Date: Fri, 3 Jun 1994 14:29:03 -0400 To: wsbusr1@urc.tue.nl Subject: Re: Leaving the net... Hi Boudewijn Wayers! Sorry to hear you will be losing access. Some time ago I sent you some spells to be included into the new Net.Spell.Book. Here is an updated list with more spells and some corrections/changes in older ones. Hope they will still reach you. Sorry that they are not in good order, but they were first intended as being three different spellbooks to be found by players, thus the three different files. Anywayz, here they come... From: Robert Johan Enters Subject: Spells 1 To: wsbusr1@urc.tue.nl Date: Sat, 18 Dec 1993 14:23:50 -0500 (EST) Okee, hier zijn de eerste spells. (Book One) Wel binnenkort ben ik ook weer in Nederland, gezellig met de Kerst en oud en Nieuw thuis. Prettige Kerst en Gelukkig Nieuw Jaar! Whisper File #1.... /usr1/whisper/PBM/Tome1.spl: Whisper's Maleficent Spells Researched and Published By The Dark Savant and Archimage Extraordinaire Lord Whisper the Rude Volume I Whisper's Darkstaff (Necromantic) Level: 2 Renge: 0" Components: V Duration: 2r/lvl Casting Time: 2 Area of Effect: One Staff Saving Throw: None The ultimate spell for the mage who does not want to bother carrying a staff, but might want to fight some nasty creatures with one since s/he has the proficiency anyways. This spell calls into being a 7' staff of pure blackness. This is actually a piece of the negative material plane, its powers therefore depend greatly on the control a mage can excert over the arcane matter, hence its level. The effects and powers of the staff are listed as follows: lvl 1-3 Staff +1 no powers lvl 4-6 Staff +2 drains additional d6 if not saved vs magic lvl 7-9 Staff +3 drains additional d6 if not saved vs magic lvl 10-12 Staff +4 stunned for d4 rounds if not saved vs magic lvl 13-15 Staff +5 can be used to shoot globe of negative material for 3d6 hpd up to 1" per level lvl 14-16 Staff +5 can be used to absord a spell cast specifically at the caster (physical only) lvl 17+ Staff +5 drains a level/HD if not saved vs death The powers listed in the rightmost column are cumulative. Thus if an archimage hits with the staff, the victim must make three saves vs magic and one vs death, if the target fails all saves, s/he would take regular staff damage +5 (bonus) +2d6 (first two powers) be stunned for d4 rounds and lose one level of experience. [ed. note. this spell might be seen by some as too powerful as second level spell, but was put there because of the lack of good offensive second level spells in the original T$R lists.] Whisper's Wings (Alteration) Level: 2 Range: 0 Components: V,S,M Casting Time: 2 Duration: 1 turn/lvl Area of Effect: Caster Saving Throw: None This small, but useful spell, when cast, grows wings onto the casters shoulders. These wings are not powerful enough to allow flight, however in combination with the spell or effect levitation, it essentially does give the user flight. The wings can be used to steer the caster sideways at a rate of up to 12". To achieve this speed however takes time. The wings give an accelleration of 3" per round. Thus if the caster is starting out, at the end of the first round s/he will have a move of 3", at the end of the second round 6", etc. If the caster wishes to reverse course, the same rules apply. The first round slows down by 3" etc. The material component of the spell is a wing-feather from a falcon or similar hunting bird. (Note, the spell was developed by a drow mage to augment his levitate natural ability.) Whisper's Acid Glob (Evocation) Level: 3 Range: 10 yards + 10 yards per level Components: V,S Duration: Instantaneous Casting Time: 3 Area of Effect: Special Saving Throw: 1/2 This spell is similar in nature as the fireball and lightning bolt spells. However the spell is limited to a single glob, and has no area effect. On the other hand, the acid glob will do d8 hpd per level of the caster. The glob is a yellowish substance that splatters upon impact all over the target. However, if the target saves, the glob hits only scathingly, and the remaining half will travel on, and thus might hit someone else, should another creature be standing behind the primary target. This target saves to see if he gets only half or no damage. Whisper's Decimater (Necromantic) Level: 4 Range: 6" + 2"/lvl Components: V,S Duration: Special Casting Time: Special Area of Effect: One Creature Saving Throw: Negates When this spell is cast, a bluish vapor snakes over from the caster to the target. At this point, the target attempts to save at -4. If its save succeeds, the vapor disperses, else the vapor grabs a hold on the target. The target is frozen in place while the vapor begins to envelop the target. It takes the vapor six rounds to fully envelope the target. All the while the caster is concentrating on controlling the vapor. The vapor can be stopped any time by the caster, or by someone breaking the concentration of the caster. Each round the vapor drains 15% of the targets hit points leaving the target freezing cold. At the second round the target is forced to shiver, and will abandon all s/he holds to hug him/herself for warmth. At the fourth round the target will sink to its knees shivering. At the end of the sixth round, the target will be lying on the ground with 10% of its hitpoints left and unable to do anything more than shake uncontrollable for the next 3d4 rounds. Nice punishment spell for those who cross you mage, but you do not want to kill :). Whisper's Fiery Repulsion (Evocation) Level: 5 Range: 0" Components: V Duration: Instantaneous Casting Time: 1 Area of Effect: 1" radius/2 lvl Saving Throw: Halve This spell is essentially a fireball centered on the caster self. However, the caster him or herself is not affected by the fire or concussion effects of the spell. It was designed to fend off mobs surrounding the caster. The fireball will do the usual d6/lvl hit points damage, as well as throw all creatures in the area of effect 1'/lvl devided by the distance from the caster away from the caster. The flames and explosion radiate outwards from the caster in a planar fashion, OR conically upwards depending on the casters will. (cone extending 1"/lev, 60 degree spread). Whisper's Rune of Prot vs Weapons (Abjuration) Level: 5 Range: 0 Components: V,S Duration: 1 day/lvl Casting Time: 1 turn Area of Effect: one creature Saving Throw: None Upon casting this spell, a purple glowing rune will appear on the body of the creature. The rune will have to be traced on the body by the caster, so the place is up to the caster. This rune can only be removed if, the caster so wishes, someone 'erases' it (cf spell) or a successful dispel magic or such is cast. While the rune glows on the body of the caster, the caster is immune to normal weapons as per potion of invulnerability. Whisper's Rune of Magic Resistance (Abjuration) Level: 5 Range: 0 Components: V,S Duration: 1 day/lvl Casting Time: 2 turns Area of Effect: One creature Saving Throw: None When this spell is cast, a garish green glowing rune appears on the target creature. These runes give the wearer a magic resistance of 5%. However, a creature's body is able to withstand the magic of up to one such rune per two hit dice/levels. Should one cast any more of these runes onto a creature, every additional rune drains 1 point