The Foot of Blue Mountain

Table of Contents

Character Generation

Attributes

There are six attributes: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma.

These are generated by taking the sum of 3d6 for each value. If you score particularly high (or low) on these rolls, you may get a special benefit (or penalty) as shown below:

Attributes Benefit (When your attribute is greater than 13) Penalty (When your attribute is less than 8)
Strength +1 to Melee Damage -1 to Melee Damage
Dexterity +1 to Attack Rolls -1 to Attack Rolls
Constitution +1 Max HP/lvl -1 Max HP/lvl
Wisdom +3 Inventory Slots -3 Inventory Slots
Intelligence + 1 Minion You smell a bit :(
Charisma +1 Quantum Language! Illiterate

These statistics are largely meaningless and are not indicators of a good character.

Class

At the onset of the game there are three classes: Fighters, Wizards, and Clerics. Each class will be detailed in its own section. After you pick a class, roll for Hit Points using the Class's Hit Dice.

Further classes may be unlocked through play, including, but not limited to:

To unlock a class, you must:

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Cleric

Hit Dice: d6

Level XP Total
1 0
2 1,500
3 3,000
4 6,000
5 12,000
6 25,000
7 50,000
8 100,000
9 200,000
10 300,000

Clerics are armored priests who serve the Gods, carrying out the instructions they give through the God's Eyes in Denethix. Clerics eventually gain magic (See table) but they are always able to Turn Undead once a day, which can make Undead creatures turn and run!

Clerics must abide by their religious beliefs and avoid their Bane; in exchange for avoiding their Bane, they gain the Boon listed Below. This is a power they may activate once per day, or when the conditions for the Boon are met. If a Cleric is unable to avoid their Bane, they lose their respective Boon for 1d6 days (this should be rolled secretly).

The spells a given Cleric may have for use depend on their deity, but every Cleric may cast Cure Wounds and Turn Undead. Spells may not be prepared more than once, but any spell among the Cleric's list can be prepared at any point. The Spells for the four deities in this document are listed at the end.

More Gods may be found or created for a specific character. There are many who look through the God's Eyes.

d4 Gods Domain Boon Bane
Wurgol Cutlery +1 dmg. w/ blades Can't use blunt weapons.
Qqakraw Ambushes Easily Unseen Must not let anyone see your face for 24 hours prior to the Boon
Nisis Things That Crawl in Darknesss See in Darkness Covered in earthworms
Theosauri Dinosaurs! Mighty Roar! Must eat one bite of any raw meat on sight
Character Level Number of Spells Unlocked
1 0
2 1
3 1
4 2
5 2
6 3
7 3
8 4
9 4
10 5

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Fighter

Hit Dice: d8

Level XP Total
1 0
2 2,000
3 4,000
4 8,000
5 16,000
6 32,000
7 64,000
8 120,000
9 240,000
10 360,000

Fighters are warriors, trained in battle and in the use of armor and weapons. They add +3 to attack and damage rolls in addition to their level bonuses (See Combat). If you're fighting, call a fighter!

1d6 Homeland
1 Land of One Thousand Towers
2 Denethix
3 Forbidden Vale
4 Livid Fens
5 Saurian Lowlands
6 Lanthanide Wastes

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Wizard

Hit Dice: d4

Level XP Total
1 0
2 2,500
3 5,000
4 10,000
5 20,000
6 40,000
7 80,000
8 150,000
9 300,000
10 450,000

Wizards are mysterious figures, students of arcane and dark pwoers. At lower levels, they are vulnerable and must be protected by their friends. At high levels, they are terrifying opponents capable of MAGIC!!!!

At first level, Wizards know one spell. Once they level up, they may learn a new spell at random and may prepare more (see table). Wizards must not be wearing any armor and must have their hands free to cast a spell. They may also copy scrolls into their spell book, although they cannot cast it until they have gained a slot equivalent to the spell's level.

Spells are rolled randomly using the spell list at the end of this document.

Number of Spell Slots and Their Levels
Wizard Level 1 2 3 4 5
1 1 0 0 0 0
2 2 0 0 0 0
3 3 1 0 0 0
4 4 2 0 0 0
5 4 2 1 0 0
6 4 2 2 0 0
7 4 3 2 1 0
8 4 3 3 2 0
9 4 3 3 2 1
10 4 4 3 2 2

Starting Equipment and Encumbrance

To generate their equipment, characters roll on the 3d6 roll tables for equipment attached to the end of this document.

Characters may carry a number of items (in addition to what they might be wearing or carrying) equal to their Armor Class + 5. To figure out your Armor Class, see the Combat section of this document.

Playing the Game

Saving Throws and Tests

When asked to make a Saving Throw, players roll a d20 and add their level, attempting to meet or exceed a value of 15.

When conversation fails at solving a problem, players may elect to roll a Test related to one of their attributes. To succeed a Test, players must roll below their attribute using a pool of d6. Easy Tests use 2d6, Normal Tests use 3d6, and Hard Tests use 4d6.

Combat

When characters begin combat, each side rolls a d6. Whoever gets higher goes first; ties are rerolled. Combat rounds last abotu

To make an attack, characters roll 1d20 and add their Level, Fighter Bonus (if they are a fighter), any bonuses they get from magic items or their attributes, and the enemy AC to the result of their roll.

