NEW/MODIFIED MAGE SPELLS FOR AD&D PROFICIENCY {Alteration} Level: 1 Components: V,S,M Range: Touch Casting Time: 1 segment Duration: 1 day {24 hours} Save: None Area of Effect: Individual Explanation/Description: Through the use of this very simple spell, a Mage can grant such skill to a person for one day that the targeted person becomes temporarily proficient with a weapon he/she was previously incapable of using. The only material component required is the type of weapon with which proficiency is to be granted. The weapon used as the material component is not the only one that the beneficiary of the spell becomes proficient with. Although a normal halberd may be used as part of the spell, the individual may later use magical weapons of the same type, such as a halberd +2. The weapon that is used in the spell as the material component is not consumed or affected in any other way by the spell. BANDS OF FORCE {Invocation/Evocation} Level: 2 Components: V,S Range: 100 feet Casting Time: 2 segments Area of Effect: single creature Duration: 1 turn Save: Special {see below} Explanation/Description: This spell allows the caster to entwine a series of spiraling bands of invisible energy, which can be made to entwine about the body of any single creature or being. Unless such victim makes a save versus Strength on 4d6, {equal to or higher}, he/she/it will be bound and helpless for the 1 turn spell duration. Even if the save is made, it will take a victim one full minute {round} to extricate him/her/itself from the restraining bonds [unless the victim weighs in excess of 500 pounds or possesses a Strength of 19 or greater, either naturally or magically}. NIMBLENESS {Alteration} Level: 2 Components: V,S,M Range: Touch Casting Time: 2 segments Duration: 1 round/level Save: None Area of Effect: Individual Explanation/Description: Through the use of this spell, the caster is able to double any Dexterity bonuses to armor class that an individual might normally receive. Thus, an otherwise unprotected man with an 18 Dexterity and a Nimbleness spell would have an armor class of 2!. The spell will only work on unarmored beings, and characters who are wearing either leather or elven chain {magical or nonmagical}. The material component needed is the hair of some very swift animal, such as a rabbit or a cheetah. However, if the hair of a Quickling is used instead, THRICE normal armor class bonuses are received by the recipient of the spell! FANGORA'S IMPROVED MAGIC MISSILE {Evocation} Level: 3 Components: V,S Range: 6” +1”/level Casting Time: 1 segment Duration: Special Area of Effect: 5’ blast radius from impact point Save: None Explanation/Description: Fangora’s Improved Magic Missile functions for the most part, the same as the 1st level spell, Magic Missile, with regards to everything except area of effect and number of missiles generated by the caster. The area of effect is noted above and the damage per missile is still 1d4+1. However, instead of gaining 1 missile every other level; the caster of this spell gains 1 missile for each and every level of experience, with NO MAXIMUM LIMIT. Thus a 9th level Mage would generate 9 missiles instead of only 5 as is the case with the 1st level spell, Magic Missile. These missiles unerringly strike any target the caster can see, and multiple missiles may be directed among one or several targets as desired by the caster. FIREFLASH {Alteration} Level: 3 Components: V,S,M Range: 0 Casting Time: 3 segments Area of Effect: 6” +2”/level {Maximum area of effect is 20”} Duration: Special {see below} Save: Special {see below} Explanation/Description: The Fireflash spell creates an instant of mystically bright light which emanates from the caster’s hands. All creatures, except as noted below, within the area of effect are blinded for one round per level of the caster. In order for the spell to achieve its maximum area of effect, the caster must forcefully strike his hands together directly over his head. The caster is not affected by the spell, but his companions may well be. Creatures of 4 hit dice/levels or less receive no saving, bu those above this level have a chance to avert {or close} their eyes. Even these saves are made at a -2 due to the sudden nature of the explosion of light. The material components are niter and powered iron which must be combined at the moment of the Fireflash. FUSE METAL {Alteration} Level: 3 Components: V,S Range: 5” Casting Time: 5 segments Duration: Special {see below} Area of Effect: 1/2” X 1/2” square/level Save: Special {see below} Explanation/Description: This spell causes metal to magically weld together. Any two pieces of metal that are within one inch of one another will become magically locked together. This can cause havoc with opponents in metal armor or ones who have their weapons sheathed in metal scabbards. The items affected do receive a saving throw at a base of 15 modified by any magical bonuses or pluses of the items per the guidleines in the DMG for item saving throws. Duration is permanent for nonmagical items. Magical items get another saving throw every round. NOTE: Items of Artifact/Relic nature ARE NOT affected by this spell. Victims trapped in any type of chain, ring, or scale