Wizard's Spell Compendium, Vol 4 (2e)
2e
Werewolf/Spider/Gargoyle Meld: Strahd's Malefic Meld spell.
Kuei: Sword of Darkness spell.
Skeleton, Animated Skeleton: Undead Servant spell.
Unlife – Red Wizard spell level 1-3 individual.
Raise Nation psionic enchantment.
Zombie, Animated Zombie: Undead Servant spell.
Unlife – Red Wizard spell level 1-3 individual.
Zombie Animation spell.
Immediate Animation psionic enchantment.
Juju Zombie, Ju-Ju Zombie, Normal Ju-Ju Zombie: Zombie Double spell.
Werewolf/Spider/Gargoyle Meld, Favorite Meld, Foul Creature, Melded Creature, Abomination: ?
Undead Meld: Strahd's Malefic Meld spell.
Undead Meld, Undead Golemlike Monster, Created Monster, Undead Creation, Melded Creature: ?
Kuei, Noncorporeal Undead, Spirit: ?
Skeleton, Unthinking Undead, Mindless Undead, Object Made of Bone: ?
Skeleton, Animated Creature, Undead Servant: ?
Skeleton Augmented By a Imbue With Spell Ability Spell, More Powerful Guardian, Guardian: ?
Zombie, Unthinking Undead, Mindless Undead, Animated Creature: ?
Zombie, Animated Creature, Undead Servant: ?
Undead, Undead Creature, Truly Undead Creature, Normal Undead Creature, Undead Monster:
High Magic effect.
Undead Wizard, Caster, Undead Caster: ?
Malicious Undead, Hostile Undead: ?
Unthinking Undead: ?
Wandering Unthinking Undead: ?
Self-Willed Undead: ?
Mindless Undead: Undead's Lineage psionic enchantment.
Undead With Spell Abilities: ?
Undead That Can Use Spells: ?
Particularly Nasty Undead: ?
Rarer Undead Creature: Undead Creation spell.
Rarer Undead Creature, Less Common Undead Creature: ?
Undead Familiar: Undead Familiar spell.
Undead Spellcaster: ?
Undead Mount: Undead Mount spell.
More Powerful Undead: ?
Gaseous Undead: ?
Noncorporeal Undead: ?
Undead Titan: ?
Undead Spellcaster: ?
Special Undead: ?
Extremely Powerful Undead: ?
Weaker Undead: Undead's Lineage psionic enchantment.
Banshee, Groaning Spirit: ?
Death Knight: ?
Ghast: ?
Ghost: ?
Ghost of a Long Dead Ancestor, Spirit: ?
Ghoul: Unlife – Red Wizard spell level 4-6 individual.
Lich: Occasionally, a wizard who would otherwise perish seeks to preserve some semblance of life. When such a wizard is animated as an undead creature, the result is a lich, one of the more powerful types of undead monsters.
Seeking this state is not a good act, and the procedures, materials, and energies employed are both hazardous and baneful. Thus, this state is almost exclusively the province of evil nonplayer spellcasters who are willing to go to any length to extend their allotted natural lifespans. The basic cost of researching the procedures should not be less than 100,000 gp.
While a campaign might offer many different ways for a character to achieve the state of lichdom, the one described here can serve as a basis for any description of the process the DM needs to convey to players.
Becoming a Lich
To become a lich, a wizard must attain at least the 18th level of experience. The candidate must have access to the spells Nulathoe's ninemen, magic jar, enchant an item, and trap the soul. The procedure is ruined if the candidate dies at any time during the process. Even if successfully revived, the candidate must begin the process anew. The basic procedure involves the fabrication of a magical phylactery and a potion. (Most candidates prepare the potion first and arrange for an apprentice or ally to raise them if ingestion of the potion proves fatal. Fabrication of the phylactery is so expensive that most candidates do not wish to waste all the effort of the preparation by dying after it is completed but before they are prepared for lichdom.)
The potion requires nine ingredients:
Arsenic (2 drops of the purest distillate)
Belladona (2 drop of purest distillate)
Blood (1 quart, from a pegasus foal killed by wyvern venom)
Blood (1 quart, from a vampire)
Heart (intact from a humanoid killed by a poisonous mixture of arsenic and belladonna)
Reproductive glands (from seven giant moths, dead for less than 10 days, ground together)
Venom (1 pint, drawn from a phase spider less than 30 days prior)
Venom (1 pint, drawn from a wyvern less than 60 days prior)
The ingredients are mixed in the order given by the light of a full moon. The potion must be drunk within seven days after they combine into a sparkling black liquid that gleams with a bluish radiance. All of the potion must be drunk. Within six rounds, it produces an effect from the potion table.
