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Advanced Dungeons and Dragons Spells
Fourth level wizard spells
A Lert
Conjuration/Summoning, Evocation
Components: V
Range: 0
Casting Time: 1
Duration: 1 turn per level
Saving Throw: None
Area of Effect: 10-foot per level radius
This spell summons into being a lert, which is a small,
blue, humanoid creature. This creature is insubstantial, and thus can neither
attack, nor be attacked. A lert's main purpose is to alert the party members
of imminent danger. It can sense behind doors and around corners, and will
telepathically inform the wizard of any danger it senses, provided the wizard
is awake.
Author: Jeff
Tolle
Advanced Magic Mouth
Alteration
Components: V,S,M
Range: 10 feet
Casting Time: 4
Duration: Special
Saving Throw: None
Area of Effect: One object
This spell is identical to Magic Mouth except in that the maximum activation
range is only 10 feet and that it will continue to function as instructed,
over and over, until the object is destroyed or the dweomer dispelled.
Alcoreax's Icetrail
Evocation
Components: V,S,M
Range: 0
Casting Time: 4
Duration: 1 round/level
Saving Throw: Neg.
Area of Effect: See below
This spell creates a wave of hardened ice which the wizard actively directs.
After casting, the wizard simply taps the ground to activate the spell.
The wave of ice begins where the wizard taps the ground, and reaches its
full dimensions after advancing only 10 feet. It travels at a speed of
40 feet per round. The crest of the wave is 10 feet high and 15 feet wide;
after the crest of the wave has passed, the height of the remaining "trail"
is only 3 feet high. Creatures coming into contact with the crest suffer
2d6 points plus 1point damage per level of the wizard, or half this amount
if the creature is cold-using (in general, cold-dwelling creatures take
half damage from this spell, rounded down, and cannot suffocate as a result
of this spell). In addition, creatures of less than large size must save
against paralysation or be buried under the crest. Buried individuals
take an additional 1d3 points of cold damage each round and must initially
make another save against paralysation or start to suffocate under the
ice (use the rules for drowning). Trapped creatures may break free, taking
1 more point of damage per level of the wizard from sharp ice. The crest
of the wave can be disrupted by 30 or more points of fire damage, or negated
by a Wall of fire in any case. At the end of the spell duration, the crest
of the ice wave immediately loses all momentum and melts; the spell will
cause no more damage, and trapped creatures can easily break free taking
no damage. The material components for this spell are a steel pin and
a glass of icewater. Alcoreax is the headmaster of Talarin Niulivius,
one of the better magical schools on the continent of Niulivia. Alcoreax's
Icetrail is the only spell he has researched. This one took him over five
years to develop.
Alpha's Acid Rainstorm
Conjuration/Summoning
Components: V,S,M
Range: 240 yards
Casting Time: 5
Duration: Instantaneous
Saving Throw: ½
Area of Effect: 30-foot square
This spell, which functions only out of doors, causes thin streams of
hissing violet acid to fall within its area of effect. All within the
area
must save vs. spells or suffer full damage. The spell inflicts 1d8 per
two levels of the wizard (rounded up). All exposed items in the area must
also
save vs. acid or be destroyed. Characters under heavy cover which is not
destroyed by the acid are fully shielded from the effects of the spell.
The acid, once it strikes the ground, harmlessly disappears. The material
component for the spell is a small vial of aqua regia and a strip of zinc.
Alpha's Acid Resistance
Abjuration
Components: V,S,M
Range: Touch
Casting Time: 1 round
Duration: Special
Saving Throw: None
Area of Effect: Creature touched
This spell grants the subject complete immunity to acid, up to a point.
The spell's basic duration is 10 rounds per level of the wizard. However,
for every point of acid damage that would have been suffered by the character
(after saving throws and any other protections have been considered),
the duration of this spell is reduced by one round for every point of
acid neutralised by the spell. This spell also protects the subjects equipment
from needing to make any Item Saving Throws vs. acid for as long as the
spell is in effect. The material component is a small glass vial containing
lye and water.
