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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Ninth Level Craft Spells

Ninth Level Craft Spells

BanishGreater GateSpell Shield 3
EnchantmentShapechangeWish
Greater Circle of Protection SimulacrumYouth
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Banish (Conjuration/Summoning)
Level: 9
Range: 0
Components: V
Duration: Permanent
Casting Time: 2
Area of Effect: 1 creature
Saving Throw: None

       This spell is only used in extreme circumstances by a practictioner. When cast it sends the creature most endangering the caster's life straight to the afterlife plane best suited to them, no save. The creature must be a sentient being that has a soul and can be sent to an afterlife. Animals will not go, no matter how much they are chewing on you. The caster has no choice of afterlife plane, the plane will be that best suited to the victim. The victim must also be present before the caster. The spell will not work if the caster's life is not in danger.

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Enchantment (Enchantment/Charm)
Level: 9
Range:10 foot
Components: V, S, M
Duration: Permanent
Casting Time: 1 hour
Area of Effect: 1 item
Saving Throw: Negates

       This spell allows the creation of lasting items of power. These items, unlike those make with minor enchantment, may possess multiple charges and permanent effects. Their creation may require other spells, this is up to the DM to decide.
       The creation process for each item will differ, the last step is to cast the enchantment spell. This binds the parts of the item to the whole of the new creation. The item must make a saving throw vs. spell, equal to the casters, if successful the binding is finished and the item is ready for use. Should it fail, all effort is wasted and the item ruined.
       Material components will vary from item to item.

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Greater Circle of Protection (Enchantment/Charm)
Level: 9
Range: 0
Components: V, S, M
Duration: 1 Hour/level
Casting Time: Special
Area of Effect: Special
Saving Throw: None

       The greater circle of protection is used when summoning potentially hostile extra-planer beings. The circle is use as a focus for the summoning and contains the summoned creature. A greater circle of protection will contain any extra-planer creatures up to and including immortal nobles of demigod status or higher. The casting time is one hour for each power class of the being to be contained
       The components are a circle drawn or inlaid on the floor of the summoning area, it must be complete and perfect, it must contain the proper pattern for the kind of being it will contain, and include the proper name of said being. The runes of power are placed in the border and any smudges requires that the entire effort be erased and started again. Candles prepared in the proper manner, the number (minimum three) depending on the type and nature of the summoned being, must be placed in focal points on the circle. Should any of the candles go out during the duration of the spell, it is instantly negated. Incense worth 10,000 gp per power class to be contained must be burnt during the casing.
       The circle will contain the being, but beyond this the summoned being is not compelled in any fashion. The practictioner must protect themselves from any charm abilities the being may possess, or such powers can be successfully used. A means of bargaining or coercion must be employed to gain the desired results from the summoned being. It is strongly advised that summoning and confinement not be use to chat up a being.
       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 being to be summoned. The Circle will detect as magical to anyone attempting it.

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Greater Gate (Conjuration/Summoning)
Level: 9
Range: Special
Components: V, S, M
Duration: Special
Casting Time: Special
Area of Effect: Special
Saving Throw: Negates

       The greater gate spell allows a practictioner to summon a demigod or deity form the outer planes. 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 deity into doing their will. A practictioner will think long and hard before even attempting this spell.
       The spell requires a brazier of coals, the brazier special made to the purpose of summoning and protection. 10,000 gp of incenses must be burned for each power class of the summoned deity, and a scroll naming the deity must be prepared. 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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Shapechange (Alteration)
Level: 9
Range: Touch
Components:
Duration: 1 turn/level
Casting Time: 9
Area of Effect: Creature touched
Saving Throw: None

       This spell allows the recipient to assume the form of any living creature below demigod status. The recipient becomes the creature he wishes, and has all of the abilities save those dependant upon intelligence, as the mind of the recipient is unchanged. The recipient can change form at will, so long as the spell endures. Each change requires a segment to complete. All forms assumed have the hit points the recipient began with at the time the shapechange was cast.
       Adopting another form adopts not only its strengths but also its weaknesses. Becoming a Phoenix allows all the power of that form, but water will harm the recipient as surely as it would the real thing. Unlike other spells, a recipient in a shapechanged form will not revert to their real form if killed.

