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Advanced Dungeons and Dragons Spells
Fifth level wizard spells
Absorb Level Drain
Abjuration
Components: V,S,M
Range: Touch
Casting Time: 5
Duration: 3 turns per level or until dispel
Saving Throw: Negates
Area of Effect: One creature
When cast on a subject, this spell absorbs the next
level drain attack on the subject and is then used up. E.g., if the spell
were cast on a target who was then later hit by two spectres in the same
round, the first hit would only do damage and not drain levels but the
second hit would drain levels as normal.
Acid Spray
Evocation
Components: V,S,M
Range: 0
Casting Time: 4
Duration: Instantaneous
Saving Throw: ½
Area of Effect: See below
When this spell is cast, it causes a cone shaped spray of acid to extend
outwards from the wizards hand. The length of the cone is 5 yards per
level of the wizard and the cone terminates with a circular area with
a radius of 2 yards per level of the wizard. The start of the cone is
a circular area of a 1-foot radius. The damage from the acid is 1d4
+ 1 per level of the wizard. The material component of the spell is
a vial of acid which is thrown in the direction which the cone will
go. Source: Paul D. Walker.
Alpha's Aurora Borealis
Evocation
Components: V,S,M
Range: 0
Casting Time: 3
Duration: Special
Saving Throw: Special
Area of Effect: One creature
This spell causes a sheet of dancing, shifting light to spring up around
the wizard, encompassing any area up to the maximum indicated by the
wizard's level. The Aurora will last as long as the wizard concentrates
on it (concentration can be maintained while moving at half-speed, but
the wizard cannot fight or cast other spells, though speech is allowed),
and for an additional 1 round per level after he ceases concentration.
Any intelligent creature which views the shifting, dancing patterns
of light must save vs. spells or stand fascinated, watching the interplay
of colours and lights (cf. Hypnotic Pattern). A maximum of 2 HD
of creatures per level of the wizard can be so affected.
Any creature actually touching the Aurora will suffer 2d6 points of
damage, +1 point per level of the wizard. Fungoid monsters, undead,
and
creatures native to the plane of shadow suffer 2d6 points of damage,
+2 points per level, from the effects of this spell.
The material component of this spell is a clear gemstone or crystal
prism worth not less than 100 GP, a glowworm, and a pinch of phosphorus.
Alpha's Balefire
Conjuration/Summoning
Components: V,S,M
Range: 0
Casting Time: 5
Duration: Special
Saving Throw: Special
Area of Effect: 5 x 30 x 15 feet cone
This spell draws upon a nearly colourless arcane effluvium from the
plane of shadow. This mystical stuff burns very hot and is extremely
viscous,
but rapidly dissolves in the thick substance of the prime material plane.
Those in the area of effect may attempt a save vs. breath weapon to
avoid
being covered in the stuff. If this save is successful, they are merely
splashed with it. Even this small amount, however, is sufficient to
cause
half damage for the initial round, but it burns out in that single round.
Those that fail to save and are struck fully by this ghastly stuff suffer
1d6 fire damage per two levels of the wizard (rounded up), up to a maximum
of 12d6. The Balefire clings to these poor victims and continues to
inflict damage. The damage is reduced by 2d6 each round, and the it
burns until all damage potential is exhausted.
This shadow-stuff burns with a colourless fire that can only be extinguished
by magical means (e.g. Wand of Flame Extinguishing, Fire Quench, Dispel
Magic, or a magical cold spell such as Ice Storm, Cone of Cold, Wall
of Ice, or Otiluke's Freezing Sphere, although spells involving ice
may also cause impact damage to the would-be rescuee); even total immersion
in water will have no effect on it. This flame is so hostile to natural
(i.e. prime material) matter that it will burn through one inch of wood
or soft metal, one quarter inch of hard metal, or one eighth inch of
stone per die of damage that it would inflict to living targets each
round it is active.
Any individual who is struck fully (i.e. fails to save) must make item
saving throws vs. magical fire for all exposed equipment in each round
that the Balefire clings to him, though these saves are at +1 cumulative
for each round after the first. Occasional dark green or red flickerings
can be observed in an active Balefire. The material component is a standard
opal (not a black or fire opal) worth at least 500 GP and a bit of pitch.
