Date: Mon, 20 Jun 1994 22:10:33 -0400 From: Joe Delisle Subject: ADND: New Spells Here are three new spells for everyone to evaluate... let me know what you think, as I'm not sure about the levels. Comments are appreciated! (note: this runs about 80 lines) Vanquil's Clinging Pockets I Level: 1 Range: Touch Components: V, S, M Casting Time: 1 round Duration: 1 hour + 1 turn per level Area of Effect: one garment or soft container Saving Throw: None By casting this spell, the caster causes the objects inside a small soft container (like a backpack of the pockets in a piece of clothing) to stick together, and to the inside of the container. The caster is not affected by this "clinging" (there is no resistance for him/her), but others must give a strong pull to remove the items. The result is that a thief's chance to pick pockets decreases by 5% per level of the caster, but the caster's chance of noticing a pick pockets attempt doubles (whether it was successful or not). The material component is a bit of glue and some lint. (Note: this spell cannot be used effectively for other people, hence it's low level) ----------- Vanquil's Clinging Pockets II Level: 3 Range: Touch Components: V, S, M Casting Time: 1 round Duration: 1 hour + 1 turn per level Area of Effect: all soft containers and garments worn by one person Saving Throw: None This spell is almost identical to the 1st level version, except in terms of the area of effect: the caster can choose a person to bestow this spell upon, who gains all the benefits of the spell and is _not_ hindered by it. Also, all pockets, pouches, backpacks, etc that the person is carrying are protected by one casting of this spell. ----------- Vanquil's Increased Metabolism Level: 5 Range: 10 feet Components: V, S, M Casting Time: 5 rounds Duration: 1 hour/level Area of Effect: one person Saving Throw: None This spell increases the recipient's metabolism and reflexes, improving performance in combat. The recipient receives a temporary +1 bonus to Strength, Dexterity, and Constitution, and give a +2 bonus to initiative. Also, saving throws versus Paralyzation/Poison/Death and Breath Weapon receive a +1 bonus. Finally, the recipient gets a +1 bonus against being surprised. The spell has some drawbacks and limitations. A mage cannot have more than one of these spells active per every six levels (2 at 12th level, 3 at 18th level, etc). The recipient can have only one of these spells cast upon him or her at any time; having another cast will cause a heart attack (save vs. death with no bonuses, or die instantly). Only the first casting's benefits will apply if the person lives, but the penalties will be cumulative. The recipient will feel energized while the spell is active, but extremely tired and weak after it ends. For every hour after the spell expires that the recipient does not get a full night's sleep, he or she will have a cumulative -1 penalty to Strength and Constitution, plus a constant penalty of -1 for being surprised and a -2 penalty to initiative. Also, the recipient cannot fall asleep while Increased Metabolism is in effect. Any applicable penalties for sleep deprivation apply when the spell ends; mages and priests under this spell cannot rest to re-learn spells, nor can psionicists regain PSPs. Sleep inducing magics, psionics, and poisons still work normally, and the recipient can still be rendered unconscious from damage received. The recipient must also eat and drink twice as much as he/she normally would. The material component is blood from a quickling, or any non-undead regenerating creature. This spell was created to give higher level mages and necromancers a way to empower minions without the use of Animate Dead. [Author's note: this is the spell whose level I'm not sure about] Date: Sat, 18 Dec 1993 23:53 EST From: The future's not all it's cracked up to be Subject: Re: Call for spells (second try) To: wsbusr1@urc.tue.nl, adnd-l@pucc.BITNET (I'm sending this both to the ADND list and the Keeper of the Great Net Spellbook). >I would like to ask anyone whose >character (either a mage or a priest) has devised some new spell, to >send it to me. I have a couple new spells fresh from the research labs of the (in)famous F/M/T Vanquil... let me know what you all think. Unique Spells - List Two Vanquil's Wall of Light (Alteration, Evocation) Level: 4 Range: 60 feet Components: V, S, M Duration: 1 turn + 1 round/level Casting Time: 4 Area of Effect: 20 square feet per level, 1 inch thick Saving Throw: Special Vanquil's Wall of Light creates an opaque horizontal or vertical wall, which appears to be pure white in color, and glowing softly (providing as much illumination as a candle). Both sides of the wall have this appearance. Inside the wall is a different story: it is brighter than the sun on the inside. Any creature whose eyes (or other visual organs) pass through the wall must make two saving throws. If both are successful, the creature