Greyhawk Adventures 3.5 Spells

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    2nd Edition Greyhawk Adventures Hardcover Book Spells conversion to 3.5 EditionCompiled and Converted by WotC message board member: Owain_Abjurer

    Formatted and PDFd by: Theocrat Issak

    Bigbys Spells:

    Bigbys Feeling FingersEvocationLevel: Sor/Wiz 1Component: V, S, M, FCasting Time: 1 standard actionRange: Medium (100 ft. +10 ft./level)Effect: Human-sized handDuration: 10 min./level (D)Saving Throw: NoneSpell Resistance: NoThis spell calls into being a disembodied handunder your control. The hand cannot hold, grasp,or carry anything, but it does have an amazingsense of touch. The hands sense of touch is sofine that it can note miniscule cracks, separations,or openings in a surface. The hand is imbued withthe Search skill at a number of ranks equal to yourcaster level (maximum of 15), and uses yourIntelligence score. The hand obeys your spokencommand, and will convey with crude signlanguage whenever it has located somethingwhich you have ordered it to seek. The handreacts to spells and physical attacks in the samemanner as the hand created by Bigbysinterposing hand, except this hand has an AC of21 (+2 size, +9 natural) and only 4 hit points. Thehand can set off traps if the location is known.

    The hand only weighs one pound, however, andthis may limit what traps it can trigger.Material Component: A swans feather.

    Focus Component: A child-sized silk glove.

    Bigbys Pugnacious PugilistEvocationLevel: Sor/Wiz 3Component: V, S, FCasting Time: 1 standard actionRange: Medium (100 ft. +10 ft./level)Effect: Human-sized pair of handsDuration: 1 round/level (D)

    Saving Throw: NoneSpell Resistance: YesThis spell creates a pair of human-sized hands,appearing as clenched and padded fists. The handscan be ordered to attack your enemies, and thepair makes one attack. The spell uses your baseattack bonus, modified by a +2 bonus for size, anda +4 bonus from Strength (which is 19). The

    hands deal 1d3+4 (from Strength) nonlethaldamage, and do not provoke attacks ofopportunity. The hands react to spells andphysical attacks in the same manner as the handcreated by Bigbys interposing hand, except thispair of hands count as a single entity, and have anAC of 21 (+2 size, +9 natural) with hit pointsequal to your own at full health (with a maximumof 3 hit points/caster level). The hands can benefitfrom and provide a flanking bonus when assistedby another attacker. The hands can pummel only,and cannot hold a weapon or grapple. The hands

    cannot be grappled, tripped, or bull rushed, sincethey can easily flit away.By using the Direct A Spell action (a move-

    equivalent action), you can designate a newopponent for the hands.Focus Components: A mitten stuffed with cotton

    and a brass bell.

    Bigbys Battering GauntletEvocationLevel: Sor/Wiz 4Component: V, S, F

    Casting Time: 1 standard actionRange: Medium (100 ft. +10 ft./level)Effect: 12-ft. long battering ramDuration: 1 round/level (D)Saving Throw: NoneSpell Resistance: YesThis spell brings into existence a shimmering,violet force shaped like a battering ram (with aclenched fist as the rams head). The forceassumes a cylindrical shape 12 feet long, and

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    about 2 and a half feet wide. The ram can bedirected to attack a door or other piece ofconstruction upon being created, and can beassigned to a new target by taking a Direct ASpell action (a move-equivalent action). Thebattering ram makes one attack per round, usingyour base attack with a 1 size penalty (Large

    size). There is no penalty for lack of proficiency.The ram deals 3d6 damage, just as a normal ram,but without requiring any crew. Instead, assumethe crew has a total Strength modifier equal toyour caster level (maximum of +20). See theDMG pg. 100 for more information.If the wall strikes a door that is magically shut,

    such as by an arcane lock, you make a dispelcheck (maximum of +15) against a DC of thespells caster level +11. Success dispels the spelland allows the ram to continue attacking, but afailure on the dispel check results in the Bigbys

    battering gauntlet being destroyed instead.The ram cannot target anything but construction(such as walls or doors). The ram is effected byspells and physical attacks as a Bigbysinterposing hand, including identical AC and hitpoints.Focus Component: A metal rod with a chain mail

    gauntlet slipped over one end.

    Bigbys Construction CrewEvocationLevel: Sor/Wiz 4

    Component: V, S, FCasting Time: 1 standard actionRange: Medium (100 ft. +10 ft./level)Effect: One human-sized hand/caster levelDuration: 12 hours (D)Saving Throw: NoneSpell Resistance: NoThis spell creates as many pairs of hands as yourcaster level. All of the hands come equipped witha carpentry tool. Each hand has a differentcarpentry tool, and they are very adept at workingtogether. Y ou direct the hands to build whatever

    you desire, and they will work on it throughoutthe duration of the spell. The hands can even beordered to continue building a partially-completedstructure. Each hand is the equivalent to one rankin Craft (carpentry), and the hands ranks stack (toa maximum of 25 ranks or hands). The handsreact to spells and physical attacks in the samemanner as the hand created by Bigbysinterposing hand, except these hands each have anAC of 21 (+2 size, +9 natural) with hit pointsequal to your caster level.

    Focus Component: A box with an assortment ofminiature tools worth 500 gold pieces.

    Bigbys Force SculptureEvocation [Force]Level: Sor/Wiz 4Component: V, S, M

    Casting Time: 1 roundRange: Close (25 ft. +5 ft./2 levels)Effect: Visible, shapeable plane of forceDuration: 10 min./level (D)Saving Throw: NoneSpell Resistance: YesThis very flexible spell enables you to create avisible (though translucent) plane of force that canbe shaped into any form you desire. You couldcreate a table, ladder, club, bucket, stilts, or cane,for example. Once an object is formed, it retainsits form for the duration of the spell. The object

    imitated must be fairly rigid, can have no movingparts, cannot have a sharp point or edge, andcannot possess finely detailed features. A rope,bow, sword, chariot, or accurate statue cannot becreated with the spell. Objects formed of force inthis matter are invulnerable to physical attacks,and react to magic as a wall of force. The objectsimulated cannot have any single dimension largerthan one foot per caster level. That is, a 10th levelcaster could create a 10 ft. x 10 ft. x 10 ft. object,or anything smaller. If the objects dimensionwould be measured as a radius, halve the

    maximum size of the simulated object.Material Component: A lump of soft clay with

    diamond dust (worth 50 gold pieces) mixed intoit.

    Bigbys Fantastic FencersEvocationLevel: Sor/Wiz 5Component: V, S, FCasting Time: 1 standard actionRange: Close (25 ft. +5 ft./2 levels)Effect: One sword-wielding hand/3 caster levels

    Duration: 1 round/level (D)Saving Throw: NoneSpell Resistance: YesThis spell creates one hand for every three levelsof the caster, each of which holds a rapier. Eachhand is an expert at the disarm maneuver, and willattempt to disarm the casters enemies. The handsmay be directed verbally, but may only makedisarm attempts (they may not actually attack anopponent). Each hand uses your base attackbonus, modified by your Intelligence or Charisma

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    (for wizards and sorcerers, respectively), and a +2bonus from size. The hands do not provoke anattack of opportunity for the disarm attempt, but ifthe disarm is failed the opponent does get to makehis own disarm attempt as normal for that combatmaneuver. Should a hand be disarmed, it isimmediately dispelled (although other hands

    created by this spell continue to functionnormally). The hands react to spells and physicalattacks in the same manner as the hand created byBigbys interposing hand, except these hands eachhave an AC of 21 (+2 size, +9 natural) with hitpoints equal to your caster level (maximum of 15hit points each). The hands can benefit from andprovide a flanking bonus when assisted by anotherattacker.Focus Component: A silver amulet shaped like a

    mailed gauntlet holding a gem-encrusted sword(total value of the amulet is at least 1,000 gold

    pieces).

    Bigbys Strangling GripEvocationLevel: Sor/Wiz 5Component: V, S, FCasting Time: 1 standard actionRange: Close (25 ft. +5 ft./2 levels)Effect: Human-sized pair of handsDuration: 1 round/level (D)Saving Throw: NoneSpell Resistance: Yes

    This spell creates a pair of disembodied handsthat will seek out a creatures throat and stranglethe creature with the same effect as an attack witha garrote (see S&S pp. 86-87). The pair of handsattack once per round, with a base attack bonusequal to your caster level (maximum of 20thlevel), +7 for Strength modifier (Strength 25), anda +2 size bonus. The hands may only makestrangling attacks, but do not provoke attacks ofopportunity for doing so. To begin the garroteattack, the hands make a melee touch attackagainst any target designated by you whose head

    and throat are within the range of this spell. Seethe garrote rules in S&S for special modifiers tothe targets touch AC. If you miss with the meleetouch attack, the hands may try again next round.Once the hands have a hold of the targets throat,

    they use their next attack to make a grapple check.The hands count as Tiny size for this check(receiving a 8 size modifier). The hands deal 1d8+10 (one and one-half times Strength modifier) ifthe grapple check is successful. The hands areautomatically considered to move into the targets

    space, and the target is now considered grappled.Each round the hands use their one attack tocontinue making grapple checks to deal damage.

    The victim may escape the grapple as per the rulesin the Players Handbook, or the hands can beattacked directly. The hands react to spells andphysical attacks in the same manner as the hand

    created by Bigbys interposing hand, except thesehands have an AC of 21 (+2 size, +9 natural) withhit points equal to your own fully healthy total.

    The hands can benefit from and provide a flankingbonus when assisted by another attacker (if theyare not already grappling their target).Focus Component: A pair of leather gloves sewn

    into a clutching grip around the neck of a bottle.

    Bigbys Besieging BoltEvocation [Force]Level: Sor/Wiz 6

    Component: V, S, MCasting Time: 1 roundRange: Long (400 ft. +40 ft./level)Effect: One siege bolt/2 caster levelsDuration: ConcentrationSaving Throw: NoneSpell Resistance: YesWith this spell you are able to fire one magic

    siege bolt for every two caster levels. The boltsappear next to you and fling outward to attack asdirected by you. Y ou may launch one bolt eachround for as long as you maintain concentration

    (although the spell ends once you have launchedone bolt for every two caster levels). The boltsstrike their target unerringly, and all damageinflicted is considered force damage. The type ofsiege missile the bolt mimics depends on yourcaster level.

