information, diplomacy for example) harder unless the PC plays upon the fear element of their curse. The DM should decide what penalties or bonuses should apply. This however could be construed as an evil act and if done too often could lead to an alignment shift. The only way to have this curse lifted is to have an Atonement spell cast upon the victim.
This spell animates one item of clothing (but not armour) much as the Animate Object spell does. If the item of clothing is being warn then the wearer must make a saving throw or be distracted for the next round. For example the spell could make the victim's hose fall down around his ankles, his tunic to ride up revealing his nether regions or his hat to flap about his ears. If the item is not being worn then it can be moved up to 30' in any direction.
A cloud of straw yellow, nauseating, acrid gas spreads out from your outstretched fingers. Any living creature in the area of the gas must make Fortitude save at the spell DC or be nauseated for 1d3+1 rounds. Nauseated creatures are unable to cast spells, attack or concentrate. They can only move or make a move equivalent action for the duration of the spell effect.
This spell summons forth a fog of particles from the astral plane. The shock of the summoning causes a short lived psychic storm to develop. The effect of the storm is generated on the table below
d% | Effect |
01-40 | Stunned (no saving throw) for 1d6 minutes. |
41-50 | Confused (Will save DC20 negates), as confusion spell. |
51-60 | Unconscious (Fort save DC20 negates) for 1d10 hours. |
61-80 | Fear (Will save DC20 negates) as spell, for 2d10 minutes. |
81-90 | Feebleminded (Will save DC20 negates) as spell for 2d10 hours. |
91-95 | Pain (Fort save DC25 negates), as symbol of pain, for 2d10*10 minutes. |
96-100 | Insanity (Will save DC25 negates) as the spell |
This spell allows a cleric to ignore armour check penalties when tumbling. They also add their Cleric level onto their tumble check.
This is a more powerful version of Curse Name. The same effects on the victim touched by the caster apply to all the victim's family living or dead. Any historical documents and legends are also magically altered. The only way the curse can be lifted is by a wish.
This spell bestows upon the druid casting the armour class and claw attacks of a black bear.
Any creature within the spell with less than half the hit-dice/levels of the caster is not permitted a saving throw. This spell causes creatures affected by this spell to behave randomly for the duration of the spell as indicated on the following table:
2d6 | Effect |
2-5 | Attack the spell caster's party |
6-8 | Do nothing |
9-12 | Attack the creature's own party |