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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144<br />
Nybor’s wrathful castigation is the most feared spell<br />
created by this sadistic Red Wizard. Like his other<br />
spells, it causes wracking pain and violent convulsions,<br />
but this version incapacitates victims for 3d6<br />
rounds, plus an amount decided by the caster at the<br />
time <strong>of</strong> casting, equal to or less than his or her level.<br />
All saving throws made by the victim during this<br />
time are at -6 penalty.<br />
In addition to its other effects, the spell’s victim<br />
must make a saving throw vs. death magic each<br />
round that the spell in effect. These saving throws<br />
are made normally, without the -6 penalty. If the<br />
roll is a failure, the victim dies from the agonizing<br />
pain that the spell inflicts.<br />
Preservation<br />
(Alteration/Necromancy)<br />
Level: 2<br />
Range: Touch<br />
Components: V,S,M<br />
Duration: 1 day per level <strong>of</strong> caster<br />
Casting Time: 2 rounds<br />
Area <strong>of</strong> Effect: One medium-sized creature<br />
Saving Throw: None<br />
This spell preserves meat and other foods as if it<br />
had just been killed. It does not work on cooked<br />
food. It can be used on dead beings to keep them intact<br />
until they can be raised. (The time preserved<br />
does not count toward the time elapsed before raising<br />
or speaking with dead.) It also can be used on a zombie,<br />
lich, or similar undead to keep the body from rotting.<br />
The material component <strong>of</strong> this spell is a pinch <strong>of</strong><br />
salt.<br />
Pro<strong>of</strong> from Teleportation<br />
(Abjuration)<br />
Level: 3<br />
Range: 0<br />
Components: V,S,M<br />
Duration: 2 hours/level<br />
Casting Time: 2 turns<br />
Area <strong>of</strong> Effect: 10 yard radius/level<br />
Saving Throw: None<br />
This spell secures an area from magical intrusion<br />
by means <strong>of</strong> teleportation, gates, or dimension doors.<br />
The area extends out from the caster 10 yards per<br />
level in all three dimensions and is not impeded by<br />
walls, doors, or other surfaces.<br />
When in operation, the spell prohibits the use <strong>of</strong><br />
teleport spells (including teleport without error, transport,<br />
and mage tunnel) into the region. Dimension<br />
doors also will not function within the proscribed region.<br />
Attempts to use these spells to enter or leave<br />
the affected area fail completely.<br />
In order to use gate spells or similar magicks that<br />
open portals into other planes, the caster <strong>of</strong> the gate<br />
must make a saving throw vs. spell. Failure indicates<br />
the spell fails but is expended anyway. Success allows<br />
the use <strong>of</strong> the gate. Further attempts required addi-<br />
tional saving throws.<br />
Spells that tap the Ethereal Plane (such as vanish)<br />
and items (such as armor <strong>of</strong> etherealness) function<br />
normally, as do ethereal creatures. Other extraplanar<br />
creatures also function normally, though they may<br />
not gate or teleport.<br />
The pro<strong>of</strong> against teleportation spell can be ended at<br />
any time by its caster. It also may be brought down<br />
by a dispel magic in the standard fashion. A limited<br />
wish or wish allows a teleport to function within the<br />
secured area.<br />
The material component <strong>of</strong> the spell is 2 lbs. <strong>of</strong><br />
sugar, salt, or other granular material stuffed into a<br />
1-1b. sack and dropped at the center <strong>of</strong> the spell’s<br />
area <strong>of</strong> effect.<br />
Protection from Poison<br />
(Abjuration)<br />
Level: 2<br />
Range: Touch<br />
Components: V,S,M<br />
Duration: 1d10+2 rounds<br />
Casting Time: 2<br />
Area <strong>of</strong> Effect: One creature<br />
Saving Throw: None<br />
By use <strong>of</strong> this spell, the wizard becomes immune to<br />
one form <strong>of</strong> poison. At the time <strong>of</strong> casting, the wizard<br />
must choose to be protected against one <strong>of</strong> the<br />
following poison types: contact, ingested, gaseous, or<br />
insinuative. Poisons <strong>of</strong> types other than the one chosen<br />
still affect the wizard normally. Note that any<br />
poison already in the wizard’s system is unaffected by<br />
this spell.<br />
The material component <strong>of</strong> the spell is a sprig <strong>of</strong><br />
belladonna.