Date: Sun, 30 May 1993 11:47:11 -0900 From: "...Gossamer..." Subject: Prismatic Shard okay gang... here it is for your (ripping) perusing pleasure.... Prismatic Shard: Conjuration/Summoning, Evocation Range: 100' +10' per level Components: V,S,M Duration: one turn per level Casting time: 1 round Area of effect: Doesn't apply Save: 7 of them in fact...special This spell calls into existence a shard of prismatic energy... Much like a chunk off of a "Prismatic wall" The Shard itself is about two feet long, 4 inches at the base, and a triangular pyramid.... As protection from it's brilliance, the spell grants the caster protection from it's aura by giving him...for lack of a better term... magical arc welding glasses (his eyes turn deep black)...all other creatures must save vs spells or be blinded for 2d4 rounds....smoked crystal goggles will prevent this.... The caster however is blind at the end of the spell for d4 rounds (while his goggles fade). This spell affects the creature struck just as walking through a prismatic sphere... all seven saves are rolled as per any other prism spell. (That's 90 points of damage minimum..if they make every save...) The shard remains to wreak further havok for it's duration.... The verbal component is up to you...the material is a 5,000 gp diamond and the somatic component is guiding it with your finger....and you do have to maintain concentration to keep it around (just like spiritual hammer). Date: Wed, 15 Dec 1993 14:25:57 -0900 From: Have you hugged your angel today Subject: Re: The Black Tome Here's some more... You have asked..and I have answered...Worlds hear me, the ,masters of life and death will now wield power over their bretheren till the end of days... The first spell in the tome: Nec/Enchant Level 2 : Skeletal Scribe range: touch, Components: VSM (skeleton, hawk feather, red robe) Duration: one day per level, casting time: 4, area of effect: one skeleton save: none This spell creates an undead scribe for the mage, it is not permanent, but is much safer to use for reading new tomes and writing down words of great power. It is able to take dissertation as well. Nec/Evoc Level 4 : Skullfire Range: 100 feet, Comp: VSM (silver plated skull, any), duration: instant, casting time: 4, area effect: 5' start to 15 end cone, 100 feet long. This spell causes the enchanted skull to emit white hot flames from it mouth in said pattern. these flames cause d4 damage per caster level, but undead take TWICE the damage. there is no limit to level for casting. Save: half damage (oops) Nec/Evoc level 4 : Splinterstrike Range: Touch, Components: VSM (half split thigh bone), Duration: instant, but lasts until used, Casting time: 4, area effect: one victim, save: 1/2 This spell enchants the thigh bone to hit any creature, when and if it strikes it inflicts 4d10 damage, but is only usable once per casting. Another bone must be used. Nec/Alt Level 4 : Speed Rot range: 100' + 10' per level, Comp: VSM (dead mouse steeped in fruit juice) Duration: instant, cast: 4, area effect: one undead, save: Negate Any undead failing it's save vs spells will find itself taking double damage from all attacks, as its binding forces are less powerful now. The spell can be reversed to have the opposite effect of enabling an undead to take only half damage..this is called Slow Rot. Nec/Alt Level 5 : Shade Link Range: touch, Comp: VSM (demon blood, black silk scrap) Duration: 1 round per caster level, casting: 7, area effect: one victim and one attacker per 3 caster levels, save: Half for victim, none for attackers. This spell gives the victims shadow a quasi real existance, and allows the attackers enchanted by the spell to attack the shadow for damage that will carry over to the victim. the only defense is dispel magic or cont light to rid the room of shadows. Nec/Div level 5 : Skullsight Range: infinite on one plane components: VSM (one skull and a ruby in the brain hollow), Duration: a year, Casting: one day, area effect: as much as one skull can see, save: none The caster can use enchanted skulls to spy on certain locations. (s)He can handle one skull per 2 points of Intelligence. Nec/Conjuration level 5 : Skeletal Armor Range: 0, comp: VSM (a warriors shoulderblade), duration: special, cast: 5 area effect: caster, save: none This spell conjures into being one of two forms of armor. One form is hard bone plating attached to the wizard, this plating can absorb 10 points of damage for every constitution point that the caster has. The second form is a bone field (swarm of bones) that effectively lowers the casters AC 4 points. it is possible to cast spells thru either version. Well...looks like this is gonna take 3 posts...I apologize profusely... but hey..you won't mind as long as it's new spells right??? :) Date: Wed, 15 Dec 1993 14:26:21 -0900 From: Have you hugged your angel today Subject: Re: The Black Tome (continued) sounds like your choking on something man... :) Sigh..I was getting worried that my previous message might be too long... So the 6th thru 9th level spells are listed here...happily it should be just as big ( I have to admit...it still kinda looks like necromancers have to get to high levels to kick butt, but my 4th and 6th level spell should really help) Nec/Enchant level 6 : Spirit Legionaire Range: 10 yards, Comp: VSM (magical blade, and casters blood) duration: effectively permanent, cast: one hour, area: one mindless undead, save: none This spell creates a servitor undead with the following stats. AC: 4 better than usual, HP: as caster -5, attacks: 2 for weapon damage int: 5, str: 16, Move: 6, Morale: 20 This spell permanently drains the caster of one Hit point. Nec/Enchant level 6 : Create Dry Bones Range 10' radius, comp: VSM (mummy wrappings). duration: Till destroyed, casting: 4 rounds, area effect: one skeleton per caster level. save: none Dry bones skeletons are essentially normal skeletons, but will come back to life an equal number of times as the caster has levels. this spell has particular good use with Spirit legionaire, spell carrier, fireball, and permanency (it blows up each time you kill it, at least 16 times..and always has starting hp...but I didn't tell you about this) Nec/Enchant level 6 : Undead Spell Carrier Range: touch, comp: V+other spell, Duration: till triggered by destruction, cast: 6+carried, area: as carried, save: as carried spell. This spell allows the caster to place an area effect spell on an undead that will be release upon the destruction of the undead, level 6 and below spells are the only ones applicable. Nec/Evoc level 6 : Pyre Range: 60 yards, Comp: VSM (hollowed rib filled with bone ash and sulphur), duration: instant, cast: 5, area effect: 20' radius by 30 feet high. save: 1/2 This spell calls forth a blazing funeral Pyre upon it's victims, these flames of death inflict a gruesome 8d10 damage, undead are not allowed to save. The singing of unholy spirits can be heard from the fire, and bits of bone fly up to the sky. :) Necromancy level 6 : Remove Flesh Range: touch, comp: Vial of spoiled food, duration: Permanent, cast: 6, area: one victim, save: Neg Victims of this spell must save vs death at -2 or lose 4 points of str and 2 of con, with the added loss of 30% body weight. If any of these three reach 0 from this spell, the victim is skeletonized, and a wish is needed to revive him. rest for one month restores at a rate of one point. Restoration fixes immediately. Nec/Alt level 6 : Thorndeath Range: 10' per caster level, comp: VSM (bone rose sculpture), duration: 1 round per cater 3 levels, cast: 6, area: one victim, save neg Failing spell save at -2 results in the bones of the victim growing massive bone spurs that tear out thru the flesh for d6 per level damage, attempting to move (for spell duration) inflicts an added point of damage per caster level per motion attempt. *this is the spell I had cast on me once, it really sucks, elminsters evasion saved me, I hope you never get hit with it* Nec/alt level 7 : Flesh Box Range: touch, comp: v+ object stored, duration: till removed by caster, cast: 7, area effect: item smaller than caster, save: none, or negate? This spell enables the caster to store an item of smaller size than he INSIDE of his body, the item remains ineffective while stored this way. reduction in size of the body past that of the item size will kill the caster. Nec/Alt level 8 : Meld Death Range: 0, comp: VSM (undead's hand), duration: one round per level, cast: one round, area: caster, save: none This spell allows the caster to borrow all the natural abilities of an undead creature sampled by the components. This is why you see Necromancers packing skeletal hards all the time....Vampire hands and mummy hands are the most popular. The caster does NOT suffer from undead limitations. Attempting to make this spell permanent only works 30% of the time, the other 70% of the it will transform the caster into said undead. (so be smart and use a lich hand if your luck is bad) Nec/Alt level 8 : Undead conduit Range: 1 mile per caster level, comp: VSM (iron claw), duration: till someone affected dies, cast: 8, area: undead and victim, save: Negates This spell allows the Necromancer to link the life of a living being to an undead creature, the undead can now draw on the HP of the victim for combat purposes. The victim suffers the injuries that the undead normally would.... this makes prisoners much more useful. There is a limit of one linked victim to any one undead. Necromancy level 8 : Defy Range: sight for those aided, comp: VSM (unholy symbol), duration: one hour per caster level, cast: 1 round, area: all evil extraplanar that can SEE caster, save: None This spell allows the caster to impose a penalty to turning equal to half his level, so a 20th level necromancer would totally nullify the turning attempts of a 10th level priest. (I told you we were scary) Necromancy level 9 : Rip Life Range: Touch, Comp: VS, Duration: permanent, cast: 9, area effect: one creature equal to 1 3/4 casters levels or HD. save: Death -4 Failing this save results in the victims death, utterly, no hope of ressurect unless a divine being raises them. The caster can use this stolen life to do one of 5 things. 