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From : [email protected] To : [email protected] Subject : Tome Of Magic 3E Conversion Date : Sat, 26 Jan 2002 02:46:46 EST I happened to make my own conversion. I'm happy to share. I did make some changes. Since 2E cleric spells only went to 7th level, some obviously got upgraded to 8th or 9th. I did not include spells that already were converted, such as Implosion. A few spells I changed the level for because I thought it too weak (Health Blessing) or too powerful (Nap, Dimensional Folding) for the given level. Naturally you can have the spells whatever level you want. Good feedback, if any, is appreciative. Gerald Katz Summon Spell Component Conjuration Level Cle 0, Dru 0, Sor/Wiz 0 Components V, S Casting Time 1 action Range Personal Target 1 object/level Duration Instantaneous Saving Throw See text Spell Resistance No

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Page 1: Summon Spell Component · Web viewFrom : HADSIL@cs.com . To : hey_lare@hotmail.com . Subject : Tome Of Magic 3E Conversion . Date : Sat, 26 Jan 2002 02:46:46 EST. I happened to make

From : [email protected]

To : [email protected]

Subject : Tome Of Magic 3E Conversion

Date : Sat, 26 Jan 2002 02:46:46 EST

I happened to make my own conversion. I'm happy to share.

I did make some changes. Since 2E cleric spells only went to 7th level, some obviously got upgraded to 8th or 9th. I did not include spells that already were converted, such as Implosion. A few spells I changed the level for because I thought it too weak (Health Blessing) or too powerful (Nap, Dimensional Folding) for the given level. Naturally you can have the spells whatever level you want.

Good feedback, if any, is appreciative.

Gerald Katz

Summon Spell ComponentConjurationLevel Cle 0, Dru 0, Sor/Wiz 0Components V, SCasting Time 1 actionRange PersonalTarget 1 object/levelDuration InstantaneousSaving Throw See textSpell Resistance No

When this spell is cast, the spellcaster teleports desired items directly to his hand. The objects must be naturally occurring components for spells the wizard knows, and they must be within spell range. The components must be items commonly found within 1 mile/level, such as a twig, feather, firefly, or bit of beeswax in a forest.

If the components lie underground or underwater at a depth greater than 10ft, they cannot be summoned, even if the caster is at a similar depth (such as in a cavern or at the bottom of a lake).

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The spell will not cause the appearance of components whose value exceeds 1gp. Thus, it is impossible to summon gemstones, crystals, metals, pearls, etc. Additionally, components cannot be manmade or altered from their original natural state (coins, jewelry, cut or crushed gems, mirrors, etc.), nor can they be taken from someone else’s possession. A single summon spell components will summon one object per level of the caster. They may be different, multiples of the same object, or any combination.

Attempts to summon a particular animal’s body parts (such as bat fur) can only be done if the animal is within range, and the animal is allowed a Fortitude saving throw to negate the summoning. This spell cannot affect any living creature that was summoned by some spell.

Fire BurstEvocation [Fire]Level Sor/Wiz 1Components V, SCasting Time 1 actionRange Close (25ft + 5ft/2 levels)Target Non-magical fire sourceDuration InstantaneousSaving Throw Ref neg.Spell Resistance Yes

When this spell is cast upon a non-magical fire (such as a campfire, lantern, or candle), it causes the fire to flash and shoot arrows of flame. All creatures within 10ft of the fire source suffer 1d4/level of the caster (max 5d4). Victims are allowed a Reflex saving throw to avoid the damage.

Fist Of StoneTransmutation [Earth]Level Sor/Wiz 1, Dru 1Components V, SCasting Time 1 actionRange PersonalTarget YouDuration 1 round/level

Upon completion of this spell, one of the caster’s hands (his choice) turns to stone. It is flexible and can be used to punch, smash, or crush objects and opponents for 1d6 points of damage. The hand is treated as if the caster has 18 strength and the accompanying +4 modifier. Combat bonuses for strength do not apply if the caster uses any weapon other than his fist, though he gains the benefit of the Improved Unarmed Fighting Feat for this purpose. While the spell is in effect, the caster cannot cast spells requiring somatic components.

Page 3: Summon Spell Component · Web viewFrom : HADSIL@cs.com . To : hey_lare@hotmail.com . Subject : Tome Of Magic 3E Conversion . Date : Sat, 26 Jan 2002 02:46:46 EST. I happened to make

GuessDivination [Wild]Level Sor/Wiz 0Components VCasting Time 1 actionRange Long (400ft + 40ft/level)Target YouDuration Instantaneous

This spell allows the caster to estimate the number of objects in one group of objects within the spell’s range, and the group as a whole must be visible to the caster. The caster need not see every individual in the group, merely the general limits of the group’s size and area. For example, a caster on a hill could look down on a forest and estimate the number of trees in all or part of it. He could not get an estimate of the number of goblins within the forest since the group as a whole (the goblins) is concealed from sight.

The estimate generated is accurate to the largest factor of ten (rounded up). For example, if the spell was cast on a group of 439 horsemen, the estimate would be 400. If there were 2,670 horsemen, the spell would estimate 3,000. If there were 37 horsemen, the answer would be 40. Clearly, using the spell on small groups, especially those of less than 10 members, would be pointless.

Lasting BreathTransmutation [Air]Level Sor/Wiz 1Components VCasting Time See textRange PersonalTarget YouDuration 1 minute/level

This spell increases the amount if time the caster can hold his breath before he has to make a Con check. The verbal component is short, allowing the caster to cast the spell just as he is in an area that is not normal air, such as suddenly going underwater or as a cloud of poison gas engulfs him.

Metamorphose LiquidsTransmutation [Water]Level Sor/Wiz 1, Dru 1Components V, S, MCasting Time 1 actionRange TouchTarget One type of liquid 1’ cube/levelDuration InstantaneousSaving Throw See textSpell Resistance See text

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This spell changes one type of liquid into an equal amount of a different, non-magical fluid (water, wine, blood, oil, apple cider, etc.). The caster must touch the fluid itself, not simply its container, for the spell to take effect.

Magical liquids such as potions get a Fortitude saving throw with a +3 bonus to avoid the spell’s effect. Fluids can be transmuted only into non-magical liquids; it is not possible to change a magical liquid into another type of magical liquid. Poisons may be rendered harmless through use of this spell, but the spell has no effect on poison already consumed.

Living creatures are unaffected by this save except for those from the elemental plane of water. Such creatures are allowed a Fortitude saving throw. Those who fail suffer 1d4 points of damage per level of the caster. Those who make the save suffer half damage. Only one creature can be affected by a single casting of this spell, regardless of the creature’s size.

Arcane Material Component A drop of liquid that the caster intends to create, which must be placed on the wizard’s tongue and consumed. Creating poisons through the use of this spell is especially dangerous.

Feathery FlierTransmutationLevel Sor/Wiz 1Components V, S, MCasting Time 1 actionRange PersonalTarget YouDuration 1 minute/level

Upon casting this spell, a feathery membrane grows under the caster’s arms, extending along his sides all the way to his feet. The membrane appears to merge with the caster’s skin and clothing.

If the caster spreads his arms and jumps from a height, he may glide through the air. For each foot of elevation, the caster can glide five feet horizontally. Thus, a caster jumping from a 10ft wall could glide 50ft. Gliding characters have a speed of 30ft and a maneuverability rating of poor.

A caster attempting to carry more than his normal weight allowance plummets to the earth upon takeoff. When the spell expires, the feathers instantly disappear. If the caster is airborne, he immediately plummets toward the ground.

Arcane component an eagle’s feather

Reckless Dweomer

Page 5: Summon Spell Component · Web viewFrom : HADSIL@cs.com . To : hey_lare@hotmail.com . Subject : Tome Of Magic 3E Conversion . Date : Sat, 26 Jan 2002 02:46:46 EST. I happened to make

Evocation [Wild]Level Sor/Wiz 1Components V, SCasting Time 1 actionRange See textTarget See textDuration See textSaving Throw See textSpell Resistance Yes

This spell is the caster’s ultimate last resort. When cast, the mage releases a sudden flood of wild magical energy in the hope of seizing and shaping that energy into a desired spell effect. The attempt usually fails, but something almost always occurs in the process.

Before casting the spell, the caster announces the spell effect he is trying to create. The mage must be able to cast the spell (i.e. have it in his spell books), but need not have it prepared. After announcing the spell, along with the target and any other conditions required by the spell, the caster casts Reckless Dweomer. A burst of magical energy is released, which the caster tries to manipulate into the desired form. The actual effect of the spell is a wild surge.

Because the release of the energy is planned by the mage, his class level is added to the dice roll. If the result indicates success, the mage has shaped the magical energy into the desired effect. More often than not, the effect is completely unexpected. The result may be beneficial to the mage or it may be completely disastrous.

PatternweaveDivination [Wild]Level Sor/Wiz 0Components V, S, MCasting Time 1 roundRange PersonalTarget Objects no larger than 10 foot square within 10 yardsDuration Instantaneous

Patternweave allows the caster to make sense out of apparent chaos. The caster can see such things as pottery shards reformed into a whole pot, shreds of paper formed into a page, scattered parts as a working machine, or specific trails appearing out of overlapping footprints.

After casting the spell, the wizard studies seemingly random elements - broken bits of glass, shreds of paper, intermingled trails, etc. The items to be studied must be tangible - coded flashing lights, garbled speech, or thoughts of any kind cannot be studied.

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The wizard must study the random elements throughout the casting time, after which the GM secretly makes a caster level check (1d20 + caster level + Int modifier). The DC is dependent upon the complexity of the object as determined by the GM. A shredded map might be DC 10 or 15 while a broken clock might be DC 20 or 25. If the check is made the wizard sees in his mind the pattern these objects form. If the items are truly random, no information is gained.

After the caster has visualized the item, he can attempt to reassemble the parts into their original form. This requires another caster level check to determine if the wizard remembers sufficient details to accomplish the task. Assembling the item is not part of the spell. The amount of time required and the quality of the restoration vary according to the complexity of the pattern. The wizard can only make a reasonable copy of the item. He can use this spell to restore works of art, but they will be worth only a small percentage of their original value.

Arcane Focus: A small hand lens through which the caster studies the objects.

Chaos ShieldAbjuration [Wild]Level Sor/Wiz 2Components V, SCasting Time 1 actionRange PersonalTarget YouDuration 2 rounds/level

This spell imbues the caster with special protection against the effects of wild surges but only from surges resulting from attempting to cast his own spells, not of other wizards. When a wild surge affects a caster protected by Chaos Shield, he can make a saving throw to avoid the effect. The DC of a surge is 10 + the level of the effect + the modifier for the minimum ability score necessary for a spellcaster to be able to cast the spell or similar effect. The type of save, fortitude, reflex, or will, is dependent upon the effect of the surge. However, if a normal save would indicate half or partial damage or effect, making this save will totally negate the effect. Chaos Shield does not protect the caster from a surge that may result from its own casting.

Chaos Shield protects only the caster and does not negate the effects of a wild surge for other creatures who might be in the area of effect. The caster cannot voluntarily cancel the protection once he has learned of a wild surge’s effect; the Chaos Shield protects from both good and harmful effects. Thus, if a wild surge resulted in a Mass Heal spell, the caster would not benefit while other creatures will be healed.

Baneful DeflectorAbjuration [Wild]Level Sor/Wiz 2Components V, S, M

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Casting Time 1 actionRange TouchTarget One creatureDuration 2 rounds/level

This spell partially surrounds the recipient in a shimmering, hemispherical field of force. The field is transparent and moves with the subject, forming a shell about one foot away from his body. The spell serves as a shield against all forms of individually targeted missile attacks (including Magic Missiles and other spells). The caster designates the position of the shell (protecting the front, rear, side, or top of the recipient). The spell does not protect against area effect spells or other attacks that strike several creatures at once.

Whenever an individual missile attack is directed against the protected creature, Baneful Deflector activates. Instead of striking the target creature, the missile’s target is determined randomly among all creatures within a 15-foot hemisphere of the protected creature, including the protected creature. The missile then changes course towards its new target. The attacker would roll a d20 normally against the protected creature and uses that roll to determine the hit or miss against the new designated target. If the attacker has a bonus to the roll, for example +2 against Evil creatures, such bonuses only count if the designated target applies to the bonus. If the new target is beyond the range of the missile, no target is hit. If the protected creature is struck, the spell immediately ends. If several people are protected by Baneful Deflector, a missile will change course several times before reaching its target.

Arcane Component: A small prism.

Insatiable ThirstEnchantment [Mind-Affecting, Water]Level Sor/Wiz 2, Bar 2Components V, SCasting Time 1 actionRange Close (25ft + 5ft/2 levels)Target One creatureDuration 1 round/levelSaving Throw Will negatesSpell Resistance Yes

This spell instills in the victim an uncontrollable desire to drink. The victim is allowed a Will saving throw to avoid the effect. If the roll is failed, the creature must consume any potable liquids it can find, including magical potions which might result in strange effects if potions are mixed. Although poisons are not considered potable, a victim may not realize that a liquid is poisonous. The victim will not consume a liquid he knows to be poisonous.

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No matter how much the creature drinks, its magical thirst is not quenched until the spell ends. During this time, the creature can do nothing but drink or look for liquids to drink. Victims of this spell believe they are dying of thirst, and depending upon their nature, may be willing to kill for drinkable liquids.

Earthen GraspTransmutation [Earth]Level Sor/Wiz 2, Dru 2Components V, S, MCasting Time 1 actionRange Close (25ft + 5ft/2 levels)Target One creature of size Large or smallerDuration 3 rounds + 1 round/levelSaving Throw Reflex negates, see textSpell Resistance No

This spell causes an arm made of compacted soil to rise from the ground. The spell must be cast on open turf such as a grassy field or a dirt floor. The earthen arm and hand, which are about the same size as a limb of a medium-size creature, arises from the ground beneath one creature targeted by the caster. The hand attempts to grasp the creature’s leg, which does not provoke an attack of opportunity. The hand can only be used against a creature of Large size or smaller. The victim must attempt a Reflex saving throw. If successful the hand shrinks into the ground. Each round thereafter, until the spell ends or the target moves out of spell range, the hand has a 5% chance per caster level of reappearing beneath the creature, at which time another saving throw is required.

If a saving throw is missed, the earthen limb firmly grasps and holds the creature in place. An individual held by the hand cannot move, has an AC penalty of -2, has an attack penalty of -2, and loses all Dex bonuses to AC. The hand causes no physical damage to the victim.

The arm may be attacked by any creature, including the victim. The arm has an AC 15 and hit points equal to double the caster’s maximum. When the arm’s hit points are reduced to zero or when the spell duration ends, the hand crumbles.

Arcane Component: A miniature hand made sculpted from clay.

Nonsensical NullifierAbjuration [Wild]Level Sor/Wiz 2Components V, S, MCasting Time 1 actionRange TouchTarget One creatureDuration 1 minute/level

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This spell scrambles the aura of the affected creature, giving random results to Detect Good, Detect Evil, Detect Chaos, Detect Law, and Discern Lies spells cast on that creature. When the protected creature is the focus of one of these divinations, there is a 50% chance the divination will indicate what is being detected or discerned, regardless of the truth of the matter. If two characters both use the same divination on the same target, two random results are generated. For example, if Nonsensical Nullifier is cast on an Evil Creature and two Paladins Detect Evil on that creature, there is a 50% chance for each Paladin that the creature will not be detected as Evil. A new random result is generated each round; thus continued observation of a protected creature usually results in different answers.

Arcane Component: A small amount of egg yolk smeared into the hair of the recipient.

Past LifeDivinationLevel Sor/Wiz 2, Cle 2, Bar 2Components V, SCasting Time 1 roundRange TouchTarget One corpse or objectDuration Instantaneous

By touching the remains of a dead creature, this spell allows a caster to gain a mental image of the deceased’s former appearance. The remains can be of any age and only a tiny fragment is required, such as a bone splinter or a strand of hair.

When cast by a spellcaster of at least 7th level, he is able to view the final minute of the subject’s life from the subject’s point of view. When cast by a spellcaster of at least 9th level, a personal possession, such as a ring or favorite walking stick, may be substituted for bodily remains.

Protection From ParalysisAbjurationLevel Sor/Wiz 2, Cle 3, Pal 3Components V, S, M/DFCasting Time 1 actionRange TouchTarget One creatureDuration 10 minutes/levelSaving Throw Will negates [harmless]Spell Resistance Yes [harmless]

The recipient of this spell receives total immunity to magical paralysis. Spells such as Hold Person and Slow have no effect on the individual. This spell also provides protection against the paralysis attacks of monsters such as a ghoul’s touch. This spell offers no protection against physical damage.

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Arcane Component: A bit of cloth taken from a cleric’s robes.

Ride The WindTransmutationLevel Sor/Wiz 2Components V, S, MCasting Time 1 actionRange Close (25ft + 5ft/2 levels)Target One creature/levelDuration 10 minutes/levelSaving Throw Fortitude negatesSpell Resistance Yes

This spell allows creatures targeted by the caster to become virtually weightless and be lifted upon the wind. Affected creatures can control their altitude by rising or descending at a rate of 10ft but are at the mercy of the wind for speed and direction. Recipients can stop forward movement only by grasping something to anchor them in place. If no wind is present this spell has no effect. Unwilling targets are allowed a Fortitude saving throw to resist the effect. Each subject and equipment must weigh less than 100 pounds per caster level.

Arcane Component: A small handful of straw and a dry leaf.

SENSE SHIFT SPELL [Metamagic] (formerly Sense Shifting)

This Feat allows the caster to modify one of three sensory features pertaining to the spell: color, sound, or patterned visual appearance of the spell’s effect. The changes produced by this spell do not affect the functions of the spell nor any saving throws that might apply. However, the DC to identify the spell by an opponent using Spellcraft is increased by +4. Sense Shift might be used to produce green Fireballs, Magic Missiles that streak through the air with a scream, colored Continual Torches, customized designs for a Hypnotic Pattern, or a Spectral Hand that makes scrabbling sounds as it attempts to grasp a target.

Sense Shift cannot create any form of invisibility nor completely silence a spell’s effect. For example, the roar of a Fireball can be muted but not negated entirely. Sense Shift does not change the energy type of the spell. A Sense Shift spell uses up a spell slot zero levels higher than the spell’s actual level.

Alternate RealityUniversal [Wild]Level Sor/Wiz 3, FateComponents V, SCasting Time 1 actionRange Touch

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Target One creatureDuration InstantaneousSaving Throw NoSpell Resistance Yes

With this spell the caster creates a small variation in probabilities. This variation lasts only a moment, but creates alternate results for one recent event. When the spell is cast, any one event attempted by the recipient during the previous round is recalculated, essentially allowing or forcing the creature to make new die rolls. The caster must make a touch attack roll to effect an unwilling recipient.

Only events that begin and end in a single round can be affected. Only one die roll can be rerolled. If the creature touched is a willing recipient, the creature can choose which roll (the original or the new roll) affects him. If the creature is unwilling, he must redo the action. The second result, whatever its outcome, cannot be changed.

Typical uses of this spell include allowing a fighter to reroll an attack, forcing an opponent to reroll a saving throw, or allowing a wizard to reroll damage caused by a Fireball. This spell does not have to be used to reroll a die roll. It can be used merely to allow a different decision the creature made in the previous round or similar effect.

FireflowTransmutation [Fire, Wild]Level Sor/Wiz 3Components V, S, MCasting Time 1 actionRange Medium (100ft + 10ft/level)Target One fire sourceDuration 1 round/level, concentrationSaving Throw See textSpell Resistance No

This spell allows the wizard to control natural fires by manipulating randomness and adjusting probabilities to cause them to spread and take shape in any direction he desires. Once cast, the wizard points at any fire within range. He can then cause the fire to move in any direction desired within spell range, as long as the flames contact a solid surface. The fire may not be raised in the air.

The caster must maintain concentration or the spell fails. The flames can be spread at the rate of 50 square feet per round. Thus, if a caster affects a campfire, he could create a flaming line 1 foot wide and 50 feet long or fill a 5ft x 10ft square in a single round.

The flames are not limited by a lack of flammable material and can be directed to spread over water, snow, ice, and other nonflammable surfaces. The surface is not harmed, but objects and creatures caught in the flames suffer damage as if they had stepped into the original fire source. Thus, a creature caught in the flames created from a candle will

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suffer only minor damage, while a creature caught in a blaze that originated from a huge bonfire will be severely burned. Creatures are allowed a Reflex saving throw to avoid the fire.

Arcane Component: A small paintbrush and a pot of pitch

Fool’s SpeechTransmutation [Wild]Level Sor/Wiz 3Components V, S, MCasting Time 10 minutesRange TouchTarget Caster + 1 creature/levelDuration 1 hour/levelSaving Throw Will negates [harmless]Spell Resistance Yes [harmless]

With this spell, the wizard empowers himself and others of his choosing with the ability to speak a secret language incomprehensible to others. Creatures designated to speak the language must be touching each other when the spell is cast. Once cast, the creatures can choose to speak normally or in their secret tongue. They can speak and understand this mysterious language fluently.

Fool’s Speech is not recognizable as any known language, nor does it remotely sound like a language. A Comprehend Languages or Tongues spell will not translate it. It can be understood by a creature wearing a helm of comprehending languages and reading magic, although the normal percentages apply.

Arcane Component: A small whistle made of bone

Creeping ShadowIllusionLevel Sor/Wiz 3Components V, S, FCasting Time 1 roundRange PersonalTarget The caster’s shadowDuration 1 minute/level

This spell causes the caster’s shadow to elongate, stretching away from his body at a rate of 30ft per round. It can elongate a maximum of 30ft per level. The shadow moves as an ordinary shadow along floors and up walls. The caster may maneuver in any manner feasible to place the shadow where he desires. The shadow makes no sound and is 90% undetectable in all but the brightest surroundings.

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While the spell lasts, the caster can see, hear, and speak through his shadow. The shadow cannot physically touch, pick up, or attack creatures or objects. It can be struck only by spells, weapons of +1 or better magical enhancement, or other special attacks such as a dragon’s breath. The shadow has the same AC as the caster. Hit points lost by the shadow are lost by the caster. To cast the spell, a light source of at least the brightness of a candle must be present.

Arcane Focus: A small statuette the caster sculpted from a piece of obsidian worth at least 1,000gp. The sculpture need not be a “masterpiece”, just as long as the caster made it. A Craft check of DC 25 allows the caster to only need a statuette worth at least 500gp.

Stony GraspTransmutation [Earth]Level Sor/Wiz 3, Dru 3

As Earthen Grasp except this spell must be cast on stony ground such as a manmade stone door, a natural cavern floor, or a boulder-strewn field. It is not possible to cast this spell on a stone wall or ceiling. The stony limb created by this spell has AC 18 and hit points equal to triple the caster’s maximum, max 60.

Arcane Component: A miniature hand sculpted from stone.

Spirit ArmorNecromancyLevel Sor/Wiz 3Components V, SCasting Time 1 actionRange PersonalTarget YouDuration 2 rounds/levelSaving Throw See text

This spell allows the wizard to surround himself with a portion of his life essence, which takes the form of a shimmering aura. The aura has no encumbrance, armor check penalty, nor contributes any arcane spell failure chance. For every 2 hit points the caster “invests” at the time of casting, he may add a +1 armor bonus to his AC. These invested hit points are deducted from the caster’s current hit points.

If the caster suffers damage, he may choose to have the hit points lost be taken from the Spirit Armor, himself, or a combination of both. For as long as the Spirit Armor has at least one hit point, the caster fully benefits from the spell. Should the Spirit Armor lose all its hit points, the spell ends. If the spell ends other than by the Spirit Armor losing hit points, the hit points invested are returned to the caster.

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The Spirit Armor also gives a +3 bonus to all saving throws against spells and spell-like abilities.

SHAPE SPELL [Metamagic] (formerly Squaring The Circle)Shape Spell allows the caster to alter the shape of an area spell. The area shape is at the discretion of the caster, ignoring the original spell’s description. This spell can make an area effect spell a cone, circle, square, rectangle, ellipse, spherical, cubical, etc. This spell cannot change the amount of square or cubic feet, only the shape. The spell must have a discernible area, not particular targets. All other aspects of the spell remain the same. A shaped spell uses up a spell slot one level higher than the spell’s actual level.

Watery DoubleConjuration [Water]Level Sor/Wiz 3Components V, SCasting Time 1 actionRange TouchTarget One body of waterDuration See textSaving Throw See textSpell Resistance See text

This spell may be cast on any body of liquid as large as an ocean or as small as a glass of wine. The first creature whose reflection is cast on the surface of the liquid releases the spell. When the spell is triggered, the liquid immediately forms an exact three-dimensional image of the reflected creature. If more than one creature casts a reflection simultaneously, only one Watery Double forms. Each creature has an equal chance of being the victim of the spell. The size of the Watery Double is restricted by the volume of fluid available, but it will never exceed the actual size of the victim regardless of the size of the body of liquid.

When the spell is cast on the liquid, its duration is considered permanent until the power is released by a creature’s reflection. The liquid will not evaporate while the spell is triggered. When Watery Double forms, it remains animated for 1 round per caster level.

The Watery Double attempts to touch the creature it has duplicated. It can affect only the creature it resembles. It makes a touch attack with the same BAB + Str bonus as the creature it duplicates, but cannot cast spells, use any of the creature’s magical items, special abilities, Feats, and so forth. The Watery Double has AC 14, hit points equal to the creature it resembles, Improved Initiative, and speed twice that of the creature. It has ST, DX, and CO equal to the creature it resembles and IN, WI, CH of nil. Its saving throws are the same as the creature it resembles as well. The Watery Double may seep under doors and through cracks.

If the Watery Double succeeds in touching the creature, it merges with the individual covering his entire body in a skin of liquid. Spell resistance does apply. The GM makes

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the check for the caster based upon the caster’s level when the spell was cast as well as any other modifiers the caster had to overcome spell resistance. If the caster fails to penetrate the creature’s SR, the Water Double dissipates. For a creature without SR or upon a successful SR check, the creature must make a Will saving throw. If successful, the creature has resisted the spell’s effect and the Watery Double “dies”, becoming normal liquid and soaking the creature in the process. If the saving throw is failed, the Watery Double begins forcing its way into the victim’s body inflicting 1d8 points of damage per round until it is destroyed.

The Watery Double dissipates if it is reduced to zero hit points or when the spell’s duration expires. Striking the Watery Double while it is wrapped around its victim causes an equal amount of damage to the victim. Treat the Watery Double as a Water Elemental for purposes of spells that can damage it, but it is not subject to spells that merely force elementals from the prime material plane such as Dismissal. Transmute Water To Dust instantly destroys the Watery Double.

Arcane SightDivinationLevel Sor/Wiz 3Components V, SCasting Time 1 actionRange PersonalTarget YouDuration 1 round/level

Upon completion of this spell the caster’s eyes glow blue, and he is able to see the magical auras of spellcasters and enchanted objects. Only the auras of those things normally visible to the caster are seen; this spell does not grant the caster the ability to see invisible objects, nor does it give him X-ray vision. This spell does not reveal the presence of Good, Evil, Law, or Chaos alignment.

While Arcane Sight is in effect, the caster is able to see whether someone is a spellcaster and the type of spells he can cast, arcane and/or divine, and whether the creature is a wizard (specialist), bard, ranger, paladin, sorcerer, cleric, druid, or prestige class. He can only sense a creature is a ranger, paladin, or prestige class if the creature is currently able to cast spells. He can sense if a non-spell caster has the potential to learn and cast spells. For example, the creature is a paladin or ranger, or a fighter who may multi-class to cleric. The class of the creature is not learned, in such cases, only that there is potential to cast magic.

Although a spellcaster’s level cannot be discerned, the caster can see the intensity of a spellcaster’s aura and guess at the individual’s magical power (dim, faint, moderate, strong, overwhelming). If a creature can cast both arcane and divine spells, each has their own intensity. In any case, this can be extremely ambiguous even when the caster has some method of comparison; the GM might announce that a subject’s intensity is

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roughly equivalent to that of a companion, or he might announce that the aura is the strongest he has ever encountered.

An object’s magical abilities cannot be discerned. The fact that it is magical, the school or schools of magic it has, and whether it has distinct arcane and/or divine magic are obvious, depending upon the creator of the item. The wizard can see the intensity of an item’s magical aura and guess at its power but cannot tell whether a magical item is cursed.

Mask Of DeathNecromancy [Evil]Level Sor/Wiz 4, Cle 4Components V, S, M/DFCasting Time 1 roundRange Touch)Target One corpse or zombieDuration 1 hour/level

The caster can change a corpse’s features to make it appear to be someone else. The caster must possess an accurate portrait of the individual to be duplicated or a clear mental image of the person based on personal experience. If Animate Dead is cast on the body, it can be animated to become a zombie that looks exactly like the copied person. The double is a mindless automaton, however, having all the characteristics of a normal zombie. This spell may be cast on a creature that has already become a zombie. The caster must make a touch attack roll unless the zombie is controlled by the caster. The caster must make the attempt in the round following the spell’s casting or else the spell dissipates.

Arcane Component: A drop of doppelganger’s blood.

There/Not ThereEvocation [Wild, Chaos]Level Sor/Wiz 4Components V, S, MCasting Time 1 roundRange Close (25ft + 5ft/2 levels)Target Non-living objects in a 10’ cubeDuration 10 minutes/level

This spell creates a random fluctuation in the probabilities of existence. This spell cannot be cast to affect items held. Objects in the area of effect either remain normal or they disappear (50% chance). The state of existence for any object is determined randomly and changes with each viewing of the viewer. Thus, a single object could appear and disappear several times during the course of the spell. Furthermore, it might be “there” for one looker but “not there” for another.

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For example, the wizard casts this spell on a doorway. The GM rolls percentile dice and determines the door is there for the wizard. The wizard’s companion also looks at the door. The GM rolls and determines that the door is not there for the companion. The pair study the door for several minutes, during which time the door does not change since it is a single viewing for each character. The wizard and companion then close their eyes. When they look at the door again, new checks for each character reveal the door is not there for both characters. The pair steps through the open archway and turn around to look at the door. This time it is not there for the wizard but there for the companion. This random changing continues throughout the duration of the spell.

Objects that are there are normal in all respects. Doors can be opened, chests can be picked up and carried, and rocks can be used as barricades. Objects that are not there are gone, although their absence does not cause ceilings to collapse or other damage. A wizard could walk through a not there wall without difficulty. When two parties perceive a There/Not There object, the object functions for each party according to its own perceptions. For example, a wizard hides behind a rock that he sees as there. His enemy perceives the rock as not there and fires arrows at the wizard. The wizard would perceive the arrows as bouncing off the rock while his enemy would perceive the arrows as missing their target or falling short. The enemy would be subject to a check before firing each arrow to determine whether his perception changes because he must look away from the rock each time he knocks an arrow; each time he takes aim is a new viewing.

After the spell is cast, any objects removed from the area of effect retain their uncertain existence for the duration of the spell.

Arcane Component: A small piece of cat fur sealed inside a small box.

Thunder StaffEvocationLevel Sor/Wiz 4, Dru 4Components V, S, M/FCasting Time 1 actionRange Close (25ft + 5ft/2 levels)Area Of Effect ConeDuration InstantaneousSaving Throw Fortitude partialSpell Resistance Yes

Upon completion of this spell, the caster raps his staff on the ground and produces a thundering cone of force. All creatures wholly or partially within this cone must roll a successful Fortitude saving throw or be stunned for 1d3 rounds. Stunned creatures are also deafened for 1d3 + 1 rounds. Additionally, those who fail their save are hurled 4d4 + 4 ft by the wave of the force, suffering 1 point of damage per two feet thrown. Intervening surfaces such as walls or doors may restrict this distance but damage remains

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the same based on that 4d4 + 4 roll. If the save is successful the victim is not stunned but is deafened for 1d3 + 1 rounds and is hurled only half the distance.

Giant-sized or larger creatures who succeed at their saving throw are deafened but are not thrown, suffer no loss of hit points, and are not stunned. If the saving throw is failed, such creatures are hurled 2d4 + 2 feet, suffer one point of damage per two feet thrown, and are deafened and stunned.

The cone of force is considered to have a Strength of 19 for purposes of opening locked, barred, or magically held doors. This spell can move objects weighing up to 640 pounds a maximum distance of 4d4 + 4 feet. Fragile items must make saving throws or be destroyed.

