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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Fifth Level Craft Spells

Anti-Plant ShellExtension Summon Animals 3
2D SightLostnessTeleport
Body Image DistortionMagic JarTrue Seeing
Control WindsMinor Circle of ProtectionWater To Dust
Disavow Limb ParalyzeWind Weave
DreamquestProject Image
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Anti-Plant Shell (Abjuration)
Level: 5
Range: 0
Components: V, S
Duration: 1 turn/ level
Casting Time: 5
Area of Effect: 15 foot diameter hemisphere
Saving Throw: None

       The anti-plant shell spell creates an invisible mobile barrier that keeps out all creatures or missiles of living vegetable material. The caster and any creatures in the shell are protected from attacking plants or vegetable creatures such as Shambling Mounds or Treants. Any attempt to force the barrier against such creatures shatters the barrier immediately.

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2D Sight (Enchantment/Charm)
Level: 5
Range: 30 feet
Components: V, S
Duration: 1 turn+ 1 round/level
Casting Time: 5
Area of Effect: One person
Saving Throw: Negates

       This spell causes the victim to lose all sense of depth for the duration of the spell. It will be impossible for them to judge distance or the actual size of any object that is on a similar plane as another. The victim will trip over small near objects they thought where far away and reach for large distant objects, thinking them near. They will walk into walls, knock things over, and Heaven help them if they encounter a Trompe I'oeil painting. They will suffer a -4 penalty for any missile combat they attempt, in addition to penalties for range.

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Body Image Distortion (Enchantment/Charm)
Level: 5
Range: 30 feet
Components: V, S
Duration: 5 rounds + 1 round/level
Casting Time: 5
Area of Effect: One creature
Saving Throw: Negates

       This spell causes the target creature to lose its sense of body proportion. The victim will believe his limbs to be of different sizes, or longer, or shorter than they really are. Not even closing your eyes will help, as the victim's mental image is distorted as well. Any action taken by the victim requires an ability check vs. dexterity on 6d6. Failure will indicate that the action failed, even something as simple as standing up or scratching an itch. Engaging in combat or spell casting is out of the question. The affects will last the duration of the spell or until dispelled by the caster.

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Control Winds (Alteration)
Level: 5
Range: 0
Components: V, S
Duration: 1 turn/level
Casting Time: 1 round
Area of Effect: 40 yard/level radius
Saving Throw: None

       By means of a control winds spell, the caster is able to alter wind force in the area of effect. For every three levels of experience the caster can increase or decrease wind force by one level of strength. Wind strengths are as follows.
Wind Force
Miles Per Hour
Dead calm
0 mph
Calm
1-5 mph
Light winds
5-10 mph
Moderate winds
10-15 mph
Strong winds
20-25 mph
Severe Storm
25-35 mph
Half gale
35-50 mph
Full gale
50-70 mph
Hurricane force
70+ mph

       Winds in excess of 19 miles per hour drive small flying creatures (eagle-sized and smaller) from the shies and severely affect missile accuracy, and make sailing small craft difficult. Winds in excess of 32 mph drive man-sized flyers out of the air and cause large ships difficulty, and damage. Winds in excess of 55 mph ground all flying creatures, will uproot small trees and cause damage to wooden structures, ships are in danger of floundering, creatures smaller than man-sized cannot walk unprotected. Winds in excess of 73 mph will tear roofs off stone buildings, destroy wooden buildings, uproot even well grown trees, man-sized creatures can not walk unprotected, objects of mass can become airborne, ships are at the mercy of the sea and the gods.
       An eye of 40 foot radius, in which the wind is calm, exists around the caster. The spell cannot be use underground.
       Once the spell is cast the wind force increases (or decreases) by 3 miles per hour until the maximum (or minimum) speed is attained. The caster can stabilize the wind at any time they wish, although the rate of change cannot be altered. The spell remains in force for one turn for each experience level of the caster. The caster must maintain control of the spell, and may not cast a second spell while doing so. When the spell is exhausted, or the caster quits control of it, the force of the wind returns to the normal conditions that prevailed before the spell was cast at the same rate of change. Another caster can use a control winds spell to counter the effects of a like spell to the limits of their own ability.

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Disavow Limb (Enchantment/Charm)
Level: 5
Range: 30 yards
Components: V, S
Duration: 1 day/level
Casting Time: 6
Area of Effect: 1 person
Saving Throw: Negates

       This spell causes the affected creature to regard the target limb as a foreign object. The affected limb will not respond to any attempt to move it or bring it under voluntary control. The limb will not support the victim or hold any object. It will have no pain sensation for the duration of the spell. In addition the creature will believe the limb to be a foreign object, not a part of his body. The affected creature may seek to remove the affected limb, or attack it as a disease or invading creature. The worse the saving throw is failed the worse the reaction of the affected creature. A creature that fails by 2 or less will regard the limb as an inconvenience, by 3-5 means the limb is actively disliked, 6 or more indicates the creature fears the limb, and wishes to have it taken away. The caster chooses the limb they wish to affect when casting the spell, the head is not an option. No more than one such spell can effect any one creature. A second spell will either fail (if the saving throw is successful) or replace the first. The spell will last until the end of the duration, a dispel magic spell is cast, or the affected limb is removed. The victim is entitled to a saving throw vs. spell that will negate the effect if successful.

