Level: | 1 |
School: | Conjuration/Summoning |
Range: | 5 yards |
Components: | V,S |
Duration: | 2 rounds/level |
Casting time: | 1 |
Area of effect: | Special |
Saving throw: | None |
Description: This spell conjures one, small, normal, non-poisonous, spider. The only real purpose in doing so is to use in combination with the common Drow spell Spidereyes.
The spider conjured can see with it's eight eyes in a 120°, with an infravision of 60'. It moves at move 12 because of it's magical nature.
The spider can be controlled like an automaton by the silent will of the caster. If the caster does not concentrate on controlling the spider, it will behave like any normal spider. It will not, however move more than 5 yards from the place where the caster last directed it to.
Level: | 1 |
School: | Enchantment/Charm |
Range: | 5 yards/level |
Components: | S,M |
Duration: | 2 rounds/level |
Casting time: | 1 (3 if cigar not lighted) |
Area of effect: | 10' radius sphere |
Saving throw: | 1/2 |
Description: When this spell is cast, the caster puffs a cigar (or pipe) and blows a thick cloud of smoke in the direction of the target(s). Anyone inside the area of effect (which is instantly filled with thick, gray smoke) must save vs. spells (at +2 if the victim is a smoker) or take the full effect of this spell. Those that save are only affected for half the spell's duration.
Anyone in the area of effect gets water in his eyes and starts to cough. This gives a +2 penalty to initiative, +2 to casting time (for a total of +4 penalty to spellcaster's initiatives), -2 penalty to attacks and saves and a +2 AC penalty.
Note that the caster is never affected by his own spell, and can thus center the spell on himself without adverse effects.
Note also that the spell's duration is only 1 round/level if cast in a windy area, and is 3 rounds/level if cast underground.
The material component for this spell is a cigar (or pipe with pipeweed) which is consumed in the casting (the pipe, however is not consumed, only the tobacco).
Level: | 1 (and Priest 1) |
School: | Enchantment/Charm (Charm sphere) |
Range: | 100 yards + 5 yards/level |
Components: | V,S |
Duration: | 10 rounds + 1round/level |
Casting time: | 1 |
Area of effect: | One person (or rather; one tongue) |
Saving throw: | Special |
Description: This spell is very effective to silence people. The spell affects only the tongue of one creature of size Larges or smaller. This spell is a lesser variant of the Hold Person spell and is believed to have been created as a joke, but then have it's real potential discovered.
This spell paralyzes the tongue of the victim, effectively preventing speech (and thus all spellcasting dependant on speech). The victim recieves a saving throw vs. paralyzation at -4 to resist the spell's effects.
If the saving throw fails, the tongue is paralyzed for the duration of the spell. If the save is made, however, the tongue is only numbed, adding two to casting time and giving a 20% chance of spell failure.
This affects only spells with verbal components.
Level: | 1 |
School: | Alteration, Enchantment |
Range: | Touch |
Components: | V,S,M |
Duration: | Special |
Casting time: | 1 round |
Area of effect: | One set of clothes |
Saving throw: | None |
Description: By means of this spell, the wizard makes the clothes to be affected resistant to damage, giving the creature wearing them the equivalent AC of a leather armor (AC 8). This is not cumulative with other armor, but can be used with dexterity, items of protection (but nothing that gives a fixed AC, like Braces of Defence or Buckle of Armor), one-handed style etc. This "armor" does not hinder the character in any way, not more than the clothes did before they were enchanted. This "armor" does not hinder spellcasting in any way.
Like the similar Armor spell this spell has "hit points". This spell lasts until dispelled or until the wearer suffers (16 + 1/level) hps of damage. Note that this spell does not absorb any damage, the wearer suffers full damage from all attacks, the spell only grants the AC of 8.
The material component of this spell are the clothes to be affected and a small piece of a leather armor that has been worn in at least one life or death fight.