Alpha's Blue Blaze
Evocation, Conjuration
Components: V,S
Range: 0
Casting Time: 5
Duration: Instantaneous
Saving Throw: Special
Area of Effect: 50-foot long, 20-foot wide at end cone
By utterance and extending either arm, the wizard causes a fan-like
sheet of heated, purplish, acidic vapours and blue flames to leap forth
from his
outstretched hand. Any creature in the area of effect must save twice
(once vs. the fire, once vs. the acid) or suffer 1d6 per 2 levels of
the wizard (rounding up) from each effect. All exposed items must save
vs. acid, regardless of the result of the save. Item saves vs. magical
fire are only necessary if the a victim fails his save vs. that effect.
Alpha's Elemental Form
Alteration
Components: V,S,M
Range: Touch
Casting Time: 1 turn
Duration: Special
Saving Throw: None
Area of Effect: One creature
Use of this spell enables the wizard to transform the matter of a creature's
body into the stuff of a particular elemental plane. The elemental form
enables the character to engage in normal combat with an elemental of
the same or opposite form (i.e. water would allow combat vs. water or
fire elementals), or an elemental creature, without needing a magical
weapon to hit. It also provides protection vs. the same element as if
a Ring of warmth (+2 on saves, -1 per die of damage, regenerate 1 hp
of elemental-caused damage per turn). The subject can also exist without
danger on the appropriate elemental plane, and can move normally there.
It does not empower the subject with perceptions not normally possessed
(e.g.seeing through the rock of elemental earth), but it does prevent
elemental damage. A character possessing a ring of elemental command
who assumes Elemental Form of the same type gains the cumulative effects
of both, and IS empowered with senses on the appropriate plane as if
in normal air.
If this spell is cast on the prime material, the spell will last 1 turn
per level of the wizard. If cast on the appropriate elemental plane,
or in the border ethereal of that plane, it will last 12 turns per level.
If cast while on an elemental or para-elemental plane different from
the form assumed, start with the base of 12 turns per level and halve
the duration for each plane removed. An Elemental Form in opposition
to the plane the wizard is on (air vs. earth, fire vs. water) cannot
be assumed at all. The material component is a small amount of the appropriate
element on hand (a handful of clay or earth or a torch flame will suffice).
Alpha's Incantation of Elemental Domination
Abjuration, Enchantment
Components: V,S,M
Range: 0
Casting Time: 1 turn
Duration: 3 turns per level
Saving Throw: None
Area of Effect: The wizard
In the casting of this spell, the wizard must choose one element to
have dominance over. Elementals of this plane cannot approach within
5 feet of the wizard or attack the wizard in any way. The wizard can
forego this protection if desired, and attempt to charm the elemental
(cf. Charm Monster), applying a -2 penalty to the save. If this is attempted,
than this total ward against elementals is lost.
In any event, any elemental creature (water weird, xorn, etc.) is at
-1 to hit and -1 per die of damage when attacking the wizard. The wizard
makes all saves vs. their attacks at +2. The wizards own attacks are
at +4 to hit (or -4 to the target's save) and +6 to damage. He can further
affect any elemental creature with any weapon, regardless of its level
of enchantment.
The wizard may converse with creatures of the chosen element, and they
will respect him if alignments are similar, or fear (if the wizard appears
strong) or hate and desire to slay (if the wizard appears weak) if alignments
are dissimilar.
The spell's association with one element results in a saving throw penalty
to the wizard while the spell is in effect, depending on which element
is chosen:
| Element |
Saving Throw Penalty |
| Air |
-2 vs. fire |
| Earth |
-2 vs. petrification |
| Fire |
-2 vs. water or cold |
| Water |
-2 vs. electricity |
The material component is a substantial amount (at least 1 cube foot)
of the element in opposition to the element the wizard desires to dominate.
Alpha's Lightningarmour
Abjuration, Evocation
Components: V,S,M
Range: Touch
Casting Time: 1 round
Duration: 3 rounds per level
Saving Throw: None
Area of Effect: Creature touched
The subject of this spell cannot be wearing metal armour of any sort,
nor carrying a metallic weapon larger than a shortsword. Bracers are
permissible. The creature touched is completely protected from electrical
damage of any sort so long as the spell is in effect. This protection
is not absolute, having a maximum absorption of 10 points of electrical
damage per level of the wizard. Damage is absorbed by the Lightningarmour
after saving throws and any other protections have been taken into account.
