Date: Wed, 27 Jan 93 10:49:51 MST From: phatch@slc.mentorg.com (Phill Hatch (CONTRACTOR Documentation)) To: wsbusr1@urc.tue.nl Subject: Re: Great_Net_SpellBook submission Oh Great Keeper: Here are the spells I mentioned in my first message. they aren't all very good, but they probably should be r epresented in the spell book. They are not formatted with line returns. In my case this makes it easier to import into my word processor. If this causes you a problem when you receive this, let me know and I will mail you a friendlier version. I thought I had kept better records than I seem to have actually done. I don't have the authors of the following spells recorded. If that precludes their use in the spell book, I am sorry. The spells that are my creations are attributed to me. First Level Claws (Alteration) Range: 0 Components: V,S,M Duration: 1 Round/Level Casting Time: 2 Segments Area of Effect: 1 Creature Saving Throw: None When cast, this spell causes a vicious set of serrated claws to grow on the hands of the recipient. The recipient must be willing, and a being not already possessing claws. These claws vanish in one round per level of the caster. They double the number of attacks normally afforded, and damage is 1D6 plus any strength bonuses. The recipient may use no other weapons, nor cast somatic spells. The material component is the claw of a griffin. Fools (Meta (New School)) Range: 0 Components: Special Duration: Special Casting Time: 1 Area of Effect: Special Saving Throw: None A wizard can cast a Fools Spell prior to castin any other spell in a given round; it costs the caster a +1 to initiative. When the spell's power is called upon, it makes the next spell cast by the wizard appear to be another spell. Example: a wizard casts fools spell followed by a domination spell in a court of law. Since other wizards are watching, he makes the domination spell look like a comprehend languages spell. Only Spell Tell, or other dedicated divinatory methods (DT Lie) can detect the use of Fool Spell. Wizard Glue (Enchantment) Range: Touch Components: S, M Duration: Permanent Casting Time: 1 Area of Effect: 20 square feet/level Saving Throw: None Wizard glue will hold one relatively flat surface to another, such as a mirror to a wall as an example. The strength of the bond is 10 pounds per level of the caster. To remove two objects separated by this spell requires a dispel magic, or a strength\times10 equal to or greater than the bond strength. The material component of this spell is some honey mixed together will tree sap. (The wizards call this mixture an epoxy-resin) Weasel Wire (Author: Phil Hatch) (Enchantment) Range: 0 Components: S,M Duration: 1 turn/Level Casting Time: 4 Area of Effect: 1 wire Saving Throw: None Weasel Wire allows a character to surreptitiously open a lock withour having to vocalize a command. Anybody may use the enchanted wire, not just the wizard. The base chance to open a lock is 10%/level untill tenth level. At tenth level and above, the best chance to succeed can't exceed 99%. This can be modified up or down by the quality or subtlety of the lock. This spell won't find traps or tricks, nor disarm them. But if performed successfully the traps won't be triggered, just as if the actual key had been used and used properly. A failed roll indicates the trap was sprung and the lock unopened. Only one attempt per lock may be made. Failure means the character can't open the lock with this spell. Weasel Wire has no effect on barred, bolted, or jammed objects, only key activated systems. To cast the spell, the caster holds a piece of brass wire, no more than 6 inches in length and somatically gestures. This wire can be used by others or even telekinesed to its point of use. The wire is inserted in the lock and wiggled. Note that transport or sale of an effective item is limited by the spell's duration. It is also worth considering how legal this spell is. While beneficial to locksmiths, its misuses are obvious. If this spell is widely known, there is likely to be government restrictions on Weasel Wire. Second Level Bolt's Background Bustle (Author: Phil Hatch) (/Alteration) Range: Touch Components: V,S,M Duration: 5 Rounds/Level Casting Time: 2 Segments Area of Effect: special Saving Throw: None This spell is an offshoot of the Silence concept. Instead of creating a specific zone of silence, this spell alters the sounds created within its area of effect to match teh volume and types of sounds already present. Instead of clashing swords, dying screams and spell recitation, the sounds of wind, a passing wagon, a boarking dog or whatever other ambient noise appropriate to the location is heard. By not silencing the area closely around the recipient, spells can be cast and coversations carried out as long as the people are within each other's zone and both have the spell cast on them. The area of effect is one person or person sized object plus the space within one foot of the target. A person or animal passing within the spell's zone would hear the noises truly associated with what is happening. For example, a guard leaning against a door would hear the efforts of a thief picking the lock on the other side of the door becausethe guard is within the thief's area of effect. Spirit Command Enchantment/Charm Range: 30 yards Components: V Duration: 1 round Casting Time: 1 Area of Effect: 1 creature Saving Throw: Special This spell enables the mage to command a spirit or extra-planar creature with a single word. The command can be uttered in a language the creature