Material Component: A vial of rain gathered during a thunderstorm.Focus: A staff made from oak.

Turn Pebble To BoulderTransmutation [Earth]Level Sor/Wiz 4, Dru 4Components V, S, FCasting Time 1 actionRange TouchTarget One pebbleDuration See text

At the culmination of this spell the caster hurls a pebble as a range attack which grows and increases in speed, becoming a deadly boulder that inflicts 3d6 + 8 points of damage if it strikes the target. The caster is considered proficient in throwing this pebble. The maximum range the caster may throw the pebble is 50 ft + 10ft per level. Only the caster may throw the pebble.

The caster can enchant one pebble at 7th level and an additional stone per 3 levels thereafter. Only one pebble may be thrown per round , and pebbles must be thrown in consecutive rounds. The spell has a duration in rounds equal to the number of pebbles enchanted. Pebbles may be thrown at different targets in range.

This spell counters Turn Boulder To Pebble

Focus: The pebbles used which return to normal size when the spell expires.

Turn Boulder To PebbleTransmutation [Earth]Level Sor/Wiz 4, Dru 4Components V, S, FCasting Time See textRange Close (25ft + 5ft/2 levels)

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Target Boulders of total volume no greater than 1 cubic ft/levelDuration See text

This spell shrinks a boulder to the size of a pebble. It affects only naturally occurring rocks and cannot be used to shrink a statue or a cut gemstone. The spell can be used at a boulder thrown by a giant towards the caster. The spell is cast as if quickened, but it counts against the one quicken spell in a round that can be cast.

The number of rocks that may be affected is equal to the level of the caster. All rocks are affected in the same round the spell is cast. If the caster wishes to cast the spell on rocks on the ground, they need not all be touching but must be within range. This casting time is 1 action.

In either case, boulders that have been shrunk remain so until dispelled. This spell counters Turn Pebble To Boulder

Focus: The boulders to be affected.

UnluckEvocation [Wild, Chaos]Level Sor/Wiz 4, Luck 4Components V, S, MCasting Time 1 actionRange Close (25ft + 5ft/2 levels)Target One creatureDuration 1 round/levelSaving Throw Will negatesSpell Resistance Yes

With this spell, the caster creates a negative pattern in the random forces surrounding one creature. The creature is allowed a Will saving throw; if successful, the spell fails. If the saving throw is failed, random chance falls into an unlucky pattern. Any action involving random chance (i.e. any time a die roll affects the creature) performed by the victim through the duration of the spell requires two separate attempts; the worse result is always applied. The victim rolls twice for attacks, damages, saving throws, etc., always using the worse die roll.

A creature possessing a luckstone or a cleric with the Luck Domain suppresses the spell for the duration but does not negate it. However, the luckstone ceases to function and the cleric cannot use his Domain Ability during the duration of the spell. The cleric may still cast Luck Domain spells.

Material Component: A piece of broken mirror.

Improved Conjure Spell ComponentConjuration

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Level Sor/Wiz 5, Cle 5, Dru 5Components V, S, M/FCasting Time 10 minutesRange See textTarget See textDuration 1 round/level

This spell allows the caster to more easily access rare or dangerous spell components. The caster casts this spell upon a silver mirror while concentrating on a mental image of the material he desires. The base chance of success is 50% modified by the following:

+1% per level of the caster+10% if the caster has seen the same type of substance or object before; this bonus is not cumulative with the following bonus+20% if the caster has a sample of the material or the same type of object in his possession; this is not cumulative with the bonus above+30% if the caster knows the location of the desired object-50% if the caster has never seen the same type of material or item before

If the percentile roll indicates failure, the caster is unable to locate the desired ingredient, and the spell ends. If the roll indicates success, the caster has located the object or substance and the mirror becomes a magical gate through which the caster can see the target. The size of the gate is determined by the size of the mirror to a maximum of 3ft by 2ft.

The gate always appears within arm’s length of the target, allowing the wizard to reach through the mirror, grasp the object of his desire, and draw it back through the gate. The caster must risk his own safety - the gate does not allow the use of probes, long handle ladles, tongs, or other equipment to gather the material. The caster cannot move completely through the gate. The gate vanishes when the spell’s duration ends or when the target or caster moves more than 10ft away from it.

The gate is visible from both sides, and other creatures can reach through the gate. Breath weapons, gaze attacks, missiles, spells, and similar attacks cannot be cast through the gate. Because creatures can pass their limbs through the gate, physical attacks and touch spells can be used.

The only limit to the range of this spell is that the caster and the target must be on the same plane of existence. Elemental forces, not creatures, will not pass through the gate. Thus, the caster does not run the risk of drowning from on rushing water by opening the gate beneath the sea. However, the spell does not provide any sort of protection against a hostile environment.

Material Component: A black opal worth at least 1,000gp powdered and sprinkled on the mirror.Focus: A silver mirror worth at least 10,000gp.

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Lower ResistanceTransmutationLevel Sor/Wiz 5Components V, S, MCasting Time 1 actionRange Medium (100ft + 10ft/level)Target One creature with SRDuration 1 round/levelSaving Throw NoSpell Resistance Yes, see text

Using this spell, the caster may attempt to reduce the spell resistance of a target creature. The spell resistance of the victim works against the Lower Resistance spell itself, but the creature’s SR is reduced by half for purposes of this spell. No saving throw is permitted in addition to the spell resistance. If the victim does not resist the effects of this spell, his SR rating is reduced by the caster’s level.

Arcane Component: A broken iron rod.

Magic StaffEnchantmentLevel Sor/Wiz 5Components V, S, F, XPCasting Time See textRange TouchTarget The caster’s staffDuration See text

This spell allows the caster’s staff to store one spell level for every three levels of the caster. Thus, a 9th level wizard can store three spell levels such as three 1st level spells, one 1st and one 2nd level spell, or one 3rd level spell. Spells can be altered by Meta-Magic Feats, but the resulting spell slot count towards the number of levels of spells that may be stored. Spells that are to be stored in the staff must be ones the caster knows. Wizards have to prepare them normally to cast into the staff. Any material components necessary for the spells are used. All spells to be stored must be cast into the staff within 10 minutes. Spells stored are considered cast for the day. A stored spell may be released from the staff as if cast taking a partial action. Spells remain in the staff until cast, dispelled, or up to 1 hour/level after which all stored spells fade away.

Only those who know the Magic Staff spell can cast spells from another spell caster’s staff, even if the spells in the staff are not known by the wielding sorcerer or in the wielding wizard’s spellbook. It is common, however, for the staff’s owner to implement a command word which must be known by anyone wishing to use the staff.

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Focus: A staff cut from an ash tree. For each spell level the caster intends to imbue in the staff, it must be laid with rubies worth at least 1,000gp.XP Cost: 1/50 XP per 1,000gp of rubies, only paid for the creation of the staff. No XP is expended to store spells in the staff nor release them.

SafeguardingAbjurationLevel Sor/Wiz 5Components V, S, MCasting Time 1 actionRange PersonalArea Of Effect 15ft radius sphereDuration 1 minute/level

Use of this spell protects the caster and anyone in the area of effect from damage caused by the caster’s spells. The protection is effective against spells of 7th level and lower. The protection does not apply to damage from spells rebounded by magical spell turning. This spell does not protect against spells or attacks cast by enemies or other party members. A Sor/Wiz who has cast Safeguarding is free to move and act normally. The spell’s effect is always centered on him regardless of his actions. Other creatures are free to enter and exit the area of effect.

An area spell cast by the Sor/Wiz will take effect normally, but its effects will be negated within the area of the Safeguarding spell. This applies only to area spells centered outside the radius of the Safeguarding spell. If the Sor/Wiz casts an offensive area spell within the area of the Safeguarding, the Safeguarding is immediately negated and those within the area suffer full damage from the spell. The Sor/Wiz is free to cast non-offensive area spells and individually targeted spells within the area of Safeguarding.

Arcane Component: A piece of preserved skin from any creature that possesses natural SR.

RefusalAbjurationLevel Sor/Wiz 5Components V, S, MCasting Time 1 actionRange Medium (100ft + 10ft/level)Area Of Effect 20ft square per levelDuration 1 hour/level

This powerful spell is designed to prevent unauthorized spellcasters from entering a hallway, doorway, window, or other point of entry. The spell creates an invisible barrier that blocks the targeted area. Any non-spellcasters and those spellcasters specifically named by the caster may pass freely. All other spellcasters, whether casting arcane or

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divine spells, collide with the invisible barrier. Those of a character class who can cast spells but are not high enough level yet to cast spells may pass freely.

The caster can ward one area up to 20ft square per level. The area of effect may be divided among several smaller portals as long as the total area does not exceed the caster’s limit. Each portal must be in range and sight of the caster at the time the spell is cast.

The barrier exists for the duration of the spell, but it is vulnerable to Dispel Magic. Disintegrate, Rod Of Cancellation, and Sphere Of Annihilation instantly destroy it. The invisible walls are not affected by physical blows, cold, heat, or electricity. Thrown and projected weapons, magical and mundane, are not repelled by the barrier and may pass through the area normally. Spells can be cast through the barrier. Dimension Door, Teleport, and similar effects can bypass the barriers.

Arcane Component: A pinch of dust from the tomb of an arcane spellcaster.

VortexEvocation [Wild, Chaos]Level Sor/Wiz 5Components V, S, MCasting Time 1 actionRange Medium (100ft + 10ft/level)Area Of Effect 5ft diameter circleDuration 1 round/levelSaving Throw Reflex avoid, Fortitude halfSpell Resistance Yes

A Vortex is a swirling mass of magical energy, barely controllable by the caster. On the round of casting, a small sparkle of lights fills the air at the desired position. On the second round, a 7’ tall multicolored tornado appears. From this moment on, the caster must maintain concentration in order for the Vortex to remain.

Each round, the caster can move the Vortex 60ft. However, control of direction is not perfect. The caster has complete control over distance but can only suggest the desired direction. The caster has a 50% chance of moving the Vortex in the direction he desires. If the die roll indicates failure, the Vortex moves according to the scatter diagram for grenade-like missiles. The Vortex cannot pass through objects larger than its area of effect, but it will be redirected by these, rebounding along the general line of movement. For example, if cast in a narrow hallway, the Vortex might ricochet down the hall bouncing from side to side.

The Vortex is composed of raw magical energy. For a creature to be struck, the creature must be in the same 5ft area it occupies as it travels. Determine the Vortex’s movement on the caster’s initiative The creature is allowed a Reflex saving throw to avoid getting hit. Non-magical creatures and characters who do not cast arcane or divine spells who

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fail this saving throw suffer 1d4 points of damage per caster level. Magical creatures and those who do cast arcane or divine spells who fail this saving throw suffer 1d6 points of damage per caster level. In either case, the creature is then allowed a Fortitude saving throw for half damage. Each time a creature is struck, there is a 5% chance the Vortex will explode in a wild surge. If this happens, determine the result of the surge, but the Vortex spell ends.

Arcane Component: A silk streamer and a handful of straw.

WaveformTransmutation [Wild, Water]Level Sor/Wiz 5Components S, MCasting Time 1 actionRange Medium (100ft + 10ft/level)Area Of Effect 10 cubic feet of water/levelDuration 1 round/levelSaving Throw Fortitude halfSpell Resistance No

By means of this spell, the caster is able to shape and direct the patterns of water currents, allowing him to mold liquids into a variety of forms. The spell affects a quantity of liquid no larger than the area of effect. If cast onto a larger body such as an ocean or large lake, the spell effects only the water within the area of effect.

After casting Waveform, the caster can form the water into any desired shape. The spell does not bind the liquid together in any fashion; it is still limited by its fluid properties and gravity. Thus, the caster could not use Waveform to create a humanoid creature with arms and legs and direct it to walk across land. He could, however, create a roughly human shape with flowing arms that rises out of the water, crashes forward in a huge splash, then rises and repeats the process. Other possible shapes include gigantic waves, geysers, whirlpools, and troughs.

The shape takes one round to form, after which it can be maintained by concentration. The shape can be directed to move in any direction at the rate of 90ft per round. If the Waveform moves into or through a body of water, the form loses no intensity. However, if the wave is moved over dry ground, it loses one die of damage for every 10ft crossed.

If propelled against a target, the Waveform causes 1d4 points of damage per caster level to creatures in its path. The Waveform can be directed against creatures on the surface or underwater. Those struck are allowed a Fortitude saving throw for half damage. If the victims are in or on a body of water, the shape will sweep them along. Creatures of Small size or less are carried with the form, moving at its speed. Medium and Large creatures are swept along at half speed. Creatures larger than this resist movement. Those caught in the current can make a Strength or Swim check each round to free

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themselves of the current. The check is made against the Strength of the Waveform, which is considered equal to the caster’s appropriate ability score.

Boats and ships are particularly vulnerable to the Waveform. If the Waveform is twice the size of the vessel or more, the ship must make a seaworthiness check. Vessels passing the check suffer the damage as described above, reducing seaworthiness ratings for future checks by 2d6 points until repairs are made.

Alternatively, this spell can be cast directly at a single water-based creature such as a Water Weird, Water Elemental, Watery Double, etc. In this case, the spell causes 1d6 points of damage per level of the caster. The creature is allowed a Fortitude saving throw for half damage. This effect is instantaneous, and the spell ends immediate after the attack is made.

Arcane Component: A carved oar made from any mineral found in the ocean worth at least 50gp.

Claws Of The UmberhulkTransmutationLevel Sor/Wiz 6Components V, S, MCasting Time 1 roundRange TouchTarget One creatureDuration 10 minutes/levelSaving Throw See text [harmless intent]Spell Resistance Yes [harmless intent]

This spell can only be cast on a willing creature. The subject’s hands widen and his fingernails thicken and grow, becoming equivalent in size and power to the iron-like claws of the umberhulk. The transformation takes one full round and is excruciatingly painful. The subject must make a Fortitude saving throw against DC 16. A failed save indicates the subject takes 3d4 points of damage. Since the caster and subject both want the spell to be cast, the caster’s ability score modifier does not apply to the DC nor any bonuses to DC such as from Spell Focus or similar. If the caster is the subject of his own spell, he must make the Fortitude save as well.

The subject can burrow as an umberhulk, cutting through 10ft of solid stone or 60ft of soil per minute. The only limitation to this is the subject’s stamina. At the end of each minute of burrowing, the creature must make a Constitution check against DC 16 or else he must rest for a minute. The subject may apply the Endurance Feat, if he has it, to this check. Burrowing through soil does not necessarily create a passable tunnel. If the subject wishes to make a passage in which others can travel or that he can exit when the spell ends, he must dig at a rate of 30ft per minute. Cutting a tunnel through solid rock does not require extra care or time.

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The recipient of this spell can make two claw attacks as if he had the Feats Two-Weapon Fighting and Ambidexterity and wielding light weapons. These are considered armed attacks, thus do not draw an attack of opportunity from an armed opponent. A successful hit deals 2d6 slashing damage plus the subject’s Strength modifier per claw.

Arcane Component: An umberhulk claw.

Fiery ConstrictorConjuration [Fire]Level Sor/Wiz 6, Dru 6Components V, S, MCasting Time 1 actionRange Medium (100ft + 10ft/level)Target One source of fireDuration 1 round/levelSaving Throw NoneSpell Resistance Yes

This spell causes a tentacle of magical flame to snake forth from any existing source of natural or magical fire. The flaming tendril is 10ft long, AC 10 + caster’s appropriate modifier, damage reduction 20/+2, and has hit points equal to double the caster’s level.

Any creature within 20ft of the tentacle is subject to attack as directed by the caster. As a move-equivalent action, the caster can make a melee touch attack with the Fiery Constrictor. The BAB of the Fiery Constrictor is the same as the caster’s but instead of Strength, add the modifier of Int for wizards, Cha for sorcerers, or Wis for druids. On a successful hit, the victim is entangled by the Fiery Constrictor. The creature cannot move, loses his DX bonus to AC, and has a -2 penalty to all attacks. Furthermore, including the round in which it is entangled, the creature suffers 3d6 fire damage each round.

If an attacked creature has SR and the caster fails to overcome it, that creature is immune to that casting of Fiery Constrictor, but the caster can then direct it to attack any other creature within range on the next round. If the fire source from which the tentacle emanates is extinguished, the remaining time that the Fiery Constrictor may exist is cut in half.

Material Component: A red dragon’s scale.

Shadowy TransformationIllusionLevel Sor/Wiz 6Components V, SCasting Time 1 actionRange TouchTarget One creature or an object no larger than 1 cubic foot/level

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Duration 1 round/levelSaving Throw Will negates (creature only)Spell Resistance Yes

When this spell is caster, the caster transforms one creature or a specified amount of non-living material into shadow, making it insubstantial. Thus, a door could be turned to shadow and entered.

To cast this spell on an unwilling creature, the caster must make a melee touch attack. The creature is allowed a Will saving throw to resist the spell. A transformed creature and all its gear become insubstantial. The creature can pass through small holes, narrow openings, and the smallest of cracks. The creature cannot fly without additional aid.

No form of attack is possible when in shadow form except against incorporeal creatures on the Ethereal plane. In this case, all attacks are normal. However, the shadowy creature gains damage reduction 10/+1. Spells and special attacks have their normal effects. This spell cannot be cast on magical items or magical effects such as one of Bigby’s Hands or a Wall Of Stone.

Most undead creatures will ignore a creature in shadow form, believing it to be a wraith or specter. However, liches and powerful undead can make a Spellcraft check against the DC of the spell with a -4 penalty to recognize the spell. A successful Dispel Magic forces the creature in shadow form back to normal form.

WildshieldAbjuration [Wild]Level Sor/Wiz 6Components V, S, MCasting Time 1 roundRange PersonalTarget The casterDuration See text

This spell cloaks the caster in a whirling band of scintillating colors, completely concealing him. The caster is able to see normally within and outside the shield. The Wildshield protects the caster from the effects of spells and magical items. The shield can absorb 2d6 spell levels, thereby negating their effects on the caster. Both area effect spells and those individually targeted at the caster can be absorbed. In the case of area spells, the Wildshield protects only the caster. All others in the area of effect suffer the normal effects of the spell. Wildshield also protects against wild surges, regardless of source. Each wild surge is considered equal to 1d6 spell levels.

The spell remains in effect until it is either canceled by the caster or it reaches its spell level capacity. If the capacity is met exactly, the Wildshield simply ceases to function. However, if the Wildshield is struck by more spell levels than it can absorb, it explodes in a wild surge. The spell that triggered the surge is completely negated; its energy

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transformed into the wild surge. Since the shield no longer functions, the caster is subject to the surge’s effect.

Arcane Component: A small sponge.

WildstrikeConjuration [Wild]Level Sor/Wiz 6Components V, S, MCasting Time 1 actionRange Medium (100ft + 10ft/level)Target One creatureDuration 1 round/2 levelsSaving Throw Reflex negatesSpell Resistance Yes

This spell is used primarily against hostile spellcasters. It distorts all attempts at spellcasting, converting spell energy into wild surges. When casting this spell, the caster sends forth a multi-colored ray towards his target. The creature is allowed a Reflex saving throw to avoid the ray. If the saving throw is failed, the creature is enclosed within a field of wild magic. If the victim casts spells or uses a charge from a magical item, a wild surge is automatically created. When determining the effects of this surge, the true level of the caster of Wildstrike is subtracted from the die roll, making the effects of the wild surge more likely to affect the victim.

Arcane Component: A small glass tube.

Frightful JoiningNecromancyLevel Sor/Wiz 7Components V, SCasting Time 1 actionRange TouchTarget One undead creatureDuration 10 minutes/levelSaving Throw See textSpell Resistance Yes

When this powerful spell is employed, the caster transfers his spirit to the body of an undead creature, totally dominating it. If the undead has intelligence, it is allowed a Will saving throw to resist the joining. If the save is successful, the caster’s spirit is forced back into its own body. The caster must then make a Fortitude saving throw against a DC as if the undead had cast this spell. On a failed save the caster takes 5d6 damage; half damage on a successful save.

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If the undead creature fails its save or is not entitled to one, the caster joins his life essence with that of the undead. While in the creature’s body, the caster can use all of its special attacks and innate abilities, excluding spells prepared by the creature. The caster’s body remains comatose, is subject to all regular attacks, and suffers damage normally. The caster’s spirit can travel an unlimited distance from his physical body as long as they remain on the same plane of existence.

If intelligent, the possessed undead continually tries to purge the caster with mental threats that only he can hear. The thoughts of the undead are ghastly. During the first minute of each hour of possession, the caster must succeed at an opposed Intelligence check against the undead creature to retain his sanity. If the roll is successful nothing happens, and the caster may continue to possess the undead. If the roll fails, the caster’s intellect degenerates, making him a raving, homicidal maniac. His spirit is immediately forced to return to his body, and he must make a Fortitude saving throw as mentioned above. The caster remains dangerously insane until a Heal, Wish, or Miracle spell is used to restore his intellect.

This spell can be very useful when combined with Mask Of Death. Should the caster maintain complete control through out the duration of the spell, when the spell ends the caster’s spirit immediately returns to his body without ill effect. When in the undead creature’s body, the caster temporarily becomes of creature type undead with all the advantages and disadvantages of that particular undead. However, the caster has a resistance to turn undead equal to his Int modifier instead of the creature’s turn resistance, if any, and is considered of a hit die equal to his caster level. Should the undead creature’s body be destroyed, the caster’s spirit simply returns to its own body.

Surge SelectorTransmutation [Wild]Level Sor/Wiz 7Components V, S, MCasting Time 1 roundRange PersonalTarget The casterDuration See text

By casting this spell, the caster gains greater control over wild surges. When the caster’s spell creates a wild surge, two separate results are determined. The caster can choose which of the two results will take effect. This spell can used in conjunction with Reckless Dweomer. The spell’s duration is 12 hours or one wild surge per 5 true levels of the caster, which ever comes first.

Arcane component: A brass spinner.

Intensify SummoningUniversal [Transmutation]Level Sor/Wiz 7, Cle 7, Dru 7

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Components V, S, MCasting Time 1 full roundRange See textTarget The caster’s Summon spellsDuration 10 rounds

This spell enhances the creatures that are summoned by the caster within the spell’s duration. This spell affects any Summon Monster or Summon Nature’s Ally spell of spell level 6 or lower. Creatures summoned by those spells gain an enhancement of +4 Strength and +4 Constitution.

Material Component: A small leather pouch worth 1 sp and a miniature silver candelabra worth 10gp.

Flame FistEvocation [Fire]Level Sor/Wiz 7Components V, SCasting Time 1 actionRange PersonalTarget Caster’s handDuration 1 round/levelSaving Throw See textSpell Resistance See text

When this spell is completed, one of the caster’s hands, his choice, bursts into light and is surrounded by an aura of flame. The caster suffers no damage from this effect. Illumination is equal to that of a torch. If the wizard successfully touches an opponent, requiring a touch attack that does not draw an attack of opportunity, the subject must make a Fortitude saving throw. If the roll is successful, the flame remains on the caster’s hand and he may use it to make further attacks until the spell’s duration expires, but the subject still suffers 1d4 + 2 points of fire damage.

If the save is failed, the flame leaves the caster’s hand to surround the victim’s body in an aura of searing fire. The superheated aura burns for 1 round, inflicting 1d4 points of damage per level of the caster. If a creature as SR, the caster must overcome it upon the first successful attack. If the caster fails, the subject is immune to that casting of Flame Fist. If the caster does overcome the SR but the creature makes his saving throw, the caster may try to attack again without needing to penetrate the SR again.

Instead of attacking a creature, the caster may choose to touch any single object, which is automatically surrounded by the searing aura for 1 round, needing to make a Fortitude save or be destroyed. The aura can surround an object up to 5 cubic feet per level of the caster.

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While the flame is upon the caster’s hand, he cannot cast any spells that require a somatic component.

ShadowcatIllusionLevel Sor/Wiz 7Components V, S, MCasting Time 1 actionRange Medium (100 ft + 10ft/level)Area Of Effect See textDuration 10 minutes/level

When this spell is cast, the caster brings into being a cat made of shadow. The Shadowcat is the size of a normal cat and may be either gray or black at the caster’s option. The caster has complete telepathic control of the feline; he can see, hear, and even speak through it as long as it remains within range. At the moment it moves out of range, the Shadowcat vanishes. The caster does not need to concentrate on the Shadowcat.

The Shadowcat is an incorporeal creature with all properties of such a creature. Its AC is 15, moves at a rate of 60ft/round, hit points of half the caster’s maximum, and saving throws equal to the caster. The Shadowcat has no attacks of its own and cannot touch or carry objects. A successful dispel magic causes the cat to vanish. A Shadowcat makes no sound as it moves. It is 90% undetectable in all but the brightest conditions. It can pass through small holes or narrow openings.

Arcane Component: A black pearl worth at least 100gp and a claw from a gray or black cat.

Spell ShapeAbjuration [Wild]Level Sor/Wiz 7Components V, S, MCasting Time 1 roundRange PersonalTarget The casterDuration 1 round/2 levels

This spell gives the caster the ability to seize magical energy directed at him and reshape it as he desires. While it is in effect, the spell gives no visible sign of its existence. It offers no protection against area of effect spells.

If the caster is a target of a spell or magical item, this spell automatically allows him a saving throw, even if the spell or magical item normally does not permit one, such as Magic Missile. If the saving throw is failed, the opponent’s spell has its normal effects as if failing a saving throw. This spell does not allow two saving throws for the same

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spell. If the saving throw is successful, Spell Shape absorbs the magical energy of the opposing spell. The spell has no effect on the caster, even if there is some effect despite making the saving throw, such as taking half-damage.

The caster can then choose to let the energy of the spell dissipate, or he can use it to cast a spell back at the opponent on his next action. The return spell must be of an equal or lesser spell level than the original one and must be a spell the caster currently has prepared (or known in case of Sorcerer). It also must have a casting time of 1 action. The return spell is treated like any spell the caster would cast, except it does not use up a preparation or casting slot, and the caster does not need any material components that spell might require. If the spell has an XP cost, though, that must still be paid but at only half the amount. Spell energy absorbed by Spell Shape must be used for the caster’s next action or it dissipates; it cannot be saved.

Spell shape can only absorb one spell in a round. Multiple Spell Shapes is not possible. However, if the caster fails a saving throw in the round, he can benefit from Spell Shape for another spell cast at him in the same round.

Arcane Component: A diamond worth at least 2,000gp.

Steal EnchantmentEnchantmentLevel Sor/Wiz 7Components V, S, F, XPCasting Time 1 hourRange TouchTarget One magic itemDuration Permanent

This spell steals the enchantment from a magical item and places it within another non-magical item, the item focus. Both objects must be touched by the caster during the casting. The two items must be of the same category (blunt weapon, edged weapon, ring, amulet, shield, armor, wand, etc.). The enchantment can be transferred only to a non-magical item. Only the energy of one item can be transferred; it is not possible to combine two magical items into one item. The new item has all the properties of the original item, including the same number of charges, if any.

At the culmination of the spell, the caster must make a spellcaster check, 1d20 + caster level vs a DC of 10 + minimum caster level needed to make the item, in order for the non-magical item to steal the enchantment. The GM may rule that certain powerful magical items, such as artifacts, cannot be affected by this spell.

Arcane Focus: The non-magical item to receive the enchantment. It must be of value equal to or greater than the material value of the magic item.

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XP Cost: The same amount of XP needed to make the item but not any XP of spells used to make the item.

SuffocateNecromancyLevel Sor/Wiz 7Components V, S, FCasting Time 1 actionRange Medium (100ft + 10ft/level)Area Of Effect 10ft radius circleDuration 1 round/levelSaving Throw Fortitude negatesSpell Resistance Yes

This spell draw the breath out of all creatures within the area of effect who fail their Fortitude saving throw. The breath is placed within the arcane focus. Constructs, Undead, and Outsiders are immune to spell. Creatures with SR can only resist the spell with respect to themselves.

Each round, a victim of this spell must make a Constitution check against this spell’s DC for the caster. If failed, the creature suffers 2d4 points of damage. If successful, he has taken in enough air to reduce the damage to 1d4. As they struggle and gasp for air, affected creatures can only take partial actions. Their movement rate is cut in half and are at -4 to attacks and AC as well as lose any DX modifier to their AC.

Effects of this spell continue each round regardless of whether the victims remain in the original area of effect. The damage accumulates until the spell expires, the focus is opened, or a successful Dispel Magic spell is cast upon the focus. The penalties to combat remain in effect for 1d3 rounds after the spell ends.

Arcane Focus: A small silk bag studded with black opals worth at least 5,000gp. A successful Dispel Magic against the bag makes it useless for further castings of this spell but does not otherwise destroy it.

AirboatEnchantment [Air]Level Sor/Wiz 8, Dru 8Components V, SCasting Time 1 roundRange 1 mileTarget A cloudDuration 1 hour/level

This spell must be cast under a cloudy sky. The caster points at a cloud which immediately descends towards him. As it comes closer, the cloud changes shape, becoming any sort of vessel imagined by the wizard such as a dragon-shaped galley or a

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one-man dinghy. Although the Airboat is made of cloud, it feels solid and can support the weight of the caster plus one passenger per level. It can fly at any speed up to 5 miles per hour per level to a maximum of 90 miles per hour. The caster maintains total telepathic control over the Airboat’s speed and direction. While controlling the vessel, the caster is able to perform other actions but may not cast spells.

Kaleidoscopic StrikeEvocationLevel Sor/Wiz 8Components V, SCasting Time 1 actionRange Close (25ft + 5ft/2 levels)Target One creatureDuration InstantaneousSaving Throw Reflex negatesSpell Resistance Yes

When this spell is cast, a ray of shimmering, kaleidoscopic light shoots from the caster’s fingertips toward its target. The victim is allowed a Reflex saving throw to avoid the ray. This spell has no effect on non-spellcasters nor creatures who simply have spell-like abilities. Against those who actually cast arcane or divine spells, however, this spell can be very devastating.

This spell drains from its victims. The number of spells drained is equal to the caster’s level - 1d20. Thus, a 16th level caster drains a maximum of 15 spells but could drain no spells depending upon the die roll. After subtracting the die roll from the caster’s level, any result of zero or a negative number indicates that the victim loses no spells.

Spells that are drained from the victim start at 1st level and work their way up. Wizards and divine spell casters lose their prepared spells. Sorcerers and Bards lose the number of spell slots they may cast for the day. Any decision regarding which spell should be drained is determined randomly. This spell only cares about the number of spells drained, not spell level. Thus, if 10 spells are drained, the victim loses all 1st level spells, if any, until he has no more. If this total did not equal 10, then 2nd level spells are checked. Then 3rd level spells are checked, and so on.

Homunculus ShieldUniversalLevel Sor/Wiz 8Components V, S, MCasting Time 1 actionRange PersonalTarget The casterDuration 1 round/level

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By creating a Homunculus Shield, the caster separates a portion of his mind in the form of an exteriorized magical homunculus. This creature is invisible to all but the caster and appears as a miniature version of the caster perched atop the caster’s head. The caster may move and act normally while this spell is in effect. The magical homunculus operates as an independent spellcaster. It partakes of its own actions as the caster desires on the caster’s initiative. The caster decides whether to resolve his actions or that of the homunculus first each round. The homunculus can only cast Teleport, Contingency, or any abjuration spell of 4th level or lower. Such spells must have a casting time of 1 round or less. If the caster is a Wizard, the spells must be prepared and get used up by the homunculus. If the caster is a Sorcerer the spells must be known by the Sorcerer and the casting uses up the spell lot for the day.

The Homunuculus has 1 hit point per two levels of the caster. These points are borrowed from the caster, whose own hit points are reduced by this amount. The Homunculus cannot be struck by melee or missile weapons separately from the caster, though it can be damaged separately from the caster by spells. For example, Magic Missile can be targeted against the Homunculus or damaged by area effect spells. The Homunculus has all attributes of the caster, including ability scores, Feats, and saving throws.

At the end of the spell’s duration, the Homunculus disappears and any hit points it had are restored to the caster. Hit points lost by the Homunculus can be regained only by magical healing. If the caster’s hit points are reduced to 0, he falls unconscious even if the Homunculus has hit points remaining. If the caster goes below -10 hit points, he is dead as well. A caster with an active Homunculus Shield suffers a -4 saving throw penalty vs. Magic Jar due to the division of his mental energy.