A creature under the effects of this spell carry a negative electrical
charge, and skin-to-skin contact with another creature will cause 1d4
electrical damage with no saving throw, as will contact through a conductor.
Anyone striking the protected creature with a conductive object must
save vs. paralysation at +1 or drop the object due to temporary numbness
in the member holding the weapon. Those within 5 feet of a character
with this spell in effect may catch a faint scent of ozone and feel
their hair standing a bit on end. The material component of this spell
is a bit of copper wire and glass thread wrapped in clay. Source: Jason
Nelson.
Alpha's Moons of Munnopoor
Alteration, Invocation/Evocation
Components: V,S,M
Range: 0
Casting Time: 2 rounds
Duration: Special
Saving Throw: None
Area of Effect: Special
By the use of this spell, the wizard calls upon the magical influences
of the other-dimensional Moons of Munnopoor. The wizard can call upon
the power of one, two, or all three of the Moons. This spell always
creates an area of light equal to the Alpha's
Moonlight spell, centered on the wizard
and moving with him. However, the area of effect is only 50% that of
the normal Moonlight spell if one moon's power is invoked, 100% normal
is two moons are called upon, and 150% normal if all three moons are
utilised. This Moonlight has all of the effects of actual moonlight
under a full moon, including effects on lycanthropes. The duration of
this spell is also determined by the number of moons called upon: if
one Moon, the duration is 2 rounds per level of the wizard; if two,
it's 1 round per level; and, if all three, it's 1 round per 2 levels
of the wizard. Besides the light produced by the images of the appropriate
moons appearing above the wizard, each moon provides a specific magic-enhancing
effect as follows:
Blue Moon: All water-related (including fog-, ice-, and steam-related)
spells used by the wizard gain a bonus of +1 per die of damage (though
not
exceeding the normal maximum - e.g., an Ice Storm spell would inflict
3d10+3 damage, up to a maximum of 30) if the spell causes physical damage,
including the damage caused by summoned water elemental creatures; applies
a penalty of -4 to saving throws and -20% to magic resistance to targets
of spells which cause no hit point damage but do affect an unwilling
target in some way; or increases the duration of other spells of this
genre which do not fall into the above categories (e.g. Water Breathing,
Wall of Fog), doubling duration if it is a first- up to third-level
spell, increasing by 50% if the spell is fourth- up to sixth-level.
Bright Moon: All spells relating to stars, moons, and other astronomical
phenomena are affected in the same way that water-related spells are
affected by the Blue Moon.
Silvery Moon: All mind-controlling and influencing spells used by the
wizard apply a -4 penalty to saves and a -20% penalty to magic resistance
checks by targets of such spells.
The material components for this spell are a white pearl or sapphire
to invoke the Blue Moon, a diamond for the Bright Moon, and a silver
pearl or
moonstone for the Silvery Moon. Whatever the combination of moons invoked,
the spell also requires a piece of black velvet along with a crushed
pearl and a crushed moonstone, and a pinch of diamond dust.
Alpha's Saint Elmo's Fire
Evocation
Components: V,S,M
Range: 5 yards per level
Casting Time: 5
Duration: 1 round per 2 levels
Saving Throw: Special
Area of Effect: Special
This spell ionises the air around the target of the spell, surrounding
him with a blue-white, glowing nimbus of electrically charged air in
a 5-foot radius. The target of the spell may save vs. breath weapon
at -2 to avoid the spell. This save is at an additional -2 if the target
is carrying large, mostly metallic weapons (e.g. swords, battle axes)
or wearing partial metal armour (e.g. studded, ring), and at -4 if wearing
full metal armour (scale or heavier). If successful, the target will
suffer only 3d6 electrical damage as he dodges out of the area of effect,
and the spell will then dissipate that round without a focus to coalesce
about. If the save is failed, the victim will suffer 5d6 damage every
round until a save vs. breath weapon (with modifiers as for the initial
save, but with a +1 cumulative per round bonus) is successful, at which
point the spell will dissipate.
