Murphy Red and his Marvelous Wandeleers
De Spam party was een van de meest, tja, memorabele party's ooit op Aurum gespeeld. High Magic, High Treassure, werd de Spam party geleid door Feico. Hoofdpersoons was natuurlijk Murphy Red maar ook Tim, Elvis en Gonzo waren van de parij. De wereld zal nooit hetzelfde zijn.
These are the Arcane discoveries of Gonzo the Great. Wild Mage and renegade of Spam. Member of Murphy Red & his Wild Wandeleers, Most wanted by the Priest of Spam for using magic without permision. for using magic in his most truest and most beautiful form. WILD MAGIC. Wild Magic is a very dangerous thing so don't you be using these spells if you do not know what they'll do. Or even better said. Because there is no telling what these spells will do: Don't you be using these spells. Yes that's it. Heck If I was your DM I wouldn't let you!
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School: Transmutation (Wild)
Level: Wiz 3
Components: V,S,M
Casting Time: 3
Range: 0 + 2' /level
AoE: 30' + 5' /level radius
Duration: 10 minutes +1d4 rounds /level
Saving Throw: Special
Spell Resistance: No
Yes, even wild mages grow a little bored now and then. Researching a new spell is Gonzo's way of getting over it. This spell animates all pottery in the AoE for the duration of the spell or until the pottery is destroyed The pottery will grow faces, arms and feet to the best of their ability. The caster can make the pottery move as he wishes within the AoE. Movement of the pottery is 4 inch per round. The pottery can do 1d4 Damage falling on someone (roll melee touch attack). Any attempt to do this will break the pottery. If more than 20 pieces of pottery are animated in an area of 40 feet or less (or multiples of these) all creatures in the AoE must make a Will save or be stunned for 1d4 rounds.
School: Transmutation/Evocation (Wild)
Level: Wiz 2
Components: V,S,M
Casting Time: 2
Range: 10' + 5' /level
AoE: 30' cube + 10' /level
Duration: 1 hour /level
Saving Throw: Special
Spell Resistance: No (harmless, object)
By casting this spell the wild mage can create a fitting scenery for each event. There is a 50% chance -5% per level of the caster that the wrong scenery is created. The scenery is made out of cardboard and painted in basically the right colors. (as a drawing would be). As such it is very recognizable as unreal by any viewer with a intelligence higher than 2 The scenery is in 3D for as much as possible (a tower would be round, but a shrubbery would have flat sides). Prior to casting the wild mage states what scenery he thinks fitting, including range and AoE. Than roll percentile dice. If this fails the DM determines any fitting scenery. If the spell is used on a creature and endangers it, he is allowed a normal saving throw. Otherwise no saving throw is required. The material component is a piece of cardboard.
School: Conjuration
Level: Sor/Wiz 4
Components: V,S
Casting Time: 1 round
Range: 50 yards
AoE: Special
Duration: Permanent
Saving Throw: None
Spell Resistance: No
By casting this spell the wild mage can conjure 1 cubic yard of clay per level. Now this seems a pretty worthless spell, but wait 'till ya see what Gonzo can do with clay. HINT: check out the third level spell Gonzo's Clay Shaper. The clay will appear in a space not occupied by creatures or objects so it can't hurt anybody.
School: Transmutation (Wild)
Level: Wiz 2
Components: V,M
Casting Time: 2
Range: 0
AoE: 40' radius globe
Duration: 20 min + 10 min /level
Saving Throw: Will negates
Spell Resistance: Yes
This spell bestows upon the caster (and all in the AoE) some sort of vision. In most respects it works the same as the first level spell light. The caster is always the center of the spell. Roll 1d10 to find the type of light. Note that this spell cannot be canceled at will by the caster.
| Die Roll | Result |
|---|---|
| 01 | Light blinds all in AoE for the duration + 1d4 rounds |
| 02 | Infravision (120 ft) |
| 03 | Torchlight (in all respects) |
| 04 | Red light |
| 05 | Normal day light |
| 06 | Blue light |
| 07 | Twilight |
| 08 | Lantern |
| 09 | Ultra vision |
| 10 | Darkness equal to Darkness spell |
School: Tranmutation (Wild)
Level: Wiz 4
Components: V,S,M
Casting Time: 4
Range: 30' + 10' / level
AoE: 40' + 10' /level radius
Duration: 2 rounds / level
Saving Throw: Special
Spell Resistance: Yes
After casting this spell all in the AoE must make Will save at -1 per caster level for every active magical protection they have or lose it for the duration of the spell. If the save is successful the target is allowed another save (no penalties). If this save is also successful the target has his protection doubled (i.e. a ring of protection +1 would be a ring of protection +2 for the duration of the spell) Relics, Artefacts and other strong magical items are not effected by this spell. Note that it is possible that if three people are under the influence of the same protection spell, one could lose it, one could have it doubled while the third could notice nothing. Also note that defensive spells (like wall of fog, invisibility, and the like) are treated as protection devices for purpose of this spell.
School: Transmutation (Wild)
Level: Wiz 1
Components: V,S,M
Casting Time: 1
Range: 40' + 10' /level
AoE: one creature or object in a 30' radius /level & 200 lbs + 100 lbs /level
Duration: 1d3 rounds + 1 round /level
Saving Throw: Special (see text)
Spell Resistance: Yes (harmless)
Sometimes a wild mage has got to go to a lot research to lose an angry crowd. People (even former befriended ones) do not always like their peculiar understanding of magic.
By casting Gonzo's Eject the mage literally ejects himself (but mostly someone or something else) several inches, feet, yards, or even planes away. The caster states target(s), range and the effect. Then rolls 1d20 to find out what will happen. Needless to say that this is more often than not a complete surprise to the target and caster.
Per round one creature or object can be ejected (within the limit of the duration and level of the caster). The caster needs only a minimum of concentration for this. So he can normally move (run, dodge dangerous blows, and pay attention to his surroundings) but cannot take any more strenuous actions (fighting, spell casting or anything else which requires a large amount of concentration itself). Saving throws are only applicable to creatures with a higher HD than the caster and are Size based. T -6, S -4 M -2, L 0, H +2, G +4. The material component for this spell is one tiny spring per target which is pressed between thumb and index digit and is let go at the end of casting.
| Die Roll | Result |
|---|---|
| 01 | Caster ejected (re-roll) |
| 02 | Re-roll and double ranges |
| 03 | 1 ft. downward |
| 04 | Re-roll target gets saving throw without +/- |
| 05 | Nearest body of water |
| 06 | 30 ft. Upward |
| 07 | Target knocked down (-1 DC per leg more than 2) |
| 08 | Forward(1) |
| 09 | Right(1) |
| 10 | Forward left(1) |
| 11 | Intended happens |
| 12 | Backward right(1) |
| 13 | Left(1) |
| 14 | Backward(1) |
| 15 | 2 ft. Backward |
| 16 | 5d20 Forward |
| 17 | To nearest inn |
| 18 | Caster teleported 2 inch in front of target |
| 19 | Re-roll and triple ranges |
| 20 | Astral Plane |
(1)= target moves 10 ft. + 2 ft. /level upward and 20 ft. + 5 ft. /level away All damage due to falling is halved for this spell
School: Divination (Wild)
Level: Wiz 2
Components: V,S,M
Casting Time: 10 min.
Range: Touch
AoE: One object or creature / level
Duration: Special
Saving Throw: Will Negates (harmless)
Spell Resistance: Yes (harmless, object)
Well, Your Gonzo or your not. And if so you need to examine things 'cause yer don't know 'm of yerself. By means of this spell Gonzo found himself able to tell of any object or creature what it was. Surprisingly (not in the least to himself) this was exactly what it was supposed to do. Next to this (rather stunning) function there is a 5% chance per level of the caster that the spell will give information over things such as alignment, magical powers, intentions and dangers. If this occurs there is a 70% chance +1% per level that this information is true. (DM rolls secretly and is advised to give believable information if a false reading is rolled.) In order to retrieve the information the object need to be hold and closely looked at each and every detail and remember those. (Gonzo always made some notes along the way) In case of creatures the being need not be hold but still has to be looked at closely. The material component is the object or creature examined, and a ruby through which the caster looks during the examination. Both are not consumed in the process.
School: Divination (Wild)
Level: Wiz 3
Components: V,S,M
Casting Time: 10 min.
Range: Touch
AoE: One object or creature /level
Duration: Special
Saving Throw: None
Spell Resistance: No
This spell is completely the same as the second level spell Gonzo's Examination II except that this version states how to operate an item or treat a creature. For multi-use items only 1 function will be revealed per examination. This spell was used by Gonzo in particularly to learn the command words to activate magical devices (these start glowing with a reddish light on the item which is really cool!) It can however, also be used on non-magical items like a ballista. In which case the arrow shaft will start glowing and the caster will understand that a bolt is supposed to be placed on the machine. Then the string will start glowing, and again the caster understand that it needs to be stretched. And so on. On creatures it will give information on how to handle them (in case of animals) or how to communicate with them in case of intelligent beings. This version also has 5% chance /level that the spell will give information over things as alignment, (more) magical powers, intentions, and dangers. If this occurs there is a 70% + 1% chance of this information being true.
School: Divination (Wild)
Level: Wiz 3
Components: V,M
Casting Time: 3
Range: Touch
AoE: 10' radius +5' /caster level
Duration: 5 rounds +2 /level
Saving Throw: Will negates
Spell Resistance: No
By casting this spell the mage and everyone linked to him are able to step into a shimmer world where time runs a different loop. Time in the correct shimmer worlds run 5 rounds to 10 rounds forward or backward in comparison to the Prime (50% for either of them). Alas there are many, many other shimmer worlds where time can be more hazardous. Ranges vary between 1 round to 300 years forward or backward and no time loop at all. Every time the wild mage casts Gonzo's False Time/pass there is a 10%-1% per caster level (with a minimum of 1%) of getting in the wrong shimmer world. Circumstances in these worlds are most likely to be somewhat the same as the Prime, but if a wrong world is rolled it can be entirely different. It will however, always have a atmosphere in which the caster can survive. Although difficulties may arise i.e. lack of food or drink, etc. There is a chance the caster (and any companions) might get trapped in one of those. The material component is a hourglass which is cruhed under the casters foot.
| Die Roll | Result |
|---|---|
| 01-05 | 1 round = 300 years forward |
| 06-10 | 1 round = 1 year forward |
| 11-20 | 1 round = 2 months forward |
| 21-30 | 1 round = 10 days forward |
| 31-65 | 1 round = no time loop, but harsh environment guaranteed |
| 66-75 | 1 round = 10 days backward |
| 76-85 | 1 round = 2 months backward |
| 86-90 | 1 round = 1 year backward |
| 91-95 | 1 round = 300 years backward |
| 96-00 | Caster trapped, Roll again |
School: Tranmutation (Wild)
Level: Wiz 4
Components: V,S,M
Casting Time: 4
Range: touch
AoE: One pottery container
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This spell creates a number of items equal to that which the touched container can hold. Any item may be created as long as the caster has previously seen it, is not magical and does not exceed a total value of 100 gp. Gonzo mostly used it to create food or beer, but a sword must be possible as well. The wild mages states with what he wants the container to be filled and rolls percentile dices. On a roll of 40 (-2 / level) he is successful. and the container fills up to the edge with what he stated. If unsuccessful the container is filled with something from subsequent table.