1. Waste it, soul is destroyed, a great howling is heard. 2. Use to heal self for d6 per level of victim. 3. Use to hurt another for d8 per level victim. 4. Pervert it, changes victim into equal hd undead, random determine. 5. Destroy equal HD undead with no save. Necromancy level 9 : Trade Life Range: 0, comp: VSM (+3 or better dagger), duration: permanent, cast: 1 round area effect: one dead thing and one victim, save: negates. The caster must kill the victim with ONE blow from the blade, the enchantment of the spell on the blade will suck the life into the blade, it is then plunged into the breast of a dead creature to restore life to that one. levels can be off by 5, any more and the dead person either rots, or explodes, pending less than 5 or greater than. Necromancy level 9 : Siphon In essence an undead conduit to the caster, look at that spell, it's just the same, but casting time is one round. this means that the caster can draw on another living being for hp... :) (thought I'd better clarify) Necromany level 9 : Return Range: 0, comp: V, Duration: till triggered, cast: one day!, area: caster, save: none. This spell will remove 5 hit points from the casters base permanently, but allows the caster to defy death once per casting, once he dies from grievous wounds (old age isn't affected) he will arise fully healed by the return spell. This spell is JEALOUSLY guarded by those that know it. Necromancy/Alt level 9 : Implant Object Range:0, comp: VSM (item implanted), duration: permanent, cast: one hour, area: person implanted, save: none, or negate This spell allows the caster to implant one magical device into another being or himself for FULL effect, weapons can not be implanted, and their MUST be space in the body for the item, gloves can be sunken under the skin, rings placed around ribs, etc....only one item per 5 con points can be implanted. Date: Fri, 3 Dec 1993 20:05:56 -0900 From: Have you hugged your angel today Subject: Re: More of Tyvek's spells. even more from Tyvek.... :) okay level 5... Tyveks Turtleback Range: Range: 0 Components: S,M Duration: one turn per level caster. casting time 5 area of effect: caster save: none This spell requires a scrap of turtle type shell...though any armored critter shell will do in a pinch. This spell grants the caster an ac of 0 minus 1 per 3 levels..to his BACK only. a thief attempting a backstab must roll twice in his attempt. both must succede for the BS to work. this spell is Invocation/abjuration. Tyveks Spatial Rooting Range: self components: Oak root and Iron wire. duration: one round per level caster. Casting time: 5 area : caster save: none This spell exactly duplicates the psi ability of immobility. look it up in the psi handbook. (look I'm making TSR money!) :) (I should be shot) this spell is invocation/abjuration Tyveks Fabric fighter range: 10 yards components: VSM duration: one turn per caster level casting time: 7 area of effect: one phantom save: none This conjuration/phantasm spell requires a scrap of silk cloth, a tiny steel sword, and a drop of the casters blood. Casting this creates a whirling demonsheet wielding one blade per level of the caster. it attacks as a creature equal in level to the caster, but onthe monster table. it has half the hp of the caster, and ac 0 (it's kinda soft) the sword blows inflict d8 damage. Here we are at LEVEL 6 spells! Tyveks Temporary External Strength Range: touch components: VSM duration: one round per level casting time: 6 area of effect: one person per 3 caster levels save: none. This spell requires the sweat of a giant and a highly poisonous mushroom. the sweat is rubbed on the mush and it is ingested. the eater must make a con check or take 3d12 damage in addition to the spell effects. (you always get some good out of casting this spell) The eater gains the strength of the type of giant that the sweat was stolem..er taken from. this spell is enchantment based. Tyveks Fabric Phantom Range: 10 yards comp: VSM duration: one turn per caster level casting time: 7 area of effect: one phantom save: none This spell requires the death shroud or clothing of a historically Important person of any type (wise man, king, loved nun) and a handful of grave dirt. It conjures into being a mindless undead with hp equal to 3/4ths of the casters, it's touch drains one level and it radiates a fear aura which must be saved at -2. otherwise the victims are forced to be affected by the FEAR spell as if the caster had cast it upon them. The phantom is ac 0. Tyveks Forcebrace Range 10 yards comp: VSM duration: one day per caster level casting time: 2 *why it's high level* area of effect : any brace withing one inch to 12 feet +2 feet per caster level. save: none This conjuration spell requires a twig from a recently lightning struck oak and a white silk ribbon. Casting this brings into being a glowing 3 inch diameter pole shaped brace in the location the caster desires. No amount of force can destroy the brace, though dispel magic will work. Note that the brace extends some of it's invulnerability to the object it holds up. so using it to hold closed a stone door makes the door fairly resistant to damage (=er +4 to all saves). LEVEL 7: (yay!) Tyveks Temporary Inner strength range: touch comp; VSM duration: one round per 3 caster levels casting time: 3 (another reason for it's high level) area of effect: one person save: none This spell requires a tiny iron heart sculpture, lions blood, and hl..holy water (or unholy if your recipient is evil) casting it will have the effect of bestowing d10 hp per 5 caster levels. it's fast cad..casting time and life saving potential marks it as possibly Tyveks most usefull spell. these phantom hp take damage first, and can be used to revive a person at -hp to waking life. Tyveks Forceshield Range: 0 comp: VSM duration: one day casting time: one hour area of effect: one shield save: none This enchantment spell temporarily (and rather destructively) transforms a normal shield into a magical shield with one plus per 4 caster levels. the caster can wield this shield MENTALLY, therby allowing him to use his or her hands to cast spells. it affects ac as any other shield, when the duration ends the shield vanishes forever (the real one too) Tyveks Spell interceptor Range: 10 yards per caster level comp: VSM duration instant casting time: 2 (sigh) you'll see area of effect: a foot wide 'coin of force.' save: none This spell requires a platinum coin, hawk feathers, and a magnetized iron wing. this force coin will fly to intercept and stop any attack spell. ( fireball, lightning bolt) it flies at a rate of 36, with l..class b. is used to smack something it will inflict 3d8 damage and dispel itself. Eigth level (almost done) shoot...spelling errer there :) Tyveks Immortal Words Range: hmm 0 probably. comp: VSM Duration: special casting time : Special area of effect: special save: none This enchantment conjuration spell allows the caster to carve words onto almost any surface. the components are the words to be written, a mithril chisel of drawven make, and dragon spittle. these words are PERMENENT on the surface for ETERNITY (or 7000 years..whichever comes first) if said stone is destroyed, the words will appear as flaming letters at night time. if an abode is built to obstruct their original view, they will begin to destroy the home, using earthquake once a year at a random time. Tyvek plans to use this spell to RAT on his friends on his deathbed. dispel magic will NOT affect this spell, though a wish spell has a 70% chance of working. Tyveks Forceplate This spell exactly duplicates the forceshield spell, but affects a whole suit of PLATE MAIL. :) the magical plate has no mass nor weight. it does NOT prevent magic use. okay 9th level. Tyveks Tectonic Entity range: 10 yards Comp: VSM Duration: one hour per level casting time: one day er scratch that..it backwards...one hour cast..one day per level. area of effect: one being save: none This enchantment conjuration spell requires a diamond vial with elemental air contained within... using this spell traps an elemental spirit within an humanoid construct. it behaves as a half HP stone golem for combat purpose. (i'm shortening these up because a friend is threaenint to call and destroy my link) ask me for clarification.) and last but not least.. ///////////////////////// Date: Fri, 3 Dec 1993 20:06:24 -0900 From: Have you hugged your angel today Subject: Re: Sorry 3rd post..but you gotta see it sigh.. all done... okay his last and most powerful spell... Tyveks Indestructable Cover (my gag spell...ever see comics covered with this stuff?) Range: 0 Components: V and material sorry Duration: one round Casting time: 1 Area of effect: caster save: you don't REALLY want a save do you? This spell requires a scrap of elven chain mail. It conjures into being a body shaped force shell that can resist ANY attack, and I mean ANY.. but it's weakness is it's short duration. Normally its used to avoid an apparent death blow...it would allow the mage to TAKE a boulder to the head and live. or hold up a collapsing ceiling for one round. No spell can penetrate it and dispel magic is ineffective. Spellstrike is the only other known attack that would work... but who packs spellsti.. er spellstrike but OTHER abjurers.. :) Okay..he's done..opinions (aside from being miffed I posted 3 times.) Date: Fri, 3 Dec 1993 20:05:12 -0900 From: Have you hugged your angel today Subject: Re: Tyvek the Indestructable have fun with these. Ok..because I never really got it finished last time..I decided to re write up Tyvek and his