NEPA Known World
Magic User Spells
Range: Voice range (creature spoken to)
Duration: 1 round + 1 round per level
Effect: 1 creature is confused and may delay his/her action due to this confusion
This spell may only be used if the spell caster is able to engage a targeted creature in conversation. The spell caster performs a few verbal and movement based influences about his line of communications, and the being he spoke to (which must be able to understand the spell caster) makes a saving throw vs. spell.
A successful save indicates the spellcaster has failed to befuddle the creature and a failed save causes the being spoken to some momentary confusion as it pauses in an attempt to work out what just happened. Note that such attempts always fail.
The caster may not use this magic to influence the actions of any creature, only to harmlessly befuddle the creature for a short amount of time after which the creature will just react as it normally would (which, of course, is the imagination of the player or DM controlling it) or resume it’s behavior prior to befuddlement.
The spell may not be used to disrupt spell casting, attacks or the general behavior pattern of any creature and may only be used on a creature who willingly engages in conversation with the spell caster, who must be speaking a language known to the target creature.
Duration: 2d6 minutes plus 2 minutes per level
Effect: Allows caster to alter his or her appearance
This spell enables the wizard to alter the appearance of his form – including clothing and equipment – to appear one foot taller or shorter; thin, fat, or in between; human, humanoid, or any other generally man shaped bipedal creature. The caster cannot duplicate a specific individual. The spell does not provide the abilities or mannerisms of the chosen form. The duration of the spell is 2d6 minutes plus two additional minutes per caster level. The DM may allow a saving throw for disbelief under certain circumstances: for example, if the caster acts in a manner obviously inconsistent with his chosen role. The spell does not alter the perceived tactile properties of the caster or his equipment and the ruse may be discovered in this way.
Duration: 1 turn plus 1/level
Effect: Increases the size of one object
This spell increases the size and mass of the object upon which it is cast. It doubles the size of non-living matter and it increases the size of living matter by one half (example: a 6’ tall man would be 9’ feet tall). Only one object or thing can be affected by the spell and the caster must be able to see or touch the object. Note that this spell will not add to the magical nature of an object so a potion enlarged will simply be a single potion with a greater volume. It will, however, make a door stronger since the door will be twice as thick. In cases where the object is very large, the spell is limited by a volume equal to 12 cubic feet per level of the caster, i.e. a 10th level magic-user could enlarge an object up to 120 cubic feet.
Range: 1 mile/level
Effect: Finds a companion animal for the spellcaster
This spell enables the caster to attempt to summon a familiar to act as his aide and companion. Familiars are typically small creatures, such as cats, owls, crows or ravens. A creature acting as a familiar can benefit a wizard, conveying its sensory powers to its master, conversing with him and serving as a guard/scout/spy as well. A wizard can only have one familiar at a time, however, and he has no control over what sort of creature answers the summoning if any at all comes.
An animal that becomes a familiar is generally more intelligent than others of its kind (typically by 2 or 3 intelligence points) and its bond with the magic-user confers upon it an exceptionally long life. The wizard receives the heightened senses of his/her familiar, which grants the wizard a +1 bonus to all surprise rolls.
A familiar gains +1 hit point for every level of the magic-user, up to three times the normal maximum number of hit points for the creature (most normal familiars will have 2 – 7 hit points due to magical influences; they will normally have an AC of 7). Any magical bonuses to AC or saving throws that apply to the master (whether from device such as a ring of protection or a spell such as chant) also apply to the familiar, as long as it is within one mile of the wizard. This does not apply to magic that sets a base AC, such as bracers of defense; only to magic that augments AC or saves through pluses.
If a familiar is on its master’s person (such as perched on a shoulder or tucked in a back pack), and its master makes his saving throw against an area effect spell, the familiar automatically saves. Furthermore, for spells that cause 1/2 damage with a successful save (like fireball), the familiar can make a separate saving throw and take no damage if successful.
The wizard has an empathic link with the familiar and can issue it mental commands at a distance of up to one mile. Note that empathic responses from the familiar are generally basic – while able to communicate simple thoughts, these are often overwhelmed by instinctual responses. While the wizard cannot see through the eyes of the familiar, when the familiar is within 10 feet (per level) of the magic-user and visible to the magic-user, the magic-user may cast spells that require the target to be in sight on any creature seen by the familiar. Thus a magic-user could cast a spell around a corner if the familiar was visible to the magic-user and peering around the corner.
