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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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.