If the sum is equal to or higher than 20, the attack hits. Otherwise, the attack misses.

When rolling for the damage an attack does to an opponent, characters use the Hit Dice of their class. In situations of vulnerability or weakness, they may roll two of their hit dice and pick the lower or higher, respectively.

Spells must be cast at the end of a combat round, after all others have gone.

Armor Class for common armors is as follows:

Armor Type AC
Naked or Plainclothes 9
Leather Armor 7
Chain 5
Platemail 3

Shields and Helmets each decrease AC by 1 (Note: this does decrease your encumbrance, see Starting Equipment and Encumbrance and may be sundered (destroyed) to save the wearer from a blow. Magic helmets and shields with a +X bonus may block blows a number of times equal to their bonus each day before being destroyed.

Resting and Injuries

When HP is reduced to <0, the DEATH AND DISMEMBERMENT table is rolled on!

Sleeping with room and board heals d6 HP.

Sleeping with a bedroll and protection from the elements heals d3 HP.

Sleeping in poor conditions heals 1HP.

Sleeping restores all spell slots and Boons granted by a cleric's deity.

Dungeon Exploration

Dungeon Exploration is conducted in turns, or a period of about 10 minutes. These Dungeon Turns are used to determine the frequency and number of random encounters, the duration of spell effects, and the duration of light sources.

Appendix

Cleric Spells by Deity

Wizard Spells

First Level Spells

1. The Abstention of the Written Path

R: 6" D: 1 turn AoE: 1"x1" area/round Save: None

Detect secret passages, portals and openings.

2. The Apotropaic Circle

R: Touch D: 2 rounds/level AoE: <1" diameter Save: None

Trace a circle in powdered silver; blocks all conjured & extraplanar creatures and possession attempts.

3. The Audible Glamer

R: 6" + 1"/level D: 2 rounds/level AoE: Hearing range Save: None

Create auditory-only illusion.

4. The Call to the Familiar Spirit

R: Special D: Special AoE: Special Save: None
Burn 1000 sp incense, herbs & fat, incantation lasting 24 hours. Summons familiar.

5. The Call to the Unseen Servant

R: 0 D: 6 turns + 1/level AoE: Special Save: None
Invisible creature acts as valet, servant etc. AC 4, MV 18", HD 2; bound to obey caster but will not fight on their behalf. If abused seeks to pervert instructions.

6. The Charm of Appersonation

R: 0 D: 2-12 rounds +2/lvl AoE: Caster Save: None
Alter appearance and clothing to any humanoid figure. Cannot mimic specific individuals

7. The Discerner of Enchantments

R: 6" D: 2 rounds/level AoE: 1" path Save: None
Detect magic and intensity.

8. The Effervescent Lights of Kwalish

R: 4" + 1"/level D: 1 turn/level AoE: Special Save: None
Create A. 1-4 lights resembling torches, B. glowing spheres (as will-o-wisp), or C. faintly glowing man-like shape. Moves as directed.

9. Evard's Frictionless Field

R: 1" D: 3 rounds + 1/level AoE: 1" square Save: Special
Save vs. spell or slip and fall. If cast on item then save or drop immediately.

10. The Expeditious Retreat

R: 0 D: 3 rounds + 1/level AoE: Caster Save: None
Triple movement, running jumps 30' forward or 10' up, cannot take any other action while moving.

11. The Heavenly Screen

R: 3" D: 2-8 rounds + 1/lvl AoE: 2"x2"2" cube/level Save: None
Veil of silvery mist obscures vision beyond 2'.

12. The Howling Rune

R: 1" D: 4 hours + 1/level AoE: 1 object/creature Save: Negates
Target erupts in involuntary screaming (see Shrieker) when creature approaches within 10'.

13. The Hypnotic Charm

R: 12" D: Special AoE: 1 person Save: Negates
Target regards caster as trusted friend and ally.

Intelligence Period Between Saving Throws
3 or less 3 months
4 to 6 2 months
7 to 9 1 month
10 to 12 3 weeks
13 to 14 2 weeks
15 to 16 1 week
17 3 days
18 2 days
19 or more 1 day

14. The Imperturbable Quiescent Sphere

R: 0 D: 5 rounds/level AoE: Caster Save: None
Invisible barrier gives AC 2 vs. missiles, AC 4 vs. other attacks.

15. The Importunate Insult

R: 3" D: Instantaneous AoE: 2 HD/caster level Save: Negates
Target rushes to attack magic-user in rage, attacking melee only.

16. The Indelible Emblem

R: Touch D: Permanent AoE: <1 square foot Save: None
Inscribes personal mark and 6 other characters, visible or invisible

17. Isain's Fortuitous Interruption

R: 1"/level D: 1 second/level AoE: Special Save: None
200 lb + 200 per caster level assumes mass of a feather, no falling damage.

18. The Kaleidoscopic Spray

R: 0 D: Instantaneous AoE: ½"x2"x2" wedge Save: Special
Vivid colour spray affects 1d6 creatures. Caster level or below: unconscious 2-8 rounds. 1-2 levels higher: blind 1-4 rounds. 3 or more levels higher: stunned for 1 round. 6 HD or more gets a saving throw.

