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The Royal Academy of Magic and Science in Landers is an old institution
sponsored by the Crown. The charter of the Academy is to extend the
boundaries of mankind's knowledge of arts and sciences. To this end,
members of the Academy collect and create knowledge of all sorts.
The Great Library is second to none in all of the world. Many ancient
chip-books are available in special collections, as are plans for devices
large and small. Of particular interest to wizards is the library
of spells. In addition to all of the spells from the common and uncommon
lists (PHB and ToM), there are many unique spells in the library.
Only a fraction of those spells are listed here, in the interest of space.
Wizards, technomancers, and scholars can gain annual membership for the
nominal price of 100 au per level. Membership allows the person
the privilege of access to the Library. It also provides a discount
on the rental of research facilities and components of 10%. To gain
access to advanced spells and information, the member must be of the appropriate
rank. Rank testing takes place weekly, by appointment, and costs
10 au per rank (level). |
| Astral Bolt
Academy 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. |
| Determine Purpose
Academy Wizard 1 (Divination) Description: The purpose of this spell is to determine the use of any item or device. The spell will give the purpose in simple sentence form, directly implanting the answer in the mind of the caster. In cases of intricate purpose, there is instead a chain of images. The stated or pictured use may not make sense to a person who is not familiar with either the context of the item or other equipment related to its purpose. For example, a caster finds a firing pin spring for a kzin heavy automatic rifle and casts this spell on it. The revealed purpose is "to hold the firing pin in readiness," which may or may not mean anything to the caster. |
| 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. |
| Hedgerton's Handy Longbow
Academy Wizard 1 (Conjuration/Summoning) Description: With this spell ready, the wizard's party always has a longbow available for the clumsy archers who break or lose their own. The wizard conjures an excellent longbow into the hand of the spell recipient. The longbow allows a strength bonus to hit and damage, if applicable, and may be used to fire whatever arrows are available. For experienced casters, the bow gains additional bonuses. For every three full levels of the casting wizard, the bow does +1 damage. For every four full levels, the bow is +1 to hit. For every five full levels, the range penalties drop by one category (I.e., medium becomes short, long becomes medium at 5th level). The spell lasts only as long as the recipient grasps firmly to the haft of the bow. Once released, for any reason, the bow disappears and the spell ends. The spell will last up to one turn per level of the wizard, if not released sooner. |
| 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. |
| Water Protection
Academy Wizard 1 (Alteration) Description: Water protection keeps rain, snow, water, or other liquids (including acid) from touching or wetting the protected object or person for the duration of the spell. It does not provide a method of breathing under water, but will allow water breathing spells or devices to function. Its most common use is as an all-weather umbrella. |
| Bergenkalt
Academy 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. |
| Cocoon
Academy Wizard 2 (Conjuration/Summoning) Description: Using a Monarch butterfly cocoon with the larva still inside, the mage recites the words and a 20' diameter web of fibers expands out and wraps the target tightly. The cocoon can wrap a creature of large size or smaller. Creatures with naural acid or sharp spines may escape within 1d4 rounds. Creatures with free action are immune. The cocoon prohibits movement, but muffled speaking is possible, as is the use of psionic powers. |
| 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. |
| Heatstone
Academy Wizard 2 (Alteration, Evocation) Description: A heatsone provides a continual source of heat. Each pound of heatstone will release enough energy to heat one gallon of water to steam at 200 degrees Celcius and maintain it (if in a closed system) at that heat and pressure for the duration of the spell. The spell lasts for one month when cast upon hard stone, typically granite. The effect gradually causes the stone to become brittle, and touching an expended stone will cause it to fall to dust. |
| 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. |
| Mazer's Fabulous Finder
