Dana Helman
mailto:dmdlh@aol.com
Spell’s Converted From Pages From the Mages and Secrets of the Magister

Agannazar’s Scorcher
Evocation [Fire]
Level:  Sor/Wiz 2, Fire 3
Components: V, S
Casting Time:  1 action
Range:  Close (25 ft. + 5 ft./2 levels)
Area:  Ray
Duration:  2 rounds
Saving Throw:  None or Reflex half (see text)
Spell Resistance:  Yes

Upon casting this spell, a jet of flame appears at the caster’s fingertips and burst out toward one creature or object of the caster’s choice.  That target will be hit by this flame for 3d6 points of damage in the first round and 3d6 points the following round, if it remains within the spell’s range.  The target has no saving throw against this spell, though anti-fire capabilities such as fire resistance will apply and may reduce or eliminate the damage.  
	Other creatures in the path of the flame jet can make a Reflex saving throw to avoid 2d8 points of fire damage.  A successful Reflex saving throw reduces this to half damage.  
	The caster cannot perform other actions during the second round of the spell or discontinue the spell until lit has run its course.  If the target moves more than 25 ft. +5 ft./2 casters levels or takes shelter behind some large, fireproof object in the second round, the flame jet will remain directed toward its original target, even though no further damage can be caused.  
	Like the burning hands spell, this spell will ignite readily flammable material in its path.

Ilyykur’s Mantle
Abjuration
Level:  Sor/Wiz 4
Components: V, S, M
Casting Time:  1 action
Range:  Personal
Target: You
Duration:  1 round/level (D)
Saving Throw:  Will negates (harmless)
Spell Resistance:  Yes (harmless)

When the Ilyykur’s mantle is called into being, the caster is surrounded by a luminous aura that completely covers him, conforming to the contours of his body.  The mantle does not affect any physical or magical abilities of the caster, but does affect spells that are cast against the wearer.  These effects are:

	•  +3 on all saving throws vs. enchantment spells and spell-like 
 	effects that allow a saving 	throw.  The mantle does not give a  
 	saving throw against spells that do not normally allow one.
	•  +1 on all other saving throws vs. magic or spell-like effects; 
again 	provided that one is allowed under the spell description;
•  All damage from electrical attacks, including shocking grasp and 	lighting bolt, is halved (saving throws can negate or halve the damage again).

The mantle protects only the caster and the caster’s familiar, provided that the creature is relatively small (size S) and remains in contact with the caster.
	Material Component:  A natural (not cut or finished) gem.

Forcewave
Evocation 
Level:  Sor/Wiz 2
Components: V, S, M
Casting Time:  1 action
Range:  Medium (100 ft. + 10 ft./level)
Effect:  One forcewave
Duration:  1 round
Saving Throw:  Reflex partial
Spell Resistance:  Yes

This spell hampers a single creature for one round.  A wave of translucent, silent, colorless force, visually resembling an ocean wave breaking on a beach, comes into being in front of the caster.  The caster must point to, name or concentrate upon the creature during the casting.  The wave rushes toward the creature a rate of 10 feet per round.  If affects only the intended target.
	If the target creature is within range, the forcewave strikes it.  The target receives a Reflex save for partial effects.  If successful, the creature suffers one hit point of impact damage and is thrown off-balance; a running or charging character, or one on a narrow bridge or high place, must make a balance check to avoid falling.  A failed saving throw means the creature suffers 1d4+1 hit points impact damage, is repulsed (forced away from the caster) 10 feet, and has any ongoing spellcasting ruined.  Only missile attacks are permitted on the round during which it is struck.  A balance check must be made to avoid falling (at –1 check if the target creature is small, 9 or less strength, surprised, flat-footed, or precariously situated).  Noncorporeal beings cannot be affected by a forcewave, but a being employing a blur or blink effect, or that shifts rapidly from one plane to another, can be affected by this spell.  
Material Components: A small piece of rope or string and a drop of water, spittle, or a tear. 

