This PDF is a part of fan site work. It makes no ... Magics Monst… · This PDF is a part of fan...

46
Disclaimer This PDF is a part of fan site work. It makes no challenges of ownership against Hasbro / WoTC / TSR as to the ownership, copyrights and intellectual property of Dungeons and Dragons and any affiliated works. Spells listed in BLUE remain the full rights of Hasbro / WoTC / TSR as they are directly based on their published works and prior art. Spells listed in BLACK remain the right of the members of Dragonsfoot who posted them. Spells listed in GREEN I created and hereby grant full rights to Dragonsfoot and its members. Spells listed in RED are from Dragon or Dungeon Magazine and remain the full rights of Hasbro / WoTC / TRS or Paizo Publishing. If anyone of the above parties have a problem with this compilation, e-mail me at: [email protected] and I will remove your works from this PDF. Now that I have covered my backside, on with the list.

Transcript of This PDF is a part of fan site work. It makes no ... Magics Monst… · This PDF is a part of fan...

Disclaimer

This PDF is a part of fan site work. It makes no challenges of ownership against Hasbro / WoTC / TSR as to the ownership,

copyrights and intellectual property of Dungeons and Dragons and any affiliated works.

Spells listed in BLUE remain the full rights of Hasbro / WoTC / TSR as they are directly based on their published works and

prior art.

Spells listed in BLACK remain the right of the members of Dragonsfoot who posted them.

Spells listed in GREEN I created and hereby grant full rights to Dragonsfoot and its members.

Spells listed in RED are from Dragon or Dungeon Magazine and remain the full rights of Hasbro / WoTC / TRS or Paizo

Publishing.

If anyone of the above parties have a problem with this compilation, e-mail me at: [email protected] and I will

remove your works from this PDF.

Now that I have covered my backside, on with the list.

Alternate Magics: Monsters (Spell List)

Djinni: Assume Gaseous Form (PC-01) Create Food and Drink (IM-01 / QuantumEFX) Create Illusions (IM-01 / QuantumEFX) Create Metallic Objects (IM-01 / QuantumEFX) Create Soft Goods (IM-01 / QuantumEFX) Create Wooden Objects (IM-01 / QuantumEFX) Form A Whirlwind (IM-01 / QuantumEFX) Magic Carpet Ride (QuantumEFX) Spectral Band (QuantumEFX)

Dragon: Appraise (QuantumEFX) Caveform: Stone (QuantumEFX) Move Stone (QuantumEFX) Panic! (QuantumEFX) Temporary Hoard (QuantumEFX)

Elementals: Air Move (QuantumEFX) Distance Distortion (HWA 01-03) Earth Move (QuantumEFX)

Elf: Anti-Underground Animal Shell (GAZ 13) Call Upon Souls (GAZ 13) Ceremony (GAZ-05) Command Word (GAZ-05) Control Destiny (GAZ-13) Detect Ambush (GAZ-11) Discharge Soul Power (GAZ 13) Enchanted Weapon (PC-01) Fairie Lights (GAZ-05) Fellowship (GAZ-05) Growth Of Underground Animal (GAZ 13) Hold Underground Animal* (GAZ-13) Locate (GAZ-13) Longstride (GAZ-05) Lower Lava* (GAZ 13) Metal To Rock (GAZ 13) Orientation (GAZ-11) Pass Rock (GAZ 13) Precipitation (PC-01 / GAZ-09) Predict Weather (GAZ 13) Produce Fire (GAZ-13)

Elf (continued):Protection Form Poison (GAZ 13) Rock Door (GAZ 13) Speak With Underground Animals (GAZ 13) Summon Underground Animals (GAZ 13) Transcend Life Force (GAZ 13) Transmute Rock To Lava (GAZ 13) Transmute Rock To Mud (GAZ 13) Transport Through Rock (GAZ 13) Turn Rock (GAZ 13) Watcher (PC-01)

Faenare: Harmonic Song (PC-02) Song of Dispelling (PC-02) Song of Life (PC-02) Song of the Lesser Snowstorm (PC-02) Song of the Greater Snowstorm (PC-02) Song of the Rainbow (PC-02) Song of the Wake (PC-02) Song of the Whirlwind (PC-02) Song of Triumph (PC-02) Song of Will & Iron (PC-02)

Fairy: Assume Gaseous Form (PC-01) Bestow Invisibility (Invisible to Mortals) (PC-01) Bestow Second Sight (PC-01) Chill (PC-01) Courier (PC-01) Create Normal Animals (PC-01) Cure Disease or Blindness (PC-01) Enchanted Weapon (PC-01) Entangle (PC-01) Fairy Slumber (PC-01) Fear (PC-01) Horse-Rush (PC-01) Polymorph Natural Objects (PC-01) Precipitation (PC-01 / GAZ-09) Rock (PC-01) Silence Individual (PC-01) Watcher (PC-01)

Giant: Summon Elemental (QuantumEFX) Weapon Pact (QuantumEFX) Well of Knowledge (QuantumEFX)

Goblin: Better Touchy Heal (QuantumEFX) Blend (QuantumEFX) Call Wolf (QuantumEFX) Chaos (QuantumEFX) Dead Army (QuantumEFX) Death Dart (QuantumEFX) Home (QuantumEFX) Leg-it (QuantumEFX) No See Guardian (QuantumEFX) Sleep (QuantumEFX) Steady Hand (QuantumEFX) Sticky Web (QuantumEFX) Touchy Heal (QuantumEFX)

Gremlin: Chaotic Aura (PC-02) Leg Whip (PC-02) Side-Splitter (PC-02)

Halfling: Assume Animal Shape (GAZ-08 ) Earthgrip (GAZ-08 ) Know Intent (GAZ-08 ) Plant Fist (GAZ-08 ) Radiance (GAZ-08 ) Repel Lightning (GAZ-08 ) Repel Non-Living Material (GAZ-08 ) Shout (GAZ-08 ) Thornspear (GAZ-08 )

Helion: Earth to Fire (Module CM-03)

Lizardman: Blend, 15' radius (QuantumEFX) Blind (QuantumEFX) Burning Hand (QuantumEFX) Create Alcohol (QuantumEFX) Home Sweet Home (QuantumEFX) Mark Path (QuantumEFX) Pit (QuantumEFX) Raise Lizardman (QuantumEFX) Signal Flare (QuantumEFX) Sure Foot (QuantumEFX) Track (QuantumEFX) Weaken (QuantumEFX)

Lycanthropes: Wind Whisper (PC-04)

Nixie: Enchant Weapon (PC-03) Move Rocks (PC-03)

Sphinx: Anti-Magic Wall (QuantumEFX) Cloak (QuantumEFX) Detect Lie (QuantumEFX) Illusionary Form (QuantumEFX) Know Humanoid (QuantumEFX) Stun (QuantumEFX)

Tabi: Rotting Blight (PC-02)

Alternate Magics: Monsters

Djinni:

Assume Gaseous Form (PC-01) [1st Level]Range: Touch Duration: 1 turn per level (or HD) of caster Effect: Turns subject into a cloud of gas

Effects are the same as the potion of gaseous form. The spell may be cast on the caster or someone (something) else. Unwilling subjects are permitted a saving throw vs. spells to avoid the effects.

Create Food and Drink (IM-01 / QuantumEFX) [3rd Level]Range: 100' Duration: Permanent Effect: Creates a feast

This spell allows a djinni to create enough food and drink to provide a substantial feast for a dozen individuals per HD of the djinni. The food takes into account any dietary requirements and racial preferences. Elves get a feast appropriate for them, dwarves get a banquet fit for a noble, orcs get exotic raw meats, etc. All drinks seem to be all but bottomless and of exceptional quality.

If pressed, this spell will provide a minimal adventuring meal for 6 dozen individuals per HD of djinni.

Create Illusions (IM-01 / QuantumEFX) [6th Level]Range: 100' per HD Duration: Special Effect: Creates detailed interactive illusions

Similar to the magic user spell phantasmal force but much more powerful.

The djinni is capable of 125,000 cubic feet per HD, usually 50' x 50' x 50' but other configurations are possible. Illusions are so detailed that without physically interacting with it only a wish will reveal its true nature. Truesight and similar detection spells will only reveal that the area is highly magical and not what it appears to be.

Illusionary creatures will attack as their real versions but will only render any victim unconscious and unharmed if they are reduced to 0 HPs or less. Every turn the victim is allowed a save vs. spell with a -4 penalty to awaken. The creatures can have the appropriate hit points for that creature, but they may have any amount the djinni chooses, including unlimited. They may also have the appropriate AC of that creature or any AC down to -20. In fact any or all aspects of an illusionary creature is left to the djinni to decide, it is after all his/her/its own little playground.

