The Landers Royal Academy of Magic and ScienceSilver Dragon Press (www.silverdragonpress.com) by SilverDragon
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First Level SpellsAstral BoltAcademy Wizard 1 (Evocation/Invocation) Description: This spell causes crystalline wedges of force to fly at the target, striking for 1d4 hit points of damage per level, to a maximum of 10d4 hit points. The number of bolts is determined by the power level of the caster. |
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| Flashpoint
Academy Wizard 1 (Conjuration/Summoning) Description: The spell conjures small (1' diameter) globes of elemental fire, which the caster then directs at a target or targets for 1d6 hit points of damage. One globe is created for every two levels of the caster, to a maximum of 5 at 9th level. The material component is a pinch of charcoal or tinder. |
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| Screaming Meemies
Academy Wizard 1 (Evocation/Invocation) Description: Quite similar to the magic missle spell, this short incantation evokesbursts of energy that scream forth from the wizard's hand to cause physical damage to the target. The bursts are shaped like inch-long screaming devilkins of plasma purple energy. They scream as they fly, making a distinct "Thap!" sound as they strike the target. Each burst causes 1 hit point of damage, and the wizard generates 1d6+1 bursts for each two levels of experience, or part thereof, to a maximum of 8d6+8 at 15th level. The devilkins also wave their arms and bug their eyes to scare any living targets and their friends. |
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Second Level SpellsBergenkaltAcademy Wizard 2 (Evocation/Invocation) Description: Bergenkalt creates a chilling area of bitter cold that causes 2 hit points of damage per level of the caster, to a maximum of 24 hit points, to creatures not magically protected against cold. The area remains frigid for several minutes, and causes damage each round a creature remains in the area of effect. Targets are allowed a save versus spell to avoid the damage each round they are within the area of effect. A successful save indicates that the victim has taken no damage for that round. The spell has an incidental effect on objects, which may be subject to damage from the bitter cold, at the referee's discretion. Characters protected by non-magical winter clothing save at +2. Characters or creatures with a hit point bonus from constitution may also add this bonus to the saving throw. The material component is a rock from the top of a mountain covered by snow year round. |
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| Danger Sense
Academy Wizard 2 (Divination) Description: By means of this spell, the target gains a "sixth sense" of immediate personal danger. The power of the spell gives the recipient a chance to become aware of things that pose an imminent threat of bodily harm. This roll is made by the DM whenever the power might activate. The base chance of sensing the danger is a wisdom check, with any applicable bonuses or penalties for enhanced or dulled senses. The degree of success in the check determines how much warning and information about the danger is revealed. |
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| Kretch's Copious Coin
Counter
Academy Wizard 2 (Divination, Evocation) Description: This spell will count, sort, and package one pile of treasure at the rate of 1000 coin-sized items per round. At greater levels of experience, the caster will gain additional information about the treasure. At 5th level, the spell gives approximate values for gems. At 8th level, the spell will evaluate jewelry or artwork. Each sorted lot of coins and gems will be tagged with a little adhesive sticker, as will each piece of jewelry or artwork. The spell will not detect or identify magically enchanted objects. Any such objects will be assessed for their mundane materials and workmanship alone. Any items having special history or value to a collector will only be assessed for their materials and workmanship, as well. The material components for this spell are a set of croquet wickets (1 per category to be sorted) and the bags and packing materials. |
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| Phlumph
Academy Wizard 2 (Conjuration/Summoning) Description: This spell creates a cube of sand ten feet on a side, weighing more than a ton. It appears in space or on the ground, as the caster wills. Once conjured, gravity affects the sand normally. Creatures encapsulated by falling sand may suffer suffocation effects, but the normal effect is to suffer 2d4+1 hit point/level in damage from the falling sand. A successful saving throw versus paralyzation allows the target to escape the area of effect without damage. Roxy named the spell after the tremendous noise that the falling sand causes. |
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| Powerbolt