can understand (or a language the creature could understand if it is a summoned spirit). Spirits and Creatures with 6 or more hit dice receive a save; spells save at their caster's level (if the caster is at least 6th). Third Level Forget (Meta (New School)) Range: 100 yards Components: V,S,M Duration: Instantaneous Casting Time: 3 Area of Effect: 1 spell casting creature Saving Throw: Neg (-5 modifier) When casting this spell the Meta Mage tries to make another wizard/cleric/spell using monster forget a single spell. The target must save vs spells at -5. If the save is successful, nothing happens. If the save fails, the target loses a random spell. The Meta Mage does not steal the spell; the spell is simply forgotten. Fourth Level Bolt's Hell Hail (Author: Phil Hatch) (Evocation) Range: 10 yd/L Components: v,s Duration: Instantaneous or 1 rnd/L Casting Time: 7 Area of Effect: 40' X40 area or equal area Saving Throw: None Hell Hail is a fire version of Ice Storm with some implementation differences. As a storm, it has the same area of effect as an Ice storm, but causes only 3d8 for damage. The storm is largish hailstones that drop from above. On impact, they burst in a fiery flash of heat and energy. It will ignite flammable materials failing their saving throws and break fragile containers on impact, perhaps igniting the contents. The storm is unlikely to burn a table, stout chairs, large logs, leather objects and the like, The storm doesn't last long enough to light them. When cast as a sheet of flames, its effect is quite different. While the spell has a longer duration in this mode, it has only one initial flash of heat and power, so thin hair, very dry and thin paper or other fiery sustances will be consumed. Scrolls, books and the like will not be harmed unless they are unrolled, open, in use or in other vulnerable circumstances. Even then, only the exposed areas will suffer the damage. Creatures are not normally harmed though small insects may be consumed in the initial flash. The area radiates heat, but not enough to cause damage, though passing through will be uncomfortable. The fires rage 7 feet high in the area for the duration of the spell and may block vision. The crackling of the flames makes communication across the field difficult if not impossible. Low intelligence creatures won't enter the burning area and will try to flee from the fire zone immediately. Standard intelligence creatures must make a saving throw vs para! lyzation to willingly enter the ar ea. High intelligence creatures may enter and exit the area freely. Byrnaal's Astounding Negation (Alteration, Necromancy) Range: 10 yd/L Components: v,s Duration: 1 rnd/L Casting Time: 7 Area of Effect: 1 creature Saving Throw: 1/2 This spell reduces the magic resistance of any creature by (2d10 + 1/L)%. A successful saving throw reduces this loss to half (round up), but the creature's magic resistance has no effect on this spell. The somatic component consists of merely pointing at the target. The verbal component is this: the caster must utter three truths about the target. Depending on how well this is role-played, the DM should give saving throw bonuses/penalties or alter the % resistance lowered. Note: I made this spell three years before the Tome of Magic and the 5th L Lower Resistance spell came out, so I claim seniority. Byrnaal's Apologetic Release (Conjuration/Summoning) Range: touch Components: v,s Duration: inst Casting Time: 1 hour Area of Effect: special Saving Throw: none This spell not for the animal lovers out there. For the rest of you: sick of that toad you got stuck with for a familiar? Bored with your skunk (he never was very good for parties)? Now there's Byrnaal's Apologetic Release. This spell releases any creature from a find familiar spell with no adverse effects to either the animal or the ca caster. It causes the ex-familiar to return to the exact state it was in before bound as a familiar: in age, memories, etc. Not appropriate for _very_ serious campaigns, but there are times when this spell could have a serious, beneficial use in a campaign (for instance, the wizard is a wild magician and rolls that evil wild surge that gives him an assasin imp as a familiar.) In case any of you were wondering, yes, I did steal the name Lorlovelm from those two spells in the Tome of Magic. Byrnall Magefyre was the very first character I ever created, and still going strong (when he's not too busy fighting off Cyric, the Night Parade, the Cult of the Dragon, Orcus, and the Second Unhuman war on Toril.) }-) Fifth Level Zhaida's's Instant Stoneskin Remover (Evocation, conjuration) Range:2 yards + 1 yard/level Components:,S,M Casting time: 2 Area of effect:1 person/creature Saving throw:Special This spell creates 1d4 pebbles, plus 1 pebble/level, up to a maximum of 1d4+12 at 12th level. Each pebble counts as one attack regarding stoneskin-spells. The caster must roll an successful attack roll vs. AC10 with +4 added to the dice for this to have effect. No modifiers for range, magical protection or dexterity applies. Each pebble will remove one stoneskin, and no save is allowed. If used against an opponent without stoneskin, an unmodified attack roll vs. target's AC is required. If successful, each pebble will inflict but one hit point of damage, and a successful save vs. spell reduces this to one-half damage, rounded down. If the spell creates more pebbles than the target has stoneskins, the extra pebbles are lost, they will not inflict any damage. The material components are a pebble or sling stone