Frisky Chest (Wizard Level
3)
Conjuration/Summoning
| Range: Touch | Components: V, S, M |
| Duration: Permanent | Casting Time: 2 rds. |
| Area of Effect: 10-foot cube | Saving Throw: None |
After the object has moved a satisfactory distance from the nearest creature, the appendages disappear. When a creature again comes within three feet of the object, it sprouts appendages and flees. This process continues until the enchantment is negated (through a dispel magic or similar spell) or the enchanted object is subdued or destroyed.
An object can sprout feet (MV 24), wings (Fl 24, maneuverability class B), or fins (Sw 24), whichever is most advantageous. Thus, a book on a shelf might sprout wings and fly away, while a table might gallop around a room. Such objects can freely and instantly trade appendages as necessary.
Frisky objects will move only through open spaces. It will not crash through windows, shatter a closed door, or dig through the earth. It cannot attack or take any actions other than movement. If surrounded or cornered, it moves in random directions until it is restrained or destroyed.
The spell ends if the caster voluntarily negates it, if the object is destroyed (the object has the same vulnerabilities as it has in its normal state), or if the object is restrained for 2-5 (1d4+1) consecutive rounds. Restraint means that the object is prevented from fleeing; if a creature is able to grapple, lift, or sit on the object, it is considered restrained. A creature capable of lifting the object in its normal state is considered strong enough to restrain it (for instance, a person capable of lifting a 50-pound box is also capable of restraining such a box affected by frisky chest). The object may also be restrained by tossing a net or heavy blanket over it or by surrounding it with several characters.
The material components are a dried frog's leg, a feather, and a fish scale.
| Range: Unlimited | Components: V, S, M |
| Duration: Special | Casting Time: 1 rnd./HD |
| Area of Effect: 1 animal | Saving Throw: Special |
Creatures of animal intelligence or less do not get a saving throw, while those of semi- or greater intelligence receive a saving throw at -2. A successful save indicates that the animal does not become possessed.
The casting of this very hazardous spell requires the blood of the caster as the primary material component. Upon casting this spell, the wizard must cut open his wrist and allow his blood to flow freely into a golden bowl as part of the ritual of possession. During this time, the wizard's spirit will fly free of his body and seek out the animal to be possessed. The loss of blood causes 1d3 points of damage per hit die of the animal the caster wishes to possess (creatures of less than 1 HD are considered to be 1 HD for purposes of blood loss) and it is therefore possible for the wizard to bleed to death during the casting of this spell. When the possession is complete (or fails due to a successful save), the wound closes and the flow of blood stops. The caster ceases to lose hit points, but does not regain any points already lost.
The caster may not possess the body of a Human, demi-human, humanoid, or any animal which is primarily magical in nature. Thus, a grizzly bear could be possessed but a basilisk could not.
| Range: 45 yds. + 5 yds./level | Components: V, S, M |
| Duration: 3 rds. + 1 rd./level | Casting Time: 3 |
| Area of Effect: 1 Creature | Saving Throw: Neg. |
A Targeted Slow spell is almost identical to the more powerful third level wizard spell Slow excpept that it causes ONE affected creature to move and attack at half their normal rates. It cannot negate a Haste spell or equivalent, and does not otherwise affect magically speeded or slowed creatures. Slowed creatures have an Armor Class penalty of +4 AC, an attack penalty of -4, and all Dexterity combat bonuses are negated. The magic affects 1 creature, if they are within the area of effect chosen by the wizard. Saving throws against the spell suffer a -2 penalty.
The material component of this spell is a drop of molasses.
| Range: 50' | Components: V, S, M |
| Duration: Special | Casting Time: 1 round |
| Area of Effect: Up to 20' by 30' square | Saving Throw: None |
When the spell is activated, numerous black, leathery tentacles sprout from the ceiling. While most are mottled in color and less than three feet in length, ten tentacles are glossy black, fully long enough to reach the floor of the room or corridor, and ridged with sharp bone-like serrations.
