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Avarchil's Coinage Converter

Level: 5

School: Alteration, Conjuration/Summoning

Sphere: N/A

Range: 30 feet

Component: V,S,M

Duration: Instantaneous

Casting Time: 1 round

Area of effect: 10' square cube (see below)

Saving Throw: None

This spell allows the caster to convert coinage into a gem. The number of coins that can be changed is 200 per level, to a maximum of 4,000 at 20th level. The coins must all be within a 10’ square cube. The spell causes the coins to vanish and a single gem to appear in their place. The value of this gem is determined by rolling on the following table (d100):

01-10 Failure! No gem appears (coins are lost).

11-30 Partial failure – gem worth 50% of coins appears.

31-80 Gem is worth total value of coins –10%.

81-95 Gem worth full total of coins.

96-99 Bonus! Gem is worth total +10%.

00 Bonus!! Gem is worth double the coinage!

The exact type of gem is determined by the DM (to the value indicated). Magical coins can never be affected by this spell, and any coins outside the 10’ square cube are not converted. The spell cannot convert any non-coin valuables, such as jewelry, gems or objects of art. The gem created by this spell is completely non-magical in nature, and cannot be dispelled or changed back into the coins by any means less than a wish.

The material component of the spell is a miniature set of scales (about 20gp) which are not consumed by the casting.

The legendarily greedy transmuter, Avarchil, developed this spell. He hated to have to leave any treasure behind, and found even with the use of spells such as Tenser’s Floating Disc, Deeppockets and Leomund's Secret Chest, there were some hoards just too big to transport. He developed this spell for just such "emergencies". (He was extremely vexed that he could not iron all the kinks out of the spell, and that it often failed). He has sold the formula of this spell to several mages (for extremely handsome sums).


 Avarchil's Deca-Ring Dweomer

Level: 5

School: Alteration

Sphere: N/A

Range: 0

Component: V, S, M

Duration: 1 turn + 1round/level

Casting Time: 1 round

Area of effect: Special

Saving Throw: None

This spell allows the caster to temporarily overcome the restriction of only wearing two magical rings. For the spell duration, the caster may wear up to ten magical rings (assuming he has all of his fingers and thumbs) all of which will function normally. (Note: the caster may still only activate one evoked power of the rings per round).The material components of the spell are a perfectly round ring of platinum (100 gp) and ten fingernails (from any creature).

Avarchil developed this spell after finding himself in possession of four magical rings: free action, fire resistance, mind shielding & telekinesis. Before an impending battle he would cast this spell and slip on the two extra rings. Since then he has sold the formula of this spell (hoping to acquire enough to buy more rings). 


Create Skeletal Warrior

Level: 8

School: Necromancy

Sphere: N/A

Range: 10 yards

Component: V, S, M

Duration: Permanent

Casting Time: 1 turn

Area of effect: Special

Saving Throw: Special

This spell allows a mage to create a powerful undead servant, a skeleton warrior (as described in the monstrous manual). The spell requires the skeletal remains of a warrior, of no less than 9th level. It also requires the preparation of a special golden circlet. This must be of exquisite craftsmanship, worth no less than 5,000 gp. The mage prepares the circlet by casting the spells command undead and wizard eye upon it. He then holds it over the skeleton and casts a trap the soul spell (the circlet being the material component rather than the usual gem). Finally, he intones the create skeletal warrior spell. The base chance of success is 60%, +1% per level of the caster. He gains a +5% bonus if he is a necromancer, and a further 5% bonus if he has either the necrology or undead lore proficiency. The chance of success is –10% if the skeleton was a paladin or of a warrior diametrically opposed in alignment to the caster. If the spell fails, the caster must make a save vs. death magic and a wisdom check. If either of these fail, the warrior animates, and attacks the mage, with the circlet offering no control or protection. If the rolls succeed, the warrior remains inanimate, and the whole ceremony must be repeated.

The material components of the spell are the circlet and the skeleton, plus the components of the other required spells. (Please note: a mage may only have one skeleton warrior under his command at a time, and must always wear the circlet to control it).