| Die Roll | Result |
|---|---|
| 01 | Honey |
| 02 | Pure alcohol |
| 03 | Fruit |
| 04 | Dung |
| 05 | Cookies |
| 06 | Potsherds |
| 07 | Bees |
| 08 | Paint |
| 09 | Water |
| 10 | roll on Table 2 |
| Die Roll | Result |
|---|---|
| 01 | Genie appears (one limited wish) |
| 02 | Gems |
| 03 | Smoke |
| 04 | Material components (useful to caster) |
| 05 | Jelly |
| 06 | Tobacco |
| 07 | Copper |
| 08 | Pastry |
| 09 | Rot Grub |
| 10 | Gold |
School: Evocation (wild)
Level: Wiz 2
Components: V,S,M
Casting Time: 1 per 10 yards
Range: 1' + 2' /level
AoE: 20 yard square + 10 /level
Duration: Permanent
Saving Throw: None
Spell Resistance: No
By means of this spell the caster creates a floor plan of the building he is standing in (or in front of) within the AoE. The map attained is 30% + 5% per caster level likely to be correct and has a 5% + 5% per caster level chance of giving the location of secret doors or other information not supposed to be known to anyone but the rightful owner of the building (DM rolls secretly for both correctness and secret locations). If a map is not correct it will never give the locations of secret places. (It may however give the floor plan of an entirely different building.) Appearing on the top of the map is the name of the building and the name of the architect. On the right side of the floor plan a legend is given to explain all those difficult runes only an engineer with intelligence 18+ would understand. The map appears as a blue poster sized paper with white lines. The material components are a large piece of paper and a flask of light blue ink, which is poured over the paper.
School: Illusion (wild)
Level: Wiz 3
Components: V,S,M
Casting Time: 1 hour
Range: 10' + 5/level
AoE: 100 yard cube + 50/level
Duration: 1 day + 1/level
Saving Throw: None
Spell Resistance: No
After casting this spell an area up to the Area of Effect is concealed in its surroundings for the duration of the spell. Thus making it very hard to find. Only when looking for the place there is a 1 in 6 change that one may find it. There is a 25% change that the spell cannot be cannceled and if so, there is a 5% change that the spell is permanent. The material component for is a handfull of soil from the surrounding which is thrown at the target area. Also there is a 25% -1% per casting level of the mage that the revese of the spell Gonzo's Show will take effect. Casting Gonzo's Show will have 50% change of removing Gonzo's Hide
School: Illusion
Level: Wiz 2 / Sor 2
Components: V,S,M
Casting Time: 1 per 10 yards
Range: 10'+ 10' /level
AoE: 10 yards square /level
Duration: 10 minutes /level
Saving Throw: None
Spell Resistance: Yes
This spell is in all respects the same as the 1st level spell Gonzo's Create Jungle. This version however is in 3D, includes animals and all parts of the jungle move as if real. Anyone entering the jungle after it is being cast, must make a save against DC20 or is entangled as per the spell Entangle (PHB). Material component is some wet clay.
School: Transmutation (Wild)
Level: Wiz 2
Components: V / Special
Casting Time: 1 hour / Special
Range: 0 / Special
AoE: Special
Duration: Instantaneous / Special
Saving Throw: None / Special
Spell Resistance: None / Special
This spell is the same as Gonzo's Spell Compressor except that it can be reopend to buffer some more spells. So buffering all spells at once in the Spell Compressor is no longer required. Also 4 spell levels + 1 /level can be stored in the Spell Compressor
School: Transmutation (Wild)
Level: Wiz 2
Components: V,S
Casting Time: 2
Range: Touch
AoE: Caster
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Upon casting this spell 20 things can happen (roll on subsequent table. But the intention of Gonzo was to clean his clothes.
| Die Roll | Result |
|---|---|
| 01 | Clothes destroyed utterly |
| 02 | Clothes switched with nearest person |
| 03 | Clothes frozen |
| 04 | Caster teleported to nearest body of water |
| 05 | Clothes ornamented nicely, but not clean |
| 06 | Clothes even more dirty |
| 07 | Clothes smell terribely for 1d6 hours (eqv. of stinking cloud) |
| 08 | Clothes cleaned |
| 09 | Clothes ornamented nicely and clean |
| 10 | Clothes ornamented ugly and clean |
| 11 | CLothes cleaned but leaves soap |
| 12 | Clothes cleanend and shiny white |
| 13 | Clothes teleported to nearest body of water |
| 14 | Caster completly cleaned |
| 15 | Re-roll, AoE is 20 ft. radius |
| 16 | Clothes shrink to half their size and clean |
| 17 | Clothes enlarge to double their size and clean |
| 18 | Clothes clean and magnetic for 1d6 rounds |
| 19 | All dirt is cut out leaving holes |
| 20 | Clothes completly burned |
School: Divination
Level: Wiz 2
Components: V,S,M
Casting Time: 4
Range: Touch
AoE: 20'+ 10'per level
Duration: Permanent
Saving Throw: None
Spell Resistance: No
This spell can only be used after casting of Gonzo's Know The Way. If the caster uses this uses this spell while within the duration of Gonzo's Know The Way, the path to follow will appear on a piece of paper or parchment. For every Caster level the caster has, more detail will be given. So at level 1 it may only give a scale and a line to follow, while at CL 9 it will give full detail of the surroundings. DM will provide these details as he sees fit in contrast to the CL and knowledge of the surroundings already known to the caster. The material component is a piece of paper and a drop of red ink.
School: Transmutation (wild)
Level: Wiz 5
Components: V,S
Casting Time: 3
Range: 60 yards +10/level
AoE: 40' radius +5'/level
Duration: Special
Saving Throw: Special
Spell Resistance: Yes
This spell is in all respects the same as the 4th level spell Gonzo's Strip. Except where noted above and that all the creatures in the AoE can be stripped this way.
School: Transmutation
Level: Sor/Wiz 1
Components: V,M
Casting Time: 3
Range: 60' + 10' per level
AoE: 10 yards square + 1 per level
Duration: 1 hour per level
Saving Throw: Will Negates
Spell Resistance: Yes (harmless, object)
Any kind of pottery can be modeled into the into the desired shape for the duration of this spell. After the duration expires the pottery retains it's original form. The shape and size of the form is depending on the mass of the original form. Up to 10 pounds of pottery per level can be transformed. Magical empowered, living creatures or other non-ordinary pottery are allowed a saving throw vs. spell. Material component is the target.
School: Illusion (wild)
Level: Wiz 3
Components: V,S
Casting Time: 1
Range: 10' +10' /level
AoE: One creature /level
Duration: 2d6 rounds + 1 round /level
Saving Throw: Will negates
Spell Resistance: Yes
Now this is a spell you can rely on, oh who are we kidding, it's a Gonzo spell isn't it. While researching this spell, Gonzo had exactly this statement in mind. He knew a lot of his spells weren't working quite the way he intended them and people were more and more into avoiding him, especially since some spectacular unintended killings of befriended persons. Gonzo's Never Mind takes care of this unpleasant behaviour of people. After casting of a Gonzo spell the caster can weave this spell. As a result the target(s) have to make a Will saving throw or be completely ignorant of what just happened. Or at least they don't mind so much that is was Gonzo's fault. The reverse of this version Gonzo's Do Mind makes sure that people would mind what just happened and that it was all Gonzo's doing. (People always seemed to forget that he actually could do some marvellous spell casting) . There is however, a 50% -2% per caster level that the target will regain his previous thoughts after 1d10 rounds. Also there is a 30% -1% per caster level that the reversed version will activate.
School: Evocation (Wild)
Level: Wiz 2
Components: V,S,M
Casting Time: 1 hour
Range: Line of sight
AoE: Special
Duration: Permanent
Saving Throw: None
Spell Resistance: No
By looking at the remains of any past event, this spell gives the caster a full colour painting if what happened and caused the remains. This can be animal tracks (which will make a painting of the animal) to the remainders of a battle field (which will probably will give a boring painting in which heroic deeds and such are done by none mages.) There is a 100% - 10% Caster level that the painting gives false information (but still beautiful). Detail in the painting can be modified if the caster wishes so. For every level of the wild mage, he can opt the painting to appear as if 10 yards closer. The material components are: A drop of red ink, a drop of blue ink, a drop of yellow ink, a drop of black ink and a piece of linen and a box big enough to contain it all. For each missing colour of ink the painting loses a colour (also need for mixing). At the and of the duration the painting comes out completely dry.
School: Charm
Level: Sor/Wiz 1
Components: V
Casting Time: 1
Range: 0
AoE: 10' radius + 2 per level
Duration: 10 min per level
Saving Throw: Special
Spell Resistance: Yes
By means of this spell the caster can pass any kind of guard. He guard will behold the caster for a friend, his master, completely insignificant, or anything else. The chance of success is 30% +5% per level of the caster +/- the difference in level (i.e a 2nd level mage against a HD 8 Guard would have 30% +10% -(8-2=) 6% = 34% chance of success.) After the duration expires the guard can make a Intellegnce check (DC 10 + Caster Level) to see if he has any remebarance of the event. Knowing this a smart wizard makes sure he is not only out of sight but also out of range.
School: Abjuration (Wild)
Level: Wiz 3
Components: V,M
Casting Time: 3
Range: 0
AoE: Caster
Duration: 1 day
Saving Throw: None
Spell Resistance: Yes
After some shocking experiences Gonzo thought it was time to protect himself against his own spells. (Yes the kiddo got smart). By means of this spell the wild mage protects himself against any result in which target/caster are switched or any other unpleasant result doing physical or psychic damage to the caster. A screen of magical energy is drawn around the caster every time he casts a wild magic spell. If that spell results in unwanted actions against the caster he is allowed a Ref save +5 against the spell. If successful re-roll the result of the other spell, ignoring any results against he caster. If unsuccessful the screen somehow flawed and the other spell takes effect “normally”. In this case the protection spell is ended. The material component is a gem of at least 50gp value. NOTE: This spell does not protect against wild surges if these optional rules are used.
School: Abjuration (wild)
Level: Wiz 3
Components: V,S,M
Casting Time: 30 min.
