The Adept's Spellbook Description: This remarkably small tome consists of specially treated weather-resistant vellum sheets between two black metal plates bound in blue dragon hide leather. A special latch keeps the covers tightly bound and protects the inner contents. It clearly bears it's author's personal rune on the spine and the front cover: _.._ _.-' `-._ .-' _--_ `-. | .-' `-. | | / [] \ | | / /\ /\ \ | |/ \ \/ / \| \ / \/ Lore: The mage Dreamoore's spell book had once fallen from her possession, much to the regret of the thieves once she caught them. The sage Abindal briefly glimpsed its contents during this time and mentioned seeing a few unique secrets and spells within, including the eldritch spheres. However, he did not get the opportunity to actually record what he had seen, just merely note the special contents. Contents: Special magics were used to protect the tome from the elements, including weather and water damage. Also, its special binding permits the addition and removal of pages in the book, a very unusual feature indeed. A casual glance will indicate the presence of several specialized combat spells, usually concentrating effect vs. singular targets instead of distributing it over a large area of effect, thus increasing damage potential against singular foes (this philosophy has aided Dreamoore many times, allowing her to slay several exceptionally powerful beings in the past, including Azuracon, an old blue dragon which once ravaged the Valley of Lost Souls). Furthermore, the following spells are found in the work, one spell per page: (3 blanks), magic missle, explosive missle*, fly, eldritch sphere*, dimension door, enchanted weapon, greater eldritch sphere*, spellblade*, telekinesis, blade summoning*, death spell, disintegrate, enchant an item, missle tempest*, (3 blanks) UNIQUE SPELLS Dreamoore's Explosive Missle (Alteration/Evocation) Level: 2 Components: V, S, M Range: 0" Casting Time: 2 segments Duration: Special Saving Throw: Special Area of Effect: Special Explanation/ Description: This spell actually has two variations. The first produces a special dart which the magic-user hurls toward its target. The dart has a +3 "to hit" bonus at 10' or less, +2 at 20', and +1 at 30'. A successful hit does 3-6 damage points +1 hit point per caster's hit die. The second version enchants an ordinary arrow or quarrel, making it magical for hitting purposes, and delivering double normal damage +1 hit point per caster's level. Both versions also have a residual blast radius, inflicting 2d4 damage, or 1d4 on a save vs. magic. Any item struck directly by an ex- plosive missle must save vs. crushing blow to avoid damage. The material components are sulfur, diamond dust, and the appropriate missle being en- chanted. The first version requires a 10 gp silver dart as it's missle. The explosive missle must be used within three rounds of creation, otherwise it detonates and does damage to those immediately around it. Dreamoore's Eldritch Sphere (Evocation) Level: 3 Components: V, S Range: 2" + 1"/level Casting Time: 3 segments Duration: Special Saving Throw: None Area of Effect: 1' diameter sphere Explanation/Description: This potent spell launches a mentally guided 1' diameter globe which travels 0' - 60' per segment and turns up to 90 degrees per round. The sphere strikes as a monster of the caster's hit dice, but even on a missed roll, the missle may return the following round as long as the magic-user concentrates. Once it hits, the globe disperses and inflicts 2d6 base damage + 2 damage points per level of its caster to the first creature touched, up to 2d6 + 20 maximum potential (e.g. an 8 hit die eldritch sphere inflicts 22-32 damage points). The sphere harmlessly vanishes if the caster's concentration is broken or the globe exceeds maximum range. Despite its limited area of effect, the eldritch's sphere's true advantage is its damage potential and ability to pursue and possibly corner single foes. Dreamoore's Greater Eldritch Sphere (Evocation) Level: 5 Components: V, S Range: 2" + 1"/level Casting Time: 5 segments Duration: Special Saving Throw: None Area of Effect: 1' diameter sphere Explanation/Description: This spell is a similar but superior version of the eldritch sphere, inflicting 2d6 base damage + 3 points per level of the magic-user, up to 2d6 + 30 maximum (e.g. a 10 hit die greater eldritch sphere does 32-42 damage points). Dreamoore's Spellblade (Evocation) Level: 5 Components: V, S Range: 5" Casting Time: 1 round Duration: Special Saving Throw: None Area of Effect: Special Explanation/Description: The spellblade is a 1' - 5' variable diameter rotating circular blade of force which the magic-user mentally commands, and he or she must concentrate to maintain it (thus any successful attack against the magic-user ends the spellblade). There are actually two var- iants for the spell, and the type must be selected at the start