The
Incantatrix
by
Ed Greenwood
Spell Notes | - | - | - | Notes to the Dungeon Master |
Dragon | - | Classes | - | Dragon 90 |
The enchanting incantatrix
A spell-shielding, spell-stealing
NPC class
by Ed Greenwood
" B u t h o w c
o u l d a m e r e w i z a r d
d e f e a t t h e A r c h m a g e w
i t h a s p e l l
s o b e y o n d
h e r p o w e r s " -- a s k e d t h e s a g e
s k e p t i c a l l y .
" I t i s s a
i d , " r e p l i e d t h e t e l l
e r - o f - t a l e s i n a l o w ,
g u a r d e d v o i c e ,
" t h a t s h e
s t o l e t h e s p e l l f r o m
h i s o w n mind!"
" I m p o s s i b l e ! " sputtered the
sage.
The other shook his head slowly. "No,
my friend," he corrected
the learned one. "Not for an incantatrix."
Although the spells and powers of incantatrixes
are akin to those
of magic-users,
these rare and mysterious individuals have unique
spells and a dweomercraeft all their own.
They are especially adept
at countering and negating the magics
of other spellcasting creatures
and individuals, and at dealing with creatures
who exist simultaneously on more than one plane (such as certain undead).
But at the
same time, incantatrixes are woefully
weak in physical combat of
any sort, and their offensive spells are
severely limited. Although
incantatrix spells resemble the magics
of many spellcasting classes,
the penalty paid for such breadth of ability
is the lessened power, by
comparison, of most incantatrix spells.
In the Realms, according to the sage Elminster,
such individuals
were and are very rare. It was not until
the Testing of the ?witch?
Alaertha by the Council of the Mighty
in long-ago Guldethym that
such spellcasters were recognized as a
distinct breed (or class) of
magic-users, even as we look upon illusionists,
with unusual talents
in their own right. Most were previously
thought, as apprentices, to
be magic-users of limited intelligence
and a twisted or ?tainted?
intellect; they seemed unable to comprehend
and wield certain magics (such as burning hands, magic missile,
and shocking grasp), but
were capable of grasping some illusionist
magics, and of self-training
themselves to an astonishingly great mastery
of certain spells ? even
if with painfully slow years of practice
and study.
All those identified as incantatrixes (and
there are only seven
known living incantatrixes in the Realms
at present) thus far have
been females of human
or half-elven stock. It is not known whether
beings of other races and sexes can become
incantatrixes, but some
sages suspect that the (human male) spellcaster
known as Durngrym, an adventurer who lived some seven hundred winters ago,
was an incantatrix (the male term, according
to the sage Marridus,
is "incantatar"). The individual presently
known only as "The
Mage of Stars" may also be an incantatar.
An incantatrix must have the same faculties
for mastery of magic
(minimum ability scores) as a magic-user,
and they learn their craft
through tutelage, practice, and study
as do magic-users. They thus
use cantrips as an apprentice, and are
as restricted in the use of
armor and weapons as magic-users are.
All incantatrixes can immediately grasp
both read magick and
read
illusionist
magic (see below) when introduced to those spells, and
with continued study their powers become
quite different from those
of both magic-users and illusionists.
To learn spells "belonging" to
classes other than magic-user that are
understandable to them,
incantatrixes must employ tutors of those
classes or obtain the
knowledge from scrolls (a process which,
once the scroll is deciphered, requires long, painstaking research and
experiment). Those
few spells unique to the class must be
learned from another incantatrix who can herself cast them, or developed
through much research.
(An incantatrix must have an intelligence
of 18 to cast 7th-level
incantatrix spells, a minimum intelligence
of 17 to cast 6th-level
incantatrix spells, and so on.)
The few incantatrixes known have all been
secretive, quiet loners,
revealed as at least a bit paranoid by
their words and actions. Their
lives seem dominated by an urge to improve
their arts, and those
who have risen to the highest levels (23rd
and above), it is whispered, do study and sometimes master the offensive
spells of magicusers that were beyond their powers when they were of lower
level.
Incantatrixes may be of any alignment.