suffers no ill effects. If only one saving throw is made, the creature is blinded for one round per level of the spellcaster. If both saving throws are failed, the creature is blinded permanently. The Wall of Light can be created such that the area of the wall is halved, but the thickness is doubled. For each inch of thickness after the first, everyone who passes through the wall makes their saving throws against spells at a -1 penalty. If the Wall of Light was 3 inches thick, the saving throw penalties would be -2 on each save vs. spells. The thickness can be increased as many times as the caster wishes, provided that the length and width are decreased appropriately. The Wall of Light must be flat, but needs no physical support or connections, unlike a Wall of Stone or Wall of Iron. It can even be cast in midair, or in the vacuum of Wildspace. Note that the area of effect is measured in square feet, not a square with sides 20' per level. The wall offers no impediment to entry and exit, and missile weapons can be fired (blindly) through the wall. Creatures that are blind, or do not rely on normal visual light are unaffected by this spell. Underground dwellers, or other creatures that suffer penalties for being in full sunlight make their saving throws at a -3 penalty. Undead harmed by sunlight are unaffected by this spell, except for the effects suffered by living creatures. Individuals who know the nature of this spell (that it's extremely bright on the inside) can attempt to cover their eyes. Such individuals only need to make one saving throw with a +1 bonus; if failed, they are blinded for 1 round per caster level (preparations were insufficient). If one melee round is spent covering the eyes (with bandages, cloaks, or anything difficult or creative) the saving throw bonus increases to +5. The material component is a live glowbug, a pinch of phosphorus, and a pinch of magnesium. Vanquil's Wall of Detection (Divination) Level: 5 Range: 10 feet per level to cast, 50 feet per level after Components: V, S, M Duration: 1 turn/level Casting Time: 1 round Area of Effect: a square with 20' sides, thick as a human hair Saving Throw: None Vanquil's Wall of Detection creates an invisible, intangible wall that can mimic the function of several divination spells, and relay that information to the caster. The wall is immobile, flat and vertical, but it needs no physical support and works through solid objects (like floors). However, the caster must have been able to physically see the area when he or she cast the Wall, and be within 10 feet per level of the area. After the spell has been cast, the mage can move up to 50 feet per level away from the Wall and still receive information from it. Moving outside that range causes no information to be received from the Wall (the information is simply "lost"). The spellcaster gets one "slot" for the Wall's powers for every three levels of experience, rounded down. (A 12th level mage would have 4 "slots" available.) The mage can then choose which effects are desired (until all slots are filled); the effects cannot be changed. The cost for each effect is listed below. One "slot" each (limited) clairvoyance: The caster receives blurry images of what passed through the wall. These images represent only a general form, and not specific shapes. The caster could tell a rock from a stick from a humanoid, but not a dwarf from an elf. If the object/creature is invisible, or there is insufficient light, this effect will reveal no information. Infravision other the Wall's version is not compatible with this effect. detect disease: The caster becomes aware that something that touched the wall is diseased. detect evil: The caster becomes aware that something that touched the wall is of evil alignment. detect good: The caster becomes aware that something that touched the wall is good-aligned. detect invisibility: The caster becomes aware that something that touched the wall is invisible. If a visual power was chosen as well, the mage will be able to see the invisible object. detect magic: The caster becomes aware that something magical touched the wall. Being a spellcaster does not mean a person "is" magic; only a magic item or spell will trigger this effect. detect undead: The caster becomes aware that some type of undead came into contact with the wall. "infravision": The caster is aware of the relative temperature of everything that touches the wall: very hot (over 90 degrees F), warm (70-90 F), cool (40-70 F), or cold (under 40 degrees F). Most inanimate objects (and undead) will be close to the same temperature as the air. This power can be combined with visual powers for true infravision. know alignment: The caster becomes aware of the law/chaos side of alignment for any creature that touches the wall. know school: The caster becomes aware of the school specialization of any wizard who touches the wall. If the person is not a specialist wizard, this option