of casting. The first strikes with a +1 to +5 "to hit" bonus (corresponding to the blade's diameter) and attacks everything within the designated area of ef- fect. It inflicts 1d10 base damage + 1 damage point per caster's level. The second version directly attacks walls of force, having a 1% cumulative chance per damage point inflicted of bringing down a barrier. It has no effect upon other creatures. Dreamoore's Blade Summoning (Evocation, Conjuration/Summoning) Level: 6 Components: V, S, M Range: 0" Casting Time: 6 segments Duration: 1 round/level Saving Throw: None Area of Effect: Special Explanation/Description: This spell creates a 5' long shimmering blue shaft of force from the caster's outstretched hands. He or she must physically wield the weapon in combat, thus spells with somatic compo- nents cannot be cast while the summoned blade exists. The "sword", how- ever, has no true material existence and does not conduct shock back to its wielder, thus its overall speed factor is 1. It is neither an edged nor blunt weapon and affects creatures normally immuned to either. The blade strikes once per round with a +5 "to hit" bonus, inflicting 2d6 + 5 damage points per successful hit. It lasts 1 round per level of the spell caster and is subject to disintegrate and dispel magic. The mate- rial component is a 500 gp. crystal sword which requires 2 weeks to construct. Dreamoore's Missle Tempest (Evocation) Level: 6 Components: V, S, M Range: 1"/level Casting Time: 6 segments Duration: Instantaneous Saving Throw: None Area of Effect: Special Explanation/Description: Also known as "Dreamoore's bolts of seeking," this spell creates a powerful enchanted bolt which has base 1d12 damage plus 3 points per level of its caster, up to 1d12 + 36 maximum (e.g. a 12 hit die missle does 37-48 hit points damage). This bolt, however, can divide into two or more missles striking single or multiple targets (minimum 1 damage point per missle). Once the caster unleashes the bolt, he need but point and close his fist. The missle then flashes outward, dividing into smaller missles if so directed, and unerringly hits all visible targets in a 90 degree arc before the caster. The material com- ponent for this spell is a 500 gp. diamond which is hurled into the air as spell casting is completed. Dreamoore's Eldritch Decagon (Evocation, Alteration) Level: 6 Components: V, S, M Range: 1"/level Casting Time: 1 round Duration: Special Saving Throw: 1/2 Area of Effect: One creature Explanation/Description: When this spell is cast, the magic-user sets up a brilliant array of pale blue, dancing rays which forms a decagon between both hands. The spell draws power directly from the psychic winds of the astral and ethereal plane. Once complete, it may fire a 1' wide beam of pure magical force every round, and this ray unerringly strikes any single creature or object within 10'/level (invisible targets require a "to hit" roll vs. base AC 6, modified by dexterity, etc.) and inflicts 2-5 (1d4 + 1) damage points per level of the spell caster, up to 12d4 + 12 maximum. A successful save vs. spells halves damage. These beams may be unleashed from the decagon: -Eldritch beam: magic missle energy; affects only animate targets. -Impaling force ray: inflicts piercing/impaling damage. -Planar force beam: inflicts edged/slicing damage. -Spherical force bolt: inflicts blunt/crushing damage. -Vibration/shock wave: an ultrasonic bolt which affects only crystal, glass, stone, and other objects vunerable to vibration damage. -Wind blast: as the 3rd level magic-user spell, gust of wind, against a single target (c.f. gust of wind) The magic-user must concentrate to maintain the eldritch decagon, thus any successful attack against him negates the spell. The material component is a small crystal in the shape of a 10-sided die set inside an iron ring, and a lodestone. Dreamoore's Viper Lance (Alteration) Level: 6 Components: V, S, M Range: 10" + 1"/level Casting Time: 6 segments Duration: Special Saving Throw: none Area of Effect: Special Explanation/Description: The viper lance spell launches a 2' long solid metal shaft at extremely high velocity. This bolt always travels in a straight line trajectory, its blinding speed making it near-invisible. Any creature struck immediately suffers base 1d10 + 2 hp's damage, up to 1d10 + 30 maximum. The caster may launch one bolt per six experience level, though only one bolt may be fired per round. The material compo- nent is a solid steel shaft engraved with the caster's personal rune, with a mithril/adamatite tip, and zinc stabilizing fins. Each bolt re- quires two weeks and 250 gp's construction cost. Dreamoore's Warding Shield (Abjuration) Level: 4 Components: V, S, M Range: 1" Casting Time: 4 segments Duration: Special Saving Throw: none Area of Effect: 1 creature Explanation/Description: The warding shield is a unique magical screen which encompasses one creature