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Fifth Order Enchantments

 

 

Calmiira's Coalstorm (Evocation [Fire])

 

Level: Sor/Wiz 5

Components: V, S, M

Casting Time: 1 action

Range: Medium (70 ft. + 10 ft. / level)

Duration: 1 action

Target: 30 ft. diameter circle

Saving Throw: Reflex partial

Spell Resistance: Yes

 

The mage pulls down burning coals to rain from the heavens upon her foes. This spell only functions under an open sky. A rain of burning coals pounds down into the area of effect doing a d6 per caster level (maximum 15d6). A successful Reflex Save reduces damage by half. Half of the damage is impact [blunt] and half fire. Combustibles within the area of effect must save or be ignited, carried oil adding its damage to the base damage from the spell. If cast over water, the spell creates steam equal in area to a double strength wall of fog. The material components for this spell are 50gp of ruby dust and a block of charcoal, both of which are thrown upwards and consumed as the spell is cast.

 

Charm of Aware Air (Divination)

 

Level: Sor/Wiz 5

Components: V, S

Casting Time: 1 action

Range: Personal

Duration: 1 round/ level

Target: Path 10 ft. / level long x 10 ft. wide

Saving Throw: No

Spell Resistance: No

 

This spell serves as a multipurpose detection/location spell. Through use of the spell, the caster can locate objects or persons personally known to him. The spell simultaneously combines the following: see invisible, detect magic, detect secret door, locate object, know alignment, and find traps. Nondetection foils this spell as does three feet of solid stone or one inch of gold or lead.

 

Draujunjle's Dissimulation (Abjuration)

 

Level: Sor/Wiz 5

Components: V, S, M

Casting Time: 1 action

Range: Personal

Duration: 1 hour/ level

Target: 30 ft. radius centered on caster

Saving Throw: No

Spell Resistance: No

 

Tired of being spied upon by magical means, the illusionist Draujunjle devised this improved version of nondetection to secret himself and his companions from observation. While the spell is in effect, any creature or object within its cloak cannot be affected by any divination spells. The material component for this spell is a bit of lead foil.

 

Gaols of Dust (Evocation [Force])

 

Level: Sor/Wiz 5

Components: V, S, M

Casting Time: 1 action

Duration: Special

Target: One creature

Range: 10 ft. / level

Saving Throw: Will negates

Spell Resistance: Yes

 

The caster creates a swirling mass of glittering dust which coalesces into magical shackles on the target. If the target fails a Will Save at a ‑2 penalty, it becomes fettered to the ground for the spell's duration. The gaols of dust restrains all movement and action requiring limbs; optionally, the caster may fetter the target's mouth as well, but the Will Save has no penalty. The fetters are a combination of dust and ethereal energy, making them almost impossible to break. The target may make a Str check (DC = 40) to shatter the bonds after 10 minutes; as the spell weakens (every hour), the DC drops by a factor of 10, and the target may check again. A successful dispel magic frees the victim as does an unbinding. A globe of invulnerability, anti-magic shell, wall of force, or prismatic sphere will prevent the bonds from forming. The material components for this spell are a pinch of dust and powdered diamond worth 500gp.

 

Geyser (Conjuration [Creation])

 

Level: Sor/Wiz 5

Components: V, S

Casting Time: 1 action

Range: Medium (10 ft./ level)

Target: 10 ft. radius eruption

Duration: 1 minute

Saving Throw: Reflex partial

Spell Resistance: Yes

 

The mage calls forth a burst of superheated water and steam from the ground. The geyser originates from a 2 foot column and rains down to fill the area of effect. Creatures caught within the blast will take 5d10 points of damage from the heat and force of the erupting geyser. Additionally, objects under 100 pounds are carried aloft and hurled out of the area for another 2-12 points of damage. A successful Reflex Save halves damage and prevents hurling.

 

Glimlis’ Eyes (Evocation [Varies])

 

Level: Sor/Wiz 5

Components: V, S, M

Casting Time: 10 minutes

Range: Touch

Target: One creature

Duration: Until discharged

Saving Throw: Fortitude partial

Spell Resistance: Yes

 

A magic eye uses its gaze to destroy any who trespass on the mage’s demesnes. This spell was devised by the arch-mage Glimlis to protect better his treasures. When cast, the wizard traces an eye over the object to be protected. The eye guards invisibly over its charge until unauthorized contact occurs. The eye attacks being not specifically named by the caster in the spellcasting. When disturbed, the eye appears above the object and fires a beam of energy which varies in effect by the material component used. The beam unerringly hits the trespasser. Other effects may be possible but are not known.

