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Tome of the Missing Mage

D&D 3e (3.0/3.5) Rules

by Clive Squire


Editor's Note: The following article details conversions of "Mordenkainen's" spells from earlier editions of D&D.

Mistress Jenna,
Head of the Conclave of Wizards and Mistress of the Red Robes,
The Tower of High Sorcery, Wayreth

Greetings Mistress,

My Lady, my journey goes well and bears a fruit worth waiting a lifetime for!

As my Lady knows through my last communiqué, I was to have a brief stop over within the town of Portsmith, then journeyed back, walking the corridors of magic, to the Tower of Wayreth. There I started on the second stage of the task you had set before me: cataloguing the precious magical artefacts and trinkets that were stored within the hallowed walls of the Tower. Most precious of all things kept within the Tower are the countless scrolls, grimoires and tomes that hold spells and enchantments of all the robes, penned over countless years.

For the mainstay, I found that the vast majority of the spells that we have deciphered are quite commonly available to all robes, even during these times where magical research and understanding has vast gaps within it. Some though, are rare, created and penned by long forgotten mages, and are only now beginning to resurface as we catalogue them. Some tomes, though, are beyond reconstruction, the precious arcane enchantments wiped, now lost to us forever.

Other spells bear the names of their creators and after spending hours perusing through the Tomes of the Tested, I still have little idea who they were. During this study, I discovered a strange anomaly. Certain spells, which I know to be well documented and can be found within many of the tomes within the Library have reference to a source tome; a tome from which the spells were originally researched and copied from.

This made me wonder about the ancient archmage who wrote this tome. Thus, packing my small travelling spellbook and a few bits of travelling gear, I headed back to Palanthus to ask the Ascetics of the Great Library whether I could research there for my answers. For even if one such ancient mystery can back to light, is that not worth a king's ransom?

Taking facsimiles of some of the precious tomes with me, for reference, I spent a weeks buried in the musty books of the library, searching for some clue as to who this mage was and how did his spells become so common and yet lose his name.

The Great Library offered very little up to me on this quest for this missing mage, except for a few hints and references that a grimoire called the "Martial Lectures: a Study of Wizards and Combat" and that its last known location was at the now long forgotten library somewhere in Northern Solamnia, called the Breath of Knowledge near Kalaman.

I set out immediately to search for this library and recover the tome, and perhaps uncover more, ancient magics which might lay within it. To do this, I hired a rather disreputable Theiwar apprentice mage, one Zagreb Glowstone and his company to accompany me. And it was well that I did! For not two days out from Palanthus, out into the wilds of Plains of Solamnia we were beset by attackers. It appears that my research into this lost mage sparked some interest from other sources while I was while Palanthus – the dark knights. During this first attack we lost our half-Kagonesti guide to one of their arrows.

We played a deadly game of hide and seek with the dark knights for days, until we neared the city of Kalaman. Exhausted and tired, with the dark knights gathering their ranks against us, we huddled into a nook in the banks of the mighty Vingaard River and awaited our fates.

It was while we camped there in the darkness that our Lady came and serenely smiled on my quest, but alas she was not the only one to notice us, for that night the area that we camped in was beset by torrential downpours, Zeboim had taken to stirring the river up, making it surge more than 15 feet to swamp us in our poor makeshift camp. The rushing waters of the Vingaard washed us down river with it.

We where hurled to-and-fro within the rivers crushing grasp and we lost our last remaining pack mule, dashed against the rocks. We clung on to those rocks for hours, until the daybreak came and we could again see where we had been taken.

It was then that we saw it, half buried within the mud and landslides, and partially washed away by the rivers waters was an old building. The building itself was like many that I had seen before, reminiscent of the grandeur of Istar. The outer walls held only one eligible word engraved upon a ruined doorway, was the ancient Istarian symbol for the book; symbol for Gilean. We had found it!

Hope sprang within me and we rushed, a touch foolhardily, inside the building. Once inside, together with the dark dwarf Zagreb, we searched the main floor of the building and established that it was indeed the library called the Breath of Knowledge.

Whatever tomes and knowledge the library had held within its walls had been nearly totally destroyed by the first Cataclysm, by successive habitation by strange creatures that dwell here and lastly by time and nature itself.

Over the next few days and weeks, we scoured the building looking for some signs that something had remained. We discovered a small antechamber, nestled deep within the library and had withstood much of the rest of the buildings dilapidation. On the floor and walls we could see strange scratch marks, as if taloned feet had walked through this part of the building.

