Date: Sun, 31 Jan 1993 18:26 EDT From: FS337203@Sol.YorkU.CA Subject: Updates to Kirispel.doc -> New Spells! To: wsbusr1@urc.tue.nl Kiri Star Dawn's Spell List *************************** This document contains a number of spells created by my now semi-retired Elven Fighter/Mage, Kiri Star Dawn. These spells were created at the end of an illustrious career of adventuring all over the Forgotten Realms and beyond. As you read these spells, please keep in mind that these spells were created by a 16th/27th level fighter/magic user with a 22 intelligence*! If you don't like any of them, change them! *("Ya, right! a 22 intelligence?" Well.. yes. Like I said, this was a high-power campaign where one stat at 19+ was not unusual. Here's how it got that high: Base roll of 17 + 1 for being a Moon Elf (1st Ed. FR,) + 1 from a tome, +1 for a lucky draw from a deck of many things, +1 from a god granted wish and +1 for the 'Ring of Clear Thought' that I wear.) How These Spells Came Into Being ******************************** These spells were created in a campaign where Kiri Star Dawn was the ONLY spell caster! ..Yes, we had no clerics even at this high level of play. The spells that you will find in this doc therefore are not solely offensive spells. There are a lot of defensive and utility spells in here that kept my character alive through the worst of situations. Thankyou's, etc.. ***************** I'd like to thank the people who created this game that I have now been playing for 10 years! I'd like to thank Word Perfect Corp for making the word processor that this doc was done on (Especially the spell checker!) Drop Me A Line ************** If you have access to the Internet and would like to drop me a line, me E-Mail address is: FS337203@sol.yorku.ca Or, if you are in the York Region area or don't mind making a long distance phone call, you can contact me at the TTC BBS. The phone number is 733-9020. Copyrights and Stuff ******************** I'm no lawyer so here goes: You are free to use and distribute this document as you see fit. If you want to change some of this for your own use, please do do, BUT do it in a seperate file. If you upload this or share it with friends, make sure it's unaltered original. Enjoy - David. Spell List: *********** Level 1: ^^^^^^^^ Buoyancy Level 2: ^^^^^^^^ Kiri's Curse Detection Kiri's Mystical Photographer Level 3: ^^^^^^^^ Kiri's Mystical Coat of Armour Kiri's Mystical Screen Kiri's Giant Strength Kiri's Force Bolts Kiri's Guardian Sigil Level 4: ^^^^^^^^ Kiri's Container Kiri's Energy Field Kiri's Smarter Servant Kiri's Tin Soldier Level 5: ^^^^^^^^ Kiri's Protection from Siege Missiles Kiri's Excellent Skill Level 7: ^^^^^^^^ Channelling Kiri's Spell Container Kiri's Mega Magic Missile Level 8: ^^^^^^^^ Kiri's Tween Level 9: ^^^^^^^^ Kiri's Immunity Kiri's Soul Transfer Kiri's Possession Kiri's Dimensional Teleport Kiri's Improved Spell Engine Kiri's Dimensional Teleport Kiri's Damnable Banishment Kiri's Sphere of Anhilliation Long Descriptions ***************** Level 1: ^^^^^^^^ Buoyancy: Range: 10ft/level Duration: 1 hour/level Area effect: Person touched Components: V Casting time: 1 Saving Throw: Neg. This spell causes the person whom it is cast upon to immediately float towards the surface of any body of water. The person immediately 'falls' towards the surface of the water and remain there. While the spell is in effect, the person cannot be drowned by waves or weather. The spell will lift 100lbs/level of caster. Water breathing creatures which may die in the air are allowed a save vs spells to resist the spell. Level 2 Spells: ^^^^^^^^^^^^^^ Kiri's Mystical Photographer: Range: Touch, line of sight Area of Effect: Varies Duration: Instantaneous Casting Time: 1 Round Components: VSM Saving Throw: NA This spell is an improvement over the 'Copy' spell in The Complete Wizard's Handbook.' The spell enchants one piece of paper or parchment with the ability to 'take' a picture. The caster upon casting the spell merely concentrates upon the area to be captured on parchment and speaks the trigger word. Both close-ups and distance pictures are possible. The material component for the spell is a piece of paper/parchment to receive the picture and a set of coloured inks/oils or pigments. Kiri's Curse Detection: Range: 20ft + 10ft/level Area of effect: 45 degree cone in the direction faced Duration: 1rd/level (* or 2rd/level) Components: VSM Casting Time: 5 Saving Throw: NA When a mage casts this spell he/she can detect the magical radiation given off by cursed objects. The mage can detect objects in a 45 degree cone in the direction he/she is facing, pivoting up to 45 deg. per round to look in a different direction. The material component for this spell is a gem of at least 100gp in value. It is destroyed upon the completion of the spell. * Double the duration of the spell if the gem was blessed prior to the casting. Level 3 Spells: ^^^^^^^^^^^^^^^ Kiri's Mystical Coat of Armour: Level: 3 Range: Touch Duration: Special Area of Effect: One Person Components: VSM Casting Time: 1 Round Saving Throw: None This spell creates a shimmering field of force that completely surrounds the recipient and all of his/her equipment. The magical armour absorbs 2 points of damage per level of the caster. The spell protects against physical and elemental attacks but not against falling damage, gas, or mental attacks. The field offers other benefits: - Immunity to vorpral/sharpness/assassination attacks if the field still stands after the attack. - No need to save for items against breath wpn/etc.. if the field still stands. - Pick pockets, poisoned attacks, touch spells will have no effect with the field in effect. These benefits and others like it exist due to the fact that the body cannot be reached until the field is destroyed. The material component for this spell is a gilded piece of full plate armour of no less than 1000gp value. Kiri's Mystical Screen: Range: Touch Duration: 3 Turns/Level Area of Effect: One person Components: VS Saving Throw: None When this spell is cast, the recipient is surrounded by a grey, repulser like field. The effects of this field is a bonus of 1 to the person's armour class per 2 levels of the caster and 1 to the person's saves per 3 levels of the caster. There is no material component for this spell. Kiri's Giant Strength: Range: Touch Duration: 2 Turns/Level Area Effect: Person touched Components: VSM Casting time: 1 Round Saving throw: None The person this spell is cast upon gains superhuman (giant) strength for the duration of the spell. The new strength score is 18 + level of caster/3. The material component is giant hair or sinew equal to the strength gained by the spell. Kiri's Force Bolts: Range: 20ft + 10ft/level Area effect: one person/object Duration: 1 round/level Components: VSM Casting Time: 4 Saving Throw: None or special This spell empowers the caster with the ability to throw powerful bolts from his/her hands at a rate of up to 3 per round. The maximum number that can be thrown is equal to the casters level/2. Any not used when the spell ends are wasted. The number of bolts thrown in one round must be declared before initiave is rolled. If none are thrown in a round, the caster may weave another spell without losing this one. The bolts have an initiave modifier of 2. The wizard must roll a 'to hit' roll for each missile - hits with this spell are not automatic! (Dex bonus does apply!) If the bolt hits, the target (if human size or smaller) must make a save vs paralysation or be knocked over by the force of the spell. 'Called shots' can be made with this spell eg: Knocking items out of people's hands, etc.. The save vs paralysation remains unchanged but the target may not necessarily be knocked over also. The material components are a number if gold rods 6cm long worth atleast 30 gp each. Kiri's Guardian Sygil: Range: Touch Area Effect: 1 Object or area Duration: Special (until discharged) Components: VS Casting Time: 1 Round Saving Throw: None This spell is in many ways similar to the 1st edition Sepia's Snake Sigil in the Unearthed Arcana in that it traps people in a shimmering field of force. The spell can be cast upon an item or upon an area of up to 10 square feet per level. When casting the spell, the caster must specify the conditions that will set the spell off. eg: "Anyone who touches my spell books besides me." "Anyone who walks on my welcome mat without saying 'arador.'" One person per level can be named in the casting of the spell. When the spell is discharged, the target is trapped in suspended animation inside a impenetrable field of force. There is no save against this spell. The only way to remove the field is to dispel it (against the casters level,) or wish it away. Level 4 Spells: ^^^^^^^^^^^^^^^ Kiri's Container: Range: Touch Area effect: 1 container Duration: 1 day + 1 day/3 levels Components: VSM Saving throw: NA This useful spell will turn one appropriate container (sack, backpack, etc.) into a bag of holding of 5000gp capacity for the duration of the spell. Anything not removed by the end of the spell's duration is lost in the astral plane. The material components are the container and berry juice that must be stained upon the insides of the container. Kiri's Energy Field: Range: 10ft/level Duration: 1 round/level Area effect: One 10*10*10ft cube/level Components: VSM Casting time: 4 Saving throw: 1/2 When cast. this spell brings into being a field of energy wherever the caster wants within the area of effect. The distribution of the cubes is also under the casters control with the exception that they must all be contiguous. The field itself can be cold, hot, or electrical at the casters discretion. It causes d6 damage plus 1 point per level (eg: 10th level caster = d6 +10.) The damage is delivered once per round to any being in it with a save for half damage. The material components is a tinder box which is destroyed when the spell is cast. Kiri's Smarter Servant: Range: Special Area Effect: See below Duration: Permanent until dispelled Components: VSM Casting Time: 3 rounds Saving throw: NA After this spell is cast, a magical and very skilled servant is called into existence. This servant is a combination of butler/cook/chauffeur etc.. who can perform as well as any normal servant. They are usually created to 'keep house' when the caster is away for long periods of time or to help in magical research (feeding, fetching etc..) The servant is ac:6 with 1hp/level. It has no attacks. The material component for this spell is a butler suit and a length of gold wire worth 200 gp. The components are reusable. Kiri's Toy Soldiers: Range: 10ft Area effect: Special Duration: 1rd/level Components: VSM Casting Time: 5 Saving Throw: NA This spell causes small, specially crafted toy soldiers to become full size warriors under the caster's command. One figure can be animated per 4 levels of the caster (max of 4.) The armour class of the soldier depends on the material that it is made out of: clay=8 wood=6 stone=4 metal=2. Each has 3 hit points per level of the caster to a maximum of 45. They attack twice per round as fighters of half the casters level with whatever weapons they were created with. Being mindless, they cannot be chard, put to sleep, dominated, etc.. The material component is a number of toy soldiers worth not less than 10 gp each. Level 5 Spells: ^^^^^^^^^^^^^^^ Kiri's Protection From Seige Missiles: Range: Touch Area effect: Person touched Duration: One turn/level Components: VSM Casting time: 3 Saving throw: None This is simply a more powerful version of protection from normal missiles. This spell blocks out all missiles - normal, magical, giant's rocks, seige missiles and others. It also blocks out all magical spells with a physical missile component (like flame arrow) but not fireball and the like. Kiri's Excellent Skill: Range: Touch Duration: 2 rounds/level Area effect: 1 person Components: VSM Casting Time: 1 round Saving Throw: None This spell temporarily empowers the recipient with the ability to temporarily use any one non-weapon proficiency of the casters choice at full, normal ability for the duration of the spell. If the recipient already has the skill, it is increased by +2 for the duration of the spell. The material component is an item related to the skill chosen. Level 7 Spells: ^^^^^^^^^^^^^^^ Channelling: Range: Caster Duration: 1 turn/level Area effect: Caster Components: VS Casting time: 1 turn Saving throw: NA When cast, this spell draws upon extra magical energy to make the next spell cast more efficient and powerful. For every 5 levels of the caster the following effects occur: +1 per die of damage (max. of +3) -1 on saves +50% on range and duration -5% on target's magic resistance Kiri's Spell Container: Range: touch Duration: 1 round/level or until filled Area of effect: 1 item Components: VSM Casting time: 1 round Saving throw: none The purpose of this spell it to turn an item (cloak pin, etc..) into a container for a second spell. The second spell must be cast while the container still persists or it will fade away and be wasted. After the second spell is cast, it becomes 