Tome of Magic Spheres

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War[edit]

Morale[edit]

  • (Enchantment/Charm)
  • Sphere: War
  • Range: Special
  • Components: V, S, M
  • Duration: Special
  • Casting Time: Special
  • Area of Effect: One unit up to 200 individuals
  • Saving Throw: None
  • This spell can be used in two distinct ways. The first is appropriate for battlefield use. The priest can cast this spell on any unit within 240 yards in an uninterrupted line of sight. The casting time for this use is one turn and the material component is a gem of at least 100 gp value which is consumed during the casting.
  • The second and more powerful use of the spell requires lengthy preparations. Casting must take place inside or within 100 yards of a place of worship dedicated to the casting priest's deity. Both the priest and the unit to be affected must be present. The casting time for this use is 5 turns. The material component is the priest's holy symbol. At the conclusion of this use of the spell, the unit's morale is raised by 3 (maximum of 19). This morale increase lasts until the next sunset. Only priests of 10th level or higher can cast this version of the spell.


Emotion Perception (2nd)[edit]

  • Sphere: War
  • Range: 300 yards
  • Components: V, S, M
  • Duration: Instantaneous
  • Casting Time: 1 turn
  • Area of Effect: One unit/five levels
  • Saving Throw: None
  • This spell allows the caster to sense the emotional state and the level of determination of one or more military units. The priest must have an uninterrupted line of sight to the entire target unit. When this spell is cast, the priest instantly learns the current morale rating and morale status of the target unit. The DM describes morale using the appropriate term; for example, steady, elite, etc.
  • The material component is the priest's holy symbol.


Rally (2nd)[edit]

  • Range: 240 yards
  • Components: V, S, M
  • Duration: Instantaneous
  • Casting Time: 1 turn
  • Area of Effect: One unit of up to 300 individuals
  • Saving Throw: None
  • This spell allows the subject unit to make an immediate rally check. It allows the check during the Magic Phase, rather than forcing the unit to wait for the Rally Phase in the BATTLESYSTEM™ rules. If the priest casting the spell is of 12th level or higher, the subject unit receives a +1 bonus to its rally check die roll. The priest must have an uninterrupted line of sight to the unit.
  • The material component is a miniature duplicate of a pennant or standard that represents the cause for which the unit is fighting (such a

Adaptation (3rd)[edit]

  • Sphere: War
  • Range: Special
  • Components: V, S, M
  • Duration: Special
  • Casting Time: Special
  • Area of Effect: One unit of up to 200 individuals
  • Saving Throw: None
  • This spell can be cast in two different ways. The first, appropriate for battlefield use, has a range of 180 yards, a casting time of one turn, and duration of 1d4+2 turns. During this period, the affected unit can fight in one specific type of terrain (specified by the caster) as if it were the favored terrain (per BATTLESYSTEM™ rules) for that unit. While this spell is in effect, the unit gains no benefit when fighting in their actual favored terrain; the magically-enforced favored terrain takes precedence. The priest can cancel the spell before the duration expires if desired.
  • The material component is a pinch of clay dust.
  • The second effect requires preparation in advance. The priest and unit must be within 100 yards of a place of worship dedicated to the casting priest's deity. The casting time is 5 turns.
  • At the conclusion of the casting, the unit gains the benefit described above, with two main differences. First, the unit does not lose the benefit of fighting in its own actual favored terrain (the unit effectively has two favored terrains). Second, the spell endures until the next sunset. Only priests of 12th level and higher can cast this variation.
  • The material component is the priest's holy symbol.

Caltrops (3rd)[edit]

  • Sphere: War
  • Range: 20 yards/level
  • Components: V, S, M
  • Duration: 1 turn/level
  • Casting Time: 1 turn
  • Area of Effect: Special
  • Saving Throw: None
  • This spell allows a priest to plant a section of ground with magically created caltrops. The spell can create two kinds of caltrops: infantry and cavalry. The first are of small size and are designed to harm foot soldiers. The latter are larger and cause serious damage to cavalry or units composed of size L or larger creatures. Cavalry caltrops are so large that size M or smaller creatures can easily step around them. This prevents damage to infantry units.
  • Each time a unit moves into a planted area, the unit suffers an attack of AD4 (for infantry caltrops) or AD6 (for cavalry caltrops). Units charging through a planted area suffer double damage. If a unit ends its movement in a caltrop-sown region, it suffers another attack when it moves out of the area.
  • This spell can create a rectangular field of infantry caltrops up to 160 square yards in area (e.g., 4 yards x 40 yards, 2 yards x 80 yards, etc.), or a field of cavalry caltrops up to 90 square yards in area (e.g., 3 yards x 30 yards, 2 yards x 45 yards, etc.).
  • Ordinary caltrops make no distinction between friend or foe; all creatures entering a caltrop-sown area suffer the same consequences. The same is true of magical caltrops, with one exception: the casting priest can terminate the spell at any time, causing the caltrops to vanish and leaving the terrain clear.
  • Unlike normal caltrops, a region sown with magical caltrops cannot be "swept" clear; the magical caltrops remain in place until the spell terminates.
  • The material component is a golden caltrop.