has no effect. penetration awareness: The caster becomes aware of the number of creatures/objects that touched the wall, and general size (as per Monstrous Compendium sizes -- Tiny through Huge). This effect does not give any visual information, but will detect invisible creatures and works regardless of the illumination level. Two "slots" each clairaudience: The caster can hear everything within 30' of the wall. clairvoyance: The caster can see everything within 30' of the wall, assuming there is sufficient illumination. Natural infravision will not work with the Wall of Detection; the Wall's "infravision" power must be used. Invisible creatures cannot be seen (unless the Detect Invisibility power was chosen). ESP: The caster gets an idea of the surface thoughts going through a creature's mind for the entire round. know full alignment: The caster learns the full alignment of a creature that passes through the wall. This includes both the lawful/chaotic side and the good/evil side. When something passes through the Wall of Detection, the mage is aware of it only if one of the detection effects was triggered, or a visual power (like (limited) clairvoyance or penetration awareness) was used. Without a visual power, the caster will not know how many creatures/objects triggered the detection effect, or the specific object/creature that was the trigger. Although the Wall can pass through physical objects, visual powers cannot. For example, a 9th mage casts a Wall of Detection, and chooses Detect Good, Detect Magic, and Detect Undead. The mage would be totally unaware if a group of poor assasins passed through the wall (not good, no magics, and not undead). If ten paladins and one assasin passed through the wall, the mage would be aware that something good-aligned (and possibly having magic) passed through the wall, but the mage would not know how many creatures/objects passed through, nor would he know which ones were good and/or possessing magic. If the mage has chosen Detect Good and Clairvoyance, he would know which persons were of good alignment, what they looked like, and what everyone within 30 feet of the wall was doing. Since the wall is hair-thin, the information last for only a fraction of a second unless the creature/object pauses inside the wall. In other words, the DM should only tell the player the information once. Also, it is nearly impossible to guage an object's speed unless it comes to a near stop while in the area of effect. The incoming information does not "overload" the caster or disrupt spellcasting. Other spells can detect the Wall of Detection. Detect Magic will show that there is "something" in the Wall's position (it won't reveal anything else, except possibly the school), and Detect Invisible will allow the caster of that spell to actually see the Wall. Detect Scrying will reveal the existance of the Wall, and its location, but not the Wall's caster. If a Wall of Detection is inside Mordenkainen's Private Sanctum protected area, the mage cannot receive information from the Wall unless he/she enters the M.P.S.'s area of effect. The material components are two different sensory organs from two different magical creatures. Also, if the central eye of a beholder is used as a material component, the Wall of Detection cannot be detected by Detect Magic, Detect Invisibility, or Detect Scrying. |\ | | | /| | \ | Joe Delisle | jdelisle@loyola.edu | / | jdelisle@cs.loyola.edu | \| | (preferred) |/ | MUDs: Just say no! From: jdelisle@loyola.edu This file is a list of new spells and psionic powers for TSR's AD&D game. It was originally posted to the ADND-L mailing list in July, 1992. Any comments or feedback can be sent to JDELISLE@LOYOLA.EDU SPELLS Freeze (Enchantment) Level: 1 Range: 30 feet Components: VS Duration: Instantaneous Casting Time: 1 Area of Effect: 8 cubic feet per level (2' x 2' x 2' cube) Saving Throw: None This spell instantly freezes a quantity of water in any shape the caster desires. If a living creature has any part of it inside the area of effect, it can make a saving throw vs. paralyzation (with a +4 bonus) to escape, or be stuck in the ice. The ice is nonmagical and can be affected normally. Mist (Evocation) Level: 1 Range: 20 yards Components: VS Duration: 2 rounds/level Casting Time: 1 Area of Effect: up to one 50-foot cube per level Saving Throw: None Mist creates a huge fog cloud that can be seen through, but reduces the range of vision greatly. In normal use, all sighting distances (in the PHBv2) are halved. Vision can be decreased to a third of its normal range by reducing the area of effect to one cube (with a 25 foot side) per level. The shape of the cloud must be rectangular. For example, a 2nd level mage could create a Mist cloud 100'x50'x50'. Coin Toss (Alteration) Level: 2 Range: 30 feet Components: SM Duration: Instantaneous Casting Time: 2 Area of Effect: One Metal Coin (preferably gold) Saving Throw: None Coin Toss gives an