    Level Siege Bolt Damage11th Light catapult 4d613th Heavy catapult 6d615th Trebuchet 8d6

    Material Component: A small stone sprinkledwith diamond dust (worth 100 gold pieces).

    Bigbys Superior Force SculptureEvocation [Force]Level: Sor/Wiz 6As Bigbys force sculpture, except as noted

    above, and objects formed from force can be morecomplex, composed of large, moving parts, orhave an edge or points, but still must be fairlyrigid. A wagon, quiver of quarrels, shovel, sword,

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    or water wheel could all be simulated, but not amechanical timepiece, crossbow, or spring. Finedetails can be worked into an object, although thecaster must make appropriate Craft checks to doso. Working fine details into an object cause it toslowly take shape over a period of 2d4 rounds.

    The object simulated cannot have any single

    dimension larger than five feet per caster level.Material Component: A lump of soft clay with

    diamond dust (worth 200 gold pieces) mixed intoit.

    Bigbys Most Excellent Force SculptureEvocation [Force]Level: Sor/Wiz 8Casting Time: 10 minutesDuration: 1 hour/level (D)As Bigbys force sculpture, except as noted

    above, and the object formed can be highly

    complex, containing many moving parts, such as asiege machine or a sailing ship. Parts of an objectsimulated could be as flexible as a rope or thewood of a bow, also a large net, ballista, or even arope bridge (although some of these wouldassume multiple castings to piece together theitem). Fine details can be worked into an object,although the caster must make appropriate Craftchecks to do so. Working fine details into anobject cause it to slowly take shape over a periodof 2d4 rounds. The object simulated cannot haveany single dimension larger than ten feet per

    caster level.Material Component: A lump of soft clay with

    diamond dust (worth 1,000 gold pieces) mixedinto it.

    Drawmijs Spells:

    Drawmijs Beast of BurdenTransmutationLevel: Sor/Wiz 1Component: V, S, M

    Casting Time: 1 roundRange: Close (25 ft. +5 ft./2 levels)

    Target: One animalDuration: 1 hour/level (D)Saving Throw: NoneSpell Resistance: Yes (harmless)This spell partially lightens goods placed upon asingle mount or beast of burden. The effectiveweight of everything loaded on the target animal,including riders and their gear, when this spell is

    cast is reduced by half. The mount must be able toat least lift the unaltered weight of the itemsplaced on it before the spell is cast (overloadingthe mount by more than this causes the spell tofail).New items placed onto the animal do not have

    their weights reduced without further castings of

    this spell. An items weight is only effectivelyreduced for the animal, and has no other effects(such as lighter arrows being harder to fire fromthe animals back). See the Encumbrance rules inthe Players Handbook for more information onoverloading a creature and the effects on speed,Dexterity, and other rules.Material Components: A small lodestone and a

    pinch of metal filings.

    Drawmij s L ight StepTransmutation

    Level: Sor/Wiz 1Component: V, S, MCasting Time: 1 standard actionRange: Touch

    Target: Creature touchedDuration: 1 min./level (D)Saving Throw: Will negates (harmless)Spell Resistance: Yes (harmless)This spell gives a creature a very limited form oflevitate. The target creature walks normally overalmost any surface, but walks so lightly that notracks are left behind. If the creature breaks into a

    charge or run, the spell ends immediately.The creature can also move across a fluid as wellas a solid surface, but the targets speed is reducedto one-half normal speed, as the creature muststep very carefully to avoid sinking through theliquid. This spell will not enable a creature towalk across turbulent water or ocean waves,however, since the chaotic motion of the fluiddisturbs the levitation field. The target creature isassumed to weigh 1/8 normal weight for purposesof setting off pit traps and other such devices. Thisspell does not allow the creature to leap higher or

    jump safely from a cliff, only to walk with alighter step. The target of this spell is alsorendered immune to the Tremorsense specialquality for the duration.Material Components: A bit of fur taken from a

    cats paw and a ducks feather.

    Drawmij s Adventurers LuckTransmutationLevel: Sor/Wiz 2

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    Component: V, S, MCasting Time: 1 roundRange: Touch

    Target: Creature touchedDuration: 30 minutesSaving Throw: Will negates (harmless)Spell Resistance: Yes (harmless)

    This spell bestows upon the touched creatureincredible luck. For the duration of the spell, therecipient of this magic gains a +1 luck bonus/4caster levels (maximum of +5 bonus) on savingthrows, ability checks, and skill checks.Material Components: Ruby dust to be sprinkled

    over the targets head (worth 50 gold pieces).

    Drawmijs Breath of L ifeTransmutationLevel: Sor/Wiz 2Component: S

    Casting Time: 1 free actionRange: Medium (100 ft. +10 ft./level)

    Targets: One creature/levelDuration: 1 hour (D)Saving Throw: Fortitude negates (harmless)Spell Resistance: Yes (harmless)With the power of this spell, you can endow one

    or more creatures with sufficient endurance tohold their breath for one full hour. Affectedcreatures cannot drown or be subjected to theeffects of inhaled gases or poisons while holdingtheir breath.

    You can cast this spell instantly, quickly enoughto get one last breath should you becomeunexpectedly immersed. Casting this spell is afree action, like casting a quickened spell, and itcounts towards the normal limit of one quickenedspell per round. You may even cast this spellwhen it isn't your turn.

    Drawmijs Scent MaskIllusion (Glamer)Level: Sor/Wiz 2Component: V, S, M

    Casting Time: 1 standard actionRange: TouchTarget: Touched creature weighing no more than100 lbs./levelDuration: 10 min./level (D)Saving Throw: Will negates (harmless)Spell Resistance: Yes (harmless)This spell will conceal all odors emanating froma creature for the duration of the spell. The targetcannot be detected by the Scent special quality. Ifcast upon a creature with an extraordinary ability

    that requires targets to detect its odor (such as theghasts Stench ability) then the special ability isnegated for the duration of this spell with a failedsaving throw.Material Component: A scentless flower.

    Drawmijs Swift Mount

    TransmutationLevel: Sor/Wiz 2Component: V, S, MCasting Time: 1 roundRange: Touch

    Target: Animal or magical beast touchedDuration: 1 hour/level (D)Saving Throw: NoneSpell Resistance: Yes (harmless)This spell will double all speeds (includingflying, swimming, climbing, burrowing, and soon) of any animal or magical beast. The increase

    to speed counts as an enhancement bonus. Afterthe spell expires, the target is fatigued. If thetarget creature is carrying more than a light loadthis spell automatically fails.Material Components: A hares foot and a bit of

    fur from a cheetah.

    Drawmijs I ron SackTransmutationLevel: Sor/Wiz 3Component: V, S, MCasting Time: 1 round

    Range: TouchTarget: Touched cloth storage deviceDuration: 1 hour/level (D)Saving Throw: NoneSpell Resistance: Yes (harmless, object)This spell will provide greater protection for thecontents of one non-magical bag, sack, backpack,or other mostly-cloth storage device. The affecteditem is protected as if it were lined with inch-thickiron, although the item becomes no heavier or lessflexible. The storage device gains a hardness of 10and 30 hit points. The device also gains base saves

    as if it were a magic item (2 +one-half your casterlevel). Anything stored inside the cloth storagedevice only needs to make saves against areaeffects if the bag itself fails.Material Component: A strip of leather with

    chain mail sewn onto one side.

    Drawmij s Marvelous ShieldAbjuration [Force]Level: Sor/Wiz 3As shield, except for above, and the tower

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    shield-like force disk becomes more of a globethat completely envelopes and surrounds you. Theforce globe does not interfere with your ownattacks, but does provide a +1 enhancement bonusper four caster levels (maximum of +5 at 20thlevel) to the shield bonus normally granted by theshield spell.

    Drawmijs Tool BoxConjuration (Creation)Level: Sor/Wiz 3Component: V, S, MCasting Time: 1 roundRange: Close (25 ft. +5 ft./2 levels)Effect: One tool boxDuration: 10 min./level (D)Saving Throw: NoneSpell Resistance: NoThis useful spell permits you to temporarily

    acquire a number of tools when needed. The spellcreates a toolbox anywhere you designate withinrange. The box is immovable, and appears to beempty to anyone but the caster. You may removeup to ten pounds worth of the following toolsfrom the box at a time: canvas sheet (1 lb./sq.yard), chain (2 lbs./10 ft.), chisel (1 lb.), crowbar(5 lbs.), hacksaw (2 lbs.), hammer (2 lbs.), metalstakes (1/2 lb.), net (5 lbs./25 sq. ft.), rope (10lbs./50 ft.), shovel (3 lbs.), or sledge hammer (10lbs.). Other tools appropriate to carpentry could beinside the box with DMs permission.

    You may place tools back into the box andremove other tools at any time during the durationof the spell, so long as no more than 10 lbs. worthof tools are outside the box at any given time. Anytool you are no longer holding melts away intonothingness (and counts as having been returnedto the box). You may pull out any number of thesame tool as long as it is under the weight limit.For instance, you could have 5 hammers out of thebox at one time, or 20 metal stakes. All items inthe box constitute masterwork tools, and so granta +2 circumstance bonus on any Craft checks

    made while using them.Once the toolbox is created the caster is notrequired to stay within range of the box. Tools canbe removed and taken outside of the originalrange of the spell with no adverse effects. Nomatter how far away a tool is, nothing taken fromthe box will last after the duration of the spell.Successfully targeting the toolbox or any itemtaken from it with a dispel magic or similar spelldestroys the toolbox and all tools.Material Component: A carving of a miniature

    wooden tool box.