spells for the list. I was sittin down one day reading the latest ARMOR comic, when I saw this label...it said 'Tyvek indestructable cover..' I though COOL NAME..so here he is for your games. He's an Irda in mine, but could well be an elf in any other game (if you ignore level limits) Tyvek: Age: 315 Race: Irda or Elf..you pick Looks: an even 6 feet tall, Tyvek looks to be a human male in his late 40's He has slightly greying hair on the side of his head which he braids bac er SORRY..back into his hair. His eyes are deep sea green. Tyvek has 3 chevron shaped scars on his upper right shoulder. His personal appearance is that of nobility, he loves looking important and craves recognition, ex..er especially that of his human peers (he has been around longer and thinks he deserves some credit) His favorite color is blood red for clothing and silver and l..dark brown accoutrements. Well..since he's an NPC I leave the rest for you to fluff out. I'd suggest that he wear at least Bracers AC 4..and wield a +3 longsword of some type (he's multiclassed F/M...) So here come his spells...forgive their uh..cor..er coarse creation..this is off the top of my head.. I want lots of opinions on these. thanx. There are no 1st thru 3rd level spells...tyvek started making 4th level spells when he began his research into the fields arcane. :) so 4th level.... Tyveks Rust prevention: Range: touch Components: VSM Duration: one week per casters 3 levels casting time: 6 area of effect: one item less that 10' cube per 3 levels save: none unless it's used to protect vs magic rust..then +4 to item save. This spell requires a tiny wad of beeswax, some iron filings rolled into said wax, and the magic words Ruh-Stoh-Lee-hum. Detect magic will reveal this magical protection. (abjuration) Tyveks Flying binder Range: 10' per level +100 feet Components: VSM Duration: Instantaneous Casting time: 5 Area of effect: one creature less than 16 feet tall. save: 1/2 time enclosure This spell requires Bloodhawk feathers and a silk kerchief, the magical word Sar-anwrap is spoken as the wad of componets is hurled through the air. in flight they change into a glowing white sheet which will wrap up the target for one round per wizard level, or half that time if they save. High dex provides additional saves with a +2 coming from every point above 16 dex. A tiny bladed weapon allows the victim to escape in 1/2 time as well, which could aid the saving victim even more. this spell is Conjuration oriented. Tyveks flying bucket. Range: 10 yards per caster level Components: V,M Duration 1 round per 2 wizard level. Casting time: 5 Area of effect: one 4 gallon bucket Save: none This spell requires the feathers of a dove and a tiny platinum thimble. This conjuration spell manifest as a glowing bluie..er blue bucket. it has strength enough to pack liquid, but not enough to resist str of 7+. it is NOT see thru. some uses have been packing oils, or placing it over another mages head to disrupt his casting... Uhm...I'm getting worried about losing my link..so I'll send level 5 thru 9 spells right after this... :) Remember..comments are wanted. Date: Fri, 4 Jun 1993 16:07:37 -0900 From: "...Gossamer..." Subject: Surge spells Stuff: Eighth level alteration/conjuration Range: Touch Components: v +special Duration: Special Casting time: Special Area of effect: One object or creature Save: None or Negate (as per friend/object or enemy) This spell stuffs most spells into high quality items or any individual. The components are the same as that required to cast the stuffed spell, plus added verbal. Casting time is 5 rounds + normal spell casting time. Duration: This spell is Either impact or mentally activated, this option is choosen upon casting. Some possible uses: Stuff a fireball in your arrow... Stuff a stoneskin in yourself, with impact activation... If you are a cleric/mage...stuff a heal in your moderately hurt pal. (this gets max use out of your fighters..they can travel around at hp levels, confident in the fact that the next blow they recieve will bring them up to max. Stuff: a mentally activated featherfall on anyone. Stuff a Meteor Swarm in your shield, have magic resistance though. Tracer: Not really a spell, this option of creating spells that don't miss Like Magic Missle, merely boosts the spell level up two....get wild with it. Try "Icelance" from Forgotten realms, normally 3rd level...using tracer Option it is memorized as a fifth level spell... but it now hits Unerringly.... Planar Conduit: 9th level Evocation/alteration/summoning range: 0 (self) Components: VSM Duration: one turn per level Casting time: 5 (the reason its 9th and not 7th) Area effect: caster Save: For caster none, potential victims 1/2 Upon casting this spell the caster opens up his own personal planar rift, inside of his own body! The caster can choose any plane that he is aware of and has material from or similar to (a healing potion would work to connect to the positive plane). He may then Emenate energies from this plane at a level of 12d6 damage or whatnot. after a month of practice with it he learns to duplicate planar phenomena on the PRIME. This could mean...A mage connects to the plane of fire, after a month he can cause fields to explode into fiery combustion at will (look in manual of the planes for planar phenomena) This spell is about as trademarked as it could possibly be Non-legally...only Surge, the gold dragon Nexus, and Elminster know of it in the realms )(Both good spell trading buds) But... seeing as 8 of my spellbooks have taken to the wind.. go ahead...make it about as rare as "Wish" though....please....this spell has ruined games...(I believe I made an intelligent sword capable of casting it...eeech) "Surge..have I done the right thing?" Date: Tue, 19 Apr 1994 12:13:33 -0800 From: Trying to go Vegan Subject: Re: The Black Tome Well.. since I know people want them, heres some of my new necromantic spells. I'll try to get the Landjammer on later tonight. (Make sure you learn Thorndeath!) You have asked..and I have answered...Worlds hear me, the ,masters of life and death will now wield power over their bretheren till the end of days... The first spell in the tome: Nec/Enchant Level 2 : Skeletal Scribe range: touch, Components: VSM (skeleton, hawk feather, red robe) Duration: one day per level, casting time: 4, area of effect: one skeleton save: none This spell creates an undead scribe for the mage, it is not permanent, but is much safer to use for reading new tomes and writing down words of great power. It is able to take dissertation as well. Nec/Evoc Level 4 : Skullfire Range: 100 feet, Comp: VSM (silver plated skull, any), duration: instant, casting time: 4, area effect: 5' start to 15 end cone, 100 feet long. This spell causes the enchanted skull to emit white hot flames from it mouth in said pattern. these flames cause d4 damage per caster level, but undead take TWICE the damage. there is no limit to level for casting. Save: half damage (oops) Nec/Evoc level 4 : Splinterstrike Range: Touch, Components: VSM (half split thigh bone), Duration: instant, but lasts until used, Casting time: 4, area effect: one victim, save: 1/2 This spell enchants the thigh bone to hit any creature, when and if it strikes it inflicts 4d10 damage, but is only usable once per casting. Another bone must be used. Nec/Alt Level 4 : Speed Rot range: 100' + 10' per level, Comp: VSM (dead mouse steeped in fruit juice) Duration: instant, cast: 4, area effect: one undead, save: Negate Any undead failing it's save vs spells will find itself taking double damage from all attacks, as its binding forces are less powerful now. The spell can be reversed to have the opposite effect of enabling an undead to take only half damage..this is called Slow Rot. Nec/Alt Level 5 : Shade Link Range: touch, Comp: VSM (demon blood, black silk scrap) Duration: 1 round per caster level, casting: 7, area effect: one victim and one attacker per 3 caster levels, save: Half for victim, none for attackers. This spell gives the victims shadow a quasi real existance, and allows the attackers enchanted by the spell to attack the shadow for damage that will carry over to the victim. the only defense is dispel magic or cont light to rid the room of shadows. Nec/Div level 5 : Skullsight Range: infinite on one plane components: VSM (one skull and a ruby in the brain hollow), Duration: a year, Casting: one day, area effect: as much as one skull can see, save: none The caster can use enchanted skulls to spy on certain locations. (s)He can handle one skull per 2 points of Intelligence. Nec/Conjuration level 5 : Skeletal Armor Range: 0, comp: VSM (a warriors shoulderblade), duration: special, cast: 5 area effect: caster, save: none This spell conjures into being one of two forms of armor. One form is hard bone plating attached to the wizard, this plating can absorb 10 points of damage for every constitution point that the caster has. The second form is a bone field (swarm of bones) that effectively lowers the casters AC 4 points. it is possible to cast spells thru either version. Well...looks like this is gonna take 3 posts...I apologize profusely... but hey..you won't mind as long as it's new spells right??? :) Sigh..I was getting worried that my previous message might be too long... So the 6th thru 9th level spells are listed here...happily it should be just as big ( I have to admit...it still kinda looks like necromancers have to get to high levels to kick butt, but my 4th and 6th level spell should really help) Nec/Enchant level 6 : Spirit Legionaire Range: 10 yards, Comp: VSM (magical blade, and casters blood) duration: effectively permanent, cast: one hour, area: one mindless undead, save: none This spell creates a servitor undead with the following stats. AC: 4 better than usual, HP: as caster -5, attacks: 2 for weapon damage int: 5, str: 16, Move: 6, Morale: 20 This spell