The candidate always knows if the potion has worked. A successfully prepared candidate may appear somewhat paler of skin than before imbibing the potion, but cannot be mentally or magically detected by others as ready for lichdom. The candidate, however, is always aware of readiness for lichdom, even if charmed, insane, or if memory loss has occurred. (A charmed candidate cannot be made to reveal the location of the phylactery-although he or she could be compelled to identify what the phylactery is, if it is directly shown.)
Once prepared by the potion, the candidate can live for an indefinite number of years before becoming a lich. The process fails if death comes before the preparation of the phylactery and the candidate’s undeath.
The phylactery can take any form-it may be a pendant, gauntlet, scepter, helm, crown, ring, or even a lump of stone. It must be of inorganic material, solid and of high quality workmanship if made by humans, and cannot be an item containing other spells or magical properties. The phylactery might be decorated in any fashion.
Enchant an item is cast on the phylactery (a rare case in which this spell can be cast on unworked material); this process requires continual handling of the phylactery for a long time. The phylactery must make a successful saving throw as noted in the spell description. The phylactery must be completely enchanted within nine days (instead of the 24 hours normally allowed by the spell). Note that the “additional spell” times given in the enchant an item spell description are required.
When the phylactery is ready, trap the soul must he cast on it. Percentile dice are rolled; the spell has a 50% chance of working, plus 6% per level of the caster over 11th level. The phylactery glows with a flickering blue-green faerie fire radiance for one round if it is receptive to the candidate’s essence.
The candidate must then cast Nulathoe's ninemen on the phylactery, and within a turn of doing so, cast magic jar on it and enter it with his or her life force. No other creature is required for this use of the magic jar spell. Upon entering the phylactery, the candidate instantly loses one experience level, along the commensurate spells and hit points (ld4, plus Constitution bonus). The essence and lost hit points remain in the phylactery, which becomes AC0 and maintains those hit points from now on.
The candidate is now a lichnee, and must return to his or her own body to rest for ld6+1 days. The ordeal of becoming a lichnee is so traumatic that the candidate’s memory is wiped clean of the top three levels of available spells; nor can any spells of those levels he regained until the rest period is completed. (Candidates usually resume a life of adventuring to regain the lost level.)
The next time the lichnee candidate dies, despite the manner or the planar location of the death, or barrirs of any sort between the corpse and the phylactery, the candidate’s life force goes into the phylactery, For it to emerge again, the caster’s own corpse (or such equivalents as a slain clone), if within range, must fail a saving throw vs. spell with a -10 penalty. The lichnee can attempt to enter its own corpse once per week until it succeeds. When the lichnee enters its own corpse, it rises in 1d4 turns as a full lich, with all memorized spells and all undead abilities described in the MONSTROUS MANUAL tome.
If for any reason, the lichnee’s corpse is not available, the lichnee can try to take over the corpse of any recently dead creature (less than 30 days) within 90 feet of the phylactery. The corpse must fail a saving throw vs. spell to be possessed. A creature that possessed 3 Hit Dice or fewer in life saves as a 0-level fighter. A creature that had 3+1 or more Hit Dice saves as if it were alive, with modifiers based on its alignment (see table). The lichnee might be able to use the possessed body to find or recover its own body, eventually completing the process of becoming a lich. (A phylactery too well hidden might never offer a lichnee a corpse to enter. Many lichnees arrange their own final deaths to avoid such troubles.)
Priests might also become liches, although these are much more rare. The requirements in terms of level, time, expense, and process are similar to those of the wizard version.
CREATURE ALIGNMENT TABLE
Alignment Saving Throw Modifier
Any Good 0
CN,LN,N -3
LE -4
NE -5
CE -6
D% Roll Effect
01-10 All body hair falls out, but potion is ineffective (the candidate knows this), Another potion must be prepared.
11-40 Candidate falls into a coma for ld6+1 days, is physically helpless and immobile, mentally unreachable. Upon waking, potion works; the candidate knows this.
41-70 Potion works, but the candidate is feebleminded. Any failed attempt to cure the candidate's condition is 20% likely to slay the candidate.
