Pockets full of bat guano, incomprehensible speech, and twisted hands making bizarre gestures—it sounds crazy, but in the Dungeons & Dragons game, these are the earmarks of power (as written in the 3.5 Premium Spell Compendium), for they are the signs of spellcasting.
As further written (back in the 1st Edition Dungeon Master's Guide), all magic and cleric spells are similar in that the word sounds, when combined into whatever patterns are applicable, are charged with energy from the Positive or Negative Material Plane. When uttered, these sounds cause the release of this energy, which in turn triggers a set reaction. The release of the energy contained in these words is what causes the spell to be forgotten or the writing to disappear from the surface upon which it is written.
Spells and spellcasters form a cornerstone of fantasy, and the Spell Compendium builds on that cornerstone by presenting over a thousand spells in one place.
In today's excerpt, we look at more sample spells from the book—of the gooier variety. One spell that can summon a wave of slime, and another that takes control of enemy ooze.
Sample Spells: Oozes and Slimes
Ooze Puppet (level 6)
With a few chanted words and a mystic pass of your arm, your magic reaches out to invisibly surround the ooze, placing it under your control.
From the 3.5 Monster Manual: Oozes are amorphous creatures that live only to eat. They inhabit underground areas throughout the world, scouring caverns, ruins, and dungeons in search of organic matter—living or dead.
Slime Wave (level 7)
You finish the spell, and a horrendous wave of green slime explodes outward from the spot where you point.
From the 3.5 Dungeon Master's Guide: Green Slime: This dungeon peril is a dangerous variety of normal slime. Green slime devours flesh and organic materials on contact and is even capable of dissolving metal. Bright green, wet, and sticky, it clings to walls, floors, and ceilings in patches, reproducing as it consumes organic matter. It drops from walls and ceilings when it detects movement (and possible food) below.
A single 5-foot square of green slime deals 1d6 points of Constitution damage per round while it devours flesh. On the first round of contact, the slime can be scraped off a creature (most likely destroying the scraping device), but after that it must be frozen, burned, or cut away (dealing damage to the victim as well). Anything that deals cold or fire damage, sunlight, or a remove disease spell destroys a patch of green slime. Against wood or metal, green slime deals 2d6 points of damage per round, ignoring metal’s hardness but not that of wood. It does not harm stone.