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Third Order Enchantments

 

Angstrum’s Acid Daggers (Evocation [Acid])

 

Level: Sor/Wiz 3

Components: V, M

Casting Time: 1 action

Range: Close (60 ft. + 10 ft./ level)

Target: Special

Duration: Special

Saving Throw: Reflex partial

Spell Resistance: Yes

 

The mage creates daggers of acid which fly from his fingertips to unerringly strike their targets. Each dagger does 3d6 in damage; a successful Reflex Save halves damage. Additional daggers are gained for every three levels the caster has above 5th (i.e. 1 at levels 5-7, 2 at levels 8-10, 3 at levels 11-13, 4 at levels 14-16, 5 at levels 17-19, 6 at level 20 and beyond). The material component for this spell is a miniature silver dagger worth 10gp and a drop of strong acid.

 

Angstrum’s Acid Protection (Abjuration)

 

Level: Sor/Wiz 3

Components: V, S, M

Casting Time: 1 action

Range: Personal

Target: 10' radius around caster

Duration: 1 minute/level or until discharged

Saving Throw: No

Spell Resistance: No

 

The mage protects his immediate area from acid attacks. This spell is a variant on protection from elements. It is specific for absorbing acid damage but protects the area immediately around the caster for a shorter duration. Otherwise, the spell is similar. The material component for this spell is lime, which is sprinkled around the caster.

 

Bharander's Revolving Door (Illusion [Pattern])

 

Level: Sor/Wiz 3

Components: V, S, M

Casting Time: 1 action

Range: Touch

Duration: 2 hours + 1 hour/ level

Target: One door

Saving Throw: Will negates (See text below)

Spell Resistance: Yes

 

This spell creates an illusionary corridor, 20 feet in length, ending in a door; the illusion activates whenever the door stated as the area of effect is opened. Creatures entering this illusionary corridor and opening the door at the far end find themselves exiting into the same area they just left. This process repeats as often as creatures attempt to pass through the corridor. After several attempts, creatures may make a Will Save to disbelieve the illusion. Creatures which fail believe the corridor to be impassible by mundane means and refuse to make further attempts. Creatures making their saves no longer see the corridor or second door and observe believing creatures approach the door then walk away. The material component for this spell is a wooden turnstile.

 

Calmiira's Rambling Clew (Divination)

 

Level: Sor/Wiz 3

Components: V, S, M, F

Casting Time: 1 action

Range: Medium (120 ft. +10 ft./ level)

Duration: 1 minute/ level

Targets: Clew and sought object

Saving Throw: None

Spell Resistance: No

 

The caster empowers the focus with the mystical means to provide direction. Once the spell is placed upon the clew, it is placed on the ground and directed to locate a person or object at least casually known to the caster, or an obvious feature like stairs. If the person or object is within range, the clew will begin unraveling and rolling in that direction, leaving a trail of yarn to follow. The clew moves at the rate of 100 feet/ minute. If the objective is not within range, the clew remains stationary; in this case, the clew may be carried and will begin rolling if the objective comes into range before the spell expires. Persons or objects protected against scrying or divinations are not detected by the clew. The clew cannot cross water or chasms, although it can detect objects across them. In this case, the clew must be physically carried across the barrier before it can proceed. The clew detects range in open connections in one dimension. That is to say, if the objective is only 1ft. away through a wall but it takes the nearest connecting distance is a 100 ft. path, the clew will travel around the wall to get there, and the calculated range is 100 feet. The focus for this spell is a clew of yarn, spun from elves' hair and giant spider's silk. The material component is 50 gp of powdered sapphire which is sprinkled over the clew during each casting. It takes a full three days to spin the clew, and it is 500 yards long at best. If the clew becomes completely unraveled following a trail, it instantly rewinds itself at that point and begins rambling again. The clew also rewinds itself automatically at the spell's end.

 

Calmiira's Rings of Fire (Evocation [Fire])

 

Level: Sor/Wiz 3

Components: V, S, M

Casting Time: 1 action

Range: Close (5 ft. / level)

Duration: 1 minute/ level

Rings: Up to 1 ft. diameter/ 2 levels

Saving Throw: Reflex special

Spell Resistance: Yes

 

The caster creates whirling rings of fire that encircle and protect the caster or trap another target. If cast at another, a successful Reflex Save allows the target to escape as the rings form. The rings themselves do no damage unless they are touched; they are stationary once cast. If a creature contacts the rings, it takes a d4 points per caster level in fire damage with no saving throw (maximum = 10d4) and is repelled from the barrier. Missiles and spells can penetrate the rings in both directions, but the rings grant 10% concealment for attacks entering the area. The caster is not immune to her own spell and could take damage from the rings if somehow forced to contact them. Any creature which cannot be completely contained by the spell causes it to fail it attempted. A creature whose size increases beyond the limits of the spell takes one round of damage then shatters the rings. The material components for this spell are a strip of magnesium ribbon wound into a ring and a pinch of fireweed.

