Uncommon and Rare Spells from the Sphere of Death, and relating to
Dragons,
as compiled by Sammaster the Mad, of Toril.
Command Undead
(Wiz 1; Necromancy)
Range: 0
Components: V, S
Casting Time 1
Duration 1 hour+l turn/level
Area of Effect The caster
Saving Throw None
This spell allows the wizard to command undead creatures exactly as an evil priest of the same level. The caster can control the same number and type of creatures and requires the same roll on the Turn Undead table to take command. The wizard is allowed only one command check per encounter during the spell's duration; if it succeeds, She or he controls 2d6 undead. If the command attempt fails, the wizard cannot try again.
Enlarge Skeleton
(Wiz 1; Necromancy)
Range: Touch
Components: V, S
Casting Time 1
Duration I turn/level
Area of Effect One skeleton
Saving Throw None
This spell can be applied to all or part of a human-sized or smaller skeleton, but fails if used on bones of different individuals. It is effective on both undead and normal skeletal remains; if applied to an undead creature, it has no effect on controls or commands already in existence affecting the creature but does not itself establish any such control. An enlarge skeleton can turn an animal skeleton into a monster skeleton and a normal human skeleton into a giant skeleton (as per the MONSTROUS MANUAL tome). When applied to nonanimated remains, it is usually employed to make a bone longer and heavier for use as a prop, tool, or weapon.
This spell can be applied to only part of a skeleton, lengthening it to a maximum of twice what it was before the spell was applied. This is usually employed to lengthen the stump of a missing arm into a longer limb, but can also be used as an attack (for example, to make a hostile skeleton fall over by making one ieg twice the length of the other).
The spell has utterly no effect on the bones of living creatures.
Spectral Ears
(Wiz 1; Necromancy, Alteration)
Range: 10 yards/level
Components: V, S, M
Casting Time 1
Duration1 turn/level
Area of EffectThe caster
Saving ThrowNone
By casting this spell, a wizard establishes an auditory link himself or herself and a skeleton or zombie within the spell's range. This link allows the caster to hear any sounds that occur within the vicinity of the undead being. The wizard can hear exactly as if she or he were standing where the undead creature is standing (a wizard/ thief can use the thiefly hear noise ability, too).
The spell also allows the caster to order the undead creature via the link. Such commands are limited to four words ("turn left," "walk forward two steps," and so on). If the undead creature moves beyond the spell's range, then the spell ends immediately. If the skeleton is under the direct, active control of another being, the commanding function of the spell automatically fails.
The material component for this spell is a mummified ear.
Undead Servant
(Wiz 1; Necromancy)
Range: 10 yards
Components: V, S, M
Casting Time 1 turn
Duration 1 hour+l turn/level
Area of Effect 1 body or skeleton
Saving Throw None
This spell allows the wizard to temporarily animate the body or bones of a dead human, demihuman, or humanoid creature of man size or smaller. The animated creature is treated as a zombie or skeleton, as appropriate (see the MONSTROUS MANUAL tome). The undead servant obeys simple verbal commands until destroyed, dispelled, or the spell duration expires.
The material component is a pinch of graveyard dirt.
Animate Skeletons
(Wiz 2; Necromancy)
Range: 30 feet+10 feet/level
Components: V, S, M
Casting Time 1 round
Duration Instantaneous
Area of Effect 1 skeleton/level
Saving Throw None
This specialized version of the animate dead spell produces one skeleton for each level of the caster. The animated skeletons obey the simple verbal commands of the caster and remain animated until destroyed in combat or turned by a priest; the magic cannot be dispelled.
Only the skeletons of humans, demihumans, and bipedal humanoid monsters of 1 Hit Die or less can be animated by means of this spell. The experience levels of the slain are ignored; the newly animated skeletons are treated as normal skeletons (see the MONSTROUS MANUAL tome).
The material component for this spell is a drop of blood and a pinch of bone powder or a shard of bone, plus a special salve that costs at least 10 gp per dose to produce. The wizard must rub the bones to be affected with the salve. One dose can animate a single skeleton and requires one round to apply. The wizard can wait up to 24 hours before finishing the animating spell with a single word. The nearest treated skeletons within both the range and the caster's level limit animate.
Attract Ghoul
(Wiz 2; Necromancy)
Range: 1 mile/level
Components: V, S, M
Casting Time 2dl2 hours
Duration Instantaneous
Area of Effect 1 ghoul
Saving Throw Special
This spell summons a ghoul to act as a necromancer's aide and familiar. (It only works for necromancer specialist wizards, though mages and other wizards may not discover that until after casting the spell.) It may or may not succeed in attracting a ghoul, depending on whether or not one is in range; the chance of success is 10%, plus 5% per level. The caster can converse easily with the ghoul and shares an empathic link with the monster. He or she can issue it mental commands at a range of up to 1 mile, receiving emotional responses-anger, fear, hunger, etc.-in return. The ghoul is willing to serve as a guard, Scout, or spy, undertaking any task demanded, but in return the necromancer must keep the ghoul well fed and provide it with a defensible lair of the appropriate kind. Should the necromancer fail to meet these conditions, the ghoul wanders off and resumes its normal activities. There is a 5% chance to attract a ghast, which attacks unless the caster is 6th level or higher, but which otherwise serves as does a ghoul.
The summoned ghoul is an exceptionally intelligent and strong specimen with at least 10 hit points and average Intelligence (instead of low Intelligence).
A necromancer can have no more than one ghoul servant bound to him or her at any one time by this spell, and it will tend to not get along with any other familiar the necromancer might have. Any ghouls created by the necromancer's servant are not under the necromancer's control and might attack the necromancer unless the servant ghoul is also present.
If the ghoul remains more than 1 mile distant from the necromancer for a full week, the empathic link is broken, and the ghoul is no longer bound to serve (although it may be favorably disposed toward its former master if treated well). If the ghoul is destroyed, the necromancer is immediately aware of the creature's demise and must make a system shock check; failure means incapacitation for ld6 hours.
The attract ghoul spell is an unusually taxing and powerful enchantment and can be cast only once per year. The spell requires a censer full of myrrh and bitter herbs worth at least 500 gp.
Become Bones
(Wiz 2; Illusion/Phantasm, Necromancy)
Range: 0
Components: V, S
Casting Time2
Duration1 turn+ld6 rounds
Area of Effect The caster
Saving Throw None
This spell temporarily alters the body of the caster into the semblance of a human skeleton, causing flesh, tissue, organs (including eyes), clothing, and gear to become invisible. The skills, Mobility, and functions of the body are unaltered. While in this form, uninitelligent undead creatures ignore the caster.
This spell is normally used to disguise the caster's identity (or even presence, if used in a crypt). It can be ended early (and instantly) if the caster commands it to expire The effects do not automatically expire if the caster attacks, as in invisibility.
Death Armor
(Wiz 2; Abjuration, Necromancy)
Range: 0
Components: V, S, M
Casting Time 2
Duration 1 round/level
Area of Effect The caster
Saving Throw Special
Any time within 8 hours of casting this spell, the wizard must spend two full rounds anointing his or her garments and body with an unguent. Once the wizard is coated, the death armor can then be invoked at any time in the next 8 hours with a casting time of 2. If the wizard does not activate the spell's protection during this time, the unguent is expended with no effect.
This spell surrounds the caster with a crackling black aura that injures any creature that comes into contact with it. Once the caster activates the speu's protection, any creature that strikes the wizard with bare hands or its own natural weapons must make a saving throw vs. death magic. Failure means the creature suffers 2d6 points of damage. The wizard sustains full damage from any successful attack.
Most normal animals and any monster attacking without weapons are subject to this spell, including humanoid creatures that choose to grapple, pummel, or overbear the caster. Weapons and ranged attacks inflict damage on the caster normally.
Any number of creatures can be affected by the death armor, Suffering the effect for each attack they make. Animal Intelligence and semi-intelligent creatures, if they attack at all, usually abort a multiple-attack routine when they first take damage.
The death armor spell is a passive defense; the wizard himself or herself must save against its effects if she or he tries to grasp or grapple an enemy. The spell ends after one round per caster level. A caster §Iain while wearing death armor is engulfed in a burst of black energy. His or her next resurrection survival check must be made at a -20% penalty.
