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Villains' Lorebook.pdf - Department of Political Science

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Special Wizard spells<br />

Some <strong>of</strong> the wizards detailed in this book have access<br />

to or have created spells that are not commonly<br />

known or readily available to all mages. Below are<br />

the spells that are marked with an asterisk (*) in severa1<br />

characters’ entries. These spells are presented<br />

simply in alphabetical order; they are not organized<br />

by level.<br />

Be mindful <strong>of</strong> which (if any) <strong>of</strong> the following<br />

spells you allow PC mages to cast themselves.<br />

Acid Rain<br />

(Alteration)<br />

Level: 6<br />

Range: 30 yards<br />

Components: V,S,M<br />

Duration: 1 round/level<br />

Casting Time: 6<br />

Area <strong>of</strong> Effect: 5’ circle/level<br />

Saving Throw: 1/2<br />

This spell creates an intense storm <strong>of</strong> burning,<br />

corrosive acid over a circle 3’ in diameter for each<br />

level <strong>of</strong> the caster (a 12th-level wizard can cast a<br />

spell in a 36’-diameter circle). The acid inflicts<br />

6d4+6 points <strong>of</strong> damage per round as long as the target<br />

remains within the area <strong>of</strong> effect. In addition,<br />

equipment must successfully save vs. acid each<br />

round that it is exposed to the spell or be destroyed<br />

(see the DMG, Table 29).<br />

The material component <strong>of</strong> this spell is a vial <strong>of</strong><br />

strong acid.<br />

Animal Dread Warrior<br />

(Necromancy)<br />

Level: 6<br />

Range: Touch<br />

Components: V,S,M<br />

Duration: Permanent<br />

Casting Time: 1 turn<br />

Area <strong>of</strong> Effect: One creature<br />

Saving Throw: None<br />

This spell creates an undead creature known as a<br />

dread warrior (see page 66 for full statistics).<br />

The spell requires the corpse <strong>of</strong> a fighter <strong>of</strong> at least<br />

4th level who has been dead for less than 24 hours.<br />

After casting, the corpse rises in 1-4 rounds as a<br />

dread warrior under the control <strong>of</strong> the spell’s caster.<br />

Beltyn’s Burning Blood<br />

(Alteration)<br />

Level: 4<br />

Range: 10 yards/level<br />

Components: V,S,M<br />

Duration: 3 rounds<br />

Casting Time: 4<br />

Area <strong>of</strong> Effect: One creature<br />

Saving Throw: Neg.<br />

By means <strong>of</strong> this spell, a mage can cause any creature<br />

who is presently bearing open, bleeding wounds<br />

(for example, one who has been damaged by edged<br />

weapons recently and whose wounds have not yet<br />

been dressed or healed) to suffer 3d4 points <strong>of</strong> additional<br />

damage per round. This is done by causing a<br />

subtle, temporary change in the victim’s blood, mak-<br />

ing it corrosive to adjacent tissue.<br />

The subject must have blood to be affected, and<br />

any creature immune or resistant to fire or corrosive<br />

(acid) damage cannot be affected. Once the spell is<br />

cast, the caster does not have to concentrate it. It<br />

continues to work as the caster performs other actions.<br />

No attack roll is necessary and the victim<br />

need not even be in line <strong>of</strong> sight <strong>of</strong> the caster. Astral<br />

or ethereal subjects cannot be affected.<br />

The spell causes no damage if the subject’s saving<br />

throws are successful in each <strong>of</strong> the three rounds <strong>of</strong><br />

the duration. If one saving throw is made, the subject<br />

can still take damage during the other two<br />

rounds <strong>of</strong> the duration The spell continues to burn<br />

even if the victim moves out <strong>of</strong> range.<br />

Targets that have altered their shape or entered<br />

other objects ( such as a tree or stone) are still subject<br />

to this spell as long as they are bleeding. Creatures<br />

who have powers <strong>of</strong> regeneration are only affected as<br />

long as they have open wounds. Any magical curative<br />

spell or ability which staunches the flow <strong>of</strong><br />

blood negates the spell.<br />

The material component <strong>of</strong> the spell is a pinch <strong>of</strong><br />

salt-peter and the presence <strong>of</strong> exposed blood.<br />

135

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