permanently drains the caster of one Hit point. Nec/Enchant level 6 : Create Dry Bones Range 10' radius, comp: VSM (mummy wrappings). duration: Till destroyed, casting: 4 rounds, area effect: one skeleton per caster level. save: none Dry bones skeletons are essentially normal skeletons, but will come back to life an equal number of times as the caster has levels. this spell has particular good use with Spirit legionaire, spell carrier, fireball, and permanency (it blows up each time you kill it, at least 16 times..and always has starting hp...but I didn't tell you about this) Nec/Enchant level 6 : Undead Spell Carrier Range: touch, comp: V+other spell, Duration: till triggered by destruction, cast: 6+carried, area: as carried, save: as carried spell. This spell allows the caster to place an area effect spell on an undead that will be release upon the destruction of the undead, level 6 and below spells are the only ones applicable. Nec/Evoc level 6 : Pyre Range: 60 yards, Comp: VSM (hollowed rib filled with bone ash and sulphur), duration: instant, cast: 5, area effect: 20' radius by 30 feet high. save: 1/2 This spell calls forth a blazing funeral Pyre upon it's victims, these flames of death inflict a gruesome 8d10 damage, undead are not allowed to save. The singing of unholy spirits can be heard from the fire, and bits of bone fly up to the sky. :) Necromancy level 6 : Remove Flesh Range: touch, comp: Vial of spoiled food, duration: Permanent, cast: 6, area: one victim, save: Neg Victims of this spell must save vs death at -2 or lose 4 points of str and 2 of con, with the added loss of 30% body weight. If any of these three reach 0 from this spell, the victim is skeletonized, and a wish is needed to revive him. rest for one month restores at a rate of one point. Restoration fixes immediately. Nec/Alt level 6 : Thorndeath Range: 10' per caster level, comp: VSM (bone rose sculpture), duration: 1 round per cater 3 levels, cast: 6, area: one victim, save neg Failing spell save at -2 results in the bones of the victim growing massive bone spurs that tear out thru the flesh for d6 per level damage, attempting to move (for spell duration) inflicts an added point of damage per caster level per motion attempt. *this is the spell I had cast on me once, it really sucks, elminsters evasion saved me, I hope you never get hit with it* Nec/alt level 7 : Flesh Box Range: touch, comp: v+ object stored, duration: till removed by caster, cast: 7, area effect: item smaller than caster, save: none, or negate? This spell enables the caster to store an item of smaller size than he INSIDE of his body, the item remains ineffective while stored this way. reduction in size of the body past that of the item size will kill the caster. Nec/Alt level 8 : Meld Death Range: 0, comp: VSM (undead's hand), duration: one round per level, cast: one round, area: caster, save: none This spell allows the caster to borrow all the natural abilities of an undead creature sampled by the components. This is why you see Necromancers packing skeletal hards all the time....Vampire hands and mummy hands are the most popular. The caster does NOT suffer from undead limitations. Attempting to make this spell permanent only works 30% of the time, the other 70% of the it will transform the caster into said undead. (so be smart and use a lich hand if your luck is bad) Nec/Alt level 8 : Undead conduit Range: 1 mile per caster level, comp: VSM (iron claw), duration: till someone affected dies, cast: 8, area: undead and victim, save: Negates This spell allows the Necromancer to link the life of a living being to an undead creature, the undead can now draw on the HP of the victim for combat purposes. The victim suffers the injuries that the undead normally would.... this makes prisoners much more useful. There is a limit of one linked victim to any one undead. Necromancy level 8 : Defy Range: sight for those aided, comp: VSM (unholy symbol), duration: one hour per caster level, cast: 1 round, area: all evil extraplanar that can SEE caster, save: None This spell allows the caster to impose a penalty to turning equal to half his level, so a 20th level necromancer would totally nullify the turning attempts of a 10th level priest. (I told you we were scary) Necromancy level 9 : Rip Life Range: Touch, Comp: VS, Duration: permanent, cast: 9, area effect: one creature equal to 1 3/4 casters levels or HD. save: Death -4 Failing this save results in the victims death, utterly, no hope of ressurect unless a divine being raises them. The caster can use this stolen life to do one of 5 things. 1. Waste it, soul is destroyed, a great howling is heard. 2. Use to heal self for d6 per level of victim. 3. Use to hurt another for d8 per level victim. 4. Pervert it, changes victim into equal hd undead, random determine. 5. Destroy equal HD undead with no save. Necromancy level 9 : Trade Life Range: 0, comp: VSM (+3 or better dagger), duration: permanent, cast: 1 round area effect: one dead thing and one victim, save: negates. The caster must kill the victim with ONE blow from the blade, the enchantment of the spell on the blade will suck the life into the blade, it is then plunged into the breast of a dead creature to restore life to that one. levels can be off by 5, any more and the dead person either rots, or explodes, pending less than 5 or greater than. Necromancy level 9 : Siphon In essence an undead conduit to the caster, look at that spell, it's just the same, but casting time is one round. this means that the caster can draw on another living being for hp... :) (thought I'd better clarify) Necromany level 9 : Return Range: 0, comp: V, Duration: till triggered, cast: one day!, area: caster, save: none. This spell will remove 5 hit points from the casters base permanently, but allows the caster to defy death once per casting, once he dies from grievous wounds (old age isn't affected) he will arise fully healed by the return spell. This spell is JEALOUSLY guarded by those that know it. Necromancy/Alt level 9 : Implant Object Range:0, comp: VSM (item implanted), duration: permanent, cast: one hour, area: person implanted, save: none, or negate This spell allows the caster to implant one magical device into another being or himself for FULL effect, weapons can not be implanted, and their MUST be space in the body for the item, gloves can be sunken under the skin, rings placed around ribs, etc....only one item per 5 con points can be implanted. Whew!!! that's all folks...hope you like em...hope I get input this time too. Surge the blackguard of death magic...brewhahahahahahahahahaha (can I be sued?) Date: Sat, 21 May 1994 11:37:59 -0800 From: Raw Meat Subject: Re: Tyvek the Indestructable Here is a batch of spells, for folks that might have missed them the last time I posted them all... they are the Tyvek and Black Tome spells... Sorry I can't come up with anything new.. my time is limited to once a week at home.. and less than 30 min... (but if I wrote them down BEFOREHAND?) .. Expect some Drow oriented spells in the future (next week) Heading will be "Master Darrque's Tome." Surge: 18 more days till my woman comes back! Ok..because I never really got it finished last time..I decided to re write up Tyvek and his spells for the list. I was sittin down one day reading the latest ARMOR comic, when I saw this label...it said 'Tyvek indestructable cover..' I though COOL NAME..so here he is for your games. He's an Irda in mine, but could well be an elf in any other game (if you ignore level limits) Tyvek: Age: 315 Race: Irda or Elf..you pick Looks: an even 6 feet tall, Tyvek looks to be a human male in his late 40's He has slightly greying hair on the side of his head which he braids bac er SORRY..back into his hair. His eyes are deep sea green. Tyvek has 3 chevron shaped scars on his upper right shoulder. His personal appearance is that of nobility, he loves looking important and craves recognition, ex..er especially that of his human peers (he has been around longer and thinks he deserves some credit) His favorite color is blood red for clothing and silver and l..dark brown accoutrements. Well..since he's an NPC I leave the rest for you to fluff out. I'd suggest that he wear at least Bracers AC 4..and wield a +3 longsword of some type (he's multiclassed F/M...) So here come his spells...forgive their uh..cor..er coarse creation..this is off the top of my head.. I want lots of opinions on these. thanx. There are no 1st thru 3rd level spells...tyvek started making 4th level spells when he began his research into the fields arcane. :) so 4th level.... Tyveks Rust prevention: Range: touch Components: VSM Duration: one week per casters 3 levels casting time: 6 area of effect: one item less that 10' cube per 3 levels save: none unless it's used to protect vs magic rust..then +4 to item save. This spell requires a tiny wad of beeswax, some iron filings rolled into said wax, and the magic words Ruh-Stoh-Lee-hum. Detect magic will reveal this magical protection. (abjuration) Tyveks Flying binder Range: 10' per level +100 feet Components: VSM Duration: Instantaneous Casting time: 5 Area of effect: one creature less than 16 feet tall. save: 1/2 time enclosure This spell requires Bloodhawk feathers and a silk kerchief, the magical word Sar-anwrap is spoken as the wad of componets is hurled through the air. in flight they change into a glowing white sheet which will wrap up the target for one round per wizard level, or half that time if they save. High dex provides additional saves with a +2 coming from every point above 16 dex. A tiny bladed weapon allows the victim to escape in 1/2 time as well, which could aid the saving victim even more. this spell is Conjuration oriented. Tyveks flying bucket. Range: 10 yards per caster level Components: V,M Duration 1 round per 2 wizard level. Casting time: 5 Area of effect: one 4 gallon bucket Save: none This spell requires the feathers of a dove and a tiny platinum thimble. This conjuration spell manifest as a glowing bluie..er blue bucket. it has strength enough to pack liquid, but not enough to resist str of 7+. it is NOT see thru. some uses have been packing oils, or placing it over another mages head to disrupt his casting... Uhm...I'm getting worried about losing my link..so I'll send level 5 thru 9 spells right after this... :) Remember..comments are wanted. okay level 5... Tyveks Turtleback Range: Range: 0 Components: S,M Duration: one turn per level caster. casting time 5 area of effect: caster save: none This spell requires a scrap of turtle type shell...though any armored critter shell will do in a pinch. This spell grants the caster an ac of 0 minus 1 per 3 levels..to his BACK only. a thief attempting a backstab must roll twice in his attempt. both must succede for the BS to work. this spell is Invocation/abjuration. Tyveks Spatial Rooting Range: self components: Oak root and Iron wire. duration: one round per level caster. Casting time: 5 area : caster save: none This spell exactly duplicates the psi ability of immobility. look it up in the psi handbook. (look I'm making TSR money!) :) (I should be shot) this spell is invocation/abjuration Tyveks Fabric fighter range: 10 yards components: VSM duration: one turn per caster level casting time: 7 area of effect: one phantom save: none This conjuration/phantasm spell requires a scrap of silk cloth, a tiny steel sword, and a drop of the casters blood. Casting this creates a whirling demonsheet wielding one blade per level of the caster. it attacks as a creature equal in level to the caster, but onthe monster table. it has half the hp of the caster, and ac 0 (it's kinda soft) the sword blows inflict d8 damage. Here we are at LEVEL 6 spells! Tyveks Temporary External Strength Range: touch components: VSM duration: one round per level casting time: 6 area of effect: one person per 3 caster levels save: none. This spell requires the sweat of a giant and a highly poisonous mushroom. the sweat is rubbed on the mush and it is ingested. the eater must make a con check or take 3d12 damage in addition to the spell effects. (you always get some good out of casting this spell) The eater gains the strength of the type of giant that the sweat was stolem..er taken from. this spell is enchantment based. Tyveks Fabric Phantom Range: 10 yards comp: VSM duration: one turn per caster level casting time: 7 area of effect: one phantom save: none This spell requires the death shroud or clothing of a historically Important person of any type (wise man, king, loved nun) and a handful of grave dirt. It conjures into being a mindless undead with hp equal to 3/4ths of the casters, it's touch drains one level and it radiates a fear aura which must be saved at -2. otherwise the victims are forced to be affected by the FEAR spell as if the caster had cast it upon them. The phantom is ac 0. Tyveks Forcebrace Range 10 yards comp: VSM duration: one day per caster level casting time: 2 *why it's high level* area of effect : any brace withing one inch to 12 feet +2 feet per caster level. save: none This conjuration spell requires a twig from a recently lightning struck oak and a white silk ribbon. Casting this brings into being a glowing 3 inch diameter pole shaped brace in the location the caster desires. No amount of force can destroy the brace, though dispel magic will work. Note that the brace extends some of it's invulnerability to the object it holds up. so using it to hold closed a stone door makes the door fairly resistant to damage (=er +4 to all saves). LEVEL 7: (yay!) Tyveks Temporary Inner strength range: touch comp; VSM duration: one round per 3 caster levels casting time: 3 (another reason for it's high level) area of effect: one person save: none This spell requires a tiny iron heart sculpture, lions blood, and hl..holy water (or unholy if your recipient is evil) casting it will have the effect of bestowing d10 hp per 5 caster levels. it's fast cad..casting time and life saving potential marks it as possibly Tyveks most usefull spell. these phantom hp take damage first, and can be used to revive a person at -hp to waking life. Tyveks Forceshield Range: 0 comp: VSM duration: one day casting time: one hour area of effect: one shield save: none This enchantment spell temporarily (and rather destructively) transforms a normal shield into a magical shield with one plus per 4 caster levels. the caster can wield this shield MENTALLY, therby allowing him to use his or her hands to cast spells. it affects ac as any other shield, when the duration ends the shield vanishes forever (the real one too) Tyveks Spell interceptor Range: 10 yards per caster level comp: VSM duration instant casting time: 2 (sigh) you'll see area of effect: a foot wide 'coin of force.' save: none This spell requires a platinum coin, hawk feathers, and a magnetized iron wing. this force coin will fly to intercept and stop any attack spell. ( fireball, lightning bolt) it flies at a rate of 36, with l..class b. is used to smack something it will inflict 3d8 damage and dispel itself. Eigth level (almost done) shoot...spelling errer there :) Tyveks Immortal Words Range: hmm 0 probably. comp: VSM Duration: special casting time : Special area of effect: special save: none This enchantment conjuration spell allows the caster to carve words onto almost any surface. the components are the words to be written, a mithril chisel of drawven make, and dragon spittle. these words are PERMENENT on the surface for ETERNITY (or 7000 years..whichever comes first) if said stone is destroyed, the words will appear as flaming letters at night time. if an abode is built to obstruct their original view, they will begin to destroy the home, using earthquake once a year at a random time. Tyvek plans to use this spell to RAT on his friends on his deathbed. dispel magic will NOT affect this spell, though a wish spell has a 70% chance of working. Tyveks Forceplate This spell exactly duplicates the forceshield spell, but affects a whole suit of PLATE MAIL. :) the magical plate has no mass nor weight. it does NOT prevent magic use. okay 9th level. Tyveks Tectonic Entity range: 10 yards Comp: VSM Duration: one hour per level casting time: one day er scratch that..it backwards...one hour cast..one day per level. area of effect: one being save: none This enchantment conjuration spell requires a diamond vial with elemental air contained within... using this spell traps an elemental spirit within an humanoid construct. it behaves as a half HP stone golem for combat purpose. (i'm shortening these up because a friend is threaenint to call and destroy my link) ask me for clarification.) and last but not least.. ///////////////////////// okay his last and most powerful spell... Tyveks Indestructable Cover (my gag spell...ever see comics covered with this stuff?) Range: 0 Components: V and material sorry Duration: one round Casting time: 1 Area of effect: caster save: you don't REALLY want a save do you? This spell requires a scrap of elven chain mail. It conjures into being a body shaped force shell that can resist ANY attack, and I mean ANY.. but it's weakness is it's short duration. Normally its used to avoid an apparent death blow...it would allow the mage to TAKE a boulder to the head and live. or hold up a collapsing ceiling for one round. No spell can penetrate it and dispel magic is ineffective. Spellstrike is the only other known attack that would work... but who packs spellsti.. er spellstrike but OTHER abjurers.. :) Okay..he's done..opinions (aside from being miffed I posted 3 times.) You have asked..and I have answered...Worlds hear me, the ,masters of life and death will now wield power over their bretheren till the end of days... The first spell in the tome: Nec/Enchant Level 2 : Skeletal Scribe range: touch, Components: VSM (skeleton, hawk feather, red robe) Duration: one day per level, casting time: 4, area of effect: one skeleton save: none This spell creates an undead scribe for the mage, it is not permanent, but is much safer to use for reading new tomes and writing down words of great power. It is able to take dissertation as well. Nec/Evoc Level 4 : Skullfire Range: 100 feet, Comp: VSM (silver plated skull, any), duration: instant, casting time: 4, area effect: 5' start to 15 end cone, 100 feet long. This spell causes the enchanted skull to emit white hot flames from it mouth in said pattern. these flames cause d4 damage per caster level, but undead take TWICE the damage. there is no limit to level for casting. Save: half damage (oops) Nec/Evoc level 4 : Splinterstrike Range: Touch, Components: VSM (half split thigh bone), Duration: instant, but lasts until used, Casting time: 4, area effect: one victim, save: 1/2 This spell enchants the thigh bone to hit any creature, when and if it strikes it inflicts 4d10 damage, but is only usable once per casting. Another bone must be used. Nec/Alt Level 4 : Speed Rot range: 100' + 10' per level, Comp: VSM (dead mouse steeped in fruit juice) Duration: instant, cast: 4, area effect: one undead, save: Negate Any undead failing it's save vs spells will find itself taking double damage from all attacks, as its binding forces are less powerful now. The spell can be reversed to have the opposite effect of enabling an undead to take only half damage..this is called Slow Rot. Nec/Alt Level 5 : Shade Link Range: touch, Comp: VSM (demon blood, black silk scrap) Duration: 1 round per caster level, casting: 7, area effect: one victim and one attacker per 3 caster levels, save: Half for victim, none for attackers. This spell gives the victims shadow a quasi real existance, and allows the attackers enchanted by the spell to attack the shadow for damage that will carry over to the victim. the only defense is dispel magic or cont light to rid