Date: Thu, 24 Feb 1994 19:31:26 -0500 (EST) From: THE AVANGION OF DELPHI Subject: Re: Great Net Stuff To: wsbusr1@urc.tue.nl Hello again. Here is a complete list of spells that I have personally created. Some of them were intended to be humerous as they are part of such a continuing series. They can be used as both priest and wizard spells. I am in the process of transferring 50 or so spells from another game to AD&D 2nd Ed. format so I'll get you those ASAP. Thanks for all your help. Steve 1648 9-FEB 18:07 Locker Rooms The Magik of Nilrem From: SYREK To: ALL (The Magik of Nilrem is a series of humourous spells made in AD&D 2nd Ed. format. They aren't intended for game use, but if a DM has a real sense of humour, pertinant game information is included and they can be used as both priest and wizard spells.) Nilrem's Overflowing Kidneys (Alteration) Sphere: Creation Range: Touch Components: V, S, M Duration: Special (5 rounds) Casting Time: 2 rounds Area of Effect: Creature touched Saving Throw: None When the spellcaster casts Nilrem's Overflowing Kidneys, the affected creature begins to get the urge to relieve itself. This urge builds considerably until becoming overwhelming by the 5th round when the creature has no choice but to relieve itself. The effect of this spell is twofold since the creature, while under the spell's influence, is unable to make completely effective maneuvers. The creature receives a -2 penalty to Dexterity, -1 for each round until relieved and is unable to cast spells because of the considerable strain necessary to keep itself from answering nature's call. The material component of this spell is a container (goblet, chalice, etc...) of at least 100 gp in value filled with water that must be splashed on the creature during casting. 1657 12-FEB 07:11 Locker Rooms The Magik of Nilrem From: SYREK To: ALL (The Magik of Nilrem is a series of humourous spells made in AD&D 2nd Ed. format. They aren't intended for game use, but if a DM has a real sense of humour, pertinant game information is included and they can be used as both priest and wizard spells.) Cloud of Misery (Conjuration/Summoning) Sphere: Weather Range: Touch Components: V, S, M Duration: Permanent Casting Time: 1 Area of Effect: Creature touched Saving Throw: None The Cloud of Misery is a small, dark grey cloud of moisture that floats about 10-15 feet above the affected creature. The effect of the spell is to constantly precipitate on its respective creature. It can be dismissed only by a dispel magic spell and other creatures that enter the cloud's area of effect are unaffected. The type of precipitation that falls on the creature at any given time is normally based on alignment and mood. The DM determines what the effect is but obvious effects are rain falling on miserable creature, lightning on an angry or evil one, snow on a cold-hearted creature, etc... While under the effects of the cloud, the creature receives a -3 penalty to Charisma until the cloud is dismissed. The cloud cannot be attacked, but it can be blown away by strong winds for 1d4 rounds after which it will return. If the affected creature attempts to fly above the cloud, the cloud will rise until once again over it. The cloud will follow the creature to any other plane where the associated weather conditions could exist and will reappear in such planes if the creature travels to a plane in which the cloud cannot exist and then returns to one in which it can. The material component of this spell is either a small piece of dry ice, or a larger piece of normal ice and a crystal or jeweled bead of at least 200 gp in value. 1675 14-FEB 21:19 Locker Rooms The Magik of Nilrem From: SYREK To: ALL (The Magik of Nilrem is a series of humourous spells made in AD&D 2nd Ed. format. They aren't intended for game use, but if a DM has a real sense of humour, pertinant game information is included and they can be used as both priest and wizard spells.) (The following spell is a special one created by Nilrem on a day similar to our Valentine's Day which he (unsuccessfully) cast on a woman he desired.) Broken Heart (Enchantment) Reversible Sphere: Charm Range: 30 yards Components: V, S, M Duration: Special Casting Time: 1 round Area of Effect: 1 creature Saving Throw: Neg. This is one of the more unusual spells created by Nilrem. When casted, several magical missiles are evoked and travel at a medium pace to the intended target. The missiles will seek out the target, turning corners, dodging bystanders, and other such complicated maneuvers. If the target is struck by at least one of the missiles, or fails a save vs. polymorphing/petrification, the spell takes effect. The missiles do not harm the affected creature, only deliver the magic. The actual effect of the spell is to effectively "break the heart" of the creature causing extreme misery and coldness to others around it. An additional effect, the one Nilrem originally intended, is to end any feelings of love the creature has towards anyone else and to even lose partial memory of such partners. The results of the use of this spell can be quite strange and not always follow the above description exactly. Nilrem's naive intention was to sever his target's relations with her fiance and then move in on her himself. What he didn't realize was that, as an additional effect of the spell, the woman had developed a callousness towards all imposing men and so she rejected him. The only way the effect of this spell can be removed is with the spells reverse, Mended Heart, which Nilrem attempted to cast on his love, but when he did so she regained her senses (and her memory) she scorned him for what he did and went out in search of her former lover. The material component of this spell is a jewel or piece of gold shaped like a heart which is snapped in two upon the casting of the spell. The material components of the reverse are the original, resulting pieces which must be placed together upon casting and fuse together if the spell is successful. 