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Steed in the AD&D, GURPS, or Palladium Universe

If Steed (or another Amberite Pattern master - API) was somehow in the AD&D, GURPS, or Palladium universe, various magic spells would be explainable as a natural usage of Pattern (unless, of course, Pattern was 'blocked'). Also, in the GURPS books, Steed would be considered as a Cinematic Spy or a Wizard Spy.

 

Wizard Kit: Patrician (Wizard of noble birth)

Specialist Wizard: Dimensionalist (School of Effect – Dimensional Magic)

Personality: Commander

 

The AD&D Specialist Wizard Dimensionalists are from AD&D "Player’s Option: Spells & Magic", 1996.

 

While all AD&D spells draw power from outside the mage, dimensionalists go one step further – they draw their power from another dimension. Like most schools of effect, the school of dimensional magic overlaps several pre-existing schools, including: alteration, conjuration / summoning, and invocation spells.

 

This uncommon specialist is a student of magic that relies on the manipulation of space, time, and dimension. The dimensionalist is familiar with all kinds of extra dimensional pockets, planes, and sources of power. While other wizards can make use of these dimensions, the dimensionalist has a much clearer understanding of what he is doing and why when he casts spells of this school. Non-Euclidean geometry and planar relationships are difficult material, even for a wizard; a character must have an Intelligence (Intelligence/Reason in the Skills & Powers rules) of 16 or better to grasp the more esoteric concepts required to master this kind of magic. Like other schools of magic, an intelligence of 18 or better is needed to use 9th level spells.

 

Dimensional magic is opposed by the schools of enchantment / charm and necromancy, since these philosophies have nothing to do with extra planar studies or spells. The dimensional specialist gains the normal advantages for specialization; spells belonging to the school of dimensional magic are listed in Appendix 3. At 8th level, the dimensionalist gains the power to disappear by stepping into a pocket dimension once per day. While in the pocket dimension, he is detectable only by spells that can discern dimensional openings and is immune to any attack, but he also has no way of knowing what's happening in the place he left until he chooses to step back into the real world. The dimensionalist may remain for up to one hour before he is forced to exit and can take any actions he desires (sleeping, reading, drinking a potion, or so on) while inside. Note that the pocket dimension's point of exit is always the exact same place the dimensionalist entered the dimension. Also, no spells that would allow the dimensionalist to leave the pocket without first reentering the real world can function in the extra dimensional place, including: teleport, dimension door, shadow walk, and similar enchantments. At 11th level, the dimensionalist may bring one other human-sized creature or an object weighing less than 500 pounds with him; at 14th level, he may bring up to five companions or an object weighing 1,500 pounds.

 

The dimensionalist is a very unusual wizard, with access to some of the strangest spells in the game. A high-level dimensionalist can be a confounding opponent, calling on rarely seen powers to trap or misdirect his enemies. Dimensionalists have few attack spells, but excel in avoiding trouble or circumventing obstacles.

 

Dimensionalist Spells from Appendix 3:

Barred: Spells from the schools of enchantment / charm and necromancy.

Bold-faced spells are from AD&D Player’s Option: Spells & Magic. The rest comes from the AD&D Player's Handbook.

 

Detect Phase (1st)

Deep Pockets (2nd)

Hold Portal (1st)

Displace Self (2nd)

Rope Trick (2nd)

Blink (3rd)

Dimension Door (4th)

Distance Distortion (5th)

Improved Blink (5th)

Leomund’s Secret Chest (5th)

Teleport (5th)

Dimensional Blade (6th)

Drawmij’s Instant Summons (7th)

Duo-Dimension (7th)

Mordenkainen’s Magnificent Mansion (7th)

Phase Door (7th)

Shadow Walk (7th)

Teleport without Error (7th)

Vanish (7th)

Maze (8th)

Gate (9th)

Sphere of Ultimate Destruction (9th)

Time Stop (9th)

 

Blink (AD&D)

(Alteration)

Level: 3

Range: 0

Components: V, S

Duration: 1 round/level

Casting Time: 1

Area of Effect: The caster

Saving Throw: None

 

By means of this spell, the wizard causes his material form to "blink" directly from one point to another at a random time and in a random direction. This means that melee attacks against the wizard automatically miss if initiative indicates they fall after he has blinked.

 

Each round the spell is in effect, the wizard rolls 2d8 to determine the timing of the blink - the result of the dice roll is used as the wizard's initiative for that round. The wizard disappears and instantaneously reappears 10 feet distant from his previous position. (Direction is determined by roll of 1d8: 1 = right ahead, 2 = right, 3 = right behind, 4 = behind, 5 = left behind, 6 = left, 7 = left ahead, 8 = ahead.) The caster cannot blink into a solid object; if such is indicated, re-roll the direction. Movable objects of size and mass comparable to the caster are shoved aside when the caster blinks in. If blinking is impossible except into a fixed, solid object, the caster is then trapped on the Ethereal plane.

 

During each round that he blinks, the spellcaster can be attacked only by opponents who win initiative or by those who are able to strike both locations at once (e.g., with a breath weapon, fireball, or similar wide-area attack forms). Opponents with multiple attacks, or those operating under haste or similar effects, can often strike early enough to have at least one attack against the caster.

 

If the spellcaster holds off his attack (if any) until after the blink, the 2d8 delay until the blink is added to his normal 1d10 initiative roll. (Thus he probably attacks last in the round, then blinks away) Or the spellcaster can try to get his attack in before he blinks (he must announce his intent before rolling the 2d8 for blink timing and the 1d10 for initiative). In this case, the caster compares the two dice rolls, hoping that his initiative roll is lower than his blink roll (the two rolls are not added if he is trying to attack before he blinks). If so, he attacks according to his initiative roll, then blinks according to the blink roll. If his blink roll is lower than his initiative roll, however, he blinks out, then he attacks in whatever direction he's facing (he must go through with his attack, even if he is facing in the wrong direction to affect anyone).

 

Blink (GURPS)
Blocking

Allows caster to avoid an attack by teleporting instantly out of its way and into an open hex nearby. A hex is not open if someone is standing in it; any lesser obstruction is "open" for the purpose of this spell.

If the spell succeeds, roll randomly for direction, discarding any result that takes the caster closer to the attacker. Against missile attacks, movement directly toward or away from the attacker is not allowed. The "blink'" will move the caster to the closest open hex in the chosen direction - up to 3 hexes if necessary. The caster's facing remains unchanged. The caster must roll against his Body Sense skill to act on his next turn. If there is no place open within 3 hexes in the chosen direction, the spell will fall.

For combat purposes, the "blink" is treated as a dodge that succeeds automatically if the spell roll is made.

A critical failure on this spell is treated like a Teleport critical failure, except that the caster rarely goes more than a mile.

Cost: 2.
Prerequisite: Teleport.
Item: Clothing or jewelry. Energy cost to create: 800.

Body Sense (GURPS)
Skill (Physical/Hard)
Defaults to DX-6 or Acrobatics-3
This is the ability to adjust quickly after blinking or teleporting; roll at -2 if you are changing facing, -5(!!) if you are going from vertical to horizontal or vice versa! Note that you cannot change position in a teleport.

A successful roll allows you to act normally on your next turn. A failed roll means disorientation - no actions except defense possible for 1 turn. A critical failure means you fall down, physically stunned. Modifiers: + 3 for Absolute Direction.