The material component for this spell is a rare unguent worth at least 300 gp.
Find Familiar - Necromancer
(Wiz 2; Summoning)
Range: 1 mile/level
Components: V, S, M
Casting Time 2d6 hours
Duration Special
Area of Effect 1 familiar
Saving Throw Special
This spell can only be cast by necromancer specialist wizards. Except for the types of familiars, the timing of the casting (must be under a full moon), and the cost for the ingredients (which is doubled to 2,000 gp), this is much the same as the wizard's find familiar spell. The necromancer uses a special table to determine what, if any, familiar arrives.
Imps and quasits will not serve a master of less than 4th level. If one arrives at the call of a necromancer of Ist to 3rd level, the creature will, instead of serving, agree to return when the necromancer is more powerful. In the meantime, the necromancer must find another familiar, for when the imp or quasit returns, it kills and eats its predecessor to seal the bargain. The necromancer suffers the usual penalties for the death of the first familiar: a system shock survival roll is required and a point of Constitution
ld2O Familiar Sensory Powers
1-3 Black cat Excellent night vision & superior hearing
4-5 Giant rat Superior olfactory power
6 Frog Wide-angle vision
7 Giant centipede Very sensitive touch
8 Large spider Wide-angle vision
9 Bat Very superior hearing
10 Raven Excellent vision
11 Imp See MONSTROUS MANUAL
12 Quasit See MONSTROUS MANUAL
13-20 No familiar,cannot try again until next month.
An imp or quasit familiar acquired by this spell receives no bonus hit points based on the caster's level, nor does it waste away if separated from the necromancer. If it is killed, the necromancer suffers the standard penalties for loss of a familiar.
Protection From Deathbane
(Wiz 2; Necromancy)
Range: Touch
Components: V, S, M
Casting Time 1
Duration 2 rounds/level
Area of Effect Creature touched
Saving Throw None
This spell enables a wizard to protect one undead creature from the effects of dweomers that are particularly baneful to undead creatures. The protected creature receives two benefits. First, the undead creature has a +2 bonus to saving throws against spells that have special effects against the undead. Furthermore, the undead creature receives a saving throw if nonundead creatures have one, even if the effect normally forbids one to undead creatures. Second, the protection negates any bonus damage specifically affecting undead from any source (spell, item, etc.). For example, while the protection is not effective against the disintegration power of a mace of disruption, it is effective against the damage bonuses of that weapon. The protection lasts for 2 rounds per level of the caster and lends itself to permanency and similar spells.
The material component is ash sprinkled in a circle around the creature to be protected.
Resist Turning
(Wiz 2; Abjuration)
Range: Touch
Components: V, S
Casting Time 2
Duration 2 rounds/ level unless triggered
Saving Throw None
Area of Effect 15-foot radius
This spell protects undead creatures from being turned or commanded by priests (including paladins). When a turning attempt is made against protected undead, the DM secretlv rolls a single resistance roll. The resistance succeeds on a ld2O roll of 16 or more, adjusted for the difference in level between the caster and turning priest. (For example, if the caster is 9th level and the turning priest is 5th level, the roll needed to resist turning is 12 or better.) Successful resistance means the turning attempt fails. A resistance roll of 1 means the resistance fails, regardless of level difference.
Once this protection is triggered, the spell protects undead in its area for that round, then ends. If not triggered within two rounds per level of the caster, the spell ends.
The caster can center this spell on himself or herself, on a particular touched creature or object, or on a fixed location. The spell protects undead within 15 feet of the focal point at the instant of the triggering turning or command attempt. The area is mobile with its focus.
Spectral Eyes
(Wiz 2; Necromancy, Alteration)
Range: 10 yards/level
Components: V, S, M
Casting Time 2
Duration 1 turn/level
Area of Effect The caster
Saving Throw None
This spell establishes a visual link between the caster and a skeleton or zombie within the spell's range. The spell lets the caster see what the undead creature sees as if she or he were'looking through the creature's eyes. If the caster has infravision, She or he sees what the creature sees with infravision as well. The spell also allows the wizard to order the undead creature (each command can be up to four words long). If the creature moves beyond the spell's range, then the spell ends immediately. If the skeleton is under the direct, active control of another being, the commanding function of the spell automatically fails.
The material component of this spell is a carefully preserved eye.
Animate Zombies
(Wiz 3; Necromancy)
Range: 10 yards+5 yards/level
Components: V, S, M
Casting Time 3
Duration Instantaneous
Area of Effect 1 zombie/level, 10 feet/level
Saving Throw None
This variation of the animate dead spell produces one properly prepared zombie for each experience level of the wizard. The wizard must immerse the corpses in a special mineral salt bath for one full turn before casting the spell. Once the corpses have been properly treated, the wizard can animate them using animate zombies at any time within the next 24 hours.
Only the bodies of humans, demihumans, and humanoids of 1 Hit Die or less can be animated by this spell. The experience levels of the slain are ignored-the newly animated zombies are treated exactly as the zombies described in the MONSTROUS MANUAL tome. They obey the verbal commands of the animating wizard and remain animated until destroyed in combat or turned by a priest. The magic cannot be dispelled.
The material component for this spell is a drop of blood and a pinch of bone powder or a shard of bone, plus a bath of special salts, which costs at least 200 gp to produce. The bath can accommodate up to 10 man-sized corpses, one at a time, before it is exhausted. The wizard can create a bath large enough to soak two corpses at once for 400 gp, three for 600 gp, and soon.
Charmthwart
(Wiz3; Abjuration, Metamagic)
Range: 0
Components: S
Casting Time 3
Duration 1 round/level
Area of Effect The caster
Saving Throw None
This magic (an experiment crafted by Sammaster during his early training) protects its caster against enchantment/ charm magic. The caster receives a normal saving throw vs. spell against all enchantment/charm spells that normally allow no saving throw and a +3 bonus on saving throws against enchantment/charm spells' that do allow a saving throw.
A faint, high-pitched, continuous singing sound surrounds the head of a being protected by charmthwart. The sound is audible 20 feet away in quiet conditions and about 10 feet away in conditions of average or normal noise. Charmthwart can be ended instantly before its expiration by the silent will of the caster.
Ghastly Hands
(Wiz 3; Necromancy)
Range: 0
Components: V, S
Casting Time 3
Duration 2 rounds/level
Area of Effect The caster
Saving Throw None
When this spell is cast, the flesh of the wizard's hands changes to resemble the flesh of a ghast. Those within 10 feet of the wizard smell a sickening stench; if they have met ghasts before, they can recognize the stench as being similar to the nauseating odor given off by those beasts, though it has no other adverse effect.
Any human or demihuman (including elves) touched by the wizard must make a successful saving throw vs. paralyzation or be paralyzed for 4+ld6 rounds. Only one creature can be touched per round, and the wizard must make a successful attack roll to do so. The wizard can end the spell at will (but not the paralyzation, which runs its course).
Putrefaction
(Wiz 3; Alteration)
Range: 10 yards/level
Components: V, S, M
Casting Time 3
Duration Instantaneous
Area of Effect 15-foot radius
Saving Throw Special
This vile spell spoils all food and water in the area of effect. Magical potions and holy water may be ruined: Roll ld2O for each potion or container of holy water in the area; a roll of 8 or more (that is, the saving throw of a 12th-level wizard) leaves the fluid unaffected.
In addition, all creatures in the area of effect suffer ld4 points of damage and must make a successful saving throw vs. poison. Those who fail suffer an additional ld4 points of damage and are 25% likely to contract a rotting disease that will prove fatal in ld6 months. For each month the rot progresses, an afflicted creature loses 2 points of Charisma permanently. Unlike mummy rot, this disease does not affect the curing of wounds.
The material component of this spell is a bit of rotten meat.
Ray of Paralysis
(Wiz 3; Necromancy)
Range: 20 yards+5 yards/level
Component: V, S
Casting Time 3
Duration Instantaneous
Area of Effect 1 creature
Saving Throw Special
This spell projects a green, pencil-thin ray of enervating energy at the subject. The target creature is allowed a saving throw vs. breath weapon (Dexterity defensive adjustment bonuses or penalties apply) to dodge the narrow beam alto ether; if the creature dod es the ra another creature standing behind it in a direct line might be struck at the DM's discretion.