 

Dragonflies (Evocation [Acid, Cold, Electricity, or Fire])

 

Level: Sor/Wiz 3

Components: V, S, M

Casting Time: 1 action

Range: Close (30 ft.)

Duration: 2 rounds

Target: 1 creature/ 5 caster levels

Saving Throw: Reflex partial

Spell Resistance: Yes

 

The mage creates streams of sparkling motes, resembling insects which swirl from the caster's hands and swarm the target creature(s). These magical motes only blind the creature(s) they swarm on their first action of existence. Blinded creatures suffer a ‑2 circumstance on to hit and damage rolls. The casting of spells which rely on sight is impossible, as is the use of missile weapons. On the second round of the spell, the motes stick to their target(s), causing damage according to their color (just as the breath of the same color dragon would). Damage, regardless of color, is a d6 per caster level; a successful Reflex Save halves all damage. Possible colors for dragonflies are listed below:

 

Insect Mote                    Color                     Damage           

Fireflies                            Ruby                     Fire

Horseflies                        Sapphire              Electrical

Wasps                              Diamond             Cold

Bottleflies                       Emerald               Acid

 

Regardless of proximity, the motes never blind or harm to the caster. Only one type of dragonfly can be created with each casting of the spell. A protection from good/evil/law/chaos or any magical protections preventing bodily contact by conjured/summoned creatures keeps the motes at bay. The material components for this spell are an insect of the type desired by the caster (alive or dead) and 100gp of the appropriate type of gem dust.

 

Dyzan’s Returning Weapon (Transmutation)

 

Level: Sor/Wiz 3

Components: V, S, M

Casting Time: 1 action

Range: TouchTarget: One S or M weapon

Duration: 1 minute + 1 minute/ level

Saving Throw: No

Spell Resistance: No

 

The caster imbues a weapon with the power to return to its owner after being thrown. The spell does nothing to alter the normal range of the weapon in any way. Whether the weapon hits or misses its target in any given round, it flies back to its owner at the same rate it was thrown and hovers within reach ready for reuse. The returning weapon has an effective strength equal to the caster’s level for resisting any situation where it is prevented from returning. The material component for the spell is a small ball of rubber.

 

Flanstaniir's Flypaper (Conjuration [Creation])

 

Level: Sor/Wiz 3 Components: V, S, M

Casting Time: 1 action

Range: 5 ft. / level

Duration: 1 minute / level

Target: 10 sq. ft. / 3 caster levels

Saving Throw: Reflex partial

Spell Resistance: Yes

 

The mage makes the target area sticky to trap creatures contacting it. The arch‑mage Flanstanïr based this spell upon the workings of web. This spell must be cast upon a solid surface to function; otherwise, the spell is wasted. Any creature caught within the area gets a Reflex Save to partially avoid the spell effects. Creatures failing to save are stuck to the surface until the duration expires. Creatures who save move at one quarter normal movement rate until the affected area is cleared and suffer a -2 penalty to attack rolls and a -4 to effective Dex. Grease negates this spell, but raw strength cannot avail. The material components for this spell are a drop of honey and a piece of parchment.

 

Glassfog (Conjuration [Creation])

 

Level: Sor/Wiz 3

Components: V, S, M

Casting Time: 1 action

Range: Medium (120 ft.)

Duration: 3-12 rounds

Area: 30 ft. x 30 ft. x 30 ft. cloud

Saving Throw: No

Spell Resistance: No

 

The caster creates a iridescent cloud of suspended glass fines. Anyone inside the cloud suffers 3d4 points of damage from breathing the glass fines magically suspended within the cloud. This cloud is magically bound and cannot be dispersed by normal or magical winds, although winds can move it about, even beyond its maximum range. The cloud is also not dispersed by physical objects; thus, if the cloud is cast into an area too small for its maximum effect, it only fills available space. The remainder of the area is lost, even if the cloud later moves into a larger space that could contain its full volume. Creatures remaining in the cloud for more than one round suffer an additional 2d4 points of damage and begin to itch. The distraction from itching causes a -2 circumstance penalty on all die rolls for as long as the creature remains inside the cloud. Glassfog has no effect on the undead, outsiders, or the inanimate, and the spell is subject to damage reduction. The material component for this spell is a bit of powdered glass.

 

Glibness (Enchantment [Charm])

 

Level: Sor/Wiz 3

Components: V, S, M

Casting Time: 1 action

Range: Touch

Target: Creature touched

Duration: 1 minute/ level

Saving Throw: Special

Spell Resistance: Yes

 

The mage gifts the recipient with convincing, fluent speech. The recipient gains a +2 enhancement bonus on Charisma as well as a +4 enhancement bonus on Bluff, Diplomacy, and Perform checks. The recipient may even tell lies smoothly, believably, and undetectably. Magical investigation (i.e. discern lies) do not give the usual results, but instead reveal some minor “stretching of the truth” is occurring. The material component for this spell is a pinch of brass dust and a small piece of bee’s wax.

