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History Edit

  • During the Age of Heroes, Adea the Demigods was born from the God Reluna and a mortal human. She was a wild mage and her emotions caused her to undergo different powers that enhanced and hindered Adea in Combat. Adea's hair color will change based on how impassioned she is and what emotion she is feeling strongly.
  • Area trademark weapon was her metal whip which she wrapped around herself like a garment when not in combat.
  • She found her Half-Brother Arcas early on in her journeys. Arcas was also a child of Reluna, but had a different Human parent than Adea.
  • Adea and her siblings prevent the warlord General Ironsides from building an empire.
  • Adea and Arcas eventually met the Demigod Emma. Emma at first pretended to also be a child of Reluna like Adea and Arcus, but the truth was that she was actually a child of the goddess Felumbra instead.
  • In the Nesting Fen swamp, at a sunken tower, while fighting a Necromancer, Arcas was slain by an ally with a poison blade. The gods Felumbra and Reluna appear in person after Arcas's death. Emma gave up her Divine Soul for Arcas to be resurrected. Emma was a mortal and Arcas remained a Demigod.
  • Adea adopts the fox pet Kitsune, previous owned by Arcas's (temporary) killer.
  • Adea and her siblings befriended a family of Cloud Giants who have fallen to The World and lead them to some mountains for their new home. At the flooded crater of the Cloud Giants created when they landed was a Philosophers' Stone that Arcas collected.
  • Adea and her siblings later prevent Lord Redfoot of the Town of Hoskar from using the Hall of Gems to amplify a magical spell of some kind (possibly related to the tower that Fenric from Dicing with Death saw in the swamp, as well as the Necromancer's Tower where Arcas had been previously killed. The final purpose of this spell is unknown.
  • A few months after the events at the Hall of Gems, Arcas was slain again, this time by a Vampire. A day later Arcas rose as a Demigod Vampire himself. Arcas decapitated Adea, killing her. Emma was also slain by Arcas, but was risen as a Normal Vampire by Demigod Vampire Arcas.

Weapon Proficiencies Edit

  • Chain Whip

Non-Weapon Proficiencies Edit

  • Horseback Riding
  • Animal Handling
  • Animal Lore
  • Dancing
  • Singing
  • Reading / Writing
  • Ancient History
  • Religion
  • Acting
  • Appraising
  • Etiquette
  • Swimming

Equipment Edit

  • Chain
  • Book
  • Talepuss spellbook
  • Jeremiah spellbook
  • Necromancer's spellbook

Spells Edit

  • Level 1:
    Armor
     1  Armor S M V  
     Range  AoE
     Touch  1 creature
     Casting Time  Duration
     1 rd.  Special
     Save  Damage
     None  
     Materials
     finely cured leather that has been blessed by a priest
    By means of this spell, the wizard creates a magical field of force that serves as if it were scale mail armor (+4AC). The spell has no effect on a person already armored or a creature with Armor Class 14 or better. It is not cumulative with the shield spell, but it is cumulative with Dexterity and, in the case of fighter/mages, with the shield bonus. The armor spell does not hinder movement, adds no weight or encumbrance, nor does it prevent spellcasting. It lasts until successfully dispelled or until the wearer sustains cumulative damage totaling greater than 8 points + 1 per level of the caster. (It is important to note that the armor does not absorb this damage. The armor merely grants an AC of 14; the wearer still suffers full damage from any successful attacks.) Thus, the wearer might suffer 8 points from an attack, then several minutes later sustain an additional 1 point of damage. Unless the spell were cast by a wizard of 2nd level or higher, it would be dispelled at this time. Until it is dispelled, the armor spell grants the wearer full benefits of the Armor Class gained. The material component is a piece of finely cured leather that has been blessed by a priest.
     School  Source
     Conjuration/Summoning  Players Hand Book page 170
    ,
    Burning Hands
     1  Burning Hands S V  
     Range  AoE
     0  The caster
     Casting Time  Duration
     1  Instantaneous
     Save  Damage
     1/2  1d3+ 2/level
     Materials
     '
    When the wizard casts this spell, a jet of searing flame shoots from his fingertips. His hands must be held so as to send forth a fan-like sheet of flames: the wizards thumbs must touch each other and fingers must be spread. The burning hands send out flame jets of five-foot length in a horizontal arc of about 120 degrees in front of the wizard. Any creature in the area of the flames suffers 1d3 hit points of damage, plus 2 points for each level of experience of the spellcaster, to a maximum of 1d3+20 points of fire damage. Those successfully saving vs. spell receive half damage. Flammable materials touched by the fire bum (e.g., cloth, paper, parchment, thin wood, etc.). Such materials can be extinguished in the next round if no other action is taken.
     School  Source
     Alteration  Players Hand Book page 170
    ,
    Detect Magic
     1  Detect Magic S M V  
     Range  AoE
     0  10 ft. x 30 yds.
     Casting Time  Duration
     1 rd.  1 turn
     Save  Damage
     None  
     Materials
     Holy Symbol
    When the detect magic spell is cast, the priest detects magical radiations in a path 10 feet wide and up to 30 yards long, in the direction he is facing. The intensity of the magic can be detected (dim, faint, moderate, strong, or overwhelming). The caster has a 10% chance per level to determine the sphere of the magic, but unlike the wizard version of the spell, the type of magic (alteration, conjuration, etc.) cannot be divined. The caster can turn, scanning a 60 arc per round. The spell is blocked by solid stone at least 1 foot thick, solid metal at least 1 inch thick, or solid wood at least 1 yard thick. The spell requires the use of the priest's holy symbol.
     School  Source
     Divination  Players Hand Book page 253
    ,
    Enlarge
     1  Enlarge S M V  
     Range  AoE
     5 yds./level  1 creature or object
     Casting Time  Duration
     1  5 rds./level
     Save  Damage
     Negate  
     Materials
     a pinch of powdered iron
    This spell causes instant growth of a creature or object, increasing both size and weight. It can be cast only upon a single creature (or a symbiotic or community entity) or upon a single object that does not exceed ten cubic feet in volume per caster level. The object or creature must be seen to be affected.