Any creature entering the 5-foot radius nimbus suffers 1d6 electrical
damage with no save. Any creature that touches or is touched by the
victim of the spell will suffer 3d6 damage with no save if the contact
was skin-to-skin, or 2d6 if it was through a conductor. If the target
is in water, the electricity will inflict 3d6 damage with any contact,
2d6 within 5 feet, and 1d6 within 15 feet. The target of this spell
may, if desired, intentionally try to use the nimbus of electricity
and the personal electrical charge as a weapon. The wizard may end this
spell at any point, if desired. The material components are phosphorus,
a bit of fur, amber, and a bit of cold iron.
Alpha's Spectral Hound
Conjuration, Phantasm
Components: V,S,M
Range: Special
Casting Time: 1 turn
Duration: 6 turns per level
Saving Throw: None
Area of Effect: Special
This spell brings into being a quasi-real beast appearing as a war dog
with black fur, gray ruff and tail, milky gray eyes, and insubstantial
paws which make no sound. The creature will have average (8-10) Intelligence
and can converse with the wizard in the common tongue. The creature
can fight, attacking as a 2+2 HD monster and inflicting 2d4 points of
damage per hit. It can, however, affect creatures struck only by magical
weapons. The beast itself is AC 0, and can take up to half the wizard's
full hit points (rounding up) before being dispelled.
The Hound can track any creature known to the wizard, provided the wizard
concentrates on a mental picture of the figure for 2 full rounds. The
Hound can follow the trail of such a creature with 100% certainty, -5%
per hour the trail is old. The Hound also has infravision to 90 feet,
can spot
hidden (such as in shadows) things 80% of the time, invisible objects
65% of the time, and astral, ethereal, or out-of-phase things 50% of
the time. The Hound normally moves at 12, though it can run at 24 for
3 rounds each hour. Further, the Hound may cross muddy or swampy ground,
or even water, as if were solid, dry ground. The Hound leaves no tracks.
By concentrating for 1 full round, the wizard can make use of the Hound's
sensory abilities for as long as desired, though this does not allow
communication beyond normal vocal range.
The Hound is unaffected by any spells which alter its form (Flesh to
stone, Polymorph, etc.) or restrict or affect its movement (Haste, Slow,
Hold, etc.). If a mind control spell is cast upon the creature and it
fails its save (saving throws of the Hound are as for the wizard), then
it wills itself out of existence. It is further immune to poison and
death magics. The hound will speak only to the wizard, and, if the wizard
is killed, feebleminded, charmed, or otherwise mentally incapacitated,
then the hound will immediately cease to exist. The material components
of this spell are three canine statuettes; one of ivory or alabaster,
one of silver or platinum, and one of jet, onyx, obsidian, or ebony.
These statuettes must be worth at least 200 GP each, and, in the course
of the spell, the three merge to become the Spectral Hound. When the
spell ends, the Hound simply fades slowly out of existence.
Alpha's Star-Powered Magery
Invocation
Components: V,S,M
Range: 0
Casting Time: Special
Duration: Permanent
Saving Throw: None
Area of Effect: The wizard
This spell can only be cast outdoors under a night sky where stars are
visible. The spell requires 2 turns to cast for each level of spells
the wizard is able to cast (e.g. a 12th-level wizard can cast 6 levels
of spells, and so would require 12 turns). Upon completion of the spell,
the wizard's mind and body are refreshed and restored as though the
wizard had rested a full day. 1d3 hp, plus the wizard's Constitution
bonus, if any, are restored if the wizard is at less than full health.
The power of the spell also allows the wizard to memorise spells in
one-half the usual time, save for first-level spells, which may be memorised
in a single round. During the lengthy casting of this spell, the wizard
is suffused with a pale white glow, and is fully aware of things going
on nearby. If the spell is interrupted, either by being struck by an
attack or voluntarily by the wizard, then the effect is wasted and the
wizard must sleep for spells as usual. The material component is a diamond
worth at least 1000 GP.
Alpha's Starshield
Abjuration, Alteration
Components: V,S,M
Range: 0
Casting Time: 1 round
Duration: 4 rounds per level
Saving Throw: None
Area of Effect: The wizard
When this spell is cast, the wizard's body is sheathed in a nearly skin-tight
magical screen. This screen has the appearance of a black night sky
filled with stars. Whenever a light-related spell of any sort is cast
at the creature using the Starshield, the spell will be harmlessly absorbed
and redirected back at the caster of the spell. This includes such spells
as Light (if cast so as to blind), Colour Spray, Sunray, and Prismatic
Spray. An area-effect spell where the wizard is the sole target will
automatically be reflected in this way. Area-effect light spells in
which others are also targeted have a chance of being intercepted and
redirected by the wizard as above equal to the wizard's chance to negate
the spell with a Dispel Magic spell.
