by Mike Mateer, <mateer@midwest.net>
Level: 2
Range: Special
Duration: 5 rounds/level
Area of Effect: Special
Components: V, S, M
Casting Time: 2
Saving Throw: None
Author: Robert Quinby <mateer@midwest.net>
Upon casting this spell the wizard is able to see anything within his normal range of sight as if he were much closer. . . close enough to see even the smallest details. The effect is similar to that of looking through a field glass, except it is more precise and clear. The caster can also angle his view to get a bird's eye view affect. The height of elevation can be up to 10 yards per level straight up.
This spell does not confer the ability to see things outside the caster's normal range of vision, just to see those things that are within his range of vision much better. This spell in no way confers infravision or X-ray vision of any sort.
The material component of this spell is the feather from an eagle.
Level: 2
Range: Dagger range
Components: V, S, M
Duration: Special
Casting Time: 2
Area of Effect: 1 dagger
Saving Throw: None
Author: Mike Mateer <mateer@midwest.net>
As the caster utters the words to this ancient spell, he draws a dagger and prepares to throw. As he finishes the spell, he releases the dagger in an attack against his chosen target (treat range penalties as bonuses to the target's A.C.). But in the short distance from the mage to whatever he is aiming at, the spinning dagger does something amazing. . . it duplicates itself! By the time it reaches its target, a small forest of daggers and knives of all different sizes and shapes assails the unlucky victim.
To be precise, the original dagger duplicates itself a number of times equal to twice the wizards casting level, plus the original dagger (amount of blades = Lv. of caster x 2 +1). Each blade that hits does 1d4 points of damage, 1d3 to large creatures. . . but they can be blocked.
The base amount of daggers blocked or dodged is equal to 1 1/2 the amount that the victim's A.C. is under 10 (Base = 3/2[10-A.C.], round always in the victim's favor). The D.M. might give some bonuses to the victim's A.C. for situation or quick thinking (such as diving flat after the wizard releases the blade, making a called shot to he original dagger to knock it askew before it duplicates, ect.). Any bonuses to the wizard's attack roll for situation (back and flank attacks, for example) are treated as penalties to the victim's A.C. for the purposes of this spell.
Shields are a good defence against this spell; they block extra daggers above and beyond the norm. Even a buckler blocks 2 extra, while a small shield blocks 4, a medium shield 8, and a full body shield 16. Other defenses include hard and soft cover, which block an extra blade per point of A.C. improvement over what they have already done for the victim's A.C. Certain spells would also provide protection against the dagger swarm, notably Protection From Normal Missiles and Ironguard.
Any dagger blocked by the spell clatters off of the victim to land nearby on the ground, and remains there for three rounds. After this they silently disappear. The daggers that hit a target remain in existence so long as they are not removed. Once removed, however, they disappear after only three rounds; there is no way to make this spell permanent.
The material component of this spell is the original dagger itself; it must be made of the finest steel, and must be inlayed in precious substances. A gemstone must be set in it's hilt; this stone must be magic conducting (D.M.'s choice of exactly which gems conduct magic well), and be worth at least 100 gp. A rouge stone set in the hilt is especially desirable; if this is the case, the price is effectively 10 times usual for the purposes listed below. The dagger itself must be worth 1000 gp for its make and materials, plus the cost of the gem. This dagger is reusable, however; it is the only dagger that doesn't disappear when removed from the target. It does suffer a bit from the spell, though, as the gem is used to power its magic; each time the dagger is used in the spell, the gem looses 100 gp from it's base value. Once it hits 0, the gem (but not the dagger) will crumble. Thus the gems must be replaced every so often.
A normal dagger can be used as a component for the spell, but only half the amount of blades will be formed, and the dagger will be consumed in the duplication.
When the special dagger is used, the spell gains the power to drag along small blades (daggers, short swords, even arrow heads) and add them to its total, in addition to duplication. The weapons must be within 10' to either side of the daggers path, and must not be being held by anyone. Magical weapons receive a save vs. the effect. These blades are not destroyed, but each, no matter what the blade type, adds but 1d4/1d3 points of damage to the total. The wizard may never gather more extra blades than there are duplicated blades into this spell's dagger cloud.
Level: 2
Range: 30 yards +10 yards/level
Components: V, S
Duration: Instantaneous
Casting Time: 1
Area of Effect: 1 weapon
Saving Throw: None (Neg.)
Author: Mike Mateer <mateer@midwest.net>
This spell completely shatters one non-magical weapon, held or not, within spell range. The wizard needs but to chant a word or two while concentrating on the weapon to be destroyed and making a slow crushing gesture with his fist.
If non-magical the weapon explodes with no save. Anyone within 5' of the weapon receives shrapnel damage with an amount dependent on weapon size: T=1 H.P., S=1d2, M=1d4, L=1d6, H=1d8. A save for half damage is allowed, except in the case of the wielder (if any), who receives none. This damage could be decreased for those in heavy armor.
