Date: Wed, 15 Sep 1993 10:26:43 CDT From: The Ghost Subject: Ghost.Spells Imbue With Touch Level 1 (Enchantment) Range: Touch Components: V, S, M Duration: 2 rounds Casting Time: 1 round Area of Effect: 1 object of size S or M Saving Throw: None The object that this spell is cast upon is imbued with the ability to deliver the effects of one touch-based spell subsequently cast upon it. The caster must handle the item completely for the entire round this spell is cast, and must then cast a touch-based spell and touch the item. This second spell takes effect on the next creature to come in contact with the object who is not already touching it. Thus, a wizard could cast Imbue With Touch upon an arrow, hand the arrow to his fighter companion, and cast Shocking Grasp upon the item, while the fighter holds her shot until after the wizard has touched the arrow, thus imbuing it with the shocking power. Then when she releases the arrow, the creature it strikes receives not only arrow damage, but the effects of the Shocking Grasp as well. The material component for this spell is a specially prepared oil, used to anoint the object being imbued with the touch power. The oil is (obviously) consumed in the casting. Vicarious Touch Level 2 (Enchantment) Range: 10 yards/level Components: V, S, M Duration: 1 round/level Casting Time: 1 Area of Effect: 1 creature Saving Throw: None The creature upon whom this spell is cast is empowered to make any touch attacks from spells cast by the wizard during the duration of this spell. Note that the wizard loses the ability to make such attacks, and spells such as Vampiric Touch confer their benefits on the person who delivers the touch, not upon the caster. The caster must prepare the recipient of a Vicarious Touch spell for 10 minutes prior to casting the spell, but this preparation can take place up to 24 hours before the spell is cast. The material components of this spell are pure water and a specially prepared oil used to wash and anoint the hand of the recipient. Both components are (obviously) consumed in the preparation. Miranda's Magestorm Level 5 (Evocation) Range: 80 feet Components: V, S, M Duration: Special Casting Time: 1 round Area of Effect: 1 target per bolt Saving Throw: 1/2 Beginning the round after Miranda's Magestorm is cast, the caster begins firing two lightning bolts per round at any targets within range of her. The total number of bolts she may fire is equal to one half of her level, rounded up, and the damage each bolt inflicts is 1d4 per caster level (save vs. spells for half damage for that bolt only). The caster must discharge both bolts each round (either at targets or simply into the air or ground). If she is unable to do so (stunned, unconscious, dead, held, etc.) then she suffers the damage the bolt(s) would normally inflict. Note that simply being damaged during a round does not prevent the release of the bolts. Full movement is possible while throwing bolts, but other actions ,such as attacking or spellcasting, are not. Each bolt requires the wizard to make an attack roll, counting only dexterity and magical bonuses to armor class. The caster is not penalized for making two attacks per round. Each bolt dissipates when it strikes its target. If it misses, then it rebounds to the full extent of its range (80'). The material components for this spell are a bit of fur, two finely crafted silver spheres, no less than 1" in diameter, and a silver pin for each bolt the caster intends to unleash. The fur and the pins are consumed in the casting, the spheres are not. Fireblast Level 6 (Evocation) Range: 10 yards + 10 yards/level Components: V,S,M Duration: Instantaneous Casting Time: 4 Area of Effect: 20 foot radius Saving Throw: 1/2 A fireblast is an explosive burst of flame, which detonates with a low roar and delivers damage proportional to the level of the wizard who cast it - 1d10 points of damage for each level of experience of the spellcaster (up to a maximum of 10d10). Unlike Fireball, Fireblast creates a lot of pressure and generally tries to conform the shape of the area in which it occurs to its shape. In essence, it creates a 20 foot radius crater. Besides causing damage to creatures, the fireball ignites combustible materials, forces non-combustible items to save vs. crushing blow or be destroyed, melts soft metals, and creates general havoc. If cast indoors or within range of a building or other structure, structural damage will most likely occur as dictated by the DM. Fireblast otherwise performs and is cast just like Fireball, with the additional material component of saltpeter.