Arcane Component: A miniature sculpted bust of the caster costing 1gp.

Random DispatcherAbjuration [Wild]Level Sor/Wiz 8Components VCasting Time 1 actionRange Medium (100ft + 10ft/level)Target One creatureDuration InstantaneousSaving Throw Will negatesSpell Resistance Yes

With the utterance of a few words, this spell can hurl a creature to a random plane and leave him there. Unwilling targets are allowed a Will save to negate the effect. If the creature fails his save, the victim and all items carried by him are sent to a random plane. The GM can create his own possible destinations as suits his campaign. It is possible for the Prime Material Plane to be a destination. In such a case, the creature materializes somewhere else in the world or perhaps a different world. The caster has no control over

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the destination of the target. The conditions at the destination may kill the target or merely make life difficult as the GM desires.

Wild ZoneConjurationLevel Sor/Wiz 8Components V, S, MCasting Time 2 full roundsRange See textArea Of Effect See textDuration 10 minutes/level

This powerful spell creates a disruption in magical forces similar to the conditions found in wild magic regions. This spell has only a temporary effect, although the effects of Wildzone could possibly be rendered permanent. The spell creates a wild magic region centered on the caster. The area of effect cannot be changed in any way; it is always a square 300ft long on each side (90,000ft).

Within the Wildzone, wild magic reigns. Any spell cast into the area of effect is automatically treated as a wild surge. Effects from magic items that expend charges are also treated as wild surges when used in the area. Other magical items function normally. Spells cast into the wild area from outside the area of effect function normally, but spells cannot be cast out of the area without triggering a wild surge.

Arcane Component: Several pots of paint which must be spilled across a sheet of hammered silver worth at least 2,000gp.

Chain ContingencyEvocationLevel Sor/Wiz 9Components V, S, M, F

This spell is the same as Contingency with the following changes:

The caster can designate two or three spells to activate when the trigger is met instead of just one. The caster may choose to either have two spells to occur simultaneously or three spells to occur consecutively, one per round. The spells must be of 8th level or lower but cannot include Contingency. The stored spells do not have to target the caster only. They may target other creatures. The caster designates the exact order the spells take effect as well as target, range, and manner in which the spells are to be cast.

Chain Contingency does have limitations in triggering its spells. It does not have any power of discernment, so it can’t target “the highest level enemy”, for example. Furthermore, the trigger cannot involve a delay, such as “three turns after I sneeze”. If specifics of the stored are not made, they center on the caster.

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Only one Chain Contingency can be placed on the spellcaster at one time. If a second is cast, the first one is canceled. It is possible to have both Chain Contingency and Contingency operating at the same time, provided that there is no overlap in the conditions specified for their respective triggers. Spells triggered by Chain Contingency have a casting time of partial actions.

The Arcane Material Components and Focus are the same as for Contingency plus whatever components are necessary for the stored spells.

Elemental AuraAbjuration [Air, Earth, Fire, Water]Level Sor/Wiz 9, Dru 9Components VCasting Time 1 roundRange PersonalTarget The casterDuration 1 hour/level

This spell has four very different effects depending upon the type of Elemental Aura cast - Air, Earth, Fire, or Water. Only the caster may receive an Elemental Aura, and it is not possible to benefit from more than one aura at a time. Each aura is three inches thick and covers the caster’s entire body. An aura of Air is hazy white, an aura of Earth is dull gray, an aura of Fire is flickering red, and an aura of Water is shimmering blue. The auras have these effects:

AirImmunity to gas and all Air attacksTotal protection from physical attacks of creatures of type AirAbility to cast Fly and Protection From Normal Missiles once each

EarthImmunity to attacks from non-magical weapons made of stone or metalImmunity to physical attacks by creatures of type EarthAbility to breathe and move at full movement within the element of earthAbility to cast Wall Of Stone once

FireImmunity to normal and magical fireTotal protection from physical attacks of creatures of type FireAbility to breathe and move at full movement within the element of fireAbility to cast Wall Of Fire once

WaterImmunity to Water and Cold attacksTotal protection from physical attacks of creatures of type WaterAbility to breathe and move at full movement rate within the element of water

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Ability to cast Wall Of Ice once

The aura does not restrict the caster in any way. He is free to move and act normally while under the influence of an aura.

Estate TransferenceTransmutationLevel Sor/Wiz 9Components V, S, FCasting Time 1 hourRange PersonalArea Of Effect 1,000 square ft/levelDuration Permanent

This powerful spell allows the caster to transfer a large area of land in the Prime Material plane to any of the Elemental planes. All buildings, people, and wildlife within the area of effect are also transported. The land forms a pocket of the Prime Material plane within the Elemental plane. The pocket is a sphere with a diameter equal to the diameter of the land. The surface of the pocket allows creatures to enter or exit but prevents the elements of the plane to disturb it. Inside the pocket, the land is surrounded by air of a temperature matching that of the Prime Material plane at the moment the land was moved. In addition, a source of water is created within the pocket.

Before the spell is cast, the area to be moved must be surrounded by solid markers of material from the destination plane. Thus, if the caster wants to move his castle to the Elemental Plane Of Fire, he must first surround the area with solid blocks of matter from the Fire Plane, such as hardened magma or magically crystallized fire. The blocks must be spaced no more than 5ft apart and may be placed above ground or under the surface at a depth of no more than three feet.

The caster must be within the area to be moved when he casts this spell. When the land moves, a hemispherical crater is left behind in the Prime Material plane. Inside its pocket on the desired plane, the land continues its existence as if nothing changed, with the exception of the occasional visits from planar creatures. Any land that is moved in this manner can never again be moved with this spell.

Arcane Focus: In addition to the markers, the caster needs the appropriate magical device to control Elementals of the desired plane. The item is permanently placed at the heart of the area of effect and cannot be used for any other purpose. If the device is disturbed in any way, the spell immediately fails allowing the elements of the plane to flood into the protected area.

StabilizeAbjuration [Wild]Level Sor/Wiz 9Components V, S

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Casting Time 10 minutesRange PersonalArea Of Effect 30ft radius circleDuration 1 hour

Stabilize negates the effects of wild magic regions, allowing the caster and all creatures in a 30ft radius to cast spells and use magical items normally. The spell is centered on the caster and follows his movements. The caster’s own spells never cause wild surges when cast within the duration of a Stabilize spell, nor do the effects of wild surges extend into the protected area. Furthermore, a wild mage specialist casts spells at his true level. He does not make a roll. The caster cannot cast Reckless Dweomer while this spell is in effect. Stabilize does affect Wildstrike, Wildzone, and Wildwind.

WildfireEvocation [Wild]Level Sor/Wiz 9Components V, XPCasting Time 1 actionRange See textTarget See textDuration See textSaving Throw See textSpell Resistance Yes

By means of this spell, the caster is able to channel raw magical energy through himself, shaping it into any form or effect he desires. The energy is similar in ways to a Wish spell but has unique differences.

Wildfire allows the caster to create the effect of any arcane or divine spell of 8th level or lower. The spells take their normal effect, but the DC to save against the spell is for a 9th level spell. The caster need not have the spell in his personal spellbook or know the spell. Wildfire can also be used in the creation of magical items. It can generate effects that are not created by known spells.

Wildfire can also be used to create items out of nothing. The magical energy can be shaped and hardened to form solid objects. These objects have a greenish, glowing tinge and radiate magic. These objects are treated as if made out of adamantite - a 20 hardness, hit points of 40/inch of thickness, etc. They cannot be damaged by Fire, Cold, Electricity, or magical attack except by Dispel Magic, Wish, and Miracle spells. Even if attacked by these spells the objects do get saving throws at scores equal to the caster’s.

When creating objects, the caster is limited only by his own skill and the dimensions of the object. The caster can make an appropriate Craft check with a bonus equal to his key ability modifier in addition to Int. (If the caster’s key ability modifier is Int, it is counted twice.) Items larger than a 10ft radius cannot be fashioned. Creating an object requires a casting time of 1 round, regardless of size. Thus, the wizard could make an impenetrable

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dome or a small boat. If the caster makes a suit of armor or shield, it gets a masterwork bonus of +2 to the normal AC bonus. A weapon can have a +2 non-magical enhancement or a +1 magical enhancement but no other special abilities, at no further XP cost other than the casting of this spell. Objects made of Wildfire are neither stable nor permanent. The Permanency spell cannot affect them. The magical material of the items deteriorates over time. They break apart after 1d6 + 4 hours. This amount of time is known to the caster.

XP Cost: 5,000XP

WildwindConjuration [Wild]Level Sor/Wiz 9Components V, SCasting Time 1 actionRange Long (400ft + 40ft/level)Area Of Effect See textDuration 1 minute/levelSaving Throw NoneSpell Resistance Yes

This spell is similar to Wildstrike and Wildzone. When cast, a wall of faint, multicolored lights springs into existence at the point indicated by the caster. These lights form a line 150ft long. After the first round of the spell, the caster can move the lights. Each round, the caster can move the wall as a move-equivalent action in the same direction or as much as 45 degrees to either side. Once the wall is set in motion, it cannot be stopped unless the spell is canceled or dispelled. The lights can move 60ft per round.

The Wildwind has two significant effects. First, all creatures struck by the magical lights suffer 2d6 points of damage. A saving throw is not allowed. Creatures with SR do benefit from their resistance. If they resist the spell, they take no damage but do not end the spell. Second, if the creature struck was attempting to cast a spell, using a charge from a magical device, or using a spell-like ability there’s a wild surge.

Anti-Vermin BarrierAbjurationLevel Dru 1, Ran 1Components V, S, DFCasting Time 1 actionRange Medium (100ft + 10ft/level)Area Of Effect 10ft cube/levelDuration 1 hour/level

With this spell, the caster creates an invisible force field that repels non-magical insects, rodents, spiders, snakes, worms, and similar vermin of less than 1 hit die. The spell has no effect on giant-sized versions of these creatures unless they are less than 1 hit die.

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The barrier affects summoned creatures. Any vermin within the area of effect when the spell is cast are not affected; however, when these creatures exit the area, they cannot return.

Call Upon FaithDivinationLevel Cle 1, Pal 1Components V, S, DFCasting Time 1 actionRange PersonalTarget YouDuration 1 minute

Upon casting this spell, the caster gains a +3 competence bonus to an attack roll, saving throw, ability check, or skill check. Alternatively, he can gain a +15% bonus to a percentile roll. The caster decides to apply the bonus before he rolls the die. The spell lasts until the bonus is used or 1 minute.

Emotion ReadDivinationLevel Bar 0, Cle 0Components V, S, MCasting Time 1 actionRange Close (25ft + 5ft/2 levels)Area Of Effect One creatureDuration InstantaneousSaving Throw Will negates (see text)Spell Resistance Yes

This spell allows the caster to perform an instantaneous reading of a single subject’s emotional state. It can be used on any subject possessing Intelligence of 3 or greater. This reading is neither deep nor specific and cannot pick out mixed emotions or intricate details. For example, it might tell the caster that the subject is fearful, but the spell cannot reveal what the subject is afraid of or why he is afraid. Emotion Read does not reveal individual thoughts or the subject’s motivation. Thus, the spell might reveal that the subject is coldly unemotional at the moment, but not the fact that the subject is contemplating the cold-blooded murder of the caster.

Note that this reading is instantaneous. It reveals only the strongest emotion at the instant the spell is used. While this will usually be related to the subject’s overall emotional state, it is always possible that the subject might be distracted for a moment or remember and respond to past events.

The subject is allowed a Will saving throw to avoid the spell. If this roll succeeds by 6 or more, the caster perceives an emotion diametrically opposite to the subject’s true emotion.

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Arcane Component: a square unmarked white wax.

Know AgeDivinationLevel Bar 1, Cle 1, Dru 1, Ran 1Components V, S, MCasting Time 1 actionRange PersonalTarget One object or creatureDuration Instantaneous

This spell enables the caster to instantly know the age of any single person, creature, or object on which he concentrates. The age is accurate to the nearest year. The person, creature, or object must be in line of sight. If the caster is touching the creature or object sight is unnecessary.

Material component: A calendar page.

Know DirectionDivinationLevel Bar 0, Cle 0, Dru 0, Pal 0, Ran 0Components V, S, FCasting Time 1 actionRange PersonalTarget YouDuration Instantaneous

Know Direction allows the caster to instantly know the direction of north. The spell is effective in any environment, whether under water, underground, or in (magical) darkness.

Material Focus: a small scrap of parchment map that is at least 100 years old.

Know TimeDivinationLevel Bar 0, Cle 0, Dru 0Components V, SCasting Time 1 actionRange PersonalTarget YouDuration Instantaneous

This spell enables the caster to know the precise time of day to the nearest minute, including current hour, day, month, and year.

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Log Of EverburningEnchantment [Fire]Level Dru 1Components V, SCasting Time 1 actionRange TouchTarget 1 cubic foot of wood/levelDuration 1 hour/levelSaving Throw None

This spell increases the amount of time that a wooden object will burn before being consumed. Wood that is enchanted in this manner burns brightly without being consumed for the duration of the spell. When the spell ends, the wooden object crumbles to ash.

This spell does not cause the wood to catch fire; it must be ignited normally. While it burns, the wood gives off twice the normal amount of heat; thus, a single log can make a cozy fire. The fire that is lit is non-magical, but if the lighted object is used to burn a creature, the damage inflicted is increased by 1. The area of light emitted by the fire does not increase.

This spell is effective on torches, but has no effect on plant creatures.

Mistaken MissiveTransmutation [Chaos]Level Bar 1, Cle 1, Chaos 1Components V, S, MCasting Time 1 actionRange TouchArea Of Effect One page/levelDuration Permanent (see text)Saving Throw None

This spell alters the appearance of words written in ink. When the spell is cast upon a written page, the ink imperceptibly begins to move. (Spot Check DC: 30 before “Day One” effects occur, see below) Over the next few days the message becomes progressively more illegible. If the page is left undisturbed for six days, an entirely new message forms on the page. The new message is completely legible and is recognizable as the handwriting of the original author, but is contrary in content to the original message.

After the spell is cast, the message will appear different every day. The GM decides the message that the page will carry after the sixth day has passed. Following is a sample of the changes that could take place in a message:

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Day One: The words of the letter appear faint, as if the author of the letter was running out of ink as he wrote.Day Two: The words have moved slightly from their original positions, as if the person writing the letter were shaking or in a moving carriage when the letter was written.Days Three and Four: The message is gibberish. Although the ink forms groups of letters arranged in lines with punctuation, nearly all the words are meaningless. This may appear to be some sort of code, but it means nothing.Day Five: The ink has formed real words. However, the sentence construction is still meaning. (e.g. Egg west worst green!)Day Six (and beyond): The message is coherent, but the opposite intent of the original message has been created. If the original letter read “Send troops quickly”, the new letter now reads, “All is fine. Keep your men in reserve.”

If Mistaken Missive is cast on the pages of a spellbook or scroll, the ink on the page reforms into a new spell of the same level as the original spell. However, the spell formula will be wrong. Although it will look like a proper spell, it will not function. A spell on a scroll cannot be triggered. A spell in a spellbook cannot be learned nor prepared.

A coded message that is subjected to Mistaken Missive will appear as a coded message on the sixth day but will hold a different meaning than the original message.

A Glass Of Preserved Words or True Seeing will allow the original message to be read. A Decipher Languages check can be made upon seeing the message. If the check is 20 or greater, the reader is not convinced the message is real but is not quite so eager to dismiss it either. If the check is 30 or greater, the reader knows it is a forgery and not to be believed. A Comprehend Languages spell will provide a +10 circumstance bonus to the Decipher Languages check. Dispel Magic can restore the message to its original form.

Personal ReadingDivinationLevel Bar 1, Cle 1Components V, S, FCasting Time 20 minutesRange PersonalTarget One creatureDuration See textSaving Throw NoneSpell Resistance None

This spell allows the caster to analyze personal information about one humanoid creature. To cast the spell the caster must know the subject’s real name (the name the subject was given at birth) or the date and place of the subject’s birth. The caster is then able to build a rough picture of the character’s life history and personal specifics.

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The historical information discovered through this spell is generally vague. For example, the caster might learn that the subject was born in the woods and moved to the city only after hardship made his life untenable. Specific information is up to the GM. The GM might provide some or all of the following information:

The subject’s character class(es) or career.The subject’s approximate level (stated in terms such as “novice”, “highly skilled”, “moderately competent”, etc. If more than one class, each class is given a descriptor.)The subject’s standing in the community (“highly respected”, “mistrusted”, “considered an enigma:, etc.)The subject’s success or failure in his profession.The subject’s prevailing character traits or mannerisms

If the caster casts this spell based on an alias or incorrect birth information, the reading will be inaccurate. The GM should develop a history and personality at odds with the truth. This might allow the caster to determine whether the name of the subject is correct if a reading is giving information the caster knows is not the truth.

The subject need not be present during the casting. The caster can cast the spell without ever having met the subject. A GM may rule this spell can be cast to get a reading on a monstrous creature, though words such as “profession” will mean something different when applied to an ogre. This spell will categorically fail on creatures that have no concept of a personal name.

Material Focus: A book containing numerological formulae. Bards will also have musical scores in distinct mathematical patterns while clerics will have various prayers and (un)holy words.

Ring Of HandsAbjuration [Good]Level Cle 1, Pal 1Components V, SCasting Time 1 actionRange See textTarget See textDuration 1 minute/level/caster or until ring is broken

This is a cooperative magic spell. It requires a minimum of 2 divine spellcasters and can accommodate a maximum of 10. The divine spellcasters must be of the same deity, though need not all have the same Domains. Divine spellcasters of different deities may cooperate at the GM’s discretion. Each divine spellcaster must cast Ring Of Hands on the same round. When the last divine spellcaster has cast the spell, everyone joins hands completing the spell. If any caster breaks the circle the spell immediately ends. The casters may not move from their locations but are free to speak. They may not cast spells requiring somatic or material components while the ring is formed.

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The Ring Of Hands forms a protective barrier around the priests and everything within their circle. For each caster, assume a 5-foot circumference circle; thus, three casters would create a circle of 15ft circumference. For easy calculation, assume that for each caster, the circle can accommodate four persons.

The barrier functions as a Protection From Evil spell. Attacks by Evil creatures suffer a -1 deflection penalty for every caster forming the circle. Saving throws made for the casters and protected creatures gain +1 resistance bonus for every caster forming the circle. The spell otherwise acts exactly as Protection from Evil. (Mental control and outsiders are blocked, for example.)

Because the casters forming the circle cannot move and must hold hands, they do not receive any DX bonuses to their AC. Furthermore, opponents gain a +2 circumstance bonus to attack rolls against them, since there is little they can do to avoid the blow. Creatures within the ring are free to act as they wish. Melee attacks by those within the ring are limited to piercing weapons and suffer a -1 circumstance penalty to attacks rolls due to the casters forming the ring intervening.

Ring Of WoeAbjuration [Evil]

As Ring Of Hands, but this spell acts as Protection From Good; the effects described are effective against Good creatures.

Ring Of TruthAbjuration [Law]

As Ring Of Hands, but this spell acts as Protection From Chaos; the effects described are effective against Chaotic creatures.

Sacred GuardianEnchantmentLevel Cle 1, Pal 1Components V, S, MCasting Time 1 actionRange TouchTarget One creatureDuration 1 day/levelSaving Throw No (harmless)Spell Resistance Yes (harmless)

By use of this spell, the caster becomes instantly aware when the recipient of the spell is in danger, regardless of the distance between the two. The recipient may be on a different plane of the caster.

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When this spell is cast by a 3rd level cleric or 6th level paladin, he receives a mental image of the endangered person’s situation. At no time, however, does the caster know the person’s location through the use of this spell.

Material Component: a rose petal that has been kissed by the spell recipient.

Speak With Astral TravelerDivinationLevel Cle 1, Sor/Wiz 1Components V, SCasting Time 1 roundRange TouchTarget One creatureDuration 1 round/levelSaving Throw NoSpell Resistance Yes

The caster can communicate with creatures whose spirits are traveling the astral plane, such as through the 9th level spell Astral Progression. The caster must touch the body of the creature he wants to speak with. This communication is mental, but takes the same amount of time as normal conversation and both the caster and the creature must share a language to impart understanding. The astral traveler is under no obligation to speak with the caster, and the caster gains no special opportunity to affect the traveler with spells. The spell ends abruptly when its duration expires.

The caster may cast this spell to instead speak with an ethereal creature. The caster must be able to see the creature but needs only to touch the creature as if he was solid.

Thought CaptureDivinationLevel Cle 1Components V, SCasting Time 1 actionRange PersonalArea Of Effect 10 yardsDuration Instantaneous

The cleric can sense strong thoughts and emotions and sometimes even see momentary visions of creatures who dies or suffered some powerful emotion in the immediate vicinity. Thought objects are always perceived in the order of the strongest to the weakest, strongly defined as to those attached to powerful emotions or significant events. The cleric might pick up images of a battle from the point of view of a warrior who dies there, or he might gain information about the victor of the battle.

The GM dictates the information provided to the cleric, and thus can use this spell to provide players with important background information or can add texture to a campaign

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world. The information provided might be highly cryptic or symbolic, perhaps in the form of a rhyme or riddle.

The cleric gains one thought object per casting of the spell. The spell may be cast a number of times in the same locale, with the cleric gaining a different thought object with each casting. A locale contains a finite number of thoughts, however, and once the cleric has gained all of them (per the GM), the spell will fail in that locale.

Weighty ChestTransmutationLevel Cle 1Components V, S, MCasting Time 1 actionRange TouchTarget One non-living object no larger than a 5ft cubeDuration 1 day/level

This spell enables the caster to enchant a chest, book, package, or any other non-living object no larger than a 5ft cube. When the object is touched by anyone other than the cleric, the apparent weight of the object increases, becomes 1d4 + 1 times the weight of the person or persons touching it. This condition makes the object extremely difficult to move for anyone but the cleric. The cleric can move the object normally through the duration of the spell.

If the caster wants to cast this spell on an object carried or grasped by another creature, a touch attack is required. This spell cannot be cast upon an object worn by another creature, though magic items can be affected.

Material Component: a lead ball

Create Holy SymbolConjurationLevel Cle 2, Dru 2Components VCasting Time 1 actionRange PersonalTarget The casterDuration Permanent

When this spell is cast, a holy symbol appropriate to the caster’s deity appears out of thin air. The item appears in the caster’s hands. It may be used as a component for spells or for any other purpose for which the caster would normally use his holy symbol, such as turning undead. A cleric may opt to give it to a lower level cleric or paladin. The holy symbol is a permanent object.

Dissension’s Feast

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Enchantment (Mind Affecting) [Chaos]Level Cle 2Components V, SCasting Time 20 minutesRange TouchArea Of Effect See textDuration 50 minutes + 20 minutes/levelSaving Throw Will neg.Spell Resistance Yes

This spell must be cast by a cleric during the preparation of food for a meal. The spell is cast on any one quantity of food; thus, the cleric could cast this spell on the batter of a wedding cake or a quantity of onions as they are diced for both a salad and a stew. The spell affects 10 pounds of food per level of the caster. Anyone who eats the affected food, even a character who eats the salad and not the stew, is subject to the effects of the spell.

The effects of the spell being 5 rounds after the food has been eaten. At that time, creatures who have eaten the affected food are allowed a Will saving throw; success indicates a creature who is not affected.

Affected creatures quickly become agitated. Petty events ranging from poor table manners to loud talking bother everyone. After 5 minutes, tempers flare. characters feel compelled to shout at and insult one another, and threats are hurled. Even normally calm characters will feel compelled to vent their frustrations violently.

Creatures maintain no alliances while under the effect of Dissension’s Feast. A king and his wife who are normally madly in love with each other will find themselves bickering with each other in a matter of minutes. Members of a diplomatic delegation might come to blows with each other within minutes of eating the food.

At the end of the spell duration, character undergo a sensation of waking up. All are free to behave as they wish. Characters at the meal will still be angry, although they will have no idea why they became angry.

Draw Upon Holy MightEvocationLevel Cle 2, Pal 2Components V, S, M/DFCasting Time 1 actionRange PersonalTarget The casterDuration 1 round/level

When this spell is cast, the caster’s body shudders and glows with a shimmering aura as it becomes a vessel for the power of his deity. For the duration of this spell, the caster

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may add his Charisma modifier to either his Strength, Dexterity, or Constitution modifier. Only one modifier can be affected. The caster gains full benefit from his new modifier for all reasons the modifier would be used. If he increases his Constitution modifier, the new hit points gained are considered temporary hit points.

Material Component: In addition to his holy symbol used as the divine focus, the caster needs a vial of holy water which is consumed in the casting

Frisky ChestEnchantmentLevel Cle 2Components V, S, MCasting Time 1 actionRange TouchTarget One non-living object no larger than a 10ft cubeDuration Permanent

With this spell, the cleric can enchant a chest, book, or any other non-living object no larger than a 10ft cube. When any creature other than the caster comes within three feet of the enchanted object, it instantly sprouts appendages and moves away from the creature as quickly as possible. The enchanted object continues to move until it is at least 10 feet away from the nearest creatures in the area.

After the object as moved a satisfactory distance from the nearest creature, the appendages disappear. When a creature again comes within three feet of the enchanted object, he enchanted object sprouts appendages and flees. This process continues until the enchantment is negated, through a Dispel Magic or similar spell, or the enchanted object is subdued or destroyed.

The enchanted object can sprout feet to move at a speed of 60, wings to fly at a speed of 60 with a good rating, or fins to swim at a speed of 60, whichever is most advantageous. Thus, a book on a shelf my sprout wings and fly away while a table might gallop around a room. The enchanted object can freely and instantly trade appendages as necessary.

The enchanted object will move only through open spaces. It will not crash through windows, shatter a closed door, or dig through earth. It cannot attack or take any actions other than movement. If surrounded or cornered, the enchanted object moves in random directions until it is restrained or destroyed.

The enchantment ends if the cleric voluntarily negates it, if the enchanted object is destroyed (the object has the same vulnerabilities as it has in its normal state), or if the enchanted object is restrained for 1d4 +1 consecutive rounds. Restraint means that the object is prevented from fleeing; if a creature is able to grapple, life, or sit on the object, it is considered restrained. A creature capable of lifting the object in its normal state is considered strong enough to restrain it. The object may also be restrained by tossing a net or heavy blanket over it or by surrounding it with several characters; the enchanted

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object thus would never move through a threatened area to provoke an Attack Of Opportunity.

The cleric cannot cast this spell on an object that is worn or grasped by another creature, though magic items can be affected.

Material Components: a dried frog’s leg, a feather, and a fish scale

HesitationEnchantmentLevel Cle 2Components V, S, MCasting Time 1 actionRange Medium (100ft + 10ft/level)Area Of Effect 20ft radius circleDuration 1 round/levelSaving Throw Will neg.Spell Resistance Yes

Creatures affected by this spell hesitate before executing their intended actions. This causes them to modify their initiative rolls by -4. The initiative modifier occurs in the round following the round in which Hesitation is cast.

All possible victims are allowed a Will saving throw to avoid the effect. A creature’s SR applies, but its success does not affect the spell’s effect on other creatures. Affected creatures cannot Ready an action, but they are permitted to Delay. An affected creature who Refocuses gains the full benefit of Refocus during the next round, but then suffers the -4 penalty for the following round if the spell is still in effect.

IdeaDivinationLevel Cle 1Components V, S, MCasting Time 1 actionRange PersonalTarget The casterDuration Instantaneous

This spell stimulates the cleric’s mind to experience a flash of insight. In game terms, the GM reminds the cleric’s player of a fact or event that has been forgotten, overlooked, or discounted. Thus, the GM might remind a player about an important clue that the cleric discovered but the player did not consider significant.

If there are no forgotten facts, the GM may, at his discretion, tell the player of new information relevant to the condition at hand. The GM must be careful in adjucating use

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of this spell. The reminder of information should always be relevant and useful but should not be unbalancing to the situation. The reminder can be cryptic depending upon the GM’s campaign.

This spell can only be cast once in any six hour period.

Material Component: a gold coin

Lighten LoadTransmutationLevel Dru 2, Ran 2Components V, S, MCasting Time 1 actionRange Medium (100ft + 10ft/level)Area Of Effect 10ft cubeDuration 1 hour/level

This spell reduces the weight of equipment, supplies, and other objects by 50%. Weapons, supplies, and even disabled characters can all be made more portable by use of a Lighten Load spell.

his spell affects one pile of objects whose volume is equivalent to a 10ft cube; after the spell has been cast, the affected objects can be divided among several characters or mounts. The spell has no affect on magic items.

An object affected by Lighten Load can be used normally; the spell has no effect on an object’s mass, texture, size, strength, or other physical features.

Material Components: a feather and a slip of paper moistened by a soap bubble

MomentDivinationLevel Cle 2, Dru 2Components V, S, MCasting Time 1 roundRange PersonalArea Of Effect 50ft radiusDuration 1 round/level

The caster can determine the ideal moment for any single action in each round that the spell is in effect for that action to be taken. This action must be performed by a character other than the caster.

In practice, another character informs the caster of an action he wants to undertake in a round. This is stated at the beginning of the round. The cleric concentrates on the action

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then informs the character when the correct moment has come. The character then gains a circumstance bonus of +4 or 20% to perform the action. The spell can only affect a single action in a given round and must be performed within 50ft of the caster.

When used in combat, the character can add the +4 bonus to his initiative for that round. The character could instead use the +4 bonus on his attack roll. The +4 bonus cannot be used to affect damage caused since the action of causing damage has already taken place, nor can it be used in reaction to another creature’s action, so the character could not apply the bonus to a saving throw for example. These modifiers only affect the moment the action is taken. Thus, the attack modifier only comes into play while the character attacks and only for his first attack in the round, and not any other attacks he may have for any reason. Similarly, his initiative order is not changed for the next round as a result of this spell. He keeps the same position he had as if he didn’t utilize this spell.

The caster may only affect one action in a round, but he may switch the benefit to a different character in a separate round. The caster must concentrate to use this spell, thus all he can do is move. He cannot cast spells, but he is permitted to speak, necessary of course to dictate when the precise moment is but also to accept or request a different recipient of the spell. The caster does not draw an attack of opportunity as a result of this spell once it is cast. If the cleric takes damage, he must make a Concentration check of DC 10 + damage taken to maintain the spell.

This spell can of course be used in non-combat situations to allow the caster to give another creature a +4 circumstance bonus to a skill check, for example. Again, remember, the bonus is only for one specific action and it’s only the first time it happens in a round and cannot affect rolls made in reaction to another creature’s action.

Music Of The SpheresEnchantment (Mind Affecting, Sonic)Level Bar 2, Cle 2Components V, S, FCasting Time 1 actionRange Medium (100ft + 10ft/level)Area Of Effect 10ft radius circleDuration 10 minutes + 1 round/levelSaving Throw Will neg.Spell Resistance Yes

The caster creates tones and harmonies of such unearthly beauty and complexity that they entrance the listener, making it difficult for the listener to attack or otherwise harm the caster. Creatures in the area of effect are entitled to a Will saving throw to ignore the effect. Failure means that the listener is entranced and is unable to attack the caster for the duration of the spell.

In addition, the music makes the subject gullible and more susceptible to charm magics such as Charm Person, Suggestions, and Hypnotism. While the music spell is in effect,

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the subject has a -3 competence penalty to his Will saving throws against the caster’s spells but only a -1 penalty to spells cast by others.

This spell does not protect other characters in company with the caster; listeners who have fallen prey to the music are free to attack anyone else. The spell effect ends instantly if the caster takes any hostile action against a creature under the influence of this spell.

Music Of The Spheres can effect one creature per three caster levels. Subjects must be within a 10ft radius circle. Potential victims must have an Intelligence score of at least 1, necessary to understand the concept of music, and must be able to hear the music. Background noise must be low enough for the music to be audible. The GM should assume that the music is the same volume as an average human’s normal speaking voice. If the potential subject could not hear speech at the appropriate range under prevailing conditions, the spell cannot effect that subject. A bard’s singing can negate this effect.

Material Focus: a set of three small bows made from fine silver, each costing 100gp. The lengths of the bows must be in the ratio of 1 to 4 to 9. These bows are stroked together to create the music.