Non-combat illusions appear just as real as illusionary creatures. The illusion fools all the senses, except for immortals and the above magical detection. An illusionary prison will feel, smell and sound just like the real thing.

The djinni will usually keep the illusion as believable as possible. If the victims encounter a situation that they know is impossible, such as a goblin taking 4,000hps of damage, all those who see the situation are allowed a Intelligence (or Wisdom for clerics) ability score check with a -6 penalty to realize that this is just an illusion. Those that realize that it's an illusion will from that point will no longer be affected by the spell. They can still feel and see the illusion but they can just walk through walls, take no damage, etc. By doing impossible things, such as ignoring damage from attacks or walking through walls, all the members of a group would quickly pass the required ability score check.

The DM may use the following optional rule if things aren't going well for a group. Every full day in the illusion each victim is allowed an ability score check to figure out that it's just an illusion. The 1st day is at -10, the 2nd is at -9, etc. In time at least one member of the group will figure it out.

The djinni may allow the illusion to have a limited about of adaptability or intelligence. It doesn't just have to be a group of orcs fighting the PCs and putting them into prison. The illusion may, at the djinni's discretion, be able to speak, answer and pose questions, adapt to prevent the victims from figuring out the illusion. If the djinni is present, he/she/it may use his/her/its intelligence score for the illusion's "intelligence".

For each day the djinni took to design the illusion before he/she/it left, the illusion has one point of intelligence. This however is limited to a maximum of the djinni's HD, so the illusion will never be as flexible and intelligent when the djinni is away as when he/she/it is "home".

Just before, or while, an impossible event occurs, the illusion (or the djinni if he/she/it is running the illusion) rolls an ability score check against its Intelligence. If it fails the impossible event occurs. If the check passes, the illusion adapts just enough to prevent the impossible event from happening. This slight variation from programmed events allows future Intelligence (or Wisdom for clerics) ability checks from the illusion's victims a cumulative -2 reduction on the penalty. So if two impossible events are avoided, the next Intelligence ability check by the illusion victims will only be at -2 instead of -6.

The djinni may change, end part or all of the illusion at any time. The illusion, when fully detected, can be dispelled normally and certain spells like wish and anti-magic will have the standard results.

Most of the illusions are playful, if a little chaotic, and are not meant to kill anyone. There are exceptions and accidents, such as victims starving to death, but they are usually unintentional.

Create Metallic Objects (IM-01 / QuantumEFX) [4th Level]Range: 100' Duration: Permanent or special Effect: Creates metallic objects

This spell allows a djinni to create up to 200cn per HD of mundane metallic objects of the djinni's choosing. They may be weapons, artwork, adventuring gear, raw materials, etc. Complex items, such as a clockwork dog, cannot be made with this spell. The objects themselves are very roughly made and if all objects are of the same type, such as all swords, all the goods will look the same. Even if they are different objects, they will all look as if they were created by the same craftsman with the same basic style and finish.

Precious metals, gold, silver, etc., can be created with this spell but they are only temporary. Objects made of these materials only last for 1 day per HD of the djinni. After that length of time they simply vanish as if they never existed.

Alternately up to 20cn per HD of highly crafted mundane metallic objects of the djinni's choosing can be created. These items are highly stylized, possibly not that functional, and are detailed far beyond what any human craftsman would ever imagine to be possible. These items are usually kept by the djinni in his/her/its private quarters, but at times of great generosity the djinni will give a few items away as a gift.

Each djinni will provide one flourish or symbol on each permanent item. This mark provides information as to who made the item, but only other djinni will be able to identify the maker. Others will be able to confirm that all items have the same mark, but will be unable to say who, when or where the object was created. Commune and identify spells will reveal that the object was created by a djinni but only a wish, immortal magic or another djinni can properly identify the specific djinni.

Create Soft Goods (IM-01 / QuantumEFX) [2nd Level]Range: 100' Duration: Permanent Effect: Creates metallic objects

This spell allows a djinni to create up to 300cn per HD of mundane soft goods of the djinni's choosing. This includes leather, carpet, cloth, soft furnishings, canvas, etc. Raw materials may be created, but this spell usually provides finished goods. Only basic designed are created. Rugs may have a basic pattern but complex tapestries cannot be created. All items will have the same basic design as if created by the same person at the same time, regardless of what range of goods are created.

Alternately up to 30cn per HD of highly crafted mundane soft goods of the djinni's choosing can be created. These items are highly stylized, possibly not that functional, and are detailed far beyond what any human craftsman would ever imagine to be possible. These items are usually kept by the djinni in his/her/its private quarters, but at times of great generosity the djinni will give a few items away as a gift. Each djinni will provide one flourish or symbol on each permanent item. This mark provides information as to who made the item, but only other djinni will be able to identify the maker. Others will be able to confirm that all items have the same mark, but will be unable to say who, when or where the object was created. Commune and identify spells will reveal that the object was created by a djinni but only a wish, immortal magic or another djinni can properly identify the specific djinni.

Create Wooden Objects (IM-01 / QuantumEFX) [3rd Level]Range: 100' Duration: Permanent Effect: Creates wooden objects

This spell allows a djinni to create up to 400cn per HD of mundane wood objects of the djinni's choosing. Raw hard, soft and exotic wood can be provided, but finished objects are more commonly created. All goods are finished in a plain style. Chairs are stable and functional but aren't inlayed with other woods or covered with detailed carvings. All items will have the same basic design as if created by the same person at the same time, regardless of what actual objects are created.

Alternately up to 40cn per HD of highly crafted mundane wooden objects of the djinni's choosing can be created. These items are highly stylized, possibly not that functional, and are detailed far beyond what any human craftsman would ever imagine to be possible. These items are usually kept by the djinni in his/her/its private quarters, but at times of great generosity the djinni will give a few items away as a gift.

Each djinni will provide one flourish or symbol on each permanent item. This mark provides information as to who made the item, but only other djinni will be able to identify the maker. Others will be able to confirm that all items have the same mark, but will be unable to say who, when or where the object was created. Commune and identify spells will reveal that the object was created by a djinni but only a wish, immortal magic or another djinni can properly identify the specific djinni.

Form A Whirlwind (IM-01 / QuantumEFX) [5th Level]Range: Special Duration: Special Effect: Creates a huge whirlwind Limitation: Takes 12 rounds less Djinni HD value to form.

This spell allows the djinni to create a powerful whirlwind up to 50' tall per HD of the djinni. All creatures not native to the elemental plane of air are affected by this spell. The whirlwind causes 1d8 HD of damage per HD of the djinni, with a save vs. death ray to take half damage. Flying, swimming or items not firmly secured to a strong surface, such as a building to the ground, are swept up into the whirlwind. Secured surfaces take 1d8 structural points of damage by the initial impact and a further 1d6 structural points of damage per round until destroyed or it breaks loose from the secured surface.

Once inside the whirlwind individuals and objects take no further damage. Each turn that an individual is inside the whirlwind they must save vs. death ray or become disorientated. While disorientated, the individual cannot cast spells, have a -4 to hit penalty and cannot see more than 10' in any direction.

The djinni can move the whirlwind up to 2,000' per round in any direction he/she/it wishes. The djinni can maintain the whirlwind initially for 1 hour per HD, but it can be maintained for longer as long as the djinni concentrates. While concentrating the djinni is allowed to move and communicate but combat and spell casting is out. During the initial hour per HD, the djinni is allowed to cast spells and enter combat freely, but the whirlwind is an effective weapon as well.

1d6 rounds after the spell ends the whirlwind will dissipate. Anyone or anything inside will take the appropriate falling damage but are allowed a save vs death ray to negate damage (the djinni moved them to the bottom of the whirlwind). It is left to the DM to decide just how far up the whirlwind any individuals or items were when the whirlwind started to dissipate.

Magic Carpet Ride (QuantumEFX) [3rd Level]Range: 100' Duration: 1 day per HD Effect: Creates a flying carpet

This spell allows a djinni to create a number of flying carpets equal to his/her/its HD. Each flying carpet can fly at a rate of 440' per round (50 mph) with a capacity of 25,000cn per carpet.

Each carpet has an equivalent to a "find the path" spell in that once given a location, or a series of way-points, the carpet will take the most direct route possible without the need of a pilot.

The djinni can designate a pilot for each carpet and that carpet will follow the thoughts of that pilot. Thus the carpets can be used in combat as for travel.