 

Color of Eye           Damage Type                 Damage (maximum 15d6)                        

ruby                              fire                                     1d6/level

diamond                      lightning                           1d6/level

sapphire                      cold                                    1d6/level

onyx                             acid                                    1d6/level

moonstone                sonic                                  1d6/level

emerald                      polymorph                         Fortitude Save or polymorphed

amethyst                    stun                                    Will Save or stunned 2-12 minutes

 

The material component for this spell is 100gp of the appropriate powdered gemstone.

 

Harcon's Surge of Power (Transmutation)

 

Level: Sor/Wiz 5

Components: V, M

Casting Time: 1 action

Range: Medium (120 ft.)

Duration: 2‑3 minutes

Target: One spellcaster

Saving Throw: Will negates

Spell Resistance: Yes

 

The mage distorts spellcasting by enemy casters. Upon pronunciation of the words of this spell, the target spellcaster must make a Will Save at a -2 penalty. If the save is successful, the spell is negated. If not,the enemy spellcaster receives a surge of magical energy added whenever a spell is attempted during the duration of the surge of power. Unless a spellcraft check is made (DC = 30 unless the target has been personally seen the spell), the target is ignorant of the spell’s effects. Any spell cast by the affected creature receives enough energy to activate prematurely as if quickened, although before the caster can target it. If the spell is non-offensive, then its quickened casting time actually helps the opponent; however, a fireball going of at ground zero is another story entirely. Harcon's Surge of Power gives no indication of what spells another caster is casting, so it is a hit or miss affair. This spell is also effective against spell-like powers or supernatural powers of magical creatures. The material components for this spell are a concave lens and a piece of nilbog hide.

 

Houdini's Shrinking Sphere (Evocation [Force])

 

Level: Sor/Wiz 5

Components: V, S, M

Casting Time: 1 action

Range: Close (30 feet)

Duration: 1 minute/ 2 levels

Target: 1 ft. diameter/ 2 levels

Saving Throw: Reflex negates

Spell Resistance: Yes

 

The caster creates a globe of pulsing energy that surrounds its targets and crushes them. Creatures making a successful Reflex Save jump clear from the area of effect; others suffer a most grisly fate. The sphere resembles Otiluke's Resilient Sphere with one major difference: immediately upon its creation, it begins shrinking at the rate of two feet in diameter per round. Creatures trapped within are crushed when the diameter of the sphere reaches less than their height. The first round of crushing does 2d6 damage, the second, 4d6, the third 6d6, etc. until the spell ends. Escape through extradimensional means is blocked by the sphere once an initial save is failed. Only spells like dispel magic, anti-magic shell, unbinding, or disintegrate can destroy the sphere prematurely. The material component for this spell is 100gp of diamond dust.

 

Iridar's Inertia (Transmutation)

 

Level: Sor/Wiz 5

Components: V, S, M

Casting Time: 1 action

Range: Personal

Duration: 1 minute/ level

Area of Effect: 30 ft. radius centered on caster

Saving Throw: Will negates (x3, see text)

Spell Resistance: Yes

 

The caster alters his immediate surrounding so it becomes more difficult to traverse. Enemies approaching the caster are affected by slow, and their movement becomes 10 ft./ round despite their best efforts to approach faster. As soon as a creature enters the area of effect, it must make a Will Save. If successful, it moves normally for 10 feet then must make another Will Save at -2 to continue normal advancement. Creatures closing the final 10 feet to the caster take a full melee round to do so. Rate of attack with melee weapons is unhindered, just approach to the caster. Missiles entering the area are automatically slowed, so the caster has ample time to move before they strike. The material component is a drop of molasses. The gnomish illusionist Iridar Brightweaver first fashioned this spell to give him additional time to use against approaching enemies.

