To: wsbusr1@urc.tue.nl Subject: New spells for the Great Net Spell Book Date: Wed, 19 Jan 94 10:41:22 +0100 From: mennetea@acri.fr Here are some spells for Quasi-Elemental Wizards of Radiance. First-Level Spells ================== Energy Beam ----------- School: Evocation Range: 60 yards + 10 yards/level Component: V, S Duration: Instantaneous Casting Time: 1 Area of Effect: 1 creature Saving Throw: None (no MR) This spell is a variation to the first-level magic missile (q.v.) spell. Instead of magical energy, the missiles are made of pure light drawn from the Quasi-Elemental Plane of Radiance. An attack roll vs. AC 10 minus dexterity and magical bonus is needed to touch the target. Undeads creatures must save vs. rod to avoid taking maximum damage. Lesser Aura of Protection ------------------------- School: Evocation Range: 0 Component: V, S Duration: 1 turn/level Casting Time: 1 Area of Effect: The caster Saving Throw: None This spell creates a bright aura around the caster, making him appear more powerful and subtracting 2 from all attacks. It also grants a +1 bonus to his saving throw for any targeting at- tacks. Note that none of the aura spells are cumulative with each other. Lesser Healing Rays ------------------- School: Necromancy Range: 30 yards Component: V, S Duration: Permanent Casting Time: 1 Area of Effect: 1 creature Saving Throw: None This spell cause a beam of healing sunlight to caress the target, healing 1d6 points of damage. The spell has no reverse effects, and cannot be used at night. Projected Light --------------- School: Alteration Range: 0 Component: V, S Duration: 1 turn/level Casting Time: 1 Area of Effect: 50-foot long, 1-foot-radius wide beam Saving Throw: None A beam of light (like a flashlight) springs from the casterUs palm. This beam is not powerful enough to harm or blind creatures. Repel Lesser Quasi-Elemental ---------------------------- School: Abjuration Range: 0 Component: V, S Duration: 1 round/level Casting Time: 1 Area of Effect: 10-foot radius centered around the caster Saving Throw: None This spell prevent lesser radiance, lightning and mineral quasi-elementals from entering the area of effect. Stunning Flash -------------- School: Evocation Range: 10 yards Component: V Duration: Instantaneous Casting Time: 1 Area of Effect: 10-foot-radius globe Saving Throw: Negate Due to a flash of light that appears in their eyes, victims failing their saving throw vs. petrification are stunned for 1d6 - 1 rounds plus one per four level of the caster (up to a maximum of 10 rounds). The saving throw is made with a +4 bonus minus one per four level of the caster. Second-Level Spells =================== Lesser Light Control -------------------- School: Alteration Range: 60 yards Component: V, S Duration: Concentration Casting Time: 2 Area of Effect: 10-foot-radius globe Saving Throw: None Caster can control the intensity of light within the area of effect; the intensity can vary from daylight to darkness (natur- al), and it can be different in different parts of the radius. Turn Lesser Quasi-Elemental --------------------------- School: Abjuration Range: 30 yards Component: V, S, M Duration: Varies Casting Time: 2 Area of Effect: 1 creature Saving Throw: Negate This spell causes a lesser radiance, lightning or mineral quasi-elemental to flee at its faster rate for a number of round equal to the level of the caster. Third-Level Spells ================== Aura of Protection ------------------ School: Evocation Range: 0 Component: V, S Duration: 1 turn/level Casting Time: 3 Area of Effect: The caster Saving Throw: None This spell is a more potent version of the lesser aura of protection spell, subtracting 3 from all attacks. Conjure Lesser Radiance Quasi-Elemental --------------------------------------- School: Conjuration/Summoning Range: 30 yards Components: V, S Duration: 1 turn + 1 round/level Casting Time: 3 rounds Area of Effect: Special Saving Throw: Special With this spell