Pyronarro’s Improved Contingency (Invocation/Evocation)
Duration: 1 day/level
Casting Time: 1 turn
Area of Effect: The caster
Saving Throw: None
By means of this spell, the wizard is able to place another spell upon his person so that the latter spell will come into effect under the conditions dictated during the casting of the improved contingency spell. The improved contingency spell and the spell it is to bring into effect are cast at the same time (the one-turn casting time indicated is the total for both castings).
The spell to be brought into effect by the prescribed contingency must be one that affects the wizard's person (feather fall, levitation, fly, feign death, etc.), and spells must be of 8th level or lower. Only the 6th-level contingency spell may not be included.
Only one Pyronarro’s improved contingency spell can be placed on the spellcaster at any one time; if a second is cast, the first one (if still active) is canceled. It is possible to have a contingency or an improved contingency (but not both), and a chain contingency operating at the same time, provided that there is no overlap in the conditions specified for triggering the two spells. The conditions needed to bring the spell into effect must be clear, although they can be rather general. For example, a improved contingency spell cast with an airy water spell might prescribe that any time the wizard is plunged into or otherwise engulfed in water or similar liquid, the airy water spell will instantly come into effect. Or a contingency could bring a feather fall spell into effect any time the wizard falls more than 2 feet. In all cases, the contingency immediately brings into effect the second spell, the latter being "cast" instantaneously when the prescribed circumstances occur. Note that if complicated or convoluted conditions are prescribed, the whole spell complex (the improved contingency spell and the companion magic) may fail when called upon.
The material components of this spell are (in addition to those of the companion spell) 500 gp worth of quicksilver, any gemstone worth 500 gp., and an eyelash of an ogre mage, ki-rin, or similar spell-using creature. In addition, the spell requires a statuette of the wizard carved from elephant ivory (which is not destroyed, though it is subject to wear and tear), which must be carried on the person of the spellcaster for the improved contingency spell to perform its function when called upon.
Pyronarro’s Sonic Blast (Invocation/Evocation, Song)
Duration: 1 round/5 levels
Casting Time: 1
Area of Effect: cone, 30’ long and 10’ wide
Saving Throw: ½
Pyronarro’s sonic blast converts memorized spells (one spell per round up to 5th level) into a continual blast of sonic energy. This spell is very useful for converting extraneous spells in the caster’s mind into effective damaging power. For every spell level that the wizard forgoes from his mind, he delivers 1d4 hit points of sonic damage and affects everyone and everything within a 30’ long and 10’ wide cone that starts from the wizard and projects outward. In addition, all creatures within the blast’s area of effect are deafened for as long as they are within the cone of energy. The deafening effect lasts for an additional one round after they escape the blast’s area of effect. Deafened creatures suffer a -1 penalty to surprise rolls, and those that cast spells with verbal components are 20% likely to miscast them. Creatures are allowed a saving throw vs. ½ damage each round they are within the blast.
Nonliving objects suffer the effects of a shatter spell due to the blast’s intense and resonating sound energy. All items in the cone’s area of effect are allowed appropriate saving throws vs. the blast (see the shatter spell in the Player’s Handbook for details). The wizard may not cast other spells while invoking this spell for the continual blast of sonic energy requires the caster’s full concentration. Casting other spells causes the cone of energy to cease as well as if the caster stops fueling the blast with spell levels in any given round. Also, the wizard’s concentration may be disrupted if he is struck in battle or fails a saving throw.
Lastly, this spell may be effectively thwarted by any spell that blocks sound, but not necessarily force energy (e.g., silence, 15' radius and sound bubble will block this spell, but a shield spell will not).
Pyronarro’s Elemental Transmutation (Alchemy/Alteration)
Duration: 1 hour/level or 1 spell/6 levels
Casting Time: 1 turn
Area of Effect: 1 spell/6 levels
Saving Throw: None
This powerful spell allows the wizard to transform the element (or energy form) of a particular damaging spell (of an element type that is indicated on the chart below) into another element. The elements that are applicable for transformation are the following in order of difficulty (fire being the easiest element to transform to and invoke while sound being the most difficult):
The casting time of the transformed damaging spell is increased by 1 initiative modifier per the difference between the current difficulty rating and the new difficulty rating (reverse all negative results and treat them as an increase in casting time). For example, a fireball transformed into a sonic ball would have a casting time of 8 instead of 3 (3 + sound difficulty (6) - fire difficulty (1)). Furthermore, if a great shout was transformed into a chilling shout the casting time for the transformed spell would be a 4 (1 + sound difficulty (6) - cold difficulty (3)).
Material components, range, area of effect, and duration for the transformed spell remain unchanged. However, damage is transformed according to the difference in rating + 1. When transforming to a harder element, damage is divided by this factor. When going to an easier element, this determines how many extra dice of damage are available. Say a meteor swarm was invoked by Pyronarro, and he wanted to turn this into an acidic meteor swarm. In this case, the maximum damage that the acidic meteor swarm would inflict is 160/5 (acid difficulty (5) - fire difficulty (1) + 1) which equals 32 hit points of damage. In the case of having a remainder, round all fractions up to the nearest whole number.
