Date: Sat, 15 Jan 1994 11:31:41 -0500 (CDT) From: JESUS is the reason for the season Subject: Re: Last call for spells for Great Net Spellbook To: wsbusr1@urc.tue.nl (I sent these to a wild mage by the name of Tarnok awhile ago, and we sort of had fun developing a little story to go along with the trade.... :) Tim Larson TEL002@acad.drake.edu ================================ Within some days you reach the great port of Waterdeep, and locate the Yawning Portal tavern. You search through the faces present for someone matching the description of the muscular bronze-haired wild elf you've come to meet, but he is no where to be found. Deciding to wait awhile abiding against his coming, you order a drink and find a corner table. Soon later you feel a tingly prickling at the back of your neck, and get a sense of pleased affirmation. Nearly immediately after, an elf matching Legolath's description appears directly in front of your chair, and a good assortment of pretty jewels fall apparently from his sleeves onto the floor. The bronze-haired elf, clad in deep purple cloak with gold trim and robe adorned with symbols of far-seeing and sight, grimaces slightly and stoops to retrieve the dozen or so baubles, and sits across from you as the bartender and a few patrons make remarks about such flashy entrances, then grunts of acknowledgment. The bartender comes over. "Here, now, mage. We may be old acquaintances but that doesn't mean you can be a'poppin' int' me bar any old time you want. I may have a friend put a bar on such things that would be sure t' scramble ye if you tried that 'gain. So what do you need?" Legolath covers a half sarcastic smile at the old man as he replies, "Wine. Red Cormyr wine. I'll respect your wishes because...it pleases me to." "Of course, Legolath. Nice to see ye got back from that bout of spelljamming. Not all who try that are so lucky." At the elf's surprised look he says, "I still have many friends around who keep me informed." Then Legolath truly smiles, having acted out their little charade, and the man, whose name you have not yet heard, says, "Maybe y'll try another go at the portal?" gesturing to the large well-type construction in the middle of the room, and goes to get the elf's wine. "Tarnok. As to our little business that I invited you here for," the wild mage begins in a stern superior tone, "I realize you cannot help your parentage, but you must understand I was quite reluctant to show up when I learned of it. I hope this explains my use of ESP to discern more about you. Things like that aren't usually done between wizards when no formal challenges have been issued, and so forth. Not that I pay much attention to such silly rules anyway." The bartender returns with the wine, and Legolath hands him a several of the jewels he 'dropped' earlier and nods his thanks. "I love it when that happens," he says with a side- long glance at you. He drinks deeply and says, "I don't really care for cities, and this is not really a private enough place to conduct arcane business." Before you can react, the elf clamps his hand on your wrist in a vice-like grip of iron and says a few words, and you are elsewhere... ...on a hill outside the city. "Much better," he says. Spying a large rock, he motions you towards it, and pulls a two horn tubes out of a pocket. "Here are my spells. They are mine, and bear my name. Remember that always," he tells you with an almost vicious glare. "I had an apprentice I 'borrowed' from Flamsterd. She tended to forget who the master was once in awhile. She knows of these spells, and so does a human woman I met in Greyhawk City, a big town on another world. She had a castle in the astral plane. So, as you can probably tell, I get around, and I'd hear about it if you claimed these as your own. I've inscribed them as self-contained units on these parchments. You may use them, or attempt to learn them. Beyond giving you a few hints, I cannot assist your learning process much. Either you 'get' it, or you don't. These," he says formally as he hands you the tubes, "are for you. Use them to help yourself or others...preferably both. "Now, unless you have any questions, I'll be leaving. Go ahead and take a little time to look those over, if you want. I can wait awhile. I've always liked the forests in this area." The sylvan elf pats a large old oak while you open the tubes to find out about the mighty magicks contained therein.... ============================================== LEGOLATH'S WEIRD WILDBALL (wild magic, invo/evo) 3rd level wizard spell Range: 10 yards + 10 yards/level Components: V, S, M Duration: Instantaneous Casting Time: 3 AoE: 20-foot radius Saving Throw: 1/2 Identical to a fireball in all respects, except that the elemental type it is based on is different each casting. Those creatures that are particularly susceptible to the various elemental types take DOUBLE DAMAGE, normal damage if they make their saves--those that are particularly resistant take half damage, none if the save is successful (unless the monster description suggests another method for handling attacks like this). Roll on the following table for elemental type. Remember to roll for a wild surge besides any strange effects that may happen due to this spell. Material component is a 'wonderstone' (a stone of many colors all mixed together, probably sedimentary). Wildball results (1d20) 1 Fire 2 Magma (use only half the # of dice, but the magma sticks: each round it does one less dice of damage until it is to 0)--this is nasty vs. things that don't like fire/heat, taking double damage each round 3 Earth (-1 to all dice of damage, but it also knocks the victim prone: must spend next round getting up and re-oriented)--nasty vs. air elemental creatures 4 Ooze (victim cannot breathe normally the next round, not harmful but prevents spellcasting that requires verbal components)--only