Legends of High Sorcery
D&D 3e (3.0/3.5) Rules
by Lord Ellis Lorey, Historian of the Red Robes
In this text is a wealth of information for the arcanist and historian. My life's work is this documentation of the trials and triumphs of many of the Order of High Sorcery's greatest mages, as well as many of these wizard's most famous, or infamous, spells that they themselves created during their illustrious lives. After the grimoire was complete, a few copies were scribed and disseminated to the each of the three Orders. However, not long after the completion of the work, just two years later, the Second Cataclysm struck. The moons and their magic disappeared from Krynn for years to come, and books such as these fell into obscurity, be it through the death of their owner, or their owner's abandonment of the Art.
Now, slowly, in the Age of Mortals, books such as this are being unearthed, allowing the spells of the great mages of old to once again flourish on Krynn.
Antimodes' Aberration Anchor
The charming and illustrious white robe, Antimodes of Balifor, highly respected for his benevolence, wisdom, and his beloved donkey 'Jenny', was the creator of this spell in the Time of Dragons. It was soon used to save the village of Grimdel in his native Balifor from a tentacled horror that turned the farmlands around the village into swamp. Using the spell to trap the creature on the outskirts of town, he prevented it from entering the village unchecked. This bought the villagers time to evacuate, and Antimodes time to research, and dispatch of, the Wyndlass of Grimdel.
This spell anchors any one aberration (chosen by the caster) that fails its Will save to a local area for the duration of the spell. The aberration becomes physically trapped within the area that extends in a radius circle centered on the arcane focus, equal to 10-ft. per Hit Dice of the aberration. For example, an 8 HD magori could travel no further than 80 feet from the centerpoint of the aberration anchor.
The centerpoint of the radius circle is the spot where the arcane focus rests once it is dropped as the spell is cast. The aberration must be within the radius of the area when the anchor drops or the spell fails. The aberration is bound to the area and is also under the effect of a dimensional anchor for the duration of the spell.
The anchor must be left at its resting point for the entire duration of the spell if it is to hold the aberration. An anchored aberration may not touch it or remove it by any means short of a limited wish, but another creature - a charmed minion for example, may do so. If the anchor loses contact from the ground or surface on which it rests, for instance, by being picked up, the spell is broken. If the anchor is slid more than 1 foot without losing contact with the ground, the aberration may attempt a new Will save to break the abjuration.
Arcane Focus: A miniature anchor crafted from starmetal worth at least 500 stl.
Benavir's Vexing Visage
Legend has it, the red robe Benavir Ninefingers was in love - not with a woman, but with Tarsis the Beautiful. Using this spell, he was able to discreetly partake in some of the less noble pursuits to be found in the city of many pleasures. His spellbooks, which have remained at the Tower of High Sorcery for nearly three-thousand years, are to this day intact, though seldom perused - most illusionists prefer to study the spellbooks of his Shalafi, Kharro the Red. Many assume this is because Benavir's reputation became tarnished in his later years, as he lived out his days at the Tower of High Sorcery at Wayreth as somewhat of a penniless beggar. This spell, however, is the one gem among his tomes not to be found among the books of his Shalafi.
Your face seems to be ever-changing with shifting patterns of expressions and characteristics. The caster looks androgynously mysterious and unreadable, looking perhaps male one moment, only to turn his head and vaguely resemble a woman. One moment, your expression seems slightly content, the next melancholy, the next stoic. One moment your eyes are green, the next they have a bluish tint, only to darken to brown the next. Any Sense Motive check made on you suffers a -10 circumstance penalty. In addition, though the spell does not ever completely alter the caster's face, the vexing visage also grants a +2 circumstance bonus to Disguise checks.
Arcane Focus: A scarf dotted with a rainbow of assorted paints.
Billim's Bludgeoning Bone Club
After the mad gnome Billim created this spell, he left Mt. Nevermind after much ridicule. Seeking more credit for his invention of the spell and his newly crafted bludgeoning bone club, he eventually came to be found by the Wayreth Forest and the mages of the Tower. The wizards promised him full credit for his spell and his magic club if he were to take the Test and perhaps join the Orders. One of the few gnomes ever known to do so, he later became a specialist in creating magic walls and bridges.
