From the Spellbook of
Lorenz Fo'Nubilus of Evermeet
Archangel of Eilistraee

Lorenz Fo'Nubilus
Drow, NG, Fighter/Mage

Submitted by alex

THE FO'NUBILUS EXORBITANT POWERBLAST

LEVEL: 4
RANGE: Special
DURATION: Special
AREA OF EFFECT: 60' radius
COMPONENTS: V,S,M (talon of a griffon)
CASTING TIME: 3
SAVING THROW: None

As the spellcasting proceeds, the mage takes on an increasingly sparkling, crimson-violet aura of power. With the final word of the incantation, and having mentally defined his targets, the mage throws up his hands in a swift move, and multiple crimson missiles streak skywards from his upper body and arms (ever seen Robotech?), winding and weaving, to dive back to the surface with a screaming, deafening sound and unerringly strike their victims from above for 1d4+1 points of damage. The blast is accompanied by a low roar of detonation and a bright, billowing gases. The mage gets to show off with 1 missile per level of experience, up to 12.

THE FO'NUBILUS SIDEKICK MISSILES

LEVEL: 4
DURATION: 2 rounds/level
RANGE: 5'/level
COMPONENTS: V,S
CASTING TIME: 1 round
AREA OF EFFECT: One hand-held weapon
SAVING THROW: NONE

The casting of this spell would allow the F/M to infuse his weapon with the magical energy to discharge enhanced magic missiles (1d4+2). Once cast, the spell is controlled and the command to discharge may be given at any point, even before initiative. Because only the caster maintains control of the discharge, it is problematic but possible to cast on other's weapons. Possible weapons include blades, staffs, daggers, whatever hand-held, but no missile weapons.

So, while manuevering his katana to parry the orc's clumsy thrust, Lorenz commands two magic missiles to blast forth from the weapon (with magnificent visual effects...) and hit the unfortunate wretch. If the opponent is hit by a such a magic missile within melee and fails to make a wisdom check, in addition to suffering the damage his concentration is loused and he receives a +1 to his AC for the round. Not that he'd have much of a chance anyway... A casting provides energy for one unerring missile per level of the caster, two of which can be fired every round, but if the duration runs out, all power left is lost.

THE FO'NUBILUS DROWMORPH

LEVEL: 4
SCHOOL: ALTERATION
RANGE: TOUCH
CASTING TIME: 5
DURATION: 1H/L
AREA OF EFFECT: PERSON
COMPONENTS: V,S,M (powdered Drow bone)
SAVING THROW: SPECIAL

This spell transforms the recipient, willing or not, into, guess what, a DROW ELF! The subject gains all the physical attributes of a drow, skin color, hair color, IV, Dex bonuses, Con penalties, height & weight is readjusted, but NOT mental/magical/innate abilites such as MR, Int bonuses, innate spell ability, reaction adjustments etc. Consequently, s/he also 'gains' the penalties in bright light etc! Saving throws are at -2 if the spell is cast by a drow mage (why he would want to do that remains a mystery), normal for all others except surface elves, who in all cases get 30% MR to this spell because it goes against their very soul...

A succesful check still leaves the subject with a slight drow coloring condition (ie slightly darker complexion, slightly darker hair etc.) but no other side-effects. This will wear off in a few days, GM willing...

Needless to say that even trying to cast such a spell onto an unwilling elf is certain to draw the holy wrath of his companions, and this can be very very bad....

THE FO'NUBILUS MELEE METACOGNITION

LEVEL:3
SCHOOL: DIVINATION/ALTERATION
RANGE: MELEE RANGE
AREA OF EFFECT: PERSON
CASTING TIME: 2
DURATION: 2 ROUNDS/WIZ.LEVEL
COMPONENTS: S,M (spark)
SAVING THROW: SPECIAL

Well, this is a very devious spell. While in melee combat, the caster shakes his head, concentrates momentarily on the spell and triggers it with a spark (Lorenz uses his own katanas striking one against the other to produce it. Other methods may give a CT penalty). His immediate opponent then saves vs spell with a -1 per five caster levels. A failed saving throw allows the caster access to his opponents' mind, and imparts the ability to read his/her motor thoughts, ie where s/he wants his/her hands and feet to move to, her/his head to turn to, her/his muscles to flex etc. This knowledge enables the caster to modify his defences against the moves he knows are coming, gaining an AC bonus of 1 per four FIGHTER levels over 3rd, as the better the F/M is himself at melee, the better he can plan and respond. Thus, for 3rd Level F/M, this spell gives -1 AC, for 4-8th -2 AC, 9-13 -3 AC etc.

The F/M also gets a chance to modify these thoughts, confusing or misdirecting his opponent. Only F/M's of 8th+ WIZ. level this, and subjects save at +2. If the save is unsucessful, the F/M also gains a +1/4 WIZ levels, starting from 8th, to his AR's. Thus, at 8th, assuming the subject lost both ST's, he'll have -2 AC/ +1 AR, at 9-13th -3 AC/+2 AR etc. Not too powerful, but naughty, and can be put to interesting uses: it's not only the AC and AR bonuses..