Although they do not in
any sense seem to be an organized sisterhood
or "secret society,"
they often, having similar aims and interests,
act together to combat
common foes -- notably, those individuals
who use magic in a dangerous, irresponsible manner. They seem to particularly
dislike those
who often create gates or
otherwise compel or allow creatures to
enter the Prime Material Plane from other
planes. As a druid protects his forest, and in another sense all forests,
an incantatrix will
attempt to police the unrestrained use
of magic about her abode, or
challenge (not always openly) such uses
that she observes elsewhere.
An incantatrix who does not have to do
this often may live in seclusion and study, like a sage ? and anyone who
lives nearby may not
even realize that she has spellcasting
ability.
To advance in level, an incantatrix must
accumulate the necessary
XP and then be tutored (for 1-4 weeks,
depending
upon her skills and prior accomplishments)
by an incantatrix of at
least as high a level as the one she is
trying to achieve, or by a
magic-user
of at least 3 levels higher than the level she is trying to
achieve. If none are available, an incantatrix
can self-train, a process
requiring access to a sizable library
of magical tomes and 4-12 weeks
of isolated, continuous study. This training
is distinct from learning
individual spells from illusionists, clerics,
and druids. An incantatrix
c a n h e r s e l f
m a s t e r m a g i c - u s e r s p e l l s
o f a t t a i n a b l e l e v e l w
i t h o u t s p e c i f i c t e a c h i n g
f r o m a m a g i c - u s e r .
I n a d d i t i o n ,
i n c a n t a t r i x e s h a v e a
n u m b e r o f u n i q u e t a l e
n t s a n d
a b i l i t i e s .
A t 3 r d l e v
e l ( D w e o m a e d a r ) , a n i
n c a n t a t r i x g a i n s t h e
a b i l i t y
t o see ethereal
creatures, including out-of-phase creatures and those
employing temporary magic such as spells
or magic items, when the
incantatrix is on any plane that the ethereal
plane permeates (such
as the Prime
Material), and so long as the ethereal creature occupies
an equivalent Ethereal Plane position
within 3" of the incantatrix's
location.
At 4th level (Memurge), an incantatrix
gains the ability to physically or magically attack creatures who are out
of phase, ethereal,
blinking
rapidly about, and so on. For magical attacks of this sort,
the incantatrix may use several of the
spells she gains at higher
levels, such as disrupt undead,
ray of oblivion, feeblemind, hold
monster, and power word, stun
-- but not stealspell or unbinding.
At 6th level (Weirworker), an incantatrix
gains immunity to the
level-draining powers of creatures employing
energies from the
Negative
Material Plane, such as xeg-yi
and many undead.
At 8th level (Spellbinder), an incantatrix
gains the ability to sense
the general nature of a spell's effects
as it is being CAST, if the casting
is done by a spell-user within 4"
that the incantatrix can clearly
observe. This ability will also work through
a wizard eye or a crystal
ball. The spell-like natural powers
and vocal-only spells of dragons
and certain other beasts cannot be identified
in this way.
For example, this power would allow an
incantatrix observing the
opening gestures of the casting
of a ray of enfeeblement (by a magicuser) to determine
that the spell affects only one target creature and
that it is in some way connected with
weakness. The spell's duration, precise intended effects, and specific
effectiveness against the
target in question would not be known
to the incantatrix, except by
subsequent observation. Note that this
ability is not the same as that
imparted by an ESP spell,
and usually does not give an incantatrix
time to determine what spell is being
cast, for the purpose of casting
her own counterspell.
At 20th level, an incantatrix gains a still-mysterious
ability to
drain magic from an item or device that
has charges, and USE that
magical force to restore her own vitality.
(Only two incantatrixes, the
long-ago Alaertha and the present-day
Ishaera, are known to have
reached this level of accomplishment,
and neither has revealed much
of her arts to others.) This power does
not work on a permanent
item that has no charges, nor on an artifact
or relic. It cannot be
used to augment or restore spells or magical
items possessed by the
incantatrix, but only as a form of
cure light wounds magic; one
drained magical charge gains 2-8 hit points
for the incantatrix.
To use this power, the incantatrix must
remain still, holding the
item to be drained with her bare hand
or hands, for one round per
charge drained. An incantatrix can use
this ability before combat to
temporarily augment her hit points above
her normal maximum ?
but this does not raise her level or hit
dice for purposes of spellcasting, saving throws, and the like. These extra,
?phantom? hit points
last for only 1 turn before their energy
is forever lost, but any magical or physical damage suffered by the incantatrix
during that turn
diminishes and exhausts the "phantom?
hit points before the incantatrix suffers any real hit-point damage.
