Author's Note: This is a complete player character class. It may or my not fit in with every Dungeonmaster's idea of how a class should be created or used. Extreme care should be used in inserting this class into any existing campaign as it could easily disrupt the game balance of that campaign. Be warned, until you have completely read this class, including any spells, do not say yes to it being used in your game. The spell selection also has page numbers in it that refer to my player's manual, not the standard AD&D manuals. I will try to locate are remove these references but I might not get them all.

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Fourth Level Craft Spells

Anti-Animal ShellInvisible TerrainStoneskin
Circle of Privacy Legend LoreSummon Aminal 2
Compulsive OrderLocate ObjectSummon Elemental
Control Temperature ObscurementTanglefoot
Dispel CharmReflecting PoolThief's Lament
DivinationRemove CurseTree Steed
EmotionSex SwapWall of Thorns
Fire Purge
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Anti-Animal Shell (Abjuration)
Level: 4
Range: 0
Components: V, S
Duration: 1 turn/level
Casting Time: 4
Area of Effect: 15' radius hemisphere
Saving Throw: None

       The anti-animal shell creates an invisible, mobile barrier that keeps out natural non-sentient creatures of any type. The barrier effects all normal or giant animals of animal intelligence or less. Monsters or sentient creatures are not affected. Any attempt to trap animals with the barrier will shatter it. The creatures must have an avenue of escape.

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Circle of Privacy (Alteration)
Level: 4
Range: Special
Components: V, S, M
Duration: 1 hour/level
Casting Time: 1 turn
Area of Effect: 100 sqyrds + 2 sqyrds/level
Saving Throw: None

       This spell helps discourage predators and trespassers from disturbing a campsite. The caster sprinkles salt or flour at the edge of the area of effect. For the duration of the spell all sounds and scents generated within the circle will not cross the circle. This makes the camp less noticeable, reducing the chance of encounter by 75%. This spell can be used in conjunction with night wards or greater night wards. The spell provides no protection from visual sighting or magical scrying.

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Compulsive Order (Enchantment/Charm)
Level: 4
Range: 10 yards
Components: V, S, M
Duration: Permanent
Casting Time: 4
Area of Effect: One creature
Saving Throw: Negates

       The victim of compulsive order is compelled to place everything he encounters into perfect order. If he discovers treasure, he divides it into tidy piles or containers of silver, gold, copper, etc. He is reluctant to enter a dungeon because it is a messy place, but once inside, he is obsessed with cleaning it. A character under the power of this spell will sweep dirt from dungeon floors into neat piles, arrange corpses of defeated foes according to size, dash forward to remove a bit of lint on clothing, and insist that the party organize themselves alphabetically, then by size, and then by age. While the spell does not affect a character's abilities, the overwhelming desire for order impairs the character's usefulness in most adventures.
       When a character afflicted by this spell attempts to undertake a new event, the player must rationalize the action on the basis of his compulsion for order. Thus the character cannot simply attack a goblin; he must announce a condition such as attacking the tallest goblin and fighting his way down according to size. Once stated, the character must follow through with his plan.
       If the player cannot conceive a rationale for his character's behavior, the character is forced to delay his actions for 1d6 rounds, with the time spent in preparation for the subsequent action. The character spends time reorganizing spell components, deciding how to hold his sword, cleaning his weapon, etc. The spell will not prevent him from defense if attacked, but he won't be at all happy with the hurried affair.
       Anyone affected by compulsive order may become violent if he is prevented from being neat. He will do what he must to make the world around him more orderly. If he is allowed to organize his surroundings, he will quickly calm down again. The victim will constantly petition the people around him to be neat and organized.
       The victim is allowed a saving throw to avoid the effects of the spell. Compulsive order can be removed with a dispel magic spell.
       There is a chance that the effect of the spell will linger even after removed. For every month the character is under the compulsion he must roll a save to avoid permanent effects to his personality. The base chance that the spell will leave lingering effects is 20 on a d20 minus the characters Wisdom. Each additional month under the spell adds a -1 penalty. Should the character fail this save one of two results will occur. When the spell is removed, they will despise order in every way, or have come to like being neat and tidy. The player should decide to which extreme his character will tend.
       The material component is a perfect cube of metal.