Deep Pockets (AD&D)

(Alteration, Enchantment)

Level: 2

Range: Touch

Components: V, S, M

Duration: 12 hours + 1 hour/level

Casting Time: 1 turn

Area of Effect: 1 garment

Saving Throw: None

 

This spell enables the wizard to specially prepare a garment so as to hold far more than it normally could. A finely sewn gown or robe of high-quality material (at least 50 GP value) is fashioned so as to contain numerous hand-sized pockets. One dozen is the minimum number. The deep pockets spell then enables these pockets to hold a total of 100 pounds (five cubic feet in volume) as if it were only 10 pounds of weight. Furthermore, there are no discernible bulges where the special pockets are. At the time of casting, the caster can instead chose to have 10 pockets each holding 10 pounds (1/2 cubic foot volume each). If the robe or like garment is sewn with 100 or more pockets (200 GP minimum cost), 100 pockets can be created to contain one pound of weight and 1/6 cubic foot volume each. Each special pocket is actually an extra dimensional holding space.

 

If the spell duration expires while there is material within the enchanted pockets, or if a successful dispel magic is cast upon the enchanted garment, all the material suddenly appears around the wearer and immediately falls to the ground. The caster can also cause all the pockets to empty with a single command.

 

In addition to the garment, which is reusable, the material components of this spell are a tiny golden needle and a strip of fine cloth given a half-twist and fastened at the ends.

 

Detect Phase (AD&D)

(Divination, Dimension)

Level: 3

Range: 0

Duration: 2 rounds/level

Area of Effect: 10 x 60 ft.

Subtlety: +2

Sensory: Moderate visual

Components: V, S

Casting Time: 1

Saving Throw: None

Knockdown: None

Critical: None

 

Creatures or objects that are phased - that is, in the Border Ethereal Plane - can be detected by using this spell. The spell affects a path 60 feet long and 10 feet wide; any phased creatures or objects in this area are revealed as soft, blue-glowing outlines visible to anyone in the vicinity. Creatures or effects detected by this spell include: phase spiders, ghosts in their ethereal state, characters or creatures employing oil of etherealness, psionic etherealness or phasing, and all other similar effects. Doorways or portals to extra dimensional spaces are also detected, although anything hidden within remains unseen.

 

Detect phase does not reveal the location of creatures or objects concealed by magical invisibility or illusions. Note that detecting a phased monster doesn't necessarily give the caster the ability to attack it, but creatures such as phase spiders lose any special surprise bonuses they may receive if they are detected by using this spell.

 

Dimensional Blade (AD&D)

(Invocation/Evocation, Dimension, Artifice)

Level: 6

Range: 0

Duration: 1 rd./level

Area of Effect: 1 object

Subtlety: +2

Sensory: Small visual

Components: V, S

Casting Time: 3

Saving Throw: None

Knockdown: None

Critical: Moderate (1 hit) slashing

 

This spell makes a single weapon incredibly sharp by reducing one of its physical dimensions to an infinitesimal measurement. The dimensional blade can slash through matter with as much effort as it takes to wave a stick through the air. Even stone and iron can be carved to pieces with ease. The spell can be cast on almost any hand-held slashing (type S) weapon, as well as a few thrown weapons of this type, such as the chakram, shuriken, or a hand axe.

 

Against creatures, the dimensional blade ignores any portion of Armor Class derived from armor itself; only magical and Dexterity adjustments affect the opponent's AC. For example, a warrior in chain mail +2 with a Dexterity of 17 is normally AC 0, but against the dimensional blade he only applies the 3 - point adjustment for Dexterity and the 2 - point magical adjustment, for a total AC of 5. Creatures wearing purely magical armor (such as bracers of defense) may keep the full magical adjustment. Monsters with thick or toughened hides, such as dragons, may lose part of the Armor Class at the DM's discretion. The weapon gains a +2 bonus to attack and damage rolls in any event, but the wielder ignores any Strength-based combat adjustments - muscle power doesn't help the blade at all.

 

The dimensional blade is also quite effective against inanimate objects. Any object with a diameter or thickness smaller than the blade's length must make a saving throw vs. disintegration when struck, or be cleanly severed in twain. Larger objects can be sawed through or sliced away at the rate of about 5 cubic feet per round. It's dangerous to attempt to disarm a dimensional blade; the weapon used must make an item saving throw vs. disintegration or be destroyed.

 

Finally, the blade is also effective against phased or ethereal creatures since part of its existence is forced into the Ethereal Plane. lithe wielder has some way to detect creatures concealed in this way, the blade can strike and affect them normally, but without the power to negate Armor Class or other combat bonuses.

 

The wizard must touch the weapon to be affected by the spell, but afterward anyone may wield it. The material component for this spell is a razor-thin shard of glass.

 

Dimension Door (AD&D)

(Alteration)

Level: 4

Range: 0

Components: V

Duration: Instantaneous

Casting Time: 1

Area of Effect: The caster

Saving Throw: None

 

By means of a dimension door spell, the wizard instantly transfers himself up to 30 yards distance per level of experience. This special form of teleportation allows for no error, and the wizard always arrives at exactly the spot desired - whether by simply visualizing the area (within spell transfer distance, of course) or by stating direction such as, "300 yards straight downward", or, "upward to the northwest, 45 degree angle, 420 yards" If the wizard arrives in a place that is already occupied by a solid body, he remains trapped in the Astral plane. If distances are stated and the spellcaster arrives with no support below his feet (i.e., in midair), falling and damage result unless further magical means are employed. All that the wizard wears or carries, subject to a maximum weight equal to 500 pounds of nonliving matter, or half that amount of living matter, is transferred with the spellcaster. Recovery from use of a dimension door spell requires one round.

 

Dimensional Pocket (Palladium) - Like AD&D Deep Pockets

Level: 10

Range: Self only

Duration: Varies. Temporary pockets last up to one hour per level of the spellcaster. Long-term pockets can exist for years; six months per level of experience.

Saving Throw: Not applicable.

Limitations: Items must all be small, ideally something that can be picked up and held with one hand. About 30 lbs. (13.6 kg) can be stored in a dimensional pocket, depending on its size.

P.P.E.: Temporary: 30, long-term: 140

 

This spell creates a portable dimensional pocket inside a sack (big enough to fit one's hand in), purse, satchel, backpack, etc. The dimensional pocket spell requires a psychological orientation, so without a physical sack, bag, or pocket the power cannot work! The character will typically select one favorite pocket or bag as his focus of orientation. The character can reach into the dimensional "pocket," a limbo dimension, to retrieve items that he has placed there earlier. Items can be just about anything that could fit in a backpack, clothing, gold, food, diary, bottle of wine, weapons, etc.

 

To anybody else, the container appears ordinary and empty (unless the character investigating can see dimensional anomalies, like the temporal wizard in Rifts World Book 3: England).

 

Wizards seldom have more than one or two long-term dimensional pockets themselves and rarely sell "magic" bags with more than three years of life in them. The retail cost for such a bag can range from 90,000 to a half million gold, however the maker of the magic bag seldom gets more than 20%.

 

Dimensional Portal (Palladium)

Level: 15

Range: A few feet away.

Duration: 30 seconds (2 melee rounds) per level of the spellcaster, or one minute (4 melees) per level of experience when performed as a ritual.

Saving Throw: None

P.P.E.: One Thousand (half at a ley line nexus)

 

The dimensional portal invocation opens a two-way door to another dimension. The mage can open a door to a specific world or a random, undirected place (can be good or bad). This is the only way a greater being can enter into our dimension. Once the dimensional portal closes, the only way back in or out is to open another portal. One of the real dangers of using this magic is that some unwanted "thing" may slip through.