The protected wizard will be unaffected by the spell in any event and,
if the spell is successfully absorbed, those behind the wizard who would
have been in the area of effect are spared the effects of the spell.
By making a successful check as if to Dispel Magic, the wizard may attempt
to pass through a Prismatic Sphere or a Prismatic Wall. Darkness spells
(e.g. Darkness, 15-foot radius, Nystul's Blackmote, priest's Continual
Darkness) will also be reflected, just as light spells are, and the
wizard may attempt a saving throw vs. death magic each round to attempt
to see through any area of magical darkness within normal vision range.
If outdoors under the night sky, the wizard can see as if in broad daylight,
even through magical areas of darkness, and also absorbs stellar radiation,
regenerating 1 hp per round that the spell is in effect. The material
component for this spell is a black sapphire and a star sapphire, both
of which must be worth not less than 1000 GP.
Alpha's Wizard Light
Alteration, Evocation
Components: V,S,M
Range: 10 yards per level
Casting Time: 1 round
Duration: 1 turn per level
Saving Throw: None
Area of Effect: 30-foot radius sphere
This spell creates a pearly-white globe of light equivalent to Continual
Light (q.v.). Within the area of effect, all shadow and darkness (even
of magical origin) is dispelled, and all hidden or invisible creatures
or objects are outlined in a pale blue radiance which lasts as long
as the Wizard Light itself, even if the object or creature so outlined
moves out of the area of effect. Further, all Glyphs of warding, Symbols,
and other magical writings and wards are revealed, glowing a luminous
blue, and the area of effect of such wards is similarly outlined.
This spell does not reveal astral, ethereal, or out-of-phase creatures,
nor does it reveal purely mechanical traps and secret doors, although
traps or secret doors disguised by or utilising magic will be revealed.
A wizard using the Duo-Dimension (q.v.) spell would appear as a thin
line of blue radiance in mid-air. This spell does not reveal what an
illusion is hiding nor the appearance of an invisible creature (except
for its outline), but merely reveals reveals its presence and location.
Hence, a Cloak of Displacement is useless within the Wizard Light. The
light does not set off magical guards, but it does reveal the form of
glyphs and such things for possible identification and deactivation.
The material component for this spell is a diamond worth at least 500
GP.
Anti-Anti-Magic Shell
Evocation
Components: V,S
Range: 0
Casting Time: 1
Duration: 1 turn per level
Saving Throw: None
Area of Effect: 1-foot per level diameter
This spell prevents the effects of an Anti-Magic Shell within its area
of effect, provided that this spell is cast prior to the casting of
the Anti-Magic Shell. This spell was researched by Grimbor.
Auralon's Deflective Plates
Evocation
Components: V,S,M
Range: 0
Casting Time: 5
Duration: 1 turn per level
Saving Throw: None
Area of Effect: The wizard
Casting of this spell creates up to five glowing, circular plates of
force which hang in the air in a 3-foot radius around the wizard. These
plates move to deflect magical energies aimed at the wizard of which
the latter is aware. The plates are effective against magical rays,
beams, bolts and missiles from both spells and magic items. The target
of these offensive spells has only a cumulative 15% chance per plate
to be protected against totally accurate spells (such as magic missile),
but a 19% chance per plate of avoiding magic requiring a to hit roll
(such as Melf's acid arrow).
Upon impact with the plates, the offensive magic is deflected at full
strength in a random direction away from the target (roll 1d4 for height:
1 or 2=same height, 3 or 4=up; roll 1d6 for direction relative to the
defender: 1=left, 2=left and front, 3=up in front or back at rival wizard,
4=right and front, 5=right, 6=either straight up or is absorbed and
destroys a plate). The plates can be brought down by disintegrate or
dispel magic, impact with a rod of cancellation or shatter (destroys
one plate), or a limited wish or wish. The plates do not protect against
non-magical attacks or magical attacks of a type not listed above.