Range: Touch
AoE: Creatures touched
Duration: 24 hours
Saving Throw: None
Spell Resistance: Yes (Harmless)
This spell looks the same as Gonzo's Protecton From Gonzo Spells. Well it's not! Gonzo's Protection of Wandeleer Spells is a realy cool wizards rite. It's only one part of a supreme magical defense for the Wandeleers. Every morning (after having had a cup of coffee and some donuts, that is) the Wandeleers get together in a magical circle (drawn on or in the very surface they happen to reside on). There they all participate in a silly dance and shout the Wandeleers yell (something like yucka, yucka, yucka, well darn arn't we good!). Then each of the members starts casting his protection spell for his own spells. In Gonzo's case this is the third level spell Gonzo's Protecton From Gonzo Spells. A grand display of fireworks is the result as the magical energy shoots up and twirls around, coiling in and out of eachother, exploding in a rain of colourfull magical dust. Each Wandeleer participating in the rite has in this way not only protected himself against his spells but also the other participating Wandeleers. Gonzo's version of this spell protects the Wandeleers against any results in wich target/Wandeleer are switched or against any other other unpleasant results doing physical and/or psychic damage to a Wandeleer. A screen of magical energy is drawn around the Wandeleer every time a Gonzo spell is cast which uses wild magic. If this spell results in a unwanted action against the Wandeleer he or she is allowed a Will Save against DC 15. If succesfull the caster of the Gonzo spell (most likely Gonzo) has to re-roll the result of the spell, ignoring any harmfull results against that Wandeleer. If the Save fails the screen flawed. In this case the spell takes efect “normally” and the protection against Gonzo spells is ended until cast again. DM should decide in each case what is harmfull or not. NOTE: This spell does not protect any Wandeleers against the effects of wild surges resulting from a level vartiation roll. Also it does not protect them against the effects from a Gonzo's Spell Compressor or simmilar spell.
School: Transmutation (wild)
Level: Wiz 4
Components: V,S,M
Casting Time: 4
Range: 0
AoE: 50' radius
Duration: Instantaneous
Saving Throw: Special
Spell Resistance: Yes
This spell finally is able to rid the world of all its evil. After casting, all priests in the area of effect can (and to the wandeleers opnion should) be ridded of their faith in their petty non-excisting gods. As such they are no longer priests. 1d10 priests can be affected at any time and only one attempt may be made per priest at any given level. What level of priests can be effected is found at subsequent table by rolling 1d20 and cross reference. If the result is greater or equal the attempt is succesfull and 1d10 priests cleansed of their believe. If the level of the priests encounterd are various, the lesser levels are affected first.
Purify Result The first thing you do is roll a Purify check to see how powerful an priest you can Purify. This is a Charisma check (1d20 + your Charisma modifier). Table: Purify Priest gives you the CL of the most powerful priest you can affect, relative to your level. On a given purify attempt, you can purify no priest whose CL exceed the result on this table.
| Purify CheckResult | Most Powerful Priest Affected(Maximum CL) |
|---|---|
| 0 or lower | Wizards CL -4 |
| 1-3 | Wizards CL -3 |
| 4-6 | Wizards CL -2 |
| 7-9 | Wizards CL -1 |
| 10-12 | Wizards CL |
| 13-15 | Wizards CL +1 |
| 16-18 | Wizards CL +2 |
| 19-21 | Wizards CL +3 |
| 22 or higher | Wizards CL +4 |
Purify Damage If your roll on Table: Purify priest is high enough to let you purify at least some of the priests within range, roll 2d6 + your CL + your Charisma modifier for turning damage. That's how many total CL of priest you can purify. If your Charisma score is average or low, it's possible to roll fewer CL of priest purified than indicated on Table: Purify priest.
Effect and Duration of Purifying Purified priests lose all their Devine Powers and lose faith in their god. They cannot cast devine spells, use their turning ablities or other powers related to their Clerical levels. It is as the priest has lost its Clerical levels. At the rate of 1 / day these will be restored and powers according to these levels can be used again. So at day 1 the cleric can make use of 1st level devine spelss again. Other powers still function at the Character level the ex-priest had.
Destroying Priest If you have twice as many levels (or more) as the priest has Class Levels, you destroy any that you would normally be purified.
Saving Throws Saving throws are applicable as long as the priests are not destroyed automaticly. These saves are made at -1 per casting level of the wild mage.
School: Illusion
Level: Sor 3 / Wiz 3
Components: V,S,M
Casting Time: 1
Range: 1' + 1' per level
AoE: One or more creatures
Duration: Special
Saving Throw: Will negates, see text
Spell Resistance: Yes
By this time Gonzo had created so much pottery with his Gonzo's Create Jungle and similar spells that the pollution tax agents were gaining on him. It was time for action. When casting this spell the mage creates a small illusionary market place (approx. 3d4 stands) in which his stand is the most beautiful. Anyone entering the market must see the pottery stand and can hardly resist buying one or more pieces of pottery (will save -3). The pottery actually looks good for 2 hours (sell your pottery in this time). After this time it its seen for what it really is. (In Gonzo's case, mostly crap). All affected creatures must at least buy one piece of pottery for no more than 1GP (Raise the price and they tell you that they won't buy crap for such prices). Anyone who bought a piece must make another will save at -2. If failed again another piece must be bought and another will save at -1, etc. Bought pieces will reveal their true nature to the buyer after 2d10 days. Which will give the caster more than enough time to get away.
School: Transmutation (Wild)
Level: Wiz 1
Components: V / Special
Casting Time: 1 hour / Special
Range: 0 / Special
AoE: Special
Duration: Instantaneous / Special
Saving Throw: None / Special
Spell Resistance: None / Special
This spell compresses 3 + 1 spell levels per level of the caster into 1 spell (i.e. A 5th level wild mage could compress 1 3rd, 2 2nd, and a 1st level spell into 1 Spell Compressor). During the casting of the spell preparations to buffer and compress take one hour of casting. Also the spells to be compressed need to be cast fully. During the casting the Compressor is given a trigger word which, spoken at a latter time, triggers the spell. (Give your DM this trigger word for maximum effect.) Uttering the trigger word releases all the spells in the compressor randomly in a random direction at a random target. All other spell aspects are also random (within the limits of the spells). Any saving throws are still applicable but are made at -4 (none can guess what is happening). One spell per segment takes effect. The caster should write down per Spell Compressor which spells are compressed in it and give this to the DM when using the trigger word. Per spell released a Level Variation Roll is still required (Table 1 TM). Note that a Spell Compressor cannot be re-opened to store more spells in it at a later time.
School: Transmutation (Wild)
Level: Wiz 5
Components: V / Special
Casting Time: 1 hour / Special
Range: 0 / Special
AoE: Special
Duration: Instantaneous / Special
Saving Throw: None / Special
Spell Resistance: None / Special
This spell is in all respects the same as Gonzo's Improved Spell Compressor (Wild). Except that 5 spell levels + 1 per level can be stored. Also the third level spell Gonzo's Happy Protector against Spell Compressors is automatically included in the spell. So any creature touching the wizard while he utters the command word to release the spell compressor is protected as per that spell.
School: Transmutation (wild)
Level: Wiz 4
Components: V,S,M
Casting Time: 3
Range: 40' +5' /level
AoE: Special
Duration: Instantaneous
Saving Throw: Will 1/2
Spell Resistance: Yes
By means of this spell the caster is able to restore reality to its previous state. Gonzo was getting tired of paying for expenses and this was a way to do something about it. After casting Gonzo's Undo the wild mage can undo a spell cast in the last round in the area. This spell must be of the mage's own casting level (including level variation roll) or lower. If a mage is unwilling to have his spell undone a Will save allowed. If unsuccessful the effects of the spell will be rewind. This rewind is visible to all in the area (Yes this is a neat side effect. However it cost some heavy research and a lot of money so please watch, will you!) until the point where the casting mage is doing the last handling of his spell. At this point the rewinds stops, shimmering images appear and, the caster (willing to cast the undone spell) can't remember what to do and thus his spell fails. If the save is successful the spell will have all effects halved (range, duration, AoE, damage, etc.) This time there are no visual affects, but a loud unearthly slurping sound can be heard. The material component for this spell is an hourglass which is turned at the beginning of the casting. NOTE: Wild surges can not be undone!
School: Evocation (Wild)
Level: Wiz 1
Components: V,S
Casting Time: 3
Range: 10' + 10' /level
AoE: one creature
Duration: Instantaneous
Saving Throw: Special
Spell Resistance: Yes
The expulsion of Gonzo out of the academy of magic did not do anything good to the conservative magic. But to the wild magic. Aaah, now there's something. Gonzo never really did get his spells the way he wanted, but it almost always did something. Here is what Gonzo finds a cube force does. Upon uttering the command words a cube of 1 ft. diameter per level of the caster (until highest maximum number of dices is reached) materializes and shoots forward to the target. The exact material of the cube is stated by the wild mage prior to casting, but mostly turns out to be something else. Following table gives what Gonzo found it could be thus far. Roll 1d40 find the result. In any case the target loses any actions for that round. Unless he saves of course.
| Die Roll | Description | Damage | Special Effects number of rounds | Save |
|---|---|---|---|---|
| 01 | Fire | 1d4/6 | - | 1/2 |
| 02 | Paint (target needs cleaning) | - | - | none |
| 03 | Steam | 1d4/6 | - | 1/2 |
| 04 | Meatball (target stunned) | - | 1d2 | 1/2 |
| 05 | Glue (target hold) | - | 1d6 | 1/2 |
| 06 | Obsidian | 5d2/8 | - | 1/2 |
| 07 | Force | 1d4/4 | - | 1/2 |
| 08 | Salve (target hold) | - | 1d2 | 1/2 |
| 09 | Cork | 4d2/8 | - | 1/2 |
| 10 | Fur (target stunned) | - | 1d2 | 1/2 |
| 11 | Eggnog (target nauseated) | - | 1d4 | 1/2 |
| 12 | Detonation (target explodes | 4d10/12 | - | negates |
| 13 | Dung (target nauseated) | - | 1d3 | 1/2 |
| 14 | Wind | 1d3/3 | - | 1/2 |
| 15 | Ice | 1d5/3 | - | 1/2 |
| 16 | Acid | 1d4/8 | - | 1/2 |
| 17 | Butter (target hold) | 1d2/2 | 1d3 | 1/2 |
| 18 | Ash (target blinded) | - | 1d3 | 1/2 |
| 19 | Bone | 1d2/4 | - | 1/2 |
| 20 | Jelly (target hold) | - | 1d3 | 1/2 |
| 21 | Mold (target suffucates) | 1d2/5 | 1d2 | 1/2 |
| 22 | Candy | 2d2/5 | - | 1/2 |
| 23 | Ink (target needs cleaning) | - | - | none |
| 24 | Grass | - | - | none |
| 25 | Light (target blinded | - | 1d4 | 1/2 |
| 26 | Caster faints | - | 1d4 | none |
| 27 | Pebble | 4d2/8 | - | 1/2 |
| 28 | Cream (target blinded) | - | 1d3 | 1/2 |
| 29 | Perfume (target nauseated) | - | 2d3 | 1/2 |
| 30 | Darkness (target blinded) | - | 1d4 | 1/2 |
| 31 | Hot Chocolate | 1d3/3 | - | 1/2 |
| 32 | Magma | 1d6/4 | - | 1/2 |
| 33 | Coffee | 1d3/4 | - | 1/2 |
| 34 | Poison (target nauseated) | - | 3d4 | 1/2 |
| 35 | Gravy | 1d3/3 | - | 1/2 |
| 36 | Vacuum (targets head disappears) | - | 2d4 | neggates |
| 37 | Morphine (taget drowsed) | - | 5d2 | 1/2 |
| 38 | Paper sheets | - | - | none |
| 39 | Water | 1d3/5 | - | 1/2 |
| 40 | Granite | 4d2/8 | - | 1/2 |
School: Evocation (wild)
Level: Wiz 4
Components: V,S
Casting Time: 5
Range: 40' + 5' /level
AoE: 15' + 2' /level radius
Duration: Instantaneous
Saving Throw: none
Spell Resistance: Yes
This spell can be cast in three ways, well actually it can be cast in a million kind of ways, but I don't want to bore you with that. It can be cast as an anchored plane of something, as an hemisphere or as an horizontal sheet to fall upon something. (likely the ground after first dropping on some creatures, is oddly enough the most common version). The wild mage however has but little influence on this. He states what kind of wall he desires (and the material) and than rolls a d4 where 1 = a plane 2 = hemisphere, 3 = a sheet and 4 = what he said. So there is a 50% chance (Not bad for wild magic is it?) After that, use the tables below to see what kind of wall is formed (if any) and looked surprised. A) Plane of wonder: When this is happening a sheet of something is created. The wall is primarily defensive, hopefully stopping pursuers and the like. The wall is one inch thick per caster level. It covers a 10' square area per level (at 10th level a wall of up to 100' long and 10' high or 50' long and 20' high can be created). Any creature breaking through suffers damage (see tables) per inch of thickness of the wall. The plane can be oriented in any fashion as long as it is anchored along one or more sides. B) Hemisphere of wonder: This version of the spell creates a hemisphere whose maximum radius is equal to 3' + 1' per level of the wild mage. The hemisphere lasts until broken, dispelled or the caster stops concentrating. Note that it is possible (hardly but possible) to trap mobile opponents under the hemisphere. C) Sheet of wonder: This version of the spell causes a horizontal sheet to fall towards the ground. If any creatures might be unfortunate enough to be standing underneath this fast enclosing object, damage is stated in following tables after the slash. Gonzo's Wonderful Wall cannot form in area occupied by physical objects or creatures. It's surface needs to be smooth and unbroken in cases of solid objects. Otherwise it fills around obstacles. All walls exist as long as the caster is concentrating. NOTE: many materials used for creating walls or hemispheres listed in the tables may change to sheet very quickly after being touched by someone or something. This is up to your DM.