armor that has been fused, will behave as if slowed {as per the spell} while trapped in the armor. Those victims in banded, splint, or any type of plate armor are rendered immobile and paralyzed. Fuse Metal also affects Iron Golems, slowing {as per the spell} them for 2 rounds. This slowing affect also applies to any other metal-based creature. The area of effect for the spell is roughly 1/2”X1/2” square area per level of the caster. Count the metal on one man-sized creature to be a 1/2”X1/2” area. Thus an Iron Golem would take up 11/2”X11/2” area of the spell’s effect. GIANT STRENGTH 1 {Alteration} Level: 3 Components: V,S,M Range: Touch Casting Time: 1 Turn Save: None Duration: 6 turns+1 turn/level Area of Effect: Individual touched Explanation/Description: This spell is essentially the same as the 2nd level spell, Strength; except for the amount of the strength bestowed upon the target individual. This spell bestows 19 Strength {Hill Giant strength} upon the target individual; which includes the caster himself if he chooses to be the target individual. Unlike Strength, Giant Strength, doesn’t differentiate among the various character classes as to how much strength is gained. Strength is automatically raised to the listed strength as indicated for the spell. The material component for the spell is some hair, blood, or other body tissue from a Hill Giant or any other creature who naturally {not magically} has the equivalent strength of a Hill Giant. {If a PC has a 19 Strength naturally, it is entirely up to the DM whether that person could be considered as a source for material components for the spell!} IMPROVED SHATTER {Alteration} Level: 3 Components: V,S,M Range: 6” Casting Time: 6 segments Save: Negates Duration: Permanent Area of Effect: 20 pounds/level Explanation/Description: The Improved Shatter spell affects nonmagical and magical objects of crystal, glass, ceramics, porcelain, cloth, leather, wood, metal, stone, or ice. Such items are shivered into dozens of pieces by the spell. Objects weighing up the maximum limit of 20 pounds per the caster’s level may be affected. Only one object may be affected per spell, even if that object is a very light object. A save versus “Crushing Blow” must be successful with a penalty of -2, or the object will be shattered. Magical items gain save bonuses as detailed in the DMG. The material component for this spell is a chip of granite. SHOCK SHIELD {Evocation/Alteration} Level: 3 Components: V,S,M Range: Touch Casting Time: 3 segments Area of Effect: Individual touched Duration: 1 round/level Save: Negates Explanation/Description: Use of the spell, Shock Shield, creates a near invisible field around the target of the spell. This field is for defensive purposes only and will cause 2d4 points of electrical damage to any who contact it with anything nonmetallic, {this includes bare hand or martial arts attacks from Monks, and natural weaponry attacks from creatures}. Any who attacks a protected target with a metal weapon will damage themselves equal to the amount of damage that they inflicted upon the protected person. The material component required is a small, 1’ long, metal rod which must be held by the individual who is to be protected by the Shock Shield. VORPAL WEAPON {Enchantment} Level: 3 Components: V,S Range: Touch Casting Time: 3 segments Duration: 1 round/level Area of effect: 1 edged weapon Save: Special {see below} Explanation/Description: This spell effectively transforms a simople edged weapon of any sort into a vorpal weapon {see in the DMG, “sword, vorpal weapon”, for exact details}. The weapon gains no extra bonuses and functions only with any current magical pluses. However, those who are hit by the weapon with the required roll will experience its unusual effects unless a save versus Spells is successful. If the save is successful, then only normal damage is inflicted to the struck creature; otherwise decapitation results! GIANT STRENGTH 2 {Alteration} Level: 4 Components: V,S,M Range: Touch Casting Time: 1 Turn Save: None Duration: 6 turns+1 turn/level Area of Effect: Individual touched Explanation/Description: This spell is essentially the same as the 3rd level spell, Giant Strength 1; except that the strength bestowed upon the target being is now 20 {Stone Giant}. The material component requirements and all other factors are the same as Giant Strength 1. MAGNETIC FIELD {Invocation/Evocation} Level: 4 Components: V,S,M Range: 100 feet Casting Time: 4 segments Area of Effect: 10’X10’X10’ Duration: 1 turn/level Save: Special {see below} Explanation/Description: This spell allows the caster to create a field of magnetic force, which can be charged in either one of two modes: “Postively” or “Negatively”. [1] A postively charged field will attract any iron weapons, objects, or devices, drawing such articles to the area’s center with a strong magnetic force. Creatures wearing iron armor or carrying iron weapons or devices, who enter a postively charged field must save versus their Strength on 4d6 {equal to or greater than}; or be pulled into the center of the affected area and “held” for the duration of the spell. {NOTE: If the victims of a postively charged field remove their armor or release their grip on any affected weapons, they may, of course, escape the field.