Spectral Band (QuantumEFX) [1st Level]Range: 100' Duration: 1 hour per HD Effect: Music plays from an unseen source

This spell allows a djinni to create music. An unseen band, of unlimited instruments, plays whatever music the djinni knows. If others are present, and they consent, this spell allows the djinni to search their minds for additional music, but only music, for the band to play. The band always has perfect pitch and tone and has enough instruments of every variety to play the song. A spectral singer of the djinni's wish will perfectly sing any words, but instrumental music is more common. If there is a singer, the words are instantly translated in the minds of those who hear the song to their primary language. Thus an elf will hear all the songs in elvish, a dwarf will hear all the songs in dwarfish and a human will hear the songs sung in common.

The djinni may use the less common version of this spell as an option. For every full turn that a non-djinni hears the band, the victim must save vs. spells of fall under the control of the djinni as if charmed. This charm will only last for one day per HD of the Djinni and the victim won't do anything they otherwise wouldn't do, such as kill themselves or a friend. Creatures that are immune to charm spells are immune to the control effects, as are immortals and the deaf.

Dragon: Appraise (QuantumEFX) [1st Level]Range: Touch / 10' Duration: 1 round Effect: Analyse, identify and evaluate any items or pile of goods.

This spell can be used in two ways. The first is a volume based option. The dragon can appraise all goods within 10' (such as found treasure). All items and their approximate current value (within 20%) will be identified. Magical items will be identified as such and their general power level (+1 to +3, +4 or +5, artefact, intelligent, spell levels 1 to 4, spell levels 5 or 6, spell levels 7+, etc.), but not their specific function or number of charges. This way dragons can eliminate the chaff from the valuables.

The second form is similar to the magic user “lore” spell. Any 1 item (magical or not) can be examined in fine detail. The exact nature, history, function, power, charges and worth of the item is revealed. Any curse, protecting spell or negative effect will be activated by using this form of the spell.

Caveform: Stone (QuantumEFX) [3rd Level]Range: Touch Duration: Permanent Effect: Shapes and destroys large volumes of stone.

For dragons who live in stone caves, this is a very useful spell. The dragon can remove (destroy), shape (general) and / or carve (fine detail) up to 1,000 cubic feet of stone per HD. This allows small dragons to create small caves and larger ones to create entire dungeons, catacombs and networked tunnels. Unlike the magic user spell (stoneform) this spell removes stone, not create it. This means that the dragon has to watch what's removed for ascetic and structural reasons.

For general stone removal 1 turn is needed, for specific but general shaping (altars, stalagmites, stalactites, pits) 2 to 5 turns are required (1d4+1) and for fine detail (textured walls, specific carvings, fine engraving) up to 25 turns are required (1d20+5).

While this spell can be used for combat purposes, it is usually more for home building and defensive spell casting.

Gems, precious metals, crystals & unusual items can be easily extracted from the rock using this spell, much to the delight of a fortunate dragon who finds a vein of gold or rubies in his/her future home.

Move Stone (QuantumEFX) [2nd Level]Range: Touch Duration: Permanent Effect: Moves stone

The sister spell to caveform: stone, this spell allows stone to be moved and roughly shaped at will. The volume movable is 100 cubic feet per HD.

As a non-combat spell, this can be used to create support pillars, fill in old rooms, rearrange entrances or just summon a large pile of stone.

As a combat spell, this can be used to create a defensive wall of stone, move dungeon walls around, create stone jails or even create a large stone block over the PCs.

It should be noted that this spell doesn't create the stone, only moves it from other areas within range. So if there's no stone, this spell won't work. Any stone moved to one room, must come from somewhere else; a well used spell can create two effects for the price of one (i.e. a wall and a pit).

Unlike the slow caveform, this spell only takes 1 round.

Panic! (QuantumEFX) [3rd Level]Range: 1,000' Duration: 1 turn + 1 turn per HD Effect: Creates panic in lesser creatures

While experienced adventures don't fear dragons, lesser mundane creatures do. To encourage small towns, villages and raiding parties to avoid it's lair, spell casting dragons use this spell to encourage lesser creatures to stay away, far far away, from its home. Proper use of the magical Panic! should induce normal fear and panic in others.

Up to 10HD per dragon HD can be affected by this spell, less than full HD creatures (“normal men”, goblins, kobolds) count as ½ HD towards the total. Unintelligent creatures (animals with Int:3 or less) receive no save, others are allowed an initial save vs. spells. Every other turn, after the 1st (so on 2nd, 4th, 6th,...) affected creatures are allowed an additional save vs. spells.

Panic!ed creatures loose all attacks and are +4 on their AC, as they don't defend themselves. The actual effects are up to the DM but all affected must react in a panic stricken way. Possible effects include: running away, running around randomly, standing terrified in place (as if magically held), hysterical blindness, cowering in fear, screaming and shouting, ... anything that is associated with people in a panic.

Creatures of “Normal man” or less who encounter someone who is Panic!'ed must roll under his / her Int: score on 2d6 or show the same effects for 1d6 turns (no save).

Regardless of total spell affecting HD available, no creature of more than 5HD can be affected by this spell. The goal of this spell is to induce fear and panic in large numbers, not in powerful creatures.

Temporary Hoard (QuantumEFX) [1st Level]Range: 120' Duration: 2 turns + 2 turns per HD Effect: Creates a pile of coins, weapons and gems.

Faced with the lesser race's desire for their hoards, many spell casting dragons have come up with this novel spell. This spell allows the dragon to create a large pile of coins, weapons & gems. Up to 1,000 (cn) per HD may be created at a time, with the dragon deciding the type and weight of the hoard's composition, limited only by the dragon's imagination and sense of humour. The temporary hoard can last the full duration or can be dispelled at the dragon's whim. At that time, the hoard turns into multi coloured stone dust of the same weight, that blows away at the slightest breeze.

Low level mortal spells like detect magic & analyse won't reveal that the hoard is anything but normal. Truesight and high powered spells, like wish, will reveal a magical aura around the items, but if the thieves haven't encountered this spell before they won't know what it means.

Elementals:

Air Move (QuantumEFX) [1st Level]Range: 30' Duration: Concentration Effect: Allows an air elemental to move itself and a volume through the earth at a very high speed without ill effects.

Basically an “Earth Move” spell for air elementals. This spell, admittedly a modified version of the HWA spell, allows an air elemental and a protected volume 30' in radius to move through any continuous gaseous material at tremendous speed. With others, the elemental is limited to 1,000km/h (approx 555,550' per turn). The spell protects those inside, compensating for gravity, momentum, friction and the need for breathable air. Without the need to protect the flesh creatures, the elemental can increase this speed by its HD. So, an 8 HD air elemental can travel at 8,000km/h. As long as the elemental concentrates, it is stoppable only be immortal level magic (or a well worded wish).

Distance Distortion (HWA 01-03) [2nd Level]Range: 10 yards per level Duration 2 turns per caster level (4 turns per elemental HD) Effect: Travel distance is altered. Limitations: The spell only works in an environment composed entirely of one element. Elementals can only travel through their own element.

Mortals can use this spell to halve, or double if the spell is reversed, the distance needed to cover. Thus a 500 yard path can be reduced to 250 yards needed to travel or, if reversed, increased to 1,000 yards. This doesn't change the speed of those affected, so it's not a haste or slow spell, but just the distance travelled during the spell duration.

Elementals can use their connection to their native element to greatly increase their speed. If cast by an elemental, up to one mile can be covered per foot of travel. A 500 mile trip through solid stone would only be equal to 500 feet to those affected by this spell when cast by an earth elemental.

Earth Move (QuantumEFX) [1st Level]Range: 30' Duration: Concentration Effect: Allows an earth elemental to move itself and a volume through the earth at a very high speed without ill effects.

This spell, admittedly a modified version of the HWA spell, allows an earth elemental and a protected volume 30' in radius to move through any continuous earthen material at tremendous speed. With others, the elemental is limited to 1,000km/h (approx 555,550' per turn). The spell protects those inside, compensating for gravity, momentum, friction and the need for breathable air. Without the need to protect the flesh creatures, the elemental can increase this speed by its HD. So, an 8 HD earth elemental can travel at 8,000km/h. As long as the elemental concentrates, it is stoppable only be immortal level magic (or a well worded wish).

Elf:

Anti-Underground Animal Shell (GAZ 13) [6th Level]Range: Caster Duration: 1 turn per level of caster Effect: Personal barrier which blocks animals

Creates an invisible barrier around the caster's body that stops the attacks of all non-magical underground animals. The caster can only attack by magic as the animals are equally protected from the caster's attacks

Call Upon Souls (GAZ 13) [5th Level]Range: 30' radius from casterDuration: 1 round per level of the casterEffect: Increases power of spell effects

Allows the caster to cast spells at one level higher than he/she/it really is. If using GAZ 13's soul crystals, allows up to 7 levels higher.