A creature struck by the ray of paralysis is paralyzed for 3d4 rounds. A remove paralysis spell or a successful dispel magic can negate the paralysis effect before its time runs out.
Undead Lieutenancy
(Wiz 3; Necromancy)
Range: 60 yards
Components: V, S
Casting Time 3
Duration 1 round/ level
Area of Effect 1 undead creature
Saving Throw None
This spell allows the organization of lesser undead into coordinated groups by the caster. The undead lieutenant must be of at least low Intelligence. Upon receiving the spell ' it is immediately treated as a leader by the lesser undead (that is, undead creatures with fewer Hit Dice than the undead lieutenant possesses). The lesser undead follow the orders of the lieutenant for the duration of the spell. The lesser undead must be either created by, controlled by, or in league with the caster.
Further, if the lieutenant is within 60 feet of the lesser undead, Such followers are not affected by priestly turning or commanding unless the undead lieutenant is also affected.
If two undead creatures serving the same master and affected by this spell are in the same area, the most powerful one becomes the superior lieutenant. Power is determined in order of Hit Dice, then hit points; the caster must resolve ties. Should the more powerful lieutenant be incapacitated, the lesser lieutenant takes over.
If undead lieutenants of different casters are operating in the same area, they will cooperate or not, as their masters devise; however, unless direct subordination of commands is arranged, each undead lieutenant affects only the lesser undead directly under its own command. The caster can end this spell instantly with a word.
Undead Summoning I
(Wiz 3;Necromancy, Conjuration/Summoning)
Range: 30 yards
Components: V, S, M
Casting Time 3
Duration 2 rounds+l round/level
Area of Effect Special
Saving Throw None
Within one round of completing this spell, the wizard conjures 3d4 skeletons or 3d4 animal skeletons (50% chance of each) to a point within the spell's range.
The undead creatures attack the caster's enemies to the best of their ability until she or he commands the attack to cease, the spell duration expires, or they are defeated or turned. The undead summoned by this spell vanish when slain. If no enemy is present for the undead to engage, they follow any other commands or undertake simple tasks as the wizard
The material component is a bit of bone taken from a ghoul, wight, or ghast.
Undead Torch
(Wiz 3; Evocation, Necromancy)
Range: 20 yards
Components: V, S, M
Casting Time 3
Duration 9rounds
Area of Effect One corporeal undead creature
Saving Throw None
This spell causes any one corporeal undead creature of the caster's choice to blaze with cold blue flames (similar in appearance to those caused by the 'chill shield' effect of a fire shield spell). The spell is primarily used to augment the damage done b a skeleton or zoinbie undead servitor or to impress hostile intruders. The undead creature need not be a willing spell recipient, but it is unharmed by the flames, which also have no effect on nonliving material such as clothing wom by the undead, Scrolls or other paper it may be holding, and so on.
The cold flames created by this spell sear only living flesh and deal 2d4 points of damage per contact (or per round of continuous contact). Their damage is added to any harm done by the undead creature in its usual attacks on living creatures. This spell cannot be cast on noncorporeal undead creatures, and corporeal creatures that transform themselves or are transformed into a noncorporeal state cause the spell to collapse (expire) in a pinwheel of fading, dying flames. The flames of this spell never harm undead creatures.
The spell's material component is a living or dried (dead) firefly or glow worm.
Empower Skeleton
(Wiz 4; Necromancy)
Range: Touch
Components: V, S, M
Casting Time 1 turn
Duration Until activated
Area of Effect One undead skeleton
Saving Throw None
This magic imbues a skeleton (which must already be undead, though it need not be under the control of the caster) with the ability to cast a single lst- to 3rd-level wizard spell when specific conditions outlined by the caster during bestowal of the empowerment are met. Years may pass before the conditions are fulfilled, or they may be met at once. (Careless casters have been attacked by their own spells because their presence fulfilled the conditions they set') The skeleton only unleashes the chosen spell once before the empowerment is discharged. In situations when it is unclear ii the conditions have been met, the skeleton does not launch the magic.
The spell to be unleashed by the skeleton must be cast by the caster of the empowerment on the round immediately after the empower skeleton spell is cast. The caster need not be touching the skeleton during this second spellcasting, but must be able to see it. This second spell vanishes without apparent effect into the skeleton to be launched later when its casting conditions are met. It operates as if cast by the caster and strikes at a random target if more than one is present and a valid target when the casting conditions are met. The wizard loses the spell slot of the imbued spell until the skeleton casts it or is destroyed. Multiple empower skeleton spells cannot be cast on the same skeleton.
The material component of this spell is a handful of ashes from a scroll that was burned while it still bore at least one intact wizard or priest spell.
Forcefend
(Wiz 4; Alteration, Metamagic)
Range: 30 yards
Components: V, S
Casting Time 4
Duration 1 round
Area of Effect Special
Saving Throw Special
This spell cloaks its caster with a temporary protection against all hostile spells and magical item discharges that have a specific target-when the intended target is the caster. Aforcefend enables the caster to redirect all such magics at another suitable target within spell range. The new target can never be the original source of the attack (for example, this spell does not allow direct reflection of spell attacks) and cannot be a target not valid under the terms of the spell attack. The new target is allowed a saving throw vs. spell; if failed, the magical attack takes its full effect on the new target rather than on theforcefend caster.
If the new target's saving throw succeeds, the magical attack rebounds to strike at any valid target (except the original source and theforcefend caster) within 30 yards of the intended new target. This secondary target cannot be chosen by the forcefend caster, and if more than one valid target exists, the actual target affected is chosen randomly.
The secondary target is allowed a normal saving throw vs. spell; if failed, the secondary target takes the full brunt of the original attack. If the secondary target's saving throw also succeeds, the spell attack fades harmlessly away and is lost, harming nothing and no one.
A forcefend protects its caster against all hostile magics during its round of existence; the caster can redirect multiple attacks against various targets without penalty for "being so busy." Any spellcasting on the part of the forcefend caster while the forcefend is in effect instantly negates it, but the caster can employ magical items and undertake strenuous or demanding physical activities, including combat, climbing, and readying material components for future magics.
Gloom
(Wiz 4; Alteration)
Range: 60 yards+10 yards/level
Components: V, S, M
Casting Time 4
Duration 1 turn/level
Area of Effect 120-foot radius
Saving Throw None
This spell weakens light sources of any kind in the area of effect. Light equal to daylight in brightness or intensity (including continual light) is reduced to a deep twilight gloom. Torches and magical weapons illuminate only a 5foot radius, and lamps, lanterns, and other magical light sources illuminate only a 10-foot radius. The spell covers a 120-foot radius and can be made mobile if cast on an object.
Light-based combat penalties for creatures of darkness are negated within the area of effect, and monsters that cannot abide the touch of daylight (vampires, for instance) are fully capable of acting under the veil of gloom. Lightbased spells and combat effects are halved in effect when conducted under the effects of gloom; for example, a sunburst from a wand of illumination is reduced from 6d6 points of damage to 3d6 points of damage against undead.
The material component for this spell is a special incense prepared by the caster.
Protection From Deathbane, 10-foot Radius
(Wiz 4; Necromancy)
Range: Touch
Components: V, S, M
Casting Time 4
Duration 2 rounds/level
Area of Effect 10-foot radius around creature touched
Saving Throw None
This spell is similar to the 2nd-level protection from deathbane except for the increased area of effect. All undead creatures within the area are protected from the effects of dweomers that are particularly baneful to undead creatures. The protected undead creatures receive two benefits: First, they have a +2 bonus to saving throws against spells that have special effects against undead creatures. Furthermore, they receive a saving throw if nonundead creatures have one, even if the effect normally forbids one to undead creatures. Second, the protection negates any bonus damage specifically affecting undead from any source (spell, item, etc.). For example, while the protection is not effective against the disintegration power of a mace o disruption, it is effective against the damage bonuses of that weapon. This protection lasts for 2 rounds per level of the caster.