and protects it from harm. The shield remains completely invisible until struck by any attack, including weapons and spells which cause direct damage. Then it then flares pale blue, absorbing part or all of the attack (any damage which is not ab- sorbed goes directly to the character using the shield). The warding shield may absorb up to base 1d4 hp damage + 2 points per level of the caster. If a magic resistant creature attacks the spell's host, then its resistance is checked first. Success indicates that the shield is by- passed during that attack, and damage goes directly to the person being protected. However, the shield remains intact until it loses all hit points, gets dispelled, or 1 turn/hit die ellapsed. A person may have only one warding shield at a time. The material component is 50 gp's worth of diamond dust which is thrown into the air as the spell is cast. Dreamoore's War Disk (Evocation) Level: 2 Components: V, S Range: 6" Casting Time: 2 segments Duration: Special Saving Throw: none Area of Effect: Special Explanation/Description: The war disk is a small hand hurled missle which the magic-user throws toward its target. It's "to hit" bonus is +3 at less than 2", +2 from 2" - 4", and +1 from 4" - 6". The caster must declare which version he or she is casting prior to the throw. The first type hits only once for 1d4 base damage + 1 hit point per level of the caster. The second may be thrown once per round for 1d4 + 1 point of damage per successful hit and automatically returns at the end of the round. Its duration is one round/level. Dreamoore's Eldritch Shield (Abjuration) Level: 4 Components: V, S, M Range: 3" Casting Time: 1 segment Duration: Special Saving Throw: none Area of Effect: One creature Explanation/Description: This spell protects the recipient from any magic energy based attacks. Each individual manifestation (e.g. magic missles, eldritch spheres, etc.) directed at the recipient is absorbed by the shield, whether or not they successfully hit. The eldritch shield can withstand up to 1d4 + 1 attack per three levels. Note that regular attacks also reduce an eldritch shield without any penalty, and the shield may only absorb spells which the caster has sufficient levels to cast. (e.g. a 9 hit die eldritch shield can protect from 5-8 magic missles or similar spells, while a griffon would take off three from the shield and still inflict normal damage). The material component is saphire and diamond dust which is sprinkled upon the creature to be protected. Azura's Death Shadow (Necromancy, Conjuration/Summoning) Level: 5 Components: V, S, M Range: Touch Casting Time: 1 round Duration: 1 day/level Saving Throw: none Area of Effect: One person Explanation/Description: Upon casting a death shadow, the magic-user 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 or her 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 caster 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' for the shadow to place its host. The material components for this spell are coal, special incense (value 200 gp's), and a drop of blood, all of which are burned at the start of casting. Azura's Soul Whip (Necromancy, Evocation) Level: 5 Components: V, S, M Range: 2" Casting Time: 5 segments Duration: 1 round/ 2 levels Saving Throw: none Area of Effect: Special Explanation/Description: When the magic-user casts the soul ship, he or she creates a shimmering ebon tendril which lashes out at one specific creature within 20'. A "to hit" roll is necessary, but the whip strikes once per round as a monster of the caster's hit dice, and on an unmodi- fied roll of 20, the whip entagles its victim for 2-5 rounds (no "to hit" needed during that time). Whenever the weapon touches its target, it inflicts 1d8 + 3 damage points, and these points are immediately gained by the spell caster and heals any damage previously incurred. If the cas- ter's hit points rise above maximum normal hit points, then the extra points will remain for only 1 turn. The material component is a small leather whip. Azura's Black Scythe (Necromancy, Evocation) Level: 6 Components: V, S Range: 1" Casting time: 6 segments Duration: 1 round/ 2 levels Saving Throw: Special Area of Effect: 1" x 180 degree arc Explanation/Description: The black scythe is a fearsome weapon to behold, stretching 8' and immolated in wispy green flames. It sweeps a 10' long, 180 degree arc and can hit all targets within its area as a monster of the caster's hit die. Creatures up to 4+1 hit dice are slain instantly, while those above 4+1 hit dice but below 8+3 must save vs. spells or be stunned for 2-5 round. Those who possess 8+3 hit dice up to 10 hit dice must save vs. spells or be slowed for 1-4 rounds. All effects are cumu- lative. The scythe inflicts 1d10 damage in addition to its other effects. The material component is a miniature sickle with an ebony shaft and an adamantite blade costing 500 gp's to construct.