the room of shadows. Nec/Div level 5 : Skullsight Range: infinite on one plane components: VSM (one skull and a ruby in the brain hollow), Duration: a year, Casting: one day, area effect: as much as one skull can see, save: none The caster can use enchanted skulls to spy on certain locations. (s)He can handle one skull per 2 points of Intelligence. Nec/Conjuration level 5 : Skeletal Armor Range: 0, comp: VSM (a warriors shoulderblade), duration: special, cast: 5 area effect: caster, save: none This spell conjures into being one of two forms of armor. One form is hard bone plating attached to the wizard, this plating can absorb 10 points of damage for every constitution point that the caster has. The second form is a bone field (swarm of bones) that effectively lowers the casters AC 4 points. it is possible to cast spells thru either version. Well...looks like this is gonna take 3 posts...I apologize profusely... but hey..you won't mind as long as it's new spells right??? :) Sigh..I was getting worried that my previous message might be too long... So the 6th thru 9th level spells are listed here...happily it should be just as big ( I have to admit...it still kinda looks like necromancers have to get to high levels to kick butt, but my 4th and 6th level spell should really help) Nec/Enchant level 6 : Spirit Legionaire Range: 10 yards, Comp: VSM (magical blade, and casters blood) duration: effectively permanent, cast: one hour, area: one mindless undead, save: none This spell creates a servitor undead with the following stats. AC: 4 better than usual, HP: as caster -5, attacks: 2 for weapon damage int: 5, str: 16, Move: 6, Morale: 20 This spell permanently drains the caster of one Hit point. Nec/Enchant level 6 : Create Dry Bones Range 10' radius, comp: VSM (mummy wrappings). duration: Till destroyed, casting: 4 rounds, area effect: one skeleton per caster level. save: none Dry bones skeletons are essentially normal skeletons, but will come back to life an equal number of times as the caster has levels. this spell has particular good use with Spirit legionaire, spell carrier, fireball, and permanency (it blows up each time you kill it, at least 16 times..and always has starting hp...but I didn't tell you about this) Nec/Enchant level 6 : Undead Spell Carrier Range: touch, comp: V+other spell, Duration: till triggered by destruction, cast: 6+carried, area: as carried, save: as carried spell. This spell allows the caster to place an area effect spell on an undead that will be release upon the destruction of the undead, level 6 and below spells are the only ones applicable. Nec/Evoc level 6 : Pyre Range: 60 yards, Comp: VSM (hollowed rib filled with bone ash and sulphur), duration: instant, cast: 5, area effect: 20' radius by 30 feet high. save: 1/2 This spell calls forth a blazing funeral Pyre upon it's victims, these flames of death inflict a gruesome 8d10 damage, undead are not allowed to save. The singing of unholy spirits can be heard from the fire, and bits of bone fly up to the sky. :) Necromancy level 6 : Remove Flesh Range: touch, comp: Vial of spoiled food, duration: Permanent, cast: 6, area: one victim, save: Neg Victims of this spell must save vs death at -2 or lose 4 points of str and 2 of con, with the added loss of 30% body weight. If any of these three reach 0 from this spell, the victim is skeletonized, and a wish is needed to revive him. rest for one month restores at a rate of one point. Restoration fixes immediately. Nec/Alt level 6 : Thorndeath Range: 10' per caster level, comp: VSM (bone rose sculpture), duration: 1 round per cater 3 levels, cast: 6, area: one victim, save neg Failing spell save at -2 results in the bones of the victim growing massive bone spurs that tear out thru the flesh for d6 per level damage, attempting to move (for spell duration) inflicts an added point of damage per caster level per motion attempt. *this is the spell I had cast on me once, it really sucks, elminsters evasion saved me, I hope you never get hit with it* Nec/alt level 7 : Flesh Box Range: touch, comp: v+ object stored, duration: till removed by caster, cast: 7, area effect: item smaller than caster, save: none, or negate? This spell enables the caster to store an item of smaller size than he INSIDE of his body, the item remains ineffective while stored this way. reduction in size of the body past that of the item size will kill the caster. Nec/Alt level 8 : Meld Death Range: 0, comp: VSM (undead's hand), duration: one round per level, cast: one round, area: caster, save: none This spell allows the caster to borrow all the natural abilities of an undead creature sampled by the components. This is why you see Necromancers packing skeletal hards all the time....Vampire hands and mummy hands are the most popular. The caster does NOT suffer from undead limitations. Attempting to make this spell permanent only works 30% of the time, the other 70% of the it will transform the caster into said undead. (so be smart and use a lich hand if your luck is bad) Nec/Alt level 8 : Undead conduit Range: 1 mile per caster level, comp: VSM (iron claw), duration: till someone affected dies, cast: 8, area: undead and victim, save: Negates This spell allows the Necromancer to link the life of a living being to an undead creature, the undead can now draw on the HP of the victim for combat purposes. The victim suffers the injuries that the undead normally would.... this makes prisoners much more useful. There is a limit of one linked victim to any one undead. Necromancy level 8 : Defy Range: sight for those aided, comp: VSM (unholy symbol), duration: one hour per caster level, cast: 1 round, area: all evil extraplanar that can SEE caster, save: None This spell allows the caster to impose a penalty to turning equal to half his level, so a 20th level necromancer would totally nullify the turning attempts of a 10th level priest. (I told you we were scary) Necromancy level 9 : Rip Life Range: Touch, Comp: VS, Duration: permanent, cast: 9, area effect: one creature equal to 1 3/4 casters levels or HD. save: Death -4 Failing this save results in the victims death, utterly, no hope of ressurect unless a divine being raises them. The caster can use this stolen life to do one of 5 things. 1. Waste it, soul is destroyed, a great howling is heard. 2. Use to heal self for d6 per level of victim. 3. Use to hurt another for d8 per level victim. 4. Pervert it, changes victim into equal hd undead, random determine. 5. Destroy equal HD undead with no save. Necromancy level 9 : Trade Life Range: 0, comp: VSM (+3 or better dagger), duration: permanent, cast: 1 round area effect: one dead thing and one victim, save: negates. The caster must kill the victim with ONE blow from the blade, the enchantment of the spell on the blade will suck the life into the blade, it is then plunged into the breast of a dead creature to restore life to that one. levels can be off by 5, any more and the dead person either rots, or explodes, pending less than 5 or greater than. Necromancy level 9 : Siphon In essence an undead conduit to the caster, look at that spell, it's just the same, but casting time is one round. this means that the caster can draw on another living being for hp... :) (thought I'd better clarify) Necromany level 9 : Return Range: 0, comp: V, Duration: till triggered, cast: one day!, area: caster, save: none. This spell will remove 5 hit points from the casters base permanently, but allows the caster to defy death once per casting, once he dies from grievous wounds (old age isn't affected) he will arise fully healed by the return spell. This spell is JEALOUSLY guarded by those that know it. Necromancy/Alt level 9 : Implant Object Range:0, comp: VSM (item implanted), duration: permanent, cast: one hour, area: person implanted, save: none, or negate This spell allows the caster to implant one magical device into another being or himself for FULL effect, weapons can not be implanted, and their MUST be space in the body for the item, gloves can be sunken under the skin, rings placed around ribs, etc....only one item per 5 con points can be implanted. Whew!!! that's all folks...hope you like em...hope I get input this time too. Surge the blackguard of death magic...brewhahahahahahahahahaha (can I be sued?) Date: Sun, 6 Feb 1994 23:39:45 -0900 From: Felis Concolor Subject: Re: The Black Tome Just a repost. In case you missed it the first time. have fun with them. You have asked..and I have answered...Worlds hear me, the ,masters of life and death will now wield power over their bretheren till the end of days... The first spell in the tome: Nec/Enchant Level 2 : Skeletal Scribe range: touch, Components: VSM (skeleton, hawk feather, red robe) Duration: one day per level, casting time: 4, area of effect: one skeleton save: none This spell creates an undead scribe for the mage, it is not permanent, but is much safer to use for reading new tomes and writing down words of great power. It is able to take dissertation as well. Nec/Evoc Level 4 : Skullfire Range: 100 feet, Comp: VSM (silver plated skull, any), duration: instant, casting time: 4, area effect: 5' start to 15 end cone, 100 feet long. This spell causes the enchanted skull to emit white hot flames from it mouth in said pattern. these flames cause d4 damage per caster level, but undead take TWICE the damage. there is no limit to level for casting. Save: half damage (oops) Nec/Evoc level 4 : Splinterstrike Range: Touch, Components: VSM (half split thigh bone), Duration: instant, but lasts until used, Casting time: 4, area effect: one victim, save: 1/2 This spell enchants the thigh bone to hit any creature, when and if it strikes it inflicts 4d10 damage, but is only usable once per casting. Another bone must be used. Nec/Alt Level 4 : Speed Rot range: 100' + 10' per level, Comp: VSM (dead mouse steeped in fruit juice) Duration: instant, cast: 4, area