Author's Note: This is a complete player character class. It may or my not fit in with every Dungeonmaster's idea of how a class should be created or used. Extreme care should be used in inserting this class into any existing campaign as it could easily disrupt the game balance of that campaign. Be warned, until you have completely read this class, including any spells, do not say yes to it being used in your game. The spell selection also has page numbers in it that refer to my player's manual, not the standard AD&D manuals. I will try to locate are remove these references but I might not get them all.

Return to Craft
Return to Craft Spell List
Comments or questtons on this file? Mail Here
Return to The Greyhawke Campaign

Eighth Level Craft Spells

Anti-mana ShellMajor GateSeek
CursePermanentSpell Shield 2
GeasPolymorph Any ObjectSymbol
Genus LociPower Word Stun
Back to the top

Anti-mana Shell (Abjuration)
Level: 8
Range: 0
Components: V, S
Duration: 1 turn/level
Casting Time:1
Area of Effect: 1 foot/level diameter sphere
Saving Throw: None

       By means of this spell the practictioner surrounds himself with an invisible barrier that moves with him. The area within this barrier is totally impervious to mana based magic, the magic of Magicians, Illusionists, Healers and most Bards, thus preventing the passage of these spells or effects. It likewise prevents the functioning of any magical items based on mana. The area is also impervious to breath weapons, gaze or voice attacks, and similar special attack forms.
       The earth-force base magic of the Craft however works perfectly well in and around the barrier, as do clerical spells of any level. The practictioner, as well as other members of the Craft can function without penalty within the area of effect, Craft made magical items also function without any problem.
       The anti-mana shell also hedges out charmed, summoned, or conjured creatures, if the magic affecting them is mana based. It cannot be forced against any creature that it would keep at bay. Any attempt to do so will create a discernible pressure, and continued pressure will break the spell. Artifacts, relics, and creatures of demigod or greater status are unaffected by the anti-mana shell.

Back to the top

Curse (Enchantment/Charm)
Level: 8
Range: Special
Components: V, S, M
Duration: Until dispelled
Casting Time: 1 turn
Area of Effect: 1 creature
Saving Throw: Special

       This spell causes a greater malediction to be placed upon a creature of the casters choosing.
       Certain conditions mush be met in order for the curse to take effect. The victim must be known to the caster by two of the following methods. The victim's face is known, the victim's birth name, or true name should it differ, the victim's place of birth. Once the needed knowledge is gathered, the caster must procure a personal object from the victim, hair or nail clippings are best but owned objects will do. An effigy of the victim must be made in wax, while great artistic skill, is not required, the effigy must contain the personal object, and show some prominent feature of the victim. Finally a brazier is lit and the effigy and wormwood are thrown in the fire and the curse spoken. The wording of a curse must contain the malediction, and the condition of its ending. I.e. "Bread and meat will taste as foul rot in thy mouth until the debt to the Sisters of Mercy be repaid". Maledictions can include diseases, withering of limbs, loss of property, friends, family, and/or reputation. The victim receives no saving throw if they have personally harmed the caster. A normal saving throw vs. Spells -2 is allowed if the curse is cast on behalf of another. Success means that the curse has failed. The victim does nor have to be present, or even aware they are being cursed, and not likely to even learn of the curce until its effects become known.
       A remove curse spell will not normally dispel this manner of curse, there is only a 5% chance per level of the person casting the remove curse that it will work. If the remove curse fails, they will still be aware of the curse and its nature, and can pass this information on to the cursed individual.

Back to the top

Geas (Enchantment/Charm)
Level: 8
Range: 10 yards
Components: V
Duration: Special
Casting Time: 4
Area of Effect: 1 creature
Saving Throw: None

       A geas spell places a magical command upon a creature to carry out some service, or refrain from some action or course of activity as desired by the spellcaster. The creature must be intelligent, conscious, under its own volition, and able to understand the caster.
       While a geas cannot compel a creature to kill itself or perform acts that are likely to lead to its certain death, it can force almost any other course of action. The geased creature must follow the given instructions until the geas is completed. Failure to do so will cause the creature to grow sick and die within 1d4 weeks. Deviation from or twisting of the instructions causes corresponding loss of strength points until the deviation ceases. A geas can be done away with by a wish spell, but a remove curse or dispel magic spell will not negate it.