This spell temporarily enchants any shard of bone large enough to function as a simple club. The enchanted bone acts as a +3 club of disruption for 1 round/level.
Undead struck by the bone club must succeed at a Will save against the DC of this spell or be destroyed. For example, an undead stahnk hit by a bone club enchanted by a wizard with an Intelligence of 14 must succeed a DC 15 Will save or be destroyed. Against the dispruption effect only, any spell resistance an undead might have applies. On a failed spell resistance check, the undead is immune to the disruption effect of the club. The check is made when the wielder of the club successfully strikes an undead with spell resistance.
Thanks to Billim's diligent research, arcane spellcasters may use this spell in combination with the Craft Magic Arms & Armor feat to make permanent disrupting weapons, a feat formerly possessed only by the divine. Although for arcanists, the time and cost of creation is doubled.
Material Component: A shard of any bone other than a skull that is at least 2 feet in length, a bulb of garlic, and a sprinkle of holy water.
Known to even the lowliest apprentice of High Sorcery as one of the greatest archmages of all time, Fistandantilus needs no introduction here. However, this spell, which was passed on by Raistlin Majere to his apprentice and now Head of the Black Robes, Dalamar the Dark, is a testament to the legendary Fistandantilus's power. Editor's Note: a sincere thanks to Dalamar the Dark for his cooperation in the archiving of this legendary spell.
This spell causes the caster's arms to turn into slippery, 80'-long whipping, writhing tentacles that are invulnerable to attack. The caster may attack once per round with each tentacle, starting on the round after casting, striking with paralyzing slaps of damage.
The tentacles have 80' reach from the caster. The caster benefits from an extremely large threatening area, and is able to make attacks of oppurtunity over a wide range. You may strike twice on your turn using an attack bonus equal to your base attack + your Int bonus or your Cha bonus (for wizards or sorcerers, respectively), with an additional +4 enhancement bonus (the tentacles strike as magic bludgeoning weapons for purposes of damage reduction). Each tentacle deals 2d12+8 bludgeoning damage, with a critical threat range of 20 and a critical modifier of x2.
On a successful strike, the target must succeed a Fort save or become paralyzed for 1 round. Spell resistance applies to this effect. On a failed spell resistance check, the attacked creature is immune to the paralyzing effects of both tentacles.
In addition, each tentacle possesses the improved grab ability, thus able to start a grapple attack as a free action without provoking an attack of oppurtunity if it strikes an opponent. If one gets hold, on the next round it can constrict. Constriction damage equals 4d6+8 bludgeoning per round, and the target must make an additional Fort save each round on the caster's turn or be paralyzed for 1 round. The tentacle's grapple check is equal to its attack roll modifier. The tentacles are unable to coup de grace a paralyzed opponent.
The caster himself is not considered grappled while the tentacles hold and constrict opponents. However, while the tentacles are in existence, he cannot cast spells unless they require a verbal component only (or no components), nor can he hold any items unless it is with a tentacle. A caster cannot attack with a tentacle on the same round in which he casts a spell. However, the tentacles may continue to constrict on rounds in which the caster casts a spell.
As a side effect of the spell, the caster grows a third eye in the center of his forehead, granting him a +5 competence bonus to Spot checks. The eye usually closes and disappears when the spell duration expires There is a 5% chance per casting that the third eye becomes permanent. Only a wish or miracle can remove it.
Material Component: Two slivers of carrion crawler tentacle, and oil of wyndlass.
Greytooth's Sea Bottle
Hero of the Battle of Razorhorn, erector of the Tower of High Sorcery at Daltigoth, and the first in High Sorcery's long lineage of sea mages, Harald Greytooth is remembered not only for his trickery and diplomatic successes, but also for his quick-thinking on the field of battle, be it land or sea. He created this spell early in his career, while Benavir Ninefingers was still Head of the Red Robes, and the spell is still passed on from sea mage to sea mage to this day. It is best remembered as the spell that warned the captains of the scattered Ergothian fleets of the coming of the much larger Tarsian navy, which aided in granting the Ergothian empire victory at the legendary sea battle, the Battle of Razorhorn.