Con, 1 point Str and 2d4 hit points per hour. (Those not rating Str and Con, 3d4 hit points and a penalty of -1 to hit per hour). For more info on rune see rune prot vs weap. Whisper's Rune of Fire Protection (Abjuration) Level: 5 Range: 0 Components: V,S Duration: 1 Day/lvl Casting Time: 1 turn Area of Effect: One creature Saving Throw: None This spell creates a fiery red glowing rune on the body of the target creature. This rune allows the recipient to better withstand fire of any kind. It makes the wearer immune to any kind of natural fire. Furthermore, the bearer will take only 1/2 damage from any other type of fire, none if a save is made (if any is allowed). The bearer is also immune to the effects of the plane of Elemental Fire. For more info on runes see rune prot vs weap. Whisper's Rune of Cold Protection Level: 5 Range: 0 Components: V,S Duration: 1 Day/lvl Casting Time: 1 turn Area of Effect: One creature Saving Throw: None This spell is the same as the spell Whisper's Rune of Fire Protection except that this one functions against Cold based effects. The color of this rune is a glowing white. Whisper's Rune of Lightning Protection Level: 5 Range: 0 Components: V,S Duration: 1 Day/lvl Casting Time: 1 turn Area of Effect: One creature Saving Throw: None This spell is the same as the spell Whisper's Rune of Fire Protection except that this one functions against Lightning based effects. The color of this rune is a glowing blue. Whisper's Rune of Acid Protection Level: 5 Range: 0 Components: V,S Duration: 1 Day/lvl Casting Time: 1 turn Area of Effect: One creature Saving Throw: None This spell is the same as the spell Whisper's Rune of Fire Protection except that this one functions against Acid based effects. The color of this rune is a glowing black. Whisper's Plasma Bolts (Evocation) Level: 5 Range: 12" + 1"/lvl Components: V,S Duration: Special Casting Time: 5 Area of Effect: Special Saving Throw: None When the caster casts this spell, a fiery glob of plasma forms in the caster's hand. The caster can throw this bolt at any target as though s/he were a fighter of same level. The plasma bolt, when it hits, will stick to the target inflicting 4d6 hpd the first round, and one d6 less each consecutive round, until it burns out. The caster, if maintaining the spell (i.e. does not engage any other spell or any other action with his/her throwing hand, but can still walk or run around, even open doors etc with his/her other hand) can grow a new bolt every round up to 1 bolt per two levels. Note that the bolt is aflame and extremely warm. It can set flammable materials aflame and those who are immune to lava and such extreme heats are also immune to the plasma bolts. The only way to stop the burning is by immersion in a lot of cold water, or exposure to cones of cold or similar magics (though then the target still receives damage from THOSE spells). The caster is immune to the effects of his/her own bolts, however, if the caster is not careful s/he could set his/her own clothes aflame, similarly if the caster is knocked down while having a bolt in his/her hand, s/he could fall on his/her own bolt and set him/herself aflame. Whisper's Flakes of Death (Evocation) Level: 6 Range: 120" + 20"/lvl Components: V,S Duration: 1 round/3 lvl Casting time: 6 Area of Effect: 10' square/lvl Saving Throw: Special When this spell is cast, it will begin to snow in the area of effect, however these flakes are no ordinary flakes. They are acidic in nature, and damage creatures for 5d4 hpd per round. if a saving throw is made, the creature will only suffer half damage, however a save must be made anew every round. The acid is extremely corrosive, and all exposed items must save vs acid or be destroyed utterly, again every round. this spell is extremely powerful and will cause much loss in both life/hit points as well as items that the victims may be carrying. Whisper's Rune of Healing (Necromantic) Level: 6 Range: 0 Components: V,S Duration: 1 day/lvl Casting Time: 4 turns Area of Effect: one creature Saving Throw: None This spell creates a silver brightly glowing rune somewhere on the creatures body. This rune is a small conduit to the Positive Material Plane. While in effect, the creature regenerates 2 hp/round, even if the creature is slain. (i.e. it can bring the creature back to life). Its possibilities of removal are the same as for the protection rune. Whisper's Helpful Portal (Alteration) Level: 7 Range: 6" Components: V,S,M Duration: Special Casting Time: 7 Area of Effect: 3'x10' Saving Throw: None This spell is an improvement on the teleport spell. Instead of opening an instantaneous conduit from one place to another, this spell creates a portal that stays open until the caster wills it away, it is dispelled or one creature/lvl of the caster has passed through. Note that to pass first one way then back by the same creature counts as two passes. This spell allows the caster to flee to get help from the other side, or take a short breather on the other side before coming back. However, the portal manifests itself as a shimmering silver plane, and anyone who wants to can pass through as long as it is activated. Hence it is not a good tool to flee from pursuit, as the pursuit can follow through the portal as well, since the caster has to concentrate for one segment to close the portal. For success in ancoring the portal, the same rules apply as per regular teleport, thus caster beware, you might be in for a fall, or end up encased in stone. However, if the first one through runs into solids, that material will end up in front of the portal on the opened end (the portal replaces the volume attempting to pass with equal volume from the other side). Some DM discretion will be needed with the possibilities this poses. The material component is a small (3 inch) mithral rod, treated in such a way as to be easily broken. At the end of the spell casting, the caster breaks the rod, and the portal appears. Note that the rod does not disappear, but once broken cannot be reused for this spell. Whisper's Instant Demonic Guards (Conjuration) Level: 7 Range: 6" Components: V,M,S Duration: Special Casting Time: 1 Area of Effect: N/A Saving Throw: None This spell can only be used by a mage who openly worships or works for one of the (Chaotic) Dark Gods. The caster must have the symbol of that agency on his or her person. The caster loudly implores this deities aid while the caster throws the symbol on the ground. The symbol is grasped by a taloned hand that reaches up from the ground (destroying tiles, flagstones or whatnot if necessary), and pulled down. Three seconds later, the ground explodes upward in one place per six levels of the caster. In these places demons rise. 50% chance of type III, 25% type IV, 20% type V, 5% type VI. These Demons will remain and fight or protect the caster for one round per two caster levels, or until slain. Before the demons are slain (but when they are hurt in such a manner that one or two more attacks might kill them) they will request the caster that s/he release it so that it can flee to its own plain (so that it does not need to suffer the penalties demons face when slain on the prime material). For every demon refused such release and subsequently slain, there is a cumulative 5% chance that the next batch of demons