Academy Wizard 2 (Divination) Description: This spell will find objects described by the caster and outline them with a neon purple glow. The caster can describe one type of object by either of two methods: (1) a personal visual memory of the item, or (2) a series of specifications about the item. If there is more than one item within the area of effect, all meeting the description will be limned with the purple light. The effect will last for 1 round per level of the caster. Note that this spell marks the item, but does not give the caster any specific knowledge about where the item itself is located. |
| 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. |
| 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. |
| Ready Steed
Academy Wizard 2 (Conjuration/Summoning) Description: This spell conjures one trained and battle-ready warhorse and tack. The steed may be a light, medium, or heavy warhorse, at the caster's option. The horse will fight as a normal warhorse with all necessary statistics randomly generated by the DM. The caster may dismiss the steed before the duration expires. |
| 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. |
| Udell's Undoing
Academy Wizard 2 (Alteration) Description: This spell will unbuckle, untie, or otherwise undo all equipment, armor, accoutrements, saddles, etc. on the target and his mount (if present). This also includes shoelaces, hair ties, belt buckles, lids, and anything else fastened shut. A save versus spells prevents the effect. |
| Armor II
Academy 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. |
| Attack Speed
Academy Wizard 3 (Alteration) Description: When this spell is cast, each recipient gains one additional physical action each round that the spell is in effect. The action could be a free attack, a full move, use of a potion or magical item, or other similar activity, and takes place at the end of the round, after the normal initiative sequence. Spellcasting, spell effects, and psionics are not affected. The number of creatures affected equals the caster's level, from the center of effect outward, both friend and foe. This spell negates the effects of a slow spell, but does not cause unnatural aging in the manner of the haste spell. It does not affect initiative. The material component is a centipede or millipede, which may be alive or dead. |
| 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. |
| Ice Arrow
Academy Wizard 3 (Evocation/Invocation) Description: This is simply a cold/frost version of the flame arrow spell. The caster may alternately cause normal crossbow bolts or arrows to inflict their normal damage plus one point as cold damage, or send a scintillating silvery bolt of ice to pierce the target for 1d6 hit points, plus 4d6 hit points of cold damage. The target may save versus spells to reduce the cold damage of the bolt by half. The mage can enchant 10 arrows or crossbow bolts per five full levels, or may throw one ice bolt per five full levels. Enchanted missles must be loosed within one round of casting, or they return to normal. |
| 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. |
| Nichelle Shocked
Academy Wizard 3 (Evocation/Invocation) Description: The caster utters the words, points, and an arc of lightning leaps from her outstretched hand, striking the target for 3d8 hit points of damage, plus 1 additional hit point per level. A save is allowed for half damage. Metal armored creatures save at -4. |
| 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. |
| Salabie's Buffet Banquet
Academy Wizard 3 (Alteration) Description: A large group extension of Salabie's Mystic Menu, the Banquet Buffet transforms ordinary food and drink into gourmet viands selected by the caster, in accordance with the specially prepared menu. The menu may be used interchangably with the Mystic Menu spell, and vice versa. Except for the area of effect, all other particulars of the spell mirror those of Salabie's Mystic Menu. |
| 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. |
| Trap Trigger
Academy Wizard 3 (Divination, Evocation) Description: This spell is designed to detect and trigger mechanical traps at a distance. Once the area of effect impinges upon the trap, the spell triggers the trap, presumably at a safe distance from the spell's recipient. Magical traps or effects are briefly illuminated by the spell, which the caster may notice, if he is within visual range of the trap. This warning glow lasts only one round. Traps that reset automatically are prevented from doing so while within the area of effect. In essence, the trigger is still open. The recipient, however, will not automatically know what the trap will do upon release from the spell, and may not even know that a trap is present! Careful investigation by a person skilled in trap detection is wisest in such circumstances. The material components are a mousetrap and a wooden stick at least six inches long. |
| 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. |
| What Makes It Go?
