Magi-Nation: Spell Listing

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Ummm... No!

Abjuration Target: One spell targeting you or your creature(s)
Level: Uni4 Duration: Instantaneous
Components: V, S Saving Throw: No (harmless)
Casting Time: 1 immediate action Spell Resistance: None (harmless)
Range: Medium (100 ft. + 10 ft./level) Restricted: No

This spell immediately dispels a spell targeting you or one of your creatures as it is being cast. This spell immediately counters the spell with no caster check. It can only be used as another spell is being cast. It will also work on spells which target an area containing you or your creatures (e.g., a fireball).

Undertow

type Target: x
Level: Oro5 Duration: Instantaneous
Components: V, S Saving Throw: negates
Casting Time: 1 standard action Spell Resistance: Yes
Range: xx Restricted: No

This spell creates a powerful current below the surface of the water.

Unmake

Transmutation Target: One target creature, all creatures of the same type within 60 ft.
Level: Dre5, Und5 Duration: Instantaneous
Components: V, S Saving Throw: Fortitude partial
Casting Time: 1 standard action Spell Resistance: Yes
Range: Medium (100 ft. + 10 ft./level) Restricted: No

This spell targets one summoned creature, construct, or undead. That creature's substance is dissolved, destroying or defeating the creature. The targeted creature may make a Fortitude save to avoid dissolution, but will suffer 2d6 damage even if it succeeds on the save.

In addition, all creatures of the same type (Xyxes, Jiles, etc.) within 60 ft. also suffer 2d6 damage from the effect of the spell. A successful Fortitude save halves the damage.

Updraft

Conjuration (Creation) [Air] Target: You or one of your creatures
Level: Ard1 Duration: Instantaneous
Components: V, S Saving Throw: No (harmless)
Casting Time: 1 standard action Spell Resistance: None (harmless)
Range: Close (25 ft. + 5 ft./2 levels) Restricted: No

You conjure forth rushing air that propels the target creature upward. The creature gain 10 feet per level of altitude, and then gently float back down. At any point during the descent, the creature may move 5 feet laterally. Flying creatures do no need to descend. This spell may only be cast on one of your creatures. If cast on yourself, the spell may be cast as a swift action.

This spell is almost identical to the version of the spell published in the Spell Compendium. Arderians can cast the spell on their creatures in addition to themselves, but require a standard action to cast in that case.

Vaporize

Transmutation Target: One creature
Level: Cor3 Duration: 1d4 rounds
Components: V, S Saving Throw: See below
Casting Time: 1 standard action Spell Resistance: Yes
Range: Close (25 ft. + 5 ft./2 levels) Restricted: Core or Shadow Only

This spell affects oll magical items on a target creature. Make a dispel check for each item worn or carried by the creature. Each successful check temporarily vaporizes the item for 1d4 rounds, vanishing in a stinging cloud of acidic gas. The creature carrying or wearing the item takes 1d6 acid damage for each item which is vaporized; a fortitude save will reduce this damage by half. The acidic gas is heavier than air, and will slowly settle to the ground (descending at 10 ft./round). When the spell ends, the items return to normal (on the ground). If cast on a creature in the water, the gas will slowly rise to the surface instead.

Vard Stampede

Conjuration (Summoning) Area: 20 ft. radius
Level: Bog2 Duration: 1 round
Components: V, S Saving Throw: None
Casting Time: 1 round Spell Resistance: No
Range: Medium (100ft. + 10ft/level) Restricted: No

This spell summons a swarm of vards, which last for one round, then disappear. In that round, the vards will attack the opponents of the magi who summoned them. The vards appear randomly within 20 feet of the target point designated by the caster. The spell summons 2 vards +1 vard/2 levels, round up.

The vards will immediately attack hostile targets at random. This spell gives the vards an instinctive knowledge of whom the magi's opponents are. The summoning mage does not have any control over which creatures are attacked. However, the vards will attack as many creatures as possible.

Vertigo

Enchantment [Mind-Affecting] Target: One creature
Level: Kyb2 Duration: 1 round/level
Components: V, S Saving Throw: Will partial
Casting Time: 1 standard action Spell Resistance: Yes
Range: Medium (100 ft. + 10 ft./level) Restricted: No

This spell inflicts intense vertigo on the target. The target suffers a -2 penalty to AC, and a -10 ft/round penalty to their primary movement. Furthermore, the victim cannot cast spells or use spell-like abilities unless they make a Concentration check. The DC of the Concentration check is the save DC of this spell + the level of the spell the spellcaster is attempting to cast.

