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THE LIBRUM SUBTALIS
A 2nd Ed Spellbook

  In the world of Greyhawk, the area known as 'The Wild Coast' is currently split between defending humans and invading orcs, and each side is about as bad as the other; the Wild Coast has long been a haven of bandits and worse. Recently, forces from the city of Greyhawk have entered the area, with the intent of driving off the orcs, and perhaps civilising the locals. In the wake of the Greyhawk forces came many natives of that city, looking for trade, adventure or booty. One of these folk is Korokaz Silverblade, Kaz to his friends. A representative of the Wizard's Guild of Greyhawk (and a trusted contact with the Thieves' Guild, which more or less runs the city), Kaz came to the Wild Coast with the intention of buying materials and components for the Wizards' Guild, but things didn't go to plan..Currently, he, along with his comrades in the 'Wyvern Slayers' adventuring band, are engaged in guerrilla warfare against the orcs, as well as trying to keep the 'Mob' in the port of Safeton from taking over.

What few people realise is that Silverblade is an enchanter, when folk ask why he doesn't use Fireballs and the like he merely explains that he abhors violent magic, besides which, Monster Summoning I is much more fun. In an age of war, where so many rely on direct attacks, Kaz's use of subtlety, misdirection and downright chaos has proved quite effective. Being somewhat vain, he decided that the magical community should hear of his endeavours, but not the wizards of the world of Greyhawk, the less they know of his activities the better! So he created a spellbook filled with his own personal spells, and some of his favourite tricks and tactics. This tome he gave to a friend, a captain of a spelljamming ship, who took the book to the city of Waterdeep in the Realms, and thence to Khelben Blackstaff, who had a chuckle at it, and then passed it onto a colleague. At the present time, no one is sure who's got the book, it was last reported to be in the hands of a some adventurers in Luskan who were travelling North. The DM can feel free to either slip it, or a few of its spells, into an adventure.

The book is called 'The Librium Subtalis', for that name is prominently displayed on its front cover, the title being a bit of a joke, since the contents are subtle. Protected by covers of brass that fold over to form a box around the tome, the title, and its author's name, 'Silverblade of Greyhawk' (both written in Common), are spelled out in mother-of-pearl. Strange, shifting, ominous runes slide and shimmer over the metal, these are harmless, and are caused by a Permanent Illusion. The illusion hides the real defensive runes, these act as an Antipathy-Sympathy spell (the effect is to cause Antipathy to Evil or Neutral aligned creatures), and allow the book to save as Metal with a +4 bonus. If the book is ever touched by an undead creature, an 8 HD fire elemental is summoned, it lingers for 3 turns, attacking the offending creature and any other undead present, this effect can be triggered once per day.

The first ten pages describe some useful tips for low level wizards, 1st--6th level wizards who read the book get 1,000 XP from these insights, which include: using a Scare spell in conjunction with an illusion can create a frighteningly realistic ghost; using Elixir of Stupefaction and charm spells is a great way to avoid bar fights, or win them; sprinkling coins covered with runes of hold person behind you is a great way to stop pursuit; and if you really don't like someone, and happen to have a deck of illusions or many things, cast suggestion, say you're going to do a card trick, and ask them to pick five cards.... Some of Silverblade's tips are included in at the end of each of the spells.

BEGUILING TOUCH

Level 1 (Charm) Range: Touch Components: V, S

Duration: special (1 turn) Casting time: 2 Area of effect: 1 person Saving throw: Neg.

This spell allows the caster to duplicate the effects of charm person, by touch. Once cast the wizard has 10 rounds in which to touch a target. The spell can affect only 1 person, it ends when triggered, regardless of whether the victim made his save or not. Note that the caster could use the spell on several different targets until it's ended with a successful touch. Targets are treated as AC 10, only magic, Dexterity or cover adjustments apply. Victims can be automatically touched if they aren't expecting an attack, such as shaking their hands etc.

The caster's hand appears normal, unless viewed with detect magic. The caster doesn't know if the spell affects the target or not, but he does know when it has been discharged or ended.

"Obviously, the spell is great when your introducing yourself to folk, cast it before hand and you may have great success in business!"

ALLURE OF THE ENCHANTER

Level 2 (Charm) Range: 0 Components: V, S, M Duration: 1 hour/level Casting time: 1 turn Area of effect: the caster Saving throw: None

When cast, the wizard's Charisma is temporarily increased by +2, however, this can only increase the score to racial maximums. If the caster is an enchanter however, the spell is more powerful and can raise the Charisma to a maximum of 20.

The material component is a hair from a creature that has both physical beauty and a natural charm ability, such as a sirine.