71-90 Potion works, hut candidate is paralyzed for 2d6+2 days (no saving throw, despite curative magic). There is a 30% chance for permanent loss of 1d6 Dexterity points.
91-96 Potion works, but candidate loses a sense or speech; it can be regained only by a limited wish or wish.
01-33 Deaf
34-66 Mute
67-00 Blind
97-00 Candidate dies; potion fails.
Lich, Self-Willed Undead, Undead That Can Use Spells, Extremely Powerful Undead, More Powerful Type of Undead: ?
Lich, More Powerful Guardian, Guardian: ?
Mummy, Self-Willed Undead: ?
Greater Mummy: ?
Shadow, Monstrous Shadow: ?
Animal Skeleton: ?
Giant Skeleton: ?
Monster Skeleton: ?
Skeleton Warrior: ?
Spectre: ?
Vampire: Vampire Production spell.
Count Strahd Von Zarovich, Vampire, Dark Lord: ?
Vampire, Self-Willed Undead: ?
Vampire, Extremely Powerful Undead: ?
Vampiric Caster: ?
Wight: Unlife – Red Wizard spell level 7-8 individual.
Wight Production spell.
Wraith: Unlife – Red Wizard spell level 9 or higher individual.
Wraith Production spell.
Monster Zombie: ?
Zombie Thri-Kreen: Immediate Animation psionic enchantment.
Alhoon, Undead Mind Flayer: ?
Apparition: Undead Creation spell.
Baneguard: ?
Banshee Dwarf: ?
Blazing Bones: ?
Bone Bat: ?
Coffer Corpse: Undead Creation spell.
Dune Runner: ?
Ghul, Desert Ghoul: ?
Heucuva: Undead Creation spell.
Kaisharga: ?
Krag: ?
Meorty: ?
Penanggalan: Undead Creation spell.
Revenant: ?
Sheet Phantom: Undead Creation spell.
T'liz: ?
Watchghost: ?
Sword of Darkness
(Evocation, Necromancy)
Level: 6
Range: 60 yds.
Components: V, S, M
Casting Time: 6 I
Duration: 1 rd/level
Area of Effect: 1 creature
Saving Throw: None
This spell creates a jet black sword that radiates a palpable aura of evil. The sword can appear anywhere within the range of the spell. When cast, the wu jen targets the spell on one creature. Thereafter, the sword can attack only that creature. The wu jen must concentrate on the actions of the sword, causing it to strike as if he held it in his own hand (nonproficiency penalties do not apply).
On a successful hit, the sword temporarily drains the mature bit of 1-3 levels or Hit Dice. Appropriate hit points, fighting ability, spell levels, and level powers are lost. The sword itself causes no physical damage. A creature reduced below 0 level or Hit Dice is slain. In 1-3 days, the spirit returns as a kuei (undead). Lost levels are regained 1-3 turns after the sword of darkness disappears, provided the character has not died; however, lost spells are not regained. These spells must he memorized again before they can be cast.
The material component for this spell is a katana or long sword worth at least 20 gp, which is shattered against a stone.
Notes: Common in oriental settings; otherwise, very rare.
Undead Creation
(Necromancy, Summoning)
Level: 9
Range: Touch
Components: V, S, M
Casting Time: 1 turn
Duration: Special
Area of Effect: 1 living individual
Saving Throw: Special
This dangerous spell is a final step required for a necromancer to turn a living individual into one of the rarer undead creatures. Typical creatures include, among others: adherers, apparitions, coffer corpses, heucuva, penanggalan, sheet phantoms, and so on.
Only one undead, regardless of Hit Dice, can be created with a single casting of this spell. The undead creature conforms to the statistics and abilities of its type in all ways, including Hit Dice and alignment. The individual (usually human) upon which the spell is cast is allowed a saving throw vs. spell to negate the effect. If the individual's level is the same as the intended undead creature's Hit Dice, then this saving throw is made as if the individual was 1st level. Regardless of the outcome, the individual must survive a system shock check or perish (this renders the body is useless for further necromantic manipulation). If the casting is interrupted, then the caster must make a system shock check or be blasted to dust.
The dweomer does not give the caster any influence or control over the resulting undead creature; this must be achieved by other means.
Once successful, the magic cannot be reversed by any means short of a full wish.
The caster must place his hand on the subject's forehead while casting this spell from a scroll.
Notes: Common for Deathmasters, rare for other necromancers. (Updated from DRAGON Magazine.)
