D&D Dungeons and Dragons
Contents
Dungeons and Dragons
    What Is It?
    Campaign Overview
    Party Journal
    Party Spell Library
    Party Reference
    Private Party Page
    Rule Expansions
        Mage Expansion
            Metamagic
            Miscellaneous
            Nonweapon Profs
            Degrees
            Spell Research
            Scroll Scribing
            Alchemy
            Book of Time
                 Levels 1 & 2
                 Level 3
                 Levels 4 & 5
                 Level 6
                 Levels 7 & 8
                 Level 9
    Site Map
    Guestbook
                          

Gray's Web Site
  Book of Time - Level 7

Back Spell (Alteration)

Range: 0
Components: V, S, M
Duration: n/a
Casting Time: 4
Area of Effect: One Spell
Saving Throw: None
Accuracy: +0-3 rounds (d4-1)

This spell is essentially a time oriented Metamagic. The effect is that of having cast the mage's next spell up to one round per level prior to its actual casting, subject to the back spell's accuracy. The DM must then take some time out in order to evaluate the effect of the back spell; replaying subsequent rounds if applicable. The material component is 1 pint of elf blood.

Sands of History (Divination)

Range: 0, Unlimited in time.
Components: V, S, M
Duration: n/a
Casting Time: 8 hours
Area of Effect: One creature/place/object
Saving Throw: None
Accuracy: Variable

This spell is a scrying spell. The scrying is performed upon one object, place or creature. The scrying mage has a vision, in which much of the history of the target is replayed, though if the history is complex the mage may not be able to remember all of this. There may be periods of time during which the target was protected against scrying by some means; these will not even be revealed as gaps in it's history, time will seem to flow past without revealing even that the target was protected.

This spells accuracy is variable because it works better, the more that is known about the nature of the knowledge being scryed for. This spell is more powerful than a time scan in that the information revealed is more likely to be that which the caster desires to know; also instead of having to interpret abstract patterns in the sand, the panning is merely a somantic gesture with the information being revealed as iconic images in the mages mind. E.g. casting a Sands of History on a magical sword may give images of the guild in which the sword was forged and enchanted, the device or symbol of the smith or mage, and perhaps images of flames if the sword were of a suitable type; additionally any command words may form themselves within the casters mind, though this is only 50% likely. An artefact would of course be immune to this spell.

The material component is a large gold flat elliptical dish (worth at least 1000 GP.) filled with grains of sand. This dish is panned and the caster gazes at shifting patterns in the sand. The dish is not destroyed in the casting of this spell.

Book of Time - Level 8

Restore Artificial Ageing (Necromantic)

Range: Touch
Components: V, S, M
Duration: Permanent
Casting Time: 4 hours
Area of Effect: Creature touched
Saving Throw: Special
Accuracy: n/a

This spell attempts to remove the effects of all magical ageing upon the creature touched. This ageing may have been caused by an Age Self, Age Other, Haste, Permanency or any other such spell. The recipient is required to make a saving throw against spell; if this is made then the magical ageing is negated; if this saving throw is failed however then the magical ageing is doubled in effect, and furthermore can never be restored by these means. If this save is failed then a system shock roll must be made, if this roll is failed then the recipient will lie in a coma for 1 to 6 hours before dying. The material component is 8 pints of elf blood, which are transfused into the recipient.

Stabilis (Necromantic)

Range: Touch
Components: V, S, M
Duration: Permanent
Casting Time: 8
Area of Effect: Creature touched.
Saving Throw: Neg.
Accuracy: n/a

This spell is possible the most pernicious curse that can be cast upon another individual. Its effect is to inhibit the body's own regenerative powers permanently; this also effects the mind of the victim. This means that any damage taken at the point at which this spell is cast becomes permanent. If the ability scores of a character have been effected, by such means as the casting of an identify spell or certain debilitative poisons, these will be frozen also; this effect does not apply to magical changes induced by such means as strength or ray of enfeeblement spells. If the recipient is a mage, or can cast mage spells, any spells cast that day may never be rememorised. If an individual has been blinded, deafened or paralysed, then, this too becomes permanent. No magic, even a Wish, can be used to counter directly the effects of this spell. Note: this spell has no effect upon the spell casting abilities of priests since their spells are divine in origin.

E.g. Taldoon is a third level mage with 7 hit points and two first and one second level spell per day. Taldoon has taken 4 hit points of damage, and has cast one each of his first and second level spells when Grazoz the evil arch mage hits him with a stabalis. Whatever level Taldoon attains from now onwards, he will always be 4 hit points down from his theoretical maximum, and short one first, and one second level spell.

The material component is a length of bandage from an undead mummy. This spell effects the next person touched by the bandage, or who touches the bandage, after it is cast.

Temporal Immunity (Abjuration)

Range: Touch
Components: V, S, M
Duration: 1 round/level
Casting Time: 5
Area of Effect: Creature touched.
Saving Throw: None
Accuracy: n/a

This spell grants total protection against all purely temporal spells, and a +7 saving throw bonus against other forms of time magic. This protection means also that anyone who attacks the recipient whilst being under the effects of a spell such as haste or time stop etc., will have that spell negated for the duration of that melee. E.g., If a mage casts back spell - fireball at some one who had temporal immunity up at the time that the back spell was supposed to have triggered, then the back spell will fail, and the fireball take immediate effect. The material component is 100 grains of sand.

Temporal Whirlwind (Alteration)

Range: 10 yards/level
Components: V, S, M
Duration: 1 round/level
Casting Time: 9
Area of Effect: 40-foot diameter sphere
Saving Throw: Special
Accuracy: Special

This spell creates an area of temporal instability. This area appears as a sphere bordered by areas of flashing magical light and dark. Any one caught up in the area of effect is subject to a random number of random events for each round that they are in the area of effect. There is no saving throw against the temporal whirlwind, though the individual effects may be saved against. The mage summoning the whirlwind may cause it to move at up to 40" per round.

d6 Number of effects
1 0
2-3 1
4-5 2
6 3
d20 Particular effect.
1 Age d6 Years
2 Jump d6 weeks forward in time
3 Jump d10 hours forward in time
4 Jump 3d20/10 (0.3-6.0) Minutes forward in time
5 Become hasted for d8 rounds
6 Suffer the effects of a Forget spell
7 Suffer the effects of a Pre-Recoup spell
8 Suffer the effects of a Pre-Empt spell
9 Become dazed for d4 rounds
10 Become confused for d6 rounds
11 Suffer the effects of a Temporal Immunity spell.
12 Suffer the effects of a Lasting Breath spell
13 Suffer the effects of a Alacrity spell
14 Remember something that you had forgotten
15 Become Slowed for d8 rounds
16 Jump 3d20/10 (0.3-6.0) Minutes back in time
17 Jump d10 hours backward in time
18 Jump d6 weeks backward in time
19 Become d6 Years younger
20 Age 1 year, gain 1 level

All spell like effects above are calculated at the level of the caster of the temporal whirlwind spell. The material component is a month of the caster's life.

Top of Page

 

Book of Time Copyright © 1995 Andrew Neadley
Web Design Copyright copy; 1997
Graeme Williams.
Email:
webmaster@gwilliams.org.uk