Date: Fri, 11 Jun 1993 10:30:57 +1200 From: Rob McNeur Subject: Re: New Magic Items Heat (reversable) (Mage and/or Clerical) Level - 1 Componants - V,S Range - 6" Casting Time - 1 segment Duration - 1 turn/level Saving throw - Negates Area of effect - 1" Radius globe This spell causes the affected area to become warm, maintaining a constant temperature of 40 degrees C (96 degrees F). This is intended primarily as a heat source, not an attack, although if used against cold- living creatures, they will take 1D4 damage per round they remain in the area of the spell. The spell is reversable (Chill) causing the area to lower in temperature to 0 degrees C (32 degrees F). Used against Hot dwelling creatures, they will take 1D4 damage per round during the time they remain in the area of effect. Continual Heat (reversable) (Mage and/or Clerical) Level - 3 Componants - V,S,M Range - 6" Casting Time - 3 segments Duration - Until dispelled Saving throw - Negates Area of effect - 2" Radius globe This spell causes the affected area to become warm, maintaining a constant temperature of 40 degrees C (96 degrees F). This is intended primarily as a heat source, not an attack, although if used against cold- living creatures, they will take 1D4 damage per round they remain in the area of the spell. The spell is reversable (Chill) causing the area to lower in temperature to 0 degrees C (32 degrees F). Used against Hot dwelling creatures, they will take 1D4 damage per round during the time they remain in the area of effect. Continual Heat is very handy cast on blankets etc for those travelling in cold climates or in deserts. Materials required :- Sulpher for Continual Heat, Clear crystal for Continual Chill Continuous Variable Heat (Mage and/or Clerical) Level - 5 Componants - V,S,M Range - 6" Casting Time - 8 segments Duration - Until dispelled Saving throw - Negates Area of effect - 2" Radius globe This spell causes the affected area to become either warm or cool, the actual temperature defined by the caster, variable within a range of 200 degrees C (352 degrees F) down to -20 degree C (0 degrees F). This is intended primarily as a heat source, not an attack, although if used against cold-living creatures, they will take 1D6 per 50 degree C greater than 20 degree C damage per round they remain in the area of the spell (20 degrees = 0 damage, 70 degrees = 1D6, 80 degrees = 2D6 etc). If used against Hot dwelling creatures, they take 1D6 per 20 degrees below 20 degrees (20 degrees takes 0D6, 0 degrees = 1D6, -20 degrees = 2D6) Continuous Variable Heat is very handy for making cooking stoves, heaters, and refrigerators. Materials required :- Sulpher and Wood for Continuous Variable Heat, Clear crystal and Ice for Continuous Variable Chill Breathable Air (reversable) (Mage and/or Clerical) Level - 1 Componants - V,S Range - 6" Casting Time - 1 segment Duration - 1 turn/level Saving throw - Negates Area of effect - 1" Radius globe This spell causes the affected area to have breathable air for the duration of the spell, as long as the surrounding pressure will allow it (eg in shallow water the pressure will not remove the spell, in deep water the water pressure will reduce the area of effect considerably) This is handy for emergency breathing supplies within a poison gas area, stinking cloud etc and also gives an increased save vs these effects (save at +4). Reversed (Unbreathable air) will cause the air to become totally unbreathable, causing choking (1D6 per round while within the area of effect) and making it difficult to cast spells (save vs spells to be able to do so) (This is similiar to 'Stinking Cloud'. Continuous Breathable Air (reversable) (Mage and/or Clerical) Level - 3 Componants - V,S,M Range - 6" Casting Time - 3 segment Duration - Until dispelled Saving throw - Negates Area of effect - 2" Radius globe This spell causes the affected area to have breathable air until the spell is negated, as long as the surrounding pressure will allow it (eg in shallow water the pressure will not remove the spell, in deep water the water pressure will reduce the area of effect considerably) This is handy for emergency breathing supplies within a poison gas area, stinking cloud etc. It is also in great demand by owners of mines to ensure that the mine continues to be workable. It is also handy cast on the inside of helmets to provide a flow of fresh air out of the helmet, thus giving a positive air pressure, allowing the user to continue to breath underwater (at fairly deep water pressures) and also helps to counter many of the effects of poison gas or stinking clouds (Save at +4) Reversed (Continuous Unbreathable air) will cause the air to become totally unbreathable, causing choking (1D6 per round while within the area of effect) and making it difficult to cast spells (save vs spells to be able to do so). It also allows for some nasty traps in the bottom of pits etc. Materials :- Breathable Air - a vial of Oxygen (or breathable air) Unbreathable Air - a vial of poison gas, stinking cloud etc