 

Dimensional Teleport (Palladium)

Level: 15

Range: Another dimension

Duration: Instant

Saving Throw: None

P.P.E.: Eight Hundred

 

Invoking this spell transports the spellcaster and a maximum of 2000 pounds (900 kg) into another dimension. This spell is only effective if the spellcaster has visited the dimension in the past. The location where the teleporter appears within that dimension is completely random unless the spellcaster has a personal sanctuary there, complete with a dimensional Rift circle, or is built on a ley line nexus. The success ratio of dimensional teleportation is 6% per level of the spellcaster. If the spellcaster is unsuccessful, nothing happens.

 

Note: Many gods, greater demons, dragons, and supernatural beings possess power as a natural ability.

 

Displace Self (AD&D)

(Alteration, Dimension)

Level: 2

Range: 0

Duration: 1 rd./level

Area of Effect: The caster

Subtlety: +2

Sensory: None

Components: V, M

Casting Time: 2

Saving Throw: None

Knockdown: None

Critical: None

 

Emulating the natural ability of the displacer beast, this spell causes the caster to appear to be about two feet away from his true location. Any creature making a melee or missile attack against the caster automatically misses with his first attempt and suffers a -2 penalty on all subsequent attack rolls. In addition, the wizard also gains a +2 bonus on saving throws for any spell or special attack aimed directly at him, not at any other characters or the area around him. The only spell that will reveal the caster's true location is true seeing.

 

The material component for this spell is a small strip of leather made from displacer beast hide that is twisted into a loop.

 

Distance Distortion (AD&D)

(Alteration)

Level: 5

Range: 10 yards/level

Components: V, S, M

Duration: 2 turns/level

Casting Time: 5

Area of Effect: One 10-foot cube per level

Saving Throw: None

 

This spell can be cast only in an area completely surrounded or enclosed by earth, rock, sand, or similar materials. The wizard must also cast a conjure elemental spell to summon an earth elemental. The elemental serves without attempting to break free when the spellcaster announces that his intent is to cast a distance distortion spell. The spell places the earth elemental in the area of effect, and the elemental then causes the area's dimensions to be either doubled or halved for those traveling over it (spellcaster's choice of which). Thus a 10' x 100' corridor could seem to be either five feet wide and 50 feet long or 20 feet wide and 200 feet long. When the spell duration has elapsed, the elemental returns to its own plane.

 

The true nature of an area affected by distance distortion is undetectable to any creature traveling along it, but the area dimly radiates magic, and a true seeing spell can reveal that an earth elemental is spread within the area.

 

The material needed for this spell is a small lump of soft clay.

 

Drawmij's Instant Summons (AD&D)

(Conjuration/Summoning)

Level: 7

Range: Infinite + special

Components: V, S, M

Duration: Instantaneous

Casting Time: 1

Area of Effect: 1 small object

Saving Throw: None

 

When this spell is cast, the wizard teleports some desired item from virtually any location directly to his hand. The single object can be no longer in any dimension than a sword, can have no more weight than a shield (about eight pounds), and it must be non-living. To prepare this spell, the wizard must hold a gem of not less than 5,000 GP value in his hand and utter all but the final word of the conjuration. He then must crush this gem and utter the final word. The desired item is then transported instantly into the spellcaster's right or left hand as he desires. The item must have been previously touched during the initial incantation and specifically named; only that particular item is summoned by the spell. The special gem used to summon the item has a magically created inscription naming the item to be summoned. The inscription is invisible and unreadable, except by means of a read magic spell, to all but the wizard who cast the summons.

 

If the item is in the possession of another creature, the spell does not work, and the caster knows who the possessor is and roughly where he, she, or it is located when the summons is cast. Items can be summoned from other planes of existence, but only if such items are not in the possession (not necessarily the physical grasp) of another creature. For each level of experience above the 14th, the wizard is able to summon a desired item from one plane farther removed from the plane he is in at the time the spell is cast (one plane away at 14th level, two planes away at 15th, etc.) Thus, a wizard of 16th level could cast the spell even if the desired item was on the second layer of one of the outer planes, but at 14th level the wizard would be able to summon the item only if it were no farther than one of the inner planes, the Ethereal plane, or the Astral plane (see Manual of the Planes). Note that special wards or barriers, or factors that block the teleport or plane shift spells, may also block the operation of this spell. Objects in Leomund's secret chest cannot be recovered by using this spell.

 

Note: If the item is wizard marked, it can be summoned from anywhere on the same plane unless special local conditions apply. Furthermore, the details of the location of the item are more specific, and the item is more easily traceable with other types of scrying magic.

 

Duo-Dimension (AD&D)

(Alteration)

Level: 7

Range: 0

Components: V, S, M

Duration: 3 rounds + 1 round/level

Casting Time: 7

Area of Effect: The caster

Saving Throw: None

 

A duo-dimension spell causes the caster to have only two dimensions, height and width, but no depth. He is thus invisible when turned sideways. This invisibility can be detected only by means of a true seeing spell or similar methods. In addition, the duo-dimensional wizard can pass through the thinnest of spaces as long as these have the proper height - going through the space between a door and its frame is a simple matter. The wizard can perform all actions normally. He can turn and become invisible, move in this state, and appear again next round and cast a spell, disappearing on the following round.

 

Note that when turned, the wizard cannot be affected by any form of attack, but when visible, he is subject to double the amount of damage normal for an attack form, e.g., a dagger thrust would inflict 2d4 points of damage if it struck a duo-dimensional wizard. Furthermore, the wizard has a portion of his existence in the Astral plane when the spell is in effect, and he is subject to possible notice by creatures there. If noticed, it is 25% probable that the wizard is pulled entirely into the Astral plane by any attack from an astral creature. Such an attack (and any subsequent attack received on the Astral plane) inflicts normal damage.

 

The material components of this spell are a flat ivory likeness of the spellcaster (which must be of finest workmanship, gold filigreed, and enameled and gem-studded at an average cost of 500 to 1,000 GP) and a strip of parchment. As the spell is uttered, the parchment is given a half twist and joined at the ends. The figurine is then passed through the parchment loop, and both disappear forever.

 

Force Teleport (Amber DRPG)
Spell Type: Summoning
Casting Time: Thirty Minutes
Lynchpins: Additional five minutes casting time each. Magic of Shadow, Name/Description of Subject, Name of Destination (Optional), Random Destination (Optional), Transport With Possessions (Optional), and Transport Without Possessions (Optional).

 

A variation on the basic Self-Teleport spell, this spell simply picks up the target (living or inanimate) and dumps it at a location of the caster's choice. A default destination is chosen when the spell is hung; an optional lynchpin also allows for a different place, or even a random destination. The latter makes this spell a potential death sentence, since the target could just as easily wind up in deep space, the middle of a New York City street at rush hour, or on the bottom of an ocean as someplace safe. A second option available at the time of casting is to specify a default target; the caster himself can be chosen, making this a handy double-duty spell replacing Self-Teleport altogether. Includes all the other variables of the basic spell.