    Drawmijs Handy TimepieceEvocationLevel: Sor/Wiz 4Component: V, S, M, FCasting Time: At least 1 round (see text)

    Range: PersonalTarget: YouDuration: 48 hours or until dischargedYou can cast another spell that is timed andwarns you shortly before the duration expires. Thefull-round casting time is the minimum castingtime of this spell and the spell to be timed(assuming the timed spell has a casting time of 1standard action or less). If the casting time of thetimed spell is longer, use that casting time instead.A small golden gong appears in front of you andsoftly chimes a warning exactly one minute before

    the timed spell ends. This spell only works withspells that have a duration of more than fiveminutes but less than 48 hours.Material Components: A feather from a

    migratory bird, a fruit fly, a few grains of sand,and a silver pendulum worth 10 gold pieces.Focus Component: A solid gold orb of excellent

    craftsmanship, worth 500 gold pieces.

    Drawmijs Instant ExitConjuration [Teleportation]Level: Sor/Wiz 4

    Component: V, S, FCasting Time: 1 standard actionRange: Close (25 ft. +5 ft./2 levels)Effect: Extradimensional doorDuration: 1 roundSaving Throw: NoneSpell Resistance: Yes (harmless)This spell enables you and a few others to use alimited and risky form of teleportation. When thisspell is cast a silver door decorated with tinyrubies suddenly appears on a wall or other flatsurface within range of this spell. The caster and

    as many others as can pass through the door inone round are transported to an extradimensionalspace by passing through the doorway. Anynumber of people may fit inside theextradimensional space, although creatures toolarge to pass through the doorway will not be ableto enter. The doorway is a normal size for thecaster. A human-sized caster creates a standarddoorway, while a giant-sized caster would create avery large doorway.When the door is closed behind you, all those

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    within the extradimensional space are teleportedto a random location. The door can be closedbefore the spell expires, but if left open the doorautomatically closes when the spell durationexpires. Dispelling the spell also causes the doorto slam shut (and thereby activating theteleportation effect). The door disappears after

    those inside have been teleported.The group inside the extradimensional spacehave no control over where they will be teleportedto. The DM secretly rolls 2d% and adds yourcaster level. The result is the number of feeteveryone inside the extradimensional space isteleported. Then roll deviation (using a d8) fromthe Throw Splash Weapons in the PH todetermine a random direction. This spell will notallow the group to appear inside a solid object.Any teleported within such a location will appearin the next closest open space. The group appears

    in the same locations each was occupying insidethe extradimensional space just before the doorclosed.Note: Creating an extradimensional space within

    or taking an extradimensional space into anexisting extradimensional space is hazardous.Focus Component: A miniature silver door

    decorated with ruby chips worth 500 gold pieces.

    Drawmijs Flying CarpetTransmutationLevel: Sor/Wiz 5

    Component: V, S, MCasting Time: 1 roundRange: Close (25 ft. +5 ft./2 levels)

    Target: One object of up to 50 lbs./levelDuration: 10 min./levelSaving Throw: Reflex negates (harmless, object)Spell Resistance: Yes (harmless, object)This special flying spell is not cast upon acreature but an object. The targeted object gainsthe power to fly at the rate of 180 ft. with perfectmaneuverability, under your control. You mustremain within range of the targeted object at all

    times, and directing its movement is a move-equivalent action for you. The target object maynot make double moves, run, charge, or dive. Theobject may carry aloft up to 100 lbs./level, notincluding its own weight. The target object mustbe able to normally support any weight placedupon it. During any round in which you do notspend a move-equivalent action directing themotions of the target object, the object does notmove but merely hovers in place.Material Component: A wing feather of a roc.

    Mordenkainenss Spells:

    Mordenkainens Protection from AviansAbjurationLevel: Sor/Wiz 1Components: V, S, MCasting Time: 1 standard action

    Range: TouchTarget: Creature touchedDuration: 10 min./level (D)Saving Throw: Will negates (harmless)Spell Resistance: Yes (harmless)A creature protected by this spell receives a +2

    insight bonus to his AC, but only against avians.For purposes of this spell, an avian is defined asany animal or magical beast with a fly speed andfeathers. Hawks (even familiars), ravens, griffons,giant owls, and many other creatures will triggerthis effect. Note that spell resistance and saving

    throws against this spell do not apply to the avian,but to the target being protected. The spellactually grants the target magical understanding ofthe attack patterns of such creatures, and helpshim learn to avoid being struck.Material Component: A feather from any bird

    wrapped with a strip of tough leather.

    Mordenkainens Defense AgainstLycanthropesAbjurationLevel: Sor/Wiz 3

    Components: V, S, MCasting Time: 1 standard actionRange: Touch

    Target: Creature touchedDuration: 10 min./level (D)Saving Throw: Will negates (harmless)Spell Resistance: Yes (harmless)A creature protected by this spell receives a +2

    insight bonus to his AC, but only against creatureswith the Shapechanger subtype (not justlycanthropes). Also, no matter how many timesthe protected target is struck during the duration

    of this spell by a were-creature, he will notcontract lycanthropy. Lastly, the target receives a+2 insight bonus per four caster levels (maximumof +10) to all Survival checks made to track ashapechanger. Note that spell resistance andsaving throws against this spell do not apply to theShapechanger, but to the target being protected.

    The spell actually grants the target magicalunderstanding of the attack patterns of suchcreatures, and helps him learn to avoid being

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    struck.Material Component: A handful of crushed

    moonstone.

    Mordenkainens Defense Against ReptilesAbjurationLevel: Sor/Wiz 3

    Components: V, S, MCasting Time: 1 standard actionRange: Touch

    Target: Creature touchedDuration: 10 min./level (D)Saving Throw: Will negates (harmless)Spell Resistance: Yes (harmless)A creature protected by this spell receives a +2

    insight bonus to his AC, but only against reptilesor amphibians of the animal or magical beast type.

    This includes (but is not limited to): snakes, frogs,dinosaurs, toads (including familiars), turtles, and

    many others. Also, the target gains a +1 insightbonus per 4 caster levels (maximum of +5) to allsaves against poisons from creatures on the abovelist. Lastly, the target receives a +2 insight bonusper four caster levels (maximum of +10) to allSurvival checks made to track any of the abovecreatures. Note that spell resistance and savingthrows against this spell do not apply to thereptile, but to the target being protected. The spellactually grants the target magical understanding ofthe attack patterns of such creatures, and helpshim learn to avoid being struck.

    Material Components: A bit of snake skin, and adried frogs leg, placed in a pouch of hardenedleather.

    Mordenkainens Encompassing VisionTransmutationLevel: Sor/Wiz 3Components: V, S, FCasting Time: 1 roundRange: Touch

    Target: Creature touchedDuration: 10 min./level (D)

    Saving Throw: Fortitude negates (harmless)Spell Resistance: Yes (harmless)This spell grants a creature a full 360-degreefield of vision, so the creature can see sides andrear as well as it sees front. Flanking opponentsgain no bonus on their attack rolls instead of +2,and rogues are denied their sneak attack becauseyou do not lose your Dexterity bonus (but theymay still sneak attack you if you are caught flat-footed). Your Spot checks gain a +3 enhancementbonus, and your Search checks gain a +1

    enhancement bonus. Concurrently, you suffer a 4enhancement penalty on saves against all gazeattacks during the spells duration. This spell willwork in combination with any sort of enhanced ormagical vision, including darkvision, lowlightvision, and spells like see invisibility.Focus Component: A crystal disc with eight eyes

    inscribed upon it, spaced at 45 degree intervalsaround the edge of the disc (valued at 150 goldpieces). The disc must remain on the targetsperson, or the spells duration immediately ends.

    Mordenkainens Protection from InsectsAbjurationLevel: Sor/Wiz 3Component: V, S, MCasting Time: 1 standard actionRange: Touch

    Target: Creature touched

    Duration: 10 min./level (D)Saving Throw: Will negates (harmless)Spell Resistance: Yes (harmless)A creature protected by this spell receives a +2

    insight bonus to his AC, but only against vermin.Also, the target gains a +1 insight bonus per 4caster levels (maximum of +5) to all saves againstspecial attacks (including poison) from any typeof vermin. Note that spell resistance and savingthrows against this spell do not apply to thevermin, but to the target being protected. The spellactually grants the target magical understanding of

    the attack patterns of such creatures, and helpshim learn to avoid being struck.Material Component: An insect trapped in

    amber.

    Mordenkainens Electric ArcEvocation [Electricity]Level: Sor/Wiz 4Component: V, S, MCasting Time: 1 standard actionRange: Close (25 ft. +5 ft./2 levels)

    Targets: One primary target, plus one secondary

    target/3 levels (each must be within 30 ft. of theprimary)Duration: InstantaneousSaving Throw: Reflex halfSpell Resistance: YesThis spell causes a bright flash of lightning toerupt from your fingertips and strike one or moreopponents. One arc of lightning strikes theprimary target, and one more arc is evoked forevery three caster levels. The primary target isdealt 1d6 points of electricity damage per caster

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    level (maximum of 15d6). After the primary boltstrikes, lightning arcs to one secondary target forevery three caster levels (maximum of 10secondary targets). The secondary arcs each dealhalf as much damage as the primary (rounddown). All subjects can attempt Reflex savingthrows for half damage. Each arc must be aimed

    at a different target, and all secondary targets mustbe within 30 ft. of the primary target. You canchoose to affect fewer secondary targets than themaximum (to avoid allies in the area, forexample).Material Component: A bit of fur and a glass

    rod.