summoned by this spell is sent to punish (i.e. attack) the caster rather than help him or her. After such a punishment, this chance is again reduced to 0%, and the cycle begins again. DM nastiness is expected on this matter. The demons might overstate the extend of their injuries to escape further humiliating servitude, when asking for early release etc etc. Note that ground must be avaliable within the area of effect. This spell will not work on a ship for example, although the solid stone floor of a higher level in a building (or lower level of a dungeon) will be enough to let the spell take effect. Whisper's Protection from Detection (Abjuration) Level: 7 Range: 0 Components: V,S,M Duration: Special Casting Time: 3 turns Area of Effect: up to 40' cube /lvl Saving Throw: None When casting this spell, the caster must stake out the area to be protected with an unbroken trail of diamond dust and black candles (lit). The spell will last as long as all the candles are burning. One must be placed at every ten foot interval, and the candles can be as large as the caster can get his/her hands on (for duration). While the spell is in effect no form of magic or psionics can enter the area. Thus it is impossible to teleport inside, scry, detect or whatever. Astral or Etherial bodies cannot enter os see into the area, dreams (sent by dreamers, psionicists or spell throwers) cannot enter either. As far as any magical effects are concerned the area is simply not there. Although primarily designed to ward against unwanted intrusions of any kind, and protect those in the area from any unwanted detections or peeking/spying, the spell will also stop the effects of other spell from entering the boundary. Thus a fireball cast at the protected area will simply vanish where the boundary starts, if already exploded, the magical fire will not form or otherwise enter the barrier. Summoned monsters and gates will not form or be able to enter. However, in combat situations, a small wind or the hand of a creature needs but to extinguish one candle, and the entire spell collapses immediately. Whisper's Minor Rune of Protection vs Spells (Abjuration) Level: 7 Range: 0 Components: V,S Duration: 1 day/lvl Area of Effect: One creature Saving Throw: None This spell brings into being a yellow glowing rune on the target creature. The rune bestows the benefit of a Minor Globe of Invulnerability. For more rune info see rune prot vs weap. Whisper's Acid Pool (Alteration) Level: 8 Range: 6" + 1"/lvl Components: V,S Duration: 1r/2lvl Casting Time: 8 Area of Effect: 1" sq/lvl Saving Throw: None When this spell is cast, an area as specified by the caster within stated limits, will transform into a four feet deep pool of acid. Movement in this pool is reduced to 1/3. As long as creatures are in this pool they receive acid damage, dependant on exposure. The damage while upright and/or wading is 2d6/r, and that of those who are lying in it, or attempt to swim to the sides (might be faster) 2d10/r. At the end of the spell, the acid drains away, but the trench/pool remains a depression. For this spell to have effect the area/volume must exist for the pool to form in. This is a great spell to stop those pesky townspeople from following you in pursuit after you burned down half their city in some sorcerous fight :). Whisper's Rune of Protection vs Spells (Abjuration) Level: 8 Range: 0 Components: V,S Duration: 1 day/lvl Area of Effect: One Creature Saving Throw: None This spell brings into being a triad of yellow glowing runes on the target creature. The runes bestow upon the bearer the benefit of the Globe of Invulnerability spell. For more rune info see rune prot vs weap. Whisper's Devilish Army (Conjuration) Level: 9 Range: 10' Components: V,S,M Duration: 1 round/lvl Casting Time: 1 Area of Effect: N/A Saving Throw: None This powerful summoning spell causes the appearance of a full compagny of 20 Spined Devils (MMII), commanded by a Barbed Devil. This spell should only be cast by a mage who is truly evil. If the caster is Lawful Evil, the creatures will obey the mage unhesitatingly, if the caster is of another form of Evil, they will still obey commands, but unwillingly, and have a 5% cumulative chance of turning upon the caster per devil that is killed in action while under the influence of this spell. (This is per spell use, i.e. every new spell this starts at 0% chance) Should this spell be cast by a Neutral or Good caster, the Devils will immediately attack their summoner. They will fight until the Barbed Devil is slain, upon which the rest flees (gates) back to Hell. The spell comes with one small problem. The Devils will remain even after the spell duration is ended, they merely are no longer forced to do the summoners wishes (only if the leader, that is the Barbed Devil is still alive.) If the summoner is Lawful Evil, the Devils will be neutrally disposed toward the caster, and will do whatever the DM wants them to do (Leave, go rampage the countryside, whatever). However, they will be inclined to bargain with the summoner. Thus if the caster wishes further services out of the devils, s/he will have to offer something (gold/gems not accepted, only magical items or knowledge useful to their Arch-Devil masters etc.). If the caster is another form of evil, s/he may have to bargain for his/her life. That is, the Devils will attack the summoner unless appeased with gifts, similar as for Lawful Evils asking for further services. The material component is a barb or teeth of a Barbed Devil. File #2.... /usr1/whisper/PBM/Tome2.spl: Whisper's Maleficent Spells Researched and Published by The Dark Savant and Archimage Extraordinaire Lord Whisper the Rude Volume II Whisper's Hands of Darkness (Necromantic) Level: 1 Range: 0 Components: V, S Duration: Instantaneous Casting Time: 1 Area of Effect: The Caster Saving Throw: None This spell is similar to the burning hands spell, save that it spurts Negative Material instead of Fire. Whisper's Magic Sacrifice (Necromantic) Level: 1 Range: 0 Components: V, S, M Duration: Special Casting Time: 1 Area of Effect: The Caster Saving Throw: None This spell can be extremely useful, but also extremely dangerous to use. This spell opens up a link between the mages lifeforce and his or her magical energy. Through the use of this spell, the mage can cast another spell without losing that spell from memory. In stead, the energies for the spell are directly drawn from the mage himself. The mage thus gets drained for an amount of hit points equal to the square of the spell level of the spell the mage casts subsequent to the Magic Sacrifice. This drain is irrevocable, and being drained directly from the mage's life force, there is no manner to shield the mage from this damage. magical nor mundane. Also, the damage thus sustained cannot be healed in any other way than by natural healing, thus the mage will regain only 1 hp per day of rest. Note that if the caster so wishes, he or she could cast a spell whose draining would kill the mage, in which case only a resurrect or wish type magic can bring the caster back to life. The spell opens this gate until the next spell is cast, or until an amount of turns has elapsed equal to the caster's level of experience. Whisper's Deadly Darts (Evocation) Level: 2 Range: 60 yards + 10 yards/lvl Components: V, S, M