You enchant a bottle containing a message penned by you, casting it into the sea. The message floats and makes its way toward a particular creature with which you know by name or face. The magic bottle bobs its way somehow across the sea at a rate of 10 miles per caster level every 24 hours, always toward the target creature's location. The targeted creature must remain on the same plane of existence at all times or the spell fails and the bottle becomes truly adrift.
When the bottle eventually reaches the vicinity of the creature, that is, if the creature is at sail on the sea or standing near a beach, for example, the creature notices the drifting bottle as it comes near. The message inside arrives dry and safe. Once the creature opens the bottle, the spell on the bottle ends. If the creature is not on or in sight of the sea when the bottle arrives as close as it can, the bottle washes up on the nearest shore, ending the spell on the bottle. The bottle will only travel in salt water, and therefore will not travel up most rivers.
The spell cannot be used to send a message to creatures under the sea. The message contained inside the bottle can be up the equivalent of 1 page of writing/level in length. In addition, one tiny item can be transported in this manner, in addition to the message.
Arcane Focus: A simple bottle and cork. The message, must be written and placed into the bottle, along with any one tiny item, prior to casting.
Iriale's Dramatic Death
Ironically, Iriale the black robe, Master of the Tower of Daltigoth, chose not to use this spell to save herself when she met her tragic fate in the heat of the Lost Battles. The black robe's true death proved to be far more dramatic, however, when she martyred herself for High Sorcery to detonate the Tower, raised by Harald Greytooth some 25 centuries earlier. In the subsequent blast that devastated much of the city of Daltigoth, this spell would have then been lost to High Sorcery, had she not previously passed it on to her apprentice, Emoui the Black.
This getaway spell is used to trick opponents into believing you are slain, meanwhile harboring you to safety. Once the spell is cast, the spell is set to activate when the caster reaches one-quarter or less of her maximum hit points. At this moment, witnesses of the attack, both friend and foe, see an illusion of the caster die by whatever attack just did damage. The illusionary scene is quick, often gruesome, and highly believable in most cases. Creatures are granted a Will save to disbelieve the glamer only when and if they search or touch the illusory corpse. The illusory corpse lasts for 1 hour/level. The illusory corpse may even be picked up and carried, however, this allows for a new Will save to disbelieve at a +4 bonus.
Meanwhile, at the onset of the illusory death scene, your true self instantly shadow walks. However, in the case of this spell you may only shadow walk for 1 round/level, at a movement rate of 100. When you leave the border of the Plane of Shadow, you arrive 1d6x5 feet in a random horizontal direction from the desired endpoint. If this would place you within a solid object, you are shunted 1d6x50 feet in the same direction. If this too places you within a solid object, you are shunted to the nearest available space and you are stunned for 1 round.
Like Iriale's Dramatic Death, this spell too would have been lost to High Sorcery in the Lost Battles, had the black robe Khadar not previously taught it to Leciane do Circa, the Last Emissary - though Leciane was never known to make use of the spell. Another black robe to martyr himself for High Sorcery during the Lost Battles, Khadar was responsible for the destruction of the Tower of High Sorcery at Losarcum, and, the subsequent collapse of the entire city. Legend has it, having once encountered and survived an attack by a brace of feeders in the nearby Khur desert, Khadar is said to have later created this spell without the consent of Takhisis, creator of the rare, draconic race of feeders. Soon after, he began receiving dire visions and nightmares of his encroaching doom, a doom from within the walls of his own Tower - a doom that would soon come to pass.
This spell conjures a brace of feeders. Feeders are bloodsucking, dagger-like, diminutive dragons given life by Takhisis herself during the Age of Dreams. Feeders are detailed on page 31 of the Bestiary of Krynn. Feeders gather in braces, a brace containing 1d4+1 feeders. You may summon 1d4+1 feeders for every 5 caster levels you possess (maximum of 4 at 20th level).
