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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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 />
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