19. Kazimir's Resplendent Coutre thanks ckutalik

R: 0 D: 1 hour/level AoE: Caster Save: None
Dazzlingly fashionable apparel, gain 2-8 charisma and viewers make immediate reaction checks, become impressed or jealous/irritated

20. Laeral's Baleful Aura

R: 3" D: 1 round AoE: Caster Save: Negates
Become unquantifiably terrifying; friends & foes save vs. magic or flee 1-3 rounds.

21. The Lesser Sign of Sealing

R: 2"/level D: Permanent AoE: 80 square feet/lvl Save: None
Seal door or gate as if securely barred and locked.

22. Melf's Impermeable Membrane

R: Touch D: 24 hours AoE: <10 cubic feet/lvl Save: NA Repel all liquid from subject.

23. The Metamorphoun of Fire

R: ½"/level D: 2 rounds/level AoE: 10' radius Save: None
Increase fires up to double size/heat or down to embers, spread onto any burnable material, or snuff out all fires entirely.

24. Nahal's Reckless Dweomer

R: Special D: Special AoE: Special Save: Special
Attempt to cast any spell in spellbook; roll results on Wild Surge table.

25. Otto's Arachnid Grip

R: Touch D: 3 rounds +1/level AoE: 1 creature Save: Negates
Climb vertical surfaces/ceilings at 3". Objects less than 5 lb stick to hands.

26. Phandaal's Polyglottal Lobe

R: Touch D: 5 rounds/level AoE: 1 object/creature Save: None
Understand and speak any one language.

27. Sirrian's Aggrandisement / Sirrian's Reductor

R: ½"/level D: 1 turn/level AoE: <10 cubic feet/lvl Save: Negates
Increase or decrease target's size up to 200%, Strength & damage change proportionately

28. The Spell of Exquisite Repose

R: 3" + 1"/level D: 5 rounds/level AoE: 3" diameter Save: None

Cause comatose slumber, awaken only if slapped/wounded.

29. The Spell of Pragmatic Amalgamation

R: 3" D: Permanent AoE: 5'x5' / level Save: None
Mend or rejoin broken objects.

30. Tenser's Floating Disc

R: 2" D: 3 turns + 1/level AoE: Special Save: None
Floating null-gravity plane supports 100 lb per level, moves as directed.

Second Level Spells

1. Arbane's Fulgent Coruscations

R: 12" D: Instantaneous AoE: Special Save: None
Existing fire erupts in A) flashing fireworks, blind creatures within 12" for 2-5 rounds or save vs. spell; or B) smoke 100 times volume of fire, obscure vision beyond 2', lasts 1 round/level.

2. The Call to the Fetid Cloud

R: 3" D: 1 round/level AoE: 2"x2"x2" cloud Save: Special
Billowing vapours, save vs. poison or incapacitated (nausea) for 2-5 rounds after leaving cloud, or 1 round if saved.

3. The Cure for Honesty

R: 3" D: Permanent AoE: 2"x2" Save: Negates
1 to 4 creatures permanently forget previous 1 minute per level of spellcaster. -2 to save if single target.

4. The Hands of Cold Certainty

R: 3" D: 1 round/level AoE: 1 creature Save: Negates
Invisible hands choke target for 1-4 damage/round and -2 penalty to attack rolls.

5. Hornung's Deleterious Deflector

R: 0 D: 2 rounds/level AoE: Caster Save: None
Missile attacks deflected to random target in 15' radius (including caster).

6. The Impudent Might of Ilskar the Bold

R: Touch D: 1 hour/level AoE: 1 creature Save: None
Raise Strength score 1-8 points.

7. The Invigorator of Blades

R: Touch D: 1 turn AoE: 1 weapon Save: None
Blade recieves +3 to hit and damage for 1 strike only.

8. Krest's Cerebral Consonance

R: ½"/level D: 1 round/level AoE: 1 creature/round Save: None
Read surface thoughts of 1 creature per round.

9. Leomund's Escalatory Escape

R: Touch D: 2 turns/level AoE: Special Save: None
Up to 6 creatures climb rope to hide in extradimensional space.

10. Lugwiler's Dismal Itch

R: 1"/level D: 1 round/level AoE: 1 creature Save: Negates
Horrible itching causes -4 to AC and -2 to attack rolls.

11. Lustoff's Vicarious Head

R: 9" (initial) D: 1 turn/level AoE: 1 creature Save: Negates
See through the senses of target creature.

12.The Manifold Effigies of Being

R: 0 D: 3 rounds/level AoE: Caster Save: None
D4 duplicates +1 per level form around caster, indistinguishable, disappear when struck.

13.The Marvellous Magic Mouth

R: Special D: Special AoE: 1 object Save: None
Magic mouth speaks message when specific condition is met.

14. Mazirian's Marasmic Malady

R: 1" + ¼"/level D: 1 round/level AoE: 1 creature Save: Negates
Target reduced to Strength 3 or 50% damage.