electrical charge to a single metallic coin, which is then thrown at the target. The casting of the spell appears to be rather innocuous, but a bit theatrical (ie, taking approx 10 seconds to take a coin out of a purse). Only a mage who has this spell, someone actively using the spellcraft proficiency (and states it), or someone who has fallen victim to this spell before will recognize that Coin Toss is being cast. Upon completing the spell, the caster throws the coin at the intended victim, requiring an attack roll. Treat metal armor as AC 10, but allow for any magical or dexterity bonuses. If the victim is actively trying to catch the coin, consider it an automatic hit ("Take my last gold piece, thief!"). If the attack is successful, the victim takes 1 point of damage per caster level (maximum 16 points). If the coin is gold or another good conductor, add 1 point to the damage roll. If the victim is wearing metal armor, add 1d4 to the damage roll. The material component is the coin being throw, which is consumed in the casting. Stealth Missile (Evocation) Level: 2 Range: 10 yards + 5/level Components: S Duration: Instantaneous Casting Time: 2 Area of Effect: 1 or more creatures in a 10 foot by 10 foot area Saving Throw: None This spell is the same as a Magic Missile spell, except that it can be cast in absolute silence, and its missiles are extremely hard to see (5% chance per observer's level). It is perfect for those who need quiet and mage/thieves. Vanquil's Tent (Alteration) Level: 2 Range: 0 Components: V Duration: 4 hours + 1 hour/level Casting Time: 2 Area of Effect: 11' radius sphere Saving Throw: None This spell is a lesser version of Leomund's Tiny Hut. It will keep out winds of up to 50 miles per hour, as well as one type of precipitation (rain, snow, sleet, hail, etc) that is named at casting time and cannot be changed. For example, if the spell was cast to keep out rain, but the weather changed to hail, the hail would be able to enter the Tent. As with Leomund's Tiny Hut, the caster cannot leave the Tent without ending the spell. Temperatures inside the tent are the same as those outside the tent, but there is enough room inside for a small fire. Vanquil developed this spell as a lower-level alternative to the Tiny Hut, since he typically used all of his third level spells in combat. Gymlainac's Lightbend (Alteration - Wild Magic) Level: 3 Range: 0 Components: V Duration: 1d4 + 1 round/level Casting Time: 3 Area of Effect: Creature Touched Saving Throw: None This wild magic spell bends light waves around the recipient, creating an effect similar to the 2nd level spell Blur and a Cloak of Displacement. The recipient's form is both blurred and sways (regardless of movement), making him much more difficult to hit. When the spell is cast, roll 1d4 to determine the armor class and saving throw bonus. This spell was developed by the wild mage Gymlainac, in an effort to create a wild magic version of Invisibility. Timejump (Enchantment, Alteration) Level: 3 Range: 0 Components: V Duration: 1 round (special) Casting Time: 1 Area of Effect: The Caster Saving Throw: None Timejump allows the teleport ahead in time by (roughly) 60 seconds. When the spell is cast, the caster disappears for 1 round, and then reappears in the same place. For the caster, the shift in time is instantaneous, so he cannot prepare for "re-entry" in any way. The caster reappears at the same time in the round that he disappeared (using initiative as a clock), and cannot take any actions during the round of "re-entry". If a solid object is blocking the spot where the caster will re-appear, then he will be trapped in the Astral Plane. Getting home is up to the caster. Timespeed (Alteration, Enchantment) Level: 3 Range: 30 feet Components: VM Duration: 2 rounds/level Casting Time: 3 Area of Effect: 20' by 20' square, 1 creature per 2 levels Saving Throw: None This spell is similar to a Haste spell, but instead of speeding up the recipients' metabolic reactions, Timespeed alters the flow of time around the recipients. As a result, for every minute that passes in the real world, 2 minutes passes for those affected. Because time itself is being changed, those affected by this spell do not age. On the downside, all spells or spell effects cast on the recipients of a Timespeed only last half as long (going by "real world" time), regardless of whether or not they were cast before or during the Timespeed. The maintenance cost of psionic powers that affect only the psionicist is doubled as well. Spellcasters cast spells as if they were under the influence of an Alacrity spell (TSR's Tome of Magic). The material components are two clock faces painted on slate, one an hour ahead of the other. These are consumed during the casting. Vanquil's Immunity To Pain (Illusion/Phantasm, Enchantment) Level: 3 Range: 0 Components: VS Duration: 1 round/level Casting Time: 2 Area of Effect: Creature Touched Saving Throw: Special This