    It grows by up to 10% per level of experience of the wizard, increasing this amount in height, width, and weight.

    Magical properties are not increased by this spell - a huge sword +1 is still only +1, a staff-sized wand is still only capable of its normal functions, a giant-sized potion merely requires a greater fluid intake to make its magical effects operate, etc.

    Weight, mass and strength are affected, though. Thus, a table blocking a door would be heavier and more effective, a hurled stine would have more mass (and cause more damage), chauns would be more massive, doors thicker, a thin lin turned to a sizeable, longer rope, and so on. A creature's hit points, Armor Class, and attack rolls do not change, but damage rolls increace proportionally with size.

    For example, a fighter at 160% normal size hits with his long sword and rolls a 6 for damage. The adjusted damage roll is 10 (that is 6 x 1.6 = 9.6, rounded up). Bonuses due to Strength, class, and magic are not altered.

    The reverse spell, reduce, negates the enlarge spell or makes creatures or objects smaller. The creature or objectl oses 10% of its original size for every level of the caster, to a minimum of 10% of the original size. Thereafter, the size shrinks by one-foot increments to less than one foot, by one-inch increments to one inch, and by 1/10-inch increments to a minimum of 1/10 of an inch - the recipient cannot dwindle away to nothingness.

    For example, a 16-foot-tall giant reduced by a 15th-level wizard (15 steps) would be reduced to 1.6 feet (in nine steps), then to 6/10 of a foot or 7.2 inches (in one step), and finally to 2.2 inches (in the last five steps). A shrinking object may damage weaker materials affixed to it, but an object will shrink only as long as the object itself is not damaged. Unwilling creatures are allowed a saving throw vs. spell.

    The material component of this spell is a pinch of powdered iron.
     School  Source
     Alteration  Players Hand Book page 173
    ,
    Hold Portal
     1  Hold Portal V  
     Range  AoE
     20 yds./level  20 sq. ft./level
     Casting Time  Duration
     1  1 rd./level
     Save  Damage
     None  
     Materials
     '
    This spell magically bars a door, gate, or valve of wood, metal, or stone. The magical closure holds the portal fast, just as if it were securely closed and locked.

    Any extra-planar creature (djinn, elemental, etc.) with 4 or more Hit Dice can shatter the spell and burst open the portal. A wizard of 4 or more experience levels higher than the spellcaster can open the held portal at will. A knock spell or a successful dispel magic spell can negate the hold portal.

    Held portals can be broken or physically battered down.
     School  Source
     Alteration  Players Hand Book page 175
    ,
    Jump
     1  Jump S M V  
     Range  AoE
     Touch  Creature touched
     Casting Time  Duration
     1  1d3 rds.+ 1 rd./level
     Save  Damage
     None  
     Materials
     a grasshopper's hind leg
    The individual touched when this spell is cast is empowered to leap once per round for the duration of the spell. Leaps can be up to 30 feet forward or straight upward or 10 feet backward.

    Horizontal leaps forward or backward have only a slight arc - about two feet per 10 feet of distance traveled. The jump spell does not ensure safety in landing or grasping at the end of the leap.

    The material component of this spell is a grasshopper's hind leg, to be broken by the caster when the spell is cast.
     School  Source
     Alteration  Players Hand Book page 176
    , ,
    Magic Missile
     1  Magic Missile S V  
     Range  AoE
     60 yds.+ 10 yds./level  1 or more creatures in a 10-foot cube
     Casting Time  Duration
     1  Instantaneous
     Save  Damage
     None  1d4+1
     Materials
     '
    Use of the magic missile spell creates up to five missiles of magical energy that dart forth from the wizards fingertip and unerringly strike their target. This includes enemy creatures in a melee. The target creature must be seen or otherwise detected to be hit, however, so near-total concealment, such as that offered by arrow slits, can render the spell ineffective. Likewise, the caster must be able to identify the target. He cannot direct a magic missile to \"Strike the commander of the legion,\" unless he can single out the commander from the rest of the soldiers. Specific parts of a creature cannot be singled out. Inanimate objects (locks, etc.) cannot be damaged by the spell, and any attempt to do so wastes the missiles to no effect. Against creatures, each missile inflicts 1d4+1 points of damage. For every two extra levels of experience, the wizard gains an additional missile - he has two at 3rd level, three at 5th level, four at 7th level, etc., up to a total of five missiles at 9th level. If the wizard has multiple missile capability, he can have them strike a single target creature or several creatures, as desired.
     School  Source
     Invocation/Evocation  Players Hand Book page 176
    ,
    Mending
     1  Mending S M V  
     Range  AoE
     30 yds.  1 object / level
     Casting Time  Duration
     1  Permanent
     Save  Damage
     None  
     Materials
     two small magnets of any type or two burrs
    This spell repairs small breaks or tears in objects. It will weld a broken ring, chain link, medallion, or slender dagger, providing but one break exists. Ceramic or wooden objects with multiple breaks can be invisibly rejoined to be as strong as new. A hole in a leather sack or wineskin is completely healed over by a mending spell.