Gate (AD&D)

(Conjuration/Summoning)

Level: 9

Range: 30 yards

Components: V, S

Duration: Special

Casting Time: 9

Area of Effect: Special

Saving Throw: None

 

The casting of a gate spell has two effects. First, it causes an interdimensional connection between the plane of existence the wizard is in and the plane in which dwells a specific being of great power, enabling the being to merely step through the gate, or portal, from its plane to that of the caster. Second, the utterance of the spell attracts the attention of the sought-after dweller in the other plane. When casting the spell, the wizard must name the entity he desires to use the gate and to come to the wizard's aid. There is a 100% certainty that something steps through the gate. Unless the DM has some facts prepared regarding the minions serving the being called forth by the gate spell, the being itself comes.

 

If the matter is trifling, the being might leave, inflict an appropriate penalty on the wizard, or attack the wizard; if the matter is of middling importance, the being can take some positive action to set matters aright, then demand appropriate repayment; and if the matter is urgent, it can act accordingly and ask whatever is its wont thereafter, if appropriate. The actions of the being that comes through depend on many factors, including the alignments of the wizard and the deity; the nature of his companions, and who or what opposes or threatens the wizard. Such beings generally avoid direct conflict with their equals or betters. The being gated in will either return immediately (very unlikely) or remain to take action. Casting this spell ages the wizard five years.

 

Hold Portal (AD&D)

(Alteration)

Level: 1

Range: 20 yards/level

Component: V

Duration: 1 round/level

Casting Time: 1

Area of Effect: 20 square feet/level

Saving Throw: None

 

This spell magically bars a door, gate, or valve of wood, metal, or stone. The magical closure holds the portal fast, just as if it were securely closed and locked. Any extra-planar creature (djinn, elemental, etc.) with 4 or more Hit Dice can shatter the spell and burst open the portal. A wizard of 4 or more experience levels higher than the spellcaster can open the held portal at will. A knock spell or a successful dispel magic spell can negate the hold portal. Held portals can be broken or physically battered down.

 

Improved Blink (AD&D)

(Alteration, Dimension)

Level: 5

Range: 0

Duration: 1 rd./level

Area of Effect: The caster

Subtlety: +2

Sensory: Medium visual

Components: V, S

Casting Time: 1

Saving Throw: None

Knockdown: None

Critical: None

 

Naturally, this spell is an improvement of the 3rd-level alteration spell blink, allowing the wizard to shift his body to any point within 15 feet of his current location. Unlike the lower-level spell, improved blink allows the wizard to choose the exact time of his jump, the exact destination, and the orientation or facing of his choosing. For example, a wizard confronted by an enemy fighter could blink just before the fighter attacked, reappearing directly behind his foe for a back attack. If the wizard blinks away from an attack, his enemy automatically misses-but creatures with multiple attacks may be able to reposition themselves for another swing if the wizard blinks to a location within reach.

 

If the wizard intends to take any action such as attacking, casting a spell, or using a magical item, he must decide before the round begins if he will do so before or after he blinks. If he acts before he blinks, he may be endangered by an attack before he finishes; he can choose to proceed with his action, hoping that he won't be hit, or he can abort his action by taking his blink for the round. On the other hand, if the wizard begins his action after his blink, the initiative modifier of his attack or spell is added to the time of his blink to determine when he attacks.

 

A blinking wizard dueling a fighter decides to blink first, when the fighter attacks and then lightning bolt the offensive fellow. The fighter rolls a modified 6 for initiative, so the wizard waits until 6, then blinks, making the fighter miss. At that time, he starts his lightning bolt, which has a casting time of 3 - the spell will go off on 9.

 

In the PLAYER'S OPTION: Combat & Tactics initiative system, the wizard must count 1, 2, or 3 phases from the time of his blink for fast, average, or slow actions. If the fighter above attacked in the average phase, the wizard would blink during the fighter's attack, and then his lightning bolt (a fast spell) would go off 1 phase later, with any other slow actions.

 

Because the wizard can pick the location he is blinking to, he may not choose to blink into a movable object in order to force it aside must blink to an area clear of obstructions or obstacles. If he does attempt to blink into a movable object, he will find himself displaced to a random location (use the blink 1d8 rules in the Player’s Handbook for determining where he ends up).

 

Leomund's Secret Chest (AD&D)

(Alteration, Conjuration/Summoning)

Level: 5

Range: Special

Components: V, S, M

Duration: 60 days

Casting Time: 1 turn

Area of Effect: 1 chest of about 2' x 2' x 3' size

Saving Throw: None

 

This spell enables a specially constructed chest to be hidden deep within the Ethereal plane, to be summoned using a small model of the chest. The large chest must be exceptionally well-crafted and expensive, constructed for the caster by master craftsmen. If made principally of wood, it must be ebony rosewood, sandalwood, teak, or the like, and all of its corner fittings, nails, and hardware must be platinum. If constructed of ivory, the metal fittings of the chest must be gold. If the chest is fashioned from bronze, copper, or silver, its fittings must be electrum or silver. The cost of such a chest is never less than 5,000 GP. Once it is constructed, the wizard must have a tiny replica (of the same materials and perfect in every detail) made, so that the miniature of the chest appears to be a perfect copy. One wizard can have but one pair of these chests at any given time - even wish spells do not allow exceptions! The chests themselves are non-magical, and can be fitted with locks, wards, and so on just as any normal chest.

 

While touching the chest and holding the tiny replica, the caster chants the spell. This causes the large chest to vanish into the Ethereal plane. The chest can contain one cubic foot of material per level of the wizard no matter what its apparent size. Living matter makes it 75% likely that the spell fails, so the chest is typically used for securing valuable spell books, magical items, gems, etc. As long as the spellcaster has the small duplicate of the magical chest, he can recall the large one from the Ethereal plane whenever the chest is desired. If the miniature of the chest is lost or destroyed, there is no way, not even a wish spell, that the large chest can return, although an expedition might be mounted to find it. While the chest is in the Ethereal plane, there is a 1% cumulative chance per week that some being finds it. This chance is reset to 1 % whenever the chest is recalled and the spell recast to return it to the Ethereal plane.

 

If the chest is found, the DM must work out the encounter and decide how the being reacts to the chest (for example, it might ignore the chest, fully or partially empty it, or even exchange or add to the items present!).

 

Whenever the secret chest is brought back to the Prime Material plane, an ethereal window is opened and for a variable amount of time, usually about one turn, slowly diminishes in size. When this hole opens between the planes, check for an ethereal encounter to see if a monster is drawn through.

 

If the large chest is not retrieved before the spell duration lapses, there is a cumulative chance of 5% per day that the chest is lost.

 

Maze (AD&D)

(Conjuration/Summoning)

Level: 8

Range: 5 yards/level

Components: V, S

Duration: Special

Casting Time: 3

Area of Effect: 1 creature

Saving Throw: None

 

An extra dimensional space is brought into being upon utterance of a maze spell. The subject vanishes into the shifting labyrinth of force planes for a period of time that is totally dependent upon its Intelligence. (Note: Minotaurs are not affected by this spell.)

 

Intelligence of     Time Trapped

Mazed Creature   in Maze

under 03               2d4 turns

03 to 05                1d4 turns

06 to 08                5d4 rounds

09 to 11                4d4 rounds

12 to 14                3d4 rounds

15 to 17                2d4 rounds

18 & up                 1d4 rounds

 

Note that teleport and dimension door spells will not help a character escape a maze spell, although a plane shifting spell will.