Leadership/Doubt (4th)[edit]

Tanglefoot/Selective Passage (4th)[edit]

Disguise (5th)[edit]

Illusory Artillery (5th)[edit]

Gravity Variation (6th)[edit]

Illusory Fortification (6th)[edit]

Shadow Engines (7th)[edit]

Chaos[edit]

Mistaken Missive[edit]

  • Level: 1
  • Sphere: Chaos
  • Range: Touch
  • Components: V, S, M
  • Duration: Permanent
  • Casting Time: 1 Area of Effect: One page/level
  • Saving Throw: None
  • This spell alters the appearance of words written in ink. When the spell is cast upon a written page, the ink imperceptibly begins to move. Over the next few days, the message becomes progressively more illegible. If the page is left undisturbed for six days, an entirely new message forms on the page. The new message is completely legible and is recognizable as the handwriting of the original author, but is contrary in content to the original message.
  • After the spell is cast, the message will appear different every day. The DM decides the message that the page will carry after the sixth day has passed. Following is a sample of the changes that could take place in a message.
  • Day One: The words of the letter appear faint, as if the author of the letter was running out of ink as he wrote.
  • Day Two: The words have moved slightly from their original positions, as if the person writing the letter were shaking or in a moving carriage when the letter was written.
  • Days Three and Four: The message is gibberish. Although the ink forms groups of letters arranged in lines with punctuation, nearly all the words are meaningless. This may appear to be some sort of code, but it means nothing.
  • Day Five: The ink has formed real words. However, the sentence construction is still meaningless (e.g., Egg west worse green!).
  • Day Six (and beyond): The message is coherent, but the opposite intent of the original message has been created. If the original letter read, "Send troops quickly," the new letter reads, "All is fine. Keep your men in reserve."
  • If mistaken missive is cast on the pages of a spellbook or a scroll, the ink on the page reforms into a new spell of the same level as the original spell. Thus, a darkness spell might become a maze spell. However, the spell formula will be wrong. Although it will look like a proper spell, it will not function when cast.
  • A coded message that is subjected to mistaken missive will appear as a coded message on the sixth day but will hold a different meaning than the original message.
  • A glass of preserved words will allow the original message to be read correctly. Dispel magic will restore the message to its original form.
  • The material component is three drops of ink.


Dissension's Feast[edit]

  • Level: 2
  • Sphere: Chaos
  • Range: Touch
  • Components: V, S
  • Duration: 5 turns+2 turns/level
  • Casting Time: 2 turns
  • Area of Effect: Special
  • Saving Throw: Neg.
  • This spell must be cast by a priest during the preparation of food for a meal. The spell is cast on any one quantity of food; thus, the priest could cast the spell on the batter of a wedding cake, or he could cast the spell on a quantity of onions as they are diced for both a salad and a stew. The spell affects 10 pounds of food per level of the caster. Anyone who eats the affected food (even a character who eats the salad but not the stew) is subject to the effects of the spell.
  • The effects of the spell begin five rounds after the food has been eaten. At that time, creatures who have eaten the affected food are allowed a saving throw; success indicates that a creature is not affected.
  • Affected creatures quickly become agitated. Petty events ranging from poor table manners to loud talking bother everyone. After five minutes, tempers flare, characters feel compelled to shout at and insult one another, and threats are hurled. Even normally calm characters will feel compelled to vent their frustrations violently.
  • Creatures maintain no alliances while under the effect of dissension's feast. A king and his wife who are normally madly in love will find themselves bickering with each other in a matter of minutes. Members of a diplomatic delegation might come to blows with each other within minutes of eating the food.
  • At the end of the spell duration, characters undergo the sensation of waking up. All are free to behave as they wish. Characters at the meal will still be angry, although they will have no idea why they became angry.


Miscast Magic (3rd)[edit]

  • Sphere: Chaos
  • Range: 40 yards+10 yards/level
  • Components: V, S
  • Duration: Special
  • Casting Time: 2
  • Area of Effect: One creature
  • Saving Throw: Neg.
  • Miscast magic can be cast only on a wizard. It causes the next spell cast by the affected wizard to be chosen randomly from his memorized spells of the same or lower level. Thus, if a wizard affected by miscast magic had four 1st-level spells memorized ( armor, feather fall, jump, and sleep) and he attempted to cast the sleep spell, the DM would determine the resulting spell randomly from the wizard's four memorized spells. The wizard has only a 25% chance of casting the sleep spell.
  • Only spells currently memorized are eligible to be exchanged with the desired spell. If a wizard had only one spell memorized, the miscast magic would have no effect and the wizard's spell would be cast normally.
  • The miscast spell operates normally. If a wizard tried to levitate a companion but a web spell resulted, the companion would be trapped by the webs and subject to all resulting effects. If the target of the spell were in range of the levitate spell but not in range of the web, the spell would be lost in a fizzle of energy and the web spell would be wiped from the caster's memory.
  • The wizard who casts the spell performs the proper verbal and somatic components of the spell he wishes to cast; he does not discover the altered results until the wrong spell takes effect. The wizard will also discover that the material component for the resulting spell has vanished (in addition to the material component for the desired spell).
  • Wizards who are targets of miscast magic are allowed a saving throw vs. spell to avoid the effect.

Random Causality (3rd)[edit]

Chaotic Combat (4th)[edit]

Chaotic Sleep (4th)[edit]

Inverted Ethics (4th)[edit]

Chaotic Commands (5th)[edit]

Uncontrolled Weather (7th)[edit]