the caster may freely summon one or more lesser radiance quasi-elementals (see table below). The creatures will do anything within their power to aid the caster. The lesser elemental can be sent back by the caster, one at a time or all at once, at any time. They automatically return to their home plane after the duration of the spell. Conjured lesser elemental must be controlled by the caster; otherwise they will simply assume a defensive posture until they return to their na- tive planes. Lesser elemental will not attack the caster when un- controlled. They may be controlled up to 30 yards away per level of the caster. Note that radiance elementals cannot be summoned at night. Die (d100) Creatures 1-10 Two 2 Hit Die lesser quasi-elemental 11-50 Three 2 Hit Die lesser quasi-elemental 51-80 Two 4 Hit Die lesser quasi-elemental 81-00 One 6 Hit Die lesser quasi-elemental INTELLIGENCE: Semi- (2-4) ALIGNMENT: Neutral ARMOR CLASS: 3 MOVEMENT: Fl 18 (A) HIT DICE: 2, 4 or 6 THAC0: 18, 16 or 15 NO. OF ATTACKS: 1 DAMAGE/ATTACK: 1d6 + 1 point per Hit Die SPECIAL ATTACKS: See below SPECIAL DEFENSE: +1 or better weapon to hit MAGIC RESISTANCE: Nil SIZE: S (1' sphere) MORAL: Elite (14) XP VALUE: 270, 650 or 1,400 Lesser radiance quasi-elementals inflict 1d6 points of energy damage + 1 point per Hit Die (double damage vs. creature directly affected by sunlight), and all within 10 feet must save vs pet- rification or be -1 to hit from the blinding light. Light and en- ergy attacks do not harm them. Fire and heat do only half-normal damage. Cold and water attacts do double damage. Darkness keeps them at bay. Energy Bolt ----------- School: Invocation/Evocation Range: 40 feet + 10 feet/level Components: V, S, M Duration: Instantaneous Casting Time: 3 Area of Effect: Special Saving Throw: 1/2 (no MR) This spell functions almost identically to the third- level lighting bolt (q.v.) spell. However, as it is a pure beam of light energy drawn from the Quasi-Elemental Plane of Radiance, undead creature must save twice vs. spell to take only half dam- age. Healing Rays ------------ School: Necromancy Range: 30 yards Component: V, S Duration: Permanent Casting Time: 3 Area of Effect: 1 creature Saving Throw: None This spell is a more potent version of the lesser healing rays spell, healing 3d6 points of damage. Sunblade -------- School: Conjuration Range: 0 Components: V, M Duration: 1 round/level Casting Time: 3 Area of Effect: Special Saving Throw: None (no MR) A brillant sword of fiery sunlight appears in the casterUs hands when this spell is cast. The sword can be used without penalty for non-proficiency, is equivalent to a +3 weapon, in- flicts 1d8+3 points of damage, and grants a +3 bonus to attack rolls. blinding rays emanate from the flamming blade, subtracting -1 from enemyUs attacks as long as the opponent remains in melee. The sword does double damage to any creatures with a weaknesses for sunlight. The material component is some light source. Fourth-Level Spells =================== Beacon ------ School: Alteration Range: 60 yards Component: V, S Duration: 1 round/level Casting Time: 4 Area of Effect: 5-mile long, 1-foot-radius wide beam Saving Throw: None A ray of light of any color springs from the casterUs palm; can be up to 5 miles long. This ray inflicts 2 points of damage per level of the caster to any creature directly affected by sun- light. Dissolve Lesser Quasi-Elemental ------------------------------- School: Abjuration Range: 30 yards Component: V, S, M Duration: Varies Casting Time: 4 Area of Effect: 1 creature Saving Throw: Negate This spell cause a lesser radiance, lightning or mineral quasi-elemental to loose its internal integrity, i.e., the lesser quasi-elemental dies. Light Control ------------- School: Alteration Range: 60 yards Component: V, S Duration: Concentration Casting Time: 4 Area of Effect: 50-foot-radius globe Saving Throw: None This spell is a more potent version of the lesser light con- trol