Since we arrived we have kept a low profile within the library. The frontiersmen of the company have made an effort to hide the library and obliterate any signs of out passing. All the time we searched the library seeking any hidden vaults or chambers.

We found many such chambers, mostly swamped by flood waters and mud. But within one we found our most precious prize......as well as a startling discovery. For the library had been home to a clutch of lightning draconians.

Of the six hatchlings, all but one had since left their library nest, leaving a lone lightning draconian. I was fortunate again to have found such an ally, for the lightning draconian, Balthazar Bladebright, helped us to procure the rotting tomes that we had been searching for.

The lightning draconians had used the tomes to line their sleeping areas, how I cried at the sight of torn and shredded arcane secrets being used in such a sacrilegious way. Of the tomes that were left and the tome that I sought, very little remained. Even as I copied the research noted and materials from the heavily worn and ripped pages, they started to disintegrate, their age and condition catching up with them.

But all is not lost Mistress, for although many of the original copies have since been destroyed I managed to save a handful and I present them to you, reclaimed from the depths of time for inclusion into the Library of the Tower and the hopes that these spells will live again with the new Age's mages.

I sent the copies of the spells, with Zagreb, who I believe is ready to take his Test. Balthazar has agreed to protect the dwarf and his cargo, as well as to "steer back into the light", as he put it, on the way to Wayreth. During my time with him, the apprentice mage has learned many secrets and talents, which will make him an excellent addition (albeit to the Order of the Black Robes) to the Wizards of High Sorcery, should he survive his Test.

I myself, Mistress, will remain here, unlocking further ancient magic and sending it to the Towers. I find that although wild and remote, this region of Solamnia has begun to grow upon me. I work with the Zagreb's company, making the Library of the Breath of Knowledge functional once again and will continue this task until called upon by the Conclave, my Lady or the Veiled Maiden herself for other duties.

May we always walk within Lunitari's light, always, your servant,

Clive of Portsmith,
Aspirant of the Red Robes, Loreseeker to the Conclave
Library of the Breath of Knowledge, Plains of Solamnia
9th day of Holmswelth, 432 AC (40 SC)

Accentuated Celerity

Evocation
Level: Rgr 3, Sor/Wiz 4
Components: V, S, M
Casting Time: 1 swift action
Range: Personal
Target: 1 spell
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

With a swift motion you infuses the area immediately around you, empowering spells that you cast following immediately.

You can increase the speed granted by a spell, which must be cast immediately following the casting of this spell. Accentuated celerity can only affect a spell that grants additional speed. The spell grants the affected creature or creatures 1-1/2 the normal speed increase granted by the spell.

For example, a wizard that casts accentuated celerity followed by the fly spell would gain a fly speed of 90 feet for the spell's duration. Certain spells that have a fixed maximum to which additional speed can be (such as haste), gain the additional bonus after you have calculated the maximum normally allowed by the spell.

For example, a kobold wizard casts accentuated celerity followed by haste. A kobold's base speed is 30 feet. Under the normal effects of haste, the kobold would only gain 30 feet to his speed, making his speed a base of 60 feet. Under the effects of accentuated celerity, the kobold moves at a speed of 75 feet (30 feet base + 30 feet from the haste spell + 15 feet, which is half of the granted bonus from the haste spell).

Material Components: A small pouch with a centipede or millipede leg in it.

Electric Arc

Evocation [Electricity]
Level: Sorcerer/Wizard 4
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25ft. + 5ft./2 levels)
Effect: 1 electric arc/3 levels
Duration: 1 round/level; or until discharged
Saving Throw: Reflex half
Spell Resistance: Yes

You can create small flashes of electricity that can strike a target. You make a ranged touch attack to hit a target with a single arc, which deals 1d8 points of electrical damage plus 1 point per caster level (to a maximum of 1d8+10 points of damage), a successful Reflex save reduces this damage by half.

You can fire up to two arcs within any single round, but you suffer the standard penalties of fighting with two weapons (treat the second arc as a light weapon for this purpose; see Two-Weapon Fighting in the Player's Handbook for more information on fighting with two weapons).

Every three levels beyond 5th level that the you have, you gain an additional arc (one at 5th, two at 8th, three at 11th, four at 14th, five at 17th to a maximum of six at 20th level. The spell lasts until either the duration has expired or you have expended all of the arcs.

