Date: Wed, 15 Dec 1993 13:06:06 +0100 From: the_tiger To: Boudewijn Wayers Subject: Re: ADND-L:Spell memorization > They'd be most welcome. If they have (partly?) been posted before, I > probably have them already, but it can never harm to check... Schmuk's Spell Exchange. (Alteration, Enchantment) 7th Level Wizard ------------------------ Range: 0 Components: V,S,M Duration: Instantaneous AOE: Caster Casting time: 7 segments Save: none This enables the caster to re-memorize/gain a spell from lower level spells. He exchanges lower spells for one higher level spell. The total number of spell levels of the lower spells must exceed the level of the spell re-memorized by at least 2 levels. :::::::::::::: Bone to Mud. (Alteration) 6th level Wizard ------------ Range: 10 yards + 5 yards/level Components:V,S,M Duration: Instantaneous. AOE: 1 creature Casting time: 6 segments Save: special Bone to Mud changes all the bone in any one creature, regardless of size, to mud. It has no effect on in-animate objects. Obviously this does not have a very big effect on creatures which do not rely on an internal skeletal structure (eg a worm). The spell does effect undead, who save as if two levels lower than their actualy Hit Dice. Creatures at the end of this spell most save vs Death Magic with the effects as in the table below. Hit Die of Save Save creature unsuccessful successful up to 6 Death Death 6+ to 8 Death 2d10+1 8+ to 10 Death - 10+ up - - Material component is a club shapes piece of bone. :::::::::::::: Extension IV. (Alteration) 7th level Wizard ------------- Range: 0 components: V Duration: special Casting Time: 6 segments AOE: special save: none Previously cast 1st to 5th spell has double duration. See Extention I - III in PHB/Tome of Magic :::::::::::::: Fist of the element. (Evocation) 5th level Wizard -------------------- Range: 40 feet + 10 feet/level Components:V,S,M Duration: 1 round/level AOE: 3 feet/level radius sphere about initial point. Casting time: 4 segments Save: None This creates a large fist composed of the chosen element of the caster. The type of element may be any one of the classic four (air/earth/fire/water) and is chosen at the moment of casting. The fist attcks any creature the mage wishes within the area of effect. Its THAC0 is that of a fighter of the same level as the mage. As long as the mage is concentrating he may have the fist attack once every round for as many rounds as he has levels. While concentrating he may not cast other spells or be in melee. It is up to the DM's descretion how affected the mage is by distractions such as arrows and similar such attacks that miss. A suggestion might be 5% per level of retaining concentration, with modidiers eg if the mage was actually struck. The fist normally inflicts 2d10 + Bonus (see below) hp damage, except against creatures composed of the opposite element, on which they do 4d10 + Bonus (note that a fire fist would still do normal damage on a fire-based creature). The fist is has Armour Class 0 + a modifier equal to the casters dexterity adjustment, and it has a total of 40 hit points. Fist Damage Bonus: ----------------- INT of Bonus caster modifier 1 -4 2 -2 3-5 -1 6-15 0 16-17 +1 18 +2 19-20 +3 21 +4 22 +5 23 +6 24 +7 25 +8 The material component is a fairly large area of the appropriate element and a platimum fist (100 gold) encrusted with gems (200 gold). The fist is fooled by illusions eg invisiblity and displacement, though once the mage is aware of the creature he may make it attack with the appropriate penalties. Eg 12th level mage INT16 DEX15 Could cast it 160 feet away, attacking in a 36' radius sphere for 12 rounds. The fist attacking with THAC0 9, AC -1, doing 2d10+1 damage. :::::::::::::: Magic Flask. (Enchantment) 2nd level Wizard ------------ Range: Touch Components:V,S,M Duration: 12 hours + 1 hour/level Casting time: 1 turn AOE: 1 flask per 3 levels Save: none The flask, or any other drinking vessel, is enchanted so as to hold 5 times its normal capacity. The spell is not cumulitative in any way and the mage can enchant one flask per round, making an total of 10 flasks with one spell. If the mage attempte multiple castings of this spell on the flask, the flask will explode, shattering everywhere. This ruins the spell completely. The material component is/are the flask(s) to be enchanted. Note: Other, different enchantment spells may be cast on the flask, if allowed. :::::::::::::: Flask of Light. (Enchantment) 