Date: Mon, 27 Dec 93 14:28:02 EST From: Al Singleton To: Subject: Necromantic spells and others Here they are! Hello. I found them and here they are. I'm having trouble posting to the list (I'm working on it) so could you forward this to the list, please? Thank you. Spells researched by Isaac Winthrop: Autopsy Necromantic/Lesser Divination level: 1 range: touch components: v,m duration: variable casting time: 1 turn area of effect: 1 body/level of caster saving throw: N/A With this spell a magic-user can determine the cause of death of a corpse. No language restrictions apply, this is not a communication with the deceased. At higher levels the spell caster can learn more of the target's actions immediately prior to death. Caster's level Max. Time Dead Max. Time Frame Allowable up to 5th 1 week 1 segment 6th-7th 1 month 1 round 8th-10th 1 year 1 turn 11th-13th 10 years 1/2 hour 14th-17th 1000 years 1 hour 18th-> any age 1 hour Maximum Time Frame Allowable is the amount of time that the caster may learn about from the corpse. One question every two levels, starting at the 2nd, is allowable (i.e. none at 1st, one at 2-3, two at 4-5, etc.). The questions must be answered analytically, locations, actions of others, questions about intent, feelings of participants, etc. are not allowed. To facilitate this the DM should answer as tersely as possible. The material component is the corpse (or fragment thereof). The magic- user must touch the corpse for the duration of the spell and concentrate deeply. ANY interruption will waste the spell and spell charge. Turn Undead Necromantic level: 1 range: sight components: v,s,(m optional) duration: 1 turn/level + d4 turns casting time: 1 area of effect: 2d6 undead saving throws: neg. (none) By means of this spell the necromancer can turn undead as a cleric of equal level. If the spell-caster uses (un)holy water the undead are not allowed saving throws, otherwise the turned creatures are allowed saving throws vs. spell to resist the urge to turn. Disintegration is possible also, however an evil mage cannot gain control over the undead as an evil cleric could. This spell always turns. Zombie Dust Necromantic level: 2 components: v,s,m casting time: 1 area of effect: 20' cube saving throw: negate duration: 2 rounds + 1 round/level Blowing dust into 20' cubic area causes all creatures in area to save vs. spell or automatically lose initiative rolls for the duration of the spell. If individual initiative is used then treat that as a +20 on initiative. The material component is zombie dust, the dust of redead zombies. The ability to breath has no effect on this spell, it operates by magic not by inhalation. (note: my group doesn't do underwater. I have no idea how this will work there.) Winthrop's Undead Self Transmogrifier Necromantic level: 4 range: self components: v casting time: 4 area of effect: self saving throw: SSS check duration: 2 turns/level This spell enables the spell caster to change self into any undead creature of hit dice equal to or lower than the caster's level. The spell caster must have intimate knowledge of the undead, either frequent combat or study of natural philosophy thereof. Unlike polymorph self, however, the spell caster attains all powers of the undead creature. The caster retains their original mind and personality but loses use of the classes that they are trained in while transmogrified. That is, cannot cast spells, cannot use fighter tables, etc. Winthrop's Undead Summoning Necromantic/Invocation level: 2, 3, 4, 5, 6, 7 range: 30 yards components: v,s,m casting time: varient area of effect: special saving throw: N/A duration: 5 rounds + 1 round/level of caster This spell is like Monster Summoning except that one spell increases in power iff the caster learns the higher power version of the spell when available. This causes the caster to lose the ability to cast the lower level version and it disappears from the spell book. (This spell must be transcribed from a scroll.) The spell caster may still summon lower levels of undead. The following table indicates undead that may be summoned: Spell Level Casting Time Undead Available 2 1 2d6 skeletons or 2d4 zombies 3 2 2d4 ghouls or 1d6 + 1 shadows 4 3 1d6 + 1 wrights or 1d4 + 1 ghasts 5 4 1d4 wraiths or 1d3 mummies 6 5 1d2 spectres or 1d2 apparitions 7 6 1 ghost or 1 vampire The undead appear within at the end of the round and fight to the best of their ability until slain, the duration expires, they or released, or they are further than 30 yards from the caster (the caster may not intentionally move out of range, nor may the undead for they are lacking free-will while under the spell). At such time they return to their point of origination. The material component is a lit candle inside a small bag. Spells researched by Quasi Nogum (a powerful NPC): Know Class Divination level: 1 range: sight components: v,s casting time: 1 round area of effect: 1 creature or object/level of caster saving throw: negate duration: 1 round/level of caster This spell enables caster to know profession (class) of the creature or object. (This applies to magic-items that are class specific.) Concentration for more than one round will reveal whether the