5.04.2004

Spells: M

MAGIC CIRCLE: GREATER (Abjuration) [Rune, See Text]
As protection from evil, but radiating and protecting against alignment or alignments of choice.
Level: Clr 4, Sor/Wiz 4
Area: 10ft radius emanation from touched creature
Duration: 1 minute/level

Magical runes briefly erupt in a circle around you, granting you protection against creatures of specific alignments.

This spell functions like protection from evil, except as noted above and as follows. When you cast greater magic circle you can designate one or two of the following alignments against which it grants protection: chaos, evil, good, law, or neutrality. When cast to protect against neutrality, the spell offers protection against any creature with a neutral component to their alignment. The level of protection the spell affords depends on both the number of alignments you designate and whether or not you designate neutrality.

When you cast this spell to protect you against a single alignment component - either chaos, evil, good, or law - against the attacks of creatures with the designated alignment component the spell grants the recipient and all within the emanation a +4 deflection bonus to AC, a +4 resistance bonus to saves, and protection against possession. The spell carries the descriptor opposite to the designated alignment component - when greater magic circle is designated to protect against evil, for example, it carries the Good descriptor.

When you cast this spell to protect you against two alignment components - chaos, evil, good, and/or law - against the attacks of creatures with one of the designated alignment components the spell grants the recipient and all within the emanation a +2 deflection bonus to AC, a +2 resistance bonus to saves, and protection against possession. Against a creature with both designated alignment components, the bonuses increase to +3. The spell carries the descriptors opposite to the designated alignment components - when greater magic circle is designated to protect against evil and chaos, for example, it carries the Good and Lawful descriptors.

When the spell is designated to protect against neutrality, the deflection and resistance bonuses are decreased by -1, and the spell carries only the descriptor opposing the non-neutral alignment component designated, or no alignment descriptor if neutrality is the only component designated - when greater magic circle is designated to protect against neutrality and law, for example, it carries the Chaotic descriptor, but when designated to protect against only neutrality, it carries no alignment descriptor.



MAGIC QUIVER (Transmutation)
As greater magic weapon, but only affecting arrows.
Level: Dsk 2, Rgr 2, Shm 2, Tnk 2; Archery 4, Hunt 2
Range: Touch
Target: Fifty arrows

In the moment the spell is cast, the quiver of arrows sparkles with magic.

This spell functions like greater magic weapon, except as noted above and as follows. You cause up to 50 arrows to strike with an enhancement bonus equal to +1 for every four caster levels.



MAJOR ABJURATION (Abjuration) [See Text / Thaumaturgic]
You can replicate one of several powerful Abjuration spells.
Level: Sor 7

You warp raw magic into a major Abjuration effect.

This spell functions like minor abjuration, except as noted above and as follows. Major abjuration allows you to replicate a single Abjuration sorcerer spell of 5th-level or lower, such as break enchantment or globe of invulnerability, even if you do not know the spell chosen.



MAJOR CONJURATION (Conjuration: See Text) [See Text / Thaumaturgic]
You can replicate one of several powerful Conjuration spells.
Level: Sor 7

You warp raw magic into a major Conjuration effect.

This spell functions like minor conjuration, except as noted above and as follows. Major conjuration allows you to replicate a single Conjuration sorcerer spell of 5th-level or lower, such as cloudkill or sleet storm, even if you do not know the spell chosen.



MAJOR DIVINATION (Divination: See Below) [See Text / Thaumaturgic]
You can replicate one of several powerful Divination spells.
Level: Sor 7

You warp raw magic into a major Divination effect.

This spell functions like minor divination, except as noted above and as follows. Major divination allows you to replicate a single Divination sorcerer spell of 5th-level or lower, such as arcane eye or contact other plane, even if you do not know the spell chosen.



MAJOR ENCHANTMENT (Enchantment: See Text) [See Text / Thaumaturgic]
You can replicate one of several powerful Enchantment spells.
Level: Sor 7

You warp raw magic into a major Enchantment effect.

This spell functions like minor enchantment, except as noted above and as follows. Major enchantment allows you to replicate a single Enchantment sorcerer spell of 5th-level or lower, such as charm monster or dominate person, even if you do not know the spell chosen.



