1034 lines
46 KiB
Plaintext
1034 lines
46 KiB
Plaintext
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-----=====Earth's Dreamlands=====-----
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(313)558-5024 - Supra 14.4 - Sysop: Gug
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A Game Master Support BBS
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RPG, Homebrew Beer, & Fiction Text
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.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.
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This file is a list of new spells and psionic powers for TSR's AD&D game.
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It was originally posted to the ADND-L mailing list in July, 1992. Any
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comments or feedback can be sent to JDELISLE@LOYOLA.EDU
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SPELLS
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Freeze (Enchantment)
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Level: 1
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Range: 30 feet
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Components: VS
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Duration: Instantaneous
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Casting Time: 1
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Area of Effect: 8 cubic feet per level (2' x 2' x 2' cube)
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Saving Throw: None
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This spell instantly freezes a quantity of water in any shape the caster
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desires. If a living creature has any part of it inside the area of effect,
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it can make a saving throw vs. paralyzation (with a +4 bonus) to escape, or
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be stuck in the ice. The ice is nonmagical and can be affected normally.
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Mist (Evocation)
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Level: 1
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Range: 20 yards
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Components: VS
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Duration: 2 rounds/level
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Casting Time: 1
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Area of Effect: up to one 50-foot cube per level
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Saving Throw: None
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Mist creates a huge fog cloud that can be seen through, but reduces the
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range of vision greatly. In normal use, all sighting distances (in the PHBv2)
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are halved. Vision can be decreased to a third of its normal range by
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reducing the area of effect to one cube (with a 25 foot side) per level.
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The shape of the cloud must be rectangular. For example, a 2nd level
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mage could create a Mist cloud 100'x50'x50'.
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Coin Toss (Alteration)
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Level: 2
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Range: 30 feet
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Components: SM
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Duration: Instantaneous
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Casting Time: 2
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Area of Effect: One Metal Coin (preferably gold)
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Saving Throw: None
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Coin Toss gives an electrical charge to a single metallic coin, which is
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then thrown at the target. The casting of the spell appears to be rather
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innocuous, but a bit theatrical (ie, taking approx 10 seconds to take a coin
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out of a purse). Only a mage who has this spell, someone actively using the
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spellcraft proficiency (and states it), or someone who has fallen victim to
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this spell before will recognize that Coin Toss is being cast. Upon
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completing the spell, the caster throws the coin at the intended victim,
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requiring an attack roll. Treat metal armor as AC 10, but allow for any
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magical or dexterity bonuses. If the victim is actively trying to catch the
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coin, consider it an automatic hit ("Take my last gold piece, thief!"). If
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the attack is successful, the victim takes 1 point of damage per caster level
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(maximum 16 points). If the coin is gold or another good conductor, add 1
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point to the damage roll. If the victim is wearing metal armor, add 1d4 to
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the damage roll.
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The material component is the coin being throw, which is consumed in the
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casting.
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Stealth Missile (Evocation)
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Level: 2
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Range: 10 yards + 5/level
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Components: S
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Duration: Instantaneous
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Casting Time: 2
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Area of Effect: 1 or more creatures in a 10 foot by 10 foot area
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Saving Throw: None
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This spell is the same as a Magic Missile spell, except that it can be
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cast in absolute silence, and its missiles are extremely hard to see (5%
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chance per observer's level). It is perfect for those who need quiet and
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mage/thieves.
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Vanquil's Tent (Alteration)
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Level: 2
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Range: 0
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Components: V
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Duration: 4 hours + 1 hour/level
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Casting Time: 2
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Area of Effect: 11' radius sphere
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Saving Throw: None
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This spell is a lesser version of Leomund's Tiny Hut. It will keep out
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winds of up to 50 miles per hour, as well as one type of precipitation (rain,
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snow, sleet, hail, etc) that is named at casting time and cannot be changed.
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For example, if the spell was cast to keep out rain, but the weather changed
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to hail, the hail would be able to enter the Tent. As with Leomund's Tiny
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Hut, the caster cannot leave the Tent without ending the spell. Temperatures
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inside the tent are the same as those outside the tent, but there is enough
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room inside for a small fire.
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Vanquil developed this spell as a lower-level alternative to the Tiny
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Hut, since he typically used all of his third level spells in combat.
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Gymlainac's Lightbend (Alteration - Wild Magic)
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Level: 3
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Range: 0
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Components: V
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Duration: 1d4 + 1 round/level
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Casting Time: 3
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Area of Effect: Creature Touched
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Saving Throw: None
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This wild magic spell bends light waves around the recipient, creating
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an effect similar to the 2nd level spell Blur and a Cloak of Displacement.
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The recipient's form is both blurred and sways (regardless of movement),
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making him much more difficult to hit. When the spell is cast, roll 1d4 to
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determine the armor class and saving throw bonus.
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This spell was developed by the wild mage Gymlainac, in an effort to
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create a wild magic version of Invisibility.
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Timejump (Enchantment, Alteration)
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Level: 3
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Range: 0
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Components: V
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Duration: 1 round (special)
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Casting Time: 1
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Area of Effect: The Caster
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Saving Throw: None
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Timejump allows the teleport ahead in time by (roughly) 60 seconds. When
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the spell is cast, the caster disappears for 1 round, and then reappears in
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the same place. For the caster, the shift in time is instantaneous, so he
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cannot prepare for "re-entry" in any way. The caster reappears at the same
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time in the round that he disappeared (using initiative as a clock), and
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cannot take any actions during the round of "re-entry". If a solid object is
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blocking the spot where the caster will re-appear, then he will be trapped in
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the Astral Plane. Getting home is up to the caster.
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Timespeed (Alteration, Enchantment)
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Level: 3
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Range: 30 feet
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Components: VM
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Duration: 2 rounds/level
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Casting Time: 3
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Area of Effect: 20' by 20' square, 1 creature per 2 levels
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Saving Throw: None
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This spell is similar to a Haste spell, but instead of speeding up the
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recipients' metabolic reactions, Timespeed alters the flow of time around the
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recipients. As a result, for every minute that passes in the real world, 2
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minutes passes for those affected. Because time itself is being changed,
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those affected by this spell do not age. On the downside, all spells or spell
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effects cast on the recipients of a Timespeed only last half as long (going
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by "real world" time), regardless of whether or not they were cast before or
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during the Timespeed. The maintenance cost of psionic powers that affect only
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the psionicist is doubled as well. Spellcasters cast spells as if they were
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under the influence of an Alacrity spell (TSR's Tome of Magic).
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The material components are two clock faces painted on slate, one an
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hour ahead of the other. These are consumed during the casting.