effect: one undead, save: Negate Any undead failing it's save vs spells will find itself taking double damage from all attacks, as its binding forces are less powerful now. The spell can be reversed to have the opposite effect of enabling an undead to take only half damage..this is called Slow Rot. Nec/Alt Level 5 : Shade Link Range: touch, Comp: VSM (demon blood, black silk scrap) Duration: 1 round per caster level, casting: 7, area effect: one victim and one attacker per 3 caster levels, save: Half for victim, none for attackers. This spell gives the victims shadow a quasi real existance, and allows the attackers enchanted by the spell to attack the shadow for damage that will carry over to the victim. the only defense is dispel magic or cont light to rid the room of shadows. Nec/Div level 5 : Skullsight Range: infinite on one plane components: VSM (one skull and a ruby in the brain hollow), Duration: a year, Casting: one day, area effect: as much as one skull can see, save: none The caster can use enchanted skulls to spy on certain locations. (s)He can handle one skull per 2 points of Intelligence. Nec/Conjuration level 5 : Skeletal Armor Range: 0, comp: VSM (a warriors shoulderblade), duration: special, cast: 5 area effect: caster, save: none This spell conjures into being one of two forms of armor. One form is hard bone plating attached to the wizard, this plating can absorb 10 points of damage for every constitution point that the caster has. The second form is a bone field (swarm of bones) that effectively lowers the casters AC 4 points. it is possible to cast spells thru either version. Well...looks like this is gonna take 3 posts...I apologize profusely... but hey..you won't mind as long as it's new spells right??? :) Sigh..I was getting worried that my previous message might be too long... So the 6th thru 9th level spells are listed here...happily it should be just as big ( I have to admit...it still kinda looks like necromancers have to get to high levels to kick butt, but my 4th and 6th level spell should really help) Nec/Enchant level 6 : Spirit Legionaire Range: 10 yards, Comp: VSM (magical blade, and casters blood) duration: effectively permanent, cast: one hour, area: one mindless undead, save: none This spell creates a servitor undead with the following stats. AC: 4 better than usual, HP: as caster -5, attacks: 2 for weapon damage int: 5, str: 16, Move: 6, Morale: 20 This spell permanently drains the caster of one Hit point. Nec/Enchant level 6 : Create Dry Bones Range 10' radius, comp: VSM (mummy wrappings). duration: Till destroyed, casting: 4 rounds, area effect: one skeleton per caster level. save: none Dry bones skeletons are essentially normal skeletons, but will come back to life an equal number of times as the caster has levels. this spell has particular good use with Spirit legionaire, spell carrier, fireball, and permanency (it blows up each time you kill it, at least 16 times..and always has starting hp...but I didn't tell you about this) Nec/Enchant level 6 : Undead Spell Carrier Range: touch, comp: V+other spell, Duration: till triggered by destruction, cast: 6+carried, area: as carried, save: as carried spell. This spell allows the caster to place an area effect spell on an undead that will be release upon the destruction of the undead, level 6 and below spells are the only ones applicable. Nec/Evoc level 6 : Pyre Range: 60 yards, Comp: VSM (hollowed rib filled with bone ash and sulphur), duration: instant, cast: 5, area effect: 20' radius by 30 feet high. save: 1/2 This spell calls forth a blazing funeral Pyre upon it's victims, these flames of death inflict a gruesome 8d10 damage, undead are not allowed to save. The singing of unholy spirits can be heard from the fire, and bits of bone fly up to the sky. :) Necromancy level 6 : Remove Flesh Range: touch, comp: Vial of spoiled food, duration: Permanent, cast: 6, area: one victim, save: Neg Victims of this spell must save vs death at -2 or lose 4 points of str and 2 of con, with the added loss of 30% body weight. If any of these three reach 0 from this spell, the victim is skeletonized, and a wish is needed to revive him. rest for one month restores at a rate of one point. Restoration fixes immediately. Nec/Alt level 6 : Thorndeath Range: 10' per caster level, comp: VSM (bone rose sculpture), duration: 1 round per cater 3 levels, cast: 6, area: one victim, save neg Failing spell save at -2 results in the bones of the victim growing massive bone spurs that tear out thru the flesh for d6 per level damage, attempting to move (for spell duration) inflicts an added point of damage per caster level per motion attempt. *this is the spell I had cast on me once, it really sucks, elminsters evasion saved me, I hope you never get hit with it* Nec/alt level 7 : Flesh Box Range: touch, comp: v+ object stored, duration: till removed by caster, cast: 7, area effect: item smaller than caster, save: none, or negate? This spell enables the caster to store an item of smaller size than he INSIDE of his body, the item remains ineffective while stored this way. reduction in size of the body past that of the item size will kill the caster. Nec/Alt level 8 : Meld Death Range: 0, comp: VSM (undead's hand), duration: one round per level, cast: one round, area: caster, save: none This spell allows the caster to borrow all the natural abilities of an undead creature sampled by the components. This is why you see Necromancers packing skeletal hards all the time....Vampire hands and mummy hands are the most popular. The caster does NOT suffer from undead limitations. Attempting to make this spell permanent only works 30% of the time, the other 70% of the it will transform the caster into said undead. (so be smart and use a lich hand if your luck is bad) Nec/Alt level 8 : Undead conduit Range: 1 mile per caster level, comp: VSM (iron claw), duration: till someone affected dies, cast: 8, area: undead and victim, save: Negates This spell allows the Necromancer to link the life of a living being to an undead creature, the undead can now draw on the HP of the victim for combat purposes. The victim suffers the injuries that the undead normally would.... this makes prisoners much more useful. There is a limit of one linked victim to any one undead. Necromancy level 8 : Defy Range: sight for those aided, comp: VSM (unholy symbol), duration: one hour per caster level, cast: 1 round, area: all evil extraplanar that can SEE caster, save: None This spell allows the caster to impose a penalty to turning equal to half his level, so a 20th level necromancer would totally nullify the turning attempts of a 10th level priest. (I told you we were scary) Necromancy level 9 : Rip Life Range: Touch, Comp: VS, Duration: permanent, cast: 9, area effect: one creature equal to 1 3/4 casters levels or HD. save: Death -4 Failing this save results in the victims death, utterly, no hope of ressurect unless a divine being raises them. The caster can use this stolen life to do one of 5 things. 1. Waste it, soul is destroyed, a great howling is heard. 2. Use to heal self for d6 per level of victim. 3. Use to hurt another for d8 per level victim. 4. Pervert it, changes victim into equal hd undead, random determine. 5. Destroy equal HD undead with no save. Necromancy level 9 : Trade Life Range: 0, comp: VSM (+3 or better dagger), duration: permanent, cast: 1 round area effect: one dead thing and one victim, save: negates. The caster must kill the victim with ONE blow from the blade, the enchantment of the spell on the blade will suck the life into the blade, it is then plunged into the breast of a dead creature to restore life to that one. levels can be off by 5, any more and the dead person either rots, or explodes, pending less than 5 or greater than. Necromancy level 9 : Siphon In essence an undead conduit to the caster, look at that spell, it's just the same, but casting time is one round. this means that the caster can draw on another living being for hp... :) (thought I'd better clarify) Necromany level 9 : Return Range: 0, comp: V, Duration: till triggered, cast: one day!, area: caster, save: none. This spell will remove 5 hit points from the casters base permanently, but allows the caster to defy death once per casting, once he dies from grievous wounds (old age isn't affected) he will arise fully healed by the return spell. This spell is JEALOUSLY guarded by those that know it. Necromancy/Alt level 9 : Implant Object Range:0, comp: VSM (item implanted), duration: permanent, cast: one hour, area: person implanted, save: none, or negate This spell allows the caster to implant one magical device into another being or himself for FULL effect, weapons can not be implanted, and their MUST be space in the body for the item, gloves can be sunken under the skin, rings placed around ribs, etc....only one item per 5 con points can be implanted. Whew!!! that's all folks...hope you like em...hope I get input this time too. Surge the blackguard of death magic...brewhahahahahahahahahaha (can I be sued?) Date: Sun, 6 Feb 1994 00:37:18 -0900 From: Felis Concolor Subject: Re: Tyvek the Indestructable Uh..just reposting these... tell me if this comes across as one message or three please... (if it does come over as three I am very sorry.. I TRIED to send it as one message.) Just thought that some of y'all might have missed these. Ok..because I never really got it finished last time..I decided to re write up Tyvek and his spells for the list. I was sittin down one day reading the latest ARMOR comic, when I saw this label...it said 'Tyvek indestructable cover..' I though COOL NAME..so here he is for your games. He's an Irda in mine, but could well be an elf in any other game (if you ignore level limits) Tyvek: Age: 315 Race: Irda or Elf..you pick Looks: an even 6 feet tall, Tyvek looks to be a human male in his late 40's He has slightly greying