} [2] A negatively charged field will repel all iron objects, devices and creatures wearing iron armor, keeping those who fail their save versus their Strength on 4d6 {equal to or greater than} from passing through the affected area for the spell’s duration, or until they divest themselves of such items. MANA ORB {Alteration/Invocation} Level: 4 Components: V,S Range: 0 Casting Time: 1 round Save: None Duration: Special {see below} Area of Effect: Caster only Explanation/Description: This spell creates a dull, glowing field of energy around the caster. The orb of energy creates a contained environment in which the memorization of spells may take place in half of the normal amount of time. The orb blocks out all outside noises and other distractions which might normally have interrupted the re-memorization process. The only spell which may not be regained while in the orb is Mana Orb itself. If the plane of energy is ever broken, then the orb is dispelled. This includes movement on the caster’s part {normally when he has finished memorizing spells and is ready to get on with other business}. REPEL UNDEAD {Invocation/Necromantic} Level: 4 Components: V,S,M Casting Time: 4 segments Range: 10”+1”/level Duration: Instantaneous Area of Effect: 3” sphere Save: 1/2 Explanation/Description: Repel Undead is a spell that opens a tiny, instantaneous window to the Positive Material Plane. Due to the unique nature of undead and their close tie to the Negative Material Plane, this brief exposure is enough to cause damage to all undead within the area of effect. The size of the window, and thus the amount of positive energy, which passes through, is proportional to the level of the caster. Damage equals 1d4 points of damage per level of the caster. The material component for this epll is a chip of coal. DEMON WINGS {Alteration/Necromantic} Level: 5 Components: V,S,M Range: 0 Casting Time: 4segments Save: None Area of Effect: Caster only Duration: 1 hour/level Explanation/Description: This spell allows the caster to cause a pair of black, bat-like, demon-like wings to be formed and magically affixed to his back, thus enabling the caster to fly as swiftly as a Succubus {Fl 18”, MC: C}. The caster may engage in combat or further spell casting while in this winged form, but will still only be able to carry up to his normal amount of weight for encumbrance purposes. FANGORA'S SUPERIOR MAGIC MISSILE {Evocation} Level: 5 Components: V,S Casting Time: 1 segment Range: 6”+1”/level Area of Effect: 5’ blast radius from the impact point Duration: Special Save: None Explanation/Description: This spell is a more powerful variant of the 1st level spell, Magic Missile, and the 3rd level Fangora’s Improved Magic Missile. The area of effect is the same as the 3rd level spell. The generation of missiles is the same as the 1st level spell, 1 missile every other level. However, the damage valuse for the missiles have been increased to 1d8+1 per each missile generated by this spell. The caster may still direct multiple missiles to strike unerringly multiple targets that are in range, and which he can see. As with the 3rd level Magic Missile variant, there is NO MAXIMUM LIMIT to the number of missiles generated by this spell. GIANT STRENGTH 3 {Alteration} Level: 5 Components: V,S,M Range: 0 Casting Time: 1 turn Save: None Duration: 6 turns+1 turn/level Area of Effect: Individual touched Explanation/Description: This spell is essentially the same as the 3rd level spell, Giant Strength 1; except that the Strength bestowed upon the target individual is now 21 {Frost Giant}. The material component requirements and all other factors remain the sameas Giant Strength 1. LINK {Conjuration/Invocation} Level: 5 Components: V,S,M Range: 1”/level Casting Time: 5 segments Area of Effect: Special {see below} Duration: 1 round+1 round/level Save: Special {see below} Explanation/Description: There are several ways in which this spell may be used: offensively or in any number of miscellaneous fashions. The spell creates a semi-visible, but very strong, cord-like, mystical link between beings and/or objects. A number of links equal to the level of the caster divided by three may be created. Any fraction allows an extra link to be created. Each link may be no shorter than 1” but may be as long as 1” per level of the caster. A save versus Spells at -2 may be attempted to overcome the magic, but this save is made at an additional -1 per link that the caster had the capability to create but did not, thus making those that he did create that much stronger! The links may be severed by a magical edged weapon that is at least +2 in power. A number of points of damage equal to or greater than the level of the caster, must be inflicted in one blow in order for the link to break. Link might be used to connect enemies together so as to limit their combat effectiveness, or it might be used to tie oneself’s and friends together to insure that separation does not occur. The material component which is necessary is a link of chains which has at least the same number of links that the caster intends to create; although it can have more, but that will not affect the spell in any way. The material component disappears after the casting is complete. {Any extra links will remain behind, though!