Experience
points |
Experience
level |
4-sided
dice for accumulated hit points |
Level title |
0 -- 2,500 | 1 | 1 | Gramaryaer |
2,501 -- 5,000 | 2 | 2 | Coronar |
5,001 -- 12,000 | 3 | 3 | Dweomaedar |
12,001 -- 24,500 | 4 | 4 | Memurge |
24,501 -- 44,000 | 5 | 5 | Diathosil |
44,001 -- 69,000 | 6 | 6 | Weirworker |
69,001 -- 120,000 | 7 | 7 | Nightstar |
120,001 -- 190,000 | 8 | 8 | Spellbinder |
190,001 -- 290,000 | 9 | 9 | Incantatrix |
250,000 experience points per level after
the 9th.
Incantatrixes gain 2 hit points per level
after the 9th.
INCANTATRIX TABLE
II
Spells usable by level
Incantatrix
level |
1 | 2 | 3 | 4 | 5 | 6 | 7 |
1 | 2 | - | - | - | - | - | - |
2 | 2 | 1 | - | - | - | - | - |
3 | 2 | 2 | - | - | - | - | - |
4 | 3 | 2 | - | - | - | - | - |
5 | 4 | 2 | 1 | - | - | - | - |
6 | 5 | 3 | 1 | - | - | - | - |
7 | 5 | 4 | 2 | - | - | - | - |
8 | 6 | 5 | 2 | - | - | - | - |
9 | 6 | 6 | 3 | - | - | - | - |
10 | 6 | 6 | 4 | 1 | - | - | - |
11 | 6 | 6 | 5 | 2 | - | - | - |
12 | 6 | 6 | 6 | 3 | 1 | - | - |
13 | 6 | 6 | 6 | 4 | 2 | - | - |
14 | 6 | 6 | 6 | 5 | 3 | - | - |
15 | 6 | 6 | 6 | 6 | 4 | 1 | - |
16 | 6 | 6 | 6 | 6 | 5 | 2 | - |
17 | 6 | 6 | 6 | 6 | 6 | 3 | 1 |
18 | 6 | 6 | 6 | 6 | 6 | 4 | 2 |
19 | 6 | 6 | 6 | 6 | 6 | 5 | 3 |
20 | 6 | 6 | 6 | 6 | 6 | 6 | 4 |
21 | 6 | 6 | 6 | 6 | 6 | 6 | 5 |
22 | 6 | 6 | 6 | 6 | 6 | 6 | 6 |
An incantatrix attains maximum spell progression
at 22nd level,
although she may still continue to gain
levels and hit points.
INCANTATRIX SPELLS
- | 1st level | 2nd level | 3rd level | 4th level | 5th level | 6th level | 7th level |
1 | Comprehend languages | Continual light | Blink | Confusion | Anti-magic shell | Cloudkill | Duo-dimension |
2 | Dancing lights | Detect charm | Clairaudience | Dimension door | Bigby's interposing hand | * Dispel possession | Maze |
3 | Detect magick | Detect invisibility | Clairvoyance | Dispel exhaustion | Feeblemind | Enchant an item | Mind blank |
4 | Dispel illusion | Dispel magic | Detect lie | * Disrupt undead | Globe of invulnerability | Hold monster | Power word, stun |
5 | Erase | ESP | Explosive runes | Locate object | Guards and wards | Legend lore | Prismatic sphere |
6 | Feather fall | Forget | Haste | Protection from normal missiles | * Spell shield | Repulsion | * Stealspell |
7 | Identify | Invisibility | Infravision | * Ray of oblivion | Teleport | * Spell reflection | Time stop |
8 | Light | Knock | Invisibility, 10' r. | Wizard eye | Wall of force | True seeing | * Unbinding |
9 | Message | Know alignment | * Maladweomer | - | - | - | - |
10 | Nystul's magic aura | Leomund's trap | Minor globe of invulnerability | - | - | - | - |
11 | + Read illusionist magic | Levitate | Non-detection | - | - | - | - |
12 | Read magick | Magic mouth | Remove curse | - | - | - | - |
13 | Remove fear | Mirror image | Resist fire | - | - | - | - |
14 | Shield | Obscurement | Slow | - | - | - | - |
15 | Ventriloquism | Resist cold | Suggestion | - | - | - | - |
16 | Write | Wizard lock | Tongues | - | - | - | - |
* = Unique spell (described hereafter)
+ = Official spell first published in DRAGON issue #66 (text reproduced hereafter)
Spell notes
E x c e p t f o r read
illusionist magic and the unique spells, all spells
employed by incantatrixes are described
in the Players Handbook,
with differences from the "standard" (Players
Handbook) form
noted on the table and in the following
text. Such differences exist
primarily because earlier incantatrixes
(from whose writings young
ones study) learned or developed such
variations. With sufficient
research, an incantatrix might be able