    Mordenkainens Faithful Phantom Shield-BearersAbjuration [Force]Level: Sor/Wiz 4

    Components: V, S, FCasting Time: 1 standard actionRange: Close (25 ft. +5 ft./2 levels)Effect: Two shield-bearersDuration: 1 round/level (D)Saving Throw: NoneSpell Resistance: YesThis spell causes a pair of shimmering, phantombeings made of force to stay by your side andprotect you from attackers. Each of the twophantom shield bearers can provide protectionfrom up to three attackers, granting you a +2

    shield bonus against them. If the two phantomseach protect you from the same beings, the shieldbonuses stack with themselves (but not with othershield bonuses) for a +4 shield bonus to AC. Eachof the phantoms shields gain an enhancementbonus of +1 per five caster levels, to a maximumof +3 enhancement bonus at 15th caster level.The shield bonus is not lost even if flat-footed, asthe phantoms are never caught unaware orsurprised. As a force bonus, the AC boost is notlost against incorporeal attacks, and since theshields are not in physical contact with you, the

    shield bonus is not lost against touch attacks,either.The phantoms cannot leave the range of thespell, but can be ordered to move about within therange of the spell as a Direct A Spell action. Youonly gain the AC benefit if they are occupyingyour space (being mostly insubstantial this doesnot interfere with you) or an immediately adjacentspace. The phantoms can provide their shieldbonus to another creature chosen by you (theperson they are defending can also be changed as

    a Direct A Spell action once each round).Each round after the first, you can use a Direct A

    Spell action (a move-equivalent action) to switchthose being blocked by the two phantoms (a singleaction changes both phantoms). The force beingscannot be damaged by physical attacks, but dispelmagic, disintegrate, a Sphere of Annihilation, or a

    Rod of Cancellation affects it. The phantoms' ACagainst touch attacks is 13.If a creature being blocked by the phantoms has

    SR, the resistance is checked the first time thecreature attempts to strike you. If the SR resiststhe spell, that creature is immune to this casting ofthe spell. If not, the spell does not need to checkagainst that creatures SR for its remainingduration.Focus Component: A pair of tiny crystal shields

    tied with silk string to a miniature wooden figureof the caster (valued at 300 gold pieces total).

    Mordenkainens Protection from SlimeAbjurationLevel: Sor/Wiz 4Components: V, S, MCasting Time: 1 standard actionRange: Touch

    Target: Creature touchedDuration: 10 min./level (D)Saving Throw: Will negates (harmless)Spell Resistance: Yes (harmless)A creature protected by this spell receives a +2

    insight bonus to his AC, but only against ooze.Also, the target gains a +1 insight bonus per 4caster levels (maximum of +5) to all saves againstspecial attacks from any type of ooze. Lastly, theprotected creature gains acid resistance 20 for theduration of the spell, as does his equipment. Notethat spell resistance and saving throws against thisspell do not apply to the vermin, but to the targetbeing protected. The spell actually grants thetarget magical understanding of the attack patternsof such creatures, and helps him learn to avoidbeing struck.

    Material Components: A bit of food moldpressed between two flat stones, and a pinch ofdiamond dust (usually worth less than 1 goldpiece).

    Mordenkainens Penultimate CogitationTransmutationLevel: Wiz 7Component: V, SCasting Time: 1 standard actionRange: Personal

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    Target: YouDuration: InstantaneousThis spell permits you to call to mind one spellfrom any of your spellbooks, as long as thatspellbook is within one mile per caster level. Thespell cannot be called from a scroll, or anotherwizards spellbook. The called spell can be of any

    level, up to 6th. The called spell is then treated inall ways as if memorized normally.

    Nystuls Spells:

    Nystuls Dancing WerelightEvocation [Light]Level: Sor/Wiz 1Components: V, S, MCasting Time: 1 standard actionRange: Medium (100 ft. +10 ft./level)

    Effect: A single mote of lightDuration: 1 hour/level (D)Saving Throw: NoneSpell Resistance: NoThis spell creates a mote of light completelyunder your control. The light shed by the mote canbe increased or decreased at your whim (as a freeaction), ranging from the dim glow of a candle (a5-ft. radius) to the bright flame of a torch (a 20-ft.radius). The mote of light can flit about fromplace to place as you direct, and can be instantlymoved to any location within range of the spell (a

    free action for you to direct its movement). If themote of light is moved outside the range of thespell, it flares briefly for a second (shedding lightin a 30 ft. radius) and then vanishes, ending thespell. The mote of light can be called upon tohang over your head, and thereby be used as aconvenient reading light. The mote of light cannotbe attached to an object or creature. It only existsas a mote hanging in the air.Material Component: A live firefly.

    Nystuls Flash

    Evocation [Light]Level: Sor/Wiz 1Components: V, SCasting Time: 1 standard actionRange: Medium (100 ft. +10 ft./level)Area: 10-ft. radius spreadDuration: InstantaneousSaving Throw: Reflex partial (see text)Spell Resistance: YesThis spell creates a sudden flash of bright light

    within a 10-ft. radius globe. All creatures withinthe area who fail their Reflex save are blinded for1d4 rounds. Those who make their saving throwmanaged to look away in time, and are merelydazzled for the same length of time. This spell isconsidered a Reflex half type of save for thosewith Evasion or Improved Evasion. Creatures

    outside the area see the flash of light, but are farenough away to not be blinded or dazzled by theflash. Sightless creatures are not affected by thisspell. Note that this spell will not function withinthe area of a Darkness spell of higher level.

    Nystuls BlackmoteNecromancyLevel: Sor/Wiz 2Components: V, S, MCasting Time: 1 roundRange: Close (25 ft. +5 ft./2 levels)

    Effect: One mote of negative energyDuration: InstantaneousSaving Throw: Fortitude partialSpell Resistance: YesThis spell summons a microscopic mote ofenergy from the Negative Energy Plane to yourhand. At the end of the casting time the mote hasbuilt up enough power to be used, but you mustmake an immediate Will saving throw (againstthis spells DC) to control it. If you fail the savingthrow, the mote immediately explodes in yourhands, causing damage to you as if you had been

    struck by your own spell, but as if you had made asuccessful Fortitude saving throw.If you succeed at the Will save to control the

    negative energy, you may throw the mote at anycreature within range of the spell. The moteautomatically strikes, and inflicts 1d6 points ofnegative energy damage per 2 caster levels(maximum of 10d6). The target is entitled to aFortitude saving throw for half damage. Acreature who is killed by this spell is reduced to afine trace of dust, as if by a disintegrate spell.Since undead are powered by negative energy,

    this spell cures them of a like amount of damage,rather than harming them.Nystuls blackmote counters Nystuls blazing

    beam.Material Component: A sliver of bone taken

    from an undead skeleton.

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    Nystuls Blazing BeamConjurationLevel: Sor/Wiz 2Components: V, SCasting Time: 1 roundRange: Medium (100 ft. +10 ft./level)Effect: Ray

    Duration: InstantaneousSaving Throw: Fortitude partialSpell Resistance: YesThis spell draws a parcel of energy from thePositive Energy Plane to your hand. At the end ofthe casting time the spell has built up enoughpower to be used, but you must make animmediate Will saving throw (against this spellsDC) to control it. If you fail the saving throw, thebeam bursts in front of you, causing you to bedazed for one entire round.If you succeed at the Will save to control the

    positive energy, you may fire a ray at any targetwithin range. A creature is allowed a Fortitudesaving throw, and a successful save results in thetarget only being dazed for one round. A failedsave causes the target to be stunned for one round,and blinded for 2d4 rounds.Undead creatures not only do not receive saves,

    but also take damage rather than suffer from theabove effects. An undead creature struck by thebeam takes 1d6 positive energy damage for everycaster level, to a maximum of 5d6 damage.Nystuls blazing beam counters Nystuls

    blackmote.

    Nystuls Crystal DaggerConjuration (Summoning)Level: Sor/Wiz 2Component: V, S, FCasting Time: 1 standard actionRange: 0 ft.Effect: one crystal daggerDuration: 1 round/level or until dischargedSaving Throw: NoneSpell Resistance: Yes

    This spell summons into your hand a daggercomposed of material from the quasi-elementalPlane of Mineral, strongly infused with theessence of the Positive Energy Plane. The daggeris of masterwork quality, and functions as a Baneweapon against undead (although it has no otherenhancement bonus). Lastly, the weapon canscore a critical hit against undead, and if it does sothe undead creature acts as if dazed for one roundin addition to any damage dealt. Scoring a criticalhit with the dagger against an undead opponent

    causes the spell to discharge as the dagger releasesits positive energy into the undead creaturesbody. The dagger slowly melts away if yourelease your grip on it, although it does retain itsform long enough for a single throwing attack. Acreatures spell resistance must only be overcomeonce. When the creature is first struck by the

    dagger, make a check against the spell resistance.Should this check fail the creature is immune tothis casting of Nystuls crystal dagger.Focus Component: A tiny dagger made from fine

    lead crystal (worth 250 gold pieces).

    Nystuls Crystal DirkConjuration (Summoning)Level: Sor/Wiz 3Duration: 1 min./levelAs Nystuls crystal dagger, except as above, and

    the dagger has a +1 enhancement bonus to hit and

    damage as well as its Bane special quality. Lastly,the spell is not discharged when scoring a criticalhit against undead.Focus Component: A tiny dirk made from fine

    lead crystal (worth 350 gold pieces).

    Nystuls Golden RevelationDivinationLevel: Sor/Wiz 3Components: V, S, MCasting Time: 1 standard actionRange: 60 ft.

    Area: Quarter circle emanating from you to theextreme of the rangeDuration: Concentration, up to 1 min./levelSaving Throw: Will negates (see text)Spell Resistance: YesWith this spell, you can reveal hidden,

    concealed, or invisible creatures within the area.The concealed creature will be surrounded with aneasily-visible aura of golden light, shining out in a5-ft. radius around the concealed being. The spellcould reveal someone using the hide skill, acreature blocked by full cover (if the spell can

    penetrate the barrier providing cover see below),an invisible creature, or even an ethereal creature.Any concealed creature within the area of thisspell may make a Will saving throw to preventbeing discovered, and if the save is failed thecreature may make a new save each round untilsuccessful. Once a concealed being has made asuccessful saving throw against Nystuls goldenrevelation, the golden aura fades and they areimmune to that particular casting of the spell.Spell resistance is only checked once, but failing

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    to overcome spell resistance also makes thecreature immune to this casting of the spell.Note: Each round you can turn to detect things in

    a new area. The spell can penetrate barriers, but 1foot of stone, 1 inch of common metal, a thinsheet of lead, or 3 feet of wood or dirt blocks it.Material Component: A box wrapped with wax

    parchment, containing a glowworm.

    Nystuls Radiant BatonConjuration (Creation)Level: Sor/Wiz 3Components: V, S, M, FCasting Time: 1 standard actionRange: 0 ft.Effect: One batonDuration: 1 round/level (D)Saving Throw: See textSpell Resistance: Yes

    When you cast this spell, it forms a slender batonmade of energy from the quasi-elemental Plane ofRadiance. The baton can be any one of the sevencolors of the rainbow, as you choose. The colorsand their effects coincide with those from thevarious prismatic spells.

