Date: Wed, 27 Apr 1994 09:36:32 -0600 From: Steve Bartell Subject: Spell: Clean (Priest) ReCail tossed her finished chicken bone in the fire and looked for a place to clean her greasy hands. After a quick glance around, she resolved to wipe them on her pants. Her and her companions had been travelling for over three weeks, and it had been nearly that long since they had been able to wash. Sweat and grime were making ReCail's clothes cling to her equally dirty body. She looked up at Ratgar, one of the warriors in the party. Even from this distance, she could smell the odor from his unbathed body. His eyes met hers and he gave a quick grin as a dribble of grease from the chicken disappeared into his beard. ReCail quickly looked away with a discussed shutter. She leaned back on the tree behind her and sighed. "There has got to be a cleaner way to travel", she thought to herself. Clean (Alteration) Class: Priest Sphere: All Range: Touch Components: V, S, M Duration: Permanent Casting Time: 2 Area of Effect: 1 person/level or 10 cubic ft. Saving Throw: None Description: Upon casting this spell, the priest effectively cleans one person, animal, or object per level of experience. If cast upon a person or mount, it cleans the being plus any personal belongings he/she/it has on it. This spell effects dirt, grease, paint, sweat, etc., but can be controlled so it doesn't remove something that is permanent, such as oil in boots or paint on a shield. This spell is useful for a party who is on the road for weeks without a chance to bathe. It can also be used to negate the effects of some spells. These spells would include color spray, grease, etc. The material component of this spell is a piece of soap. Date: Thu, 28 Apr 1994 10:45:38 -0600 From: Steve Bartell Subject: Spell: If...Then Dust clouds billowed behind the Githyankis as they charged the party on their horse-like mounts. Nikki estimated about thirty Gith's in the group. Qualt's expression was grim as he spoke to his companions. "Our best bet is to eliminate as many as we can with ranged attacks. We can hopefully handle the rest of them at hand-to-hand combat. The problem is we will only get about one shot once they get into range, at the speed they are coming." He looked over at Nikki, "Anything you can do to help us, wizard?" Nikki's ever-present smile only grew wider. "Hold up an arrow for me.", she replied. When Qualt extended the arrow, the wild mage began to chant and trace symbols in the air, then touched the arrow. After a quick trip to her spell components pouch and a knowing grin to the bard, she began weaving another spell on the arrow. Beads of sweat began to form on Qualt's face as he noticed how close the charging Githyankis were. "Fire it into the Gith's, Now!", Nikki blurted the moment her casting was complete. The bard let his arrow fly almost immediately, even as Nikki began casting another spell toward the Gith's. The arrow disappeared into the attackers and exploded into a fireball an instant later, followed by a second fireball that Nikki had cast herself. Qualt beamed an appreciative smile at the mage as he pulled his sword to engage the remaining Githyankis. "I''m sure glad you're on our side!", he called out. If...Then (Alteration-Wild Mage) Class: Wizard Level: 4 Range: 0 Components: V, S Duration: Permanent Casting Time: 4 Area of Effect: One Item Saving Throw: None Description: Upon casting this spell in conjunction with another type of spell, the wizard delays the effects of the second spell until certain conditions are met - named by the wizard. For example, the wizard could cast If...Then at a doorknob, then direct a fireball into the If...Then spell, and then name conditions that the fireball spell will activate when someone touches the doorknob. The If...Then spell must be cast upon a non-living object. The If...Then spell actually absorbs the second spell effect and holds it until the conditions are met. This hold can be for thousands of years. The conditions that activate the spell must be easily recognized and simple. The DM can decide whether the conditions are appropriate. For example, a wizard could not have the condition, "If a good creature comes into the room...", but could have the condition, "If an orc enters the room...". Only one If...Then spell can exist at a time in a 5' radius. If two If...Then spells come within this range of each other, all spells are effectively dispelled. Thus, a wizard could not have a collection of darts in his pack that all have an If...Then and a ice storm spell cast upon them. The spell used with the If...Then spell cannot be a spell that must be aimed at an opponent. These spells include magic missile, Melf's acid arrow, etc. However, a sleep or cloudkill spell can be used, and the object it was cast upon will be the center of effect. Date: Fri, 29 Apr 1994 09:57:00 -0600 From: Steve Bartell Subject: Spell: Nightshade's Components NightShade's Components (Conjuration/Summoning) Class: Wizard Level: 1 Range: N/A Components: V, S Duration: Instantaneous Casting Time: 1 Area of Effect: One Component/Level Saving Throw: None