These are second edition spells. Try looking at the 3rd edition Mystara spells available here
This spell is designed to be cast on your companions, to ensure that
you are well rested for the morning. It can only be cast on willing
persons (person as defined under Hold Person). The spell lasts for 8 hours
or until the target wakes up.
The material component is a feather from a pillow that the caster
has thrown at the target.
This spell is cast by the caster giving one creature a look like: "you think *you* can take *me* on?" If the creature is half of the Caster's level or less it flees in fear, no save. Otherwise it receives a normal save vs spells or be forced to flee in fear for one round per level of the caster.
The affected creature will move using it's normal mode of locomotion at maximum rate away from the caster for the duration of the spell.
level: 2
Casting Time: 2
Duration: Instantaneous
Components: V,S,M
Save: None
This spell is identical to Magic Missile except that:
A) The bolts created are shards of ice, that burn with a blue light.
B) The damage against creatures of fire or cold using creatures is doubled.
This includes Fire Shielded targets.
The material component is a one pound chunk of ice.
Level: 5
Casting Time: 5
Duration: Instantaneous
Range: 100 yards
Components: V,S
Save: None
This spell creates 10 bolts of pure magic, which the caster can direct to fly at up to 10 targets within range. Each bolt causes d6 points of damage, irrespective of magic resistance. If the bolts are not targetted immediately, they melt away.
Level: 1
Casting Time: 1
Range: 5 yards/level
Duration: Instantaneous
Components: V,S,M
This spell hurls a shard of ice at one target within range. The target must be clearly visible to the caster. The shard inflicts d6 points of damage per level impact damage, plus 1 point per level cold damage, to a maximum of 5d6+1. This espell is blocked by the shield spell, as well as all magic that blocks Magic Missle. Creatures immune to cold take no cold damage, while fire using creatures take double cold damage.
The material component is a shard of crystal or glass
Level:8
Range:100 yards
Duration:Special
Area of Effect: 20' globe
save: special
Components: material (a minerature hourglass )Verbal (non-chalant
wisteling)
The effect is identical to a normal delayed blast fireball, but the spell is completly invisible. During the time-delay after casting but before it goes off, there is a soft clicking noise (tic tic tic tic) Every round, all in the area of effect make an intelligence check (to notice the noise) and a wisdom check ( to figure out 'hey, I'm in trouble) If both checks succeed, the target can run out of range before the spell goes off (no damage) If not, full damage.
This spell is great at dull parties.
Level: 2
Casting Time: 2
Range: 50 yards + 10 yards/level
Duration: Instantaneous
Components: V,S,M
Area of Effect: 1 target
Saving Throw : 1/2
A ball of fire flies from the casters hand hitting the ground, causing a pillar of flame to engulf the nearest being. Damage caused is d3/level, maximum of 8d3. The caster of the spell must hit AC10, misses are resolved as per grenade-like missiles. In the round after striking, the person takes 1/2 of the original damage. The next (and last) round, the victim takes 1/4 damage. A single save applies to the entire spell.
The material component is dung from a fire beetle.
Level: 3
Casting Time: 1 turn
Range: 0
Duration: 1 day
Components: V,S,M
Area of Effect: Caster
Saving Throw: None
The spell that is cast after this can be stored and cast with a casting time of 1, without being disrupted. The spell to be relased may not have a casting time greater than 1 round. It may be cast at any time during the duration, once only. Only one such spell may be placed on the caster at any one time.
The material component is a silver disk, worth 100gp.
Level: 4
Casting Time: 4
Range: 10 yards/level
Duration: Instantaneous
Components: V,S,M
Area of Effect: 30' by 30' square
Saving Throw: 1/2
This spell is like Firey pillar of pain, but it creates 1 pillar per level of the caster. A maximum of 12 pillars may be created.
The material component is dung from a fire beetle and a pinch of fire opal dust (25gp)
Level: 5
Casting Time: 5
Range: 10 yards/level
Duration: Instantaneous
Components: V,S,M
Area of Effect: 1 target
Saving Throw: Neg
This spell causes the target to be engulfed in a firey pillar, causing the instant death
of the target unless it succeeds in a save vs death. Creatures immune to fire take
no damage from this spell. Those who are fire resistant receive a save at +4.
The material component is a metal disk made of platinum, engraved with red runes, worth
at least 1000gp.
Level: 5
Range: 10 yards + 10 yards/level
Casting Time: 5
Duration: Instantaneous
Components: V,S,M
Area of Effect: 30 radius
Saving Throw: 1/2
This spell is like Fireball, but the explosion may be one of the following:
Fire
Cold
Acid
Force
Lightning
The damage caused is of the appropriate type. The visual effects vary, with just about any possibility being allowed. Marakas favoured exploding goblin heads.