spell is a mixed blessing. It prevents the subject from feeling any kind of pain, either from wounds or artificially induced (ie, magic, psionics). Thus, spellcasters and psionicists can use their abilities regardless of what kind of damage they take in a round, and tortures and pain-inflicting abilities (like the psionic Inflict Pain) do not affect the recipient. On the downside, the recipient is unaware of any hit point losses, poisoning, disease, etc., and does not know if he has been hit or needs healing. The recipient could be down to 1 hit point and not know it. Low intelligence creatures tend to feel invulnerable while under this spell (no pain, no injury), while higher intelligence ones realize the danger of the situation. Unwilling creatures get a saving throw versus spell. Vanquil's Snowball (Evocation, Enchantment) Level: 3 Range: 25 yards/level Components: VS Duration: Instantaneous Casting Time: 1 Area of Effect: One creature Saving Throw: Special This spell functions like improved version of Snilloc's Snowball (although developed without knowledge of Snilloc or his spells). When cast, it creates a blue-white snowball in the caster's hand, which is then thrown in the same round, with a chance to hit equal to the caster's THAC0 +3. As it flies towards the target, the snowball expands to become a three-foot diameter mound of snow. Neither Shield nor Protection From Normal Missiles (or similar spells) will stop the Snowball, but a Minor Globe of Invulnerability will. Immunity to cold will not prevent damage, nor being knocked over if the save is failed, but will prevent the target from being unable to cast spells. If the target makes his saving throw vs. spell, he takes 1d2 points of damage per caster level (maximum 8d2 points of damage), and cannot cast spells in that round or the next round. If the target fails his saving throw, he takes 1d2 points of damage per caster level (up to 8d2), is knocked down (ie, prone), and the intense cold prevents spellcasting for the next 1d6+1 rounds (due to severe shivers and chattering teeth). This spell was developed as an anti-spellcaster weapon, and definitely _not_ intended for general use. It appears here only because the formula was stolen by an ungrateful apprentice of the elven mage Vanquil. Despite the fact that the apprentice was killed by Vanquil himself less than two weeks after the theft, the spell had already been circulated to several unscrupulous mages. Paranoia (Enchantment, Illusion/Phantasm) Level: 4 Range: 10 yards/level Components: VSM Duration: 1 hour + 3 turns/level Casting time: 6 Area of Effect: One Creature Saving Throw: Special Paranoia is a spell used to unnerve and frighten humanoid creatures. If the target makes a saving throw vs. spell with a -3 penalty (adjusted for Wisdom), then he will greatly desire to leave his present location, but will suffer no other ill effects. Elves have a 5% chance to resist the effects of the spell, but still get a saving throw. Creatures who fail the saving throw are convinced that "everyone is out to get them". The spell creates a hallucinatory person who follows the target everywhere, but "disappears" when looked for. The target also has the feeling that he is being watched, and in fact has a chance (5% per caster level) of thinking someone nearby is spying on him. The target believes that everyone is talking about him, especially those whose conversations he can't hear. Remove Curse or Heal will restore the person's mind, but Dispel Magic will not. Furthermore, any action that requires concentration (spellcasting, turning undead, using a psionic ability or thief skill, etc) has a chance to fail to the victim's highly emotional state. The chance of failure is: (level Paranoia's caster * 5%) - 30%. The end result of this spell is that anyone who fails their saving throw will be branded insane or bewitched, and treated appropriately. NPC's who are subjected to this spell will spend at least the next day sulking, still afraid of everyone (this is not a magical effect, simply an after-effect). If an NPC knows who cast the spell, they will either be afraid of the caster (for weaker NPC's) or very angry (stronger NPC's). For example: Two mages cast Paranoia at Strongarm and Bloodaxe, who are in a large dining room. Bloodaxe makes his saving throw, and becomes aware of something being "wrong" in the room. He leaves, wary of what might be out there, but more afraid of what is inside. Bloodaxe suffers no other ill effects. Strongarm fails his saving throw, and becomes convinced that everyone in the room is either plotting against him, or spying on him. In fact, he's certain that the Duke is spying on him. Not willing to fight everyone in the room ("they're all out to get me!"), Strongarm flees. As he runs down an empty hallway, he gets the feeling he's being followed, and actually sees someone in the corner of his eye. When Strongarm tries to confront his "shadow", he finds