by Mike Mateer <mateer@midwest.net>
Level: 6
Range: 0
Components: V, S, M
Duration: 1 round/level
Casting Time: 6
Area of Effect: Special
Saving Throw: Special
Author: Mike Mateer <mateer@midwest.net>
Casting this specialized version of the teleport spell gives the caster the ability to temporarily trade places with other creatures within sight. He may trade places with up to one creature every round, though he may choose not to do so if he pleases.
After the initial casting of the spell, teleportation is almost instantaneous on the part of the caster. It requires but a thought on his part, and may be performed even if he is grappled, held, taking damage, ect.; unless it prevents him from thinking, it cannot effect the movement of this spell. The caster may also perform a teleport in addition to his other actions for the round, as covered below.
The caster may teleport up to twice per round. The first, though, must be used to switch places with a target. This teleport switch may be performed at any time during the round, from right at the beginning to just before the end. Creatures receive a save vs. spell with a -3 penalty to avoid the switch, and if they save the caster has still used his teleport for the round.
The second may only be used to switch back to his original position; it is an optional action that occurs at the very end of the round. Note the word optional; the caster need not switch back places if he doesn't want to. He may stay in his new location for up to 1 round for every 5 levels of experience he possesses, but on the end of the last round indicated, if he hasn't already switched back, the spell will automatically do so for him.
The caster may never trade positions with more than one person at a time. Instead, he must first trade himself back to his original (natural) position, and then pick his new target.
Targets that exchange places do only that; they do not exchange momentum, or anything else. Thus if a mage standing at the very edge of a cliff decided at the last moment to switch places with the warrior charging him pell-mill, the warrior would retain all of the momentum of his charge (to his detriment). He would not appear standing stock still, as the mage was, nor would the mage appear running at a rate of 15, as the warrior was.
Always remember that a mage will eventually be forced to switch back with every person he trades with. For example, the mage would be in bad straits if the warrior who just flung himself off the cliff managed to catch hold of something. The mage would reappear, not necessarily clutching at the rock, and may face the plunge himself.
If the mage wishes to, he may always use his voluntary teleport for the round to switch back positions. Also note that if the spell is about to end while the wizard is still switched with a subject, they automatically switch back at the end of the last round. A similar result occurs if the magic is dispelled earlier (with Dispel Magic or the like).
The teleports occur suddenly, and, as mentioned, with but a thought from the wizard. This can lead to missed weapon attacks, and can make missile weapons positively deadly to their firer if his position is switched with his wizardly target. Normally the wizard may time such teleports exactly, but the D.M. may wish to overrule this in certain situations, imposing checks or not allowing a teleport at all (or at least not before certain other actions). Swords of Quickness and the like would be good justification for this, among other things.
If the mage teleports while in the middle of a spell, attack, or other delicate task, that action for that round is foiled; the attack misses, the spell is disrupted. In some cases the D.M. might make an exception to this (planing to begin a swing of the quarterstaff that will end on the guards head after the teleport might work), possibly even allowing (in rare cases or with simple spells) an Intelligence check of some kind to keep a spell from fizzling. But players should not expect this.
No roll is needed too see if the target and caster arrive safely after a teleport; the solid location assured by the other makes it almost absolutely safe (barring wild zones and other such hazards). All that is necessary in the way of range is that the mage be able to see his target.
The material component for this spell is any small personal possession of the caster's, which disappears in the casting of the spell (it need not be valuable), and a small silver or gold amulet or pendent. This amulet must be set with a diamond, or other clear, hard gemstone worth no less than 1,000 gp, that contains a piece (hair, scale, tooth, ect.) of a naturally teleporting creature. Blink dogs are often used, but other things would work, from the buckle of a Helmed Horror to the scale of certain dragons (who have learned Blink or Teleport naturally with their age, as a spell slot). This amulet is reusable, but if it is somehow destroyed before the duration ends, the Double Teleport ends immediately (trading back the caster if need be).
Note that this spell probably wasn't created by Bowgentle himself, simply found by him on his excursions and named in his honor.
Level: 6
Range: 5 yards/level
Components: V
Duration: Instantaneous
Casting Time: 1
Area of Effect: 1 Spell
Saving Throw: Special
Author: Mike Mateer <mateer@midwest.net>
This is one of the most powerful versions of an ancient sort of spell known as the "breakspell". It allows the caster to shatter one on-going spell (almost any spell with a non-instantaneous duration).