    Color EffectRed 1 fire damage/level (maximum

    of 10 damage)Orange 1 acid damage/level (maximum

    of 10 damage)Yellow 1 electricity damage/level

    (maximum of 10 damage)Green 1 point of temporary Constitution

    damage with a failed Fortitude save.Blue 1 point of temporary Dexterity

    damage with a failed Fortitude save.Indigo 1 point of temporary Wisdom

    damage with a failed Will save.Violet Randomly teleported on a

    critical hit.The baton counts as a club, including dealing outa base of 1d6 damage per strike, plus anyadditional effects listed on the chart above.

    Formed mostly from energy, however, the batonrequires only a melee touch attack roll to strike itstarget. Spell resistance is checked only the firsttime a creature is struck by the baton. If you arenot in physical contact with the baton at any pointin time the spell fades instantly.The violet batons special damage only comesinto effect on a successful critical hit. As ateleportation effect, the victim is teleported in arandom direction (use the random deviation chartson pg. 158 of the PH to help determine direction).

    The creature travels a number of feet equal to thedamage dealt. If this places the victim inside asolid object he appears in the nearest openlocation. The teleport scrambles the creature intransit, and deals an additional 1d6 points ofdamage for every five feet traveled (minimum of1d6), including additional distance moved to

    avoid solid objects.Material Component: A crystal prism that

    shatters when the spell is cast.Focus Component: A set of seven small, silver

    rods (they can be obtained for as little as 50 goldeach).

    Nystuls Blacklight BurstNecromancy [Darkness]Level: Sor/Wiz 4Components: V, S, MCasting Time: 1 standard action

    Range: Close (25 ft. +5 ft./2 levels)Area: 20-ft.-radius burstDuration: InstantaneousSaving Throw: Fortitude partialSpell Resistance: YesThis powerful spell brings forth a blast of energyfrom the Negative Energy Plane for an instant.

    You must make a Will save against this spell tosuccessfully control the incredible energies.Failure indicates that the spell fails, but does stunyou for one round as the painful backlash ragesthrough your body.

    If the Will save succeeds, you may target thespell normally. All those in the area suffer 1d4points of negative energy damage per 2 casterlevels (to a maximum of 10d4 damage). Affectedcreatures are also stunned for one round by theextreme pain of negative energy running rampantthrough their bodies. A successful Fortitude savedoes not reduce the spells damage, but doesnegate the stunning effect.Since undead are powered by negative energy,

    this spell cures them of a like amount of damage,rather than harming them. Also, undead are not

    stunned, but instead act as if hasted for one round.Note that this spell will not function within thearea of a Light spell of higher level.Nystuls blacklight burst counters Nystuls

    lightburst.Material Component: A bit of earth taken from

    the grave of a ghoul or ghast.

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    Nystuls LightburstConjuration [Light]Level: Sor/Wiz 4Components: V, S, MCasting Time: 1 standard actionRange: Close (25 ft. +5 ft./2 levels)Area: 20-ft.-radius burst

    Duration: InstantaneousSaving Throw: Fortitude partial (see text)Spell Resistance: YesThis potent spell summons a burst of energyfrom the Positive Energy Plane for an instant. Youmust make a Will save against this spell tosuccessfully control the incredible energies.Failure indicates that the spell fails, but does dazeyou for one round as the painful backlash ragesthrough your body.All those within the area are automatically

    blinded for one round. Those who make a

    successful Fortitude save are only dazzled for tenminutes in addition to the one round of blindness.

    Those failing the Fortitude save are blinded for4d6 rounds, and are dazed for one round.Furthermore, anyone facing the area of the spell(but not actually within it) must make a successfulReflex save or be blinded for 1d6 rounds (thecaster is not subject to this as he can automaticallylook away just as he completes the spell).Undead within the area take damage rather than

    suffer from the above effects. Undead take 1d6points of positive energy damage for every level

    of the caster (to a maximum of 15d6 damage), butdo receive a Fortitude save for half damage. Notethat this spell will not function within the area of aDarkness spell of higher level.Nystuls lightburst counters Nystuls blacklight

    burst.Material Component: A small solid gold orb

    (worth 25 gold pieces).

    Nystuls Radiant ArchConjurationLevel: Sor/Wiz 5

    Component: V, S, MCasting Time: 1 roundRange: Medium (100 ft. +10 ft./level)

    Target: One creatureDuration: Concentration, up to 1 round/levelSaving Throw: See textSpell Resistance: YesThis spell draws energy from the quasi-elementalPlane of Radiance to create a glimmering rainbowof light that arches between your open hands. Therainbow of light may be used to fire off one

    ranged touch attack each round at any creaturewithin range. Choose one color from the listbelow each round. The same color may be usedmultiple times.

    Color EffectRed 1d6 fire damage/level (maximum

    of 15d6 damage), Fortitude half.

    Orange 1d6 acid damage/level(maximum of 15d6 damage) , Fortitude half.

    Yellow 1d6 electricity damage/level(maximum of 15d6 damage) , Fortitude half.

    Green 1d4 points of temporaryConstitution damage, Fortitude negates.

    Blue 1d4 points of temporaryDexterity damage, Fortitude negates.

    Indigo 1d4 points of temporary Wisdomdamage, Will negates.

    Violet Randomly teleported 5 ft./level(maximum of 75 ft.), Will negates.

    The violet color is a teleportation effect, and thevictim is teleported in a random direction (use therandom deviation charts on pg. 158 of the PH tohelp determine direction). The creature travels 5feet per caster level (maximum of 75 feet). If thisplaces the victim inside a solid object he appearsin the nearest open location. The teleportscrambles the creature in transit, and deals 1d6points of damage for every five feet traveled,including additional distance moved to avoid solidobjects.Material Components: A crystal prism and a

    small blackboard with a pinhole through thecenter.

    Otilukes Spells:

    Otilukes Bubbling BuoyancyTransmutationLevel: Sor/Wiz 1Components: V, S, MCasting Time: 1 standard actionRange: Medium (100 ft. +10 ft./level)

    Target: One object of up to 100 lbs./levelDuration: 10 min./levelSaving Throw: NoneSpell Resistance: NoBy use of this spell, you can allow normally non-

    buoyant objects to float upon a layer of smallcrystal bubbles filled with air. Up to 100 lbs. percaster level can be made to float, including gold,lead, stone, or any other object. An object that hassunk will rise to the surface as long as it remains

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    within range of this spell throughout the duration.Objects rise at the rate of 90 feet per round.Material Components: A small cork and a pinch

    of bromine salt.

    Otilukes Smoky SphereConjuration (Creation)

    Level: Sor/Wiz 1Components: V, S, MCasting Time: 1 standard actionRange: Close (25 ft. +5 ft./2 levels)Effect: One smoke sphereDuration: 3 rounds (see text)Saving Throw: Fortitude negatesSpell Resistance: YesThis spell creates a small crystalline sphere filledwith a gray, hazy mass. The sphere appears inyour hand, and can be thrown as a grenade-likeweapon at any target within range of the spell (see

    PH pg. 158 for rules on random directions). Thesphere shatters against whatever it strikes, filling a10-ft. radius area with harsh, irritating smoke. Allthose who fail a Fortitude save suffer from a fit ofcoughing, gasping, and choking for 1d4+1 rounds.

    The fit of coughing results in a 2 morale penaltyon all attacks, skill checks, and saving throws forthe duration of the coughing. Any spell with averbal component requires a Concentration checkto cast successfully (for casting while under theeffects of a distracting spell). The smoke clouddisperses in one round, although any strong wind

    will disperse the cloud instantaneously (althoughit still affects those initially within its area).The smoke sphere itself does not have to bethrown immediately. The sphere will last for up to3 full rounds, and you may perform other actions(even spellcasting) in the interim. The sphere mustbe thrown within those 3 rounds, however, or thesmoke becomes inert and the sphere melts awayinto nothingness. If an attacker manages to sunderthe smoke sphere, by dealing it 1 or more pointsof damage, the sphere shatters immediately andthe smoke cloud is centered upon you.

    Material Components: A charred stick or pieceof charcoal, and a small, hollow glass ball.

    Otilukes Boiling Oil BathConjuration (Creation) [Fire]Level: Sor/Wiz 2Components: V, S, MCasting Time: 1 standard actionRange: Medium (100 ft. +10 ft./level)

    Target: One creatureDuration: Instantaneous

    Saving Throw: Reflex negatesSpell Resistance: YesThis spell creates a cauldron-shaped container offorce filled with boiling oil, which appears overthe targets head. A successful Reflex save allowsthe victim to jump clear before the oil is poured.A failed save results in the full dose of boiling oil

    striking the victim, which deals 1d4 points of firedamage per caster level (to a maximum of 10d4fire damage). Furthermore, the oil slowlyevaporates into nothingness over the next fullround, but should the victim receive any amountof fire damage before the oil disperses he burstsinto flame (see Catching on Fire - DMG pg. 303).

    The new flames are nonmagical, and must be putout in the normal fashion.Material Components: A few drops of oil and a

    pinch of sulfur.

    Otilukes Acid CloudConjuration (Creation) [Acid]Level: Sor/Wiz 3Components: V, S, MCasting Time: 1 standard actionRange: Medium (100 ft. +10 ft./level)Effect: One acid sphereDuration: 3 rounds (see text)Saving Throw: Fortitude partial (see text)Spell Resistance: YesThis spell creates a small crystalline sphere filledwith a yellowish-brown mist. The contents

    become useless and the sphere itself dissolves intonothingness after three full rounds. During thattime, the sphere can be thrown as a grenade-likemissile (see PH pg. 158 for rules on randomdirections) at any target within range of the spell.