to develop variant spells
closer to the standard form. For that
matter, magic-users could well
learn and cast the unique spells described
hereafter ? but no incantatrix has ever taught these spells to a non-incantatrix;
they remain
secrets of the class. The DM must judge
whether a magic-user?s own
unaided research is successful in deriving
such spells. In general,
unless otherwise noted, incantatrixes
cast spells as do magic-users of
the same level with respect to casting
time, duration, etc. If a spell is
reversible, an incantatrix can choose
to learn and cast the reverse, at
the same level as the spell is listed
here.
1 s t l e v e l
Dispel
illusion -- This spell is identical in range, duration, and
effects to the 3rd-level illusionist spell,
but requires as its material
component a handful of glass beads or
shards, marbles, cut gems, or
non-precious translucent or transparent
stones. Casting time is 7
segments.
Remove
fear -- As in the 1st-level cleric spell, but the maximum
bonus given to a second saving throw
vs. fear is +9, regardless of any
higher experience level(s) of the incantatrix.
2 n d l e v e l
Detect
charm -- As in the 2nd-level cleric spell, except that the
range of the spell (and of its reverse)
is by touch only (?to hit? roll
required to touch an unwilling, unconstrained
creature).
Dispel
magic -- As in the 3rd-level magic-user spell, except that
spell range is 9".
Know
alignment -- As in the 2nd-level cleric spell, except that the
duration is one round per level of the
incantatrix (or until dispelled
by the incantatrix commencing to cast
another spell, use a magic
item, or turning her concentration elsewhere
? i.e., to emply psionics, read an inscription, etc.). One creature per
round can be examined. This duration also holds true for the reverse of
the spell.
Obscurement
-- As in the 2nd-level druid spell, except that the
duration of the obscurement
is only 2 rounds per level of the incantatrix, and at least a few drops
of liquid (water, wine, lamp oil,
saliva) must be put on the gesturing hand
of the spellcaster to effect
the obscurement; this is consumed
in the casting.
R
e s i s t c o l d -- As in the 1st-level
cleric spell, except that the duration is only 2 rounds per level of the
incantatrix.
3 r d l e v e l
Detect
lie -- As in the 4th-level cleric spell, but an incantatrix
requires a full round to cast it.
Minor
globe of invulnerability -- As in the 4th-level magic-user
spell, except that casting time is only
3 segments.
N
o n - d e t e c t i o n -- As cast by an incantatrix, non-detection
is identical in all respects to the 3rd-level illusionist spell of the
same name,
except that it affects only the incantatrix
and sounds emitted by her
? and not a 5? radius around her, nor
any other creature(s). Note
that the incantatrix would still be invisible
to detect spells, ESP,
clairvoyance, etc., and not revealed
by an outline or ?blank area.?
Remove
curse -- This spell is identical to the 3rd-level cleric
spell
as regards casting time, and not the 4th-level
magic-user version.
Resist
fire -- This spell is identical in effects to the 2nd-level cleric
spell, but its casting time varies: only
3 segments if the incantatrix
casts it upon herself, but 9 segments
if she casts it on another creature (touch necessary).
4 t h l e v e l
Dispel
exhaustion -- Identical to the 4th-level illusionist spell,
except the duration is 1 turn per level,
not 3.
L
o c a t e o b j e c t -- As in the 3rd-level
cleric spell, except that the
range for both locate object
and its reverse, obscure object, is only
2" plus 1? per level of the incantatrix.