hair on the side of his head which he braids bac er SORRY..back into his hair. His eyes are deep sea green. Tyvek has 3 chevron shaped scars on his upper right shoulder. His personal appearance is that of nobility, he loves looking important and craves recognition, ex..er especially that of his human peers (he has been around longer and thinks he deserves some credit) His favorite color is blood red for clothing and silver and l..dark brown accoutrements. Well..since he's an NPC I leave the rest for you to fluff out. I'd suggest that he wear at least Bracers AC 4..and wield a +3 longsword of some type (he's multiclassed F/M...) So here come his spells...forgive their uh..cor..er coarse creation..this is off the top of my head.. I want lots of opinions on these. thanx. There are no 1st thru 3rd level spells...tyvek started making 4th level spells when he began his research into the fields arcane. :) so 4th level.... Tyveks Rust prevention: Range: touch Components: VSM Duration: one week per casters 3 levels casting time: 6 area of effect: one item less that 10' cube per 3 levels save: none unless it's used to protect vs magic rust..then +4 to item save. This spell requires a tiny wad of beeswax, some iron filings rolled into said wax, and the magic words Ruh-Stoh-Lee-hum. Detect magic will reveal this magical protection. (abjuration) Tyveks Flying binder Range: 10' per level +100 feet Components: VSM Duration: Instantaneous Casting time: 5 Area of effect: one creature less than 16 feet tall. save: 1/2 time enclosure This spell requires Bloodhawk feathers and a silk kerchief, the magical word Sar-anwrap is spoken as the wad of componets is hurled through the air. in flight they change into a glowing white sheet which will wrap up the target for one round per wizard level, or half that time if they save. High dex provides additional saves with a +2 coming from every point above 16 dex. A tiny bladed weapon allows the victim to escape in 1/2 time as well, which could aid the saving victim even more. this spell is Conjuration oriented. Tyveks flying bucket. Range: 10 yards per caster level Components: V,M Duration 1 round per 2 wizard level. Casting time: 5 Area of effect: one 4 gallon bucket Save: none This spell requires the feathers of a dove and a tiny platinum thimble. This conjuration spell manifest as a glowing bluie..er blue bucket. it has strength enough to pack liquid, but not enough to resist str of 7+. it is NOT see thru. some uses have been packing oils, or placing it over another mages head to disrupt his casting... Uhm...I'm getting worried about losing my link..so I'll send level 5 thru 9 spells right after this... :) Remember..comments are wanted. okay level 5... Tyveks Turtleback Range: Range: 0 Components: S,M Duration: one turn per level caster. casting time 5 area of effect: caster save: none This spell requires a scrap of turtle type shell...though any armored critter shell will do in a pinch. This spell grants the caster an ac of 0 minus 1 per 3 levels..to his BACK only. a thief attempting a backstab must roll twice in his attempt. both must succede for the BS to work. this spell is Invocation/abjuration. Tyveks Spatial Rooting Range: self components: Oak root and Iron wire. duration: one round per level caster. Casting time: 5 area : caster save: none This spell exactly duplicates the psi ability of immobility. look it up in the psi handbook. (look I'm making TSR money!) :) (I should be shot) this spell is invocation/abjuration Tyveks Fabric fighter range: 10 yards components: VSM duration: one turn per caster level casting time: 7 area of effect: one phantom save: none This conjuration/phantasm spell requires a scrap of silk cloth, a tiny steel sword, and a drop of the casters blood. Casting this creates a whirling demonsheet wielding one blade per level of the caster. it attacks as a creature equal in level to the caster, but onthe monster table. it has half the hp of the caster, and ac 0 (it's kinda soft) the sword blows inflict d8 damage. Here we are at LEVEL 6 spells! Tyveks Temporary External Strength Range: touch components: VSM duration: one round per level casting time: 6 area of effect: one person per 3 caster levels save: none. This spell requires the sweat of a giant and a highly poisonous mushroom. the sweat is rubbed on the mush and it is ingested. the eater must make a con check or take 3d12 damage in addition to the spell effects. (you always get some good out of casting this spell) The eater gains the strength of the type of giant that the sweat was stolem..er taken from. this spell is enchantment based. Tyveks Fabric Phantom Range: 10 yards comp: VSM duration: one turn per caster level casting time: 7 area of effect: one phantom save: none This spell requires the death shroud or clothing of a historically Important person of any type (wise man, king, loved nun) and a handful of grave dirt. It conjures into being a mindless undead with hp equal to 3/4ths of the casters, it's touch drains one level and it radiates a fear aura which must be saved at -2. otherwise the victims are forced to be affected by the FEAR spell as if the caster had cast it upon them. The phantom is ac 0. Tyveks Forcebrace Range 10 yards comp: VSM duration: one day per caster level casting time: 2 *why it's high level* area of effect : any brace withing one inch to 12 feet +2 feet per caster level. save: none This conjuration spell requires a twig from a recently lightning struck oak and a white silk ribbon. Casting this brings into being a glowing 3 inch diameter pole shaped brace in the location the caster desires. No amount of force can destroy the brace, though dispel magic will work. Note that the brace extends some of it's invulnerability to the object it holds up. so using it to hold closed a stone door makes the door fairly resistant to damage (=er +4 to all saves). LEVEL 7: (yay!) Tyveks Temporary Inner strength range: touch comp; VSM duration: one round per 3 caster levels casting time: 3 (another reason for it's high level) area of effect: one person save: none This spell requires a tiny iron heart sculpture, lions blood, and hl..holy water (or unholy if your recipient is evil) casting it will have the effect of bestowing d10 hp per 5 caster levels. it's fast cad..casting time and life saving potential marks it as possibly Tyveks most usefull spell. these phantom hp take damage first, and can be used to revive a person at -hp to waking life. Tyveks Forceshield Range: 0 comp: VSM duration: one day casting time: one hour area of effect: one shield save: none This enchantment spell temporarily (and rather destructively) transforms a normal shield into a magical shield with one plus per 4 caster levels. the caster can wield this shield MENTALLY, therby allowing him to use his or her hands to cast spells. it affects ac as any other shield, when the duration ends the shield vanishes forever (the real one too) Tyveks Spell interceptor Range: 10 yards per caster level comp: VSM duration instant casting time: 2 (sigh) you'll see area of effect: a foot wide 'coin of force.' save: none This spell requires a platinum coin, hawk feathers, and a magnetized iron wing. this force coin will fly to intercept and stop any attack spell. ( fireball, lightning bolt) it flies at a rate of 36, with l..class b. is used to smack something it will inflict 3d8 damage and dispel itself. Eigth level (almost done) shoot...spelling errer there :) Tyveks Immortal Words Range: hmm 0 probably. comp: VSM Duration: special casting time : Special area of effect: special save: none This enchantment conjuration spell allows the caster to carve words onto almost any surface. the components are the words to be written, a mithril chisel of drawven make, and dragon spittle. these words are PERMENENT on the surface for ETERNITY (or 7000 years..whichever comes first) if said stone is destroyed, the words will appear as flaming letters at night time. if an abode is built to obstruct their original view, they will begin to destroy the home, using earthquake once a year at a random time. Tyvek plans to use this spell to RAT on his friends on his deathbed. dispel magic will NOT affect this spell, though a wish spell has a 70% chance of working. Tyveks Forceplate This spell exactly duplicates the forceshield spell, but affects a whole suit of PLATE MAIL. :) the magical plate has no mass nor weight. it does NOT prevent magic use. okay 9th level. Tyveks Tectonic Entity range: 10 yards Comp: VSM Duration: one hour per level casting time: one day er scratch that..it backwards...one hour cast..one day per level. area of effect: one being save: none This enchantment conjuration spell requires a diamond vial with elemental air contained within... using this spell traps an elemental spirit within an humanoid construct. it behaves as a half HP stone golem for combat purpose. (i'm shortening these up because a friend is threaenint to call and destroy my link) ask me for clarification.) and last but not least.. ///////////////////////// okay his last and most powerful spell... Tyveks Indestructable Cover (my gag spell...ever see comics covered with this stuff?) Range: 0 Components: V and material sorry Duration: one round Casting time: 1 Area of effect: caster save: you don't REALLY want a save do you? This spell requires a scrap of elven chain mail. It conjures into being a body shaped force shell that can resist ANY attack, and I mean ANY.. but it's weakness is it's short duration. Normally its used to avoid an apparent death blow...it would allow the mage to TAKE a boulder to the head and live. or hold up a collapsing ceiling for one round. No spell can penetrate it and dispel magic is ineffective. Spellstrike is the only other known attack that would work... but who packs spellsti.. er spellstrike but OTHER abjurers.. :) Okay..he's done..opinions (aside from being miffed I posted 3 times.)