Mystic TransferEvocationLevel Cle 2Components V, SCasting Time 1 roundRange See textTarget See textDuration 9 rounds

This spell is a cooperative spell in which the cleric casts but another cleric or paladin uses its effect. The other cleric or paladin must be of the same faith, though need not have the same Domains.

Mystic Transfer allows a cleric or paladin to receive spells from the casting cleric. The casting cleric may transfer any spell to an eligible recipient within the transferred spell’s maximum range. The only restriction to the spell transferred is that its casting time cannot be for longer than one round and the recipient must have a Wisdom score of 10 + the level of the transferred spell. If the range of the transferred spell is Personal or Touch, the casting cleric can be no longer than 30ft away from the recipient. Spells that have been altered due to Meta-Magic Feats may be transferred at the spell level they were prepared. The cleric transferring the spell may transfer a Domain spell even if the recipient does not share the Domain, but Domain abilities cannot be transferred. The recipient need not currently have the ability to cast spells of the level that is transferred, but he must be in good standing with his deity or else he cannot receive the spell and Mystic Transfer is wasted. The recipient cannot use the spell as a spontaneous cure, but

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the casting cleric may convert a spell into a Cure Wounds spell to then transfer a Cure Wounds spell to the recipient.

Transferring of a spell is a standard action of the casting cleric that does not draw an attack of opportunity. Exception: Transferring a Quickened spell is considered as if the cleric had cast the Quickened spell. Since Mystic Transfer takes 1 round to cast, the casting cleric can begin transferring spells starting on the next round. The casting cleric may only transfer one spell in a round, but he can transfer to different recipients in separate rounds and may cast spells himself on rounds he does not transfer a spell. The casting cleric may only transfer spells he has currently prepared, and transferring a spell is removed from the cleric’s prepared spells as if he has cast it.

The recipient gets the spell on the caster’s initiative. If the recipient has not done his action yet for the round, he may cast the spell; otherwise, he must wait until the next round. A recipient would cast the spell on his own initiative. A recipient need not cast the spell as his next action, but he cannot receive another spell until he has cast it. When the duration of Mystic Transfer ends, the recipient still has one round to cast a received spell before it is gone. All level based effects of the spell are dependent upon the casting cleric. Thus, a 3rd level cleric casting a spell received from a 10th level cleric casts the spell as a 10th level cleric. Only the casting cleric needs to have any material components or focus. If a transferred spell requires an XP cost, the casting cleric pays it.

NapNecromancyLevel Bar 4, Cle 4, Dru 4Components V, S, MCasting Time 1 actionRange TouchTarget One creature/levelDuration See text

Creatures affected by this spell are put to sleep for one hour. Upon awakening, the creature is as refreshed as if he had slept for eight hours. The affected person recovers lost his points as if he rested for a full night. Spellcasters can prepare spells or regain spell slots as if real time has passed.

Because the rest is so complete and rejuvenating, a character does not feel fatigued after waking. A creature cannot benefit from Nap more than once in a 1 day period. Only willing subjects can be affected by Nap.

Material Components: a scrap of pillow ticking, a feather, and a pebble that the caster has kept in his pocket for seven nights.

Accelerate HealingNecromancyLevel Cle 2

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Components V, SCasting Time 10 minutesRange TouchTarget One creatureDuration 4 daysSaving Throw No (harmless)Spell Resistance Yes (harmless)

This spell enables the affected creature to experience natural healing at a faster rate. If the creature does not do any extraneous activity, he heals twice his level or hit dice in hit points for that day of rest. If the creature does engage in extraneous activity, before the creature goes to sleep, the cleric can make a Heal check DC of all damage the creature received that day. Success means the creature can still recover his level or hit dice in hit points. Failure means the creature does not recover hit points as normal. The DC is not reduced if the damage received had been healed in any way.

If the recipient does not do any extraneous activity for the day, he may recover two ability score points instead of one should he be suffering such a temporary loss. This spell has no effect on potions of healing, cure spells, or other magical healing effects.

Astral WindowDivinationLevel Cle 3, Sor/Wiz 3Components V, SCasting Time 1 actionRange See textArea Of Effect 10ft square areaDuration 2 rounds/level

When this spell is cast, a window appears in the air before the caster through which he and any others present can see into the Astral Plane. The Astral Window ranges in size from one square ft area up to a 10ft square area at the caster’s choosing. The window is not mobile, and if the caster moves more than 15 feet away from it, it immediately vanishes, and the spell ends.

By stating a subject’s name, the caster may view a specific creature or object in the window. More than one subject may be viewed during the spell’s duration. Each time a new subject is chosen, the window becomes streaked with gray as the Astral plane flies past. This continues for 1d4 rounds until the window finally focuses upon the chosen subject. If the person is not in the Astral Plane, the window instead chooses a random location.

The window operates from both sides; creatures in the Astral Plane can see the caster as easily as he can see them. Verbal communication is not possible, but gaze attacks are. Normally, creatures cannot pass through the window. If an attempt is made, there is a base 5% chance of success. This is modified by +1% per level or hit die of the

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individual. In order to pass through, the creature or object must be small enough to fit through the window; otherwise, only a portion of the subject may reach through, such as a monster’s arm or searching tongue.

By casting Astral Window, a caster who subsequently casts Astral Projection may choose to arrive in the Astral Plane at the place shown in the window. This spell cannot be used for the Ethereal Plane.

Choose FutureDivinationLevel Cle 3, Fate 3Components V, S, MCasting Time 1 actionRange TouchTarget One creatureDuration 1 round/level or until usedSaving Throw No (harmless)Spell Resistance Yes (harmless)

Once during the duration of this spell, whenever the creature rolls a die for any reason, two dice rolls are made and the player or GM (whichever is applicable) may choose which die roll will count as his roll. This choice is only for an in-game die roll and no creature may benefit from this spell more than once per day.

Material Component: two grains of sand and a rose petal

Create CampsiteConjurationLevel Bar 2, Ran 2, Sor/Wiz 2Components V, S, MCasting Time 1 actionRange PersonalArea Of Effect 50ft radiusDuration See text

With this spell, the caster generates a squadron of tiny invisible servants who create a campsite for the caster and his companions. The caster indicates the desired area for the campsite of up to 50ft radius and the number of persons the campsite is to accommodate up to three persons per level of the caster.

The servants clear the area of debris, set up tents and bedrolls, start a campfire, fetch water, and prepare a bland meal. The campsite is so skillfully prepared that it blends with the surrounding terrain, reducing the chance that the camp would be noticed by 50%. Campfires, loud noises, and other activities can negate this. The entire process takes 4d4 rounds.

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The servants make camp with the gear and equipment provided for them; otherwise, the servants will improvise with materials available in the immediate area within 150ft of the designated campsite. For instance, if the party has no tents or beds, the servants will construct crude but comfortable beds of weeds and grass and temporary shelters of leaves and branches. If no materials are available, such as in the desert or similar barren terrain, the servants will do their best to make the party as comfortable as possible within the environment limitations.

The servants cannot fight for the party, deliver messages, or take any action other than creating the campsite.

Material Components: piece of string, a bit of woods, and a drop of water

Break CampEvocationLevel Bar 2, Ran 2, Sor/Wiz 2

As Create Campsite but the invisible servants strike a campsite. The servants extinguish fires dispose of debris, and pack gear for a number of people equal to three times the level of the caster. The entire process takes 4d4 rounds to complete. When completed, all traces of the campsite are eliminated. This spell can only be cast against a campsite the caster helped create, either through Create Campsite, other spells, or even mundane means, or one the caster happened upon and accepted by its residents.

Efficacious Monster WardAbjurationLevel Cle 3, Dru 3Components V, S, MCasting Time 1 actionRange Medium (100ft + 10ft/level)Area Of Effect 10ft cube/levelDuration 1 round/levelSaving Throw Will neg.Spell Resistance Yes

This spell prevents creatures of 2 or less levels or hit dice from entering the area of effect. Such creatures are allowed a Will saving throw; success indicates that they avoid the spell’s effects and are able to enter the area of effect.

Creatures within the area of effect when the spell is cast are not affected; however, when they leave the area of effect, they cannot return. Creatures outside the area of effect can hurl rocks, spears, and other missile weapons at targets inside and can also cast spells into the warded area.

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This spell only considers the level or hit dice of the creature, not their type. Thus, this spell is equally effective against undead, outsiders, humanoids, etc., as long as they have 2 or less levels or hit dice. This spell is equally effective against summoned creatures.

Material Component: a pinch of salt

Discern ExtradimensionsDivinationLevel Cle 3, Sor/Wiz 3Components V, SCasting Time 1 actionRange PersonalArea Of Effect Cone 60ft longDuration 1 round/level

When this spell is cast, the caster is aware of the existence of any extradimensional spaces or pockets within his line of vision. The caster may turn to scan a 60 degree arc each round or may move while the spell is in effect to change the sweep of the detection. Extradimensional spaces include those created by spells such as Rope Trick, Extradimensional Folding, Gate, and those contained in magic items such as a Bag Of Holding or Portable Hole. This spell cannot be used to find secret or hidden doors nor detect for traps, but if an extradimensional space is involved, that is detected.

The spell can be blocked by a stone wall of one ft thickness or more, a one inch thickness of solid metal, or 3ft or more of solid wood.

Know CustomsDivinationLevel Bar 3, Cle 3Components V, SCasting Time 1 actionRange Medium (100ft + 10ft/level)Target One creatureDuration One daySaving Throw Will neg.Spell Resistance Yes

This spell allows the caster to gain general knowledge of the customs, laws, and social etiquette of a community no larger than a large town. The caster must cast this spell against a resident of the community who is currently in that community. The selected resident must possess the knowledge sought by the caster; for instance, he cannot be an infant, mentally unstable, or dead. The resident can be asleep or otherwise unconscious. If the resident chosen is really merely a visitor to the town or has not been in the community long enough (GM’s discretion) to have useful knowledge, the spell can still work; otherwise, it fails, but the caster will know why it failed. In any event, the resident is allowed a Will saving throw to negate the effect. If the save is successful, the resident

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does not know a spell was cast upon him, but the caster cannot cast this spell again upon that same resident for at least a day.

The net effect of this spell is thus: a cleric may utilize Bardic Knowledge as it relates to the community. The cleric gets a +0 to +5 insight bonus to this check based upon the likelihood of the resident being able to know the information, at the discretion of the GM. The Bardic Knowledge is permitted even if the GM knows the resident could not possible know the information. Merely being a resident of the community is suffice. A bard who casts this spell gets a base insight bonus of +5 to his Bardic Knowledge check which can increase to +10 as the GM would consider giving a cleric from +1 to +5. Both the cleric and bard get a +2 insight bonus to all Diplomacy checks with residents of the community and +5 insight bonus to Gather Information checks.

Communities larger than a large town have too diverse a population to allow for a consensus of information about the community. A cleric casting this spell for such a community cannot utilize Bardic Knowledge, but he still gains the +2 insight bonus to Diplomacy and +5 insight bonus to Gather Information. The GM may also tell the player common knowledge that virtually every resident of the community would know, such as very important laws, who very important individuals are, or particular customs and rituals that must be performed. The bard also benefits from these and can still use his Bardic Knowledge ability as normal with a +2 insight bonus.

In any case, insight bonuses can be negated, regardless of community population size, by the actions of the caster or not apply to distinct individuals who don’t care the caster knows what he knows. For example, this spell could have little to no effect if used in a dungeon, or if the caster is accused of a crime, innocent or not, the Sheriff is not going to be swayed so easily by Diplomacy.

Line Of ProtectionAbjuration [Good]Level Cle 3Components V, S, DFCasting Time 1 roundRange See textArea Of Effect 90ft lineDuration 1 round/level + # castersSaving Throw For neg.Spell Resistance Yes

This cooperative spell requires at least two clerics to cast the spell simultaneously. Clerics of different faiths may cast this spell together at the GM’s discretion. During the casting, the clerics determine whether the line will be stationary or portable.

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If the spell is stationary, each cleric must inscribe a magical sigil on parallel facing surfaces, such as facing walls of a gatehouse or two tree trunks. If the spell is portable, the clerics must stand at each end of the line, thereby anchoring it. The duration of the spell is 1 round per level of the cleric with the highest level + 1 round for each addition cleric casting the spell.

After the spell is cast, a shimmering field of force appears between the two anchors, sigils or clerics. The field is 10ft high and sparkles with energy. Creatures and objects on the opposite side of the translucent field and not larger than 10ft, while recognizable, are hazy and distinct. Missile weapons directed against them have a 20% chance of missing, but the creatures and objects can still be targeted normally.

A field causes 1d3 points of damage to all creatures passing through it. Evil creatures and undead suffer 1d8 points of damage from the field. Creatures that roll successful Fortitude saving throws suffer no damage; however, creatures must make Fortitude saves for each individual field. Success or failure in one as no bearing on further saves. Creatures with SR are tested the first time they hit a field. The highest level caster makes the check with a +1 bonus for every two other clerics involved in the spell. If the caster fails to overcome SR, the creature is immune to that casting of the spell. If the caster defeats the SR, the creature is vulnerable to all fields of that casting of the spell. The DC for the spell is that of the highest level caster +1 for every two other clerics involved in casting the spell. Creatures can fly over the field, burrow under it, or teleport to the other side of it without being affected by the field.

If the spell is cast in portable form, the clerics can move at half speed limited to the speed of the slowest cleric. The clerics can take no other action since all their energy is spent walking and maintaining the field. However, the clerics are mobile; thus they retain any DX bonus tot heir AC.

Once created, the field cannot be increased or decreased in length and must remain straight. This spell can benefit from Meta-Magic Feats. Only the highest level cleric needs to have prepared the spell using Meta Magic. Other clerics may prepare the spell normally. In any case, clerics can maneuver the field by pivoting but cannot walk toward each other or bend the field around a corner. If the line of sight between two clerics is blocked by any object greater than 5ft diameter, spell ends. Thus, large creatures, low walls, young trees, pillars, and similar objects will not disrupt the spell.

As a cooperative spell, several clerics can link together to create a longer field. Each cleric or sigil forms the end of one field and the beginning of another, much like fenceposts. Each section of the spell must extend in a straight line, but the field can be bent at each junction. Four clerics could form a long line, a square, or a Z pattern.

Line Of DestructionAbjuration [Evil]Level Cle 3Components V, S, DF

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Casting Time 1 round

As Line Of Protection, but it is Good creatures who take the 1d8 damage.

Line Of OrderAbjuration [Law]Level Cle 3Components V, S, DFCasting Time 1 round

As Line Of Protection, but it is Chaotic creatures who take the 1d8 damage.

Memory ReadDivinationLevel Bar 4, Cle 3, Sor/Wiz 4Components V, S, MCasting Time 1 roundRange Close (25ft + 5ft/2 levels)Target One creatureDuration 1 minute/levelSaving Throw Will neg.Spell Resistance Yes

This spell allows the caster to read the memory of a single subject. The caster experiences the memory with the same intensity as the subject. The time required to view a memory is one fiftieth of the time that the actual event lasted. Thus, a cleric can view a memory of an event that lasted for one hour in a little more than one minute. The subject experiences the memory at the same time the caster reads it.

The subject must have an Intelligence score of 5 or more and must remain within range of the caster throughout the time it takes to read the desired memory. Casters may cast this spell on unconscious, sleeping, held, or paralyzed creatures.

The subject receives a Will saving throw to avoid the effect, even if asleep or otherwise unaware of the attempt. In addition, if the memory the caster wants to view concerns something the subject wants to keep secret or is something the subject is trying to suppress, the subject receives a +5 bonus to his saving throw. If the memory the caster wishes to view is more than six months old, the subject receives a second saving throw with bonuses depending upon the age of the memory: +0 for 6 to 12 months, +1 for 1 to 4 years, and +3 for 5 years or more. If the subject succeeds in either saving throw, the spell fails.

Each time the caster casts this spell on the same subject in the same day after the first, he temporarily loses 2 Constitution points due to the mental strain taxing his body.

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Material Component: a small piece of linen cloth with threads of gold interspersed throughout the weave (5gp).

Miscast MagicEvocation [Chaos]Level Cle 3Components V, SCasting Time 1 actionRange Medium (100ft + 10ft/level)Target One arcane spellcasterDuration See textSaving Throw Will neg.Spell Resistance Yes

Miscast Magic can be cast only against a creature who casts arcane spells who are entitled to a Will saving throw to avoid the effect. If failed, Miscast Magic causes the next spell cast by the affected creature to be chosen randomly from his prepared spells (known spells for Bard/Sorcerer) of the same level or lower. Thus, if a wizard affected by Miscast Magic had four 1st level spells prepared (Armor, Feather Fall, Jump, Sleep) and he attempted to cast Sleep, the GM would determine the resulting spell randomly from those four spells. The wizard has only a 25% chance of casting the Sleep spell. A spell affected by a Meta Magic Feat is considered a spell level of the slot used to prepare it.

The miscast spell operates normally. If a wizard tried to Levitate a companion but a Web spell resulted, the companion would be trapped by the webs and subject to all resulting effects. If the target of the spell were in range of the Levitate spell but not in range of Web, the spell would be lost in a fizzle of energy and the Web spell would still be considered cast. The Wizard retains his preparation for Levitate. The DC is of the resulting spell.

The spellcaster casts his spell normally as far as he is concerned. He performs all verbal and somatic components normally. He does not discover the altered results until the spell takes effect. However, while the spellcaster does retain his intended spell if he gets a wrong result, the material components, if any, of both spells are used up as if both spells were cast. Any focus remains. The spellcaster only pays the XP cost, if any, of the intended spell, not the spell that results.

Anyone, including the arcane spellcaster, who had successfully used a Spellcraft check to recognize the casting of this spell can warn the spellcaster if possible. In such a case, the spellcaster can make a Spellcraft check of DC 20 + level of the spell + casting cleric’s Wisdom modifier to cast his spell normally. If successful, the spellcaster has overcome the spell. His future spells can be cast normally.

If an affected creature casts both arcane and divine spells, only his arcane spells are affected by Miscast Magic. Miscast Magic has no effect on magic items or spell-like

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abilities. This spell does affect Permanent spells nor cause a Contingency or Chain Contingency to take place. If Limited Wish or Wish is the resulting spell, the spell takes the form of the intended spell, even if these spells normally can’t do such. For example, Wish cannot duplicate a 9th level spell, but a wizard who intended to cast Meteor Swarm yet Wish results gets a Meteor Swarm spell powered by Wish.

Moment ReadingDivinationLevel Cle 3, Dru 3Components V, S, FCasting Time 1 roundRange PersonalTarget The casterDuration Instantaneous

This spell allows the caster to determine the tenor of the now, to learn the force that is most dominant at the time. In game terms, when this spell is cast, the GM communicates to the caster’s player a single word or short phrase no more than five words describing the tone of the situation. Examples of suitable tones are “imminent danger” (GM knows a dragon is approaching the area), “peace and tranquillity” (the woods in which the party camp may look threatening, but the area is actually free of evil influence), or “betrayal” (one of the player’s hirelings is actually a spy of the enemy). The GM can make this comment cryptic, but it should always be accurate and contain some useful information.

This spell has no specified area of effect. The result of Moment Reading will always concern the caster and anyone else in the immediate vicinity, but the definition of vicinity will vary depending on the circumstances. For example, the tenor of the moment might be “severe danger” if the caster is entering the territory of a dragon who attacks interlopers on sight.

The tenor of the moment is always personally applicable to the caster. For example, even if the caster is in a nation dangerously close to war with its neighbor, this condition will not appear in the tenor of the moment unless the caster is personally involved, such as currently being in the direst path of an invading army.

One casting of this spell taints subsequent castings of the same spell unless they are separated by a minimum length of time. If the caster casts this spell twice within 12 hours, the second reading gives the same result as the first regardless of the actual situation. If a different caster casts this spell within the 12 hours, he receives an actual reading.

Material Focus: a set of 36 small disks made of polished bone engraved with runes that represent numbers (36 gp)

Random CausalityTransmutation [Chaos]

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Level Cle 3Components V, S, MCasting Time 1 actionRange Close (25ft + 5ft/2 levels)Target One weaponDuration 1 round/levelSaving Throw For neg.Spell Resistance No

This spell creates a rift in the nature of cause and effect. The spell is cast upon an opponent’s weapon. The weapon gets a Fortitude save to avoid the effect. It may use its base saving throw or its wielders, which ever is higher. In either case, if the weapon is magical, it gets it overall + as if it were being created as a bonus to its roll.

When the weapon is used, it hits and causes damage normally, but the damage is not applied to the creature struck by the weapon. Instead, the person wielding the weapon or one of his companions suffers the damage. If the weapon is magical and does special damage against a particular creature type or alignment, this extra damage only comes into play if the new victim is of the appropriate type. For example, if a fighter wields a sword that does an extra +1d6 damage against Chaotic creatures and the new target is a Lawful creature, there is no extra +1d6 damage. If the magical damage doesn’t care about its target, such as a flaming sword that does an extra 1d6 fire damage, that damage is transferred to the new victim. All damage from non-magical means still applies, such as Strength Bonus, Weapon Specialization, Sneak Attack, and Critical Damage. If the weapon misses its target on any round, no damage is caused that round.

The GM uses a die to randomly determine possible targets. He selects a die that is nearest to the number of targets. If the number of targets does not equate to a particular die, the wielder of the weapon takes the extra chances to hit. For example, if there are 7 possible new targets, the GM would roll a d8, and the wielder of the weapon is struck on a roll of 7 or 8.

If the wielder changes weapons, his new weapon is not affected by this spell. His previous weapon still is. If someone else uses it, that person is considered the wielder as far as this spell is concerned.

Material Component: a bronze die (5sp)

Rigid ThinkingEnchantment (Mind Affecting) [Law]Level Cle 3Components V, SCasting Time 1 actionRange Medium (100ft + 10ft/level)Target One creatureDuration 1 round/level

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Saving Throw Wil neg.Spell Resistance Yes

Rigid Thinking can only be cast on a creature with Intelligence of 3 or greater. The creature is allowed a Will saving throw to avoid its effect. A creature affected by Rigid Thinking is incapable of performing any action other than the activity he is involved in when the spell takes effect. The creature’s mind simply cannot decide on another course of action. It becomes frozen into a single thought and cannot change even if new circumstances would suggest otherwise. Thus, a barbarian fighting a kobold will ignore the arrival of a beholder, and a rogue picking a lock will pay no heed to the arrival of the three guards.

The affected creature does not mechanically repeat the action; he is not an automaton. He will not continue to fire his bow at a dragon if he runs out of arrows, but he will choose another means of attacking the dragon tot he exclusion of all other activities. A spellcaster in the process of casting a spell when Rigid Thinking takes effect will not attempt to repeat the spell, unless he has it prepared more than once or is a bard or sorcerer who still has spell slots available of that level of spell. A cleric who had used spontaneous curing will continue to convert spells into healing spells. The spellcaster will, however, devote his attention to the target of that spell until his goal is met. For example, if the caster were attacking a creature, he would continue to direct attacks against that creature; if the caster were trying to open a door, he would continue to work on the door until it opens; the cleric would continue to heal his intended target until it has full hit points. The spell ends when the intended goal is met or the duration runs out.

Slow RotAbjurationLevel Dru 3Components V, S, MCasting Time 1 roundRange TouchTarget 100 cubic feet of plant material/levelDuration 1 week/level

This spell increases the amount of time that fruits, vegetables, and grains remain wholesome and ripe. The spell will not take effect upon meat of any kind. This spell does not prevent pests, such as rats, from eating the food.

The druid may instead cast this spell on plant creatures. Only one plant creature can be affected by one casting of this spell. The duration of the spell is 1 round/level. A plant creature affected by this spell gains +4 to its Fortitude saving throws.

Squeaking FloorsEvocation [Fire]Level Cle 3Components V, S, M

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Casting Time 1 actionRange Medium (100ft + 10ft/level)Area Of Effect 10ft square/levelDuration 1 hour/level

A surface affected by Squeaking Floors squeaks loudly when any creature larger than a normal rat (larger than one-half cubic foot or weighing more than three pounds) steps on it or touches it. This spell gives a -20 circumstance penalty to Move Silently checks. Rogues may treat this spell as a magical trap.

The squeaks can be heard in a 100ft radius, regardless of interposing barriers such as walls and doors. The squeaks occur regardless of the surface, whether wood, stone, dirt, or any other solid material. Listeners automatically know the direction of the sounds. Those able to fly or otherwise avoid direct contact with the affected surface will not activate Squeaking Floors.

Material Component: a rusty iron hinge that squeaks when moved

Strength Of OneTransmutation [Law]Level Cle 3, Pal 2Components V, SCasting Time 1 actionRange Close (25ft + 5ft/2 levels)Target 1 creature + 1 creature/2 levelsDuration 1 round/level

By casting this spell on a group of Lawful creatures, the caster imbues each creature with a Strength bonus equal to that of the strongest creature in the group. Only willing Lawful humanoid creatures of Medium size or smaller may be affected, and they must be within the range of the spell. Once the spell is cast, a creature may go beyond the range and still be affected by the spell.

Prior to casting, one creature is designated the keystone. There may never be more than one keystone in a group, even if another creature has equal strength. Upon completion of this spell, all affected creatures get the Strength modifier of the keystone. This modifier supersedes their own. For example, if a creature with an 18 Strength and +4 modifier is the keystone, and another creature of 12 Strength and +1 modifier is affected by this spell, that second creature now has a +4 Strength modifier.

If the keystone is killed before the duration ends, the spell ends. If an affected creature is killed before the duration ends, the spell remains in effect for all other affected creatures.

Telepathy

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DivinationLevel Bar 3, Cle 3, Sor/Wiz 3Components V, SCasting Time 1 actionRange Medium (100ft + 10ft/level)Target One creatureDuration 10 minutes + 2 minutes/levelSaving Throw Wil neg.Spell Resistance Yes

This spell establishes direct, two-way mental contact between the caster and a single subject. The subject must have an Intelligence of at least 5. While the spell is in effect, the two participants can communicate silently and rapidly, regardless of whether they share a common language.

Telepathy does not give either participant access to the other’s thoughts, memories, or emotions. Participants can only hear the thoughts that the other participant actively sends. Mind to mind communication is approximately four times faster than verbal communication. The level of complexity that can be communicated is only that which can be expressed through language. Gestures, expressions, and body language cannot be conveyed.

The caster can establish separate telepathic linkages to multiple individuals with separate castings of this spell. Each linkage is distinct. The thoughts shared between the caster and one participant are not shared with another participant.

If the caster casts this spell on an unwilling subject, he gets a Will saving throw to negate the effect, Willing subjects need not make a saving throw.

Lead sheeting of more than 1/2 inch thickness will totally block Telepathy.

Thief’s LamentEnchantmentLevel Cle 3, Sor/Wiz 3Components V, S, MCasting Time 1 actionRange Close (25ft + 5ft/2 level)Area Of Effect 5ft cube/levelDuration 1 hour/levelSaving Throw Will neg.Spell Resistance Yes

Anyone besides the caster who enters an area enchanted by Thief’s Lament must make a Will saving throw. Those who fail the save suffer a -5 morale penalty to the following Skills: Climb, Escape Artist, Disable Device, Hide, Jump, Listen, Open Lock, Pick

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Pocket, Search, and Spot. For every 3 levels of the caster beyond 5th, the morale penalty increases by -1 (-6 at 8th level, -7 at 11th level, etc.).

Material Component: a silver key

Angelic ChoirEvocation (Sonic) [Good] [Law]Level Cle 3, Pal 3Components VCasting Time 1 actionRange PersonalArea Of Effect See textDuration InstantaneousSaving Throw For. 1/2 (partial, see text)Spell Resistance No

This cooperative spell requires at least three casters to cast the spell simultaneously. Casters of different faiths may work together at the GM’s discretion, but those of the same faith need not have the same Domains. At the time of casting, all casters must be within 10ft of each other. Upon completion of the spell, the casters sing a single, dissonant chord. The result of the spell depends on the number of voices in the choir.

Trio: In this form, the spell projects a cone of sonic force 120ft long and 40ft wide at the base. All creatures within the area of effect must make a Fortitude save or suffer 2d4 points of sonic damage. Those who successfully save suffer half damage. Undead suffer a -2 sacred penalty to their saving throw.

Quartet: With 4 voices, the spell has the same area of effect as described above, but those who fail their save suffer 2d4 points of sonic damage and are deafened for one round. Those who successfully save suffer half damage and are not deafened. Undead are not allowed a saving throw.

Quintet: Five singers produce a chord of major power. All within the area of effect suffer 3d4 points of damage (saving throw for half damage). Undead are not allowed a saving throw. All creatures are deafened for one round (no save). Furthermore, pottery, glassware, crystal, and similar breakable goods must make a save or be shattered. Crystalline creatures suffer 6d4 points of sonic damage, save for half.

Ensemble: An ensemble of singers consists of 6 to 10 casters. In this case, the area of effect increases to a cone 180ft long and 60ft wide at its base. All creatures within this area suffer 1d4 points of sonic damage per caster and are deafened for 1d4 rounds. A successful saving throw reduces the damage by half and shortens the length of time deafened by half. Undead creatures of 3 hit dice or less are immediately destroyed. All other undead suffer normal damage but are not allowed a saving throw. Glass, pottery, crystal, bone, and all wooden items that are the strength of a door must make a save or be destroyed. Crystalline creatures suffer double damage, save for normal damage.

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Choir: The most powerful group, a Choir requires 11 or more casters. In this case, the area of effect expands to a cone 300ft long and 100ft wide at the base. All within the area of effect suffer 1d6 points of sonic damage per caster to a maximum of 20d6. A successful Fortitude save reduces damage by half. Those who fail the save are deafened for 1d10 rounds; those who success are deafened for 1d6 rounds. Undead creatures of 5 hit dice or less are immediately destroyed. Undead with more hit dice are not allowed a saving throw. Structures within the area of effect are damaged as if they suffered a direct hit from a catapult, one hit per four casters in the choir. Doors, chests, and other breakable items are instantly shattered. Crystalline creatures must make a saving throw. Failure indicates they are shattered. Success means they take double damage, which could mean they are killed anyway.

This spell cannot be enhanced with the Silent Spell Feat.

Demonic ChoirEvocation (Sonic) [Evil]Level Cle 3Components V

This has the same effect as Angelic Choir, except undead creatures in the area of effect are healed by as many hit points of damage as others take damage.

Zone Of Sweet AirAbjurationLevel Dru 3, Ran 3Components V, S, M, DFCasting Time 1/2Range Close (25ft + 5ft/2 levels)Area Of Effect 10ft cube/levelDuration 10 minutes/level

Zone Of Sweet Air creates an invisible barrier around the area of effect that repels all noxious elements from poisonous vapors, including those created magically such as from Stinking Cloud. The spell offers no protection against poisonous vapors created by breath weapons. Noxious gases already within the area of effect when the spell is cast are not effected. Fresh air passes into the area normally. If a poisonous vapor is expelled within the area of effect, even if magically created, it takes its normal effects but dissipates in half the time normally required.

This spell can be cast as a free action as if Quickened to ward off a poisonous vapor before it affects the caster, but it counts towards the limit of one Quickened spell per

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round. In essence, Zone Of Sweet Air can be used as a counterspell against spells such a Stinking Cloud, Cloudkill, etc.

Material Component: a silk handkerchief and a strand of spider web.

Age PlantTransmutationLevel Dru 4Components V, S, M, DFCasting Time 1 roundRange Medium (100ft + 10ft/level)Target One plant, seed, or tree/levelDuration PermanentSaving Throw NoSpell Resistance No

This spell enables the druid to affect the aging of any plant, seed, or tree. The process can operate either forward or backward, causing flowers to blossom, seeds to sprout and grow, and trees to bear fruit; or fruit to turn to blossoms, trees to become saplings, and new shoots to turn to seeds.

The change in age, either forward or backward, is chosen by the druid at the time of casting. The change associated with normal or reversed growth occur instantaneously. Plants can be altered in age up to 10 years/level. The druid can stop the aging at any point within the limits imposed by his level. He could cause a tree to grow from a sapling until it withers and dies from old age or he could stop the tree’s growth at a stage at which it would shelter his home.

