The Malnagrane Spell Compendium
Volume One


Aura of Thoth (Alteration/Invocation)
Level: 7
Range: 0
Components: V,S
Duration: Special
Casting Time: 7
Area of Effect: The caster
Saving Throw: None

This spell allows the wizard's next spell to be cast with maximum effects (range, duration, area of effect, damage, etc.).

Dimethro's Divine Mail (Abjuration, Evocation, Force)
Level: 5
Range: 0
Components: V,S,M
Duration: Special
Casting Time: 5
Area of Effect: The caster
Saving Throw: None

Dimethro's divine mail is a variation of the invisible mail spell (from The Complete Wizard’s Handbook and Wizard's Spell Compendium II) to which enables the caster to cover his body with an invisible suit of full plate mail that temporarily raises his AC to 1. Otherwise, it is the same as the invisible mail spell in all other respects. The material component for this spell is a small fragment of full plate mail.

Dimethro's Icon of Heroism (Alteration, Evocation, Necromancy)
Level: 7
Range: 0
Components: V,S,M
Duration: Special
Casting Time: 7
Area of Effect: The caster
Saving Throw: None

Similar to Tenser's transformation, the caster transforms into an indomitable killing machine! His effective hit points are doubled, and he heals 2 points per round for the duration of the spell. In any case, hit points will never exceed twice the amount of the caster's original hit point total. All damage is taken from excess total first. The caster receives an extra attack at the end of each melee round, and his Armor Class is one better for every three levels of the caster. Like Tenser's transformation, the wizard fights in melee in preference to all other forms of attack and continues attacking until all opponents are slain, he is killed, the magic is dispelled, or the spell duration expires. In any given round while under the effects of this spell, the caster must make a successful Wisdom check if he wishes to take any other action. The material component for this spell is a potion of super-heroism that must be consumed during the course of uttering the spell.

Dimethro's Blade of Legend (Evocation, Artifice)
Level: 8
Range: 0
Components: V,S
Duration: 1 round/level
Casting Time: 8
Area of Effect: Special
Saving Throw: None

Same as double steel (see The Seven Sisters Forgotten Realms accessory or the Wizard's Spell Compendium I) except that the blade can be recalled again.

Fires of Adonai (Invocation, Conjuration/Summoning, Elemental Fire)
Level: 9
Range: 10 yards/level
Components: V,S
Duration: 1 round/5 levels
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: Neg.

This powerful spell summons elemental fire upon the victim. If the victim fails his saving throw vs. breath weapon, he/she takes 4d10 points of fire damage for the duration of the spell. The victim must make a saving throw each round to resist the fiery hellfire, and once the victim makes a successful saving throw then the spell expires. Spells such as the following protect any victim from the effects of this spell: protection from fire, ring of fire protection, fire aura, elemental aura (Fire), or the modified spell fire plane protection.

Gaze of the Erinyes (Enchantment/Charm, Mentalism)
Level: 9
Range: 1 yard (3 feet)
Components: S,M
Duration: 1 round/level
Casting Time: 1 round
Area of Effect: Special
Saving Throw: Neg.

Any being that looks at the caster must save vs. magic or become permanently charmed. The victim's saving throw must be made at half of the victim's level. The victim will do absolutely anything the caster wishes even if it means harming a loved one or bringing death to himself. The material component for this spell is a lock of hair from a Erinyes.

Gustar's "Little Smoke" (Divination, Invocation, Alchemy)
Level: 9
Range: 0
Components: V,S.M
Duration: Special
Casting Time: 1 turn
Area of Effect: The caster
Saving Throw: Special

