<BGSOUND src="#">
The Spells of Sonus Irontree

Sonus's Affliction
Level 5 (Enchantment/Charm)
     Range:5 yards/level               Components:V,S,M
     Duration:1d4 Days                 Casting Time:4
     Area of Effect:1 Creature         Saving Throw:Special
     Subtlety:+3                       Sensory:Large Tactile
     Knockdown:None                    Critical:None
This is an improved verion of
Sonus's Repetition. Causes the victim to unknowingly repeat his last round's action for 1d4 days, over and over again. A victim who saves will be affected by the lesser version of this spell, but with no save allowed.

The material component of this spell is two rings of brass or gold, linked together.


Sonus's Blink-Jump
Level 4 (Alteration)
     Range:Touch                       Components:V,S,M
     Duration:1d4 rnds+1 rnd/lvl       Casting Time:2
     Area of Effect:1 Creature         Saving Throw:None
     Subtlety:+2                       Sensory:Medium Visual
     Knockdown:None                    Critical:None
This spell combines the effects of "Blink" and "Jump". The recipient can jump up to 100 feet in any direction, as if he were encased in a 100' X 100' X 100' cube. The recipient is only invisible when jumping. No matter how high the individual jumps upward, he will not be hurt when he lands. If the recipient leaves the 100' cube, the spell ends instantly.

The material component of this spell is a live cricket, which must be eaten by the recipient.


Sonus's Contingency Trap
Level 9 (Evocation, Alteration, Abjuration)
     Range:Touch                       Components:V,S,M
     Duration:Special                  Casting Time:2 Hours
     Area of Effect:One Object         Saving Throw:Special
     Subtlety:+6                       Sensory:By Effect Spell
     Knockdown:By Effect Spell         Critical:By Effect Spell
This spell allows the caster to set a magical trap to go off under certain circumstances. The spell must be cast on an object. When the pre-determined criteria are met, the trap will go off. Along with this spell, another spell must be cast. This second spell is the effect that will occur when the trap is sprung. This can be any spell, but usually offensive spells are used, and spells that affect only the caster have no effect. Touch-delivered spells work normally. A victim of this spell must save versus spell twice to negate the effects (if the first save is failed, ignore the second.) This is because the effect will try to hit it's target twice. If it misses the first time, it will boomerang and attempt to strike again. If both saves are passed, the spell has no effect.

As a wizard rises in level, more effects may be applied in a single casting. At 18th level, two effects may be used; at 20th level, three; at 22nd, four; and at 26th level, five. Five is the maximum number of effects, however at 28th level, the caster may opt to give up all but one effect, and make the trap repeating. This means that the trap can be sprung over and over again, up to once per level of the caster.

The material components of this spell are 200gp worth of mercury, a 200gp gold nugget, a small silver bell, and the components of the companion spell(s).


Sonus's Explosive Gem
Level 8 (Invocation/Evocation)
     Range:100 yds+10 yds/lvl          Components:V,S,M
     Duration:Special                  Casting Time:2 rounds
     Area of Effect:20' Radius Globe   Saving Throw:1/2
     Subtlety:+5                       Sensory:Large Visual, Large Audio, Medium Olofactory
     Knockdown:d10                     Critical:Huge (1d4) Crushing
Identical to Delayed Blast Fireball (W7), save that the spell is cast into a gemstone (no enchantment needed), which explodes at a time determined during casting, or after 1 year, whichever is first. If the caster specifies nothing, 1 year is the default "fuse" on the gem. The explosion inflicts double damage on anyone carrying the gem, and this poor soul gets no save. Anyone else within the blast radius suffers normal damage, and may save for 1/2.

The fire from this blast is even hotter than other fireball spells. Combustible materials make their saves vs magical fire at a -1 penalty.

The material components of this spell are sulphur, a tiny ball of bat guano, and a gemstone worth at least 1500gp (the spell's receptacle and focus).


Sonus's Eyebender
Level 5 (Illusion/Phantasm)
     Range:15 feet/level               Components:S,M
     Duration:Special                  Casting Time:5
     Area of Effect:10' Cube/3 levels  Saving Throw:Special
     Subtlety:+2                       Sensory:Huge Visual
     Knockdown:None                    Critical:None
Causes an effect similar to the Hypnotic Pattern spell, but the pattern created is a paradox. Those within the cube must save verus spell at a -4 to avoid being transfixed by the pattern. Those who fail cannot look away until they figure out the pattern (as it is a paradox, this is impossible...) or until they are attacked directly. Creatures with an intelligence of 17 or higher can make an intelligence check to recognize the paradox, and thus be unaffected by the spell.