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Dreamquest (Enchantment/Charm)
Level: 5
Range: Special
Components: V, S, M
Duration: 1 hour
Casting Time: 1 turn
Area of Effect: 1 creature
Saving Throw: None

       By means of this spell the practictioner can send a message to any known person, as a dream. The person that is to receive the message must be known to the caster by two of the following; by name, by means of a personal item, or an accurate picture. The picture can be a mental image, but it must be accurate. The target person must be sleeping in order for the spell to work.
       The message is presented as a dream with the target as observer to, or participant in a scene. It can be as simple as the caster telling the message as a face to face encounter, or a elaborate as a play. The message does not have to be clear, it can be as obtuse as the caster wishes. As many other persons, real, or imagined may be included in a dream as the caster wishes. Only the target person will receive the message or be aware of it, even if other real persons are shown. The target person cannot be harmed or hurt in any manner in the dream, harm can be threatened, but not accomplished. The target person can not input on the dream, even if shown as a participant, they will only be able to observe. Spells cannot be cast on the target person in the dream. The target person will awake from slumber when the dream is over, they will remember all of the message.
       The caster must burn incense (the material component) as they cast the spell, they will enter a meditative trance during the duration of the spell. If they are disturbed during the hour of the spell duration they will not come to harm but the dreamquest will be ruined. The target person will have only formless disturbing dreams, and will remember nothing of value.

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Extension (Alteration)
Level: 5
Range: Special
Components: V, S
Duration: Special
Casting Time: 3
Area of Effect: Special
Saving Throw: None

       Extension allows the practictioner to double one variable of a spell that they cast themselves. The extension spell must be cast right before the spell to be extended, and its casting time is added to the casting time of the extended spell. Range (other than 0), area of effect (one person can become two, etc.), or duration can be increased by this spell. The spell can also place a -3 on the target's saving throw for the casting of the one spell. Only one effect can be achieved. This must be decided at the time the spell is cast.

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Lostness (Enchantment/Charm)
Level: 5
Range: 30 yards
Components: V, S
Duration: Permanent
Casting Time: 6
Area of Effect: 1 Creature
Saving Throw: Negates

       The lostness spell causes the target creature to lose any sense of direction. They cannot remember even the simplest of instructions, which way is north, or even how to find home. The only way a person afflicted with lostness can get anywhere is for someone to lead them by the hand. Any attempt to get from point A to point B without such help requires that the victim make a saving throw vs, PPD every round. Success means they have managed to remain concentrated on their goal, and can continue to advance another round. Any failure between the start and finish means they are hopelessly lost. They could be five steps from their own front door and not be able to find it. A person could get lost on their way to the restroom. A person will not be afflicted within their own home provided they have lived there for at least a year, and have not made changes in the room layouts in that time. A victim could conceivable live entirely within their own dwelling, and never leave to avoid the effect of the spell. While permanent the effect of a lostness spell can be removed by a remove curse or a dispel magic spell.

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Magic Jar (Necromancy)
Level: 5
Range: 10 yards/level
Components: V, S, M
Duration: Special
Casting Time: 1 round
Area of Effect: 1 creature
Saving Throw: Special