The spell does not alter the appearance or characteristics of a plant except those that result from normal aging or regression. Age Plant has no affect on magically generated plants or plant creatures.

Material Component: an apple blossom petal

Body ClockNecromancyLevel Bar 3, Cle 3, Dru 3Components V, S, MCasting Time 1 actionRange TouchTarget One creatureDuration 1 hour/level

Body Clock can only be used on a willing creature. The subject’s need for sleep is reduced. For every hour that a subject sleeps, he is as refreshed as if he slept 10 hours. For every two hours that a subject sleeps (20 hours rest), he regains hit points as if he

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spent a day of complete rest. Spellcasters cannot regain spells in this way. Real time must pass for this. The subject’s need to breathe is reduced. He can hold his breath for 10 times longer than normal and uses less air in enclosed situations.

The subject can set an internal alarm clock to alert him when a specific amount of time has passed. The subject then hears a brief ringing in his ears, audible only to him. The ringing is loud enough to wake the subject. He can set as many internal alarm clocks as he wishes, as long as they all occur within the duration of the spell.

This spell has no effect on movement, spellcasting, or any other normal activities.

Chaotic CombatEnchantment [Chaotic]Level Cle 4Components V, SCasting Time 1 actionRange Medium (100ft + 10ft/level)Target One creatureDuration 1 round/levelSaving Throw Wil. neg.Spell Resistance Yes

When Chaotic Combat is cast, an aura of luck surrounds the subject. While the intent can be benevolent for the hoping of fortune, not all luck is good such that the subject can be hindered. The level of the caster determines the amount of luck that can be bestowed. At the beginning of each combat round, the creature rolls the appropriate die based upon the caster’s level. The resulting number is added to the subject’s Attack Roll and AC. A positive number is considered a luck bonus. A negative number is considered a luck penalty.

Level Die Roll7-8 1d4-19-10 1d6-211-13 1d8-314-16 1d10-417-19 1d12-520+ 1d20-10

The Feats Empower Spell and Maximize Spell cannot be used towards the die roll.

Chaotic SleepEnchantment [Chaotic]Level Cle 4Components V, S, MCasting Time 1 actionRange Touch

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Target One creatureDuration PermanentSaving Throw Will neg.Spell Resistance Yes

In order to use this spell, the cleric must make a touch attack against his intended victim. The victim is allowed a Will saving throw to avoid its effects. Elves and Half-Elves are immune to this spell as they are with other sleep spells. If the creature fails his save, the spell takes effect at the next sunrise or sunset, whichever comes first.

From the time the spell takes effect until the spell is negated, the sleeping pattern of the victim is randomly disrupted. At sunrise and sunset of each day, a check is made to determine the effects of Chaotic Sleep. In the 12-hour period that follows the check, there is an equal chance that the character will be unable to sleep or unable to stay awake. A 1d6 is rolled. A roll of 1-3 means the character is awake; 4-6 means the character is asleep. This condition lasts until the next sunrise or sunset when the check is made again.

For example, a fighter fails his save against Chaotic Sleep. For the next few hours, the spell has no effect. At sundown, the first check is made, resulting in a 2. The fighter does not notice anything until he tries to sleep that night, at which time he is wide awake, fidgeting, and restless. At sunrise, another die roll is made, resulting in a 6. The fighter is suddenly exhausted and sleeps until sunset.

Characters who sleep as a result of this spell can be roused only by physical stimuli, a slap or a wound for example. Once awake, the character remains conscious only as long as there are active stimuli around him, such as a fight. Walking through caves or riding a horse will not keep the character awake. Unlike a Sleep spell, characters affected by Chaotic Sleep doze off as soon as they are left relatively undisturbed. Keeping an affected character awake is difficult at best.

Lack of sleep will eventually take a physical toll on any character under the influence of this spell. For every 12-hour period that a character remains awake beyond he first, he suffers a -1 exhaustion penalty to his Attack Bonus. Such characters cannot regain hit points as a result of normal healing. Spellcasters cannot prepare spells nor regain spell slots until they have sufficient sleep.

Chaotic Sleep can be removed with a Remove Curse.

Material Components: a pinch of sand and coffee beans

Circle Of PrivacyTransmutationLevel Cle 4, Dru 4, Ran 3Components V, S, MCasting Time 1 action

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Range PersonalArea Of Effect 50ft diameter circleDuration 1 hour/level

This spell helps to discourage predators and trespassers from disturbing a campsite. The caster sprinkles salt in a circle enclosing an area up to 50ft in diameter. For the duration of the spell, all sounds and scents generated within the circle are muted, making the area less noticeable to those outside the circle. Therefore, the group’s chance of encounter is reduced by 50% for the duration of the spell. The spell provides no protection against dark vision, low light vision, or magical forms of detection.

Material Component: a hair from a skunk, a whisker from a mouse, and enough salt to make a 50ft diameter circle.

Compulsive OrderEnchantment (Mind Affecting) [Law]Level Cle 4Components V, S, MCasting Time 1 actionRange Medium (100ft + 10ft/level)Target One creatureDuration PermanentSaving Throw Will neg.Spell Resistance Yes

The victim of Compulsive Order is compelled to place everything he encounters into perfect order. If he discovers treasure, he divides it into tidy piles or containers of silver, gold, and copper. He is reluctant to enter a dungeon because it is a messy place, but once inside, he is obsessed with cleaning it. A character under the power of this spell will sweep dirt from dungeon corridors into neat piles, arrange the corpses of a defeated orc band according to size, dash forward to remove a bit of lint on clothing, and insist that the party organize themselves alphabetically, then by size, and then by age. While the spell does not affect a character’s abilities, the overwhelming desire for order impairs the character’s usefulness in most adventures.

When a character afflicted by this spell attempts to undertake a new event (begin a battle, haggles with a merchant, etc.), the player must rationalize the action on the basis of his compulsion for order. Thus, the character cannot simply attack a goblin; he must announce a condition such as attacking the tallest goblin and fighting his way down to size. Once stated, the character must follow through with this plan. However, the character can only take Attacks Of Opportunity against opponents who fit his rationale.

If the player cannot conceive of a rationale for his character’s behavior, the character is forced to delay his actions. His initiative turn is lowered to the segment after the next combatant takes his turn. This keeps happening until he comes up with a rationalization. If the character is last, he’s given one more chance to state his rationale. If he does not,

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he loses his action for the round and cannot use Refocus. His initiative remains as last. During this time of contemplation, the character is considered arranging his spell components artistically, deciding how to hold his sword, etc. Such a character does not threaten any area, draws attacks of opportunity if he’s in a threatened area, and if attacked, loses his DX modifier to AC if he fails a Reflex save vs DC of this spell.

Anyone affected by Compulsive Order may become violent if he is prevented from being neat. He will do what he must to make the world around him more orderly. If he is allowed to organize his surroundings, he will quickly calm down again. The victim will constantly petition the people around him to be neat and organized.

Compulsive Order can be removed by Dispel Magic.Material Component: a perfect cube made of metal.Defensive HarmonyEnchantment [Law]Level Cle 4, Pal 2Components V, SCasting Time 1 actionRange Close (25ft + 5ft/2 levels)Target One creature/2 levelsDuration 1 round/level

This spell must be cast on at least two creatures. All affected creatures must be in range of the spell at the time of casting. The caster may choose which creatures are affected. Once the spell is cast, affected creatures are free to move beyond the spell’s range and still benefit from its effect.

Defensive Harmony grants affected creatures a defensive bonus by bestowing an enhanced coordination of their attacks and defenses. The affected creatures must be involved in a single battle so that their efforts harmonize to the benefit of all involved. For example, the affected creatures can attack one dragon or a group of orcs in a single area. They can also attack additional enemy forces that arrive in the same combat. IF the enemy forces divide and flee, the affected creatures can follow, continue to attack, and benefit from this spell. If the affected group is split into two smaller groups when attacked, however, it gains no benefit from Defensive Harmony.

While the spell is in effect, each affected creature gains a +1 dodge to his AC for every other creature benefiting from the spell, to a maximum bonus of +5 though more than 6 creatures may benefit from the spell. Thus, if four creatures area affected by Defensive Harmony, each creature gains a +3 dodge bonus to their AC.

This bonus represents a mystical coordination of effort on the part of all affected creatures. A fighter will naturally wage his attack to distract the troll attacking the rogue. The ranger will instinctively block the swing of an orc, thereby protecting the wizard. When affected creatures are of a distance away from each other, this mystical

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coordination becomes an opportune shout of warning to a friend or a character suddenly remembering a maneuver his more combative companion has done in the past.

Dimensional FoldingTransmutationLevel Cle 5Components V, S, MCasting Time 1 roundRange See textArea Of Effect 10ft circleDuration 1 round

This spell allows the caster to selectively warp the fabric of space, folding it into a higher dimension. This effect can best be explained by imagining an ant crawling along the west edge of a map trying to travel to the east end. Only being permitted to travel along the edge, it would have to crawl the full width of the map to get to the other side. However, if the map was folded in two so that the east and west edges were touching, the ant would travel almost no distance at all. The ant’s world (the map) would have been folded through a third dimension. The Dimensional Folding spell does something similar with the three-dimensional world: it folds it through a higher dimension (the fourth), allowing instantaneous travel between two locales on the same plane of existence.

Although this effect may seem similar to the arcane spell Teleport, in practice, it is much different. Dimensional Folding opens a gate that allows instantaneous, bi-directional access to a distance local on the same plane. The gate can only appear within 5ft of the cleric, is circular of up to 10ft diameter, and only lasts for one full round. The cleric and any other creatures can pass through the gate in either direction while it remains open. Missile weapons and magic spells cannot pass through the gate, but neither are magical effects upon creatures dispelled as they pass through.

The gate appears as a shimmering ring, glowing with a faint light equivalent to starshine. Vision through the gate is clear and unobstructed in both directions, allowing the cleric to look before he leaps. However, anyone on the other side of the gate is able to see the cleric and his point of origin. The near side of the gate always appears within 5ft of the cleric. The location of the far side always open within 5ft of the place the cleric desires. Thus, there is no chance of arriving at the wrong destination.

There is a risk involved in using Dimensional Folding, however. The spell folds the worlds in the fourth dimension of time. Therefore, here is a chance that those passing through he gate are instantly aged. The chance of this aging is dependent upon how familiar the cleric is with the destination. The following table illustrates:

Destination Chance Of Aging Amount Of AgingVery familiar 2% 1 yearStudied carefully 5% 1d2 yearsSeen casually 10% 1d3 years

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Viewed once 15% 1d6 yearsNever seen 25% 1d10 years

If a desired location is within current view of the cleric, treat the location as very familiar.

If the die roll indicates that aging occurs, every creature that passes through the gate in either direction suffers the aging effect. Multiple creatures passing through the gate in the same direction all age by the same amount determined by a single die roll. Although the chance of aging is low and the potential amount of aging is minimal for familiar destinations, the effects can add up and become significant over time.

The cleric need not go through the gate himself.

Material Component: a sheet of platinum tissue (15gp)

Fire PurgeAbjuration [Fire]Level Cle 4, Dru 4Components V, S, MCasting Time 1 actionRange Close (25ft + 5ft/2 levels)Area Of Effect 30ft square/levelDuration 1 turn/level

An area enchanted with Fire Purge is protected against all types of normal and magical fires. Normal fires cannot burn in the area of effect. Magical fires, including breath weapons and spells, cause only 50% of their normal damage. Additionally, creatures within the area of effect receive a +4 bonus to their saving throws against Fire attacks, regardless of whether the attacks originate inside or outside the warded area. Fire Purge has no effect on fires within the area of effect when the spell is cast.

Material Component: a scorched sliver of wood.

FortifyNecromancyLevel Cle 5Components V, S, DFCasting Time 1 actionRange TouchTarget One clericDuration 1 round/level

This spell can only be cast upon a cleric of the same faith as the caster. A cleric may cast this spell upon himself. A cleric benefiting from Fortify has all his Cure Wounds spells

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cast as if enhanced by the Empower Spell Feat or Maximize Spell Feat. This enhancement does not change the level of the spell used.

If the Cleric casts a Cure Wounds spell that was spontaneously cast, it is effected as if by the Empower Feat. If the Cure Wounds spell was prepared, including utilizing the Healing Domain, the spell is cast as if Maximized.

GeniusDivinationLevel Cle 4Components V, S, MCasting Time 1 actionRange PersonalTarget The casterDuration Instantaneous

This spell is similar to Idea except that the cleric’s player can ask the GM one question about any event occurring at the moment. The question must be somehow related to evaluation of the current situation, such as “What are these monsters?”. Speculation about the future, such as “What’s on the other side of the door?” is not permitted.

The answer should always be relevant and correct, although not necessarily complete and should not be unbalancing to the situation. The answer can be cryptic depending upon the GM’s campaign. In general, the answer will be a single word or a short phrase of not less than five words.

This spell can only be cast once in any 12 hour period.

Material Component: a gem worth at least 50gp.

Inverted EthicsEnchantment (Mind Affecting) [Chaos]Level Bar 4, Cle 4Components V, S, MCasting Time 1 actionRange Medium (100ft + 10ft/level)Target One creature/level within 20ft of each otherDuration 10 minutesSaving Throw Will neg.Spell Resistance Yes

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This spell reverses the ethics of a person or group of people. While under the influence of this spell, a creature behaves in a manner opposite to the way he normally would behave. Thus, a shopkeeper will think it perfectly normal for someone to pick up an item from his shop and walk out the door without paying for it. If someone tried to pay for it, he would be insulted. If the spell is cast on a shopper in a store, he would find it natural to steal the item thinking that he is behaving in a proper way. If the spell is cast on a professed thief, he will no longer steal, choosing to pay for his goods instead.

Inverted Ethics does not cause a creature to actively commit evil or good deeds. Thus, an affected creature will not go on a shoplifting rampage; he will steal only as the opportunity presents himself.

Material Component: a miniature golden balance (10gp)

Join With Astral TravelerNecromancyLevel Cle 4, Sor/Wiz 4Components V, SCasting Time 10 minutesRange PersonalTarget The casterDuration See text

A caster uses this spell to travel along with another spell caster who has used Astral Progression to travel through the Astral Plane. Astral Progression has a limit to the number of characters its caster may take along. Utilizing Join With Astral Traveler, the caster can accompany someone using Astral Progression even if he would exceed the number permitted. The joining caster is thus linked with the Astral Progression as if he was originally part of that spell. If the user of Astral Progression does not welcome the joining he can refuse it, and Join With Astral Traveler fails.

Mental DominationEnchantment (Mind-Affecting) [Evil]Level Cle 4Components V, S, MCasting Time 1 actionRange Medium (100ft + 10ft/level)Target One creatureDuration 1 round/levelSaving Throw Will neg.Spell Resistance Yes

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This spell establishes a telepathic link between the cleric and subject through which the cleric can control the subject’s bodily movements. The cleric and subject need not share a common language. The cleric can force the subject into combat, but the subject’s BAB is the average between the cleric’s and the subject. The cleric adds his Wisdom modifier to the attack roll. The cleric cannot force the subject to cast spells or use spell-like abilities. The cleric can force the subject to speak, although there is no range of emotion. All speech is in a monotone voice.

This spell does not give the cleric access to the subject’s thoughts, memory, or sensory apparatus. Thus, the cleric cannot see through the subject’s eyes. To control the subject, the cleric must be within range of the spell and must be able to see the subject. Breaking either of these conditions ends the spell.

This spell requires a moderate level of concentration by the cleric. While maintaining this spell the cleric can move normally but cannot cast another spell. If he wishes to attack with a weapon, he needs to make a Concentration check against DC 14. If he fails this check, he can choose a different action without breaking this spell or suffer an insight penalty equal to his Wisdom modifier to hit attack roll due to the extra exertion involved to maintain the concentration. If the cleric is damaged, he must make a Concentration check against a DC of 10 + damage taken or else the spell immediately ends. The spell also ends if the priest falls unconscious or killed.

If the cleric is 10th level or lower, he cannot force the subject to perform particularly delicate actions such as picking a lock. At 11th level or higher this restriction is removed. However, the subject’s Skill level is the average between the cleric’s (not counting the cleric’s armor penalty, if applicable) and the subject. If the Skill cannot be used untrained or is a non-Cleric class only skill and the cleric has no ranks in it, the Skill can still be performed calculating the average with the Cleric having 0 ranks plus ability modifier.

Material Component: a mesh of fine threads (25gp) that the cleric loops around the fingertips of one hand and manipulates as a puppeteer.

Probability ControlTransmutationLevel Cle 4Components V, S, MCasting Time 1/2Range Medium (100ft + 10ft/level)Target One creatureDuration See textSaving Throw Will neg.Spell Resistance Yes

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This spell allows the cleric to increase or decrease by a small margin the probability of success for one action. This action can be anything that requires a die roll. The action must be something performed by a single creature, and it must be an in-game roll.

The basic modification is 3+1/5 levels of the caster. This modification can either be applied as a luck bonus or luck penalty as deemed by the cleric. Thus, a 10th level cleric can modify a subject’s saving throw or damage roll by +5 or -5. When using percentile dice, each +1 (-1) counts as +5% (-5%). The cleric may cast this spell upon himself.

For a non-combat action such as an attempt to climb a wall, the cleric simply casts the spell immediately before the action is taken, informing the GM whether the modifier is positive or negative. To use this spell in combat, the cleric must specify the action to be affected (for example, the target’s next attack roll) and whether the modification will be positive or negative. The spell remains in effect until the subject attempts the specified action or until a number of rounds equal to the level of the caster has passed. If the latter occurs, the spell ends without effect.

Once the spell is cast, the cleric does not need to maintain any level of concentration. The spell will function even if the cleric is killed before the spell takes effect. The subject of the spell has no way of knowing whether any modification made by this spell is positive or negative or even whether he was the subject of the spell at all. Thus, a lying cleric can claim to increase a rogue’s chance to climb a wall while instead actually lowering it. However, an unwilling subject of this spell gets a Will saving throw to negate its effect.

Casting this spell is a free action as if Quickened to allow immediate probability help on a saving throw for example, but it counts towards the limit of only being able to cast one Quickened spell in a round.

Material Component: a small cube of a thickened sugar and milk mixture and a cubic doe of matching size.

RapportDivinationLevel Cle 4Components V, SCasting Time 1 roundRange Medium (100ft + 10ft/level)Target One creatureDuration 10 minutes + 1 minute/level

This spell is a deeper and more intense version of Telepathy. It allows the caster to communicate silently and instantly with a single willing subject. Participants may share deeper thoughts than Telepathy, including emotions and memories. Each participant sees, hears, and otherwise senses everything experienced by the other, although such vicarious experiences feel diluted and cannot be mistaken for direct sensations.

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The participant can quickly share such personal concepts as plans, hopes, and fears, but they cannot share skills or spells. Communication through Rapport is approximately 15 times faster than verbal communication. As with Telepathy, the caster can establish separate channels to multiple individuals with subsequent castings of this spell. However, unlike Telepathy, only willing subjects can participate in Rapport.

SolipsismIllusionLevel Cle 4, Sor/Wiz 4Components V, S, MCasting Time 1 roundRange Close (25ft + 5ft/2 levels)Area Of Effect 100sq ft + 100sq ft/levelDuration See textSaving Throw See textSpell Resistance No

This unusual spell is similar to Silent Image and other illusion magic, except the caster of this spell is the only creature who automatically believes the results of this spell. The spell creates an illusion of any object, creature, or force, as long as it is within the boundaries of the spell’s area of effect. The illusion is visual and tactile (it can be seen and felt), but no other sensory stimuli are created.

Solipsism is the opposite of normal illusions in that anyone other than the caster must make an active effort to believe, rather than disbelieve, the illusion. Characters trying to believe the illusion must make a Will save in order to do so. The DC for the spell has all modifiers the caster would normally have for a spell of its level and type. It cannot be lowered simply because the caster wants his friends to believe the illusion. A successful save means that the character believes the illusion, and it is part of reality for him. A failed save means that the character cannot convince himself of the illusion’s reality, and the illusion has no effect on him. A character can make a single attempt to believe each round.

Unlike true illusions, the image created by this spell more than just duplicates reality. The image formed is real for those who believe in it. The illusion has all the normal properties that its form and function allow. Thus, a solipsistic bridge spanning across a chasm could be crossed by the caster and all who believe. All others would simply see the travelers apparently walking out into nothingness. Likewise, a solipsistic giant would cause real damage to those who believed it.

The illusion remains in effect for as long as the caster continues to concentrate on it. The level of concentration is not extreme, so the caster may move normally and engage in combat, but he cannot cast spells. If the caster takes damage, however, he must make a Concentration check of 10 + damage taken or else the spell ends. The spell likewise ends if the caster is rendered unconscious or killed.

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Solipsism can create only illusions that are external to the caster. Thus, the caster cannot create an illusion that he is the size of a giant, unwounded, or has sprouted wings. He also cannot create illusions of magic items, but mundane items such as a weapon or armor fine. Masterwork items are possible with an appropriate Craft check. A failed check simply means the item is not a masterwork. It’s still created. Valuable coins and gems can be created, but common merchants do not automatically believe them as per the spell. For intense games, the GM may allow for items made out of adamantine or mithril, but in no case can any item created by this spell be used for spell components.

Thought BroadcastDivinationLevel Cle 4, Sor/Wiz 4Components V, S, MCasting Time 1 actionRange Medium (100ft + 10ft/level)Target One creatureDuration 10 minutes + 3 minutes/levelSaving Throw Will neg.Spell Resistance Yes

For the duration of this spell, everyone within 90ft of the subject of this spell senses the subject’s thoughts, making it impossible for him to lie, keep secrets, conceal motives, etc. The subject is not automatically aware that his thoughts are being sensed. Everyone who senses these thoughts know their source.

This spell causes the broadcast of only surface thoughts and motivations, not memories. There is no need for a common language between the broadcaster and receivers; for this purpose, thoughts are considered to be symbolic, not dependent on language. The detail level of the thoughts is insufficient for others to learn specific skills from the subject. If the subject casts a spell, everyone within range would know what spell is being cast before it takes effect, but no one learns how to cast the spell themselves.

If the broadcaster is invisible or hiding, the broadcast functions normally, and all receivers are aware that someone is in the vicinity whom they cannot see. Receivers get a +20 circumstance bonus to their Spot and Listen checks vs the subject’s Hide and Move Silently checks respectively. An invisible creature only has a +1 bonus to hit instead of +2, and defenders retain their DX modifier to their AC.

The subject must have an Intelligence score of 1 or more to become a broadcaster, and must have a normal mind as understood by PCs. Thoughts that are broadcast can be received only by individuals with Intelligence scores of 3 or better. An unwilling subject gets a Will saving throw to avoid the spells effects. A willing subject can waive this saving throw.

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Material Component: a small balloon the caster inflates while casting

Tree SteedTransmutationLevel Dru 4Components V, S, MCasting Time 1 actionRange Close (25ft + 5ft/2 levels)Target One log or plankDuration 1 hour/level

This spell enchants a log, plank, or similar piece of wood to become a temporary steed. The log or plank must be at least one foot wide, three inches thick, and three to ten feet long. Any type of wood is suitable.

When the spell is cast, the log sprouts four wooden, horse-like legs. The Tree Steed may be ridden like a normal horse and may be used to carry equipment. The druid may roll Wilderness Lore checks instead of Ride when applicable. The Tree Steed can carry up to 600 pounds of riders and gear before breaking. If the Tree Steed breaks under the weight of the riders or gear, the spell ends, and the log or plank returns to normal, although now broken.

The Tree Steed obeys all of the druid’s verbal commands to move, slow, speed up, stop, and turn. It has a speed of 60 on land and can swim with a speed of 30, floating on the surface and paddling with its legs. The Tree Steed must stay within 30ft of the druid in order to move; if the distance between the Tree Steed and druid exceeds 30ft, the Tree Steed stops moving until the druid is again in range.

The Tree Steed will not fight for the caster and is incapable of any action other than movement. The Tree Steed does not become fatigued and does not eat. It has all the vulnerabilities of normal wood and can be damaged by both magical and physical attacks. It has AC 12 and 20 hit points.

Material Components: a log or plank of suitable size and a horseshoe.

UpliftAlteration [Good]

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Level Cle 4, Dru 4Components V, M, DFCasting Time 12 hoursRange PersonalTarget One clericDuration 10 minutes

Uplift bestows increased spellcasting ability on one caster, including additional spells per level and use of spells beyond the caster’s normal level. This cooperative spell requires two casters who must spend the day casting the spell. The two casters must be of the same faith but need not share the same Domains. Druids of neutral alignment who do not worship an evil deity are permitted to cast this spell. Unlike other cooperative spells, divine casters of chaotic deities may cast this spell as well.

During the casting, the casters must decide which additional spells, of all levels including Domains, are desired. Upon completion of the casting, the casters touch palms, and the caster of the higher level receives a charge of magical energy. This charge temporarily boosts the level of the caster for spellcasting purposes. The amount of increase is one level per five levels of the lower level caster. In this case, round fractions up. If both casters are of equal level, the casters must decide who benefits from the spell.

Uplift grants the caster the spellcasting abilities of the new level. It does not improve hit points, attack rolls, or other abilities. If the increase allows more spells per level, the additional spells are instantly placed in the caster’s mind as if they were prepared. These additional spells will include any spells available based upon the caster’s new effective level using the spell progression chart as well as bonus spells due to Wisdom.

Since the second caster is part of the spell, the caster benefiting from this spell may choose Domain spells the second caster has access to even if he does not share that Domain. The caster also gains the special abilities of the other caster’s Domains. All level based variables of the spell are determined using the caster’s new level. These increased effects last for 10 minutes, after which time the caster returns to his original level, new spells not used are gone, and the caster only has his own two Domain abilities.

As an example, consider a party with a fallen friend. The two casters in the party are 7th level and 8th level, both unable to cast Raise Dead. The 7th level caster has Healing and Magic as Domains, while the 8th level caster has Magic and Protection. When both casters cast this spell, the 8th level caster is now considered a 10th level caster. He can now cast 5th level spells, have Raise Dead prepared, and casts it upon his fallen friend. He also now has access to the Healing Domain and casts several Cure Wounds spells as an 11th level caster, as per the Domain ability, for good measure to have his friend recover quickly.

Casting this spell is a draining task. While such an arduous effort is serious enough to warrant an XP cost, since the caster’s deity is benevolent enough to allow the temporary increase of power, he’s not going to insult his followers by taking it away. However, the

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spell is still taxing such that the clerics each suffer 2 points of temporary Constitution damage. However, complete bed rest for 8 hours will restore the Constitution loss.

Material Component: an offering of 500gp from each caster.

DamnationAlteration [Evil]Level Cle 4, Dru 4Components V, M, DF, XP

This spell works just like Uplift, except that evil deities are malevolent. Instead of a Constitution loss, evil deities demand payment of life-force for their gift of temporary power. Both casters must pay 250XP. The 500gp offering from each caster is still required. Neutral druids of an evil deity and divine casters of a chaotic evil deity may cast this spell.

Weather StasisAbjurationLevel Dru 4Components V, S, M, DFCasting Time 10 minutesRange Medium (100ft + 10ft/level)Area Of Effect 10ft cube/levelDuration 1 hour/level

Weather Stasis maintains the weather conditions prevalent in the area of effect when the spell is cast. An area protected by the spell is unaffected by temperature variations in the surrounding environment. The spell also acts as a shield against rain, snow, and hail, which cannot enter the protected area. If conditions of precipitation existed in the area of effect when the spell was cast, the identical weather will continue for the duration of the spell.

All physical objects other than rain, snow, and hail can pass into the protected area. All creatures and characters can move freely into and out of the area. The spell does not prevent water based spells or water based creatures from operating in the area.

The spell protects against both natural and magically generated weather. Night and day pass normally in the protected area, although temperature variations associated with night and day do not occur.

Material Component: a drop of rain.

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Age ObjectTransmutationLevel Cle 5, Dru 5Components V, S, MCasting Time 1 roundRange TouchTarget One object no larger than 1 cubic ft/levelDuration Permanent

With this spell, the caster can cause an amount of nonliving, nonmagical matter of up to 1 cubic ft/level to age dramatically. Matter can be aged up to 20 years per level of the caster. The following table gives typical results of 100 years of aging various objects, arranged in order of descending severity:

Object Result Of Agingdiamond nonesilver becomes tarnishedmasonry cracks and weakensiron rusts and corrodesparchment cracks, turns brittlewood rots, crumbles, turns to sawdust

The caster controls the extent of the aging; thus, he could change a book so its pages become yellowed and brittle but stop short of causing the book to crumble to dust. As a guideline, each additional 100 years of aging causes an increasingly severe reaction. Thus, after 200 years, parchment might become little more than powder, while iron might begin to flake away at a touch.

Many items, such as gems, show little reaction to age. The GM must adjudicate all effects. To cast this spell on an object held or worn by another creature who is unwilling for the aging, the caster must make a touch attack roll.

Material Component: a flask of seawater and a piece of coal.

Youthful ObjectTransmutationLevel Cle 5, Dru 5Components V, S, MCasting Time 1 round

As Age Object, but this spell returns an object ravaged by the effects of time to its original condition; thus, rusty iron becomes strong a shiny, crumbled masonry becomes firm, and rotten wood becomes solid. The age of matter can be reduced by 20 years per level of the caster. A weapon or armor cannot become a masterwork item by use of this spell, but if it was originally a masterwork item before age took its effect, that quality can be restored.

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Material Component: a piece of egg shell and a hair from a humanoid infant.

Barrier Of RetentionAbjurationLevel Cle 5, Dru 5Components V, S, MCasting Time 1 actionRange Medium (100ft + 10ft/level)Area Of Effect 10ft cube/levelDuration 1 round/levelSaving Throw Will neg.Spell Resistance Yes

This spell creates a one-way invisible force field around the area of effect. The area can be arranged into any rectangular shape the caster desires. Intruders entering the protected area suffer no ill effects, but the Barrier Of Retention prevents them from leaving. The spell effects all creatures who fail a Will saving throw, regardless of creature type or hit die. Creatures with SR may ignore its effect if the caster fails to overcome it, but that does not end the spell for other creatures. The caster can pass in and out of the barrier freely, but even his friends are subject to the spell.

Intruders trapped by the barrier can cast spells or use spell-like abilities out of the barrier as well as use spells such as Teleport to escape it. Objects cannot be hurled out of the barrier (nor missile or thrown weapons), but they can be carried by an escaping creature. Dispel Magic and similar effects can end the spell.

Material Component: a small cage made of silver wire (1gp).

Champion’s StrengthTransmutation [Law]Level Cle 5, Pal 4Components V, S, FCasting Time 1 actionRange Close (25ft + 5ft/2 levels)Target See textDuration See text

Champion’s Strength bestows one member of a group with the strength modifiers from the rest of the group. The recipient can then fight as the group’s champion. The spell draws the modifiers from one person for every 2 levels of the caster. All persons,

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including the designated champion, must be within range of the spell and willing to contribute.

When the spell is completed, all strength modifiers from all group members are bestowed upon the champion. All the modifiers stack with each other and stack with the champion’s modifier. Persons with 0 or less modifiers can be included in the group and contribute, so care must be taken. The caster need not be part of the group and can be chosen as the champion.

The champion is free to engage in combat, cast spells, or do anything else possible in a normal combat situation; however, the champion must remain within the range of the spell from the group. Persons of the group must concentrate on the champion for the duration of the spell. Concentration is broken if a person loses sight if the champion, fights, or casts a spell. If the person moves more than 10ft, he must make a Concentration check of 15 + caster’s Wisdom modifier or lose concentration. If the person is damage, he must make a Concentration check of DC 10 + damage taken or lose concentration. Should a person lose concentration, that person’s modifier is lost to the champion, but the spell does not end, and the champion still has the modifiers of all other group members.

The spell will end when all group members cease to concentrate upon the champion. The champion may only benefit from on Champion’s Strength spell at one time. Contributors can aid only one champion at one time. If the caster is not part of the group and has another focus for the spell and has prepared this spell more than once, he can cast this spell for another group and champion while this spell is in effect for the original group.

Material Focus: a chain of five gold links (1000gp).