1674 14-FEB 21:19 Locker Rooms The Magik of Nilrem From: SYREK To: ALL (The Magik of Nilrem is a series of humourous spells made in AD&D 2nd Ed. format. They aren't intended for game use, but if a DM has a real sense of humour, pertinant game information is included and they can be used as both priest and wizard spells.) (The following spell is one not normally found in Nilrem's tome.. it is actually useful. The spell, Geysers of Life, is intended to be an 8th, 9th, or 10th level Priest, or 10th level Wizard, Psionic Enchantment as per the description of such spells in the DARK SUN book "Dragon Kings".) Geysers of Life (Alteration, Conjuration/Summoning) Sphere: Elemental (Water) Range: 0 Components: V, S, M Preparation Time: Special Duration: Special Casting Time: 1 turn Area of Effect: Special Saving Throw: None This potent spell creatures large cracks in the surface of the ground around the caster out of which gushes water. The number of cracks that appear depends on the preparation time; 2d6 cracks of a maximum of 8 feet in length will appear for every 3 days spent in preparation. The cracks (and the water) last for 1d12 + 3 days for every 3 days the caster spends in preparation. After casting, the cracks gradually appear over a period of 12 hours and the amount of water gushing out reaches its maximum after that time. The water itself is not drawn from the surrounding lands (which would yield little) but from the elemental plane itself. After the spell has run its course, the water trickles to a stop and the cracks disappear soon after. The water created by this spell has a 10% chance of returning to the elemental plane every 60 days causing the normal effects of water loss in any plants or animals that consume it. This effect's chances of occurring decrease by 1% for every caster level gained above 20 to a minimum of a 1% chance at level 30. The material components of this spell is a jeweled stave of at least 1000 cp (ceramic pieces) in value that is used to mark off the cracks and enough powdered crystal to distribute in even quantity over all the cracks, failure to do so results in spell failure. 1676 15-FEB 19:01 Locker Rooms The Magik of Nilrem From: SYREK To: ALL (The Magik of Nilrem is a series of humourous spells made in AD&D 2VH#9j$HVKW+ $U4ey aren't intended for game use, but if a DM has a real sense of humour, pertinant game information is included and they can be used as both priest and wizard spells.) Nilrem's Incredible Uncontrollable Itch (Alteration, Enchantment/Charm) Sphere: Charm Range: 0 Components: V, S, M Duration: 2 hours/caster level Casting Time: 1 round Area of Effect: Special Saving Throw: None By means of this spell, the caster can alter a certain amount of a powdered substance (1 ounce/2 caster levels of any powdery substance, usually talcum or a similar powder) to cause an incredible itching sensation and irritation when coming in contact with a creature's skin. The creature will not be able to fight the desire to itch and the sensation will continue (and actually get worse as the creature scratches) for the duration of spell, after which the magical powder will revert to its original form. The magic powder can be stored for any length of time until use and can be removed by magical means or a Dispel Magic spell. Otherwise, the powder fuses itself into the creature's skin and cannot be removed by conventional means. The saving throw the creature gets is determined by the circumstances under which the caster (or whomever) applies it. It is normally applied covertly, but can be dropped on, thrown at, etc... the creature with or without his/her/its knowledge. The material component of this spell is the powder to be used. 1678 16-FEB 19:50 Locker Rooms The Magik of Nilrem From: SYREK To: ALL (The Magik of Nilrem is a series of humourous spells made in AD&D 2nd Ed. format. They aren't intended for game use, but if a DM has a real sense of humour, pertinant game information is included and they can be used as both priest and wizard spells.) (The following spell is another one of the rare useful ones.) Deathwalk (Enchantment/Charm) Sphere: Charm Range: Touch Components: V, S, M Duration: Permanent Casting Time: 3 rounds Area of Effect: Creature touched Saving Throw: None A very potent and deadly spell, Deathwalk should be used only when a long term damaging effect is desired. The creature affected will, quite simply, no longer be able to fall into a normal unconscious sleep. If a Sleep spell is cast upon the affected creature or if the creature is otherwise affected in such a way that unconsciousness would result, the creature falls into a restless unconscious gaining no benefits from it. For every 3 consecutive days the creature is unable to sleep, all abilities temporarily drop by 1 point and 1d4 hit points are temporarily lost, however no abilities can drop below 2 and hit points cannot be reduced to 0. The incoherentness and sluggishness eventually gets to the point where the creature is "bed-ridden" and can barely move. In this way Deathwalk releases its true powers because if the creature cannot eat or perform other necessary bodily functions especially that of proper health care, death will ensue. After 8 consecutive days without sleep, the creature must make a successful save vs. paralyzation each day or fall into a restless coma. The material components for this spell are a black shroud, which burns while the spell is in effect, and a small crystal sphere that essentially traps the spirit and essence of the affected creature within it. Date: Sat, 26 Feb 1994 15:19:28 -0500 (EST) From: THE AVANGION OF DELPHI Subject: Re: Great Net Books and Mail Lists To: wsbusr1@urc.tue.nl 1678 16-FEB 19:50 Locker Rooms The Magik of Nilrem From: SYREK To: ALL (The Magik of Nilrem is a series of humourous spells made in AD&D 2nd Ed. format. They aren't intended for game use, but if a DM has a real sense of humour, pertinant game