This "divine" spell allows the sorcerer to cast any divination magic that he normally knows. Even if magic (including an amulet of proof against detection and location or the like) or psionics protect the target or area from scrying, this spell can still prevail. The "enemy" sorcerer receives a saving throw vs. spells at -4. If the "enemy" sorcerer fails his/her saving throw then the caster may override any of the above restrictions. The material components for this spell are a smoking pipe (handmade by the caster) that is of an excellent quality make (value 100 gp.) and a piece of mushroom. During casting, the sorcerer must smoke the pipe. This spell consumes the mushroom during its casting, but the smoking pipe is not and may be used again. If the sorcerer does not cast a divination spell within one hour of casting Gustar's "little smoke", any benefits received after he casts Gustar's "little smoke" is wasted. Due to its intensity and involved preparation, this spell may only be cast once per week. If the sorcerer attempts to cast this spell anyway, the spell simply has no effect, and the sorcerer takes 5-30 hit points of damage. "The Little Smoke" gets angry if sorcerers abuse its power! This spell has also been "coined" by sages as Gustar’s mushroom cloud.

Leurocian's Humanoid Servant (Conjuration/Summoning, Song)
Level: 2
Range: 20 yards
Components: V,S
Duration: 1 hour/level
Casting Time: 2
Area of Effect: Special
Saving Throw: None

This spell magically conjures a human, demi-human, or humanoid. The servant will perform whatever services the caster desires for the duration of the spell as long as the services are not beyond the scope of its abilities (treat the servant as a level 0 being with average ability scores). The wizard may customarily choose his/her appearance, personality, speech, and other personal traits. In addition, the wizard may assign the humanoid with a number of proficiencies equal to his/her Intelligence bonus for extra languages. The humanoid has an AC of 10 and hit points equal to one half the caster's level (round down).

Leurocian's Fading Moments (Divination, Illusion/Phantasm)
Level: 5
Range: 10 yards
Components: V,S
Duration: Special
Casting Time: 1 turn
Area of Effect: 10' diameter/level
Saving Throw: None

When this spell is cast, a two-dimensional image appears within range showing a wizard (determined randomly) casting a spell. The spell is a spell that the wizard (in the image) once cast within the area of effect. The DM (or the player if the DM allows) rolls on the table below to decide what the wizard learns about the image. A particular image is only viewed ONE TIME no matter how many times the fading moment's spell is invoked within the given area of effect.

D10 Roll Result
1-2 The caster learns nothing within the area of effect
3-7 The caster sees an image of the spell and the wizard invoking it
8-9 The caster learns the level of the spell, sees an image as above, and discovers the name of the wizard (not True Name) casting the spell.
10 Same as 8-9 plus the name of the spell is also learned. However, on this result there is a 5% per level of the spell divined that the energy of the magic reforms and erupts within the area of effect. For example, if Pyronarro invoked a meteor swarm in a particular area. The meteor swarm would detonate once again in that particular area and effecting everything in the area. Random elements of the spell such as damage are rolled as normal.

Leurocian has used this spell religiously throughout the years. This spell allows him to learn about wizards and the magic that they cast. Leurocian's fading moments may be used in conjunction with Alamanther's return, wildfire, Leurocian's dreamvision, and the like. Note: This spell cannot divine a spell that is higher than 9th level in power.

Leurocian's Magma Ball (Alteration, Evocation, Elemental Fire)
Level: 8
Range: 10 feet/level (3 feet)
Components: V,S
Duration: 1 round
Casting Time: 1
Area of Effect: Special
Saving Throw: ½

This spell appears to transform the caster into a 3' diameter ball of molten lava and race toward a singular target. The caster takes ld4 hit points of damage, so he can momentarily transport himself to an extra dimensional safehold. Magical means can only heal this damage. On contact with the target, the magma ball explodes (very much like a fireball) inflicting 60 hit points of damage. All other targets within a 20' radius of the blast receive 2d12 hit points of damage. After the explosion, the caster blinks within a 60' radius of the explosion and reappears at the end of the following round. During the round that the caster is in his safehold, he may cast a spell, read a scroll, or prepare himself in anyway, before returning. However, the action must be completed within one round. Note: the caster can also choose not to detonate the magma ball and still blink reappearing at the end of the following round.