Damage caused is d4 per level of the caster, to a maximum of 10d4. Force type damage is reduced one for every AC point better than 5 of the target(s).
Level: 4
Range: 10 yards/level
Durations: d4 rounds
Area of Effect: 30' radius
Components: V,S,M
Saving Throw: 1/2
This spell causes d4 points of damage to all creatures in the area of effect, to a maximum of 10d4. In addition, creatures failing a save vs spells are affected as per a slow spell for the duration of the spell.
The material component is powdered crystal
Level: True Dweomer
Type: Fortify (x2), Transform (X4)
Range: 100 yards
Duration: 1 week
Diff: 310
Final Diff: 6
Prep Time: 1 day
Casting time: 1 round
Area of effect: 24 beings
Saving Throw: Neg
This Dweomer transforms the affected beings (qualifications for the beings come later) into Wyrm Gold Dragons, with all of their powers and abilities (with the exception of dragon magic). Those affected instincively know how to use all of their powers and abilities like flight, breath weapon, spell-like powers, and all attacks. In all respects, for 1 week those affected are Wyrm Gold Dragons. They can speak any language they knew previously, but may not cast spells (even if they could before).
This spell does not guarentee the loyalty of those affected, but those loyal to the caster before it's casting will remain so. (And Jagger carefully screens the alignments of those he considers using this spell on.)
This spell puts a tremendous strain on the forms of those affected and only beings of name level and above (9+) with a very high stamina (17+ Con) can survive the spells affect. (Jagger has composed an elite company of warriors for just such an emergency.) Any being of less levels or less Con dies upon being affected by this spell (but may be raised normally). (These warriors are a rare condition.) This spell may only be cast by a dracologist (or one who was trained as a dracologist). (Also a rare condition).
The material components Jagger intends to use are: a piece of clothing from every being to be affected (common) a painting of a man and a dragon using very expensing oils (at least 5000 gp.) painted by a reknowned artist. (rare) a tooth of a Great Wyrm Gold Dragon, freely given to the caster (Exotic) a non magical weapon used to strike the killing blow of any dragon of adult or higher age. (also exotic)
History:
Jagger has never cast this spell. Since his understanding of the nature of immortal dragons he's realized that casting of this spell would consume the essences of many dragon spirits. This would annoy the Great One to no end, and would probably seriously harm the relations of the two. He has, however, gone to the trouble of gathering the necessary components, and forming an elite military unit to cast this spell upon. Jagger will only use this spell if all other hope fails, and the armies of Glantri's enemies have laid waste to most of Glantri. (He was close in the end of WotI but couldn't bring himself to destroy so many dragon spirits until all hope was lost. Then his enemy sank so that solved that little problem.)
This spell is one of Jagger's most guarded secrets (and that says something there). He has no intention of letting anyone, especially the Great One, learn of it's existance, until there is no other choice. Jagger has not attached his name to this spell (a rarity for mages who make such powerful magics) because he does not want to be known in the History of Dragons as the person who caused them so much harm should it become necessary. He will agonize over his decision, but will do it to defend his nation.
Jagger actually found details of this True Dweomer in his father's library (not enough to be helpful in casting but apparently he wasn't the first to think of the idea.) (It's actually been passed down through many, many generations of von Drachenfels.)
Level: True Dweomer
Type: Transport (x3), Reveal (X3)
Range: Plane (Mostly Principality of Aalban)
Duration: 1 Day
Base Diff: 280
Final Diff: 28
Prep Time: 1 Day
Casting Time: 1 Turn
Area of Effect: Province (Also Aaalban)
Saving Throw: n/a
Jagger created this True Dweomer based on an idea given to him by his friend Herr Rolf von Graustein. Rolf now incorporates the 20k emerald required for this spell into each new Iron Golem he creates and has retrofitted all existing Iron Golems with them. (The acquirement of the emeralds was a major quest into the Elemental plane of earth by the PC's, for the curious.)
This Dweomer allows the caster to facilitate the use and movement of a number of Iron Golems under his command. (The necessity for creating the golems, and having them take orders from the caster is an exotic condition). With this spell, Jagger may teleport any number of Iron Golem's under his command anywhere within his Principality (but to only one location per round.) He may give any subset of golems under his command a simple order (like kill the mage attacking you) or may give one golem a more specific instruction (like pick up the body of the mage and carry it back to my tower.)
Jagger may see through the eyes of any golem he chooses one per round, but this requires complete concentration during that round. When Jagger peers through the eyes of one of his golems, it's eyes light up with a bright golden light. He can use any detection spell he currently has active, detect magic, evil, etc. of below 5th level through the golem's eyes as well. When Jagger uses a golems senses, he also has a fairly good idea of how injured the golem is, and what the golem has been doing the past few rounds. The death of any golem affected by this spell will send a signal to Jagger (which will not harm or distract him) to make him aware one of his has fallen.
