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Villains' Lorebook.pdf - Department of Political Science

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146<br />

Spell-Lash<br />

(Alteration)<br />

Level: 9<br />

Range: 0<br />

Components: V,S<br />

Duration: Instantaneous<br />

Casting Time: 4<br />

Area <strong>of</strong> Effect: 25’ radius<br />

Saving Throw: 1/2<br />

This spell is used by Red Wizards who are in danger<br />

<strong>of</strong> death or capture. It completely erradicates the<br />

wizard’s body (although the wizard’s essence may be<br />

protected by means <strong>of</strong> a clone, magic jar, or similar<br />

spell) and inflicts explosive damage on all within a<br />

25’ radius. The amount <strong>of</strong> damage inflicted is equal<br />

to ld4 per level <strong>of</strong> the caster. A 25th-level wizard<br />

would, for example, inflict 25d4 points <strong>of</strong> damage<br />

upon all individuals and objects within 25 feet<br />

should this spell be used.<br />

Needless to say, spell-lash is not used very <strong>of</strong>ten,<br />

but when it is, the results are spectacular.<br />

Statis Clone<br />

(Alteration, Necromancy)<br />

Level: 9<br />

Range: Touch<br />

Components: V,S,M<br />

Duration: Permanent<br />

Casting Time: 2 turns<br />

Area <strong>of</strong> Effect: Special<br />

Saving Throw: None<br />

This spell creates a duplicate <strong>of</strong> a human, demihuman,<br />

or humanoid creature from any scrap <strong>of</strong><br />

bone, hair, tissue, or at least six drops <strong>of</strong> blood from<br />

that being. If the caster is not the being to be duplicated,<br />

that living creature must touch the duplicate<br />

body, as it forms, to give it life.<br />

This stasis clone is identical to the original being<br />

in memories, skills, experience level, and appearance<br />

at the time the organic tissue was obtained<br />

from the being. It has one less point <strong>of</strong> Constitution<br />

than the original being, and it cannot form at all if<br />

the original being has a current Constitution <strong>of</strong> 1.<br />

All other ability scores are identical.<br />

Unlike duplicates created by the 8th-level wizard<br />

spell clone, the copy <strong>of</strong> the being is never aware <strong>of</strong><br />

the existence <strong>of</strong> the original. It remains in magical<br />

stasis and is mentally unreachable with a sole excep-<br />

tion noted hereafter. It does not age, decay, or need<br />

air, water, food, or other essentials that other living<br />

things require. A stasis clone can be stored in a c<strong>of</strong>fin<br />

or other confined space, and it is not awakened by<br />

handling. It can be damaged or even destroyed by<br />

weapons, fire, crushing blows, and other forces that<br />

would harm its living counterpart.<br />

A stasis clone holds the pose it was last placed in by<br />

living hands, and thus can be dressed and clothed so<br />

as to be used as a decoy or to fool others into thinking<br />

that they are seeing the original being in a state<br />

<strong>of</strong> rest, sitting absorbed in study, etc.<br />

Whenever the original being touches the stasis<br />

clone, the clone’s memories, skills and experience<br />

levels are updated to match the original being’s.<br />

Purely physical differences-such as aging, a wound,<br />

or an amputated limb-the original being has gone<br />

through are not mirrored by the clone in this process.<br />

The stasis is normally lifted only when the original<br />

being dies, though up to two contingency spells may<br />

be applied to any stasis clone to modify when and how<br />

it activates. (Note that a stasis clone confined in an<br />

airtight or flooded space may perish shortly after<br />

awakening.) Multiple stasis clones can be created by<br />

repeated castings <strong>of</strong> this spell. These stasis clones even<br />

can be linked to each other by custom-devised transferal<br />

spells mated to contingency spells. The death <strong>of</strong><br />

the first clone awakens only the second, its death in<br />

turn activates just the third, and so on.<br />

Manshoon has used this spell both to escape final<br />

death and to remain young. As he ages, he can update<br />

his stasis clone, get himself slain (usually in a reckless<br />

attack that destroys an enemy, such as a powerful Red<br />

Wizard or Cult <strong>of</strong> Dragon member), and return as a<br />

physically younger clone. Several wizards have <strong>of</strong>fered<br />

him fantastic sums for a copy <strong>of</strong> this spell and reportedly<br />

have been refused. Others (including apprentices)<br />

have perished quite messily at Manshoon’s<br />

hands when they attempted to steal the spell.<br />

Manshoon’s stasis clones are obvious targets for those<br />

who wish him permanently dead. Several times his enemies<br />

or his rivals in the Inner Circle <strong>of</strong> the Zhentarim<br />

have gone to a great deal <strong>of</strong> trouble to kill him and destroy<br />

all <strong>of</strong> his stasis clones, only to find that Manshoon<br />

had squirreled away one or two they had missed. One<br />

reason that Manshoon has not advanced to a higher<br />

level as a wizard is undoubtedly the cumulative loss <strong>of</strong> a<br />

great deal <strong>of</strong> experience because <strong>of</strong> the lag between<br />

newly activated clones that had not been recently updated<br />

and previous, now-dead Manshoon incarnations.

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