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Control Temperature (Alteration)
Level: 4
Range:0
Components: V, S
Duration: 4 turns + 1 turn/level
Casting Time: 4
Area of Effect: 10 foot radius
Saving Throw: None

       When this spell is cast the temperature surrounding the caster can be altered by 10 degrees Fahrenheit, either upward or downward, per level of the caster. A tenth level caster could raise or lower the temperature from 1 to 100 degrees. The spell can be used to ensure the comfort of the caster and those with him in extreme weather conditions. The party could stand about in shirt sleeves during the worst blizzard (although it would be raining on them) or make ice for their drinks during a scorching heat wave.
       The spell also provides protection from intense normal and magical attacks. If the extreme of temperature is beyond what could be affected by the spell (a searing blast of a fireball or the icy chill of White Dragon breath), the spell reduces the damage caused by 5 points for every level of the caster. Normal saving throws are still allowed, and the reduction is taken after the saving throw is made or failed. Once struck by such an attack the spell immediately collapses.

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Dispel Charm (Alteration)
Level: 4
Range: 10 yards
Components: V, S
Duration: Permanent
Casting Time: 4
Area of Effect: One creature
Saving Throw: None

       This spell will dispel the effect of any charm person, charm monster, friends, suggestion, seduction, or like spell. The former victim will be aware that the charm was used on them, and who cast the charm on them.

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Divination (Divination)
Level: 4
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 1 turn
Area of Effect: Special
Saving Throw: None

       A divination spell is used to garner a useful piece of advice concerning a specific goal, event, or activity that will occur within a one week period. This can be as simple as a short phrase, or it might take the form of a cryptic rhyme or omen. In any case the information will be useless if not acted upon as planed. A change of plan will shift the alignment of the possible, rendering the given future unreachable.
       The base chance for a correct divination is 60% plus 1% for each experience level of the caster. No better than 90% can be attained regardless of the caster's level. If the dice roll is failed the caster knows that the spell has failed, unless specific magic yielding false results is at work.
       The material component is incense burned at the time of casting, a brazier purified to the purpose of magic, and the lots (the last two are not consumed in the spell).

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Emotion (Enchantment/Charm)
Level: 4
Range: 10 yards/level
Components: V, S
Duration: Special
Casting Time: 4
Area of Effect: 20-foot cube
Saving Throw: Negate

       When this spell is cast the practictioner can create a single emotional reaction in the subject creatures. The following are typical:

  1. Courage: This emotion causes the creatures affected to become berserk, fighting with a +3 bonus to attack dice, causing +1 point of damage, and temporarily gaining 5 hit points. The recipients fight without shield, and regardless of life, never checking morale. This spell counters, and is countered by Fear.
  2. Fear: The affected creatures flee in panic for 2d4 rounds. It counters, and is countered by Courage.
  3. Friendship: The affected creatures react more positively (e.g. tolerance becomes goodwill). Its counter is Hate.
  4. Happiness: This effect creates joy and a feeling of complacent well-being, adding +4 to all reaction rolls and making attack unlikely unless the creatures are subject to extreme provocation. Its counter is Sadness.
  5. Hate: The affected creatures react more negatively, e.g. tolerance becomes negative neutrality. Its counter is Friendship.
  6. Hope: the effect of hope is to raise morale, saving throw rolls, attack rolls, and damage causes by +2. Its counter is Hopelessness.
  7. Hopelessness: The affected creatures submit to the demands of any opponent: surrender, get out, etc. Otherwise the creatures are 25% likely to bo nothing in a round, and 25% likely to turn back or retreat. Its counter is Hope.
  8. Sadness: This creates unhappiness and a tendency toward maudlin introspection. This emotion increases chances of being surprised by -1 and adds +1 to initiative rolls. Its counter is Happiness.
       All creatures in the area of effect at the instant the spell is cast are affected unless successful saving throws vs. spell are made, adjusted for wisdom. The spell lasts as long as the practictioner continues to concentrate on projecting the chosen emotion.