Duration: Instantaneous Casting Time: 2 Area of effect: One or more Creatures Saving Throw: None When this spell is cast, two normal darts per level of the caster come into existance, streaking towards their appointed target(s). The fact that these darts, once created, are normal, makes them unaffected by the shield or globe of invulnerability or anti magic shell type spells. However, each dart must be rolled for to hit, at the caster's level as though he or she were a fighter. The material component for the spell is a single golden dart of at least 500 gp, which is consumed in the casting of the spell. Whisper's Mana Bolt (Evocation) Level: 2 Range: 60' + 10'/lvl Components: V Duration: Instantaneous Casting Time: 2 Area of Effect: One Creature Saving Throw: 1/2 This bolt of 'mana' energy attacks the target's psyche rather than body. The target adds his or her Wisdom and Intelligence scores to his or her level in order to figure out the target's 'strength'. This spell takes two points per level of the caster therefrom. Should this reduce the 'strength' of the target to or below zero, the target passes out. Otherwise, the target is temporarily deprived of that much 'strength' but not otherwise affected. However multiple spells might still bring low the person. The 'strength' returns at two points per round. Whisper's Bolt of Darkness (Necromantic) Level: 3 Range: 10 yards + 10 yards/lvl Components: V, S Duration: Instantaneous Casting Time: 3 Area of Effect: 20 foot radius Saving Throw: None This spell is similar to the spell Fireball, except that there is no save, and the damage is only d4 hit points per level. The spell is also not affected by such spells as globes of invulnerability or shields or force walls etc. It will sail right thru them. Only Magic Resistance or an anti magic shell can protect the target(s) of this spell. Whisper's Icy Avalanche (Evocation) Level: 3 Range: 10 yards/lvl Components: V Duration: 1 round/lvl Casting Time: 1 Area of Effect: 30 yards Diameter area Saving Throw: None The casting of this spell, brings five feet of ice and snow to come crashing down in the area of effect. All those caught under the ice and snow will be hurt for 5d8 hit points. After the first round, all those not protected against cold will receive an additional d4 hit points damage per round. Crawling movement out of the snow (the only method save flying or d-door or such magical methods) is only 5 yards per round, and extremely strenuous. After exiting the snow and ice by crawling, the target(s) must regain their breath for 1 segement per yard traversed. Fireballs, Walls of Fire and similar magics will melt the ice and snow in a single round, though those trapped will then suffer those effects. Note that protection against cold needs not necessarily be a magical spell or such. Cold clothing etc (See WSG) will also protect against the cold, though there is no protection against the first 5d8 hit points, since that is mostly impact damage. Whisper's Horrifying Scream (Illusion\Phantasm) Level: 4 Range: Special Components: V Duration: Instantaneous Casting Time: 1 Area of Effect: Special Saving Throw: Special When the caster casts this spell, he or she emits a blood curdling scream. All those within hearing range are shaken to their very cores. Creatures with Morale ratings have their morales reduced by six, or by three if they save vs spell. Free willed creatures (other PC's etc) must save or flee in fear. Even if they save, they still attack at -2 against the caster and his or her party. Whisper's Storm of Darkness (Necromantic) Level: 4 Range: 10 yards/lvl Components: V, S Duration: Instantaneous Casting Time: 4 Area of Effect: 40 ft Diameter area Saving Throw: None This spell opens a gate in the center of the spell's effect to the Negative Material. The area will be enveloped in a hazy, twilight dark, where packets of negative material whizz around. All those in the area of effect are hit for 5d10 hit points of damage due to these packets. There is no known protection against this spell save magic resistance or an anti magic shell. A globe of invulnerability or like magics will NOT protect the the target, unless the spell were initially targeted to center inside the globe, in which case the spell fails completely. Similarly should the spell be centered on an anti magic shell, it would not work. Whisper's Acidic Destruction (Evocation) Level: 5 Range: 10 yards/lvl Components: V, S, M Duration: Instantaneous Casting Time: 5 Area of Effect: Cone 10 yards/lvl long, base 5 yards/lvl Saving Throw: 1/2 With this spell, the caster gets the ability to breathe a cone of Acid as a Black Dragon. The damage is twice the hitpoints of the caster, halved if the targets save. The Material component is a drop of acid that is ingested by the caster, doing 2d10 hit points damage to the caster. Note that for damage purposes, the MAX hit points of the caster are taken, so the damage due to the acid does not reduce the effectiveness of the spell, nor any other damage to the caster. Whisper's Cold Imprisonment (Alteration) Level: 5 Range: 60' + 20'/lvl Components: V, S Duration: Special Casting Time: 5 Area of Effect: One creature Saving Throw: Special When this spell is cast, the caster points at a traget, and tries to hit it. Using thaco as fighter of same level, negating armor, rings of prot cloacks of prot, bracers and such. Only Dex and cloacks of displacement and such evading magics work against this spell. If the target is struck, it will be encased in a three inch thick layer of ice. The encased creature gets one bend bars/lift gates roll to see if it escapes or not (i.e. breaks the ice), after that muscle lethargy sets in. The ice, in order to break/remove, has twice as many hitpoints as the caster of the spell. Only fire or physical weapons fully damage, Acid does half, electric or cold attacks none. If the creature is not removed in two turns, will be in suspended animation. The ice magically maintains itself, thus creatures could be thus imprisoned for ever. Whisper's Dark Fury (Necromantic) Level: 5 Range: 60' + 10' /lvl Components: V Duration: Instantaneous Casting Time: 2 Area of Effect: Special Saving Throw: None This spell brings into being one globe of negative material for every three levels of the caster. These globes can be targeted at one or multiple targets (as many as there are globes). Each globe strikes the target unerringly like a magic missile, but is unhindered by any defensive spells. It roars straight thru force fields, shields etc. Only Magic Resistance (if successful) or an anti magic shell or like magic stops such a bolt. Each bolt does damage for 3d6+3 hit points. Whisper's Reduce Magic Resistance (Alteration) Level: 6 Range: 60' + 20'/lvl Components: V, S Duration: 1 round/lvl Casting Time: 2 Area of Effect: 30' radius Saving Throw: None This spell is designed to get rid of that pesky thing called Magic Resistance. The spell's effect will reduce the target's magic resistance by half. The spell will have to overcome half of the target's MR in order to function. Each target is rolled for seperately. Multiple spells can be cast on the same targets for cumulative effect. I.e. after three successful such spells, the target(s) will have only 1/8 of their magic resistance left. Whisper's Mass Teleport (Alteration) Level: 