Date: Mon, 21 Feb 1994 16:00:18 -0400 (EDT) From: jriek@shs.mv.com Subject: ADND-L: RE: Spells THE IMMORTAL SPEAKS AGAIN! In response to a recent request for spells, I am giving to forum over to Karaieth, a wizard from the world of Crysa. Greetings, In the interest of spreading knowledge through the planes, I will present the magical school of Convergence. All mages tap into the magical field that surrounds us all, concentrates it, and releases it in spells. However, in all my years of research Crysa is the only world to develop the school of Convergence. It involves the mage concentrating tremendous energies in his/her body, then releasing them as energy, into an item, or into a living being. The school is related in some ways to the schools of Enchantment, Alteration, and Evocation. Following is a list of spells that belong to the school of Convergence. Force Bolt Level: 1 Casting Time: 1 Components: VS Range: 40 Yards + 10 Yards/Level Duration: Instantaneous Area of Effect: Special Save: None Description: This spell causes a small sphere of force to spring from the caster's hand and fly toward any target desired. If used as a weapon, it causes 1d6 points of damage. It has a strength of 18(00) for purposes of breaking down doors, etc. It can also be used to set off traps, or many other uses for the creative spellcaster. Detonate Level: 3 Components: VSM (burning coal & eagle Casting Time: 5 feathers) Range: 10 Yards/Level Duration: Instantaneous Area of Effect: 1 5' cube/level Save: None Description: This spell allows the caster to charge an item with magical energy and cause it to explode. The item must fit within the area of effect. It the item is larger, only 1 5' cube/level will be effected (part of a wall could be blown out, for example). The spell does not effect living creatures, but it does cause 1d6 points of damage/level to a max of 10d6 to all creatures within 10' of the object. Blade Dance Level: 5 Components: VSM (small platinum dagger Casting Time: 4 500 gp value) Range: 30 Yards Duration: 1 round Area of Effect: 1 weapon Save: None Description: The caster can enchant one weapon, which will attack by itself on the round following the casting. The weapon will attack once for every level of the caster, using attack rolls of a fighter of 1/2 level, doing normal damage, attacking whomever the wizard chooses. The weapon attacks once on initiative 0, once on initiative 1, etc. until it has used up all of its attacks. The wizard can act normally on the round the weapon is attacking. Force Blast Level: 6 Components: VM (pearl (250 gp worth) & Casting Time: 5 giant's tooth) Range: 20 Yards/Level Duration: Instantanious Area of effect: special Save: 1/2 Description: Force Blast is a more powerful version of the Force Bolt spell. If used against creatures they take 6-60 damage, are knocked back 1-12 feet, and must make a dexterity check to remain standing. Any objects exposed to the blast, most likely armor or shield, must make a save vs. crushing blow. If used against inanimate objects, the object must make a saving throw vs. crushing blow at -4 or be destroyed. It has a strength of 22 against doors, etc. It acts as a double strength battering ram against structures. Flame Bolts Level: 8 Components: SM (Lit torch & Dragon Casting Time: 1 round bone) Range: 10 Yards/Level Duration: 1-4 rounds (see below) Area of effect: special Save: 1/2 or none Description: This spell allows the caster to throw forth 1 to 4 bolts of red and white flame. The number of bolts is up to the caster. During the round the spell is cast, the wizard can do nothing else, and must concentrate on summoning the energies neccesary to cast the spell. The caster can throw forth one bolt every round after the initial one until his bolts are used up. A bolt will do 2-20 dmg. to everyone in its path (no saving throw). It will explode when the wizard wills it to, it collides with a solid object (like a wall), or it reaches the edge of its range. If the caster used 1 bolt, it will explode in a 40' radius and to 10-120 dmg. (save for half on all explosions). 2 bolts have a blast radius of 30' and do 5-50 dmg. each. 3 bolts: 20' radius and 5-30. 4 bolts: 10' radius and 5-20. Shockwave Level: 9 Components: VSM (Earth elemental Casting time: 9 remains & shard of tree struck by lightning) Range: 0 Duration: 1 round Area of effect: 100 yard radius Save: 1/2 Description: This spell sends a high energy tremor through the ground in a circle surrounding the wizard. All creatures on the ground at the time of casting are affected. The shockwave causes 20-70 dmg. (save for half). In addition, all creatures with fewer than 4 legs are automatically knocked down. Creatures with 4 or more legs can make a dexterity check (or save vs. death magic for creatures with no dexterity) to keep their feet. All creatures are stunned for 1-6 rounds, and wizards and priests may not cast spells for 1-6 rounds after that. Creatures who save are stunned for 1 round, and may cast spells 1-4 rounds after. This is only a sampling of the spells available to we Convergists. There are many more, however, my feline comanion, Dymus, grows impatient with my writing. I have missed his feeding time. So, until we meet in this plane or the next... Karaieth 10th level Follower of Silusterus Tower of White Hope Crysa That's all for now, but there are other Convergence spells. If you want to learn more of the spells, or more about the school itself, Karaieth, Crysa, or anything else, send me personnally. If enough requests come in I will make the posts public. Comments, questions, suggestions, even flames expected, accepted, and welcomed! -The Immortal "Taglines are for mortals!" ;-] a.k.a. Jason Riek Souhegan High School jriek@shs.mv.com