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animated .gifs by Blizzard
4th Level
Sadira's Mango Explosion
Range: 10 yards/level
Components: V,S,M
Duration: 5 rounds/level
Casting Time: 6
Area of Effect: 5 yard radius/level
Savings Throw: See below
It was this spell that Sadira utilized to slow and hinder the
Raamin troops. Since that fateful battle the spell has become available
to both Preservers and Defilers abroad. When using the Mango Explosion
the caster draws forth a single piece or ripe fruit and hurls it among those
he wishes to hinder. The fruit explodes among the targets coating them
in sticky goo, blinding and slowing them. All within the area of effect,
except the spell caster, must save versus spell o be blinded by the goop
for one round, but all creatures, regardless of saves, smaller than Huge
or Gargantuan, are heavily slowed from the slop. All within the area
of effect move at one tenth their normal movement rates and all attacks are
made at a -5 penalty. Spell casting is impossible but psionics are
unaffected. Only the spellcaster or creatures of Huge or Gargantuan
size are unaffected by the Mango Explosion.
The material component used is a single piece of overripe fruit,
thrown toward the intended target, or targets.
5th Level
Thunderstruck
Range: 0
Components: V, S
Duration: 3 rounds/level
Casting Time: 3
Area of Effect: 10' radius/level
Savings Throw: Neg.
When employing the Thunderstruck spell casters create a swirling pair of tempestuous storm clouds high above and send them crashing together with such tremendous force that a deafening boom resounds across the countryside. Such is the force of the shockwave that all nonmagical glass is shattered and structures or tunnels that are highly unsound could collapse. All those within the area of effect must save versus spell or be utterly deafened. Only the caster is unaffected. Those failing suffer a -2 to all attack roles and spell casting requiring verbal components is impossible for the spell's duration
Dra'ak's Disc of Ebony Flame
Range: 10 yards/level
Components: V, S
Duration: 1 turn/level
Casting Time: 1
Area of Effect: Special
Savings Throw: None
The disc of Ebony Flame is a formidable weapon. The caster conjures a solid disc with a razor's edge no larger than a dinner plate crackling with a black and freezing flame. The caster may use it as either a melee weapon or a missile weapon and is automatically proficient with the disc, even if he has never used a weapon resembling it before. The disc can be thrown as far as a longbow can be shot though it will bounce to up to three different targets (provided they are within 5 feet of one another and each ricochet requires an additional attack roll). Each creature successfully struck receives 1d12 points of cutting damage and must save versus spell or be engulfed in the freezing and consuming black flames. Those engulfed take 1d8 points of damage every round until entirely devoured by the flames, a successful dispel magic is cast or a wish or limited wish spell is used. Undead and non-living creatures are immune to the flame but are still subject to the cutting damage. Damage taken from the flames must be healed by magical means and no amount of rest will restore it, cutting damage is regained at a normal rate, however.
Shrapnel
Range: 5 yards/level
Components: V, S
Duration: Instantaneous
Casting Time: 7
Area of Effect: 5' x 100' path
Savings Throw: See Below
When casting the Shrapnel spell, the wizard summons a swarm of jagged metal spikes and hurls them at his enemies inflicting 1d6 points of damage per level of the caster (with a maximum of 10d6). Those within the area of effect may save versus spell to attempt to avoid the long rusty lacerating barbs. Those who succeed suffer only half damage and no ill effects those who fail are so horribly impaled by the dozens of shredding spikes that 1d4 of their appendages are punctured to a point of uselessness for one round per level of the caster, after which the spikes disappear (roll a second d4 to determine what limbs are lost 1 = left arm ,2 = right arm, 3 = left leg, 4 = right leg). Humanoids who lose one leg forfeit all dexterity bonuses to armor and suffer a -4 penalty to all attacks. Those who lose both legs are considered prone for the remainder of the spell's duration and are in a difficult situation at best suffering a -6 penalty to all attacks. Those who lose one arm suffer only -2, those who lose both are incapable of swinging a weapon and should probably consider running away (provided they can still use their legs).
6th Level
Flesh Blast
Range: 0
Components: V, S, M
Duration: Instantaneous
Casting Time: 5
Area of Effect: 5' x 100' x 50' cone
Savings Throw: See below
The above spell is shunned by those of good alignment
because of the sheer terror and revulsion inspired by it. Upon completing
the spell the caster blasts a cone of steaming molten flesh forth from his
mouth in a cone 5' by 100' by 50' at the far end. The boiling slop
splatters all in its path scalding all targets for 1d8 points of damage per
level of the caster with a maximum of 10. (save versus spell for half) Those
caught in the cone and fail their save versus spell are coated in the searing
substance and continue to suffer damage as the slop burns them. Damage
suffered from the coating reduces by one hit dice as the slop cools until
a maximum of 10 rounds have passed (a 10th level wizard would inflict 10d8
points of damage initially, 9d8 on the following round 8d8 on the next round
etc.) or a Heal, Remove Curse, Limited Wish or
Wish spell is cast. Those with three or fewer hit dice and within
50' of the caster (friend or foe) are so sickened by the sight and
smells that they must save versus paralyzation or collapse to the ground
in retching and heaving for 1d6 rounds. Creatures without sight or
smell are immune to the revulsion effect.