15. The Pattern of the Immanent Sublime

R: 3" D: Special AoE: 3"x3" Save: Negates
Display causes creatures to stand fascinated for as long as caster concentrates plus 2 rounds thereafter.

16. Phandaal's Mantle of Stealth

R: Touch D: 2 rounds + 1/level AoE: 1 creature Save: None
Become invisible. Telltale shimmering allows attacks at -4 against invisible targets once spotted.

17. The Prosaic Preservation of Pandelume

R: Touch D: Permanent AoE: 10 cubic feet/level Save: None
Target protected from rot and decay. Reverse ages non-living objects 100 years.

18. Quaal's Near-Alchemical Transformance

R: 1" D: 1 hour/level AoE: 10 lb/level Save: None
Copper, lead or brass changed to solid gold.

19. The Ruby Ray of Reversal

R: 8" D: 1 round AoE: 1 creature Save: Negates
Target repeats actions in last round exactly.

20. The Spell of Barring and Broaching

R: 6" D: Permanent AoE: 10 square feet/lvl Save: None
A) Broaching: opens all doors, locks, bars, chains etc. B) Barring: closes the same.

21. The Spell of Phantasmal Forces

R: 6" + 1"/level D: Special AoE: 4" + 1" sq/level Save: Special
Visual-only illusion lasts as long as caster concentrates. Believing creatures can suffer damage from illusionary effects.

22. The Spell of the Imponderous Bounty

R: Touch D: 6 hours + 1/level AoE: Caster Save: None
Enchant pockets to hold <100 lb or 5 cubic feet at 1/10th actual weight.

23. The Spur to the Libidinous Earth

R: 10" + 1"/level D: 3 rounds + 1/level AoE: 1 creature Save: Special
Earth hands hold target motionless by legs, -2 to AC. Save vs. spell each round in contact with ground or be gripped. Hands are AC 5, HP double caster's,

24. Tasha's Uncontrollable Hideous Laughter

R: 5" D: 4 rounds AoE: 1 creature Save: Negates
Lose actions for 1-4 rounds due to laughter.

25. The Tone of Resonant Discord

R: 6" D: Instantaneous AoE: 3 foot radius Save: None
Crystalline or ceramic objects within 3' shatter.

26. The Torment of Tantalus

R: 1"/level D: 1 round/level AoE: 1 creature Save: Negates
Target dying of thirst, can do nothing but look for drink, consumes any potable liquids

27. Turjan's Translocation

R: 2"/level D: 1 turn/level AoE: 1 object/creature Save: Negates
Levitate up to 100 lb vertically only, 20' per round

28. The Unfettered Eye

R: 1"/level D: 1 round/level AoE: 1" path Save: None
Clearly see all invisible, astral, ethereal, hidden, out-of-phase creatures. First time casters save vs. magic or go insane 3-18 days due to terrifying abyssopelagic ethereal life.

29. The Veil of the Cimmerian Shade

R: 1"/level D: 1 turn + 1 rd/lvl AoE: 1½" globe Save: None
Impenetrable darkness in area of effect.

30. The Web of Wondrous Entrapment

R: ½"/level D: 2 turns/level AoE: 3" cube Save: Neg or ½
Mass of webs, entrapped creatures are stuck, 5% cumulative chance per turn suffocate to death. Highly flammable. Strength 13+ break through 1'/round, huge strong creatures 10'/round.

Third Level Spells

1. Arbane's Precipitous Deluge

R: 1"/level D: 1 round/level AoE: 3" diameter Save: None
Instant rainfall drenches everything, extinguishes all fires including spells. Magical fires cause huge steam clouds for 1-3 damage/round lasting 2-5 rounds

2. The Charm of Dire Sanguinity

R: 12" D: 1d4 rounds + 1/lvl AoE: 1 person Save: Negates
Target truly enjoys killing and goes berserk, attacking friend and foe alike.

3. The Charm of the Inveigling Tongue

R: 3" D: 1 hour + 1/level AoE: 1 creature Save: Negates
Target obeys any one "reasonable" suggestion by caster

4. Chun's Halo of the Unsleeping Eyes

R: 0 D: 1 turn/level AoE: Caster Save: None
Halo of eyeballs let caster see in all directions, infravision 12", never surprised or backstabbed.

5. Felojun's Repudiation of Arrows

R: Touch D: 1 turn/level AoE: 1 creature Save: None
Total invulnerability to small projectiles – arrows, axes, javelins etc – and -1 damage per die from large missiles, catapult stones etc.

6. The Fury of the Captive Wind

R: 0 D: 1 round AoE: 1" path, 10"/level Save: None
Gust of air extinguishes unprotected flames, fans fires outward, pushes flying creatures backward, deflects missile fire and breath weapons, knocks man-sized creatures over unless roll under Dexterity.

7. The Globe of Distant Discernment

R: Special D: 1 round/level AoE: Special Save: None
See anything in sight from chosen locale; locale must be familiar or obvious

8. The Indefatigable Breath

R: Touch D: 1 hour/level + 1d4 AoE: Special Save: None
Function without breathing. Duration divided by number affected

9. The Instant Galvanic Thrust

R: 4" + 1"/level D: Instantaneous AoE: 1"x4" or ½"x8" Save: ½
Lightning bolt causes d6 damage per level (or save for half). Ignites combustibles, sunders doors, splinters 1' stone, melts soft metal. Bolt reflects off non-conducting materials

10. The Interminable Interim

R: 1"/level D: Special AoE: 1 creature Save: Negates
Target encased in amber, suspended animation completely unaffected by anything until dispelled or touched by caster. Direct spell or magic trap glyph.