7 Range: 0 Components: V Duration: Instantaneous Casting Time: 2 Area of Effect: 1 yard/lvl radius Saving Throw: Special This spell is an improvement on the teleport spell, not in accuracy of the spell like Teleport Without Error, but rather in amount of stuff the caster is able to take with him or her. The caster is able to teleport all beings and items within the area of effect to a location, under the same rules for safe arrival as the fifth level teleport spell. Unwilling targets receive a saving throw to remain where they are. The caster can specify which beings/items inside the area of effect are and are not teleported, however items held by another will be subject to a save by the holder of that object to negate its transport if the holder does not want the item teleported. If the caster does not have the teleport without error spell in his or her repertoire, this spell is known to have been used by the caster standing on a table. Should a low arrival be rolled for, the table will be embedded in the ground, but the caster will be safe :). Whisper's Legion of Doom (Necromantic) Level: 7 Range: 60 yards Components: V, S, M Duration: 6 turns + 1 turn/lvl Casting Time: 1 turn Area of effect: Special Saving Throw: None This is an improved version of the Animate Dead type spells. It will animate up to twice the hit dice of undead as the caster's level within a 60 yard radius. These undead will have full hit points and be imbued with some of the intelligence of the caster. While the spell is in effect, or as long as any of the undead remain, the caster's intelligence will be lowered by one point. Note that this might make the caster unable to cast high level spells after this spell is cast. I.e. a wizard with int 16, will thereafter not be able to cast 8th level spells while this spell is in effect. The intelligence of these undead allow them to use weapons to effect, i.e. not just d6 but by weapon type for skeletons. The undead can use armor and bows etc. Still only zombies or skeletons can be made with this spell. The material component is a piece of bone from a Lich. Whisper's Super Wizard (Alteration) Level: 7 Range: 0 Components: V, S Duration: 2 rounds/lvl Casting Time: 3 Area of Effect: Caster Saving Throw: None By means of this spell, a very special form of haste is put on the caster. The caster's casting time's are halved, and the caster can cast up to two spells per combat round (if the casting times allow). Whisper's Tap Magic (Conjuration/Summoning/Wild Magic) Level: 7 Range: 0 Components: V, S Duration: Special Casting Time: 7 Area of Effect: Caster Saving Throw: Special This unpredictable spell attempts to tap energy from the magical plane that surrounds everything directly, and harness that surge in a manner that is beneficial to the mage. The mage can attempt to keep the gate open for one round per three levels of experience, however, the gate is highly unstable, and the following roll will decide for how many rounds the gate will be opened, on a d10. 1-2 Two rounds less 3-4 One round less 5-6 precisely as attempted 7-8 One round longer 9-0 Two rounds longer Every round the gate is opened, the mage regains a previously cast spell of a random level, rolled on a d8 (9th level spell cannot be regained this way). However, the energies surging into the mage's body, may do the mage harm. For every spell regained, the mage must make an unmodified save vs breath weapon (unmodified means no magical itmes or other things have any effect, just look it up in the tables for the mage's level, and that is the number to roll for, dual or multi classed characters, will have to roll against their mage level for this, even if they would gain a better save from one of their other classes). If the save fails, the mage will get damaged for one hit point per level of the regained spell. Also, there is only a 50% + 2 times Caster Level chance of opening the gate this succesfully. If the mage fails this percentage check, then a wild surge will occur. Check the wild surge tables of your liking, or if you do not have any, roll on the table for the Wand of Wonder for what effect occurs in stead of this spell. Whisper's Instant Einheriar Legions (Conjuration/Summoning) Level: 8 Range: 60 yards Components: V, S Duration: 1 turn/lvl Casting Time: 8 Area of Effect: Special Saving Throw: None This fun spell summons a legion of einheriar, or spirit soldiers. The spell will summon forth 10d10 spirit soldiers. The troops will be pulled from the same plane that corresponds to the caster's alignment, and the Power who has these troops pulled away from his or her domain may not look too kindly upon this act. The use of the troops should be inaccordance with the tenets of the caster's alignment, or there is a 10% cumulative chance per casting of this spell that the Power supplying the troops sends them to fight against you rather than for you. The powers and equipment of the individual spirit troops are determined as per the rules in the MoP, page 122. It should be noted that the use of this spell can have a very powerful impact if a large amount of nasty classes with high levels are summoned. Since the soldiers can be highly intelligent, this force could easily wipe out an entire army if used wisely. Whisper's Chaos Elemental Summoning (Conjuration/Summoning) Level: 8 Range: 60 yards Components: V, S Duration: 1 turn/lvl Casting Time: 8 Area of Effect: 1-4 Creatures Saving Throw: None This powerful summoning spell opens a gate to Limbo, from which 1 to 4 Chaos Elementals are called forth. Chaos Elemental are not strictly speaking Elementals, they are the corporealisation of a multitude of chaotic souls. The Elementals appear as fleshy mounds with human features interspersed all over their bodies (think of Freddy in some of the later movies, pinhead before released from the statue in Hellraiser III etc). The Chaos Elementals have 6d6 hit dice (6d6 d8), and do damage for 1hp per hit die when attacking. They have an AC of 0, and move of 12". (For more on Chaos Elementals see MoP, Features of Limbo) Whisper's Nefarious Spell Crystal Summoning (Conjuration/Summoning) Level: 9 Range: 60 yards + 10 yards/lvl Components: V, S Duration: Special Casting Time: 2 Area of Effect: One Creature Saving Throw: Special This spell creates a gate to one of the outer planes, and calls forth a spell crystal, which is subsequently shot at the target. A spell crystal is the physical manefestation of a summoning spell on the outer planes. Upon touching them, the target is outomatically transported to the spot from where the original summoning caster was trying to summon some creature from the outer planes. This particular spell is tailored towards the Lower Planes, thus the creature succesfully hit by the spell crystal will most likely end up under the control of some mage who is attempting to summon a demon or devil for some dark purpose. The original purpose of the conjuring spell that created the spell crystal before it was plucked away by the casting of this particular spell should be up to the DM, and could be almost anything, limited only by the (preferably sick :) ) imagination of the DM. There is no saving throw against the effect of the spell itself, though magic resistance could possibly negate the effect. However, there is a save to see whether the