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Vanquil's Immunity To Pain (Illusion/Phantasm, Enchantment)
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Level: 3
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Range: 0
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Components: VS
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Duration: 1 round/level
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Casting Time: 2
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Area of Effect: Creature Touched
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Saving Throw: Special
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This spell is a mixed blessing. It prevents the subject from feeling any
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kind of pain, either from wounds or artificially induced (ie, magic,
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psionics). Thus, spellcasters and psionicists can use their abilities
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regardless of what kind of damage they take in a round, and tortures and
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pain-inflicting abilities (like the psionic Inflict Pain) do not affect the
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recipient. On the downside, the recipient is unaware of any hit point losses,
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poisoning, disease, etc., and does not know if he has been hit or needs
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healing. The recipient could be down to 1 hit point and not know it. Low
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intelligence creatures tend to feel invulnerable while under this spell (no
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pain, no injury), while higher intelligence ones realize the danger of the
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situation.
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Unwilling creatures get a saving throw versus spell.
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Vanquil's Snowball (Evocation, Enchantment)
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Level: 3
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Range: 25 yards/level
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Components: VS
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Duration: Instantaneous
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Casting Time: 1
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Area of Effect: One creature
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Saving Throw: Special
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This spell functions like improved version of Snilloc's Snowball
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(although developed without knowledge of Snilloc or his spells). When cast,
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it creates a blue-white snowball in the caster's hand, which is then thrown
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in the same round, with a chance to hit equal to the caster's THAC0 +3. As it
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flies towards the target, the snowball expands to become a three-foot
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diameter mound of snow. Neither Shield nor Protection From Normal Missiles
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(or similar spells) will stop the Snowball, but a Minor Globe of
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Invulnerability will. Immunity to cold will not prevent damage, nor being
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knocked over if the save is failed, but will prevent the target from being
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unable to cast spells.
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If the target makes his saving throw vs. spell, he takes 1d2 points of
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damage per caster level (maximum 8d2 points of damage), and cannot cast
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spells in that round or the next round.
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If the target fails his saving throw, he takes 1d2 points of damage per
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caster level (up to 8d2), is knocked down (ie, prone), and the intense cold
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prevents spellcasting for the next 1d6+1 rounds (due to severe shivers and
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chattering teeth).
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This spell was developed as an anti-spellcaster weapon, and definitely
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_not_ intended for general use. It appears here only because the formula was
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stolen by an ungrateful apprentice of the elven mage Vanquil. Despite the
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fact that the apprentice was killed by Vanquil himself less than two weeks
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after the theft, the spell had already been circulated to several
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unscrupulous mages.
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Paranoia (Enchantment, Illusion/Phantasm)
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Level: 4
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Range: 10 yards/level
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Components: VSM
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Duration: 1 hour + 3 turns/level
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Casting time: 6
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Area of Effect: One Creature
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Saving Throw: Special
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Paranoia is a spell used to unnerve and frighten humanoid creatures. If
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the target makes a saving throw vs. spell with a -3 penalty (adjusted for
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Wisdom), then he will greatly desire to leave his present location, but will
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suffer no other ill effects. Elves have a 5% chance to resist the effects of
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the spell, but still get a saving throw.
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Creatures who fail the saving throw are convinced that "everyone is out
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to get them". The spell creates a hallucinatory person who follows the target
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everywhere, but "disappears" when looked for. The target also has the feeling
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that he is being watched, and in fact has a chance (5% per caster level) of
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thinking someone nearby is spying on him. The target believes that everyone
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is talking about him, especially those whose conversations he can't hear.
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Remove Curse or Heal will restore the person's mind, but Dispel Magic will
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not. Furthermore, any action that requires concentration (spellcasting,
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turning undead, using a psionic ability or thief skill, etc) has a chance to
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fail to the victim's highly emotional state. The chance of failure is:
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(level Paranoia's caster * 5%) - 30%.
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The end result of this spell is that anyone who fails their saving throw
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will be branded insane or bewitched, and treated appropriately. NPC's who are
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subjected to this spell will spend at least the next day sulking, still
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afraid of everyone (this is not a magical effect, simply an after-effect). If
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an NPC knows who cast the spell, they will either be afraid of the caster
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(for weaker NPC's) or very angry (stronger NPC's).
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For example: Two mages cast Paranoia at Strongarm and Bloodaxe, who are
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in a large dining room. Bloodaxe makes his saving throw, and becomes aware of
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something being "wrong" in the room. He leaves, wary of what might be out
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there, but more afraid of what is inside. Bloodaxe suffers no other ill
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effects. Strongarm fails his saving throw, and becomes convinced that
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everyone in the room is either plotting against him, or spying on him. In
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fact, he's certain that the Duke is spying on him. Not willing to fight
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everyone in the room ("they're all out to get me!"), Strongarm flees. As he
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runs down an empty hallway, he gets the feeling he's being followed, and
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actually sees someone in the corner of his eye. When Strongarm tries to
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confront his "shadow", he finds nothing. Once the spell expires, he will
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still feel uneasy (memories of having everyone against you are not easily
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forgotten!), but will no longer act abnormally.
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This spell was developed by Vanquil as a response to another mage's
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powerful mental spell, which caused great pain in its victims (specifically,
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Corinna and her Psiblade. Corinna has yet to experience a Paranoia spell...).
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This spell does not carry Vanquil's name since he does not wish it to be
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traced back to him (for good reason).
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The material components are either a lock of hair from a madman or a
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drop of blood from an assassinated noble or official.
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Understanding (Divination)
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Level: 4
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Range: 5 feet/level
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Components: VS
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Duration: 1 round + 1 round/level
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Casting Time: 4
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Area of Effect: One Creature
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Saving Throw: Negates
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This spell allows the caster get use both ESP and Empathy on a creature
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if it fails a saving throw vs. spell with a -2 penalty. For more detailed
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information, like memories or motivations, someone else must ask the caster
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the question. The caster's player can UNDER NO CIRCUMSTANCES supply questions
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for other people to ask!!! Doing so ends the spell immediately (forcing the
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caster back into his own mind). One question per round is reasonable for easy
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questions, but long or complicated questions can take longer (up to the DM).
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A common language is not needed between caster and target, and the caster
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always replies in the tongue he uses most. While the spell is in effect, all
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the caster can do is answer questions without ending the spell. The spell can
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be ended at any time, simply by willing it to end.
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For example: A mage casts Understanding on a dragon attacking a town,
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and learns (by ESP and Empathy) that it is angry and plans to destroy the
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town. The mage's apprentice asks the mage why the dragon is attacking,
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allowing the mage to probe the dragon's memories, and discover some humans
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stole the dragon's eggs. The mage lets the spell end, to try and bargain with
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the dragon.