The spell is centered on and moves with the creature touched, who may be the caster or any undead creature. If cast on a creature too large to fit in the area of effect, the spell operates as a protection from deathbane for that creature only.
The material component is ash sprinkled in a 20-footdiameter circle.
Rary's Spell Enhancer
(Wiz 4; Alteration, Metamagic)
Range: Special
Components: V
Casting Time Special
Duration Special
Area of Effect Special
Saving Throw None
This one-word spell focuses and increases the effectiveness of a spell cast by the wizard. It sets up a special spell complex that allows the caster to cast two spells in the same round. The spell enhancer is cast first, followed immediately by the spell to be enhanced, during the same round. The enhanced spell strikes with greater power, resulting in a -2 penalty to all saving throws the spell requires.
Sammaster's Lash
(Wiz 4; Evocation, Necromancy)
Range: 60 feet
Components: V, S, M
Casting Time 4
Duration 9 rounds
Area of Effect Special
Saving Throw Special
This spell brings into being a flying ribbon of yellowwhite, crackling force that strikes at foes as the caster wills, launching one attack per round at THACO 14 (regardless of its caster's THACO). It is acrobatic and whisper-thin. It cannot be hit or affected by any known means except dispel magic or contact with any magical barrier created by a 5th or higher level spell, both of which destroy it. The lash seems attracted to such barriers and does not dodge around them unless it approaches its intended target from entirely the opposite direction from the location of a finite, Small-surface-area barrier.
A victim struck by a Sammaster's lash is allowed a saving throw vs. spell. If it succeeds, the victim suffers 4d4 points of damage. If it fails, the victim suffers no direct physical damage, but is paralyzed for the entire round following contact with the lash. If the wielder of the lash uses it to strike a paralyzed victim again during that time (to extend the paralysis), another saving throw is allowed. (Damage might occur rather than more paralysis, regardless of the lash-caster's wishes.) In any case, the paralyzation caused by Sammaster's lash ends instantly if its victim is struck by a physical attack that causes damage.
The material components of this spell are three ghast hairs twisted together.
Spelltouch
(Wiz 4; Enchantment, Metamagic)
Range: Touch
Components: V, S, M
Casting Time 1 round
Duration Special
Area of Effect 1 item (of less weight and volume than the
caster)
Saving Throw None
This spell, cast on a nonliving item, allows any spell of 3rd level or less cast on it in the following round (not necessarily by the caster) to be stored and remain dormant until the item touches a target creature. The caster of the spelltouch can specify what race, Sex, and type (undead, Summoned, living, avian, etc.) of creature will trigger or be affected by the second spell. The second spell (which need not be known to or be castable by the caster of the spell-touch) is unleashed by contact between the item and the triggering creature. Any saving throws allowed by the stored spell are resolved normally. For example, a gem set into a throne could unleash a fireball spell when triggered by the touch of a guard. ("A living human male or female" can bespecified, but not "a wizard" or "the king.") During casting, the caster can designate a single type of being as immune to the spell. An immune being does not trigger the stored spell and, if in the unleashed spell's area of effect, receives a +4 bonus to any saving throw the unleashed spell allows.
The material components of this spell are a pinch of powdered gemstone (of 200 gp value per level of the stored spell) and a pinch of the ash left by any fire created or augmented by a spell combined with a drop of water and touched to the item during the casting. The components of the stored spell are also required. The item must be purified and magically prepared for the casting, a process that requires a full week per level of the stored spell.
Undead Summoning II
(Wiz 4;Necromancy, Conjuration/Summoning)
Range: 40 yards
Components: V, S, M
Casting Time 4
Duration 3 rounds+l round/level
Area of Effect Special
Saving Throw None
An improvement of the 3rd-level spell undead summoning I, this spell resembles its weaker relation except that undead summoning II conjures 3d4 zombies (75% chance) or 2d3 heucuvas (25% chance). The monsters attack the caster's enemies to the best of their ability until the caster commands the attack to cease, the spell duration expires, or the monsters are defeated or turned. The undead summoned by this spell vanish when slain. If no enemy is present for the undead to engage, they follow any other commands or undertake simple tasks as the casting wizard directs. The material component is a bit of bone taken from a wight, ghast, or mummy.
Deathmaster's Vial
(Wiz 5; Necromancy)
Range: Touch
Components: V, S, M
Casting Time 5
Duration Special
Area of Effect 1 or more vials
Saving Throw None
This spell activates an evil fluid that has been sealed in a specially prepared vial. The activated concoction can be hurled as a grenadelike missile. A direct hit inflicts 2d8+3 points of rotting damage. A miss within 5 feet inflicts ld4+1 points of rotting damage. The casting activates one vial per 3 levels of the caster (round down, Minimum of one), u to a total of five vials at 15th level. The vials must be used within two hours of exposure to direct sunlight, but they last for 2dlO days if kept in darkness. Exposing the liquid to the air after activation destroys it within a round. The vials radiate evil.
The material component of the spell is the base fluid, which is made from boiling the remains of a ghoul or ghast for 24 hours and adding various noxious substances worth about 300 gp. This yields enough liquid to fill 6 small vials (like those used to carry holy/unholy water).
Fear Aura
(Wiz 5; Abjuration)
Range: 0
Components: V, S, M
Casting Time 5
Duration 2 rounds/level
Area of Effect 60-foot radius
Saving Throw Special
While this spell is in effect, the mere sight of the caster causes all creatures of 2 Hit Dice or less within the area of effect to flee in terror.
Creatures with more than 2 Hit Dice but fewer Hit Dice than the caster's level must succeed at a saving throw vs. spell at a -2 penalty or be immobilized, unable to move or act. Creatures immobilized by terror can try to ward off blows, Suffering a -1 penalty to Armor Class; they cannot attack. Each round, an immobilized creature can try a new saving throw without penalty to shake off the spell's effect and regain its freedom of action. Creatures whose levels or Hit Dice equal or exceed tfie caster's are unaffected, as are mindless creatures or creatures immune to fear.
The material component is cloth from a lich's shroud.
Pierce Magic Resistance
(Wiz 5- Alteration, Metamagic)
Range: 0
Components: V, S, M
Casting Time 5
Duration Special
Area of Effect 1 spell
Saving Throw None
Pierce magic resistance makes another spell more potent: It pierces magic resistance and some spells that shield a target from spells. Casting pierce magic resistance affects only the spell a wizard casts in the next round. If the target of the second spell has magic resistance, its magic resistance check is rolled twice. Unless both checks succeed, the spell pierces the creature's magic resistance.
For example, if Therdillion the Invoker casts pierce magi . c resistance and then a disintegrate spell at a creature with 50% magic resistance, the DM rolls the resistance twice to see if it proves effective. Unless both resistance rolls succeed, the spell gets through, forcing the creature to make a saving throw against the disintegration spell. If the saving throw is failed, the creature is disintegrated.
The pierce magic resistance spell has a 50% chance of instantly dispelling protections against ells of 5th level or less, including shield, gaze reflection, Minor globe of invulnerability, protection from cantrips, protection from weapons (any), protection from magic (any), as well as any wall spell within these limits, including wall of force.
Noranetallic protective charms and amulets that add +2 or less to saving throws vs. spell must make an item saving throw vs. disintegration or shatter after the saving creature's saving throw is resolved.
The material component is a small iron spike or knife.
Skeletal Spellcraft
(Wiz 5; Necromancy)
Range: Touch
Components: V, S, M
Casting Time 1 round
Duration Until activated
Area of Effect One skeleton
Saving Throw None
A more powerful version of the empower skeleton spell, this magic imbues a skeleton (which must already be undead, though it need not be under the control of the caster) with the ability to cast a spell when specific conditions outlined by the caster during bestowal of the spellcraft are met. (Note that sloppy casters have been attacked by their own spells when their presence fulfilled conditions they set.) The skeleton can launch a specific wizard spell of lst to 3rd level once. It does not choose the best opportunity for doing so, but unleashes the spell on the first round in which its triggering conditions are met.
The spell to be unleashed by the skeleton must be cast on or at the skeleton by any wizard on the round immediately after the skeletal spellcraft spell is cast.