    This spell does not, by itself, repair magical items of any type. One turn after the spell is cast, the magic of the joining fades, and the effect cannot be magically dispelled.

    The maximum volume of material the caster can mend is one cubic foot per level.

    The material components of this spell are two small magnets of any type (lodestone in all likelihood) or two burrs.
     School  Source
     Alteration  Players Hand Book page 176
    ,
    Nahal's Reckless Dweomer
     1  Nahal's Reckless Dweomer S V  
     Range  AoE
     Special  Special
     Casting Time  Duration
     5  Special
     Save  Damage
     Special  
     Materials
     '
    This spell is the wild mage's ultimate last-resort spell. When cast, the mage releases a sudden flood of wild magical enorgy in the hope of seizing and shaping that energy into a desired spell effect. The attempt usually fails, but something almost always occurs in the process.

    Before casting the spell, the mage announces the spell effect he is trying to create. The mage must be able to cast the spell (i.e., have it in his spell books), but need not have it memorized. After announcing the spell (along with the target and any other conditions required by the spell), the wild mage casts Nahal's reckless dweomer. A burst of magical energy is released, which the wild mage tries to manipulate into the desired form. The actual effect of the spell is rolled randomly on Table 2: Wild Surge Results.

    Because the release of energy is planned by the mage, his level is added to the dice roll. If the result indicates success, the mage has shaped the magical energy into the desired effect. More often than not, the effect is completely unexpected.The result may be beneficial to the mage or it may be completely disastrous; this is the risk the mage takes in casting Nahal's reckless dweomer.
     School  Source
     Invocation/Evocation  Tome of Magic page 20
    ,
    Patternweave
     1  Patternweave S M V  
     Range  AoE
     10 yards  10-foot square
     Casting Time  Duration
     3  1 round
     Save  Damage
     Special  
     Materials
     a small hand lens
    Patternweave allows the caster to make sense of apparent chaos. The caster can see such things as pottery shards reformed into a whole pot, shreds of paper formed into a page, scattered parts as a working machine, or specific trails appearing out of overlapping footprints.

    After casting the spell, the mage studies seemingly random elements-broken bits of glass,shreds of paper, intermingled trails, etc. The items to be studied must be tangible-coded flashing lights, garbled speech, or thoughts of any kind cannot be studied.

    The wizard must study the random elements for one round, after which the DM secretly makes a saving throw vs. spell for the wizard. If the saving throw is failed, the spell fails. However,if the saving throw is successful, the caster sees in his mind the pattern these objects form. If the items studied are truly random, no information is gained.

    After the caster has visualized the pattern, he can attempt to reassemble the parts into their original form. This requires another saving throw vs. spell to determine whether the mage remembers sufficient details to accomplish the task. The amount of time required and the quality of restoration vary according to the complexity of the pattern. Reassembling a shredded map may be easy; reassembling a broken clock is significantly more difficult; rebuilding a shattered mosaic is extremely difficult. In any case, the wizard can make only a reasonable copy of the item. He can use this spell to restore works of art, but they will be worth only a small percentage of their original value.

    The material component is a small hand lens through which the caster studies the objects. The lens is not consumed in the casting.
     School  Source
     Divination  Tome of Magic page 20
    ,
    Phantasmal Force
     1  Phantasmal Force S M V  
     Range  AoE
     60 yds.+ 10 yds./level  400 sq. ft.+ 100 sq. ft./level
     Casting Time  Duration
     1  Special
     Save  Damage
     Special  
     Materials
     a bit of fleece
    This spell creates the illusion of any object, creature, or force, as long as it is within the boundaries of the spell's area of effect. The illusion is visual and affects all believing creatures (undead are immune) that view it. It does not create sound, smell, or temperature. Effects that depend on these senses usually fail. The illusion lasts until struck by an opponent - unless the spellcaster causes the illusion to react appropriately - or until the wizard ceases concentration upon the spell (due to desire, moving, or a successful attack that causes damage).

    Saving throws for illusions are explained under \"Illusions\" in Chapter 7: Magic and under \"Adjudicating Illusions\" at the beginning of Appendix 2.

    Creatures that disbelieve the illusion see it for what it is and add +4 to associates' saving throws if this knowledge can be communicated effectively. Creatures believing the illusion are subject to its effects, again as explained under Illusions.