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Vanquil's Backbiter (Abjuration, Evocation)
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Level: 4
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Range: 0
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Components: VSM
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Duration: 4 hours + 1 hour/level OR until used
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Casting Time: 2 rounds
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Area of Effect: The caster
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Saving Throw: None
|
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Vanquil's Backbiter is a way of protecting against a thief's backstab
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attack. The spell is triggered when any non-missile, non-energy (ie, magic,
|
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psionics, breath weapon, etc) hits the caster from behind without his
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knowledge. A backstabbing thief or an invisible/silenced fighter counts, so
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long as the caster is surprised. The spell is considered "activated" when the
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weapon of such a person comes within 3 inches (1/4 of a foot) of the caster's
|
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back. Activation requires no thought or effort from the spellcaster, but the
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Backbiter cannot be consciously activated.
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When activated, the spell instantly creates a brief Stoneskin effect on
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the caster's back, preventing the weapon from doing any damage (on the first
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attack). It then releases a burst of energy missiles (similar to a magic
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missile) at the backstabber, causing 1-2 points of damage per level (maximum
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of 10d2). The energy missiles never miss, and a Shield or Protection From
|
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Normal missiles will not prevent damage.
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Only one Backbiter can be in effect at any one time. If another is cast
|
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before the first is used, it is lost. The material component is a small
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diamond of any size and the eyes of a common housefly.
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Vanquil's Cellular Regeneration (Necromancy)
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Level: 4
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Range: Touch
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Components: VSM
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Duration: 4 rounds
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Casting Time: 4
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Area of Effect: One Creature
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Saving Throw: None
|
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Cellular Regeneration is a spell that increases the growth rate of the
|
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body's various tissues, causing them to mend together faster. Once the
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recipient is touched, the spell begins to work, restoring damage according to
|
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the table below:
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|
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Round Healing
|
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----- -------
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1 1 HP
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2 1d4 HP
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3 1d4 HP
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4 1 HP
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If the recipient performs any strenuous activity during the spell
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duration (like combat, casting spells over third level, or using a psionic
|
|||
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power that requires a Constitution check), the spell is immediately aborted.
|
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All hit points are gained at the _end_ of the appropriate round. Due to the
|
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stress of regeneration, this spell can not be cast more than once per person
|
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for increased healing. For the spell to be effective again, the recipient
|
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must take more damage.
|
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|
The material component is a piece of troll flesh that has been burned in
|
|||
|
acid.
|
|||
|
|
|||
|
NOTE: This spell is intended to give mages some curative abilities, not to
|
|||
|
replace clerics. The spell is _much_ less powerful that the equivalent Cure
|
|||
|
Serious Wound, both in terms of damage and limitations. I would suggest that
|
|||
|
DM's limit the spell to be useful to a single person only once per day
|
|||
|
(regardless of injuries). If you wish to increase the level of the spell,
|
|||
|
that's up to you. I would not recommend banning it -- unless all the NPC
|
|||
|
necromancers in your world are murderous scum with an obsession for dead
|
|||
|
things. :-)
|
|||
|
|
|||
|
|
|||
|
Vanquil's Iceball (Evocation _or_ Conjuration)
|
|||
|
Level: 4
|
|||
|
Range: 100 yards + 10/level
|
|||
|
Components: VS
|
|||
|
Duration: Instantaneous
|
|||
|
Casting Time: 4
|
|||
|
Area of Effect: 20' radius sphere
|
|||
|
Saving Throw: 1/2
|
|||
|
|
|||
|
There are actually 2 different Iceball spells: An evocation version and
|
|||
|
a conjuration version. Both versions do 1d6 points of damage per level, up to
|
|||
|
10d6, with a saving throw for half damage. The area of effect is a sphere
|
|||
|
with a 20 foot radius. The spells differ as follows:
|
|||
|
_Evocation_ version: The spell drains thermal energy from the affected
|
|||
|
area, producing intense cold. There is no pressure caused by the Iceball, so
|
|||
|
unlike a fireball, the chilled area conforms to the surroundings (like
|
|||
|
Snilloc's Snowball Swarm). Therefore, it can be used in confined areas
|
|||
|
without the danger of a backfire. The Evocation Iceball WILL freeze all
|
|||
|
exposed liquids, and if cast underwater, will create a 40' diameter ball of
|
|||
|
ice (creatures inside area save vs. paralyzation to avoid entrapment). The
|
|||
|
ball of ice will immediately float to the surface. Creatures immune to cold
|
|||
|
take no damage from this version.
|
|||
|
_Conjuration_ version: This version draws forth ice and cold from the
|
|||
|
Para-Elemental Plane of Ice, causing a destructive blast of ice. The Conjured
|
|||
|
Iceball will NOT conform to its surroundings, and will expand to its full
|
|||
|
area of effect, just like a fireball. Underwater, this version does only 1d4
|
|||
|
points of damage per level, and does not create any large pieces of ice.
|
|||
|
Fragile objects (vials, mirrors, etc) must save vs. crushing blow to survive
|
|||
|
the ice barrage. Creatures immune to cold will still take 1-2 points of
|
|||
|
physical damage per level (unless immune to normal missiles). Because this
|
|||
|
version accesses an Elemental plane, it will not function while spelljamming
|
|||
|
in the Flow or in other situations where access to the elemental planes is
|
|||
|
cut off.
|
|||
|
|
|||
|
|
|||
|
Vanquil's Lightshed (Alteration)
|
|||
|
Level: 4
|
|||
|
Range: 60 yards
|
|||
|
Components: VS
|
|||
|
Duration: 1 turn/level or until used up
|
|||
|
Casting Time: 3 rounds
|
|||
|
Area of Effect: Special
|
|||
|
Saving Throw: None
|
|||
|
|
|||
|
Lightshed is a spell that creates multiple Continual Light spheres, one
|
|||
|
per level. The caster can create one Continual Light sphere per round, and
|
|||
|
can take any actions while the spell is in effect (except cast other spells).
|
|||
|
Continual Light spheres can be created as often as the caster wishes, up to
|
|||
|
the spell limits. The spheres created by Lightshed are permanent and
|
|||
|
essentially the same as Continual Light, but Lightshed cannot be used against
|
|||
|
a living creature (doing so will end the spell).
|
|||
|
Lightshed was created so that a mage could quickly and easily "cast"
|
|||
|
multiple Continual Light spells per day, without wasting every 2nd level
|
|||
|
spell available. This spell is also useful for mages who wish to earn money
|
|||
|
by lighting up local castles or dungeons, since the "average" price of a
|
|||
|
Continual Light is 50 g.p. per sphere.