MAJOR EVOCATION (Evocation) [See Text / Thaumaturgic]
You can replicate one of several powerful Evocation spells.
Level: Sor 7

You warp raw magic into a major Evocation effect.

This spell functions like minor evocation, except as noted above and as follows. Major evocation allows you to replicate a single Evocation sorcerer spell of 5th-level or lower, such as cone of cold or wall of ice, even if you do not know the spell chosen.



MAJOR ILLUSION (Illusion: See Text) [See Text / Thaumaturgic]
You can replicate one of several powerful Illusion spells.
Level: Sor 7

You warp raw magic into a major Illusion effect.

This spell functions like minor illusion, except as noted above and as follows. Major illusion allows you to replicate a single Illusion sorcerer spell of 5th-level or lower, such as greater invisibility or nightmare, even if you do not know the spell chosen.



MAJOR NECROMANCY (Necromancy) [See Text / Thaumaturgic]
You can replicate one of several powerful Necromancy spells.
Level: Ncr 7 [Gravetouched], Sor 7

You warp raw magic into a major Necromancy effect.

This spell functions like minor necromancy, except as noted above and as follows. Major necromancy allows you to replicate a single Necromancy sorcerer spell of 5th-level or lower, such as animate dead or waves of fatigue, even if you do not know the spell chosen.



MAJOR TRANSMUTATION (Transmutation: See Text) [See Text / Thaumaturgic]
You can replicate one of several powerful Transmutation spells.
Level: Sor 7

You warp raw magic into a major Transmutation effect.

This spell functions like minor transmutation, except as noted above and as follows. Major transmutation allows you to replicate a single Transmutation sorcerer spell of 5th-level or lower, such as blink or telekinesis, even if you do not know the spell chosen.



MANTLE OF EQUILIBRIUM (Abjuration)
You gain a +4 to AC and saves and SR 15 against non-neutral attacks for 1 round/level.
Level: Drd 8; Neutrality 8
Components: V, S, F
Casting Time: 1 standard action
Range: 20 feet
Target: One creature/level in a 20ft.-radius burst centered on you
Duration: 1 round/level (D)
Saving Throw: See text
Spell Resistance: Yes (harmless)

The recipients are cloaked in a misty gray aura that repels all but the perfectly balanced.

A hazy mantle of milky gray surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by creatures without a neutral component to their alignment, and causing non-neutral creatures that strike the subjects to become held. This abjuration has four effects.

First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. Unlike protection from imbalance, the benefit of this spell applies against all attacks, not just against attacks by non-neutral creatures.

Second, each warded creature gains spell resistance 15 against chaotic, evil, good, and lawful spells and spells cast by non-neutral creatures.

Third, the abjuration blocks possession and mental influence, just as protection from imbalance does.

Finally, if a non-neutral creature succeeds on a melee attack against a warded creature, the offending attacker is held for 1 round (Will save negates, as with the hold monster spell, but against the save DC of mantle of balance).

Focus: a tiny reliquary containing some sacred relic, such as a scrap of parchment from a druidic text, that costs at least 500gp.



MARCH OF TIME (Necromancy) [Temporal]
The body of the humanoid touched rapidly ages toward death.
Level: Clr 8, Drd 8, Ncr 8, Sor/Wiz 8
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Living humanoid touched
Duration: 1 round/3 levels
Saving Throw: Fortitude partial
Spell Resistance: Yes

With your touch, time ravages your enemy as age proceeds at a gruesome rate, marching your victim closer and closer to the death of dust in a matter of moments.

You cause the humanoid touched to make a Fortitude save. If the creature succeeds at the save, it is stunned for 1d4 rounds. If it fails the save, its body advances one age bracket each round of the spell, suffering all the normal ability score penalties with each advancement but none of the ability score bonuses. When the creature reaches Venerable age, it falls unconscious. The next round, it dies of old age; the next round, it crumbles to dust.

Creatures immune to magical aging are immune to this spell. This spell can be halted with dispel magic, heal, limited wish, miracle, or wish. If ended prematurely, the effects of this spell can be reversed with greater restoration, limited wish, miracle, remove curse, or wish.

Material Component: a strand of hair from a lich.