Ceremony (GAZ-05) [1st Level]Range: Touch Duration: Permanent Effect: Consecration of one creature, item or area.

Command Word (GAZ-05) [1st Level]Range: 10' Duration: 1 round Effect: One Creature

Allows caster to issue a one word command that must be obeyed. Creatures with Int 13+ or 6+ HD may save vs. spells to resist.

Control Destiny (GAZ-13) [6th Level]Range: CasterDuration: Permanent until usedEffect: Affects the fate of the caster

When the spell is cast, the player at some future time is allowed to re-roll any one dice roll. The player must state his/her intention to use the spell's delayed effects before rolling the dice. The better of the two dice rolls is then taken. This spell can only be used one at a time, so the player can't create a pool of dice rolls for the future.

If playing with GAZ 13's spirit crystals, the roll can be adjusted by one point per soul crystal used, with a minimum of 5 souls.

Detect Ambush (GAZ-11) [2nd Level]Range: 1 mile per level Duration: 1 turn Effect: Detect non-magical ambushes.

Creates a ward that flashes if the caster comes within range of an ambush or surprise attack. The ambush / attack can be pinpointed to within 1/4 mile of its source.

Discharge Soul Power (GAZ 13) [7th Level]Range: 20 yards / 200 yards per caster levelDuration: InstantaneousEffect: Poisonous energy blastLimitation: Takes one full turn to cast

The caster causes 1d6 points of base damage per caster level as an energy blast to anything within 20 yards per caster level, with any score of 1 re-rolled. Hard objects, stone and metal, takes double damage. Medium objects, wood, takes normal damage and soft objects, living creatures, takes half damage.

After the initial blast, smoke fills an area of 200 yards per caster level. The smoke only lasts one full day, but anything caught in the area for that time (or at least 6 hours) must save vs. poison or become both poisoned and diseased.

If using GAZ 13 soul crystals, 2d10 souls are drained in the spell. If there is less souls in the crystal than used by the spell the caster must re-roll. If the re-roll is less than, or equal to, the number of souls in the crystal the souls are weakened, if greater the caster must save vs. death ray with a -2 penalty or die. If the caster survives he/she/it will take 1d6 points of damage per soul in the crystal as the crystal explodes.

Enchanted Weapon (PC-01) [4th Level]Range: Touch Duration: 5 rounds per level Effect: Makes a weapon temporarily magical

A normal weapon becomes magical. It has no to hit or damage bonus, but it can damage creatures that are otherwise invulnerable to normal weapons.

Faerie Lights (GAZ-05) [1st Level]Range: 40' plus 10' per level Duration: 2 rounds per level Effect: Illuminates an area

Creates 1d4 lights that resemble torches, with intensity determined by the caster.

Fellowship (GAZ-05) [1st Level]Range: Caster Duration: 1 round per level Effect: Increases charisma

Caster gains a temporary increase of 2d4 points in charisma. If those viewing the caster saves vs. spells the caster looses 1d4 points of charisma.

Growth Of Underground Animal (GAZ 13) [4th Level]Range: 120' Duration: 12 turns Effect: Doubles the size of one animal

This spell doubles the size of one normal or giant underground mundane and unintelligent animal. The animals does double damage and may carry twice as much.

Hold Underground Animal* (GAZ-13) [3rd Level]Range: 180' Duration: 1 turn per level of caster Effect: Paralyses several animals

Normal or giant sized underground mundane unintelligent (Int: 02 or less) animals must save vs. spells or be paralysed for 6 turns. The caster can affect 1 HD of animals for each level, ignoring the animal's +'s.

The reverse of this spell frees 4 held animals.

Locate (GAZ-13) [1st Level]Range: Caster Duration: 6 turns Effect: Detects one animal or plant within 120'

This spell allows the elf to sense the direction of one known normal animal or plant.

Longstride (GAZ-05) [1st Level]Range: Touch Duration: 1d4+4 hours Effect: Doubles normal movement speed.

Allows those affected to double their normal movement rate. After the duration of the spell, they must spend the same amount of time resting or temporarily loose 2d4 constitution points.

Lower Lava* (GAZ 13) [7th Level]Range: 240' Duration: 10 turns Effect: Cuts depth to 1/2 normal

An area of up to 10,000 square feet of lava is lowered.

Metal To Rock (GAZ 13) [8th Level]Range: 120' Duration: Permanent Effect: Changes metal into rock

50cn, per level of the caster, of metal is transmuted into rock. Magical items are 90% resistant to the spell.

Orientation (GAZ-11) [1st Level]Range: Caster Duration: 12 hours Effect: Aids in navigation

This spell allows the caster to determine magnetic north without a additional equipment. From there direction of movement can be easily determined.

Pass Rock (GAZ 13) [6th Level]Range: Caster Duration: Instantaneous Effect: Short-range teleportation

The caster can enter one large stone, teleport and immediately step out of another stone of the same type. The stone must be big enough to fit the caster and the walls of a cavern will

Precipitation (PC-01 / GAZ-09 / 13) [1st Level]Range: 20' per level Duration: 1 round per level Effect: Creates light rain in a 30' + 10' per level diameter.

Predict Weather (GAZ 13) [2nd Level]Range: Special Duration: 12 hours Effect: Gives knowledge of coming weather

For the next 12 hours the caster can concentrate and know the weather within a 1/2 mile radius per level of the caster.

Produce Fire (GAZ-13) [1st Level]Range: Caster Duration: 2 turns per level Effect: Creates a small fire in hand

The spell causes a small flame to appear in the elf's hand. The caster takes no damage and may use this fire to ignite combustible materials. With 1 round of concentration the caster may turn off or on the flame, as long as the duration lasts.

Protection Form Poison (GAZ 13) [3rd Level]Range: Touch Duration: 1 turn per level of caster Effect: Gives one creature immunity to all mortal poisons

The target becomes immune to all poison and poison gas attacks. As well they receive a +4 bonus on all poison breath attack saves.

Rock Door (GAZ 13) [5th Level]Range: Caster Duration: 1 turn per level of caster Effect: Opens a path through rocks.

For the duration of this spell, no rock may stop or even slow the passage of the caster.

Speak With Underground Animals (GAZ 13) [3rd Level]Range: Caster Duration: 6 turns Effect: Allows conversation within 30'

The caster may speak with one type of underground animals, if there is any within 30' of the caster during the duration of the spell. Normal or giant sized animals may be spoken with, but not both with the same spell.

Summon Underground Animals (GAZ 13) [4th Level]Range: 360' Duration: 3 turns Effect: Calls and befriends normal animals

The caster can summon any or all normal mundane and unintelligent underground animals within range. The caster may specify specific animal types or call everything within range. The total HD of animals summoned is equal to that of the caster.

Summoned animals will attempt to help the caster to the best of their abilities.

Transcend Life Force (GAZ 13) [Must be starting path to immortality]Range: Caster Duration: 2d12 hours Effect: Attempt to reach Immortality

The caster contacts his/her/its immortal patron and has a special quest revealed. If this quest is adequately completed, the character gains substantial standing on his/her/its path to immortality.

Transmute Rock To Lava (GAZ 13) [6th Level]Range: 160' Duration: Permanent Effect: Turns hard rock to hot lava

Turns up to 8,000 cubic feet of stone into hot lava.

Transmute Rock To Mud (GAZ 13) [5th Level]Range: 160' Duration: Permanent Effect: Turns hard rock to soft mud

Transmutes 8,000 cubic feet of rock into an equal volume of mud.

Transport Through Rock (GAZ 13) [7th Level]Range: Infinite Duration: Instantaneous Effect: Long-range teleport

When cast, a maximum of once per day, the caster and two willing creatures can step into a rock large enough to contain them and step out of another rock anywhere on the same plane of existence. The caster can either choose a general location or a specific destination.

Turn Rock (GAZ 13) [7th Level]Range: 30' Duration: 1 turn per level of caster Effect: Pushes all stone items away.

The spell creates an invisible wave of force 120' long and 60' tall that moves at 10' per round in any direction the caster wishes. Stone objects that touch the wave become attacked to it and is pushed along until the spell ends. The spell will not affect constructs, such as buildings, or secured objects.

Watcher (PC-01) [1st Level]Range: 10' Duration: 2d4 turns plus 1 turn per level Effect: Plants or animals give warning.

A specific plant or animal reacts, emits a sound that can be clearly heard, to the presence of any living creature bigger than a rat. Undead are not detected but invisible creatures are.

Faenare:

Harmonic Song (PC-02) [2nd Level]Range: Caster Duration: 1 round per caster level Effect: Mirror Image Similar to the Mu spell mirror image but 1d4+1 images are created. All attacks at the caster suffer a -2 to hit penalty.