The material component for the above spell is a single
piece of raw meat which is swallowed by the caster.
7th Level
Summon Umber Hulk
Range: 30 yards
Components: V, S
Duration: Special
Casting Time: 10
Area of Effect: Special
Savings Throw: None
By implementing this spell, the caster summons forth the huge and powerful Umber Hulk to smite his foes. The Hulk will obey logical and nonsuicidal commands and remain beside the caster until slain, dismissed or otherwise banished. The sole purpose of the Hulk, however, is to attack and destroy and if all the caster's enemies have been slain the Hulk will attack the caster and his friends until either new enemies enter its visual radius or it itself is slain. The Hulk has any and all abilities and hit dice as listed in the Monstrous Manual.
8th Level
Summon Storm Riders
Range: 25 yds/level
Components: V, S
Duration: 2 rounds/level + 1d6 rounds
Casting Time: 2 rounds
Area of Effect: Special
Savings Throw: None
By invoking the summons a caster conjures a number of
Storm Riders equal to half (rounded down) his or her level.
Riders are magical beings formed of wind and sand who take the
shape of faceless helmeted warriors whose eyes gleam with brilliant white
energy. They ride upon winged wyverns (movement class A) and dive down from
the skies howling like banshees and whipping up gale force winds. If
summoned upon the sandy wastes or Silt Sea their blasting winds give rise
to a ferocious sandstorm in a 100 cubic feet area per level of the caster
blinding friend and foe alike, negating spell casting and inflicting a -6
penalty on all attack rolls. In other terrain, such as the Forest Ridge,
the howling winds impose no penalty on melee attacks and spellcasting is
possible though missile attacks suffer a -2 penalty while within the area
of effect. Only the caster is completely unaffected. Storm
Riders, however, will differentiate between friend and foe focusing on
the greatest threat to the spellcaster first. Individual Storm
Riders attack once per round each by hurling lightning bolts at their
enemies from above striking with an effective THAC0 of 10 and inflicting
4d6 points of electrical damage with each successful attack. Each
Rider has Savings Throws and hit points equal to that of the caster
(any attack upon the Rider's winged mount is effectively an attack
upon the Rider itself for they are effectively one entity embodying
the same energies and share the same hit points) but is immune to all telepathic
psionics, mind affecting spells, charm person, hold and death spells. Only
weapons of +1 or better enchantment can harm a Storm Rider, all other
weapons slice through its immaterial form uselessly. Offensive spells
used against the Riders will effect each accordingly for they have
no additional magic resistance other than that which is listed above and
gain no special benefit from any resistances the caster may have.
The caster need not concentrate to maintain control of
the Riders who will act and obey obsequiously until they are destroyed,
the spell duration expires or the spellcaster negates the spell or is slain.
Storm Riders cannot be summoned while the spellcaster is underground
but can be conjured upon the surface and then made to descend into tunnels.
9th Level
| Juggernaut
Range: 10 yards/level
Art is from Second Edition |
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With the Juggernaut spell a powerful wizard can
conjure a nearly unstoppable war engine to wreak havoc upon enemy fortifications.
The exact design of the Juggernaut is left to the imagination
of the caster though its dimensions are always the same. The massive
war machine takes the form of a huge wheeled battering ram towering 30' feet
in the air. The ram moves slowly (MV 3) but needs no slaves or labor
of any sort to pull it and moves in any direction the caster directs it.
The war engine smashes to oblivion any obstacle that stands less than
20' in height and 10' in thickness. Larger obstacles pose only a brief
delay. The Juggernaut stops before such obstacles and draws
back its mighty ram striking the barrier once every three rounds attacking
as a Screw/Drill and inflicting 15 structural points of damage per attack.
Only a Prismatic Sphere or Wall and an Anti-magic
Shell can stop the Juggernaut. Neither Walls of Ice, Stone, Iron
or Force nor Bigby's Interposing Hand can halt the battering ram.
Trenches, moats or spells similar to Transmute Rock to Mud will not
stop the Juggernaut, the awesome conjuration will continue to roll
forward, levitating in midair if need be. No physical attack can harm
the Juggernaut though magical attacks and weapons can halt and even
destroy the war engine. The machine has an effective AC 0 and 300 hit
points and if reduced to 0 hit points from either blows of +1 or better weapons
or offensive spells it disintegrates into dust. Enemy units facing
the Juggernaut must make a morale check at a -5 penalty or break and
flee in panic. Though the ram is slow and easily avoided there are
those foolish enough to be caught beneath the grinding wheels. Those
with 10 or fewer hit dice must save versus death or be utterly crushed. A
victim who succeeds suffers 10d20 points of damage. Those with more
than 10 hit dice need not save versus death and may save versus spell to
suffer only half damage. While directing the mighty war machine the
wizard can perform no other actions and is highly vulnerable to attack. If
the directing wizard is slain the Juggernaut vanishes.
To cast the spell a wizard must stand from an effective
vantage point where he or she can view the area to be bulldozed by the
Juggernaut. Such a point can be found atop a cliff, while levitating
or flying or any area of sufficient altitude so as to afford an adequate
view of the desired area. To complete the spell a wizard tosses the
skull of a braxat (or bull for other campaign settings) onto the site where
the Juggernaut is to materialize.
More to come