11. The Invocation of the Open Sky

R: 0 D: 1 turn/level + 1d6 AoE: Caster Save: None
Caster can fly 24" (x½ ascending, x2 diving). Exact duration unknown/random.

12. Kuroth's Empathic Rapport

R: 20" (initial) D: 2 turns/level AoE: 1 creature/3 levels Save: None
Telepathic bond between willing subjects while on same plane of existence

13.Leomund's Expansible Egg

R: Touch D: 4 hours + 1/level AoE: 1" diameter Save: None
Hemisphere of force maintains comfortable temperature, keeps out wind/rain, transparent inside but opaque from without. Illuminated at caster's command. Objects/creatures pass through freely.

14. Leuk-O's Vile Menagerie

R: 3" D: 3 rounds + 1/level AoE: Special Save: None
Give form to one or more monsters which are 90% likely to obey caster's commands. Roll LOTFP Summon Table

15. The Liberation of Warp

R: 12" D: Permanent AoE: 3" cube Save: None
Remove all temporary spells and disrupt spellcasting. % success equal to ratio of dispeller over spellcaster (e.g. 50% for 5th level vs. 10th level).

16. Lorloveim's Creeping Shadow

R: 0 D: 1 round/level AoE: Caster Save: None
Elongate shadow at 15"/round. Can see, hear, speak through shadow. Struck only by magic, AC as caster, HP loss suffered by caster.

17. Melf's Maladweomer

R: 4" + 1"/level D: Special AoE: 1 creature Save: Negates
Next spell cast chosen randomly from all spells in mind.

18. Mentzer's Relative Time Dilation

R: 9" + 1"/level D: 3 rounds + 1/level AoE: 1 creature/level Save: None
Affected creatures move and attack at ½ rate

19. Mzhentul's Remarkable Polar Pull

R: 3" + 1"/level D: 1 round/2 levels AoE: 10' cube Save: None
Earth or stone object functions as magnet.

20. Nchaser's Spectral Steed

R: Touch D: 1 hour/level AoE: Special Save: None
Phantasmal, milky-eyed horse-like creature will bear subject at movement 4" per caster level. Shunned by animals, crosses any terrrain without difficulty. AC 2, HP 7 + caster level

21. Nolzur's Metabolic Suspension

R: Touch D: 6 hours + 1/level AoE: 1 creature Save: Negates
Target enters catalepsy indistinguishable from death; aware but unfeeling, wounds ½ damage, poison/paralysis/energy drain ineffective. 1 full round to restore bodily functions.

22. Nulathoe's Accoustic Enhancement

R: Special D: 1 round/level AoE: Special Save: None
Hear anything in range from chosen locale; locale must be familiar or obvious.

23. Phandaal's Vitriolic Critique

R: Touch D: Special AoE: 1" radius Save: ½
Anyone besides caster (or those he/she instructs) reading text causes explosion, 6d4+6 damage with no save to reader, ditto all within blast radius or save for half. Writing is destroyed.

24. Rary's Erratic Displacement

R: 0 D: 1 round/level AoE: Caster Save: None
Teleport in random period (2d4 initiative order) and direction (d12 o'clock), 2' distance. 75% spell-casting fails while blinking. Opponents can attack only if initiative comes before the "blink"

25. The Seventh Set's Web of Hiding

R: Touch D: 1 hour/level AoE: 1" radius Save: None
Immobile circle renders all creatures invisible & inaudible from those outside area of effect.

26. The Snapping Teeth of Yecind

R: Touch D: 1 turn/level AoE: 1 creature/object Save: None
Snapping teeth in location touched attack creatures within 1', 1-4 damage as 4 HD monster

27. The Solvent of Horrid Corrosion

R: 1" D: 3 rounds AoE: 1 sq foot/level Save: ½
Acidic slime dissolves 6 inches wood, 4 inches stone, 1 inch metal per round. Flesh takes 2d4 damage per round.

28. The Spell of the Abysmal Flame

R: 10" + 1"/level D: Instantaneous AoE: 2" radius sphere Save: ½
Burst of flame causes d6 damage per level (or save for half), incinerates combustibles, melts soft metal. Flame conforms to shape of area, equal to normal spherical volume (33,000 cubic feet)

29.The Spell of the Slow Hour

R: 6" D: 3 rounds + 1/level AoE: 1 creature/level Save: None
Affected creatures function at 2x normal movement & attack. Reaction times, spell casting not affected. Recipients aged 1 year due to sped-up metabolism.

30.Xult's Peregrination of Probability

R: Special D: Instantaneous AoE: Special Save: None
1 event taking place in previous round is recalculated (dice rerolled). Second outcome cannot be changed.