Alpha's Ball Lightning
Evocation
Components: V,S
Range: 10 yards + 10 yards/level
Casting Time: 5
Duration: 4 rounds
Saving Throw: ½
Area of Effect: Special
The caster of this spell can create one to four spheres of glowing electrical
energy. These spheres resemble Dancing Lights (q.v.), and the wizard can
control them in the same way. The spheres can be moved up to 120 feet
per round. Each ball is about 5 feet in diameter, and any creature(s)
approaching within 5 feet will dissipate that ball's charge. A save vs.
spells results in half damage, indicating that contact was across an air
gap. Note that more than one creature approaching within 5 feet in a single
round can be affected by the ball is that occurs. The charge values are:
| Number of Lightning Balls |
Damage Done |
|
1
|
4d12 |
|
2
|
5d4 each |
|
3
|
2d6 each |
|
4
|
2d4 each |
This spell has no material components.
Alpha's Chill of the Void
Alteration, Evocation
Components: V,S,M
Range: 0
Casting Time: 5
Duration: 1 round
Saving Throw: None
Area of Effect: 20-foot wide, 5-foot/level long path
This spell brings forth a wave of supernatural cold, rolling forth from
the wizard's outstretched arms to the maximum area of effect. Its cold
vacuum kills all normal vegetation in the area except for trees, which
have a 50%-100% chance to survive (DM's discretion, based on size and
native environment). This cold inflicts 3d4 damage and the vacuum an additional
3d4 to all living creatures within the area of effect. Vegetable and fungoid
monsters suffer double damage from this spell. The material component
is a piece of ice.
Alpha's
Firefall
Alteration
Components: V,S,M
Range: 10 yards/level
Casting Time: 4
Duration: Special
Saving Throw: Special
Area of Effect: Special
This spell is an improved version of the second-level Pyrotechnics spell
(q.v.), specifically the "fireworks" application of that spell.
That
portion of the spell functions exactly as the Pyrotechnics spell does
with respect to duration, area of effect, saving throw, and the blinding
effect created. However, the "fireworks" created by this spell
are more along the lines of a geyser of brightly burning liquid fire,
arcing upwards
approximately 60 feet into the air and raining down within a 30-foot radius
area surrounding the perimeter of the basic fire source. All in this area
of effect suffer 2d6 fire damage with no saving throw allowed. Further,
a central prominence of flame is thrown upwards by this spell, and the
wizard may direct this column of fire at a single target within 60 feet
of the fire source. This plume of fire will inflict 4d10 damage to the
victim, although a saving throw vs. breath weapon is possible to halve
this damage. The liquid fire continues to burn during the following round,
under the
same conditions as during the first round, although the fire is less intense
and causes only half the damage caused during the first round. Combustibles
in the area of effect must save vs. normal fire (if struck only by the
burning spray) or magical fire (if the victim of the central plume fails
his saving throw or if the central plume is directed at an inanimate object)
to avoid being set afire. A creature who is within the area of the spray
who is targeted by the central plume will not also suffer fire damage
from the spray, as this minor flame is all but lost in the fury of the
central prominence. The spray does not fall within the area of the original
fire source, but only within 30 feet of the perimeter of the fire source.
An aerial creature flying within 60 feet above the rising geyser of liquid
fire is affected just as a creature on the ground would be, and may also
be targeted with the central plume, if the wizard so desires. The material
component for this spell is a lump of pitch mixed with sulfur, saltpeter,
and magnesium, as well as an existing fire source.
Alpha's Flames of Falroth
Alteration, Evocation
Components: V,S,M
Range: 10 yards
Casting Time: 1 round
Duration: 1 round/level
Saving Throw: Special
Area of Effect: Special
This spell conjures an extra-dimensional black flame to surround a single
object or creature within range. This fire has exactly the opposite effect
of normal fire, in that it restores creatures or objects burned to destruction
by fire or acid to their original state. This will not restore life to
a person slain by a Fireball spell, but it will restore the body to full
health, such that a Raise Dead spell will bring the character back to
full physical health (though an amount of time equal to the time dead
must be spent recovering from the psychological shock). Similarly, it
will not restore enchantment to a once-destroyed magic item, though a
Limited Wish spell is capable of restoring the lost enchantment to the
item reconstructed by the Flames of Falroth.
