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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Sixth Level Craft Spells

ContingencyManiaSpirit Trap
DisorganizationMetal to WoodStone to Flesh
Lessor GatePhobiaSummon Genie
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Contingency (Evocation)
Level: 6
Range: 0
Components: V, S
Duration: 1 day/level
Casting Time: 1 turn
Area of Effect: The caster
Saving Throw: None

       By means of this spell, the practictioner is able to place another spell upon his person so that the latter spell will come into effect under the conditions dictated during the casting of the contingency spell. The contingency spell and the spell it is to bring into effect are cast at the same time (the one turn casting indicated is the total for both castings).
       The spell brought into effect may not be of a spell level higher than 1/3 of the caster's level (rounded down), or higher than 6th level in any case.
       Only one contingency spell can be placed on the practictioner for each 10 full levels they possess; i.e. 1 at 10th to 19 level, 2 at 20th to 29th level etc.
       The conditions needed to activate the ready spell must be clear, although they can be rather general. For example a neutralize poison spell could be "cast" any time a saving throw vs. a toxin is failed. In all cases the contingency immediately brings into effect the second spell, the latter being "cast" instantaneously when the prescribed circumstances occur. Note that if complicated or convoluted conditions are prescribed, the whole spell complex may fail when called upon.

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Disorganization (Enchantment/Charm)
Level: 6
Range: 60 yards
Components: V, S
Duration: 1 turn/level
Casting Time: 6
Area of Effect: 1 person/level
Saving Throw: Negate

       The effect of this spell is to render impossible any cooperative or complex action. Persons so affected will stumble, run into each other, reverse steps in spellcasting or weapon loading, etc. When used on a group attempting a concerted attack or a maneuver requiring coordinated action, the result will be similar to the outcome of a "Keystone Cops" movie. The victim(s) will not be aware of their problem, merely the fact that for some reason nothing works. All persons or creatures affected by the spell are entitled to a saving throw vs. spell that will negate any effect upon them if successful.

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Lessor Gate (Summoning Conjuration)
Level: 6
Range: Special
Components: V, S, M
Duration: Special
Casting Time: Special
Area of Effect: Special
Saving Throw: Negates

       The lessor gate spell allows a practictioner to summon a minor creature form the outer planes to perform some task. Only unnamed, soulless creatures such as lessor or minor Angels, Devils, Devas, and the like can be summoned. Once the creature is summoned no constraints are placed upon it. Protection circles and other means of control must be use if the creature is potentially hostile. The practictioner must either bargain, or coerce the creature to do their will with geas or other such means.
       The spell requires a brazier of coals, the brazier special made to the purpose of summoning and protection. 100gp of incenses must be burned for each hit die of the summoned creature. The exact herbs and spices to be burned must be researched by the practictioner, or taught by another with greater knowledge. The incense mix will vary from creature to creature. Note; the brazier can be the same for both the summoning and protection spells, two braziers are not required.

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

       This spell will cause the target creature to suffer from a form of mania. The mania will be the form commonly called Monomania, or the single-minded pursuit of a goal or idea. The affected creature will pursue this mania to the exclusion of anything else. They will ignore family, friends, and eventually their own health. The induced mental disorder will progress over time, at first the victim will seem unaffected, but gradually they will succum to the mania.
       How the victim fails the save will effect how the mania acts on them. If the save is missed by only 1 or 2 points the mania will be chronic. The victim will suffer the mania for a period of a month or two, then the illness will subside, becoming active when the victim is under stress, then subsiding again. If the save is failed by 3 or more the mania will be acute. The victim will become increasingly caught up in the mania, suffering a complete breakdown within 2-8 months. At this point they will be unable to function in normal society. The exact form of the mania is not in the caster's control, but will surface within 1-4 days of the spells casting. The mania is permanent until dispelled with a dispel magic spell or a remove curse.

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Metal to Wood (Alteration)
Level: 6
Range: 80 yards
Components: V, S
Duration: Permanent
Casting Time: 1 round
Area of Effect: 1 metal object
Saving Throw: Special

       The metal to wood spell enables the caster to change an object form metal to wood. The volume of metal cannot exceed a maximum of ten pounds per experience level of the caster. Magical objects are 90% resistant to the spell, and those on a creature receive the creature's saving throw as well. Artifacts and relics cannot be transmuted. Only a wish spell or similar magic can restore a transmuted object to its metallic state.

