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Villains' Lorebook.pdf - Department of Political Science

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136<br />

Circle<br />

(Evocation)<br />

Level: 1<br />

Range: Touch<br />

Components: V,S<br />

Duration: Special<br />

Casting Time: See below<br />

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

Saving Throw: None<br />

This spell makes the spellcasting battle circles <strong>of</strong> the<br />

Red Wizards truly dreaded. A Battle Circle consists <strong>of</strong> a<br />

Red Wizard and his apprentices and allied wizards, all <strong>of</strong><br />

whom must be Red Wizards.<br />

Through use <strong>of</strong> this spell, the apprentices and allies<br />

add their power to that <strong>of</strong> the Red Wizard, allowing<br />

him to cast spells as if his level were increased by an<br />

amount equal to the total levels <strong>of</strong> the members <strong>of</strong> his<br />

circle. All members <strong>of</strong> the circle must be members <strong>of</strong><br />

the caster’s school or <strong>of</strong> its allied schools. Allied schools<br />

are defined as the schools on either side <strong>of</strong> the wizard’s<br />

school, as shown under “The Schools <strong>of</strong> Magic” in<br />

Chapter Three <strong>of</strong> the DMG. (An illusionist’s allied<br />

schools are alteration and enchantment/charm, for example.)<br />

Note that the circle spell only increases the number <strong>of</strong><br />

spells the wizard can cast. It does not allow a wizard to<br />

cast spells <strong>of</strong> a level higher than he normally can cast. A<br />

12th-level Red Wizard with a circle <strong>of</strong> three 3rd-level<br />

and three lst-level apprentices is effectively 24th level<br />

in regard to the number <strong>of</strong> spells he may cast, but he<br />

may still only cast spells <strong>of</strong> level six or lower. He also<br />

does not gain increased damage, duration, nor any<br />

other spellcasting factors for the additional spells. A<br />

wizard may have as many apprentices in his circle as desired<br />

but can never more than double his effective level.<br />

To cast this spell, the apprentices join in a circle with<br />

the wizard in the center. All participants must have previously<br />

memorized the circle spell (save the Red Wizard<br />

who is to receive the spell’s benefits) and must cast it simultaneously.<br />

This takes a number <strong>of</strong> rounds equal to<br />

the level <strong>of</strong> the highest apprentice in the circle. (In effect,<br />

circles with lower-level apprentices are <strong>of</strong>ten<br />

larger, but cast the circle spell faster.) The apprentices<br />

are stripped <strong>of</strong> all their memorized spells and their spell<br />

slots are transferred to the Red Wizard.<br />

The wizard in the center <strong>of</strong> the circle must be fully<br />

rested to receive the benefits <strong>of</strong> the circle spell. Once the<br />

spell has been cast, the wizard then memorizes whatever<br />

additional spells he wants to the maximum num-<br />

ber <strong>of</strong> new slots. If the wizard leaves the circle, or if it is<br />

disrupted in any way (an apprentice killed or the circle<br />

broken by an attack), any remaining unmemorized<br />

spells are lost, though spells memorized before the circle<br />

was broken are retained.<br />

After the spells are memorized, the wizard may leave<br />

the circle. All spells memorized while in the circle are<br />

retained until cast.<br />

Create Chosen One<br />

(Alteration)<br />

Level: 5<br />

Range: Touch<br />

Components: V,S,M<br />

Duration: Permanent<br />

Casting Time: 1 hour<br />

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

Saving Throw: Neg.<br />

Only wizards <strong>of</strong> evil alignment may cast this spell,<br />

which consists <strong>of</strong> a series <strong>of</strong> magical rituals and torments<br />

intended to turn a normal human (<strong>of</strong> up to 3<br />

HD) into a maddened, murderous creature known as a<br />

Chosen One. Victims must be bound and helpless in<br />

order for the spell to work. After its casting is completed,<br />

the victim must successfully save vs. death<br />

magic or be transformed into a chosen one under the<br />

control <strong>of</strong> its creator. See page 63 for full information<br />

on Chosen Ones and their creation and abilities.<br />

Create Darkenbeast<br />

(Alteration)<br />

Level: 4<br />

Range: 10 yards/level<br />

Components: V,S,M<br />

Duration: Special<br />

Casting Time: 4<br />

Area <strong>of</strong> Effect: Special<br />

Saving Throw: None<br />

This spell enables a mage to transform one or more<br />

mammals into darkenbeasts. The animals to be transformed<br />

must all be within a 20-foot-diameter circle.<br />

The spell automatically affects ordinary, nonmagical<br />

mammals <strong>of</strong> animal or semi-intelligence. Animals with<br />

an Intelligence <strong>of</strong> 5 or more get a saving throw to resist<br />

the spell. Only animals <strong>of</strong> 2 Hit Dice or less are affected<br />

by this spell. Humans, humanoids, and demihumans<br />

are immune. The mage can transform one animal for<br />

each level <strong>of</strong> experience.

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