Magic Spells
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Telnor's spellbook is bound in the hyde of a black dragon (the same baby in which he took the head for his staff) and is engraved with silver filled letters "Telnor's Draconomicon" The book itself has a set of clasps in the shape of tiny dragon claws, which hold the book closed unless the proper command words are spoken (Telnorous Rexus Draconous). The pages of the book have been made from the cut and dried skin of a dragons wing.
The first page of the book appears bone white except for a single black circle drawn on the pages center. A creation of Telnor's, this effect is known as Telnor's Spellbook Familiar. The rest of the book is dedicated to both the most powerful spells Telnor has ever learned and every one he has ever created. At 1' high, 1' wide and almost 4 inches thick, this ten pound book is the most valude item Telnor has.


Telnors' Spellbook familiar:
By combining find familiar, permanance, a portable hole, and 1d4 scrolls a mage can bind a familiar to his spellbook. The familiar will only appear if the book is opened. The mage still gets the familiars special abilities but only while in contact with the book. The bound familiar gains the powers of the d4 scroll used in the books creation to protect its new home. The scrolls must be nondamaging spells of 3rd level or less (invisibility, darkness, faerie fire etc...), and the familiar may cast each spell 1x per day (unless two or more of the same scrolls were used ).
The familiar lives in the portable hole, which is also big enough to hold spell components, a magic item or two etc.. While in the portable hole the familiar can breathe and move about normaly and heals d4 hps for every 24 hours spent in the hole. The familiar ages normaly while in the hole and must be fed and taken care of as needed. The familiar's home appears as a totally black page and may be put anywhere throughout the book. The mage suffer normal penalties for loss of familiar if he losses contact with the book for longer than a month (plus 1 day per level) or if its destroyed.

Telnors' Magic carpet ride (alteration) LVL-2
Telnors' Magic carpet ride (alteration) LVL-2
lvl-2,range-touch,comp-v.s.m,duration-1 turn+1 turn per level,C/T-1 round,AOE-a 10'square of cloth, S/T's-none,
This spell allows the caster to energize a piece of cloth so that it acts as if a flying carpet (see DMG). Its move is 2" per level, per round (max of 30" per round at 15th level), and has a flight class of E, (raising by 1 class every 4 levels to a max of A at 20th level). Only the caster can command the carpet and he must be in contact with the carpet at all times or the spell ends regardless of duration remaining. The cloth is considered AC 6, and has 1 hp per casters level.
The only component for this spell is the cloth to be enchanted.

Telnors' Raft of 1000 fish (enchantment/charm)
lvl-2,range-1 mile,comp's-v.s.m,duration-1 turn per lvl,C/T-1 round,aoe-10'x10' platform,S/T-none.
This spell attracts 1000's of fish together to form a 10'x10' platform which can hold the caster and up to 20lbs per level (max of 400lbs at level 20). It has a move of 12, regardless of how fast or slow the individual fish are, and a morale equal to the casters level (max of 18). The raft will disperse if attacked by a large predator, or if it takes any form of damaging attack.
The raft may be used above the water as a platform or below the water as a form of transportation (same movement rate) though its up to the caster to supply a way to breathe. Above the water and if not moving, the raft is steady enough to cast most spells and use missile weapons without any penalty.
The caster is in mental control over the raft as long as he remains in physical contact with it. Sometimes giant seahorses,dolphins and other marine life may help to form the raft, but this grants no extra abilities or control.
The material component for this spell are some form of fish food (worms, bread, etc...)

Telnors' Ice cubed (conjuration)
lvl-4,range-10",comp-v.s,dur-1 turn per lvl,C/T-4,AOE-30' cube per 4 lvls,S/T-special
Telnors' Ice cubed allows the caster to encase a victum (who fails a S/T vs dex) in a 10' cube of clear ice. Once encased the victum takes an automatic d4+1 damage every round till free, and a system shock roll is required, if passed the victum is paralised until the duration expires. Failure means the victum takes double damage and drowing rules should be used to simulate the suffication brought on by being totally encased in the ice.
For every 4 levels the caster may create another cube or add the mass to create one large cube (to a max of 5 cubes at lvl 20 or one large cube 50' on a side). Multiple cubes may be used to encase several beings or combined to encase one large being. The caster must pick one or the other, multiple cubes or one large cube, when this spell is cast.
The amount of cubes needed to capture a being are 1 for sm-m sized creatures/objects, 2 or 3 for large size, and 4-5 for huge creatures. (I.E. 1 for a human or 2 goblins, 2 for an ogre, 3-4 for a giant, and 5 for a dragon). The cubes may be used seperatly to attack a large being, such as using two cubes to encase a giants legs, or four to encase all of a dragons feet. But the creature gets a save against each cube individually.
In hot climates the cubes' duration is halved, while cold climates double it. Each cube is AC 6 and has hp's equal to the casters level. Fire and area attacks force the victum encased to save vs the attack or recieve half damage.

Telnor's MinoMorph
Telnors' minomorph
lvl:4, range: touch, comp:v.s.m.,dur:1 turn per lvl, c/t:1 round, AOE: 1 change, s/t:negates.
This specialized polymorph spell allows the caster to make one minor change to a being, without changing its whole body. Such changes include (but are not limited to) gills, skin color, ears, wings, claws, etc.. The subject must save (if not willing) or the change will not set in. Upon expiration of the spell the beings body returns to normal. Dispel magic will reverse the change.
This spell is most often used to allow beings to travel underwater (gills), in the air (wings), it can give a weapon (claws), or allow 360 degree vision (huge eyes, or radar ears). The spell may not give special immunities or attacks (breathing underwater is not a special ability its an adaptation).
Materiel components should coincide with the type of adaptation, fish for gills, a bird for wings etc...

Telnors' Last Bite
lvl:5 comp:v.s.m., dur:24hrs per lvl, c/t:1 turn, aoe: 30' radius around the caster,s/t:1/2 dam.
This spell causes the casters body to upon death, explode as a fireball with a 30' radius (d6+1 damage per lvl, max of 10d6+10). Victums must save at -1 per 5 lvls of the caster (max of -4 at 20th lvl) for half damage. This totally consumes the mages body and any/all nonflammable items (items such as oil flasks, etc.. may actually increase the damage). This spell activates 1d4+1 rnds after the mages death, to allow his killers to get closer to his body, and to pretect his body from undeath.
Telnor worked with a drow mage to create and perfect this spell and may be found in use by the ever powerful drow mages.

Telnors Time tell (divination)
lvl-1, range-0, comp-v.s.m, Dur-instant, c/t-1, aoe-special, s/t-none.
This spell allows the caster to know what time it is to the nearest quarter hour. It also imparts him with the knowledge about the duration of any spell or effect currently active upon his person. The spell reveals the time, and date in a form equel to the casters understanding, and it works above and below ground though only on the prime material plane. It has no effect if cast on any other plane other than the casters home plane.
To cast this spell the caster pours a handful of sand from one hand to another while speaking the words "Tell me".

Telnor's Disjointed Sojourn
"This spell is rumored to take a mind and implant it into the body of another. "