Description: This spell was created by the wizard NightShade, after a prison entrapment left her unable to cast spells because she lacked components. A similar version of this spell, Conjure Spell Components (See Tome of Magic for details), was introduced a few years afterwards. The two are very similar, but each have advantages and disadvantages. This spell causes desired spell components to appear directly into his/her hands. The component cannot be man-made, and cannot exceed 1 gp value. The wizard can call forth one component per level. There is no restrictions in bringing forth animals or animal parts. Date: Tue, 3 May 1994 14:26:16 -0600 From: Steve Bartell Subject: Spell: Reduce Magic Resistance (This spell is somewhate similar to the 5th level Lower Resistance in the Tome of Magic book. The advantage of the Reduce Magic Resistance is that if uses a method that eliminates the saving throw, and also reduces saving throws versus magic in addition to magic resistance for the duration of the spell. I wrote this spell before the TOM was released, and now my wizard often uses the Lower Resistance spell in favor of this one [once he obtained it], but this version of the spell still has better effects - if the mage wants to use a 8th level.) Reduce Magic Resistance (Alteration/Evocation) Class: Wizard Level: 8 Range: 10 yards/level Components: V, S, M Duration: 1 Round/Level Casting Time: 8 Area of Effect: One Creature Saving Throw: None Description: This spell works to temporarily deteriorate the innate magical resistance of a creature. When cast, the victim's magical resistance is reduced 3% per level of the caster for the duration of the spell. The victim also has a penalty to all saving throws vs. magic until the spell expires. The material component is a spell that the wizard has already memorized. The saving throw penalty depends on the spell the wizard sacrifices as the material component (i.e. a 3rd level spell sacrificed equals -3 to saves). The reduce magic resistance spell absorbs the power of the material component spell upon casting. For example: the 20 level wizard casts a reduce magic resistance spell at a creature with 80% magical resistance. The wizard uses a 5th level teleport spell he has memorized for the "material" component. The wizard loses the teleport spell from memory and the creature has a -5 penalty save vs. spells and other magic. Furthermore, the creature's magical resistance is reduced to 20%. Date: Wed, 4 May 1994 10:23:35 -0600 From: Steve Bartell Subject: Spell: Cure Vampirism (Priest) Cure Vampirism Class: Priest School: Alteration, Necromancy Sphere: Healing Level: 7 Range: Touch Components: V, S, M Duration: Permanent Casting Time: 3 turns Area of Effect: One vampire or vampiress Saving Throw: None By means of this spell, a cleric is actually able to convert a being who has been changed into a vampire back to his/her mortal self again. At the same time, it changes the cursed being from an undead status to a living creature again (since a vampire is inherently a dead mortal). The spell must be cast within 5 days after the vampire to be cured has been slain or it will not work. After casting this spell, the cured vampire must rest for a minimum or 24 hours before engaging in any activity. The cure vampirism spell is not as simple as just casting the spell and changing a vampire. The material component of this spell is the heart of the vampire who originally curse the recipient of the spell with vampirism. In many cases, this will probably send the players on a quest to destroy the vampire. Only a fragment of the heart is necessary to cast the spell. Therefore, if several people have been inflicted by the same vampire, the heart can be divided up and used as the material component for all to recieve the spell. However, if the vampire is destroyed and there is nothing left (total destruction by sunlight, for example) then the spell component is lost and the spell cannot be cast. The recipient vampire must make a successful ressurection check or the spell will fail and the victim will not be able to be raised again. In addition to the original vampire's heart, the spell also requires the clerics holy symbol and a stone altar (on which the body is laid) as material components. The altar must be decorated with gems and precious metals worth 10,000 gp and is fused into a worthless lump of obsidian after casting. Date: Thu, 5 May 1994 12:20:01 -0600 From: Steve Bartell Subject: Spell: Resist Sleep Name: Resist Sleep Class: Wizard School: Abjuration, Alteration Level: 4 Range: Touch Components: V, S, M Duration: Special Casting Time: 4 Area of Effect: One person/2 levels Saving Throw: None This spell allows the recipient (human, humanoid, or animal) to go without sleep for twice the normal duration. This duration includes retroactive time without sleep before the spell was cast. For example, a character who can go a maximum of 36 hours without sleep, and has aready been awake for 36 hours, can extend the time without sleep for another 36 hours (72 hours total). This spell can also counter the effects of a sleep spell, although