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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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.