Chaotic CommandsAbjuration [Chaos]Level Cle 5Components V, S, MCasting Time 1 actionRange TouchTarget One creatureDuration 10 minutes/levelSaving Throw See textSpell Resistance See text

Chaotic Commands renders a creature immune to magical commands. Spells such as Domination, Suggestions, Command, Geas/Quest, Enthrall and other similar spells or effects that place a direct verbal command upon a single individual automatically fail. This spell does not protect against spells that merely locate or describe the creature, such as Detect Chaos or Clairvoyance. This is a harmless effect upon the creature, so there’s no saving throw and SR wouldn’t apply unless for some reason the creature really does not want to benefit from this spell.

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Anyone who does cast one of the spells protected against the creature must make a Will saving throw (SR applies). Failure means that the caster must obey his own magic; the spell’s effect has backfired on the caster.

Material Component: a piece of eelskin.

Clear PathTransmutationLevel Dru 5, Ran 4Components V, S, MCasting Time 1 actionRange See textTarget See textDuration 1 hour/level

This spell clears away weeds, stones, and other debris in a 10ft wide path extending 10ft in front of the caster. The caster can create a continuous path for the duration of the spell, clearing a 10ft square area ahead of him as long as he continues to move forward. The spell effects jungles, forests, rocky ground, and snow. The result of the cleared path is that traveling time through normally cluttered or foliage dense areas is cut in half. If a particular area has insignificant debris that would not hamper travel time, this spell does not help, though it does not end and continues to function normally should the caster later enter a cluttered area.

Clear Path has no effect on rivers, lakes, or other bodies of water, nor does it effect quicksand, lava, or similar natural obstacles. It also has no effect on magically created terrain or manmade barricades. A caster using Clear Path can be tracked easily. The DC to follow the caster using Track is lowered by 10 to 20 depending upon how much thickness of debris is cleared. The thicker the area, the more the DC is lowered. Characters without the Track Feat may make Wilderness Lore checks to follow the tracks as if they had the Feat. For these characters, the DC is lowered by 5 to 10.

Material Component: a knife blade and a straw from a broom.

Clutter PathTransmutationLevel Dru 5, Ran 4Components V, S, MCasting Time 1 action

Similar to Clear Path, but this spell causes weeds, small stones, and similar debris to litter a 10ft path extending 10ft behind the caster. This hides a trail, making tracking more difficult. The DC for following the caster using the Track Feat increases by 10 to 20 depending upon the thickness of the area. The thicker the area the higher the DC.

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Material Component: a handful of pebbles and a handful of weeds.

Cloud Of PurificationTransmutationLevel Cle 5, Dru 5Components V, SCasting Time 1 actionRange Medium (100ft + 10ft/level)Area Of Effect 20ft cubeDuration 1 round/level

This spell creates a billowy cloud of magical vapors that moves in the direction of the prevailing wind at a rate of 20ft/round. A strong wind (greater than 15 miles/hour) breaks it up in 4 rounds, and a greater wind (25 miles/hour or more) prevents the use of this spell. Thick vegetation disperses the cloud in 2 rounds.

The Cloud Of Purification transmutes organic filth, garbage, and vermin (mice, rats, rot grubs, etc.) into an equal quantity of pure water. For example, a nest of rot grubs caught in the cloud would melt, becoming small puddles of clean water. If the spell is cast over a body of water, the cloud merges with a portion of the water equal to its own size, transmuting any filth, microbes, small fish, or other impurities into clean water.

The cloud’s vapors are heavier than air, so they sink to the lowest level of the land, even down holes in the ground. Thus, this spell is perfect for cleansing a sewer or well. This spell in no way affects magical creatures or creatures larger than a normal rat.

ConsequenceDivinationLevel Cle 5, Dru 5Components V, S, FCasting Time 1 roundRange PersonalTarget The casterDuration Instantaneous

This spell allows the caster to determine how one recent event fits into the grand scheme. By casting this spell, the caster can determine whether the sequence or situation that gave rise to the specific event is complete or whether it is ongoing; whether it was a significant or insignificant event in the larger picture; or whether it will continue to have repercussions for the participants.

Using his knowledge of circumstances, the GM communicates these facts to the caster’s player. This message is normally straightforward and easy to understand, but in the case of highly complex circumstances, the message might be cryptic. In any case, the message will always be truthful.

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As an example, consider a cleric and his party who are on a holy quest to retrieve an item of power. On the way to the location of this item, the party is ambushed by evil creatures from the Inner Planes but manages to defeat them. Concerned that these creatures might be outlying guards protecting the item of interest, the cleric casts Consequence, hoping for guidance. The GM knows that these creatures have nothing to do with the quest; the encounter was coincidental. However, the surviving monsters will soon return with reinforcements to avenge their dead. Therefore, the GM tells the cleric’s player, “To your goals these have no place, but still they can cause more woe.”

Casting this spell taints subsequent casting of the same spell within a 24 hour span. A second attempt within this period always results in the same message as the first, regardless of the true situation. Another caster casting the spell within the 24 hour period receives an accurate reading.

Material Focus: three intricately designed coins or dice, made of platinum, worth a total of 1,000gp.

Easy MarchEvocationLevel Cle 5, Dru 5, Ran 4Components V, S, MCasting Time 10 minutesRange Close (25ft + 5ft/2 levels)Target One creature/levelDuration 1 day/levelSaving Throw For neg. (harmless)Spell Resistance Yes (harmless)

This spell enables the affected creatures to have an easier time of traveling. In terms of long trips, the affected creatures can travel two and a half times as normal without need of rest. This spell does not prevent the need for food and water, but affected creatures may eat and drink while traveling and not tire. This spell does ease travel due to effects of terrain or weather.

This spell has no effect on an affected creature’s speed in combat situations, but they do benefit from a +4 circumstance bonus against spells or effects that cause exhaustion or fatigue. If a creature fails his saving throw against such a spell, Easy March is ended for him.

Material Component: a piece of shoe leather.

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Elemental ForbiddanceAbjurationLevel Dru 5Components V, S, M, DFCasting Time 1 actionRange PersonalArea Of Effect 5ft cube/levelDuration 1 round/levelSaving Throw NoSpell Resistance Yes

This spell prevents all creatures of type Air, Earth, Fire, or Water from entering the area of effect. Further, such creatures outside the area of effect cannot make physical attacks against those inside. Spells and missile attacks can be cast into the area by those creatures.

Elemental Forbiddance has no effect on creatures that are within the area of effect when the spell is cart, but if such creatures leave the area, they cannot reenter. The area of effect is centered from where the druid is standing at the time of casting and cannot be moved.

Material Component: four glass beads, each of a different color (green, blue, red, yellow).

Extradimensional ManipulationTransmutationLevel Cle 5, Sor/Wiz 5Components V, S, MCasting Time 1 actionRange Close (25ft + 5ft/2 levels)Target One extradimensional space up to 20ft squaredDuration 1 hour/levelSaving Throw See textSpell Resistance No

This spell allows the caster to alter the characteristics of certain extradimensional spaces such as those created by Rope Trick and similar spells or those contained in magic items like Bag Of Holding or Portable Hole. Extradimensional Manipulation can increase or reduce the size of a single extradimensional space. The amount of increase or decrease depends upon the level of the caster.

Level MultiplierUp to 10 x211-16 x317+ x4

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If the size and capacity of an extradimensional space is decreased, any contents of the space that exceed the current capacity are expelled, determined randomly. These contents are expelled from the same space in the same way they originally entered it, if the path is still open. If the path is closed, the extra contents are expelled into the Astral Plane. Any items in an enlarged space when the spell duration expires suffer the same fate.

Placing an extradimensional space inside another such space, such as a Bag Of Holding inside a Portable Hole, is a dangerous undertaking. Extradimensional manipulation may be cast for the purpose of removing this danger. When used in this manner, the size of the space cannot be affected. However, while this version is in effect, the affected extradimensional space can be placed within another such space, or vice versa, with no adverse consequences. The second extradimensional space does not have to be affected by this spell. If one space is within the other when the spell expires, the usual consequences ensue immediately

If the space to be affected is being maintained by a spellcaster, such as Rope Trick, the spellcaster can make a Fortitude saving throw to negate the effect. If the space is created by a magic item, no saving throw is allowed.

Extradimensional Manipulation can be used in the making a Bag Of Holding and similar items utilizing the Craft Wondrous Items Feat. Doing so decreases the amount of gold pieces of material and XP cost that needs to be spent by 5% times the multiplier.

Material Component: a strip of gold tissue twisted into a Moebius strip (5gp).

Extradimensional PocketTransmutationLevel Cle 5, Sor/Wiz 5Components V, S, M, FCasting Time 1 roundRange TouchArea Of Effect See textDuration 1 hour/level

This spell allows the caster to create a single extradimensional space or pocket like the one inside a Bag Of Holding. The spell must be cast on a container such as a sack, bag, or backpack. Once under the influence of this spell, the container open into a dimensional space and is much larger inside than outside. The container always ways a fixed amount, regardless of what is put inside. This weight and capacity of the extradimensional space depend on the levels of the caster:

Level Apparent Weight Weight Capacity Volume Capacity9-13 15 lbs 250 lbs 30 cubic ft

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14-16 25 lbs 500 lbs 70 cubic ft17-19 35 lbs 750 lbs 100 cubic ft20+ 60 lbs 1,000 lbs 150 cubic ft

If the container is overloaded or if the container I pierced by a sharp object, the bag immediate ruptures and the contents are lost into the Astral Plane. Any items within the bag when the spell duration ends are also lost in the Astral Plane. The container can be affected by Extradimensional Manipulation without harm.

This spell can be used in place of Leomund’s Secret Chest for the creation of magic items such as Bag Of Holding and similar using the Craft Wondrous Items Feat. The cost in gold pieces of material components and XP is reduced according to the level of the creator:

Level Reduction9-13 0%14-16 10%17-19 15%20+ 20%

If Extradimensional Manipulation is also used, the reductions do not stack. Instead, use the higher of the applicable percentage and add 5%. Thus, a 15th level caster using both spells gains a total reduction of 20%, 15% from Extradimensional Manipulation since it is higher than the 10% for Extradimensional Pocket plus an additional 5% since Extradimensional Pocket does offer some aid.

GroundingAbjurationLevel Cle 5, Dru 5Components V, S, M, DFCasting Time 1 actionRange Medium (100ft + 10ft/level)Area Of Effect 30ft square/levelDuration 1 round/level

Grounding offers protection against normal and magical Electricity attacks within the protected area, such as from normal electric eels or the Lightning Bolt spell. All creatures in the protected take no damage from such attacks. The electric energy is absorbed harmlessly into the ground. The area of effect need not be earth, a stone floor will do, but it must be a solid surface considered a floor or ground that is itself touching the earth or inside a structure touching the earth. Grounding cannot be cast on an area made of metal or water.Material Component: a coil of silver wire.

Impeding PermissionEnchantment (Mind Affecting) [Law]

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Level Cle 5Components V, SCasting Time 1 actionRange Medium (100ft + 10ft/level)Target One creatureDuration 10 minutes/levelSaving Throw Will neg.Spell Resistance Yes

This spell may only be cast on creatures with Intelligence of 2 or greater and the ability to communicate with the caster. The spell interferes with the victim’s ability to make decisions. It prevents the victim from performing any action without first gaining the permission of the cleric or a character designated by the cleric. The victim will heed only the person designated by the cleric.

Before the victim undertakes any action, he must gain permission. He will not follow through with an action until he gains permission. If permission is denied, the victim cannot act until he thinks of an alternate action and gains permission for that action. Every round, the victim must decide his action for that round. At his initiative, he must ask permission to perform that action. If permission is denied, the victim can take no other action that round. The only actions exempt from the need for permission are involuntary actions such as breathing.

Asking and gaining permission takes only a short amount of time in most cases. A simple request, such as asking permission to swing a sword in the middle of combat, can be accomplished quickly. Complicated requests, such as getting permission to act on a complicated plan, will naturally take more time. The GM may consider lowering the victim’s initiative count in such cases.

MeldNecromancyLevel Cle 5, Sor/Wiz 5Components V, S, FCasting Time 10 minutesRange TouchTarget One creatureDuration 12 hoursSaving Throw See textSpell Resistance No

This spell can only be cast on a willing creature that is not manipulated in any way. The recipient of the spell must voluntarily surrender himself to the spell. The recipient becomes a host for the caster. While the recipient does not lose his own persona or ability to act, the host can be dominated by the caster at any time. For the most part, this domination is complete.

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For the duration of the spell, the caster is essentially detached from his own body. He can neither move nor act on his own. His mind is connected to his host’s. He sees, hears, smells, tastes, and otherwise senses everything the host does. He can telepathically communicate with the host. Once the spell is completed, there is no limit to the range over which it can function. However, both the caster and host must remain on the same plane. Since the spell relies on telepathic communication, thin lead sheeting will effectively block the connection.

When desired, the caster can dominate the host. When this happens, the host’s own mind is pushed into the background, and the caster’s personality dominates. The host’s personality, memories, proficiencies, and spells are temporarily replaced by those of the caster. While occupying the host, the caster can cast any spell he himself has prepared, provided that the necessary components, if necessary, are on hand. These spells function exactly as if the caster had cast them from his own body. The caster retains his own Intelligence, Wisdom, and Charisma scores, but uses the Strength, Dexterity, and Constitution as that of the host. The caster also retains his own class abilities, Feats, BAB, and base saving throws, but he uses the hit points of the host. Certain Feats may not be transferable or can use the host’s at GM’s discretion. The caster can return control to the host at any time, restoring the host’s abilities and personality without harm.

The spell is not without limitations and risks. The domination must be voluntary. If the host resist’s the casting of the spell, it automatically fails. Once the spell is in effect, the host can attempt to resist the domination. He is allowed a Will saving throw. If it succeeds, the spell ends. Whenever the host suffers damage, the caster must make a Concentration check of DC 10 + damage taken to maintain the spell. If this fails, the spell ends, and the caster suffers 1d6 points of damage when he returns to his own body. If the host should die, the caster needs to make a Fortitude saving throw of DC 20 or else he dies as well. A successful save means the caster simply returns to his own body.

Meanwhile, through out this spell the caster’s body is inert and not otherwise protected from harmful effects. The body retains the caster’s hit points. If it suffers damage to bring its total to 0 or less, the body is not suitable for the caster to return. He must make a Fortitude save throw of DC 20. If successful, he returns to his body at the amount of hit points he had when he cast the spell. Otherwise, he dies. If the body is damaged but not to 0 or below, the caster returns to his body without incident and has the hit points he had when he cast the spell. While the body is inert, it can be magically healed with Cure Wounds spells.

Material Focus: a chalice worth at least 1,000gp that must be given to the host, who cannot return it to the donor for any reason.

Memory WrackEnchantment (Mind Affecting)Level Cle 5Components V, S, MCasting Time 1 round

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Range Close (25ft + 5ft/2 levels)Target One creatureDuration 2 rounds/levelSaving Throw Wil neg.Spell Resistance Yes

This spell disconnects the subject’s short-term and long-term memory. While the spell is in effect, the subject is incapable of storing information in long-term memory. Every moment is virtually an independent event for the subject; he can remember recent events, thoughts, and sensations for no more than a round, the amount of time they remain in short memory. Memories of events that happened before the onset of the spell are not affected at all; these are safely stored in long-term memory. This means that the subject can cast any spells prepared before Memory Wrack took place.

The subject of this spell has a limited ability to act. He can only do partial actions. To correlate his action in the next round with his previous round action, he must continue to concentrate. If the subject is distracted, such as being the target of a spell, startled, surprised, damaged, or similar, he must make a Concentration check against the DC of this spell or else he forgets everything that has occurred from the onset of this spell to the moment of distraction. The subject must re-evaluate the situation as if it had just come to pass.

Consider the following example. The subject of the spell is a soldier assigned to guard the entrance to a building. The cleric arrives and casts Memory Wrack on the guard, who fails his saving throw. The guard has no problem remembering his orders, since he received them before the onset of the spell. He also remembers the arrival of the cleric. The cleric now tries to convince the guard that he is authorized to enter the building. The guard refuses him entry. The cleric now picks up a rock and throws it at the guard, striking him and distracting him. The guard makes a Concentration check and fails. The guard forgets everything that happened between the onset of the spell and the moment the rock struck. He forgets that the cleric had already tried to con him and that he threw a rock at him. He must re-evaluate the situation as though the cleric had just arrived. The cleric is free to make another attempt to enter the building.

When the spell expires, the subject remembers nothing that happened while the spell was in effect, possibly leading to amusing consequences. (“How did I get here?”)

Material Component: a ruby worth 250gp

Repeat ActionEnchantmentLevel Cle 5, Dru 5Components V, SCasting Time 1 actionRange Medium (100ft + 10ft/level)Target One creature

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Duration 1 roundSaving Throw Wil neg.Spell Resistance Yes

This spell compels its victim to repeat the action of the previous round. Regardless of whether the victim did a Full Move, Action and Move, Full Action, Partial Action, or Nothing, he does it again. The result of the repetition is always identical to the original result. If the subject had moved, he instantly “pops” back to his original spot. If the spot has changed conditions since the victim was original there (occupied by another creature, emersed in a Stinking Cloud, etc.) the condition is ignored for the purpose of this spell. The victim is considered in that spot as he was one round earlier.

For example, if a character fired an arrow and inflicts 4 points of damage against an opponent, a Repeat Action spell will cause him to fire a second arrow that will also inflict 4 points of damage. As long as the opponent is within firing range, the character will adjust his aim to fire the second arrow. If the opponent had moved out of firing range, the character will fire his second arrow in the direction of the opponent. If the opponent is out of sight, the character will fire in the direction of the opponent’s original location.

The subject of a Repeat Action spell must be capable of performing the indicated action a second time. If the preceding character has no arrows in his quiver, he cannot fire an arrow. If a wizard had cast a spell, he could only cast that spell if he prepared it a second time and had the proper material components. (A Sorcerer would repeat the spell.) If a subject discovered a gem during a given round, Repeat Action will only compel him to search again; he will not find another gem unless a second gem is actually present.

A willing creature need not make a saving throw; otherwise, a Will save negates the effect.

Shrieking WallsEnchantment (Sonic)Level Cle 5, Sor/Wiz 5Components V, S, MCasting Time 10 minutesRange TouchArea Of Effect 20ft cubeDuration 1 day/level

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This spell enchants any single room no larger than the area of effect. When any creature larger than a normal rat (larger than one half cubic foot or weighing more than three pounds) enters the room, shrill shrieks begin to emanate from the walls. The shrieks persist for 1d4 + 1 rounds. The walls do not undergo any physical change.

The shrieks can be heard only by creatures inside the room. Creatures hearing the shrieks experience no ill effects on the first round, allowing them time to leave the room or cover their ears. A Silence spell or a Bard’s singing protects against the effects.

Creatures who remain in the room during the second or subsequent rounds of the shrieks who have not protected their hearing are penalized as follows: Creatures who levels or hit dice are greater than the level of the caster are stunned for 2d4 rounds. Creatures whose levels or hit dice are less than or equal to the caster become deaf for 1d4 hours.

Material Component: a small golden bell and a bee’s wing.

ThoughtwaveDivinationLevel Cle 5Components V, SCasting Time 1 actionRange See textTarget Up to 10 creaturesDuration InstantaneousSaving Throw See textSpell Resistance See text

This spell can be cast by a single cleric or cooperatively with several clerics of the same faith, but they need not share the same Domains. Clerics of different faiths may cast the spell together at GM’s discretion. A lone cleric of a chaotic deity may cast this spell by himself, but he can’t do so in a cooperative effort as chaotic faiths are not prone to cooperative magic.

Thoughtwave allows the cleric to send a short but powerful message to one or more individuals, informing them of his situation and general location. The spell instantly generates a powerful mental impulse indicative of the caster’s mental state - anger, fear, pain, despair, etc. The caster can designate as many as 10 persons to receive this message, provided they can all be specifically names or grouped in a general category. Thus, the cleric could designate a group of characters by name or could target “fellow clerics”, “superiors”, “adventuring companions”, “knights of Lord Harcourt”, or “villagers of Dopp”. If more than 10 individuals are in the group, those closes to the source will receive the impulse. There is no range limitation to the spell, although it cannot be projected outside the plane occupied by the caster.

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Creatures receiving the impulse automatically know who sent it, even if they have never met the cleric before, and gain a clear indication of the mood and situation of the caster. Recipients also intuitively know the general source of the spell, although they are unable to pinpoint rooms, dungeon levels, or landmarks.

The spell can be cast by more than cleric, allowing them to either contact greater numbers of individuals or increase the intensity of the message. If greater numbers are desired, ten characters are contacted per cleric involved in the casting. Increasing the intensity of the message makes it more compelling. Doubling the intensity, requiring at least three clerics, causes the message to act as a Suggestion. In this case, the effect is limited to a single target. Tripling the intensity, requiring at least 5 clerics, gives the spell the force of a Quest. This effect is also limited to a single target. In both cases, however, the target is allowed a Will saving throw to avoid the effects. SR applies. The highest level cleric in the group or one chosen if a tie for highest, sets the DC for the spell and/or makes the caster level check to defeat SR.

Time PoolDivinationLevel Cle 5, Dru 5, Sor/Wiz 5Components V, S, MCasting Time 1 roundRange TouchTarget A reflective surfaceDuration 1 round/level

This spell allows the caster to cause a mirror, a pool of water, or any reflective surface to reveal a specific event from the past. The image provides a clear picture with normal sounds, as if the caster were present at the scene. The image continues for the duration of the spell. Time Pool will not reveal images from other planes of existence.

The spell’s success is not automatic. The caster must know the general nature of the event he wishes to view (“Show me the murder of King Thamak.”). The caster’s base chance of viewing the desired scene is 50%, modified as follows, to a maximum of 90%:

Add 5% times the caster’s appropriate ability modifier.Add 20% if the caster has successfully used Time Pool to observe the same event before.Only one of the following may apply:Add 20% if the event is one in which the caster participated.Add 10% is the caster is well informed about the event.Add 5% if the caster is slightly informed about the event.

The caster cannot communicate or otherwise interact with the image. Spells cannot be cast into the Time Pool.

Material Components: a suitable reflective surface and a pinch of powdered quartz. (25gp)

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Unceasing Vigilance Of The Holy SentinelTransmutation [Law]Level Cle 5Components V, S, MCasting Time 10 minutesRange PersonalArea Of Effect 5ft radius sphereDuration 1 hour/level

This spell enhances the cleric’s ability to guard a person, place, or object. The spell’s effect must be centered on a specific area, for it creates an invisible spherical boundary up to 10ft in diameter. The boundary cannot be moved, and only the cleric gains any benefit for being in the area.

While the cleric is in the area of effect, the cleric gains several abilities:

His sense of awareness is magically enhanced. He gains Low Light Vision and Dark Vision, and can use whichever is most advantageous as it is needed. He also gets a +4 bonus to his Spot and Listen Checks.

The cleric has no need for food, water, or rest. He does not feel fatigue and regenerates his Constitution modifier in hit points per hour, minimum 1 hit point. However, he does not actually rest and therefore can not regain spells until he actually sleeps.

The cleric is totally immune to Fear, Sleep, and Mind-Affecting spells and effects.

If the cleric leaves the circle, the spell is broken. When the spell ends, the cleric must rest for 10 minutes per hour or portion thereof spent in the circle. If the cleric is forced into action before resting, his speed is reduced in half, has an Attack and AC penalty of -2, and loses his DX bonus to his AC.

Material Component: the cleric must trace the circle with runes and sigils using special ink containing the powder of a crushed sapphire (1,000gp) and a drop of holy water.

Undead WardNecromancy [Good]Level Cle 5Components V, S, DFCasting Time 1 roundRange PersonalArea Of Effect 5ft cube/levelDuration 10 minutes/level

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This spell prevents undead creatures from entering the area of effect. When an undead creature attempts to enter the area, the creature is affected by the ward as if it were being turned by a cleric two levels lower than the caster. Thus, an Undead Ward cast by a 10th level cleric turns undead as an 8th level cleric. If the cleric has any Feats that affect Turning Undead, (Extra Turning does not apply), he may apply them to the ward if he wishes to, or not, without affecting the spell slot needed to prepare this spell. Casting this spell does not count as using a Turn Undead attempt.

The results of the turning effect are calculated normally. If a large number of undead assault the warded area, not all of them are turned by the spell since normal limitations apply. Undead who are unaffected by the turning attempt ignore the Undead Ward for its duration. Undead within the area of effect when the spell is cast are not affected. However, when such undead leave the area of effect, they are subject to the effects of the spell if they attempt to reenter. This spell will work normally against powerful Undead that teleport into the area or similar.

The ward lasts for the duration. Thus, if after some group of undead appear and completed different group of undead arrive, that second group is subject to the spell and an attempt at turning is made. These attempts at turning also do not count as using a Turn Undead attempt by the cleric. The cleric may freely attempt to use Turn Undead against undead creatures who resisted this spell’s turning attempt.

Age CreatureNecromancyLevel Cle 7, Dru 7, Sor/Wiz 7Components V, S, MCasting Time 1 roundRange TouchTarget One creatureDuration PermanentSaving Throw For neg.Spell Resistance Yes

This spell ages the targeted creature one year per level of the caster. The caster must make a successful touch attack, and the victim is allowed a Fortitude saving throw to resist the spell. Subjects cannot be aged beyond their natural life span. If the caster’s level would age the creature beyond that range, the creature is aged to one year shot of his maximum age. The spell cannot cause a creature to die. Dragons, Undead, Constructs, Elementals, and Outsiders are unaffected by this spell. Creatures affected by this spell suffer the normal penalties associated with aging.

Material Component: a pinch of powdered emerald (250gp)

Restore YouthNecromancyLevel Cle 7, Dru 7, Sor/Wiz 7

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Components V, S, MCasting Time 1 round

As Age Creature, but this spell reduces the age of the affected creature. The creature retains its memories, experience, knowledge, spells, class levels, etc., but has the physical traits of the younger self of its kind. However, this spell can only reverse unnatural aging upon the subject, such as from the Age Creature spell or a Ghost attack. This spell cannot make a subject younger than his true age.

Material Component: a pinch of powdered ruby (250gp)

Crushing WallsEnchantmentLevel Cle 6, Sor/Wiz 6Components V, S, MCasting Time 10 minutesRange TouchArea Of Effect See textDuration Permanent until activatedSaving Throw See textSpell Resistance No

This spell enables the caster to enchant a floor, ceiling, or single wall of a room to crush intruders. The enchanted surface can be no larger than a square whose sides equal the caster’s level times 2ft. The spell activates 1d4 rounds after any creature other than the caster enters the room. The intruder must be larger than a normal rat (larger than one half cubic foot or weighing more than three pounds). When activated, the enchanted surface moves toward the opposite surface at a rate of three feet per round. Such movement does not affect the structural integrity of the room or building the surface is in. Unless the spell is canceled by the caster, the enchanted surface continues to move until one of the following happens:

A creature succeeds at a Strength check (DC 20 + caster’s appropriate ability modifier) to stop the surface from moving. Other creature may use the Aid Another action for the check by pressing against the surface as well. Creatures suffer no damage from the enchanted surface while attempting this. If the surface is prevented from moving for three consecutive rounds, the spell ends, and the surface returns to its original position.

A strong or heavy object made of stone, wood, or metal is placed in the path of the surface. If it succeeds at a Fortitude saving throw (DC 20 + caster’s appropriate ability modifier) it successfully braces the surface. If the save is made for three consecutive rounds, the spell ends, and the surface returns to its original position.

Dispel Magic or a similar spell or magic item can be used to cancel Crushing Wall.

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Creatures can avoid being crushed by becoming ethereal, smaller, and so on. The Crushing Wall almost never touches the opposite surface, usually being stopped by debris. A gap of two inches or more usually remains between the surfaces.

If the wall is not stopped, it causes crushing damage to everyone in the room when the surfaces reach together at their closest. All creatures must make a Fortitude saving throw of DC 16 + caster’s appropriate ability modifier. Those who fail are crushed to death. Those who succeed suffer 5d10 points of damage. When the enchanted surface can move no farther, it returns to its original position, and the spell ends.

Material Components: a 1 inch iron cube and a walnut shell.

DisbeliefDivinationLevel Cle 6Components V, SCasting Time 1 actionRange PersonalTarget The casterDuration 1 round/levelSaving Throw See textSpell Resistance No

This spell allows the caster to temporarily convince himself that certain objects or as many as four creatures within 60ft of his position do not actually exist. While Disbelief remains in effect, these objects or creatures cannot harm or hinder the caster. He can pass through them as if they did not exist, getting no Attacks Of Opportunity from them nor take damage from their attacks or actions. Spells or abilities that do no physical damage do not affect the cleric. However, since these objects or creatures temporarily do not exist for the cleric, he can not take any action against them either. If the creatures do attack the Cleric, the caster receives no Dexterity or dodge bonuses to his AC since the cleric is unable to dodge a creature that does not exist for him. Likewise, the cleric cannot make any Reflex saving throws causes by such creatures since he does not react to their actions.

The cleric would disbelieve the same four creatures for the duration of the spell. Alternatively, the cleric could disbelieve any or all inanimate objects of up to 60 cubic ft. This volume must be centered on a point no more than 60ft away from the cast. These two options are mutually exclusive; the cleric can disbelieve only creatures or objects, not a combination of both. Disbelieving a creature includes all gear, equipment, or treasure carried or worn by the creature; it does not include other objects that come into contact with that creature, such as walls, doors, chairs, etc.

Disbelief is not automatic; it requires an extreme effort. To successfully disbelieve, the cleric must make a Will saving throw against DC 16. A successful save means the cleric has disbelieved. A failed save means the cleric has failed to disbelieve. He can try again

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in the next round as a standard action. The initial try to disbelieve is part of the casting of the spell, so does not alone draw an attack of opportunity. (The act of casting a spell in a threatened applied draws an attack of opportunity as normal.) Secondary tries can provoke attacks of opportunity if they are failed, but a successful disbelief does not since the creature no longer exists for the caster. In this special case, the attempt to disbelieve occurs before the attack of opportunity roll takes place.

While this spell is in effect, the GM must record any damage suffered the cleric from disbelieved creatures. When the spell ends, the cleric must make another Will save against DC 16. If successful, the cleric physically suffers only 1/8 of any damage inflicted by the creatures. A failed save means he suffers 1/2 damage.

All creatures or objects other than the ones the cleric disbelieves affect the cleric normally in every way. If the cleric casts an area effect spell that happens to include disbelieved creatures in the area, such creatures can be affected by the spell if in the normal casting of the spell the cleric does not have to specifically choose who is affected. If the cleric has to choose his targets, he cannot choose the creatures he disbelieved.

DragonbaneAbjurationLevel Cle 6Components V, S, M, DFCasting Time 1 actionRange Close (25ft + 5ft/2 levels)Area Of Effect 5ft cube/levelDuration 2 rounds/levelSaving Throw Wil neg.Spell Resistance Yes

This spell prevents any dragon who fails a Will saving throw from entering the area of effect. A dragon can cast spells, blast breath weapons, or hurl missiles into the area of effect. Dragons within the area of effect when the spell is cast are not affected. If such dragons leave the area of effect, they are subject to the spell when they attempt to return.Material Component: a dragon scale.

The Great CircleAbjuration [Good]Level Cle 6Components V, SCasting Time 1 roundRange See textArea Of Effect See textDuration 1 roundSaving Throw See textSpell Resistance No

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This spell can only be cast by at least four clerics of the same faith, though they need not share the same Domains. Clerics of different faiths may cast the spell together at GM’s discretion. When casting The Great Circle, the clerics stand in a circle of no more than 20ft diameter. Each faces inward; when the spell is completed, each cleric faces outward, directing the energy of the spell.

When casting is complete, the spell takes the form of a radiant halo of golden light 20ft above the ground. This halo quickly expands in a shimmering wave. It can pass through objects with small arcs of the halo disappearing momentarily and reappearing on the far side. As the halo moves, it generates a high-pitched hum that varies in pitch, almost like a chorus. The halo moves slowly at first but builds speed, reaching its maximum range at the end of one round.

The radius of the halo is dependent on the number of clerics casting the spell. Each cleric adds 60ft to the radius. Thus, four clerics could generate a halo that extends 240ft in all directions from the circle of clerics. Theoretically, there is no limit to the number of clerics who may contribute to this spell, but the need for the clerics to be within a 20ft diameter circle sets a practical limit of 20 casters.

