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Villains' Lorebook.pdf - Department of Political Science

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Transport<br />

(Alteration)<br />

Level: 7<br />

Range: 10 yards<br />

Components: V,S<br />

Duration: Special<br />

Casting Time: Special<br />

Area <strong>of</strong> Effect: 1 creature<br />

Saving Throw: Neg.<br />

This variant <strong>of</strong> standard teleportation magic requires<br />

that the mage prepare a cell or some sort <strong>of</strong><br />

lodging for the eventual recipient <strong>of</strong> the spell. This<br />

must be done before the spell is cast and it requires a<br />

minimum <strong>of</strong> one turn. Then, the prepared area must<br />

be studied as per the normal teleport spell’s rules and<br />

the transport spell memorized while present in the<br />

prepared area. Also, the caster can be no more than<br />

100 miles from the prepared area when the spell is<br />

cast. If the caster is more than 100 miles distant, the<br />

spell automatically fails.<br />

Afterward, the spell stays in the mage’s memory as<br />

normal (taking up a spell slot) until such time as he<br />

casts it. The casting time for the incantation itself is<br />

2. When cast, multicolored streamers fly from the<br />

caster’s hand and envelop the target chosen by the<br />

mage. The target then receives a save vs. spell to resist<br />

the spell’s effect. Success means nothing happens<br />

other than the streamers turn gray, fall to the<br />

ground, and crumble to dust. Failure indicates that<br />

the victim is wrapped within the flying streamers,<br />

obscuring him from view. The enveloped being is<br />

then transported to the prepared area with no chance<br />

<strong>of</strong> failure. (In other words, the mage can’t deliberately<br />

miscast the spell so the target re-appears within<br />

a solid mass, etc.)<br />

This spell was developed by Cyndre <strong>of</strong> the Moonshaes<br />

and is <strong>of</strong>ten used to kidnap important people<br />

for interrogation, ransom, etc. The spell pro<strong>of</strong> from<br />

teleportation is effective against this spell.<br />

Trap Spellbook<br />

(Alteration)<br />

Level: 3<br />

Range: Touch<br />

Components: V,S<br />

Duration: 1 day/level<br />

Casting Time: 4<br />

Area <strong>of</strong> Effect: One book<br />

Saving Throw: None or 1/2<br />

Trap spellbook is a dedicated form <strong>of</strong> explosive runes.<br />

As its name implies, the spell is used by the Red<br />

Wizards primarily to protect their spellbooks, but<br />

may be placed on a book <strong>of</strong> any sort. As with explosive<br />

runes, there is only a 5% chance per level <strong>of</strong><br />

magic use experience <strong>of</strong> the reader to detect the<br />

trap, and thieves have only a flat 5% chance. Trap<br />

detection by spell or magical device always detects<br />

this spell.<br />

This spell inflicts 1d6 points/level <strong>of</strong> the caster (to<br />

a maximum <strong>of</strong> 5d6) upon anyone other than the<br />

caster who opens the book upon which it is cast. In<br />

addition, the spell does not damage the book itself<br />

and renews itself upon closing. The wizard may voluntarily<br />

remove the runes; otherwise, they may be<br />

removed only with a dispel magic or similar means.<br />

Unlife<br />

(Necromancy)<br />

Level: 8<br />

Range: Touch<br />

Components: V,S,M<br />

Duration: Permanent<br />

Casting Time: 8<br />

Area <strong>of</strong> Effect: One creature<br />

Saving Throw: Neg.<br />

Used only by evil wizards, this spell enables the<br />

caster to transform a single victim into an undead<br />

creature under his control. The caster touches the<br />

subject, who must then save vs. death magic. If the<br />

save fails, the subject instantly dies and is transformed<br />

into an undead creature under the control <strong>of</strong><br />

the caster.<br />

The exact type <strong>of</strong> undead depends upon the level<br />

<strong>of</strong> the victim. Individuals <strong>of</strong> 1st–3rd level become<br />

skeletons (50%) or zombies (50%). Those <strong>of</strong><br />

4th–6th level become ghouls, those <strong>of</strong> 7th–8th level<br />

become wights, and those <strong>of</strong> 9th level or higher be-<br />

come wraiths.<br />

Using this spell, the caster can control a number<br />

<strong>of</strong> undead creatures equal to his level.<br />

The material component <strong>of</strong> this spell is dirt from a<br />

freshly dug grave.<br />

147

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