Date: Fri, 25 Feb 1994 16:00:36 TUR From: "K. Yavuz Ozbay" Subject: ADND: A new spell! Greetings list members, Thanks to all who have made comments on boomerang stuff. It's very useful when you are a ranger.Now besides to that,i was thinking of a spell that might be very frightning to some high level equipped-with-magical-stuff characters.It is not complete yet and i'm not really a specialist on magic so if it sounds ridiculous,forgive me. Any comments are welcome. Anti-Magic Aura --------------- Spell level: Special Range: 70 yrds Duration: 1 round/level + 1d4 rounds Casting time: 9 ----> sorry but this is a really powerful spell. Components: S,M Save: Special The origin of the spell is still not known,but it is said that it was found accidentally by a magic-student which was killed by a high level mage a few days later.That mage is said to be his teacher.The specialty of the spell is that only a little number of mages have heard or used it.Besides none of the magic schools was able to record the spell. It is said that it travels from one mage to another with a spellbook with a cost of the death of the last mage carrying it. When the spell is cast,a bright grey light occurs on the mage's finger.As the mage points the target,a grey aura covers the victim but gives no harm.The victim being unaware;every round the spell starts to suck the enchantments on every item,including swords,armour,cloaks,potions rings,staves,wands and anything that can be magical.The items which do not have bonuses in the form of + percentages will immediately become useless until the spell ends.For the ones having +bonuses,they will lose one point each round.For example,Ayala has a +4 +4 broad sword.When he is under the spell effect the sword will become +4 +4 1st round +3 +3 2nd round ---> considering that a 4 is rolled +2 +2 3rd round +1 +1 4th round - - finally The enchanments never go negative and the cursed ones stay the same. After the instant that the spell expires,the bonuses will return back by one point every round.The items having an ego are allowed to save vs.spell.Note that,they suffer a -1 penalty for every two levels of the caster.The others are not allowed to save.Also there is a 20% chance that a mage will fail casting a spell if he is surrounded by the aura;even if it is dispel magic. All wizards regardless of school and 'level' can memorize the spell. (like cantrip).What changes with the high level is the duration of the spell. A dispel magic spell negates the effects. ----0---- Well,here it is...the idea sounds cool but as i don't have much knowledge about the magic art,there may be somethings missing.I leave the corrections to you. PS: it will be very useful for creatures which are only hit by +1 and above. PS2: forgive me for grammar mistakes,English is not my native language...:) Date: Mon, 9 May 1994 11:43:52 TUR From: "K. Yavuz Ozbay" Subject: adnd- spell (snake arrow) hi, i hope druids will like this one. Enjoy.. Spell: Snake Arrow Class: Priest Sphere: Nature Level: 3 Range: 2 yards Components: holy symbol, a snake Duration: 1 turn + 1 round/level Casting Time: 3 Area of Effect: 3 creatures Saving Throw: None Upon casting this spell, the priest paralyzes 1 to 3 snakes causing them to elongate or be reduced to the size of a flight arrow. Any size of snakes can be used but the snake must be non-magical. Then, these snakes can be fired as arrows as they harden like wood while under the spell effect. they have the same range with flight arrows unless the snake used is of size L or G. Then the range is halved. But a +1 bonus to damage is applied due to the mass that is conserved despite the change in size. If a poisonous snake is used, the the victim must make a saving throw vs. poison or suffer the ill effects depending on the type of poison the snakes possesses within (DM decides). After the impact, the spell wears off and the snake turns back to its original form without getting injured, even if it had hit a plate armor or a tree or any kind of barriers, as it is under the protection of the spell. The arrow itself applies 1d6 damage and if the snake was L or G, an additional 1d8 damage is taken as the creature re grows in the body. After the spell expires, the snake's attitude will be determined as follows; 1,2 on 1d8 means the snake will continue its attack to the victim, 7,8 means, it will start looking for the priest to take some kind of revenge. Note that it won't take much time if the caster is still in the same melee area. Other results mean that it leaves the area silently. ------0------ The spell is more likely to be used by druids. Like getting rid of a huge python, trying to beat the hell out of you, without hurting it. Please let me know what you think. Thanks...