Song of Dispelling (PC-02) [4th Level]Range: 20' radius Duration: Instantaneous Effect: Specialized dispel magic Similar to a standard dispel magic, but potions, scrolls and the like are unaffected. The caster and any allies receive a save vs. magic to resist spell cancellation of beneficial spells.

Song of Life (PC-02) [6th Level]Range: 30' Duration: Instantaneous Effect: Harms Undead

Undead of 4 or fewer HD are destroyed. Undead of 4+ to 7 HD suffer 6d6 points of damage, half if saved, and must save vs. spells with a -4 penalty or be turned for 1d6 turns. Undead of 7+ to 12 HD suffer the same effects as 4+ to 7 HD undead but save vs turning with no penalty. Undead with 12+ HD make two saving throws. The 1st is to negate all damage, 6d6 or none if saved, and to avoid being turned, flee for 1d6 rounds or none if saved.

For the next turn the Faenare must save vs death ray to negate any energy drain but physical combat causes double damage to any undead.

Song of the Lesser Snowstorm (PC-02) [4th Level]As per the 4th level MU spell Ice Storm

Song of the Greater Snowstorm (PC-02) [5th Level]Range: Special Duration: Instantaneous Effect: Cone of freezing snowflakes

The cone is 5' wide at the base, 20' wide at the far end and up to 60'in length. All creatures caught in the cone take 1d6 per caster level in damage. Save vs. spell for half damage.

Song of the Rainbow (PC-02) [6th Level]Range: Special Duration: 1 turn per caster level Effect: Rainbow Bridge Creates a rainbow bridge that the caster and allies ( up to 7 per rainbow) can walk along at a rate of 2 miles per round. The rainbow can be up to 5 miles in length per caster level. Each colour can be removed from the rainbow to provide additional magic effects, but this reduces the maximum number of beings on the rainbow by one per colour removed. Red provides a potion of fire resistance, orange cures light wounds, yellow acts as a haste spell, green neutralizes poison, blue resists cold, indigo removes paralysis and Violet increases wisdom by +1 (18 max.) until the next sunrise.

Song of the Wake (PC-02) [1st Level]Range: 30' Duration: Instantaneous Effect: Turns undead

Undead creatures with 6HD or less must save vs. spells or be turned for 1d4+1 rounds.

Song of the Whirlwind (PC-02) [5th Level]Range: 360' Duration: Special Effect: Summons a 16HD air elemental.

Equivalent to the 7th level druid spell summon elemental. Elemental does 3d8 points of damage to everything within 10 feet of it.

Song of Triumph (PC-02) [7th Level]Range: 100' Duration: Instantaneous Effect: Strongly benefits allies.

A spell that takes two rounds to cast, once cast it improves the morale by +2 to the caster and any allies. To hit and damage rolls also gain a +2 bonus as do all saving throws. The caster and allies also, temporarily, gain an additional full HD and all combat / save / casting benefits from that increase, if any.

For each additional round spent casting the Song of triumph Faenare in the area gain additional benefits. Faenare within the area of effect regain one spell level per round of singing. Faenare become enveloped in an aura which confers a 1 point AC bonus per round up to a maximum of 4 points.

Limitation: When casting this spell the Faenare must make a Constitution ability check. The 1st round with a -2 bonus, 2nd with a -1 bonus, 3rd with a straight roll, 4th with a -1 penalty and so on until the spell is stopped or until the ability check fails, which then ends the spell. Each full turn the spell is cast, ALL the Faenare's attributes are reduced by 1d4 points. If any attribute is reduced to 0 or less, the Faenare falls unconscious for 6 hours. AT that point he/she/it has regained 50% of the points lost (rounded up) in each attribute. The rest are regained at a rate of 1 point per day or normal activity.

Song of Will & Iron (PC-02) [3rd Level]Range: 20' radius Duration: 1 round per caster level Effect: Aids friends in combat The caster and any allies gain a +1 bonus to morale, to hit and damage rolls. Enemies suffer a -1 penalty to morale, to hit and damage rolls. Saves against mental attacks are made with a +2 bonus for the caster and allies.

Fairy: Assume Gaseous Form (PC-01) [3rd Level]Range: Touch Duration: 1 turn per level (or HD) of caster Effect: Turns subject into a cloud of gas

Effects are the same as the potion of gaseous form. The spell may be cast on the caster or someone (something) else. Unwilling subjects are permitted a saving throw vs. spells to avoid the effects.

Bestow Invisibility (Invisible to Mortals) (PC-01) [3rd Level]Range: Touch only Duration: 1 turn per level of the caster. Any object or creature up to the size of an ogre will be made invisible to mortals. Unwilling creatures are permitted a saving throw vs spells. Immortals & undead can still see the creatures, as can any magical being of 15 HD / levels or more.

Bestow Second Sight (PC-01) [4th Level]Range: Touch Duration: 1 day per level Effect: Grants "second sight" to mortal eyes. Permits the perception of otherwise invisible or shape changed fairy creatures in their true form. This includes those who are "Invisible to mortals".

Chill (PC-01) [1st Level]Range: 30' Duration: Concentration Effect: Harms single foes by making them cold.

1st round 1 point of damage is done. On subsequent rounds a save is allowed. Creatures immune to cold take no damage.

Courier (PC-01) [1st Level]Range: 10' Duration: 1 day per level Effect: Enlists small animal as a message-bearer

Create Normal Animals (PC-01) [5th Level]Range: 30' Duration: 1 turn Effects: Creates 1 or more animals.

Similar to the MU spell create normal monsters, except that only normal animals can be created.

Cure Disease or Blindness (PC-01) [4th Level]Range: Touch Duration: Permanent Effect: One living creature

Similar to the clerical spells cure disease and cure blindness but either effect can be achieved. If a victim suffers from both conditions, there is a 50-50 chance that either malady will be cured

Enchanted Weapon (PC-01) [4th Level]Range: Touch Duration: 5 rounds per level Effect: Makes a weapon temporarily magical

A normal weapon becomes magical. It has no to hit or damage bonus, but it can damage creatures that are otherwise invulnerable to normal weapons.

Entangle (PC-01) [2nd Level]Range: 30' Duration: 1 round per level Effect: Controls ropes

Allows control of any rope-like object of living or once-living material.

Fairy Slumber (PC-01) [2nd Level]Range: 240' Duration: 4d4 turns Effect: 2d8 HD of living creatures within a 40' square area fall asleep

An enhanced version of the MU sleep spell. Creatures with more than 4+1 HD can be affected. The maximum HD affected is the caster's level + 1d4.

Fear (PC-01) [3rd Level]Range: Special Duration: Instantaneous Effect: Causes targets to run away in fear The spell effects are identical to the effects of a wand of fear, but with a save vs. spells.

Horse-Rush (PC-01) [2nd Level]Range: Special Duration: Up to 1 hour per level Effect: Transforms a rush into a riding horse.

Allows a stout rush to be transformed into a horse like form, with all the characteristics of a normal riding horse.

Polymorph Natural Objects (PC-01) [6th Level]Range: 120' Duration: Permanent Effect: Changes form of one natural object or creature.

Similar to the MU spell polymorph any object, with two exceptions. 1st the object must be made of wood, flesh or natural minerals. 2nd objects cannot be changed from one "kingdom" to another.

Precipitation (PC-01 / GAZ-09) [1st Level]Range: 20' per level Duration: 1 round per level Effect: Creates light rain in a 30' + 10' per level diameter.

Rock (PC-01) [5th Level]Range: Caster Duration: 2 turns per level of caster Effect: Allows caster to turn to stone

Similar to the MU spell statue, except the caster turns into a rock which is similar to those in the area.

Silence Individual (PC-01) [2nd Level]Range: Touch Duration: 12 turns Effect: Individual makes no sound.

A specialized version of a silence 15' radius spell that only affects one individual.

Watcher (PC-01) [1st Level]Range: 10' Duration: 2d4 turns plus 1 turn per level Effect: Plants or animals give warning.

A specific plant or animal reacts, emits a sound that can be clearly heard, to the presence of any living creature bigger than a rat. Undead are not detected but invisible creatures are.

Giant:

Summon Elemental (QuantumEFX) [3rd Level]Range: 240' Duration: 1d20 hours Effect: Summons one elemental

This spell allows the giant to summon one elemental. The size of the elemental is equal to the giant's HD less 1d6 HD. The elemental is not controlled but it is compelled to act as the giant's servant and if needed protector for the duration of the spell. Hill, stone and mountain giants can summon earth elementals, fire giants can summon fore elementals, cloud giants can summon air elementals and sea giants can summon water elementals. Storm giants can summon air or water elementals, while frost giants can summon air or earth elementals. Other types of giants can summon elementals that are appropriate to the terrain the giant can be found in.