Another illustration: If a great shout was turned into a chilling shout (as mentioned earlier), the damage would increase by + 1 die per the difference between the current difficulty rating and the new difficulty rating + 1. This is because cold has a lesser difficulty rating than sound and elemental attack forms with low difficulty ratings tend to do more damage than elemental attack forms with high difficulty ratings. In this case, the chilling shout would do 2d20 + (sound difficulty (6) - cold difficulty (3) + 1 = + 4d20) for a total of 6d20 points of damage.
Special Note: All old special effects of an attack form are stripped from the transmuted spell and no new corresponding effects are gained in the new element (other than the natural ones, such as lightning rebounding, fire burning things, etc.). Thus, deafening effects would be lost. Lastly, if a damaging spell also defends vs. the same element (or energy form) that it is composed of and only defends vs. that same element (such as a lightning ring which shoots lightning bolts and also renders the recipient immune to all lightning attacks) then this immunity is also transmuted. Oddly enough, spells such as fire shield and lightning shield cannot be transmuted with this spell since they naturally have multiple variations. For example, a fire shield can defend vs. fire or cold.
Pyronarro’s Frenzy (Invocation/Evocation)
Casting Time: Special
Area of Effect: Special
Saving Throw: Special
Many powerful sorcerers and witches have devised spells that sequence or "harmonize" other spells together. Essentially, this allows the wizard to release multiple spells simultaneously in the same round. Pyronarro, Archmage of Halruaa and Invoker extraordinaire has created his own "harmonization" type magic known as Pyronarro’s frenzy. This spell allows the caster to invoke two or more memorized spells of any level (up to a maximum of five spells) within the same round. The casting time for this spell is equal to the highest level sequenced spell + 1, then each extra effect will start coming out 1 initiative modifier higher than the other. In the case of initiative phase, multiple "harmonized" spells that fall into the very slow initiative phase essentially go off at the end of the round. Furthermore, the wizard must have the necessary material components to invoke each sequenced spell.
For example, if the caster is sequencing a magic missile, a fireball, a lightning bolt, an ice storm, and a chain lightning, the wizard must have all five spells memorized, and he must have the necessary material components to cast all five of these spells. The effective casting time of the frenzy in this example is a 7 for the chain lightning, an 8 for the magic missile or any one of the other spells of the caster’s choosing, a 9 for any other unreleased spell, a 10 for next, etc. Any interruption during the casting of the frenzy, causes the current "harmonized" spell and all subsequent "harmonized" spells to fail, thus disrupting the casting of the frenzy.
When the wizard invokes the frenzy, he begins to glow with a magical aura similar to faerie fire (including bonuses to hit the caster). This occurs on initiative modifier 1 (very fast initiative phase) of the casting even before he releases his first "harmonized" spell. This faerie fire effect lasts for one hour per spell sequenced by the frenzy, and cannot be removed with dispel magic or the like.
The caster sacrifices 1d8 hit points + 1 hit point per spell level for each "harmonized" spell due to the wizard’s aggressive attack on the weave of magic. In the above example, the caster would have to sacrifice 5d8 + 17 hit points to invoke these five spells in the same round. The damage caused by this spell cannot be healed with magic or psionics, as the wounds themselves are extremely magic resistant. However, after one full day’s time (144 turns), the wounds will be drained sufficiently enough for magic to work. Also, if the wizard was willing to submit himself to magic dispelling and remove all spells on his person without using any ability to reform the dweomers, then he can magically heal the damage before the one full day’s time (144 turns).
The invocation of the frenzy is akin to a raping of the weave, and the caster may find that any spells on his person suddenly begin to fail as their dweomers fade and flow into the powering of the frenzy. To reflect this, the wizard suffers a dispel magic effect against a caster of equal level (i.e., 50% chance of any spell failing, with no ability to counter, even with spells such as Andrui’s baneful backfire, counterspell immunity, spell invulnerability, or the like). This dispel magic effect takes place in initiative modifier 1 (very fast initiative phase) of the invocation as the caster begins to tap directly from the weave.
Lastly, if the caster perishes by invoking this spell, he cannot be raised or resurrected for at least one day (144 turns). Even after one day, the caster must roll his resurrection survival roll at -30% for the weave tries to steal the caster’s soul in order to replenish its sudden loss of energy. Regardless of the resurrection magic that is used, the wizard permanently loses one point of constitution (or two points in the case of a raise dead spell). This spell is also known by the Halruans as Pyronarro’s sacrifice for obvious reasons.
Special Note: The DM may exchange the dispel magic effect for a wild surge effect (use Tome of Magic wild surge table). While invoking the frenzy, roll a d100 for each ward or spell that is currently in effect on the wizard’s person. A roll of 01-50 results in a wild surge centered on the caster. Use the number rolled as the result of the wild surge, and any wild surge that simply does not make any sense is treated as a successful dispel magic against the caster (only for the given ward or spell on his person). In the case of an area of effect type spell (such as a haste spell), unless otherwise stated in the wild surge description, only the wizard is affected by the wild surge. All other recipients still enjoy the area of effect type spell on their person. A roll of 51-00 indicates that the ward or spell on the wizard’s person remains unchanged.