The material components of this spell are a piece of real paper, and a glowing (lit) stick of incense.


Sonus's Holy Glyph
Level 4 (Conjuration/Summoning)
     Range:0                           Components:V,M
     Duration:2 rounds/level           Casting Time:3
     Area of Effect:Special            Saving Throw:None
     Subtlety:+2                       Sensory:None
     Knockdown:None                    Critical:None
Causes the holy/unholy symbol of any deity known to the caster to appear an orbit the caster's head for the duration. This allows him to use one granted power of that deity's specialty priests one time during the duration of the spell. It should be noted that many churches view this spell as sacreligious, and anyone known to use it regularly will be hunted by the church, especially if the clergy happens to be evil-aligned. Also, repeated use of powers from the same diety is bound to eventually attract the attention of the diety himself/herself. This spell should, therefore, be used only in justifiable emergencies, as it is likely one will be asked to explain his/her actions at some point.

The material components of this spell are a bit of phosphorous and burning incense dedicated to the deity whose symbol is being summoned.

Special Note: This spell is usually cast only by Chosen of Mystra, as those individuals have the deific connections needed to use it properly. Anyone else who uses the spell is sure to attract the deities attention. How said god/goddess responds is left to the DM, but very rarely would such response be positive....*Evil Grin*


Sonus's Illumination
Level 3 (Alteration)
     Range:90 yards                    Components:V,S,M
     Duration:1 round/level            Casting Time:3
     Area of Effect:20' radius globe   Saving Throw:Negate
     Subtlety:+2                       Sensory:None
     Knockdown:None                    Critical:None
This spell causes all beings with hostile intent toward the caster to glow with a red radiance equal to faerie fire for the duration. These beings recieve a save versus spell to negate the effect.

Alternately, the spell can outline all objects worth more than 50gp within the area of effect a mild amber hue for the duration of the spell.

No matter which version is cast, the glow is visible only to the caster.

The material component of this spell is a small gold nugget worth at least 100gp.


Sonus's Improved Arrow Swarm
Level 9 (Alteration, Invocation/Evocation)
     Range:Special                     Components:V,S,M
     Duration:1 round                  Casting Time:2 rounds
     Area of Effect:30' radius sphere  Saving Throw:1/2
     Subtlety:+5                       Sensory:Large Visual, Large Tactile
     Knockdown:d8                      Critical:Huge (1d4) Impact
As per the Arrow Swarm spell detailed on page 76 of Volo's Guide to All Things Magical, save that the point of origon for the swarm can be literally anywhere on any plane the caster has been. Note that the area of effect for this spell is a sphere instead of a cone. The arrows do 1d6+1 damage each, regardless of the original arrow's enchantment.

The material component of this spell is a flight arrow of at least +1 enchantment.


Sonus's Incredible Thief
Level 6 (Illusion/Phantasm)
     Range:20 feet/level               Components:V,S,M
     Duration:1d4 days                 Casting Time:3 Turns
     Area of Effect:Special            Saving Throw:None
     Subtlety:+5                       Sensory:None
     Knockdown:None                    Critical:None
This spell was created by Sonus when the party's thief turned traitor and skipped town; it is very useful in the abscense of a player-character thief. The spell creates an invisible phantasmal force that will obey every command issued to it by the caster and any other individual named in the casting, to the exclusion of killing any living thing, unless it is evil, see below.

The force should be played as a NPC thief of the caster's level. It's alignment is the same as that of the caster. Use the average thief abilities table on page 34 of the DMG. It's ability scores are identical to the caster's, but if it could not qualify to be a thief (the caster's dexterity is eight or less) adjust the dexterity score to nine. The thief may wield and weapon normally allowed to thieves, and should be assumed to be proficient in the use of that weapon. The force must be supplied with any equipment it is to use, weapon included.

In it's natural form, it has as many hit points as the caster and an AC of 4, modified for dexterity. It can only be hit by weapons of +1 or better enchantment.

The material components for this spell are a rope of climbing (not expended), a small special lock worth 250gp, and a set of thief's' picks.


