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New Spells Available in the Guild



Analyze Dweomer (Divination)

Level: 2
Range: 0
Components: VS
Duration: 1 Round
Casting Time: 5 Segments
Area of Effect: 10' x 60' corridor
Saving Throw: None

All magical energies, both Wizardly and Priestly, are influenced strongly by the caster. Each spellbinder leaves a magical "signature" upon his spells. Where magic can be detected, so can this signature.

The spellcaster uses this specialized Detection spell to analyze a single magical signature. If the spell in question is a concealing or misleading spell, this spell automatically fails. Many Illusions/Phantasms fall into this category, but not all. Intent behind the casting is important, here.

Also, any spellbinder who has cast Analyze Dweomer may, if desired, muddle their own personal spell signature during casting. This intentional altering incurs a 5% change per spell level of causing a failure or miscast of the masked spell, minus 1% per caster level. (Meaning that an 7th level spellcaster has only a 3% of disrupting a 2nd level spell while attempting to mask it.)

If the spell is NOT masked innately or purposefully, this spell will give an imprint of the spellcaster's magical signature. While this tells NOTHING about the caster, it DOES allow a future Analyze Dweomer to tell which magics WERE cast by a particular spellcaster.

This spell is cast upon the spell required of all Imperial Mages' Association registrants, and the 4th level "Visualize Spell Signature" spell is used to record their spell signature next to their registration.

This spell is tightly controlled by the IMG.

OOC: Submitted by DM Myth.


Dagger (Alteration)

Level: 1
Range: 0
Components: VSM
Duration: 1 hour / level
Casting Time: 2
Area of Effect: one weapon
Save: None

By means of this spell, the caster can transform any bit of metal into a dagger for a limited duration. The dagger is sound and able to be used in manner that any other dagger is used [i.e., melee. missile, pickin' teeth, etc.] The spell create only one dagger which can be used by anyone [not just the caster] for normal damage [1d4]. The material component is a small piece of metal about he size of the caster's little finger.


Gibreel's Countermeasures (Conjuration/Summoning)

Level: 1
Range: 0
Components: VS
Duration: 2 Rounds, +1 round per level
Casting Time: 1
Area of Effect: Caster
Saving Throw: None (see description)

This spell primary use is to intercept missile and missile-like spell attacks directly aimed at the caster. Upon casting this spell, the caster conjures a number of glowing spheres that orbit around himself. Whenever the caster is targeted by mundane missiles (including hand weapons such as daggers, but siege-type or area of effect missiles), one of the spheres will automatically intercept and block the missile. Attacks made with missile-like spells or enchanted missiles must save vs. spell to resist the countermeasure. If the save is passed then the countermeasure is still destroyed but the missile still has a chance to strike the caster. Only spells of 2nd level or less can be affected by the countermeasure. The caster receives one countermeasure at 1st level, plus one additional countermeasure for every three full levels after first. (2 at 4th, 3 at 7th, etc.) When all countermeasures have been used, the field dissipates.

This information has been gathered and compiled by the Helpful Mage. My sources include AD&D source books and materials, and interviews with Thardferr DM's and players. Some of the information I have presented verbatim from these sources. Please do not copy the information from this page for purposes outside of the Thardferr AD&D Campaign setting. The name AD&D, and other related terms, are copyright of Wizards of the Coast and TSR. Reference to copyrighted material in no way constitutes a challenge to the respective copyright holders of that material.