nothing. Once the spell expires, he will still feel uneasy (memories of having everyone against you are not easily forgotten!), but will no longer act abnormally. This spell was developed by Vanquil as a response to another mage's powerful mental spell, which caused great pain in its victims (specifically, Corinna and her Psiblade. Corinna has yet to experience a Paranoia spell...). This spell does not carry Vanquil's name since he does not wish it to be traced back to him (for good reason). The material components are either a lock of hair from a madman or a drop of blood from an assassinated noble or official. Understanding (Divination) Level: 4 Range: 5 feet/level Components: VS Duration: 1 round + 1 round/level Casting Time: 4 Area of Effect: One Creature Saving Throw: Negates This spell allows the caster get use both ESP and Empathy on a creature if it fails a saving throw vs. spell with a -2 penalty. For more detailed information, like memories or motivations, someone else must ask the caster the question. The caster's player can UNDER NO CIRCUMSTANCES supply questions for other people to ask!!! Doing so ends the spell immediately (forcing the caster back into his own mind). One question per round is reasonable for easy questions, but long or complicated questions can take longer (up to the DM). A common language is not needed between caster and target, and the caster always replies in the tongue he uses most. While the spell is in effect, all the caster can do is answer questions without ending the spell. The spell can be ended at any time, simply by willing it to end. For example: A mage casts Understanding on a dragon attacking a town, and learns (by ESP and Empathy) that it is angry and plans to destroy the town. The mage's apprentice asks the mage why the dragon is attacking, allowing the mage to probe the dragon's memories, and discover some humans stole the dragon's eggs. The mage lets the spell end, to try and bargain with the dragon. Vanquil's Backbiter (Abjuration, Evocation) Level: 4 Range: 0 Components: VSM Duration: 4 hours + 1 hour/level OR until used Casting Time: 2 rounds Area of Effect: The caster Saving Throw: None Vanquil's Backbiter is a way of protecting against a thief's backstab attack. The spell is triggered when any non-missile, non-energy (ie, magic, psionics, breath weapon, etc) hits the caster from behind without his knowledge. A backstabbing thief or an invisible/silenced fighter counts, so long as the caster is surprised. The spell is considered "activated" when the weapon of such a person comes within 3 inches (1/4 of a foot) of the caster's back. Activation requires no thought or effort from the spellcaster, but the Backbiter cannot be consciously activated. When activated, the spell instantly creates a brief Stoneskin effect on the caster's back, preventing the weapon from doing any damage (on the first attack). It then releases a burst of energy missiles (similar to a magic missile) at the backstabber, causing 1-2 points of damage per level (maximum of 10d2). The energy missiles never miss, and a Shield or Protection From Normal missiles will not prevent damage. Only one Backbiter can be in effect at any one time. If another is cast before the first is used, it is lost. The material component is a small diamond of any size and the eyes of a common housefly. Vanquil's Cellular Regeneration (Necromancy) Level: 4 Range: Touch Components: VSM Duration: 4 rounds Casting Time: 4 Area of Effect: One Creature Saving Throw: None Cellular Regeneration is a spell that increases the growth rate of the body's various tissues, causing them to mend together faster. Once the recipient is touched, the spell begins to work, restoring damage according to the table below: Round Healing ----- ------- 1 1 HP 2 1d4 HP 3 1d4 HP 4 1 HP If the recipient performs any strenuous activity during the spell duration (like combat, casting spells over third level, or using a psionic power that requires a Constitution check), the spell is immediately aborted. All hit points are gained at the _end_ of the appropriate round. Due to the stress of regeneration, this spell can not be cast more than once per person for increased healing. For the spell to be effective again, the recipient must take more damage. The material component is a piece of troll flesh that has been burned in acid. NOTE: This spell is intended to give mages some curative abilities, not to replace clerics. The spell is _much_ less powerful that the equivalent Cure Serious Wound, both in terms of damage and limitations. I would suggest that DM's limit the spell to be useful to a single person only once per day (regardless of injuries). If you wish to increase the level of the spell, that's up to you. I would not recommend banning it -- unless all the NPC necromancers in your world are murderous scum with an obsession for dead things. :-) Vanquil's Iceball (Evocation _or_ Conjuration) Level: 4 Range: 100 yards + 