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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This spell creates a burning lance <strong>of</strong> flame that<br />
leaps from its caste’s hand, hitting automatically and<br />
inflicting 1d6 points <strong>of</strong> damage per level <strong>of</strong> caster, to<br />
a maximum <strong>of</strong> 10d6.<br />
The material component is a lit torch in the<br />
caster’s hand or one fire source <strong>of</strong> at least torch size<br />
within 30’ <strong>of</strong> the caster. Casting this spell extinguishes<br />
a torch-sized fire source but only diminishes<br />
a larger blaze.<br />
Despite its disadvantages when compared to the<br />
ever-popular fireball (only one target affected and a<br />
fire source required), fire lance is a fashionable Red<br />
Wizard spell. Unlike a fireball’s effect, the victim’s<br />
clothing and possessions are untouched by the flame.<br />
This enables the caster to torch a victim without<br />
worrying about any interesting magical items that<br />
might be destroyed in the conflagration.<br />
Flensing<br />
(Alteration)<br />
Level: 8<br />
Range: Touch<br />
Components: V,S,M<br />
Duration: Special<br />
Casting Time: 8<br />
Area <strong>of</strong> Effect: One creature<br />
Saving Throw: Special<br />
This horrifying spell actually strips the flesh from<br />
its victim. Developed by the Red Wizards for torture<br />
and interrogation, it may be learned by spellcasters<br />
<strong>of</strong> evil alignment only. Flensing takes four full rounds<br />
to be effective. On the first round, the victim suffers<br />
great pain and disfiguring tearing <strong>of</strong> his or her skin<br />
but no actual damage. On the second round, the victim<br />
sustains 2d6 points <strong>of</strong> damage; a successful saving<br />
throw vs. spell halves this damage but does not<br />
stop the spell, and the third round the victim takes<br />
2d10 points <strong>of</strong> damage (which also can be halved<br />
with a successful saving throw vs. spell).<br />
On the fourth round after casting, the victim must<br />
successfully save vs. death magic or die instantly as<br />
the very flesh is tom in strips from his bones. Victims<br />
<strong>of</strong> this spell <strong>of</strong>ten relent during the first round <strong>of</strong><br />
casting and tell the Red Wizards what they want to<br />
know. On occasion, however, the wizards let the<br />
spell complete its gruesome work even after they<br />
have gotten the required information.<br />
Flensing causes extensive disfigurement to its victims.<br />
If the spell was stopped on the first round, the<br />
victim must save vs. breath weapon to avoid losing<br />
1-3 points <strong>of</strong> Charisma permanently. If the spell is<br />
stopped on the second or third round, the victim<br />
must successfully save or lose 2d4 points <strong>of</strong> Charisma<br />
permanently. If the victim survives the fourth<br />
round he must again save vs. breath weapon to<br />
avoid the permanent loss <strong>of</strong> 2d6 points <strong>of</strong> Charisma.<br />
The victim’s Charisma may never be reduced below<br />
1 in this manner. Charisma points may be restored<br />
by regeneration.<br />
The material component <strong>of</strong> flensing is an onion<br />
that must be peeled, one layer per round <strong>of</strong> the spell.<br />
Halaster’s Grappling Hand<br />
(Evocation)<br />
Level: 5<br />
Range: 10 feet<br />
Components: V,S<br />
Duration: 4 rounds+1 round/level<br />
Casting Time: 5<br />
Area <strong>of</strong> Effect: Special<br />
Saving Throw: None<br />
This spell creates a translucent, 5’-tall magical left<br />
hand <strong>of</strong> force that appears within 10’ <strong>of</strong> the spell<br />
caster, and moves with him. The hand is silent, noncorporeal<br />
when encountering nonmagical, unliving<br />
matter and thus can pass through door frames, missiles,<br />
and so on without harm. It lasts without concentration<br />
while the caster engages in other activi-<br />
ties, including spellcasting.<br />
The hand acts only when a magical attack, such as<br />
a magical missile or lightning bolt, is directed at the<br />
caster, or when a hostile creature charges at the caster.<br />
The spell is designed to interrupt any magic coming<br />
directly at the caster; it can intercept magic missiles<br />
and lightning bolts, but wide effect spells such as chain<br />
lightning or fireball are not stopped by the hand.<br />
If any creatures bearing magical weapons or items<br />
attempt to approach the caster <strong>of</strong> the hand, the<br />
hand intercedes. Designed to stop magic, beings<br />
with any magical items are stopped by the hand as if<br />
it were a solid barrier. Magical weapons damage the<br />
hand, dealing one point <strong>of</strong> damage for every combat<br />
bonus on the weapon; for example, a dagger +2<br />
causes two points <strong>of</strong> damage to the hand. PCs or<br />
monsters without magical weapons, items, or armor<br />
can freely pass thought the hand.<br />
The hand is lightning-quick, and can defend<br />
against several magical attacks <strong>of</strong> one creature in a<br />
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