Arcane Focus: A dagger.
Material Component: A tiny pinch of ruby dust (10 stl worth).
Kharro's Chromatic Orb
Perhaps Kharro the Red's greatest achievement was the spreading of the influence of the Orders of High Sorcery across the land. Those were the fledgling years of the Orders, Kharro being only the second wizard to sit as Highmage. By the time of his death, he had established colleges of mages all over Ansalon, established the ruling body of the Conclave, and decreed the construction of the four new Towers of High Sorcery.
This spell evokes and hurls from the caster's hand a small, palm-sized sphere. The sphere can appear in a variety of colors, as the caster chooses - the color of the orb determining damage inflicted and special effect. The caster can create a single orb of any color listed for his level or lower on the table below, though he must use a gem of the proper hue (see below). The caster must succeed on a ranged touch attack to hit the target. If the caster is within Close range of the target, he gains a +3 competence bonus to hit.
White Light: Upon impact, the white chromatic orb flashes with bright light in a 20'-foot radius. This effect has the [Light] descriptor. In addition to the target taking 1d4 points of force damage, the target and any other creature in the 20 ft.- radius must succeed a Will save or be dazzled for 1 round/level. Light sensitive creatures, such as dark dwarves, are also blinded for 1 round in addition to being dazzled.
Red Heat: Upon impact, the red chromatic orb bursts with heat in a 10'-foot radius. This effect has the [Fire] descriptor. In addtion to the target taking 1d6 heat damage, and the melting of all ice within the radius, all creatures in the 10'-foot radius who fail a Fort save take 1d6 nonlethal heat damage.
Orange: Upon impact, the orange chromatic orb starts fires. This effect has the [Fire] descriptor. In addition to taking 1d8 points of fire damage, the target must succeed a Ref save DC 15 or catch fire, immediately taking an additional 1d6 fire damage each round until the fire is out.
Yellow: Upon impact, the yellow chromatic orb bursts into light as bright as the sun. This effect has the [Light] descriptor. In addition to doing 1d10 force damage, the target must succeed a Fort save or be blinded for 1 round/level. Light sensitive creatures make their save at a -4 penalty.
Green: Upon impact, the green chromatic orb bursts into poisonous, acidic vapors in a 10'-radius. This effect has the [Acid] descriptor. In addition to dealing 1d12 acid damage to the target, the target and anyone within 10' must succeed a Fort save or be sickened for 1d4 rounds.
Turquoise: Upon impact, the turquoise chromatic orb magnetizes the targets armor if made of metal. In addition to dealing 2d8 force damage, if the target fails a Reflex save, any metal item the target is holding, including metal weapons and shields, becomes stuck to the target's own armor. The armor stays magnetized for 2d4 rounds during which time nothing short of a successful dispel magic can part the stuck metal items. If the wearer of the armor makes his initial Reflex save, he is no longer in danger of his weapon sticking to it. However, any creature who makes a melee attack against the magnetized target with a metal weapon must also make a Reflex save against the spell or have their weapon stick to the magnetized armor (in addition to doing damage if they hit).
Blue Cold: Upon impact, the blue chromatic orb bursts into icy coldness. This effect has the [Cold] descriptor. In addtion to dealing 2d12 cold damage to the target, all creatures within a 20'-foot-radius must succeed a Fort save or be numbed with cold, suffering a -4 penalty to Dexterity for 1 round/level.
Purple: Upon impact, the violet chromatic orb encases the target in violet flames as faerie fire. In addtion to dealing 2d12 points of force damage, the target must succeed a Fort save or be permanently turned to stone. Even on a successful save, the target is slowed for 1 round. The faerie fire effect lasts 10 minutes.
Black Orb of Death: Upon impact, the black chromatic orb causes possible death. This effect has the [Death] descriptor. In addtion to dealing 2d20 points of force damage, any living target must succeed on a Fort save or die. Even on a successful save, the target takes a -2 penalty to Constitution.