 

Hindsight (Transmutation)

 

Level: Sor/Wiz 3

Components: V, S, M

Casting Time: 1 turn

Range: Touch

Duration: 1 hour/ level

Target: Creature touched

Saving Throw: No

Spell Resistance: No

 

This spell gives the recipient with the use of an additional eye for the duration of the spell. This magical eye grows from the back of the recipient's head and prevents flanking penalties from the rear. Rogues must succeed at an opposed hide roll to be able to sneak attack. The magic eye has the same vision as the recipient and can be supplemented with darkvision or see invisible. This spell is subject to both contingency and permanency. The material component for this spell is the eye of a hawk.

 

Hologram (Illusion [Figment])

 

Level: Sor/Wiz 3

Components: V, S, M

Casting Time: 1 action

Range: Close (10ft.)

Duration: Special

Target: 5 ft. diameter sphere

Saving Throw: No

Spell Resistance: No

 

The mage places a dweomer very similar to a magic mouth. When activated, a three dimensional, visual image is formed. This illusion is effective when combined with magic mouth. The display lasts for up to thirty seconds. Trigger conditions are as for magic mouth. Once placed, only the specific trigger conditions begin the hologram. The material components for this spell are a bit of fleece and powdered gemstone sprinkled over the object that to contain the dweomer. This spell can be removed at will by the caster (over any distance), by the physical destruction of the dweomered item, or by dispel magic or erase. This spell was created by the illusionist Mobius, and the realms still contain many items containing his untriggered spells. A successful identify reveals the presence of a hologram, but not the means of its activation. Only higher magics such as commune or legend lore will reveal clues of the mode of activation.  No spell can pull the image forth without activation.

 

Illusionary Invulnerability (Illusion [Figment])

 

Level: Sor/Wiz 3

Components: V, S, M

Casting Time: 1 action

Range: Touch

Target: Creature touched

Duration: 1 minute + 1 minute/ level

Saving Throw: Special

Spell Resistance: No

 

The illusionist creates the illusion of absolute invulnerability. Thus, a sword swing will appear to pass through the recipient’s body without causing damage, a lightning strike will appear to have no effect, etc.. In actuality, the recipient takes damage from the attacks as normal, but the spell often succeeds in creating the desired feel of ineffectiveness by the attacker. If the attacker states disbelief, then a Will Save is allowed to bypass the illusion.

 

Inaudibility (Illusion [Glamer])

 

Level: Sor/Wiz 3

Components: V, S, M

Casting Time: 1 action

Range: Touch

Duration: 1 minute/ level

Target: Creature touched

Saving Throw: No

Spell Resistance: No

 

The illusionist renders the target silent. Normal movement and breathing are silenced, but spell casting is not. While under this spell, the recipient may cross over the loudest of surfaces without making a sound. Any object leaving the recipient’s possession ceases to be inaudible. The material components for this spell are a bit of fur and wax.

 

Ice Trident (Evocation [Cold])

 

Level: Sor/Wiz 3

Components: V, S, M

Casting Time: 1 action

Range: Long (240 ft.)

Target: One creature

Duration: Instantaneous

Saving Throw: Special

Spell Resistance: Yes

 

The mage creates a trident of ice from water vapor in the air. The trident then streaks towards the target specified by the caster. The caster rolls a ranged attack roll at a +2 bonus to hit. If the trident misses its intended target, it continues to its full range, possibly hitting a secondary target. If the trident hits, it does 6d6 in damage and stuns the victim for one minute. A successful Fortitude Save negates the stun effect but does not reduce the damage. The material component is a chip of rock crystal.

 

Keractis’ Spell of Liquid Death (Evocation [Acid])

 

Level: Sor/Wiz 3

Components: V, S, M

Casting Time: 1 action

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

Target: 15-foot radius cylinder, 30 ft. high

Duration: Instantaneous

Saving Throw: Reflex partial

Spell Resistance: Yes

 

The caster rains acid down upon his foes. This spell, known colloquially as acid rain, conjures forth a mass of swirling, red clouds above the target area. These clouds pour forth acid rain doing a d6 per caster level in damage (maximum 10d6) to any within its area of effect. This spell also does structural damage at the rate of 1 point per 3 points of damage inflicted upon creatures. A successful reflex saving throw halves damage. The material component is a vial of rain water mixed with strong acid.