    The illusionary effect can be moved by the caster within the limits of the area of effect. The DM has to rule on the effectiveness of this spell; detailed guidelines are outlined under \"Illusions\" in Chapter 7: Magic and under \"Adjudicating Illusions\" at the beginning of Appendix 2.

    The material component of the spell is a bit of fleece.
     School  Source
     Illusion/Phantasm  Players Hand Book page 177
    ,
    Read Magic
     1  Read Magic S M V  
     Range  AoE
     0  Special
     Casting Time  Duration
     1 rd.  2 rds./level
     Save  Damage
     None  
     Materials
     a clear crystal or mineral prism
    By means of a read magic spell, the wizard is able to read magical inscriptions on objects - books, scrolls, weapons, and the like - that would otherwise be totally unintelligible. (The personal books of the wizard, and works already magically read, are intelligible.) This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed scroll. Furthermore, once the spell is cast and the wizard has read the magical inscription, he is thereafter able to read that particular writing without recourse to the use of the read magic spell. The duration of the spell is two rounds per level of experience of the spellcaster; the wizard can read one page or its equivalent per round. The wizard must have a clear crystal or mineral prism, which is not expended, to cast the spell.
     School  Source
     Divination  Players Hand Book page 178
    ,
    Taunt
     1  Taunt S M V  
     Range  AoE
     60 yds.  30-ft. radius
     Casting Time  Duration
     1  1 rd.
     Save  Damage
     Negate  
     Materials
     a slug, which is hurled at the creatures
    A taunt spell enables the caster to jape and jeer effectively at a single type of creature with an Intelligence of 2 or greater.

    The caster need not speak the language of the creatures. His words and sounds have real meaning for the subject creature or creatures: challenging, insulting, and generally irritating and angering the listeners. Those failing to save vs. spell rush forth in fury to do battle with the spellcaster.

    All affected creatures attack the spellcaster in melee if physically capable of doing so, seeking to use body or hand-held weapons rather than missile weapons or spells.

    Separation of the caster from the victim by an impenetrable or uncrossable boundary (a wall of fire, a deep chasm, a formation of set pikemen) causes the spell to break. If the caster taunts a mixed group, he must choose the type of creature to be affected.

    Creatures commanded by a strong leader (i.e., with a Charisma bonus, with higher Hit Dice, etc.) might gain a saving throw bonus of +1 to +4, at the DMs discretion.

    If used in conjunction with a ventriloquism spell, the creatures may attack the apparent source, depending upon their Intelligence, a leader's presence, and so on.

    The material component is a slug, which is hurled at the creatures to be taunted.
     School  Source
     Enchantment/Charm  Players Hand Book page 179
    ,
    Unseen Servant
     1  Unseen Servant S M V  
     Range  AoE
     0  30-ft. radius
     Casting Time  Duration
     1  1 hr.+ 1 turn/level
     Save  Damage
     None  
     Materials
     a piece of string and a bit of wood
    The unseen servant is a non-visible, mindless, and shapeless force, used to step and fetch, open unstuck doors, and hold chairs, as well as to clean and mend.

    It is not strong, but unfailingly obeys the command of the wizard.

    It can carry out only one activity at a time and can move only light-weight items - carry a maximum of 20 pounds or push or pull 40 pounds across a smooth surface. It can open only normal doors, drawers, lids, etc.

    The unseen servant cannot fight, nor can it be killed, as it is a force rather than a creature. It can be magically dispelled, or eliminated after receiving 6 points of damage from area-effect spells, breath weapons, or similar attacks. If the caster attempts to send it beyond the allowed radius, the spell ends immediately.

    The material components of the spell are a piece of string and a bit of wood.
     School  Source
     Conjuration/Summoning  Players Hand Book page 180
    ,
    Ventriloquism
     1  Ventriloquism M V  
     Range  AoE
     10 yds./level, max 90 yds.  1 creature or object
     Casting Time  Duration
     1  4 rds.+ 1 rd./level
     Save  Damage
     Special  
     Materials
     a parchment rolled up into a small cone
    This spell enables the wizard to make his voice - or someone else's voice - or a similar sound seem to issue from someplace else, such as from another creature, a statue, from behind a door, down a passage, etc.

    The spellcaster can speak in any language that he knows, or make any sound that he can normally make. With respect to such voices and sounds, anyone rolling a successful saving throw vs. spell with a -2 penalty detects the ruse.

    If cast in conjunction with other illusions, the DM may rule greater penalties or disallow an independent saving throw against this spell in consideration of its contribution to the total effect of the combined illusion.

    The material component of this spell is a parchment rolled up into a small cone.
     School  Source
     Illusion/Phantasm  Players Hand Book page 180
    ,
  • Level 2:
    Chaos Shield
     2  Chaos Shield S V  
     Range  AoE
     0  The caster
     Casting Time  Duration
     2  1d10 rounds +2 rounds/level
     Save  Damage
     Special  
     Materials
     '
    Following the discovery of wild magic came the discovery of wild surges and the personal danger such surges create. After several wild mages destroyed themselves by rather spectacular means (or suffered very odd side effects), the chaos shield was created as protection from these surges.

    This spell imbues the wild mage with special protection against the effects of wild surges. It protects only against wild surges caused by the caster's own spells,not from the effects of another mage's surges.