Lycanthropic Bane

Level: 5

School: Alteration

Sphere: N/A

Range: 20 yards

Component: V,S,M

Duration: 1 round/2 levels

Casting Time: 5

Area of effect: 20' square "cube"

Saving Throw: Special

This spells calls into being a cloud of silvery mist. To most, this mist merely obscures vision slightly (-1 to hit in the cloud), but to lycanthropes of any sort this cloud is deadly. Any such creatures within the cloud suffer several effects: 1. They must immediately save vs. spell or be forced into their were-form; 2. They suffer 1d4 damage per level of the caster (12d4 max, save vs. poison for 1/2) every round they are in the mist and 3. The mist causes extreme discomfort in were-creatures, preventing any spellcasting and causing a -2 attack penalty for as long as they are in the cloud and for 1d3 rounds after exiting. The cloud is stationary, but can be moved or dispersed by wind (see the Fog Cloud spell for details).

The components of this spell are a sprig of wolfsbane, and pinch of powdered silver and a drop of gorgon spittle.  


Skeleton Key

Level: 3

School: Necromancy, Alteration

Sphere: N/A

Range: 0

Component: V,S,M

Duration: 1 round/level

Casting Time: 1 round

Area of effect: Special

Saving Throw: None

This spell creates a small key composed of bone. This special "skeleton" key will magically alter itself to fit any normal lock it is put into. Needless to say the key is useless for combination locks and other types which require no key. The key also cannot open magical locks of any kind, including Hold Portal or Wizard lock (except as noted below, under components). After the spell duration ends, the key crumbles to dust.

The material component of the spell is a sliver of bone. If this sliver is taken from an undead being or a creature that had lock picking skill in life the key then has a 50% chance of working on magical locks. If the sliver is from a being which is both undead AND has lock-picking skill, the chance rises to 95%.

This spell is thought to have originally been the creation of a frustrated necromancer who kept failing his "learn spells" roll for the Knock spell.


Summon Minor Death

Level: 7th

School: Necromancy, Summoning

Sphere: N/A

Range: 10 yards

Component: V, S, M

Duration: 1 rd./level + 1d4 rds.

Casting Time: 1 round

Area of effect: Special

Saving Throw: None

Spell description

This spell summons a minor death, as per a deck of many things (AC -4; 33 hit points; strikes with a scythe for 2d8 points, never missing, always striking first in a round). The caster then nominates a target for the 'death to attack. The creature persists until it is slain, its victim is dead, or the spell ends (either by running its duration or being dispelled). Unlike the minor death summoned by a deck of many things, this one may be attacked by anyone, without fear of more appearing. This spell is quite taxing upon the caster, and can never be cast more than once per day.

The material components of this spell are a miniature scythe made of platinum (100gp) and the tooth of a lich, demi-lich, death knight or similarly powerful undead being. 


Thurbane's Cestus

Level: 3

School: Invocation/Evocation

Range: 0

Component: V

Duration: 1 round/level

Casting Time: 1

Area of effect: Special

Saving Throw: None

This spell creates an invisible gauntlet of force around the caster's fist. At the time of casting, the mage selects either the lethal or non-lethal version of the spell. The lethal version causes the fist to inflict damage as a club (1d6/1d3), while the non-lethal version doubles subdual (punching) damage. In either case the caster's fist is treated as 'magical' for determining what creatures it can strike (but not +1 or better).

{Thurbane developed this spell relatively early in his career, when he was frequently involved in bar room brawls. He later modified it to include a lethal option for use when adventuring.}


Thurbane's Helpful Hand

Level: 4

School: Invocation/Evocation

Range: 30 yards

Component: V, S, M

Duration: 1 round/level

Casting Time: 4

Area of effect: Special

Saving Throw: None

This spell creates a normal human sized hand of magical force. The caster may manipulate this hand from a distance, using it to do almost anything he could do with his own hand. The hand operates with the same strength and dexterity as the caster. The hand is AC 6 and has 1 hit point per level of the caster. It moves around within spell range at a speed of 18. The wielder may use the hand to attack, either by punching or with any size S weapon, though the attacks have a -2 penalty due to judging distances. The hand cannot spellcast nor activate any magical item. It can carry any small item, open an unlocked door, push an item off a table or perform any other reasonable feat (as judged by the DM). The caster must concentrate to use the hand, to the exclusion of all other activities. When he is not concentrating the hand merely hovers in mid-air, inactive. Damage to the caster does not end the spell, but unconsciousness or loss of mental faculties (confusion, stunning, feeblemind etc.) does. The hand is subject to dispel magic or any other form of attack (gaining no saving throw). The material component of the spell is a full sized silver (50gp) or platinum (500gp) gauntlet.


