New Spells
PHRED’s
VERTIGO
3rd. Level Mage (Alteration)
Range: 100yards
Components: V,M
Duration: 2rnd/level
Casting Time: 3
Area Of Effect: All persons
( up to 6 ), within a 20’ radius
Save: Neg. ( Special )
This spell causes all of the effects of vertigo to all intelegent beings,
up to 6, within a 20’ radius of the target. Up to a range of 100 yards.
Saving throw modifires: Int 1 to 8 no save 9 to 16 save vs spell w/ a +2
pen. 17 and higher save vs spell 0 and non-intelegent beings are imune
to this spell A failed save produces the following results for the duration
of spell; 1. Remain standing helplessly, losing all actions. 2. Make a
Dex check each round to remain standing, if failed the victim falls to
the ground taking 1 HP of damage and will remain on the ground. 3. There
is a 5% chance/level of caster that the victim lose half of there spells
currently in memory, determine randomly.
CACHE
3rd. Level Mage (Alteration)
Level: 3
Range: touch
Duration: 1 hour/level
Area of effect: One item
Components: V,S
Casting Time: 2 segments
Saving Throw: None
The casting of
this spell upon an item transfers that item to the Astral Plane for the
duration of the spell. Wherever the caster goes, the item will follow
on the Astral Plane. When the spell dissipates, the item will fall
into the caster’s hands (if possible) or reappear in front of them if not.
Nothing can detect
the item while it is on the Astral Plane, execpt items meant to see into
astral space. The chance of the item returning in damaged or broken
condition equals 15%, -1%/level of caster. The caster can recall
the item at any time. An Extention spell applies, but a Permanency
will trap the item on the Astral Plane forever. The weight limit
is 5gp/level of caster. The spell will not function on living things.
*Taken from Dragon
Magizne, Feb 86' A Plethora of Paladins.
SILVER’s
ANIMATE BOOK
3rd Level Mage (Conjuration/Summoning)
Range: 0
Duration: Permanent
Components: V, S, M
Area of Effect: One book
or object
This spell imbues a sort of life into the book, allowing it to obey certain
commands. It is also familiar with it’s own contents, and helps to find
what you are looking for very quickly. Limited ability to fly - basicly
10’/1 minute per level of Wizard at the time the spell was cast. Dispelled,
there is a 50% chance any spells recorded in the book will also disappear.This
may also be cast on objects, but should at least be of good value. Material
components are a feather, a peice of string, and a crystal lense. A couple
things I should mention - there does seem to be apoint when it starts to
develope a personality; and a local ordinance has been passed here requiring
all animated objects be kept in the home or under strict supervision, lest
the owner be hit with a small fine....
Got to go, there’s a dictionary trying something with the cat.....
VLONDRIL’s
SHADOW STAFF
4th . Level Witch/Mage
( Invocation )
Range: Touch
Components: V,S,M
Duration:2turns + 1turn/level
Casting Time: 4
Area Of Effect: The caster
Save: None
When cast, the spell brings forth a magically empowered quarter staff.
The SHADOW STAFF’s power is based on the power of the caster. 1. When used
in HTH combat it dose 1d4 +1/level of vampric damage* 2. The damange done
is given to the caster, this can only replace wounds, and not to excede
the casters max hit points. 3. The staff gives a magical +1 to hit/4levels
of the caster.
THOTH'S
ELECTRIC WEB
4th Level (Invocation)
Range: 10 ft+10 ft per
level of mage.
Duration: Special
Area of Effect: See Web
spell.
Components: V,S,M
Casting time: 3 segments
Saving throw : As web spell.
This spell brings into being a snap crackleing web with jolts of electricity
shooting in all directions. In all other ways the spell duplicates a standard
web spell. When a victim/victims are traped in the web they take 1d8 +1
per level of the mage casting the web. The second round of capture they
take half of that again, and so on and so forth.
Example: Thoth Amon (Mu14) casts the spell on a group of ogres, and three
are snared. He rolls a 6+14=20pts ofelectrical damage then 10pts then 5
then 2 then 1pt the last round. For a total of 38pts of dammage. After
that the web alone holds their quivering torsos.
MERITH's
STEALTH
4th Level (Illusion/Phantasm)
Range: Self
Components: S,M
Duration: Special
Casting Time: 1
Area of Effect: the Caster
Saving Throw: Special
The Stealth spell creates an illusion ( similar to Spectral Force ) in
which the physical, audio, scent, and, thermal properties are masked. The
caster can maintain the illusion with minimal concentration, thus he can
move at half normal speed, no spell casting, or attacks. The phantasm contunes
for 3 rnds after the wizard stops concentration on it. The M/component:
100gp of diamond dust, to be sprinkled on recipient. Vewers may attempt
to disbelieve ( save-vs-spell ).
MERITH's
STEALTH 2.0
5th Level (Illusion/Phantasm)
Range: Touch
Components: S,M
Duration: Special ( + 5
yards/level )
Casting Time: 1
Area of Effect: 1 Creature
or Object
Save: Special
Stealth 2.0 is an improved version of the 4th level Stealth. It allows
the Mage to cast Stealth on a creature, or object outher than themself.
All conditions of the origional spell are the same, with the addition of
the fact that the creature/object can go no farther than 5 yards/level
of caster for the spell to function.