2nd level Wizard --------------- Range: Touch Components:V,S,M Duration: until released AOE: 1 flask Casting time: 2 rounds Save: none This enables the caster to imbue a flask with an illumination spell. The first round of casting envolves preparing the flask, the second round is for casting the illumination spell wished for into the flask. Thus the illumination spell must have a casting time of 1 round or less. This spell may only be cast on any given flask once; a second casting will result only in causing the same effect as if a *Dispel Magic* had been cast on the flask, whic has a 100% chance of removing the casters current or previous enchantments. The material component is the flask into which the spell is cast. :::::::::::::: Guardian Warrior. (Alteration,Abjuration) 6th level Wizard ----------------- Range: 10 feet Components: V,S.M Duration: special Casting time: 8 segments AOE: special Save: none The spell animates and enlarges (to M size) an intricately carved statue. The statue needs to be of such craftsmanship as to fetch at least 1000 coins. The statue should also be depicted wielding a weapon of some sort. The weapon carved on the statue becomes the guardian specialised weapon. The guardian is a fighter of 5 levels lower than the mage casting the spell. ie 15th level mage creates a 10th level fighter with 910+3+CON bonus hp who gets 2 attacks per round with his specialised weapon. If a shield is carved on the statue then the guardian also gains a buckler and becomes proficient in sword&shield specialisation. Otherwise he is specialised in one-weapon-style. If the statue is *very* finely carved (2000+) the fighter gains an extra specialisation in one-weapon-style. The guardian has stats as follows: STR = Caster's INT DEX = Average CON = Caster's CON INT = Caster's STR WIS = Low CHA = - THAC0: varies AC: As mage when casting with a +4 bonus (-10 min) SA: Specialisation. Double Damage on a natural 20. SD: Good AC. 40% Magic Resistance. :::::::::::::: Imbue Familiar with spell ability. (Enchantment) 6th Level Wizard ---------------------------------- Range: Touch Components: V,S,M Duration: special Casting time: 1 turn AOE: One familiar Save: none The mage transfers memorized spells to his familiar. The mage looses use of one spell from the spell level of the spell imbued to the familiar. The level and number of spells imbued depends on how many `Familiar Enhancer' spells have been cast on the familiar (not cumulative). Enhanced Level Spell Range Number 1 1-3 1 3 1-4 1 5 1-5 2 7 1-6 2 8 1-7 3 These spells are held by the familiar and are unavailable to the mage until the familiar uses them or dies. :::::::::::::: Merge. (Alteration) 4th level Wizard ------ Range: Touch Components:V,S.M Duration: 1d6 hours + 1 hour per 3 levels Casting time: 1 round AOE: 1 person Save: neg This spell allows 1d3 + 1 per 2 levels of caster number of people to merge with the person who was touched. People merged are similar in a way to gaseous form or wraithfrom. They cannot be harmed, though the recipient of the spell can. Even magically held/paralysed/charmed etc recipients in no way hamper the people merged. If the people merged are forced out, then roll d100 and note the result below. The merged people are forced out if the spell expires, a DISPEL MAGIC is successfully cast on the recipient, or the recipient dies. 1d100 01 - 50 Propelled out. Confused for 1 round, "holder" S.S. roll or 1d3 hp 51 - 75 No adverce effects 76 - 97 All loose 1d4 hp and are dazed for 2 rounds 98 - 99 1d100% of merged people are stuck 100 All go insane All stuck people must roll S.S. roll every round or go insane. Note: in all cases of people beeing stuck, the brain of the recipient fries. Material component is ______ :::::::::::::: Jimmy's Ultimate Sight: (Divination) 7th level Wizard ----------------------- Range : 0 Components:V,S Duration: 3 rounds + 1 round/level Casting time: 1 round AOE: special Save : none This combines *Wizard Sight*, *Read Magic* and *Detect Magic*. The wizard can detect auras of spell casters and enchanted objects normally visible to the mage, & can detect through one foot of stone, inch of metal and yard of wood. Any visible magical writing may be deciphered. The mage can see whether anyone will ever cast spells ie potential & the potential and power of a mages aura. Priest mage or specialist, school.. Eyes become blue and show up as magical. :::::::::::::: I hope that is of some use ;)