In order to restore an item or creature, the target must fail a saving
throw of the same type that resulted in its destruction. Hence, plate
mail destroyed by the breath of a black dragon must fail a saving throw
vs. acid, and an adventurer felled by a Fireball must fail a save vs.
spells. For effects against which there is no save (e.g. Wall of Fire),
assume the save to be as against breath weapon for creatures or magical
fire for items. It is thus more difficult to restore items that were more
difficult to destroy in the first place. One such save may be attempted
each round, and as many saves as desired may be attempted during the use
of this spell. No object can ever be affected by this spell after the
spell has been used on it once, whether or not it was successful. Once
the save is failed, the object will take 2 rounds to be fully reconstructed
from its remains. The Flames of Falroth may be moved to another object
or creature at any time during the spell's duration, with 1 round of concentration
on the part of the wizard.
The Flames of Falroth are very hostile to ordinary fire. They may be used
as a fire extinguisher or sorts, and will extinguish a 10-foot cube of
normal flame every round. Magical fire spells must be checked as per Dispel
Magic, but multiplying the wizard's level by 2 for the purposes of determining
whether the target spell has resisted the effects of the Flames of Falroth.
If this Dispelling attempt is unsuccessful, the Flames of Falroth will
vanish back from whence they came.
If cast at an elemental fire creature of any sort, the Flames of Falroth
will automatically cause 6d6 damage to that creature. After this initial
attack, the target creature may make a save vs. spell at -3. If successful,
the Flames disappear without causing further harm. If failed, however,
the Flames continue to attack the creature's very substance, causing 3d6
damage every round. A new saving throw is allowed each round, the chance
to save improving by 1 each round (-2 after the second round, then -1,
etc.). This continues until the creature is dead, the wizard moves the
flames away (after which time that creature will no longer be affected
by the Flames of Falroth), or until the spell expires or a save is made
- in both of these cases, the Flames disappear.
A fire-using or dwelling creature that uses fire but is not native to
the elemental plane of fire (e.g. fire giant, red dragon, chimera) will
not be harmed by the Flames of Falroth, but any external fire powers (fire
breath, spells, immolation, etc.) will cause only half normal damage,
as their effectiveness is mitigated by the Flames. The material component
is a bit of green wood, a handful of ashes, a smoky quartz crystal, and
a piece of obsidian.
Alpha's Hunting Pack
Conjuration/Summoning
Components: V,S,M
Range: 30 yards
Casting Time: 1 round
Duration: 5 rounds/level
Saving Throw: None
Area of Effect: Special
This spell summons into the wizard's vicinity a pack of canines who will
fight on behalf of the wizard, if such is required. The composition of
the pack will be as follows:
| Roll |
Pack |
| 01-10 |
4d4 jackals |
| 11-60 |
3d4 wild dogs |
| 61-90 |
2d4 wolves |
| 91-00 |
1d4 dire wolves |
The pack will follow commands to the best of its ability, so long as they
are relatively simple (attack, return, heel, etc.). If attacked by the wizard
or his fellows, all creatures summoned will instantly disappear. The hounds
can track as well as a fifth-level ranger, and can be commanded to perform
this activity if it is requested of them (such as by allowing them to smell
an article of clothing from the creature to be tracked, etc.). The hounds
will arrive 1d10 rounds after the spell is cast. The material components
are a piece of fresh, uncooked meat and a finely crafted silver or ivory
hunting horn, worth not less than 100 GP, which must be sounded during the
casting of the spell.
Alpha's Rainbow Blast
Evocation
Components: V,S,M
Range: 0
Casting Time: 4
Duration: Instantaneous
Saving Throw: Neg.