Protection
from normal missiles -- This spell is identical to the
3rd-level magic-user spell, but an incantatrix
requires 4 segments to
cast it. A piece of nutshell (coconut,
walnut, etc.) is acceptable as a
material component if the incantatrix
has no turtle shell.
5 t h l e v e l
Anti-magic
shell -- Identical to the 6th-level magic-user spell,
except that its area of effect is always
a 12-foot-diameter sphere
centered on the pelvis of the incantatrix.
Globe
of invulnerability -- Identical to the 6th-level magic-user
spell, except that the casting time is
only 6 segments.
Guards
and wards -- Identical to the 6th-level magic-user spell,
except that it lasts for only 4 turns
per level of the incantatrix.
6 t h l e v e l
Cloudkill
-- As in the 5th-level magic-user spell, except that
casting time is 1 round.
H
o l d m o n s t e r -- As in the 5th-level
magic-user spell, except that
casting time is 6 segments, and the maximum
number of creatures
that can be affected is three.
True
seeing -- Like the 5th-level cleric true seeing (and
not the
6th-level illusionist true sight),
the incantatrix spell allows exact
determination of the alignment of creatures
viewed. It also allows
items (i.e., magic swords) dedicated to
a certain alignment to be
identified by their auras, a power not
given by the cleric spell or the
similar illusionist spell. Casting time
is 1 round, material components are as for the cleric spell, and the area
of effect is 9" sight
range.
7 t h l e v e l
Maze
-- As in the 8th-level magic-user spell, except that the
range can never be more than 7?, regardless
of the incantatrix?s
level.
M
i n d b l a n k -- As in the 8th-level
magic-user spell, except that the
range is by touch (or upon the incantatrix
herself).
Prismatic
sphere -- As in the 9th-level magic-user spell, except
that duration is only 4 rounds per level
of the incantatrix.
Time
stop -- As in the 9th-level magic-user spell, except that
casting time is 1 round, and duration
is 11-18 (d8 +10) segments,
regardless of the incantatrix?s level.
Note that during the time stop
the incantatrix can only cast spells which
affect herself, and not
spells that directly affect other creatures.
N e w
s p e l l s
A number of spells available to incantatrixes
are unique to that
class, and these are detailed below. A
full description is also given
for read illusionist magic,
an official spell that was put forth by E.
Gary Gygax in his article on new illusionist
spells printed in issue
#66 of DRAGON® Magazine, for the benefit
of readers who do not
have access to that issue.
Maladweomer
(Alteration) Reversible
Level: 3
Range: 1" + 1"/level
Duration: 1 round/level
Components: V, S, M
Casting Time: 3 segments
Saving Throw: Neg.
Area of Effect: One person
By means of this spell, an incantatrix
causes any and all spells and spell-like
powers CAST or wielded by a
TARGET creature, including those of items
employed by the target, to
be at the nadir of their effectiveness;
i.e., any damage caused by
offensive magics will be the minimum possible,
saving
throws vs.
such magics are enhanced by a +4 bonus,
and spells which are extant
(such as magical charms) and
ongoing at the time the maladweomer
takes effect are altered in efficacy.
(For instance, a charmed individual
who had previously failed to save vs. the spell would immediately be allowed
another saving throw, with the +4 bonus.)
The material component for this spell
is a small, clear glass or crystal
prism, which is smashed (with a weapon-blow,
and/or against a
wall, rock, or floor) in the spellcasting.
The reverse, empradweomer
(or "dweomerboost"), does not
require that the crystal be smashed; rather,
it vanishes when
spellcasting is complete. The reverse
does not require a saving
throw, has the same duration as
maladweomer, and permits all
magic cast or wielded by the recipient
creature during that time to
be of maximum efficacy (maximum damage
and effects). Both forms
of the spell can be cast upon the incantatrix
herself, so that maladweomer would enable an incantatrix to
lessen her powers when
compelled to work magic against her wishes.