    When a wild surges affects a caster protected by chaos shield,he is allowed a saving throw vs. magic.If the saving throw is successful, the effect of the surge on the caster is negated. If the saving throw is failed, the caster is affected normally by the surge. The spell does not protect against wild surges that might be caused by its own casting.

    The chaos shield protects of a wild surge for other characters who might be in the area of effect.The caster cannot voluntarily cancel the protection once he has learned the nature of a wild surge;the chaos shield protects from both good and harmful effects. Thus,if a wild surge resulted in a heal spell for all characters within 10 feet of the caster,the protected caster might not benefit, while all others in the radius would be healed.

    The spell remains in effect until it negates a wild surge or the spell duration expires.
     School  Source
     Abjuration  Tome of Magic page 21
    ,
    ESP
     2  ESP S M V  
     Range  AoE
     5 yds./level, 90 yds. max  1 creature per probe
     Casting Time  Duration
     2  1 rd./level
     Save  Damage
     None  
     Materials
     a copper piece
    When an ESP spell is used, the caster is able to detect the surface thoughts of any creatures in range - except for those of undead and creatures without minds (as we know them).

    The ESP is stopped by two or more feet of rock, two or more inches of any metal other than lead, or a thin sheet of lead foil.

    The wizard employing the spell is able to probe the surface thoughts of one creature per round, getting simple instinctual thoughts from lower order creatures. Probes can continue on the same creature from round to round or can move on to other creatures.

    The caster can use the spell to help determine if a creature lurks behind a door, for example, but the ESP does not always reveal what sort of creature it is.

    If used as part of a program of interrogation, an intelligent and wary subject receives an initial saving throw. If successful, the creature successfully resists and the spell reveals no additional information. If the saving throw is failed, the caster may learn additional information, according to the DMs ruling.

    The creature's Wisdom adjustment applies, as may additional bonuses up to +4, based on the sensitivity of the information sought.

    The material component of this spell is a copper piece.
     School  Source
     Divination  Players Hand Book page 182
    ,
    Locate Object
     3  Locate Object S M V  
     Range  AoE
     60 yds. + 10 yds./level  1 object
     Casting Time  Duration
     1 turn  8 hrs.
     Save  Damage
     None  
     Materials
     '
    This spell helps locate a known or familiar object. The priest casts the spell, slowly turns, and will sense when he is facing in the direction of the object to be located, provided the object is within range--for example, 90 yards for 3rd-level priests, 100 yards for 4th, 110 yards for 5th, etc. The spell locates such objects as apparel, jewelry, furniture, tools, weapons, or even a ladder or stairway. Once the caster has fixed in his mind the items sought, the spell locates only that item. Attempting to find a specific item, such as a kingdom's crown, requires an accurate mental image. If the image is not close enough to the actual item, the spell does not work; in short, desired but unique objects cannot be located by this spell unless they are known by the caster. The spell is blocked by lead.

    The casting requires the use of a piece of lodestone.

    The reversal, obscure object, hides an object from location by spell, crystal ball, or similar means for eight hours. The caster must touch the object being concealed.

    Neither application of the spell affects living creatures.
     School  Source
     Divination  Players Hand Book page 268
    ,
    Magic Mouth
     2  Magic Mouth S M V  
     Range  AoE
     10 yds.  1 object
     Casting Time  Duration
     2  Special
     Save  Damage
     None  
     Materials
     a small bit of honeycomb
    When this spell is cast, the wizard imbues the chosen object with an enchanted mouth that suddenly appears and speaks its message when a specified event occurs. The message, which must be of 25 words or less, can be in any language known by the spellcaster, and can be delivered over a period of one turn.

    The mouth cannot speak magical spells or use command words. It does, however, move to the words articulated - if it is placed upon a statue, the mouth of the statue would actually move and appear to speak. Of course, the magic mouth can be placed upon a tree, rock, door, or any other object, excluding intelligent members of the animal or vegetable kingdoms.

    The spell functions when specific conditions are fulfilled, according to the command of the spellcaster.

    Some examples are to speak \"to the first creature that touches you,\" or \"to the first creature that passes within 30 feet.\"

    Commands can be as general or as detailed as desired, although only visual and audible triggers can be used, such as the following: \"Speak only when a venerable female human carrying a sack of groat clusters sits crosslegged within 1 foot.\" Such visual triggers can react to a character using the disguise ability. Command range is 5 yards per level of the wizard, so a 6th-level wizard can command the magic mouth to speak at a maximum encounter range of 30 yards (\"Speak when a winged creature comes within 30 yards.\").

    The spell lasts until the speak command can be fulfilled; thus, the spell duration is variable. A magic mouth cannot distinguish invisible creatures, alignments, level, Hit Dice, or class, except by external garb. If desired, the effect can be keyed to a specific noise or spoken word.

    The material component of this spell is a small bit of honeycomb.
     School  Source
     Alteration  Players Hand Book page 185
    ,
    Nahal's Nonsensical Nullifier
     2  Nahal's Nonsensical Nullifier S M V  
     Range  AoE
     Touch  Creature touched
     Casting Time  Duration
     2  1d6 rounds + 1 round/level
     Save  Damage
     None  
     Materials
     a small amount of egg yolk
    This spell scrambles the aura of the affected creature, giving random results to know alignment,detect evil, and detect lie spells cast on that creature.

