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.