target individual can dodge the spell crystal. A succesful Dex-check is needed with a -10 penalty. If the target is missed, the crystal will fly on to hit another target, if another target is available. If hitting a wall, the crystal could bounce and hit other by-standers, including the caster of the spell. The DM should make a ruling in that case using DMG rules for missed missiles, grenade like objects, whatever reasonably randomized method the DM likes to use to see who gets hit, as the crystal will remain in existance until a suitable, intelligent being is caught. Even if the target is hit, he or she will get another saving throw, not to resist the summoning, but to see if he or she sucessfully resists the control of the summoning mage. If making that save, he or she will still appear at the site of the original summoning, but will not be forced to do whatever the summoner demands. (Not by the spell itself that is. If facing some bigass nasty mage type person, you may still want to obey just so he or she does not decide to kill you, but hey, such is life.) Whisper's Archomental Summoning (Conjuration/Summoning) Level: 9 Range: 60 yards Components: V, S, M Duration: 1round/lvl Casting Time: 9 Area of Effect: 1 Archomental Saving Throw: None This powerful spell summons an Archomental. One of the great rulers of domains in the elemental planes. These creatures have all powers of the elemental of their plane, are 36 hit dice, and have the following additional powers/improvements. AC of -6, No. of Attacks: 4, Damage per Attack of 6-60, special defense: need weapon +5 or better to hit, and special attacks are at 10 times normal effectiveness (ten times more damage, greater area effect etc etc). These creatures are extremely resentful of being summoned, and though forced to do the caster's bidding, will remember the caster in times to come. Should the caster ever visit the elemental plane of an Archomental he or she ever summoned, he or she should be in for a lot of trouble, and will be under continuous attacks by vengeful followers of the elemental ruler. The type of elemetal summoned depends on the material component used. For the fire Archomental burning rare woods of 50000gp or more, for the water Archomental a basin filled with sweetwater potions (at least 20 potions worth are needed), for the earth Archomental gems in excess of 50000gp are needed, and finally for the air Archomental 50000gp worth of rare perfume or incense is needed. These material components can form a great obstacle, especially for the fire Archomental summoning, as sometimes great quantities are needed. To be able to carry around the material components would require the most special and rare woods and incense etc indeed, and the finding of these substances could almost be an adventure in and of itself. File #3.... /usr1/whisper/PBM/Tome3.spl: Whisper's Maleficent Spells Researched and Published By The Dark Savant and Archimage Extraordinaire Lord Whisper the Rude Volume III Whisper's Rune of Armoring (Alteration) Level: 1 Range: 0 Components: V, S, M Duration: 1 week/lvl Casting Time: 1 turn Area of Effect: One Garment Saving Throw: None This spell is cast on a cloack or similar garment which is embroidered with the personal rune of the mage. This spell magicks the rune and garment in such a way as to bestow upon the garment an armor class increase of one, provided the garment was non magical before. Thus a simple cloack would now provide an AC of 9. This is compatible with other magical items, provided it is not the garment itself, nor multiple of the garment are worn at the same time. I.e. wearing a Cloack of Protection, and adding a cloack with the rune will not help, but a rune bespelled cloack would help if the wearer also posessed rings of Protection and magical bracers. This spell can be cast on most cloth worn items, such as sashes, robes, vests, tunics, pants, cloacks, mantles etc etc. It will not work on shoes, boots, belts, gloves etc, even if made from cloth. Furthermore, the magic is such that using the spell in conjuntcion with more than three items at the same time does not further increase the armor class of the mage. The material component is naturally the item to be armored, which is of course not consumed. Whisper's Minor Lightning Bolt (Evocation) Level: 2 Range: 10 yards + 1 yard/lvl Components: V, S Duration: Instantaneous Casting Time: 2 Area of Effect: One Creature Saving Throw: Halves This spell is an attempt to furnish low level mages with some destructive power. This spell can only affect one creature at a time, and is of reduced range. The damage is still 1d6 per level of the caster however. As per regular lightning bolt, if the target saves, it receives only half damage. The bolt is of weak power, in that it will not rebound, nor be powerful enough to hit multiple targets. Once striking a target, all its charge is used up in that singular event. Whisper's Major Rune of Armoring (Alteration) Level: 3 Range: 0 Components: V, S, M Duration: 1 week/lvl Casting Time: 2 turns Area of Effect: One Garment Saving Throw: None This spell is the same as the first level whisper's rune of armoring spell, with the following exceptions. The armor class increase is two points on any the allowed garments, and the spell could also be applied to certain kinds of armor, if the mage is capable of wearing them due to dual/double class etc. If cast on armor rather than cloth, the power of the spell is reduced to an increase of one in the armor class. The armor can not already have been magic, nor will the spell be effective on more than two pieces of armor worn at the same time, i.e. a helmet and armor, armor and shield, whatever combo the caster desires. IF the Major rune is cast on a garment already containing a regular rune, the Major rune will supercede, and replace the regular rune. If the spell is used on a pice of armor, and the caster wishes to also wear a cloth garment with the spell, only one garment can be so enspelled effectively. Thus one armor and one cloth would work, the armor increased by one AC step, the cloth by two. Again, the material components are the garments or armor pieces themselves, and are not consumed in the casting. Whisper's Minor Screaming Meteor (Evocation) Level: 3 Range: 60 yards + 10 yards/lvl Components: V, S, M Duration: Instantaneous Casting Time: 3 Area of Effect: One Creature Saving Throw: Special This spell causes a meteor to come swooping down from the skies, and rush headlong at its intended target. The meteor comes in with a terrifying shrieking noise. The meteor will unerringly strike a single target. If the target fails a save vs paralyzation, the noise of the meteor will have him or her transfixed, and unable to move. The meteor will strike for maximum damage of (1d4+2)/lvl of the caster. If the target does make it's initial save, he or she may attempt to dodge the meteor, if he or she declares that as his or her action. (I.e. not automatically roll saving throw), rolling a save vs breathweapon, in an attempt to halve the damage sustained. Since the meteor will come swooping in from the sky, the spell can only be cast when open air is somehow available, though the spell could be cast in a room with a fireplace for example. The material component is a small phosphor crystal which is crumbled to dust