MARTYR'S TOUCH (Necromancy) [Positive]
You transfer your life to the recipient.
Level: Clr 3, Cul 3, Gsh 3, Ncr 3, Pal 3, Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

In an act of personal sacrifice, your touch heals the recipient and draws their damage into you.

With a successful touch, you can transfer your hit points to the recipient. You may transfer up to 1d6 points of your own hit points per caster level and heal the recipient of an equal amount of damage. You cannot transfer more hit points than you currently have, and the recipient cannot receive more hit points than its normal maximum +10. Any hit points in excess of its maximum hit points are considered temporary and disappear 1 hour later.



MASSMORPH (Transmutation: Polymorph)
You can polymorph a number of willing creatures.
Level: Drd 8, Sor/Wiz 8
Components: V, S
Range: Close (25ft + 5ft/2 levels)
Target: Up to 1 willing living creature/2 levels, no two of which can be more than 10ft apart

You and your allies assume new forms.

This spell functions like polymorph, except as noted above and as follows. You change a number of willing living creatures into other forms of living creatures. All resulting forms must be of the same type, such as all Animals or all Fey, but each creature can be changed into different species within that type, as you designate during casting, such as cheetahs and wolves or pixies, dryads, and nymphs.



MECHAMORPHOSIS (Transmutation: Polymorph)
You take on the qualities of a construct.
Level: Sor/Wiz 7, Tnk 6
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level (D)

To the sounds of scraping gears, grinding metal, and hissing steam, you become a construct.

You transform into a mechanical version of yourself, granting you some of the attributes of a construct. While under the effects of mechamorphosis, you are considered to have no Constitution score and immune to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless); however, you gain 20 temporary hit points (for a Medium caster) that disappear at the end of the spell. You enjoy immunity to poison, sleep effects, paralysis, stunning, disease, death effects, necromancy effects, critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, energy drain, and death from massive damage. While you retain your sentience, your mind now inhabits a mechanical brain, granting you a +4 bonus to saves against Mind-Affecting spells and effects. You gain a +4 bonus to your Strength score and damage reduction 10, as well as low-light vision and darkvision out to 60 feet for the duration of the spell.

If reduced to 0 hit points while under the effects of mechamorphosis, you are rendered unconscious and the spell immediately ends. Damage suffered as a construct cannot be healed with Healing magic until resuming your organic form. However, when cast on a creature under the effects of mechamorphosis, mending heals 1d8 points of damage and make whole functions as heal.

Material Component: a machine gear smeared with dried blood.



MINOR ABJURATION (Abjuration) [See Text / Thaumaturgic]
You can replicate one of several Abjuration spells.
Level: Sor 4
Components: See text
Casting Time: 1 full round
Area: See text
Effect: See text
Range: See text
Target: See text
Duration: See text
Saving Throw: See text
Spell Resistance: See text

You warp raw magic into a minor Abjuration effect.

You can mold this powerful spell to replicate the effects of a desired lesser Abjuration spell. Minor abjuration allows you to replicate a single Abjuration sorcerer spell of 2nd-level or lower, such as arcane lock or shield, even if you do not know the spell chosen. The selected spell can have a casting time no longer than 1 standard action, and you do not require any material components associated with the chosen spell unless essential to the mechanics of the spell. Minor abjuration assumes the parameters of the selected spell cast at your caster level, such as Range and Saving Throw, and any associated Descriptors.



MINOR CONJURATION (Conjuration: See Text) [See Text / Thaumaturgic]
You can replicate one of several Conjuration spells.
Level: Sor 4
Components: See text
Casting Time: 1 full round
Area: See text
Effect: See text
Range: See text
Target: See text
Duration: See text
Saving Throw: See text
Spell Resistance: See text

You warp raw magic into a minor Conjuration effect.

You can mold this powerful spell to replicate the effects of a desired lesser Conjuration spell. Minor conjuration allows you to replicate a single Conjuration sorcerer spell of 2nd-level or lower, such as fog cloud or mage armor, even if you do not know the spell chosen. The selected spell can have a casting time no longer than 1 standard action, and you do not require any material components associated with the chosen spell unless essential to the mechanics of the spell. Minor conjuration assumes the parameters of the selected spell cast at your caster level, such as Range and Saving Throw, and any associated Subschool or Descriptors.