'trapped' inside the enchanted container. It can be released any time later when the command word is spoken that was specified darning the casting. The released spell is then under the control of the user of the container. *Note instantaneous spells like fireball, magic missile, power words, symbols, etc.. cannot be placed in a container. The material component of this spell is a platinum infinity symbol worth atleast 100 gp. It is destroyed in the casting of the spell. Kiri's Mega Magic Missile Range: 60yards +10yd/level Duration: Instantaneous Area effect: 1 or more targets Casting time: 1 Components: VS Saving throw: None In all respects, this is the same as the 1st level magic missile spell except that an unlimited number of missiles can be created and fired at multiple targets (unlike Snilloc's Major Missile in the Forgotten Realms Handbook.) Level 8 Spells: ^^^^^^^^^^^^^^^ Kiri's Tween: Range: Caster Duration: Instantanious Area Effect: Caster Components: VSM Casting Time: 1 hour Saving Throw: na Upon casting this spell, a Tween is summoned to adopt the caster as a host. Upon adapting the caster, the Tween gives him/her all of the benefits described in the 1st. Ed. Fiend Folio (pg 91.) They are: two rolls instead of one for just about everything ('to hits,' saves, damage) where the caster takes the more beneficial roll and the opposite for foes who take the worse of two rolls. Tween: Ac:10 Hd:1d8+1/caster level #a:1 d:by wpn type sa: none sd: etherial mr%: 0 inv: very align: neutral psi: none. The material component for this spell is a gate spell to the etherial plane. Level 9 Spells: ^^^^^^^^^^^^^^^ Kiri's Immunity: Range: Touch Duration: 1 round/level Area effect: 1 person Components: VSM Casting Time: 8 Saving Throw: NA When a wizard enters hand to hand combat, he better have a very powerful defensive spell working in his favour. This is probably it: The person whom this spell is cast upon is made totally immune to non-magical weapons and attacks. Furthermore, he/she takes minimum damage from magical weapons of any sort. As far as spells and psionics are concerned, the immunity provides the equivalent protection of a mobile, one-way anti-magic shell or total mind block. The mage is also immune to normal fire, lightning, cold and so on. Breath weapons and like attacks also automatically do minimum damage. All saves are made at +4 for the duration of the spell. The material component of the spell is an iron bracelet with the spells Kiri's Mystical Coat of Armour, Kiri's Mystical Screen, Stone Skin and Armour permanently cast on it. Kiri's Soul Transfer: Range: Touch Duration: Instantaneous/Permanent Area effect: 2 people Casting Time: 1 Turn Components: VSM Saving Throw: Neg. This morally questionable spell causes two beings or the caster and another being to completely switch bodies. All skills, class abilities, hit points, Int, Wis and Chr stay the same as they were in the original body. The physical stats (Str, Dex, Con) are now those of the new body. (Note that the hp may have to be adjusted according to the new Con.) The same occurs to the second person involved in the spell. Unwilling participants are allowed a save vs. spells. If the spell trap the soul is cast at the same time, the Transfer is saved against at -4. The material components of the spell amount to 7000pg worth of preparations taking 2 days. ** This is a great spell to base adventures around - Some old ** evil wizard looking for a new, young body. The PC's must find ** some way to reverse the process by finding the spell!!! Kiri's Possession: Range: 10ft/level Duration: 2 rounds/level Area effect: 1 person Casting Time: 1 round Components: VSM Saving Throw: Neg. This spell allows a wizard to TOTALLY dominate and possess another. When the wizard possesses his target, he in effect becomes it therefore he knows what abilities the possessed being has. The possessing wizard can force the possessed being to use any of it's powers, spells or combat abilities at no penalty, or the wizard can choose to cast his own spells through the creature. The incredible part of this spell is, is that if the wizard is not casting a spell of his own through the possessed creature, he can give the creature orders and can still act fully on his own! After the spell has worn off, the possessed creature will NOT remember anything that has happened. A save vs. spells is allowed to