 

Puddlejump (Transmutation [Teleportation])

 

Level: Sor/Wiz 3

Components: V, M

Casting Time: 1 action

Range: Long (400 ft. + 20 ft./ level)

Target: The caster

Duration: Instantaneous

Saving Throw: No

Spell Resistance: No

 

The caster travels from one body of liquid to another. The effect is similar to the effects of a dimension door except the transit takes place through the elemental plane of water. The caster touches the point of entry, which must contain at least enough volume as a tankard of ale, and casts the spell. The exit point must contain again as much liquid. Magical barriers which block access to the inner planes block movement by this spell. If there is insufficient room for the caster to reappear at the remote locale, she is stranded on the elemental plane of water.

 

Reling’s Claw of Fire (Evocation [Fire])

 

Level: Sor/Wiz 3

Components: V, S, M

Casting Time: 1 action

Range: Special

Target: One object of less the 1” cubic area

Duration: Until discharged

Saving Throw: No

Spell Resistance: Yes

 

Fiery claws char those who disturb the mage’s treasures. This spell trap was devised by the mage Reling to protect his personal belongings from thieves. When placed upon an object, the caster states up to three persons who can handle the object without activating the dweomer. When the object is disturbed, a hand of flame appears to strike the trespasser. The claw grasps the victim’s throat automatically and clings for three rounds. Each round, the claw does 1-3 points of fire damage. This damage, though minimal, identifies the thief by the charred claw-like scars left on the offender’s neck. These scars do not heal until a successful dispel magic has been cast on the offender even if the damage is healed. The material components for this spell are three claws from a cat and alchemist’s fire.

 

Searing Serpent (Evocation [Fire])

 

Level: Sor3, Wiz 3

Components: V, S, M

Casting Time: 1 action

Range: Close (30 ft.)

Target: One creature

Duration: 2 minutes + 1minute/ level

Saving Throw: Reflex partial

Spell Resistance: Yes

 

The mage creates a hissing tendril of fire which grapples and burns his foes. The spell creates a force equivalent to a giant constrictor snake composed of fire. The snake possesses the caster’s hit points at full health and attacks using the caster’s ranged attack base. A successful hit inflicts 3d6 points of fiery damage. A successful Reflex Save halves damage and prevents the serpent from grappling and constricting. If the Reflex Save fails, the serpent has grappled its target and begins constricting. This causes an additional 3d6 of fiery damage each round until the target can free itself (See grappling rules in PH.). The mage may mentally change the target of the serpent at the beginning of each round as a free action. If the serpent currently is crushing a target (alive or dead, the serpent cannot distinguish), it drops its prey and moves as the wizard commands. A large amount of water (equivalent to a full barrel) will extinguish the serpent; otherwise it remains until destroyed or until the spell duration expires. The material component for the spell is a lit torch which is consumed completely as the serpent crawls forth from it.

 

Shamdar's Solvent (Abjuration)

 

Level: Sor/Wiz 3

Components: V, M

Casting Time: 1 action

Range: Close (5 ft. / level)

Duration: Instantaneous

Target: Up to a 30 ft. diameter

Saving Throw: No

Spell Resistance: No

 

The mage dissolves webs and sticky substances. The mage Shamdar created this spell as a fast counterspell against webs and other attacks which rely on adhesiveness. As the mage speaks the words of the spell, the following effects within the area of effect are negated: webs (magical and natural), viscid globs, Flanstaniir's Flypaper, giant sundews' sap, sovereign glue, and tanglefoot bags. The material component for this spell is a drop of vinegar or wine.

 

Stutter (Enchantment [Charm])

 

Level: Sor/Wiz 3

Components: V, S, M

Casting Time: 1 action

Range: Touch

Target: Creature touched

Duration: 1 minute/ level

Saving Throw:  Will negates

Spell Resistance: Yes

 

The mage curses a victim with a severe verbal imparity. The victim cannot speak without stuttering heavily. Conversations with a stuttering individual take twice as long and spellcasting using verbal components is impossible. The material component for this spell is a pinch of goldenrod pollen.

 

Vertigo (Illusion [Phantasm])

 

Level: Sor/Wiz 3

Components: S

Casting Time: 1 action

Range: Close (10 ft./ level)

Target: One creature

Duration: 1 minute/ 2 levels

Saving Throw: Special

Spell Resistance: Yes

 

The illusionist causes the target to suffer severe disorientation as if the world were spinning uncontrollably. A successful Will Save means the target is disoriented for one round only, suffering a –4 on to hit rolls and saving throws and losing all dexterity bonuses to armor class. A failed save creates full vertigo in the target; it falls to the ground and can do nothing but hang on until the dweomer ends. If the creature is flying when the dweomer is initiated, it falls to the ground and takes damage as well. No spell casting or physical attacks or activation of magic items are possible while under this spell’s effects.  A dispel magic or any spell/ability which protects the mind ends the spell.

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