    The sphere shatters when it contacts anything, andthe mist releases to fill the air with a 30-ft.-radiuscloud of yellowish acid fumes. The cloud persistsfor one full minute, but any strong winds or rainwill disperse the cloud within a single round.The cloud deals out 1d6 points of acid damageper 2 caster levels (maximum of 5d6 acid damage)

    each round to creatures within the area. Thoseinside the cloud not only suffer from acid burns,but also inhale caustic fumes that deal 1 point oftemporary Constitution damage (an acid immunityallows the creature to ignore the Constitutiondamage as well). A successful Fortitude savingthrow halves the acid damage and removes theConstitution damage entirely, but the savingthrow must be rolled anew each round thatdamage is suffered.Any exposed objects (generally only worn

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    clothing, items carried in hands, and other itemsas determined by the DM) are also subject to theacid damage. Any such items may use the savingthrow result of the person holding or wearingthem.If an attacker manages to sunder the acid sphere,

    by dealing it 1 or more points of damage, the

    sphere shatters immediately and the acid cloud iscentered upon you.Material Components: A small vial of pure water

    mixed with a drop of sulfur.

    Otilukes Force UmbrellaAbjuration [Force]Level: Sor/Wiz 3Components: V, S, MCasting Time: 1 standard actionRange: Personal

    Target: You

    Duration: 10 min./level (D)This spell, originally created simply to keep thecaster dry during rainstorms, creates a shimmeringviolet, bowl-shaped dome of force above you. Thedome will follow you wherever you travel, andalways remains above you. The dome shields youfrom all rain, sleet, and snow, but also againstattacks from above (such as siege missiles, giant-hurled boulders, or a breath weapon from a flyingdragon). Otilukes force umbrella provides a +10cover bonus to AC and a +4 cover bonus to Reflexsaves. Lastly, this spell negates all attempts to use

    Otilukes boiling oil bath upon you.The dome of force always remains above you,but above is a relative term for this spell. Thespell interprets above to mean the opposite sideof the ground you are standing upon. In mostsituations this will cause the dome of force toappear above your head. In some circumstances,such as when on an extreme slope, the domemight be more angled behind your back. In suchunusual situations, the DM will determine exactlywhere the dome is facing. In general, this domeshould never provide its cover bonus against a

    creature in melee combat with the caster.Material Components: A miniature umbrellamade of wood and leather sprinkled with thetiniest coating of diamond dust (about 5 goldpieces worth).

    Otilukes Steaming SphereConjuration (Creation) [Fire]Level: Sor/Wiz 4Components: V, S, MCasting Time: 1 standard action

    Range: Medium (100 ft. +10 ft./level)Effect: One steam sphereDuration: 3 rounds (see text)Saving Throw: Fortitude partialSpell Resistance: YesThis spell causes a small crystalline sphere filledwith hot steam to appear in your hand. The steam

    within the sphere will remain active for 3 rounds,but after that time the sphere fades away. Thesphere can be hurled at any target within range asa grenade-like weapon (see PH pg. 158 for ruleson grenade-like weapons). When the spherestrikes anything it instantly shatters, releasing acloud of steam that will persist for one fullminute, but any strong winds or rain will dispersethe cloud within a single round.The steam cloud fills a 30-ft.-radius area withsteaming mist. The steam cloud obscures vision ofany kind beyond 5 feet, and creatures within 5 feet

    have one-half concealment. The steam cloud dealsout 1d4 points of fire damage per 2 caster levels(maximum of 5d4 fire damage) each round tocreatures within the area. A successful Fortitudesave halves the fire damage. A creature who failsits save not only takes full damage from the steamcloud, but is incapacitated with the pain of hisboiling insides, and is considered dazed for oneround. All creatures within the area must remaketheir Fortitude save each round they remain withinthe steam cloud. A creature with fire immunity isalso not dazed by this spell.

    If an attacker manages to sunder the steamsphere, by dealing it 1 or more points of damage,the sphere shatters immediately and the steamcloud is centered upon you.Material Components: A few drops of pure

    water, a pinch of dust, and a bit of sulfur.

    Otilukes Electrical ScreenEvocation [Electricity]Level: Sor/Wiz 5Components: V, S, MCasting Time: 1 standard action

    Range: Close (25 ft. +5 ft./2 levels)Effect: Wall whose area is up to one 10-ft.square/level or a sphere or hemisphere with aradius of up to 1 ft./levelDuration: 1 min./level (D)Saving Throw: Fortitude partial (see text)Spell Resistance: YesThis spell creates a shimmering, immobilescreen of electrical energy. Any creature orunattended object passing through the screensuffers a strong shock. The shock deals 1d8 points

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    of electricity damage per caster level (maximumof 15d8), and causes the victim a 2 penalty on allattack rolls for 1 minute due to numbness. Asuccessful Fortitude save halves the damage andnegates the numbness. Any character in metalarmor receives a 4 circumstance penalty to thesaving throw. A creature immune to electricity is

    also unaffected by the numbness. A disintegrate orsuccessful dispel magic spell removes Otilukeselectrical screen.Material Components: A bit of fur, a glass rod,

    and a thin sheet of fine crystal.

    Otilukes Polar ScreenEvocation [Cold]Level: Sor/Wiz 5Components: V, S, MCasting Time: 1 standard actionRange: Close (25 ft. +5 ft./2 levels)

    Effect: Wall whose area is up to one 10-ft.square/level or a sphere or hemisphere with aradius of up to 1 ft./levelDuration: 1 min./level (D)Saving Throw: Fortitude partial (see text)Spell Resistance: YesThis spell creates a misty, bluish-white,immobile screen of energy. Any creature passingthrough the screen will be affected as if justpassing through an intense blizzard. The extremeice and snow deals 1d8 points of cold damage percaster level (maximum of 15d8), and causes the

    victim to be fatigued from exposure until theyspend 1 full minute in a warm environment (atleast 50 degrees Fahrenheit). A successfulFortitude save halves the damage and negates thefatigue. A creature immune to cold is alsounaffected by the fatigue effect. A disintegrate orsuccessful dispel magic spell removes Otilukespolar screen.Material Components: A thin sheet of fine lead

    crystal, and a few bluish-white quartz crystals.

    Otilukes Radiant Screen

    EvocationLevel: Sor/Wiz 5Components: V, S, M, FCasting Time: 1 standard actionRange: Close (25 ft. +5 ft./2 levels)Effect: Wall whose area is up to one 10-ft.square/level or a sphere or hemisphere with aradius of up to 1 ft./levelDuration: 1 round/level (D)Saving Throw: See textSpell Resistance: Yes

    This spell creates a fluctuating screen of energydrawn from the quasi-elemental Plane ofRadiance. The screen is immobile, and has a coloras chosen from the table below. The effect of thescreen on anyone passing through it is alsodetermined by the color chosen.

    Color Effect

    Red 1d6 fire damage/level (maximumof 15d6 damage), Fortitude half.

    Orange 1d6 acid damage/level (maximumof 15d6 damage) , Fortitude half.

    Yellow 1d6 electricity damage/level(maximum of 15d6 damage) , Fortitude half.

    Green 1d4 points of temporaryConstitution damage, Fortitude negates.

    Blue 1d4 points of temporary Dexteritydamage, Fortitude negates.

    Indigo 1d4 points of temporary Wisdomdamage, Will negates.

    Violet Randomly teleported 5 ft./level(maximum of 75 ft.), Will negates.The violet color is a teleportation effect, and thevictim is teleported in a random direction (use therandom deviation charts on pg. 158 of the PH tohelp determine direction). The creature travels 5feet per caster level (maximum of 75 feet). If thisplaces the victim inside a solid object he appearsin the nearest open location. The teleportscrambles the creature in transit, and deals 1d6points of damage for every five feet traveled,including additional distance moved to avoid solid

    objects. The distance teleported is alwaysmeasured from the edge of the screen, and neverallows the victim to appear inside a spherical orhemispherical screen. The victim is insteadteleported to the nearest available location outsidethe screen, just as if the inside of the screen wereone large, solid object.The screen will effect anything passing throughit. The caster can change the color of the screen asa free action once each round. A disintegrate orsuccessful dispel magic spell removes Otilukesradiant screen.

    Material Components: A crystal prism, and athin sheet of fine crystal with all colors of therainbow displayed prominently.Focus Component: A beryl gemstone (valued at

    500 gold pieces or more).

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    Otilukes Diamond ScreenEvocationLevel: Sor/Wiz 6Components: V, S, FCasting Time: 1 standard actionRange: Close (25 ft. +5 ft./2 levels)Effect: Wall whose area is up to one 10-ft.

    square/level or a sphere or hemisphere with aradius of up to 1 ft./levelDuration: 1 round/level (D)Saving Throw: Fortitude partialSpell Resistance: YesThis spell creates an immobile, glittering screenof energy. All creatures and unattended objectspassing through the screen will be attacked by amultitude of razor-sharp blades made ofdiamonds. Those appearing on the other side ofthe screen are usually covered with hundreds ofrazor-thin cuts. The screen deals 1d8 points of

    slashing damage per caster level (maximum of20d8 slashing damage). A successful Fortitudesave results in half damage. A disintegrate orsuccessful dispel magic spell removes Otilukesdiamond screen.Focus Component: A leather bag filled with a

    collection of sharp diamond chips valued at aminimum of 500 gold pieces.

    Otilukes Excruciating ScreenEvocationLevel: Sor/Wiz 6

    Components: V, S, MCasting Time: 1 standard actionRange: Close (25 ft. +5 ft./2 levels)Effect: Wall whose area is up to one 10-ft.square/level or a sphere or hemisphere with aradius of up to 1 ft./levelDuration: 1 round/level (D)Saving Throw: Fortitude partialSpell Resistance: YesThis spell creates an immobile, misty grayscreen. Any creature passing through this screen isaffected as if the creature just stepped onto one of

    the four negative quasi-elemental planes. Theplane which will effect creatures passing throughthe screen must be chosen when the spell is cast,and cannot be changed throughout the duration ofthe spell. Anyone passing through the screen mustmake an immediate Fortitude saving throw orsuffer 1d6 points of damage per caster level(maximum of 15d6 damage) and become stunnedfor 1d4 rounds due to the shock and pain. Thosewho succeed at the save take only half damage,and are not stunned. The four variations of this

    spell are described below:Vacuum: The pain caused is due to

    asphyxiation. Creatures who do not need to breathare unaffected by this screen. Air creatures sufferone extra damage per die of damage.

    Salt: The pain is the result of body moisturedrawn away from the creature. Creatures without

    body fluids will not be affected (such asconstructs, undead, and some outsiders). Watercreatures suffer one extra damage per die ofdamage.