Area of Effect: 1-foot wide, 10-foot + 5 foot/level long beam
This spell is very much like the second-level Alpha's
Rainbow Beam spell, but is much more powerful. Besides a slightly
larger area of effect, and
the fact that a solid object will not stop the beam unless larger than
2 feet wide and formed of solid stone or some such similar dense material,
i.e. the beam is not stopped by mere flesh, even if armoured, but would
be stopped by a stone wall.
The spell does 1d6 hp of damage + 1 hp per level of the wizard. The swirling,
coruscating tendrils of multi-hued light also have properties as listed
under the Rainbow Beam spell. A target resistant to one or more of these
forms of attack takes -1 point of damage per die per attack that it is
resistant to. The obverse applies for creatures that are particularly
vulnerable to a certain form of attack (e.g. a frost giant is immune to
cold, but is not particularly vulnerable to fire, so it would take -1
point of damage per die. A green slime, vulnerable only to fire and cold,
would take -5 points of damage per die.) The indigo (holy water) beam
does normal damage except to creatures affected by unholy water (paladins,
lammasu, etc., who are considered as being resistant), and those affected
by holy water (undead, demons, etc., who are considered as specifically
vulnerable).
The victim is entitled to a saving throw, which, if successful, indicates
that the beam has missed. It may hit another target, though. Also, if
a target is struck by the beam, he must save vs. petrification or be struck
in the face and blinded for 1d4+2 rounds. The material component for this
spell is a small diamond worth not less than 100 GP.
Alpha's Ray of Paralysis
Alteration
Components: V,S,M
Range: 10 feet + 5 feet/level
Casting Time: 1
Duration: 1 rounds/level
Saving Throw: Neg.
Area of Effect: One creature
The wizard extends his arm, points his finger, and speaks a word to cast
the spell. A thin, light blue ray leaps from the wizard's finger. The
intended target must save vs. petrification. If the save is failed, then
the creature is struck by the beam and, unless the creature possesses
some innate magic resistance, is paralysed for 2 rounds per level of the
wizard. If the save is made, the pencil-thin ray has missed its original
target and continues on in a straight line to the extent of its range.
Any creature in the path of the beam must make the same saving throw or
be struck and paralysed. If the ray actually strikes, there is no save
vs. its effects. Size L creatures must save at -1, size H at -2, and size
G at -4. Conversely, size S creatures save at +1 and size T at +3. The
ray can affect only target in any event. The material component is a clear
gem or a piece of amber worth at least 100 GP.
Alpha's Shadowfire
Evocation, Necromancy
Components: V,S,M
Range: 0
Casting Time: 4
Duration: Instantaneous
Saving Throw: ½
Area of Effect: 1-foot diameter, 5-foot/level long ray
This spell calls forth a seething black ray shot through with veins of
green fire. All creatures in the path of the spell will suffer 1d4 damage
per level of the wizard, up to a maximum of 20d4. A successful save vs.
breath weapon will result in only half damage. A creature that is immune
to fire or to energy drain will suffer only one-half damage (one-quarter
if a successful save is made). If the damage rolled exceeds a target's
remaining hit points, that target is disintegrated. The material component
is a black opal worth at least 500 GP.
Alpha's Sheet Lightning
Evocation
Components: V,S,M
Range: 30 yards
Casting Time: 4
Duration: Instantaneous
Saving Throw: Special
Area of Effect: 10-foot/level long square
This spell creates a very bright flashing jolt of sheet lightning within
the area of effect. All those in the area receive 4d4 electrical damage
with no saving throw. In addition, those within must save vs. petrification
to avoid being blinded for 1d3 rounds and must save vs. breath weapon
to avoid being stunned for 1d3 rounds. Those carrying large, mostly metallic
weapons (e.g. swords, battle axes) or wearing partial metal armour (studded-chain)
save at -2 vs. the stunning and suffer +1 per die of damage. Those in
full metal armour (splint or better) save at -4 vs. the stunning and suffer
double damage. The material component is a bit of fur and a sheet of fine
crystal worth at least 50 GP.