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Fire Purge (Abjuration)
Level: 4
Range: 10 yards/level
Components: V, S,
Duration: 1 hour/level
Casting Time: V, S
Area of Effect: 100 sqft +10 sqft/level
Saving Throw: None

       An area enchanted with fire purge is protected against all types of normal and magical fires. No fire can burn in the area of effect. Fire that enters the affected area will go out, including magical fires such as Dragon breath, Phoenix fire, and fireball. The heat of immolating creatures will not decrease in the fire purge, but combustion is not possible. Fire purge has no effect on fires that are within the area of effect when the spell is cast.
       The material component of the spell is flour or salt that must be spread on the edge of the area to be enchanted during the casting. This forms the border of the area of effect.

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Invisible Terrain (Illusion/Phantasm)
Level: 4
Range: 0
Components: V, S
Duration: 1 hour/level
Casting Time: 1 turn
Area of Effect: 1 half acre/level
Saving Throw: None

       By means of this spell a practictioner causes an area of terrain to appear totally barren. All plants, lose rock open water, and indigenous animals will become invisible within the area of effect. Structures built with living materials, and in harmony with their surroundings (Elven tree houses, a sod cottage, hobbit holes, etc.) will also be rendered invisible along with their contents. Other structures that are not built to be in harmony with the natural terrain will not become invisible. Those creatures indigenous to the area will see everything as it is as will the caster. The practictioner can also specify one other person or creature per level to also be included in the spell. Creatures that attack while invisible will lose the effect of invisibility, but will still see the terrain as it is.
       Under no condition is anything in the area of effect non-existent. Trees remain just as solid, water as deep and wet as before rocks remain right where they are. Indigenous living creatures that leave or enter the area of effect will lose or gain the invisibility as they leave or enter the area of effect.

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Legend Lore (Divination)
Level: 4
Range: 0
Components: V, S, M
Duration: 1 turn/level
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None

       This powerful divination tool allows the practictioner, and others under the right circumstances, to see past events as they happened. The past of a person, place, or object can be investigated. The conditions for each follow:
Person: The person's name must be known, or they must be present. A bowl of water or other focus must be used for the viewing. The time and place to be viewed must be stated in the spell casting (i.e. by the well, five days ago at sunset, or the hour and day of his wedding) Once cast the events will unfold in normal time as they happened until the caster ends the spell or the duration runs out. The shadow of the past will appear to the caster only in the focus. The caster can change the point of view no more than three times per casting.
Object: The object to be investigated must be present, the time to be viewed must be stated in the casting (The time of making, when last claimed by a man). Once cast the events will unfold in normal time as they happened until the caster ends the spell or the duration runs out. The shadow of the past will appear to the caster only in the focus. The caster can change the point of view no more than three times during a casting.
Place: The spell must be cast in the place to be investigated, the time to be viewed must be stated in the casting of the spell (the last full moon here, the Ceremony of the Bear, etc.). Events will unfold as they occurred in real time. In the case of a place viewing, any other person also present can see and hear events from the past. The shadows will appear as translucent images superimposed on the present, voices and sounds will be faint but clear. One's point of view can be shifted by moving, no movement will disturb the shadows of the past.
       In any case only those things that would normally be visible or audible can be seen or heard. Persons or objects that where invisible or silent will be invisible or silent in the shadows. The practictioner can view events up to ten years in the past for every level they have. Should the event that is wanted be farther in the past than the casters limit the spell is wasted and no results are gained.