D i s r
u p t u n d e a d (Necromantic)
Level: 4
Range: 7"
Duration: 4 rounds
Components: V,S,M
Casting Time: 4 segments
Saving Throw: None
Area of Effect: Cone, flaring to
1? diameter when 1" from caster's hand
This magic requires
a pinch of dust or a
strand of cobweb to activate. When cast,
the spell causes a cone of
mildly cold, invisible, silent force to
come into being, extending
from the caster?s outstretched hand. This
field remains in existence
for 4 rounds, and moves with the caster?s
hand. Any undead creatures within its confines at any time, or touched
by any part of it,
are affected as follows:
Skeletons,
zombies, ghouls, shadows, and such weaker undead are
instantly blasted out of existence. Wights,
ghasts, wraiths, mummies, spectres, vampires, ghosts, liches, and similar
evil creatures
from other planes that can be turned by
clerics, as well as other
powerful undead not specifically named
here, instantly suffer 1d6
damage per level of the incantatrix, with
no saving throw. These
powerful undead may remain in the field
for additional rounds or
even leave and re-enter it without suffering
more damage; each such
disruption field affects a particular
undead creature only once, but
repeated castings of the same spell would
do additional damage. In
the only reported incidence of two incantatrixes
casting overlapping
disruption fields, undead caught
in the area of intersection suffered
damage from both fields.
Ray of oblivion
(Enchantment/Charm)
Level: 4
Range: 1"/level
Duration: Permanent
Components: V, S, M
Casting Time: 4 segments
Saving Throw: Neg.
Area of Effect: One person
The material component
for this magic
is a pinch of dust; it vanishes as the
incantatrix tosses it into the air
and points at a TARGET to complete the
casting. From her hand, a
shimmering, colorless ray stabs out to
the target; if the target is
within range and not completely enclosed
by solid or liquid material,
the ray will strike the target unerringly
(no ?to hit? roll required),
dodging around obstacles, other creatures,
etc.
When struck, the target creature must save
vs. spell (magic-users
and other spellcasting beings at +1, other
creatures at par) or forget
one item of magical knowledge at random
(the information lost is
not able to be specified by the incantatrix
or her victim). If the target
has one or more spells memorized, one
spell will be forgotten ?
harmlessly lost, as if an attempt to cast
it had failed. If the target is
not a spellcaster, or has no spells memorized
at the time, he or she
will forget the command word of a magic
item; the name of a spellcaster known to the victim; a legend, rumor, or
piece of news involving magic use; the name or configuration of a magical
symbol, glyph, or rune; or some other fact of the same sort. Only
a wish or a
clerical heal or restoration
spell will restore the lost knowledge.
T h e t a r g e t
c r e a t u r e m u s t h a v e b e
e n s e e n , h o w e v e r b r i e
f l y , b y t h e
i n c a n t a t r i x i n
t h e t u r n p r i o r t o
t h e c a s t i n g o f t h e
ray of oblivion. The
ray will seek out a target that
is within range but obscured by cover,
invisible, blinking, or even
ethereal at the moment of the completion
of casting; the incantatrix need not know
the target?s precise location, only the fact that it is present (and, presumably,
within range).
S p e l l
s h i e l d (Abjuration)
Level: 5
Range: 0" (touch)
Duration: 2 rounds/level
Components: V,S,M
Casting Time: 1 round
Saving Throw: None
Area of Effect: One creature
By casting this spell
upon herself or
another creature that she touches, the
incantatrix confers strong
protection against certain spells and
magical attack forms. The
material component is a diamond of any
size, which disappears,
with a flash of white light, during casting.
The protection gives a
saving throw bonus as follows:
+7 vs. beguiling, charm,
suggestion
+5 vs. command, domination,
fear, hold, scare
+3 vs. geas, quest
+1 vs. confusion, feeblemind,
antipathy/sympathy
D i s
p e l p o s s e s s i o n (Abjuration)
Level: 6
Range: Touch
Duration: 2 rounds/level
Components: V,S,M
Casting Time: 1 round
Saving Throw: None
Area of Effect: One creature
By means of this spell,
an incantatrix
can temporarily free a recipient creature
from a charm, psionic
attack or domination, or ESP
or similar control and "eavesdropping" magics. If dispel possession
is cast upon the body of the victim
of a prior magic jar spell,
the life force controlling the victim's body
will be driven out of the stolen body,
back into its jar. If the jar is not
within range of the body (see magic
jar description in the Players
Handbook) when the dispel
possession is cast, the life force is merely
quelled for the duration of the spell,
allowing the mind of the true
owner of the body to reassert itself and
temporarily regain control of
its body.
