Date: Thu, 14 Oct 1993 20:31:41 EST From: Nathan Amed Subject: Spell: Alter Animal Intelligence As you know, most of the work on the following spell was done by Mr. Lohmann. If you have any suggestions please e-mail then to me at NAmed@Viking.NavAir.Navy.Mil Alter Animal Intelligence (was Awaken Intelligence / Intelligence Gift) Authors: Andrew Lohmann, Nathan Amed, and T$R Level: 4 Sphere: Animal Range: Touch Duration: Permanent Area of effect: 1 Creature Components: V, S, M Casting Time: Special Saving Throw: None By means of this spell it is possible to alter the mental faculties of a non-fantastic animal with an Intelligence of 5 or less. Upon completion of the spell the caster must make a system shock roll. Success indicates that the recipient creature's intelligence is increased to 6-9 (1d4+5). Sentience, if not previously possessed, is granted, as is a basic understanding of one language known by the caster. Failing the system shock roll kills the animal and causes the caster to loose 1 point of Intelligence for 1 year. This spell does not usually grant the recipient the power of speech, since few animals' vocal chords are capable of producing humaniod sounds. DM discretion should be used here; if the animal is one that would seem to have the ability to use human speech (e.g., a Myna Bird), then the DM can rule that the animal is also capable of conversation. Casting time is 2d6+4 weeks, which includes constant companionship and training. Successful use of the animal training non-weapon proficiency will half the casting time. Only one animal at a time can be affected by the druid/priest. The animal must be regularly touched during the training period. This could initially be quite dangerous as the spell does not magically affect loyalty or friendship. One may assume, however, that, depending upon the treatment of the animal, the awakinging intelligence will lead to a bond between caster and animal. Only a limited or full wish will reverse the spell's effects. Awakened intelligence is not be passed on to offspring. The material components are a dried fish and a piece of brain coral. Date: Wed, 6 Oct 1993 14:46:01 EST From: Nathan Amed Subject: Spell: Hellfire I wrote Eric and he said he didn't mind me posting this.... I had a spell very similar to Eric's Hellfire spell. After reading his version I massaged mine a bit and came up with: Hellfire (Necromantic/Elemental Fire) Authors: Nathan Amed and Eric Wayne Swett <4962@EF.GC.MARICOPA.EDU> Level: 9th Range: 100 leagues Components: V,S Duration: See Below Casting Time: 9 Saving Throw: None Area of Effect: One Person Only Description: The victim of a Hellfire spell bursts into flame. Damage from the spell is 2d4 per round until the victim falls to 0 hit points. At that point the damage becomes even more severe, being 1 energy level per round. If all energy levels are drained, then the victim becomes a 1/2 strength wraith under the control of the caster. There are several ways to stop/extinguish a Hellfire: Wish, Limited Wish + Remove Curse, Limited Wish + Bless, or Remove Curse + Bless + any Cold/Ice spell/attack capable of inflicting 6d6 or more hit points of cold damage. Note: Resistance/immunity to fire reduces Hellfire damage to 1d4 per round but does not slow the energy drain once it begins. Victims take NO cold damage while under the effect of a Hellfire spell.