Material Component: A gem of the proper hue, worth at least 25 stl.
Magius' Mass Magic Weapon
Ever since the time of Magius in the Age of Dreams, the Orders of High Sorcery have vigorously guarded this spell from falling into the hands of renegades, especially in recent times against the Knights of the Thorn, who are far better skilled in the art of swordplay.
This spell causes your ally's weapons within range to become temporarily enchanted as though magic weapon had been cast on each of them, except the duration of Magius' mass magic weapon is 10 min./level. The caster may enchant a number of weapons equal to his caster level.
Material Component: Powdered lime and carbon.
Arcane Focus: A single magic weapon within range to draw power from.
Malock the dwarf has long since been forgotten by the world, except by the most knowledgable of historians and sages, and perhaps the Theiwar dwarves who practice their dark arts underneath the mountain. However, it is a little known fact that is was Malock, not Fistandantilus, who constructed the infamous abode of Zhaman, later Skullcap. A notorious braggart and mercenary, Malock met his fate at the hands of his brothers and sisters in the Art, when he was discovered conspiring against the Orders of High Sorcery, a plot that would have allowed the Tower of Wayreth to fall into the hands of barbarians.
On the first round, this spell covers an area with a layer of slippery grease as the grease spell. Any creature in the area when the spell is cast must make a successful Reflex save or fall. A creature can walk within or through the area of grease at half normal speed with a DC 10 Balance check. Failure means it can't move that round, while failure by 5 or more means it falls.
Creatures have 1 round to escape the grease or a worse fate awaits. On the second round, the layer of grease turns into a dangerous patch of quicksand. Any creature still in the area at the beginning of the caster's next turn (the turn after casting) falls into the quicksand.
Characters in quicksand must make a DC 10 Swim check every round to simply tread in place, or a DC 15 Swim check to move 5 feet (as a move-equivalent action) in whatever direction is desired. If a trapped creature fails either of these checks by 5 or more, it sinks below the surface and begins to drown whenever he can no longer hold his breath (see page 304 of the Dungeon Master's Guide for details on drowning).
Characters below the surface of the quicksand may swim back to the surface with a successful Swim check (DC 15, +1 per consecutive round of being under the surface).
At the bitter end of the spell, the ground hardens to its original form. Creatures below the surface are doomed to suffocate, unless someone can dig them out in time or unless the ground is normally marshy (victims submerged under marshy terrain may escape, use the table below). Creatures with their heads above the surface can breathe but are trapped in the earth, helpless, unless they are lucky enough to escape, with varying degrees of difficulty depending on the make-up of the original surface:
This spell works normally in outdoor and underground terrain, as well as areas of worked stone. The spell ends after the first round if cast upon a surface of wooden planks or the like, a minor limitation in Malock's design.
Material Component: Butter and sand.
Ombril's Orb of Invulnerability
Poor Ombril the White's fate is perhaps one of the most dreadful known to the sages of Krynn. The mage credited with researching most of what the Orders today know of portals and the Outer Planes, he saved Krynn from ruin at the hands of Queen Takhisis as he heroically sealed himself in the Abyss, never to be seen or heard from again.
This spell creates an immobile, faintly shimmering, magical sphere around you, granting you damage reduction 40/magic. If you move from your space, the spell ends. The orb occupies enough space to contain a creature the size of you at the time of casting. If you change size for the larger while the spell is in effect, the orb can no longer contain you, and the spell ends.
You may be forced out of the orb (ending the spell) by certain special attacks, such as a grapple or bull rush.
Material Component: A piece of a broken weapon and a scale from any true dragon.
Par-Salian's Wind Breath
Par-Salian the White created this spell in his younger days primarily as a defense against stirges. Later when he sat as Highmage, he would use this spell when administering the Test of High Sorcery, demanding that an apprentice decipher and master the spell as part of their Test.