This second spell vanishes without apparent effect (even if the wizard launching it intended it to be an attack on the skeleton) into the skeleton, to be launched later when its casting conditions are met. (If more than one eligible spell strikes a skeleton in the round after skeletal spellcraft has been applied, randomly select which one the skeleton is empowered to unleash.)
The trapped spell operates as if cast by the spell's original caster when activated, and it launches itself at a random target if more than one is present as a valid target when the casting conditions are met. In situations when it is unclear if the conditions have been met, the skeleton does not launch the magic. (Note that a skeleton governed by skeletal spellcraft cannot be fooled by illusions in matters pertaining to its triggering conditions.) Multiple skeletal spellcraft spells cannot applied to the same skeleton, though a single empower skeleton and a skeletal spellcraft can be cast on the same skeleton.
The material component of this spell is a handful of ashes from a scroll that was burned while it still bore at least one intact wizard or priest spell of 4th level or greater. The requirement for this material component cannot be eliminated by any means, including spells or items normally engineered to allow the casting of other spells with no material components. (If Sammaster never figured out a way to get around this, how likely is any subsequent wizard to succeed?)
Rary's Superior Spell Enhancer
(Wiz 5; Alteration,Metamagic)
Range: Special
Components: V
Casting Time Special
Duration Special
Area of Effect Special
Saving Throw None
This spell enhancer increases the amount of damage caused by a spell cast by the wizard. It sets up a special spell complex that allows the caster to cast two spells in the same round. The one-word spell enhancer is cast first, followed by the attack spell to be enhanced. When the attack spell is launched, all saving throws against the spell are made at a -1 penalty. The spell inflicts an additional point of damage per die of damage of the spell, So a fireball inflicts ld6+1 points of damage per die. When a magic missile is cast after the spell enhancer, each missile inflicts ld4+2 points of damage.
Thrice
(Wiz 5; Alteration)
Range: 0
Components: V, S, M
Casting Time 5
Duration 2rounds
Area of Effect The caster
Saving Throw None
This spell temporarily augments the effectiveness of its caster in physical combat such that for each physical attack launched by the caster (including attacks with enchanted weapons and attempts to deliver touch-effect spells), She or he receives three attack rolls. Only one attack is actually made, but the best roll result is used. For each successful caster attack, three damage rolls are made, and the best result (and only that result) is used. If target creatures are allowed saving throws against these attacks, three must be made, and the worst result used. The material components of this spell are three samarskites (black opaque gemstones) of very similar size.
Undead Summoning III
(Wiz 5; Necromancy, Conjuration/Summoning)
Range: 50 yards
Components: V, S, M
Casting Time 5
Duration 4 rounds+l round/level
Area of Effect Special
Saving Throw None
The next spell in the series of undead summonings, this spell brings 2d4 ghouls (50% chance) or 2d4 monster zombies (50% chance) to the caster's aid. The monsters attack the caster's enemies to the best of their ability until the caster commands the attack to cease, the spell duration expires, or the monsters are defeated or turned. The undead summoned by this spell vanish when slain. If no enemy is present for the undead to engage, they follow any other commands or undertake simple tasks as the wizard directs.
The material component is a bit of bone taken from a wight, ghast, or mummy.
Dweomerburst
(Wiz 6; Alteration, Metamagic)
Range: 10 yards
Components: V, S, M
Casting Time 6
Duration Instantaneous
Area of Effect Special
Saving Throw Special
This spell causes any one magical barrier within range that was created by a spell of 5th level or less to explode in a burst of magical force. The barrier is destroyed, and the destructive energy of its blast streams directly away from the caster, dealing ld6 hit points of damage per level of the spell that created it (save vs. spell to suffer only half damage) to all beings within 20 feet of the point of ignition.
All beings caught in the area affected by a dweomerburst must also make a saving throw vs. spell. Failure indicates they are stunned (reeling, unable to think coherently or perform any deliberate act) for ld4 rounds and, if spellcasters, lose a randomly chosen spell from any spells currently memorized. Success indicates that they are merely stunned for 1 round.
The material component of this spell is a specially manufactured slender blown-glass spindle that is snapped between the caster's fingers during casting.
Rary's Urgent Utterance
(Wiz 6; Alteration, Metamagic)
Range: 0
Components: V, S, M
Casting Time 1 turn
Duration Up to 24 hours
Area of Effect 1 spell
Saving Throw None
This spell empowers the wizard to specially prepare another spell for quick casting in an emergency. Urgent utterance is cast first followed by the spell to be readied except for the last word of the spell. When the wizard needs to cast the readied spell, the caster need only utter the final word of the spell. The utterance of the final word has a casting time of 1, Saving much time on most spells.
The readied spell stays in the caster's mind for only one day before it fades from memory. No more than two readied spells can be in the caster's mind at any time. Almost any spell of 6th level or less can be readied for quick casting, except the following: find familiar, Magic mirror, conjure elemental, contingency, enchant an item, ensnarement, guards and wards, legend lore, Tenser's transformation, limited wish, Simulacrum, true name, binding, permanency, Succor, and wish.
The material component is a sapphire worth 1,000 gp, which is crushed when the spell is cast.
Shatterbone
(Wiz 6; Necromancy)
Range: 0
Components: V, S, M
Casting Time 6
Duration Instantaneous
Area of Effect 20-foot-widex3O-foot-long beam
Saving Throw None
This spell brings into being a stationary beam lancing out from the caster's body in a direction (and angle, from vertical to horizontal) chosen by the caster. The beam is visible as a shimmering gray area. All undead creatures touched or enveloped in this beam who are least partially corporeal (solid) suffer 4d4 points of damage. Skeletons destroyed in this way burst into motes of dust rather than collapsing into bones that can be salvaged.
The material component of a shatterbone spell is a mineral crystal, cut gemstone, or a faceted "gem" made of glass through which the bright midday rays of the sun have shone.
Undead Summoning IV
(Wiz 6; Necromancy, Conjuration/Summoning)
Range: 60 yards
Components: V, S, M
Casting Time 6
Duration 5 rounds+l round/level
Area of Effect Special
Saving Throw None
Simply a more powerful version of the earlier undead summonings, this spell conjures 2d4 ghasts (40% chance), 2d4 shadows (20% chance), or 2d4 ju-ju zombies (40% chance) to the caster's aid. The monsters attack the caster's enemies to the best of their ability until the caster commands the attack to cease, the spell duration expires, or the monsters are defeated or turned. The undead summoned by this spell vanish when slain. If no enemy is present for the undead to engage, they follow any other commands or undertake simple tasks as the wizard directs.
The material component is a bit of bone taken from a mummy, vampire, or lich.
Improved Thrice
(Wiz 7; Alteration)
Range: Touch
Components: V, S, M
Casting Time 7
Duration 4 rounds
Area of Effect Creature touched
Saving Throw None
This spell temporarily augments the effectiveness of its caster or a single touched recipient creature in physical combat such that for each physical attack (including attacks with enchanted weapons and attempts to deliver toucheffect spells) launched by the spell recipient, She or he receives three attack rolls.
Only one attack is actually made, but the best roll result is used. For each successful attack, three damage rolls are made, and the best result (and only that result) is used. If target creatures are allowed saving throws against these attacks, three must be made, and the worst result used.
The material components of this spell are three tourmalines of very similar size worth at least 100 gp each.
Mordenkainen's Penultimate Cogitation
(Wiz 7; Alteration,Metamagic)
Range: 1 mile
Casting Time 1
Components: V, S
Duration Instantaneous
Area of Effect The caster
Saving Throw None
This spell permits the wizard to call to mind one spell of lst to 6th level from one of the caster's personal spellbooks, provided the appropriate spellbook is within one mile of the wizard. The spell must be one that the caster knows, as explained in the Player's Handbook. The spell cannot be called from a scroll or another wizard's spellbook. Only one spell can be called per casting of the penultimate cogitation. The called spell can be cast on any succeeding round as if it had been memorized after the prescribed amount of study and rest. A 10% chance exists that the called spell is magically erased from the wizard's spellbook upon the casting of this spell.