Sonus's Madness
Level 7 (Illusion/Phantasm)
     Range:10 miles/level              Components:V,S,M
     Duration:Special                  Casting Time:3
     Area of Effect:1 victim           Saving Throw:Negate
     Subtlety:+2                       Sensory:None
     Knockdown:None                    Critical:None
This spell shows Sonus's humorous side. The caster can create various funhouse type effects that affect only the victim of the spell as long as said victim is in range. If he should ever move out of range, the spell ends immediately.

This victim may be in no way harmed by the spell. It is designed only to annoy, not kill. This victim could, for example, fall three miles into a seemingly bottomless ravine, but he would land on a huge stack of feather matresses, and be aided by a feather fall. The DM should use extreme discretion in adjudicating this spell's effects. The spell's effects are a phantasm in the victim's mind, and do not actually occur, but he/she may outwardly act as though they are, thus making others around them think they are mad, hence the name of the spell.

The material components of the spell are a small mirror, two drops of icy-cold water, and three down feathers.


Sonus's Missile Swarm
Level 8 (Alteration, Metamagic)
     Range:Caster                      Components:V,S,M
     Duration:Instant                  Casting Time:1 round or special
     Area of Effect:Caster's Person    Saving Throw:By Missile Spell
     Subtlety:+7                       Sensory:Small Tactile
     Knockdown:By Missile Spell        Critical:By Missile Spell
Probes the caster's own mind and magical items searching for any Magic Missiles, Mordenkainen's Force Missiles, Snilloc's Major Missile, and Rary's Viscious Missiles spells. On the following round, all of these spells are cast simultaneously, resulting in a massive barrage of missile fire. If the one round casting time is used, the missiles cannot be targeted., and simply fly straight away from the caster. Optionally, an extra modifier of +1 per spell to be cast can be added (spilling into additional rounds as needed) to target all the spells as they normally can be. The Missile Swarm always casts every one of these spells on the caster's person; casting only part of them is not an option.

The spell will not completely drain a charged item, such as a wand of magic missiles, but will use the maximum number of charges usable in one round. If knockdown and critical spell effects are in play, they must be diced for each individual missile spell.

The material component of this spell is a glass globe filled with swirling gasses, which is thrown to the ground and shattered during casting.


Sonus's Permanent Invisibility
Level 4 (Illusion/Phantasm)
     Range:Touch                       Components:V,S
     Duration:Permanent                Casting Time:4
     Area of Effect:Touched            Saving Throw:None
     Subtlety:+3                       Sensory:Moderate Visual
     Knockdown:None                    Critical:None
This spell was created quite by accident while Sonus was trying to improve the duration of an improved invisibility spell. His research was a little too successful and hed ended up with a spell that has a permanent duration, and can affect objects as well as creatures. The spell is otherwise identical to improved invisibility.

The spell obviously has its uses, but being invisible forever is not most folks idea of a good time. Fortunately, there is a cure. The spell can be cast in reverse. This spell is called Sonus's Permanent Visibility. If cast to dispel Permanent Invisibility or any other invisibility-type magic, it does only this and nothing more. (Note that this version of the spell cannot negate an invisibility 10' radius spell, but it can render on item or person so affected visible). If cast on a non-invisible being or object, the target is rendered resistant to invisibility spells, gaining a normal saving throw if not normally allowed (even if they are a willing target), and a save with a +2 bonus if the spell normally allows a save. This includes Invisibility, Improved Invisibility, Invisibility 10' Radius, and Mass Invisibility. The duration of any invisibilty-type spells cast on the affected target is halved.

It should also be noted that this spell can only be countered by the reverse of itself; it resists dispel magic flawlessly. Limited Wish or a full Wish will also negate this spell in either form.


Sonus's Proximity Teleport
Level 7 (Alteration, Enchantment/Charm)
     Range:Touch                       Components:V,S
     Duration:Permanent                Casting Time:2 rounds
     Area of Effect:2 Objects          Saving Throw:None
     Subtlety:+5                       Sensory:Moderate Visual
     Knockdown:None                    Critical:None
Enchants any two objects less than one cubic foot in size each to repel one another. Whenever the two objects are brought within 100 feet of each other, they are both teleported to a location determined by the wizard during casting. Normal chances for teleport mishaps apply. See the Teleport Spell (W5).