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Locate Object (Divination)
Reversible
Level: 4
Range: 120 yards+ 20 yards/level
Components: V, S
Duration: 8 hours
Casting Time: 1 turn
Area of Effect: 1 object
Saving Throw: None

       This spell helps locate a known or familiar object. The practictioner casts the spell, slowly turns, and will sense when he is facing in the right direction of the object to be located, provided the object is within range. The spell locates such objects as apparel, jewelry, furniture, tools, weapons, or even a ladder or stairway. Once the caster has fixed in his mind the item sought the spell locates only that item. Attempting to find a specific item, such as a kingdom's crown, requires an accurate mental image. If the image is not close enough to the actual item, the spell does not work; in short, desired but unique objects cannot be located by the spell unless they are known by the caster.
       The reversal, obscure object, hides an object from location by spell, crystal ball, or similar means for eight hours. The caster must touch the object being concealed.
       Neither application of the spell affects living creatures.

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Obscurement (Alteration)
Level: 4
Range: 0
Components: V, S
Duration: 1turn/level
Casting Time: 4
Area of Effect: Special
Saving Throw: None

       This spell causes a misty vapor to arise around the caster. It persists in this locale for one turn per caster level. It reduces visibility or all types of vision to 1d4 feet, and all sounds in the area to echo and sound distant, even one's own voice. The ground area affected by the spell is a square progression bases on the caster's level; A 70'x70' area at 7th level 80'x80' at 8th level and so on. The height of the vapor is restricted to 20 feet, although the cloud will otherwise expand to fill confined spaces. A strong wind (such as the Magician spell gust of wind) can cut the duration of an obscurement spell by 50%.

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Reflecting Pool (Divination)
Level: 4
Range: 10 yards
Components: V, S, M
Duration: 1 round/level
Casting Time: 1 turn
Area of Effect: Special
Saving Throw: None

       The spell enables the caster to cause a pool of normal water found in a natural setting to act as a scrying device. The pool can be of no greater diameter than four feet per level of the caster. The effect is to create a scrying device similar to a crystal ball. The scrying can extend only to those planes of existence that are coexistent with or border on the Prime Material plane.
The following spells can be cast through a reflecting pool; Detect magic, comprehend language, clairaudience, and moment reading.
       The material component is oil extracted from nuts like Hickory or Acorns. It must be applied in three measures.

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Remove Curse (Abjuration)
Reversible
Level: 4
Range: Touch
Components: V, S
Duration: Permanent
Casting Time: 4
Area of Effect: Special
Saving Throw: Special

       Upon casting this spell the practictioner is usually able to remove a curse on an object, on a person, or in the form of of some undesired sending, or evil presence. The remove curse spell does not remove the curse from a cursed magic item, but enables the person afflicted with any such cursed item to be rid of it.
       Certain curses, those made by immortals, curses with special conditions, and the like may not be countered by this spell, or may only be countered by a caster of a certain level.
       The reverse of the spell is not permanent, the bestow curse spell must have a stated condition for its ending or the spell will not work. The practictioner must be within 30 feet of the victim and the victim must be able to hear the curse pronounced. Whether or not they pay attention does not matter. The wording of a curse must contain the malediction, and the condition of its ending. I.e. "Bread and meat will taste as foul rot in thy mouth until the debt to the Sister's of Mercy be repaid". The stated malediction may not permanently harm the victim in any fashion (lose of hit points, fatal disease) and the condition must be something the victim has a reasonable chance to fulfill. It does not have to be something that they want to fulfill. A successful saving throw vs. spell will cause the curse to fail, but it will be made at a -3 if the victim has harmed the caster within that day. The curse cannot be dispelled, but remove curse will negate it.