The halo is pure positive energy. It causes harm to undead and non-Good creatures within the area of effect. Neutral creatures take less damage or no damage as described below. Undead creatures of 8 or fewer hit dice are instantly destroyed and are not allowed a saving throw. More powerful undead suffer 1d8 points of damage per cleric, Fortitude saving throw allowed for half-damage. Evil creatures suffer 1d6 points of damage per cleric, Fortitude saving throw allowed for half. Neutral creatures suffer 1d4 points of damage per cleric, Fortitude saving throw allowed for half.

The Black CircleAbjuration [Evil]Level Cle 6Components V, SCasting Time 1 round

As The Great Circle, but this spell releases a black ring of negative energy. It doesn’t have any particular effect on undead, but Good divine spellcasters, even those not yet capable of casting divine spells, suffer 1d10 points of damage per cleric. All other creatures suffer 1d4 points of damage per cleric. Fortitude saving throws are allowed for half damage.

Group Mind

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DivinationLevel Cle 6, Sor/Wiz 6Components V, SCasting Time 1 roundRange See textTarget Two or more creatures in a 90ft diameter circleDuration 10 minutes + 1 minute/level

As Rapport, but this spell allows the caster to telepathically link with two or more creatures in one grouped linkage. All members of the group can share their thoughts and feelings with each other. The number of participants in addition to the caster is dependent upon the caster level. Only willing creatures can take part:

Level Number Of Participants13 and below 214-16 417 618 719+ 8

Land Of StabilityAbjurationLevel Dru 7Components V, S, M, DFCasting Time 1 actionRange Medium (100ft + 10ft/level)Area Of Effect 10ft cube/levelDuration 1 day/level

Land Of Stability protects the area of effect and all creatures and objects within it from the following natural disasters:

Earthquakes: vibrations do not affect the warded area and fissures will not open beneath the warded area.

Floods: the warded area remains dry, even if submerged.

Windstorms: the warded area suffers no damage from stong winds and objects cannot be blow into the warded area.

Lava and ash eruptions: lava and ash flow around the warded area.

Avalanches: stones and snow will not fall on the warded area.

Land Of Stability cannot be used to protect an area for natural disasters already in progress, but if it is cast in the same round as the disaster starts the area is protected. If

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Land Of Stability is used to protect an area from a magical effect that simulates a natural disaster, such as the Earthquake spell, both the druid and the cause of that effect must make caster level checks of 1d20 + caster level + appropriate ability modifier. If the caster of Land Of Stability wins, the area is protected. Otherwise, it does not protect against the effect.

Legal ThoughtsEnchantment (Mind Affecting) [Law]Level Cle 6Components V, SCasting Time 1 actionRange Close (25ft + 5ft/2 levels)Target One creatureDuration PermanentSaving Throw Wil neg.Spell Resistance Yes

A cleric casting this spell forces the victim of the spell to follow one specifc law. The cleric may choose any law prevalent in the area in which the cleric and the victim currently reside. Thus, if a city has no laws about murder, the cleric cannot command the person not to kill. The victim of the spell is forced to obey the letter of the law to the best of his ability. Thus, if a victim were commanded not to commit murder, he would go to any length to avoid murdering someone.

Since the essence of the spell is tied to legal and not moral interpretation, characters may find loopholes that will allow them to work around the law in specific cases or to ignore the law in light of extenuating circumstances.

When casting the spell, the cleric must speak the law to the recipient in such a way that he can hear it. (This spell cannot benefit from Silent Spell Feat.) The victim is allowed a Will saving throw to avoid its effect. If the save is failed, the victim will never willingly violate the stated law as long as the spell is in effect.

Legal Thoughts can be negated by Dispel Magic. The victim of the spell never perceives anything wrong with adhering to the law, and therefore never seeks to have the spell removed.

Monster MountEnchantmentLevel Dru 6, Sor/Wiz 6Components V, SCasting Time 1 actionRange Medium (100ft + 10ft/level)Target One or more creatures in a 20ft radius circleDuration 1 hour/levelSaving Throw Will neg.

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Spell Resistance Yes

This spell compels one or more livign creatures to sreve as mounts for the caster and his companions. The spell effects up to 10 hit dice or levels of creatures with Intelligence of 4 or lower. Creatures used as mounts must be of suitable size toc arry at least one rider; smaller creatures can be used as pack animals.

Each intended mount receives a Will saving throw to avoid the spell. Creatures failing their rolls becomes docile and obedient, allowing riders to mount them, and moving at the spped and direction indicates by the caster.

To maintain the enchantment, the caster must remain within 30ft of one of the affected creatures, and each affected creature must remain within 30ft of each other. The affected creatures will do nothing for the cater other than carrying riders and gear; they will not fight except to defend themselves, nor will they intentionally endanger themselves. Any overtly hostile act by the caster or a rider against any mount breaks the enchantment for all mounts.

When the enchantment ends or is broken, the creatures take no action for one round, then behave as their natural instincts direct.

Physical MirrorTransmutationLevel Cle 6Components V, S, MCasting Time 1 actionRange Close (25 ft + 5ft/2 levels)Area Of Effect See textDuration 1 round/level

This spell causes a localized folding of space. The folded space takes the form of an invisible disk up to 20ft in diameter. Any missile weapon or spell that intersects this disk is instantneously reversed in direction. Factors such as speed, range, and damage are unaffected; the direction of the object or force is simply rotated through a 180 degree arc. The sender of the spell or missile finds himself the target of his own attack.

The Physical Mirrior operates in only one direction; that is, only one side of the mirror reflects attacks. The caster of the mirror may directs spells and missile attacks normally through the space occupied by the mirror.

In the case of physical attacks, the attacker must roll to hit himself as if he was flat-footed. Spells turned back may require the caster to make a saving throw against his own spell using its normal DC. In both of these cases, range is important. If the distance between the initiator of the attack and the Physical Mirror is more than twice the range of the attack, the attacker is safe; the attack has insufficient range to travel from the attacker to the mirror and back again.

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When the cleric casts this spell, he must specify the location and orientation of the Physical Mirror disk. Once it is created, the disk cannot be moved, the the disck does not have be completely vertical. If two Physical Mirror disks touch or intersect, they destructively interact and both immediately vanish. The resulting ripples in space-time are exceedingly destructive and inflict 3d10 points of damage to all creatures within range of the spell + 15 ft. (This will always include the caster of the second Physical Mirror.) Fortitude saving throws are allowed for half damage.

Material Component: a tiny mirror of polished platinum (500gp).

Reverse TimeTransmutationLevel Cle 7, Dru 7Components V, S, MCasting Time 1 actionRange Medium (100ft + 10ft/level)Target One creatureDuration See textSaving Throw Will neg.Spell Resistance Yes

When Reverse Time is cast, time stops within 30ft of the subject. All creatures and items in that area stand motionless, rivers stop running, and arrows hang suspended in the air. Any creature, person, or object entering the area is likewise frozen in time, including the caster unless he casts the spell upon himself.

Unwilling creatures of this spell are allowed Will saving throws to negate its effect. Otherwise, the victim is forced to relive all actions for up to 4 rounds previously taken. The caster decides how long at the time of casting. Starting with the victim’s most recent actions on his initiative, all actions that were done are immediately undone at the caster’s initiative of casting this spell. The subject moved back to his previous position, arrows fired by the subject return to his bow, and so on. At the end of the spell’s duration normal time resumes and all creature immediately continue their activities, picking up right where they had stopped. Initiative order resumes for the same round this spell was cast.

Here is an example. A party is battling a red dragon. In the first round, the dragon breathed fire, roasting the party’s wizard. The rest of the group attacks and injures the dragon. On the second round, the dragon bites and kills the group’s rogue. More damage is done to the beast, but it is still alive on the third round, when it uses Magic Missile to kill the ranger. At this point, the cleric casts Reverse Time on the dragon. It fails its saving throw and is forced to reverse its last four rounds of actions. While everyone else freezes, the dragon goes into reverse. The Magic Missile zooms back to the dragon, removing the damage caused to the ranger and enabling the dragon to cast it

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again. It “unbites” the rogue, returning him to the hit points he had previously. It then inhales his fiery breath, undoing all damage thus the wizard is alive and well.

The dragon is then reversed through one more round, the round before it encountered the party. The spell then ends and action resumes. The dragon must now roll for surprise since it is encoutnering the party for the first time. It has no knowledge of the rounds that were undone. The party is immune to surprise because they remember everything that had happened. All damage suffered by the dragon remains, since that was caused by the group’s actions, not the dragon. Any spells party members may have cast are still considered cast, as are potions drunk, scrolls read, charged items used, and so forth.

Material Component: a silver arrow bent in a circle. The arrow must cost 250gp for each round back in time the caster desires.

SeclusionTransmutationLevel Cle 7, Sor/Wiz 7Components V, S, M, FCasting Time 1 actionRange TouchTarget One creatureDuration 2 minutes/levelSaving Throw For neg.Spell Resistance Yes

This spell encloses one individual in an extradimensional space. Creatures to be affected must be Medium size or smaller. The space can contain only one creature, regardless of size. The caster may cast this spell upon himself or a willing creature. The caster must make a touch attack roll against an unwilling creature, who is also allowed a Fortitude saving throw to negate the spell.

While inside the space, the enclosed character is invisible and totally undetectable by any form of scrying. Powerful magic such as Contact Other Plane will indicate the character is “elsewhere” but will give no more information. The creature within the extradimensional space can see and hear everything that occurs around him. However, he cannot cast spells or use spell-like abilities, and no action of his can affect anyone or anything in the real world.

While occupied, the extradimensional space is totally immobile. If the caster chooses to occupy the space, he can pass in and out of the space at will. Other creatures can leave or reenter the space only if the caster allows it. To an outside observer, an enclosed character who exits the space simply appears from nowhere.

If the space is occuppied when the spell ends, the occupant is immediately ejected back into the real world and suffers 1d6 points o damage in the process. Any time the extradimensional space is empty, or when the occupant is someone other than the caster,

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the space follows the caster around. Thus, the caster may seclude a coomrade, walk past some guards into a building, hen release him.

If any other form of extradimensional space, such as a Bag Of Holding, is taken into the space created by Seclusion, both spaces are ruptured and all contents are expelled into the Astral Plane. Extradimensional Manipulation can temporarily prevent this.

Material Component: A gem worth at least 250gp.Material Focus: A masterwork tine crystal box worth at least 1,500gp.

Skip DayEvocationLevel Cle 7, Dru 7Components V, SCasting Time 1 roundRange PersonalArea Of Effect 10ft radiusDuration InstantaneousSaving Throw Will neg.Spell Resistance No

When this spell is cast, all creatures within 10ft of the caster are instantly transported 24 hours into the future. Creatures outside the area of effect will believe that the affected creatures have disappeared. Unwilling creatures are allowed Will saving throws to not be transported, but the spell still functions normally for willing creatures.

No time passes for creatures affected by Skip Day. They are in the exact condition they were in before the spell wa cast. They are fatigued, reveocered no hit points, and have the same spells. Spellcasters must have time pass normally to prepare new spells or get back spell slots.

The affected creatures remain in the same location as they were before Skip Day was cast. Their immediate environment is likely to have changed; for intance, fires have burned out, enemies who were attacking have departed, and weather has changed for better or worse.

Although Skip Day is a possible substitute for teleporting out of a dangerous situation, it is not without risk. Character could reappear in a situation more threatening than the one they left behind; for instance, a forest fire may have started or a pack of hungry wolves may have arrived.

Sol’s Searing OrbEvocation [Fire]Level Cle 6, Dru 6Components V, S, MCasting Time 1 action

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Range TouchTarget One gemDuration InstantaneousSaving Throw For. halfSpell Resistance No

This spell must be cast on a topaz. When the spell is complete, the gem glows with an inner light. It must be immediately thrown at an opponent because it quickly becomes too hot to hold. The caster throws the gem the same round he casts the spell.

The gem can be thrown at any target up to 90ft away. The caster must make a range touch attack roll and is considered proficient. He has a +3 bonus to his attack roll, and the gem is considered a +3 weapon for purposes of ignoring damage reduction. There is no damage bonus, however.

If the gem hits its target, it bursts with a brilliant, searing flash that causes 6d6 points of fire damage to the target and blinds him for 1d6 rounds. A successful Fortitude saving throw reduces the damage by half, and the target is not blinded. Undead creatures suffer 12d6 points of damage and blinded for 2d6 rounds. A successful Fortitude save means they suffer 6d6 damage and are blinded for 1d6 rounds.

If the gem misses its target, it explodes immefiately causing 3d6 points of fire damage (6d6 againt undead) to all creatures within a 5ft radius. It will blind creatures fr 1d3 rounds (1d6 rounds against undead). All creatures are allowed Fortitude saving throws for half damage and not be blinded. Use the rules for grenade-like missiles to determine where the gem strikes.

Material component: a topaz gemstone worth at least 500gp.

Spiritual WrathEvocationLevel Cle 6Components V, SCasting Time 1 roundRange Long (400ft + 40ft/level)Area Of Effect 10ft/casterDuration InstantaneousSaving Throw For halfSpell Resistance Yes

This powerful cooperative spell requires at least six clerics of the same faith to cast, max 12, though they need not share the same Domains. Clerics of difference faiths may cooperate on this spell at the GM’s discretion. Clerics of Chaotic deities cannot cast this spell, as Chaotic faiths do not utilize cooperative magic.

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To cast this spell, six or more clerics must be within a 15ft radius. Each cleric casts Spiritual Wrath at the same time. The clerics determine the range at which the spell takes effect. The maximum range is based upon the highest level cleric. The spell causes 10d6 + 1d6 points of damage per cleric casting the spell; thus, there’s a minimum of 16d6 points of damage, maximum 22d6. Creatures within the area of effect are allowed Fortitude saving throws for half-damage.

The spell strikes as a wave of force that descends from the sky. Small objects must make a save or else be destroyed. Structures suffer damage as if by a heavy catapult. The force of this spell often raises a great cloud of dirt and dusct, obscuring the area, as if Obscuring Mist was cast, for 1d4 + 1 rounds.

The spell’s area of effect is determined by the number of casters. Each cleric contributes 10ft to the radius. Thus, 6 clerics would create a spell with a radius of 60ft to a maximum of 12 clerics are a 120ft radius.

The spell is difficult to cast. It is physically draining, causing 2 points of temporary Constitution damage to each caster. The Constitution loss will return in one night’s rest.

Age DragonTransmutationLevel Cle 8, Sor/Wiz 8Components V, S, MCasting Time 1 roundRange Medium (100ft + 10ft/level)Target One dragonDuration 1 round/levelSaving Throw Will neg.Spell Resistance Yes

This spell allows the caster to cause any dragon to temporarily gain or lose one age level per 5 levels of the caster. A mature adult dragon could become a very old dragon, for example. A dragon’s age cannot be reduced below hatchling or increased beyond great wyrm. Unwilling dragons are allowed a Will saving throw to avoid the effect but at a -4 penalty.

A dragon affected by Age Dragon temporarily acquires all aspects of a dragon of the age, such as AC, hit points, spell abilities, combat modifiers, and so forth. A dragon made younger would lose AC, spell abilities, combat modifiers, etc., but it retains its hit points, memories, and personality. At the end of the spell’s duration, the dragon returns to his normal age. If the dragon suffered damage while experiencing its modified age, these hit

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poitns remain lost when normal age resumes. If the dragon loses more hit points at his modified age thna his actual age, it dies when the spell ends. A dragon killed while experiencing its modified age remains dead when the spell ends.

Material Component: a handful of dirt taken from a dragon’s footprint.

Breath Of LifeNecromancy [Good]Level Cle 7Components V, S, M, DFCasting Time 1 roundRange PersonalArea Of Effect See textDuration 1 hour/level

This powerful spell enables the cleric to cure many persons, even an entire community, who are afflicted with a disease. Magical diseases such as those caused by Contagion can likewise be cured, but certain special diseases such as Lycanthropy and Mummy Rot cannot. Breath Of Life will cure Breath Of Death. The cleric need not touch or even see the diseased people for the spell to be effective, although recipients must be within the area of effect. This spell does not cure all diseases in the community at one time; the caster must specifically state which disease is to be eliminated for each casting of the spell. If Contagion was used several times for different diseases, the cleric may specify “Contagion” as the disease.

When the spell is cast, the cleric exhales a sweet-smelling breath. This forms into a breeze that radiates outward, forming a circle than expands in a 150ft radius per hour. During this time, the cleric must remain at the center of the area of effect. For example, after 12 hours, Breath Of Life would cover a circle 1,800 ft in radius. The breath is of a magical nature rather than a physical nature; thus it is unaffected by prevailing winds.

The breeze blows through the community, instantly eliminating the specified disease from all afflicted citizens. Breath Of Life does not destroy parasitic monsters such as green slime or rot grubs. The spell does not prevent reoccurrence of the disease if the recipients are again exposed.

Material Component: a cone of incense.

Breath Of DeathNecromancy [Evil]Level Cle 7Components V, S, M, DFCasting Time 1 round

As Breath Of Life, but this evil spell produces a foul smelling wind to cause a fatal disease in the community. Creatures are allowed a Fortitude saving throw to not be

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infected. Infected creatures cannot naturally heal hit points. Magical healing effects, such as from potions or Cure Spells always only heal the minimum amount possible. An infected creature will die in 1d6 weeks, varies among individuals, regardless of any lack of hit point loss. Cure Disease can be used to cure the victim it is cast upon.

Material Component: a handful of dust taken from a mummy’s corpse.

Divine InspirationDivinationLevel Cle 7Components V, S, XPCasting Time 1 actionRange PersonalTarget The casterDuration Instantaneous

This spell is a more powerful version of Genius. The cleric’s player can ask the GM one question about the current situation or about events that will occur within the next 5 rounds. Questions about the future must relate to external events, such as “Will the guards respond to the sentry’s call?” Questions cannot refer to the outcome of combat, such as “Will we win the battle?” The cleric’s player is allowed to use this spell to ask the GM for advice. In this case, the spell is equivalent of asking the deity “Okay, how do we get out of this one?”

The GM must be careful in adjucating this spell. The answer to the question is always relevant and correct, although not necessarily complete. The answer will be no more than 10 words and might be cryptic.

XP Component: 100XP and a gem worth at least 500 gp.

Hovering RoadConjurationLevel Dru 7Components V, S, MCasting Time 1 roundRange PersonalArea Of Effect See textDuration 10 minutes/level

This spell enables the druid to create a magical 10ft wide road extending 10ft in front of him. He can create an unbroken road for the duration of the spell, creating a 10ft area ahead of him as long as he continues to move forward. The road is approximately one foot thick and hovers in the air. It has the texture and color of black granite. Characters and creatures can move on the Hovering Road at their normal movement rate, ignoring the effects of surrounding terrain.

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Hovering Road must originate from a solid surface. Once anchored, the druid contral the contour of the road, causing it to rise and fall as he wishes. The road can be used to traverse rivers, swamps, and similar hostile terrain. The druid can cause the hovering road to rise over a jungle or across a chasm.

The road has AC 20. It is impervious to non-magical weapons and has 100 hit points. Creatures on the road should it be destroyed fall to the ground below. Unless the road is destroyed, the entire Hovering Road remains intact from beginning to end for the duration of the spell, even if the caster is killed or incapacitated. At the end of the spell’s duration, the entire road dissipates. Anyone on the road fall to the ground below.

Material Components: a chunk of black amrble and a loop of gold wire.

MindkillerNecromancy [Evil]Level Cle 8, Sor/Wiz 8Components V, S, MCasting Time 1 roundRange Long (400ft + 40ft/level)Target One creatureDuration See textSaving Throw Will neg.Spell Resistance Yes

This powerful spell puts the personality of a single humanoid creature into stasis, turning his body into a mindless automaton. The body will follow any telepathic order given to it by the caster. Elves and half-elves receive no innate resistance to this spell. The caster and subject need not share a common language. A potential victim can make a Will saving throw to negate the effect.

The caster uses a move-equivalent action to telepthically control the creature for the round. The caster may cast spells while this spell is in effect. The caster can force the subject into combat, but the subject's attack rolls suffer a -2 competence penalty. The caster can attempt to force the subject to cast spells or use spell-like abilities. This is a difficult procedure, requiring the caster to make a Concentration check against the cater’s DC for the spell. A failed check means that the caster has failed to cause the subject to use a magical power; it uses up the caster’s move-equivalent action for the round, but it does not end the spell. A successful check means that the subject casts the spell or uses the power as directed by the caster. The spell takes effect successfully only if the subject

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possesses any necessary material components. The caster can only make one attempt per round to force the use of magic.

The caster can force the subject to speak, although the caster cannot inject a full range of emotions into the subject's voice. At the GM's discretion, any character who is very familiar with the subject may make a Sense Motive Check vs. the caster’s Bluff to notice that something is wrong with the subject (and possibly suspect that the subject's will is not his own). This spell does not give the caster access to the subject's thoughts or memory. However, the caster can see through the subject's eyes. To control the subject, the caster must be within spell range of the subject. The caster can force the subject to perform particulary delicate actions, such as picking a lock, but at a -4 competence penalty to reflect the "remote control" nature of the action.

The subject's personality remains in stasis until the caster releases it with a mental command. It can also be released by a Limited Wish, Wish, Miracle, or Heal spell cast for this express purpose. If the caster ceases concentration on controlling the body or the subject moves out of range, the subject collapses into a comatose state.

With its personality in stasis, the subject's body will remain alive for a number of hours equal to the subject's Constitution (his actual score, not modifier) times five. When this time period expires, the body dies and the personality is lost. The subject can be Raised or Resurrected, however.

When the body dies, the caster's control terminates. The body's death trauma is felt by the controlling caster as a wracking agony, potentially strong enough to unseat the caster's reason. If the caster has not released the victim prior to death, he must make a Will saving throw vs his DC for the spell or else become insane.

Material Component: a gem of at least 500 gp value.

Mind TrackerDivinationLevel Cle 7, Sor/Wiz 7Components V, S, M, XPCasting Time 10 minutesRange See textTarget One creatureDuration See textSaving Throw See textSpell Resistance No

Mind Tracker is a magically created creature which exists only on the Etheral Plane. When seen, which is seldom, it has an indistinct body which seems to be a near-solid coalescence of the vaporous atmosphere of the Ethereal Plane itself. It cannot be engaged in combat; if attacked, it simply disappears to reappear when the danger is passed or somewhere else if its quarry has moved on.

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Once the tracker is manisfeted, it must be assigned a quarry to follow within one hour. If no quarry is designated the tracker dissipates, and the spell ends. To assign a quarry to the tracker, the caster must have the quarry in sight. This includes magical sight such as True Seeing but not remote sighting devices such as Crystal Balls. With the quarry in sight, the caster mouths the final phrases of the spell. (This spell cannot benefit from Silent Spell Feat.) The tracker follows the quarry wherever it goes, always staying in the Ethereal Plane. It constantly relays information about the subject to the caster; what it is doing, where it is. The caster does not actually see an image of the quarry; he receives reports from the Mind Tracker. These reports contain only enough information as the tracker can gather by looking. It cannot identify people the quarry is talking to but can describe them in great detail. It cannot hear anything the quarry or anyone else says or read writing, but it recognizes and can report the fact that speaking or reading is happening.

While the tracker is dogging its quarry, its presence can be felt as an errie, creepy sensation of being watched. If the victim makes an initial Will saving throw, each of the following stages will last three hours; otherwise, they last two. In the first stage, the quarry has a general feeling of ill ease. In the second stage, the victim is distracted and nervous and suffers a -1 circumstance penalty on all attack rolls, saving throws, and skill checks. In the third stage the victim is convinced someone or something is following him and suffers a -3 circumstance penalty to his attack rolls, saving throws, and skill checks. In the fourth stage the victim is near his breaking point. He has a -5 circumstance penalty on all attack rolls, saving throws, and skill checks. He cannot cast spells or use spell-like abilities unless he succeeds at a concentration check of 15 + spell level. Likewise, he cannot use any class special abilities or Feats that require even but a moment’s thought without first making a Concentration check against DC 17 + caster’s appropriate ability modifier. (Exception: any character who can Rage can easily do so.) In the fifth stage the victim must make one final Will saving throw. If he fails, he collpases, fevered and delirious. This state persists until the tracker ceases to exist.

The Mind Tracker continues to exist for as long as the caster remains conscious of its input. If the caster is knocked unconscious, falls asleep, or simply dismissed its creation, the tracker dissipates.

Material Component: a whiff if Etheral Plane atmosphere and a lizard’s brain.XP Component: 250XP

SpacewarpTransmutationLevel Dru 9, Sor/Wiz 8Components V, S, MCasting Time 1 actionRange Medium (100ft + 10ft/level)Area Of Effect 50ft diameter sphereDuration 1 round/level

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Saving Throw NoSpell Resistance No

When the caster casts this spell, he selects a specific point to be the center of effect. This points may be anywhere within range of the caster, including midair. When the spell is completed, this center of effect gains a gravity field equal to the force felt at the surface of the earth. In other words, gravity is centered at this point; everything within 50ft of this center that is not attached to something immovable will fall toward the selected point. This localized gravity affects only loose objects and creatures of movement (i.e. not trees whose roots are buried in the ground). It does not affect the ground itself - soil, plants, desert sand, lake water, etc., are immune to the effect.

An object falling toward the center of gravity gains speed exactly as it would if it were falling toward the ground. When the object reaches the center, it instantly ceases its movement. If objects are already at the center, newly arriving objects will slam into them, causing normal falling damage (1d6 per 10ft) to the newly arriving objects. Objet previously at the center must make a Fortitude saving throw or suffer half the amount of that damage.

Consider the following: An orc is 10ft away from the center of effect when the spell is cast. He falls 10ft to the center and stops, taking 1d6 points of damage. His companion is 30ft away from the center, so the orc is already there when he arrives, and the two characters collide forcefully. The bandit suffers 3d6 points of falling damage, while the orc must make a Fortitude save or suffer half that amount. Other things are caught in the effect as well. The companion’s horse was 50ft away from the center of effect, so it arrives at the center after the orc and companion. It falls 50ft, taking 5d6 falling damage, and potentially inflicting half that amount to both the orc and companion.

The center of effect can be anywhere within range of the caster. Possibly one of the most destructive uses of this spell is to cast it directly on an enemy creature. Everyone and everything within 50ft of that creature falls toward him and strikes him, inflicting damage.

When the spell terminates, gravity returns to normal. If the spell has lifted any characters or objects off the ground, they immediately fall back to the ground, suffering the appropriate amount of falling damage.

Material Components: a lodestone and a sphere of obsidian (500gp).

Spirit Of PowerConjurationLevel Cle 9Components V, S, M, XPCasting Time 30 minutesRange Personal

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Target A deityDuration One hour

This cooperative spell is rarely used or spoken of, since its requirements are strict and the outcome is uncertain. The spell must be cast by six clerics of the same faith, though they need not have the same Domains. Clerics of different faith can never cooperate for this spell. Clerics of Chaotic deities may cast this spell; this is the only cooperative spell they can cast due to its purpose. In Epic Level Campaigns, where spells slots higher than 9th level are available, this spell cannot be augmented by any Meta-Magic Feat. It also cannot be scribed onto a scroll or made into any magic item.

All clerics must touch hands at the time of casting. At the completion of the spell, the clerics fall into a trance. The life essences of the clerics leave their bodies and merge at a point within 10ft of the casters. The spirits of the clerics meld together to form the avatar of their deity. In this manner, the six characters become a single being with all the powers and abilities allowed to that avatar. The only stipulation is that the deity cannot have created all avatars allowed to it at that moment. If this has happened, the spell fails, but they don’t pay the 5,000XP.

If the spell succeeds, the clerics have completely given their wills over to their deity, essentially forming the vessel into which it funnels power. In becoming the avatar, the clerics retain the ability to make most of their own decisions. The six must work in harmony or allow one of their number to decide all actions. However, the deity can assume direct control of the avatar at any time it desires; the avatar is, after all, an earthly manisfestation of the deity.

Although the spell as a duration of one hour, the deity is not obliged to release the clerics at that time. If the clerics are not released at the end of the spell’s duration, then what happens is dependant upon the deity. For Evil deities, the clerics are instantly and irrecovably slain. For Good deities, each cleric loses 5,000XP. For Neutral deities, it can be either/or, depending upon the deity’s nature. In any case, control of the avatar, for purposes of play, goes to the GM.

While the clerics are formed into this avatar, their bodies remain in a death-like trance. The clerics have no idea what might be happening to their real bodies unless the avatar can observe them. Any damage to a cleric’s body requires a Fortitude saving throw of DC 10 + damage taken. If successful, the damage is recorded normally but does not take affect until the spell ends, at which point the cleric will almost certainly die. If the save is failed, the cleric instantly dies. The avatar must make a Concentration check of 20 + damage taken or else the spell ends. Chararacter who have died in this manner usually cannot be raised, resurrected, or reincarnated. Clerics of Good deities have become a type of Celestial, anywhere from Hound Archon to Solar, as a reward for their great sacrifice. Clerics of Neutral deities have been assigned a specific task or status in their deities’ native realm, which usually inlcudes transformation into a particularly powerful creature as their reward. Clerics of Evil deities have their souls consumed by their deity. Their “reward” is to truly become one with their deity. However, from time to time an

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Evil deity just might grant a “favorite son” status as a powerful demon or devil, including Baatezu or Pitfiend. However, when the spell ends, other devout worshippers may sincerely pray on the cleric’s behalf, and the cleric could not have discussed this possibility beforehand. If the deity would allow, Evil gods usually don’t, the cleric’s soul is given a choice. He may take his reward or return to the living as if True Resurrection was cast upon him. However, when the cleric normally dies, he is not guaranteed this same reward. In any case, if a cleric’s body is merely moved from its position, again the avatar must make a Concentration check of DC 25 or else the spell ends.

If the deity releases the clerics when the hour is up, the clerics are alive but left severely drained. All spells that were prepared are gone, though normal rest allows them to regain their spells. They also have only one hit point each, regardless of their health when the spell was first cast. Since damage suffered during the spell now takes effect, any cleric who was hurt immediately dies unless quick action by others is taken. Each cleric who survives the spell is bound by a personal Quest from his deity.

Material Component: an offering appropriate to the deity. The GM determines the offering. Depending upon circumstances, such as if an immediate emergency and proper offerings cannot be acquired, the offering may be made after the spell by the surviving clerics in addition to their personal Quest or an XP cost may substitute. An offering doesn’t have to be material goods. Depending upon the deity, a particular service, such as feeding 100,000 people suffering from a famine without using spells could do as well.

XP Cost: There’s a guaranteed base cost of 1,000XP. If the clerics attempt to cast this spell, and there’s no good reason to warrant the deity’s attention, the spell fails, each cleric loses 10,000XP, and lose all spell casting ability until they Atone. If an offering cannot be acquired for the casting of the spell, a deity may accept a sacrifice of 5,000XP for each cleric.

Tentacle WallsEnchantmentLevel Cle 7, Sor/Wiz 7Components V, S, MCasting Time 1 roundRange TouchArea Of Effect 50ft cubeDuration See text

Tentacle Walls enables the caster to enchant a single room whose volume is less than or equal to the area of effect. The spell activates 1d4 rounds after any creature other than the caster enters the room. The intruder must be laarger than a normal rat, larger than one-half cubic foot or weight more than three pounds.

When the spell is activated, six black, leathery tentacles sprout inside the room. The tentacles are evenyl divided among the room’s surfaces, including walls and ceiling. The

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whip-like tentacles grow to the length of the room and swing wildly. Each round, each tentacle attacks a creature in the room, chosen randomly. It makes a normal attack roll with a BAB of a Fighter equal to the caster’s level with a bonus equal to the caster’s appropriate ability modifier. The tentacles do get multiple attacks at -5 to each attack as appropriate. These additional attacks are against the same target for that round. If a tentacle hits a creature, it deals 1d6 + caster’s appropriate ability modifier of bludgeoning damage. Each tentacle has AC 20 and 25 hit points. When a tentacle is reduced to 0 hit points, it disappears in a puff of smoke.

