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Second Order Enchantments

Bland (Transmutation)

 

Level: Sor/Wiz 2

Components: V, S, M

Casting Time: 1 action

Range: Touch

Target: Creature touched

Duration: 1 minute + 1 minute/level

Saving Throw: Yes (harmless)

Spell Resistance: Yes (harmless)

 

The caster imbues the creature touched with a horrible taste and smell to predators.   Any creature of animal intelligence will shun the target of the spell as if the target were under a sanctuary spell.  Any creature biting the protected individual must make a Fortitude Save or retch.  Any creature retching will not bite the protected individual again, unless it succeeds at a Will Save.  The component for the spell is alumroot.

 

Calmiira's Claw Enhancer (Transmutation)

 

Level: Sor/Wiz 2

Components: V, S, M

Casting Time: 1 action

Range: Touch

Duration: 1 minute/ level

Target: Creature touched

Saving Throw: No

Spell Resistance: Yes (harmless)

 

The mage magically hardens a creature’s claws to do more damage. The spell has no effect on creatures without claws, and the spell does not give the target any enhancement to hit the will bypass damage reduction (e.g. magic fang). Each successful hit by the spell's target will do an additional +1 damage per 2 caster levels (maximum +5). The material component for this spell is a piece of hard mineral. (Note: This spell is an excellent enhancement for familiars and mages in polymorphed form. --Calmiira)

 

Croatia’s Wolf  (Conjuration [Summoning])

 

Level: Sor/Wiz 2

Components: V, S, M

Casting Time: Special

Range: Close (10 ft.)

Target: One creature

Duration: 2 rounds/level

Saving Throw: No

Spell Resistance: No

 

This spell is a specialized version of summon monster ii which enables the caster to specifically summon wolves. The wolf is loyal to the caster and fights on his behalf. The level of the caster determines the type of wolf summoned:

 

Caster’s Level                    Type of  Wolf             HD                 Special                                                                    

3rd                                        Wolf                           2d8+4

6th                                        Worg                         4d10+8          or 2 Wolves

9th                                       Dire Wolf                  6d8+14           or 3 Wolves or 2 Worgs 

12t                                       Winter Wolf             6d10+18        or 4 Wolves or 3 Worgs or 2 Dire Wolves       

 

If the spell’s duration expires before the wolf is killed, it disappears. The material component for this spell is a piece of wolf’s fur. This spell was devised by Croatia after an encounter with an opponent’s figuring of power.

 

Create Spring (Conjuration [Creation])

 

Level: Sor/ Wiz 2

Components: V, S, M

Casting Time: 1 action

Range: Touch

Target: One spring

Duration: 1 hour/ level

Saving Throw: No

Spell Resistance: No

 

The mage calls forth a spring of pure water from solid stone. The spring produces up to one gallon of water every ten minutes. If the water is not collected, it drains away. The material component is a two inch length of lead pipe.

 

Draujunjle’s Dazzler (Illusion [Pattern, Mind-affecting])

 

Level: Sor/Wiz 2

Components: V, S, M

Casting Time: 1 action

Range: Close (10 ft./ level)

Target: 10 ft. radius sphere/ 3 levels

Duration: Instantaneous

Saving Throw: Will partial

Spell Resistance: Yes

 

The mage creates a breathtaking display of bright lights. Any caught within its area of effect are affected as follows. Creatures having less than 3HD are dazed for 1d4 rounds, then dazzled for 2-8 rounds. Creatures having 3-5HD are dazed for 1-2 rounds then dazzled for 1-4 rounds. Creatures with 6HD+ are dazed for one round then dazzled for 1-2 rounds. A successful save by creatures at any level prevents the dazing effect and halves the dazzling effect. Note that this spell does not discriminate between friend and foe in its effects. The material component for this spell is a multi-faceted gem which is consumed in the casting.

 

Escutcheon of Thorns (Abjuration)

 

Level: Sor/Wiz 2

Components: V, M

Casting Time: 1 action

Range: Personal

Target: The caster

Duration: 6 minutes

Saving Throw: No

Spell Resistance: No

 

The caster sprouts razor-sharp thorns of magical energy from his body. While these thorns do no damage to the clothing or belongings of the caster, any other being contacting them with unarmed attacks takes d4+1 points of damage per three caster levels (maximum 5d4+5). Any being foolish enough to grapple or overbear the caster takes twice that amount for each round it remains in contact with the caster. The thorns are composed of magical force and can damage any attacker but cannot be used offensively. The material component for the spell is a manticore’s tail spike.

 

Faint (Enchantment [Compulsion])

 

Level: Sor/Wiz 2

Components: V, S

Casting Time: 1 action

Range: Medium (10 ft./ level)

Duration: 1 minute/ level

Target: 2 hit dice/ level

Area: Up to a 20 ft. radius

Saving Throw: Will negates

Spell Resistance: Yes

 

The mage causes creatures to faint. The spell affects the lowest hit dice creatures in the area first then moves progressively through creature hit dice until it can no longer effect creatures; creatures which save against the spell do not subtract hit dice from its potential. A creature which has more hit dice than the spell has left in hit dice is unaffected. Creatures which faint awaken at the end of the duration or if given smelling salts, slapped or splashed with water. This spell ineffective against outsiders, the undead or creatures which do not sleep (i.e. plants, molds, fungi, etc.).

