Villains' Lorebook.pdf - Department of Political Science
Villains' Lorebook.pdf - Department of Political Science
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 />
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