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Sex Swap (Alteration)
Level: 4
Range: 30 yards
Components: V, S
Duration: Permanent
Casting Time: 4
Area of Effect: 1 creature
Saving Throw: Negates

       This spell permanently changes the sex of the target creature to the distaff. This change is permanent and cannot be dispelled. The creature will remain much as it was other than the sexual characteristic of its species. No ability scores will change, body type (other that primary and secondary sexual characteristics) remains the same. Size will not change unless size dimorphism is present in that creature's species. A tall bony female, will become a tall bony male. A plump ugly male will become a plump ugly female. The spell does not change the creatures mental outlook. What mind they had before the spell remains as it was after. The urges of hormones will, in time, assert new patterns on the changed creature. Each in accordance with the degree that instinct rules over intelligence, or the other way around. Skills possessed before the change remain the same. No loss of expertise will be experienced, unless the skill was part of the creature's former sex.

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Stoneskin (Alteration)
Level: 4
Range: Touch
Components: V, S
Duration: Special
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: None

       When this spell is cast the affected creature gains a virtual immunity to any attack by cut, blow, projectile, or the like. Even a sword of sharpness cannot affect a creature protected by stoneskin, nor can rock falls, catapult missiles, cannon balls, or snake strike. Magical attacks from spells such as fireball, lighting bolt, magic missile, and so forth have their normal effect. The spell will not protect from any heat or fire, cold, lightning, gas, or acid. The spell blocks the first successful attack routine and any other attacks in the round the affected creature is first hit. I.e. the creature is protected from all the rocks in an avalanche, or four bandits knocking him down and beating on him for one round.

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Summon Animals 2 (Conjuration/Summoning)
Level: 4
Range: 1 mile radius
Components: V, S
Duration: Special
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None

       By means of this spell the caster calls up to six animals that have 8 hit dice or less or 12 animals with 4 hit dice or less, of what even sort the caster names when the summoning is made. Only animals within the range of the caster at the time the spell is cast will come. The caster can try three times to summon three different types of animals. The DM will determine the chance of a summoned animal being within range. The animals will take from 1 round to 3 turns to arrive, depending on how far away they are and their method of movement. Waterborne animals can only be summoned while in the water. The animals summoned aid the caster by whatever means they possess, staying until a fight is over, a specific mission is finished, the caster is safe, he sends them away, etc. Only normal or giant animals can be summoned, fantastic animals or monsters cannot be summoned by this spell.

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Summon Elemental (Conjuration/Summoning)
Level: 4
Range: 60 yards
Components: V, S, M
Duration: 1 turn/level
Casting Time: 1 turn
Area of Effect: Special
Saving Throw: None

       There are actually four spells in the summon elemental spell. The practictioner is able to summon an elemental from the planes of Earth, Air, Fire, or Water, depending on the material components and wording of the spell. Summoned elementals will have 8, 12, 0r 16 hit dice, depending on what the caster desires.
The caster must have a good source of the element from which to summon the given elemental, a bonfire or body of water are needed to summon Fire and Water elementals. The caster must also have the proper material components for the elemental to be summoned.
       The practictioner must establish their will over the summoned elemental until this is done it will not obey the will of the caster. The caster pits their level against the elemental's hit dice. If the caster is 4 points or more over the elemental, they win automatically. An elemental 4 points over the caster cannot be controlled. If the two are within three points a contest of wills must be won to gain control. The caster must save vs. wand to win this war of wills. A successful roll brings the elemental under control for one task. Each additional task will require a new battle of wills and a new roll. This continues until the spell duration ends, or the caster sends the elemental back to its own plane. Should the caster lose control of the elemental the creature will attack. The only chance is to dispel it. The caster must roll their level or under on a d20 to dispel an elemental they have lost control of. Only elementals the practictioner has summoned can be dispelled.
       The material component of the spell (other than the element at hand) are as follows:

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Tanglefoot (Alteration, Abjuration)
Level: 4
Range: 240 yards
Components: V, S
Duration: 2 turns/level
Casting Time: 4
Area of Effect: 100 sqyds/level
Saving Throw: None

       This spell temporarily makes a region of ground more difficult to cross. The effect is to slow the movement of anyone trying to move over the affected terrain. Running is impossible, at best a creature can make only half its normal walking speed. The casters party is not effected by the spell and may move normally.
       A variety of effects result from the spell depending on the terrain: grass twists around ankles, swamp becomes more viscous, rocks and gravel shift underfoot, etc.
       When casting this spell the practictioner must have an uninterrupted line of sight to the terrain to be affected. The practictioner can choose the shape of the area up to the maximum area of effect. Only one continuous area of tanglefoot can be created. There is no way of detecting that a particular area is under the influence of this spell simply by looking at the area. detect magic will reveal that the area is magically affected.