| Die Roll | Description | Damage | Special Effects number of rounds | Save |
|---|---|---|---|---|
| 01 | Fire (combustibles ignited) | 6/# | - | 1/2 |
| 02 | Paint (rainbow paints target & needs cleaning) | 1/- | - | none |
| 03 | Flees (itching) | #/- | 2d6 | 1/2 |
| 04 | Vegetables | -/2d2 | - | 1/2 |
| 05 | Steam | 3/# | - | 1/2 |
| 06 | Meatballs (target stunned) | 1/5d2 | 1 | 1/2 |
| 07 | Gold | 2/4d10 | - | 1/2 |
| 08 | Azurite | 2/3d10 | - | 1/2 |
| 09 | Nothing happens | - | - | - |
| 10 | Force | 2/4d10 | - | 1/2 |
| 11 | Salve (target hold) | -/- | 2d2/6 | 1/2 |
| 12 | China | 1/2d10 | - | 1/2 |
| 13 | Cloth | -/3d4 | - | 1/2 |
| 14 | Earth | 1/5d6 | - | 1/2 |
| 15 | Magnets (All metal drawn to wall. dam. according) | -/5d4 | - | 1/2 |
| 16 | Cookies (target hungry) | -/2d4 | 2d2 | 1/2 |
| 17 | Fur | -/3d4 | - | 1/2 |
| 18 | Ooze (target hold) | -/3d6 | 2d3 | 1/2 |
| 19 | Shells | 1/3d3 | - | 1/2 |
| 20 | Carpets | -/3d4 | - | 1/2 |
| 21 | Roses | 1/2d2 | 2d6 | negates |
| 22 | Eggnog (target hold & drunk) | -/- | 2d4 | 1/2 |
| 23 | Coins | 2/8d4 | - | 1/2 |
| 24 | Pudding (target hold) | -/3d2 | 2d3 | 1/2 |
| 25 | Dung (target nauseated) | -/2d2 | 2d3 | 1/2 |
| 26 | Wind | 2/# | - | 1/2 |
| 27 | Copper | 2/4d10 | - | 1/2 |
| 28 | Turquise | 2/3d10 | - | 1/2 |
| 29 | Ice | 2/3d10 | - | 1/2 |
| 30 | Acid | 4/2d10 | - | 1/2 |
| 31 | Radiance | 8/2d8 | - | 1/2 |
| 32 | Bloodstone | 2/3d10 | - | 1/2 |
| 33 | Butter (target hold & likely to drop hold items) | -/- | 2d3 | 1/2 |
| 34 | Ash (target blinded) | -/- | 2d3 | 1/2 |
| 35 | Flowers | -/- | - | none |
| 36 | Moonstone | 2/3d10 | - | 1/2 |
| 37 | Caramel (target hold) | 1/5d6 | 7d3 | 1/2 |
| 38 | Positive Energy | 10/# | - | 1/2 |
| 39 | Jello (target hold) | -/- | 2d3 | 1/2 |
| 40 | Mold (target suffocates) | 2/- | 2d2 | 1/2 |
| 41 | Mushrooms | -/2d2 | - | none |
| 42 | Candy | -/3d4 | - | 1/2 |
| 43 | Ink (target needs cleaning) | -/- | - | none |
| 44 | Detonation (target explodes | -/# | - | negates |
| 45 | Caster appears at destinated range | - | - | negates |
| 46 | Light (target blinded) | -/# | 2d4 | 1/2 |
| 47 | Dust (target blinded) | -/- | 2d3 | 1/2 |
| 48 | Caster faints | -/- | 2d4 | none |
| 49 | Pebbles | 1/8d2 | - | 1/2 |
| 50 | Cheese | -/3d4 | - | 1/2 |
| 51 | Ruby | 2/3d10 | - | 1/2 |
| 52 | Garlic | -/3d2 | 3d4 | 1/2 |
| 53 | Platinum | 2/4d10 | - | 1/2 |
| 54 | Hats | -/2d2 | - | none |
| 55 | Cakes | -/- | 2d3 | 1/2 |
| 56 | Musical instruments | -/4d20 | - | 1/2 |
| 57 | Emerald | 2/3d10 | - | 1/2 |
| 58 | Darkness (target blinded) | -/# | 2d4 | 1/2 |
| 59 | Cornflakes | -/2d2 | - | none |
| 60 | Bookworms (all paper on target is lost) | -/- | - | negates |
| 61 | Tomatoes | -/4d2 | - | 1/2 |
| 62 | Hot chocolate | #/5d6 | - | 1/2 |
| 63 | Magma | 3/5d12 | - | 1/2 |
| 64 | Coffee | #/5d5 | - | 1/2 |
| 65 | Grass | -/- | - | none |
| 66 | Toys | 1/5d12 | - | 1/2 |
| 67 | Poison (target nauseated) | 1/2d2 | 4d4 | 1/2 |
| 68 | Diamond | 2/3d10 | - | 1/2 |
| 69 | Agate | 2/3d10 | - | 1/2 |
| 70 | Twigs | 1/5d2 | - | 1/2 |
| 71 | Vacuum (target disapears) | -/# | - | negates |
| 72 | Morphine (target drowsed) | -/- | 8d2 | 1/2 |
| 73 | Pralines | -/5d2 | 2d4 | none |
| 74 | Paper | -/2d2 | - | none |
| 75 | Quarz | 2/3d10 | - | 1/2 |
| 76 | Water | -/3d2 | - | 1/2 |
| 77 | Granite | 2/3d10 | - | 1/2 |
| 78 | Pitch (target hold) | -/3d4 | 2d4 | 1/2 |
| 79 | Skulls | -/5d2 | - | 1/2 |
| 80 | Malachite | 2/3d10 | - | 1/2 |
| 81 | Negative energy | 10/# | - | 1/2 |
| 82 | Pillows (target stunned) | -/- | 1d4 | 1/2 |
| 83 | Iron | 2/4d10 | - | 1/2 |
| 84 | Smoke (target suffocates) | -/- | 4d4 | 1/2 |
| 85 | Obsidian | 3/4d10 | - | 1/2 |
| 86 | Milk | #/- | - | none |
| 87 | Silver | 3/4d10 | - | 1/2 |
| 88 | Chests | -/2d10 | - | 1/2 |
| 89 | Gravy (target hold) | 1/3d4 | 2d2 | 1/2 |
| 90 | Old socks (target nauseated) | -/- | 2d4 | 1/2 |
| 91 | Saphire | 2/3d10 | - | 1/2 |
| 92 | Raisins | -/3d2 | - | 1/2 |
| 93 | Fruit | -/2d2 | - | 1/2 |
| 94 | Glue (target hold) | -/- | 4d6 | 1/2 |
| 95 | Salt (target blinded) | 1/2d3 | 2d2 | 1/2 |
| 96 | Thorns | 1/4d3 | - | 1/2 |
| 97 | Opal | 2/3d10 | - | 1/2 |
| 98 | Jade | 2/3d10 | - | 1/2 |
| 99 | Caster Ejected (see Gonzo's eject) | - | - | - |
| 00 | Fish (target nauseated) | -/- | 2d4 | 1/2 |
School: Transmutation / Divination (Wild)
Level: Wiz 4
Components: V,S,M
Casting Time: 1 round
Range: 0 Caster
AoE: 100 yard arc
Duration: 1 round + 1 per CL
Saving Throw: Special
Spell Resistance: No
After casting this spell all magic in the area of effect (except wild magic which o'course is the very essence of the multiverse) is rendered useless for the duration of the spell. Saving throws are made aginast a DC15 - CL of the offendinfg spell hurler - Spell Level of the offending spell + the CL of the caster of Gonzo's Anti Magic Shell + 4. So if a 7th level wild mage casts Gonzo's Anti Magic Shell the spell is effective for 5 rounds. If a 7th wizard casts a third level spell in that area a save against DC 16 must be made. (15-7-3+7+4). If the ST fails the spell is rendered useless. If succesfull there is a 5% /level of the wild mage that a wild surge occurs. If so work it out. If not the spell takes effect normally. As noted all magic is effected by this spell except wild magic (this includes also magic already in place, magic devices, artefacts, priest spells, etc.)
School: Evocation (Wild)
Level: Wiz 3
Components: V,S,M
Casting Time: 1 /10 yards
Range: 1'+ 2' /level
AoE: 40 yard square + 10 /level
Duration: Permanent
Saving Throw: None
Spell Resistance: No
This spell is the same as the third level spell Gonzo's Floor Plan except that the AoE is bigger and that the map of a city is created (preferably the residing one). Gonzo's City Plan has a 5% + 5% per caster level chance of giving secret locations in the city. (DM rolls secretly for both correctness and secret locations). If so it also specifies which secret location it is with a 50% accuracy. (Don't be to hasty to rob those treasure chambers they might be the underground locations of this city thieving guilds). If a map is not correct it will never give the locations of secret places. (It may however give the city plan of an entirely different place.) On the right side of the city plan a legend is given to explain all those difficult runes only an city guide with intelligence 18+ would understand. The map appears as a poster sized paper with red lines. The material components are a large piece of paper and a flask of red ink, which is poured over the paper. The spell also states the name of the city on top of the map and the first ruler of the town.