       The magic jar spell has two uses. The first is to enable the caster to shift his life force into a special receptacle (a gem or large crystal). From there the caster can force an exchange of life forces between the receptacle and another creature. The second is as a trap for free spirits and noncopreal creatures.
       When used the the first manner the special life force receptacle must be within range of the caster's body when the spell is cast. The caster's life force shifts into the receptacle in the round in which the casting is completed, allowing no other action. Note: The caster must make some provision for his body, the body remains in a state of suspension. Should harm come to it or should it be moved away from the magic jar, the caster will not be able to return to it, and will be trapped in the magic jar.
       While in the magic jar, the caster can sense and attack any life force within a 10 foot/level radius (on the same plane); however, the exact creature types and relative physical positions cannot be determined. In a group of life forces the caster can sense a differance of four or more levels/hit dice and can determine whether a life force is positive or negative energy. An attempt to take over a host body requires a full round. It is blocked by a protection from evil spell or similar ward. It is successful only it the subject fails a saving throw vs. spell with a special modifier (see following). The saving throw is modified by subtracting the combined intelligence and wisdom scores of the target from the caster (intelligence and hit dice in monsters). This modifier is added to, or subtracted from the die roll.
Difference
Die adjustment
-9 or less
+4
-8 to -6
+3
-5 to -3
+2
-2 to 0
+1
+1 to +4
0
+5 to +8
-1
+9 to +12
-2
+13 or more
-3
       A negative score indicates that the caster has a lower total than the target, thus the host has a saving throw bonus. Failure to take over the host leaves the caster's life force in the magic jar.
       If successful, the caster's life force occupies the host's body and the host's life force is confined in the magic jar receptacle. The caster can call upon rudimentary or instinctive knowledge of the subject creature, but not upon its real or acquired knowledge. The caster retains his own attack rolls, class knowledge, and training, and any adjustments due to intelligence or wisdom. If the host body is of the same basic form as the caster they can use spells. The host body retains its own hit points and physical abilities and properties.
       The caster can shift freely from the host to the receptacle if within range. Each attempt to shift requires one round, the spell ends when the caster returns to his own body.
       A successful dispel magic spell can force the caster back into the receptacle, and prevent any attacks for 1d4 rounds plus 1 round for every level of the caster of the dispel. A successful dispel cast against the receptacle forces the caster back into his own body, the spell ends.
       If the host body is slain, the caster returns to the receptacle, if within range, and the life force of the host departs (i.e. is dead). If the host body is slain beyond the range of the spell the caster dies, and the host's life force remains trapped in the receptacle. If the casters body is destroyed, his life force survives in either the receptacle or the hosts body. If the receptacle is destroyed, who ever is in it is slain. If the caster is in a host, they are stuck there, and their body dies.
       In the second use of the spell the caster can attempt to trap the life force of the free spirit in the receptacle. The save is the same as for taking over a host. Once trapped the spirit can be forced into a living body that contains no life force. Or the receptacle can be destroyed, slaying the spirit. The trapped spirit cannot attempt to enter a host on its own.

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Minor Circle of Protection (Enchantment/Charm)
Level: 5
Range: 0
Components: V, S, M
Duration: 1 hour/level
Casting Time: Special
Area of Effect: Special
Saving Throw: None

       The minor circle of protection can be used in one of two ways. First, to hold something in, the second, to keep something out. This must be decided before casting begins, as the manner and components differ depending on the use.
       The first casting, to keep something in, is used when summoning potentially hostile spirits or extra-planer creatures. The circle is use as a foci for the summoning and contains the summoned creature. A minor circle of protection will contain any animal, no matter what size, any spirit of a once living being or extra-planer creatures up to 10 hit dice. For each hit die the creature has over 10 it has a 5% chance of overcoming the wards and escaping. The casting time is one turn for each hit die meant to be contained. It is possible to tailor the circle for lessor creatures that the 10 die maximum to cut casting time, but in that case any creature over the lower maximum can attempt to escape in a like manner, 5% for each hit die over the circle's maximum.
       The components are a circle drawn in some manner on the ground, it must be complete and perfect. The runes of power are placed in the border and any smudges requires that the entire effort be erased and started again. Incense worth 100 gp per hit die to be contained must be burnt during the casing.
       The second casting, to keep something out, can be cast much quicker, but is not so sure in its protection. The spell can be cast in one round, as long as some manner of ceremonial barrier is drawn in the ground surface. This can be a line in the dirt, a circle of salt or ashes, any such material. The circle will hold at bay any creature under the caster's level. Creatures over the casters level have a 10% per level chance of breaking the wards. Anyone inside the circle when it is cast is also protected, provided they remain within the circle. Anyone leaving the circle will break the ward, negating the spell. Spellcasters inside the circle can cast spells out side the circle with out breaking the ward. Any offensive spell cast against the ward will negate it, but will itself be negated.
       In either case the circle can be large enough to hold a house or as small as the caster desires. It must be large enough to hold the creature to be summoned, if that is its use. The circle will detect as magical to anyone attempting it.

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Paralyze (Alteration)
Level: 5
Range: 30 yards + 10 yards/level
Components: V, S
Duration: Special
Casting Time: 5
Area of Effect: 1-4 creatures
Saving Throw: Negates

       This spell will render one or more living creatures immobile for the duration of the spell. Paralyzed creatures are under a special state of preservation. Their bodies age only one day a year, likewise their physical requirements are so reduced. They are however totally aware of their surroundings and can see, hear, and feel normally. Unlike a held victim a paralyzed creature can be moved from one pose to another, this does require considerable effort. The duration is one week per the casters level if one creature is paralyzed. This duration is halved for each additional creature caught in the spell. Even if some targets successful save, the duration is still reduced for the remaining victims.
       While it is conceivable to use these spell to transport living creatures as bulk cargo, it is not a pleasent way to travel or a nice thing to do. Any sane sentient will positively refuse such a transport method unless the certain alterative is death, and that might be preferred.