Persistence
(Wiz 7; Invocation/Evocation, Metamagic)
Range: 0
Components: V, S, M
Casting Time 1 turn
Duration 1 day/level
Area of Effect The caster
Saving Throw None
Related to both the contingency and permanency spells, persistence allows a wizard to cast a spell of 6th level or lower and then hold it until it is needed. There are two general uses for persistence: to use a personal spell effect as needed up to the maximum duration of the persistence itself, or to prepare an instantaneous spell and hold it ready until the caster wishes to use it. These are defined below.
Damaging or offensive spells that have a duration (for example,flaming sphere or wall offire) cannot be made persistent. A wizard may have no more than one persistence spell active at any given time; if she or he girds a new spell while an old one is still persistent, the old spell is simply replaced by the new one.
Personal Effect: Any spell that augments the wizard's natural abilities-detect magic, protection from evil, jump, infravision, fly, wraithform, or other caster-affecting spellscan be made persistent by use of this spell. The wizard casts persistence and then immediately follows with the desired spell. Instead of taking effect immediately, the magic of the persistence holds the spell effect ready for use by a simple act of will. The wizard can then 'turn on" or "turn off" the girded spell as often as she or he likes over the course of the duration of the persistence. The duration of the girded spell only runs while the spell is active, So a 15th-level wizard who makes a fly spell persistent will be able to use ld6+15 turns of flight (the normal duration of fly) over the next 15 days (the duration of the persistence) as he sees fit.
This is especially useful because it allows the wizard to cast the girded spell and the persistence and have the girded spell's effects available while she or he then memorizes another spell in place of the spell made persistent. It is also useful because the girded spell can be activated instantly by an act of will. The main difference between this spell and contingency is that a persistent spell can be invoked several times (up to the limit of its normal duration) while a contingency flmctions once only.
Held Spell: Spells that have an instantaneous effect, Such as most attack spells and some movement spells like teleport or dimension door, can be rendered persistent as well. The held spell may be activated or discharged at any time during the duration of the persistence, but its magic is then exhausted as if it had been cast normally. This resembles the effect of a contingency spell, but the effect has no predefined conditions and simply occurs when the caster wills it to.
The material component of this spell is a crystal chalice of exquisite workmanship worth at least 2,000 gp.
Semipermanency
(Wiz 7,- Alteration, Metamagic)
Range: Special
Components: V, S, M
Casting Time 1 round
Duration Special
Area of Effect Special
Saving Throw None
This spell affects the duration of certain other spells, Making the duration significantly longer. To the casual observer, the effects may seem permanent, but in fact the duration is limited to some number of years based on the caster's level: Roll ld2O and subtract the result from the caster's level to yield the duration of the spell in years; if the result is 0 or less, roll ldl2 instead to find the spell's duration in months. The DM should roll these duration dice and keep the results secret from the caster. Casting this spell has no effect on the caster's Constitution score.
The personal spells upon which a semipermanency spell is known to be effective are the same as those listed for the more powerful permanency spell. The wizard casts the desired spell upon himself or herself, then follows with the semipermanency spell. This application of semipermanency can be dispelled only by a.wizard of greater level than the spellcaster was when she or he cast the spell. Affected spells include: comprehend languages, detect evil, detect invisibility, detect magic, infravision, protectionfrom cantrips, protection from evil, protection from normal missiles, read magic, tongues, and unseen servant.
The semipermanency spell can be used to lengthen the duration of some spells affecting creatures, objects, or areas, as follows: enlarge,fear, gust of wind, invisibility, magic mouth, prismatic stinking cloud, wall of fire, wall of force, and web.
Finally, the following spells can be cast upon objects or areas only and rendered semipermanent: alarm, audible glamer, dancing lights, Solidfog, wall offire, distance distortion, and teleport.
In applications other than those directed on the caster, this spell can be dispelled normally to negate its effects.
The DM may allow other selected spells to be made semipermanent. The selected spell must be researched anew, costing as much and taking as long as its original research. The DM must decide whether a specific spell can be made semipermanent. The semipermanency spell cannot be used in the process of manufacturing magical items.
The material components are a drop of dwarf's blood and a tiny metal anvil (worth 50 gp minimum).
Undead Summoning V
(Wiz 7;Necromancy, Conjuration/Summoning)
Range: 70 yards
Components: V, S, M
Casting Time 7
Duration 6 rounds+l round/level
Area of Effect Special
Saving Throw None
This spell resembles monster summoning V except that it conjures 3d4 ghasts (40% chance), 2d3 giant skeletons (40% chance), or ld3+1 banshees (20% chance) to the caster's aid. The monsters attack the caster's enen-Lies to the best of their ability until the caster commands the attack to cease, the spell duration expires, or the monsters are defeated or turned. The undead summoned by this spell vanish when slain. If no enemy is present for the undead to engage, they follow any other commands or undertake simple tasks as the wizard directs.
The material component is a bit of bone taken from a mummy, vampire, or lich.
Zone Perilous
(Wiz 7; Evocation, Necromancy)
Range: 0
Components: V, S, M
Casting Time 7
Duration 1 hour/level
Area of Effect 60-foot radius sphere
Saving Throw None
This spell creates a luminous gray sphere or zone in the air. It can be cast so as to pass or partially pass through the ground or solid objects such as walls; its functioning is unimpaired by the presence of such solid matter. Contact with any part of this area aids undead creatures and harms living creatures except for the caster, who is immune to the effects of his or her own zone perilous. Undead creatures regain 2 lost hit points for every round in which they make contact (or remain in continued contact) with a zone perilous. This benefit can never bestow extra hit points to undead creatures.
Living creatures suffer 1 hit point of damage and must roll a saving throw vs. spell at a -2 penalty for their every entry into or additional round of continued contact with a zone perilous. If the saving throw fails, the living being suffers ld4 points of additional damage, loses 1 point of Strength (which returns after two turns have passed), and feels a sensation of terrible cold. Living creatures whose Strength or hit points drop to 0 (zero) or less while in the gray sphere do not deteriorate further. They are held in stasis until the zone expires or they are removed from it. Healing magic of any sort cannot aid living creatures who are in a zone perilous; attempts to use such aids causes them to be wasted without effect.
The material components of a zone perilous spell are a drop of water, a fragment of bone that a shadow (the creature) has touched, and a hematite gemstone worth at least 25 gp.
Skeletal Guard
(Wiz 8; Evocation, Necromancy)
Range: Touch
Components: V, S, M
Casting Time 1 round
Duration 1 day/level to a maximum of 20 days
Area of Effect The fingerbones
Saving Throw None
This spell transforms a handful of human fingerbones into complete undead skeletons. One skeleton is created per fingerbone used in the spellcasting, to a maximum of eight. These undead are under the complete unbreakable control of the caster and respond to his or her silent mental orders. Other spellcasting on the part of the wizard does not disturb this control, and in fact the skeletons can readily be augmented or altered by additional spells cast later by the skeletal guard caster.
Skeletons remain within 60 feet of the caster. If forced beyond that distance (for instance, because the caster teleports beyond range), they become motionless until the caster moves within 60 feet once again, they are destroyed, or the spell expires.
The skeletons rise up from wherever the caster tossed the fingerbones during casting (so long as their resting places are within 60 feet) at the end of the round following casting, and they instantly respond to the caster's commands. (They stand motionless if none are given.) They have all of the properties of undead human skeletons as described in the MONSTROUS MANUAL tome except that they are turned as 'special" creatures. They melt away into dust when the skeletal guard spell expires.
The material components of this spell are up to eight intact human fingerbones (not necessarily from the same skeleton).
Spellcaster
(Wiz 8; Enchantment, Metamagic)
Range: Touch
Components: V, S, M
Casting Time 1 turn
Duration Permanent
Area of Effect 1 object
Saving Throw None
Using this spell, a wizard imbues a stationary object with the ability to store, then later repeatedly cast, another spell. (Gems and statues are common receptacles for this spell.) The object to be enchanted must be of the finest quality, with a cost in excess of 10,000 gp. After the object has been enchanted, a spell is cast into it. Thereafter, the item casts the second spell, with normal effects centering on or originating from the item, at intervals of 1 to 10 rounds. The interval is determined when the item is enchanted; it cannot be changed.