spell, allowing a control in a 50-foot-radius globe. Radiance Resistance ------------------- School: Evocation/Alteration Range: 0 Components: V, S Duration: 1 round/level Casting Time: 4 Area of Effect: The caster Saving Throw: None The caster can totally ignore the presence of Radiance (sun- light and pure energy) for the duration of the spell. Repel Greater Quasi-Elemental ----------------------------- School: Abjuration Range: 0 Component: V, S Duration: 1 round/level Casting Time: 4 Area of Effect: 10-foot radius around the caster Saving Throw: None This spell prevent greater radiance, lightning and mineral quasi-elementals from entering the area of effect. Sunbow ------ School: Conjuration Range: 120 yards Components: V, S, M Duration: 1 round/level Casting Time: 4 Area of Effect: Creatures touched Saving Throw: None (no MR) The spell creates a shimmering composite short bow in the casterUs hands. It is light and easy to pull, so that any charac- ter can use it without penalty for non-proficiency. It is equivalent to a +3 weapon, grants a +3 bonus to attack rolls, and inflicts 1d8 + 3 points of damage (double damage to any creatures with a weaknesses for sunlight). The bow can fires one missile per level of the caster before disappearing. It can be fired up to four times per round. The material component is some light source. Waiting Light ------------- School: Alteration Range: 30 yards Component: V, S Duration: Concentration Casting Time: 4 Area of Effect: Special Saving Throw: None In conjonction with any light spell (i.e., this spell is cast and then the light spell is cast) it can delay the action of that spell up to 24 hours; it can be triggered by one of the following (decided by caster): time period, certain movements, certain sounds, touch, violent actions in the area, etc. Fifth-Level Spells ================== Conjure Greater Radiance Quasi-Elemental ---------------------------------------- School: Conjuration/Summoning Range: 30 yards Components: V, S Duration: 1 turn + 1 round/level Casting Time: 5 rounds Area of Effect: Special Saving Throw: Special This spell is similar to the 3th-level spell, conjure lesser radiance quasi-elemental, except that a greater quasi-elemental is summoned (see table below), and the caster do not need to con- trol it. Die (d100) Creature 1-65 One 8 Hit Die greater quasi-elemental 66-85 One 12 Hit Die greater quasi-elemental 86-85 One 8 Hit Die Xag-Ya (MMII) 96-00 One 16 Hit Die greater quasi-elemental INTELLIGENCE: Low (5-7) ALIGNMENT: Neutral ARMOR CLASS: 2 MOVEMENT: Fl 24 (A) HIT DICE: 8, 12 or 16 THAC0: 13, 10 or 8 NO. OF ATTACKS: 1 DAMAGE/ATTACK: 4d6 SPECIAL ATTACKS: See below SPECIAL DEFENSE: +2 or better weapon to hit MAGIC RESISTANCE: Nil SIZE: M (3' sphere) MORAL: Champion (15-16) XP VALUE: 2,000, 6,000 or 10,000 A greater radiance quasi-elemental inflicts 4d6 points of en- ergy damage (double damage vs. creature directly affected by sun- light), and all within 10 feet must save vs petrification or be -2 to hit from the blinding light. Light and energy attacks do not harm them. Fire and heat do only half-normal damage. Cold and water attacts do double damage. Continual Darkness keeps them at bay. Greater Aura of Protection -------------------------- School: Evocation Range: 0 Component: V, S Duration: 1 turn/level Casting Time: 5 Area of Effect: The caster Saving Throw: None This spell is a very potent version of the lesser aura of protection spell, subtracting 4 from all attacks. It also grants a +2 bonus to his saving throw for any targeting attacks. Greater Healing Rays -------------------- School: Necromancy Range: 30 yards Component: V, S Duration: Permanent Casting Time: 5 Area of Effect: 1 creature Saving Throw: None This spell is a very potent version of the lesser healing rays spell, healing 5d6 points of damage. High-Power Energy Bolt ---------------------- School: Invocation/Evocation Range: 10 feet + 10 feet per level of caster Components: V, S, M Duration: Instantaneous Casting Time: 5 Area of Effect: Special Saving Throw: 1/2 (no MR) Except as noted above, this spell function identically to the third-level energy bolt spell but does 1d8 point of damage per level, up to a maximum of 16d8. Turn Greater Quasi-Elemental ---------------------------- School: Abjuration Range: 30 yards Component: V, S Duration: Varies Casting Time: 5 Area of Effect: 1 creature Saving Throw: Negate This spell causes a greater radiance, lightning or mineral quasi-elemental to flee at its faster rate for a number of round equal to the level of the caster. Sixth-Level Spells ================== Greater Light Control --------------------- School: Alteration Range: 60 yards Component: V, S Duration: Concentration Casting Time: 6 Area of Effect: 100-foot-radius globe Saving Throw: None This spell is a very potent version of the lesser light con- trol spell, allowing a control in a 100-foot-radius globe. Mass Aura of Protection ----------------------- School: Evocation Range: 0 Component: V, S Duration: 1 turn/level Casting Time: 6 Area of Effect: The caster Saving Throw: None As lesser aura of protection, except one target per four lev- els of the caster can be affected. Sunblade of Disruption ---------------------- School: Conjuration Range: 0 Components: V, M Duration: 1 round/level Casting Time: 6 Area of Effect: Special Saving Throw: Special (no MR) This spell is similar to the sunblade spell, except that the following undead creatures are utterly destroyed if they fail their saving throw: Creature Save Ghouls 20 Shadows 19 Whights 16 Ghasts 14 Wraiths 12 Mummies 10 Spectres 8 Vampires 6 Ghosts 4 Liches 2 Even if these saving throws are effective, the sunblade of disruption scores triple damage upon opponents of this sort. The material component is some light source. Seventh-Level Spells ==================== Alktar of Protection -------------------- School: Evocation Range: 0 Component: V, S Duration: 1 turn/level Casting Time: 7 Area of Effect: The caster Saving Throw: None As lesser aura of protection, except target seems like a minor god, and the subtraction is 5 from all attacks. This spell also grants a +3 bonus to the casterUs saving throw for any tar- geting attacks. Dissolve Greater Quasi-Elemental ---------------------------- School: Abjuration Range: 30 yards Component: V, S Duration: Varies Casting Time: 7 Area of Effect: 1 creature Saving Throw: Negate This spell cause a greater radiance, lightning or mineral quasi-elemental to loose its internal integrity, i.e., the lesser quasi-elemental dies. Ninth-Level Spells ================== True Aura --------- School: Evocation Range: 0 Components: V Duration: 1 hour/level Casting Time: 9 Area of Effect: The caster Saving Throw: None This spell creates a bright aura three inches thick that cov- ers the casterUs entire body. The aura has these effects: * immunity to light- and energy-based attacks * total protection from physical attacks by creature of the Quasi-Elemental Plane of Radiance, Lighting, and Mineral * ability to breathe and move at full movement rate within the Quasi-Elemental Plane of Radiance * ability to cast alktar of protection once. The aura does not restrict the caster in any way. He is free to move and act normaly while under the influence of this spell. Sunbow of Disruption -------------------- School: Conjuration Range: 120 yards Components: V, S, M Duration: 1 round/level Casting Time: 9 Area of Effect: Creatures touched Saving Throw: Special (no MR) This spell is similar to the sunbow spell, except that the following undead creatures are utterly destroyed if they fail their saving throw: Creature Save Ghouls None (automatically disrupted) Shadows 20 Whights 17 Ghasts 15 Wraiths 13 Mummies 11 Spectres 9 Vampires 7 Ghosts 5 Liches 3 Even if these saving throws are effective, the sunblade of disruption scores triple damage upon opponents of this sort. The material component is some light source.