Useful Spells

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Fan Content
D&D 3e
This page is fan content
for 3rd Edition D&D.

All spells on this page are OGC, copyright John F. Meehan, 2003.

Contents

Alloy (Transmutation)

  • Level: Sor/Wiz 1, Earth 1
  • Components: V,S,M
  • Casting Time: 1 round
  • Range: Touch
  • Target: Metal fragments touched
  • Duration: Permanent
  • Saving Throw: None
  • Spell Resistance: No

This spell allows the caster to combine any number of metal fragments (as long as the total weight does not exceed 1 lb. per level) into one alloy. The proportions of the alloy are exactly the same as the ratio of the metal fragments. The resulting alloy is a brick of otherwise normal metal.

Displace Presence (Illusion)

  • Level: Wiz 2
  • Components: V, S, M
  • Casting Time: 1 action
  • Range: Medium (100' + 10'/level)
  • Effect: Caster's sound and scent appear elsewhere
  • Target: You
  • Duration: 1 rnd/level(D)
  • Saving Throw: None
  • Spell Resistance: No

Displace Presence causes all sounds and smells emitted by the caster to emerge at a point within range. When cast, the spellcaster can choose either a fixed point or a fixed direction and distance. There must always be a clear, continuous path from the caster to the displacement point. Should the caster exceed the range to the fixed point, it will begin to follow the caster. If the continuous path is interrupted, the spell is broken. The spell does not effect sight or touch.

Material Component : A bit of the caster's skin and 2 small cones of parchement connected with a string.

Double Shield (Abjuration [Force])

  • Level: Wiz 3
  • Components: V, S
  • Casting Time: 1 action
  • Range: Personal
  • Target: You
  • Duration: 1 minute/level (D)
  • Saving Throw: None
  • Spell Resistance: No

Double Shield creates two invisible, mobile disks of force that hover about the caster. One shield always faces front, the other to the rear. Each disk negates any magic missle attacks directed from that flank (as per shield). The disk also intercepts attacks, providing an AC bonus equivalent three-quarters cover and an additional +2 AC (+9 AC). The disks move out of the way when you attack, and do not provide actual cover to you or your opponents. If a shield cannot hover (you are backed against a wall, for instance), it is dispelled, and the remaining disk acts as a normal shield (+7 AC). This spell cannot be cast if the caster is already protected by a Shield, Double Shield, or Shield Wall. If using the 3.5 version of Shield, the bonus changes to a +6 shield bonus.

Forge (Transmutation)

  • Level: Sor/Wiz 1, Earth 1
  • Components: V,S,M
  • Casting Time: 1 round
  • Range: Touch
  • Target: One object
  • Duration: Permanent
  • Saving Throw: None
  • Spell Resistance: No

This spell allows the caster to create a metal object given a clay replica (which he must create himself) and some raw metal. He can affect a total of 1 lb. of metal per level. He places one hand on the clay replica and the other on the metal, and over the next round, the clay replica is changed into metal. The change takes place from the outside in, so if there is not enough metal to change the entire clay replica, the caster has created a clay-filled metal shell. Craft(Sculptor) is required to successfully make the clay replica, or otherwise the transformed object will be ill-suited for its purpose. It will be fragile (all saves at -2) and crude. Weapons made with this spell will be at -2 to hit, as there is no way to determine the end balance of the weapon from the clay replica.

Glorfindel's Magic Librarian (Transmutation, Divination, Illusion(Phantasm))

  • Level: Sor/Wiz 4
  • Components: V,S,M
  • Casting Time: 1 round
  • Range: Medium (100' + 10'/level)
  • Area of Effect: 1 Library
  • Duration: 1 hour + 10 minutes/level
  • Saving Throw: None
  • Spell Resistance: No

This spell allows the caster to sort, mark, or find books within a library according to Glorfindel's Decimal System.The caster transforms some live, flying insect into a magical librarian (with an appearance set by the caster), to perform the commands. Once the magical librarian is ready, the caster hands it pieces of paper with orders written on them (one order per piece of paper). The magical librarian the carries out the orders by performing a number of more primitive operations. A primitive operation consists of moving or labeling one book. The magical librarian performs a number of primitive operations equal to 1/2 the level of the caster (round down), per round. Exhanging two books on the shelves is two primitive operations, swapping and labelling both books would be four. Picking up a book, and placing it on a shelf is one operation. If the books are stacked, the librarian will pull the correct book out of the stack, regardless of the consequences. For best effect, books should be laid on the library floor, one deep.