10/level Components: VS Duration: Instantaneous Casting Time: 4 Area of Effect: 20' radius sphere Saving Throw: 1/2 There are actually 2 different Iceball spells: An evocation version and a conjuration version. Both versions do 1d6 points of damage per level, up to 10d6, with a saving throw for half damage. The area of effect is a sphere with a 20 foot radius. The spells differ as follows: _Evocation_ version: The spell drains thermal energy from the affected area, producing intense cold. There is no pressure caused by the Iceball, so unlike a fireball, the chilled area conforms to the surroundings (like Snilloc's Snowball Swarm). Therefore, it can be used in confined areas without the danger of a backfire. The Evocation Iceball WILL freeze all exposed liquids, and if cast underwater, will create a 40' diameter ball of ice (creatures inside area save vs. paralyzation to avoid entrapment). The ball of ice will immediately float to the surface. Creatures immune to cold take no damage from this version. _Conjuration_ version: This version draws forth ice and cold from the Para-Elemental Plane of Ice, causing a destructive blast of ice. The Conjured Iceball will NOT conform to its surroundings, and will expand to its full area of effect, just like a fireball. Underwater, this version does only 1d4 points of damage per level, and does not create any large pieces of ice. Fragile objects (vials, mirrors, etc) must save vs. crushing blow to survive the ice barrage. Creatures immune to cold will still take 1-2 points of physical damage per level (unless immune to normal missiles). Because this version accesses an Elemental plane, it will not function while spelljamming in the Flow or in other situations where access to the elemental planes is cut off. Vanquil's Lightshed (Alteration) Level: 4 Range: 60 yards Components: VS Duration: 1 turn/level or until used up Casting Time: 3 rounds Area of Effect: Special Saving Throw: None Lightshed is a spell that creates multiple Continual Light spheres, one per level. The caster can create one Continual Light sphere per round, and can take any actions while the spell is in effect (except cast other spells). Continual Light spheres can be created as often as the caster wishes, up to the spell limits. The spheres created by Lightshed are permanent and essentially the same as Continual Light, but Lightshed cannot be used against a living creature (doing so will end the spell). Lightshed was created so that a mage could quickly and easily "cast" multiple Continual Light spells per day, without wasting every 2nd level spell available. This spell is also useful for mages who wish to earn money by lighting up local castles or dungeons, since the "average" price of a Continual Light is 50 g.p. per sphere. Vanquil's Milling Crowd (Conjuration/Summoning) Level: 4 Range: 5 yards/level Components: VS Duration: 5 rounds/level Casting Time: 1 round Area of Effect: One Crowd (special) Saving Throw: Negates (special) Milling Crowd summons people to enter a crowd and interact with the people in the crowd. The conjured people can try to impart one opinion or emotion of the caster's choosing, thus changing the crowd's mood or opinion. Thus, a group of angry protestors could be made to riot, become less violent, or protest a different (but related) topic. The spell summons 1 "person" per level, who can only be used to influence crowd reactions. Any attempts by the caster to attack the summoned people, use them as barriers, or use the in any way not associated with interaction will terminate the spell immediately. The people will be of the same racial mix as the crowd they must infiltrate (a crowd of 75% humans and 25% gnomes would result in 75% of the summoned people to be human, 25% to be gnomish). The spell can influence a crowd in one of two ways: It can either change the reaction adjustment of the crowd by one factor, or it can be used to give the crowd another direction. For example, Milling Crowd can either make a group more hostile or less hostile, OR it can change the group's focus in some minor way. If the group wanted to hang someone at noon, the spell could "suggest" an alternate means of execution, or a change in the time of execution, etc. The saving throw for the crowd uses the average hit dice for the saving throw vs. spell. If the mage is trying to influence reactions, the crowd has a -3 penalty on the saving throw. If the spell is trying to give the crowd other ideas, the saving throw is made without penalty. Depending on the nature of crowd and their focus of attention, it is not unreasonable to have saving throw modifiers from +5 to -5 (ranging from agreement with the caster's purpose to considerable opposition). The spell is not guaranteed to work if it encounters some form of absolute resistance (for example, a local custom dictating the means and time of execution). If the crowd makes its saving throw, it is unaffected. If the roll is a natural 20, the