 

Mordenkainen's Magnificent Mansion (AD&D)

(Alteration, Conjuration)

Level: 7

Range: 10 yards

Components: V, S, M

Duration: 1 hour/level

Casting Time: 7 rounds

Area of Effect: 300 sq. ft. /level

Saving Throw: None

 

By means of this spell, the wizard conjures up an extra dimensional dwelling, entrance to which can be gained only at a single point of space on the plane from which the spell was cast. From the entry point, those creatures observing the area see only a faint shimmering in the air in an area four feet wide and eight feet high. The caster of the spell controls entry to the mansion, and the portal is shut and made invisible behind him when he enters. He may open it again from his own side at will. Once observers have passed beyond the entrance, they behold a magnificent foyer and numerous chambers beyond. The place is furnished and contains sufficient foodstuffs to serve a nine-course banquet to as many dozens of people as the spellcaster has levels of experience. There is a staff of near-transparent servants, livened and obedient, there to wait upon all who enter. The atmosphere is clean, fresh, and warm.

 

Since the place can be entered only through its special portal, outside conditions do not affect the mansion, nor do conditions inside it pass to the plane beyond. Rest and relaxation within the place is normal, but the food is not. It seems excellent and quite filling as long as one is within the place. Once outside, however, its effects disappear immediately, and if those resting have not eaten real food within a reasonable time span, ravenous hunger strikes. Failure to eat normal food immediately results in the onset of fatigue or starvation penalties as decided by the PM.

 

The material components of this spell are a miniature portal carved from ivory, a small piece of polished marble, and a tiny silver spoon. These are utterly destroyed when the spell is cast.

(It is worth mentioning that this spell has been used in conjunction with a normal portal, as well as with illusion magic. There is evidence that the design and interior of the space created can be altered to suit the caster's wishes.)

 

Mystic Portal (Palladium)

Level: 10

Range: Up to 20 feet (6 m) away.

Size: 10 foot wide by 20 feet tall (3x6 m) opening.

Duration: Four melee rounds per level of the spellcaster.

Saving Throw: None

P.P.E.: Sixty

This spell creates a dimensional Rift in the fabric of space, allowing the spellcaster to use it in the following ways:

Pass through solid walls: The mage has but to weave the spell, targeting a particular area of the wall or locked door. The area will shimmer brightly and suddenly, a portal or passage will appear as if cut out of the very stone. The portal can create a 12 foot (3.6 m) deep passageway per level of the spellcaster in any substance!

Teleportation: The mystic portal can be a doorway to a nearby location known to the spellcaster. flawlessly traveling hundreds of feet in an instant. The portal can be placed on a vertical wall, the floor or ceiling. Looking into it reveals what will appear to be just the other side of the wall, even tough the view may he completely incongruous to one's present location. Stepping through it will instantly place the person in that location.

Range: Up to a maximum of 100 feet per level of experience. One-way passage! Once a person steps through a mystic portal, the opening behind him is gone (although people on the other side can see both the portal and the person who just stepped through it). To return, a new portal must be made on the other side by invoking another mystic portal spell.

 

Phase Door (AD&D)

(Alteration)

Level: 7

Range: Touch

Components: V

Duration: 1 usage /2 levels

Casting Time: 7

Area of Effect: Special

Saving Throw: None

 

When this spell is cast, the wizard attunes his body and a section of wall is affected as if by a pass-wall spell. The phase door is invisible to all creatures save the spellcaster and only he can use the space or passage the spell creates, disappearing when the phase door is entered, and appearing when it is exited. If the caster desires, one other creature of man size or less can be taken through the door; this counts as two uses of the door. The door does not pass light, sound, or spell effects, nor can the caster see through it without using it. Thus the spell can provide an escape route, though certain creatures, such as phase spiders, can follow with ease. A gem of true seeing and similar magic will reveal the presence of a phase door but will not allow its use.

 

The phase door lasts for one usage for every two levels of experience of the spellcaster It can be dispelled only by a casting of dispel magic from a higher level wizard, or by several lower level wizards, casting in concert, whose combined levels of experience are more than double that of the wizard who cast the spell (this is the only instance in which combining dispel effects can be done).

Rumor has it that this spell has been adapted by a certain powerful wizard (or wizards) to create renewable (or permanent) portals, which may (or may not) be keyed to specific individuals (henchmen) or items (such as rings).

 

Rope Trick (AD&D)

(Alteration)

Level: 2

Range: Touch

Components: V, S, M

Duration: 2 turns/level

Casting Time: 2

Area of Effect: Special

Saving Throw: None

 

When this spell is cast upon a piece of rope from five to 30 feet long, one end of the rope rises into the air until the whole hangs perpendicular, as if affixed at the upper end. The upper end is, in fact, fastened to an extra dimensional space. The spellcaster and up to seven others can climb up the rope and disappear into this place of safety where no creature can find them. The rope can be taken into the extra dimensional space if fewer than eight persons have climbed it, otherwise it simply stays hanging in the air (extremely strong creatures might be able to remove it, at the DM's option). Spells cannot be cast across the inter-dimensional interface, nor can area effects cross it. Those in the extra dimensional space can see out of it as if there is a 3' x 5' window centered on the rope. The persons in the extra dimensional space must climb down prior to the end of the spell, or they are dropped from the height at which they entered the extra dimensional space. The rope can be climbed by only one person at a time. Note that the rope trick spell enables climbers to reach a normal place if they do not climb all the way to the extra dimensional space. Also note that creating or taking extra dimensional spaces into an existing extra dimensional space is hazardous.

 

The material components of this spell are powdered corn extract and a twisted loop of parchment.

 

Sense Dimensional Anomaly (Palladium) – Using Pattern Sight

Level: 8

Range: Self

Duration: Two minutes per level of experience.

Saving Throw: Not applicable.

Limitations: Range limits.

P.P.E.: Thirty

 

This spell enables the wizard to feel ripples in the space-time continuum and often sense the general location of such anomalies. Senses the following:

1. The opening, closing and general location of dimensional Rifts and doorways within a 50 mile (80 km) area.

2. The opening and closing of mystic portals, dimensional teleportation, ley line storms, and time holes within one mile (1.6 km).

3. The opening, closing, and general location of dimensional envelopes within 100 feet (30 m).

4. The opening, closing and general location of dimensional pockets within 10 feet (3 m; he can see into the pocket if he finds it).

5. Sense when a space warp (teleportation), wink-out, or time warp is occurring within a 100 foot (30 m) radius.

6. Sense the presence/essence of astral beings, two and fourth dimensional beings, entities and alien intelligences within a 100 foot (30 m) radius, but cannot pinpoint their location.

 

Shadow Walk (AD&D)

(Illusion, Enchantment)

Level: 7

Range: Touch

Components: V, S

Duration: 6 turns /level

Casting Time: 1

Area of Effect: Special

Saving Throw: None

 

In order to use the shadow walk spell, the wizard must be in an area of heavy shadows. The caster and any creature he touches are then transported to the edge of the Prime Material plane where it borders the plane of Shadow. In this region the wizard can move at a rate of up to seven miles per turn, moving normally on the borders of the plane of Shadow but much more rapidly relative to the Prime Material plane. Thus rapid travel can be accomplished by moving in the plane of Shadow and then stepping from the plane of Shadow to the Prime Material plane. The wizard knows where he will come out on the Prime Material plane.

 

The shadow walk spell can also be used to travel to other planes that border on the plane of Shadow, but this requires the potentially perilous transit of the plane of Shadow to arrive at a border with another plane of reality. Any creatures touched by the wizard when shadow walk is cast also make the transition to the borders of the plane of Shadow. They may opt to follow the wizard, wander off into Shadowland, or stumble back into the Prime Material plane (50% chance for either result if they are lost or abandoned by the wizard). Creatures unwilling to accompany the wizard into the plane of Shadow get a saving throw, negating the effect if successful.