Possible orders :

   * Mark All the Books - as many books as possible (given the duration of the spell) are marked with the Glorfindel Decimal System Code (and author name and title, if not visible on the spine). This order requires one operation per book.
   * Sort All the Books - as many books as possible are ordered in the shelves according to their decimal system code. This order requires 2 operations per book if used on sorted shelves, or one operation per book if the books are off the shelves.
   * Find Book(s) - Find (and return to librarian) one or more books, given any one of the books, Glorfindel Decimal System Code, the name(s) of the books author(s), or title. This order requires one operation per book.
   * Return Book to Shelves - Given a book, the magical librarian will return it to it's correct place on the library's shelves. This requires one operation per book.
   * Generate Index - Given a series of blank cards (one per book), write upon them the book's author(s), title, page count, scribing date, and Glorfindel Decimal Code.This order consumes one operation per book.

If an order is completed before the spell's duration expires, the caster may give the librarian more commands, on a separate piece of paper.

The material components of the spell are the pieces of paper with the orders (which are consumed), a live flying insect (which is not harmed, but cannot be reused), and a listing of Glorfindel's Decimal System (which is not consumed, and may be reused).

Magical Medic (Conjuration (Healing))

  • Level: Sor/Wiz 3, Healing 1, Cleric 1
  • Components: V,S
  • Casting Time: 1 action
  • Range: Close (25' + 5'/level)
  • Target: One person per 2 levels
  • Duration: One round per level
  • Saving Throw: Will negates (harmless)
  • Spell Resistance: Yes (harmless)

This spell magically summons a 5-inch high man wearing a blue shirt and carrying a black bag. The medic swarms over the indicated persons (1 person per round), constantly muttering to itself, and healing the person according to the chart. The medic can only affect a person once per casting. If the spell is cast as an Arcane spell, it heals 1d4 hit points. If cast as a divine spell, the medic heals 1d4+1/caster level hit points, to a maximum of 1d4+5.

Shield Wall (Abjuration [Force])

  • Level: Wiz 4
  • Components: V, S
  • Casting Time: 1 action
  • Range: Close (25' + 2'/lv)
  • Target: 1 creature/2 lvls
  • Duration: 1 minute/lv (D)
  • Saving Throw: Will negates (Harmless)
  • Spell Resistance: Yes

Shield Wall creates an invisible, mobile disk in front of 1 creature for every 2 caster levels. This disk behaves exactly like the first level spell Shield, but only provides an AC bonus equivalent to half-cover (+4 AC). Once per round, each target can, as a free action, choose which half of the their battle-field is protected by their disk. The disks do negate magic missle attacks. This spell cannot be cast on a target that is already protected by Shield, Double Shield, or Shield Wall. If using the 3.5 version of Shield, this spell provides a +2 shield bonus.

Spindizzy's Spell of Sneakiness (Transmutation)

  • Level: Sor/Wiz 1
  • Components: V,S,M
  • Casting Time: 1 action
  • Range: Touch
  • Target: One creature
  • Duration: 1 minute/level
  • Saving Throw: Will negates (harmless)
  • Spell Resistance: Yes (harmless)

This spell causes at least part of the target's body and clothing to be encased in a one-inch thick envelope of silence, starting with the target's feet. This silence lasts until the target speaks or for one minute per level of the caster. Because the envelope is only partial, the spells grants the target a circumstance bonus to Move Silently of 4 + the caster's level.

Spindizzy's Wild Whirl (Transmutation)

  • Level: Sor/Wiz 2
  • Components: V,S,M
  • Casting Time: 1 action
  • Range: Close (25' + 5'/level)
  • Area of Effect: 20'x20'x20' cube
  • Duration: 1 round/level
  • Saving Throw: Fort negates
  • Spell Resistance: Yes

Spindizzy's Wild Whirl creates a cloud of gas that affects the inner ear of all beings within its area of effect, making them extremely dizzy. Those affected find it extremely hard to perform any coordinated action (like combat), and have been known to fall and fall victim to extreme nausea.

All corporeal beings with intact inner ears in the area of effect must save each round they are within the spell's area of effect. Those who fail must make a Dex Check (DC 15) or fall to the ground, prone. Also, when the spell ends (or they leave the area of effect), they will remain dizzy for 1d4+1 rounds after leaving cloud. The combat penalty for all within the cloud who fail their save is -5. When an affected being leaves the cloud, the penalty drops to -n (where n is the number of rounds they will be affected). This penalty decreases by one per round to a minimum of -1. If the victim rolls a 1 on their save, they drop all carried items and spend one round vomitting helplessly. Beings who successfully resist the spell are able to perform normally.

Undead and constructs are immune to this spell.

The spell's material component is a "helicopter" seed, which is consumed in casting.