437 lines
24 KiB
Solidity
437 lines
24 KiB
Solidity
Greetings, AD&D Enthusiasts.
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Herein, I have compiled some ideas for Wizards' spells I had come up with
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during my many years of AD&D Role Playing. In that time, I saw almost every
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idea for a spell one could come up with. Still, I disagreed with some, or saw
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need for improvement in others. Therefore, I now bring this list in order to
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cover yet some more gaps and introduce new ideas to AD&D campaign.
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I would be honored, if you find these spells - some, if not all - worthy to
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add to your campaign.
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SOLINARI
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Email: < solinari@netvision.net.il >
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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DISCLAIMER:
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This item is published by MPG-Net under license from TSR, Inc.
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("TSR") but is not authorized or endorsed by TSR. The item is for
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personal use only. If the item is based on or derived from
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copyrighted material of TSR or uses trademarks of TSR in a way that
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is likely to cause confusion, it cannot be re-published or distributed
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except as authorized by TSR. In addition, this item cannot be
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republished or distributed without the consent of the author.
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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Wretch (Evocation)
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Level : 1 Components : V,S,M
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Range : 20 yards Casting Time : 1
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Duration : 3-8 rounds (1d6+2) Saving Throw : Neg.
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Area of Effect : 1 creature/2 levels
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This spell induces terrible nausea in any creature it is cast at (undead are
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unaffected). The target may roll a saving throw to avoid the effect.
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If unsuccessful, it will immediately start coughing and gagging for a
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duration of 1d6+2 rounds. During that time it will suffer a penalty of -2
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to hit, all saving throws, AC, and initiative, due to wretching.
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The material component is rotten or moldy organic matter.
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Sol's Firecrackers (Evocation/Invocation)
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Level : 2 Components : V,S,M
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Range : 5 yards/level Casting Time : 2
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Duration : 1 round/2 levels Saving Throw : Neg.
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Area of Effect : 3 x 3 x 3 cube
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This spell enchants an area to cause small, random, red-hot flashes of
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miniature fireballs. During each round, a number of 1d6+1 (re-rolled each
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round) miniature fireballs, each one 1.5 yards in diameter, flare away in
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random places within the area of effect. These burst at random times,
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without forewarning.
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(to determine each fireball's timing, roll initiative for each fireball)
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To determine the flare location of each fireball, roll 1d10:
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(roll of 5 or 10 indicates center) :~~~|~~~|~~~:
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Each fireball causes 1d4 points of damage to all in the area, | 1 | 2 | 3 |
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nagated by a succesful save VS. spells. The wizard does not |~~~|~~~|~~~|
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need to concentrate in order to maintain the spell. | 4 |5/0| 6 |
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The material components are a pinch of iron powder and a |~~~|~~~|~~~|
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pinch of sulfur, or some ready-made firecrakers. | 7 | 8 | 9 |
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~~~~~~~~~~~
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Flashpowder (Evocation/Invocation)
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Level : 2 Components : V,S,M
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Range : 10 yards/level Casting Time : 2
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Duration : Special Saving Throw : Special
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Area of Effect : 20-foot cube
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This spell is a variant of the Glitterdust spell. The difference is, that in
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addition to the blinding effect, the spell also inflicts damage upon all in
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the area of effect.
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As in Glitterdust, all creatures must roll a saving throw versus spells.
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Those who fail, are blinded (-4 penalty to all roles and AC) for 1d4+1 rnds.
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In any case, all within the area take 1d4 + 1/level points of heat damage
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(no saving throw). Unlike Glitterdust, this spell will not leave glowing
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dust in the area, as the dust is consumed in the 'flash'.
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The material components are ground mica and a pinch of saltpetre.
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Trigger (Alteration)
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Level: 3 Components: Special
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Range: Special Casting Time: 5 rounds
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Duration: Special Saving Throw: Special
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Area of Effect: Special
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As Trigger is cast, the caster 'loads' any ONE spell of his choice (that he
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has memorized) into the Trigger spell's pattern, thus effectively casting it,
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using all components and requirements as usual. However, that spell is not
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unleashed, but rather, is suspended indefinitely until the caster decides
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to unleash it, which he does by a simple verbal and/or somatic trigger
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determined when casting this spell - It cannot be changed later. All variable
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parameters (range, target, verbal suggestion, etc.) are set normally when the
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spell is unleashed.