information is included and they can be used as both priest and wizard spells.) (The following spell is another one of the rare useful ones.) Deathwalk (Enchantment/Charm) Sphere: Charm Range: Touch Components: V, S, M Duration: Permanent Casting Time: 3 rounds Area of Effect: Creature touched Saving Throw: None A very potent and deadly spell, Deathwalk should be used only when a long term damaging effect is desired. The creature affected will, quite simply, no longer be able to fall into a normal unconscious sleep. If a Sleep spell is cast upon the affected creature or if the creature is otherwise affected in such a way that unconsciousness would result, the creature falls into a restless unconscious gaining no benefits from it. For every 3 consecutive days the creature is unable to sleep, all abilities temporarily drop by 1 point and 1d4 hit points are temporarily lost, however no abilities can drop below 2 and hit points cannot be reduced to 0. The incoherentness and sluggishness eventually gets to the point where the creature is "bed-ridden" and can barely move. In this way Deathwalk releases its true powers because if the creature cannot eat or perform other necessary bodily functions especially that of proper health care, death will ensue. After 8 consecutive days without sleep, the creature must make a successful save vs. paralyzation each day or fall into a restless coma. The material components for this spell are a black shroud, which burns while the spell is in effect, and a small crystal sphere that essentially traps the spirit and essence of the affected creature within it. 1692 21-FEB 18:24 Locker Rooms The Magik of Nilrem From: SYREK To: ALL (The Magik of Nilrem is a series of humourous spells made in AD&D 2nd Ed. format. They aren't intended for game use, but if a DM has a real sense of humour, pertinant game information is included and they can be used as both priest and wizard spells.) (I just can't seem to get away from using useful spells as they're easier to come up with.) Tomewipe (Alteration) Reversible Sphere: Divination Range: Touch Components: V, S, M Duration: Special Casting Time: 1 turn Area of Effect: Special Saving Throw: Neg. Tomewipe can be a very powerful spell and is similar to spells that erase a wizard's memory, but it instead erases all magical language from a scroll or tome. 1d8+1 pages per caster level can be erased in this manner. This spell has no effect if any magical wards are in place to protect the tome and will give no indication of any such wards, the spell will simply fizzle out in the normal fashion of failed magic. If tome, scroll, or whatever the magic is written on fails a save vs. spell, the normal effect takes place. The reverse of this spell, Tomerestore, is the only way the magic can be returned to the tome. This suggests that even though a Dispel Magic spell would have no effect on a book or blank piece of paper that magic has already acted upon, the magic is still there or has been made invisible somehow. What actually happens to the words in the tome is probably something like this: the words are transformed into magical energy and stored on another plane, dimension, or similar other-world. The material compenents of this spell are a flaming staff of at least 2 feet in length and 50 gp in value that is waved over the tome or scroll during casting and an ornate sphere of any light colored material of at least 150 gp in value and able to withstand shock considerably well. The material component of the reverse is either the original sphere (which may be where the magic is stored, but no way to transfer it has yet been found) which must be shatterred or cracked in half or a handful of rare herbs that must be burned as insense in the same airspace as the original tome. This action also releases the magic from its holding area if the sphere was lost or destroyed. This second method is quite unreliable and has only a 60% chance of success +5% per caster level over the spell level. (The Magik of Nilrem is a series of humourous spells made in AD&D 2nd Ed. format. They aren't intended for game use, but if a DM has a real sense of humour, pertinant game information is included and they can be used as both priest and wizard spells.) (I can't think of any more funny ones!) Eyes of the Beholder (Alteration) Sphere: Combat, Animal Range: Touch Components: V, S, M Duration: Special Casting Time: Special Area of Effect: Creature touched or Caster Saving Throw: None This spell enchants the affected creature (or the caster) with abilities similar to those of a beholder with respect to the eyes. By using this spell, the eyes of a creature (or the caster) can be enchanted with one spell like power each. For most demihumans and humaniods this is two. The casting time is one turn for each enchantment cast plus the casting time of the enchantment. To cast this spell, the caster first casts Eyes of the Beholder and then casts the desired enchantment. The first spell will capture the energies of the second spell and those energies, which cannot be dispelled, will flow in the eye of the caster's choice. The creature affected can then cast that spell as though it were an innate ability. The DM rolls a 1d6 to determine the number of days the spell lasts for each eye affected and keeps the result secret. As long as the spell is in effect, eye color generally changes to represent the effect of the enchantment. For every level of the caster beyond the enchantment cast upon the eye, the spell remains in effect for another day. This spell has the potential to be very powerful especially if both eyes are enchanted with a Wish spell. In this case, DMs are advised to use this spell with caution and possibly reserve it as a Psionic Enchantment. On the plus side, the material components are difficult to get; one of an actual Beholder's eyes is necessesary to cast this spell. The DM may also rule that the eye must have the same enchantment that the caster wishes to bestow.