MINOR DIVINATION (Divination: See Below) [See Text / Thaumaturgic]
You can replicate one of several Divination spells.
Level: Sor 4
Components: See text
Casting Time: 1 full round
Area: See text
Effect: See text
Range: See text
Target: See text
Duration: See text
Saving Throw: See text
Spell Resistance: See text

You warp raw magic into a minor Divination effect.

You can mold this powerful spell to replicate the effects of a desired lesser Divination spell. Minor divination allows you to replicate a single Abjuration sorcerer spell of 2nd-level or lower, such as detect thoughts or true strike, even if you do not know the spell chosen. The selected spell can have a casting time no longer than 1 standard action, and you do not require any material components associated with the chosen spell unless essential to the mechanics of the spell. Minor divination assumes the parameters of the selected spell cast at your caster level, such as Range and Saving Throw, and any associated Descriptors.



MINOR ENCHANTMENT (Enchantment: See Text) [See Text / Thaumaturgic]
You can replicate one of several Enchantment spells.
Level: Sor 4
Components: See text
Casting Time: 1 full round
Area: See text
Effect: See text
Range: See text
Target: See text
Duration: See text
Saving Throw: See text
Spell Resistance: See text

You warp raw magic into a minor Enchantment effect.

You can mold this powerful spell to replicate the effects of a desired lesser Enchantment spell. Minor enchantment allows you to replicate a single Enchantment sorcerer spell of 2nd-level or lower, such as charm person or touch of idiocy, even if you do not know the spell chosen. The selected spell can have a casting time no longer than 1 standard action, and you do not require any material components associated with the chosen spell unless essential to the mechanics of the spell. Minor enchantment assumes the parameters of the selected spell cast at your caster level, such as Range and Saving Throw, and any associated Subschool and Descriptors.



MINOR EVOCATION (Evocation) [See Text / Thaumaturgic]
You can replicate one of several Evocation spells.
Level: Sor 4
Components: See text
Casting Time: 1 full round
Area: See text
Effect: See text
Range: See text
Target: See text
Duration: See text
Saving Throw: See text
Spell Resistance: See text

You warp raw magic into a minor Evocation effect.

You can mold this powerful spell to replicate the effects of a desired lesser Evocation spell. Minor evocation allows you to replicate a single Evocation sorcerer spell of 2nd-level or lower, such as darkness or magic missile, even if you do not know the spell chosen. The selected spell can have a casting time no longer than 1 standard action, and you do not require any material components associated with the chosen spell unless essential to the mechanics of the spell. Minor evocation assumes the parameters of the selected spell cast at your caster level, such as Range and Saving Throw, and any associated Descriptors.



MINOR ILLUSION (Illusion: See Text) [See Text / Thaumaturgic]
You can replicate one of several Illusion spells.
Level: Sor 4
Components: See text
Casting Time: 1 full round
Area: See text
Effect: See text
Range: See text
Target: See text
Duration: See text
Saving Throw: See text
Spell Resistance: See text

You warp raw magic into a minor Illusion effect.

You can mold this powerful spell to replicate the effects of a desired lesser Illusion spell. Minor illusion allows you to replicate a single Illusion sorcerer spell of 2nd-level or lower, such as disguise self or minor image, even if you do not know the spell chosen. The selected spell can have a casting time no longer than 1 standard action, and you do not require any material components associated with the chosen spell unless essential to the mechanics of the spell. Minor illusion assumes the parameters of the selected spell cast at your caster level, such as Range and Saving Throw, and any associated Subschool or Descriptors.



MINOR NECROMANCY (Necromancy) [See Text / Thaumaturgic]
You can replicate one of several Necromancy spells.
Level: Ncr 4 [Gravetouched], Sor 4
Components: See text
Casting Time: 1 full round
Area: See text
Effect: See text
Range: See text
Target: See text
Duration: See text
Saving Throw: See text
Spell Resistance: See text

You warp raw magic into a minor Necromancy effect.