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Simulacrum (Alteration/Necromancy)
Level: 9
Range: Touch
Components: V, S, M
Duration: Permanent
Casting Time: Special
Area of Effect: 1 creature
Saving Throw: None

       By means of this spell the practictioner can create a duplicate of any other creature. The duplicate appears to be exactly the same as the original, but there are differences; the simulacrum has only 61% to 80% (60%+1d20) of the original creature's hit points. There are personality differences, the duplicate is only 80% likely have any given item of knowledge possessed by the original creature. A detect magic spell will show strongly, and a true seeing spell will reveal the simulacrum for what it is.
       The duplicate creature is formed from clay and clean water. The spell is cast over the rough form and a piece of living flesh from the creature to be duplicated must be placed in the clay, along with a ruby of at least 5000gp value.
       The simulacrum is under the complete control of the caster. There is no telepathic bond, orders must be verbally given.
       Should the original creature die while the simulacrum exists, there is a base percentage chance, equal to the caster's level at the time of creation, that the simulacrum will become the real creature. Should this happen the soul will inhabit the body of the simulacrum. The creature will increase in hit points and knowledge until reaching the full total of the original. At this time the simulacrum is no longer a simulacrum, but a fulling living creature. It no longer detects as magic, appears as it is in a true sight and is no longer under control of the caster. This transformation has one curious side effect. While an unlimited number of simulacrums may be created from a single creature attempts to create a simulacrum form a creature that once was a simulacrum always fail.

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Spell Shield 3 (Abjuration)
Level: 9
Range: 0
Components: V, S
Duration: until dispelled
Casting Time: 1 round
Area of Effect: 15' radius
Saving Throw: None

       This spell creates a 15' radius protected area centered on the caster at the time of casting. The area of effect moves with the caster. The spell blocks the magic and spell casting of all but the caster and those he names when the spell is cast. Magic cast from outside the circle into it is dispelled, magic cast inside fails to work.
       The spell takes damage from magics used against it. It takes one point of damage for every spell level cast against it. Abjuration spells do double damage for their spell level. Wands, staves and other items do 1/2 their level of effect in damage eg, a wand's level of effect is 6th, it will do 3 points of damage. A wand of negation will dispel the shield. The spell shield 3 has 1 point for each level of the caster. It will not prevent physical attacks of any kind. Nothing prevents a fighter from entering the effect area and stabbing you. Breath weapons with a physical element will function within the spell shield 3. Fire breath would still burn, but a slow gas would lose its effect once it passed into the shielded area. The shield also protects from any gaze attack. Each round of gaze does one point of damage to the spell shield 3.

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Wish (All)
Level: 9
Range: Special
Components: V
Duration: Special
Casting Time: Special
Area of Effect: Special
Saving Throw: Special

       The wish spell is a very powerful dewomer that allow the caster to bend reality to their will. The spell's verbal component is the spoken wish of the caster. This, and the limited wish spell, are the only cases in which the player must word the the verbal components of the spell. The wording of the wish describes its effects. A wish can perform any effect equivalent any level Craft or Magician spell, or a 7th level Clerical, Illusionist, or Healer spell. The wish can perform two clauses and may have no more that two restrictions on each clause. The wish will come to pass in the simplest manner possible. The player is warned to word wishes well.

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Youth (Alteration)
Reversible
Level: 9
Range: Special
Components: V, S, M
Duration: Permanent
Casting Time: 3 hours
Area of Effect: 1 creature
Saving Throw: None

       This spell allows a practictioner to remain youthful and healthy long after his contemporaries are gone to dust. It restores youth and lengthens life itself.
       To cast the spell the practictioner must gather the needed ingredients together, and brew them into a potion. The spell is cast over this brew and the result is drunk to gain the spell effects. Once drunk the recipient no matter how old is returned to full flush of the prime of life. Wizened men become tall and strong, old crones become beautiful maidens. While the spell will not give you anything you did not have to start with, it will remove things you don't need. It does not have the power to restore limbs, and a trace of old scars will remain, the recipient is balanced to a proper weight, should age and neglect have rendered them fat or over thin. The permanent effects of other magic are not removed. In effect the Human recipient is returned to age 25 physically. Other races may be judged according to this standard. Wisdom and knowledge gained from age are retained. From that time the recipient will age normally, and die in good time from the effects of old age, unless the youth spell is again applied.
       Any attempt to use this spell within ten years of the last draught, will cause the recipient to return to infant-hood, wiped of all experience and memory.
       The draught will contain many ingredients, either the player and DM can come up with a suitable list, or agree that it costs about 30,000gp to make.
       The reverse of the spell, deadly age, will turn anyone that drinks the potion into and old wizened shade of themselves. This does not remove any years for the victim's life-span. It just guarantees they will suffer through the rest of it. The only cure is a youth spell, which will correct the deadly age, but not impart any other benefit, and will impose the ten year limit, a wish, or divine intervention. The deadly age is also a draught, costs every bit as much as the youth spell, and the victim must be convinced to drink it.

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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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