    When a protected creature is the focus of one of these divinations, the information gained is randomly determined. Thus, if know alignment is used against a chaotic evil creature protected by the nonsensical nullifier, the response could be any alignment combination. If two characters both use the same divination on the same target, two random results are generated.

    A new random result is generated each round;thus, continued observation of a protected creature usually results in different answers. The table below should be used to determine the random alignment.(See book for table ).

    The material component is a small amount of egg yolk smeared into the hair of the recipient.
     School  Source
     Abjuration  Tome of Magic page 22
    ,
    Wall of Gloom
     2  Wall of Gloom S M V  
     Range  AoE
     30 yards  Two 10-ft. cubes, + one 10-ft. cube/level (max. is 8 cubes)
     Casting Time  Duration
     2  2d4 rds. + 1 rd./level
     Save  Damage
     Special  
     Materials
     a bit of fleece
    This spell creates a wall or barrier of ominous shadow in any area within the spell range. The wall of gloom does not obscure sight completely, but objects or creatures within the wall, or on its other side, are dim shadows that can barely be seen. Creatures attempting missile fire through the wall suffer a -2 penalty to their attack rolls. In addition,the supernatural cold and darkness of the wall of gloom may cause creatures moving through the wall to recoil in fear. Creatures of 4 Hit Dice or less who enter the wall must make saving throw vs. spell or retreat for 1d3 rounds; creatures of 4+1 to 7 Hit Dice must save or hesitate for 1 round before entering the wall; and undead and creatures of 7+1 Hit Dice or more ignore the wall's fear effects. The wall can take any shape the caster desires, as long as it is at least 10 feet high and 10 feet thick.The material component is a bit of fleece from a black sheep and the eyelash of a revenant.
     School  Source
     Conjuration/Summoning  Spells and Magic page 143
    ,
  • Level 3:
    Alternate Reality
     3  Alternate Reality S M V  
     Range  AoE
     0  Creature touched
     Casting Time  Duration
     3  Instantaneous
     Save  Damage
     None  
     Materials
     a small, unmarked die
    With this spell, the caster creates a small variation in probabilities. This variation lasts only a moment, but creates alternate results for one recent event. When the spell is cast, any one event attempted by the recipient during the previous round is recalculated, essentially allowing (or forcing) the creature to make new die rolls.

    Only events that begin and end in a single round can be affected. Only one die roll can be rerolled. If the creature touched is a willing recipient,the player can choose which roll (the original or the new roll) affects him, more than likely picking the most successful. If the creature is unwilling,he must redo the action. The second result,whatever its outcome, cannot be changed.

    Typical uses of this spell include allowing a fighter to reroll an attack, forcing an opponent to reroll a saving throw, or allowing a wizard to ceroll the damage caused by a fireball.

    The material component is a small, unmarked die.
     School  Source
     Alteration  Tome of Magic page 24
    ,
    Bands of Sirellyn
     3  Bands of Sirellyn S M V  
     Range  AoE
     40 yards  1 creature
     Casting Time  Duration
     3  1 turn + 1 rd./level
     Save  Damage
     Negate  
     Materials
     three miniature bands of silver
    Once employed by the mysterious ancient wizard known as the Arcanamach, the mage Sirellyn rediscovered this forgotten dweomer many centuries after its last use. The spell causes a number of shining metal bands to materialize out of the air, encircling and capturing a target of the caster's choice. The victim is allowed a saving throw vs. spell to elude capture, with a -1 penalty per three caster levels(for example,-1 for a 4th to 6th level caster,-2 for a 7th to 9th level caster,-3 for a 10th to 12th level caster, and so on),since higher-level casters tend to conjure more bands in a denser pattern. Any creature of less than size G can be snared, but gargantuan monsters are simply too big to be restrained by the bands. The spell requires three miniature bands of silver that are interlocked so that all three are connected.
     School  Source
     Conjuration/Summoning  Spells and Magic page 143
    ,
    Clairaudience
     3  Clairaudience S M V  
     Range  AoE
     Unlimited  
     Casting Time  Duration
     3  1 rd./level
     Save  Damage
     None  
     Materials
     a small horn of at least 100gp value
    The clairaudience spell enables the wizard to concentrate upon some locale and hear in his mind any noise within a 60-foot radius of the spell's casting point. Distance is not a factor, but the locale must be known - a place familiar to the spellcaster or an obvious one (such as behind a door, around a corner, in a copse of trees, etc.).

    Only sounds that are normally detectable by the wizard can be heard by use of this spell. Lead sheeting or magical protections prevent the operation of the spell, and the wizard has some indication that the spell is so blocked.

    Note that it functions only on the wizard's current plane of existence. The spell creates an invisible sensor that can be magically dispelled.

    The material component of the spell is a small horn of at least 100gp value.
     School  Source
     Divination  Players Hand Book page 190
    ,
    Dispel Magic
     3  Dispel Magic S V  
     Range  AoE
     60 yds.  30-ft. cube or 1 item
     Casting Time  Duration
     6  Special
     Save  Damage
     None  
     Materials
     '
    When a priest casts this spell, it has a chance to neutralize or negate the magic it comes in contact with as follows: First, it has a chance to remove spells and spell-like effects (including device effects and innate abilities) from creatures or objects. Second, it may disrupt the casting or use of these in the area of effect at the instant the dispel is cast. Third, it may destroy magical potions (which are treated as 12th level for purposes of this spell).