the spell is ended immediately upon doing so. Resist Sleep will also negate the effects of exhaustion from normal activity. Normal activity includes light labor, traveling at normal speed, etc. Characters traveling at top speed or engaged in heavy fighting or work will fatigue normally. The material component for the spell is a handful of sand. Date: Mon, 16 May 1994 16:27:26 -0600 From: Steve Bartell Subject: Spell: Blood Scent Blood Scent (Alteration) Class: Wizard Level: 4 Range:Touch Components:V, S, M Duration:9 rounds Casting Time:4 Area of Effect:One person/creature Saving Throw:None This spell causes the recipient to give off the strong smell of blood as if they were bleeding profusely. The victim will take no damage from the spell and there are no visible effects, only the scent of blood. The smell attracts carnivorous creatures in the area - usually sharks. The spell has a 10% chance of attracting wandering monsters on the first round after casting, with an additional 10% each round thereafter. This chance increases to a maximum of 90% on the ninth and last round of the spell duration. The type of creatures appearing depends on the area the spell is cast. The DM can do a wandering monsters check to determine what shows up. The creatures that appear will be so strongly attracted to the spell victim that they will ignore all other living things in the area. When the spell duration expires, the scent immediately disappears and the attracted carnivores will no longer be attracted to the individual. However, if they successfully drew blood from the victim, chances are they will continue to attack. The material component for this spell is a shark's tooth. Note: This spell was created for use underwater. If the DM allows, the spell can be used in a land-based campaign to attract carnivorious creatures. The spell may not be as effective out of the water - at the DM's discretion. Date: Tue, 31 May 1994 11:29:13 -0600 From: Steve Bartell Subject: Omega League: More new spells Here are a few new spells from the underwater adventures campaign I am working on. Most of them can easily be used by surface adventurers as well. As always, comments and ideas are welcome. Air Pocket (Alteration) Class: Priest Sphere: Elemental Air Level: 4 Range: 0 Components: V, S Duration: 1 hour/level Casting Time: 4 Area of Effect: 20' X 20' cube Saving Throw: None This spell will create an area of pure, clean air in the location the caster desires. The air pocket appears in a 20 foot by 20 foot cube and remains stationary in the location it was cast. It cannot be made to move with the caster. The cube is self contained, and will keep out surrounding air or water. This makes it a useful spell to cast underwater, in wildspace, or around poisonous gas. The cube will only keep out liquids, gases, and outside air. Humanoids, creatures, and objects can pass through freely. The air in the cube will remain fresh for the duration of the spell. Bubble Screen (Alteration) Class: Wizard Level: 2 Range: 0 Components: V, S, M Duration: 1 round/level Casting Time: 2 Area of Effect: 30 foot sphere Saving Throw: None Upon casting this spell, the wizard fills the area with bubbles. The sphere of bubbles is so thick and active that it seriously restricts vision, giving all within it a -4 to hit. The action of the bubbles will also disrupt spellcasting unless the caster makes a Constitution check. The caster is not immune to the effects of the spell, and will suffer the same restrictions. Most sea life will avoid the sphere of bubbles when possible. The material component of this spell is a small tube, which the caster blows bubbles through while casting. (An identical version of this spell is available for priests, from the spheres of water and protection.) Net (Conjuration/Summoning) Class: Wizard Level: 4 Range: 10 yards Components: V, S, M Duration: 1 turn/level Casting Time: 4 Area of Effect: All within a 15' area Saving Throw: Special This spell creates a 15-foot diameter net that shoots forth from the caster's hand to wrap itself around the victim. A successful Dexterity check means the intended victim was able to dodge the net (for creatures, a save vs. spells would suffice). If the victim fails to dodge the net, it wraps itself around them and goes tight. An edged weapon will be able to cut through the net by doing 15 points of damage. Any edged weapon longer than a dagger will only cause half damage, because the entangled person will not be able to move well enough to yield it successfully. A successful bend bars roll will also allow the victim to tear out of the net. The openings through the weave of the net are very small, enabling it to trap any fish and animals larger than an inch around. When the spell duration expires, the net vanishes. The wizard can also open or dispel the net at will. The material component for the spell is small seaweed net adorned with silver clamps, worth 200 gp ready-made. A wizard with weaving and metalworking proficiencies can create the net themselves at cost of materials. Become Water (Alteration) Class: Wizard Level: 6 Range: 0 Components: V, S, M Duration: 1 turn + 1 round/level Casting Time: 6 Area of Effect: The caster Saving Throw: None The wizard is able to transform himself/herself into water upon casting this spell. The amount of water the wizard will become is of equal mass to the caster's body. While in water form, the caster is able to move 18" underwater, or 6" on the ground. The wizard only has limited control of their body while in the water form, and cannot make any attacks, manipulate objects, cast spells, or other things requiring a physical form. They can flow across the ground, go between cracks, move freely in water, and whisk away objects in their waves. The caster cannot form water appendages or raise themselves off the ground. While under the "become water" spell effects, the wizard can only by hit by magical weapons. The material component to this spell is a bit of water from a water weird, water elemental, or other creature composed entirely of water, which the caster drinks during casting. Date: Fri, 20 May 1994 15:00:03 -0600 From: Steve Bartell Subject: Undersea Campaign: New Spells Well, I have settled on a name for the undersea campaign I am creating: Omega League (meaning "the last league" for those of you who don't study dictionaries). All posts I will make on it now will have the subject begin with "Omega League:" Once I complete everything, I will post it on a FTP server somewhere. As soon as I have enough to test, I will start a PBeM on it. As always, any contribution of ideas are greatly appreciated. I am especially looking for new spells and creatures (in monstrous compendium format). Any ideas on rules for combat, encumbrance, etc. are great too. In the meantime, here are some of the spells I have created for the new campaign. They are for use underwater, but most of them will be effective for surface adventurers as well. Name: Boiling Globe Class: Wizard School: Evocation Level: 2 Range: 5 yards/level Components: V, S, M Duration: Special Casting Time: 2 Area of Effect: 20 foot radius Saving Throw: 1/2 This spell forces a 20' x 20' circular area of water into an extreme boil. All creatures in the area of effect take 1d4 points of damage per level of the caster (maximum of 12d4 points). A saving throw indicates half damage. The water in the globe will drop to a tolerable level on the next round. Creatures who are not affected by heat or fire are immune the effects. Ice will instantly boil under the effects of this spell, as well. The globe can be created anywhere within range of the caster. The material component of this spell is a piece of volcanic rock. Name: Ink Cloud Class: Wizard School: Alteration Level: 1 Range: 30 yards Components: V, S, M Duration: 2-8 rounds Casting Time: 1 Area of Effect: 20-foot radius Saving Throw: None Upon casting this spell, the wizard creates an ink cloud in the water, similar to that which an octopus releases. The cloud covers a 20-foot circular area, either at the casters position or at any location within spell range. The ink cloud remains stationary for the duration of the spell, unless cast in moving water (such as a river), where it dissipates in one round. The cloud will block all vision, including infravision. When the spell expires, the ink cloud vanishes. The material component of this spell is the eye of an octopus. Name: Protection on Surface Class: Priest School: Abjuration Level: 4 Range: Touch Components: V, S, M Duration: 1 day/levelCasting Time: 1 round Area of Effect: One person Saving Throw: None This spell protects races like locathan, merpeople, etc. from the adverse effects of being on the surface. This spell will prevent taking damage from drying out and will allow the recipient to survive just like a normal human. The spell will also enable air breathing for it's duration (if needed). The recipient of the Protection on Surface spell can only receive it's benefits once and then need to wait the length of the spell's duration before they can have it cast upon them again. (Example: a locathan has Protection on Surface spell cast by an 8th-level priest, allowing the duration to be eight days. When the spell effects wear off in eight days, the locathan will have to wait another eight days before it can have this spell cast upon it again.) The material component of this spell is the priest's holy symbol. Name: Dive Class: Wizard School: Alteration, Evocation (Reversible) Level: 2 Range: 10 yards Components: V, S, M Duration: 1 round/level Casting Time: 1 Area of Effect: One person Saving Throw: Negates This spell forces the recipient to sink to the bottom of a body of water at the rate of 20 yards per round unless they make a save vs. spells. No amount of swimming or struggling will stop the victims descent. However, a rope or other secured object that can hold the weight of the victim will stop the sinking. The spell recipient will sink for a number of rounds equal to the caster's spell level. If they touchdown at the bottom of the water before the spell duration expires, they will simply be unable to leave the ground until the spell wears off. When this spell is cast in the Elemental Plane