Sonus's Repetition
Level 3 (Enchantment/Charm)
     Range:120 Yards                   Components:S,M
     Duration:1 round                  Casting Time:2
     Area of Effect:1 creature         Saving Throw:Negate
     Subtlety:+1                       Sensory:Large Tactile
     Knockdown:None                    Critical:None
Causes the target to unknowingly repeat it's action from the previous round (i.e. run into a door, or attack a specific target). The victim gets a save vs. spell to negate this, and if successful will seek to attack the caster at first opportunity; although they will not endanger their own life in attempt to do so. If attacking the caster is impossible, they will not seek to do so. If the action to be duplicated cannot be completed (i.e. due to a door being closed, etc.) then the spell has no effect.

The material component of this spell is a small ring made of brass or gold.


Sonus's Reversal
Level 9 (Alteration, Necromancy)
     Range:Touch                       Components:V,S,M
     Duration:Permanant                Casting Time:2 Turns
     Area of Effect:Touched            Saving Throw:None/Negate
     Subtlety:+5                       Sensory:Huge Tactile
     Knockdown:None                    Critical:None
Permanently removes 1d6 years of age from the touched creature or object. Creatures must rest for 1 hour per year removed, or an object must be left alone and un-touched for a like period. Faliure to do so results in the negation of the spell's effects. This spell may be cast on a specific object or creature only once per year. Additional castings result in nothing more impressive than a severe case of the dry-heaves for the intended recipient. Attepting to cast this on the same object more than once per year permanently destroys that object. Even a wish spell cannot bring it back. There is no save versus this version of the spell.

The reversed form of this spell ages the target 1d6 years. There are no limits on times per year for this version of the spell, but starting with the eleventh casting, the target ages only one year per casting. An unwilling target may save versus spell to negate this effect.

The material components of this spell are a small piece of holly harvested with a golden sickle under a full moon, and a clear diamond worth at least 1000gp.


Sonus's Spell Engine
Level 9 (Alteration, Conjuration/Summoning, Force)
     Range:10 yards                    Components:V,S,M
     Duration:Permanent                Casting Time:1 hour
     Area of Effect:5 cubic yds/lvl    Saving Throw:None
     Subtlety:+5                       Sensory:Huge Audio, Huge Visual, Large Olofactory
     Knockdown:None                    Critical:None
Unlike the spell engine described in the "Pages from the Mages" supplement, this engine is actually a workhorse. It can be used to tow heavy loads (up to 15,000lbs), and can carry up to 10,000 pounds on top of itself (it is topped with a flat platform). The machine is even capable of loading and unloading itself.

The spell engine can cross any flat terrain without difficulty. It can handle low mountains at a glacial top speed of 1. It cannot cross medium or high mountains. If it is not towing anything, it will float, and can therefore cross entire oceans. The only drawback to the engine is it's total lack of speed. Going downhill on a paved road with the wind behind it it can manage a maximum MR of 5. It's normal overland rate is 3. In water, as described above, it can mamage a MR of 3 if the sea is calm. Anything more than a slight chop drops the speed to 1. It cannot move through gale or stronger winds, or waves more than 8-feet high at the crest.

Any items on the platform are held in place magically, and cannot be knocked off the engine while it is in motion, or while it is trying to move.

The material components for this spell are a gemstone worth no less than 5000gp, and one non-unique permanent magical item (Not a potion, oil, scroll, or charged item). Attempts to use any cursed or detrimental magical item for this spell result in a spell engine that cannot move at all.


Sonus's World Well
Level 9 (Alteration, Dimension, Divination)
     Range:25 feet                     Components:V,S,M
     Duration:1 round/level            Casting Time:Special
     Area of Effect:Special            Saving Throw:None
     Subtlety:+5                       Sensory:Large Visual, Large Audio
     Knockdown:None                    Critical:None
This spell crates a two-way portal to one or more planes. To a non-spellcaster, it looks and operates like a normal well. If a spellcaster uses it, he may scry one or more planes, and then jump down the well to emerge in the plane he was scrying last. Casting time is one turn per plane to be contacted.

There is a 10% chance per round after the well is open that something will come through from the other side looking for food, fun, trouble, or any combination thereof.

The material components of this spell are a 3" diamater rock, a piece of rope, a plank of wood, and a generous pile of straw.

Special Note: This spell differs from the "World Walk" spell in that said spell cannot contact more than one plane, but can be used by anyone. A "World Well" can be used only by a spell caster, but can contact more than one location at a time.



Back to Top
Back to Main Page

Please mail comments and suggestions to:[email protected]