At the end of the spell's duration, the plates disappear two per round
until all are gone. The material components for this spell are tiny
disks cut from 50 GP gems, one for each plate to be invoked; the disks
are used up in the casting.
Auralon's Deflective Plates is a spell Auralon devised in his spare
time while serving under the Mageoclave, and before becoming a member
of that group.
Azura's Death Shadow
Conjuration/Summoning, Necromancy
Components: V,S,M
Range: Touch
Casting Time: 1 round
Duration: 1 day per level
Saving Throw: None
Area of Effect: One person
Upon casting a death shadow, the wizard brings forth a special creature
from the elemental plane of shadow. The recipient of the death shadow
feels a chilling sensation followed by warmth as it merges with his
actual shadow. Thereafter, once a situation occurs where the recipient
takes a death stroke of any sort (failing to save vs. poison, taking
damage from an attack which causes death etc.) the shadow pushes him
to a place of safety and takes the death stroke itself, disappearing
in a black puff of smoke. The spell may last up to one day per spell
level of the wizard before the shadow departs.
Note that the death shadow does not provide an instant escape route
from certain death (e.g., being immersed in acid, falling off a cliff,
etc.). It merely takes one death blow which would have normally killed
the character, and there must be an immediate place of safety within
10 feet for the shadow to place its host. The material components for
this spell are coal, special incense (value 200 GP), and a drop of blood,
all of which are burned at the start of casting.
Cellular
Implosion
Evocation
Range: 20 met. +3/level
Components: VS
Duration: instant
Time: 5
Effect: one target whose body is made of living
(or undead) cells.
ST: no
The spell crushes the target's cells inflicting
1d4+1 damage for each of the caster's levels. No saving throw is permitted.
The maximum damage is 15d4+15.
Source: Zappo
Demonic Infestation
Demonology, Summoning, Enchantment
Range: Special
Area of Effect: one person and one deamon/devil
Duration: Special
Casting Time: 30 Turns
Saving Throw: neg
Components: VSM
Demonic Infestation is a haneous spell researched by the evil wizard Mysrule.
The intent if this spell is to bestow a deamon/devil with a corporal body.
To accomplish such a feat, the demon/devil must be placed within the body
of a living, humanoid creature.
This is a long and difficult ritual. First the special syringe must be obtained
(see below). Next, the deamon that is to infest the host body must be summoned
using the proper summoning spell. That deamon must be conjured within an
appropriate circle of protection, sharing this circle with the caster. Then
the casting of this spell may begin. The nature of this spell may be explained
to the deamon, at the casters discretion. Blood must be drawn from the deamon
in question with the special syringe. This grants the deamon one free action
(the action of removing the blood is treated as an attack on the creature
for purposes of the conjuring...refer to the rules for conjuring
deamons). If the blood is given freely, the circle becomes dedicated exclusively
to the deamon, and all creatures can come and go as they please. The duration
of the deamon's stay on the prime material plane is extended to be as long
as the circle remains intact. The caster then goes through a long ritual
to purify the blood, reducing it to the mere essence of the deamon's soul
(a thick liquid occupying approximatly one tenth the volume of the origonal
amount drawn). This "essence" is then placed back into the syringe.
The essence of the deamon remains intact for up to one week. During that
time, the essence may be injected into a humanoid body (designated at the
beginning of the spell). It must be injected into the back of the target's
neck. Once injected, a saving throw vs. spell is made by the victim. If
succesful, the transference is failed, and the deamon is free to roam the
Prime material plane for one day. During this day, he cannot be controlled
by the person who summoned him. If the transferrence is succesful, the struggle
for dominance begins. Once a week, a check is made to see if the deamon
can take control of the body. This check is made by opposing intelligence
checks between the deamon and the target, the deamon's roll adjusted by
the following table:
| HD Difference |
Die Adjustment |
| -9 or less |
+4 |
| -8 to -6 |
+3 |
| -5 to -3 |
+2 |
| -2 to 0 |
+1 |
| +1 to +4 |
0 |
| +5 to +8 |
-1 |
| +9 to +12 |
-2 |
| +13 or more |
-3 |
Once the deamon takes control, the victim can see what he is doing, but
has no power to act or speak. The deamon/devil's body then dissipates.
There are only two possible ways to counter this spell. One is to have the
caster extract the essence (using the same syringe that was used to inject
the deamon). Also, a Remove Curse can send the deamon back to its own plane.