By application of this spell, a charm
is forever broken, but other
mental attacks and controls may resume
at the spell expiration. The
material component of this spell is a
sample of teardrops (one will
suffice) from the eye of a human, elf,
or half-elf.
Spell
reflection (Abjuration/Alteration)
Level: 6
Range: 0" (touch)
Duration: 6 rounds
Components: V, S, M
Casting Time: 3 segments
Saving Throw: None
Area of Effect: One creature
The material component
for this spell is
a small glass or metal mirror,
held by the recipient (which may be
the incantatrix herself or another creature
she touches) and consumed during the casting. An invisible dweomer field
or aura comes
into being around the protected creature,
and protects him or her as
a ring
of spell turning does, turning all magics back upon the caster.
The exceptions to this are noted in the
description of the ring in the
Dungeon Masters Guide. Spells cannot
be cast by a being who is
protected by this spell, but the spellcaster
can end the protection
instantaneously if she so wills. Note
that this ?dispelling? must be a
deliberate act; it does not occur automatically
if the incantatrix turns
her attention to another matter or is
rendered unconscious.
S t e a l s
p e l l (Enchantment/Charm)
Level: 7
Range: 1"/level
Duration: Special
Components: V, S
Casting Time: 7 segments
Saving Throw: Neg.
Area of Effect: One creature
This powerful magic
is famous in lejend, and the one power that above all others identifies
the incantatrix as a person of special powers.
By means of this incantation, any
s i n g l e b e i n g
t h a t t h e i n c a n t a t r i x
p o i n t s a t ( w h o i s
w i t h i n r a n g e ) m u s t
s a v e v s .
s p e l l a t - 1 ( c r e a t u r e
s f r o m p l a n e s o t h e r
t h a n t h e P r i m e M a t e r i
a l s a v e a t p a r ) ,
o r s u f f e r t h e t h e f t
o f a n y o n e m e m o r i z e d
s p e l l
f r o m h i s
o r h e r m i n d . ( I f
t h e r e i s n o m e m o r i z e d
s p e l l t o b e s t o l e n ,
t h e stealspell has
no effect and is lost.) The stolen spell is determined
randomly, and is not chosen by either
the incantatrix or her victim.
The magic of the stealspell
works even against a victim who is unconscious or insane; psionic protections,
anti-magic shell and all
similar shielding spells, and mind
bar and the like, are all powerless
against this spell.
A stolen spell may be ?cast? immediately
by the incantatrix or
held in her mind for later use (subject
to the restrictions described
below), without material components or
even any need for the incantatrix to understand the spell. She will not
automatically know
the identity or the nature of the stolen
spell (and would probably
only find out this information, without
expelling the magic, if it was
revealed by the victim from whom the spell
was stolen). By expelling
the stolen spell from her mind, the incantatrix
may be able (by this
means only) to use a spell to which she
would not normally be entitled ? but because she doesn?t know what the
spell is, she may end
up aiding rather than harming an opponent.
Any stolen spell takes
effect, when expelled, as though it was
cast by the being from which
it was stolen, with regard to level of
effectiveness, damage caused,
alignment considerations, and so forth.
Spell-like natural powers
employed by beings, and psionics,
cannot be stolen by means of this
spell.
The stolen spell is transferred from the
victim's mind to the incantatrix at the end of the casting of stealspell,
and the transfer takes
one segment. A spell which the victim
has already begun to cast will
never be stolen; if it is the last or
only spell in the victim?s mind, the
spell will be ruined and lost (just as
if the victim had been disturbed
during the attempted casting), but no
energy or information will be
transferred to the incantatrix.
The incantatrix can retain the stolen spell,
instead of expelling it
from her mind, and subsequently record
it by means of a write spell,
which erases the stolen spell from the
incantatrix?s mind as it is
recorded, without discharging its power.
However, an incantatrix
cannot herself use a spell denied to her
by class or level that she has
recorded in this manner; she will have
produced only a scroll that is
useless to her, except as an item to sell
or barter. When a stolen spell
is recorded in this fashion, the identity
and nature of the spell can
become known to the incantatrix (by means
of read magic), so she is
able to determine whether the scroll is
of use to her.