resist this spell. The material component is a marionette attached to strings that must be shaken as the spell is cast. Kiri's Improved Spell Engine Rnage: Touch/Special Duration: Permanent / 1 Turn per level Area Effect: Circle of up to 1ft radius/level Casting Time: 1 Round Components: VSM Saving Throw: None When cast, this spell brings into being a large, invisible, insubstantial wheel of force centered on the caster. After the spell is completed, it comes into effect whenever the caster of the spell or anyone named in the casting is attacked by any hostile spell (hostile being defined as any spell that will hit/affect any target who is unaware of the spell or any spell that the target actively resists regardless of whether he/she normally gets a saving throw,) while within the area of effect. Whenever a "hostile" spell crosses the boundary of the wheel, it is absorbed and the full spell comes into effect: A brilliant, shimmering, multi- hued wheel of energy materializes and begins to rotate. All 'hostile' spells cast onto or across the area of effect are absorbed into the wheel which causes it to become brighter and spin faster. (Note: Dispel magic spells are absorbed by the Spell Engine and magic resistance does NOT negate this effect. A wish will destroy ONE spell engine per casting.) Creatures of less thatn 4hd/levels looking at the engine must save vs spells once per round or be blinded for 1d6 turns. While the engine persists, (one turn/spell level absorbed,) resting, meditation and spell memorization occur twice as fast within the area of effect while an active engine persists. When the wheel's energy is exausted, it will lay dormant until activated again. The material component for this spell is a hollow glass wheel full of mercury and gold/silver/platinum dust worth 300gp. Kiri's Dimensional Teleport: Range: Touch Duration: Instantanious Area Effect: 1person/3 levels + touch Casting Time: 1 round Components: VSM Saving Throw: None. Upon casting this spell, the caster and 1 person per 3 levels of the caster who are in physical contact with the caster, all of their equipment and 69kg(150lbs)/level are instantly transported *anywhere* in the AD+D multiverse that the Magi wants. An unlimited number of dimensional barriers can be crossed (eg: prime plane to 666th level of the Abyss) in one casting. The time taken is approxomately 5 seconds per barrier crossed. Places that are specifically warded against dimensional travel due to magic or goldy presences cannot be reached unles the power wills it so. The travellers in this case will arive outside of the warded area. (Ie: No, you cannot teleport your party of Paladins into Demogorgon's palace, but you can get to his plane more easily.) The caster can choose a genereal or specific location if one is known, otherwise the point of entry into the plane is random. (The travellers will always end up in a safe place though.) People touched in the casting receive no saving throw versus this spell. The material component is a page of dimensional formulae (which requires a 17+ intelligence to create) that is consumed in the casting. Kiri's Damnable Banishment: Range: 5ft/level Duration: Instantanious Area Effect: 2hd/level Casting Time: 5 Components: VSM Saving Throw: Neg. This is an offensive variation of the 'Dimensional Teleport' spell. It's purpose is to banish (by Dimensional Teleport) 2hd/level of caster of creatures to a place of the casters choice - known or envisioned. (eg: to the elemental place of earth into the den of 20 hungry Xorn.) The save of this spell is modified by -1 per two levels less of the target compared to the caster or +1 per two levels greater. Excess hd are not effected. Upon arriving, the targets are compelled to remain on that plane for 1yr/level of the caster. The material component for this spell is a platinum bird cage full of cockatrice feathers. Kiri's Sphere of Anhilliation: Range: 10'/level Duration: 1 round/lev Area Eff: One sphere of anhillation Components: VSM Casting Time: 10 Saving Throw: NA This spell calls into effect a sphere of anhillation as per the dmg description except for two importat differences: 1) It cannot be created inside anything. (To avoid instant deaths.) 2) It is always under the control of the caster and cannot be wrested from him/her. The material component is a specially prepared lodestone. (Details are left to the DM.)