tussock
2006-08-30 14:13:43 UTC
Greyhawk's version of Elminster is Mordenkainen, number nine in the
circle of eight, Mr "I only fight for Good when they're losing". Man did
he ever have a strange way of naming his spells.
Again, a little buffing here and there to make sure they don't
completely suck, though not always successfully so.
*Mordenkainen's Celerity* {Transmutation}
Sor/Wiz 4; V,S,M; Personal; 1 min/level
Any spell of up to 3rd level cast by the caster that affects his
movement speed (or allows him new forms of movement) during the duration
of Mordenkainen's Celerity are cast at +3 casterlevel. In addition, all
movement modifications so gained are improved by 10' speed.
Finally, the caster gains a +2 insight bonus to saves, skill
checks, and ability checks against anything that would hamper his
movement, including grapples.
*Mordenkainen's Defence Against Lycanthropes* {Abjuration}
Sor/Wiz 3; V,S,M; Touch; 1 min/level; Will neg (harmless)
The target gains a +2 deflection bonus to AC and a +2 resistance
bonus to saves against all attacks by Lycanthropes. The target cannot
contract lycanthropy from wounds taken during the spells effect.
*Mordenkainen's Defence Against Nonmagical Reptiles and Amphibians*
{Abjuration}
Sor/Wiz 3; V,S,M; Touch; 1 min/level; Will neg (harmless)
The target gains a +2 deflection bonus to AC and a +4 resistance
bonus to saves against natural attacks (and weapons) made by reptilian
creatures.
*Mordenkainen's Disjunction*: See PHB.
*Mordenkainen's Electric Arc* {Evocation [Electricity]}
Sor/Wiz 4; V,S,M; Medium; Instantanious; Ref half
Up to one creature per three levels, no more than 30' apart, may be
targetted for 1d6 electricity damage per level (max 10d6).
*Mordenkainen's Encompassing Vision* {Trasmutation}
Sor/Wiz 2; V,S,M; Touch; 1 hour/level; Will neg (hamrless)
The target gains perfect all-round awareness, and may not be
flanked. However, the target cannot avert their eyes from gaze attacks
or similar, and suffer a -2 to saves vs blinding effects.
*Mordenkainen's Faithful Hound*: See PHB.
*Mordenkainen's Faithful Phantom Bats* {Conjuration (Summoning)}
Sor/Wiz 5; V,S,M; Medium; 1 round/level; none
Six Dire Bats as per MM protect the caster, acting to place
themselves between him and any apparent enemy as they attack. The caster
(only) sees them as transparent violet creatures, and they do not block
his sight, nor his magical attacks, though they may provide him with
cover as they seem real to all others. The creatures are unaffected by
the caster's area affect spells. The creatures attack as if with magic
weapons.
200gp material component (emerald).
*Mordenkainen's Faithful Phantom Centaurs* {Conjuration (Summoning)}
As /MFP Bats/, but three Centaurs (armed with lances) as per the MM.
*Mordenkainen's Faithful Phantom Guardian* {Conjuration (Summoning)}
Sor/Wiz 6; V,S,M; Close; 24 hours or until dispelled; none
An undetectable guardian watches over the caster from his space.
The guardian watches with /True Sight/ everything within range of the
spell. Any creature who would attack the caster as a surprise action
from within range triggers the guardian, who appears in reach of the
attacker and strikes first.
The guardian fights as a 6th level NPC Fighter per the DMG for up
to one round per level before being dispelled. The caster may trigger it
to appear and fight at will as an immediate action.
200gp material component (diamond).
*Mordenkainen's Faithful Phantom Sharks* {Conjuration (Summoning)}
As /MFP Bats/, but six Large Sharks as per the MM.
*Mordenkainen's Faithful Phantom Shield Maidens* {Conjuration
(Summoning)}
Sor/Wiz 4; V,S,M; Medium; 1 min/level; none
Two 3rd level NPC Fighters as per the DMG stay near the caster and
attempt to provide him with cover.
*Mordenkainen's Faithful Phantom Soldiers* {Conjuration (Summoning)}
As /MFP Bats/, but three 4th level NPC Fighters as per the DMG.
*Mordenkainen's Force Missiles* {Evocation [Force]}
Sor/Wiz 4; V,S; Medium; Instantanious; Ref part
One missile at 7th level, plus one per three levels (max 5 at
19th), targets creatures no more than 30' seperate for 2d4+2 force
damage. Each missile deals additional damage in a 10' burst equal to 1
point per caster level (max 15) with a Ref save to negate.
eg A 12th level caster targets two creatures for 2d4+2, plus two 12
damage 10' bursts.