} GIANT STRENGTH 4 {Alteration} Level: 6 Components: V,S,M Range: touch Casting Time: 1 turn Save: None Area of Effect: individual touched Duration: 6 turns+1 turn/level Explanation/Description: This spell is essentially thre same as the 3rd level spell, Giant Strength 1; except for the Strength bestowed upon the target being is now 22 {Fire Giant}. The material component requirements and all other factors are the same as Giant Strength 1. REPLENISH {Alteration} Level: 6 Components: V,S Range: 0 Casting Time: 1 turn Save: None Duration: See below Area of Effect: Caster only Explanation/Description: Replenish allows a Mage to recall the magics of some of the spells that he may have already cast and “forgotten” on any given day. The spell allows the user to recall a number of spell levels equal to his current level. Therefore, an 18th level Mage may use Replenish to recall one 4th level spell, four 3rd level spells, and one 2nd level spell. The spell also has restrictions on what spells my be recalled through the use of this spell. No spell of a level greater than the highest level spell which the caster is capable of casting minus three may be recalled through the use of this spell. For example, the 18th level Mage from the previous example, may recall spells of up to 6th level as he is capable of casting a 9th level spell {9-3=6}. The Replenish spell itself requires no material components, but in order to cast spells that have been recalled, the caster must have the proper material components. TELEPORT TRACER {Alteration/Divination} Level: 6 Components: V Range: Touch Casting Time: 2 segments Save: None Duration: Permanent Area of Effect: Special {see below} Explanation/Description: This spell allows the caster to “lock onto” the faint magical trail left behind by another caster’s or creature’s teleport spell or ability, enabling the caster to arrive at the same destination as the spell caster or creature being “traced”. The Teleport Tracer can also be used to trace Psionic teleportation ONLY if the caster of this spell is Psionic himself {NOTE: The caster only has to be at least a Wild Talent Psionic, and he does not have to have Psionic Teleportation, just Psionics in general!}; otherwise the spell is useless to the caster. The Teleport Tracer must cast within 1 round of the first teleport spell or ability, or the “trail” will be impossible to trace and the spell will fail to function. For each level of ability after the 12th level, the caster is able to teleport another individual along with him so long as the individual(s) are in direct physical contact with the caster of this spell. DIMENSION TRACK {Alteration/Divination} Level: 7 Components: V Range: Touch Casting Time: 2 segments Save: None Duration: Permanent Area of Effect: Special {see below} Explanation/Description: This spell works essentially the same as the 6th level spell, Teleport Tracer; except it tracks a dimensional traveler. Unless the caster is also Psionic, the spell will only track magical dimensional traveling. The caster may bring along 1 extra individual for each level beyond the 14th level of ability that the caster has at the time of the casting of this spell. Any extra individuals brought along must be in direct physical contact with the caster of this spell. This spell must also be cast within 1 round of the targeted creature’s dimensional traveling to be successful. FANGORA'S MAJOR MISSILE {Evocation} Level: 7 Components: V,S Range: 6”+1”/level Casting Time: 1 segment Area of Effect: 5’ blast radius from the impact point Duration: Special Save: None Explanation/Description: This spell is essentially the same as the 1st level spell, Magic Missile. The differences between the two being the area of effect {as noted above}, the damage value of each missile generated, and the maximum spread of missiles possible against a single target. Just like the 1st level Magic Missile spell, only 1 missile is generated for every other level of ability that the caster has attained. However, the damage value of each generated missile is 1d4 plus 1 point per level of the caster; thus a 14th level Mage would generate 7 missiles, with each missile doing 1d4+14 points of damage. The maximum spread of missiles against a single target is as follows: Only 1 missile to a target of Tiny or smaller size; Only 2 missiles to a target of Small size; Only 3 missiles to a target of Medium size {man-sized}; Only 5 missiles to a target of Large size; and Only 7 missiles to a target of Gargantuan or bigger size. As with the 3rd and 5th level Magic Missile variant spells, this is NO MAXIMUM LIMIT on the number of missiles generated by this spell. As stated before, everything else remains the same as the 1st level Magic Missile spell. GIANT STRENGTH 5 {Alteration} Level: 7 Components: V,S,M Range: touch Casting Time: 1 turn Save: None Duration: 6 turns+1 turn/level Area of Effect: Individual touched Explanation/Description: This spell is essentially the same as the 3rd level Giant Strength 1 spell; except that the Strength bestowed upon the targeted individual is now 23 {Cloud Giant}. The material component requirements and all other factors are the same as Giant Strength 1. GIANT STRENGTH 6 {Alteration} Level: 8 Components: V,S,M Range: touch Casting Time: 1 turn Save: None Duration: 6 turns+1 turn/level Area of Effect: Individual touched Explanation/Description: This spell is essentially the same as the 3rd level Giant Strength 1 spell; except that the Strength bestowed upon the targeted individual is now 24 {Storm Giant}. The material component requirements and all other factors are the same as Giant Strength 1. FANGORA'S IMPROVED MAJOR MISSILE {Evocation} Level: 9 Components: V,S Range: 6”+1”/level Casting Time: 1 segment Area of Effect: 5’ blast radius from the impact point Duration: Special Save: None Explanation/Description: This spell generates the magical-energy missiles similar to the 1st level Magic Missile spell. The caster generates 1 missile for every 4 levels of ability that the caster has attained. Also each missile generated does 1d6+10 points of damage. Only 1 missile may be fired at any target smaller than man-sized. Man-sized targets may be hit with 2 missiles only, and large targets may be targeted with only 3 missiles. creatures of gargantuan size or bigger may be targeted with up to 5 missiles. Unlike all the other missile spells, magic resistance checks are made against each individual missile rather than the whole volley. This also includes anyone trying to save for possible half damage through the use of wearing a Scarab of Protection. If 50 or more points of missile amage is directed to a Wall of Force {or similar field} within 1 round, there is a chance of bringing down the Wall of Force. The base chance is 50% plus 1% for every 3 points of missile damage over the base of 50, and +2% for the respective levels of the higher of the two casters {Same as for the Dispel Magic spell}. A Brooch of Shielding is rather unstable when absorbing these more powerful misisles. Anytime a Brooch absorbs more than 25% of its current capacity, there is a 50% chance it will explode. If the absorption rate is 50% or greater than the current capacity of the Brooch, than the explosion chance rises to 85%. An exploding Brooch does 1d6 points of damage for every 10 points of unabsorbed damage capability at the time of the explosion. The wearer of the Brooch receives NO SAVE {regardless of magical items, spells, or magic resistance}! All others within a 10’ blast radius of the wearer may save versus Breath Weapon normally for possible half damage from the explosion. As with all of the other Magic Missile variant spells, there is NO MAXIMUM LIMIT to the number of missiles generated by the use of this spell. GIANT STRENGTH 7 {Alteration} Level: 9 Components: V,S,M Range: touch Casting Time: 1 turn Save: None Duration: 6 turns+1turn/level Area of Effect: Individual touched Explanation/Desciption: This spell is essentially the same as the 3rd level Giant Strength 1 spell; except for the Strength bestowed upon the targeted individual is now 25 {Titan}. The material component requirements and all other factors are the same as Giant Strength 1. PORTAL {Alteration/Invocation} Level: 9 Components: V,S Range: 1”/level Casting Time: 5 hours Save: None Duration: Special {see below} Area of Effect: 50 square feet/every 10 levels Explanation/Description: Portal is essentially a giant semi-permanent Teleport Without Error spell, but instead of just affecting the Mage himself and what he carries; the spell creates a huge portal that may be shaped in any fashion that the caster desires, so long as the square footage does not exceed the caster’s ability. Any attempts to try to extend the maximum size of the portal by ANY means results in the portal’s immediate destruction and the portal creator has a 95% of being sucked through the portal just prior to its destruction with random determination of the destination. Up to one individual per level of the caster may step through the portal and be teleported without error {as per the spell of the same name} to any location on the Prime Material Plane provided that he can fit through the portal. Parts of objects CANNOT be teleported; the whole object must pass through the surface of the portal or it will not be affected. Treat teleportation to other Planes as listed under the description for the Teleport Without Error spell. The Portal will remain functioning until such time that the portal’s total number of uses equals the levels of the caster. Teleportation to the Ethereal Plane costs 2 uses per person using the portal. Teleportation to the Astral Plane costs 3 uses per person using the portal. Teleporting past the Astral Plane costs the same as the Astral Plane plus an additional cost of 1 use per person, per Plane traveled through while using the portal. Once the maximum number of uses is reached, the portal simply just ceases to exist. The caster can recreate the same exact portal with the casting of a new spell. If a person steps through the portal towards a destination that costs more than the portal’s remaining uses; then that person will be safely and randomly teleported to the closest point possible to the original destination point within the reach of the portal’s remaining uses.