Fourth Level Spells

1. Alamer's Cloak of the Consuming Chill / Alamer's Cloak of Burning Embers

R: 0 D: 2 rounds + 1/level AoE: Caster Save: None
Caster surrounded by aura of flame. A) cold flame, caster immune to fire, creatures striking in melee take 2- 8 cold damage. Caster takes double damage from cold. B) hot flame, effects reversed.

2. Arnd's Dimension Door

R: Special D: Instant AoE: Caster Save: None
Step through interspatial door and reappear anywhere in sight.

3. he Charm of the Inverted Pervulsion

R: 3" D: Special AoE: 1 creature Save: Negates
Recipient's next offensive spell affects its own caster rather than intended target

4. The Efficacious Portal Ward

R: 0 D: 1 day/level AoE: 6" radius Save: None
All planar gates & portals sealed, teleportation wil not function in warded area.

5. The Engendering Weave

R: Touch D: 1 hour/level AoE: 1 cubic foot/level Save: None Create item of non-living matter – rope, door etc.

6. Evard's Black Tentacles

R: 3" D: 1 round/level AoE: 30 square feet/level Save: None Writhing tentacles spring from ground. Number = caster level, 10' long, AC 4, HP = caster level, attack any creature in range. Save vs. spell or 2-8 damage and be held and squeezed for 3-12 automatic damage each round.

7. Felojun's Incendiary Rune

R: Touch D: Special AoE: 1 object Save: ½ Any creature other than caster + those attuned passing within ½" causes burst of flame 1" radius, 1d4 damage + 1 per caster level.

8. Flamsterd's Curtain of the Violet Conflagration

R: 6" D: 1 round/level AoE: Special Save: None Immobile curtain of fire 20' high, 20' long/level. 2-8 heat damage within 10' and 1-4 within 20' on one side of wall only. Passing through flames causes 2-12 damage + 1 per caster level. Undead take double damage.

9. The Gestation of the Ignoble Servitor

R: 3" D: Permanent AoE: Special Save: None Creates a mephit from elemental matter (barrel of water, pile of slop etc). Alternatively roll on table:

1d20 Mephit Type
1 air
2 ash
3 dust
4 earth
5 fire
6 ice
7 lightning
8 magma
9 mineral
10 mist
11 ooze
12 radiance
13 salt
14 smoke
15 steam
16 water
17-20 Spell fails; pathetic half-formed elemental monstrosity lives 1d4 turns

1 turn to complete. Mephit will not betray creator but check each day for desertion, loyalty 55% + charisma adjustment.

10. Gilgad's Hallucinatory Locale

R: 2"/level D: Special AoE: 1"x1" area/level Save: None Illusion hides actual terrain – pond as grassy meadow, room as cobwebbed & dusty, etc. Lasts until contacted by intelligent creature

11. Hlal's Umbral Monstrosity

R: 3" D: 1 round/level AoE: 2"x2" Save: Special Create phantasms of monsters caster has seen – total HD equal to caster level. Monsters have 20% HP, fight normally. If targets disbelieve illusion then fight as AC 10 and 20% damage only

12. The Illusion of Vile Arthropods

R: 1"/level D: 1 round/level AoE: 3"x3" Save: Negates Targets covered by illusionary swarm of disgusting invertebrates. Save vs. spells each round or drop everything to compulsively brush off imaginary bugs

13. The Impermanence of Being

R: 3" D: 1-6 turns AoE: 10' cube Save: None Affected objects are 50% likely to vanish, checked independently for each viewer and with each viewing. Each viewer treats object as existing or not existing according to own perspective.

14. Johydee's Gentle Admonishment

R: 0 D: Instantaneous AoE: 1"x3" cone Save: Negates Ear-splitting shout causes 2-12 damage and deafens for like number of round, cracks stone

15. Leomund's Lamentable Belabourment

R: 12" D: 2 rounds + 1/level AoE: 6" x 6" Save: Negates Save at -2 each round or confused. Confused creatures act randomly each round

D10 Action
1 Wander away for 1 turn
2-6 Stand confused for 1 round
7-8 Attack nearest creature for 1 round
9-0 Attack magic-user and his or her party for 1 round

16. Lhegrand's Silvery Skin

R: Touch D: Special AoE: 1 creature Save: None Total protection from 1 physical attack, then shatters

17. The Minor Globe of Invulnerability

R: 0 D: 1 round/level AoE: Caster Save: None Immunity to 3rd level spells and below. Spells can be cast out of globe normally.

18. Narissa's Blind Excess

R: 1"/level D: Special AoE: 4"x4" Save: Negates Cause blind emotional reaction, typical examples as follos. Rage: +1 to hit, +3 to damage, +5 temporary HP, fight berserk without regard for life. Fear: flee in panic 2d4 rounds. Happiness: +4 reaction rolls, won't attack unless greatly provoked. Hatred: -4 reaction rolls, tend towards violence. Lasts as long as caster concentrates.

19. The Onslaught of Dread Equines

R: 0 D: 1 round/level AoE: 6" path 3" wide Save: Negates Save vs. spells at -2 or flee in panic, pursued by illusionary sohmiens (nightmarish horse-beasts) for rounds equal to caster level. 10% chance summons d4 real sohmiens. Sohmien AC 0 MV 24" HD 6+6 D 2d4/d6+4/d6+4 SA save vs. spell or flee in panic XP 1800

20.Otiluke's Resilient Sphere

R: 2" D: 1 round/level AoE: 1' diameter/level Save: Negates Globe of force encases subject. Immune to damage, nothing can pass through either direction. Can be rolled.