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Technically, activating the trigger has a casting time of 0, which means
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that the wizard rolls initiative without adding the normal casting cost of
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the suspended spell, thus rolling a natural 1d10, unless hindered by other
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influences.
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Also, since the trigger is actually a simplified gesture, it may be set off
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under conditions that would not normally allow spellcasting, such as Silence
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(if only somatic) or bound hands (if only verbal).
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(e.g. Frigidus has set a trigger for a Cone of Cold spell. In combat, when
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rolling initiative, Frigidus would not have to add 5 to the roll, as casting
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cost of Cone of Cold. He would roll 1d10 naturally, with no modifiers.)
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A wizard is not limited to any number of triggered spells he may hold at a
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time, except for the regular limitation of spells allowed.
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Important to note, is that a trigger counts as TWO spells in the caster's
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memory - The trigger in itself, and the spell suspended. Therefore, when the
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trigger is set off, both the Trigger spell AND the suspended spell are
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cleared out of the caster's memory.
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Paranoia (Illusion/Phantasm)
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Level : 4 Components : V,S
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Range : 10 yards Casting Time : 4
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Duration : 1 hour/level Saving Throw : Neg.
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Area of Effect : 1 creature
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This spell induces paranoid delusions in the mind of an intelligent (Int.
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above 4) living being. The target may attempt a saving throw versus spells
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to avoid the effects. However, if the target fails, the paranoia will take
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effect. That is - He will think that everyone is against him, and will
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especially suspect that his friends and the all the people close to him are
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scheming and plotting against him. He might even attack and/or run away from
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them if he sees them do anything menacing or threatening - By his
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mis-concepted standards, of course.
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The spell will last for 1 hour per caster's level. As the spell ends, the
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target will snap out of the paranoia, knowing that SOMETHING has gone amiss.
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Power Word, Silence (Conjuration/Summoning)
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Level : 5 Components : V
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Range : 40 yards + 5 yards/level Casting Time : 1
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Duration : 1 round/level Saving Throw : None
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Area of Effect : 1 yard/level radius
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As the name implies, this spell causes total silence in the area of effect.
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No sound can enter, leave, or be heard within the area of effect, thus
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prohibiting spellcasting and verbal/sonic attacks. Of course, all affected
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may leave the area, freeing themselves from the effect.
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Sol's Sonic Wave (Alteration, Evocation)
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Level : 6 Components : V,S,M
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Range : 20 yards Casting Time : 6
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Duration : Instantaneous Saving Throw : Special
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Area of Effect : Special
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Upon casting this spell, the spellcaster emits a sonic-wave, shrill and high
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pitched in the extreme, which affects a cone shaped area originating at the
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caster, where it is a yard wide, proceeding to a distance of 40 yards, where
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it is 20 yards wide. This spell cannot be blocked by walls or other solid
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obstacles, although a Silence spell would protect an area from it. Anyone
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standing outside the cone can hear a low buzzing sound for a second's time.
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The high pitch agitates all particles in the area of effect, and the victims
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suffer sharp, penetrating pain, as the molecules in their bodies are shaken
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violently. Everyone may attempt a saving throw VS. paralyze to avoid the
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effect. Whoever fails, suffers 1d4+1 points of damage per two levels of the
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caster, and is stunned for 1 round per every 6 points of damage suffered, due
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to the racking pain. Crystalline creatures take double damage. Whoever makes
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the saving throw is is only stunned for 1d2 rounds, due to disorientation
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and shock. All crystalline and other fragile substances within the cone are
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affected as by a Crushing Blow, and must roll saving throws to avoid being
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shattered. Magical items are immune to this shattering effect.
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The material component for this spell is a silver tuning fork and a tooth
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from a bat or dolphin, which is consumed.
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Sol's Sonic Beam (Alteration, Evocation)
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Level : 6 Components : V,S,M
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Range : 10 yards + 5 yards/level Casting Time : 6
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Duration : Instantaneous Saving Throw : Neg.
