Date: Sun, 4 Jul 1993 19:10:28 EDT From: EVIL WADE Subject: ADND-L: 4th of July Spell from the Alcohol Guide (still in the works) Date sent: 4-JUL-1993 19:07:13 A blue mist slowly creeps into the room. Suddenly shimmering, multi-colored rays of light temporarily blind you. Once your vision returns, you see standing before you a cloaked man, hovering slightly off the floor. The mysterious blue mist enshrouds his body. He is The Guide Creator. Slowly he raises his left-hand, gloved with a brilliant, silvery gantlet. His request for silence is answered. And he speaks... To celebrate Independence Day and draw up some more support for The Complete Guide to Alcohol, I am sending you one of the great spells that will appear in the guide. The guide is reaching epic proportions and I am continuing searching for fresh new ideas. Currently, the monsters, spells, and NWPs sections are being developed so if any bright young apprentices are out there wanting to be part of this masterful work, then drop me a line. Even ideas or suggestions are welcome. Nothing is to small or to grand. I apologize if the spell has rules in it that seem ambiguous. It was created for the guide and the rules that are in it (don't ask for the guide, its not available). Until I make the guide available, I suggest you take a look at the alcohol rules that are in the 1st edition DM's Guide. Although simplistic, they work. I hope you like the spell, any comments or flames will be openly welcome. Lohocla's Deadly Bottle Rockets (Evocation) Level: 1 Range: 50 yards + 10 yards/level Components: V, M Duration: Instantaneous Casting Time: 1 Area of Effect: 1 or more creatures in 25-foot cube Saving Throw: None This spell was created by Lohocla or at least commissioned by him. Lohocla wanted to give a gift(?) back to those mages who have supported him in the past. This spell is bizarre in that a person must be intoxicated to use. Lohocla has a unique concept of magic and the best way to wield it. Yet, this may be a benefit because this eccentric spell allows the mage to cast at low-level, a powerful and damaging (possibly dangerous) rockets at its opponents even though his current ability is poor because the intoxication. The material components of this spell are a bottle of alcohol (any type) and a 1-foot long smooth stick that can fit into the bottle with one end sticking out. An unusual spell indeed, this spell cannot be cast unless the caster is under the influence of alcohol (i.e. in a state of slight, moderate, or great intoxication). Of course, the mage generally doesn't go adventuring while drunk, so this becomes a big hindrance if not useless. On the other hand, it can be a real benefit when the mage goes to a place knowing full well that he will become intoxicated. Mainly, because the % of spell failure does not exist in the case of this spell (note that the chance of spell failure is still there for all other spells). This becomes very valuable because the mage can get intoxicated, with all the problems it entails, and always have a memorized spell that will work (especially when greatly intoxicated when the % chance of spell failure is 100%). When the mages casts the spell, he must take a swig of alcohol from the bottle, place the stick in the bottle, and then aim the bottle at its target which all takes place while saying the magical words. Once the spell is cast, 2 per-level sparkling rockets of magical energy fly out of the bottle with a ear piercing whistle to unerringly strike their target(s) with a dazzling display of colors (see below). This includes enemy creatures in a melee. The target creature must be seen must be seen otherwise detected to be hit, however, so near-total concealment, such as that offered by arrow slits, can render the spell ineffective. Likewise, the caster must be able to identify the target. He cannot direct a rocket to "strike the captain of the guard," unless he can single out the captain from the rest of the soldiers. Specific parts of a creature be singled out. Inanimate objects (locks, etc.) cannot be damaged by the spell, and the rockets disperse with no effect. Very fascinating, the damage a rocket does is dependent on the state of intoxication the mage is in. If in a state of slight intoxication, each rocket will do 1d4+1 points of damage. If in a state of moderate intoxication, each rocket will do 1d8+1 points of damage. If in a state of great intoxication, each rocket will do 1d12+1 points of damage. This is possibly the only instance where being more intoxicated is a benefit in combat. When a rocket hits a target, a spray (5' X 10' X 10' wedge) of vivid multiple colors spring forth from the impact spot. Usually, the color splash is harmless but dazzling. There is a 1% chance per level of the caster that the color slash will be harmful. If harmful, then from one to six creatures (1d6) within the area are affected in order of increasing distance from the target. All creatures above the level of the mage and all those of 6th level or 6 hit dice or more are entitled to a saving throw vs. spell. Blind or unseeing creatures are not affected by the spell. Creatures not allowed or failing saving throws, and whose hit dice or levels are less than or equal to the mage's level, are struck unconscious for 2d4 rounds; those with hit dice or levels 1 or 2 greater than the mage's level are blinded for 1d4 rounds; those with hit dice or levels 3 or more greater than that of the mage are stunned (reeling and unable to think or act coherently) for one round. ...with his words spoken, the blue mist totally engulfs the man. An earsplitting boom sounds. As suddenly as he appeared, The Guide Creator vanishes. As the atmosphere slowly returns to normal, you hear floating on the wind a faint "thank you". The only proof that this encounter ever existed is a small parchment of the finest quality. On it is the following... Date: Wed, 14 Jul 1993 16:15:24 EDT From: EVIL WADE Subject: ADND-l: Alcohol Teleport Spell Here is one of the spells, I am creating. This is the low-level version of the spell that I will be using your information for. IF you have ant comments or suggestions then please send them. Reid Lohocla's Drunken Memory Teleport (Alteration) Level: 1 Range: 5 feet / level Components: V Duration: Permanent Casting Time: 2 segments Area of Effect: Special Saving Throw: Reverses Another gift of Lohocla's to strange mages this is the low-level sister spell to Lohocla's Tipsy Turvey Teleport. Although it may seem quite powerful, it is not. The consequences of casting this spell are quite dangerous, which will be mentioned later. Many first-level spells would be a much better pick, but some half-crazed mages add this spell to their collection for a little random spontaneity. When this spell is used, the mage is able to teleport a maximum weight of 250 pounds, plus additional 150 pounds for each level of experience above the 10th (a 13th-level mage can teleport up to 700 pounds), to a randomly selected place. The place has an alcohol theme (i.e. inns, taverns, bars, wineries, breweries, distilleries, vineyards, etc.) and is a location previously visited by the mage after receiving the spell. Thus, a mage who just copied the spell into his spell book would have a non-functioning spell until he visited an alcohol-related location. The player should make a table of all the locations and once the spell is cast, roll on the table to see where the teleportees go to. The spell functions by scanning the character's subconscious for those places in memory where alcohol or alcohol themes were present. Every living being or magical item gets a saving throw, if desired (a person who wants himself and his belongings teleported doesn't require a saving throw). If the saving throw is successful, the mage and any comrades/friends (the spell scans the mage's mind to see who should accompany the spell) are teleported instead as long as everybody's weight is under the maximum weight able to be teleported. It is the DM's decision who gets teleported with the mage if everybody can't be teleported because of the weight restriction. Because the spell can be reversed and that the spell uses the mage's memories, it can be very dangerous for the mage if he uses it against enemies. Mainly, the spell sends the enemies to the establishments that the mage visited and if the mage ever returns to these places, the people there will probably be quite upset. The best use of the spell is to cast it on himself and the his comrades so they will be teleported to the places. Of course, if there are hostile places that they can be teleported to, then they could be in an even worse situation. Also, not to many adventuring parties will want to chance leaving in the middle of an adventure because of this spell. Unlike its sister spell, Lohocla's Tipsy Turvey Teleport, this spell permanently teleports the teleportees to the location. P.S. If I don't here from anybody, then I won't post the better high level spell.