Any spell of up to 3rd level, except dispel magic, can be used as the repeating spell. A successful dispel magic can affect either the spellcaster spell or the repeating spell; elimination of either renders the item useless. Moving the item also breaks the enchantment. Breaking the enchantment does not destroy the formerly enchanted object.
The material component of this spell is a hinge formed of platinum worth at least 500 gp.
Thrice Supreme
(Wiz 8; Alteration)
Range: 0
Components: V, S, M
Casting Time 8
Duration 4 rounds
Area of Effect The caster
Saving Throw None
This spell temporarily augments the effectiveness of its caster in launching both physical and spell attacks. Each such attack is determined using the best result of three attack rolls (if such apply). In like manner, three rolls are made for duration and damage (if applicable), and the best is used. If target creatures are allowed saving throws against these attacks, three must be made and the worst results used.
The material components of this spell are three black sapphires of very similar size worth at least 250 gp each.
Undead Aides
(Wiz 8; Necromancy)
Range: 10 yards
Components: V, S, M
Casting Time 8
Duration Permanent
Area of Effect Special
Saving Throw None
When a wizard casts this spell, She or he imbues animated skeletons and zombies with limited hitelligence. The spell gives these undead the ability to speak in order to answer questions, respond to certain situations, Shout wamings if under attack, or make introductions. This spell affects a maximum of one skeleton or zombie for each experience level of the caster, though the exact number of undead affected depends upon the number of tasks that each servant is to perform. For example, a 30th-level wizard can affect 30 undead creatures, each able to perform one taskor one undead servant that could perform 30 different tasks.
A task can be as simple as opening a door when visitors arrive or as complex as cooking a specific dish, each task takin no more than an hour to perform. The tasks are short routines that are performed either daily, when a certain situation arises, or when the proper commands are given. The undead aides have low Intelligence for the purpose of determining what they know and how they will react. They retain their immunities to spells such as charm, hold, Sleep, and so on. It takes one turn for this spell to affect each creature after it is cast. Once the spell is cast, the undead servants need no monitoring except for any commands required to start specffic tasks.
The material components are human bone fragments and a dragon's brain.
Undead Summoning VI
(Wiz 8;Necromancy, Conjuration/Summoning)
Range: 80 yards
Components: V, S, M
Casting Time 8
Duration 7 rounds+1 round/level
Area of Effect Special
Saving Throw None
This spell summons ld3+1 mummies (40% chance), ld4+1 wraiths (40% chance), or 2d4 wights (20% chance) to the caster's aid. The monsters attack the caster's enemies to the best of their ability until the caster commands the attack to cease, the spell duration expires, or the monsters are defeated or turned. The undead summoned by this spell vanish when slain. If no enemy is present for the undead to engage, they follow any other commands oiundertake simple tasks as the wizard directs.
The material component is a bit of bone taken from a vampire or lich.
Unlife
(Wiz 8; Necromancy)
Range: Touch
Components: V, S, M
Duration Permanent
Casting Time 8
Area of Effect One humanoid creature
Saving Throw Neg.
Used only by evil necromancer specialist wizards, this spell enables the caster to transform a single humanoid victim into an undead creature under the caster's control. The caster touches the subject, who must then save vs. death magic. If the saving throw fails, the subject instantly dies and is transformed into an undead creature under the control of the caster.
The exact type of undead created depends upon the level of the victim. Individuals of lst-3rd level (or 1-3 HD) become skeletons (50%) or zombies (50%). Those of 4th-6th level (or 4-6 HD) become ghouls, those of 7th-8th level become wights (or 7-8 HD), and those of 9th level or higher (9+ HD) become wraiths.
Using this spell, the caster can control a number of undead creatures equal to his level.
The material component of this spell is dirt from a freshly dug grave.
Absorption
(Wiz 9; Abjuration, Evocation, Metamagic)
Range: 0
Components: V, S, M
Casting Time 9
Duration 5 rounds/level
Area of Effect The caster
Saving Throw None
This spell enables the caster to absorb and redirect up to 10 spell levels of magical energy. The incoming spell is nullified, and the energy is stored for later use. Any type of spell can be absorbed, except for the following: area spells not targeted directly at the caster, touch attack spells, and the effects of magical devices. Priest spells, any spell scroll, and any spell-like ability use can be absorbed (provided it does not duplicate the functions of one of the forbidden types of spells).
At any time during the spell's duration, the caster can expend stored energy to cast a currently memorized spell without wiping it from memory. This effect has a casting time of 1. For example, a wizard absorbing afeeblemind spell (5th level) releases a lightning bolt (3rd level), has two levels of energy available, and can absorb five more levels of spell energy before the capacity of the spell is completely used. Unused energy and storage capacity are lost when the spell ends.
If an incoming spell exceeds the remaining capacity of the absorption spell, rather than absorbing it the caster gains a +2 bonus to his or her saving throw for each incoming spell level that is absorbed even against spells that normally allow no saving throw. A roll of 1 always fails, regardless of the total of the modifiers.
The caster can voluntarily suppress the absorption for a round in order to receive beneficial spells but cannot absorb hostile spells in that round.
The material component of this spell is an amulet worth at least 1,000 gp that must be kept on the caster's person for duration of the spell. The amulet glows when spell energy is stored, and disintegrates at the end of the spell.
Algarth's Embattlement
(Wiz 9; Alteration, Metamagic)
Range: 0
Components: V, S, M
Casting Time 9
Duration 1 day/level
Area of Effect The caster
Saving Throw None
This infamous spell is sometimes called the box of spells. It is one of very few known magics that allow a caster to unleash more than one spell in a round. After the spell is cast, the wizard can cast up to six additional spells (each one in the usual fashion, requiring normal material components and the like) and store them, unreleased, as part of Algarth's embattlement. Stored spells are still memorized and prevent the caster from memorizing other spells in their place. For each spell stored, the caster loses ld4 hit points that cannot be regained until the stored spell is cast. (At that time, the damage can be restored by healing or rest; the hit points do not return automatically.)
Spells of any level that the wizard can cast can be stored. They can be unleashed by silent act of will at any time at a maximum speed of two spells per round. No other being can provide spells for the embattlement to store. Note that the caster must be conscious, and for certain spells must be able to see a target, but need not speak, Move, or employ material components to enact stored spells.
The spells stored in an embattlement cannot be released or ruined by any magic short of Mordenkainen's disjunction. They persist even beyond the death of the caster, who may later rise as an undead being able to unleash them! If the caster outlives the spell duration without casting all of the spells, however, unused ones are lost.
The material components of Algarth's embattlement are four drops of water and a gem of not less than 4,000 gp value.
Combine
(Wiz 9; Invocation/Evocation, Metamagic)
Range: 0
Components: V, S, M
Casting Time 9
Duration Up to 1 turn
Area of Effect The caster
Saving Throw None
Combine allows the caster to meld two other currently memorized spells together so that they can be cast simultaneously with joined effects. The two spells cannot exceed more than seven total spell levels, So a 3rd- and 4th-level spell could be combined, or a 5th- and 2nd-level spell, or any other combination that falls within these limits. The spells remain linked in the caster's mind for up to one full turn. If the combined form is not cast in this time, the linked spells automatically dissociate from each other, and the combine spell is wasted.
When the paired spells are actually cast, the most restrictive casting time, range, area of effect, etc., are used. For example, if enervation and slow are combined, the joint spell would only affect a single creature, because enervation only strikes one target. The casting time would be 4 and the range would be 10 yards/level due to enervation's characteristics, but the duration would be based on slow and would only be 3 rounds plus 1 round /level.
The material component is a small pair of golden rings.
Death Ward
(Wiz 9; Abjuration, Necromancy)
Range: 0
Components: V, S, M
Casting Time 1 turn
Duration Until twice the caster's level in HD are affected
Area of Effect 1 doorway, portal, or small object
Saving Throw Neg.