The caster of the Remove Curse must be of a higher level then the caster
of this spell at the time this spell was cast, and the deamon/devil gets
a magic resistance roll (if applicable) to prevent it. If the remove curse
fails, it cannot be tried by that caster until he gains another level.
Once the demon/devil gains control of the host body, it regains all of its
innate spell abilities and magic resistances. The deamon/devil has its former
mind and personality. It starts in the world as a first level creature of
any class with hit points and skills appropriate to its class. It is then
free to progress as a normal humanoid. It is bound by the physical statistics
of the new body, and ages appropriately. Once the deamon/devil reaches 20th
level, it tranforms into its origonal form, and can freely move between
the Abyss/Baator and the prime material plane until such a time as it is
killed on the prime material plane (at which time it returns to its home
plane), killed on its home plane (at which time it is dead), or is otherwise
banished from this plane. The host and it's body are forever destroyed at
20th level.
The material components for this spell are excrutiatingly outrageous to
say the least. The required materials are blood from the devil/deamon to
be implanted, extracted using a platnium syringe (costing 500 gp in materials
and labor), a hair from the targeted host, diamond dust (100 gp worth) that
is added to the circle of protection, the expecting deamon bound to the
prime material plane via this spell, and any material components required
for the spells cast during this spell.
Source: Mysrule.
Laboratory Assistant
Conjure/Summoning, Demonology
Range: Special
Components: VSM
Duration: 4 weeks/ level
Casting Time: one day
AOE: Special
Saving Throw: none
This is another spell in Mysrule's list of advanced find familiars. He
created this spell because his overwhelmingly chaotic nature too often
causes him to put off his spell research indefinately. With this spell,
an attempt is made to force an Alu-fiend to become an extended laboratory
assistant.
To cast this spell, an Alu-fiend must be summoned and controlled. It must
be a magic-using Alu-fiend. Next, the caster goes through a long
ritual to bind the creature to his laboratory. Once completed, another
control check must be made. Success indicates that the creature is now
an assistant. Failure means that all Laboratory Assistant's are
allowed a new control check. If failed, they are free.
Once successfully bound, the Alu-fiend is forced to work with the wizard
in his/her laboratory as an assistant. The advantage of such an assistant
is that spell research time is reduced by 1/4 per assistant, though cost
is uneffected. Demonology spell research time is reduced by one half.
While in possesion of an assistant, all control checks on other deamons
is made at -1. No more then 3 laboratory assistants can be controlled
in this manner at any one time. The material components of this spell
are a summoned/controlled magic using Alu-fiend, and a diamond worth 1000
gold pieces.
Source: Mysrule.
Lesser
elemental ball
Evocation
Range: as fireball
Components: VSM (Sulfer, ice, silt, vial of pure
rain water)
Duration: Instantaneous
Casting time: 3
Effect: as fireball
ST: neg
Mage fabricated: Fistandutlis(me) & Mark (my
friend)
This spell is similar to the fireball, allowing
saving throw and area of effect as such, however the elemental ball uses
not only the elemental plane of fire, but the planes of water, earth,
and air. When cast the caster must make a saving throw vs spell, if failed
the caster takes 1d8, if made the caster takes 1d4 unless above 10th level
then none, from the intense power being channeled through his body. The
recipient of this spell takes 1d10 per level of the caster. If a creature
has immunity or resistance to any of the 4 elemnts within the spell (fire,
wind, earth, water) the damage is quartered if immunty or eighthed if
resistant. IE, a mage casts lesser elemental ball at a creature immune
to all forms of water and cold, the mage rolls 20 for damage. The creature
receiving the spell would only take 15 damage due to his immunity to water.
Say the same mage casts lesser elemental ball at a creature that resists
fire, the mage rolls a 16 for damage the creature only takes 14.
Source: Daniel
Magical Shield
Abjuration
Range: caster only
Components: VSM (a small crystal sphere)
Duration: 8 hours
Time: 1 round
Effect: a magical defense only on the caster.
ST: no
The spell effectively grants the caster 5 extra
HP every 2 levels, rounded down. Some unusual damage sources may bypass
this protection. The spell lasts 8 hours, or until the extra HP are gone.
