Date: Sun, 26 Sep 1993 08:56:31 +0501 From: John Michael Martz Subject: ADND-L: 2 cleric spells Here are 2 spells I've developed for my DARK SUN campaign--the first is actually based on one of the special attacks of the Salt Golem, which I posted to the DARK SUN list some time ago. However, they can fit into any campaign (you might need to modify the sphere on the second). These spells will be appearing in the upcoming DARK SUN Net Handbook (edited by myself and Eric Tunon, aka Than, see his address above too). I am still tinkering with them, so, as always, I welcome your comments. Also, if you have any material (spells, monsters, kits, weapons & equipment, etc.) that you would like to submit for the DSNHB, simply send me or Eric a copy. We hope to have the first version out around X-mas. Salt to Flesh (Alteration) Reversible Sphere: Elemental (Earth) Level: 5 Range: 10 yards/level Components: V, S, M Duration: Permanent Casting Time: 5 Area of Effect: 1 creature Saving Throw: Special Author: John M. Martz The salt to flesh spell turns any salt into flesh. If the salt was originally living, this spell restores life and possessions provided a successful system shock roll. Thus, any creature transformed into salt can be restored to flesh regardless of size. When cast upon ordinary salt, the caster can affect a volume of 10 cubic feet per level. In this case, the flesh is inert and lifeless. The reverse, flesh to salt, turns flesh of any sort into salt. All possessions are converted to salt also. The victim is allowed a saving throw vs. polymorph to resist the effects of this spell. If the target is currently suffering from dehydration, he suffers a -1 penalty to his saving throw roll for each day of dehydration (to a max of -4). Failure means that the victim is immediately turned into a statue of salt. As with flesh to stone, any statue created by this spell is subject to breakage or weathering; however since salt is more fragile than stone, the resulting statue is more susceptible to these threats. Salt statues are especially susceptible to liquids and blowing sand. Any statue exposed to at least one gallon of liquid or prolonged exposure to blowing sand in excess of 20 miles per hour suffers damage per the following table, and the victim, once restored to flesh, appears as if mutilated by acid. The DM rolls 1d4 and modifies the roll depending upon the type of damage. For water damage, the DM modifies the roll by adding 1 for every gallon of liquid. For wind damage, the DM adds 1 for every 20 miles of wind speed multiplied by the number of hours exposed. For example, a salt stature is exposed to a sand storm with 40mph winds for 3 hours. The DM rolls 3 on a d4, modifies the roll by +6, and consults the following table for the effects under 9. The victim, if returned to flesh, perminantly looses 5 points of Charisma and 9 HPs. As can be seen, the effects are cumulative. Modified Roll Effects 1-4 Restored individual is horribly scarred, Charisma reduced by 5 points (cannot be reduced below 1). This damage can only be healed by regenerate, wish, or similar magic. 5-9 Restored individual perminantly looses Hit Points equal to the modified roll (cannot be reduced below 1 Hit Point). This damage can only be healed by regenerate, wish, or similar magic. 10-14 One of the victim's limbs is unusable; the DM randomly determines which, using 1d4 (1=left arm; 2=right arm; 3=left leg; 4=right leg). This damage can only be healed by regenerate, wish, or similar magic. >15 Restored individual is dead. He can be brought back to life with resurrection, wish, or similar magic. Note: raise dead will not work since the body will not be whole. The material component is a small statue carved from salt. Wax to Flesh (Alteration) Reversible Sphere: Cosmos Level: 6 Range: 10 yards/level Components: V, S, M Duration: Permanent Casting Time: 6 Area of Effect: 1 creature Saving Throw: Special Author: John M. Martz The wax to flesh spell turns any wax into flesh. If the wax was originally living, this spell restores life and possessions provided a successful system shock roll. Thus, any creature transformed into wax can be restored to flesh regardless of size. When cast upon ordinary wax, the caster can affect a volume of 10 cubic feet per level. In this case, the flesh is inert and lifeless. The reverse, flesh to wax, turns flesh of any sort into wax. All possessions are converted to wax also. The victim is allowed a saving throw vs. polymorph to resist the effects of this spell. Failure means that the victim is immediately turned into a statue of wax. As with flesh to stone, any statue created by this spell is subject to breakage or weathering; however since wax is much more fragile than stone, the resulting statue is more susceptible to these threats. Wax statues are especially succeptible to fire and heat damage. Any wax figure left exposed to fire (or acid) or heat (e.g., the desert sun) in excess of 100 degrees suffers damage per the following table, and the victim, once restored to flesh, appears as if mutilated by acid. Remember, that the surface temperature in the desert is hotter than the air