Back to the top

Genus Loci (Enchantment/Charm)
Level: 8
Range:0
Components: V, S, M
Duration: Special
Casting Time: 1 day
Area of Effect: Special
Saving Throw: None

       The genus loci spell is a powerful kind of contingency. It causes an area of land to defend itself from invasion when certain circumstances, named in the spell, happen.
       The land defends itself with the animals and plants living on and in it at the time the spell is activated. All creatures of animal intelligence or less come under control of the spell, whether wild or domestic. Domestic animals hold no loyalty once in the area of a genus loci, if the person riding them or using them fits the land's description of enemy, they are attacked. Plants assume a limited form of movement and form thorn walls, tangles, and what ever else will aid the general defense.
       The genus loci must be cast in the open. A single area up to ten miles square can be protected by a single spell. The actual casting of the spell lasts from sunup to sundown, but preparation for the spell may take a week or more. The area of the genus loci must be marked, with stakes of living wood from local trees, a minimum of eight stakes must be used. Each must be purified before placing. After each is placed a piece is broken off and retained. Once the border stakes are placed the spell may begin. The caster purifies the center of the area, builds a fire and begins the casting. Fine incenses must be burnt worth 1000 gp, the land described and the nature of the trigger and the release given. Once all is finished the wood pieces from the boundary are burned, after this point the actual boundary stakes are no longer needed, and the genus loci is in place.
       The spell will last until set off, even the death of the caster will not still the spirit wakened in the land. If the spell is reinforced each decade it will grow in strength and intelligence, fay creatures will move into the area, satyrs and nymphs, the wee folk and others. After sixty years, a treent or a unicorn will grace the land. In the case of an evil caster, the evil equivalents will inhabit the land.
       Once active, the genus loci will assume a life of its own, and it will defend the land until the release is given or the land is burned free of all life. The only other way to end a genus loci is with a wish, before it is active. After a genus loci becomes active only the power of a god can stop it.
       Living with one of these spirits is not easy for the common man. He must hunt with prudence, cut no live wood, unless he plants another tree, failure to do these things will result in an "accident" to the offender. The older the genus loci, the more intelligent the penalty will be. Many reports of "fay woods" or "haunted forests" are the result of long forgotten genus loci spells.

Back to the top

Major Gate (Summoning)
Level: 8
Range: Special
Components: V, S, M
Duration: Special
Casting Time: Special
Area of Effect: Special
Saving Throw: Negates

       The major gate spell allows a practictioner to summon a greater creature from the outer planes to perform some task. Up to named noble, souled creatures such as 9th order Angels to Powers, Individual to Earl Devils, and the like, or lessor creatures can be summoned. Once the creature is summoned no constraints are placed upon it. Protection circles and other means of control must be use if the creature is potentially hostile. The practictioner must either bargain, or coerce the creature to do their will with geas or other such means.
       The spell requires a brazier of coals, the brazier special made to the purpose of summoning and protection. 1000 gp of incenses must be burned for each hit die of the summoned creature, and a scroll naming the being, if the creature to be summoned has a name. The exact herbs and spices to be burned must be researched by the practictioner, or taught by another with greater knowledge. The incense mix will vary from creature to creature. Note; the brazier can be the same for both the summoning and protection spells, two braziers are not required.

Back to the top

Permanent (Alteration)
Level: 8
Range: Special
Components: V, S
Duration: Permanent
Casting Time: 2 rounds
Area of Effect: Special
Saving Throw: None

       This spell affects the duration of other spells, making the duration permanent.
       No creature can have more than two permanent effects on them; i.e. a comprehend languages, and a detect evil/good spell. Permanent spell do not count against the limit of two active spells. So a single person could have the above spells, plus stoneskin, and strength spells of normal duration as well.
       The practictioner can only cast permanent on spells they themselves cast. Permanent will not work on summoning spells, and is not truly desired on some spells. It also will not work on spells that have instantaneous or permanent durations.
       Permanent can be placed on items to retain a spell placed on them; i.e. lighten load or weighty chest. It is also a part of many enchantments of magical items.
The effect of a permanent can only be dispelled by a caster of greater level than the caster of the permanent.

Back to the top

Polymorph Any Object (Alteration)
Level: 8
Range: 5 yards/level
Components: V, S
Duration: Variable
Casting Time: 1 round
Area of Effect: Special
Saving Throw: Special

       This spell changes one object or creature into another. When used as a polymorph other spell, simply treat the spell as a more powerful version, with saving throws made with a -4 penalty to the die roll. When it is cast in order to change other objects, the duration of the spell will depend on how radical a change it is from the original state to its enchanted state, as well as how different it is in size. This will be determined by your DM by using the following guidelines:
KingdomAnimal, vegetable, mineral
ClassMammals, bipeds, fungi, metals, etc.
RelationshipTwig is to tree as sand is to beach etc.
SizeSmaller, equal, larger
Shape Comparative resemblance of the original to the polymorphed state
IntelligenceParticularly with regard to a change in which the end product is more intelligent.