target has more than one class. The caster sees an aura as follows: Color Class red fighter green ranger brown druid blue paladin silver magic-user (specalist appear as any other) yellow cleric grey monk black thief orange bard violet this appears if the target is in an official position of authority (not just party leadership or such) Metal Arm Abjuration level: 1 components: v,s,m casting time: 2 area of effect: caster's arm saving throw: N/A duration: 1 round/level The material component is 5pp that must be balanced on the magic-users forearm. These vanish into the caster's arm upon beginning of spell effect. The spell causes the caster's arm to become equivilent +5 medium shield. ===== Spells prayed for by Samuel Higley: Higley's Invisible Dog sphere: summoning, necromantic level: 1 range: 10'/level components: v,m casting time: 6 area of effect: special saving throw: N/A The material components of this spell are the cleric's holy symbol, dog fur (for a non-combative dog) or a dog tooth (for a combative dog). This spell summons the spirit of a dead dog to act as the cleric wishes for the duration of the spell. The dog has one hit die for every odd level the caster has (i.e. 1HD for levels 1 and 2, 2HD for levels 3 and 4, etc.). A non-combative dog is useful mostly for warning and after one warning or d6 + 1/level hours, which ever comes first. A combative dog fights as a dog with HD as generated by the summoning and lasts until killed or d6 + 1/level rounds. Both have AC in inverse proportion to caster level up to level 10 (e.g. level 1 AC10, level 2 AC 9, etc.). Past level 10 the dogs have AC0. Empathy sphere: Divination level: 1 range: sight components: v,m duration: 1 round/level casting time: 4 area of effect: 1 HD/level saving throw: neg. This spell allows the cleric to read the emotion of the creatures that the cleric concentrates on. One creature is readable per round, and the cleric must be higher level than the target's level or HD. The cleric must see the target's face. The material component is simply the cleric's holy symbol. Higley's Growing Arrow sphere: Plant level: 3 range: N/A components: v,s,m casting time: 6 area of effect: 1 arrow/level duration: special saving throw: special By means of this blessing the cleric causes one arrow to be magicked as follows: When the arrow hits it starts growing inside the victim for 3 round causing 1d4 + 1 points of damage, 2d4 + 2 points of damage, and finally 3d4 + 3 points of damage. Save as magic per round to remove the arrow, suffering d4 - 1 damage (may be zero). The cleric must touch the arrow immediately before being shot and the arrow is destroyed after begin shot, whether or not it hits. This spell will not affect magic arrows or crossbow bolts but will work with a magic bow. ===== That's it. I hope you like 'em. I thank you. Date: Mon, 24 Jan 1994 19:23:00 EST From: Al Singleton Subject: A new spell that. While I much enjoy the Wayne's World films (Hey! You couldn't twist my arm to watch Saturday Night Live!) I do find the overuse of the boolean negative to be, well, overused. O, well, on to things of value. Cleric: Dehydration Level: 2 Sphere: elemental casting time: 8 area of effect: 1 creature/touch duration: permenant saving throw: neg. (vs. spell) stuff: VS (M) This spell will cause a target creature successfully touched by the cleric to lose nearly all water suspended in their body. The optional material component is the cleric's waterskin, into which the the cleric may send the displaced water filling the skin (but not overflowing). The cleric must by holding the skin in one hand while touching the target for this to occur. Otherwise the water is sent to the Plane of Water and lost forever (virtually). The effects on the target of this spell are that they take an extra d4 damage from slashing attacks, d6 from bludgeoning attacks, and no extra damage from piercing attacks. They cannot heal normally and must drink some water within 24 hours or die, and a few gallons to recover (o.k., I don't know the exact amount that the body holds). In addition if no water is recieved in 12 hours then there is a failure of the stomach system (almentary canal, if you want to be technical) and the character must pass a con save to eat without horfing and thus requiring a healing spell for that OR weeks of lite, salty foods to try to heal naturally. Each failure lowers the characters con for the next eating attempt, if the adjusted con goes to zero then that character may not eat until cured. There is also a chance of chronic diareha (sp?) setting in if not given water withing 12 hours, this being a single con save and if failed then the characters con is reduced by two for a week after a normal diet has returned. This spell is not reversable. This spell will not affect creatures without non-negligable water contents, this being DM's discretion (I'm not going to go through the freaknig MC and list eligability!). Magical water creatures are allowed two saves, the first regular save then (if failed) an additional save vs. death magic. If both fail then the creature is killed (i.e. this spell could kill a nyriad (sp?)). Note: I am not a medical technician of any sort. Thus these