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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.

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