temperature--when it is 100 degrees 7' off the ground, it can be 170 degrees on the surface. The DM rolls 1d4 and modifies the roll depending upon the type of damage. For normal fires (e.g., campfire), the DM modifies the roll by adding 1 for every round of exposure. For magical fires (e.g., fireballs), the DM modifies the roll by the amount of damage inflicted. For heat damage, the DM modifies the roll by 1 and adds 1 for every 10 degrees above 100 multiplied by the number of hours exposed. For example, a wax stature is exposed to a the desert sun all day, during which the temperature exceeds 100 degrees for 2 hours (+2), 110 degrees for 2 hours (+4), and 120 degrees for 1 hour (+3). The DM rolls 3 on a d4, modifies the roll by +9, and consults the following table for the effects under 9. The victim, if returned to flesh, perminantly looses 5 points of Charisma and 9 HPs. As can be seen, the effects are cumulative. Modified Roll Effects 1-4 Restored individual is horribly scarred, Charisma reduced by 5 points (cannot be reduced below 1). This damage can only be healed by regenerate, wish, or similar magic. 5-9 Restored individual perminantly looses Hit Points equal to the modified roll (cannot be reduced below 1 Hit Point). This damage can only be healed by regenerate, wish, or similar magic. 10-14 One of the victim's limbs is unusable; the DM randomly determines which, using 1d4 (1=left arm; 2=right arm; 3=left leg; 4=right leg). This damage can only be healed by regenerate, wish, or similar magic. >15 Restored individual is dead. He can be brought back to life with resurrection, wish, or similar magic. Note: raise dead will not work since the body will not be whole. The material component is a small wax statue. Date: Thu, 3 Jun 1993 09:46:00 EDT From: "John M. Martz" Subject: Water Intoxication (7th lvl cleric spell) Here's a revised copy of a spell I posted to the list a week ago, or so. I thank all those who responded to my previous post. Also, I have been asked if it's ok for it to go into the GNPB and have given my permission. If you have any question/comments, feel free to write me. JOHN Water Intoxication (Conjuring/Summoning) Sphere: Elemental (Water) Level: 7 Range: Touch Components: V, S, M Duration: 1 round/level Casting Time: 7 Area of Effect: 1 creature Saving Throw: Special Upon casting this spell and successfully touching the victim, the caster causes the victim's cells to become microscopic gates to the elemental plane of water. As a result, every cell in the victim's body swells with water. The deleterious effects result from increased pressure on the brain. Not only does the severity of this condition increase over time, but the effects are cumulative, such that those suffered during stage 2 are in addition to those endured during stage 1, and so on. Stage 1: On the first round of the spell, the victim's facial and bodily features become distorted, he begins sweating profusely, and he suffers the effects of a migraine headache. In game terms, he suffers a -2 penalty to attack, damage, and saving throws. In addition, his Armor Class and initiative are worsened by 2 points. This condition causes spells and psionic powers to fail unless the victim makes a successful Constitution check; a separate check must be made for each spell or power used while under the effects of this spell. Stage 2: During the second through fifth rounds, the victim suffers as if under the effects of a Confusion spell. On the sixth round, the victim must make a system shock roll. If he succeeds, he still suffers from confusion, but his condition does not worsen this round. Each round thereafter, he must make a system shock check with a cumulative -10% modifier (i.e., -10% on 7th, -20% on 8th, -30% on 9th, etc.). On a failed check, proceed to stage 3. Stage 3: The victim falls to the ground as his body is racked with convulsions; he is unable to attack or defend himself, nor can he cast spells or use psionic powers. On the round after he falls into convulsions, the victim must again make a system shock roll using his normal percentage (start with original SS percentage; do not include any penalties suffered above). A successful check means that the victim continues to convulse for that round; his condition does not worsen. Each round thereafter, he must make a system shock check with a cumulative -10% modifier. On a failed check, proceed to stage 4. Stage 4: The victim falls into a coma for 1d100 days. On the last day (even if the victim is brought out of the coma by magical means), he must save versus death. A failed check means the victim dies. A passed check means the victim survives but suffers brain damage (roll 2d4 for INT and WIS to determine new ability scores-- new scores MUST be less than previous scores, reroll if necessary). If for any reason, the victim does not progress to the 4th stage of water intoxication--for example, the duration of the spell expires or a successful dispel magic is cast on the victim--he will suffer the effects in the reverse order (i.e., stage 3, stage 2, stage 1) for a length of time equal to the number of rounds he was affected by the spell. For