particularly effective vs. breathing creatures 5 Water (use only half the # of dice, the victim is drenched afterwards if he fails his save--watch those paper items)--again, only particularly nasty vs. breathing or fire-based creatures (imagine casting it at people in a pit and getting this) 6 Ice (normal damage, but of course the specifics will differ)--nasty vs. things that don't like cold 7 Air (use only half the # of dice, victim is knocked prone and must spend next round getting up and re-oriented)--nasty vs. earth elemental creatures (opposed element, etc) 8 Smoke (no damage, but it is hard to breathe: -2 to attack and damage, spells with verbal components have 30% chance to fail--the smoke stays in the area like a stinking cloud, 1 round/level)--only nasty vs. breathing creatures, really 9 Radiance (not as hot as fire, it does only 1 point of damage per level of caster--those that save are outlined by a faerie fire, those that do not are blinded as by a light spell)--nasty vs. sighted creatures 10 Ash (not as hot as fire, it does only 1 point of damage per level of caster--same affect as smoke otherwise but only for that round and the next--the ash falls off)--nasty vs. breathing creatures (fire elementals take normal damage as their very fabric is weakened by exposure to this, 1% chance per 5 levels of caster that the elemental will be drained 1 HD) 11 Minerals (normal damage, all metallic weapons and armor are raised by +1 for 1 turn by the temporary exposure to the pure element) 12 Dust (does only 1 point of damage per caster level, all metallic weapons and armor are drained by -1 for 1 turn by the temporary exposure to this plane, also affects as smoke for the remainder of this round)--nasty vs. breathing creatures (earth elementals take normal damage, as their very fabric is weakened by exposure to this, 1% chance per 5 levels of caster that the elemental will be drained 1 HD) 13 Steam (-1 to all dice of damage, the victim is drenched afterwards if he fails his save, but in this case the residual heat makes it evaporate quick) 14 Salt (use only half the # of dice, all liquid items on the victim must save whether he does or not or be dried up)--nasty vs. water-based and moist creatures (esp. amphibians) (water elementals take normal damage as their very fabric is weakened by exposure to this, 1% chance per 5 levels of caster that the elemental will be drained 1 HD) 15 Lightning (does normal damage) 16 Vacuum (does 1/2 damage)--nasty vs. breathing creatures, others still take damage because of the slap when the air rushes back in (air elementals take normal damage as their very fabric is weakened by exposure to this, 1% chance per 5 levels of caster that the elemental will be drained 1 HD) 17 Positive Energy (heals the amount of damage rolled)--hps can go up to 2x max (temporary gain, 1 turn, damage comes from these hps first), but if the victim exceeds this he explodes 18 Negative Energy (does double damage to all but undead, save for only 'normal' damage)--if victim is slain by this he turns into a free-willed ju-ju zombie with 3d8+12 HD. 19 roll again ignoring 19's and 20's--the spell effect takes a 10' radius (not 20') on victim AND caster--both suffer only half damage 20 spell affects random person (if cast on a person) or object (if cast on an object) within 50 yards of caster (roll again to determine exactly what kind it is, ignoring 19's and 20's) LEGOLATH'S POTENCY DISCERNER (wild magic, divination) 4th level wizard spell Range: touch Components: V, M Duration: instantaneous Casting Time: 1 hour AoE: one item Saving Throw: special This spell determines the magical bonus of weapons and armors (if any) or the category of objects (such as a girdle of giant strength) that have different levels of power, as well as the approximate number of charges left in an item. During the casting, the caster spends time alone with the object, communing with the fabric of the magic, trying to attune himself with the magicks in the object. If he fails an INT check at the end of the hour the spell fails and nothing is discerned, although the materials are still used up. If he succeeds, roll on Table 1 of the Tome of Magic using this number as the level: 14 - caster's true level. Thus a 8th level wild mage would roll on the Level 6 line. This result is how much the wizard is off on his guess. Let's say our wild mage is examining a sword +2, successfully casts this spell and rolls a 4. He will think it is only a sword +1. If he rolled an 11, he would be right on. If he rolled a 20 he would think it to be a very powerful sword +5. Note that it is possible for him to think it is a weapon with a minus, also (he might throw away a sword +3 thinking it a sword -1, if he rolled very badly). (NOTE: of course the DM should do this rolling and tell the wild mage.) The accuracy of his guesses gets better with higher levels. Also, if the number rolled is boldfaced (as for a wild surge) he knows one further thing about it (subject to interpretation by the DM). If it's a sword +1, +4 vs undead, the wild mage could be told it has a secondary bonus vs a specific creature(s) that is 3 greater, that it is a good sword against undead (with no hint as to the bonuses), or something else the DM feels like giving away. If the item has no additional bonuses, the DM may elect to roll the variation again and give the mage the benefit. A 13+ level wizard using this spell always uses the Level 1 line. If cast to determine charges, roll twice on Tome of Magic Table 1. Multiply the first roll by a factor of 5. Treat negative final results as positive (you can't have a rod with -12 charges). This spell may only be cast once per day. The material component is a die (singular dice) worth at least 200 electrum for a weapon, 200 gold for armor, or 200 platinum for a different type of item (note that special protective items are not armor).