Atom Blast
Invocation/Evocation
Components: V,S
Range: 5 feet/level
Casting Time: 1
Duration: Instantaneous
Saving Throw: None
Area of Effect: 1 pound/level
This spell causes any solid, non-animate, non-magical, non-living substance
to explode from within causing 1d4 points of damage per level of the wizard
to creatures within ten feet of blast.
Attacking
Mist
Conjuration/Summoning
Components: V,S,M
Range: 10 yards
Casting Time: 3
Duration: 1 round/level
Saving Throw: None
Area of Effect: Special
This spell can summon a Class II type of intelligent mist from the elemental
plane of air. The creature is summoned when an event triggers the spell
(similar to Magic Mouth). The spell attacks first person encountered.
The mist will stop an attack after it has been summoned upon conditions
set by the wizard. The mist is actually a being from the elemental plane
of air (albeit a low powered one). The difference between intelligent
mists and other summoned creatures is that the mists actually have access
to the knowledge of their summoner. This includes 1 language (chosen by
the wizard) and information (not spells) dictated by the casting wizard.
See here
a detailed description of the various types of intelligent mists. Whether
the mist stops attacking or wins the battle, it will not return to its
own plane until either dispelled or the spell duration expires.
For example, Raji casts an Attacking Mist spell. He states that a mist
will be summoned when anyone comes into this room, and will cease to attack
anyone who speaks his name.
Blizzard
Evocation
Components: V,S,M
Duration: instant
Time: 8
Range: 108 mt.
This spell creates a 2 meters diameter circle in front of the wizard,
vertically placed, and extruding from it 20 small ice shards on the circle's
surface. These shards hit the first target on their straigth path up to
the maximum range. Each of them causes 1d3 HP.
Source: Alessandro Ongari
Contorted Battlescene
Alteration, Wild Magic
Range: 50 yards
Area of Effect: 20-ft radius
Duration: 4 rounds + 1/three levels
Casting time: 4
Saving Throw: neg
Components: VSM
By means of this spell, 1d3+1 random combatants exchange combat abilities.
These abilities include THAC0, weapon proficiencies (including styles
and specialization), and attacks per round (if plausible). Example: a
cleric could gain the extra attacks per round of a high level fighter,
but could not gain the extra bite attacks of a multi-headed creature.
The alteration need not be direct. Example: Creature A has the abilities
of creature B, creature B has the abilities of creature C, and creature
C has the abilities of creature A. Affected creatures instantly know there
has been a change, and feel a faint compulsion toward the primary weapon
of their new combat persona. An onlooker will immediately notice a change
in the person's fighting style. It is not, however, known who has obtained
what abilities. A successful saving throw causes a creature to not be
affected by the spell. This does count as one creature toward the total
effected. If only one or no creatures fail their saving throw, the spell
fizzles. The caster cannot cancel the effects of this spell. The material
component is a dagger of exquisite craftsmanship, valuing at least 50
gp. This dagger is not consumed during the casting. The dagger vibrates
mildly throughout the duration. Upon completion of the casting of this
spell, the dagger flies from the hand of the caster and lands on the ground
at the spell's center. It then begins to rotate clockwise at a rapid
speed. With a successful attack roll vs. AC 8, a creature can grasp the
dagger. The creature holding the dagger knows which combatants have switched
abilities.
Source: Mysrule.
Curse of
Undeath
Necromancy
Range: 10 meters
Components: V, S, M (a block of coal and a branch
of ebony)
Duration: permanent
Time: 4
Effect: one creature
ST: negates
The victim of this spell won't feel anything, but
should he die while the spell is in effect, he will not be resurrected
by any means, and will be condemned to turn into an undead similar to
a ghast but with the same hit dice and hit points he had before (however,
he loses all special abilities he had). The wizard who cast the spell
controls the victim, after his death. A remove curse negates the spell
if the one who casts it is of higher level than the mage. Otherwise, there
is a 5% chance per level of difference that the remove curse fails.