Leurocian's Dreamvision* (Wild Magic)
Level: 9
Range: Special
Components: V,S
Duration: Special
Casting Time: 1
Area of Effect: Special
Saving Throw: Special

This spell allows the caster to cast any wizard spell of any level of which he has ever heard. He need not have it memorized or in his spell books (similar to wildfire found in the Tome of Magic); however, the spell automatically causes a wild surge (similar to Nahal's reckless dweomer which is also found in the Tome of Magic). The wild mage has a 50% percent chance of controlling and shaping the wild surge into a desired result that the caster has personally experienced. For example, Leurocian could invoke a meteor swarm through this spell and increase its spell effectiveness by 200% (see Tome of Magic, pg. 8). If the player rolls 50% or less, then the wild mage is successful; otherwise, the percentile rolled is the result of the wild surge. Hornung's surge selector and the like may be used with this spell.

Leurocian's Spell Reflection* (Wild Magic)
Level: 9
Range: 0
Components: V,S
Duration: 1 day
Casting Time: 9
Area of Effect: The caster
Saving Throw: None

This spectacular spell is the primary reason that renegade sorcerers and witches have never defeated Leurocian in a wizard's spell duel. Leurocian's spell reflection functions as a special alternate reality spell that silent act of will alone can release. Once the caster triggers the spell, he appears to suffer the full effects of all spell-like attacks (including gaze and breath weapons) initiated against him for the combat round. However, in the following round, this spell alters reality and all attacks are reversed and directed back to the appropriate targets. Their own spells despite distance affect themselves; however, there is only a 50% (01-50) chance of success that the spells will normally affect the victims. Otherwise, on a roll over 50% (51-00), use the percentage die rolled and consult the wild surge table in the Tome of Magic with the victims being the targets. In the case that a wild surge result makes no sense, simply discard the rolled wild surge. Thus, the offending spell or spell-like attack then dissipates and has no effect.
Once the caster triggers the spell, it has a duration of one round. Note: only one Leurocian's spell reflection may be in effect at a time; if a second is cast, the first one (if still active) is canceled. In any case, the caster is impervious to all of the attacks, but his comrades (if any) are not.

Malifnae's Astral Infusion (Evocation, Mentalism)
Level: 9
Range: 0
Components: V,S
Duration: 1 hour/level
Casting Time: 3 turns
Area of Effect: The caster
Saving Throw: Special

This powerful spell allows the caster while on the Prime Material or on one of the Outer Planes that are directly connected to the Astral Plane to hive her mind (thus creating an Astral body similar to the astral spell) in that she can summon Astral planar energy from an Astral conduit and employ it to fuel her magic. However, this spell does not function while the caster is in any plane that does not touch the Astral. In essence, this spell grants the following benefits and drawbacks (see below) to the wizard’s Physical body while she is under the effects of the astral infusion. All benefits and drawbacks for the Astral body are the same as normally being in the Astral Plane (see A Guide to the Astral Plane for further reference). However, only one of the bodies may perform an action in any given round. Note: this spell must be invoked within 1 mile of an Astral conduit for the wizard to enjoy its effects, and the spell may be ended immediately by the will of the caster. Furthermore, spells such as astral celerity, astral awareness, and the like may be used in conjunction with the astral infusion.