example, after an initial round of migraine pain (stage 1), Julatok suffers from confusion for 7 rounds (stage 2) and lapses into convulsion for 4 rounds (stage 3) before his companion is able to cast dispel magic on him successfully. He will continue to convulse for 4 more rounds. The convulsions will disappear, and he will suffer from confusion and a migraine for 7 rounds. Finally, the confusion dissipates, leaving a migraine headache for 1 round. In total, Julatok suffered the effects of water intoxication for 24 rounds. Water intoxication affects all creatures with well-defined nervous systems (even water dwellers, such as fish). The material component is a drop of water from the elemental plane of water; water from any other source (e.g., the prime material plane) will cause the spell to fail. The caster may use his ability to gate water in order to obtain this component, and he may store it for later use as long as it is not contaminated by water from any other source. This spell does not operate on the elemental plane of water nor will it work under water. Date: Sun, 27 Jun 1993 16:34:00 EDT From: "John M. Martz" Subject: ADND-L: priest elemental wall spells (long) This note is VERY long--delete know if not interested. It represents a repost of these 5 spells I wrote for the DARK SUN setting. I have taken some suggestions that were kindly offered by fellow list members and have improved them. You will notice a few more detailed explanations, some fundamental changes (i.e., the elemental earth wall), and some minor changes (e.g., damage on the superior elemental fire wall). These spells will be included in the upcoming DARK SUN NET HANDBOOK, which Eric (known to some of you as Than--Skippy to others) and I are presently writing/compiling. If you have any questions/comments on these spells or on the DSNHB, feel free to write me. JOHN Minor Elemental Wall (Alteration, Evocation) Sphere: Elemental (any) Level: 2 Range: 10 yards/level Components: V, S, M Casting Time: 2 Duration: 5 rounds + 1 round/level Area of Effect: Special Saving Throw: None This spell allows the caster to create a stationairy wall composed of material from his elemental plane of worship (Templars may cast this spell in any form). It covers a 20-foot-square area per level (the thickness varries depending on the elemement); this area may be arranged in any manner to form a rectangular wall, as long as neither dimension falls below 5 feet. For example, a 5th level caster, who can create a wall up to 100 square feet in area, might create a wall that is 5 feet high and 20 feet long or a wall that is 20 feet high and 50 feel long. While this set of spells share common characteristics, such as duration and area of effect, the wall's specific properties differ based on its composition. Element Properties Air Creates an invisible wall of violently disturbed air that is two feet thick. Treate as per wind wall spell (p. 154, PHB). Water Creates a wall of billowing fog that is up to 10' thick per level of caster. Treate as per wall of fog spell (p. 139, PHB). Fire Creates a two foot thick wall of hot air that causes targets viewed through it to shimmer and waver. Treate as blur spell for all attacks made within or through the wall (e.g., ranged attacks; p. 140, PHB). Earth Creates a wall of swirling dust that is 10' thick. The dust obscures vision; treate as blur spell for all attacks made within or through the wall (e.g., ranged attacks; p. 140, PHB). The material component is a bit of the element (air, water, fire, earth) of which the wall is composed. Lesser Elemental Wall (Alteration, Evocation) Sphere: Elemental (any) Level: 3 Range: 10 yards/level Components: V, S, M Casting Time: 3 Duration: 5 rounds + 1 round/level Area of Effect: Special Saving Throw: None This spell allows the caster to create a stationairy wall composed of material from his elemental plane of worship (Templars may cast this spell in any form). It covers a 20-foot-square area per level (the thickness varries depending on the elemement); this area may be arranged in any manner to form a rectangular wall, as long as neither dimension falls below 5 feet. As with minor elemental wall, lesser elemental wall covers a 20-foot-square area per level (the thickness varries depending on the elemement); this area may be arranged in any manner to form a rectangular wall, as long as neither dimension falls below 5 feet. While this set of spells share common characteristics, such as duration and area of effect, the wall's specific properties differ based on its composition. Element Properties Air Creates a deafening wall of violently disturbed air that is two feet thick. Treate as per wall of sound spell (p. 78, CBH). Namely, one side choosen by caster produces such a roar that all communication (including verbal spell components) is dustrupted withing 30 feet. Those within 10 feet are deafened for 1d4 turns if they fail to save versus spell. The sound is heard on the other side, but is is not disruptive. Anyone passing through the wall suffers 1d8 points of damage and is permanently deafened unless he rolls a successful saving throw versus spell. Deafened