A successful Will save negates the penalty to movement and AC. It also lowers the Concentration DC check to 10 + the level of the spell the victim is trying to cast.

Vim and Vigor

type Target: x
Level: Nrm4 Duration: Instantaneous
Components: V, S Saving Throw: None
Casting Time: 1 standard action Spell Resistance: Yes
Range: Medium (100 ft. + 10 ft./level) Restricted: No

The target creature is drained of certain beneficial magical effects. This spell dispels any spell which grants the target creature a bonus to AC, damage, to hit, or bonus hit points. Make a dispel check against each spell.

For each spell drained, the caster gains XXX

Vortex of Knowledge

type Target: x
Level: Nrm1 Duration: Instantaneous
Components: V, S Saving Throw: negates
Casting Time: 1 standard action Spell Resistance: Yes
Range: xx Restricted: No

All mages are flooded with glimpses of dreams and ideas. This information may include remembered spells, clues to treasures, or other various information. Arcane Spellcasters and psionicists may make a DC20 check against their primary spellcasting (or psi) attribute; success means that they gain one use of a spell (or power) they do not know. Divine casters gain one random spell from their lists. In all cases, the spell must be of a level the caster could normally cast. The GM will determine the spell and level randomly. If the gained spell is not used within one hour, it is lost.

In addition, the spell grants random visions. Various bits of information also can be gleaned - on an Int check (DC15). the GM may reveal clues or hidden information. The spellcaster has no control over the information (or the spell) that is gained.

Weave Mind

type Target: Personal
Level: Wea1 Duration: 1 minute/level
Components: V, S Saving Throw: none (beneficial)
Casting Time: 1 standard action Spell Resistance: Yes
Range: 0 Restricted: No

This spell allows the caster to link into the empathic Weave, gaining the same type of Weave empathy that many creatures possess. The magi can now communicate using Weave (see the Creature Listing description for this effect). The Magi automatically gets the -5 modifier when trying to communicate with his own creatures, as if he were his own creature.

Weave Winds

type Target: x
Level: Wea6 Duration: Instantaneous
Components: V, S Saving Throw: negates
Casting Time: 1 standard action Spell Resistance: Yes
Range: xx Restricted: No

Spell Description

Whiteout, Minor

type Area: 30 ft. radius cloud centered on you
Level: Nar1 Duration: 1 round/level
Components: V, S, M Saving Throw: negates
Casting Time: 1 standard action Spell Resistance: Yes
Range: xx Restricted: No

Switling snow surrounds you, hampering vision. The snow blocks all vision, even darkvision. All creatures in the whiteout have total concealment, but suffer a -4 penalty to search and spot checks. A creature trying to move while in the whiteout must make a Survival check (DC 10 + caster level) to go the right direction; failure means the creature wanders in a random direction.

This spell was renamed to avoid confusion with the druid spell Whiteout, published in Frostburn.

Wildfire

Evocation [Fire] Area: 40 ft. radius
Level: Cal5 Duration: 1 round/level
Components: V, S Saving Throw: Reflex half
Casting Time: 1 standard action Spell Resistance: Yes
Range: Medium (100 ft. + 10 ft./level) Restricted: No

This spell creates a huge area of flame, doing 2d6 damage to all creatures in the area. The flames will burn for several rounds, and will spread 10 ft. in all directions from the initial area of effect each succeeding round (so the area affected will be 50 ft. radius on the second round, 60 ft. on the 3rd round, etc.). The flames will ignite any flamable objects within the area.

Will of Orothe

type Target: x
Level: Oro6 Duration: Instantaneous
Components: V, S Saving Throw: negates
Casting Time: 1 standard action Spell Resistance: Yes
Range: xx Restricted: No

control tides and oceans. Ships and swimmers go where you want.

Zungg Swarm

type Target: x
Level: Bog6 Duration: Instantaneous
Components: V, S Saving Throw: negates
Casting Time: 1 round Spell Resistance: Yes
Range: xx Restricted: No

Spell Description