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Area of Effect : One creature/object
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This spell is very similar to the Sonic Wave spell, as it also creates a
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high-pitched sonic wave, but instead of releasing it in a cone shaped area,
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it focuses the wave into a sonic beam, which can be fired at one creature
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or object. As in Sonic Wave, anyone near the beam can hear a low buzzing
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sound. Creatures targeted by the beam may attempt a saving throw versus
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paralyzation. A successful throw negates the effect. If failed the save, the
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victim would suffer damage of 2d4+1 HP per 2 levels of caster, and be stunned
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for one round per 5 points of damage taken. In addition to the damage,
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crystalline creatures roll an additional saving throw versus death, or are
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destroyed. The victim's possessions are unaffected, as only the victim
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absorbs the beam.
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If the target is an object, it must make a saving throw versus Crushing Blow,
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with a -4 penalty (a roll of 20 still indicates success), otherwise it is
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shattered and destroyed. Magical Items are also subject to this effect, but
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these receive a bonus of +3 to the saving throw. The object's maximum mass
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is 10 pounds per caster's level.
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The material component for this spell is a silver tuning fork, which can be
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re-used, and a small piece of mica, which is consumed.
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Mutation (Necromancy)
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Level : 6 Components : V,S,M
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Range : Touch Casting Time : 6
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Duration : Permanent Saving Throw : Neg.
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Area of Effect : One living creature
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This spell greatly alters the body of any one LIVING creature it is cast on.
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(undead have no metabolism, and are thus unaffected)
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The mutation is random, so the caster cannot control the mutation's exact
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effect. A target is entitled to a saving throw vs. polymorph to avoid the
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effects. If failed however, the creature immediately begins to mutate.
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Roll 1d100 and consult the following table for the results :
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Die Roll: Effect:
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01-10 Creature sprouts 1d3 functional limbs (random location)
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11-20 Bones liquify - Creature turns into living flab.
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21-29 Creature's body bloats and coats with infectious tumors,
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loose flabs of flesh, and disgusting, pulsating arteries,
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writhing under its skin in a hideous dance of living gore.
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30-35 Creature grows 1d4 vestigial appendages. (random locations)
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36-45 Creature sprouts 3d6 additional ears. (amplified hearing)
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46-55 Creature sprouts 3d6 additional eyes. (360 deg. vision)
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56-60 Creature sprouts 3d6 mouth-like orifices.
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61-65 1d4 random limbs shrivel and become useless.
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66-75 A random organ is enlarged/reduced by 1d100 + 100% .
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76-80 Creature grows an additional head. There is 90% chance that
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it will become psychotically retarded and die in 3d8 turns,
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and a 10% chance that it will survive to live with the
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extra head (a very amusing situation indeed).
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81-100 Creature mutates horribly and dies in terrible agony.
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(of course, a DM may be creative and alter the list)
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For each mutation, the target must roll a system-shock check to see of it
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survives at all. Each mutation causes 3d4 points of damage, -10% for
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future system-shock rolls, and charisma drops by 2d4+2 (minimum 1).
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Mutation has no effect of oozes, molds, jellies, or other liquid creatures.
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The mutation can be reversed with a Restoration spell or a Wish.
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The material component is living tissue (can be preserved).
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Power Word, Halt (Conjuration/Summoning)
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Level : 7 Components : V
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Range : 5 yards/level Casting Time : 1
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Duration : Instantaneous Saving Throw : None
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Area of Effect : 3 yards/level radius
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When uttered, "Power Word, Halt" abruptly ceases all movement and inertia in
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the area of effect. All material and even etheral movement (including magic
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spells) is halted to a dead stop. This lasts for a mere microsecond, but the
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movement in the area is NOT resumed!!! Thus, if this spell were cast over a
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battlefield, this is what would happen : arrows in flight would stop flying
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and fall, a charging soldier would come to a dead stop, and he would have to
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re-initiate his charge, the arm of a catapult firing a rock would stop
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prematurely, so the projectile would be a dud, and a spell-casting mage's
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gestures would be interrupted, and he would lose his spell.
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In short - all actions that are yet to happen at that round, would be lost,
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so this spell is very effective if the caster rolls a low initiative roll.