"The spell's duration makes it great around town, especially when you want to recruit a small army for those 'difficult' jobs. "

BESTOW HOPE

Level 2 (Charm) Range: touch Components: V, S Duration: 1 hour Casting time: 1 turn Area of effect: 1 creature Saving throw: None

When cast on a willing creature, this dweomer endows it with confidence, hope and spiritual vigour. All dice rolls have a +1 bonus (attacks, initiative, damage etc.). Cumulative dice rolls are also improved, for example, a 5d6 hp fireball would actually do 5d6+5 hp. The spell is instantly ended by any power or spell greater than 2nd level that causes despair, hopelessness or fear, but for that round the recipient of bestow hope is not harmed by the malign effect.

Any creature under the effects of this spell is considered to have a Morale of at least 17.

"Besides its obvious combat uses, this is a great spell to cast on some poorly old soul, making a geriatric feel younger is more valuable to them than gold. Great way to gain the confidence, and spell lists, of ancient wizards."

CLOAK OF MAIL

Level 3 (Enchantment, abjuration) Range: touch Components: V, S, M Duration: special Casting time: 3 Area of effect: the caster Saving throw: None

This spell is cast on a garment worn on the torso, such as a shirt, jacket or even leather armour, but not metal armour. The material is endowed with a magical field that provides AC 2 all over the wizard's body. The spell lasts until the wizard has taken physical damage equal to 5 hp per level. Spirit and mental attacks do not affect the cloak of mail, so a Finger of Death of Psychic Crush used against the wizard never reduce the spell's hit point total, but an avalanche or Magic Missile would. For example, a 5th level wizard's Cloak of Mail would end if he takes 30 hp of damage, either cumulatively, or in one strike.

Note that unless the garment is almost totally destroyed, the spell will cling to it, and that the item is protected as well, getting +4 to saving throws.

Interestingly, this spell can be cast on the wizard's familiar, presumably because they are so strongly linked, naturally it must be wearing armour/clothing of some type.

The material component is a piece of plate mail armour, costing 1 gp.

"A great way to protect your expensive threads! "

ELIXIR OF STUPEFACTION

Level 3 (Enchantment/charm) Range: touch Components: V, S, M Duration: special Casting time: 1 turn Area of effect: special Saving throw: Neg.

When cast on any alcoholic fluid (including some potions, as a few have alcoholic bases), the fluid is endowed with a lingering enchantment that weakens a creature's willpower, making it very susceptible to suggestions, mundane as well as magical. When drunk, a victim must make a save vs. spell, adjusted by Wisdom, if they fail, their Wisdom is reduced by half, rounded down. For example, a warrior with Wisdom 7 could have the score reduced to 3, incurring a -3 save vs. Enchantment/Charm spells, as well as making him easily swayed. The effect occurs within 1d4+4 rounds of imbibing the liquid. Victim's never know that they have been exposed to the spell, its effects are very subtle. Note that the liquid is not a poison, the spell is merely held inside it.

The maximum volume affected is that of a large barrel or small well (around 40 gallons). Duration is a function of volume, if cast on a single glass the spell lasts for 1 month; on a bottle it remains for 1d4 weeks; 1 gallon holds the enchantment for 1 day and on larger amounts it lingers for 1 hour. The spell affects a maximum of 2 creatures per caster level, but only one saving throw is needed, no matter how much is drunk. Note that the caster can add alcohol to water, rendering a well or horse trough suitable for this spell's use, though the alteration may be noticed and arouse suspicions.

This spell is devastating if cast on a barrel of potent spirits, which is then drunk by folk who are already inebriated, as their Wisdom would have already been reduced by alcohol.

The material component is 3 drops of distilled alcohol, such as brandy or whisky.

"Slipping a couple of brandy barrels enspelled with Elixir of Stupefaction into a party or enemy warband can have interesting results, especially when combined with Confusion or Emotion. "

RUNE OF HOLD PERSON

Level 3 (Enchantment/Charm) Range: touch Components: V, S, M Duration: until triggered Casting time: 1 turn Area of effect special Saving throw: Neg.

This rune is placed on any surface up to the size of a large door (100' square), but not on a creature or person, however, it may be placed on their clothing. The rune must be written, scratched or in some way marked onto the item. It is visible, but can be written extremely small, making it difficult to notice. The rune only takes effect when a creature voluntarily touches the item, it cannot be used offensively, for example, if cast on a dagger which is the hurled at enemy the rune will not be triggered, but if the enemy then picks the dagger up, it would take effect.