*Mordenkainen's Involuntary Wizardry* {Enchantment [MA]}
Sor/Wiz 5; V,S; Medium; Instantanious; Will neg
One targetted creature immedately casts a single arcane spell at
random from spells it is able to cast. Creatures who cannot cast arcane
spells, or who have used their allotment suffer no effect. The spell
affects only the target creature itself, dealing 1 damage per spell
level in addition to any other effect. Spells with a casting time of
longer than one standard action have no effect. The target is entitled
to normal saves and protections against the involuntarily cast spell.
*Mordenkainen's Lucubration*: See PHB.
*Mordenkainen's Magnificent Mansion*: See PHB.
*Mordenkainen's Penultimate Cogitation* {Transmutation}
Wiz 7; V,S; Personal; Instantanious
Swift action casting time
Any one spell up to 6th level the caster knows is placed in his
mind immedately as long as it exists in one of his spellbooks within a 1
mile range. The caster must succeed in a DC (20 + spell level) check or
the spell will be erased from the book.
*Mordenkainen's Private Sanctum*: See PHB.
*Mordenkainen's Protection From Avians* {Abjuration}
Sor/Wiz 1; V,S,M; Touch; 1 min/level; Will neg (none)
The touched creature gains a +2 deflection bonus to AC against all
airbourne attackers.
*Mordenkainen's Protection From Insects and Aracnids* {Abjuration}
Sor/Wiz 3; V,S,M; Touch; 1 min/level; Will neg (none)
The touched creature gains a +2 deflection bonus to AC against all
Vermin, and gains a +4 resistance bonus to saves against Vermin poisons.
*Mordenkainen's Protection From Slime* {Abjuration}
Sor/Wiz 4; V,S,M; Touch; 1 min/level; Will neg (none)
The touched creature gains a +2 deflection bonus to AC against all
Oozes, and gains a +4 resistance bonus to saves against their natural
attacks.
*Mordenkainen's Sword*: See PHB.
Well, that's the big guy. All we're left with now is Drawmij (who
lives under the sea) and Bigby (who has this thing with gloves that
weirds everyone out).
circle of eight, Mr "I only fight for Good when they're losing". Man did
he ever have a strange way of naming his spells.
Again, a little buffing here and there to make sure they don't
completely suck, though not always successfully so.
*Mordenkainen's Celerity* {Transmutation}
Sor/Wiz 4; V,S,M; Personal; 1 min/level
Any spell of up to 3rd level cast by the caster that affects his
movement speed (or allows him new forms of movement) during the duration
of Mordenkainen's Celerity are cast at +3 casterlevel. In addition, all
movement modifications so gained are improved by 10' speed.
Finally, the caster gains a +2 insight bonus to saves, skill
checks, and ability checks against anything that would hamper his
movement, including grapples.
*Mordenkainen's Defence Against Lycanthropes* {Abjuration}
Sor/Wiz 3; V,S,M; Touch; 1 min/level; Will neg (harmless)
The target gains a +2 deflection bonus to AC and a +2 resistance
bonus to saves against all attacks by Lycanthropes. The target cannot
contract lycanthropy from wounds taken during the spells effect.
*Mordenkainen's Defence Against Nonmagical Reptiles and Amphibians*
{Abjuration}
Sor/Wiz 3; V,S,M; Touch; 1 min/level; Will neg (harmless)
The target gains a +2 deflection bonus to AC and a +4 resistance
bonus to saves against natural attacks (and weapons) made by reptilian
creatures.
*Mordenkainen's Disjunction*: See PHB.
*Mordenkainen's Electric Arc* {Evocation [Electricity]}
Sor/Wiz 4; V,S,M; Medium; Instantanious; Ref half
Up to one creature per three levels, no more than 30' apart, may be
targetted for 1d6 electricity damage per level (max 10d6).
*Mordenkainen's Encompassing Vision* {Trasmutation}
Sor/Wiz 2; V,S,M; Touch; 1 hour/level; Will neg (hamrless)
The target gains perfect all-round awareness, and may not be
flanked. However, the target cannot avert their eyes from gaze attacks
or similar, and suffer a -2 to saves vs blinding effects.
*Mordenkainen's Faithful Hound*: See PHB.