School: Transmutation (Wild)
Level: Wiz 3
Components: V,S,M
Casting Time: 4
Range: 100 yards
AoE: Special
Duration: Peramnent
Saving Throw: None
Spell Resistance: No
Conzo's Clay Shaper lets the wild mage model clay into any shape he desires. ashtrays, statues, houses, even whole towns can be modeled. Provided there is enough wet clay. For every casting level the wizard attains he can raise his skill with 10% (this may be modified by the DM again depending on what the wizard wants to create).
| Die Roll | Result |
|---|---|
| 00-50 | Clay disappears |
| 51-75 | Clay totally misshaped |
| 76-85 | Clay hardens but stays |
| 86-93 | Not what I wanted but nice |
| 94-99 | Slidly off* |
| 00 | Perfect |
etc. Nothing drastic. DM should be creative.|
School: Transmutation/Illusion
Level: Sor/Wiz 1
Components: V,S,M
Casting Time: 1 /level
Range: 10' + 5' /level
AoE: 1 yard square /level
Duration: 5 rounds /level Casting Time: 1 /level
Saving Throw: None
Spell Resistance: No
By means of this spell a two dimensional jungle is created out of pottery for the duration of the spell. After that the jungle will disappear leaving all kinds of misshaped pieces of pottery (ashtrays, vases, etc.) The Jungle will look as if real from one side. Prior casting, this side, and the area are determined by the caster. Material component is a piece of pottery.
School: Transmutation (wild)
Level: Wiz 4
Components: V,S,M
Casting Time: 9
Range: 30 yards+1/level
AoE: One Creature
Duration: Permanent
Saving Throw: No
Spell Resistance: Yes
This is a very cool spell. It dismisses one creature in the AoE to another place. The creature which is dismissed must have a HD equal or less than the level of the caster. A ST is not applicable, but MR however is. The material component for this spell is a gem with a value of at least 100 gp and a pinchof sulpher. Roll on subsequent table to see where the creature ends up.
| Die Roll | Result |
|---|---|
| 01-20 | 3' in front of caster |
| 21-50 | 100' away (random direction) |
| 51-70 | 300 yards away (random direction) |
| 71-90 | 1 mile away (random direction) |
| 91-99 | 800 miles away (random direction) |
| 00 | Other random plane |
| The caster may add 2% per casting level to the die roll. | |
School: Transmutation (Wild)
Level: Wiz 4
Components: Special
Casting Time: 4
Range: 0
AoE: Caster
Duration: Instantanious
Saving Throw: No
Spell Resistance: Yes (harmless)
This spell is pretty much the same as the second level spell Gonzo's Minor Escape. However, after a very long and hard tought about the exact effects of that spell, it occurd to Gonzo that running around in the nude in a chamber full of angry people holding nasty looking hot metal items, and planning to use them on you, is indeed an escape. But far away from having a nice and quiet cigarette on a lofty meddow while lying on your back looking at the funny shapes clouds can take. Gonzo's Escape does not so much as free the caster of his bindings, but actually teleports him to a surounding in the vicinity. Roll a die to see where:
| Die Roll | Result |
|---|---|
| 01-50 | Same room |
| 51-90 | Adjectant room |
| 91-99 | Other room in building |
| 00 | Caster's choice |
material component is a silver pair of scissors.||
School: Divination (Wild)
Level: Wiz 2
Components: V,S
Casting Time: 10 min.
Range: Touch
AoE: One object / level
Duration: Special
Saving Throw: None
Spell Resistance: No
This spell is completely the same as the second level spell Gonzo's Examination I (Wild) except that it doesn't state what it is, but what is inside it. Only trivial information will be given (terms like danger, living matter, treasure, magic, helpful and such are the key words). This version also has the 5% chance per level that the spell will give information over things such as alignment, magical powers, intentions and dangers. If this occurs there is a 70% chance +1% per level that this information is true. In order to retrieve the information the containing object need to be touched and closely looked at for each and every detail and remember those.
School: Evocation
Level: Sor 3 / Wiz 3
Components: V,S,M
Casting Time: 1
Range: line of sight
AoE: Special
Duration: Special
Saving Throw: None
Spell Resistance: Yes (half damage)
This spell is the same as the first level spell Gonzo's Heat Seeking Potshards. In this version however, after casting, 1 potshard per level of the caster (max 10) materialize and trace the target(s) until they hit. The caster need not concentrate anymore after the target(s) are pointed at. When a potshard hits a target it explodes in a colourful fountain of stars. The shards deal 1d6 damage per Caster Level (max 5d6). Move of the shards is 60 feet per round. Duration of the spell is until all potshards are used by the caster, until another spell is cast or 1 hour passes, whichever comes first. Note that the target(s) must still be traceable by means of Infravision. Otherwise a random target is chosen.
School: Transmutation (wild)
Level: Wiz 2
Components: V, S
Casting Time: 2
Range: 100 yards
AoE: Special
Duration: Instantanious
Saving Throw: None
Spell Resistance: Item (harmless)
When Gonzo's Fetch the Thing is cast one object per level of the caster is placed within 3'of the caster. Each object must been seen by the caster prior to casting, and the total weight of the object may not exeed 50 pounds + 5 pounds/level. Objects held by others or unmovable objects may not be obtained with this spell.
School: Divination
Level: Sor/Wiz 1
Components: V, S
Casting Time: 2
Range: 0
AoE: 30' radius + 10' /level
Duration: 2 rounds + 1 round /level
Saving Throw: None
Spell Resistance: No
Completing this spell the biggest (if any) gem in the Area of Effect is detected at its exact location. The area is divided in radiuses of 10' in which the biggest gem is found. Note that most easiest to get, most valuable or most non-possessed is not equal to biggest. It might in fact be a gem already possessed by the caster. If the gem is possessed by a creature the detection is always noted and mostly not very appreciated.
School: Abjuration (wild)
Level: Wiz 3
Components: V,S
Casting Time: 4
Range: Touch
AoE: 1 creaturre per CL
Duration: 2d6 rounds + 1/level
Saving Throw: Special
Spell Resistance: Yes (Harmless)
This spell is the same as Gonzo's from Spell Compressors except that the same is available for anyone touching the caster (up to the maxium) while he his casting the spell.
School: Evocation
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1
Range: 5' + 1' /level
AoE: One Creature
Duration: Special
Saving Throw: None
Spell Resistance: Yes (half dam.)
To be a little more of use in a combat situation and not to vulnerable himself Gonzo researched this tricky spell. After casting 1d4 per level of the caster (max. 10 d4) number of potshards materialize and trace the target until they hit (1 hp damage per shard) or until the caster stops concentrating. When a potshard hits a target it explodes (no subsequent damage) in a colorful fountain of stars. Move of the shards is 48“ /round. The target must be seen and pointed at during the weaving of the spell, other wise a random target is chosen (this may well be the caster). The material component is a piece of pottery which is consumed by the spell. Also note that the target must radiate heat.
School: Illusion (wild)
Level: Wiz 3
Components: V
Casting Time: 2
Range: 1” /caster level
AoE: 10'radius + 5 /caster level
Duration: 1 hour + 1 /level
Saving Throw: Special
Spell Resistance: Yes
This spell is completely the same as the first level spell Gonzo's Pass Guard except that the caster is able to take more persons with him under the spell which can pass the guard. The guard will behold the caster and companions for friends, his master and companions, completely insignificant, or anything else. The chance of success is 30% +5% per caster level minus the number of persons to pass the guard (excluding the caster) +/- the total divided difference in level. More guards do not have their HD divided by their number because the chance of one noticing something strange does not decrease. (i.e. a 5th level mage, a 6th level fighter and a 1st level cleric against a HD 8 and a HD 3 guard would have 30% +15% - 2% - 7% = 36% chance of success. 30% (standard), 25% (5* caster level 3 ), 2% (number of persons ex. Caster), 7% (5,6 & 1 level = 12) (12/3=4) ((3HD + 8 HD =)11 HD - 4 levels)
School: Divination (Wild)
Level: Wiz 2
Components: V,S
Casting Time: 2
Range: 0
AoE: Caster
Duration: 10d4 days
Saving Throw: None
Spell Resistance: No
Uttering the words to weave this spell Gonzo found that he suddenly knew the way. This meant that his effort in research hadn't been for nanny. Or so he thought. There is one minor drawback. The wild mage prior to casting states where he wants to go (this may be invague terms as “to the king” or the “nearest treasure hoard” but also as clear as “the quikest way from Fat Swines inn to the library from Ichnary”. Then roll on the following table. All the information will stay u=in the casters mind for the duration of the spell.
| Die Roll | Result |
|---|---|
| 01 | Nearest treasure map |
| 02 | First open door in facing direction |
| 03 | Nearest inn |
| 04 | Home |
| 05 | Intended |
| 06 | Intended |
| 07 | Next Corner |
| 08 | Nearest jail |
| 09 | Large orc nest |
| 10 | Oldest dragon on this Prime |
School: Evocation (Wild)
Level: Wiz 1
Components: V,S
Casting Time: 1
Range: 60 yards + 10' /level
AoE: Up to five creatures, no two of which can be more than 15 ft. apart
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
This spell is completely the same as the first level spell Magic missile. Well Gonzo likes to think so. Sure it's shoots of magic energy at a designated targetr and sure enough it hits them full in the face. with all the painfull effects you had in mind for them pesty priets. The difference is the kinds of arrows. Upon completion of the spell roll on table I below to find what kind of 'magic' arrow your actually casting. Thus far it did these things.
| Type of Arrow | Damage |
|---|---|
| 01 Rubber Arrow | nill + 1 per level |
| 02 Wind Arrow | 1d2 + 1 per level |
| 03 Dust Arrow | 1d3 + 1 per level |
| 04 Silver Arrow | 1d3 + 1 per level |
| 05 Steam Arrow | 1d3 + 1 per level |
| 06 Smoke Arrow | 1d4 + 1 per level |
| 07 Ooze Arrow | 1d4 + 1 per level |
| 08 Earth Arrow | 1d4 + 1 per level |
| 09 Electricity Arrow | 1d6 + 1 per level |
| 10 Go to Table 2 | |
| Type of Arrow | Damage |
|---|---|
| 01 Air Arrow | 1d2 + 1 per level |
| 02 Stone Arrow | 1d4 + 1 per level |
| 03 Magma Arrow | 1d6 + 1 per level |
| 04 Ice Arrow | 1d6 + 1 per level |
| 05 Acid Arrow | 1d8 + 1 per level |
| 06 Fire Arrow | 1d8 + 1 per level |
| 07 Neg. Energy Arrow | 1d10 + 1 per level |
| 08 Pos. Energy Arrow | 1d10 + 1 per level |
| 09 Gem Arrow | 1d12 + 1 per level |
| 10 Re-Roll; Caster is target | |
School: Tranmutation (Wild)
Level: Wiz 3
Components: V,S,M
Casting Time: 1
Range: 40'+ 10'/level
AoE: one or more creatures or objects in a 30' radius per CL & 300lbs +150 lbs /level
Duration: Special
Saving Throw: Special
Spell Resistance: Yes
This spell is completely the same as the first level spell Gonzo's eject except that the caster can opt to eject more than one creature per round. No more than 5 + 1 creatures per caster level can be ejected, and the total weight may not exceed the maximum. Only one roll on the table is made per group ejected.