creatures suffer -1 penalty to surprise rolls, a +1 penalty to inititive rolls, and they are 20% likely to miscast spells with a verbal compenent. A silence 15' radius spell cast by a higher level caster specifically for this purpos will dispell the wall; the wall otherwise destroys all silence spells that come into contact with it. Water Creates a wall of "solid fog" that is up to 10 feet thick per level of caster. Treate as per solid fog spell (p. 163, PHB). Fire Creates a billowing wall of black smoke that is 10 feet thick. Due to its noxious gasses, treate as per stinking cloud spell (p. 145, PHB), except those exposed to the cloud save with a -3 penalty. All vision within and through the wall is impossible. Earth Creates a wall of swirling dust that is 10' thick. This wall has two effects. Treate as blur spell for all attacks made within or through the wall (e.g., ranged attacks; p. 140, PHB). Anybody coming into physical contact with the wall will suffer as per the "itching" version of an irritation spell (p. 142, PHB)--saving throws are at a -3 penalty regardless of the number of creatures entering the area of effect. The material component is a bit of the element (air, water, fire, earth) of which the wall is composed. Elemental Wall (Alteration, Evocation) Sphere: Elemental (any) Level: 4 Range: 10 yards/level Components: V, S, M Casting Time: 4 Duration: 1 turn + 1 round/level Area of Effect: Special Saving Throw: None This spell allows the caster to create a stationairy wall composed of material from his elemental plane of worship (Templars may cast this spell in any form). As with minor and lesser elemental walls, elemental wall covers a 20-foot-square area per level (the thickness varries depending on the elemement); this area may be arranged in any manner to form a rectangular wall, as long as neither dimension falls below 5 feet. While this set of spells share common characteristics, such as duration and area of effect, the wall's specific properties differ based on its composition. Element Properties Air Creates a deafening wall of violently disturbed air that is two feet thick. Treate as per wall of sound spell (p. 78, CBH), however the roar of an air wall is so intense that anyone passing through the wall suffers damage as per shout (p. 163, PHB) and suffers a -3 penalty to his saving throw. Water Creates a vertical wall of ice. Treate as "ice plane" option of the wall of ice spell (p. 164, PHB). Fire Creates a billowing wall of smoke that is 10 feet thick. Similar to incendiary cloud (p. 189, PHB), on the third round it erupts into flame (3d2) and continues to flame for the forth (3d4) and fifth rounds (3d2). A save versus spell is allowed to halve damage. On subsequent rounds, it is identical to a lesser fire wall, except the heat remains intense, and those within the wall suffer 1 point of damager each round. Earth Creates a wall of sand that is 1 foot thick per level of caster. Treat as per wall of sand (in Forgotten Realms Adventures). Namely, the sand is thick and viscous, reducing movemnet through the wall to half speed. All creatures relying on normal sight or infravision are blinded while within the wall, and they suffer a -3 penalty to their AC for the round after leaving the wall. Creatures needing to breath suffer 1 point of damage per round spent within the wall. The wall extingushes open flames, prevents speech within it, and blocks all sight through it. The material component is a bit of the element (air, water, fire, earth) of which the wall is composed. Greater Elemental Wall (Alteration, Evocation) Sphere: Elemental (any) Level: 5 Range: 10 yards/level Components: V, S, M Casting Time: 5 Duration: 1 turn + 1 round/level Area of Effect: Special Saving Throw: None This spell allows the caster to create a stationairy wall composed of material from his elemental plane of worship (Templars may cast this spell in any form). As with the other elemental wall spells, greater elemental wall covers a 20-foot-square area per level (the thickness varries depending on the elemement); this area may be arranged in any manner to form a rectangular wall, as long as neither dimension falls below 5 feet. While this set of spells share common characteristics, such as duration and area of effect, the wall's specific properties differ based on its composition. Element Properties Air Creates a wall of poisonous gas that is 20 foot thick. Damage as per cloudkill (p. 166, PHB). Water Creates a wall of boiling water that is six inches thick. Any creature passing though a greater water wall suffers 3d8 points of damage plus 1 point per level of caster. While it is possible to fire missles through the wall, these attacks are at a -4 to hit and damage. Water created by this spell disappears after the duration expires. Fire Creates a wall of flames that is only inches thick and causes damage as the wall of fire spell presented in the PHB (p. 225). Earth Creates a wall of iron that is 1/4 inch thick per level of caster. Treate as per wall of iron spell (p. 172, PHB). Note: The duration of a wall of iron is not perminent on Athas (p. 93. DSRB). The material component