The spell functions as a Hold Person spell as cast by the wizard, with a duration of 2 rounds/level, but the victim is allowed a normal saving throw, (there is no penalty for it being a single creature), but other penalties, for low Wisdom or the caster being an enchanter, still apply.

The caster never triggers his own rune, and may set it so as to exclude certain individuals from its effects as well. Normal wear and tear can't remove the rune, although a thief could negate it with a Remove Traps roll at 1/2 the normal chance.

The material component is iron dust, and a hair from each person to be excluded from the spells effect.

"Besides hindering thieves, this spell's best use is on coins, sprinkle a few dozen around an ambush spot, or when being chased. "

BANE DEFLECTOR

Level 4 (Enchantment/Abjuration) Range: touch Components: V, S, M Duration: special Casting time: 1 turn Area of effect: the caster Saving throw: None

This spell is cast on a piece of jewellery the caster wears, which must cost at least 10 gp. It endows the item with the ability to 'absorb' damage that would otherwise harm the caster. Physical injuries, poison and spells that cause hit point loss are affected. Other types of harm (physical/hit point loss) may be affected at the DM's option.

The item has 3 hp per caster level. Damage done to the wizard is taken by the Bane Deflector item first, though he is still jostled or affected in some way by the attack, so spell disruption still occurs. Against poisons and other unusual effects, a +4 save is allowed, this causes 4 hp of damage to the Bane Deflector. If the Bane Deflector has less than 4 hp remaining, unusual attacks get a saving throw bonus equal to the remaining hit points: +1, +2 or +3.

For example, a 9th-level wizard has casts Bane Deflector on a ring, which can absorb 27 hp of damage. The wizard is struck by a sword for 8 hp, reducing the total to 19 hp, he is knocked about by the blow and loses the spell he was currently casting. Later he is hit by a beholder's Disintegration, Flesh To Stone and Cause Serious Wounds eye beams, the Bane Deflector takes 8 hp of damage from the first two attacks, leaving it with 11 hp (and giving +4 to saves), and the Cause Serious Wounds does another 10 hp. The next round the beholder hits him with a Death Ray, the Bane Deflector has no effect on this type of power, but the wizard makes his saving throw, so the monster hits him with Flesh to Stone again, he gets a +1 save as the Bane Deflector has only 1 hp remaining, and the spell is ended.

Note that critical hits cannot be inflicted if the damage is absorbed, though the victim can still suffer a knockdown. Criticals that are partially absorbed get a +1 saving throw bonus per hit point absorbed.

The material component is the piece of jewellery, which is slowly damaged as the spell loses hit points. Note that physically repairing the item destroys both it and the spell, and magically repairing it will break the spell, unless a Limited Wish is used. Only one Bane Deflector can ever be in operation, casting more shatters the preceeding spells as they are linked to the caster arcanely.

FLAMING MISSILE

Level 4 (Enchantment/Alteration) Range: touch Components: V, S, M Duration: until triggered Casting time: 1 turn Area of effect: 1 item/level Saving throw: None

This spell is cast on any missile weapon up to the size of a hand axe or spear. It can only be used on non-magical items, and lasts until the weapon is used in a missile attack. When launched, thrown etc., the missile gets normal attack/damage rolls, but then it ignites, and is completely incinerated, causing an additional 4 hp of damage to the victim (no save). If the attack roll missed by 4 or less, it is assumed the weapon struck the target, but not well enough to cause damage, but incineration still occurs, but the target takes only 2 hp of damage. Note that if the weapon misses it still ignites on impact, possibly starting fires. Saving throws vs. Normal Fire may be required. The flames from the incinerating item extend for only 1' , so other creatures are rarely endangered, 2 hp could be caused by close proximity.

The material components are the items, and the hot coals of a fire, the items are touched to the coals, drawing the heat inside themselves.

"Who says enchanters can't deal with the undead!"

SILVERBLADE'S MINDKILLER

Level 4 (Charm) Range: 10 yards/level Components: V, S Duration: 1 turn Casting time: 4 Area of effect: 1 creature Saving throw: Special

This spell causes the victim to believe it has been hit by a tremendous, deadly spell. The victim must save vs. Spell, adjusted by Wisdom. Those who fail are left with only 1 hp! Those who make the save are reduced to half their current hit points. The damage is purely in the mind however, and is considered stun damage. Creatures reduced to 0 hp by this spell are only rendered unconscious for 10 rounds. Hit points lost to this spell are recovered after 1 turn, when the victim believes he's 'overcome' the dastardly attack.