Academy Wizard 2 (Evocation/Invocation) Description: To cast this spell, the wizard makes grandiose gestures and issues gutteral syllables, causing a thunderclap of great noise and a beam of plasma purple energy that stabs out to strike the target. This requires a successful hit roll as a fighter of level equal to the caster's own. The beam causes 1d4 hit points of damage per level of the caster, and knocks the target back by 1 foot per level, with any attendant falling damage. Knockback only affects targets less than 50 pounds of mass per caster level, but damage applies regardless of size or mass. A saving throw reduces damage by one half. The impressive nature of the noise and flash often causes opponents to check morale (at the DM's option). Sir Drake is fond of flashy effects. |
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| Salabie's Mystic Menu
Academy Wizard 2 (Alteration) Description: Sir Drake named this spell after the Master Chef of the Royal Fork in Nixa. It allows the mage to transform ordinary (or conjured) food and drink into a grand repast fit for a king. The wizard casts the spell upon a specially prepared menu (silver ink on fine vellum) that lists the choices available, and proceeds to order from the menu. He may likewise allow companions to make their own selections while holding the menu. The spell then alters the food and drink already present to conform to the dishes selected from the menu. Mass is neither created nor destroyed, but the food is heated or chilled, as appropriate, and made to taste as if prepared by a Master Chef. The transformation lasts one turn per level of the caster, so leftovers will revert to the original foodstuffs. The spell does not create service or containers for the food, so these must already be present, if desired. Note that the nutrition supplied by the food is that of the original components, and not that of the transformed food. |
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Third Level SpellsArmor IIAcademy Wizard 3 (Conjuration/Summoning) Description: This protective incantation works like the first level Armor spell, except that the armor class provided is equal to plate mail and lasts until the recipient has suffered 8 hit points plus 2 hit points per level of the caster. All other elements are the same as the Armor spell. The material component is a small piece of worked steel. |
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| Cry of the Thunderbird
Academy Wizard 3 (Evocation/Invocation) Description: With an eagle's scream, the caster spits forth electrical energy from his mouth in the form of a mighty thunderbolt. This strike causes 1d6 hit points of damage per level to anything it hits and all within a 10' radius, to a maximum of 12d6. A save versus spells reduces this damage by half. |
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| Metal/Plastic Repair Shop
Academy Wizard 3 (Alteration) Description: This spell can fabricate, repair, or remachine damaged or replacement parts for items of any technical Progress Level. The caster must meet a number of requirements in order for this spell to function properly, however. She must have the part (damaged or whole) before her as a sample, or be running the Mr. Goodwrench spell in order to have the technical specifications for fabrication. She must have an adequate supply of the required materials of which the part is to be made within 10 meters. This material is worked or transformed in shape to produce the finished part; the spell does not create matter or alter the properties of materials. The spell will only fabricate or repair a single item or component assembly. |
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| Pie in the Sky
Academy Wizard 3 (Conjuration/Summoning) Description: This spell is designed for surprising, slowing, annoying, and causing hilarity in its targets. The caster waves a piece of chocolate, vanilla, or fruit at the target(s) and utters the phrase "Take that!" followed by a throwing gesture. This conjures a huge pie from the sky to smite the caster's hapless foes. All within the pie's impact area will be slowed by 1/2 until they have worked out of the 3' deep pie filling and crust. A successful save allows the target to dodge clear of the pie's impact zone. The pie simply melts away after one turn. Until then, affected targets are also focal points for the attention of the local honey bees and wasps. |
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| Stone Hull
Academy Wizard 3 (Alteration) Description: This spell reinforces a ship's hull, helping it to withstand attacks, reefs and shoals, and warp wood spells. It improves seaworthiness by +20% wile reducing the ship's speed by half. The caster may end this spell at will. The material component is a piece of scoria or red pumice stone. |
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| Tri-Color Beam
Academy Wizard 3 (Evocation/Invocation) Description: The Tri-color Beam is a bolt of red, green, and blue energy with a "Y"-shaped cross section. Each bar of the "Y" is a different color. The target of the beam must make a separate save versus spells for each part of the beam, a save indicating that that color missed. Each part of the beam that hits will cause 1 hit point of damage per level of the caster. If the target is struck by two or more beams, it glows with bright light for 1d4+1 turns, the color of light depending upon the colors of the beam that struck (orange, yellow, purple, or white for all three colors). This forces the target creature to save versus spells or be blinded for the duration of the light effect. Those struck by all three beams save versus the blindness at -3. |