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Thief's Lament (Alteration)
Level: 4
Range: 10 yards/level
Components: V, S
Duration: 1 hour/level
Casting Time: 1round
Area of Effect: 5 foot cube/level
Saving Throw: Negates

       A thief entering an area enchanted with thief's lament suffers a great reduction in his thieving skills. The thief is allowed a saving throw to resist the effects of the spell; failure indicates that he suffers the full effects of the lament. All attempts to use any special thieving skills are made at a 40% reduction.
       The spell affects a cube whose sides equal the caster's level times five feet (a 10th level caster could affect a cube 50 feet on a side).

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Tree Steed (Alteration, Enchantment/Charm)
Level: 4
Range: 10 yards
Components: V, S, M
Duration: 1 hour/level
Casting Time: 4
Area of Effect: One log or plank
Saving Throw: None

       This spell enchants a log of plank, or similar piece of wood to become a temporary steed. The log or plank must be at least 1 foot wide, 3 inches thick and 3 to 10 feet long. Any type of wood is suitable.
       When the spell is cast the log sprouts four horse like legs. The tree steed can be ridden like a normal horse and may be used to carry equipment. The tree steed can carry up to 600 pounds of riders and gear before breaking. If the tree steed breaks under the weight of riders and gear the enchantment instantly ends and the tree steed again becomes a normal (although broken) log or plank.
       The tree steed obeys all of the caster's verbal commands to move, slow, speed up, stop, and turn. It has a movement rate of 12 on land. It can move in the water (Sw6) floating on the surface and paddling with its legs. The tree steed must remain within 10 yards of the caster in order to move; if the distance between the tree steed and the caster exceeds 10 yards, the tree steed stops until the caster is again within range.
       The tree steed will not fight for the caster and is incapable of any action other than movement. The tree steed does not become fatigued and does not eat. It has all the vulnerabilities of normal wood, and can be damaged by both normal and magical attacks. It has AC 8 and 5 hit points per foot of length.
       The material components are a log or plank of suitable wood and a horseshoe.

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Wall of Thorns (Conjuration/Summoning)
Level: 4
Range: 80 yards
Components: V, S
Duration: 1 turn/level
Casting Time: 1 round
Area of Effect: One 10 foot cube/level
Saving Throw: None

       The wall of thorns spell creates a barrier of very tough, pliable tangled brush bearing needle-sharp thorns as long as a person's finger. Any creature breaking through (or crashing into) the wall of thorns suffers 8 points of damage, plus an additional amount of damage equal to the creature's AC. Negative Armor Class subtracts from the base 8 points damage, but no adjustment is made for dexterity. Any creature within the area of effect of the spell when it is cast crashes into the wall of thorns, and must break through to move. The damage is based on each 10 foot thickness of the barrier.        If the wall of thorns is chopped at it takes at least four turns to cut a path through a 10 foot thickness. Normal fire cannot harm the barrier, but magical fires burn away the barrier in two turns, creating a wall of fire effect while doing so. In this case the cool side of the wall is that closest to the caster of the thorn wall.        The nearest edge of the wall of thorns appears where the caster wills, up to 80 yards distant. The spell lasts for one turn for each level of the caster. It covers one 10 foot cube per level of the caster, in any shape the caster desires. Note that those creatures with the ability to move through overgrown areas are not hindered by this barrier. The caster can dismiss the barrier at will.

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The Above is a work of fiction. All professions are fictional, any resemblance to professions living or dead is coincidental.

Copyright © Garry Stahl: December 2000. All rights reserved, re-print only with permission.

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