By covering a doorway with the most forbidden and lethal of necromantic runes, a wizard can protect a small portal so that any creature that tries to pass through the warded area without first speaking a word of command is immediately subjected to a modified death spell. The ward can be cast on an item (usually a spellbook or phylactery) or on a tunnel or cave entrance no larger than 30 feet in diameter.
Despite its lethality, this is not a subtle warding. The protected area or object is literally covered with intricate arcane runes and symbols at the time of casting. These glyphs may flash ominously with pale red or blue light when approached within 10 feet. The entire area radiates a magical aura of lethal necromancy.
A single application of this spell can kill up to twice as many Hit Dice or levels of creatures as the wizard who cast the spell has levels of experience (thus a 20th-level wizard can slay up to 40 levels with a single death ward).
Each creature passing through the ward is entitled to a saving throw vs. death magic with a -4 penalty; if successful, the individual survives and the ward loses none of its lethality. However, those who fail their saves are immediately slain (as per a death spell) and their levels or Hit Dice are subtracted from the potency of the ward. Those with greater Hit Dice than the current power of the death ward are unaffected by the spell.
For example, an 18th-level lich has cast death ward (which can slay up to 36 levels) on the entrance to her inner sanctum. A party of four characters, each 15th level, enter her lair and foolishly traverse the warding. The first member fails his save and perishes, reducing the ward's effectiveness to 21 levels. The second character makes her save and thus escapes any ill effects (the ward remains unaffected, however). The third character fails the save and dies also, reducing the ward to 6 levels of potency. The fourth 15th-level character has too many levels of experience to be affected by the weakened ward, which remains in effect until drained by a less powerful being.
Provided that she or he is on the same plane of existence, the caster is immediately made aware if the death ward has been triggered. By concentrating, the wizard who cast the ward can determine its current level of lethality, regardless of distance.
This terrible spell is a closely held secret, guarded jealously by the most powerful and black-hearted of necromancers and liches. It was originally designed by liches, as they can easily sustain the rigors of casting such a spell.
Mortal wizards who employ this powerful spell have a 25% chance of insanity (as per the contact other plane spell and of permanent duration unless cured by a heal spell or other magic),. permanent paralysis (via a stroke), or suffering a terminal illness (as per the cause disease spell) as adjudicated by the DM. The danger is reduced by 5% for every point by which the mortal wizard's Intelligence exceeds 18, though this chance never drops below 5%. Liches and other undead casters are completely immune to these dangers. It is rumored that certain ancient, evil dragons have developed an even more potent version of this spell that they can em lo in their lairs with im uni
The material component is a magical ink fabricated exclusively for this spell. The list of the ink's noxious ingredients is lengthy and complex, but it includes the venom of numerous poisonous animals and the acrid ichor of extraplanar fiends. The accumulation of these deadly components and the subsequent fabrication of the ink itself has the same chance as the actual casting of the spell of inflicting a baneful result.
While the inscription process (the actual casting) of the death ward takes only 1 turn, the fabrication process of the ink (once the proper ingredients have been assembled) takes 1-4 days. The ink also requires the dust of powdered peridots and garnets worth between 2,000-8,000 gp.
Pierce Any Shield
(Wiz 9; Alteration, Metamagic)
Range: 0
Components: V, S, M
Casting Time 1 round
Duration 1 round
Area of Effect Special
Saving Throw None
A more powerful version of pierce magic resistance, this spell is cast one round before an offensive spell. The next spell the pierce any shield spell's caster casts cannot then be stopped by any known means: magic resistance, Spell turning or absorption, anti-magic shell, counterspell immunity, and so on. The only defense for the target of this spell is a saving throw-if the spell in question allows one. Even then, Such rolls suffer a -5 penalty. The pierce any resistance spell does not prevent events that would normally disrupt the casting of the second spell.
The material component is a silver spike or knife.
Sammaster's Conjunction
(Wiz 9; Alteration, Metamagic)
Range: Special
Components: V, S, M
Casting Time 1 round
Duration Special
Area of Effect Special
Saving Throw None
This powerful enchantment has two forms.
Combined: The combined form brings into being a 70foot tall ovoid of glowing blue light directly in front of the caster. On the two rounds following his or her casting of the conjunction, the caster must cast two additional spells (both of the 7th level or less). If one of these additional spells is an evocation attack spell, the caster remains outside the ovoid and casts the spell into it; the caster moves into the ovoid to cast all other sorts of spells. Both spells are swallowed by the conjunction, which then fades from view, having been charged with the two spells. Thereafter, when the caster repeats the last word uttered in his or her casting of the conjunction, both of the stored spells instantly and simultaneously take effect, operating normally, with the conjunction empowering the caster to achieve normal coritrol over both simultaneously. For example, the caster could launch a fireball spell and at the same time teleport away using a teleport spell. This form of the spell allows the caster to memorize other spells in place of the two absorbed by the conjunction.
Conjoined: The conjoined form of the spell allows the caster to choose any two memorized spells she or he is carrying as Sammaster's conjunction is cast. On the next round or on any later round in the same turn, if the caster undertakes the normal casting process for the simpler, faster, or lower-level of the two spells selected, both take effect at once, with the caster's control over them as unimpaired as if she or he were devoting all due concentration to one spell alone. (For instance, casting magic missile would unleash both it and fireball, or casting invisibility would also hurl lightning bolt at one's foes.) These spells are discharged from memory in the usual way. If the simpler spell is not cast during the turn, neither of the two selected spells takes effect, but the conjunction (and its link between the spells) is lost. The caster is free subsequently to use the memorized spells separately in the usual manner.
The material component is a hair originally from the head of one of the (current or past) Chosen of Mystra and a faceted clear quartz crystal.
Triad Gem
(Wiz 9; Alteration, Metamagic)
Range: Touch
Components: V, S, M
Casting Time 1 turn
Duration Special
Area of Effect One specially enchanted ruby
Saving Throw None
This spell is used to store other spells in a specially prepared gemstone spell matrix. The spellcaster casts triad gem on a ruby, and in the turn immediate following its application, personally casts any three other spells of his or her choosing into the gem. Normal casting times, Material components, and the like apply; obviously the caster must possess these magics, be able to cast them, and have them already memorized, and their combined casting times cannot exceed one turn.
A triad gem begins to evaporate after three days, Silently and without spell effects occurring, losing one (randomly selected) spell on the fourth day and a spell each day thereafter until it vanishes entirely on the sixth day. If used before it fades away, any being can call forth the three spells within the gem by either breaking the gem (note that this can occur unintentionally) or holding it and uttering a secret word (set by the caster during the casting of triad gem). Only the caster can control the spells issuing from his or her triad gem; in all other cases, they come forth wildly, visiting their effects on random targets and areas.
If controlled by the caster, the spells stored in a triad gem take effect either all at once or in a succession chosen by the caster, one per round for three rounds. This order of issuance is determined by the caster at the time of the unleashing of the spells. The caster need only designate targets or precise effects by silent concentration (and thus can wield these spells while bound, fighting, feigning slumber, or otherwise mentally or physically preoccupied).
The material component for this spell is a ruby of any size worth at least 500 gp upon which the caster has cast either an enchant an item spell or an eternal flame spell (as detailed in Volo's Guide to All Things Magical).
The requirement for this material component cannot be eliminated by any means, including spells or items normally engineered to allow the casting of other spells with no material components, asthe entire point of the spell is to enchant the stone.
Undead Summoning VII
(Wiz 9;Necromancy, Conjuration/Summoning)
Range: 90 yards
Components: V, S, M
Casting Time 9
Duration 8 rounds+l round/level
Area of Effect Special
Saving Throw None
The most powerful version of the undead summoning spells, this spell conjures ld3+1 spectres (50% chance), ld3 vampires (40% chance), or 1 revenant (10% chance) to the caster's aid. The monsters attack the caster's enemies to the best of their ability until the caster commands the attack to cease, the spell duration expires, or the monsters are defeated or turned. If this spell happens to summon a revenant, the monster selects an opponent designated by the caster as its hated nemesis and attacks the selected victim single-mindedly. The undead creatures summoned-by this spell vanish when slain. If no enemy is present for the undead to engage, they follow any other commands or undertake simple tasks as the wizard directs.
The material component is a bit of bone taken from a lich.