    Each effect or potion in the spell's area is checked to determine if it is dispelled. The caster can always dispel his own magic; otherwise, the chance depends on the difference in level between the magical effect and the caster. The base chance of successfully dispelling is 11 or higher on 1d20. If the caster is of higher level than the creator of the effect to be dispelled, the difference is subtracted from this base number needed. If the caster is of lower level, the difference is added to the base. A die roll of 20 always succeeds and a die roll of 1 always fails. Thus, if a caster is 10 levels higher than the magic he is trying to dispel, only a roll of 1 prevents the effect from being dispelled.

    A dispel magic can affect only a specially enchanted item (such as a magical scroll, ring, wand, rod, staff, miscellaneous item, weapon, shield, or armor) if it is cast directly upon the item. This renders the item nonoperational for 1d4 rounds. An item possessed or carried by a creature has the creature's saving throw against this effect; otherwise, it is automatically rendered nonoperational. An interdimensional interface (such as a bag of holding) rendered nonoperational is temporarily closed. Note that an item's physical properties are unchanged: A nonoperational magical sword is still a sword.

    Artifacts and relics are not subject to this spell, but some of their spell-like effects may be, at the DM's option.

    Note that this spell, if successful, will release charmed and similarly beguiled creatures. Certain spells or effects cannot be dispelled; these are listed in the spell descriptions.

    Summary of Dispel Effects Source of Effect Resists As Result of Dispel Caster None Dispel automatic Other caster/ Level/HD of Effect negated innate ability other caster Wand 6th level Effect negated Staff 8th level Effect negated Potion 12th level Potion destroyed Other magical item 12th, unless special * Artifact DM discretion DM discretion * Effect negated; if cast directly on item, item becomes nonoperational for 1d4 rounds.
     School  Source
     Abjuration  Players Hand Book page 267
    ,
    Feign Death
     3  Feign Death V  
     Range  AoE
     Touch  Person touched
     Casting Time  Duration
     1/2  1 turn + 1 rd./level
     Save  Damage
     None  
     Materials
     '
    By means of this spell, the caster or any other willing person can be put into a cataleptic state that is impossible to distinguish from actual death. Although the person affected can smell, hear, and know what is going on, no feeling or sight of any sort is possible; thus, any wounding or mistreatment of the body is not felt, no reaction occurs, and damage is only one-half normal. In addition, paralysis, poison, or energy level drain does not affect a person under the influence of this spell, but poison injected or otherwise introduced into the body becomes effective when the spell recipient is no longer under the influence of this spell, although a saving throw is permitted. However, the spell offers no protection from causes of certain death--being crushed under a landslide, etc. Only a willing individual can be affected by a feign death spell. The priest is able to end the spell effect at any time, but it requires a full round for bodily functions to begin again. Note that, unlike the wizard version of this spell, only people can be affected, and that those of any level can be affected by the priest casting this spell.
     School  Source
     Necromancy  Players Hand Book page 267
    ,
    Fireball
     3  Fireball S M V  
     Range  AoE
     10 yds.+ 10 yds./level  20-ft. radius
     Casting Time  Duration
     3  Instantaneous
     Save  Damage
     1/2  1d6/level
     Materials
     a tiny ball of bat guano and sulphur
    A fireball is an explosive burst of flame, which detonates with a low roar and delivers damage proportional to the level of the wizard who cast it - ld6 points of damage for each level of experience of the spellcaster (up to a maximum of 10d6).

    The burst of the fireball creates little pressure and generally conforms to the shape of the area in which it occurs. The fireball fills an area equal to its normal spherical volume (roughly 33,000 cubic feet - thirty-three 10' x 10' x 10' cubes).

    Besides causing damage to creatures, the fireball ignites all combustible materials within its burst radius, and the

    heat of the fireball melts soft metals such as gold, copper, silver, etc. Exposed items require saving throws vs. magical fire to determine if they are affected, but items in the possession of a creature that rolls a successful saving throw are unaffected by the fireball.

    The wizard points his finger and speaks the range (distanceand height) at which the fireball is to burst. A streak flashes from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball (an early impact results in an early detonation). Creatures failing their saving throws each suffer full damage from the blast.

    Those who roll successful saving throws manage to dodge, fall flat, or roll aside, each receiving half damage (the DM rolls the damage and each affected creature suffers either full damage or half damage [round fractions down], depending on whether the creature saved or not).

    The material component of this spell is a tiny ball of bat guano and sulphur.
     School  Source
     Invocation/Evocation  Players Hand Book page 191
    ,
    Flame Arrow
     3  Flame Arrow S M V  
     Range  AoE
     30 yds.+ 10 yds./level  Special
     Casting Time  Duration
     3  1 rd
     Save  Damage
     None  5d6
     Materials
     a drop of oil and a small piece of flint
    This spell has two effects. First, the wizard can cause normal arrows or crossbow bolts to become magical flaming missiles for one round. The missiles must be nocked and drawn (or cocked) at the completion of the spell. If they are not loosed within one round, they are consumed by the magic.