For elemental statistics use the table for elementals on the elemental planes from the RC.

Weapon Pact (QuantumEFX) [5th Level]Range: 240' Duration: 1d20 days Effect: Immunity from one type of weapon

Part spell, part reward from the immortals. Any giant capable of casting this spell gains immunity to all attacks from a specific type of non-artefact level weapon. “Swords” covers all swords, daggers or knives. “Arrows” covers arrows and bolts. “Axes” covers battle and hand axes. “Clubs” covers hammers, maces, clubs, staves, etc. “pole arms” covers spears, tridents, lances, pole arms, etc. Any general category found under the RC weapon table qualifies, with swords and daggers being one.

No attack by a non-artefact powered weapon can do any damage if the giant has a weapon pact against it. This also includes any spell, or spell like effect the weapon is capable of. So a poisoned sword or a sword of fireballs will do no damage against a giant via strike, poison or flames if he/she has a sword pact.

This spell takes 1d4 turns to cast and the caster cannot cast this spell again until the duration of the 1st spell is over. While non-giants can be affected by this spell, no creature, giant or otherwise, can have more than one weapon pact active on it at any one time. If multiple pacts are cast, they all fail.

Well of Knowledge (QuantumEFX) [1st Level]Range: Caster Duration: Special Effect: Allows access to the knowledge of the dead

Part speak with the dead and part commune, well of knowledge enables the caster to tap into the knowledge of all dead giants (of their specific type) and to pose them one specific question. The dead then talk amongst themselves , the immortals and any friendly dead to attempt to gain the answer to any question posed to them.

When first cast, the spell allows the question top be posed and keeps a link open to the caster. Once the dead know the answer, if there is one, the caster then receives a dream that indicates the dead want to talk. This spell is then cast again to receive the knowledge and sever the link.

The problem is that this spell is very taxing. The caster looses 1/3 of their base HDs (rounded down), each time the spell is cast. These HDs are restored at 1 HD per week until the giant is back up to full strength. So multiple castings in a very short time period poses a serious health risk, as 3 castings in a week could all but kill the caster.

The time taken to discover the answer depends on the question and the HD of the caster. Giant races with more HDs tend to be more intelligent, so the answer is more readily available in a shorter period of time. While the time needed is up to the DM, it is suggested that a base number of days * a question difficulty modifier approach is used. For example 2d20 – base HD = base number of days. Modifiers could be : easy *0.5, straight forward *0.5, normal *1.0, complex *2.0 to 5.0, hard *3.0, obscure *5.0 to 10, fiendish complex and obscure *25+. A simple where did Mr. X die may be *0.25 but the exact details inscribed on a ring in an ancient myth may be *200.

Goblin:

Better Touchy Heal (QuantumEFX) [4th Level]Range: 30' Duration: Instantaneous Effect: Heals

This spell allows the goblin to heal any one creature by up to 2d12 hit points. This spell cannot increase a creature's hit point beyond their normal maximum or return the dead to life.

Blend (QuantumEFX) [2nd Level]Range: 30' Duration: 1d6+1 turns Effect: Improves concealment of 1d6 goblins

This spell improves the concealment of 1d6 goblins. If actively trying to conceal themselves, the affected goblins are treated like a thief who is “hiding in shadows” with as skill of 1d8+2 (x10)%. If they move, they'll have to re-roll to see if they've improved their concealment or not. As soon as they attack or cast spells, the concealment and this spell ends. Infravision, detect magic or truesight will reveal the goblins instantly.

Call Wolf (QuantumEFX) [1st Level]Range: 3333' (1km) Duration: 6 turns Effect: Calls all wolves within a 1km radius

This spell calls out to all wolves (mundane or magical) within a 1km radius. There is only 3 known problems with this spell. 1st, it doesn't teleport the wolves to the caster, the wolves must run the entire way. Which may mean they will take a while to show up. 2nd, the spell doesn't control the wolves, it just calls them. So the goblins are just as likely to get attacked as any others (PCs) are. Lastly, if there are no wolves, or they are unable to get there during the spell's duration, no wolves will come. Alternatively, if there are many wolves, all will show up.

Chaos (QuantumEFX) [4th Level]Range: Caster Duration: 1d6+1 turns Effect: Causes changes in probability around the caster.

A disruptive spell for the caster and everyone within 120' of him/her. All d20 rolls, friend or foe, are adjusted by 1d10-6. All d12/d10 (and thus d100 x 2) rolls are adjusted by 1d6-4. All d8/d6 rolls are adjusted by 1d4-3 and all 1d4 rolls are adjusted +/- 1 (50% of each).

This spell ensures that the normal probabilities of events no longer apply. Unfortunately for the caster, this applies to both himself/herself and all those within 120'.

Dead Army (QuantumEFX) [5th Level]Range: 120' Duration: 2d8 hours Effect: Temporarily raises any dead goblinoid and turns them into zombies under the caster's control.

The ultimate goblin spell. This spell allows the caster to turn up to 2d20+8 hit dice (less than full rounded up) of goblinoids (goblins & hobgoblins) into zombies under the control of the caster. This allows the caster to “replenish” goblinoid armies in times of need, at least for a few hours.

Goblin zombies have 2d8-1 hit dice & hobgoblin zombies have 2d8+1 hit dice, they are otherwise treated as normal human zombies.

Once “raised” the caster has complete control over the dead at an unlimited range, thus he/she doesn't have to be in the middle of an undead army to control them. The zombies can take simple orders (kill the humans, defend the tower, etc.) but cannot perform skilled acts (building walls, piloting boats, etc.).

Death Dart (QuantumEFX) [1st Level]Range: 120' Duration: Instantaneous Effect: Creates a dart of pure magic

This spell creates a small dart of pure magic. Any target the goblin chooses, within 120' and within line of sight, will automatically be hit for 1d4 hit points of damage. The target is allowed a save to reduce the damage to 1d4. If the save is successful the target takes 1d4 points of damage but the dart then glances off the target and delivers the remaining 1d4 hit points to the next nearest creature. This may be friend or foe, so the goblin PC must aim carefully.

Home (QuantumEFX) [4th Level]Range: Caster Duration: 1 round Effect: Teleports the caster back “home”

It would take a cowardly goblin to create this spell. The caster and what he/she/it is touching (at the caster's discretion – no save) is instantly teleported back “home”. “Home” isn't the caster's choice but the place where the caster feels the most comfortable, be that the clan cave, a dark forest or a far off dungeon.

The range of this spell is effectively only limited to the prime material plane. If the caster is already home, the spell will turn the caster away from its enemies ( i.e. 180 degrees) but not actually move the caster. It would more like home if it didn't see the enemies.

Leg-it (QuantumEFX) [1st Level]Range: 30' Duration: 1d6+1 turns Effect: Increases the movement rate of 1d6 goblins

This spell greatly improves the movement rate of 1d6 goblins for the duration of the spell. Any fleeing goblin affected by this spell has their movement rate tripled to 270'(90'). If the goblins are attacking or just moving in general, this spell has no effect. This spell only helps in escape or retreat movement, which is not unusual for goblins.

No See Guardian (QuantumEFX) [2nd Level]Range: 30' Duration: 1d8 turns Effect: Creates an invisible floating shield that protects the target.

This spell creates a small invisible floating shield, like a wall, that attempts to place itself between the target and anything attacking it. This has the effect of improving the target's AC by 3 points (to a maximum of 02) against melee or missile attacks. Spells, spell like effects, breath weapons and area effects go right through the shield.

Sleep (QuantumEFX) [1st Level]Range: 240' Duration: 4d4 turns Effect: 4d4 hit dice of living creatures within a 40' square area.

As per the 1st level magic user spell but with 4d4 hit dice effect instead of 2d8.

Steady Hand (QuantumEFX) [2nd Level]Range: 40' Duration: 8 turns Effect: All within a 20' square area.

This spell improves the attack and damage roll of all friendly creatures (to the goblin PC) who are not yet engaged in combat by +1.

Sticky Web (QuantumEFX) [2nd Level]Range: 40' Duration: 6 turns Effect: A volume of 1,000 cubic feet

This spell fills 1,000 cubic feet with sticky fibres that are all but impossible to destroy. Anything touching or coming in contact with the fibres will need to perform a successful strength check to break free or be stuck to the fibrous mass for the duration of the spell. Ice, cold, fire, electricity and pure strength do no damage to the webbing, only time, acid or dispel magic will dissolve the strands.

