Spell Descriptions

Spell Descriptions

Bandersnatch
Transmutation
Level: Sor/Wiz 5
Components: V, S
Casting Time: 10 minutes
Range: Touch
Target: One small sack touched
Duration: Permanent until discharged
Saving Throw: Will negates
Spell Resistance: Yes

You imbue a small sack with a minor trap. Any person who sticks a hand inside the bag without first speaking the command word triggers the spell. The victim must make a Will save or be shrunk down to a height of one inch and be teleported into the sack. Non-living beings such as undead or constructs do not trigger the spell. The caster is notified as soon as a creature has triggered the spell, as long as he and the sack are on the same plane.

The sack will not allow a victim out until it is opened by the spellcaster, who may choose to release the victim or not. The caught creature cannot use spells, weapons, or psionics to damage the sack or leave the sack in any way, with the exception of a plane shift or similar magic. A dispel magic or a successful Escape Artist check (DC 30) allows a creature to escape. A released creature teleports to just outside the sack and is returned to full size.

A spellcaster may only have one active bandersnatch at any given time.

Conjurer's Toolbelt
Conjuration (Creation)
Level: Sor/Wiz 0
Components: V, F
Casting Time: 1 action
Range: 0 ft.
Effect: Conjures an unattended, non magical object weighing no more than 1 lb and being no larger than 1 cubic foot in size
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No

This spell creates a small tool that appears in your hand. The tool may not weigh moer than 1 lb. and can be no larger than one cubic foot in size. The tool can be just about anything within the aforesaid limit and appropriate to the campaign. You could, for example, creat a hacksaw, a lock pick, a crowbar, a hammer, et cetera. The tool persists until it is broken, dispelled, or the duration of this spell expires.

Dessicate
Evocation [Air]
Level: Air 3, Sor/Wiz 3
Components: V, S, M/DF
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Area: 30-ft radius spread
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes
This spell removes moisture from all inanimate objects in the area of affect. Wooden objects in the area become dry and brittle, possibly crushing themselves under their own weight. Food becomes stale and hard, though still edible. in the case of fruits this can actually increase the amount of time they are edible. Affected items worn by creatures and all magical items receive saving throws to avoid the affects of the spell. Failure causes 3d6 points of damage to the object.

Arcane Material Component: A handful of dry earth.

Fleet Feet
Transmutation
Level: Clr 2, Drd 2
Components: V, S, M/DF
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature/level
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: Will negates (harmless)

You increase the base speed of several creatures within range. For the duration of the spell, all affected creatures have their base speeds increased by 10 ft. Fleet feet only affects land speed. It cannot increase, for example, speed while swimming or flying.

Gandar's Chatterbox
Illusion (Glamer)
Level: Brd 2, Sor/Wiz 3
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5ft./2 levels)
Target: One object
Duration: 1 minute/level
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)

This spell imbues the chosen object with an enchanted mouth that immediately begins to speak a non-stop stream of inane chatter, old stories, and broken fragments of conversation. The caster chooses the type of voice, whether male or female, deep or soft, but it cannot mimic a known voice. If cast on two objects near one another, the voices hold a complete conversation, with both objects constantly interrupting each other and allowing no moment of silence.

All creatures within 30 ft. of the object must make a Will save each round or be distracted by the constant chatter. Affected creatures stand dumbfounded, attempting to remember what they were doing before the chattering began. Any creature that is attacked automatically succeeds at his next save attempt.

Attempting to cast spells or activate command-word magic items within the spell's area requires a Concentration check with a -4 penalty to the roll. Speaking and hearing within the area are also difficult. Creatures trying to communicate with anyone outside the radius of the spell are foiled, unable to get their message out through the incessant talking. If two creatures within the spell's area attempt to communicate, the receiver must make a listen check (DC 15) in order to decipher the message.

A Bard's countersong ability suppresses Gandar's chatterbox for as long as he sings, up to his normal limit.

Objects worn or carried by another creature are unaffected by this spell, though a creature picking up an affected object does not break the enchantment.

Immobilize
Transmutation
Level: Brd 2, Sor/Wiz 3
Components: V, S, F
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: One construct
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

This spell works just like hold person, except it affects constructs instead of humanoids. The construct must make a Will save or be held completely motionless for the duration of the spell. The construct can still use any ability that does not require motion, and may still communicate with its master through an empathic or telepathic link.

Inspire
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 2
Components: V, S, DF
Casting Time: 1 action
Range: 30 ft.
Area: A 30-ft. radius sphere, centered on you
Duration: 3 rounds + 1 round/level
Saving Throw: None
Spell Resistance: Yes (harmless)

This spell boosts morale and heightens the senses of your allies, giving them a +1 morale bonus on attack and damage rolls and a +2 to Reflex saves as long as they are within range during the duration of the spell. Only creatures you select are affected by the spell. Unlike bless, this spell does not counter the effects of a bane spell.