You blow hurricane-force winds from your lungs in a cone out to the limits of the range of the spell. As long as you concentrate, you may continue blowing the wind, however, you must stand still (stay in your space). On the round following the casting of the spell and on each succeeding round, you may take a full round action to move your head, changing the direction of the cone. The effects within the area of the wind breath are as follows:
All flames are extinguished. Ranged weapon attacks are impossible (except with siege weapons, which have a -8 penalty on attack rolls). Listen checks are impossible. All creatures can hear in the cone is the roaring of the wind. The winds have a 30% chance of felling any tree or the like in the area. Creatures must make a Fortitude save each round at the beginning of their turn if they are caught in the area, with the following effects:
Medium or smaller creatures who fail a Fortitude save are blown away. Creatures blown away on the ground are knocked prone and rolled 1d4x10 feet, taking 1d4 points of nonlethal damage per 10 feet. Flying creatures are blown back 2d6x10 feet and take 2d6 points of nonlethal damage due to battering and buffeting.
Large creatures who fail a Fortitude save are knocked prone by the force of the wind. Large flying creatures instead are blown back 1d6x10 feet on a failed save.
Huge creatures who fail a Fortitude save are checked, unable to move forward against the force of the wind. Huge flying creatures are instead blown back 1d6x5 feet.
Material Component: A kyrie feather.
Raistlin Majere, the Master of Past and Present, is said to have created this spell after a nearly lost battle with a troll. Coming down out of the Kharolis mountains, it caught the Majere brothers by surprise. Though Caramon Majere's sword arm inflicted wound after wound upon the troll, it continued its onslaught even after Caramon had severed both its arms. In the end, Raistlin's fire spells caused the death of the troll, but that feat had drained Raistlin of so much energy that he collapsed. He and the badly wounded warrior barely survived the day.
Raistlin's Blackmantle creates a black, glittering cloak of darkness around each creature within the affected area. Those caught within the burst must succeed at a Fortitude save or be unable to receive the benefits of any conjuration (healing) spell for the duration of the spell. The black magic also suppresses fast healing and regeneration of any kind. For example, a potion of cure light wounds is wasted if imbibed, a troll cannot regenerate lost hit points until the duration expires, and lesser restoration fizzles when it comes into contact with the blackmantle. The effect can be negated by a successful dispel magic, or by remove curse.
Material Component: A small mummified animal, such as a mouse or a toad. It takes a Heal check DC 25, 1 full day, and 50 stl worth of exotic oils and herbs to successfully mummify a small or tiny animal. Failure wastes half the materials. A spellcaster who has the Spell Focus (necromancy) feat or who specializes in the school of necromancy may create a mummified animal without a Heal check, but must still spend the time and money.
Rannoch's Stench of Fear
Andras Rannoch will forever be remembered for his cursing of the Tower of Palanthas. Little known is this nefarious enchantment that he created during his years inside the Tower as a living man.
This enchantment lays a dangerous curse upon an individual that causes them to exude an irrational fear of death that attracts predators. On a failed Will save, the target's chance each hour for a wandering encounter is tripled for the duration of the spell. At the DM's discretion, the victim may find refuge in certain areas, such as a fortified keep, a cozy inn, or rope trick spell.
However, a victim who survives the duration of the spell still has flashbacks and shivers that follow him to the end of his days. The victim suffers a permanent -1 morale penalty vs. fear effects. This effect cannot be dispelled, but can be removed by remove curse.
Material Component: A drop of blood and a drop of sweat.
Shaud's Mobile Death Shroud
This dreadful spell has been passed on by the most elite of Black Robes throughout Krynn's history. Shaud, one of the Three, was instructed in the Art of necromancy by Nuitari himself. However, once Shaud had mastered those spells, he created this one - making Shaud the first mortal wizard to succeed in crafting a unique spell.
This spell surrounds you in a dark and shadowy, cloaking aura of necromancy that moves with the caster. While you suffer no ill effects from this baneful radiance, it may have dire consequences for anyone who comes into contact with the aura. The death shroud can be used actively in offense of passively in defense. The shroud has four effects:
First, the aura emits shadowy illumination in the area of effect, as the darkness spell. Attacks suffer a 20% miss chance within the aura. The caster, however, is able to see normally in this darkness and suffers no penalty. Spell resistance does not apply to this aspect of the spell only.