Optional: This spell is not the only way to create the less common undead creatures. It does provide a way to introduce such creatures into a campaign area. The DM might further limit this spell to specific casting times (such as once per month, or only during a certain celestial configuration, and so on).
Undead Familiar
(Necromancy)
Level 5
Range: Touch
Components: V, S, M
Casting Time: 1 turn
Duration: Permanent
Area of Effect: 1 corpse or skeleton
Saving Throw: None
Using this spell, an evil wizard animates a corpse to act as his familiar. The "subject" can be in any stage of decay to the point of being nothing more than a skeleton. Any human, demihuman, or humanoid corpse can be animated.
The resulting zombie or skeleton has the same abilities and immunities as a normal undead creature of its type, but has 1d3 points of Intelligence. The wizard has an empathic link with the familiar and can issue mental commands at a distance of up to one mile. Empathic responses from the familiar are basic and unemotional, and such a familiar is unlikely to be distracted from its task.
If separated from the caster, the familiar loses 1 hit point each day, and is destroyed when reduced to 0 hit points. When the familiar is in physical contact with the wizard, it gains the wizard‘s saving throw against special attacks; it suffers damage as normal, according to whether or not it makes its saving throw. If the familiar is destroyed, the caster must immediately make a successful system shock check or die. Even if he survives this check, the wizard loses 1 point from his Constitution when the familiar is destroyed.
An undead familiar can be turned normally, but cannot he destroyed by turning. If within sight of its master, it is turned as a wight.
A wizard can have only one familiar of any type at any time. An undead familiar accepts more abuse than would a normal familiar.
The spell requires a corpse or skeleton and a silver ring that is placed on one of the familiar’s fingers.
Notes: Very rare spell. Known to be in the tome, Kyristan’s Mysteries.
Undead Mount
(Necromancy)
Level 2
Range: 10 yds.
Components: V, S, M
Casting Time: 2
Duration: 2 hrs. + I hr./level
Area of Effect: 1 mount
Saving Throw: None
By means of this spell, a wizard can animate a dead horse or similar creature or assemble a magical mount from the bones of such creatures The mount created by this spell is under the control of the caster. It can carry up to 300 lbs. of riders and equipment. Exceeding the 300-lb. limit destroys the spell and reduces the mount to its original (dead) form.
An undead mount is usually a horse (dead horses are easy to come by) but also can be a griffon, camel, hippogriff, or other beast of burden. Flying creatures that are turned into undead mounts cannot fly but they can move along the ground. Creatures that had some special ability while alive do not retain that ability in their undead state
The undead mount is unintelligent and cannot fight. It responds only to simple verbal commands, and cannot be affected by enchantment/charm magic. The undead mount has a movement rate of 18 and moves silently. It has ld4 hit points plus one additional hit point per level of the caster. Undead mounts can be turned as skeletons if they are primarily bones or as zombies otherwise. Undead mounts ridden by more powerful undead cannot be turned separately but if the rider is turned so is the mount.
The caster can choose, when creating the undead mount, to make it glow very faintly with a yellow green or red hue.
The material components of this spell are a drop of water, a human hair, and a pinch of powdered hoof. The bones or body of the animal that will serve as the mount also are needed.
Notes: Uncommon for necromancers; otherwise, very rare. Known to be in Tidings of Conflict and Woe
Undead Servant
(Necromancy)
Level: 1
Range: 10 yds.
Components: V, S, M
Casting Time: 1 turn
Duration: 1 hr. + 1 turn/level
Area ofEffect: 1 body
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 commands until destroyed, dispelled, or the spell duration expires.
The material component is a pinch of graveyard dirt.
Notes: Restricted to necromancers, rare. (Updated from POLYHEDRON Newszine.)
Unlife - Red Wizard
(Necromancy)
Level: 8
Range: Touch
Components: V, S, M
Casting Time : 8
Duration: Permanent
Area of Effect: Creature touched
Saving Throw: Neg.
Used only by evil wizards, this spell enables the caster to transform a single victim into an undead creature under his or her control. The caster touches the subject, who must then save vs. death magic. If the save fails, the subject instantly dies and is transformed into an undead creature under the control of the caster.
The exact type of undead depends upon the level of the victim. Individuals of levels 1-3 become skeletons (50%) or zombies (50%). Those of levels 4-6 become ghouls, those of levels 7-8 become wights, and those of level 9 or higher become wraiths.