|
|||
|
|
|||
|
|
|||
|
Vanquil's Milling Crowd (Conjuration/Summoning)
|
|||
|
Level: 4
|
|||
|
Range: 5 yards/level
|
|||
|
Components: VS
|
|||
|
Duration: 5 rounds/level
|
|||
|
Casting Time: 1 round
|
|||
|
Area of Effect: One Crowd (special)
|
|||
|
Saving Throw: Negates (special)
|
|||
|
|
|||
|
Milling Crowd summons people to enter a crowd and interact with the
|
|||
|
people in the crowd. The conjured people can try to impart one opinion or
|
|||
|
emotion of the caster's choosing, thus changing the crowd's mood or opinion.
|
|||
|
Thus, a group of angry protestors could be made to riot, become less violent,
|
|||
|
or protest a different (but related) topic. The spell summons 1 "person" per
|
|||
|
level, who can only be used to influence crowd reactions. Any attempts by the
|
|||
|
caster to attack the summoned people, use them as barriers, or use the in any
|
|||
|
way not associated with interaction will terminate the spell immediately. The
|
|||
|
people will be of the same racial mix as the crowd they must infiltrate (a
|
|||
|
crowd of 75% humans and 25% gnomes would result in 75% of the summoned people
|
|||
|
to be human, 25% to be gnomish).
|
|||
|
The spell can influence a crowd in one of two ways: It can either change
|
|||
|
the reaction adjustment of the crowd by one factor, or it can be used to give
|
|||
|
the crowd another direction. For example, Milling Crowd can either make a
|
|||
|
group more hostile or less hostile, OR it can change the group's focus in
|
|||
|
some minor way. If the group wanted to hang someone at noon, the spell could
|
|||
|
"suggest" an alternate means of execution, or a change in the time of
|
|||
|
execution, etc.
|
|||
|
The saving throw for the crowd uses the average hit dice for the saving
|
|||
|
throw vs. spell. If the mage is trying to influence reactions, the crowd has
|
|||
|
a -3 penalty on the saving throw. If the spell is trying to give the crowd
|
|||
|
other ideas, the saving throw is made without penalty. Depending on the
|
|||
|
nature of crowd and their focus of attention, it is not unreasonable to have
|
|||
|
saving throw modifiers from +5 to -5 (ranging from agreement with the
|
|||
|
caster's purpose to considerable opposition). The spell is not guaranteed to
|
|||
|
work if it encounters some form of absolute resistance (for example, a local
|
|||
|
custom dictating the means and time of execution). If the crowd makes its
|
|||
|
saving throw, it is unaffected. If the roll is a natural 20, the crowd is
|
|||
|
aware of attempts to manipulate it. It is important to note that the spell
|
|||
|
does not directly affect the crowd in any way, so magic resistance is useless
|
|||
|
and spells like Detect Charm will reveal nothing.
|
|||
|
|
|||
|
|
|||
|
Travel Cancellation (Alteration)
|
|||
|
Level: 5
|
|||
|
Range: 30 yards
|
|||
|
Components: VSM
|
|||
|
Duration: 1 turn/level or until used up
|
|||
|
Casting Time: 5
|
|||
|
Area of Effect: One Creature
|
|||
|
Saving Throw: None
|
|||
|
|
|||
|
This spell prevents travel by extraplanar means, distorting the effects
|
|||
|
of spells like Blink and Teleport. Any time a spell involving such transport
|
|||
|
is cast and the victim is involved (either as caster or passenger), there is
|
|||
|
a 5% chance per level of the caster of Travel Cancellation that the transport
|
|||
|
spell will misfire. The spell lasts for a maximum of 1 turn per level, or for
|
|||
|
level/3 (rounded down) cancellations, whichever comes first.
|
|||
|
|
|||
|
Misfires:
|
|||
|
|
|||
|
Rope Trick: Victim is unable to enter extradimensional space
|
|||
|
Blink: Victim always reappears in the same spot, but facing away from
|
|||
|
enemies
|
|||
|
Dimension Door: Distance travelled is constant, but direction is random
|
|||
|
Dimension Folding: The fold closes in front of the victim, preventing
|
|||
|
transit
|
|||
|
Bowgentle's Fleeting Journey: The caster is teleported instead of the
|
|||
|
passenger
|
|||
|
Teleport: Either fails, or arrive 1d10 miles from destination (DM
|
|||
|
choice)
|
|||
|
Teleport Dead: The caster is teleported instead of the body
|
|||
|
Plane Shift: The group lands in a random area in the Prime Material
|
|||
|
Plane
|
|||
|
|
|||
|
Succor (both versions), Teleport Without Error, Astral Spell, and any
|
|||
|
spells over 6th level are unaffected. It is the DM's option if
|
|||
|
extradimensional magic items (bag of holding, well of many worlds, etc) are
|
|||
|
affected by Travel Cancellation. The material component are two magnets that
|
|||
|
are strongly attracted to one another, one of which has the caster's sigil
|
|||
|
painted on it.
|
|||
|
|
|||
|
|
|||
|
Vanquil's Drifting Blizzard (Evocation)
|
|||
|
Level: 5
|
|||
|
Range: 10 yards
|
|||
|
Components: VS
|
|||
|
Duration: 1 round/level
|
|||
|
Casting Time: 5
|
|||
|
Area of Effect: 40' wide, 20' high, 20' deep cloud
|
|||
|
Saving Throw: Special
|
|||
|
|
|||
|
This spell is a cold-based version of Cloudkill, creating a light gray
|
|||
|
cloud that leaves frost in its wake. It functions just like a Cloudkill,
|
|||
|
except that damage comes from cold, making fire based creatures more
|
|||
|
vulnerable to the spell (treat them as having 2 fewer hit dice, and they
|
|||
|
automatically take double damage). Creatures who fail their saving throws by
|
|||
|
4 or more are encased in a thin layer of ice (about 1/4 inch). Those who make
|
|||
|
their saving throws still take appropriate damage (1d10). Cold based
|
|||
|
creatures are immune to this spell, and some (like white dragons) might find
|
|||
|
it refreshing.