       A change in kingdom makes the spell work for hours or turns; i.e. hours of one removed, turns if two removed. Other changes likewise affect spell duration. Thus, changing a lion into an androsphinx would be permanent, but turning a turnip into a purple worm would be a change of only hours duration; turning a tusk into an elephant would be permanent, but turning a twig into a sword would be a change of only several turns duration. All polymorphed objects radiate a strong magic, and if a dispel magic spell is successfully cast upon them, they return to their natural form.

Back to the top

Power Word Stun (Enchantment/Charm)
Level: 8
Range: 50 yards
Components: V
Duration: Special
Casting Time: 1
Area of Effect: 60 degree arc in front of the caster.
Saving Throw: None

       When a power word stun is uttered all creatures in the area of effect are stunned, reeling and unable to think coherently or to act, for a duration dependant on their level/hit dice. Creatures with up to 5 levels/hit dice are stunned for 1 turn, those with 6 to 10 for 1-8 rounds, those from 11-15 from 1-4 rounds, and creatures of 16 to 20 levels/hit dice for 1 round only. Creatures with 21 or more levels/hit dice are unaffected except to lose initiative in the following round.

Back to the top

Seek (Divination)
Level: 8
Range: 1 world
Components: V, S, M
Duration: 3 turns
Casting Time: 1 hour
Area of Effect: Special
Saving Throw: None

       This spell allows the practictioner to locate a known object or creature anywhere on the world, as long as it is in the same plane as the caster. The object or creature must be unique, a person who's name is know, and object that can be discerned from others like it; i.e. a sword of legend, or an item that belongs to someone. Animals must have some means of identify them, a given name, or distinguishing markings known to the caster. The seek spell cannot find a generic class something; i.e. a Magician, or a lamp. It must be a person, creature, or item that can be identified from all others.
       When cast the spell will reveal the location of the item in two ways. First the caster will clairvoy the sought item in its location, they have 3 turns to examine this location, able to alter the view as they please. Note; in the case of persons or creatures, the location can, and likely will change, the seek spell does not issue updates. The second way is to make known to the caster where on the world the sought item is, in a manner understandable to the caster; i.e. the name of a city and country, an address, map coordinates, etc. A spell of non-detection or anti-magic field will prevent the seek spell from working. In such a case the caster will know why the spell failed.
       The required components are a brazier and 1000 gp in fine incense, to be burned. A scrying focus will allow the caster to know the location well enough to teleport there as a well known location, it is otherwise slightly known.

Back to the top

Spell Shield 2 (Abjuration)
Level: 8
Range: 0
Components: V, S
Duration: Until dispelled
Casting Time: 1 round
Area of Effect: Personal
Saving Throw: None

       This spell creates a shield of protection around the caster. The area of effect extends one inch past the caster and their immediate possessions, the effect moves with the caster. The spell blocks the magic and spell casting of all but the caster and those he names when the spell is cast. Magic cast at the caster is dispelled. The spell takes damage from magic used against it. Abjuration spells do double damage for their spell level. Wands, staves and other items do 1/2 their level of effect eg, a wand's level of effect is 6th, it will do 3 points of damage to the shield. A wand of negation will dispel the shield. The spell shield 2 has one point for each level of the caster.

Back to the top

Symbol (Enchantment/Charm)
Level: 8
Range: Touch
Components: V, S, M
Duration: Special
Casting Time: 8
Area of Effect: 30 yards
Saving Throw: Special

       A symbol creates magical runes affecting creatures that pass over, under or pass through a portal upon which the symbol is inscribed, or see said symbol presented to them. To cast the spell the practictioner writes the symbol on what ever surface he desires. Likewise the spellcaster is able to place the symbol of his choice, using any one of the following.

       The type of symbol cannot be determined with viewing it and thus activating the spell.
       The material component is the special ink that the symbol must be written with.

Back to the top

 
 
 
 

Comments or questtons on this file? Mail Here

Return to The Greyhawke Campaign

The Above is a work of fiction. All professions are fictional, any resemblance to professions living or dead is coincidental.

Copyright © Garry Stahl: December 2000. All rights reserved, re-print only with permission.

x


Site designed and maintained by the Owner
  
With the Amiga 4000 Computer and SuSE Linux: 100% Windows Free

The Computers that work for me