 

Sphere of Ultimate Destruction (AD&D)

(Conjuration/Summoning, Dimension)

Level: 9

Range: 5 yards/level

Duration: 1 rd./level

Area of Effect: Creates a sphere

Subtlety: +5

Sensory: Small visual

Components: V, S, M

Casting Time: 9

Saving Throw: Special

Knockdown: None

Critical: None

 

This awful spell brings into existence a short-lived sphere of annihilation (as described in Appendix 3 of the DMG). The sphere is a black ball of nothingness about 2 feet in diameter that instantly and utterly destroys any matter that comes into contact with it. The sphere appears anywhere in the spell's range and moves up to 15 feet per round as the wizard directs. If the wizard attempts to bring the sphere into contact with a living creature, the potential victim gains a saving throw vs. breath weapon to dodge aside, but a victim who is unaware of the sphere's appearance or unable to move is destroyed without a saving throw.

 

Once conjured, the sphere of ultimate destruction may not move exactly as the caster wishes. The wizard has a 75% chance to control it, plus 1% per point of Intelligence over 12 and 3% for each point over 15. In other words, a wizard with an Intelligence of 18 would gain a +l2% bonus to his chance to control the sphere. If the wizard fails to control the sphere in any given round, it automatically moves directly towards him at its maximum speed of 15 feet per round. Unlike the magical item, another wizard may not contest the caster's control of a sphere of ultimate destruction unless the second wizard possesses a talisman of the sphere. (See the DMG.)

 

Should a gate spell be cast upon the sphere, there is a 50% chance that the sphere is destroyed, a 350+ chance that nothing happens, and a 15% chance that a gap is torn in the spatial fabric, catapulting everything in a 180-foot radius to another plane of existence. If the sphere is touched by a rod of cancellation, a tremendous explosion inflicts 3d4 x 10 points of damage to everything within 60 feet as the two forces negate each other. No other spell or magical item has any effect on a sphere of ultimate destruction.

 

There is a 5% chance that any particular manifestation of this spell does not cause a victim's utter destruction but instead transports him to a random plane of existence. The conjuring wizard has no way of knowing whether he has destroyed his enemy or merely blasted him into some remote dimension. The material component of this spell is a dark crystal ball that has been on the Ethereal Plane and that can be comfortably held in two hands.

 

Teleport (AD&D)

(Alteration)

Level: 5

Range: Touch

Components: V

Duration: Instantaneous

Casting Time: 2 segments

Area of Effect: Special

Saving Throw: None

 

When this spell is used, the wizard instantly transports himself, along with a certain amount of additional weight that is on or being touched by the spellcaster, to a well-known destination. Distance is not a factor, but interplanar travel is not possible by means of a teleport spell. The spellcaster is able to teleport a maximum weight of 250 pounds, plus an additional 150 pounds for each level of experience above the 10th (a 13th level wizard can teleport up to 700 pounds). If the destination area is very familiar to the wizard (he has a clear mental picture through actual proximity to and study of the area), it is unlikely that there is any error in arriving, although the caster has no control over his facing upon arrival. Lesser known areas (those seen only magically or from a distance) increase the probability of error. Unfamiliar areas present considerable peril (see table).

 

Probability of Teleporting:

Destination Is:    High      On Target   Low

Very familiar       01-02     03-99        00

Studied carefully 01-04     05-98        99-00

Seen casually      01-08     09-96        97-00

Viewed once       01-16     17-92        93-00

Never seen         01-32     33-84        85-00

 

Teleporting high means the wizard arrives ten feet above the ground for every 1% he is below the lowest "On Target" probability; this could be as high as 320 feet if the destination area was never seen. Any low result means the instant death of the wizard if the area into which he teleports is solid. A wizard cannot teleport to an area of empty space-a substantial surface must be there, whether a wooden floor, a stone floor, natural ground, etc. Areas of strong physical or magical energies may make teleportation more hazardous or even impossible.


Teleport (VH) (GURPS)
Special
Instantly moves the caster to another place. However, the farther away the target spot is, the more energy is required, and the greater is the skill penalty, as follows:

Within 10 hexes            Cost 3   Skill penalty 0
11-20 hexes                  Cost 4   Skill penalty -1
2({100 hexes                 Cost 5   Skill penalty -2
101-500 hexes               Cost 6   Skill penalty -3
501 hexes to 1.99 miles Cost 7   Skill penalty -4
2 to 9.99 miles              Cost 8   Skill penalty -5
10 to 99.99 miles           Cost 9   Skill penalty -6
100 to 999.99 miles       Cost 10  Skill penalty -7
And so on, at +1 cost for each 10 x increase in distance.

Normally, you may only teleport to a place you looking at or one you are familiar with. Penalties: -2 for a place you have "seen" only through the mind or memories of another, or via television; -2 for a place you have not seen within a month (except, perhaps, your own home!); and -1 to -3 for a place seen only briefly.

This spell is dangerous, too. If you fail your roll by 1, you take 1 die of damage and arrive at your destination physically stunned (HT roll to recover). If you miss your roll by more than 1, you suffer no physical injury - but you go somewhere else. The location is up to the GM! A critical failure with this spell can send the caster anywhere the GM likes make it interesting - just don't kill the caster outright.

Even when the destination is reached, teleporting can be conflicting.

A wizard must roll vs. his Body Sense skill in order to act on the same turn in which he teleports. A failed roll means disorientation - no actions except defense are possible on that turn. A critical failure means he falls down, physically stunned. A teleporter arrives in the same position he started in. He may be facing a different direction, but this makes it more likely that he will be disoriented on arrival: -2 to change facing, -5 to go from vertical to horizontal or vice versa!

Anything carried on your person, up to "heavy" encumbrance, will go with you. You can also take one person with you by holding hands, if the added weight does not exceed your "heavy" encumbrance limit.

A failed roll means they go with you and suffer the same effects you do.

Prerequisites: Either IQ 15+ and at least one spell from 10 different colleges.

Item: Staff or wand; usable by mages only. Energy cost to create: 3,000. An item that will only take the user to one, predetermined place costs 2,000 to create; the caster must be very familiar with that place.

 

Teleport: Lesser (Palladium)

Level: 6

Range: Five miles (8 km) per level of experience.

Duration: Requires two full melees (30 seconds) to teleport.

Saving Throw: None

P.P.E.: Fifteen

 

The power to magically transmit matter from one place to another. The lesser teleport spell is limited to non-living substances. Up to 50 pounds (22.4 kg) can be instantly transported from the location of the spell weaver to any location miles away. The only requirements are that the mage touches the object to be teleported and that the location of where it is being sent is known to him. Success Ratio: 80% +2% per level of experience. An unsuccessful roll means that the object never arrived where it was supposed to, and could be anywhere within the mage's range (he has no idea where).

 

Teleport: Superior (Palladium)

Level: 15

Range: Self or others; distance of 300 miles per level of experience.

Duration: Instant

Saving Throw: None

P.P.E.: Six Hundred

 

The mage can instantly transport himself and up to 2000 lbs. (900 kg), per level of experience, hundreds of miles away. To teleport, the mage must have a mental picture of his destination. The best results can be achieved when the character is personally acquainted with the target destination; a place he has visited often or knows well. However, locations seen in pictures or described in detail can also be reached, but there is always a chance of miscalculation.