Benefits
1. All spell ranges are increased by 50%.
2. All spells have their casting times reduced by 1, to a minimum of 1, and those spells with casting times over a full round are reduced to a single round (no spell ever takes longer).
3. For all mind-influencing spells, durations increase by 50% (not including the already cast astral infusion), and a -1 penalty for is applied to saving throws (where applicable).
4. As if on the Astral Plane, the wizard enjoys the fluidity, silence, and dynamics of Astral Intelligence based movement (Intelligence * 30 feet in a single round). In essence, the wizard may fly or levitate at the movement rate described above. Lastly, only Intelligence based movement is allowed while the wizard is enjoying this effect of the astral infusion. (See A Guide to the Astral Plane, pgs. 10-13 for further reference.) Note, the wizard can only move up to a maximum of 1 mile per level of the caster from the Astral conduit and cannot move through physical entities such as a wall or the ground. If she moves farther than this distance, then the spell ends immediately.
5. For ability scores, use the wizard’s Intelligence score in place of her Strength score to determine attack and damage bonuses (or penalties), as well as carrying capacity, ability to bend bars/lift gates, and on. Any action that would normally require a Strength ability check should use Intelligence instead. Lastly, use the wizard’s Wisdom score in place of her Dexterity score to determine her Armor Class, missile attack, and reaction adjustments. This reflects the Astral’s focus on a wizard’s mental experience and developed intuition rather than physical agility. Also, The magical defense adjustment that is derived from the Wisdom score is used as a helpful modifier when determining initiative. Note: weapon speed factors for normal and magical weapons are unaffected by this spell for only the wizard and her magic are affected by the astral infusion.
6. All wild magic functions as if it was cast one level higher than the wizard’s actual level, and all saving throws against spells of this school are made at a -1 penalty.
7. If the caster has the read spellshadow proficiency, she can examine the emanations of a spellshadow and not only learn what spell it was, but who cast it, the level of the caster, and even some idea of the circumstances in which it was cast. This additional information assumes that the wizard looking at the spellshadow knows the spell (that is, has learned it and/or put it in her spell book) and can cast it (if not restricted to her due to school). Perhaps even more useful, however, is that if the wizard does not know the spell but could normally learn it, she can attempt to learn its workings and add it to her repertoire. This is accomplished by a githyanki-created spell called probe spellshadow (see pg. 60 of the A Guide to the Astral Plane accessory for more information on this spell). Learning a spell from a spellshadow is a difficult and time-consuming process, but sometimes it may be the only method available to gain the spell.

Drawbacks
1. Magic dealing with only physical matter, such as the spell disintegrate or a sphere of ultimate destruction, has no potency when invoked by a wizard under the effects of the astral infusion. Furthermore, all time-related enchantments do not function because of their link to physical reality or space and/or time. This does not include if the caster tries to invoke a magical item that deals with these type of spell effects (physical matter magic or time-related enchantments).
2. 1% chance that the wizard attracts Astral energies that affect her hived mind. The energies appear without warning 1d6 rounds after a battle has begun (see pg. 17 of A Guide to the Astral Plane).
3. If combat occurs on both the Astral and the physical plane at the same time (such as if the caster encounters a basilisk) then each round she must chose which plane she coordinates her actions. Note, this might be a good time to end the spell for the physical body is more important than the Astral body in this case. If the Astral body dies then it still reverts to the physical world (like the astral spell); however, if the physical body dies then the caster is effectively slain, but may be raised or resurrected.
4. 25% chance that magical summonings will fail while under the effects of the astral infusion. Furthermore, there is a 30% chance that an illusion will be distorted and replaced with a random illusion. For example, an illusion of a red dragon may be replaced with someone working on the caster’s house. Lastly, no elemental may be conjured while under the effects of the astral infusion.
5. After a spellcaster has been casting spells (any amount) while under the influences of the astral infusion for more than 12 hours in any given day, there is a 1% chance every 12 hours while under the influences of the astral infusion that she will succumb to the addiction of spellcasting. If her Wisdom score is over 13, she makes the check every other hour during her stay on the Astral; if over 16, only once per day. If her Wisdom score is over 18, the check is never made. (See A Guide to the Astral Plane, pg. 21 for further reference.)
6. Each time this spell is invoked there is a 1% non-cumulative chance per casting that she will become insane (homicidal, paranoid, and schizophrenic). This may be cured by magical means such as a restoration spell or similar insanity-curing enchantment, and this magical means cannot be invoked by the wizard. A saving throw vs. breath weapon is allowed to shake off the effects.
7. A feeblemind spell effectively keeps the wizard’s physical and Astral body from moving, since Intelligence dictates movement.