Focus: A bit of fur and a glass rod.

Encompassing Vision

Divination
Level: Pal 2, Rgr 2, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No

You grant yourself a complete 360-degree field of vision. You gain a +10 circumstance bonus on all Spot checks for the spell duration. While under the effects of the spell, you cannot be flanked and effectively negate the use of the rogue's sneak attack ability (or like ability) against you.

Material Components: A crystal disc with 8 eyes spaced evenly around the edge (10stl).

Force Missiles

Evocation [Force]
Level: Sor 4
Components: V, S
Casting Time: 1 action
Range: Medium (100ft. + 10ft./level)
Target/Area/Effect: Up to seven creatures, no two of which can be more than 15ft. apart
Duration: Instantaneous
Saving Throw: None and Reflex negates
Spell Resistance: Yes

Marshalling your inner reserves, you unleash a barrage of raw magical orbs at your enemies.

Brilliant globes of magical energy streak forth from your hand to unerringly strike their targets. The globes deal 2d4 plus 1 point per level (maximum 2d4+20) damage.

The globes strike unerringly, even if the target is in melee or has anything less than total cover or total concealment. Specific parts of a creature cannot be singled out. Inanimate objects may be targeted and damaged by the spell.

The spell creates an additional missile for every two levels of experience past 7th. You have three at 9th level, four at 11th level, five at 13th level, six at 15th level, and the maximum of seven globes at 17th level or higher.

When you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature, but each globe bursts in a concussive blast.

The 2d4 damage affects only the initial target, but the additional damage affects all targets within a 5-foot radius. All targets affected may make Reflex saves to avoid the concussive blast, but the initial impact offers no save. You must designate targets before you roll for SR or roll damage.

Involuntary Wizardry

Enchantment (Compulsion) [Mind-Affecting]
Level: Sor 5
Components: V, S
Casting Time: 1 immediate action
Range: Long (400ft + 40ft/level)
Target/Area/Effect: 1 spellcaster
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

You lash out at an enemy spellcaster, unleashing your raw chaotic magical energy in a visually disturbing swirl that confuses his to cast the wrong spell.

You cause a target spellcaster, who must be casting a spell, to cast the wrong spell. The targeted spellcaster must make a Will saving throw or cast another spell randomly from his prepared spells (or randomly from his spells known, for spontaneous spellcasters).

The original spell cannot be randomly selected. The selected spell has the target set to the original spell's target. If the spell produced an area effect or burst, that effect or burst is centred on the original target of the spell. If the spell has an attack roll needed to discharge the spell or the spell cannot be targeted against the selected creature, the spell fails, just as if the spellcaster was wearing armour and had failed on the arcane spell failure chance.

For example, an opponent wizard is about to cast lightning bolt at you and your allies when you target him with this spell. The wizard fails his Will saving throw and instead of targeting you and your allies with the lightning bolt you benefit from the effects of a haste spell. Had the random spell been halt undead or knock, the spell would have automatically failed.

Lightning Arcs

Evocation [Electricity]
Level: Sor/Wiz 4
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25ft. + 5ft./2 levels)
Effect: 1 electric arc/3 levels
Duration: 1 round/level; or until discharged
Saving Throw: Reflex half
Spell Resistance: Yes

By rubbing the glass rod in your hands with the piece of fur while focusing your magic energies on it, you make flashes of lightning arc from your hand to strike enemies.

You can create small flashes of electricity that can strike a target. You make a ranged touch attack to hit a target with a single electrical arc, which deals 1d8 points of electrical damage plus 1 point per caster level (to a maximum of 1d8+10 points of damage), a successful Reflex save reduces this damage by half.

You can fire up to two arcs within any single round, but you suffer the standard penalties of fighting with two weapons (treat the second arc as a light weapon for this purpose; see Two-Weapon Fighting in the Player's Handbook for more information on fighting with two weapons).

Every three levels beyond 5th level that the you have, you gain an additional arc (one at 5th, two at 8th, three at 11th, four at 14th, five at 17th to a maximum of six at 20th level. The spell lasts until either the duration has expired or you have expended all of the arcs.

Focus: A bit of fur and a glass rod.