 

The mage can teleport himself alone, or other people and objects within 20 feet (6 m) of him. The total number of people and items which the character can teleport is limited by the amount of weight he can handle (2000 lbs. per level of experience).

 

The following tables indicate the chance of a success and the results of a failed teleport.

Chances of a successful teleport:

1. Teleporting to a familiar location, or a destination visible from one's starting point: 99%.

2. A place visited only a few times before (2-6 times): 85%.

3. A place seen in a picture (the picture is being looked at during the moment of teleportation): 80%.

4. A place never visited before, but described in detail: 58%.

5. A place never before visited and known only by name or from a brief description: 20%.

Results of an Unsuccessful Teleport:

1-40 Appears at the wrong place. No idea of present location; 3D6 x 100 miles off course.

41-75 Appears at the wrong place. No idea of present location; 1D6 x 100 miles off course.

76-98 Teleport several feet above the ground; everybody falls, suffering 2D6 damage.

99-00 Teleport into an object; instant death.

Note: Many gods, greater demons, dragons, and supernatural beings possess this power as a natural ability.

 

Teleport Object (Palladium)

Level: 6

Range: Touch

Duration: Immediate

I.S.P.: 10

Saving Throw: None

 

This is the ability to cause physical matter to disappear and reappear at a different location. Such teleportation is limited by the level of the psychic. A psionic character can teleport one pound per level of experience a distance of 50 feet (15.2 m) per level of experience. This is one way teleportation; once sent away, the psychic cannot call it back. It is also helpful to know where one is telephoning the object.

 

Teleporting small objects to any place in one's clothes (pocket, purse, sack, backpack, or saddlebags) is automatically successful.

 

Teleporting it into somebody else's pocket, sack, etc., who is within clear line of sight has an 80% likelihood of success. If in a thick crowd, there is a -20% penalty and a failed roll means it could have been teleported into anybody's pocket!

 

Teleporting the object to any open location (not inside a trunk or pocket) that the psychic can see clearly, like to another table, the comer of the room, one of the ceiling rafters overhead, etc., is 88%.

 

Teleporting the object to a familiar place (a place well known to the character) is also 88%.

 

Teleporting the object to an unfamiliar place (has been there only a few times or never paid much attention to the place) has a 60% chance of success.

 

Teleporting the object to a completely unknown place (outside the room, down the hall, into the adjoining room, to the surface, etc.) has a 45% chance of success.

 

A failed success roll means the teleporter has no idea where the object is - and it could be within a radius anywhere within the character’s range.

 

Teleport Other (VH) (GURPS)
Regular; Resisted by IQ + 1

Same as Teleport, except that the caster does not move, and the subject can be anything or anyone. A pan of an object may not be teleported away; neither may a solid object be teleported into another solid object. Separating two connected objects will carry a penalty set by the GM; taking the stopper from ajar might be at -1, while teleporting a locked door from its frame might be a -5. Jewelry or clothing being worn, or an object held tightly by another person, will be at -5 to teleport away, and the holder may attempt a resistance roll.

Cost: Costs and skill penalties are as for Teleport, with the following multipliers: Under 10 lbs: x 1/2; 10-49 lbs: x 1; 50-99 lbs: x 2; 100-200 lbs: x 3; one additional multiple for each 100 lbs. thereafter.

The consequences of a missed roll are similar, but inanimate objects art less likely to suffer physical damage. If an intelligent subject resists the roll, the caster suffers no ill effects other than the expenditure of energy.

Prerequisites: Magery 3; Teleport.

Item: Staff or wand; usable only by a mage. The user must point it first at the subject and then towards the desired destination; this takes a turn and cannot be hurried. Energy cost to create: 3,000.

Teleport Without Error (AD&D)

(Alteration)

Level: 7

Range: Touch

Components: V

Duration: Instantaneous

Casting Time: 1

Area of Effect: Special

Saving Throw: None

 

This spell is similar to the teleport spell. The caster is able to transport himself, along with the material weight noted for a teleport spell, to any known location in his home plane with no chance for error. The spell also enables the caster to travel to other planes of existence, but any such plane is, at best, "studied carefully." This assumes that the caster has, in fact, actually been to the plane and carefully perused an area for an eventual teleportation without error spell. The table for the teleport spell is used, with the caster's knowledge of the area to which transportation is desired used to determine chance of error. (Exception: See the 9th-level wizard spell, succor.) The caster can do nothing else the round that he appears from a teleport.

 

Time Hole (Palladium)

Level: 11

Range: Self

Duration: Special

Saving Throw: None

P.P.E.: Two Hundred and Ten

 

The mage can teleport himself and his possessions into a sort of stasis field in a limbo-like dimension. The time hole is a white void in which the wizard inhabits / controls a 20 foot (6 m) diameter area per level of experience. He cannot go beyond his area of control. There is nothing to see or do in the time hole, or to eat or drink, except for whatever the person may have brought with him.

 

The advantage of the time hole is that a man of magic can effectively disappear for days or weeks and be nowhere to be found. In this way the mage can hide from enemies when he needs to recover from physical or P.P.E. damage / exhaustion, or he can use the time to prepare for combat or to study in seclusion.

 

In the time hole time passes normally, so the character will age normally. However, outside the time hole time is moving at a much slower rate, thus for every 12 hours inside a time hole, only two hours pass outside. This means the mage can spend two days / 48 hours in the time hole but appear to have been gone for only eight hours. The mage can stay in a time hole for 24 hours (four hours real time) per level of experience.

 

Time Stop (AD&D)

(Alteration)

Level: 9

Range: 0

Components: V

Duration: Special

Casting Time: 9

Area of Effect: 15-foot-radius sphere

Saving Throw: None

 

Upon casting a time stop spell, the wizard causes the flow of time to stop for one round in the area of effect. Outside this area the sphere simply seems to shimmer for an instant. Inside the sphere, the caster is free to act for 1d3 rounds of apparent time. The wizard can move and act freely within the area where time is stopped, but all other creatures, except for those of demigod and greater status or unique creatures, are frozen in their actions, for they are literally between ticks of the time clock. (The spell duration is subjective to the caster.) Nothing can enter the area of effect without being stopped in time also. If the wizard leaves the area, the spell is immediately negated. When the spell duration ceases, the wizard is again operating in normal time.

 

Note: It is recommended that the DM use a stop watch or silently count to time this spell. If the caster is unable to complete the intended action before the spell duration expires, he will probably be caught in an embarrassing situation. The use of a teleport spell before the expiration of the time stop spell is permissible.

 

Translocation Trick or Trading Places (AD&D)

Works like Dimension Door, but you trade places with another person. Another variation is Teleport behind the target, then Force Teleport (or Teleport Other) the target to your original position.

 

Vanish (AD&D)

(Alteration)

Level: 7

Range: Touch

Components: V

Duration: 1 object

Casting Time: 2

Area of Effect: Special

Saving Throw: None

 

When the wizard employs this spell, he causes an object to vanish (i.e., to be teleported as if by a teleport spell) if it weighs no more than 50 pounds per caster level.

 

Thus a 14th-level caster can vanish, and cause to reappear at a desired location, an object up to 700 pounds in weight. The maximum volume of material that can be affected is three cubic feet per level of experience. Thus, both weight and volume limit the spell. An object that exceeds either limitation is unaffected and the spell fails.

 

If desired, a vanished object can be placed deep within the Ethereal plane. In this case, the point from which the object vanished remains faintly magical until the item is retrieved. A successful dispel magic spell cast on the point will bring the vanished item back from the Ethereal plane. Note that creatures and magical forces cannot be made to vanish.