For example, a hill giant with 62 hp is attacked with this spell, it has 6 Intelligence and presumably 7 Wisdom since they do have some degree of cunning, so a -1 penalty applies. It fails the roll and is reduced to 1 hp, in its mind! Believing that it's close to death, the giant may flee or surrender. Should the caster and his allies attack it for 10 hp, the brute would collapse, thinking itself mortally wounded, when in fact it still has 52 hp, and will awaken in 10 rounds. If it made its saving throw it would have been reduced to 31 hp, taking 31 hp stun damage that would be recovered in 1 turn.

"This spell is ideal for capturing opponents, or scaring very tough ones into leaving, or at least hesitating."

SILVERBLADE'S WOE

Level 4 (Charm) Range: 10 yards/level Components: V, S Duration: 3 round +1 round/level Casting time: 4 Area of effect: 20' cube/level or 1 creature Saving throw: special

When cast, Silverblade's Woe doesn't affect the wizard's allies, only his enemies. It causes fear, doubt, hesitation and uncertainty in its victims' minds. Those who fail to save vs. Spell, adjusted for Wisdom, have all dice rolls reduced by -2, including attack, damage, initiative, saves, morale etc. Also, targets of affected creatures' spells or powers get a +2 saving throw bonus. It also influences Encounter Reaction rolls by 2, making the victims less likely to be hostile, and more inclined towards flight.

Alternatively, the spell can be cast on a single creature, if it fails to save its rolls are reduced by -4. Even if the victim makes the saving throw its rolls are still reduced by -2.

For example, a 9th-level wizard is individually targeted, he makes his save but has a -2 on all rolls. His initiative goes up by 2, then he casts a 9d6 hp fireball, he rolls a '4' on the d6, but this is reduced to '2', so his victims get +2 to their saves and take 9 or 18 hp instead of 18 or 36.

"While great in battle, this dweomer can give you a real edge when dealing with some hardcase, all of a sudden, he doesn't feel quite so secure, and you can really play on his paranoias..."

CHARM THE CROWD

Level 4 Range: 120 yards Components: V, S Duration: Special Casting time: 4 Area of effect: 20' radius Saving throw: Negates

This spell functions as per Charm Person, so Charm the Crowd only affects bipedal, man-sized or smaller humanoids, and creatures that fail their initial saving throw are allowed a new save at different intervals depending on their Intelligence (see charm person for details).

What makes Charm the Crowd different is that it affects 4d4 creatures, starting with those closest to the centre of the effect and working outwards.

"This spell is very effective when cast at the rear of a group of attacking humanoids, such as orcs. Assuming that you can communicate with the Charmed folk, pointing at the attackers and shouting, "Help! These guys are trying to kill me!", generally results in the Charmed ones trying to pull their comrades away, then arguements break out, and generally blood flows in short order. Note that this won't break the Charm, you haven't asked anything unreasonable of them--most goblinoids don't have much love for one another, (even their comrades in arms), and their natural animosity soon turns disputes into a pitched battle. Also, by casting the spell at the rear of a group, you may well get the leaders. "

GOLD RUSH

Level 4 (Enchantment/Charm) Range: 10 yards Components: V, S, M Duration: 2 rounds/level Casting time: 4 Area of effect: 1 object/20' radius Saving throw: Negates.

This spell is cast on any reasonably valuable item worth 5 gp or more. Thereafter, every creature who is within 20' of the item, and that sees it even for a split second, must make a save vs. Spell, adjusted by Wisdom. This saving throw is adjusted by the creatures' greed: orcs and similar monsters save at -1 due to their lust for wealth, where as a red dragon would have a -4 penalty due to its colossal appetite for treasure, however, a humble monk would get a +4 bonus as he has little desire for material wealth. The saving throw is further modified by the item's value: 500+ gp = -1 save; 1,000+ gp = -2 save; 2,000 gp = -3; 5,000+ gp = -4 save. The penalties and bonuses can be cumulative. Only one saving throw is needed, no matter how often a creature sees the enspelled item.

Those who fail their saving throw see the item as incredibly desirable and valuable. They will do all they can, within their alignment and moral codes, to get it. Under the effects of the Gold Rush, creatures will only fight to defend themselves, ignoring everything but their desire for the item. Good aligned creatures may bargain for the item, play dice for it, or even steal it. Evil characters are very likely to fight or murder one another.

Note that only creatures interested in wealth can be influenced by a Gold Rush, so it wouldn't be much use against a black pudding. An unusual aspect of this spell is that it can affect the undead, provided they are very greedy.

The material component is a gold coin.

"Casting gold rush on a small, flashy, expensive item, like a magical or gem-covered dagger, ensures that it will catch the eye, and can be hurled into the midst of the enemy. The resulting chaos makes a Confusion spell look tame! Just don't let the item come too close to your friends though...."