Note that this ability requires no sort of mental processing on the part of the wizard, as the magic gives him implicit knowledge. This spell can also be used in non-combat situations, so long as the range is under 10ft or so, but components must still be used, which makes it highly conspicuous...

THE FO'NUBILUS SHOCKING AUGMENTATION

LEVEL: 4
SCHOOL: CONJURATION/ALTERATION
COMPONENTS: V,S,M
CASTING TIME: 4/5/6 (* see below)
SAVING THROW: 1/2
DURATION: Special

Same as the shocking grasp 1st level spell, only somewhat more powerful, doing 1d8+2/level. Its main feature is that it allows for the subsequent casting of up to 2 1st level shocking grasp spells before the charge is released. The whole spell fails if the predetermined number of augmentors are not cast one immediately after the other (* see above).

When all casting is finished, the mage may not hold the charge for more than 5 rounds. The mage need not hold onto the target for the duration, but is immune to his own magic anyway if he wishes to do so. The target of the spell saves vs spell for 1/2 damage every round. If cast by itself, it lasts one round, but if followed by augmentors, lasts as many rounds beyond that as augmentors are cast, doing 1d6/level for the second and 1d4/level for the third round. For the duration of the spell the victim is wracked in convulsions (treat as prone to hit) caused by the powerful current running through him.

Grounding will have no effect, the magic will not dissipate except to other living creatures: anybody (except the caster) who touches the target with weapons or otherwise, will be affected for one round, 'relieving' the primary target of one round's worth of damage, save vs spell for half.

THE FO'NUBILUS ARMOUR OF CONVENIENCE

LEVEL: 3rd
SCHOOL: EVOCATION/ABJURATION
CASTING TIME: 1 turn
AREA OF EFFECT: Person
COMPONENTS: V,M (100GP Diamond)
DURATION: Special
SAVING THROW: Neg

This spell surrounds the caster with a shimmering armour of force offering an AC of 2. The caster can use this protection for a total of 3 rounds per level, but the spell can be discontinued at any moment, the remaining rounds being available for 1hr/lvl from the time of the casting. A command word must be uttered to switch on/off. It may be called upon at the beginning of a combat round but the character takes a +1 initiative penalty. The Armour of Convenience can only be used in conjunction with rings etc, dex bonuses, but not normal armour. The character cannot be healed when the armour is in operation.

The material component is a 100gp diamond that disappears and reappears as the armour is "switched" on and off, shattering when the spell runs out. Whoever holds the crystal commands the armour, so wresting the control diamond from the caster is a good way to go round this defence. It can be dispelled normally, of course.

THE FO'NUBILUS SPIRIT SQUIRES

Level: 2nd
School: Summoning
Range: 30 yards
Casting Time: 5
Area of Effect: Person
Duration: Special
Components: V,S,M
Saving throw: None

By means of this spell the caster summons a host of tiny, semi-visible servant entities to help a character wear or discard armour. The servant squires are efficient enough to do so in half the normal time, rounding fractions down, more than making up for the time spent casting the spell. Upon completing the task, and neatly arranging the packing of the armour, the servants disappear.

The material component for this spell is a handful of (dead) worker bees, and the armour to be worn cannot be further away than 30 ft from the character to be fitted, who must stay still for the duration. If cast on himself, a F/M will be able to cast only spells with Verbal components during that time. If the mage casts this on a heavily armored and clumsy (ie dwarf) character who is in the water, almost drowning, this character must not try to swim, rather take a large gulp of air and let the servants take care of the task.

THE FO'NUBILUS SHROWD OF THE SHADOWS (SHS)

Level: 2nd
School: Alteration/Necromancy
Range: 10ft
Casting Time: 2
Duration: 5 rounds/level
Area of Effect: Personal
Components: V,S,M
Saving Throw: Neg

The mage casts the spell at a heavy charcoal-black cape and throws it in a flowing motion over the recipients' head. The cloak flashes with dark light and completely covers the recipient, making him light-absorbent rather than light-reflecting. In even moderate shadows, chance to hide is 95% and movement is 85% undetectable by normal means (active observers within thirty feet roll percentile dice, success indicates the shrowded character crossed a lighter area and was detected).

Opponents trying to hit a shrowded individual suffer -2 penalties to their attack rolls in addition to whatever penalties for dark conditions, and he has +3 saving throw bonus against targeted spells.

A succesful light spell centered on the individual negates the shrowd. Also, in normal lighting conditions, the shrowded character is actually HIGHLIGHTED, suffering AC and other penalties. Only the caster can end the spell at will.

The material components are a heavy black cloak and pinch of charcoal dust, both of which are consumed.

THE FO'NUBILUS SUPERIOR SWORDSMAN'S ILLUSION (SSI)

Level: 3rd
School: Illusion
Range: 5ft globe
Duration: 2 rounds/level
Components: V,S
Area of Effect: Person
Casting Time: 3
Saving Throw: None

WARNING: This is a spell specifically suited to proficient swordsmasters with 5 or more levels of experience, twin weapons and at least 14 Dexterity. (eg Elven Fighter/Mages) Others may not benefit from it for reasons that will soon become evident.