Jester's Gift
Enchantment (Compulsion) [Mind-Affecting, Sonic]
Level: Brd 1, Sor/Wiz 2
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./level)
Target: One creature
Duration: Concentration + 2 rounds
Saving Throw: Will negates
Spell Resistance: Yes

This spell was named for its creature, a jester of no mean talent who alos happened to be a wizard. He spent years developing spells and tricks that could aid his liege during a crisis. A brazen assassination attempt inspired this spell, and unfortunately a follow-up attempt killed the jester upon its first use.

By casting jester's gift, you are able to anger any creature with an Intelligence greater than 2. You need not speak the language of the creature being insulted. The magic of the spell gives your words and obscene gestures real meaning to the victim. If the creature being insulted fails its Will save, it becomes angered at you. It attempts to attack you in melee combat, seeking use melee weapons or other nature attacks instead of ranged attacks or spells. If an impassable barrier separates the creature from you, the spell is broken. Otherwise, and angered creature remains angered for the duration of the spell, or until you die.

Protect Book
Abjuration
Level: Knowledge 1, Sor/Wiz 2
Components: V, S
Casting Time: 1 action
Range: Touch
Target: 1 book
Duration: 10 years per caster level
Saving Throw: None (harmless)

This spell helps to keep books intact against the ravages of time and the elements. Firstly, it grands a DR of 5 against all elemental damage, including damage from rain, fire, and so on. Secondly, it causes the book to age very slowly, so that it passes only one year for every 10 years that pass. A moderately powerful caster can keep his books safe for his natural lifespan with this spell. The existence of this spell is part of the reason so many lost and ancient tomes manage to survive uncounted eons forgotten in the pits of lost cities. This spell is very often made permanent at a cost of 100 XP.

Quill
Conjuration (Creation)
Level: Brd 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 action
Range: Touch
Duration: 10 minutes/level

Legend has it that this spell was created in desperation by a talented, but forgetful, student who could never quite find a pen when he needed it. It conjures a perfectly formed quill pen, usually pure white. The conjured quill has a soft glow. The quill does not need ink; it creates its own as needed. The quill vanishes if it leaves the caster's hand for more than 1 minute or if it is ever taken more than 10 ft. from the caster.

Rescue
Conjuration (Summoning)
Level: Clr 3, Drd 3
Components: V, S, DF
Casting Time: 1 action
Range: Close (25 ft. +5 ft./2 levels)
Target: One defenseless ally
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

By means of this spell, you teleport an imperiled ally to your side. The spell only affects an ally who is unconscious, held, paralyzed, or otherwise incapable of movement and defense. The ally appears within 5 ft. of you. Items belonging to the ally that are not carried or in hand are not transported by the spell. Thus, if an ally is felled in combat and drops his sword, the sword will not be transported along with its owner.

Scribe
Transmutation
Level: Knowledge 3, Sor/Wiz 3
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: 1 book and 1 set of blank pages
Duration: 10 minutes/level
Saving Throw: none

This useful spell copies the contents of a book to blank pages. It uses only the materials available during the casting. For example, if there is only black ink to write with, no color illustrations will be copied. It can copy one page in five minutes, and will stop where there are either no more pages to copy or no more blank pages to use. It uses the caster's Profession (scribe) skill to determine the accuracy of the copy, with a +2 bonus on the check.

Shelve
Transmutation
Level: Brd 0, Clr 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 action
Range: Touch
Target: 5 books per caster level
Duration: Instantaneous
Saving Throw: None

This spell automatically places a book or scroll where it belongs within the confines of the library or shelves. For this spell to work, the books must have a place within a filing system and the caster must understand that filing system. Once the spell is cast, the caster needs only tap the book or scroll she wants shelved, and the spell will place it there. The book is moved telekinetically, not via teleportation, so closed doors and the like will block the spell from functioning.

Summarize
Divination
Level: Brd 0, Clr 0, Knowledge 1, Sor/Wiz 0
Components: V, S
Casting Time: 1 action
Range: Touch
Target: 1 book/level
Duration: Instantaneous
Saving Throw: None

This spell is quite useful for a librarian confronted with a surplus of unclassified material. Upon casting this spell and touching a book, the caster immediately knows the general contents of the book, but not specifics such as chapter titles or information covered. This spell reveals whether or not a book contains spells, but it does not reveal any details about the spells. It also does not reveal the special nature of such works as the tome of clear thought; the spell will merely return something along the lines of "This book is about mental self-improvement!"

Whirlwind of Ice
Evocation [Cold]
Level: Drd 1
Components: V
Casting Time: 1 action
Range: 5 ft.
Area: 5-ft.-radius spherical emanation centered on you
Duration: 1 round/level (D)
Saving Throw: Reflex half
Spell Resistance: Yes

This spell creates a whirling cloud of icy shards about you. All creatures except you caught within or moving into the area of effect take 1d4 points of cold damage and 1d4 points of slashing damage. A successful Reflex save halves all damage.