Touchy Heal (QuantumEFX) [1st Level]Range: Contact Duration: Instantaneous Effect: Heals

This spell allows goblins to heal others by touch. When cast the 1st creature the goblin touches will be healed up to 2d4 hit points. This spell cannot increase a creature's hit points beyond their normal maximum or return the dead to life.

Gremlin: Chaotic Aura (PC-02) [1st Level]Range: Special Duration: Permanent Effect: Affects the laws of probability

Those within the range of the spell must save vs. spells or be required to roll twice for every dice roll. The worst of the two dice rolls is then taken. The range depends on the level of the creature (see PC-02 for details) but it works roughly works out to 8' + 2' per level of creature.

Leg Whip (PC-02) [1st Level]Range: 16' + 4' per level of caster Duration: 2d4 rounds Effect: Immobilizes foe by tying legs together

The gremlin creates a green magical strand that binds a specific victim's legs together. If the victim saves vs spells, the strand dissipates harmlessly on contact. Big and strong creatures gain a +2 to their save.

If the save fails, the victim cannot run or walk but only hop at 1/4 their normal movement rate. If the victim was running they must make a Dexterity ability check or fall down suffering 1d3 point of damage.

Side-Splitter (PC-02) [2nd Level]Range: 8' + 2' per caster level Duration: Special Effect: Makes a creature helpless with laughter

A single creature within visual distance of the caster sees the gremlin leap out of hiding and make several "rude of absurd gesture / grimace / pose, and sticks its tongue out as far as possible". The victim may save, with a -2 penalty, vs. spells to avoid any reaction. If the save fails, the victim drops whatever he/she/it was holding and falls to the ground with laughter. Each round a save is allowed, with no penalty, to end the laughter. Once the laughter has ended the victim must spend the 1st round "recovering its breath and getting to its feet". The 2nd round is then spent picking up weapons and getting ready for combat.

Halfling: Assume Animal Shape (GAZ-08 ) [7th Level]Range: Caster Only Duration: Permanent until ended by will of caster Effect: Changes caster into the shape of an animal.

This spell allows the caster to polymorph into the shape of any living creature. The alignment and intellect of the caster remains the same and he/she/it instantly learns the capabilities of the new form without disorientation. No magical or spell-like natural powers of the form are gained.

Earthgrip (GAZ-08 ) [7th Level]Range: Touch Duration: Permanent Effect: One creature is attacked by earth.

The target and the caster both roll 1d12. If the target is better by 3 or more there is no effect. Target scores 2 more, the target is slowed to half speed for 1d3 rounds. The target scores 1 more the target is held as a hold person spell. Equal scores has the target take 5d4 damage and is thrown to the ground. Caster scores 1 better, the target a fist of earth appears (5d4 damage +2 to hit) for 1d4+1 rounds. Targets on the ground are thrown to the ground and are unable to cast spells. Caster scores 2 better the target is trapped from the waist down in earth and is immobilized until he/she/it can dig itself free. Caster scores 3 or more, the target is swallowed by the earth and takes 10d6 points of damage and must save vs. spells or suffocate.

Know Intent (GAZ-08 ) [1st Level]Range: Caster Duration: 1 round per level of the caster Effect: Gives knowledge of immediate intentions of a creature within 120'.

Plant Fist (GAZ-08 ) [7th Level]Range: 140' Duration: 1 round per level of caster Effect: Animate and controls plants.

The caster can cause 3 trees to animate and obey his/her/its will.

Radiance (GAZ-08 ) [1st Level]Range: 140' Duration: 6 turns Effect: Controls light intensity in a 40' diameter sphere

Repel Lightning (GAZ-08 ) [4th Level]Range: 120' Duration: Instantaneous Effect: Changes the area of any lightning strike.

Deflect or repel a 20' diameter strike area for magical or natural lightning.

Repel Non-Living Material (GAZ-08 ) [5th Level]Range: 120' Duration: 1 round per caster level Effect: Repels non-living material

Undead, armour and any non-living material is pushed away. If saved vs. magic the item stays where it is.

Shout (GAZ-08 ) [6th Level]Range: 120' Duration: Instantaneous Effect: Special

This spell stuns, deafens, renders unconscious or confuses those affected. The caster adds 1d6 to its HD vs the HD/level of the potential victim. If the victim wins, no effect. If the scores are equal the creature is stunned for 1 round. If the score is 1-3 points for the caster, the creature is stunned for 1d3 rounds and low level (5HD or less) creatures are also deafened. 4-6 points will render the victim unconscious for 2d4 rounds and deadened for 1d4+1 turns. 10+HD victims are allowed a save. If successful they must flee out of the spell range. 7+ point the victim is unconscious (no save) for 3d4 rounds, deafened for 3d4 turns and confused for 18 rounds.

Limitations: non-living objects and undead are immune. The caster takes 1 hp damage each time the spell is cast.

Thornspear (GAZ-08 ) [1st Level]Range: Touch Duration: 2 rounds Effect: Creates a temporary weapon Weapon does 2d6 damage and can pierce armour, stone, wood and other impervious objects.

Helion:

Earth to Fire (Module CM-03) [2nd Level]Range: 240' Duration: Instantaneous Effect: Heats earth to a point where it turns into molten lava.

This spell heats a sphere of earth with a radius equal to the caster's HD (in feet) to a point where it becomes molten lava. Light substances (wood, water, some minerals & metals) are vaporized instantly. Heavy substances (most minerals & metals) are turned into super heated liquid. Anything caught in the spell area must save vs. death ray or take the caster's HD times d8 damage. If saved, items in the area only take half the amount.

Under most circumstances any item or substance that is not magical in nature will be destroyed by this spell (no save). Items that have 1st level spells or equivalent or are +1 in nature have a 25% chance of being destroyed (1 on 1d4) and have a 25% chance of loosing one 1st level spell ability or +1 (2 on 1d4). Items with 2nd level, or greater, spells or are +2 or better are unaffected by this spell. At the DM's discretion all potions and holy water will be destroyed (evaporated) by the heat if caught within the spell area.

Elementals and other creatures from elemental planes other than fire have a limited resistance to this spell as do beings that are resistant to fire and heat. These creature only take half damage to start with and if they save, they take no damage at all. Creatures that are immune to fire and heat damage (like fire elementals and other creatures from the elemental plane of fire) take no damage.

Lizardman:

Blend, 15' radius (QuantumEFX) [2nd Level]Range: Caster Duration: 3 turns Effects: Blends a sphere within a 15' radius of the caster into its surroundings.

The caster and everything within 15' of him/her becomes almost invisible with this spell. The caster creates a sphere with a 15' radius that causes those outside it to be unable to see those inside. The spell isn't perfect though, sound and smell are unaffected. Detect magic and detect invisible will reveal those inside, as does truesight. Infravision will reveal those inside if searched for with a 4-6 on a d6, or with a 6 on a d6 if not searching. Even normal vision will pick up something if actively searching with a 6 on a d6. This is because of the imperfect colour blending or less than perfect compensation for movement inside the sphere.

This spell however does work well enough to allow a pack of lizardmen to ambush / surprise most unintelligent creatures if they are trying to stalk silently.

Blind (QuantumEFX) [1st Level]Range: 60' Duration: 2 turns Effect: Attempts to temporarily blind one animal.

Similar to the effects of a light or darkness spell cast on a creatures eyes, this spell tries to temporarily blind any one creature within 60' of the caster. Normal and infravision is affected but the spell can be saved against or negated by a cure blindness or dispel magic spell. Those with truesight are unaffected.

Burning Hand (QuantumEFX) [1st Level]Range: Caster Duration: 5 rounds Effect: The caster 's secondary hand is engulfed in flames.

When this spell is first cast, the caster's secondary hand is engulfed in magical flames doing no damage to the caster or his/her equipment. Any dry combustibles the caster touches will catch fire instantly, wet combustibles such as wet wood will dry out and catch fore in 1d4 rounds. If held high the burning hand will act as a small torch, producing light within a 15' radius. If used in combat, the burning hand will do 1d3 points of fire damage with a -4 THAC0 penalty to the caster due to the caster using his/her secondary hand in combat.

Create Alcohol (QuantumEFX) [2nd Level]Range: 10' Duration: Permanent Effect: Creates up to 4 gallons of pure alcohol

This spell creates a spring that bubbles forth 200 proof liquid at a rate of ½ gallon per round. This is enough to kill a single lizardman if fully consumed, but it it used primarily to strengthen human wine & ale, or to create lizardman specific drinks. This spell creates enough to cause a dozen lizardmen to become comatose or two dozen to become drunk.

Home Sweet Home (QuantumEFX) [4th Level]Range: Caster Duration: Permanent Effect: 20' radius around the caster becomes a swamp.