Source: Zappo
Lelarriol's Triple Blade
Range: 0
Components: VS
Duration: 1 turn + 1 round/level
Time: 4
Effect: personal
ST: no
Lelarriol is a warrior-mage and he created this spell to better his efficiency
with a sword. The spell augments a lot the damage inflicted by a sword.
Every blow inflicts 3d6 additional damage. The weapon leaves a trail when
this spell is used, as if two other glowing swords were following the
first. It doesn't work on other weapons.
Source: Zappo
Long Range
ESP
Range: sight
Components: VSM (a bit of gold)
Duration: 1 round/level
Time: 4
Effect: one creature/round
ST: none
This spell is similar to ESP but works on any subject that can be seen
by the caster with the unaided eye. Source: Zappo
Mysrule's Box of Wonder
Enchantment Charm, Wild Magic
Range: 100 yards
AOE: special
Duration: 1rd/lvl
Casting Time:
Saving Throw:
Components: VSM
This spell brings into existance a 5x10x5 stone box glowing from behind
(even if all sides are viewed), and weighing 400 pounds. The box lures
creatures, causing them to open it (if it has not yet been opened), and
makes the creature unable to let go of the box or look away from it. Each
round the box is in existance, a d100 is rolled. All creatures touching
the box are subject to the effect rolled. Any humanoid that come within
10 yards of Mysrule's Box of wonder are struck with awe, and unless a
succesful save vs. spell is made, the creature must approach, and open
the box (or remain in contact with the box if it is already opened). Each
round a new saving throw is made to see if the creature can break the
magical lure of the box on himself/herself. Once a saving throw is made,
contact with the box can be broken at any time. All described effects
are only for the current round unless otherwise specified or otherwise
useless.
| 1) complete enthrallment for this round, roll again next round |
51) reluctancy to do anything for a day |
| 2) heal 1 hit point |
52) inspiration |
| 3) can read the thoughts of a selected person within the spell range |
53) energy, mr increased by 1 for a day |
| 4) relive traumatic life experience |
54) pulled into extradimensional space20x20x20x?, faced with a black
abishai for 1d4 rounds relative time |
| 5) nourished for a day |
55) recipient falls in love with creature within 20 feet (in none
exist, falls in love with self) |
| 6) adopt major nemesis of caster as own |
56) eyes change color permanently |
| 7) can cast known spell from caster's memory, spell retained |
57) box disappears, affected creatures stunned for this round, then
free to act normally |
| 8) can cast known spell from memory of creature within spell range,
spell retained |
58) immunity to all other magic for this round, including pre-existing
magics |
| 9) target has minor hallucinations |
59) fireball explodes from box, automatic save |
| 10) target has major hallucinations |
60) all creatures mildly magnatized for one hour (1/10 lb metal
objects attracted w/in 20ft) |
| 11) target becomes obsessed with caster for 1d10 weeks |
61) all creatures moderatly magnatized for 30 rounds (as mild, and
1lb metal objects attracted w/in 15ft) |
| 12) extreme euphoria |
62) all creatures strongly magnatized for 10 rounds (as moderate,
and 10 lb metal objects attracted w/in 10 ft) |
| 13) major introspective revelation |
63) all creatures touching the box become pure electricity for this
round, then return to box; possesions remain material and do not reappear
on caster at the end of the round; electrical bodies are attracted
to largest metal deposit within range, if in contact with a creature,
that creature takes 5 damage per electrical being |
| 14) orgasm |
64) immunity to missiles for 5 turns |
| 15) heightened awareness of surrounding area (-2 surprise for 1hr/caster
level) |
65) hair changes color permanently |
| 16) live out fantasy |
66) eye grows on back of head, lasts 1 hour |
| 17) intimate detail gained about selected creature within spell
range |
67) voice amplified 5x for one day |
| 18) find new hope within self |
68) affected creatures break into a chorus of a drinking song |
| 19) inflated ego for a day |
69) glib tongue, +1 cha for a day |
| 20) become generous for a day |
70) waterfall sputs from box, 10ft high |
| 21) ability to cast alternate reality once over the next week |
71) flowers spout out of box, cover 15ft radius |