 

There is a 1% chance that a vanished item will be disintegrated instead. There is also a 1% chance that a creature from the Ethereal plane is able to gain access to the Prime Material plane through the vanished item's connection.

 

Wink-out (Palladium)

Level: 7

Range: Self

Duration: Varies

Saving Throw: Unwilling travelers can try to save; standard.

Limitations: The spell only affects the spellcaster unless he is fifth level or greater. Experienced mages can take two people with them but must be touching both at the moment the spell is cast. The exact spot that the character warped from is the exact location where he reappears.

P.P.E.: 20 for one minute. The spellcaster can increase the number of minutes he is "winked out" at an additional cost of 10 P.P.E. per each minute; five minute maximum (costing 60 P.P.E.).

 

The character seems to disappear or teleport to a different location - it is impossible for an observer to tell which might be the case. In reality, the spellcaster has really created, and stepped into, a very temporary time hole in another dimension.

 

Time inside the wink-out time hole passes at the rate of 15 seconds per minute; i.e. one minute in the normal world will seem like one melee round (15 seconds) to the character(s) in the time hole, while five minutes will seem like 75 seconds to the time traveler who winked out.

 

During the wink-out phase, the character cannot be located by normal vision or scent, psionic or mystical means; it is as if the spellcaster has vanished off the face of the planet (and he has). While winked out, the character can use his time (15 seconds per each minute) to reload weapons, draw new weapons, cast spells on himself (or his companions), prepare to cast a spell the moment he reappears, hide any small objects on his person, destroy an item, drink a potion, and similar tasks.

 

Note: Nothing can be left behind in the temporary time pocket.

 

 

 

Abilities Using Psyche only:

 

Insert Memory (Palladium)

Range: Touch

Duration: Permanent

I.S.P.: 25

Saving Throw: Standard; although innocuous false memories or ones that deal with something the character wanted to know/remember, may not be resisted at all (G.M.'s or the player's call).

 

An artificial memory can be implanted into the mind of the subject. This memory is completely convincing and will affect all related actions of the victim. For example, the psionic could tell the victim: "Your brother was captured and tortured by wolfen when you were a child." This would mean that the subject might have a good reason to hate wolfen. However, there is no guarantee that the subject will react in any particular way. In our example, the subject might hate his real brother, or he may still believe that all wolfen are not evil, just as all humans are not good or evil. Implants that are seemingly unimportant or not strongly defined (rumors, hearsay, etc.) are the easiest to implant in a character's mind because the memory doesn't conflict with real memories or the character's alignment or ethics. Things like, "We met at the tavern last night;" or, "I heard a rumor about ...;" and similar. When asked where he heard that, the character won't remember, but will react with "I know that's what I heard, and I don't want to deal with anybody like that." Even rumors and little things can affect a character's feelings or judgment.

 

The only chance that the victim has of detecting an artificial memory is when it conflicts with obvious reality (i.e. the character never had a brother), strong beliefs, strong emotions, or alignment. But even if the victim disbelieves the memory or realizes it's false, it still remains.

 

Mind Block (Palladium) – Concentrating on Trumps or using Pattern as Block

Range: Self

Duration: 10 minutes per level of experience.

I.S.P.: 4 (per each duration period)

 

This is the ability to completely close or block oneself from all psychic/mental emanations. When intentionally closed to supernatural or psychic forces, the character cannot sense anything, cannot use psychic abilities. nor be psionically influenced by others. A mind block will prevent penetration of telepathy, empathy, hypnotic suggestion, empathic transfer, and induced nightmares. It can be an invaluable protective mask when dealing with malevolent psychic forces. Adds a bonus of +1 to save vs. all psychic and mental attacks.

 

Psychic Diagnosis (Palladium)

Range: Touch or within 3 feet (0.9 m)

Duration: Immediate knowledge.

Length of Trance: 2d4 melees of meditation.

I.S.P.: 4

 

The psychic healer can sense physical pain, external and internal injury, disease, and possession with absolute clarity. The pinpoint accuracy enables the character to suggest treatment or to conduct psychic surgery.

 

 

Abilities Using Pattern only:

 

Identify (AD&D) – Using Pattern Sight

(Divination)

Level: 1

Range: 0

Components: V S M

Duration: 1 round/level

Casting Time: Special

Area of Effect: 1 item/level

Saving Throw: None

 

When an identify spell is cast, magical items subsequently touched by the wizard can be identified. The eight hours immediately preceding the casting of the spell must be spent purifying the items and removing influences that would corrupt and blur their magical auras. If this period is interrupted, it must be begun again. when the spell is cast, each item must be handled in turn by the wizard. Any consequences of this handling fall fully upon the wizard and may end the spell, although the wizard is allowed any applicable saving throw.

 

The chance of learning a piece of information about an item is equal to 10% per level of the caster, to a maximum of 90%, rolled by the DM. Any roll of 96~ indicates a false reading (91-95 reveals nothing). Only one function of a multi-function item is discovered per handling (i.e., a 5th level wizard could attempt to determine the nature of five different items, five different functions of a single item, or any combination of the two). If any attempt at reading fails, the caster cannot learn any more about that item until he advances a level. Note that some items, such as special magical tomes, cannot be identified with this spell.

 

The item never reveals its exact attack or damage bonuses, although the fact that it has few or many bonuses can be determined. If it has charges, only a general indication of the number of charges remaining is learned: powerful (S1%-100% of the total possible charges), strong (61%40%), moderate (41% - 60%), weak (6%40%), or faint (five charges or less). The faint result takes precedence, so a fully charged ring of three wishes always appears to be only faintly charged.

After casting the spell and determining what can be learned from it, the wizard loses 8 points of Constitution. He must rest for one hour to recover each point of Constitution. If the S-point loss drops the spellcaster below a Constitution of 1, he falls unconscious. Consciousness is not regained until full Constitution is restored, which takes 24 hours (one point per three hours for an unconscious character).

 

The material components of this spell are a pearl (of at least 100 GP value) and an owl feather steeped in wine, with the infusion drunk prior to spell casting. If a luck stone is powdered and added to the infusion, the divination becomes much more potent: exact bonuses or charges can be determined, and the functions of a multi-functional item can be learned from a single reading. At the DM's option, certain properties of an artifact or relic might also be learned.

 

Sense Magic (Palladium) – Using Pattern Sight

Level: 1

Range: 120 foot (36 m) diameter.

Duration: Two minutes (8 melee rounds) per level of experience.

Saving Throw: None

P.P.E.: Four

 

This magic ability enables the character to sense or feel the presence of magic. Like a Geiger counter, the individual can tell if he is near (within 20 feet / 6 m) or far (toward the limit of the range). The ability can also indicate whether a person or object is enchanted / under a magic spell, is in the process of invoking magic, or if magic is being used in the range area.

 

Note: To practitioners of magic, most supernatural beings do not register as magic except when actually casting a spell / using magic. Psychic powers and manipulation cannot be detected with this spell.

 

 

Divination: Tarot/Trumps (Amber DRPG)

 

 

Sources:

"AD&D Players Option: Spells & Magic", 1996

"AD&D 2nd Edition: Players Handbook", 1989

"AD&D 2nd Edition: The Complete Wizard's Handbook", 1990

"GURPS Magic", 1990

"Palladium 2nd Edition: Fantasy Role Playing Game", 1998

 

 

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R. Cal Westray, Jr.
Revised: January 29, 2009.

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