Spell Trigger
Evocation
Level:  Sor/Wiz 5
Components: V, S, M
Casting Time:  1 action
Range:  Touch
Target: One object
Duration:  Special [see text]

When memorizing this spell, a wizard must select another arcane or divine spell of 4th level or lower.  This magic must be cast in its usual fashion immediately after the spell trigger is memorized (and if its caster is not the trigger-casting wizard himself, that caster must touch the trigger-caster during casting).  The spell will not take effect, but will instead be “stored” in nothingness, linked to the spell trigger.  The wizard who has memorized the spell trigger then utters the triggering conditions for the spell: a specific summary of circumstances akin to those that activate a  magic mouth spell.  The conditions cannot specify time (including the word “Now!”), alignment, individual beings, or have more than ten qualifiers, and they will only be met if fulfilled within 20 feet of the item that the spell trigger is subsequently cast upon.
	A spell trigger can linger for centuries if its triggering conditions are not met.  It vanishes harmlessly, along with the spell it is waiting to unleash, if it comes into contact with a dispel magic, an antimagic field, or a similar spell-scouring magic.  
	Material Component:  A pinch of dust from a spell scroll that has been burned while bearing any complete, usable arcane or divine spell.

Snilloc’s Snowball Swarm
Evocation [Cold]
Level:  Sor/Wiz 2, Water 3
Components: V, S, M/DF
Casting Time:  1 action
Range:  Medium (100 ft. + 10 ft./level)
Area:  30-ft.-radius spread
Duration:  Instantaneous
Saving Throw:  Reflex half
Spell Resistance:  Yes

By means of this spell the caster causes a flurry of magical snowballs to erupt from a point within this range.  The snowballs fly in all directions, hitting everything in the area of effect (including the caster) and causing 1d3 points of damage per caster level (to a maximum of 10d3).  Against fire-using and fire-dwelling creatures, the spell inflicts 1d6 points of damage per level of the caster (again a maximum of 10 dice of damage).
	Unlike the higher-level fireball, the snowball swarm is completely contained within its area of effect.  Obstructions and low ceilings do not cause the cloud of snowballs to deform—they just hit the walls and splatter.  These snowballs are considered normal missiles when determining the effects of protection spells.  All targets are considered AC 10 against the snowballs, however; only Dexterity and dodge modifiers apply.  
	This spell is much less powerful than the fireball spell, but useful where the dimensions of the area of effect are unknown or against fire-using or fire-dwelling creatures.  
	Material Components: A chunk of ice or a single pearl.  

Ironguard
Abjuration
Level:   Sor/Wiz 5
Components: V, S, M
Casting Time:  1 action
Range:  Touch
Target: One creature
Duration:  1 round/level
Saving Throw:  Fortitude negates (harmless)
Spell Resistance:  Yes (harmless)

By means of this spell, the caster confers upon himself or another creature complete immunity to metal, including normal metal weapons.  Such weapons passes harmlessly though the individual as if her were a phantasm, not solid flesh.  The individual can pass though iron bars, gates, and other metallic objects.  Nonmetallic objects still affect the individual and can harm him.
	Ironguard affect only the individual’s body, not anything that he is carrying or is attached to him.
	The ironguarded individual is still subject to other attacks, such as heat, cold, and poison, even if these are delivered by weapons that would normally pas through him.   The individual retains his Armor Class.  Magical weapons can strike him, inflicting damage equal to their magical bonus (a longsword+2 inflicts 2 points of damage per strike).  If this is cast on a construct, it’s hardness does not apply.  Enchanted metal is an impassible barrier to an ironguarded individual.  Spells using metal in their effects (such as blade barrier) affect the individual normally.
	The ironguarded individual can ignore all metal armor bonuses to AC while unarmed, including metal shields (provided the armor or shield is not magical) .  Such opponents would be AC 10 if they were wearing all-metal armor (no other bonuses).
	If, for some reason, an ironguarded individual has his body in the same place as metal when the spell duration elapses (if he collapses while passing through and iron gate, for example) he is immediately killed.
Material Component: A 1 lb.  piece of iron