| 22) gain 5 hit points (can exceed maximum) |
72) dancing lights appear inside of the box |
| 23) refreshed as if slept for 8 hours |
73) hatred of all life for a day |
| 24) increased wisdom (+1) for a day |
74) recipient affected by the spell Mescaline |
| 25) perfect insight about one location or incident (2 min. of knowledge) |
75) box becomes center of a torture
spell for 3 rounds |
| 26) body cleaned as if had taken a bath |
76) magic missile(s) emerge from box, 1 strikes each creature |
| 27) gain 10 hit points (not to exceed maximum) |
77) one finger falls off, regenerates in 1 day |
| 28) drunkeness |
78) euphoria |
| 29) dimensional door to home of each effected person (or closest
equivalent) appears within the box |
79) death mask, all participants are effected as if death mask had
been cast on them |
| 30) inside of box becomes extradimentonal space for 1 turn, suitable
for human existance 20x20x20x? |
80) recipiants become a conduate for negative material energy for
this round, once this occurs 20 times, creature becomes a free willed
undead (details are left to the DM) |
| 31) greatly increased pheromone production for one week |
81) creatures develope a second, repressed personality (1% chance
that this is the dominate personality each day) that is radically
different from the normal personality; can be ended by a remove curse |
| 32) ability to send message (by spell description) |
82) presence causes domestic animals to become frantically aggressive
while in the presence of the caster; duration: 1 day |
| 33) can each cause one mundane object to appear in box (no larger
then 1 foot cube, not to exceed 2 gp value) |
83) 2 small horns grow out of head, remain for 1day |
| 34) enhanced intelligence (+1) for a day |
84) fifth level assasin within 50 miles is commisioned to kill all
touching the box, will locate each creature within one month |
| 35) bliss |
85) a test tube full of an exotic mixed drink appears in each creatures'
hand (one shot) |
| 36) 10 points of damage |
86) all rodents touched by creature for next weak die |
| 37) pulled into extradimentional space and forced to fight a mane
(no matter how long the battle lasts, only one round of real time
passes) |
87) fountain of lantern oil erupts from the box for this round,
drenching all touching the box |
| 38) intense feelings of persecution |
88) all creatures effected by heal spell |
| 39) sharpened knife appears in box |
89) all creature effected by harm spell |
| 40) skin stuck to box, can only be removed by prying it loose, 1
point of damage |
90) all creatures have the ability to command skeletons and zombies
at will for a week |
| 41) confusion (by spell) (box no longer exists) |
91) glowing ball appears within box, opposed dex checks to see who
recovers it; ball causes posseser to be immune to all spells; ball
exists for 1d10 days |
| 42) intence pain throughout body, con check or faint for 1rd/lvl |
92) opium resivoir appears within box (1 lb), must be removed by
end of spell of disappears with the box |
| 43) blood begins seeping from every orifice, lasts 1d4 rounds; creatures
with less then 5 hit die sv or drown |
93) all magics currently affecting creature are dispelled/removed
(items are not effected, but curses are removed), automatic success |
| 44) rat within range becomes intelligent (13), all can ask one question |
94) all creatures completely subsurviant to caster for 1 hour |
| 45) hysteria (1rd/lvl) |
95) all creatures sucked into extradimentional space, cannot exit
until one is dead or spell expires |
| 46) box acts as if demonic
vision cast inside |
96) Time shift, all creatures and box jump 10 rounds into the future |
| 47) forget one common associate for one week |
97) maggots swarm out of box, and take up residence within every
creature; no natural healing occurs until magically removed, burned
for 1/2 total hp in damage, or remain 2/3 submerged in water for 15
hours |
| 48) self mutilation, loose 1/4 current hps |
98) all on-hand silver, platinum, and gold must be placed within
box, and appear at random creature's home |
| 49) sacrifice one valued possesion to box |
99) cocaine high for 3d10 rounds, treat as a haste spell, but no
aging side effect |
| 50) enter berserker rage for 3 rounds, then return to box |
100) peace, all effected creatures no longer care to harm each other |
Source: Mysrule.