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Fourth Level SpellsEnhanced ArcheryAcademy Wizard 4 (Alteration) Description: Designed to hurl projectiles that can slay or harm magically resistant foes, this spell enchants and propels normal arrows or bolts that fly out to unerringly strike the caster's chosen targets. The caster may enchant and fire one missle for each five levels (or portion thereof) in each round. He must continue using this spell each round, or the spell will end. Each projectile is enchanted to be able to strike creatures as a +1 weapon (+2 at 10th, +3 at 15th, etc) out to the spell's maximum range, and will cause 1d6+1 hit points of damage to the target. While using the spell the caster may defend normally, but may initiate no other spells or use magical devices. The material components are a suitable quantity of normal bolts or arrows and a lodestone. |
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| Pennies from Heaven
Academy Wizard 4 (Evocation/Invocation) Description: This spell causes thousands of copper coins to fall from the sky, pelting anyone within the area of effect for 1d6 hit points of damage per level of the caster, to a maximum of 12d6. Exposed breakable items must save versus crushing blow or be destroyed. The coins fall in a single combat round and remain for three minutes before vanishing forever. The material component is a copper piece, which is expended with the spell casting. |
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| Photons
Academy Wizard 4 (Evocation/Invocation) Description: This spell works exactly like the magic missle spell, save that it eats through magic resistance like acid through flesh. The "photons" appear as sparkling white roundels of energy that streak out and smack the target with the sound of a small explosion. The damage is 1d4+1 hit points per photon, and one photon is created for every two levels (round down) of the caster, to a maximum of five missles. |
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| Shatter Hull
Academy Wizard 4 (Evocation/Invocation) Description: A Shatter Hull spells weakens the hull of a seagoing (or lake-going) vessel. The spell springs boards, rivets, plates, spars, and keel joins, creating multiple leaks that can cause entire sections of hull to give way and collapse. The vessel receives an item save versus lightning. If the save fails, the spell forces an immediate seaworthiness check to prevent sinking. Even if the seaworthiness check succeeds, the leaks must be plugged or sealed, or another check must be made each turn. The material component is a miniature crystal ship (worth at least 10 gp) which must be crushed in the casting. |
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| Teleport Block
Academy Wizard 4 (Abjuration) Description: This spell prevents extraplanar access into or egress from
the protected area. It blocks dimension door, teleport, astral or ethereal
travel, and other such transports or translations. This spell can be combined
with the permanency spell easily. This spell does not block psionic psychoportative
sciences or devotions. Improved versions (available or customized separately)
allow selective operations, one-way access, and keyed access, and may
also block psionic travel. |
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Fifth Level SpellsArmor IIIAcademy Wizard 5 (Conjuration/Summoning) Description: This spell works exactly like Armor and Armor II, except
that it confers the protective value of enchanted plate mail and shield
(AC0) until the user suffers 8 hit points of damage plus 3 hit points
per level of the caster. The material component is a piece of steel that
once had a magic spell cast upon it. |
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| The Hot Knife
Academy Wizard 5 (Evocation/Invocation) Description: The Hot Knife is a silvery, two-dimensional plane of force three feet wide and up to 150 yards long. Radiating from a spot six inches in front of the caster's hands, the plane is a directed wall of force that slices through any non-magical inanimate matter it encounters and causes 5d10 hit points of damage to magical, living, and/or animate matter. The wizard has fine control of the plane in terms of length, height above ground, rotation, and folding or curving of the plane, but the width of the Hot Knife is always three feet. For instance, a circular beam would have a diameter of eleven inches. A saving throw versus breath weapon (or disintegration, for items) indicates that the target dodged or otherwise resisted all damage. The plane of force makes a characteristic sound like a ringing steel blade as it flashes out to its selected range. |
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| Window Word
Academy Wizard 5 (Divination) Description: This spell allows two-way visual and audial communication between the caster and another well-known person or creature by means of a reflecting surface. One surface must be within sight of the caster and another within sight of the person with whom she would communicate when the spell is cast. Both parties can see and hear the other and his or her surroundings through the reflecting surface. The quality of the surface (dirty, rippling, etc.) affects the quality of communication. The spell can last for one turn per level of the caster, unless ended sooner. |