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Project Image (Evocation)
Level: 5
Range: Special
Components: V, S
Duration: 1 round/level
Casting Time: 5
Area of Effect: Special
Saving Throw: None

       This spell allows the practictioner to project a visible image of themselves to any place or person they know. The image will appear life-sized, floating slightly off the ground or floor, and transparent. The practictioner can engage in two way communication with any person that can see the projected image. The practictioner must remain concentrated on the spell for the duration, any interruption will negate the spell and break the contact. Likewise the projected image can be dispelled from the recipient's end with a dispel magic spell.
       Spells cannot be cast though the projected image in either direction. Gaze attacks will not function. Items that the practictioner picks up during the duration of the spell can be seen, but any power they possess cannot be used.

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Summon Animals 3 (Conjuration/Summoning)
Level: 5
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 four animals that have up to 16 hit dice or less, 12 of 8 hit dice or less, or 16 of 4 hit dice or less, of what ever 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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Teleport (Alteration)
Level: 5
Range: Touch
Components: V
Duration: Instantaneous
Casting Time: 2 segments
Area of Effect: Special
Saving Throw: None

       When this spell is used the practictioner instantly transports himself, along with a certain amount of additional weight that is on or being touched by the spellcaster, to a chosen destination. Distance is not a factor, but interplanar travel is not possible by means of a teleport spell. The caster can teleport a maximum of himself, regardless of weight, plus 250 pounds, plus an additional 150 pounds for each level over 10th. If the destination area is very familiar to the caster it is unlikely that there is any error in arriving, The caster cannot control facing. Lessor known areas increase the probability of error. Unfamiliar areas present considerable peril.
Destination is:
Caster Arrives:
Low
On target
High
Very familiar
01-02
03-99
00
Studied carefully
01-04
03-98
99-00
Seen casually
01-08
09-96
97-00
Viewed once
01-16
17-92
93-00
Never seen
01-32
33-84
85-00

       Teleporting high means the caster arrives one foot above the ground for every 1% they are under the lowest "on target" probability. Any low result will likely result in death. Should the targeting roll place the caster in a solid object they will die if the head or trunk is encased in solid matter, if only the casters legs are encased their can survive if a successful system shock roll is made. Their legs will be rendered useless however, and can only be restored by amputation and a regenerate spell or by means of a wish. Any person teleporting with the caster will share the caster's results.

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True Seeing (Divination)
reversible
Level: 5
Range: Touch
Components: V, S
Duration: 1 round/level
Casting Time: 8
Area of Effect: Creature touched
Saving Throw: None

       When cast this spell confers upon the recipient the ability to see all things as they actually are. The spell penetrates normal and magical darkness. Secret doors become plain. The exact location of displaced things is obvious. The invisible becomes visible, illusion and apparitions are seen through, polymorphed, changed, or enchanted things are apparent for what they really are. Vision can be focused into the Ethereal Plane or the boarding areas of adjacent planes. true seeing does not penetrate solid objects.
       The reverse false seeing, causes the person to see things as they are not, rich is poor, rough is smooth, beautiful is ugly, etc.

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Water to Dust (Alteration)
reversible
Level: 5
Range: 30 yard + 10yards/level
Components: V, S
Duration: Permanent
Casting Time: 5
Area of Effect: 1 cuyd/level
Saving Throw: None

       When this spell is cast the subject area instantly undergoes a change from liquid to powdery dust. Note, if the water is already muddy, the area of effect is doubled, while if wet mud is present, the area of effect is quadrupled. If water remains in contact with the trasmuted dust the former quickly permeates the later, turning the dust into silty mud if a sufficient quantity of water exists to do so.
       Only the liquid actually in the area of effect at the moment of spellcasting is affected. Potions that contain water as a component are rendered useless. Living creatures are unaffected except those native of the Elemental Plane of Water. Such creatures must roll a successful saving throw vs. spell or be slain, however; only one such creature can be affected by any single casting of the spell, regardless of the creature's size or the size off the spell's area of effect.
       The reverse of the spell is simply a very powerful create water spell.

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Wind Weave (Conjuration/Summoning)
Level: 5
Range:120 yards
Components: V, S
Duration: 1 round/level
Casting Time: 5
Area of Effect: 120 yard radius
Saving Throw: None

       The wind weave creates a kind of quasi-elemental of air that is obedient to the casters will. The "Wind Weird" has no life force and is animated by the will of the caster alone. The Weird lasts for the duration of the spell and will not leave the area of effect. The area of effect moves with the caster should the caster move. The weird can be as soft as a summer zephyr or as strong as a gust of wind spell. It can weave around things or creatures, pick up light objects, such as hats, papers, etc., and blow them about. The Weird is chaotic in nature and while it obeys the caster it is nether quick nor direct about things.

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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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