Planar Familiar
Conjure/Summoning, Demonology
Range: special
Effect: special
Duration: permanent
Time: one week
ST: none
Components: VSM
This spell is an advanced form of find familiar. Upon casting of
this spell, the caster calls forth from the Abyss a Quasit, and attaches
his/her life energies to that of the Quasit. At the completion of
casting a quasit is brought into the prime material plane to "serve"
the caster. This familiar functions within the rules for impish familiars
given in the monsterous manual. The caster of this spell must be chaotic
evil, or no familiar comes forth.
The quasit's hit points are relative to the current level of the caster.
The familiar quasit has 2 hit points per hit die for every three levels
of the caster (rounded down). Beyond twelth level the quasit recieves
an additional two hit points per level. The material components of this
spell are a vial of blood, and a solution requiring at least 3000 gp worth
of materials. The power of this spell is such that it cannot be cast more
then once every six years. The reverse of this spell, Remove Familiar
is the only know way to rid a caster of his planar familiar without harm
to himself. This spell can only be cast once every 10 years, and
has material components equaling 1000 gold pieces. The casting time
of Remove Familiar is only one turn. It is suspected that this spell
can be used to conjure Impish familiars by a lawful evil wizard, but to
date has not been tested for this purpose.
Saan-Raal's star rain
Range: 60 meters
Duration: instant
Time: 4
Components: VSM
ST: special
Effect: one creatuew
This spell was created by the mad Saan-Raal (a wizard
who was killed by a party of adventurers who celebrated his death too
soon, actually his is now an undeath!); over the mage 100 small shining
spheres appear; these 'stars' can be thrown to a foe causing 10d4 damage.
Additionally, if the target has eyes, it must save versus spell with -1
or be blinded for 1 turn by the strong light that the 'stars' emit while
flying to him. Source: Alessandro
Ongari.
Vampiric Fangs
Necromancy
Range: 0
Area of Effect: Caster
Duration: 1 round/level
Casting Time: 1 round
Saving Throw: None
Components: VSM
Upon casting this spell, the caster establishes
a connection with the negative material plane. His/her incisors grow several
inches in length, protruding from his/her mouth. The caster must roll
a system shock to avoid falling unconscious for the spell’s duration due
to the physical strain of sudden contact with the Negative Material Plane.
If this roll succeeds, the caster may then attempt to drink the blood
of living creatures, taking into him some of their life energies. The
caster must successfully bite an opponent using the THAC0 of a warrior
of the same level. Each bite inflicts 1d4 points of damage, and rejuvenates
the caster an equal amount of hit points. The gained hit points cannot
exceed the caster's maximum hit point total, and the target cannot give
any more life then they have. Of course, the creature must have blood
to be affected, i.e., no undead, puddings, noncorporeal creatures, etc.
The material component of this spell is a beating
heart. Removing of the heart is part of the casting. The last action of
casting requires the caster to plunge his hand into a target creature’s
chest, remove their heart, and take a bite of it. This heals the caster
1 hp, and kills the creature. The creature must be unconscious, stunned,
bound, or otherwise prone. It may not have a current hp total greater
then 10. It cannot be wearing a metal chest plate, or any other metallic
chest protection. The heart, and the victim can remain alive for up to
a round. The duration of the spell does not begin until the heart has
been eaten. While under the influence of this spell, the caster is considered
a free-willed undead at his current Hit Dice for the purposes of spell
effects, undead control, and turning. Use of this spell is a very evil
act, and non-evil characters must keep that in mind.
Source: Mysrule.
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