 

Keronyx's Slimespell (Evocation [Acid])

 

Level: Sor/Wiz 5

Components: V, S, M

Casting Time: 1 action

Range: Close (30 ft.)

Duration: 1 round/ 2 levels

Saving Throw: Reflex partial (see text)

Spell Resistance: Yes

 

This caster conjures handfuls of acid to throw at opponents. The caster makes a ranged attack roll for each globule using his full attack sequence. If a globule hits, it does 5d4 points in acid damage and an additional 2d4 points of acid damage on each subsequent round. A successful save halves initial damage but not secondary damage.  Any small object failing to save versus acid is destroyed. The material component for this spell is an anhkheg tongue.

 

Keronyx's Unseen Archers (Conjuration [Calling])

 

Level: Sor/Wiz 5

Components: V, S, F, M

Casting Time: 1 round

Range: Close (10 ft.)

Duration: 1 minute/ level

Target: 1 weapon/ 3 levels

Saving Throw: No

Spell Resistance: No

 

The caster summons warrior spirits to attack his foes with missiles. Once cast, affected weapons animate and attack using a fighter’s base ranged attack equal to two-thirds of the caster's level. Force projectiles appear in the weapons without the need to supply ammunition. What weapons can be animated and to what degree depends on the caster level. The caster can always use a lower level of weapon if he so chooses.

 

Caster level                      Weapon                          

9th – 11th                       Shortbow

12th - 14th                      Longbow

15th – 17th                    Heavy Crossbow

18th +                              Specialized Weapon

 

The focus for this spell is the weapons for each bowman to be animated. These may be carried or borrowed from other sources in range. The material component for the spell is a drop of blood from the caster.

 

Phobia (Illusion [Phantasm])

 

Level: Sor/Wiz 5

Components: V, S

Casting Time: 1 action

Range: 30 feet or special

Duration: Special

Target: One creature

Saving Throw: Special

Spell Resistance: Yes

 

The mage creates an unnatural fear in the target creature a specific fear for some condition the caster names (e.g. darkness, the underground, enclosed spaces, elves, dragons, etc.). Whenever the target encounters the phobia, it stands frozen in fear to the stimulus for one minute, then hysterically flees. Phobia has two versions, one quick acting and a delayed, far more insidious, form. When cast in the first form, phobia takes immediate effect on the target creature unless a successful Will Save is made. If the creature fails its save, it will flee as stated above for one minute per caster level.

 

The second version is far more devious, because it requires that the target accept some object that the caster has prepared with the spell. If the target creature accepts the item, he falls prey to the spell the next time the stimulus condition occurs in his presence with no save. When used in this manner, it is likely that the target will have no idea the spell has been placed on him until it activates. The target flees10 minutes before regaining rationality. Thereafter, the second phobia takes effect whenever the stimulus occurs until the target creature is slain, or has a successful exorcism or remove curse placed upon him. Fortunately, a creature can only have one phobia at a time; a second casting always fails if a phobia is already in place. This specialized version of fear was created by Barilithalde when he was apprenticed to Mobius.

 

Poisonpages (Necromancy, Evocation [Acid])

 

Level: Sor/Wiz 5

Components: V, S, M

Casting Time: 1 hour

Range: Touch Duration: Until discharged

Target: One paper object

Area: 10 ft. diameter sphere centered on object

Saving Throw: Fortitude partial

Spell Resistance: Yes

 

The mage protects an object from unauthorized use with a poisonous magical trap. Although the name of the mage who created this spell is not known with certainty, it is attributed to the works of Endore. As the mage casts the spell, he names himself and up to two others who may handle the work without enacting the dweomer. When an unauthorized person or creature touches the work, a spray of red mist fills the area centered on the work. All creatures within this area must make a Fortitude Save or suffer the effects of a poison spell in addition to a d6 in acid damage per caster level (maximum 10d6). A successful save negates the poison effects, and the creature only takes half damage from acid. This spell in no way harms the work on which it was cast. The poison created by the spell is a combination gas and contact poison, so items or spells which prevent breathing do not offer immunity, although they do confer a +2 circumstance bonus to the save. The material components for this spell are 500gp of powdered ruby, the fangs of a spitting cobra, and a drop of mercury.