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Sixth Level SpellsMagic ResistanceAcademy Wizard 6 (Alteration) Description: A wizard employs this spell to give temporary magic resistance,
with all its intendant effects, to a single creature. The degree of magic
resistance is the same of that of Dark Elves--50% plus 2% per level or
hit die of the creature. This is treated as normal magic resistance for
all purposes while the spell remains in effect. The spell cannot be voluntarily
terminated by the caster, but a successfully cast lower resistance spell
or a successful dispel magic will end the magic. |
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| Restore Life Energy
Academy Wizard 6 (Necromancy) Description: This potent spell allows a wizard to prepare the recipient
to recover from any life draining effects encountered during the spell's
duration. The spell does not prevent the life energy loss, but sets aside
a "pool" of energy to regenerate up to one life energy level per level
of the wizard upon expiration of the spell. The spell also prevents the
recipient from being drained below 0th level (and thus slain) while the
spell is in effect. The spell may be ended by mental command of the recipient,
who may be the wizard. This triggers the life energy restoration. The
material component is a sprig of mistletoe. |
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Seventh Level SpellsTimeportAcademy Wizard 7 (Alteration) Description: This spell allows the wizard to move things in both space (as a teleport) and time. The chance of spatial and temporal error is shown below, and rolled separately. The distance the caster can move the target in time is a function of his level: 14-15, one month; 16-17, one year; 18-19, 10 years; 20-21, 100 years; 22-23, 1000 years; and 24th+, 10,000 years. The mass that can be moved is equal to that of the teleport spell (250 pounds + 150 pounds/level), and the caster can target any continuous item of up to the mass limit (for example, a group of people touching each other, a carriage and horses, etc.). Unwilling targets receive a saving throw versus spells to negate the spell effects. Spatial accuracy (%high/ %on target/ %low): very familiar (2/97/1), studied carefully (4/94/2), seen casually (8/88/4), viewed once (16/76/8), never seen (32/52/16). Error is 10' vertical distance per point missed on the roll. Temporal accuracy (%too far/ %on target/ % too near): up to 1 month (1/99/0),
1 year (2/97/1), 10 years (4/94/2), 100 years (8/88/4), 1000 years (16/76/8),
>1001 years (32/52/16). Error is 5% temporal distance per point missed
on the roll. |
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Eighth Level SpellsAstral BarrierAcademy Wizard 8 (Abjuration) Description: The powerful Astral Barrier places a barrier to the astral
(and ethereal) passage of spells, beings, items, and effects. The barrier
may allow specific spells, creatures, or things to pass as desired by
the caster, but must be specifically declared at the time of casting.
For example, a wizard may declare the following exceptions, "Permit all
teleportation out. Only I, Alexandro, and Renton shall be permitted to
teleport in by any means. Also, permit magic or powers that allow communication,
and which do not convey any type of compulsion or enchantment. Also, prohibit
all scrying into the area from outside, but permit scrying of outside
from within." The spell requires 10,000gp of powdered minerals as components.
A caster who is two levels or more greater than the caster of the barrier
may use magic to break or insinuate through the barrier, but only if the
attempt is specifically designed to foil the barrier. Otherwise, the barrier
stops all spells cast in either direction. |
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Ninth Level SpellsAccurate TimeportAcademy Wizard 9 (Alteration) Description: The Accurate Timeport spell functions in the same way that
Timeport does, except that there is no chance for spatial or temporal
error to destinations on the same plane of existance. All other details
of the spell conform to the Timeport spell description. |
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| Power Tag
Academy Wizard 9 (Evocation/Invocation) Description: Power Tag replicates the effects of the 6th level Chain Lightning spell, with some significant enhancements. Instead of lightning, the effect is a beam of pure magical force akin to magic missles. The damage starts at 1d8 hit points per level of the caster, and drops by 1d8 per target after the first. Maximum damage is 30d8 hit points. The magical energy appears as a plasma purple beam, and halves magic resistance. Even if a magically resistant creature resists the effects of the spell, the spell does not collapse or end. In such cases, the beam loses a die of energy and continues on to the next desired target. The riccochet beam of energy is under the mental control of the caster, who can make it hit targets of his choice within the area of effect. The beam will be absorbed by a Shield spell (or brooch of shielding, etc.). Unfortunately for the Shield caster, this absorption will destroy the shield in a burst of energy equal to the current remaining damage potential of the Power Tag beam. |
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Last updated 5 May, 2001
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