This spell creates a field of illusion around the recipient, like strobo flashes illuminating his hand and body movements in half-second intervals, only fuzzier. These illusionary movements do in no way hinder the subject, but his/her opponent is totally confused and unable to discern which is the actual movement of the subject's blades. As a result, he incurrs a -3 penalty to AC and a -2 to Hit. It is important that the subject has practiced his battle techniques using this spell, because to gain these bonuses he must understand how to use the field to mask his real attacks behind a flurry of feints.

THE FO'NUBILUS 'POWER TO THE PEOPLE' (PTTP)

Alteration/ Enchantment 4
Range: 10 yards/level
Duration: Special
Components: VSM (light that damn candle!)
Casting Time: Special
Area of Effect: Special
Saving Throw: None

Ever been annoyed at the fodder goblins coming out of a Monster Summoning I spell ? Well, this can be helped: this spell will infuse your summoned creaures with 1 HD per three levels of the caster, to a max of 4 extra HD ie 7-10 +1HD 11-14 +2HD, 15-18 +3HD, 18+ +4HD.

This spell is cast immediately before the MonstSumm and lasts as long as it. The complex of both spells takes a round to cast, as they must be intertwined. It can also be used with MonstSumm II etc, but cannot give more than a total of 6HD (ie HD summoned creature + HD of enhancement <= 6HD) to a summoned creature.

The down side is, your summoned monsters, given the extra POW! also get a 25% chance to break free of the caster's control when forced to risk their lives fighting the dragon etc. Any and all creatures summoned gain the benefits of this spell, which is effectively a good way for a high-level caster to economize on spells, ie casting MS I and PTTP costs as many spell points as a fifth-level spell, but for a 15-level caster can produce 2d4 4HD monsters which would otherwise need multiple MS IV's.

The spell can also be used on non-summoned creatures, so long as their total HD will not exceed 6HD. Any creature with individual stats, ie PC's and NPC's cannot benefit from this spell. If cast after the summoning or on non-summoned creatures, the area of effect is creature/level, 5ft radius'level from the point indicated within range.

THE FO'NUBILUS MISERABLE PITTANCE

Enchantment 3
Range: 10 yards/level
Duration: 2 rounds/level
Casting Time: 3
Components VSM: (anything valued over 10gp)
Area of Effect: 1 creature/3 caster levels
Save: Special

To cast the spell, the wizard taunts and insults the target(s), then throws any item of more than 10gp value ie a small gem, a small pouch of GP's etc anywhere within range, points to it and subvocalises the command word to unleash the magic of the spell itself. Targets over 3HD save vs spell to avoid the effect, but a failed save (or less than 3HD) will result in their considering the thrown item extremely valuable treasure and they will rush to get it, fiercely fighting with each other and ignoring everything else- the caster may hold his concentration on the spell's effect to prolong it indefinitely, or long enough for them to finish each other off... else the spell last for 2r/l. Even after the end of the spell, they will still have a vague feeling that this item is in some way special, and will seek to keep it if possible. Can be nasty if it's a locator or cursed...!

THE FO'NUBILUS LUMINOUS LIFESAVER

LEVEL: 1
SCHOOL: ABJURATION/ALTERATION
DURATION: Inst
CASTING TIME: 1
COMPONENTS: 2S-Special
AREA OF EFFECT: Caster
SAVING THROW: None

Inflicts a -6 AR penalty to a blow that is aimed at finishing off the helpless caster, and any rolls under 5 are considered a fumble. Helpless is defined as having 1-5 hp and possibly prone, restrained or magically weakened, generally unable to block, dodge or tumble away from the attacker, rather pitifully waiting for the killing blow. Can only be cast as a defense of last resort, as the somatic component is a rare hormone secreted by the body when a hideous end is perceived to be near, and only when the incoming attack can be clearly seen, even if it is a missile attack, but not if delivered by an invisible creature, from behind, by magic etc. (As an additional piece of lore, some say this hormone affects memory and makes such a victim's life 'flash before them'.) An additonal somatic component (clenching of the fist) is required for this protection that is manifested as a flash pushing the attacker away, but nothing else, so long as the spell is memorised. F/m preparing for a major one-to-one confontation might be well advised to memorise it.

THE FO'NUBILUS ILLUSION OF A FIERY DOOM (IFD)

LEVEL: 2
SCHOOL: ILLUSION
DURATION: 2 rounds/level
CASTING TIME: 2
COMPONENTS: VS
AREA OF EFFECT: Caster's weapon
SAVING THROW: None

When this spell takes effect, a composite illusion is put up to aid the f/m dispatch his melee opponent. To trigger the spell, the components are a sneer(S) and the phrase 'You are doomed!'(V), and the effects are the following: The f/m's weapon glows, sizzles and sparkles as if a powerful enchantment has just been activated, and leaves a fiery path across its trajectory. If it hits, it opens an illusionary large blackened bloody gash over the actual wound, and the victim can smell sizzled flesh and sulfur, believing he has suffered 50% more damage than in reality, if he fails to save vs spell at -2 for the very specialised effect: heat and smell and sight are activated, but not the victim's touch, assuming that he won't have the chance to during melee, but if he does, another save at +2 is gained.