Second, any living creature caught within the area of the shroud must succeed at a Fort save or die instantly. If the saving throw is successful, a creature who leaves the area is not subject to this effect if he re-enters. No creature of 9 or more HD can be affected. This aspect of the spell is a [Death] effect.
Third, any living creature caught within the area who survives death is still enervated by the death shroud, and gains 2 negative levels each round within the shroud on the caster's turn. The creature may make a Fort save each round to halve this effect to 1 negative level per round. Undead within the shroud heal 10 hp/round until at maximum hit points.
Finally, the caster may make a melee touch attack once each round. A touched creature suffers 1d6 points of damage per two caster levels, as vampiric touch (max 10d6). The caster gains temporary hit points equal to the damage dealt. The temporary hit points disappear after 24 hours.
Material Component: The spell requires crushed black opal and diamond worth 1000 stl, essence of wichtlin, and a raw chunk of smoky quartz worth 50 stl.
From the creator of the dreaded Shoikan Grove, comes this spell. The bane of vermin and swarms, it is widely known that the once Highmage, Usk, had an intangible revulsion to the vermin that had an uncanny knack for infesting his necromancy lab. The spell is now once again spreading among necromancers and other wizards that find themselves among pestilance. The spell has no effect on familiars.
The spell may be used against a single vermin (or rat or dire rat), or against any swarm.
The spell quenches the life force of a single vermin, rat, or dire rat with HD equal to or less than the spellcaster's caster level (max 5 HD). On a failed Fort save, the vermin dies instantly. On a successful save, the vermin takes 1d4+1 per caster level (max +10) damage. This version of the spell has no effect on vermin with 6 or more HD.
Against swarms, the spell deals 1d6 damage per caster level (max 5d6), no save allowed. This application of the spell affects swarms of any HD.
Yalashim's Years of Yearning
Yalashim the Enchantress was a khurish beauty of renown, greatly feared and admired by all. One of the most talented enchanters to ever live, it is said that her great beauty was capable of achieving the same effect without the use of magic. She is credited with the creation of the Tsorthan Grove around the Tower of Losarcum, perhaps the most subtlely brilliant of all the magical forests that protect the Towers of High Sorcery.
A creature who fails a Will save against this spell yearns for the simple life. An adventurer may settle down in a nearby village, get married and have kids, usually taking up a simple profession, such as farming or innkeeping. A troll may take up basketweaving under a bridge somewhere, generally leaving people alone unless threatened. A hag may take up cooking, rarely leaving her cottage or swamp. A giant might yearn to be a simple lumberjack, contentedly whistling as he worked. The affected individual simply wants to live out their days in peace. An enspelled creature does not realize they are under the effects of a spell, though others aquainted with them may realize. The spell may be dispelled by a successful dispel magic, or remove curse.
At the end of the duration, the subject returns to their old habits, well aware of the curse that bound them.
Material Component: A copper piece.
Zindreth's Elemental Mastery
Zindreth of Micah's portfolio includes being instrumental in the erection of both the Towers of Daltigoth and Palanthas. Though he rose to the illustrious position of Highmage, according to his diary notes he was never quite able to perfect this spell to his satisfaction. Adding the element of fire to the spell was something he could never seem to master. It eluded him for his entire life, until the day he died, when he mispoke the naming of the Tower of Palanthas upon his deathbed, granting it the title Doom-Spire.
This spell temporarily grants the recipient mastery over one chosen element, chose by the caster as the spell is weaved.
Air Mastery: Airborne creatures take a -1 penalty on attack and damage rolls against the recipient, and the recipient can feather fall at will.
Earth Mastery: The recipient gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. While touching the ground, the recipient cannot be tripped or bull rushed.
Water Mastery: The recipient gains a +1 bonus to attack and damage if both it and its opponent are touching water. The recipient gains a +20 bonus to Swim checks for the duration.
Material Component: A source of the appropriate element at hand.
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