Special Note: Legends say that several thousand years ago on Earth (around 2700 B.C.), Malifnae Malnagrane caused a catastrophic war in the lands of Magyar and Romania between the sorcerers and the witches. Some historical scholars of Earth discovered this war was known as the Witch War. Sages speculate that Malifnae was some form of Undeath (perhaps a lich) who somehow channeled titanic magical energy from Im-Ho-Tep’s accidental summoning of the Red Death that allowed her to ascend further into her Undeath (perhaps becoming a demilich). Furthermore, these sages believe that since a demilich is a disembodied life form caught between the Negative Material, the Ethereal, and the Astral Planes that can affect the Prime Material plane by directing energies from those planes it inhabits, that this is how she was able to successfully complete her spell research of this spell. Whether Malifnae is/was one the Undead is only known by her brothers and sisters that also still live today in various worlds throughout the multiverse, and they are not saying.

Malifnae's Howl of the Demi-Lich (Necromancy, Song)
Level: 9
Range: 0
Components: V,S,M
Duration: Instantaneous
Casting Time: 9
Area of Effect: 20-foot-radius sphere
Saving Throw: Neg.

When invoking this powerful spell, the necromancer howls like a demi-lich emitting a death ray that slays all creatures within the spell’s area of effect. A creature failing its saving throw vs. death magic is instantly and irrevocably slain! Resurrection or the like are impossible. The material component for this spell is a piece of bone that was once part of a demi-lich's remains.

Mithneral's Pine Box (Conjuration/Summoning, Illusion, Song)
Level: 5
Range: 5 yards/level
Components: V,S,M
Duration: Special
Casting Time: 4
Area of Effect: 1-8 creatures in a 40' radius
Saving Throw: None

This spell allows the caster to give his enemies a proper burial. Upon casting, an appropriately sized pine coffin erupts from the ground. Onlookers will see the lid open then the dead opponent will be lifted and set inside. Illusionary minor deaths appear to nail the coffin lid shut (these minor deaths do not have any combat abilities). Lastly, a short epitaph appears to burn into the wood of the coffin lid. After a short pause, the coffin sinks into the ground.
The material component for this spell is a small iron nail and a splinter of pine.

Morganna's Voodoo Doll (Enchantment/Charm, Mentalism)
Level: 7
Range: 0
Components: V,S,M
Duration: Permanent
Casting Time: 1 week
Area of Effect: One creature
Saving Throw: Neg.

This powerful sympathetic magic allows the caster to charm and control a victim's mind and body (the latter like the psionic control body). The witch must first create a doll with the likeness of the chosen victim, attach a part of the victim (like a lock of hair) to the doll, and then show the doll to the chosen victim. If the doll is damaged, the victim takes equal damage; in addition, if the doll is totally destroyed, the victim must make a successful system shock roll or be slain (the victim may die anyway due to damage). A successful dispel magic, remove curse, or the like cast upon the doll will dispel the enchantment; otherwise, the only way of dispelling the enchantment is by casting a limited wish or a wish spell upon the doll or the victim. Note: like with the psionic devotion, control body, if the victim is forced to do something that places the victim's life in danger, he receives another saving throw vs. spell. Also note: only a witch may cast this spell.

Morganna's Ghostwind (Conjuration/Summoning, Geometry, Necromancy)
Level: 9
Range: 10 yards
Components: V,S,M
Duration: Permanent until broken
Casting Time: Special + 1
Area of Effect: One creature
Saving Throw: Special

This spell is essentially the same as 8th level wizard spell, trap the soul except that the witch can tap into the victim's life force and enjoy one of the following special abilities at any one time (magic resistance or hit points). The wizard may only have one Morganna's ghostwind in effect at a time; if a second is cast, the first one (if still active) is canceled and the victim is released. Hit points gained by the witch are added to her existing hit point total, and all damage inflicted on the witch is taken off the excess hit points first; however, the witch can only transfer a maximum of 1 hit point per level of the witch or the actual hit point total of the trapped victim, whichever is less. If in the event that all of the excess hit points are lost, the victim dies. The victim will feel tortured when any damage is inflicted on the witch in this manner. If the victim's magic resistance is chosen by the witch then each time the witch uses the victim's magic resistance, he/she gets a percentage chance equal to its magic resistance to escape the "ghostwind". Clearly, the victim will want to get revenge on the witch if the "ghostwind" is ever broken. Note: only a witch may cast this spell.


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