If all creaturs are killed or withdraw fromt he room, the surviving tentacles withdraw, disappearing into their base surface. If the spell is activated again, (a creature enters the room, even one who had just withdrawn), six tentacles will appear, regardless of how many were destroyed before. As long as one tentacle survives an encounter, all six will reappear when the spell is reactivated. Only when all six tentacles are destroyed is the spell permanently negated.

Material Component: a dried octopus tentacle.

TimelessnessTransmutationLevel Cle 9, Dru 9Components V, S, M, XPCasting Time 1 actionRange TouchTarget One creatureDuration 1 day/levelSaving Throw For neg.Spell Resistance Yes

This spell totally stops the flow of time for a single individual. All signs of life stop, and the subject is incapable of any movement or thought. While the spell is in effect, the subject is totally immovable and cannot be affected by any physical or magical forces. Weapons simply bounce off the subject, including vorpal weapons. Spells, including Disintegrate, Dispel Magic or Greater Dispel Magic are totally incapable of affecting the subject. Mordenkainen’s Disjunction has a small chance of ending the spell. Its caster has a 1% chance per caster level of doing so. A Wish or Miracle can end the spell freely. A Sphere Of Annihilation wouldn’t end the spell, but the creature is utterly annihilated. A Rod Of Cancellation has no effect.

The subject does not age. Aside from the fact that the subject remains visible, frozen in place like a statue, he is effectively no longer part of the universe. Beings of Demi-god or higher status can affect the creature, including ending the spell. Once the spell is cast, its duration cannot be changed. The caster cannot terminate the spell before the stated time elapses, though he can declare a time frame for less than the full 1 day per level.

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If the subject is unwillling, the caster must make a touch attack roll against the victim, who is then allowed a Fortitude saving throw to negate the effect. A willing subject need not make a saving throw. The caster may cast this spell on himself, if desired. This spell can provide a powerful defensive maneuver; while the spell isin effect, the subject is totally invulnerable. Timelessness is also an effective form of long-termimprisonment, as long as the caster is around to cast the spell again at the appropriate time.

Material Component: a gem worth at least 1,000gp and a small cylinder of obsidian.XP cost: 500XP

Uncontrolled WeatherConjuration [Chaos]Level Cle 9Components V, SCasting Time 10 minutesRange PersonalArea Of Effect 4d4 square milesDuration 10 minutes/level

This spell allows the caster to summon weather that is either appropriate or inappropriate to the climate and season of the region. The summoned effects are always dramatic, cool breezes or light fog will not appear. Instead, torrential floods will assault a desert, a heat wave will rage in polar wastelands, and tornadoes and hurricanes will rip accorss gental landscapes. A blizzard might spring up in summer or tornado might materialize in winter. The cleric has no influence over the weather pattern that emerges.

Ten minutes after the spell is cast, the trend of the weather will become apparent, a sudden chill, gust of wind, overcast sky, etc. The Uncontrolled Weather will arrive 10 minutes after that (20 minutes after casting the spell). Once the weather actually arrives, it cannot be dispelled. The cleric can only end the spell, if desired, during these first 20 minutes. The weather slowlt reverts to its original condition.

The effect of the spell are the decision of the GM. The effects should be grand and impressive. Following are suggested effects of the weather.

Torrential Rain/Blizzard: Visibilty is reduced to 300ft or less. Travel is nearly impossible due to water or heavy snow on the ground.

Storm/Hurricanes: All flying creatures are driven from the skies. Trees are uprooted. Roofs are torn off. Ships are endangered.

Heat Wave: Inense heat immediate causes ice bridges to melt. Avalanches of snow and ice fall down mountains.

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The GM determines the area of effect randomly. The maximum duration of the spell is 10 minutes per caster level, but the GM may cancel the affect after a shorter time.

AbundanceTransmutationLevel Dru 9Components V, SCasting Time 10 minutesRange PersonalArea Of Effect See textDuration Permanent

By casting Abundance, the druid quickens the ripening of a harvest or the growth of woodland. Fields of crops in the affected area will grow, ripen, and be ready for harvest in a single day. Seed must be sown any time before the casting of the spell. An area of woodland will grow as if it had grown for 25 years in one day plus 5 years per day for another three days. There must be soil capable of supporting the woodland for the growth to remain healthy.

The druid must stand anywhere within the area to be affected. He designats the exact size and shape of the area. The area of effect is 10 square miles for ripening a harvest and 25 square miles for woodland growth. This spell does not create effects such as entanglement or enlargement of the flora within the area of effect.

Animal HordeConjurationLevel Dru 9Components V, SCasting Time 10 minutesRange PersonalArea Of Effect 10 mile radiusDuration 1 day

This potent spell summons a number of animals equal to 10HD per level of the druid. Only natural animals are summoned, not dragons or magical beasts. Beasts can be summoned at GM’s discretion, but whether it is allowed or not is known before the spell is cast. The druid is able to know exactly what types and numbers of animals are within

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the area of effect. The druid may specify the number of animals he wants. For example, an 18th level druid could summon 60HD of wolves, 60 HD of bears, and 60HD of wolverines. The animals will begin arriving in one round and will be assembled at the druid’s location after 30 minutes.

The animals will not fight among each other even if they are natural enemies. The summoned animals will aid the druid in any means of which they are capable. They will enter battle, protect the cleric and his companions, or perform a specified mission until the druid dismissed them or the spell expires. During this time, the druid can automatically communicate with the animals.

At the end of the spell the animals instinctively return to their lairs. For the first 30 minutes after the spell expires, the animals will not attack the caster, his companions, or other summoned animals. After this time the animals will behave normally.

Circle Of SunmotesEvocation [Good]Level Cle 9Components V, SCasting Time 1 roundRange Long (400ft + 40ft/level)Area Of Effect 60ft radius sphereDuration 30 minutesSaving Throw NoSpell Resistance See text

By casting Circle Of Sunmotes, the cleric creates a hemispherical shell filled with sparkling, glowing motes of bright sunlight. A one-foot radius globe of sunlight appears at the height of the caster’s head in the exact center of the circle.

Good creatures within the area of effect experience the glowing motes as warm, invigorating, inspiring, and healing. They are all healed for 1d8 + 5 points of damage, and gain the benefit of the Aid spell while within the sphere. They also have a +2 morale bonus to all attack and damage rolls and Will saving throws. Creatures who come within 10ft of the cleric and his “halo” heal an additional 1d8 + 5 points of damage, but a creature can only benefit from this once. Good creatures outside the sphere can attack Evil and undead creatures in the sphere using missile weapons with a +2 circumstance bonus.

Evil and undead creatures experience the same sunmotes as blinding, burning, and damaging. They must each make a Fortitude save or be blinded for 10 minutes. SR applies. Each enemy is also struck by a small fiety mote each round causing 1d4 + 1 points of fire damage. There’s no saving throw but if a creature has SR, the cleric must overcome it or else the creature suffers only half damage. In any case, Evil and undead creatures have a -2 morale penalty to all attack and damage rolls and Will saving throws. If they come within 10ft of the cleric and his “halo”, they suffer an additional 1d8 + 5

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points of damage. No saving throw allowed but SR checked for half-damage. Evil and undead creatures outside the sphere firing missile weapons into it sufer a -2 circumstance bonus.

Neutral creatures are affected in the manner of their relationship to the cleric. If they are friendly, they are treated as Good; otherwise, they are treated as Evil.

Circle Of HellsfireEvocation [Evil]Level Cle 9Components V, S

As Circle Of Sunmotes, but the motes take the form of blood red flames and the cleric’s halo is a pitch black ring. The effects of the spell are reversed between Good and Evil and undead creatures. If cast within the same area as Circle Of Sunmotes, the morale bonuses and penalties stack with each other, and all healing and fire damage occur as appropriate.

ConformanceEvocation [Law]Level Cle 9Components V, SCasting Time 1 roundRange PersonalArea Of Effect 80ft diameter sphereDuration 1 hour

Conformance has a simple principle with a profound effect: probable events always manifest. In game terms, this means that events with a probability of 51% or better always occur. Thus, if a saving throw of 9 is required to avoid an effect, no roll is necessary. The save is automatically successful. If a fighter must roll 10 or better to hit an enemy, he automatically hits. Conversely, improbable actions (those with less than a 50% chance) always fail. If a fighter must roll a 12 or better to hit an enemy, he automatically fails. Since the chance to critically hit or critically miss an opponent is less than 50%, these events will never occur, though a normal automatic hit or normal automatic miss will still happen.

There are two conditions present to help shift the balance into the cleric’s favor. First, a Prayer spell is continuously in effect. Second, probabilities of exactly 50& always shift in favor of the spellcasting cleric. For example, if an 11 is needed to a save against a spell effect, this is a 50% chance of success. In such cases, the cleric and his friends will always make the save and enemies always fail.

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Various other spells and non-magical circumstances can alter the odds above or below 50% throughout the duration of this spell. All are taken into account, regardless of whether such conditions came about before the casting of the spell, while the spell is in effect, or end while the spell is in effect.

Fear ContagionEnchantmentLevel Cle 9, Sor/Wiz 9Components V, SCasting Time 1 roundRange Long (400ft + 40ft/level)Target See textDuration See textSaving Throw See textSpell Resistance Yes

The caster of Fear Contagion selects a single creature to be the focus of the spell. The creature is affected by magical fear and receives no saving throw to avoid the effect. All creatures within 30ft of the taret creature must make a Will saving throw at a -4 penalty or else they are affected by the fear as well.

Creatures affected by fear will flee in a direction away from the spellcaster for as long as they are able to run. Such creatures will then spend 10 minutes cowering after being forced to rest. During this time, affected creatures suffer a -4 morale penalty to attack rolls and can gaing no benefit from their Dexterity modifier for any reason.

As creatures run in fear, their fear is contagious. Any creature that comes within 30ft of a creature affected by this spell must make a Will saving throw (no penalty) or be forced to flee from the spellcaster.

Creatures affected by fear no longer cause fear in others after they have passed one mile from the original center of the spell effect.

Health BlessingNecromancyLevel Cle 9Components V, SCasting Time 1 roundRange Long (400ft + 40ft/level)Target One creature/levelDuration 1 day/levelSaving Throw No (harmless)

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Spell Resistance No (harmless)

Health Blessing provides the affected creatures with protection against ill health. It also enables them to heal others. Recipients of Health Blessing are immune to nonmagical disease, gains a +4 circumstance bonus to Fortitude saving throws, and can cast Cure Light Wounds as a 5th level caster on themselves once per day. In addition, they can Lay On Hands as a Paladin on one creature per day. The healing conferred is 1 hit point per level or hit die of the healer.

HighwayEvocationLevel Dru 9Components V, SCasting Time 10 minutesRange PersonalArea Of Effect 3,000 square feetDuration 1 day

The Highway spell creates a shimmering plane of force that acts as a magical conveyor for the druid. By standing at the forward edge of the 30 x 300ft plane, the druid and as many followers as can fit onto the square can travel as follows.

The Highway travels 30 miles per hour over all terrains. The druid sets the height of the Highway in a range from 1ft to 300ft above ground level. The Highway moves as the druid wills. If the druid wishes to fix a destination in mind, the Highway will take the shortest route to that deestination until the druid changes the course in mind.

The Highway cannot be used offensively. It will automatically travel over or around obstacles such as buildings and large creatures. It protects creatures travelling on it from adverse effects of the elements (ice, rain, gales, etc.). The Highway can hover in place but onlyat most 1ft above ground level.

When the spell expires or the destination is reached, the Highway gently lowers the druid and his party to the ground. The druid may order the Highway to drop off creatures and collect others at intermediate destinations, although the druid who cast the spell must remain on the Highway or it will disappear.

Imago InterrogationDivinationLevel Cle 9, Sor/Wiz 9Components V, SCasting Time 10 minutesRange PersonalTarget The casterDuration See text

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The imago is a mental image, a form of mental magical body. After casting this spell, the caster falls asleep. After 1d6 minutes of sleep, the imago of the caster begins to travel. The imago is not subject to any forms of attack and has no effective attacks.

The imago may travel to as many as four different locations separated by any disatnce, even across planes and/or backward in time. At these locations, the imago may interrogate the imagos of as many as 10 other sentient creatures of less than demi-god status, compelling them to reply truthfully to its questions. A maximum of 40 questions may be asked in the spell’s duration.

Asking one question and listening to the reply takes 1 minute of time in the caster’s world. Each planar/time jump lasts 30 minutes in that world. Imago communications are telepathic. The questions must be able to be answered in a sentence of reasonable length, or the interrogated creature becomes confused and cannot answer.

The imagos of the interrogated creatures will have no recollection of their interrogation. As a result, history cannot be changed throuh backward time travel of this spell.

InterdictionAbjuration [Good]Level Cle 9Components V, SCasting Time 20 minutesRange Long (400ft + 40ft/level)Area Of Effect 200ft cube/levelDuration 1 daySaving Throw See textSpell Resistance Yes

This powerful spell has three Effects.

Effect #1:Against Evil creatures and Neutral creatures who are enemies of the cleric, this spell inflicts a -2 penalty on all saving throws, and a -1 penalty to AC and all attack, damage, and Skill check rolls. Creatures friendly to the cleric gain a +2 bonus to all saving throws, and a +1 bonus to AC and all attack, damage, and Skill check rolls.

Effect #2:Evil and Neutral hostile creatures entering the area must make a Fortitude saving throw with a -4 penalty or suffer 4d6 points of damage. An affected creature must then leave the area, unable to return. The creature must then make another Fortitude saving throw at a -4 penalty or else be blinded, permanently.

Effect #3: Clerics of a Lawful Good deity have Effect #2 of the spell Permission. Clerics of a Chaotic Good deity have Effect #2 of the spell Abnormal. Clerics of a Neutral Good deity chooses one of these effects.

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In any case, all creatures who enter the area of effect are subject to the spell. All effects, except the blindness, cease 3 rounds after an affected creature leaves the area. Creatures reentering the area must make new saving throws.

ObstructionAbjuration [Evil]Level Cle 9Components V, SCasting Time 20 minutesRange Long (400ft + 40ft/level)Area Of Effect 200ft cube/levelDuration 1 daySaving Throw See textSpell Resistance Yes

This powerful spell has three Effects.

Effect #1:Against Good creatures and Neutral creatures who are enemies of the cleric, this spell inflicts a -2 penalty on all saving throws, and a -1 penalty to AC and all attack, damage, and Skill check rolls. Creatures friendly to the cleric gain a +2 bonus to all saving throws, and a +1 bonus to AC and all attack, damage, and Skill check rolls.

Effect #2:Good and Neutral hostile creatures entering the area must make a Fortitude saving throw with a -4 penalty or suffer 4d6 points of damage. An affected creature must then leave the area, unable to return. The creature must then make another Fortitude saving throw at a -4 penalty or else be blinded, permanently.

Effect #3: Clerics of a Lawful Evil deity have Effect #2 of the spell Permission. Clerics of a Chaotic Evil deity have Effect #2 of the spell Abnormal. Clerics of a Neutral Evil deity chooses one of these effects.

In any case, all creatures who enter the area of effect are subject to the spell. All effects, except the blindness, cease 3 rounds after an affected creature leaves the area. Creatures reentering the area must make new saving throws.

PermissionAbjuration [Law]Level Cle 9Components V, SCasting Time 20 minutesRange Long (400ft + 40ft/level)Area Of Effect 200ft cube/level

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Duration 1 daySaving Throw See textSpell Resistance Yes

This powerful spell has three Effects.

Effect #1:Against Chaotic creatures and Neutral creatures who are enemies of the cleric, this spell inflicts a -2 penalty on all saving throws, and a -1 penalty to AC and all attack, damage, and Skill check rolls. Creatures friendly to the cleric gain a +2 bonus to all saving throws, and a +1 bonus to AC and all attack, damage, and Skill check rolls.

Effect #2:A creature affected by Effect #1 must make a Will saving throw every time it wishes to change an action. Thus, if a creature wishes to stop running and draw a wepon, a successful save is necessary or the creature continues to run. Actions that cannot be continued, such as firing an arrow when the archer has no more arrows, are repeated as empty automatisms. In addition, the creature automatically fails all saving throws against Enchantment spells cast by the cleric.

Effect #3: Clerics of a Lawful Good deity have Effect #2 of the spell Interdiction. Clerics of a Lawful Evil deity have Effect #2 of the spell Obstruction. Clerics of a Lawful Neutral deity chooses one of these effects.

In any case, all creatures who enter the area of effect are subject to the spell. All effects, except the blindness, cease 3 rounds after an affected creature leaves the area. Creatures reentering the area must make new saving throws.

AbnormalAbjuration [Chaos]Level Cle 9Components V, SCasting Time 20 minutesRange Long (400ft + 40ft/level)Area Of Effect 200ft cube/levelDuration 1 daySaving Throw See textSpell Resistance Yes

This powerful spell has three Effects.

Effect #1:Against Lawful creatures and Neutral creatures who are enemies of the cleric, this spell inflicts a -2 penalty on all saving throws, and a -1 penalty to AC and all attack, damage, and Skill check rolls. Creatures friendly to the cleric gain a +2 bonus to all saving throws, and a +1 bonus to AC and all attack, damage, and Skill check rolls.

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Effect #2:A creature affected by Effect #1 must make a Will saving throw at a -4 penalty or else be affected by a Confusion spell. Affected creature also have a 5% chance each round of suddenly being attacked by a Phatasmal Killer.

Effect #3: Clerics of a Chaotic Good deity have Effect #2 of the spell Permission. Clerics of a Chaotic Evil deity have Effect #2 of the spell Obstruction. Clerics of a Chaotic Neutral deity chooses one of these effects.

In any case, all creatures who enter the area of effect are subject to the spell. All effects, except the blindness, cease 3 rounds after an affected creature leaves the area. Creatures reentering the area must make new saving throws.

MindnetDivinationLevel Cle 9, Sor/Wiz 9Components V, SCasting Time See textRange See textTarget See textDuration 2 hoursSaving Throw Will neg. (harmless)Spell Resistance Yes (harmless)

The caster of Mindnet establishes a telepathic link with as many as 10 other creatures who may be separated from each other by as much as 10 miles. Thus, a chain of creatures 100 miles long could be established. The spellcaster must know the creatures to be part of the Mindnet, though in case of the cleric, the cleric’s deity may deny access to a particular individual and/or include another individual of the deity’s choice. Unwilling creaturs are allowed a Wil saving throw at a -4 penalty to stay out of the Mindnet. Casting the spell requires 1 round per 2 creaturs in the Mindnet. The spell’s duration begins after all affected creatures have been linked. Characters of any class may take part in this linkage, benefitting from several effects.

First, each member of Mindnet benefits from Intelligence, Wisdom, and Dexterity modifiers. The bonuses are equal to the bounses held by the member of the Mindnet with the highest ability score. For example, if five creatures in a Mindnet have Wisdom scores of 15, 15, 16, 17, and 18, each creature has a +4 Wisdom modifier instead of his normal modifier. Each individual modifier is calculated separately. That is, no one creature has to have the highest modifier in each for the highest of all the members to be shared. Everyone gains full benefit for all purposes the modifier is applied to, with the exception that spellcasters do not gain bonus spells and this spell cannot be use while character “level up” for the increased Intelligence modifer to gain extra Skill points. This spell can only be cast in game.

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Second, though spellcasters do not bonus spells, they can share spells with each other. A spellcaster, for example, can use a spell prepared by another spellcaster with three conditions: the spellcaster who had prepared the spell must allow its use, and the spellcaster borrowing the spell may only use spells of levels he could normally cast. Such borrowing still causes the spell to be lost from the mind of the spellcaster as if he had cast it. For sorcerers and bards, spell slots are still used, but they can loan any spell they have knowledge of. Spells altered by Meta-Magic Feats can be borrowed, but they still count against the level of spell a recipient can cast. The third condition is that arcane spellcasters can only loan to other arcane spellcasters, and specialists cannot cast an opposition school spell. Divine spellcasters can only loan to other divine spell casters. Different divine spellcasters need of the same faith need not share Domains, and Domain spells can be borrowed even while not sharing Domains. Divine spellcasters of different faith can share spells as well, except that Domain spells cannot be transferred and either or both of the corresponding deities may deny the transferrence.

Third, each member of the Mindnet is in constant mental communication. Each member knows what is happening at the locations of all other members. Finally, the caster can instantly teleport any person linked by Mindnet to any other person who is also part of the spell. However, each time he does this, the caster takes a -1 temporary Constution damage for the massive effort this takes.

The caster of this spell cannot perform any other action while the Mindnet exists. If he does, he must make a Concentration check of DC 25 or the spell ends. He must continualy make this check anyway every 10 minutes or else the spell ends. The spell lasts a maximum of 2 hours.

PreservationAbjurationLevel Cle 9, Sor/Wiz 9Components V, SCasting Time 10 minutesRange Long (400 ft + 40ft/level)Target One structureDuration 60 days

This spell creates a powerufl set of protective wards that operate on a single fortified building, temple complex, tower, or similar structure. These wards protect the physical integrity of the structure and prevent magical access.

A building protected by Preservation suffers only 25% of normal structural damage from sources such as siege engine, earthquakes (natural and magical), and powerufl weather-affecting spells. Spell which directly affect the physical integrity of the strucutre (Passwall, Stone Shape, Transmute Rock To Mud, etc.) simply fail when casy on the protected building.

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Preservation creates a permanent magical ward on the structure that acts as either Protection From Evil, Protection From Good, Protection From Law, or Protection from Chaos. The caster can decide which to have at the time of casting. There are two wards that overlap, one with respect to Good vs. Evil and the other Law vs. Chaos. Bonuses to saving throws do not stack, but the ward is equally effective against the respective alignments.

Magical spells allowing access to the building also fail. Thus, creatures attempting to Teleport or Fly into the building are stopped. Birds and creatures with natural flight may enter the building normally, as can the caster using his own magical means such as teleporting. When a cleric casts this spell, all clerics dedicated to the same deity, not necessary sharing the same Domains, benefit from a Sanctuary spell.

The spell ends in 60 days o if the structure is destroyed.

RevelationDivinationLevel Cle 9Components V, SCasting Time 10 minutesRange Long (400ft + 40ft/level)Target The casterDuration 1 day

Revelation grants the cleric extraordinary divination powers. He gains the following abilites that are effective to within the range of the spell:

The cleric benefits from the True Seeing spell.

The cleric can see and identify all divine spell effects in the area in a 60-degree arc line of sight. The cleric can, of course, change the direction of his line of sight.

The cleric is instantly aware of any creature’s attempt to lie to him.

The cleric benefits from the Tongues and Speak With Animals spells. He can communicate with any number of creatures but only one at a time.

The cleric can telepathically communicate with humanoids.

The cleric can use Clairvoyance once per hour with a +4 insight bonus to his Scry check.

Reversion

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TransmutationLevel Cle 9, Dru 9Components V, S, XPCasting Time 1 actionRange PersonalArea Of Effect 10ft raidus sphere emanting from the casterDuration InstantaneousSaving Throw Will neg. (harmless)Spell Resistance Yes (harmless)

By casting this spell, the caster reverses certain recent events in the area of effect. The spell only affects creatures friendly to the caster, as well as the caster himself. The magic takes effect immediately after the spell is completed at the caster’s initiative.

All damage suffered by the affected creatures since the caster’s iniative in the previous round is undone. This includes temporary or permanent level or ability loss, poison, and all special attacks forms. Death from cumulative damage is undone. Creatures brought back to life because of this spell do not lose a level. They were never considered to have died in the first place.

Any spells that were cast during this time by the affected creatures are restored and may be used again. For example, wizards have the spell prepared again. Sorcerers regain the spell slot usage. Any material components that were used are likewise restored. If the spell had a duration, its duration is not effected and continues normally.

However, one-time use magic items, including potions and scrolls, and charges used on items such as wands or staves are not restored. Reversion affects only creatures and characters, not equipment or magic items.

XP cost: All creatures affected by this spell, not only the caster, each pay 500XP.

Robe Of HealingNecromancyLevel Cle 6Components V, S, FCasting Time 1 actionRange TouchTarget One robeDuration 1 hour

This spell enchants the cleric’s robe or cloak, enabling him to walk among wounded creatures and heal them. By touching the robe, a creature benefits from a Cure Light Wounds spell, healing 1d8 + 5 hit points. As many creatures that can physically touch the robe within the spell duration can be healed. A creature can only benefit once per casting of the spell. Undead that physically touch the cleric while he’s wearing the robe or cloak take 1d8 + 5 points of damage, as the healing is of positive energy.

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Robe Of Healing can only be cast once per day.

Material Focus: The cleric’s robe or cloak. This must be the cleric’s official ceremonial robe or cloak used for special religious observances and ceremonies.

Shooting StarsEvocation [Electricity] [Fire]Level Dru 9Components V, SCasting Time 1 roundRange Long (400ft + 40ft/level)Area Of Effect 120ft radiusDuration InstantaneousSaving Throw For. halfSpell Resistance No

A druid casting Shooting Stars creates a violent turbulence in the air above the area of effect from which a number of miniature electrically charged fireballs erupt and shower to the ground. Within the area of effect, all creatures suffer 6d10 points of damage. A Fortitude saving throw is allowed for half-damage. This damage is considered both fire and electric energy. If a creature has immunity or damage reduction against one of the energy types but not the other, it still takes full damage due to the unprotected energy type. If the creature has immunity or damage reduction against both energy types, it takes damage according to the least protected energy type.

In addition, four large shooting stars materialize witihn the area of effect. The druid can individually target these at specifc creatures. If creatures are not specified, they are randomly selected. The druid must make a range touch attack. Any creature struck takes a flat 48 points of fire/electric damage (see above), with no saving throw. Any creature within 10ft of impact suffers a flat 24 points of fire/electric damage, but a Fortitude saving throw is allowed for half damage. If the druid misses his target, the shooting star dissipates as it strikes the ground.

Sphere Of SecurityAbjurationLevel Cle 9

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Components V, SCasting Time See textRange PersonalArea Of Effect 10ft radius sphereDuration Concentration, 1 minute/levelSaving Throw See textSpell Resistance See text

Sphere Of Security protects the cleric and his companions within the area of effect. The cleric cannot leave the area of effect but his companions may. If they do leave, they are no longer protected by the spell, but they regain the protection if they re-enter the area of effect. However, lingering effects, if any, are calculated as if they never left. For example, if Protection From Fire is in the sphere, a companion absorbs 24 points of fire damage, and then leaves the area of effect, upon his return he still has 24 points of fire damage used up for his protection. Enemies of the caster who enter the area of effect are not affected.

The spell itself grants affected creatures a +2 deflection bonus to their AC and a +2 resistance bonus to all their saving throws. In addition, all creatures have an SR equal to 19 + cleric’s wisdom modifier. This takes 1 full round to cast.

On each succeeding round, as a full round action, the cleric can call upon any abjuration divine spell on the cleric spell list that does not take more than 1 full round to cast, and have its effect take place within the sphere. For example, on the second round of this spell the cleric may call upon Protection From Fire. All within the sphere benefit from that spell. On the third round, the cleric calls upon Sanctuary. On the fourth round he calls upon Death Ward. Any applicable saving throws, such as for Sanctuary, have their DC set as for a 9th level spell. If SR applies, it only applies for the individual abjuration spells. An SR check is made for each one. The cleric need not have these abjuration spell prepared, and they do not count against a spell used of that level. Calling upon an abjuration spell only requires a thought. There is no verbal, somatic, or material components involved.

The cleric must concentrate on the spell. He cannot cast any other spell, except for the abjuration spells called upon, nor take other actions such as move, engage in combat, or Turn Undead. If the cleric takes damage, he must make a Concentration check of DC 10 + damage taken to maintain the spell. However, the cleric is not considered helpless. He retains his DX modifier to his AC if he is attacked. If the cleric loses concentration or is incapacitateed, the spell does not end. Though the cleric can not regain concentration on the spell, the spell will continue for 1 minute/level after concentration was lost. All abjuration spells that were called upon remain in effect. The cleric just cannot call upon any new ones. The cleric is then free to do any action desired, such as move, engage in combat, cast spells, Turn Undead, etc. However, the Sphere Of Security is not mobile with the cleric.

Degeneration

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Evocation [Chaos]Level Cle 9Components V, SCasting Time 1 roundRange PersonalArea Of Effect 50ft diameter sphere emanating from the casterDuration InstantaneousSaving Throw See text.Spell Resistance No

This spell only affects the enemies of the caster. For each round of this spell, there is a 50% chance that a degeneration effect will occur. When this occurs, two events take place. First, spellcasters lose one spell from each level of spells they currently have prepared. These are chosen randomly. For those who do not prepare spells, they still lose a spell slot. These spells can be regained by normal rest and preparation. A successful Will saving throw prevents the spell loss.

Second, magical items are affected in the following ways, unless they succeed in a Fortitude saving throw:

Weapons and armor lose one level of magical enhancement. For example, a long sword +2 becomes a long sword +1.

Magical items that carry charges are drained of 1d10 charges.

Potions, scrolls, and other one-time use items lose their magic.

Permanent magic items, including weapons and armor with properties other than just a magical enhancement, lose all magical functions. They will return after 24 hours have past.

Storm Of VengeanceEvocationLevel Dru 9Components V, SCasting Time 10 roundsRange Long (400ft + 40ft/level)Area Of Effect 360ft radius circleDuration 10 roundsSaving Throw See textSpell Resistance No

This spell requires the druid to concentrate and cast the spell for the full duration of the spell. The casting time and duration are simultaneous; both activities occur in the same turn.

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In the first round of casting, the druid summons an enormous black storm cloud over the area of effect. Lightning and crashing claps of thunder appear within the storm. Creatures in the area of effect must make a Fortitude saving throw or be deafened for 1d4 x 10 minutes. This is a sonic effect.

On the second round, acid rains down in the area, inflicting 1d4 + 1 points of acid damage. There is no saving throw.

On the third round, the druid calls 6 lightning bolts down from the cloud. Each is directed at a target by the druid. All may be directed at a single target up to six separate targets. Each lightning bolt strike causes 8d8 points of electrical damage. A Fortitude saving throw is allowed for half damage.

On the fourth round, hailstones rain down in the area, causing 3d10 points of impact damage. There is no saving throw.

On the 5th throuth 10th rounds, violent rain and wind gusts reduce visibility to five feet. Movement is reduced 75%. Missile fire and spellcasting from witihn the area of effect are impossible.

The sequenece of effects ceases immediately if the druid is disrupted from spellcasting during the 10 rounds of the spell. The druid cannot make a Concentration check to maintain the spell. While casting, the druid cannot move but is not considered helpless. He retains his DX modifier to AC if attacked. If the attack misses, he maintains the spell; otherwise, the spell ends. The druid can opt to end the spell at any time.

TransformationTransmutationLevel Cle 9, Sor/Wiz 9Components V, SCasting Time 1 roundRange TouchTarget Up to 10 creaturesDuration 2 rounds/levelSaving Throw No (harmless)Spell Resistance Yes (harmless)

Transformation allows the caster to designate up to 10 creatures, including the caster, to use extradimensional links to facilitate rapid movement as follows:

All affected creatures benefit from the Blink spell.

Creatures may also Dimension Door anywhere within 300ft. This is instantaneous movement. Unlike the actual spell, creatures may take their normal movement and actions either before or after they use Dimension Door. However, creatures may only use this ability once for the duration of the spell.

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Creatures move as if wearing a Boots of Striding And Springing.

When casting this spell, all affected creatures must be touching each other at the time of casting.

Undead PlagueNecromancy [Evil]Level Cle 9, Sor/Wiz 9Components V, S, XPCasting Time 2 roundsRange 1 mileArea Of Effect 30,000 square ftDuration See text

By means of this potent spell, the caster summons many ranks of skeletons to do his bidding. The skeletons are formed from any and all humanoid bones within the area of effect. The number of skeletons depends on the terrain in the area. A battlesite or graveyard will yield 10 skeletons per 300 square feet. A long inhabited area yields 3 skeletons per 300 square ft. A wilderness yeilds 1 skeleton per 300 square ft. The maximum number of skeletons that can be summoned is 1,000.

The skeletons created have one extra hit die than as described in the Monstrous Manual and a Turning resistance of 1. These undead do not count against the number of undead the caster may have created by other spells, nor for clerics, rebuked into obedience, but the caster may not cast another Undead Plague until skeletons summoned by this spell are all destroyed or dismissed by the caster.

XP cost: 1 XP per skeleton summoned.