during the casting process. Whisper's Minor Wall of Force (Evocation) Level: 4 Range: 0 Components: V, S Duration: 1r/lvl Casting Time: 4 Area of Effect: Varies Saving Throw: None This less powerful edition of the Wall of Force spell creates a force field that is about the size of the caster. The caster can put the shield on one of his or her sides, front or back, left or right, and that side will be fully protected by the shield from attacks coming from that side. The shield is not stationary, but rather centered on the caster. The shield's size will conform with what the mage is doing, i.e. if he stretches, the shield will stretch to protect the full size of the caster, if the caster crouches down, the shield will shrink in size to again only shield the one individual, the caster him or herself. For all intents and purposes the shield is a wall of force. I.e. needs disintegration to destroy before duration expires etc. Whisper's Sudden Spell Blast (Abjuration) Level: 4 Range: 0 Components: V, S, M Duration: Special Casting Time: 1 turn Area of Effect: Special Saving Throw: Special This defensive spell should be cast as a preparatory spell. The mage gathers negative magical energy around him or her, ready to be released upon mental command. Whenever a spell is cast, with the caster as specific target, the mage can opt to use the energies of this spell to counter it. The spell works such that the mage will feel he or she is being targeted by a spell, and the general nature of the spell. Thus he or she will know whether it is a damaging spell or a divination spell etc. When choosing to counter the spell, the spell cast at the mage will be blasted, and a fiery explosion of light will ensue, into the general dircetion from which the countered spell was cast. The to be countered spell is not automatically destroyed this way, the spell gets a saveing throw of sorts. The caster of the Spell Blast has to throw lower than 12-level of the to be countered spell on a 12 sided die. At the DM's option, this spell may have a side effect. Since the mage is carrying around negative magical energy, this could interfere with the casting of other spells, resulting in a 50% chance -5% per spell level of the spell being cast, of failure of that spell. In any case, the spell can not be held in reserve for more than one day per caster level, and not more than one of these spells can be held thusly at any one time. Whisper's Damage Transference (Necromantic) Level: 6 Range: 60 yards Components: V, S Duration: Permanent Casting Time: 1 Area of Effect: One Creature Saving Throw: Neg. This powerful necromantic spell is designed for that mage who has sustained a lot of damage, and would like to give it to someone else. The mage utters the arcane words of the spell, and points at some creature. That creature will sustain all damage the mage has sustained so far, and leaves the mage without wounds. That is, if the creature fails it's saving throw. Through this spell all the mages wounds disappear, no matter what their origin or maginitude, only such wounds as severed limbs etc cannot be healed. If the amount of damage is more than the creature can sustain, the creature dies instantly from the damage and the shock, even a creature who would not die from the wounds, but sustains more than half it's hit points in damage, must roll a system shock, or die from the trauma anyways. Whisper's Vampiric Drain (Necromantic) Level: 6 Range: 20 yards + 1 yard/lvl Components: V, S Duration: Instantaneous Casting Time: 3 Area of Effect: One Creature Saving Throw: Halves This spell is similar in effect to the Vampiric Touch spell, except that the target does not need be touched. As long as there is an unobstructed path between the target and the caster, the caster can use this spell to drain the life energy from another creature. The caster can drain up to 1d6 hps per two caster levels from the creature, as long as the target creature has the hps to 'give'. If the target makes its save, then only half of the previously determined hit point amount is actually drained. Also, there is no limit to the amount that can be drained level wise, i.e. a 20th level mage could possibly drain 10d6 hit points. A mage draining more hit points than he or she originally has, gains the drained hit points anyways, but these excess hit points slowly ebb away at a rate of 1 hit point per round. Damage taken after a drain with excess points, is first taken from those excess points. Whisper's Instant Electric Shield (Evocation) Level: 6 Range: 0 Components: V, S, M Duration: Special Casting Time: 1 turn Area of Effect: Caster Saving Throw: None This protective spell can be cast in advance preparation. The shield itself will not spring into existance until a last command word is spoken. The speaking of this last word can be delayed as much as 1 day per caster level, and the effect then is instantaneous. A crackling and shimmering field of electricity will spring into existance around the caster, in a globe of 1 foot diameter per caster level. This shield is not solid, and missile objects have a 50% - (caster level times two) of penetrating the shield. All magical effects dissipate against the shield, though the after effects could penetrate it. That is, a fireball exploding right outside the shield, will still send flames roiling into the sphere, though attempting to let the fireball explode inside the sphere will result into the dissipation of the magical energies of the fireball, rendering it harmless. Beings attempting to cross the boundary will suffer damage as though the caster cast a lightning bolt upon them, 1d6 per level. The duration of the shield itself will be one round per caster level. Only one of these spells can be held in reserve. The material component is a small copper rod. Whisper's Major Lightning Strike (Evocation) Level 6 Range: 60 yards + 2 yards/lvl Components: V, S Duration: Instantaneous Casting Time: 1 Area of Effect: Varies Saving Throw: Halves This powerful spell is similar in desired effect as the Chain Lightning Spell. It is designed such that it can strike multiple targets. For this spell however, the targets are designated by the caster. The caster can designate one victim per level. The bolts will strike for 1d6 damage per two caster levels, one bolt sicced on each target as desired by the caster. The bolts are not powerful enough to continue after hitting their targets, upon hitting, all their energy will be spent. If the caster so desires, multiple bolts could be targeted on a single creature. Essentially the spell provides the caster with as many bolts as s/he has levels, at 1d6 hpd per two levels of experience, leaving the targeting of those bolts up to the whishes of the caster. Whisper's Dicey Healing Gate (Necromantic) Level: 8 Range: 20 yards Components: V, S Duration: Varies Casting Time: 4 Area of Effect: One Creature Saving Throw: Special This powerful spell opens a small gate to the positive material plane inside the target creature. If the creature wishes, he or she could attempt to resist the spell by succesfully making a saving throw vs spell, in which case the openeing of the gate fails. The caster must upon casting the spell decide for how long the gate should remain open. The caster can attempt to maintain the gate for up to 1 round per three