effects of the twelvth hour of chroic dehydration (which is what the spell seeks to do) are conjectural based upon the limits of my knowledge of the causes of death and effects of long-term dehydration. If ANYONE WHO KNOWS BETTER wants to correct me I'd appreciate it. I don't care for uninformed opinions, though. I admit not being completely informed, let's not compound this with more colloqueal conjecture. magic-user Anemea level: 2 school: necromantic, alteration casting time: 7 area of effect: 1 HD/level; one creature touched duration: permenant saving throw: neg. (vs. spell) stuff: VS (M) By means of this spell a magic-user can cause the target creature to lose the majority of it's blood, putting on the borderline of having bled to death. The creature immediately begins to feel incredibly cold and, if warm-blooded, lose three points of dexterity due to shivering and general lack of energy, if cold-blooded will go catatonic as their body temurature sinks to room temerature (well, if room temp is 60f (16c) or less), the time this takes should be logically assigned by the DM given conditions (windy, underground, etc.). In addition, the long term effects are that the target creature will suffer the loss of one point of str and con for up to a full week after recovery. (Note: any 18 score of str will drop to 17. 18 will become 17. 18/01 will become 17. 18/97 will become 17. And so on.) Recovery will begin with the commencment of eating high iron, high protein foods. Recovery itself will take at least a week. Thus the effects of the blood loss will hang on for at least two weeks. Other immediate effects will be that all piercing and slashing damage taken will be at 1.5 times the value, this being due to the fact that these attacks cause the victim to lose more of what they don't have, blood. There is a minor difference between the necromantic and transmuter versions of this spell. Transmuters require a vampire tooth that they must touch to the spell's target. This tooth will only work for as many tries (not neccessarily successful castings/attacks) as the level of the magic-user when s/he aquired the tooth. Necromancers do not need a material component for this spell. Only necromancer specialists may learn the necromancer version. Again, any corrections BY PEOPLE WHO KNOW the effects of massive blood loss are encouraged to make any corrections as fit. Date: Mon, 27 Dec 93 14:28:02 EST From: Al Singleton To: Subject: Necromantic spells and others Here they are! Hello. I found them and here they are. I'm having trouble posting to the list (I'm working on it) so could you forward this to the list, please? Thank you. Spells researched by Isaac Winthrop: Autopsy Necromantic/Lesser Divination level: 1 range: touch components: v,m duration: variable casting time: 1 turn area of effect: 1 body/level of caster saving throw: N/A With this spell a magic-user can determine the cause of death of a corpse. No language restrictions apply, this is not a communication with the deceased. At higher levels the spell caster can learn more of the target's actions immediately prior to death. Caster's level Max. Time Dead Max. Time Frame Allowable up to 5th 1 week 1 segment 6th-7th 1 month 1 round 8th-10th 1 year 1 turn 11th-13th 10 years 1/2 hour 14th-17th 1000 years 1 hour 18th-> any age 1 hour Maximum Time Frame Allowable is the amount of time that the caster may learn about from the corpse. One question every two levels, starting at the 2nd, is allowable (i.e. none at 1st, one at 2-3, two at 4-5, etc.). The questions must be answered analytically, locations, actions of others, questions about intent, feelings of participants, etc. are not allowed. To facilitate this the DM should answer as tersely as possible. The material component is the corpse (or fragment thereof). The magic- user must touch the corpse for the duration of the spell and concentrate deeply. ANY interruption will waste the spell and spell charge. Turn Undead Necromantic level: 1 range: sight components: v,s,(m optional) duration: 1 turn/level + d4 turns casting time: 1 area of effect: 2d6 undead saving throws: neg. (none) By means of this spell the necromancer can turn undead as a cleric of equal level. If the spell-caster uses (un)holy water the undead are not allowed saving throws, otherwise the turned creatures are allowed saving throws vs. spell to resist the urge to turn. Disintegration is possible also, however an evil mage cannot gain control over the undead as an evil cleric could. This spell always turns. Zombie Dust Necromantic level: 2 components: v,s,m casting time: 1 area of effect: 20' cube saving throw: negate duration: 2 rounds + 1 round/level Blowing dust into 20' cubic area causes all creatures in area to save vs. spell or automatically lose initiative rolls for the duration of the spell. If individual initiative is used then treat that as a +20 on initiative. The material component is zombie dust, the dust of redead zombies. The ability to breath has no effect on this spell, it operates by magic not by inhalation. (note: my group doesn't do underwater. I have no idea how this will work there.) Winthrop's Undead Self Transmogrifier Necromantic level: 4 range: self components: v casting time: 4 area of effect: self saving throw: SSS check duration: 2 turns/level This spell enables the spell caster to change self into any undead creature of hit dice equal to or lower than the caster's level. The spell caster must have intimate knowledge of the undead, either frequent combat or study of natural philosophy thereof. Unlike polymorph self, however, the spell caster attains all powers of the undead creature. The caster retains their original mind and personality but loses use of the classes that they are trained in while transmogrified. That is, cannot cast spells, cannot use fighter tables, etc. Winthrop's Undead Summoning Necromantic/Invocation level: 2, 3, 4, 5, 6, 7 range: 30 yards components: v,s,m casting time: varient area of effect: special saving throw: N/A duration: 5 rounds + 1 round/level of caster This spell is like Monster Summoning except that one spell increases in power iff the caster learns the higher power version of the spell when available. This causes the caster to lose the ability to cast the lower level version and it disappears from the spell book. (This spell must be transcribed from a scroll.) The spell caster may still summon lower levels of undead. The following table indicates undead that may be summoned: Spell Level Casting Time Undead Available 2 1 2d6 skeletons or 2d4 zombies 3 2 2d4 ghouls or 1d6 + 1 shadows 4 3 1d6 + 1 wrights or 1d4 + 1 ghasts 5 4 1d4 wraiths or 1d3 mummies 6 5 1d2 spectres or 1d2 apparitions 7 6 1 ghost or 1 vampire The undead appear within at the end of the round and fight to the best of their ability until slain, the duration expires, they or released, or they are further than 30 yards from the caster (the caster may not intentionally move out of range, nor may the undead for they are lacking free-will while under the spell). At such time they return to their point of origination. The material component is a lit candle inside a small bag. Spells researched by Quasi Nogum (a powerful NPC): Know Class Divination level: 1 range: sight components: v,s casting time: 1 round area of effect: 1 creature or object/level of caster saving throw: negate duration: 1 round/level of caster This spell enables caster to know profession (class) of the creature or object. (This applies to magic-items that are class specific.) Concentration for more than one round will reveal whether the target has more than one class. The caster sees an aura as follows: Color Class red fighter green ranger brown druid blue paladin silver magic-user (specalist appear as any other) yellow cleric grey monk black thief orange bard violet this appears if the target is in an official position of authority (not just party leadership or such) Metal Arm Abjuration level: 1 components: v,s,m casting time: 2 area of effect: caster's arm saving throw: N/A duration: 1 round/level The material component is 5pp that must be balanced on the magic-users forearm. These vanish into the caster's arm upon beginning of spell effect. The spell causes the caster's arm to become equivilent +5 medium shield. ===== Spells prayed for by Samuel Higley: Higley's Invisible Dog sphere: summoning, necromantic level: 1 range: 10'/level components: v,m casting time: 6 area of effect: special saving throw: N/A The material components of this spell are the cleric's holy symbol, dog fur (for a non-combative dog) or a dog tooth (for a combative dog). This spell summons the spirit of a dead dog to act as the cleric wishes for the duration of the spell. The dog has one hit die for every odd level the caster has (i.e. 1HD for levels 1 and 2, 2HD for levels 3 and 4, etc.). A non-combative dog is useful mostly for warning and after one warning or d6 + 1/level hours, which ever comes first. A combative dog fights as a dog with HD as generated by the summoning and lasts until killed or d6 + 1/level rounds. Both have AC in inverse proportion to caster level up to level 10 (e.g. level 1 AC10, level 2 AC 9, etc.). Past level 10 the dogs have AC0. Empathy sphere: Divination level: 1 range: sight components: v,m duration: 1 round/level casting time: 4 area of effect: 1 HD/level saving throw: neg. This spell allows the cleric to read the emotion of the creatures that the cleric concentrates on. One creature is readable per round, and the cleric must be higher level than the target's level or HD. The cleric must see the target's face. The material component is simply the cleric's holy symbol. Higley's Growing Arrow sphere: Plant level: 3 range: N/A components: v,s,m casting time: 6 area of effect: 1 arrow/level duration: special saving throw: special By means of this blessing the cleric causes one arrow to be magicked as follows: When the arrow hits it starts growing inside the victim for 3 round causing 1d4 + 1 points of damage, 2d4 + 2 points of damage, and finally 3d4 + 3 points of damage. Save as magic per round to remove the arrow, suffering d4 - 1 damage (may be zero). The cleric must touch the arrow immediately before being shot and the arrow is destroyed after begin shot, whether or not it hits. This spell will not affect magic arrows or crossbow bolts but will work with a magic bow. ===== That's it. I hope you like 'em. I thank you.