A magic-user can cast a touch-based spell while in contact with his familiar, and then have the familiar deliver the touch to complete the spell. The familiar must be in contact with the magic-user when the spell is cast. When in contact with a familiar, enemies save at a -1 against the magic-user’s spells.
If separated from the caster, the familiar loses 1 hit point per day and dies if reduced to 0 hit points. If the familiar dies, the wizard must successfully roll a saving throw versus death ray or die. Even if the wizard survives, he permanently loses 1 point of Constitution and 1d4+1 hit points (in addition to the hit points lost due to lowered Constitution).
To find out what animal responds to a find familiar spell, roll d20 and consult the table below:
|19-20||No familiar within spell range|
Range: 30’ plus 10’ per level
Duration: 1 turn per level
Effect: Sends a secret message to up to one creature per level of the caster
When this spell is cast, the wizard can whisper messages and receive replies with little chance of being overheard. When the spell is cast, the wizard secretly or openly points at each creature t o be included in the spell effect. Up to one creature per level of the spellcaster can be included. When the wizard whispers, the whispered message travels in a straight line and is audible to all of the involved creatures within 30 feet plus 10 feet per level of the magic-user. The creatures who receive the message can whisper a reply that is heard only by the caster. Note that there must be an unobstructed path between the spellcaster and the recipients of the message. The message must be in a language the caster speaks and this spell does not automatically confer understanding upon the recipients. This spell is most often used to conduct quick and private conferences when the caster does not wish to be overheard.
Duration: 4 hours + 1 hour per level
Effect: Caster can see in the dark
This incantation allows the caster to improve their sight in dark conditions. With the spell the caster may see normally in a specific area of effect. This area is a 200 yard long, by 30 yard wide swath in front of the casters eyes. The disadvantage with this spell is that the caster can see nothing outside of this path (even if the lighting conditions are perfect) unless he cancels the spell. This incantation is often used to pilot through unfamiliar waters at night.
Range: 30 yards
Effect: One person for every five wizard levels drops a held weapon
Release weapon causes a weapon wielding creature to drop its weapon immediately. A successful saving throw versus spells means that the spell as no effect. Unless aware of the caster, an affected being will likely believe that he dropped the weapon due to his own clumsiness. Recovering the weapon requires a full round unless the weapon was dropped into a pit, over a cliff, etc. For every five levels of the caster, s/he may affect one more creature. This spell applies specifically to weapons or items being used as weapons. It does not cause other items to be dropped.
Duration: 1 minute/level to a maximum of 10 minutes
Effect: The spellcaster’s hands only
This spell will cause the caster’s hands to become enveloped in a deadly shroud of crackling electricity. The caster can make unarmed melee attacks while the spell is in effect, causing 1d4+1 points of electricity damage, adding any bonuses from strength or appropriate magic items, such as Gauntlets of Ogre Strength. The spell lasts for 1 minute/level to a maximum of 10 minutes.
Duration: 1 hour per level
Effect: Creates a wooden staff from a twig
By means of this spell, the caster may transform a twig or branch from any source into a solid wooden staff. The staff may be used by any creature until the duration ends then dissolves into smoke. The caster may dismiss the staff at any time up to the maximum duration of the spell. The material component is a twig or any unworked ‘woody’ section from a tree or bush (flower stems and blades of grass do not work).
For every five (5) levels above first, the caster may imbue the staff with a +1 bonus to hit and damage. Therefore at 6th level, there is a +1, 11th level a +2 and so on to a maximum of +5 at 26th level.
Wall of Fog
Range: 30 yards
Duration: 2d4 minutes plus 1 minute per level
Effect: Obscures an area
By casting this spell, the wizard creates a billowing wall of misty vapors in any area within the spell range. The wall of fog obscures all sight, normal and intravision, beyond 2 feet. The caster may create less vapor if so desired. The wall must be a roughly cubic or rectangular mass, at least 10 feet across in its smallest dimension. The misty vapors persist for three or more minutes. Their duration can be halved by a moderate wind and they can be blown away by a strong wind.
Range: 100 yards
Duration: 1d8 minutes
Effect: Disables wand attacks
Wandbane, a minor form of Dispel Magic, temporarily prevents the user of a rod, staff or wand from using the item’s powers. The wizard casts the spell upon a character in physical contact with a rod, staff or wand (if the character has more than one, the caster specifies the one the spell targets). Should the spell recipient fail a saving throw versus spells, the device in question will not function for 1d8 minutes. Unlike Dispel Magic, the caster’s experience level does not affect the spell’s chance of success. Wandbane has no effect on other magical items.