Academy Wizard 3 (Divination) Description: This spell will enable the caster to understand how to operate a specific machine, device, or item. The knowledge imparted by the spell is short-lived and fades quickly from the caster's mind. The caster must record this knowledge within two turns if she wishes to be able to use it after the spell ends. The information provided by the spell is very basic, and does not include any knowledge of the principles involved in making the device function or troubleshooting problems. Essentially, the spell reveals a short, step-by-step instruction manual for the target item. The spell does not require an operational version of the item to be effective, but the instructions will only be useful for a functional item. The spell does not impart skill or proficiency in using the item, only the basic instructions. * At the DM's option, the demonstration of how to operate the item may be illustrated by wooly mammoths. This spell can be used in conjunction with a Copy or Write spell. |
| Enhanced Archery
Academy 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. |
| Enhanced Aura
Academy Wizard 4 (Abjuration, Alteration) Description: This spell calls a bright battle aura into being around the spell recipient, colored according to the recipient's alignment. The spell grants several powers: (1) jump, with no chance of falling when landing, (2) resistance to either fire or cold (caster's choice), (3) great strength (18/00), and (4) a natural armor class of 3 while the spell lasts. |
| 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. |
| Phantom Sails
Academy Wizard 4 (Conjuration/Summoning) Description: This magic creates a ghostly rigging and sails on a ship or other vessel, functioning just as normal rigging does. The sails always match the vessel's needs, and allows normal movement as in a strong breeze. The sails can be damaged in combat, and dispel magic ends the spell. The sails require no crew to trim or adjust, responding to the desire of the person at the helm of the vessel. They are translucent and glow dimly with an inner light. The caster may cause a symbol to appear on the sails, matching the nature of the ship master, wizard, or nation owning the vessel. The material components are a bit of spider silk and a patch of canvas or sailcloth. |
| 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. |
| Shadowhawk
Academy Wizard 4 (Alteration) Description: This spell transforms the caster into an inky black hawk form of giant eagle size (20' wingspan) with glowing yellow eyes and tongue. In this form, the wizard can fly, attack (as a monster with HD equal to his level), and cast spells requiring no material components. Upon casting this spell, the caster must check for system shock or fall unconscious for one turn, in which case the spell fails. There is always at least a 1% chance of failure. He gains the armor class of the Shadowhawk if it is better than his own, otherwise retaining his own AC and hit points. The form is fearsome and causes zero-level characters and non-aggressive creatures to flee the vicinity. All items and clothing carried or worn become part of the Shadowhawk. The Shadowhawk has the following statistics: AC2, D:1d8/1d8/2d8 (claw/claw/bite), MV:48 (D). The material component is a wing feather from a giant eagle. If the caster is freely given this feather by the giant eagle, he receives a +10% bonus on his system shock roll. |
| 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. |
| Sparkledust
Academy Wizard 4 (Conjuration/Summoning) Description: By casting this spell, the wizard calls a great volume of space to be filled with sparkling and dancing motesof light and radiant dust. All within the area of effect are covered with the irridescent stuff, foiling invisibility and giving opponents +1 on chances to hit in melee combat. All living creatures breathing the dust are affected with fits of wonder and awe, paying no heed to anything else but the wondrous dancing dust motes for the spell's duration. A saving throw versus spells will reduce the duration by half. The caster may fill an area with the effect that extends up to a cube 10' on each side per level of experience. If an enthralled creature is attacked, he receives another saving throw at +4. If this save is successful, he has thrown off the effect and may act normally. An affected creature receives a save for each attack made upon him, successfully or not, until the attacks cease or he saves against the Sparkledust. |
| 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. |
| Armor III
Academy 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. |
| 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. |
| Time Scryer
Academy Wizard 5 (Divination) Description: This spell allows the caster to peer backward in time to
see and hear the events that happened in a particular area. The wizard
must be at the location to be viewed. This spell can be cast through a
mirror or similar scrying device, however. The material component is a
fine watch. The caster states the time he wishes to view (in general terms)
while winding the watch backwards. The spell is limited in reach and viewing
duration by the caster's level: |
| 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. |
| Control Currents
Academy Wizard 6 (Alteration) Description: This spell allows the caster to control the currents of bodies of water within range. The caster can move any ship fully within range up to its base move, added or subtracted from its current speed, as long as it remains within range. Additionally, the caster can cause other floating objects to move up to 60 feet per round along the surface, or up to 20 pounds of weight per level at a speed of 30 feet per round beneath the surface, in any direction within range. Swimmers can also be dragged beneath the surface by the currents, if they fail swimming checks at a -2 penalty. The material component is a crystal goblet into which some water from the body of water to be affected is poured. The glass shatters at the end of the spell. Early destruction of the glass will also end the spell. |
| Magic Resistance
Academy 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. |
| 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. |
| Timeport
Academy 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. |
| Astral Barrier
Academy 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. |
| Accurate Timeport
Academy 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. |
| 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 absorbtion 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 30-January-2000
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2000 by SilverDragon. All rights reserved.