    For every five levels the caster has achieved, up to 10 arrows or bolts can be affected. The arrows inflict normal damage, plus 1 point of fire damage to any target struck. They may also cause incendiary damage. This version of the spell is used most often in large battles.

    The second version of this spell enables the caster to hurl fiery bolts at opponents within range. Each bolt inflicts 1d6 points of piercing damage, plus 4d6 points of fire damage.

    Only half of the fire damage is inflicted if the creature struck saves vs. spell.

    The caster receives one bolt for every five experience levels (two bolts at 10th level, three at 15th level, etc.). Bolts must be used on creatures within 20 yards of each other and in front of the wizard.

    The material components for this spell are a drop of oil and a small piece of flint.
     School  Source
     Conjuration/Summoning  Players Hand Book page 192
    ,
    Fool's Speech
     3  Fool's Speech S M V  
     Range  AoE
     Touch  Caster +1 creature/leve1
     Casting Time  Duration
     1 turn  1 hour/level
     Save  Damage
     None  
     Materials
     a small whistle made of bone
    With this spell, the wizard empowers himself and others of his choosing with the ability to speak a secret language incomprehensible to others.Creatures designated to speak the language must be touching each other when the spell is

    cast.

    Once cast, the characters can choose to speak normally or in their secret tongue. They can speak and understand this mysterious language fluently.

    Fool's speech is not recognizable as any known languages,nor does it remotely sound like any language.A comprehend language or tongues will not translate it.It can be understood by a character wearing a helm of comprehending languages and reading magic,although the normal percentage chances apply.

    The material component is a small whistle made of bone.
     School  Source
     Alteration  Tome of Magic page 25
    ,
    Lance of Disruption
     3  Lance of Disruption S V  
     Range  AoE
     0  5 ft. x 60 ft.
     Casting Time  Duration
     3  Instantaneous
     Save  Damage
     1/2  5d4+2/level
     Materials
     '
    This spell creates a beam of concussive, disrupting force that lashes out from the wizard's hand in a path 5 feet wide and 60 feet long. Any creatures caught in the beam's path suffer 5d4 points of damage, plus 2 points of damage per caster level (maximum damage is 5d4+30); for example, a 6th-level wizard would inflict 5d4+12 damage with the lance of disruption. Victims are allowed a saving throw vs. spell for half damage. The lance's energy delivers powerful blow against inanimate objects and can easily blast light furniture thin wooden walls, or fragile stonework to flinders. Barred wooden doors can be blasted of their hinges and even sturdy iron-bound doors or heavy stonework can be seriously damaged by the lance of disruption. Creatures with amorphous or non solid bodies, such as fire or air elementals and some oozes and slimes, are resistant to the lance's effects and only sustain half damage, or one-quarter damage with a successful save.
     School  Source
     Invocation/Evocation  Spells and Magic page 143
    ,
    Maximilian's Stony Grasp
     3  Maximilian's Stony Grasp S M V  
     Range  AoE
     20yards+10 yards/level  One creature
     Casting Time  Duration
     3  5 rounds+1 round/level
     Save  Damage
     Special  
     Materials
     a miniature hand sculpted from clay,
    This spell must be cast on stony ground,such as a manmade stone floor,a natural cavern floor, or a boulder-strewn field.It is not possible to cast the spell on a stone wall or ceiling.The spell causes an arm made of stone (about the same size as a normal human limb ) to rise from the ground beneath any creature targeted by the caster.The stony hand attempts to grasp the leg of the targeted creature, who is allowed a saving throw to avoid the effect;if the save is successful,the hand disappears.Each round thereafter, the hand has a 5% chance per level of the caster of reappearing and attacking.

    Creatures grasped by the hand suffer a movement rate of 0, AC penalty of -2, and attack penalty of -2. Grasped characters lose any Dexterity bonuses. The hand causes no damage to its victim.

    The stony limb has AC 2 and hit points equal to triple the caster's maximum hit points. The maximum number of hit points a stony hand may have is 60.

    The material component is a miniature hand sculpted from stone, which crumbles to dust when the conjured hand is destroyed or the spell expires.
     School  Source
     Alteration  Tome of Magic page 26
    ,
    Tongues
     4  Tongues S V  
     Range  AoE
     0  The caster
     Casting Time  Duration
     7  1 turn
     Save  Damage
     None  
     Materials
     '
    This spell enables the caster to speak and understand additional languages, whether they are racial tongues or regional dialects, but not communications of animals or mindless creatures. When the spell is cast, the spellcaster selects the language or languages to be understood. The spell then empowers the caster with the ability to speak and understand the language desired with perfect fluency and accent. The spell enables the priest to be understood by all speakers of that language within hearing distance, usually 60 feet. This spell does not predispose the subject toward the caster in any way.

    The priest can speak one additional tongue for every three levels of experience.

    The reverse of the spell cancels the effect of the tongues spell or confuses verbal communication of any sort within the area of effect.
     School  Source
     Alteration  Players Hand Book page 280
    ,

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Languages Edit

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