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

       This spell will affect the victim with the caster's choice of phobia. A phobia is the irrational fear of any one thing, cats, heights, strangers, open spaces, redheads, etc.
       When cast the victim is entitled to a save to totally avoid the effects of the spell. This save can vary depending on the phobia chosen. The phobia must be a thing, a place, or a condition (open spaces, heights, etc.) A phobia cannot be a concept, for example, new ideas. Causing a phobia of something the victim actively dislikes will render a -2 to the save, mild dislike a -1. Things the victim doesn't care about or is unaware of have no bonus or penalty. Subjects they like have a +1 to the save. Actively pursued conditions or objects, have a +2. Objects of love, or faith have a +3. A cleric cannot be made to fear the god or objects of his faith. Likewise a husband cannot be made to fear his children or wife. Bonds of love and fealty between sentient creatures cannot be broken, and trying will cause the spell to automatically fail. On the other hand condition of fear or distrust can be enhanced.
       One affected the victim must save vs. spells every time the feared condition or thing is encountered. Failure indicates that the victim has been immobilized by their fear, they cannot help themselves, they will cry, huddle in a fetal position, or some such behavior. Should they save they will, if possible, move away from the object of their fear. If they cannot move away they will revert to the behavior of failure until either they are removed form the fear object, or the object is removed from them. The condition is permanent until a dispel magic or remove curse spell is cast on the victim. A successful saving throw at the time of casting negates the spell.

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Spirit Trap (Necromancy)
Level: 6
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 1 turn
Area of Effect: 6 foot circle
Saving Throw: Special

       This spell creates an immaterial "cage trap" for free spirits such as Shades, Ghosts, Specters, and other immaterial creatures. The trap is set by the caster by placing it in a given area. A circle is drawn on the floor or ground. Once the spell is complete the circle becomes invisible to any matter of creature. Physical creatures can pass over the trap at will, without setting it off or disturbing it in any manner. The trap will remain set for one day for each level of the caster.
       When a spirit creature passes over the area where the trap is set, it activates, trapping that being in a cylinder shaped force field that exists only on an immaterial level. The caster is also alerted that the trap is sprung. If the trapped creature has fewer hit dice than the casters level they cannot escape, creatures with hit dice equal to, or greater than the caster are allowed a save vs. spell to escape. The trap will remain in effect for one hour per level of the caster after being set off.
       Once a creature is trapped, the caster can deal with it as they wish. Clerical turning will destroy a trapped creature, they can be forced into a magic jar without save. Doubtless player imagination will find other uses.

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Stone to Flesh (Alteration)
Reversible
Level: 6
Range: 10 yards/level
Components: V, S
Duration: Permanent
Casting Time: 6
Area of Effect: 1 creature
Saving Throw: Special

       The stone to flesh spell turns any sort of stone into flesh. If the recipient stone object was formerly living, this spell restores life (and goods). The survival of the creature is subject to the usual system shock survival roll. Any formerly living creature, regardless of size, can be returned to flesh. Ordinary stone can be turned to flesh in a volume of nine cubic feet per level of the caster. Such flesh is inert, lacking a vital life force. Unless a life force or magical energy is available to animate it.
       The reverse flesh to stone will render a living (or even dead) creature into stone. The stone will retain the shape of the creature, in such exacting detail as to cause wonder in those that do not know its origin. Non-flesh objects on the victim, such as clothing and weapons will mend into the stone at the option of the caster. The victim is entitled to a save vs. spells that will negate the spell.
       The type of stone the flesh is rendered into will depend on three factors. The first being the nature of any stone in the area, the second the nature of the converted object, the third the desires of the caster. The DM has final say. The stone will wear at a tenth the rate of natural stone if it contains a life force, normally if it does not.

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Summon Genie (Summoning)
Level: 6
Range: Special
Components: V, S, M
Duration: Special
Casting Time: Special
Area of Effect: Special
Saving Throw: Negate

       This spell allows the practictioner to summon one of the free willed elemental beings, commonly called Genie. As with the 4th level summon elemental spell the proper material components must be use in the spell for the manner of Genie summon. These are the same as for the summon elemental spell.
       The casting time is equal to the Genie's hit dice in turns at which the Genie must save vs spell or be summoned. Should the desired creature succeed in its save, no Genie will be summoned and the spell will fail. Should they fail their save they are bound to the caster for one duty, and one duty only. This duty must be of reasonable duration, and of a nature suited to the elemental nature of the Genie. (Sending an Efreet to the bottom of the sea would be right out.) A task known impossible will break the spell's geas and release the Genie to their own devices.
       When stating the task the caster should keep in mind the nature and general benevolence of the Genie summoned. No Genie likes the summoning, but all are bound to obey the letter of the law. The varying nature of the creatures will dictate the degree to which the attempt to twist or subvert the wishes of the caster. Further information on Genie can be found in the Monstrous Compendium.
       Once summoned a Genie can be forced to reveal its name to the caster as its task. Once a Genie can be named the caster has a +2 bonus to summon that Genie. Unless rewarded for its work the Genie, no matter its original view to the summoning, will become unwilling, and more likely to seek to subvert the casters will, and more cunning in its attempts. However a Genie well rewarded will serve with dignity and skill, if not out right willingness. Efeeti will never act willing, and seek greater demands with every service. Djinn, if well treated can become friendly and very willing to serve well. Other types will vary in willingness and greed.

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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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