Any round in which Jagger doesn't use a golem senses, issue commands (either simple commands to many or detailed commands to one) or teleport any number of them anywhere he may cast any other spell or use any other power freely.
The viewing powers and teleportation powers of this Dweomer are unaffected by any other magic of less then True Dweomer status. This was discover by some poor Alphatian mages who though themselves save inside their Prismatic Spheres. Only to be surprised (and bludgeoned) when 4 Iron Golems appeared inside their spheres. Large ammounts of lead or very large ammounts of stone will prevent the viewing powers however.
Conditions on this spell require the golems to be imbedded with 20k+ emeralds prepared for this spell specifically (which are not destroyed in casting) and Jagger is required to remain with his inner sanctum while casting. (A rare condition) should he leave his tower the spell duration immediately ends.
Material components for this spell are as follows:
one cold iron sword for every golem to be affected (common) A detailed map of the principailty (rare), a battle standard Aalban from a victorius battle (rare), the wing of a dragon (rare) any semi-sentient iron creation (iron cobras, golems etc.) (exotic)
The creation used as a component is consumed in the spell. Jagger tries to use simpler creations but has no qualm about sacrificing an iron golem to use this spell if necessary.
History: Jagger has used this Dweomer twice in the past. During the final days of the war with Alphatia, when the council finally began it's assault on Glantri itself with summoned creatures and hurling devistating magics Jagger used this power to send his 83 iron golems to defend his principality (The number of golems is given in the Glantri Boxed Set). In the 2 days of using this spell (he cast it twice) he has confirmed that he has slain 8 Alphatian council members, and forced a dozen or so more to flee as well as a lot of lesser mages and their summoned creatures. Jagger lost 38 of his golems, and Rolf has already begun to replace those.
In the 2 days of using this spell Jagger destroyed 90% of all summoned creatures called into his principality. Basically he and Rolf used crystal balls and reports from his army to locate areas of trouble then sent a legion of Iron Golems to the spot. By contrast most of principalities have barely cut the number of foul creatures (IMC 3 years after their summoning) by half.
Jagger's use of this spell had an unforseen side effect. Reports of Iron Golems so far spread over the Principality have lead some of his fellow princes and others to assume Jagger has a supply of thousands of Iron Golems hidden all over Aalban. Jagger can barely supress a smile when he hears this rumor, but does nothing to discourage it. He will only use this spell if his principality is threatened severly (and it's use only requires him to take 2 days off from defending all of Glantri which he still keeps up on through communication spells to his lieutenants).
Level: True Dweomer
Type: Strike
Range: Line of Sight
Duration: Instantaneous
Difficulty: 160
Final Diff: -12 (still fails on a % roll of 1-5)
Prep Time: None
Casting Time: 1 Round
Area of Effect: 50x50 area 5' high. (1250 cubic feet)
Saving Throw: 1/2
This spell creates a blinding blast of pure force to strike the area of effect doing 20d8 +20 damage to all beings (save for half damage). At least one target in the area must be engaged in a combat act (attacking by melee, missle or spell). (a rare condition.)
The spell will break through any defensive spell of less then True Dweomer status that may try to stop it. It doesn't dispel the effect, just ignores it's existance for purposes of the attack.
The material components of this spell are: any weapon (common) the tooth or claw from a dragon of young adult or older (rare) a horseshoe worn in battle by a warhorse (rare) the shards of diamond shatter by a single blow from a Great Wyrm Dragon (exotic) a cloth dampened by the tears of a greaving widow (or widower) (exotic)
History: This spell is Jagger's heavy artiliery on the field of battle. He uses it on archers or spellcasters who are doing damage to his troops but staying out of melee. He's used it a dozen or so times so far (he actually chooses to personally notify family members of slain heros in battle to gain the tear soaked cloth component, not an easy task emotionally).
He doesn't hide this spells existance, but most of his fellow mages just assume it's some normal, but very powerful, Invoker thing.
That's all I have so far for Jaggers TD's. If we can decide on what other mages might translate into higher then 20th level (The book says it requires just 20th, but since there are so many I've upped the requirement to above 20th.) I'd be glad to try and fashion some spells form them as well.
This actually a version of the spell Tenser's Telling Blow, detailed in the High Level Campaigns(copywrite TSR) book.
Description: With this spell the caster can imitate and sound that he or she has heard in the last day, plus 1 hour per level of the caster. Human voices cannot be imitated with this spell, but the sound of any creature; normal, giant, fantastic, undead; may be imitated along with any other sound. Even sounds not within the hearing range of the caster may be imitated if the caster knows that such sounds have been made within the time indicated above. At the time of casting the caster brings to mind the sound or set of sounds that he or she wishes to imitate and this sound may be imitated any number of times during the duration of the spell. The sound or sounds imitated may be as long as desired, for example a musical score. Any creature or being within hearing range of the sound has a chance of disbelieving the imitated sound as per the table below, based on that beings intelligence.