|
|||
|
|
|||
|
Hit Dice Fire-Based Saving Throw
|
|||
|
(normal) creatures
|
|||
|
----------- ----------- ----------------
|
|||
|
4 or less 6 or less Killed instantly
|
|||
|
4+1 to 5+1 6+1 to 7+1 Save vs Spell at -4
|
|||
|
5+1 to 6 7+1 to 8 Save vs Spell (unmodified)
|
|||
|
6+1 or more 8+1 or more None, 1d10 damage (2d10 for fire based)
|
|||
|
|
|||
|
|
|||
|
Vanquil's Freeze Ray (Evocation)
|
|||
|
Level: 5
|
|||
|
Range: 5' per level
|
|||
|
Components: VS
|
|||
|
Duration: Instantaneous
|
|||
|
Casting Time: 5
|
|||
|
Area of Effect: One creature
|
|||
|
Saving Throw: Special
|
|||
|
|
|||
|
This is an modified version of Cone Of Cold that effects only one
|
|||
|
creature. It creates a beam of intense cold 5 feet long per caster level, but
|
|||
|
only a tenth of an inch wide. If the target fails its saving throw (versus
|
|||
|
spell), it takes 1-8 points of damage per caster level (up to 12d8). If the
|
|||
|
target makes its saving throw, it narrowly dodges the beam, but is close
|
|||
|
enough for its body heat to dissipate the beam. Of course, that also means
|
|||
|
the beam cools down the target, causing 1 point of damager per caster level
|
|||
|
(max 12).
|
|||
|
Creatures that are cold-based (like white dragons or ice para-
|
|||
|
elementals) take no damage from this spell, but fire-based creatures (like
|
|||
|
red dragons and salamanders) take +1 point of damage per hit die. Undead take
|
|||
|
no damage from this version.
|
|||
|
|
|||
|
|
|||
|
Vanquil's Thermal Lance (Evocation)
|
|||
|
Level: 5
|
|||
|
Range: 5' per level
|
|||
|
Components: VS
|
|||
|
Duration: Instantaneous
|
|||
|
Casting Time: 5
|
|||
|
Area of Effect: One creature
|
|||
|
Saving Throw: Special
|
|||
|
|
|||
|
Thermal Lance is a virtual duplicate of Vanquil's Freeze Ray, except
|
|||
|
that damage comes from a beam of magical fire. Fire-based creatures are
|
|||
|
immune, and cold-based creatures take +1 point of damage per hit die.
|
|||
|
|
|||
|
----------------------------------------------------------------------------
|
|||
|
----------------------------------------------------------------------------
|
|||
|
|
|||
|
(note: unless otherwise noted, all spells were created by the elven
|
|||
|
fighter/mage/thief Vanquil. Would you want your name associated with the
|
|||
|
Paranoia spell?!?)
|
|||
|
|
|||
|
|
|||
|
----------------------------------------------------------------------------
|
|||
|
----------------------------------------------------------------------------
|
|||
|
|
|||
|
|
|||
|
PSIONIC POWERS
|
|||
|
|
|||
|
Psychokinetic
|
|||
|
-------------
|
|||
|
|
|||
|
Inertial Shield (devotion)
|
|||
|
Power Score: Con-3
|
|||
|
Initial Cost: 7
|
|||
|
Maintenance: 5/round
|
|||
|
Range: 0
|
|||
|
Prep time: 0
|
|||
|
Area of Effect: 3 yard radius, 120 degree arc
|
|||
|
Prerequisites: Telekinesis
|
|||
|
|
|||
|
This is similar to an inertial barrier, but with one crucial
|
|||
|
difference: the field is compressed, giving greater protection from
|
|||
|
frontal attacks. It protects a 120 degree arc in front of the
|
|||
|
psionic, with coverage curving to reach over his head. (Think of it
|
|||
|
as the front 1/3 of an inertial barrier). To determine the damage,
|
|||
|
roll how much damage the missile would have done, then roll twice
|
|||
|
as many hit dice to determine the shield's protection. If the
|
|||
|
shield roll is less than, then subtract it from the missile's
|
|||
|
damage. If the rolls are equal, then the missile simply falls
|
|||
|
inside the shield (but explosions could still injure those behind
|
|||
|
the shield). If the shield roll is greater than the missile damage
|
|||
|
roll, the missile falls outside the shield, and any explosions will
|
|||
|
also be absorbed by the shield.
|
|||
|
The inertial shield protects against the same forms of attack
|
|||
|
as the inertial barrier, but is less effective in some situations
|
|||
|
(like gas attacks, or missiles coming from all directions).
|
|||
|
Power Score: The shield expands into a 180 degree arc at no
|
|||
|
extra cost, or into 270 degree arc for 6 points per round.
|
|||
|
20: The shield works in reverse, doubling the damage done by
|
|||
|
missiles.
|
|||
|
|
|||
|
|
|||
|
Move Electrons (devotion)
|
|||
|
Power Score: Con-4
|
|||
|
Initial Cost: variable
|
|||
|
Maintenance: na
|
|||
|
Range: 90 feet
|
|||
|
Prep time: variable (0-2)
|
|||
|
Area of Effect: one creature/object
|
|||
|
Prerequisites: Telekinesis
|
|||
|
|
|||
|
This devotion allows the psionicist to move a number of
|
|||
|
electrons through an object, causing electrical damage to it. The
|
|||
|
cost is variable, but the longer a psionicist prepares to use the
|
|||
|
power, the more electrons that can be moved. Creatures that are
|
|||
|
made out of electricity take half damage (if somebody rearranged
|
|||
|
parts of your body, it would still hurt). Creatures immune to
|
|||
|
lightning or electrical damage are not affected by this power at
|
|||
|
all.
|
|||
|
It is possible to use this power against more than one
|
|||
|
creature, but only if they are connected by a good conductor (like
|
|||
|
metallic armor or very salty water); in this case, damage is
|
|||
|
divided between all connected creatures, with the target and those
|
|||
|
nearest the target taking the most damage. Magical metallic items
|
|||
|
will never conduct from creature to creature.
|
|||
|
|
|||
|
Preparation Time: Cost Damage
|
|||
|
0 rounds (immediate): 6 1d4 + 1
|
|||
|
1 round: 8 1d8 + 1
|
|||
|
2 rounds: 11 2d8
|
|||
|
|
|||
|
Metallic Armor: +2 points damage, plus possible conduction
|
|||
|
|
|||
|
More than two rounds of moving electrons will not increase
|
|||
|
damage for mortal psionicists, but a psionic lich or demi-god with
|
|||
|
this power could use greater preparation times for even more
|
|||
|
damage. The DM can increase damage as seen fit, but I would max the
|
|||
|
damage at 4d8+4 (8-36 hit points) for 4 rounds of preparation time
|
|||
|
-- anything else would be too much like a wizard spell.
|
|||
|
The longer the preparation time, the louder the discharge will
|
|||
|
be; with no preparation, the sound will be barely audible beyond 10
|
|||
|
feet, but with two rounds of preparation time, the sound could
|
|||
|
easily carry 50 feet or more, and would echo in underground
|
|||
|
circumstances.
