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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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