21. Quaal's Flawless Duplicity

R: Touch D: 1 hour/level AoE: 1 object Save: None Create copy of any non-living item. Must fit within 20' cube

22. Rary's Mnemonic Enhancer

R: 0 D: Instantaneous AoE: Caster Save: None Immediately regain formula of spell 3rd level or below cast in previous round

23. The Seal Upon the Powers

R: Touch D: Permanent AoE: Special Save: Special Remove curses and most permanent baleful magic effects, allows removal of cursed objects

24. The Spell of Expansive Excavation

R: 3" D: 1 round/level AoE: 5' cube/round Save: None Move earth (dirt, clay, loam, sand). Can create pits, ramparts, tunnels etc.

25. The Spell of Mercurial Anatomy

R: 0 D: 2 turns/level AoE: Caster Save: None Change at will between form of any creature from as small as a wren to large as a hippo. Other abilities, hit points etc remain normal.

26. The Spell of the Peremptory Polymorph

R: ½"/level D: Permanent AoE: 1 creature Save: Negates Transform target into another creature. 100% chance assumes menality of new form as well, -5% per point of Intelligence, checked daily.

27. The Spell of Wyrd

R: ½"/level D: 1 round/level AoE: 1 creature Save: Special Imaginary doom visible only to target, strikes as 4 HD monster, invulnerable to attack & pass through any barrier. Successful hit means victim dies from fright. Disbelieve or knock out caster or target to destroy.

28. The Summons to the Inclement Clime

R: 1"/level D: 1 round AoE: Special Save: None Either A) hailstones in 4" diameter inflict 3-30 damage, or B) sleet in 8" diameter blinds creatures 1 round, movement slowed 50% and 50% chance to slip and fall.

29. Tasha's Morbid Jest

R: 0 D: Special AoE: 3" diameter Save: Negates Caster tells a joke. Save or stop to listen, and after punchline save again or incapacitated 1-10 rounds by painful laughter. The same joke will not work twice.

30. Tulrun's Filamentary Extension

R: 0 D: 4 turns/level AoE: Special Save: None Luminous filament shows recent path of creature visualised, within 1" radius of caster

Fifth Level Spells

1. Alphon's Anguish of the North Wind

R: 0 D: Instantaneous AoE: Cone ½"/level Save: ½ Freezing wind causes d4+1 damage per caster level, or save for half.

2. Archveult's Crude Fabrication

R: ½"/level D: Permanent AoE: 1 cubic yard/level Save: None Convert material into finished goods e.g. trees into wooden bridge, flax into clothes, etc.

3. The Augur of the Inscrutable Spheres

R: 0 D: Special AoE: Special Save: None

Direct contact with minds from other planes, ask 1 question per 2 levels. Choose how distant a mind to contact:

Steps removed Chance of insanity Chance of knowledge Chance of veracity
1 20% 60% 65%
2 25% 65% 67%
3 30% 70% 70%
4 35% 75% 73%
5 40% 80% 75%
6 45% 85% 78%
7 50% 90% 81%
8 55% 95% 85%
9 or more 60% 98% 90%

Insanity strikes after 1st question asked, lasts 1 week per step removed. If insanity, then 1% chance per step of death.

4. The Blade of Inexorable Disjection

R: 1" D: 1 round/level AoE: 0 Save: None Shimmering, sword-like plane of force mentally wielded as if fighter of ½ caster level (requires concentration). Causes 2-8 damage and severs extremities as Sword of Sharpness. Mutually destroys magic barriers.

5. Caligarde's Penetrating Vision

R: Touch D: 1 round/level AoE: 1 cubic foot/level Save: None Non-living matter becomes transparent.

6. The Charm of Untiring Nourishment

R: Touch D: 12 hours/level AoE: Special Save: None Recipient encased in skin-tight bubble of comfortable air, does not hunger or thirst, can survive in any environment or plane. Duration divided by number affected

7. Clambard's Remote Acquisition

R: 1"/level D: 2 rounds + 1/level AoE: 25 lb/level Save: None Move objects by concentrating on them – 2" first round, 4" second, 8" third etc, max 1024".

8. The Conjure of the Elemental Id

R: 6" D: 1 turn/level AoE: Special Save: None Conjure air, earth, fire or water elemental from suitable elemental matter (bonfire etc). Elementals are 16 HD. Unbroken concentration needed for control or will turn on caster and attack. 5% will turn on caster regardless, checked each round.

9. The Dweomer of Ignominious Dismissal

R: 2" D: Instantaneous AoE: 1 creature Save: None Force extraplanar being to return to plane of origin. Name and title must be given; normal magic resistance applies.