Penultimate Cogitation

Transmutation
Level: Wiz 7
Components: V, S
Casting Time: 1 action
Range: 1 mile/level
Target/Area/Effect: You
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

You call to mind one spell of 6th level or lower from one of your own personal spellbooks, provided that the spellbook is within 1 mile per caster level. The spell must be one you know and can cast. The spell cannot be from any other source other than one of your spellbooks.

The called spell replaces a spell of the same level that you currently have memorised and can be cast (if you have the components) on the following round.

Spectral Guardians

Conjuration (Summoning)
Level: Clr 6, Drd 6, Wiz 6

As spectral guards, except that you can summon up to seven (7) faithful human fighters, up to two (2) faithful centaur rangers, up to twelve (12) faithful dire wolves, or one faithful dire shark.

  • Druids can summon a centaur ranger, dire wolves, or a dire shark.
  • Clerics and wizards can only summon the fighters or the centaur ranger.

Material Components: A diamond worth 1,000stl for each guardian summoned.

Spectral Guards

Conjuration (Summoning) [Shadow]
Level: Clr 5, Drd 5, Wiz 5
Components: V, S, M, F
Casting Time: 1 full round
Range: Medium (100ft + 10ft/level)
Target/Area/Effect: 1 or more phantom defenders; see text
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

You draw material from the Plane of Shadow to you, weaving it around the gemstone in your open hand. You slowly build a spectral guard from the shadow stuff.

You summon one or more creatures from the ethers of the Plane of Shadow to defend you while you are in combat. There are four variations of this spell and you must declare which you are casting when you cast the spell. Once chosen, you cannot change the selected group.

The faithful human fighters and faithful centaur ranger come with the possessions and gear noted under the specific paragraph. At the end of the spell's duration, the creatures' gear disappears along with them.

  • Druids can summon a centaur ranger, dire wolves, or a dire shark.
  • Clerics and wizards can only summon the fighters or the centaur ranger.

Faithful Human Fighters: This variation allows you to summon up to four faithful phantom human fighters (half-shadow 4th-level human fighters). You may summon fewer faithful human fighters if you choose. The faithful phantom human fighter defenders stand around the caster out to a range of 5 feet. They protect the caster from most flanking attacks (if possible) while attempting to set up flanking bonuses for the caster (if he is engaged in melee combat). The phantom human defenders will not move faster than the current speed of the caster and will stay with him at all times.
  The phantom human defenders will only make flanking attacks, attacks of opportunity take the aid another action to help the caster attack a target (see the description for "Aid Another" in the Player's Handbook).
  Gear: Longsword, chain mail.

Faithful Centaur Ranger: This variation allows you to summon one faithful phantom centaur ranger (half-shadow 5th-level centaur ranger). You decide the faithful centaur defender's combat style when you cast the spell, though the faithful centaur defender does not gain the animal companion or wild empathy class features. The faithful phantom centaur ranger defender stands by the caster and offers him movement and missile cover. As with the phantom human defenders, the phantom centaur ranger will use the aid another action to help the caster or try to get the flanking bonus if the caster is in melee combat. The phantom centaur range will not move faster than the current speed of the caster and will stay with him at all times, unless the caster is riding the phantom centaur ranger, at which point he can move as fast as the caster desires (up to the maximum speed allowed).
  Gear: Large composite longbow (+4 Str bonus) with 20 arrows, Large longsword, leather armor.

Faithful Dire Wolves: This variation allows you to summon up to six faithful phantom dire wolves (half-shadow dire wolves). You may summon fewer faithful dire wolves if you choose. The faithful phantom dire wolf defenders stand around the caster out to a range of 5 feet. They protect the caster from most flanking attacks (if possible) while attempting to set up flanking bonuses for the caster (if he is engaged in melee combat). The phantom dire wolves will not move faster than the current speed of the caster and will stay with him at all times.

The phantom dire wolf defenders will only make trip attempts, flanking attacks, attacks of opportunity take the aid another action to help the caster attack a target (see the description for "Aid Another" in the Player's Handbook.

Faithful Dire Shark: This variation allows you to summon one faithful phantom dire shark (half-shadow dire shark). The faithful phantom dire shark defender constantly swims around the caster, seeking to drive off would be attackers, and those that get too close are swallowed for the remaining duration of the spell.

As with the phantom centaur ranger, the caster can use the phantom dire shark as a movement mode, either clinging on to it or sitting astride while it swims away.

Focus: A lead crystal figurine of the type of defender you want.