    Ash: The pain is caused by the sudden loss ofthe creatures body heat. Undead, constructs, andcold-based creatures remain unharmed by thescreen. Fire creatures suffer one extra damage perdie of damage.

    Dust: The pain is produced by having part ofthe creatures solid body mass dispersed. Anycreatures of a gaseous or liquid nature are the only

    creatures not harmed by this screen. No creaturesreceive additional damage from the screen,however.A disintegrate or successful dispel magic spell

    removes Otilukes excruciating screen.Material Components: A crystal sheet and a

    hollow sphere, lump of salt, pinch of ash, or bit ofdust, depending on the type of screen used.

    Otilukes Orb of ContainmentEvocation [Force]Level: Sor/Wiz 6

    Components: V, S, FCasting Time: 1 standard actionRange: Close (25 ft. +5 ft./2 levels)Effect: 1-ft. diameter sphere, centered around anobject or substanceDuration: 24 hoursSaving Throw: Reflex negates (object)Spell Resistance: Y es (object)This spell is used to create a useful container forvery dangerous substances. You create atransparent crystalline orb one foot in diameterthat can appear anywhere within range of the

    spell. The orb will surround the object or a part ofa liquid substance, holding it securely, and returnthe object or substance to you. The orb cannot beformed around a living creature, and attempting tograb an object currently in another creaturesgrasp will allow that creature a Reflex savingthrow.The orb is practically indestructible, so even themost volatile or corrosive of substances will beheld safely. The inside of the orb does not registerinertia, so shaking the orb will not disturb the

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    contents. Time within the orb is suspended, so thecontained substance will not age. Only a rod ofcancellation, wand of negation, disintegrate, or atargeted dispel magic has any chance of damagingthe orb. The above items and spells will destroythe orb without damaging the substance containedwithin.

    The orb will exist for exactly one day, afterwhich it begins to fade out. The orb slowly fadesfrom existence over a period of one minute oncethe duration expires. If this spell is cast againwhile the orb is fading, the duration is renewedwithout the contained substance being disturbed inthe least.Focus Component: A diamond worth 1,000 gold

    pieces encased in a glass sphere.

    Otilukes Death ScreenNecromancy [Death]

    Level: Sor/Wiz 7Components: V, S, MCasting Time: 1 standard actionRange: Close (25 ft. +5 ft./2 levels)Effect: Wall whose area is up to one 10-ft.square/level or a sphere or hemisphere with aradius of up to 1 ft./levelDuration: 1 round/level (D)Saving Throw: Fortitude partialSpell Resistance: YesThis spell calls into existence a gray, mistyscreen which cannot be moved once formed. Any

    creature passing through the screen comes intodirect contact with the Negative Energy Plane fora brief moment. This contact is enough to slay anycreature that fails a Fortitude saving throw.Success indicates the creature survives theharrowing experience, but is forever changed. Thecreature gains 1 negative level, and 24 hours latermust make a second Fortitude saving throw (againagainst the DC of this spell) or have the levelpermanently drained. Undead are immune to theeffetcs of this spell. A disintegrate or successfuldispel magic spell removes Otilukes death

    screen.Material Components: A bit of earth from avampires coffin and a hollow sphere.

    Otilukes Fire and IceEvocation [Cold, Fire]Level: Sor/Wiz 7Components: V, S, MCasting Time: 1 standard actionRange: Long (400 ft. +40 ft./level)Area: 30-ft.-radius spread

    Duration: InstantaneousSaving Throw: Reflex halfSpell Resistance: YesWhen this spell is cast, a red crystal sphere

    immediately appears before the caster, then fliesaway at great speed towards the targeted area (in amanner identical to that of the fireball spell). A

    brief moment later, a blue crystal sphere appearsand quickly mimics the actions of the red sphere.When the red sphere reaches the area youdesignated, it explodes in a blast of flame 30 feetin radius. All creatures in this area take 1d6 pointsof fire damage for each odd-numbered caster levelyou possess (maximum of 10d6 at 19th level). Asuccessful Reflex save reduces this damage byhalf. Then, the blue sphere arrives and explodesinto the same area. The blue sphere deals 1d6points of cold damage for each even-numberedcaster level you possess (maximum of 10d6 at

    20th level). The second set of damage is alsohalved by the original saving throw.Material Components: A pinch of phosphorous

    and a small quartz crystal.

    Otilukes Siege SphereConjuration (Creation) [Force]Level: Sor/Wiz 7Components: V, S, MCasting Time: 1 roundRange: TouchEffect: One boulder/5 levels

    Duration: 10 minutes or until dischargedSaving Throw: NoneSpell Resistance: YesThis spell creates one large, boulder-sized sphereof force for every five caster levels. The bouldersmust be fired from a catapult, or other similarsiege weapon (such as a trebuchet) to be activated.

    The spheres will remain in existence for tenminutes, but after that will fade into nothingness.

    The spheres can only be harmed by effects whichwould destroy a wall of force. Once the spheresare fired, they will take on a different form chosen

    at the time of casting. Regardless of the formchosen for the spheres, the spell is dischargedonce the spheres have been fired. All spherescreated from one casting must have the sameform. Choose one of the following forms whenthe spell is cast:

    Liquid Fire: When this sphere strikes its targetit instantly shatters, spraying a mass of liquid fireover an area 30 feet in radius. All combustibles inthe area of effect will be ignited. All creatures inthe area of effect will take 2d6 points of fire

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    damage for 1 round/caster level, and then continueto burn as normal for mundane fire (see DMG pg.303 for rules for Catching on Fire).

    Crystal Shards: This sphere splinters apart 30feet above the ground, raining down crystal shardsin a 20-ft.-radius circle. Each creature in the areaeffected will take 1d6 points of slashing damage

    per caster level (maximum of 10d6 slashingdamage).

    Wrecking Ball: Upon nearing its target, thisspheres density dramatically increases so itstrikes with three times the impact of even themightiest catapult. The sphere deals 1d6 points offorce damage per caster level (maximum of 15d6force damage) to the target.Material Components: A pinch of diamond dust,

    and either a bit of phosphorous, an assortedsample of crystal flakes, or a lodestone(depending on the form chosen).

    Ottos Spells:

    Ottos Chime of ReleaseTransmutation [Sonic]Level: Brd 1, Sor/Wiz 1Components: V, S, MCasting Time: 1 standard actionRange: Medium (100 ft. +10 ft./level)

    Target: One creatureDuration: Instantaneous

    Saving Throw: NoneSpell Resistance: NoWhen this spell is cast, a delicate chime rings

    out, the vibrations of which release any one formof nonmagical bonds holding a single creature. Arope could be untied, shackles loosened, a leatherstrap unbound, a gag undone, or a wooden stockopened by the chime. The spell could even beused to release a bit and bridle from a horse,freeing the mount from the riders direct control.

    This spell can only undo one form of binding percasting. For instance, if the target is both tied and

    gagged, you may choose to release either the gag,or the ropes.Material Component: A small brass tubular

    chime.

    Ottos Sure-Footed ShuffleTransmutationLevel: Brd 1, Sor/Wiz 1Components: V, S, MCasting Time: 1 standard action

    Range: Close (25 ft. +5 ft./2 levels)Target: One creatureDuration: 1 min./level (D)Saving Throw: Will negates (harmless)Spell Resistance: Yes (harmless)After you cast this spell, the target hears brief

    fiddle music, but then gains the ability to climb at

    speed 30 feet, although he must still make a Climbcheck to climb any surface with a DC greater thanzero. The target gains a +8 racial bonus on allClimb checks. The creature may always choose totake 10 on Climb checks, even if rushed orthreatened while climbing. If the creature choosesan accelerated climbing rate, it moves at a speedof 60 feet, and makes a single Climb check at a 5penalty. Creatures cannot use the run action whileclimbing.Material Components: A fiddle string and a

    sliver from the hoof of a mountain goat.

    Ottos Soothing VibrationsEnchantment [Mind-Affecting, Sonic]Level: Brd 1, Sor/Wiz 2Component: VCasting Time: 1 standard actionRange: Medium (100 ft. +10 ft./level)Area: 20-ft.-radius sphereDuration: 1 round/level (D)Saving Throw: Will negates (see text)Spell Resistance: YesAs you cast this spell your soothing, calming

    voice seems to float through the air to those in theradius of the spells effect. As the lilting musiccontinues, the creatures feel you broadcastingpeaceful, kindly thoughts to them. All creatures inthe area of the animal type receive no savingthrow. All other creatures in the area may make aWill save to resist the effects of the spell. Anycreature effected by the spell receives a 2 moralepenalty to all saving throws against charm spellsyou cast during the duration of this spell.

    Ottos Tones of Forgetfulness

    Enchantment [Mind-Affecting]Level: Brd 2, Sor/Wiz 2Components: V, S, MCasting Time: 1 standard actionRange: Close (25 ft. +5 ft./2 levels)

    Target: One creatureDuration: 10 min./level (D)Saving Throw: Will partialSpell Resistance: YesWhen you cast this spell the ears of the target

    creature are filled with exotic tones that only he

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    can hear. If the targets Will save is successful hereceives a 2 morale penalty to all skill checks forthe duration of this spell. On a failed save, thetarget receives a morale penalty of 1d6 plus 1 per2 caster levels (maximum morale penalty of1d6+5). The morale penalty to any one skillcannot be greater than the targets ranks in that

    skill.Material Components: A string from a sitar and a

    wooden mallet.

    Ottos Crystal RhythmsEnchantment (Compulsion) [Mind-Affecting]Level: Brd 2, Sor/Wiz 3Components: V, S, MCasting Time: 1 standard actionRange: Close (25 ft. +5 ft./2 levels)

    Target: One creatureDuration: 1 round/level (D)

    Saving Throw: Will negatesSpell Resistance: YesUnless the target of this spell can succeed at a

    Will save, the creatures ears will be filled withthe sounds of energetic crystal chimes that no oneelse can hear. The creature will immediately dropanything in its hands, and begin clapping inrhythm with the music. The victim cannot use hishands for anything else. Spells requiring a somaticcomponent cannot be cast, many skills cannot beperformed, nothing can be held in either hand, andunarmed attacks may not be made with either

    hand. This spell only has an effect on creatureswith hands, but any creature with more than onepair of hands will clap along with as many handsas the creature has. This spell does not prevent thetarget from defending himself normally fromattacks, and the target may perform any actionthat does not require hands.Material Component: A pair of quartz crystals.