crowd is aware of attempts to manipulate it. It is important to note that the spell does not directly affect the crowd in any way, so magic resistance is useless and spells like Detect Charm will reveal nothing. Travel Cancellation (Alteration) Level: 5 Range: 30 yards Components: VSM Duration: 1 turn/level or until used up Casting Time: 5 Area of Effect: One Creature Saving Throw: None This spell prevents travel by extraplanar means, distorting the effects of spells like Blink and Teleport. Any time a spell involving such transport is cast and the victim is involved (either as caster or passenger), there is a 5% chance per level of the caster of Travel Cancellation that the transport spell will misfire. The spell lasts for a maximum of 1 turn per level, or for level/3 (rounded down) cancellations, whichever comes first. Misfires: Rope Trick: Victim is unable to enter extradimensional space Blink: Victim always reappears in the same spot, but facing away from enemies Dimension Door: Distance travelled is constant, but direction is random Dimension Folding: The fold closes in front of the victim, preventing transit Bowgentle's Fleeting Journey: The caster is teleported instead of the passenger Teleport: Either fails, or arrive 1d10 miles from destination (DM choice) Teleport Dead: The caster is teleported instead of the body Plane Shift: The group lands in a random area in the Prime Material Plane Succor (both versions), Teleport Without Error, Astral Spell, and any spells over 6th level are unaffected. It is the DM's option if extradimensional magic items (bag of holding, well of many worlds, etc) are affected by Travel Cancellation. The material component are two magnets that are strongly attracted to one another, one of which has the caster's sigil painted on it. Vanquil's Drifting Blizzard (Evocation) Level: 5 Range: 10 yards Components: VS Duration: 1 round/level Casting Time: 5 Area of Effect: 40' wide, 20' high, 20' deep cloud Saving Throw: Special This spell is a cold-based version of Cloudkill, creating a light gray cloud that leaves frost in its wake. It functions just like a Cloudkill, except that damage comes from cold, making fire based creatures more vulnerable to the spell (treat them as having 2 fewer hit dice, and they automatically take double damage). Creatures who fail their saving throws by 4 or more are encased in a thin layer of ice (about 1/4 inch). Those who make their saving throws still take appropriate damage (1d10). Cold based creatures are immune to this spell, and some (like white dragons) might find it refreshing. Hit Dice Fire-Based Saving Throw (normal) creatures ----------- ----------- ---------------- 4 or less 6 or less Killed instantly 4+1 to 5+1 6+1 to 7+1 Save vs Spell at -4 5+1 to 6 7+1 to 8 Save vs Spell (unmodified) 6+1 or more 8+1 or more None, 1d10 damage (2d10 for fire based) Vanquil's Freeze Ray (Evocation) Level: 5 Range: 5' per level Components: VS Duration: Instantaneous Casting Time: 5 Area of Effect: One creature Saving Throw: Special This is an modified version of Cone Of Cold that effects only one creature. It creates a beam of intense cold 5 feet long per caster level, but only a tenth of an inch wide. If the target fails its saving throw (versus spell), it takes 1-8 points of damage per caster level (up to 12d8). If the target makes its saving throw, it narrowly dodges the beam, but is close enough for its body heat to dissipate the beam. Of course, that also means the beam cools down the target, causing 1 point of damager per caster level (max 12). Creatures that are cold-based (like white dragons or ice para- elementals) take no damage from this spell, but fire-based creatures (like red dragons and salamanders) take +1 point of damage per hit die. Undead take no damage from this version. Vanquil's Thermal Lance (Evocation) Level: 5 Range: 5' per level Components: VS Duration: Instantaneous Casting Time: 5 Area of Effect: One creature Saving Throw: Special Thermal Lance is a virtual duplicate of Vanquil's Freeze Ray, except that damage comes from a beam of magical fire. Fire-based creatures are immune, and cold-based creatures take +1 point of damage per hit die. ---------------------------------------------------------------------------- ---------------------------------------------------------------------------- (note: unless otherwise noted, all spells were created by the elven fighter/mage/thief Vanquil. Would you want your name associated with the Paranoia spell?!?) ---------------------------------------------------------------------------- ---------------------------------------------------------------------------- The contents of this file (spells) are Copyright 1992 Joseph Delisle, all rights reserved. Permission is given to copy, distribute, and use this file so long as it is not modified in any way, and no monetary profit is gained by doing so. (if you have any comments, I can be reached at JDELISLE@LOYOLA.EDU)