Using this spell, the caster can control a number of undead creatures equal to his or her level.
The material component of this spell is dirt from a freshly dug grave.
Notes: Restricted to evil wizards. Uncommon for Red Wizards of Thay; otherwise rare.
Vampire Production
Lost spell, rumored to be known by a rare type of necromancer, the Deathmaster.
Wight Production
Lost spell, rumored cast by the Deathmaster: a rare type of necromancer.
Wraith Production
Lost spell, rumored cast by the Deathmaster, a rare type of necromancer.
Zombie Animation
(Necromancy, Alteration)
Level: 3
Range: 50 Ft. + 10 ft./level
Components: V, S, M
Casting Time: 2
Duration: 1 rd./level
Area of Effect: 1 zombie/level
Saving Throw: None
Zombie animation is simply an animate dead spell that produces one specially prepared zombie for every level of the caster. The corpses can then be animated at a range of 50 feet plus 10 feet per level of the caster. The zombie is animated for only 1 round per level of the caster (unless destroyed or dispelled). The corpse must be immersed in a bath of special salts for 1 full turn at any time before the casting of spell. Such a bath costs 200 gp and can soak up to ten corpses.
Notes: Restricted to Deathmasters (uncommon) and necromancers (rare). (Updated from DRAGON Magazine.)
Zombie Double
(Necromancy)
Level: 7
Range: 0
Components: V, S, M
Casting Time: 1 turn
Duration: 1 turn/level
Area of Effect: Special
Saving Throw: None
This spell creates a ju-ju zombie duplicate of the caster. The zombie double has the memories, consciousness, and alignment as the caster; essentially, the caster now exists in two bodies simultaneously. In all other respects the zombie double is the same as a normal ju-ju zombie. The double cannot cast spells, but it can use a weapon exactly as the caster. It is also able to climb walls as a thief, with a 92% chance for success. The double can be turned as a spectre. If it strays more than 30 yards from the caster, the double becomes inactive and collapses to the ground; it becomes active again the instant the caster moves within 30 yards.
The material components for this spell are a bit of wax from a black candle and a lock of hair from the caster.
Notes: Restricted to necromancers, uncommon.
Immediate Animation
(Necromancy)
Level: 10
Range: 0
Components: V, S, M
Preparation Time: Special
Casting Time: 1 turn
Duration: Special
Area of Effect: 360-ft. radius
Saving Throw: None
This spell allows the caster to animate a large number of dead creatures. The creatures must have been slain within one hour before the spell is cast. All dead creatures must be in the area of effect at the time of casting. The caster can animate 400 Hit Dice of creatures for each level beyond the 20th level (400 at 21st level, 800 at 22nd, and so on).
Preparation time for the spell is optional. Every day spent in preparation prior to casting increases the number of creatures animated Each day adds Hit Dice equal to the caster’s level. Thus, a 21st-level caster adds 21 Hit Dice for the first day, 21 more for the second day, and so on. The entire preparation time must be spent in a dark place, poring over ancient necromantic tomes.
The animated creatures become zombies under the control of the caster, with as many Hit Dice as they had in life (a 6 Hit Die thri-kreen becomes a 6 HD zombie thri-kreen). Animated creatures lose all magical, special, and psionic abilities, but retain all physical characteristics. Once slain as zombies, the corpses are considered too badly damaged to be animated a second time. The animated creatures are turned according to their Hit Dice (not necessarily as zombies). The creatures animated by this psionic enchantment must be destroyed or disrupted, magics such as dispel magic are ineffective.
The material component for this spell is the gathered weaponry of fallen warriors, stained with their enemies’ blood; at least one weapon per creature animated. As the common practice on Athas is to loot bodies of their weapons, this component may not be readily available.
Notes: Restricted to defilers, common. The dragon orb is also a required focus.
Raise Nation
(Necromancy)
Level: 10
Range: 90 yds.
Components: V, S, M
Preparation Time: 60 days
Casting Time: 10 turns
Duration: Instantaneous
Area of Effect: Special
Saving Throw: None
This spell allows the caster to animate the skeletons of a long-dead civilization. Before preparation can begin, the caster must locate an appropriate site of ruins. This site need not contain complete skeletons: these will assemble from powdered fragments, it that is all that is left of them. The site must not have any creatures living there, and must have been abandoned for at least 100 years.
During preparation, the Wizard must spend all his waking hours searching the ruins, learning everything he can about them, readying the site for his necromancy.