is a bit of the element (air, water, fire, earth) of which the wall is composed. Superior Elemental Wall (Alteration, Evocation) Sphere: Elemental (any) Level: 6 Range: 10 yards/level Components: V, S, M Casting Time: 6 Duration: 1 turn + 1 round/level Area of Effect: Special Saving Throw: None This spell allows the caster to create a stationairy wall composed of material from his elemental plane of worship (Templars may cast this spell in any form). As with the other elemental wall spells, superior elemental wall covers a 20-foot-square area per level (the thickness varries depending on the elemement); this area may be arranged in any manner to form a rectangular wall, as long as neither dimension falls below 5 feet. While this set of spells share common characteristics, such as duration and area of effect, the wall's specific properties differ based on its composition. Element Properties Air Creates a wall of poisonous gas that is 20 foot thick. Treate as per cloudkill (p. 166, PHB), except the vapors from a superior air wall are so toxic as to slay creatures with less than 5 + 1 Hit Dice, cause creatures with 5 + 1 to 6 + 1 Hit Dice to roll saving throws vs. poison with -4 penalties or be slain, and creatures up to 7 Hit Dice (inclusive) to roll unmodified saving throws vs. poison or be slain. Those saving versus poison and those above 7 Hit Dice must leave the cloud immediately or suffer 2d6 points of poison damage each round while in the area of effect (no save allowed). Water Creates a wall of steam that is six inches thick. Any creature passing though a superior water wall suffers 6d8 points of damage plus 2 points per level of the caster. In addition, a saving throw versus spells is required; failure indicates that the creature is blinded for 1d4+1 rounds after leaving the wall. Attacks made through the wall are made with a -2 penalty. Fire Creates a wall of flames that is only inches thick. Treate as per wall of fire spell (p. 225, PHB), except creatures within 10 feet of the side that radiates heat suffer 4d4 points of damage, and those within 20 feet suffer 2d4 points of damage. A superior fire wall inflicts 8d4 points of damage plus 2 points per level of the caster to any creature passing through it. Earth Creates a wall of stone that is 1 inch thick per level of caster. Unlike the other versions of this spell, a superior earth wall is perminent unless destroyed. Treate as per wall of stone spell (p. 173, PHB). The material component is a bit of the element (air, water, fire, earth) of which the wall is composed. Date: Fri, 19 Aug 1994 10:29:03 -0400 (EDT) From: John Michael Martz Subject: New spell Well, it's been a long time since I've posted a spell to the list, but my work on the next edition of the DARK SUN Net Handbook has stirred my creative juices and I've written two wizard spells. One's near completion and I wanted to post it to see if you hand any comments on it. I wrote this one specifically to fill the lack of necromacy spells of 2nd level (there's only Spectral Hand in both the PHB and the ToM). It's a rather specialized spell, but I'm kind of proud of it. Let me know what you think. Prosthesis (Necromancy) Level: 2 Range: touch Components: V, S, M Duration: Perminent Casting Time: 1 round Area of Effect: 1 limb Saving Throw: Special Author: John M. Martz Prosthesis allows the caster to fashion a relatively functional prosthetic limb. The limb may be as small as a single digit, or it may be any amount up to an entire arm or leg. In order to cast this spell, the wizard must obtain a matching limb (of about the same size and species as the missing limb). While the limb is usually taken from a dead body, the caster can use the target's own limb if it is available. If the stump has healed (if it is not a fresh amputation), the mage must cut all living flesh from the end of the stump before casting this spell--this spell provides no pain relief. After the stump has been prepared, the caster touches the prosthetic limb to the stump and casts prosthesis. The new limb fuses with the target's skeleton, and he can begin to use it as soon as the casting is finished. Unfortunately, the target does not regain full function of his limb. The new limb, while functional, has no sense of touch and provides only 25% of normal functioning. With each passing week, the character gains another 5% functionality up to a maximum of 75% of normal. It is up to the DM as to the exact impact this decreased functionality will have upon the character- -examples included worsened movement rates, armor class, THAC0, reaction adjustments, etc. Furthermore, only the bone within the limb is affected by this spell--the remainder of the limb continues to rot until nothing remains but the bone. This spell can only be used on characters with missing limbs (e.g., it can't be used to give a two-legged character a third leg). The material component is the dead limb. The limb may be in any state of decomposition as long as the bones are intact. JOHN * John M. Martz: Psychology Dept, UNC-CH * * | CB# 3270, Davie Hall | B = f(P,E) | | Chapel Hill, NC 27599 | --Kurt Lewin | * JOHN_MARTZ@UNC.EDU * *