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Villains' Lorebook.pdf - Department of Political Science

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148<br />

Waves <strong>of</strong> Weariness<br />

(Enchantment/Charm)<br />

Level: 3<br />

Range: 40 yards<br />

Components: V,S,M<br />

Duration: 1 round<br />

Casting Time: 3<br />

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

Saving Throw: Special<br />

Upon casting this spell on a creature, that creature<br />

is suddenly overcome with dizziness and exhaustion.<br />

A successful saving throw vs. spell negates this<br />

effect. Creatures <strong>of</strong> less than 12 Intelligence and<br />

Wisdom that fail this saving throw immediately co1lapse<br />

for that round. They can get up again next<br />

round with no further ill effects.<br />

Creatures <strong>of</strong> 12 or greater Intelligence or Wisdom<br />

that fail the saving throw vs. spell are delayed in<br />

their actions. They automatically attack last the<br />

next round they have an action or attack.<br />

This spell has no effect against creatures that do<br />

not sleep, such as undead and elementals. The material<br />

component is a small book <strong>of</strong> poetry, which is<br />

read aloud (a personal favorite is Translations from<br />

Kara-Turan Haiku by Lhaeo, late <strong>of</strong> Shadowdale).<br />

Web <strong>of</strong> Shadows<br />

(Conjuration/Summoning)<br />

Level: 9<br />

Range: 40 yards<br />

Components: V,S,M<br />

Duration: 1 hour/level<br />

Casting Time: 1 round<br />

Area <strong>of</strong> Effect: 40 sq. ft./level<br />

Saving Throw: Special<br />

This spell fills an area with shadowy, gray strands <strong>of</strong><br />

force, resembling a giant spider web. The strands are<br />

not solid, and need not be anchored to anything.<br />

Once created, they are stationary, and can be destroyed<br />

or moved only by spells; gusts <strong>of</strong> wind (even<br />

magical ones) and physical attacks do not affect them.<br />

Creatures in the area in which a web <strong>of</strong> shadows is<br />

forming are allowed a saving throw to get out. If it<br />

succeeds, they take only 1d4 points <strong>of</strong> cold damage,<br />

and are deemed to have left the web. If it fails (or they<br />

elect to stay in the area), they suffer the full effects.<br />

Contact with a web <strong>of</strong> shadows causes all beings<br />

(except the caster, who ignores all effects <strong>of</strong> his own<br />

web) to be slowed while within, and for the rest <strong>of</strong><br />

any round in which they leave it.<br />

In each round in which contact with the web occurs,<br />

a being is chilled, losing 2d4+1 hit points and 1<br />

Strength point (lost Strength points return 2d4<br />

rounds after leaving the web). Creatures who have<br />

their Strength reduced to zero collapse helplessly,<br />

losing consciousness; if this occurs before they reach<br />

zero hit points, the web stops draining them at that<br />

point.<br />

If a spark, fire spell, or open flame <strong>of</strong> any sort<br />

comes into contact with a web <strong>of</strong> shadows, it does not<br />

harm the web, but does race all over it: the entire<br />

web blazes for 1d4 rounds before the fire vanishes.<br />

During this time, all creatures in contact with the<br />

web take 2d4 points <strong>of</strong> fire damage (ld4 if a save vs.<br />

breath weapon is successful), per round. This damage<br />

is in addition to the web’s usual chilling damage,<br />

which is not impaired.<br />

A web <strong>of</strong> shadows vanishes at the death, unconsciousness,<br />

or will <strong>of</strong> the caster (who need not concentrate,<br />

remain present, or refrain from spellcasting<br />

to maintain it). Its material component is a piece <strong>of</strong><br />

spider web, collected in shadow or darkness.<br />

Xult’s Magical Doom<br />

(Alteration)<br />

Level: 5<br />

Range: Touch<br />

Components: V,S,M<br />

Duration: Special<br />

Casting Time: 5<br />

Area <strong>of</strong> Effect: 10-foot radius<br />

Saving Throw: Neg.<br />

By means <strong>of</strong> a caterpillar cocoon, a pinch <strong>of</strong> dust,<br />

and the tracing <strong>of</strong> runes during the casting, a wizard<br />

seals an object with Xult’s magical doom. The runes<br />

are traced with one fingertip over, for example, the<br />

pages <strong>of</strong> a book or a map. They are visible only to a<br />

detect magic, and can be harmlessly removed by dispel<br />

magic. They prevent unauthorized perusal <strong>of</strong> the<br />

guarded object. Only the caster or someone who is<br />

(by chance or deliberately) named in or on the material<br />

viewed, or who utters the secret word <strong>of</strong> deactivation<br />

that the caster established during casting,<br />

can safely examine the object without suffering the<br />

doom.<br />

The doom affects all creatures within a 10-foot radius<br />

when it is activated (the activator saves vs. spell

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