Intelligence Percent 20 and above 100 17 - 19 70 13 - 16 40 9 - 12 20 8 and below 0
The percentage chance for a being to disbelieve the sound reduces at a rate of 2% per level of the caster.
Use: This spell is generally a defensive spell which can be used to scare of people or creatures with the sounds of some ferocious beast or other. For a low level magic user who is need or extra copper this spell may be used as part of some sort of sideshow event. This spell can also have interesting effects if used with the spell Ventriloquism.
Disclaimer: I apologise if this spell is similar to any other spell previously created. It may, on reflection, be similar to some sort of AD&D illusionist spell but it is a D&D spell.
Description: To cast this spell the caster must touch the recipient, if the recipient is an unwilling one then a to-hit roll must be made. Once cast the recipient of the spell must answer a number of questions, depending on the table below, that the caster asks. The recipient is not forced to answer the question by the spell, but if they choose to answer then they must answer the question truthfully. The definition of truth understandably only extends as far as the recipients perception of the truth exists, though if the recipient knows nothing about the thing question then if they answer they must answer that they know nothing. The questioner must be caster of the spell and no effect is gained by questions being asked by any other person. The spell does not give the ability for the casters question nor the recipients answer to be understood, other means must be used to ensure this if needed. The number of questions which are allowed within the duration of the spell is dependant on the recipients intelligence depending on the table below.
Intelligence Number of questions 20 and above 10% chance for one question 18-19 50% chance for one question 16-17 one question 13-15 two questions 9-12 three questions 6-8 four questions 1-5 five questions 0 is the recipient capable of contact?
Use: The spell seems to have an obvious use, especially if it can be cast without the knowledge of the recipient, though if this occurs then it may be difficult to get a person to answer a second question once they realise that they answered the first question truthfully against their will. Because of this other people, for example burly fighters may be needed to "help" the recipient answer the questions of the caster. Once the allotted number of questions have been asked additional questions need not be answered truthfully but the recipient, by this time, may believe the spell to still be in effect and therefore answer additional questions truthfully - the occurrence of this is up to the DM and should be based upon the intelligence and exposure to magic of the recipient.
Disclaimer: As above I apologise if this spell is similar to another spell in print. The idea for this spell was gained from a magic item in the module X2 Castle Amber.
Description: This spell causes a volume of ice up to 50 metres cubed to change from ice into water vapour. The shape of ice which undergoes sublimation may be as complicated or simple as the caster desires.
The reverse of this spell, sublimation, changes water vapour into ice up to a volume of 50 metres cubed.
Note: Regardless of which effect is desired the resulting water phase will begin to naturally change back if the conditions are right. That is, if you are in a polar region on water when this happens then the water will re-freeze, likewise if you make ice in a jungle type region this ice will instantly start to melt. It should also be noted for the vapour to solid version of the spell that enough water vapour is present to perform the spell, therefore in a desert region there will unlikely be enough water vapour present to form very much ice at all.
Use: In temperate regions the change from vapour to solid can be used to create an effective barrier for an amount of time whilst in polar regions the barrier becomes more permanent. In polar regions the change from solid to vapour is of obvious use for clearing a way for boats to travel or even for clearing obstacles in overland travel. The one problem though for the former suggestion is that the water will re-freeze. To overcome this a player need only throw salt into the water thus reducing the freezing temperature of the water, alternatively a character may research a spell to do this over a wider area than the characters can throw to though this spell would be only a first level spell or if you're using AD&D rules perhaps only a cantrip.
Disclaimer: This spell may seem like the magic user transmute-a-to-b type spells
though since sublimation is a natural process I decided to make this a
druid spell.
Also because sublimation is a natural process the spell level is lower than
transmute
spells. If you want this to be a magic user spell I would suggest perhaps
a fifth
level spell though I would not suggest that this should be done.
Level: 1
This spell gives the caster the amount of favour
the target has
with the caster's deity. The target can be any device, distinct area,
or distinct creature within range and visible to the caster. Note that
the spell will fail on non-signifcant targets (ie: non-followers,
unaligned buildings, swords +5, etc).
The material componts of the spell are the caster's holy symbol and a
sprinkling of of holy water.
Discern favour (Divination)
Sphere: All
Components: V,S,M
Range: 10 feet
Duration: Instant
Casting Time: 1 turn
AOE: 1 creature, object or area of less than 10,000 sq. feet
Save: willing only
Glenn Butcher / knight