When a wizard casts this spell, he mentally chooses a spell effect within range (or the general area of a spell effect if the effects cannot be seen) and says "Cease" (some wizards point at the area, but this is not necessary). Instantly an invisible, blue throbbing crystal of magical energy springs from the wizard, and swerves off toward the spell. It then proceeds to burrow itself to the center of the magical energies, and after but a few moments pause, it explodes, shattering the spell by disrupting its aura. Note that this all takes less than a second, and all that the wizard sees is the cessation of the spell effects (and whatever consequences might come of that).
A wizard can shatter most spells instantly, without fail. There are but two exceptions to this rule. The first is those spell levels that the wizard normally couldn't cast. In example, a 12th level wizard can cast up to 6th level spells; those spell levels that he can't cast are 7th - 9th. In these cases, the spell receives a base saving throw of 16, with a +2 bonus (-2 applied to the base) for every spell level away the wizard is from being able to cast the spell.
The second exception are those spells with a single creature (i.e., Charm Person) or multiple single creatures (such as Haste) for the area of effect. These spells have more stable auras, and they check for all purposes described above as 1 spell level higher. A wizard may shatter spells that are effectively 10th level automatically at his 20th level of experience.
There are some conditions placed on the types of spells that can be broken. They must have a duration other than instantaneous, and it must be active at the time (an inactive Symbol spell cannot be broken, and hanging spells can rarely be ... though it is possible to break the spell that hangs them). It must have a discernible (but not necessarily visible) area of effect; those that effect a large area (like Reverse Gravity) are the most obvious. Even Spell Turning and Walls of Force are susceptible to this spell.
There will be, however, some spells that meet these conditions that still cannot be broken. Anti-Magic shell is a prime example, as is any type of magic deadness. Some powerful protective spells (such as Prismatic Sphere) might be harder to break at the D.M.'s option, perhaps only destroying one layer at a time. Shattering some powerful mental effecting spells (like Geas) may cause insanity. D.M.'s should use their best judgment in such cases.
Level: 7
Range: 10 yards/3 levels
Components: V, S, M
Duration: 1 round/3 levels
Casting Time: 7
Area of Effect: Special
Saving Throw: None
Author: Robert Quinby <mateer@midwest.net>
In many ways this spell is similar to Mordenkainen's Sword, but its duration is shorter (about a third) and its material component more expensive. In return, it is a bit more potent during the time that it is there.
Casting this spell brings into being a long shimmering plane of force, much larger (in both length and width) than is a long sword. As long as the caster concentrates he is able to mentally wield this blade. If his concentration ceases, the blade hovers until it is resumed.
A caster mentally wielding the blade has a T.H.A.C.0 with it equal to a fighter of one half his level. If the blade hits, it causes 5d8 points of damage to man sized or smaller opponents and 5d10 points of damage to large opponents. The blade can hit all creatures, even those that are hit only by +3 or better weapons. The blade can be destroyed in the same manner as a Wall of Force.
The blade has one other special ability: it will cut through defensive spells of 6th level or less. It either ignores these spells completely (if the target being attacked makes a save vs. spell) or utterly destroys them (if the target fails its save). Note that this does include some spell-like effects produced by items, though the item itself is never destroyed (simply its effect temporarily). It includes such items as Rings of Protection, but specifically excludes those items that give the wielder a flat, base A.C., such as Bracers of Defense. An item whose defenses are cleaved remains that way until the effect can be re-summoned, or for 5d6 turns otherwise.
The material component for this spell is a small crystal replica of the sword with a silver hilt (worth 500 gp for workmanship and materials) and set with two diamonds each worth at least 250 gp (1000 gp total). This disappears at the end of the spell, and if for some reason is destroyed earlier the spell will end as well.
Level: 8
Range: 5 yards/level
Components: V, S, M
Duration: 3 rounds/level
Casting Time: 8
Area of Effect: Up to 10 square foot/level
Saving Throw: Special
Author: Robert Quinby <mateer@midwest.net>
This powerful spell allows the casting wizard to put up an invisible wall that turns spells cast in its direction (from either side) in a way similar to the 7th level spell, Spell Turning. Any spell passing through the wall is subject to being turned. The wall will turn 4d4+4 spell levels.
If the wall does not have enough spell levels left to completely turn a spell, it can be partially turned in the same manner as Spell Turning (see that 7th level spell, Player's Handbook).
