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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 />

139

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