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* Authour's Note : From reactions I have encountered, I know that people
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seem to discount this spell prematurely. Think twice of what it can do,
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before disposing of it. It is a great spell to get creative with...It does
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not necessarily have to be used for combat purposes.
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Subliminal Implantation (Enchantment, Illusion)
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Level : 7 Components : V,S
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Range : 1 Yards/level Casting time : 4
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Duration : 1 round + 1 round/level Saving Throw : Neg.
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Area of effect : 1 Creature
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This is an insidious spell which implants a certain message in the target's
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brain. The massage cannot be much more elaborate than an instinctive
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impulse - For example, a caster may implant the notion that the creature is
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actually a life-long friend of his or a bitter enemy of one of its friends.
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The target can be made to think that it can perform something it cannot;
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e.g. flying or water-breathing - The target will believe he is flying while
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plummeting like a rock, or breathing water while actually drowning!
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In short, this spell can totally alter the target's reality, in the eyes of
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the target creature, of course. A target cannot be directly commanded to die
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through this spell. Such a command would make it fall into a coma for the
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spell's duration.
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Unlike other charm spells, this spell also works on unintelligent beings, as
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it appeals to their instincts. Undead are unaffected.
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The simpler the message is, the harder it is to resist - But that is at the
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DM's discretion.
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Implosion (Alteration)
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Level : 8 Components : V,S,M
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Range : 40 yards + 5 yards/level Casting Time : 8
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Duration : Instantaneous Saving Throw : Special
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Area of Effect : Special
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This is a very destructive spell that causes matter to implode. That is, it
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causes a molecular structure to explode, but to the inside. The spell can
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affect up to 800 pounds/level of matter - organic and non-organic (including
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undead). Either way, this spell may affect only ONE coherent mass, even if
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the caster can technically affect more mass than the one targeted.
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A creature targeted by this spell receives a saving throw to partially avoid
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the effect. If succesful, target is only stunned for 1d4 rounds. If
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unsuccesful, the target's molecular structure folds in upon itself, meaning
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the victim's destruction. The target seems to start convulsing, then it
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condenses and bursts, spraying the nearby area with gore, or pieces of
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organic matter. Note that victim's clothing and possessions are unaffected.
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The spell can also target non-living objects, such as structures, objects,
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even otherwise animated non-living substance, as golems. When used against
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these, the spell also breaks the molecular bonds of the target. If cast on
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breakable, hard material, as stone, ceramics, dead wood, etc., the material
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breaks down and crumbles. If cast on expandable material, such as almost
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any metal, it would not be destroyed, but the spell would condense the matter
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and alter its shape. Animated and magical materials receive a saving throw
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versus Disintegrate.Thus, if cast on a building's foundations or even on one
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wall, the stone would crumble and fall - obviously causing more damage as it
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collapses the walls that support the structure. If targeting a golem, for
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instance, it would receive a saving throw. If it succeeds, it would avoid
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the effect. If not, the resulting effect still differs. If an organic golem,
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as a flesh golem, it would suffer the effects as a living creature. If target
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is a clay or stone golem, they would crumble. If an iron golem, it would be
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considerably warped, due to the twisting and condension of its joints.
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Magical items save VS disintegrate to avoid destruction. Non-corporeal
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creatures, as ghosts and apparitions are not affected.
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The material component is a piece of moist clay and a fist-sized chunk of
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lead, and both are lost after casting.
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NOTE: If caster cannot affect the full mass of a LIVING target, the target
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is unaffected, with the exception of inanimate masses only, in which case
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the caster would affect as much mass as he can.
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Reversal (Abjuration, Alteration)
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Level : 8 Components : V,S,M
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Range : 0 Casting Time : 2 rounds
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Duration : Special Saving Throw : Special
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Area of Effect : The caster
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This spell creates an invisible shield around the caster that is able to
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reflect all spells and spell-like effects targeting THE CASTER ALONE back to
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the source. The caster is able to reflect a number of spell levels equal to
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his own level. However, the caster can only reflect a spell under certain
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conditions:
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* The shield can only reflect spells specifically targeted at the caster,
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such as Lightning Bolt, Finger of Death, Disintegrate, etc.