*Mordenkainen's Faithful Phantom Bats* {Conjuration (Summoning)}
Sor/Wiz 5; V,S,M; Medium; 1 round/level; none
Six Dire Bats as per MM protect the caster, acting to place
themselves between him and any apparent enemy as they attack. The caster
(only) sees them as transparent violet creatures, and they do not block
his sight, nor his magical attacks, though they may provide him with
cover as they seem real to all others. The creatures are unaffected by
the caster's area affect spells. The creatures attack as if with magic
weapons.
200gp material component (emerald).
*Mordenkainen's Faithful Phantom Centaurs* {Conjuration (Summoning)}
As /MFP Bats/, but three Centaurs (armed with lances) as per the MM.
*Mordenkainen's Faithful Phantom Guardian* {Conjuration (Summoning)}
Sor/Wiz 6; V,S,M; Close; 24 hours or until dispelled; none
An undetectable guardian watches over the caster from his space.
The guardian watches with /True Sight/ everything within range of the
spell. Any creature who would attack the caster as a surprise action
from within range triggers the guardian, who appears in reach of the
attacker and strikes first.
The guardian fights as a 6th level NPC Fighter per the DMG for up
to one round per level before being dispelled. The caster may trigger it
to appear and fight at will as an immediate action.
200gp material component (diamond).
*Mordenkainen's Faithful Phantom Sharks* {Conjuration (Summoning)}
As /MFP Bats/, but six Large Sharks as per the MM.
*Mordenkainen's Faithful Phantom Shield Maidens* {Conjuration
(Summoning)}
Sor/Wiz 4; V,S,M; Medium; 1 min/level; none
Two 3rd level NPC Fighters as per the DMG stay near the caster and
attempt to provide him with cover.
*Mordenkainen's Faithful Phantom Soldiers* {Conjuration (Summoning)}
As /MFP Bats/, but three 4th level NPC Fighters as per the DMG.
*Mordenkainen's Force Missiles* {Evocation [Force]}
Sor/Wiz 4; V,S; Medium; Instantanious; Ref part
One missile at 7th level, plus one per three levels (max 5 at
19th), targets creatures no more than 30' seperate for 2d4+2 force
damage. Each missile deals additional damage in a 10' burst equal to 1
point per caster level (max 15) with a Ref save to negate.
eg A 12th level caster targets two creatures for 2d4+2, plus two 12
damage 10' bursts.
*Mordenkainen's Involuntary Wizardry* {Enchantment [MA]}
Sor/Wiz 5; V,S; Medium; Instantanious; Will neg
One targetted creature immedately casts a single arcane spell at
random from spells it is able to cast. Creatures who cannot cast arcane
spells, or who have used their allotment suffer no effect. The spell
affects only the target creature itself, dealing 1 damage per spell
level in addition to any other effect. Spells with a casting time of
longer than one standard action have no effect. The target is entitled
to normal saves and protections against the involuntarily cast spell.
*Mordenkainen's Lucubration*: See PHB.
*Mordenkainen's Magnificent Mansion*: See PHB.
*Mordenkainen's Penultimate Cogitation* {Transmutation}
Wiz 7; V,S; Personal; Instantanious
Swift action casting time
Any one spell up to 6th level the caster knows is placed in his
mind immedately as long as it exists in one of his spellbooks within a 1
mile range. The caster must succeed in a DC (20 + spell level) check or
the spell will be erased from the book.
*Mordenkainen's Private Sanctum*: See PHB.
*Mordenkainen's Protection From Avians* {Abjuration}
Sor/Wiz 1; V,S,M; Touch; 1 min/level; Will neg (none)
The touched creature gains a +2 deflection bonus to AC against all
airbourne attackers.
*Mordenkainen's Protection From Insects and Aracnids* {Abjuration}
Sor/Wiz 3; V,S,M; Touch; 1 min/level; Will neg (none)
The touched creature gains a +2 deflection bonus to AC against all
Vermin, and gains a +4 resistance bonus to saves against Vermin poisons.
*Mordenkainen's Protection From Slime* {Abjuration}
Sor/Wiz 4; V,S,M; Touch; 1 min/level; Will neg (none)
The touched creature gains a +2 deflection bonus to AC against all
Oozes, and gains a +4 resistance bonus to saves against their natural
attacks.
*Mordenkainen's Sword*: See PHB.
Well, that's the big guy. All we're left with now is Drawmij (who
lives under the sea) and Bigby (who has this thing with gloves that
weirds everyone out).
--
tussock
Aspie at work, sorry in advance.
tussock
Aspie at work, sorry in advance.