of Water, the victim will sink in whatever direction their feet were facing at the time of casting. This spell will also effect those who are swimming on the surface of a body of water. The reverse of this spell, "Surface", will force the recipient to float to the surface of the water for the duration of the spell. The material component of this spell is a small ball of lead. Name: Sonic Blast Class: Wizard School: Evocation Level: 5 Range: 5-feet/level Components: V, S, M Duration: Instantaneous Casting Time: 5 Area of Effect: SpecialSaving Throw: 1/2 When this spell is cast, the wizard blows on a conch shell and sends a sonic blast forth in a that does 1d4+1 points of damage per level. The sonic blast issues forth in a 10-foot diameter "cylinder" with a distance of 5-feet per level of caster. Any item, door, etc. caught in the blast needs to make a saving throw vs. crushing blow to survive. The material component of this spell is a conch shell that is consumed once the blast is released. This blast of this spell uses the water as a carrier, making it only castable underwater. Name: Stop Bleeding Class: Priest School: Alteration Level: 1 Range: Touch Components: V, S, M Duration: Permanent Casting Time: 1 Area of Effect: One person Saving Throw: None This spell immediately stops the bleeding of a wounded individual. It will not heal any damage, only stop the flow and scent of blood. This is useful when a priest needs to halt bleeding of an individual who cannot be fully healed at that time. (Note that even a bandaged wound may still attract sharks and other creatures by scent.) The spell will cease to attract sharks and other carnivorous fish, but the amount of blood already spilled will still exist. This spell can also be used on land to stop the victim from leaving a trail of blood. It may also be used to halt the adverse affects from magical weapons of wounding. The material component of this spell is the priest's holy symbol. Date: Mon, 25 Apr 1994 11:35:00 -0600 From: Steve Bartell Subject: Spell: Nikki's Berskerker Their hearts felt like they would burst in their chests as the companions rounded the corner into a side hallway. They paused to rest a moment, listening intently over their labored breathing. After a few moments, they heard the sound they hoped not to hear, but expected nonetheless - the heavy thumping of the two iron golem's footsteps. All magical attacks had failed, and the couple knew they could not defeat both of them in melee. Qualt took a step in the opposite direction and set himself to run when Nikki placed a steadying hand upon his shoulder. "I have another spell that may get us out of this", she said with an uncertain smile. Nikki stepped back around the corner and began weaving a spell even as the pair of golems bore down the hall towards her. Moments later, a muscular human male with a longsword stood before the wild mage. With frenzied screams, the conjured man intercepted the iron creations and began a wild, unorganized attack. The companions watched in anticipation as the berserker cut down one golem and nearly finished the other before finally falling and vanishing. Qualt's grin nearly lit up the darkness as he charged the remaining mangled golem, knowing now it would be an easy kill. Nikki's Berserker (Conjuration/Summoning - Wild Mage) Class: Wizard Level: 7 Range: 100 ft + 10 ft/level Components: V, S, M Duration: 1d10 Rounds Casting Time: 7 Area of Effect: N/A Saving Throw: None Description: This spell, created by the wild mage Nikki Kell of Greyhawk, brings forth a human berserker fighter as the ultimate melee weapon of the wizard. The berserker will battle endlessly until destroyed or the spell expires - after which it will just simply vanish from existence. The berserker cannot be dispelled by any magical means, and cannot even be dismissed by the wizard. The level of the berserker is determined randomly; 1d10 + 1 level per 2 levels of the caster (round up). The berserker will have ability scores of 18/00 strength, 18 dexterity, 18 constitution. Intelligence and wisdom scores are irrelevant, as the fighter will be in a mindless rage and will not stop or communicate under any circumstances. Hit points are determined randomly. The berserker will have a natural armor class of 4, with a +1 bonus for every 2 levels of the caster (round up) to a maximum of - 10. The berserker will appear with a weapon, which can be decided by the wizard. The weapon will be a magical +3 weapon, which will disappear with the berserker. The berserker is immune to all mind spells and saves at +4 to all other spells. Due the berserker rage, the fighter gets a +1 bonus to hit and +3 to damage - along with magical weapon and strength bonus. Of course, there is a catch to this wild mage spell. The berserker will attack endlessly until the spell expires. If the wizards foes are killed before the spell expires, the berserker will turn upon the caster and his companions. As stated above, the wizard cannot end this spell by choice, and the berserker cannot be magically dispelled. The material component is a small, sharp piece of metal.