|
|||
|
NOTE: I have not tried to use "real world" physics to the
|
|||
|
letter to create this power. If any DM allowing this power wishes
|
|||
|
to make it more "realistic" (using voltages, amps, or whatever),
|
|||
|
feel free. Dammit, I'm a DM, not an electrician!
|
|||
|
Power Score: Damage occurs on the next greater die type
|
|||
|
(either a d6 or a d10) and the damage bonus increases to +2.
|
|||
|
20: The power backfires; the psionic takes 1/2 normal damage
|
|||
|
and cannot use this power for another 3 turns. The victim is
|
|||
|
unharmed.
|
|||
|
|
|||
|
|
|||
|
Molecular Dampening (devotion)
|
|||
|
Power Score: Wisdom
|
|||
|
Initial Cost: 5
|
|||
|
Maintenance: 4/round
|
|||
|
Range: 50 yards
|
|||
|
Prep time: 0
|
|||
|
Area of Effect: 1 item, 30 pounds
|
|||
|
Prerequisites: Telekinesis
|
|||
|
|
|||
|
This power is the opposite of the molecular agitation
|
|||
|
devotion; instead of increasing the movement of molecules inside an
|
|||
|
object, this power slows them down, chilling the object. The amount
|
|||
|
of damping determines the effects:
|
|||
|
|
|||
|
1 round: things become cool to the touch, skin becomes clammy (no
|
|||
|
damage), some condensation (if humidity permits)
|
|||
|
|
|||
|
2 rounds: skin becomes numb (1-2 pts damage), water becomes slushy,
|
|||
|
items become cold to the touch, condensation coats the surface,
|
|||
|
paper becomes brittle
|
|||
|
|
|||
|
3 rounds: skin starts to freeze (1-3 pts damage), water freezes,
|
|||
|
metal becomes cold to the touch (1 pt damage, possibly freezing to
|
|||
|
the surface), condensation freezes, plants die, leather weakens
|
|||
|
|
|||
|
4 rounds: freezing temperatures harm tissues (1-4 pts damage), thin
|
|||
|
layer of ice if humidity permits, skin freezes to metal (1-4 pts
|
|||
|
damage), wood/plants/leather becomes brittle
|
|||
|
|
|||
|
5 rounds: hypothermia possible (1-6 pts damage max), possible limb
|
|||
|
loss, thick layer of ice (if possible), minerals weaken
|
|||
|
|
|||
|
6 rounds: rock becomes brittle, metal weakens, skin permanently
|
|||
|
freezes to metal
|
|||
|
|
|||
|
7 rounds: rock shatters like glass, metal becomes brittle
|
|||
|
|
|||
|
8 rounds: metal shatters like glass
|
|||
|
|
|||
|
10 rounds: adamantite weakens (maximum weakening)
|
|||
|
|
|||
|
Weakening means that the substance has a -2 penalty to all
|
|||
|
saving throws (-4 vs. cold). Brittleness means that the object has
|
|||
|
the qualities of thin crystal, being easily breakable, and having
|
|||
|
similar saving throws. It still takes a good blow (from a blunt
|
|||
|
object) to shatter the item. Becoming "like glass" means that the
|
|||
|
object can be shattered easily, in the palm of one's hand
|
|||
|
(hopefully protected from cold!), and that all saving throws are
|
|||
|
made as glass. However, the shards are incredibly cold, and very
|
|||
|
sharp. Shattering a sword with an unprotected hand could easily
|
|||
|
cause 2-12 points of damage, plus whatever cold damage is
|
|||
|
possible.
|
|||
|
The "layer of ice" effects are up to the DM. In desert
|
|||
|
situations, a "thick" coating might only be 1/10 of an inch, but in
|
|||
|
a humid jungle, the thick layer may be up to 6 inches thick. The
|
|||
|
"layer of ice" effect has many uses near (or in) a large body of
|
|||
|
water.
|
|||
|
Power Score: Rate of damping doubles (as per molecular
|
|||
|
agitation)
|
|||
|
20: The psionicst botches the damping, and the item is
|
|||
|
affected by _molecular agitation_ (whether or know the psionicist
|
|||
|
knows that devotion), but the psionicist is unaware of any
|
|||
|
problems.
|
|||
|
|
|||
|
|
|||
|
Psychokinetic Punch (devotion)
|
|||
|
Power Score: Con - 2
|
|||
|
Initial Cost: 4
|
|||
|
Maintenance: na
|
|||
|
Range: 50 yards
|
|||
|
Prep time: 0
|
|||
|
Area of Effect: one object
|
|||
|
Prerequisites: Telekinesis
|
|||
|
|
|||
|
With this devotion, the psionicist is able to create a weak
|
|||
|
punch effect, much like a weakened Project Force. The attack is
|
|||
|
made against armor class 10, modified for any magic and dexterity.
|
|||
|
If it hits, the punch does 1-4 points of damage, and disrupts any
|
|||
|
spellcasting. If the target is moving at any speed greater than
|
|||
|
that of normal combat (roughly 50 feet per round), then attacks are
|
|||
|
made with a -2 penalty. A Protection From Normal Missiles, Shield,
|
|||
|
or Stoneskin spell will be effective against a PK Punch.
|
|||
|
The power can also be used to give objects a "push". This is
|
|||
|
nowhere near as hard as a Project Force, but is more like bumping
|
|||
|
into something. For example, small objects can be moved quite a
|
|||
|
bit, like keys being knocked off a table or cracking a window, but
|
|||
|
large objects like a door will only have a small bit of motion,
|
|||
|
like moving a door slightly ajar. Psychokinetic Punch can also be
|
|||
|
used while levitating, to but a bit of force to horizontal movement
|
|||
|
(up to 30 feet per round).
|
|||
|
Power Score: Damage is 1-6, or objects are affected by a
|
|||
|
Project Force (DM's choice).
|
|||
|
20: The motion is in the opposite direction; attacks always
|
|||
|
miss, and objects move in the opposite of the intended direction.