This spell may also be shaped into a sphere, at the caster's option. The sphere has up to a 1.5 foot radius per level of the caster. This sphere can be centered on anything or anyone within range. If the target is unwilling, though, it receives a save vs. spell; if it makes the save, the globe is centered just behind the target creature, in the ground or air. If the creature fails its save, the sphere is centered on it and moves with the creature. Either way, the target probably wont even notice the appearance of the sphere or the saving throw, as the sphere gives no evidence heralding its appearance.
Remember that this wall or sphere is a two way street; someone inside a sphere casting a spell out is just as likely to have his spell turned back on him as someone on the outside casting his spell in (thus the reason it is often centered on enemy spellcasters).
If a spell is turned upon a person with spell turning a resonating field is set up that has the same effects as those described under the original 7th level Spell Turning.
The material component for this spell is a small silver mirror.
Level: 9
Range: 5 yards/level
Components: V, S, M
Duration: 1 round/level
Casting Time: 9
Area of Effect: 1 creature
Saving Throw: None
Author: Mike Mateer <mateer@midwest.net>
This ancient spell is in many ways similar to the 9th level spell Bigby's Crushing Hand, and is in some ways superior. When cast, it summons into being a large, floating disembodied dragon claw that is under the caster's control. In the same round it is summoned, the wizard may direct the claw to attack any single being within range. The claw attacks with a T.H.A.C.0 equal to that of a fighter of the caster's level, and the victim considers only Dexterity and magical adjustments (such as the +3 on his armor or the bonuses given by a Ring of Protection) when determining A.C. If the claw hits, it continues to squeeze and skewer the victim until the end of the spell's duration, the wizard orders it to stop, or it is destroyed; no further concentration is needed.
If the wizard misses, he may continue to attack each round until the claw either successfully hits or the duration runs out. Note that this does require continued concentration; if the wizard decides not to concentrate on the claw in that round or has his concentration foiled before the claw attacks in any given round (by taking damage from an attack, ect.), then the claw hovers motionless in the air until concentration is resumed. As mentioned above, after the claw hits no further concentration is needed.
The claw has an amount of hit points equal to twice its caster's full amount, and it has an A.C. of -2. It is effected by battle spells and the like (as is the creature inside it), except for those of the alignment its dragon type is immune to. This immunity allows someone inside the claw to save for half or no damage.
Items grasped at by the claw are automatically hit, and must save every round as if being squashed by a creature with a 25 Strength score.
The type of claw created and its approximate power is determined by the caster's alignment and level. Though it is feasible that a wizard, with enough practice, could summon a lesser claw or even function as a different alignment, the normal types summoned are given below. Note that there are two levels of power to each color of claw (except 30th):
| Caster Level |
Type (Gd, Ntrl, Evl) of Claw |
Base Damage att lvl in () |
Dam. Adj.+ |
| 18 (19) | Brass, Crystal, White | 2d10 | (+10) |
| 20 (21) | Copper, Topaz, Black | 3d10 | (+10) |
| 22 (23) | Bronze, Emerald,Green | 4d10 | (+10) |
| 24 (25) | Silver, Sapphire, Blue | 5d10 | (+10) |
| 26 (27) | Gold, Amethyst, Red | 6d10 | (+10) |
| 28 (29) | Steel, Mist, Shadow | 7d10 | (+10) |
| 30 | * | 8d10 + 10 | * * |
* A swirled mixture of Metallic, Gem, or Chromatic Scales
** +10 more if creature grasped in claw is of opposite claw alignment;
neutral alignments get +5 more if either good or evil (instead of +10).
In addition to the massive damage it inflicts, a claw created by a 30th level caster also has all the immunities of previous claws. Thus it is sometimes used as an impromptu shield, as the caster wills it to surround him and not to squeeze. Though this takes continued concentration, it allows the caster to save for half or no damage against a verity of attacks.
The wizard may, at any time he is willing to concentrate on the claw, will it to release the creature it is gripping. He may then switch targets with the claw (in the same round) in the same manner as mentioned at the beginning of this spell. A claw that is not willed to release its victim will continue to squeeze it until the duration of the spell ends, even if the victim is dead.
The material component for this spell is a claw and scale of the appropriate dragon type, or in the case of a 30th level caster, the scale and claw of a gold, amethyst, or red dragon. The claws and scales of gold, amethyst, or red dragons can also perform as the components for any other claw type, so long as they are appropriate for the alignment of the caster. Teeth can sometimes be substituted for claws.