Thurbane's Jolt

Level: 2

School: Invocation/Evocation

Range: 10 yards + 5 yards/level

Component: V,S,M

Duration: Instantaneous

Casting Time: 2

Area of effect: One creature

Saving Throw: Special

This spell causes a spark of electricity to fly from the mages finger and strike a victim automatically. The spark inflicts 1d3 damage per level of the caster (8d3 maximum). The victim must also save vs. paralysis (at -2 if in metal armor) or be stunned for 1d3 rounds. The material components are a piece of flint & steel.


Thurbane's Magnificent Mail

Level: 5

School: Invocation/Evocation, Abjuration

Range: 0

Component: V,S,M

Duration: 1 round/level, +1d4 rounds

Casting Time: 5

Area of effect: The caster

Saving Throw: None

This spell creates a glowing, golden suit of plate mail around the caster. The armor is composed entirely of magical force, and does not hamper spellcasting. The armor bestows several benefits: AC 2, immunity to magic missiles (as per a shield spell) and +3 to all saves vs. invocation/evocation spells such as fireball, lightning bolt or cone of cold. The material component of the spell is a small plate of mithril (200gp) or adamantite (500gp).


Tulsa's Dark Bargain

Level: 9

School: Necromancy

Sphere: N/A

Range: 0

Component: V, S, M

Duration: Until triggered

Casting Time: One day

Area of effect: The caster

Saving Throw: None

This spell is a complicated ritual, devised to provide a mage with protection from death. The spell requires an amulet of life protection, an elixir of life and a pint of troll's blood. The caster prepares the latter two into a special distillate, usually requiring the services of a skilled alchemist (1000 GP). He then intones the ceremony. At the end of casting, he imbibes the special potion, and the Grim Reaper appears in a puff of sulphurous smoke (or other death figure, depending on the DM's campaign). The caster then offers the figure a portion of his own life (1 level, as if drained by a wight). The base chance of success is 50%, modified as follows:

Per level above 18th: +5%

Caster is a necromancer: +15%

Caster previously raised/resurrected/reincarnated: -10 % per occurrence

Caster has already sold or pledged his soul to another being: automatic failure

If the spell fails, the caster loses the level. But nothing else occurs. If successful, the amulet is drained of its power, and the caster gains the full benefit of the spell. The next time the caster is slain, he is automatically resurrected and healed, both as per the priest spells of the same name. (Note, if the caster died in a pool of lava or of old age, then he would just die again anyway). The material components of the spell are an amulet of life protection, an elixir of health, and a pint of fresh troll's blood.

Note, if the mage casts this spell again while it is already in effect, the Reaper will most likely snuff out his life force then and there, with no hope of resurrection short of a wish or divine intervention.


Vengeance from the Grave

Level: 7

School: Necromancy

Sphere: N/A

Range: 0

Component: V,S,M

Duration: 1 day/level or until triggered

Casting Time: 6 hours

Area of effect: The caster

Saving Throw: None

This spell allows the caster to have retribution on anyone who kills him. If the caster is slain within the spell duration, he automatically rises as a revenant. He will then ceaselessly hunt down and slay his killer(s), as described in the Monstrous Manual. This spell is a complicated ritual, known only to a few necromancers. The caster must prepare a magic circle made up of a mixture of vampire dust, powdered iron and crushed human bone. He then casts the spell while within the circle. The process is draining both mentally and physically, and upon completion of the spell the necromancer is fatigued. He must rest for a full night in order to be able to cast any more spells. The material components of the spell are a handful of vampire dust, powdered iron and crushed bone, as well as a hair from the head of a revenant and a perfect bloodstone, valued at 500 GP or more. All of these are consumed in the casting.

This spell carries a hefty drawback, however. Once the caster rises as a revenant, he cannot be raised or resurrected. This spell also supersedes dweomers such as Contingency or Tulsa’s Dark Bargain. Finally, if the caster dies of natural causes or by an accident, he will not rise, as he has no focus for his vengeance.