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
Psychometabolic
|
|||
|
---------------
|
|||
|
|
|||
|
Control Aging (science)
|
|||
|
Power Score: Con-6
|
|||
|
Initial Cost: 12
|
|||
|
Maintenance: 8/round
|
|||
|
Range: touch
|
|||
|
Prep time: 1
|
|||
|
Area of Effect: individual
|
|||
|
Prerequisites: none
|
|||
|
|
|||
|
With this science, the character can control the aging process
|
|||
|
in a creature's body, causing to grow older or younger with a
|
|||
|
touch. The rate of aging is 2-5 years per round to make a creature
|
|||
|
older, 1-3 years to make a creature younger. Although the aging
|
|||
|
effect is permanent, natural aging will begin immediately after any
|
|||
|
age change is made, thus the clock cannot be stopped, but it can be
|
|||
|
moved forwards or backwards. In the case of undoing magical or
|
|||
|
unnatural aging, the rate of "youthening" is 1-4 years per round.
|
|||
|
Only evil psionicists can use the "forward" power repeatedly,
|
|||
|
without undoing it. Any other alignment will slowly twist to evil.
|
|||
|
Likewise, only good psionicists can undo the ravages of time on a
|
|||
|
creature. As with aging forward, any repeated use of the
|
|||
|
"youthening" power causes the psionicist to tap into his own youth
|
|||
|
and goodness.
|
|||
|
Power Score: The rate of age changing is increased by 2 years
|
|||
|
per round.
|
|||
|
20: The psionicist grows 2-5 years older, and cannot use this
|
|||
|
power for another week.
|
|||
|
|
|||
|
|
|||
|
Enhanced Infravision (science)
|
|||
|
Power Score: Con-2
|
|||
|
Initial Cost: 9
|
|||
|
Maintenance: 4/turn
|
|||
|
Range: 90 feet
|
|||
|
Prep time: 5
|
|||
|
Area of Effect: personal
|
|||
|
Prerequisites: none
|
|||
|
|
|||
|
This science is a more powerful version of the infravision
|
|||
|
devotion, without the side effects of that power (namely, worsening
|
|||
|
the character's ability to see into the blue areas of the
|
|||
|
spectrum). This science actually creates more color-sensing
|
|||
|
pigments in the character's eyes, allowing for superior vision.
|
|||
|
Demihumans _can_ use this power, but it is not cumulative with
|
|||
|
innate infravision (an elf with infravision to 60 feet using this
|
|||
|
power gains infravision with a range of 90 feet, not 150).
|
|||
|
Power Score: Range increases to 120 feet.
|
|||
|
20: The character botched the pigment creation, and becomes
|
|||
|
blind for 2-12 rounds.
|
|||
|
|
|||
|
|
|||
|
Infravision (devotion)
|
|||
|
Power Score: Con
|
|||
|
Initial Cost: 4
|
|||
|
Maintenance: 2/turn
|
|||
|
Range: 60 feet
|
|||
|
Prep time: 1
|
|||
|
Area of Effect: personal
|
|||
|
Prerequisites: none
|
|||
|
|
|||
|
This devotion allows the psionicist to see in darkness, using
|
|||
|
the heat coming from an object. For all intents and purposes, it is
|
|||
|
identical to that possessed by elves and dwarves. It extends to 60
|
|||
|
feet, does not function in the presence of light, and can be
|
|||
|
blinded by "hot" objects. A side effect is that any form of
|
|||
|
ultravision (being able to see beyond the violet end of the
|
|||
|
spectrum) is negated while this power is in effect, and the subject
|
|||
|
may have difficulty distinguishing colors past the blue end of the
|
|||
|
spectrum.
|
|||
|
The power works by shifting the photoreceptors in the eye down
|
|||
|
towards the red (and infrared) portions of the spectrum. Demihuman
|
|||
|
psionicists who already have infravision cannot use this power.
|
|||
|
Power Score: Range increases to 90 feet.
|
|||
|
20: The character becomes colorblind and sensitive to bright
|
|||
|
light for 2-20 rounds.
|
|||
|
|
|||
|
|
|||
|
|
|||
|
Telepathic
|
|||
|
----------
|
|||
|
|
|||
|
Disconnect Skills (devotion)
|
|||
|
Power Score: Wis-4
|
|||
|
Initial Cost: contact
|
|||
|
Maintenance: 11/round
|
|||
|
Range: 100 yards
|
|||
|
Prep time: 0
|
|||
|
Area of Effect: individual
|
|||
|
Prerequisites: contact, mindlink
|
|||
|
|
|||
|
This power allows the psionicist to "disconnect" a character's
|
|||
|
primary skills from his mind. Thus, a fighter cannot fight with
|
|||
|
weapons, a mage cannot cast spells, bards lose their musical and
|
|||
|
poetic abilities, a psionicist cannot use mental powers. Characters
|
|||
|
can do things not "native" to their class, for example, a mage
|
|||
|
fight with weapons, or a fighter use a magic wand. Multi-class
|
|||
|
characters lose the abilities of whichever class has the highest
|
|||
|
level (rolling if two or more are equal), and dual-classed humans
|
|||
|
lose the abilities of their current class.
|
|||
|
This devotion is very demanding, so if two tangents are
|
|||
|
established, contact is forcibly established, or more than 10% of
|
|||
|
the psionicist's maximum hit points are lost, the power ends.
|
|||
|
Contact is not broken. In general, only evil characters will leave
|
|||
|
others helpless in this manner.
|
|||
|
Power Score: The victim cannot take any actions for 1 round.
|
|||
|
20: The psionicist is affected by this power for 2-12 rounds.
|
|||
|
|
|||
|
|
|||
|
Equilibrium Disruption (devotion)
|
|||
|
Power Score: Wis-4
|
|||
|
Initial Cost: contact
|
|||
|
Maintenance: 4/round
|
|||
|
Range: 300 yards
|
|||
|
Prep time: 0
|
|||
|
Area of Effect: individual
|
|||
|
Prerequisites: contact, mindlink
|
|||
|
|
|||
|
This devotion allows the psionicist to weaken the victim's
|
|||
|
sense of balance. There is nothing physically wrong with the
|
|||
|
person, but the disruption prevents him or her from maintaining
|
|||
|
balance. Walking becomes difficult, spells may fail due to lack of
|
|||
|
balance, and skills are harder to perform.
|
|||
|
The victim is allowed a saving throw versus death. If the save
|
|||
|
is successful, the victim retains most of his/her equilibrium,
|
|||
|
causing all attacks or actions to be made at a -1 or -5% penalty.
|
|||
|
Movement is at 75% normal speed, spells of 7th level or higher
|
|||
|
cannot be cast, and there is a general 5% chance of spell failure.
|
|||
|
If the saving throw is failed, all actions are at a -3 or -15%
|
|||
|
penalty, the maximum movement rate is 1/3 the normal rate, and
|
|||
|
spells of 5th level or higher cannot be cast. Spells that are cast
|
|||
|
have a 15% chance of failure. If the character is near any height
|
|||
|
greater than 15 feet, vertigo strikes, worsening all penalties by
|
|||
|
an additional -1 or -5%. If the saving throw is an unmodified 1,
|
|||
|
then the character loses all equilibrium and falls to the ground,
|
|||
|
helpless. Helpless characters get a saving throw vs. death every
|
|||
|
round thereafter. If the save is made, then the character can
|
|||
|
function again, but using the "-15%" category for penalties.