Material Components: An emerald worth 1,000stl for each defender summoned.

A Note on Editions: The half-shadow template (which is designed for D&D "3.0") can be found in the Manual of the Planes. Alternately, you may wish to use the dark creature template found in the Tome of Magic which is a bit different but is 3.5-compatible.

Spectral Shields

Conjuration (Summoning)
Level: Clr 7, Drd 7, Wiz 7

As spectral guards, except that you can summon up to three (3) faithful shield bearers, up to four (4) faithful centaur rangers, up to four (4) faithful advanced wolves, or up to three (3) faithful dire sharks.

  • Druids can summon a centaur ranger, advanced wolves, or the dire sharks.
  • Clerics and wizards can only summon the shield bearers or the centaur rangers.

Faithful Shield Bearers: This variation allows you to summon up to three faithful phantom shield bearers (half-shadow 9th-level human fighters). You may summon fewer faithful shield bearers if you choose. The faithful shield bearers stand around the caster out to a range of 5 feet. They protect the caster from most flanking attacks (if possible) while attempting to set up flanking bonuses for the caster (if he is engaged in melee combat). The faithful shield bearers will not move faster than the current speed of the caster and will stay with him at all times.
  The faithful shield bearers will only make flanking attacks, attacks of opportunity take the aid another action to help the caster attack a target (see the description for "Aid Another" in the Player's Handbook).
  Gear: Mwk longsword, chain mail, large steel shield.

Faithful Advanced Wolves: This variation allows you to summon up to four faithful phantom advanced wolves (half-shadow advanced wolves). You may summon fewer faithful advanced wolves if you choose. The faithful advanced wolves stand around the caster out to a range of 5 feet. They protect the caster from most flanking attacks (if possible) while attempting to set up flanking bonuses for the caster (if he is engaged in melee combat). The wolves will not move faster than the current speed of the caster and will stay with him at all times.
  The faithful advanced wolves will only make trip attacks, flanking attacks, attacks of opportunity take the aid another action to help the caster attack a target (see the description for "Aid Another" in the Player's Handbook).

Material Components: A diamond worth 1,000stl for each guardian summoned.

A Note on Editions: Listed below are the statistics for an advanced dire wolf. The half-shadow template is designed for D&D "3.0" and can be found in the Manual of the Planes. Alternately, you may wish to use the dark creature template found in the Tome of Magic which is a bit different but is 3.5-compatible. Since these templates are not part of the Open Gaming License, they have not been applied to the creature.

Advanced Dire Wolf (12 HD)
Large Animal
Hit Dice:
12d8+48 (102 hp)
Initiative: +6
Speed: 50 ft. (10 squares)
Armour Class: 14 (-1 size, +2 Dexterity, +3 natural), touch 11, flat-footed 12
Base Attack/Grapple: +9/+20
Attack/Full Attack: Bite +16 (1d8+10)
Space/Reach: 10 ft./5 ft.
Special Attacks: Trip
Special Qualities: Low-light vision, scent
Saves: Fort +12, Ref +10, Will +9
Abilities: Str 25, Dex 15, Con 18, Int 2, Wis 12, Cha 10
Skills: Hide +6, Listen +10, Move Silently +7, Spot +10, Survival +2*
Feats: Alertness, Improved Initiative, Run, Skill Focus (hide), Track(B), Weapon Focus (bite)
Environment: Any
Organisation: Solitary or Pack (1 – 12)
Challenge Rating: 9
Treasure: None
Alignment: strong> Neutral
Advancement: -
Level Adjustment: -

Warding Defence

Abjuration
Level: Drd 1, Rgr 1, Sor/Wiz 1
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Area: 10ft. radius, centred on the creature touched
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes

You slowly turn around on the spot, with a sweep of your hands your magic creates a shimmering blue field of warding light around you.

You ward a touched creature, granting them an advantage against certain types of creatures. At 1st level, you grant the touched creature a +2 morale bonus to their armour class against all creatures that have the animal type and a +4 resistance bonus to all Fortitude saving throws the creature makes against poison and venom effects. At 3rd level, you are able to grant the touched creature protection against animals or creatures with the vermin type. By 5th level, you can grant the touched creature protection against animal, vermin or ooze type creatures.

The warded creature can only benefit against one kind of creature, which is selected by you at the time of casting.

Material Components: A snakeskin and frogspawn in a pouch of hardened leather.

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