    Ottos Warding TonesEnchantment [Mind-Affecting]Level: Brd 3, Sor/Wiz 3

    Components: V, S, MCasting Time: 1 standard actionRange: Medium (100 ft. +10 ft./level)Area: 30-ft.-radius burstDuration: 1 min./levelSaving Throw: Will negatesSpell Resistance: YesAll creatures affected by this spell will have their

    ears filled with loud tones only they can hear. Thenotes will drown out all other sounds, effectivelymaking the creatures deaf for the duration of the

    spell. The creatures are also rendered immune toall sonic effects (but not sonic damage, in mostcases).A deafened character, in addition to the obvious

    effects, suffers a 4 penalty on initiative and a20% chance to miscast and lose any spell with averbal (V) component that he tries to cast. The

    Dungeon Masters Guide has more details on theeffects of deafness.Material Components: Two lumps of bees wax

    and a string from any orchestral string instrument.

    Ottos Drums of DespairEnchantment (Compulsion) [Mind-Affecting,Sonic]Level: Brd 3, Sor/Wiz 4Components: V, S, FCasting Time: 1 standard actionRange: Medium (100 ft. +10 ft./level)

    Area: Up to two 10-ft. cubes/level (S)Duration: 1 round/levelSaving Throw: Will negates (see text)Spell Resistance: YesThis spell will create the sound of oppressivelyloud war drums in a large area, filling all creatureswithin that area with dread and despair. Alleffected creatures receive a 2 morale penalty onattack rolls, skill checks, ability checks, savingthrows, and weapon damage rolls. Creatures with2 HD or less are not entitled to a save against thispowerful spell.

    Ottos drums of despair dispels and countersOttos rousing anthem.Focus Component: A pair of miniature bronze

    drums with onyx decorations (worth 250 goldpieces).

    Ottos Rousing AnthemEnchantment (Compulsion) [Mind-Affecting,Sonic]Level: Brd 3, Sor/Wiz 4Components: V, S, FCasting Time: 1 standard action

    Range: Medium (100 ft. +10 ft./level)Area: Up to two 10-ft. cubes/level (S)Duration: 1 round/levelSaving Throw: Will negates (harmless)Spell Resistance: Yes (harmless)This spell produces a clarion trumpet call thatraises the spirits of all your allies within the area.All effected creatures receive a +2 morale bonuson attack rolls, skill checks, ability checks, savingthrows, and weapon damage rolls.Ottos rousing anthem dispels and counters

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    Ottos drums of despair.Focus Component: Four miniature silver

    trumpets trimmed with lapis lazuli (worth 250gold pieces).

    Ottos Silver TongueTransmutation

    Level: Sor/Wiz 4Components: S,Casting Time: 1 standard actionRange: Personal

    Target: YouDuration: 10 minutes/levelYour speech becomes fluent and more believable.You gain a +30 bonus on Bluff checks made toconvince another of the truth of your words. (Thisbonus doesnt apply to other uses of the Bluffskill, such as feinting in combat, creating adiversion to hid, or communicating a hidden

    message via innuendo.)If a divination is attempted against you that

    would detect your lies or force you to speak thetruth (such asdiscern liesor zone of truth), thecaster of the divination must succeed on a casterlevel check (1d20 +caster level) against a DC of15 +your caster level to succeed. Failure meansthe divination does not detect your lies or forceyou to speak only the truth.Note: This spell is identical to the bard spellglibness, except as above.

    Ottos Tonal AttackEnchantment (Compulsion) [Sonic]Level: Brd 4, Sor/Wiz 4Components: V, S, MCasting Time: 1 standard actionRange: Medium (100 ft. +10 ft./level)

    Target: One creatureDuration: 1 round/levelSaving Throw: Will partial (see text)Spell Resistance: YesThis spell causes a blaring noise of horrendoustones to overtake the target creature. When first

    struck by this spell, the target takes 3d6 sonicdamage with no saving throw. The primaryfunction of this spell is to disrupt the targetsability to use magic. The victim of this spellcontinues to hear the tooth-jarring melodies forthe duration of this spell. Any spell cast by thetarget requires a successful Concentration checkas normal for a non-damaging, distracting spell.However, this spells initial damage is added tothe DC of the Concentration check for each roundif the target fails his Will save.

    Material Component: A sitar string and a crystalmallet (worth 50 gold pieces).

    Ottos Gong of IsolationEnchantment [Mind-Affecting]Level: Brd 6, Sor/Wiz 7Components: V, S, F

    Casting Time: 1 standard actionRange: Medium (100 ft. +10 ft./level)

    Target: One creatureDuration: InstantaneousSaving Throw: Will partialSpell Resistance: YesWhen this spell is cast upon a creature, the mind-

    numbing sound of an extremely loud gong fills itsmind. If the creature makes its Will save, it is onlystunned for one round. If the save fails, thecreature loses all normal, sensory input into themind. The creature cannot see, hear, feel, taste, or

    smell, effectively making the creature practicallyhelpless. Telepathic communication with such acreature is still possible, and the creature mightreceive information about the world through sucha link. A remove blindness/deafness spell willcure a portion of the malady. A breakenchantment, heal, limited wish, miracle, wish, orother such spell will completely cure thecondition.In addition to the obvious effects, a blinded

    creature suffers a 50% miss chance in combat (allopponents have full concealment), loses any

    Dexterity bonus to AC, suffers a -2 penalty to AC,moves at half speed, and suffers a 4 penalty onall Search checks and most Strength- andDexterity-based skills. A deafened creature, inaddition to the obvious effects, suffers a 4penalty on initiative and a 20% chance to miscastand lose any spell with a verbal (V) componentthat he tries to cast. A numbed creature losesaccess to the Tremorsense quality, moves at halfspeed (stacking with blind to reduce to one-thirdspeed), receives a 4 penalty on all attack rolls,receives a 6 penalty to all Dexterity checks and

    Dexterity-based skill checks (stacking with theblindness penalty), and has a 20% chance tomiscast and lose any spell with a somatic (S)component that he tries to cast. A creature withouta sense of smell is unable to make use of the Scentquality. A creature without access to any of itssenses cannot use the Blind-Fighting feat, or anyBlindsight special quality. The Dungeon MastersGuide has more details on the effects of blindnessand deafness.Focus Components: A miniature gold gong and

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    tiny gold striker with a jade stone at its head.Together, the items are valued at 3,000 goldpieces.

    Rarys Spells:

    Rarys Empathic PerceptionDivination [Mind-Affecting]Level: Sor/Wiz 1Components: V, S, MCasting Time: 1 standard actionRange: Close (25 ft. +5 ft./2 levels)

    Target: One living creatureDuration: Concentration, up to 1 min./levelSaving Throw: Will negatesSpell Resistance: YesThis spell enables you to sense the basic surfaceemotions of any creature you can see that is

    within range. You can sense basic needs, drives,and emotions. Thirst, hunger, fear, fatigue, pain,rage, hatred, uncertainty, curiosity, friendliness,and so on, can all be sensed.Material Component: A copper piece.

    Rarys Aptitude AppropriatorDivination [Mind-Affecting]Level: Sor/Wiz 2Components: V, SCasting Time: 1 roundRange: Touch

    Target: Creature touched

    Duration: 10 min./levelSaving Throw: Will negatesSpell Resistance: YesBy using this spell, you can temporarily acquire

    the ability to use a skill known to another creature.You must succeed at a melee touch attack againstthe creature already possessing the desired skill. Ifthe creature is willing to transfer his skill he mayforfeit his save as normal. You gain a number ofranks in the skill chosen at casting as the touchedcreature possesses, up to 1 rank per caster level(maximum of 15 ranks). The touched creature

    does not lose the skill, but merely enables you touse the skill as well. Only skills can be transferredby this spell.

    Rarys Memory AlterationEnchantment (Compulsion) [Mind-Affecting]Level: Sor/Wiz 4Components: V, SCasting Time: 10 minutes (see text)Range: Touch

    Target: Creature touchedDuration: PermanentSaving Throw: Will negatesSpell Resistance: YesThis spell allows you to actively alter a part of acreatures memory. The portion of memory youcan affect is limited to one specific event in the

    creatures life. The memory of a real event can bealtered in any way you wish. You could replacereal facts about the event with false ones, or evenplace a completely new memory into thecreatures mind, causing the creature to rememberan event that never happened. You cannot,however, remove a memory of an event in itsentirety - only replace the memory. There is notime limit on how far into the past an event can bealtered. Dispel magic does not remove this spell,but a break enchantment, heal, limited wish,miracle, or wish can remove the spell. This spell

    cannot be used to alter or negate charm,suggestion, geas, or other similar spells byaltering memories of the spells.Casting this spell requires at least 10 minutes. If

    the amount of time the memory occupies is longerthan 10 minutes, the casting time will increase tomatch. For instance, altering memories of anevent that took 30 minutes will require a 30-minute casting time. You must be in physicalcontact with the target throughout the castingtime, and all normal rules for disrupting yourcasting still apply.

    An altered memory does not necessarily affectthe subjects actions, particularly if it contradictsthe subjects natural inclinations. An illogicalmemory, such as the subject remembering howmuch he enjoyed swimming in lava, is dismissedby the subject as a bad dream or a memorybrought on by too much ale. The DM has the rightto determine if an altered memory is toononsensical to significantly affect the subject.

    Rarys Mind ScanDivination [Mind-Affecting]

    Level: Brd 5, Sor/Wiz 4Components: V, SAs detect thoughts, except for above, and this

    spell allows you to scan deeper than surfacethoughts. You receive the presence or absence ofthoughts and the number of thinking minds withtheir mental strength in the first round of study,you receive surface thoughts on the second roundof study, and you may read deep thoughts fromany one target in the area on the third round. Onfourth and subsequent rounds you may continue to