Unbinding
(Alteration)
Level: 7
Range: 0"
Duration: 7 rounds
Components: V,S,M
Casting Time: 1 round
Saving Throw: None
Area of Effect: 2" radius
sphere around caster
When an unbinding
spell is cast (a
process involving a lodestone -- not necessarily
magical -- and a
pinch of saltpeter), a sphere of magical
force comes into being about
the caster, and moves with her for the
duration
of the spell. It affects
many magics that are within, or come to
be within, its area of effect,
as follows:
Hold spells of all types, guards
and wards, temporal stasis, imprisonment, time stop, and
wizard lock spells, as well as cubes and walls
of force, are all ended or negated
immediately; i.e., an imprisoned
creature emerges as though a freedom
spell had been cast, and so
forth.
Pentagrams, thaumaturgic circles, and similar
magical circles or
confining runic constructions are shattered
or obliterated, freeing
any previously trapped occupants (who
will know who has freed
them, but are not in any way under the
control of the incantatrix).
A magic mouth will speak,
regardless of its specific trigger, and
vanish forever. The effects of a
statue spell are ended, and a magic
jar is shattered -- forever destroyed,
and the life force within it
snuffed out.
Any magics that contain, constrain, or
conceal (i.e. invisibility)
creatures or items are destroyed by contact
with the area of effect of
this spell (with the exceptions noted
below); the spell also causes
physical locks to open, props and wedges
or spikes to come loose,
chains to part, bars to lift, and seals
to break, etc.
Note that all of these effects occur regardless
of the caster?s wishes,
and are not discerning: all
seals break, not just a few specific targets
-- even including the stoppers on potion
bottles, ties on wineskins,
fastenings on clothing, and the like.
Those on the person of the
incantatrix, or being carried or worn
by her, will remain undisturbed, but any others (even those of allies)
will be affected. Note
also that the opening of locks or other
closures does not prevent any
alarms or booby traps attached to them
from functioning normally.
Spells such as anti-magic shell,
Leomund?s tiny hut, minor globe
of invulnerability, globe of invulnerability,
prismatic sphere, shield,
and similar protective magics are not
affected by an unbinding, nor
does it reveal or change back (to flesh)
petrified creatures. Untriggered symbols or glyphs of
warding are unaffected by an unbinding,
and it does not set free elementals and
invisible stalkers bound to
service by others.
Notes to the Dungeon
Master
An incantatrix should be a rare and mysterious
character -- a
secretive being who walks her own way.
She may accompany a party
temporarily to further her own ends, or
in return for sufficient monetary or magical reward.
At no time should an incantatrix be a
handy-for-the-hire NPC,
nor a party member as such. The incantatrix
class is too strong to be
used for PCs -- and yet, weaker at high
levels than
magic-users
or clerics, and weak in a physical fight at any level.
Note that an incantatrix character would
realize this about herself,
and thus would avoid getting into situations
of open conflict as often
as it is possible to do so.
1. SUBCLASS = n/a
2. SOCIAL CLASS MINIMUM =
3. ABILITY SCORE MINIMUMS
STRENGTH = 6
INTELLIGENCE = 9
WISDOM = 6
DEXTERITY = 6
CONSTITUTION = 6
CHARISMA = 6
COMELINESS = 6
4. POSSIBLE RACES & MAX. LEVEL ATTAINABLE
=
5. MULTI-CLASS POSSIBILITIES = <With
thanks to Ed Greenwood and Terrance Rozanski, the following combinations
are possible: C/IN, F/IN, IN/T. C/IN/T, F/IN/T>
6. HIT DIE TYPE =
7. MAXIMUM NUMBER OF HIT DICE =
8. SPELL ABILITY =
9. ARMOR PERMITTED =
10. SHIELD PERMITTED =
11. WEAPONS PERMITTED =
12. OIL PERMITTED =
13. POISON PERMITTED =
14. ALIGNMENT =
15. STARTING MONEY =
16. WEAPON PROFICIENCIES =
17. NON-PROFICIENCY PENALTY =
18. NON-WEAPON PROFICIENCIES =
19. STARTING AGE =
20. COMBAT =
21. SAVING THROWS =
22. MAGIC ITEMS =
zb
3.
2.
1.