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Area spells, as fireball, fully affect the shielded caster, unless it was
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aimed DIRECTLY at the shielded caster.
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* The caster must make a succesful saving throw against the spell. If he
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does, the spell will rebound back to the source, forcing the source to
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suffer the effects (saving throw allowed). Otherwise, the caster is fully
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affected, and no spell levels are drained from the shield.
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* The shield entitles the caster to roll saving throws against spells that
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do not normally allow a saving throw, such as magic missiles. As stated,
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if caster saves, spell rebounds, otherwise, the full effect is suffered.
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* If the shield contains less spell levels than a spell that is cast at it,
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the shield's bearer would suffer the full effects of that spell.
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e.g. - If there are 5 spell levels left in the shield, while a 7th level
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spell is cast at it, the shield would not reflect the spell, and the
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shielded wizard would suffer the full consequences of that spell.
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* The shield cannot reflect Wishes, Limited Wishes, Power Words, or
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Sympathetic magic, like Clone or Simulacrum.
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* Cleric spells act on the shield as if they were twice the level they are.
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* If the caster is attacked with a touch-type spell which does not normally
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allow save, he may still attempt to save - See above. If he succeeds, both
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he and the attacker suffer the same effect, and the shield is drained
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appropriately. If not, he suffers normal effect.
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The caster may choose not to reflect spells cast at him.
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Each day, the shield loses 3 spell levels, until it expires, eventually.
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The material component is a silver mirror and a small diamond (500 gp), and
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both shatter when the spell ends.
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Sol's ShockWave (Alteration, Evocation)
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Level : 8 Components : V,S,M
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Range : 10 yards + 5 yards/level Casting Time : 8
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Duration : Instantaneous Saving Throw : 1/2
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Area of Effect : 3 yards/level radius
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This spell releases an expanding wave of force originating at the center of
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the area of effect. The shockwave also releases a thunderous sonic wave. All
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within the area of effect must roll a saving throw VS spell. All victims are
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blown out of the circle (unless they have a very solid anchor - HUGE size
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creatures and up are immune to THIS effect ONLY), and deafened for 1d20
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turns.
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The blast also inflicts 2d4+1 points of damage per 3 levels of the caster.
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Any who save suffer only half of all effects, rounded up. Note that the
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objects flying out of the area of effect - stones, debris, items, even
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creatures, are spread in a huge grenade-like pattern and might injure those
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who stand outside the circle - Outsiders may save VS wands to avoid that.
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The sonic boom forces all non-magical materials within the area of effect to
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save VS. crushing blow, or be destroyed. Magical items made of crystalline
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or other fragile material are affected, but receive +4 to the saving throw.
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Crystalline creatures in the area take double damage, AND save as magical
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items to avoid destruction.
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The material components are a miniature gong and mallot, which are consumed
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at the casting.
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Inferno (Evocation)
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Level : 9 Components : V,S,M
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Range : 50 yards + 5 yards/level Casting time : 3 rounds
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Duration : Instantaneous Saving Throw : Special
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Area of effect : Special
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This is a fearsome and catastrophic spell, used for causing tremendous damage
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over a very large area. The caster affects an area of 500 square meters per
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level. Upon completing the incantation, the caster unleashes a huge,
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billowing sheet of roaring flames, 30 feet high, which expands very rapidly
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(movement 240) within the area of effect, setting alight all flammable matter
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exposed to it. Any creatures in the area of effect suffer immediate damage
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of 3d10 +1 / 2 levels from the flames, in addition to later damage from
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burning environment. The creatures within the area may be entitled to roll
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a saving throw versus breath weapon to cut damage in half, but only if there
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is anything in the area that might serve as shelter (rock formation, etc.).
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This spell may be effectively used to raze a small village, or cripple an
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army. Note, that although there is a defined area of land that is affected
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by the spell, the fire might later spread further.
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The spell can be used on ANY non-gaseous surface, even water and ice.
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The material components are a fistfull of phosphour, a ready source of fire,
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and a flask of Oil of Fiery Burning (see DMG) - all of which are consumed.
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More volumes are yet to be published.
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I would greatly appreciate your comments/suggestions.
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