This spell allows the caster to transform a small area (20' radius around the caster or roughly 1,250 square feet) into a “swamp terrain”. With repeated spell castings, the lizardman (woman) can transform an appropriate area into his/her own little swampy domain.

Its up to the DM to decide if the transformed area will stay transformed. Cold climates will freeze the swamp, dry areas will evaporate the swamp, developed areas will get re-developed, hilly areas will have the swamp “slide” down hill. If the DM allows it, in 1d20 months the swamp will begin to flourish with appropriate plants and animals.

Mark Path (QuantumEFX) [3rd Level]Range: 10' Duration: 3 turns Effect: Causes temporary magical devastation.

Mark Path does just that, but with a lizardman style. This spell causes a 10' wide swath of destruction behind the caster. Twigs are snapped, bushes flattened, tree bark is scraped and grass is crushed. All this creates an obvious path that any non-blind creature can easily follow. However, once the duration ends, all damage is instantly reversed, appearing as if nothing had ever been through the area.

The caster has the option of having the spell work silently, if he/she is stalking an animal, or with full sound, if he/she wants to frighten something. If silent, the spell causes damage but only the lizardman (woman) 's natural movement is audible. If fully audible, it sounds like 1d8+2 (x10) lizardman are rampaging through the area. This produces enough sound to be detected up to 1,000' away.

Pit (QuantumEFX) [2nd Level]Range: 120' Duration: Permanent Effect: Destroys a volume of mud, stone, wood and water.

This spell destroys up to 4,000 cubic feet of mud, stone, wood, water and dead organic mass. The spell cannot affect living creatures, it must create a pit of at least 10' in depth and it must be cast on the ground or other horizontal surface.

While it can be used to breach a wall by creating a pit under the wall and extending the pit beyond the wall's depth, this spell is primarily used to trap large animals by creating a 20'x20'x10'deep pit or for building new lizardman (woman) dwellings.

The pit itself is a permanent feature but it can fill up over time with water, dirt and general debris. The spell cannot be dispelled or reversed by anything short of a wish.

Raise Lizardman (QuantumEFX) [5th Level]Range: 60' Duration: Permanent Effect: Body of one lizardman

Similar to the 5th level clerical spell “Raise Dead”, except it only works on lizardmen (women). The body can have been dead for up to one week (7 days) and it returns to life with 1d4 git points. Those raised can travel at full speed, but cannot fight, cast spells or carry heavy loads. With complete rest he/she will return to full health and with no limitations within 3 times how long they were dead (with part days rounded up to the next full day). So a lizardman who was dead for 5 days would need 15 days of full rest.

If part of the body is missing, the raised lizardman (woman) will be appropriately disfigured. If missing his/her head or a majority of his/.her torso, this spell won't work. Its up to the DM to decide what penalties, if any, are a result of disfigurement / loss of body part.

Signal Flare (QuantumEFX) [2nd Level]Range: 60' Duration: 10 turns Effect: Creates a glowing hovering ball of green / blue light.

Upon casting the signal flare, a skull sized ball of magical greenish blue light is created. The flare then travels up to 60' away from the caster, with a minimum increase in height of 10'. While heatless, the flare does produce enough light to be seen up to 240' away in full daylight and up to a half mile away, 2640', in otherwise complete darkness.

Once the flare is in a set position, it stays there for the duration of the spell. While the strange light may be magical in origin, it acts like normal daylight, in that it will be blocked by trees, flying creatures and foliage.

Wild lizardmen (women) use this spell as a signal for help or to announce a kill location.

Sure Foot (QuantumEFX) [1st Level]Range: 30' Duration: 1 hour Effect: Improves target's movement in certain terrains.

This spell allows the target to move in swamps, jungles, hills, broken terrain, forests and muddy ground at normal movement rates with no terrain modifiers. In clear ground and grasslands, the target can move at 1 ½ base movement rates. No other terrain effects are compensated for.

Track (QuantumEFX) [2nd Level]Range: Caster Duration: 3 turns Effect: Detects any one animal within 240'

When this spell is first cast, the caster concentrates for 1 round on a specific type of animal (any non planar). If no animal of that type is within 240' of the caster, the spell fails. If there is an appropriate animal within range, this spell 'locks onto” the one closest to the caster. Once “locked on” the caster can perfectly track that one animal as long as it stays within 240' of the caster. If the duration ends or the animal goes outside the range, the spell ends. The targeted animal isn't allowed a saving throw to avoid this spell.

Weaken (QuantumEFX) [2nd Level]Range: 60' Duration: 2 turns Effect: Reduces damage caused by 1d6 on primary attack.

This spell attempts to weaken one creature to a point where its damage from the 1st successful attack in any given round is reduced by 1d6 points. This spell can be saved against and won't work on any animal with 15 or more HD. Affected creatures with multiple attacks have the damaged reduced on their 1st successful attack in any given round only, other attacks aren't affected by this spell.

Lycanthropes: Wind Whisper (PC-04) [1st Level]Range: 1 mile / level of caster Duration: Up to 1 turn / level Effect: Whispered message

Sends a message of up to 25 words to a known location. The whisper can be heard within a heard of the known location.

Nixie: Enchant Weapon (PC-03) [2nd Level]Range: Touch Duration: 1 turns per level Effect: Creates a magical weapon

Normal weapons that the caster touches becomes temporarily magical. Caster level 01 to 06 results in a +1 weapon, 07 - 12 +2, 13 - 18 +3, 19 - 24 +4, 25- 30 +5, 31+ +6.

Move Rocks (PC-03) [3rd Level]Range: 120' Duration: 1 round Effect: Fills an area with rocks

Small rocks fill up an area 20' across. Any creature in the area takes 8d6 points of damage. Save vs. dragon breath for half damage.

Sphinx: Anti-Magic Wall (QuantumEFX) [5th Level]Range: 30' Duration: 1d6 hours Effect: Creates a 1,000 square foot barrier that blocks magic

Like the 6th level magic user spell “Anti-Magic Shell”, this spell creates an invisible barrier that stops all spells or spell like effects (except wish or immortal level spells), including the caster's.

The spell creates any shape of “wall” up to 1,000 square feet within 30' of the sphinx. Once the wall is in place, only a wish will remove it before the duration, even the sphinx cannot.

Cloak (QuantumEFX) [1st Level]Rage: Caster Duration: Concentration Effect: Caster cannot be seen

This spell generates a small field around the sphinx which masks it from any detection, except true sight. ESP, clairvoyance, infravision, detect magic and all other spells except for truesight or wish will fail to detect the sphinx. Truesight will only reveal a blurry blob that is +/- 50% of the sphinx's real size but with no other information; while a well worded wish will negate the cloak for 1d6 rounds.

Detect Lie (QuantumEFX) [1st Level]Range: 120' Duration: 1 turn Effect: Allows the detection of lies, half truths, lies of omission and basic truths.

With this handy spell no lie can go unpunished. If anything but the full truth is stated this spell will detect it (no save) and determine just how big of a lie, and what type of lie, it is. While it won't reveal the truth, it does allow for a properly worded question to be inescapable.

Illusionary Form (QuantumEFX) [3rd Level]Range: Caster Duration: 1d12 turns Effect: Creates an illusion that masks the sphinx's true form.

This spell creates an illusion that masks the sphinx's true form. Shadows, sounds, heat signature, smell and of course appearance is all altered by the spell. Touch will reveal that this is an illusion but it will not stop the spell or otherwise reveal the sphinx's true form. True sight will reveal the sphinx, wish will negate this spell and dispel magic cast by a magic user twice, or greater, of the sphinx's HD in levels will dispel the illusion.

Know Humanoid (QuantumEFX) [2nd Level]Range: 120' (line of sight) Duration: 1 turn Effect: Allows for a rough analysis of all humanoid (mortal) creatures within sight.

To properly test humanoids / adventurers this spell was crafted. With this spell any mortal humanoid (visible, invisible or ethereal) is analysed (no save). This analysis includes the identification of: character stats, level/HD, weakness/infirmity/”conditions”, alignment, general / weapon / spell power levels, and general character and disposition. While this can be used defensively, it is primarily used to properly craft a riddle or test for a PC or a group of PCs.

Stun (QuantumEFX) [6th Level]Range: 90' Duration: Instantaneous Effect: Stuns up to 12 creatures

This spell allows the sphinx to stun up to its HD number of creatures as if he/she/it had cast multiple power word: stun spells.

Tabi: Rotting Blight (PC-02) [1st Level]Range: 100' Duration: Instantaneous Effect: Rotting Stench

A 100' radius smell that travels at 10' per round from the tabi. Acts as a blight spell to all non-tabi within the stench radius.