caster levels. However, such a gate is not completely stable, and the actual effect will be 1 to 2 rounds longer or shorter (roll 1d4, 1 = 1 round less, 2 = 2 rounds less, 3 = 1 round longer, 4 = 2 rounds longer). The effect of such a concentrated gate inside the target's body is the following. The positive radiance will add 2d10 hit points to the creature per round of exposure. However, if the total amount of hit points is exceeded (i.e. the creature is fully healed, but the gate remains in effect), the hit points will temporarily be added, but with the cumulative chance of 20% per round of 'overloading' that the creature's body receives a surge of radiance, causing the body to explode. If the body explodes in this manner, there is no manner to bring the creature back to life. If hit points are gained beyond maximum, without exploding, those hit points will remain for 20 rounds and then recede by one point per round until regular maximum hit points are reached. An exploding body will not hurt standers by other than bowling them over, and thus maybe causing 1d6 hpd falling damage or something like that, but it will definately smear the area around the exploded creature with the creature's blood and itty bitty pieces. This spell should only be used in dire emergencies, or can be used as an attack spell on an as yet unharmed creature. Only living creatures are affected by the healing process. If the spell is utilized on undead, the effects will be spectacular. The undead will be allowed a save, but if the save fails, it will explode in a brilliant explosion, shattering the physical body, if any is posessed, into tiny shards, and causing the psyche to be utterly annihilated. Whisper's Malicious Elemental Gates (Conjuration/Summoning) Level: 9 Range: 20 yards + 2 yards per level Components: V Duration: Special Casting Time: 3 Area of Effect: One Gate Saving Throw: Special This spell is similar in construction as the Dicey Healing Gate, but these spells, are tailored towards the various elemental planes. During the casting, the caster must decide to which elemental plane he or she wishes to open the gate. The gate will appear inside the target creature, and do horrid damage within the being. The spell is of such power, that only creatures of more hit dice or greater intelligence than the caster get a saving throw versus the effect. The caster can maintain the gate for a period of time equal to one round per five levels. During this period, if the target did not receive or failed it's saving throw, the creature will be assulted by the element of the gate. The different elements will have different effects on the affected. - The Element of Fire will burn the creature for 4d10 hit points damage per round of exposure. Besides that, the creature is forced to make a save vs breath weapon once per round of exposure or die instantly from the heat shock. - The Element of Water will cause the creature to make a system shock save and a save vs poison once each per round of exposure, failing a poison save causes the creature to be paralyzed for 1d4 rounds per failed save, and a failure of a system shock will cause the target to die instantly. - The Element of Earth will cause internal physical damage at 3d10 hit points damage per round of exposure, and cause the creature to make a systme shock roll once per round of exposure, failing which the creature will die instantly. - The Element of Air will cause delirium and overoxyginization. The affected creature must save vs breath weapon each round of exposure, or become drunk and delirious, passing out for 1d4 rounds per failed saving throw. The creature must also save vs poison on the third and each subsequent round, or be afflicted with a permanent insanity. Whisper's Penultimate Death Strike (Necromantic) Level: 9 Range: Special Components: V Duration: Permanent Casting Time: 1 Area of Effect: Special Saving Throw: Special This special spell, is one that assaults the very core of its targets, both in mind and body. The spell causes all organs in the body to rupture, and the mind to be assaulted by psychic energies, making the mind essentially explode. Those affected will fall to the ground, their minds aflame, their bodies in wracking pain, as one organ after the other ruptures, and finally the mind overloads. The spell can affect all those in sight of the caster in some way or another. Be it through real, physical sight, through the aid of such devices such as a crystal ball, or a mental contact through ESP, psionics, or other magical or mental abilities. The caster needs be completely aware of where the targets are exactly, and the targets have to be present on the same plane as the caster resides. The spell can affect as many levels or hit dice as twice that of the caster. If the caster has other classes as well, these will count towards his or her level at half effectiveness, rounded down, this will also be taken into consideration when calculating the target levels (i.e. a F17/M19 will count as a 19+(17/2) = 27th level character). An affected character making its saving throw, will still be in wracking pain, and loose half of its hit points, and will be incapacitated (convulsing on the floor) for 26 rounds minus their constitution, devided by two and rounded down. Thus a char with Con17 will be frothing and twisting on the ground for 4 rounds. An interesting side effect can be seen by targets who are mages or clerics or creatures who have magical spell energies stored in some other way (creatures with inherent magical abilities, breath weapons etc.). If they fail their saving throws, during the last seconds before their minds explode, all these energies are released in a single burst. DM's should devise their own effects for this on an individual basis, but the effects should not be anything less than spectacular and extremely destructive and lethal to anything near the beings thusly dying. -- ____ ____ Whisper, not only the president of D. S. I., but also a member. \ -||||- / "Jesus saves... and takes only half damage...................." D.\\S.//I. "DM'S NEVER DIE!! THEY JUST GO TO THE ABYSS TO REGROUP!!!....." \/ The Whisper Of The Net (whisper@wpi.edu) a.k.a. -=# Neuron #=- From: whisper@wpi.WPI.EDU (Robert Johan Enters) Date: 13 Jun 1994 18:57:08 GMT Newsgroups: rec.games.frp.dnd Subject: Re: New spells/powers/items? Still more spells: Whisper's Icicle Assault (Conjuration/Summoning) Level: 1 Range: 20 yards + 5 yards/lvl Components: V Duration: Instantaneous Casting Time: 1 Area of Effect: Special Saving Throw: None This is a different form of the magic missile spell. Instead of firing magical missiles, the spell conjures up non-magical icicles, which are then directed to fly at the targetet opponent(s). The amount of missiles summoned is the same as per magic missile spell. The missiles can be targeted at multiple opponents (i.e. if the mage has two missiles, can shoot at two opponents, one missile at each). The icicles themselves are non-magical, thus magic resistance and other protections against magical effects/missiles are ineffective, though protection from normal missiles will protect the shielded target. The icicles do damage for 1d4 per missile against normal opponents, but 1d6 per missile on targets especially vulnerable to cold based attacks, such as fire elementals etc.