|
|||
|
Once every 5 rounds, the character gets a saving throw vs.
|
|||
|
death to see how he or she is doing. Use this new saving throw to
|
|||
|
determine the penalties for the next 5 rounds. Characters that are
|
|||
|
helpless get to save every round until able to stand, then begin
|
|||
|
making a saving throw once every 5 rounds.
|
|||
|
Power Score: All penalties are increased by -1, or -5%.
|
|||
|
20: The psionicist is affected by this power until he or she
|
|||
|
gets a 19 or 20 on the save versus death.
|
|||
|
|
|||
|
|
|||
|
Negate Sensory Input (devotion)
|
|||
|
Power Score: Int - 4
|
|||
|
Initial Cost: contact
|
|||
|
Maintenance: 5/round
|
|||
|
Range: 15 miles
|
|||
|
Prep time: 0
|
|||
|
Area of Effect: individual
|
|||
|
Prerequisites: contact, mindlink, false sensory input
|
|||
|
|
|||
|
This devotion allows the psionicist to actually block out one
|
|||
|
form of sensory input. Affected senses can be taste, smell, sight,
|
|||
|
hearing, or one kind of touch (either pain, pressure, temperature,
|
|||
|
or hunger/thirst). While in effect, the victim is totally unable to
|
|||
|
"comprehend" the sense, almost as if it was disconnected from his
|
|||
|
brain. As a result, standard curative magic will not work, but
|
|||
|
remove curse might (DM's discretion). Only one sense can be
|
|||
|
affected for every use of this power, thus, it requires two
|
|||
|
separate usages to make a person deaf and blind. Standard penalties
|
|||
|
apply to blindness and deafness; loss of taste prevents the victim
|
|||
|
from being able to taste anything (including spoilage or poison),
|
|||
|
loss of smell prevents the victim from smelling smoke or a the
|
|||
|
stench of various monsters (including troglodytes and ghasts). In
|
|||
|
terms of loss of touch, inhibiting pain prevents a character from
|
|||
|
knowing how many hit points he's lost, inhibiting pressure causes
|
|||
|
the person's body to become numb (-2 on attacks, movement at 1/2
|
|||
|
movement rate, DEX checks may be needed at DM's discretion to
|
|||
|
prevent falling or dropping something), inhibiting temperature means
|
|||
|
the person cannot tell if something is too hot/cold to handle
|
|||
|
(although after 7 points of heat/fire damage, pain begins, but the
|
|||
|
character might not know why), and inhibiting hunger and thirst
|
|||
|
means that the character does not realize he's hungry or thirsty...
|
|||
|
and thus could starve to death at a banquet, or be protected from
|
|||
|
an _insatiable thirst_ spell.
|
|||
|
Power Score: Two senses can be negated for 6 points per round,
|
|||
|
or one sense can be negated for 4 points per round.
|
|||
|
20: The victim's senses are not altered, but the psionicist
|
|||
|
thinks the power worked. Also, the victim is protected from all
|
|||
|
forms of _false sensory input_ and _negate sensory input_,
|
|||
|
regardless of who is projecting it.
|
|||
|
|
|||
|
|
|||
|
|
|||
|
Metapsionics
|
|||
|
------------
|
|||
|
|
|||
|
Time Flux (devotion)
|
|||
|
Power Score: Con - 2
|
|||
|
Initial Cost: 8
|
|||
|
Maintenance: 5/round
|
|||
|
Range: 0
|
|||
|
Prep time: 0
|
|||
|
Area of Effect: individual
|
|||
|
Prerequisites: none
|
|||
|
|
|||
|
Using this devotion, the psionicist can cause time to speed up
|
|||
|
or slow down for himself only. Thus, the psionicist can exist at
|
|||
|
twice the speed of the rest of the world, or half the speed,
|
|||
|
effectively _hasting_ or _slowing_ himself. Because the increase or
|
|||
|
decrease in speed is time oriented instead of biologically
|
|||
|
oriented, the psionicist can perform ALL actions at either twice or
|
|||
|
half normal speed. For example, a psionicist can make two psionic
|
|||
|
actions per round, use two magic items per round, etc; a _slowed_
|
|||
|
psionicist could take only one action every two rounds.
|
|||
|
There are some other unique qualities of this ability. There
|
|||
|
is no metabolic change, like the aging associated with _haste_.
|
|||
|
Spells and psionic powers are affected, so if the psionicist
|
|||
|
increases his speed, spell duration is only half of what it would
|
|||
|
be in normal time, but an initiative bonus of 3 is gained while the
|
|||
|
power is in effect. For example, a protection from evil spell cast
|
|||
|
on the psionicist that would last 8 rounds of real time will now
|
|||
|
last only 4 rounds. On the other hand, if a psionicist slows
|
|||
|
himself, spells last twice as long as they would in real time, but
|
|||
|
there is an initiative penalty of 3 while being slowed down. For
|
|||
|
example, a slow poison cast on a slowed psionicist would last twice
|
|||
|
as long as normal. The PSP cost in real time for any psionic
|
|||
|
abilities outside the Time Flux (ie, not affecting the psionicist)
|
|||
|
does not change, but the cost for those abilities affecting the
|
|||
|
caster is increased or decreased appropriately.
|
|||
|
Numerous applications exist for this power. If a psionicist
|
|||
|
wants to "burn off" a harmful spell (like slow or hold person), the
|
|||
|
speeding up usage would help greatly. Likewise, if the psionicist
|
|||
|
wants a spell to remain longer than normal (in real time), then the
|
|||
|
slowing use is best.
|
|||
|
Power Score: Once during the maintenance the psionicist can
|
|||
|
_time shift_ himself one round into the future with no chance of
|
|||
|
failure or disorientation. The psionicist does not need to know the
|
|||
|
_time shift_ for this effect to occur. If the psionicist does in
|
|||
|
fact know _time shift_, then he can try to move two rounds into the
|
|||
|
future as if it were only one round (but with standard chance of
|
|||
|
failure).
|
|||
|
20: The psionicist is stopped in time for 1-4 rounds, unable
|
|||
|
to react, but can be injured. For game purposes, all attacks hit
|
|||
|
and all saves are failed.
|
|||
|
|
|||
|
|
|||
|
The contents of this file (spells and psionic abilities) are
|
|||
|
Copyright 1992 Joseph Delisle, all rights reserved. Permission is given to
|
|||
|
copy, distribute, and use this file so long as it is not modified in any
|
|||
|
way, and no monetary profit is gained by doing so.
|
|||
|
|
|||
|
(if you have any comments, I can be reached at JDELISLE@LOYOLA.EDU)
|
|||
|
|