| Roll | Effect |
|---|---|
| 01 | Caster ejected (re-roll) |
| 02 | Re-roll and double ranges |
| 03 | 1 ft. downward |
| 04 | Re-roll target gets saving throw without +/- |
| 05 | Nearest body of water |
| 06 | 30 ft. Upward |
| 07 | Target knocked down (-1 DC per leg more than 2) |
| 08 | Forward(1) |
| 09 | Right(1) |
| 10 | Forward left(1) |
| 11 | Intended happens |
| 12 | Backward right(1) |
| 13 | Left(1) |
| 14 | Backward(1) |
| 15 | 2 ft. Backward |
| 16 | 5d20 Forward |
| 17 | To nearest inn |
| 18 | Caster teleported 2 inch in front of target |
| 19 | Re-roll and triple ranges |
| 20 | Astral Plane |
| target moves 20' + 4' /level upward and 40' + 10' /level away | |
| All damage due to falling is halved for this spell | |
School: Transmutation (wild)
Level: Wiz 2
Components: Special
Casting Time: 1
Range: 0
AoE: Caster
Duration: Instantanious
Saving Throw: None
Spell Resistance: Yes (Harmless)
Sometimes people will, for no reason at all, strip you to the nude, chain you to a wall, gag you and start poking you with nasty looking hot metal items until you confess it was all your fault that the beautifull and very much loved daughter of the even more beloved king has suddenly taken the apearance very common to a trout after which, they prommised, you will have a swift and painless death. Now Gonzo never expierenced this particular situation (yet). But as the wise wizard he is, he thought it better to be prepared. After casting Gonzo's Minor Escape (the words need not be spoken aloud) the astral body of a pair of brass scissors, (which is the material component and should always be amongst your posessions) apears and will cut through all the bindings that restrain the wizard of free movement and speech. The time it will take the pair of scissors to apear is depending on how far the brass scissors are physically removed from the caster. It travels very fast (300m/s), so it shouldn't take to long, but let the DM be the better judge of it. NOTE: There is a 5%/level of the caster that someone else in the room will have switched places with the caster. And yes, this could very well be another prisoner. DM should roll randomly for this.
School: Transmutation (wild)
Level: Wiz 4
Components: V,S,M
Casting Time: 4
Range: 50' + 10' /level
AoE: 40' +5' /level radius
Duration: Instantaneous
Saving Throw: Special
Spell Resistance: Yes / Special
Yes! Gonzo has gone WILD. After completing this spell a shockwave of blue inferno blasts forth from the ignition point in all directions. Everyone in the AoE not nailed down or deeply buried is knocked down by the sheer pressure (no saves) Knocked down bodies lose all actions this round but can get up the following. All bodies of molecules (that's everything!) in the affected area are broken down and rebuild within a fraction of time (i.e. to fast to see even in slow motion). One side effect is that all lost HP are restored to living creatures. Dead creatures are raised and fully healed if not longer dead than 24 hours. The other side effect that might happen is a 50% chance, +/- 5% per casting level of the wild mage of a polluted rebuild. (all in the AoE must roll for this, surroundings just take a percentage for game speed). If this happens roll on subsequent tables.
| Roll | Result |
|---|---|
| 01 | Creature lost / gained teeth |
| 02 | Creature transformed into a kin specie (DM1) |
| 03 | Molecule element changed (softer / harder affects AC & move) |
| 04 | Creature totally wrong rebuild (5d6 dam. Fort save 1/2) |
| 05 | Creature lost / gained appendages |
| 06 | Creature turned into undead/living (Fort neg. but no HP restored) |
| 07 | Creature mixed with plant form from AoE (DM2) |
| 08 | Creature grows double size. HP also doubled |
| 09 | Item of creature corrupted (something else non-living) |
| 10 | Go to Table 2 |
| Roll | Result |
|---|---|
| 01 | Creature turned into plasma (dead) |
| 02 | Creature changed into monster not akin (DM*) |
| 03 | Creature turned into plant (DM*) |
| 04 | Creature shrinks to halve size. HP also halved) |
| 05 | All magical items rendered useless if any, otherwise role again on table 1 |
| 06 | Creature rebuild somewhere else on this PM |
| 07 | Creature transmuted into gaseous form for 5d10 days |
| 08 | Creature loses all but prime bodily functions (undone by dispel magic) |
| 09 | Creature internals are outside (6d8 dam. Fort 1/2) |
| 10 | Creature keeps regenerating (1d10 hp /round) until more than twice number of HP is gained, than explodes (each round a fort save at cumm. -1 is allowed) gained HP are permanent. |
| 1 = Kin species may be devious, however DM are not encouraged to change lizards too quickly into dragons or vice versa. changes from lizard to snake or lizard-man is likely enough. Calculate 5% change for more devious changes if you want to and if the game is not to much disturbed by it. | |
| 2 = Turn the creature into a likely living plant form (algoid-man, fungi-man, memory-moss, strangle weed, or whatever, but keep above mentioned point in mind. | |
School: Transmutation (wild)
Level: Wiz 2
Components: V,S
Casting Time: 2
Range: 2'/level
AoE: 20' + 10' /level
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes (object)
By means of this spell any door can be opened. Problem (as usual with Gonzo spells) is that the Precise way opening, nor which door will be opened can't be forecast exactly by the wild mage. Roll 1d10 to find out.
| Die Roll | Result |
|---|---|
| 01 | All doors in the AoE are opend |
| 02 | Door is replaced by a curtain |
| 03 | Door stays closed |
| 04 | Door splinters open |
| 05 | Door opend normally |
| 06 | Door opens if not magically held |
| 07 | Caster teleported to other side of door |
| 08 | Next nearest door is opened |
| 09 | A door in the AoE is opened |
| 10 | Go to Table 2 |
| Die Roll | Result |
|---|---|
| 01 | Door detonates (3d4 damage to all in AoE) |
| 02 | Door changes colour and stays closed |
| 03 | Door minimizes 50% (Probably opened this way) |
| 04 | All open door in AoE are magiacally hold |
| 05 | Door opend normally |
| 06 | All open doors in AoE are locked |
| 07 | Door enlarges 50% (Probably opened this way) |
| 08 | Door changes clolour and opens |
| 09 | Door is animated and attacks all in AoE |
| 10 | Gate opened to random Plane |
School: Evocation (Wild)
Level: Wiz 2
Components: V,S,M
Casting Time: 1 hour
Range: Line of sight
AoE: Special
Duration: Permanent
Saving Throw: None
Spell Resistance: No
By looking at his surroundings, the caster is able to create a painting of what will happen in that area within the next few weeks. The spell gives the caster a full colour painting of that coming event. There is a 100% - 10% Caster level that the painting gives false information (but still beautiful). After the painting appears the detail can be modified if the caster wishes so. For every level of the wild mage, he can opt the painting to appear as if 10 yards closer. He chooses a section of the painting, puts it back in the box and after another hour the final painting rolls out of the box. The painting will give information between 4 hours (18 turns) and 10 days (240 hrs / 1440 turns). For every level the wild mage attained he can accurate this to his wishes by 5 hours (30 turns) less or more, For this the caster states how far he wants to see in the future. DM rolls 2d100 and 2d20 (hours) and ads or subtracts the casters level-hours to the closest point in time possible. i.e. A 3rd level wild mage wants to foresee 2 days from now (48 hours) DM rolls 56 and subtracts 8 hours (3rd level max. 15 hours). The future painting is correct in time. It may however still give false information for a 80%). The material components are: A drop of red ink, a drop of blue ink, a drop of yellow ink, a drop of black ink and a piece of linen and a box big enough to contain it all. For each missing colour of ink the painting loses a colour (also need for mixing). At the and of the duration the painting comes out completely dry.
School: Transmutation (wild)
Level: Wiz 2
Components: V,S,M
Casting Time: 4
Range: 0
AoE: Special
Duration: 1 hr./level
Saving Throw: None
Spell Resistance: No
Man's best friend is a pottery dog. It's as good as a real dog, and when your tired of it ye just cancel it. After casting this spell 1d4 pottery dogs per casting level of the wizard will appear and aid the caster as a very well trained dog would do. They'll even fight for him! Gosh. To determine the Hit Die of the dogs just roll 1d3. The dogs will have the following stats. If the dogs are slain, canceled or the spell duration expires they will disapear leaving potherds. The material component for this spell are little strings of wet clay.
| Stats | Hit Die 1 | Hit Die 2 | Hit Die 3 |
|---|---|---|---|
| AC | 13 | 14 | 15 |
| Move | 30 | 30 | 40 |
| Attack | Bite +4 | Bite +6 | Bite +8 |
| Damage | 1d4 | 2d4 | 2d6 |
School: Transmutation (wild)
Level: Wiz 2
Components: V,S
Casting Time: 4 rounds
Range: 0
AoE: Caster
Duration: 1d8 rounds + 1 /level
Saving Throw: None
Spell Resistance: No
After discovering some “minor” flaws in using a Gonzo's Spell Compressor, Gonzo soon found it was time for some adequate protection against it. This spell protects the caster against all spells released from Gonzo's Spell Compressor including any effects from wild surges. This means that the caster is allowed as saving throw at +4 against spells from the Gonzo's Spell Compressor or a saving throw against any wild surges to negate the effects from these. If a saving throw is failed the wild mage is still allowed to make any applicable saving throws from spells released from Gonzo's Spell Compressor at -4 (as described in that that spell). The spell protects only the caster and does not negate any effects for other creatures who might be in the AoE. Note that this spell protects only against spells released from Gonzo's Spell Compressor, any other effects of spells or wild surges take effect normally.
