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

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