Once cast, a number of skeletons will animate according to the general size of the ruin site. The DM knows the extent of the ruins and can use the table, modified for any special circumstances he envisions (see table).
Raise Nation Table
Size Number of Skeletons
outpost 10-40
Village 40-400
City 200-2,000
Great City 1,00-4,000
The skeletons are completely under the command of the caster. They are no different from other skeletons. They have no knowledge of their past lives or civilization-they merely serve the caster. The skeletons remain active until destroyed, but will not venture further than 75 miles from their ruins.
Once cast on a set of ruins, this spell cannot be cast there again by any wizard. A randomly discovered ruin is 10% likely to have had a raise nation spell already cast there, but the caster has no way to know this without some sort of divination magic.
The material component for the spell is a collection of items from the ruin site that have been well preserved; these items must total at least 1,000 cp in present day value.
Notes: Restricted to defilers, common.
Undead's Lineage
(Divination)
Level: 10
Range: Touch
Components: V, S, M
Preparation Time: 120 days
Casting Time: 1 turn
Duration: Special
Area of Effect: Undead creature touched
Saving Throw: Neg.
With this spell, the caster can divine the history of a single undead creature, thereby gaining great power over that mature.
During preparation, the caster must spend at least eight hours per day studying necromancy and tomes about undeath. (The caster must procure such materials before beginning the preparation time.) Adventures that focus on the undead may be included as part of the preparation time, if the DM desires.
The wizard must make a successful attack roll when the spell is cast. Once the spell is cast, the undead creature is allowed a saving throw vs. spell at a -3 penalty. Failure means the caster immediately knows the personal history of the creature as well as does the creature itself. This might include (but is not limited to): family history and occupation during life; circumstances of death; circumstances of undeath; and history since attaining undeath.
This intimate knowledge gives the caster complete control over the undead creature. The undead performs any task ordered. The details learned may lead to some knowledge or old or ancient events, at the DM's option. Extremely powerful undead, such as liches and some vampires, may receive another chance to save each week or even after each task, if the DM so decides.
The spell lasts until one of the following events occurs: The undead creature is permanently destroyed; the caster is made to forget (even temporarily) the things he has learned; a wizard of higher level casts this spell on the same undead creature (thus stealing control); or the caster voluntarily ends the spell.
While the caster learns much about the undead, the undead learns much about the caster. If the caster dies with an undead creature under this spell, then the caster immediately becomes a weaker undead under the creature's control. Mindless undead such as skeletons or zombies exert no control; the caster becomes a mindless undead of their type. A wizard who becomes undead in this manner cannot be revived by known magic.
The material components of this spell are an eye, ear, nose, tongue, and finger, each taken from a separate undead creature of the same type as the target creature.
Notes: Restricted to preservers and defilers, common.
High Magic Effects Table
Use for elven high magi casting 9th-level or high magic spells. These effects can he reversed only by the intervention of a deity, even a wish spell is ineffective.
D100 Roll Effect
01-25 None
26-50 Mage takes 1d4 points of damage
51-60 Mage must save vs. spell or fall unconscious 1d6 hours
61-65 Mage loses all spells as if cast; must rememorize to use
66-70 Mage ages ldl0 years
71-72 Mage ages 2d10 years
73 Mage ages 1d100 years
74 Caster permanently loses 1 Strength
75 Caster permanently loses 1 Dexterity
76 Caster permanently loses 1 Charisma
77 Caster permanently loses 1 Constitution
78 Caster permanently loses 1 Intelligence
79 Caster permanently loses 1 Wisdom
95 Mage loses 1d4 experience levels
96 Caster loses 1d4 points from a randomly determined ability score
80-82 Caster permanently loses 1d4 hit points
83-84 Caster permanently loses 1d6 hit points
85-86 Caster permanently loses 1d8 hit points
87-88 Mage immediately takes 2d8 damage
89-90 Mage immediately takes 2d10 damage
92 Mage immediately takes 3d10 damage
93 Mage ages ldl00 years
93-94 Mage loses 1 experience level
97 Caster loses 1d6 points from a randomly determined ability score
98 Gate to a lower plane opens; caster immediately lost but can be rescued
99 Mage loses all magical abilities; reduced to 0 level
100 Mage dies immediately; can be resurrected
to 110 Mage dies and reanimates as undead
to 120 Mage dies and suffers destruction (dust) or retributive strike explosion (as staff of power), 50% chance of either