Date: Wed, 23 Mar 1994 00:59:38 -0600 From: John Dupuy Subject: ADND-L Spell of the Gods Here are some wandering musings for an interesting idea. The players handbook pretty much rules out anything above 9th level spells. After all, what can be more powerful than a Wish that can do anything? Well, how about the powers reserved for the gods. For god-like powers it would be usefull to assign levels above 9th. What follows are some suggestions for diety spells. But, first some comments about these spells: 1. These spells are not defined as magic-user or priest, but are in a category all their own. 2. It is *extremely* unlikely a god will give a priest one of these spells. If a god does, it will be given for a specific purpose. 3. It would decades or longer for a high-level mage to research one of these spells. In fact, it may take multiple generations of mages to finish the work. 4. These spells cannot be inscribed on a scroll. If a mortal stumbles across a written version of the spell, it would fill a library. 5. The gods may take a personal interest if a mortal casts one of these spells. 6. If a mortal casts these spells, it exacts a high price. Demi-gods may also feel a heavy price. Major dieties have a innate resistance to the backlash of these spells. 7. The spells are magical, but the results are not. Therefore, they are immune to Dispel Magic. For better or worse here are some spells. (when the description says "full" diety, it means those gods who were born with no mortal blood in their lineage). Let me know what you think. TRUE EMOTION (10th level) Range: Touch Components: V,S Duration: Special Casting Time: 3 Area of Effect: 1 creature Saving Throw: None This spell creates a specific emotion or emotional state in the creature. All the emotions are available (Hate, Love, Fear, etc.). The emotion can be directed. (ie. Joe the Drow falls in love with Alisa the Paladin.) Unlike a similar effect available from a Wish, the emotion is true and not suspect to "healing" or "dispelling". But, since the emotion is real, the affected creature might be able to ignore the emotion (just like any real emotion.) The creature affected must be at least 8 levels lower than the caster. This spell takes away 1d6 points of charisma from the caster for 1d4 days. Demi-gods and gods are immune to this penalty. CHANGE PERSON (11th level) Range: Touch Components: V,S,M Duration: Permanent Casting Time: 10 Area of Effect: 1 creature Saving Throw: DM's discretion This spell creates a real change in a creature. Hit points, stats, personality, the whole works can be changed. Even the race of the character can be modified. The caster must be 15 levels above the creature. This spell can be used with the resurrection spell to resurrect a creature with no more constitution points. (But finding the help of a Mage 15 levels above you can be tricky! :) ) For a mortal caster: Caster loses one consitution point permanently. If caster fails a roll vs. Wisdom, the caster's hit points drop to zero and drops unconsious. Else, the caster takes 1/2 damage. Demi-god caster: Roll 1d20, on a 20 takes 1/2 hit point damage Full dieties are immune to any harmful effects. CREATE LIFE (12th level) Range: 0 Components: V,S,M Duration: Permanent Casting Time: 2d4 days Area of Effect: 1 creature Saving Throw: None This spell create the body and soul of a new creature. The exact details are spelled out during the very long casting time. The new creature is always 0 level, and must be trained like a new baby. The creature may have innate abilities. The creature may not reproduce. As always, the created creature is not magical and is immune to dispel magic (although the creature may be able to wield magic once trained.) For a mortal caster: Caster loses two points of constitution permanently. If the caster fails a roll vs. Wisdom, the caster dies. Else the caster takes 2d12 points of damage. Demi-god caster: Roll 1d20, on a 20 the Demi-god's hit points drop to 1. Else, 1d12 points of damage. Full dieties take 1d6 points of damage. CREATE RACE (19th level) Range: 0 Components: V,S,M Duration: Permanent Casting Time: 2 weeks Area of Effect: 1 or 2 viable creatures Saving Throw: None This spell creates a new race. A spell such as this created the elves, for instance. The spell creates enough creatures to start the race. For a mortal caster: The caster permanently loses 8 points of constituion, ages 40 years, and dies. If the number of constitution points is lower than 1, then the caster cannot be raised. Demi-god caster: The demi-god loses 2 constitution points. Roll 1d20, on a 20 the Demi-god dies. Else, 3d12 points of damage. Full dieties lose one point of constitution permanently. TURN BACK TIME (20th level) Range: Current Plane of Existence, 1 year/level Components: V Duration: Permanent Casting Time: 1 Area of Effect: One plane Saving Throw: None This spell turns back the clock of time for an entire plane. The years are re-lived for the years set back. Only extra-planar creatures and the caster are aware that the clock was moved back. There is no known way to undo this spell. For a mortal caster: Are you kidding? Demi-god caster: The demi-god ceases to exist: permanently. Full dieties: Roll 1d20, on a 19 or 20, the diety ceases to exist. Else, the diety permanently loses 20 points of constitution.