 

Shadowcloak (Abjuration, Necromancy)

 

Level: Sor/Wiz 5

Components: V, S

Casting Time: 1 action

Range: Personal

Duration: 2 minutes/ level

Target: The caster

Saving Throw: No

Spell Resistance: Yes

 

The mage surrounds himself with a swirling cloak of shadows, protecting him from attack. While in effect, the cloak adds a +3 deflection bonus to armor class, +1 to all saving throws, and makes themage immune to normal weaponry. Any creature making physical contact (unarmed, small, or medium-sized weapons) with the mage loses a temporary point of strength and 2d4 hit points for each physical attack made; these points heal the mage (up to his maximum hit points). Spell resistance can negate the draining and damage effects; one check is made the first time contact is made. An added effect of this cloak is that the wearer is immune to any life draining attack, including the loss of strength by shadows or magic. The magecannot opt to purposefully touch attack with this spell. This spell is negated by dispel magic, continual flame, or deeper darkness. Any being immune to draining attacks takes no damage from this spell, and any item which protects against draining similarly protects its bearer.

 

Siren's Kiss (Conjuration [Calling])

 

Level: Sor/ Wiz 5

Components: V, S, M

Casting Time: 1 action

Range: Medium (60 ft.)

Target: One creature

Duration: Instantaneous

Saving Throw: Fortitude partial

Spell Resistance: Yes

 

The mage fills the victim's lungs with water. Unless a Fortitude Save is made, the victim dies from drowning at the end of the round. A successful save negates the spell, but causes 4d8 in damage as the water is forcibly ejected from the victim's lungs. A victim of the spell is considered dazed on the round it coughs up water. This spell has no effect upon the inanimate, outsiders, or the undead. The material components for this spell are a vial of seawater and a mermaid's scale.

 

Sphere of Secrecy (Evocation [Force])

 

Level: Sor/Wiz 5

Components: V, S, M

Casting Time: 1 action

Range: Personal

Target: 10 ft. diameter sphere, centered on caster

Duration: 10 minutes + 1 minute/ level

Saving Throw: No

Spell Resistance: No

 

The mage creates an opaque globe around himself and any others within the initial area of effect; this globe prevents all attempts at spying. The globe blocks all attempts using the listen, read lips, spot, and search skills. No divination spell or spell-like power of 6th level of below can penetrate the sphere. A familiar’s telepathic bond with its master is severed if one is inside the sphere and the other outside. Furthermore, no living creature may physically enter the globe from outside, although missile weapons and non-divination spells may do so. The caster may end the dweomer at will, and a dispel magic can bring down the globe. The material component for this spell is a small glass sphere surrounded by beeswax.

 

Terror (Necromancy [Fear, Mind-affecting])

 

Level: Sor/Wiz 5

Components: V, S

Casting Time: 1 action

Range: Close (60 ft. + 5 ft./ level)

Effect: 60 ft. long cone, 30 ft. diameter at the base, and 5 ft. at the apex

Duration: 2 minutes/ level

Saving Throw: Will negates

Spell Resistance: Yes

 

Except as noted, this spell is the same as the fourth level arcane spell, fear (q.v.). If a Will Save is failed, all saving throws are made at a –4 penalty, and the base chance for dropping an item increases to 80%.

 

Unbinding (Abjuration)

 

Level: 5

Components: V, S, M

Casting Time: 10 minutes

Range: Personal

Target: Creature touched

Duration: 1 day/ level

Saving Throw: Yes (harmless)

Spell Resistance: Yes (harmless)

 

The caster frees himself or another from unwanted constraints. This spell must be cast in advance of its use. When later activated by force of will, the dweomer acts to remove any unwanted restraints upon the recipient. This includes physical restraints such as ropes, gags, nets, garrotes, fetters, shackles, and chains as well as any other object which may be inhibiting the full movement of the recipient at that moment. This spell does nothing to prevent further effects which can impede the recipient. Unbinding is also capable of instantly removing the following spell or spell-like effects: webs, slows, holds, paralysis, polymorphs, and silences. Similar spell effects of 1st through 4th level spells are subject to DM ruling. The material component for this spell is a length of 3 links of silver chain, worth at least 10gp, which must be carried on the recipient for the spell to remain effective. If longer chains are used, then three links disappear each time the spell is cast.

 

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