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Spells

All material on this page is open content.
 

Camouflage
Version: 1.0 (05-May-2001)
Author: Michael S. Thibault/Todd Ruthman
Illusion (Glamer)
Level: Brd 1, Sor/Wiz 1
Components: V, S, M/DF
Casting Time: 1 action
Range: Personal or touch
Target: The caster or person or object weighing no more than 100 lb./level
Duration: 10 minutes/level (D)
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)

The creature or object touched takes on chameleon-like properties in order to blend into his surroundings. The subject receives a +2 bonus per caster level to hide checks for the duration of the spell. All of the conditions for hiding must be met as per the skill description. See Invisibility will not reveal the creature or object touched, but True Seeing or an area Dispel Magic will allow a second Spot Check to be rolled without the bonus from the Camouflage spell.

If the recipient is a creature carrying gear, the gear acquires these properties, too. Items dropped or put down by a camouflaged creature lose the benefits of the spell; items picked up immediately gain these properties.

This spell can be made permanent with the Permanency spell.

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Far Hearing
Version: 1.0 (05-May-2001)
Author: Michael S. Thibault/Todd Ruthman
Abjuration
Level: Brd 1, Rgr 1, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target: Creature Touched
Duration: 1 minute / level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

The subject gains the ability to hear noises originating at a great distance as if they were close at hand. Instead of +1 on the DC of a listen 10 feet the origin of the sound is distant from the caster, the modifier is +1 for every 50 feet. The spell also imparts a limited amount of comfort with the sensation of hearing many sounds at once. If the caster spends one round concentrating on listening in a given direction there are no ill-effects for listening in that direction. If the caster has not spent a round concentrating on blocking out the background noise there is a +5 modifier applied to the skill check DC in addition to the distance modifier of +1/50ft. Each new direction requires a round of concentrating, where no Listen check is rolled. This does not grant the ability to overcome impediments to hearing other than distance, so a door still adds +5 to the DC (and two doors would add +10 to the DC).

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Feet of Stone
Version: 1.0 (05-May-2001)
Author: Michael S. Thibault/Todd Ruthman
Transmutation
Level: Brd 2, Clr 2, Drd 2, Sor/Wiz 2
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./level)
Target: One living creature
Duration: 1d4+1 rounds
Saving Throw: Will negates
Spell Resistance: Yes

The subject's feet become anchored in the ground and is unable to move from that spot. In all other respects he has able to move and react normally. The subject is unable to take any move action, or action that requires locomotion (such as Charge or Bull Rush), but is able to attack, defend and cast spells as normal.

The subject must be touching the ground for the spell to take effect, creatures flying or swimming are unaffected.

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Freezing Fog
Version: 1.0 (05-May-2001)
Author: Michael S. Thibault/Todd Ruthman
Conjuration (Creation)
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft. level)
Effect: Fog that spreads in a 30-ft. radius, 20 ft. high
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

A bank of magical fog billows out from the point the character designates. The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has one-half concealment (attacks suffer a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can't use sight to locate the target). Additionally, the fog inflicts 2d6 of cold damage / round to all of those within the fog.

A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round.

The spell does not function underwater.

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Invisible Fist
Version: 1.0 (11-Jun-2001) (changed to subdual damage)
Author: Michael S. Thibault/Todd Ruthman
Evocation [Force]
Level: Sor/Wiz 1
Components: V, S, F
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Force object
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes

This spell calls into existence a fist-shaped force-object that can be directed to attack one creature or object. The fist moves and attacks as directed by the caster (directing it is a free action). The fist can move up to 30' and attack in the same round. Since the invisible fist is directed by the character, its ability to notice or attack invisible or concealed creatures is no better than the character's.

The fist can attack once per round at an attack bonus equal to the caster's level + the caster's Intelligence or Charisma bonus (for Wizards or Sorcerers, respectively). The hand does 1d4 points of subdual damage + the caster's Intelligence or Charisma bonus.

If the fist is not directed in a round is moves back to the caster and hovers above his head. If the fist is within 5' of the caster, as a move-equivalent action the caster can fully control the fist. Full control of the fist allows the caster to ready actions and take attacks of opportunity with the fist. The fist does not threaten an area but treats the caster's threatened area which is adjacent to the fist as its own. In any case, it cannot attack into non-adjacent squares.

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Message Implant
Version: 1.0 (05-May-2001)
Author: Michael S. Thibault
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 3, Sor/Wiz 4
Components: V, S
Casting Time: 1 action (see text)
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: Permanent (see text)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

The caster sequesters a section of the subject's mind and implants a message that can only be revealed under predetermined circumstances.

Casting the spell takes one action, if the subject fails his save or chooses not to save the caster proceeds to implant the desired message. The message can be up to one minute for every 2 caster levels.

After the message is implanted the caster sets the conditions under which the message will be related. The subject will not be able to willingly or unwillingly recall the content or meaning of message until the conditions are met. The subject will also not be able to willingly or unwillingly recall the conditions that will release the message. The message and conditions of release can be related to the subject after the spell has been cast but there is no enhancement to their recall from the spell.

Conditions can be as specific or as general as the caster wishes. For example, the caster could dictate that the subject "Go to Venishe and tell the first noble person you meet.", or the caster could dictate that the subject "Reveal the message when Duke Lantris Sum says, 'Tell me the message'." Additional instructions can be given to a willing subject, but they are not part of the spell. You can instruct the subject to tell the Duke that the message he bears is of the utmost confidentiality, but if the Duke says "Tell me the message" in a crowded room the subject will be compelled to reveal the entire message immediately.

The spell does not compel the subject to fulfill the conditions - if the subject is unwilling to go to the Swamp City of Urd, the spell cannot force him to go. Other spells might, though, and do not affect the implanted message.

If the message is in a language the subject doesn=t understand the subject will still relay the message perfectly, but will not understand what he has said. This does not grant the listener the ability to understand the message, though. The spell works entirely independently of listeners. If the Duke is Charmed by an evil Wizard into saying "Tell me the message" the subject will reveal the message.

Although the spell impels the subject to perfectly render the message, this does not impart or allow the ability to cast spells of any sort (even those with only verbal components) or trigger magic items. It will work for ensuring the recall of complex passwords and codes to bypass magical traps or any other normal effect of mundane speech.

Only one message can be implanted in a subject at any given time. If the conditions for revealing the message are never met then the subject cannot have another message implanted. Dispel Magic will erase an implanted message and its conditions, an Antimagic Field will suppress the message and its conditions, but the message will not be lost. If the conditions occur again, outside of an Antimagic Field, then the message will be revealed. The subject does not radiate magic while a message is implanted.

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Web site © 2001 Todd Ruthman. 'd20 System' and the 'd20 System' logo are Trademarks owned by Wizards of the Coast and are used according to the terms of the d20 System License version 1.0. A copy of this License can be found at www.wizards.com All open content has a style of oc, set to the color #b22222, unless otherwise specified at the top of the page.