to be hurled towards the target. Retroactive Dispel Magic Abjuration Range: 120 yards Components: V, S Duration: Instantaneous Casting Time: 5 Area of Effect: 30' cube Saving Throw: Special Lets you actually cast Dispel Magic to counter a spell thrown at you!. If you have the spell, you can cast it at any spell or spell effect thrown that round, EVEN if you have been killed or turned to stone, by the vagaries of initiative and the like. It is assumed that you were casting the dispel magic as the other spell was being cast. Acts as dispel magic for chance of success based on level. For example, you have Esmerelda cast polymorph other, which is lots faster than Dispel magic. She has Initiative all over Glamgon, the PC. He declares that he wants to cast retroactive dispel magic, so effectively as Esmeralda was gathering power for her spell, Glamgon was trying to drain it away. Glamgon had better succeed, lest he truly become a toad (the outcome of the polymorph other should RDM not succeed.) If you don't like this, make it 6th level. It's not like PC's are going to be able to cast it repeatedly a lot on an adventure at this level. And it makes it possible to stop a spell thrown. Sixth Level Lorlovelm's Extradimensional Inprisonment (Alteration) Range: Range: touch Components: Components: v,s Duration: Duration: 2d4 tn + 1tn/L Casting Time: Casting Time: 5 Area of Effect: 1 creature size L or smaller Saving Throw: neg Creates an extradimensional space into which the affected creature is sent. While there, no spellcasting or psionic use is possible. Occupant can be released on caster command, or expeled at the spell's emd to suffer 1d6 pts of damage (25% chance to end up on ethereal plane.) Occupant can see and hear e events around the area where they were when the spell was cast, but can not alter them. (This spell rather heinously ripped off from the _warp marble_- see Tome of Magic p.148) Master Missile (Evocation) Range: 60 yd +10 yd/L Components: v,s Duration: inst Casting Time: 3 Area of Effect: 1 or more creatures in a 10 ft radius sphere Saving Throw: none This is basically an improved magic missile. It does not have a maximun number of missiles - you get two per level ad nauseum. A 32nd level wizard casting this spell gets 16 missiles. oops one more every odd numbered level. When dealing with magic resistance, each individual missile get a roll of its own, and once one gets by th magic resistance, all of the remaining ones do also (a "chink" in th armor has been found) Damage per missile is 1d4+2 (not id4+1)1d4+1) Seventh Level Lorlovelm's Mistaken Alignment (Illusion/Phantasm) Range: touch Components: s,m Duration: 1 wk/L (special) Casting Time: 7 Area of Effect: 1 creature Saving Throw: none For purposes of magical detection, changes the apparent alignment of the victim. Can be negated with a successful disbelief only by someone who knows the victim well enough that they believe without a doubt that they are of a different alignment. This spell is not detectable with detect magic, nor dispellable by dispel magic. Only a full wish can remove its effect before duration ends. Cannot be used on those above demigod status. Material component is an item from the victim (hair, toenail, blood, etc.) Eighth Level Lorlovelm's Nondetectable Magic (Abjuration, Illusion/Phantasm) Range: touch Components: v,s Duration: special Casting Time: 8 Area of Effect: 1 item/ 5 levels of caster Saving Throw: none Causes a number of magical items/objects to be undetectable as magical by any means short of the scrutiny of a greater god. Item cannot be in physical contact with another being of more than animal intelligence at the time of casting. Spell lasts until the item is no longer magical. Can be cast on an item before it is magical, as long as it is magically endowed in the following round. Can also be cast with the enchant an item spell. Lorlovelm's Magical Manuscript (Alteration, Illusion/Phantasm) Range: touch Components: v,s,m Duration: 1 mo/L Casting Time: 1 tn Area of Effect: 1 scroll or spellbook Saving Throw: none Causes item to be moved to a small pocket dimension created by the spell. For spell duration, item can be called forth by a mental command from the caster. Caster cannot call forth if he is insane, feebleminded, etc. When item appears, it is invisible to all but the caster and can only be detected by true seeing spell or godlike powers (no, a dragon could not detect it.) It can also be detected by touch. The item floats 1 foot in front of caster's face, moving with him. Caster can see through it at will, or can make it appear translucent, doubling reading time but allowing him to detect movement on the other side. Caster can see item even in darkness, though not magical darkness. Pages, if any, turn at caster's will. Item can be sent back at will until the spell ends. If spell duration expires and item is still in the pocket dimension, item is spilled into a random plane. Power Word, Banish (Conjuration/Summoning) Level: 9 Range: 20 yd Components: v Duration: inst Casting Time: 1 Area of Effect: 1 creature of HD/L equal to or less than caster's L Saving Throw: none This spell sends an extraplanar creature back to its home plane. If cast on a creature native to the plane it is currently on, the spell sends that creature to the outer plane best matching its alignment (yes, it can be used on PCs). If the target is already in an outer plane that is its home plane, the spell has no effect. There is no possible backlash to the caster as in the _Banishment_ spell of level 7.