 

Firestaff (Transformation)

 

Level: Sor/Wiz 2

Components: V, S, F

Casting Time: 1 action

Range: Personal

Target: One staff

Duration: 1 minute/level

Saving Throw: No

Spell Resistance: No

 

The mage transforms his staff into a burning weapon. The flames do no damage to the caster but inflict 2-8 points of fire damage to any small or medium opponent on each successful hit and 2-5 points to a large opponent. The firestaff is considered a +1 weapon for purposes of what it can hit. Note that the staff becomes flames for the spell’s duration, but it is not consumed. A staff with any other magical properties cannot call upon those powers while in flame form.

 

Gharappe's Dissolving Fluid (Evocation [Acid])

 

Level: Sor/Wiz 2

Components: V, S, M

Casting Time: 1 action

Range: Close (40 ft.)

Area: Stream of acid

Duration: Instantaneous

Saving Throw: Reflex negates

Spell Resistance: Yes

 

The caster sprays a stream of corrosive fluid from his fingertips. The fluid does 1d4 + 1 pts./ caster level (maximum 10d4 + 10) to any object it strikes. A successful Reflex Save means the fluid missed its target and continues on its trajectory until it hits something. Small objects get a +2 size bonus on this save, medium objects save normally, large objects save at -2, and very large at -6. Immobile objects get no save. The material component for this spell is a drop of acid.

 

Houdini's Handcuffs (Evocation [Force])

 

Level: Sor/Wiz 2

Components: V, S, M

Casting Time: 1 action

Range: Close (30 ft. + 5 ft. / 2 levels)

Duration: Special

Target: 1 medium creature

Saving Throw: Special (see text)

Spell Resistance: Yes

 

The mage locks the target’s hands together with green bands of force. A successful Reflex Save dissipates at the end of that melee round but foils any casting underway involving a somatic component. If the target fails a save, the handcuffs last for 1 round / 5 caster levels. Though most useful against spellcasters, this spell can be used against any creature having hands. Anyone wielding a weapon suffers a ‑4 on to hit rolls until the handcuffs dissipate, cannot use a shield, and loses any bonuses gained by dexterity. The handcuffs are susceptible to damage; 8 hit points shatters them as will the touch of any weapon of greater than +1 enchantment. The following spells or items prevent the handcuffs from forming or dispels them, ring of free action, chime of opening, brooch of shielding (although it expends 8 charges in order to do so), shield, Otto's Chime of Release, dispel magic and unbinding. Anti-magics of any kind are 100% effective against this spell. The material components for this spell are two interlocked iron rings and 50 gp of emerald dust.

 

Jinxtreau's Handbow (Transmutation)

 

Level: Sor/Wiz 2 Components: V, S, M

Casting Time: 1 action

Range: Long (180 ft.)

Duration: 1 minute/ level

Target: 1 missile/ level

Saving Throw: No

Spell Resistance: No

 

The caster enchants missiles to fire without a propelling device. Arrows, darts, quarrels (bolts), sling stones (bullets), and daggers can be enchanted with this spell. Each round, the caster need only hold the missile, and it will fly toward a chosen target. Each missile strikes using the mage’s best ranged attack score. The rate of fire is one missile per five caster levels per round. Damage is the same as if the projectile were fired from a normal weapon. The material components for the spell are the missiles; they are not consumed in the spellcasting, per se, but are subject to wear and tear from melee.

 

Moh’s Staff of Steel (Transformation)

 

Level: Sor/Wiz 2

Components: V, S, M

Casting Time: 1 action

Range: Personal

Target: One staff

Duration: 1 minute/level

Saving Throw: No

Spell Resistance: No

 

By means of this spell, the mage creates a staff from the material component as hard as steel yet light as wood. The staff does a 3-9 points of damage to small and medium creatures and 3-6 to large creatures on each successful hit in melee. The staff has other potential uses, such as wedging two walls apart, a monster’s mouth open, etc. A successful strength roll (DC 30) roll is required to break the dweomered staff. The material component for this spell is a small iron bar. The staff disappears when it is sundered or the duration ends.