10. The Elocation of Ka

R: 1"/level D: Special AoE: 1 creature Save: Special Shift life force into special receptacle (gem or crystal). From there can sense presence and force exchange between receptacle and living target that fails saving throw, taking over target's body. Saving throw modified by difference in combined Intelligence and Wisdom between caster and target:

Difference Die adjustment
-9 or more +4
-8 to -6 +3
-5 to -3 +2
-2 to 0 +1
1 to 4 0
5 to 8 -1
9 to 12 -2
13+ -3

11. The Extirpation of the Ruinous Cloud

R: 1" D: 1 round/level AoE: 4"x2"x2" cloud Save: None Roiling fog kills instantly any creature 4 HD or below. 4+1 to 5+1 HD save vs. poison at -4 or die; 5+2 to 6 HD save normally. Cloud moves away from caster 1" per round, heavier than air.

12. Firdaan's Impenetrable Last Stand

R: Touch D: 1 round/level AoE: 1 creature Save: None Recipient surrounded by immobile shimmering sphere 5' diamter, totally protects against all non-magial weapons. Can use weapons normally from within sphere. Spells unaffected.

13. The Hebetation of the Intellect

R: 1"/level D: Permanent AoE: 1 creature Save: Negates Victim's brain reduced to childlike imbecility and insanity. Magic-users save at -4.

14. The Imperfect Invitation

R: 1" D: Special AoE: Special Save: Special Summons extraplanar creature to be confined until it agrees to give service. Creature type must be stated, and name/title if any. In order to confine summoned creature, must prepare magic circle – takes 1 turn. 20% chance entrapped creature will break free and wreak vengeance, -1% per 1 turn and 1000 sp spent inscribing circle with special pigments etc. Any break in circle, even a straw, allows creature to break free.

15. Johydee's Indisputable Fantasy

R: 6" + 1"/level D: 1 round/level AoE: 2" square + 1"/level Save: Special Illusion affecting all senses, operates accoding to program determined by caster. Believing creatures can suffer damage from illusionary effects

16. Leomund's Dramatic Chest

R: Special D: 60 days AoE: 2'x2'x3' chest Save: None Store a chest on the ethereal plane, to be summoned with miniature replica. Chest must be 5000+ sp, hardwood & platinum, ivory & gold or bronze & silver. 1% cumulative chance/week chest will be discovered and tampered with, 5% chance draws through ethereal monster when summoned.

17. Mentor's Perfect Inertia / Mentor's Garish Weld

R: 1" D: Permanent AoE: 3' cube Save: None Natural repulsion between non-living object and living things (except caster). Creates within 1' thrown back, or repulse object, depending on relative mass. Reverse causes powerful adherence.

18. The Oblong Barrier

R: 3" D: 1 turn + 1 rnd/level AoE: 10' square/level Save: None Immobile, invisible, indescructible barrier prevents passage of anything in either direction, including all spells.

19. Pandelume's Paroxysm of Pain

R: 3" D: 1 round/level AoE: 1 creature Save: ½ Convulsions, -2 AC and -4 to hit, 1d4 damage per round.

20. The Pattern of the Proscriptive Watchdog

R: 1" D: 1 hour/level AoE: Special Save: None Terrible phantasmal beast guards passage, door etc. Can detect invisible, astral etc creatures. Loud growling if any creature approaches, and strike as 10 HD for 3-18 damage. Cannot be combatted physically.

21. Phandaal's Semblance of Psyche

R: 1"/level D: Special AoE: Caster Save: None Project immaterial duplicate of caster to any spot in range, can speak & cast spells through duplicate. Requires unbroken concentration.

22. The Reign of Long Nerves

R: 1"/level D: Special AoE: 1 creature Save: Negates Control target like an automaton. Immediate save at +2 if forced to take self-destructive action.

Intelligence Period Between Saving Throws
3 or less 3 months
4 to 6 2 months
7 to 9 1 month
10 to 12 3 weeks
13 to 14 2 weeks
15 to 16 1 week
17 3 days
18 2 days
19 or more 1 day

23. The Satire of Life Renewed

R: 1" D: Permanent AoE: Special Save: None Animate dead bodies. 1 skeleton or zombie per level, or equivalent in hit dice.

24. The Seven Hundred and Seventy Steps of Slumber

R: 0 D: Special AoE: Caster Save: None Fall asleep and enter the Dreamlands. May deliver a message to any sleeping creature personally known to the caster.

25. The Shroud of Agonising Immolation

R: 3" D: 1 round/level AoE: 1 creature Save: Negates Target bursts into flames. 2-12 damage per round, plus 1-4 damage and ignites flammable objects in 10' radius. Saving throw each round.

26. Skye's Spell to Sidestep the Real

R: 3" D: 6 turns + 1/level AoE: Special Save: None Open passage through solid matter, 2' deep per level.

27. The Spell of Celeritous Relocalisation

R: Touch D: Instantaneous AoE: Special Save: None Transport caster and 250 lb + 150 lb per level, to anywhere on same plane.

28.

29. Tzunk's Distance Distortion

R: 1"/level D: 1 turn/level AoE: 10" square/level Save: None Distances halved, doubled, or anywhere in between in area of effect.

30. Yon's Obliging Parapet

R: ½"/level D: Permanent AoE: Special Save: None Wall of rock merges with existing stone. 100 square feet and ¼" thick per caster level.

Sixth Level Spells

They exist, but you have to find them...