The tentacles move purposelessly unless they encounter an intruder. The small mottled tentacles serve as 'eyes' sensing intruders by air pressure changes and heat as well as the religious emanations of a true (un)holy symbol. When an intruder is detected, the ten longest tentacles will flail violently.
Each round the tentacles will attack with a THAC0 of 13, inflicting 1d10 points of damage (save vs. spell for half damage). In addition, the tentacles exude a thick, slimy toxin which causes excruciating pain, reducing DEX by one if a successful save vs. poison at -3 is not made. If a character's DEX is reduced to 1, they will be unable to fight and will collapse in agonizing convulsions. The painful effects of the poison wear off naturally, restoring one point of DEX per hour with the first point restored immediately after the battle. Bathing poisoned wounds in fresh water can triple the return of DEX points. Each tentacle has AC 0 and 25 hit points. When a tentacle is reduced to 0 hit points, it disappears in a puff of black smoke.
Upon killing an intruder, the victim is pulled up into the mass of smaller tentacles where it is consumed and converted into new tentacles. As long as one long tentacle survives an encounter, the tentacles will continue to be replaced. It is not necessary for a Tentacled Ceiling to consume intruders to regenerate lost tentacles, this merely hastens the process from one turn per tentacle to one round per tentacle. Only when all ten tentacles are destroyed is the spell permanently negated.
The material component is the dried tentacle of an octopus and a wasp's stinger.
| Range: Special | Components: V, S, M |
| Duration: 1 round/sq. ft. | Casting Time: 3 |
| Area of Effect: 1 piece of dressed canvas or wall
surface,
area equal to level squared in square feet |
Saving Throw: Special |
Transfer Image is a magical way for a wizard to preserve an image on a piece of canvass as a painting. The material components include a mounted and dressed sheet of canvas similar to what would be used by any painter, a complete set of pigments (at least: red, orange, yellow, green, blue, indigo, violet, black, white, brown, gold, and silver) in small glass jars worth at least 100gp, and an ornate rectangular frame of platinum worth at least 500gp. The pigments are completely used during the casting of the spell, but the platinum frame can be reused. Platinum frames are typically 4" square, 3" x 2", and 4" x 2" but any size will work.
To cast the spell, the wizard must arrange the canvass on a wall or easel and set the pigments before it, no more than 10 feet away. Then, he peers through the platinum frame and casts the spell. Whatever image the wizard sees through the frame, at the moment the spell is cast, will then be transferred to the canvass as the pigments fly out of the jars and against the surface. The larger the image, the longer the transfer will take. For particularly large works, a wizard might be forced to mount the platinum frame on a tripod, or some other holding device, to prevent it from moving. The platinum frame can be separated from the canvas and pigments by up to 5 miles per level.
The canvass does, in fact, get a saving throw (with a +4 bonus) to determine the overall quality of the transfer. This saving throw is actually the saving throw of the mage (vs. Spells) interpreted differently. If the canvass 'saves,' the painting is exactly as the wizard viewed the image through the platinum frame, with the same proportions as the frame. If the canvass does not 'save,' the image is not perfect and there is one defect for each point of difference between the roll and the value necessary to save. For example, if the rolls was four less than the number needed to save, there will be four defects in the final image.
Transfer Image is ruined if something interposes itself between the pigments and the canvass during the casting of the spell. The result is that the object, instead of the canvass, will be fairly covered in random splotches of paint.
Transfer Image can apply pigments directly to a wall (to create a mural, for example) if the wall itself is very smooth and painted white before the spell is cast.
Transferring an image starts at the upper left-hand corner of both the frame and the surface to be painted and works diagonally downwards towards the lower-right corner.
| Range: Touch | Components: V, S, M |
| Duration: 1d4 turns + 1 turn/level | Casting Time: 4 |
| Area of Effect: Creature touched + additional 50 lbs./level | Saving Throw: Neg. |
Attempting to use the spell in combat requires a successful to hit roll be made.
Spell components are a 100gp ruby and a peacock tailfeather.
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