 

Sharkbolt (Conjuration [Calling], Evocation [Force])

 

Level: Sor/Wiz 2

Components: V, S, M

Casting Time: 1 action

Range: Medium (50 ft. + 10 ft./ level)

Target: One shark/ 3 caster levels

Duration: Up to 1 minute/ 2 levels

Saving Throw: Reflex partial

Spell Resistance: Yes

 

The caster creates one or more bolts of water, each the size and shape of a small shark (size S). Each shark "swims" through the air or water to bite its target. Each bolt moves at 240 ft. speed and strikes as a 6HD monster, doing 2d4 hp + 1 caster/ level (maximum 2d4 + 10) damage per bolt. Each bolt continues to pursue its designated target until striking once or traveling beyond range. Concentration is unnecessary; the bolts pursue targets as long as the targets remain visible to the caster. The bolt may be attacked and reduced in strength by physical attacks. Each bolt is AC 14; if successfully struck by any physical blow, it loses some of its volume, attacking as a smaller shark. The bolt still pursues its target, but strikes as a 3HD monster doing half its normal damage. If struck a second time, the bolt dissipates harmlessly. The spell creates a number of bolts equal to one third the caster’s level (round down) to a maximum of 5 sharks. The necessary material components for the spell are a pinch of salt, three whole shark's teeth, and a dram of water. The ink of a squid or octopus can be used to add coloration the bolts.

 

Sneezing (Enchantment [Compulsion])

 

Level: Sor/Wiz 2

Components: V, S, M

Casting Time: 1 action

Range: Close (30 ft.)

Duration: 1 minute/ 2 levels

Area of Effect: 10 ft. radius

Saving Throw: Will negates

Spell Resistance: Yes

 

The mage causes creatures within the area of effect to fall into violent fits of sneezing. A successful Will Save negates the spell. While sneezing, creatures lose all dexterity bonuses, suffer a -4 circumstance penalty to initiative and skill checks, and must roll a successful Concentration check (DC = 20) each round in order to attack or cast spells. The material components for this spell are a pinch of dust and a pinch of pepper.

 

Sparkstorm (Evocation [Electricity])

 

Level: Sor/Wiz 2

Components: V, S

Casting Time: 1 action

Range: Close (10 ft./ level)

Target: Fan 10 feet in length and 40 feet wide at base

Duration: Instantaneous

Saving Throw: No

Spell Resistance: Yes

 

The caster creates a shower of blue-white sparks from his fingertips. All those within the area of effect take 2-12 points of electrical damage plus an additional point of damage per level of the caster (maximum +10).

 

Tasty (Transmutation)

 

Level: Sor/Wiz 2

Components: V, S, M

Casting Time: 1 action

Range: Touch

Target: Creature touched

Duration: 1 minute + 1 minute/level

Saving Throw: Will negates

Spell Resistance: Yes

 

The caster makes his target more delectable to creatures using bite attacks. The caster makes a successful touch. If the victim fails a Will Save, it tastes and smells delicious to attacking monsters. Creatures of animal intelligence or lower that  come within 10 feet of the affected target must make a Will Save or attack the affected target to the exclusion of other prey nearby.   The material component for this spell is a drop of honey.

 

Umbrella (Abjuration)

 

Level: Sor/Wiz 2

Components: V, S, M

Casting Time: 1 action

Area: One 10 ft. x 10 ft. square/ 5 levels

Target: Area over caster’s head

Duration: Special (see text)

Saving Throw: No

Spell Resistance: No

 

The caster evokes a planar area of protection above his head. The umbrella prevents falling objects or diving creatures from striking those protected beneath it by interposing itself. Thus, protected individuals could walk through a downpour and remain dry, be protected from a dropping piercer, an aerial attack, an ice storm etc.. The umbrella possesses a slightly pitched center, so a creature dropping on it would be ‘poured’ down a random side. The umbrella absorbs 2 points of damage per caster level before collapsing; any remaining damage is transferred to those beneath the protected area. The

absolute duration of the spell 10 minutes per caster level or until exhausted. This spell provides no protection from any attack that does not come from

above. The material component for this spell is bit of tightly stretched eelskin.

 

Veronica’s Spell of Indecision (Enchantment [Compulsion])

 

Level: Sor/Wiz 2

Components: V

Casting Time: 1 action

Range: Close (60 feet)

Target: One Creature

Duration: Special

Saving Throw: Will negates

Spell Resistance: Yes

 

The caster creates a brief moment of indecision a target failing a Will Save. The duration is dependent upon the wisdom of the target creature. The spell

has no effect on the undead, outsiders or creatures with wisdoms less than three or greater the eighteen. The effects of the spell vary as follows:

 

Target’s Wisdom                         Duration      

           4-8                                    3 rounds

           9-12                                  2 rounds

           13-15                                2 rounds

           16 +                                  1 round

     

The affected target is considered dazed for the spell’s duration.

 

Windermere's Prying Window (Transmutation)

 

Level: Sor/Wiz 2

Components: V, S, M

Casting Time: 1 action

Range: Touch

Duration: 2 minutes

Target: 2 x 3 foot window

Saving Throw: No

Spell Resistance: No

 

The caster opens a transparent window in a solid object. With this spell, the caster can penetrate up to one foot of wood, six inches of stone, or one

inch or metal (excluding gold and lead) to open a window of up to two feet by three feet in size. Once opened, the window may be seen through in both directions until the spell lapses and it closes. This spell provides only visual penetration; nothing can physically pass through. Windows cannot be opened in living things. The material component for the spell is a chip of glass.

 

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