School: Transmutation (wild)
Level: Wiz 4
Components: V,S,M
Casting Time: 4
Range: 30' + 10' /level
AoE: 40' +10' /level radius
Duration: 6 rounds /level
Saving Throw: Will negates
Spell Resistance: Yes
This clever modification on Gonzo's Deactivate Defence System will brighten everyone's day. Well, not really. But it should. By means of this spell all the active protections devices are turned into another protection for the duration of the spell. The level of the new protection is at 1d6th level. Saves are at -1 per caster level. Roll on subsequent table to find the new protection.
| Die Roll | Result |
|---|---|
| 01 | Protection from flowers 10' radius |
| 02 | Protection from normal missiles |
| 03 | Protection from fire |
| 04 | Protection from worms 30' radius |
| 05 | Protection from undead |
| 06 | Protection from water |
| 07 | Protection from cold |
| 08 | Protection from heat |
| 09 | Protection from gonzo's spells |
| 10 | Protection from poison |
| 11 | Protection from evil/good |
| 12 | Protection from chaos/law |
| 13 | Protection from thirst |
| 14 | Protection from hunger |
| 15 | Protection from bugs |
| 16 | Protection from plants |
| 17 | Protection from friendly missiles |
| 18 | Protection from dust |
| 19 | Protection from 1st level spells |
| 20 | Go to Table 2 |
| Die Roll | Result |
|---|---|
| 01 | Protection from 9th & lower level spells |
| 02 | Protection from +5 & lower weapons |
| 03 | Protection from scrying devices |
| 04 | Protection from 6th & lower level spells |
| 05 | Protection from normal weapons |
| 06 | Protection from elementals |
| 07 | Protection from +1 & lower weapons |
| 08 | Protection from Outsiders good/evil |
| 09 | Protection from breath weapons |
| 10 | Protection from 2nd & lower level spells |
| 11 | Roll twice on table 2 |
| 12 | Protection from magical items |
| 13 | Protection from +2 & lower weapons |
| 14 | Roll twice on table 1 |
| 15 | Protection from wild surges |
| 16 | Protection 4th & lower level spells |
| 17 | Protection from ethereal creatures |
| 18 | Protection from +3 & lower weapons |
| 19 | Protection from spells |
| 20 | Protection from artefacts |
School: Echantment/Invocation (wild)
Level: Wiz 3
Components: V,S
Casting Time: 1 hour
Range: Special
AoE: 1 item
Duration: Permanent
Saving Throw: Special
Spell Resistance: Object (Harmless)
This spell can recharge any magical item which was created by the use of an enchant item spell. Wands being the most obvious for Gonzo, but there no real limits ofcourse. To recharge an item the wild mage casts Gonzo's Refuel Item* to open a breach in the item and thus creating a channel between his mind and the item. Then the refill can than begin. For each point of constution the mage has 4 charges can be placed in an item (don't drop to zero). So a very lucky wizard with Con. 18 could fuel an item with 68 charges. These being an exception ofcourse. Normally an item cannot be overloaded (excess charges being flooded). There is however a 2% change that the excess energy is pushed into the item. This will result in the unpleasant sensation of an exploding magical item linked to te casters mind. This explosion will also occur if the mage is disrupted during the casting of the spell. The explosion doing 5d6 damage in an area of 1d6 x 10 radius. Reflex Save for half damage (except the caster). After completion of the spell the mage must make a Fortitude save (DC 10 + 1 for each 2 Constitution points spent) Failure means that the mage will pass out until all Constitution points are restored. Lost Constitution points are restored at a rate of 1 per hour. If the mage during the casting reaches zero Constitution points a Fortitude save against DC 25 must immidiatly be made or he passes out whitout closing the breach and the explosion takes place. NOTE: All items refueled by means of this spell turn into items of wonder (i.e. a wand of ice would become a wand of wonder).
School: Illusion (wild)
Level: Wiz 3
Components: V,S,M
Casting Time: 1 hour
Range: 10' + 5/level
AoE: 100 yard cube + 50/level
Duration: 1 day + 1/level
Saving Throw: None
Spell Resistance: No
After casting this spell an area up to the Area of Effect is set out in its surroundings for the duration of the spell. Thus making it very hard not to see it. There is a 25% change that the spell cannot be cannceled and if so, there is a 5% change that the spell is permanent. The material component is a glass of water which is thrown at the target area. Also there is a 25% -1% per casting level of the mage that the revese of the spell Gonzo's Hide will take effect. Casting Gonzo's Hide will have 50% change of removing Gonzo's Show*
School: Transmutation (wild)
Level: Wiz 4
Components: V,S
Casting Time: 1
Range: 60 yards + 10/level
AoE: One creature
Duration: Special
Saving Throw: Special
Spell Resistance: Yes
Gonzo's Strip is partly fun, partly embarasing. Fun for the caster. Embarasing for the target. The target must make a Will save or find himself standing in the nude with all his posessions scattered around him in a 3' radius on the ground. Pockets are emptied, backpacks turned up side down, etc. If the objects fall more than 10' due to this spell an item save is applicable. Otherwise no harm is done (except for the ego of the target). There is a 100% -10%/level of the caster that the caster is stripped along with / or instead of the target. In these cases the caster is allowed a Save against DC13.
School: Transmutation (wild)
Level: Wiz 2
Components: V,S,M
Casting Time: 8
Range: Touch
AoE: one page or section /level
Duration: Instantaneous
Saving Throw: Special
Spell Resistance: No
By means of this spell the caster is able to translate runes incomprehensible into a language he does understand. The test will appear on a clay tablet, piece of paper or parchment (which is the material component) in most cases. For every level the caster attains there is a 2% chance that the runes themselves are changed into the new language. In this case the material component is destroyed in the spell process. Magical runes make a Will save against DC20 against this effect. If successful the spell fails. The caster states, in which language he desires the runes to be translated. There is a 5% /level of success for this. Otherwise the runes will appear in a language of the DM choice.
School: Evocation (Wild)
Level: Wiz 3
Components: V,S,M
Casting Time: 5
Range: 20'+10'/level
AoE: 15' +2' /level radius
Duration: Instantaneous
Saving Throw: Special
Spell Resistance: Yes
Well yes, Gonzo wanted to research the Fire Ball as well. And yes somewhere during that process something awkwardly screwed up. At least he understood something of the nature of bolt spells. Gonzo's Wonderful Bolt is almost always an explosive burst of something (roll on table 1: Gonzo's Wonderful Bolt) which detonates in a spectacular way and delivers damage proportional to the level of the caster. The burst of the bolt creates little pressure and generally conforms to the shape of an area in which it occurs. The bolt fills an area equal to it's normal spherical volume. The wild mage points his finger and names the kind of bolt and the range (distance and height) at which the bolt has to burst. A streak of nice colours (something like orange juice mixed with gold dust and the green of spring leaves) flashes from the pointing digit and, unless it impacts upon a material body or solid barrier prior to arriving at the designated point, drifts in front of the target to explodes into the exciting unexpected something we all love about Gonzo spells.
| Die Roll | Description | Damage | Special Effects number of rounds | Save |
|---|---|---|---|---|
| 01 | Ruby | 8d4/16 | - | 1/2 |
| 02 | Flees | - | 2d4/6 | 1/2 |
| 03 | Garlic (target suffocates) | - | 3d4/8 | 1/2 |
| 04 | Teeth | 5d4/10 | - | 1/2 |
| 05 | Platinum | 5d8/10 | - | 1/2 |
| 06 | Cakes (target stunned) | - | 2d3/5 | 1/2 |
| 07 | Emerald | 8d4/16 | - | 1/2 |
| 08 | Tomatoes | 4d3/8 | - | 1/2 |
| 09 | Casters belongings | DM | DM | DM |
| 10 | Toys* (target also stunned) | 2dn/5 | - | 1/2 |
| 11 | Diamond | 8d4/16 | - | 1/2 |
| 12 | Horseshoes | 8d4/16 | - | 1/2 |
| 13 | Agate | 8d4/16 | - | 1/2 |
| 14 | Pralines (target stunned) | 4d2/12 | 2d4/6 | 1/2 |
| 15 | Pluche (target stunned) | - | 2d4/6 | 1/2 |
| 16 | Rings | 8d4/16 | - | 1/2 |
| 17 | Quartz | 8d4/16 | - | 1/2 |
| 18 | Minerals | 8d4/16 | - | 1/2 |
| 19 | Tobacco (target stunned) | - | 2d2/7 | 1/2 |
| 20 | Pitch (target hold) | - | 2d4/7 | 1/2 |
| 21 | Malachite | 8d4/16 | - | 1/2 |
| 22 | Stools (target stunned) | 3d6/9 | 2d3/5 | 1/2 |
| 23 | Iron | 3d6/12 | - | 1/2 |
| 24 | Smoke (target suffocates) | - | 4d4/8 | 1/2 |
| 25 | Obsidian | 9d4/18 | - | 1/2 |
| 26 | Silver | 5d8/10 | - | 1/2 |
| 27 | Intended happens | - | - | - |
| 28 | Jade | 8d4/16 | - | 1/2 |
| 29 | Coins | 8d4/16 | - | 1/2 |
| 30 | Presents (target surprised) | 3d2/8 | 2d2/6 | 1/2 |
| 31 | Fruit | 3d3/9 | - | 1/2 |
| 32 | Sacks | - | - | none |
| 33 | Greetings (target stunned) | - | 2d2/4 | 1/2 |
| 34 | Bread | 6d3/9+1 | - | 1/2 |
| 35 | Pearls | 8d4/16 | - | 1/2 |
| 36 | Salt (target blinded) | 3d6/8 | 2d2/8 | 1/2 |
| 37 | Sugar (target blinded) | 3d6/8 | 2d2/8 | 1/2 |
| 38 | Thornes | 3d3/10 | - | 1/2 |
| 39 | Cream (target blinded) | - | 2d3/8 | 1/2 |
| 40 | Bells | 5d3/10 | - | 1/2 |
| 41 | Gravy (target hold) | 2d6/8 | 2d2/8 | 1/2 |
| 42 | Tea | 3d6/8 | - | 1/2 |
| 43 | Wigs (target stunned) | - | 2d2/6 | 1/2 |
| 44 | Glue (target hold) | - | 2d6/8 | 1/2 |
| 45 | Blankets | - | - | none |
| 46 | Cookies (target hungry) | - | 2d2/8 | 1/2 |
| 47 | Topaz | 8d4/16 | - | 1/2 |
| 48 | Ash (target blinded) | - | 2d3/8 | 1/2 |
| 49 | Spiders (target overcome by fear) | - | 2d2/8 | 1/2 |
| 50 | Ice | 4d3/10 | - | 1/2 |
| 51 | Earth | 5d6/10 | - | 1/2 |
| 52 | Cheese (target nauseated) | - | 2d8/5 | 1/2 |
| 53 | Grease (target hold) | - | 2d4/5 | 1/2 |
| 54 | Positive energy | 2d10/5 | - | 1/2 |
| 55 | Music (target stunned) | - | 1d3/5 | 1/2 |
| 56 | Coral | 8d4/16 | - | 1/2 |
| 57 | Locks | 8d4/16 | - | 1/2 |
| 58 | Ooze (target hold) | 3d6/8 | 2d3/6 | 1/2 |
| 59 | Pudding (target hold) | - | 2d3/6 | 1/2 |
| 60 | Candles | 5d3/10 | - | 1/2 |
| 61 | Flowers | - | - | none |
| 62 | Amethyst | 8d2/16 | - | 1/2 |
| 63 | Leafs | - | - | none |
| 64 | Banners (target stunned) | 5d3/8 | 2d2/7 | 1/2 |
| 65 | Flies (target blinded) | - | 2d2/7 | 1/2 |
| 66 | Chickensoup | 3d6/8 | - | 1/2 |
| 67 | Glases | 3d3/8 | - | 1/2 |
| 68 | Aphrodisiac (target loves caster) | - | 2d4/7 | 1/2 |
| 69 | Sand (target blinded) | 3d4/9 | 2d3/8 | 1/2 |
| 70 | Amber | 8d4/16 | - | 1/2 |
| 71 | Oil | 3d4/8 | - | 1/2 |
| 72 | Brass | 5d8/10 | - | 1/2 |
| 73 | Beer (target drunk) | - | 2d8/8 | 1/2 |
| 74 | Sauce (target hold) | - | 2d2/6 | 1/2 |
| 75 | Paintings | 4d6/8 | - | 1/2 |
| 76 | Wine (target drunk) | - | 2d8/8 | 1/2 |
| 77 | Crystal | 10d2/18 | - | 1/2 |
| 78 | Dishes | 5d3/10 | - | 1/2 |
| 79 | Caster appears at designated range | |||
| 80 | Magnets sweeps up / clings to metal) | 5d4/10 | - | 1/2 |
| 81 | Detonation (target explodes) | - | - | negates |
| 82 | Pottery | 8d4/16 | - | 1/2 |
| 83 | Onyx | 8d4/16 | - | 1/2 |
| 84 | Wool (target entangled) | - | 2d4/8 | 1/2 |
| 85 | Bronze | 5d8/10 | - | 1/2 |
| 86 | Dust (target blinded) | 3d4/9 | 2d3/8 | 1/2 |
| 87 | Herbs (target sneezes) | - | 2d4/8 | 1/2 |
| 88 | Rotten fruit (target nauseated) | 3d3/8 | 2d4/7 | 1/2 |
| 89 | Serpents | 5d3/10 | - | 1/2 |
| 90 | Compliments (target stunned) | - | 2d2/6 | 1/2 |
| 91 | Shadow (target blinded) | - | 2d3/8 | 1/2 |
| 92 | Lightning | 5d6/10 | - | 1/2 |
| 93 | Corn | 5d3/10 | - | 1/2 |
| 94 | Cotton balls | - | - | none |
| 95 | Caramel (creature hold) | 5d2/8 | 7d3/12 | 1/2 |
| 96 | Soap | 4d2/10 | - | 1/2 |
| 97 | Air | 5d4/8 | - | 1/2 |
| 98 | Nuts | 8d4/16 | - | 1/2 |
| 99 | Pepper (target sneezes) | - | 5d4/8 | - |
| 00 | Caster is target (re-roll) |
* = (dn=) d2 d4 d6 d8 d10 and d12
School: Evocation (Wild)
Level: Wiz 2
Components: V,S
Casting Time: 4
Range: 10' + 10' /level
AoE: 2'+ 1'/level wide (max 6') and 20' + 10' /level long
Duration: Instantaneous
Saving Throw: Special
Spell Resistance: Yes
Upon overwhelming reactions on his first level spell Gonzo's Wonderful Cube, Gonzo understood it was time for a sequel. He might ran into some of those previous targets again and he'd better be prepared for that. In this case he had heard 'streamthingyspells' and that they could do some marvellous stuff. Gonzo could never have imagined that the stuff would turn out his great. Streams of almost anything would stream out of his hands and hit anything he wanted (and not wanted). If only he could control the type of stream coming. Ah well, apart from this minor flaw it worked pretty easy. Almost the same Gonzo's Wonderful Cube, except where noted above. All creatures in the stream must make a Ref save. or take the full or half blow. (Or not. But that's what you get if you play with uncertainties.) Roll 1d100 and find the result below.