You can mold this powerful spell to replicate the effects of a desired lesser Necromancy spell. Minor necromancy allows you to replicate a single Necromancy sorcerer spell of 2nd-level or lower, such as ray of enfeeblement or scare, even if you do not know the spell chosen. The selected spell can have a casting time no longer than 1 standard action, and you do not require any material components associated with the chosen spell unless essential to the mechanics of the spell. Minor necromancy assumes the parameters of the selected spell cast at your caster level, such as Range and Saving Throw, and any associated Descriptors.



MINOR TRANSMUTATION (Transmutation: See Text) [See Text / Thaumaturgic]
You can replicate one of several Transmutation spells.
Level: Sor 4
Components: See text
Casting Time: 1 full round
Area: See text
Effect: See text
Range: See text
Target: See text
Duration: See text
Saving Throw: See text
Spell Resistance: See text

You warp raw magic into a minor Transmutation effect.

You can mold this powerful spell to replicate the effects of a desired lesser Transmutation spell. Minor transmutation allows you to replicate a single Transmutation sorcerer spell of 2nd-level or lower, such as alter self or feather fall, even if you do not know the spell chosen. The selected spell can have a casting time no longer than 1 standard action, and you do not require any material components associated with the chosen spell unless essential to the mechanics of the spell. Minor transmutation assumes the parameters of the selected spell cast at your caster level, such as Range and Saving Throw, and any associated Descriptors.



MOROSA'S BLACK CARRIAGE (Conjuration: Creation)
You conjure a black carriage drawn by phantom black horses.
Level: Gsh 4, Ncr 5, Sor/Wiz 5, Tnk 5
Components: V, S, M
Casting Time: 1 standard action
Range: 30ft
Effect: One quasi-real carriage and two quasi-real, horselike creatures
Duration: 1 hour/level (D)
Saving Throw: None
Spell Resistance: No

A carriage of solid purple mist drawn by two steeds of black smoke with eyes and manes of deep blue flames speed your party in secrecy towards its destination.

You conjure a quasi-real black carriage drawn by two phantom steeds. The horses are as the phantom steed spell but each horse has 14 hit points and has a ground movement 100 feet. The carriage holds up to 1 person per 2 caster levels, and all within are obscured from view by those outside the carriage, as if the carriage were filled with deeper darkness. To undead, the horse and carriage are under the effects of the hide from undead spell.

The carriage and horses move with all the benefits of phantom steed dependant upon your caster level.

Material Component: two dead mice and an eggshell.



MOROSA'S SORROWFUL SOBBING (Enchantment: Compulsion) [Mind-Affecting]
You cause the target to sob uncontrollably for 1 round/level.
Level: Brd 1, Beg 2, Gsh 1, Ncr 2, Sor/Wiz 2; Sorrow 2

The targeted creature begins to weep uncontrollably.

This spell functions like Tasha's hideous laughter, except as noted above and as follows. This spell afflicts the subject with uncontrollable sobbing, causing them to fall prone in wails of tears.



MOROSA'S WOEFUL WAKE (Enchantment: Compulsion) [Mind-Affecting]
You cause 1 creature/2 levels to sob uncontrollably for 1 round/level.
Level: Brd 3, Beg 4, Gsh 3, Ncr 4
Area: 30-foot radius
Target: 1 creature/2 levels

The targeted creatures begin to weep uncontrollably.

This spell functions like Morosa's sorrowful sobbing, except as noted above and as follows. This spell afflicts the targets with uncontrollable sobbing, causing them to fall prone in wails of tears.



MOUSE'S STRENGTH (Transmutation)
The subject suffers a –4 penalty to Strength +1/4 levels for 1 minute/level.
Level: Brd 2, Drd 2, Ncr 2, Shm 2, Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25ft + 5ft/2lvl)
Target: One creature
Duration: 1 minute/level
Saving Throw: Fortitude negates
Spell Resistance: Yes

The spell's target becomes as strong and powerful as a mouse.

The transmuted creature becomes weak, strained, and enfeebled, taking a penalty to Strength equal to 4 plus 1 for every four caster levels. This spell cannot lower Strength below 1.




Spell Links: A, B, C, D, E, F-G, H-I, J-K-L, M, N-O, P, Q-R, S, T, U-V, W-X-Y-Z, Descriptors, Domains, Directory of Magic, D&D Directory.

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