Date: Mon, 29 Mar 1993 15:59:49 EST From: The Very Model of a Modern Major General Subject: ADND-L: A NEW SPELL!!!!!!!!! Greetings listservers, Well, I thought I'd break from tradition and post a non-Unicorn related letter to the list. I decided to dig out my own personal spellbook (containing 56 spells of my own creation) and send in a few to the list. Some of these spells have not been play-tested so be careful with them. I will take anything you say about them very badly so keep your mouth shut. Just kidding, your comments will be taken under advisement. Now, on to the feature presentation: MYLZEK'S WERECHANGE (Alteration) Level: 3 Range: 0 Components: V Duration: 2 rounds / level Casting Time: 1 Area of Effect: The caster Saving Throw: None Mylzek's Werechange alters the form of the caster to a half-man/ half-monster killing machine. For the duration of the spell the caster gains 2 extra hit pointsper level to a maximum of +20 at 10th level. The spells allows a +1 to the caster's THAC0 roll and he gets 3 attacks doing 1d4+2/1d4+2/1d10. When casting a spell in this form the caster must first make a learn spells check to do so. If this roll is not successful the caster may try again in the next round. When a mage casts this spell fot the first time his non- proficient penalty to his THAC0 roll is applied with the spell's bonus of +1 (i.e. -5 + 1 = -4 to hit). Multi-classed mages use their best non-proficient penalty for this. For every 10 castings of Mylzek's Werechange after that (count only the ones in which combat occurs) the caster gets +1 to hit. Eventually, this will make up for the penalty and even go beyond to an overall bonus of +2 (maximum). The caster must choose the appearance of his were-form the first time he casts this spell. Any appearance will do as long as have of it is animal and the other half is human-like. A wizard may only have up to 2 were-forms. A wizard may only use 1 form each time he casts the spell. Note: a wizard must become proficient in each form individually. Note: The caste controls which animal he will simulate and the color of his body during the change. The caster recieves the movement rate of the animal type and possibly the ability to breath water (but not air) if it is a water-bound form. This spell was used by my wizard in our Underdark campaign to great effect. Some of you might think it's a bit overpowered but, the way we play, homemade spells always have more power than standard spells. "If you can't be civil, don't be civilized at all." --- Kastan Zel, Mage of the Underdark Mark the Malkavian aka Sorick the .Sigless Date: Tue, 30 Mar 1993 23:34:34 EST From: "Raymond Luxury Yacht (Throatwabbler Mangrove)" Subject: ADND-L: YES!! ANOTHER SPELL!!! Greetings listservers, Just thought I'd send another spell from my archives your way. I'd like to hear comments on them (i.e Do you want me to continue or do you have enough spells?, rule changes, etc.) Here goes, FICTION (Alteration) Level: 7 Range: Special Components: V,S,M Duration: 1 round Casting Time: 7 Area of Effect: Special Saving Throw: None This spell allows the caster to control the action in a combat round. The fiction spell takes place on the round following the casting. Any person must reroll any rolls they have made during the round if the caster wishes it. The roll could be anything: THAC0, damage, saves, and ability checks. The caster can only have the person reroll something once, although he or she can affect all the rolls made that round. In all cases, except in instances where the caster wants to reroll a personal toss, the second roll is taken. If the caster wishes to reroll one of his or her own tosses they pick which result they want. The material component is a leaf that is showing its autumn colors. Any questions should be directed to kp25@maristb.edu. "I killed you once, I can do so again." --- Amyr the Blinder "Won't matter if you do another half-assed job like the last time." --- Grim Graeblade, dwarven hero