| Die Roll | Description | Damage | Special Effects number of rounds | Save |
|---|---|---|---|---|
| 01 | Fire | 2d6 | - | 1/2 |
| 02 | Paint (rainbow paints target & needs cleaning) | - | - | none |
| 03 | Buckets | 1d3/6 | - | 1/2 |
| 04 | Vegetables | 1d3/5 | - | 1/2 |
| 05 | Steam | 1d6/6 | - | 1/2 |
| 06 | Meatballs (target stunned) | - | 1d4/5 | 1/2 |
| 07 | Gold | 3d4/10 | - | 1/2 |
| 08 | Azurite | 8d2/16 | - | 1/2 |
| 09 | Nothing happens | - | - | - |
| 10 | Force | 1d8/5 | - | 1/2 |
| 11 | Salve (target hold) | - | 1d2/4 | 1/2 |
| 12 | China | 2d2/10 | - | 1/2 |
| 13 | Cloth (target stunned) | - | 1d3/5 | 1/2 |
| 14 | Corks | 4d2/16 | - | 1/2 |
| 15 | Armoury | 1d6/4 | - | 1/2 |
| 16 | Sex Change (target changed to opposite sex) | - | - | negates |
| 17 | Fur (target stunned) | - | 1d2/2 | 1/2 |
| 18 | Purses | 1d2/8 | - | 1/2 |
| 19 | Shells | 4d2 | - | 1/2 |
| 20 | Carpets (target stunned) | - | 1d4/2 | 1/2 |
| 21 | Roses (target adores nearest creature) | - | 1d4/5 | negates |
| 22 | Eggnog (target hold & drunk) | - | 1d4/5 | 1/2 |
| 23 | Rope (target entagled) | - | 1d3/5 | 1/2 |
| 24 | Jewels | 1d6/4 | - | 1/2 |
| 25 | Dung (target nauseated) | - | 1d3/8 | 1/2 |
| 26 | Wind | 1d6/6 | - | 1/2 |
| 27 | Copper | 3d4/10 | - | 1/2 |
| 28 | Turquise | 8d2/16 | - | 1/2 |
| 29 | Ice | 1d10/5 | - | 1/2 |
| 30 | Acid | 1d4/8 | - | 1/2 |
| 31 | Radiance | 1d10/4 | - | 1/2 |
| 32 | Bloodstone | 8d2/16 | - | 1/2 |
| 33 | Butter (target hold & likely to drop hold items) | 1d2/4 | 1d3/4 | 1/2 |
| 34 | Books | 6d2/12 | - | 1/2 |
| 35 | Christmas cards | - | - | negates |
| 36 | Moonstone | 8d2/16 | - | - |
| 37 | Small animals (target overcome by fear) | - | 1d2/5 | 1/2 |
| 38 | Bones | 4d2/10 | - | 1/2 |
| 39 | Jello (target hold) | - | 1d3/4 | 1/2 |
| 40 | Mold (target suffocates) | 1d2/10 | 1d2/10 | 1/2 |
| 41 | Mushrooms | - | - | none |
| 42 | Candy | 5d2/10 | - | 1/2 |
| 43 | Ink (target needs cleaning) | - | - | none |
| 44 | Missiles | 6d4/12 | - | 1/2 |
| 45 | Shoes | 6d2/12 | - | 1/2 |
| 46 | Grass | - | - | none |
| 47 | Light (target blinded) | - | 1d4/4 | 1/2 |
| 48 | Spoons | 5d2/10 | - | 1/2 |
| 49 | Caster faints | - | 1d4/3 | none |
| 50 | Pebbles | 8d2/16 | - | 1/2 |
| 51 | Pick another spell of same level | - | - | - |
| 52 | Perfume | - | 2d3/6 | 1/2 |
| 53 | Umbrellas | 3d3/9 | - | 1/2 |
| 54 | Mugs | 5d2/10 | - | 1/2 |
| 55 | Hats | - | - | none |
| 56 | Toothbrushes | 2d2/6 | - | 1/2 |
| 57 | Musical instruments | 1d20/4 | - | 1/2 |
| 58 | Underwear (target stunned) | - | 1d2/3 | 1/2 |
| 59 | Darkness (target blinded) | - | 1d4/4 | 1/2 |
| 60 | Cornflakes | - | - | none |
| 61 | Bookworms (all paper on target is lost) | - | - | negates |
| 62 | Kisses (target stunned) | - | 1d2/4 | 1/2 |
| 63 | Hot chocolate | 1d6/6 | - | 1/2 |
| 64 | Magma | 2d6/8 | - | 1/2 |
| 65 | Coffee | 1d6/6 | - | 1/2 |
| 66 | Baldness (target loses all hair) | - | - | negates |
| 67 | Poison (target nauseated) | - | 3d4/6 | 1/2 |
| 68 | Iron chain (target entangled) | 3d2/6 | 1d2/6 | 1/2 |
| 69 | Use wild surge table | - | - | - |
| 70 | Twigs | 4d2/8 | - | 1/2 |
| 71 | Vacuum (target disapears) | - | - | negates |
| 72 | Morphine (target drowsed) | - | 5d2/10 | 1/2 |
| 73 | Feathers | - | - | none |
| 74 | Paper | - | - | none |
| 75 | Blades | 6d4/12 | - | 1/2 |
| 76 | Water | 1d3/10 | - | 1/2 |
| 77 | Granite | 8d2/16 | - | 1/2 |
| 78 | Daggers | 6d2/12 | - | 1/2 |
| 79 | Skulls | 10d2/20 | - | 1/2 |
| 80 | Ironite | 8d2/16 | - | 1/2 |
| 81 | Negative energy | 1d10/4 | - | 1/2 |
| 82 | Pillows (target stunned) | - | 1d3/6 | 1/2 |
| 83 | Dead animals (target overcome by fear) | - | 1d4/10 | negates |
| 84 | Darts | 4d2/8 | - | 1/2 |
| 85 | Balls (target stunned) | - | 1d3/6 | 1/2 |
| 86 | Milk | 1d3/6 | - | 1/2 |
| 87 | Tissues (target stunned) | - | 1d2/3 | 1/2 |
| 88 | Insults (target stunned) | - | 1d2/3 | 1/2 |
| 89 | Cigars (target stunned) | 1d2/4 | 1d2 | 1/2 |
| 90 | Old socks (target nauseated) | - | 1d4/5 | 1/2 |
| 91 | Saphire | 8d2/16 | - | 1/2 |
| 92 | Raisins | 1d2/5 | - | 1/2 |
| 93 | Pots | 1d4/5 | - | 1/2 |
| 94 | Dices | 8d2/16 | - | 1/2 |
| 95 | Torches | 1d6/3 | - | 1/2 |
| 96 | Eggs (target nauseated) | - | 1d4/5 | 1/2 |
| 97 | Opal | 2d8/16 | - | 1/2 |
| 98 | Burning Torches | 1d6/4 | 1d2/4 | 1/2 |
| 99 | Caster Ejected (see Gonzo's eject) | - | - | - |
| 00 | Fish (target nauseated) | 3d2/6 | 1d4/5 | 1/2 |
School: Evocation (Wild)
Level: Wiz 3
Components: V,S,M
Casting Time: 3
Range: 0
AoE: Special
Duration: Special
Saving Throw: None
Spell Resistance: No
This spell can only be cast after Gonzo's Know The Way or similar spell. The spell creates the image of a yellow brick road from the casters feet to the stated destination found in Gonzo's Know The Way. The road is 10 feet wide unless hindered by objects on both sides of the path. It will take the most obvious route to the destination point (already in caster head). This can include crossing cliffs, rivers, mountains, etc. The road is visible to the caster only, or to others by means of a Detect Magic (which will show an aura of magic) and will stay in effect until either the mage stays more than 1d6 rounds /level of the road, cancelled, or a successful Dispel Magic is cast. Gonzo's Yellow Brick Road will dissolve behind the caster after 3 rounds. The material component is some powdered amber worth no less than 10GP sprinkled in the main direction