Date: Tue, 19 Apr 94 14:21:56 est From: Kilts are breezy (Michael Kenyon) To: WSBUSR1@urc.tue.nl Subject: spells -- earth mage I didn't know if you had gotten these, so I thought you might want them forwarded to you for possible inclusion in the Net Spellbook. ------------------------ Begin reference ---------------------------- Here are a couple of spells that the earth mage I'm playing has cooked up. I thought that you might like to see them. Armeth's Sand Dome ~~~~~~~~ ~~~~ ~~~~ Level : 3 Range : 0 Components : V, S, M Duration : 1 hr. + 1 hr./lvl. Casting Time : 1 rd. Area of Effect : Large enough for 10 people and associated gear, etc. Savings Throw : None This spell cause sand, earth, loose gravel, topsoil, etc. around the mage to form into a hollow dune. The dune is one foot thick and large enough to hold 10 people, their gear and suffient air for them to breathe comfortably for the duration of the spell. Note, the spell is gauged off of a cluster of lifeforms, so pets and the like take up just as much room for the spells effect as a hill giant does and if a life form is more than 10' distant from the rest of the cluster, he is excluded from the spell. The dune is hard enough that it may be walked over by any creature of Medium size or under without a chance of it collapsing. Should a creature of Large size walk on it, it will hold for 1 rd. + 1 rd./lvl. of the caster, assuming that the creature is not actively attempting to enter the dome. Larger creatures crush the dome in one rd. From the outside, the dune appears to be part of the natural landscape and unless the person in question knows the terrain intimately, they will not suspect that there is anything afoot with the terrain. The dune is not see through from the inside and it requires a Hear Noise roll to perceive sound through the earth. Common uses of this spell are to give the party a convient place to sleep to avoid encounters or to protect the party from either sand storms or the beating mid-day sun. The material component is a glass dome half-filled with fine sand and a miniature silver replica of a campsite attached to the base. The item is worth 100 gp and is not destroyed with the casting of the spell. The sand, however, must be replaced with each casting, through the corked hole in the base. Upon casting the spell, the globe is shook, while the words, "There's no place like home," are said in Svirfneblin. Sand Storm ~~~~ ~~~~~ Level : 3 Range : 60 yds. Components : V, S, M Duration : 1 tn. + 1 rd./lvl. Casting Time : 4 Area of Effect : 50' radius Saving Throw : Special This spell creates a sand storm from any convient source of sand, gravel or loose topsoil in the area of effect, which may be used either defensively or offensively. In its defensive capacity, the sandstorm may be used as a cloak for an escape or as a means of blocking pursuit. In an offensive capacity, it may be centered on a person(s) and have effects on them. The degree of the storm created is variable, based on a d20 roll against the table below. For every 3 levels of the wizard casting the spell, there is up to a +/- 1 modifier, if the mage wishes to take it. Unless noted as such, there is no save for effects [you really can't avoid it, and it is a physical attack, so there is really nothing to save against for a lot of the effects]. d20 type of storm effects ~~~ ~~~~ ~~ ~~~~~ ~~~~~~~ 01-04 Light Obscured vision, 3/4 mv. 05-12 Moderate Obscured vision, 1/2 mv., 1 hp/rd damage. 13-17 Heavy Obscured vision, 1/2 mv., d4 hp/rd damage. 18-19 Turbulent Obscured vision, 1/4 mv., d6 hp/rd damage, svs. magic +2 or choke on dust, etc. for d10 damage extra (cont. rolling till you make one) 20 Extreme Obscured vision, 1/8 mv., d8 hp/rd damage, svs. magic or choke on dust, etc. for d10 damage extra (cont. rolling till you make one), svs. spell or be blinded (svs. once) Note that any man-sized or smaller flying creature is downed by a heavy storm, large creatures are downed by a turbulent storm and gargatuan creatures are downed by an Extreme storm. The material component of the spell is a handful of fine sand which is blown off the hand in the direction in which you wish the sand storm to rise. Sinkhole ~~~~~~~~ Level : 4 Range : 30' Components : V, S, M Duration : 6 rds. Casting Time : 4 Area of Effect : Up to 4 creatures, 10' radius Saving Throw : Special Upon the casting of this spell, a section of ground that the mage targets becomes a sinkhole 10' in radius. Up to four creatures (caster's choice of number effected; must be in range, and are counted out from the centering point of the of the spell; i.e., PCs or friendly NPCs may be caught in the AOE if they are closer to the center than a hostile creature is). Those in the AOE must make a savings throw vs. spells to negate the spell straight off. The save is modified by the number affected. # Mod. ~ ~~~~ 1 -2 2 -1 3 0 4 +1 Should the creature(s) affected make their save, then they are assumed to have thrown themselves out of the area as the sinkhole started. This saves them from the spell, but also causes them to automatically lose initiative for the next round, going dead last in the round. If they fail their save, the spell takes effect and the next round begins the duration of the spell. Note, the modifiers above apply to all saves listed below as well. 1st rd.: If they have failed their initial save (above) they are affectively held (as per hold person, even if they aren't a "person" and start to sink. 2nd rd.: They save again at -2 (plus modifiers from above). If they succeed, they cease to sink, but are still effectively held. If they fail, they cont. to sink. 4th rd.: They save again at -4 (plus modifiers from above). If they succeed, they cease to sink, but are still effectively held. If they fail, they go under the sands. They will die in 2 rds. (last rd. of the duration) if they are not rescued. Should a dispel magic be cast at any time successfully on the sinkhole before the duration expires, all trapped creatures are ejected from teh ground, and are able to act in the next round. Should the duration end with the victims effectively held and above the surface, they may regain their feet as their action for the next round. The material component for the spell is an egg timer, which is destroyed in the casting of the spell.