Source: Zappo
Magic Mist
Conjuration/Summoning
Components: V,S,M
Range: 10 yards
Casting Time: 3
Duration: 1 round per level
Saving Throw: None
Area of Effect: Special
This spell summons a Class III intelligent mist from the elemental plane
of air. The creature has spellcasting ability, and can cast its own spells
as well as any spells given to it by the wizard (if the wizard had the
spells memorised when he cast the Magic Mist spell). Other than this increased
ability, these mists conform to the Attacking Mist
spell.
Mental Prowess
Necromancy
Range: 10 yards
Components: VSM
Duration: 1 hour/level
Casting Time: 9
AOE: one creature
Saving Throw: Nil (can be optionally failed)
This spell was designed in one of Mysrule's greatest mescalene trips.
His enhanced intelligence allowed him a greater understanding of the humanoid
mind. This spell manipulates the basic structure of the brain in an attempt
to temporarily enhance its potential. When cast, percentile die are rolled
to determine the outcome of this mental tinkering.
|
%
|
Effect |
|
1
|
permanent -1 int |
|
2-5
|
Unconciousness for 1d10 rounds |
|
6-10
|
-8 intelligence |
|
11-15
|
-2 int, -2 wis |
|
16-20
|
unable to cast spells |
|
21-30
|
no change |
|
31-40
|
ability to levitate mentally |
|
41-50
|
ability to communicate mentally |
|
51-60
|
ability to use illithid mind blast once per turn |
|
61-70
|
telekinesis via mind |
|
71-80
|
ability to see one (only one) important event occuring within the
next week at will |
|
81-90
|
ability to fly |
|
91-94
|
+1 int |
|
95-97
|
+2 int |
|
98-99
|
+5 int |
|
100
|
permanent +1 int |
The power of this spell is so great that any one creature can only receive
this spell once a week. If another attempt is made, nothing happens.
The material component of this spell is powdered brain tissue from a psionic
using person or creature. The powdered brain is snorted by the recipient
during casting.
Source: Mysrule.
Morving's Flaming Jumping Spinning Iron
Ball
Evocation
Range: 1 meter + 1/lev
Components: VSM (sulphur and iron)
Duration: 1 turn + 1 round/level
Time: 5
Effect: one ball, 1 meter wide
ST: special
Creates a flaming sphere of iron, which can jump
3 meters, has movement 12, strenght 16 to bash doors, inflicts 1d6 physical
damage and 3d6 fire damage to those it hits (automatically). Fire damage
can be halved with a ST. If a creature up to 3 meters tall receives more
than 12 damage, he has to make a ST vs. paralyisis or fall. The wizard
must concentrate to move the sphere.
Source: Zappo
Psionic Drain
Enchantment/charme
Range: 1 meter/level
Components: VS
Duration: instantanous
Time: 5
Effect: one creature
ST: neg.
This spell drains the target of 1d4 PSPs for each
level of the caster. If the magic user has psionic powers, he gains half
the PSPs he drained, up to his normal maximum.
Source: Zappo.
Shielian Armour
Necromancy
range: 10 yards
components: VSM
Duration: special
Casting Time: 5
Area of Effect: one creature mansized or smaller
Saving Throw: none
The intent of this spell is to protect the wizard from damage in times
of desperate need. Upon casting this spell, the skin is peeled off of
the required number of dead bodies (3sm, 2med, 1lg). The skin travels
to the target and streach to make a patchwork, form fitting skin covering.
Once covered, the target can move about freely and as treated as if he/she
is not wearing armour. This armour absorded all forms of physical damage
up to and including 1d6*10 hp of damage. While wearing Shielian Armour,
the creatures charisma is reduced to 1. There is a 5% chance that the
skin accidentally covers the recipiants mouth and nose. In this situation,
these orifices must be reopened with a piercing weapon by causing 5pt
of damge to the facial region of the armour, which causes a like amount
of damage to the armoured person. Each round the victim's mouth is covered
by the skin, a con check must be made to remain concious. If a number
of rounds equal to the affected creatures con passes and the creatures
mouth is still covered, the creature dies from suffication. The required
materials are the appropriate number of dead bodies within range (and
3 sm bodies OR 2 man sized bodies OR 1 large body), and a small spool
of thread (the later of which is consumed).
Source: Mysrule.
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