Magical weapons have a base 5% chance of exploding per level of the casting wizard, minus 15% per "plus" of the weapon. More may be subtracted for specific or extremely powerful weapons.
Level: 3
Range: 30 ft
Components: V, S
Duration: Special
Casting Time: 3
Area of Effect: 3' radius sphere (usually 1 target)
Saving Throw: Special (1/2)
Author: Robert Quinby <mateer@midwest.net>
Casting this spell causes a 3' diameter amorphous globe of green acid to appear and shoot forth towards a chosen target (within range). Upon contact, the sphere explodes, covering the target and anyone within a 3' radius (centered on the target) to be covered in a thick layer of powerful acid. For the first round the acid causes 1d6 points of damage per level of the caster, to a maximum of 10d6 (at 10th level). The target receives a save for half damage. If he makes this initial save, he takes half damage for the remainder of the spell; if it does not, it receives a save every round until it is made, at which point he begins to take only half damage.
The acid, as implied, continues to do damage until it is removed. This damage, on the first round following that of the casting, is equal to 1d4 points per level of the caster (to the same maximum of 10 dice). For every 2 rounds thereafter, reduce the amount of dice by one (i.e., starting on the 3d round after the casting damage for a 5th level caster is 4d4, instead of the original 5d4). If the target creature is making active attempts to remove the acid, this reduction increases to 1 die every round. Note that such actions will be the only ones it may undertake for the time. At the D.M.'s option, intelligent techniques, such as rolling on the ground, may reduce the damage faster. Certainly an application of water or a "basic" solution would do the job.
Level: 3
Range: Special
Components: V, S, M
Duration: 1 hour/level
Casting Time: 5
Area of Effect: Special
Saving Throw: None, Special
Author: Robert Quinby <mateer@midwest.net>
This spell allows the wizard to track an individual. The wizard must either know the specific person he is looking for or he must have evidence in a specific area, such as tracks, that someone has been there.
If the wizard is trying to track a specific person he must know who or what he is looking for and must touch the ground in the general area where the person has been while casting the spell. The caster must touch the ground within 10 feet per level radius of where the person actually was. If the person has not been in the general area of the place the caster touches, the spell fails.
If the wizard is trying to track someone using evidence, such as the foot prints described above, he must touch the ground near where the evidence is while casting the spell.
Either way, when the spell is cast and the appropriate area is touched a misty ray of colored light (the color is particular to the wizard) shoots forth along the ground, remaining about an inch above it, after the individual being traced. The wizard, people who can see invisible objects, and anyone present who saw it appear at its point of origin may always see the tracing ray. The target, on he other hand, cannot see the ray until it touches him. He may then receive a save vs. spell at a -4 penalty to notice it; if he fails, it remains invisible to him.
The ray moves extremely quickly and can travel almost any distance within an hour. There are two ways for the beam to track its target. It way either follow the target creature's tracks specifically, or just make a B-line (as the crow flies) towards the current location of the target. It will do the latter unless the wizard wills it otherwise.
Following the tracks specifically (instead of heading strait after the target) has its disadvantages. If the tracks leave the ground for more than 10 feet per level of the caster with this version of the spell, it is foiled; the beam will cease to follow the target and will remain in the spot where the tracks first left the ground. It will remain that way until the duration expires or the target happens to walk into the area again, in which case the spell will resume tracking. Also the spell is slowed while tracking exactly; the wizard may have to follow a more roundabout course. It has its advantages, though, when tracking a target indoors, through a maze, ect. (this version keeps the spell from heading strait through walls and obstacles after the target, which would prevent its wizard from following).
Either version of this spell may be foiled if it is dispelled at its point of origin or at the point where it is connected to the target. This causes the beam to yank back towards the wizard. The spell will also be foiled if the target enters another plane. It will totally dissipate if they enter a plane other than the Astral of Ethereal. On these planes it will lead a small cloud of silver (Astral) or grayish mist (Ethereal). The wizard who cast the Tracer may also dispel it at any time.
The material component for this spell is either a hair from the individual to be tracked or at least 20 gp worth of silver dust which is scattered over the general area before the wizard touches the ground.
Level: 5
Range: 0
Duration: 1 round/level
Area of Effect: 1 foot radius/level
Components: V, S, M
Casting Time: 5
Saving Throw: Special
Author: Robert Quinby <mateer@midwest.net>
This is an improvement on the 3d level spell Hold Person. It is different in the fact that it is centered on the caster and it moves with him. Anyone entering the area of effect or within it when the spell is cast must make a save to avoid being held. If the creature fails he is held for 1 round per level of the caster while in the area of effect. If the caster moves so that the held person is out of the area of effect, the time that the target is held is halved.
Creatures that make their save must continue to make saves for every round that they remain or are anyway within the area of effect. Those that fail suffer normal effects.
There is no limit to the number of people that can be held with this spell. The material component for this spell is an iron nail.