Villains' Lorebook.pdf - Department of Political Science
Villains' Lorebook.pdf - Department of Political Science
Villains' Lorebook.pdf - Department of Political Science
Create successful ePaper yourself
Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.
152<br />
Moonveil<br />
(Abjuration, Alteration)<br />
Level: 7<br />
Sphere: Elemental Water (Bane)<br />
Range: Touch<br />
Components: V,S,M<br />
Duration: Permanent<br />
Casting Time: 9 rounds<br />
Area <strong>of</strong> Effect: One moonwell<br />
Saving Throw: None<br />
This complicated evil ritual to magically veil<br />
moonwells was recently rediscovered by certain<br />
priests <strong>of</strong> Bane. Moonwells are precious pools <strong>of</strong> clear<br />
water found in the Moonshae Isles sacred to the<br />
Goddess (or Earthmother) in the Moonshaes. Some<br />
sages and priests believe that this ritual could be<br />
modified to seal other existing gates, color pools, or<br />
other means <strong>of</strong> passing between planes or contacting<br />
deities.<br />
A moonveil spell is a long ritual involving chanting,<br />
dancing about the entire circumference or shore<br />
<strong>of</strong> a moonwell, and the sacrifice <strong>of</strong> one living creature<br />
per round. The caster may have up to seven assistants<br />
active in carrying out the ritual. If successful,<br />
the spell causes a moonwell to lose its properties. In<br />
addition, any holy water or sweet water potions that<br />
are within 90 feet <strong>of</strong> the caster at any time during<br />
the ritual are fouled and useless. The moonwell may<br />
be magically purified again, but the other magical<br />
waters are ruined forever.<br />
A veiled moonwell is covered by an opaque<br />
black carpet <strong>of</strong> curling mist, even in full sunlight.<br />
This veil blocks all beneficial effects <strong>of</strong> the moonwell.<br />
It also lessens the local influences <strong>of</strong> the Goddess,<br />
preventing her from awakening or, if already<br />
active, from accurately directing her land-dwelling<br />
children, Kamerynn the unicorn and the Pack,<br />
against evil.<br />
Contact with the black mist forces items to make<br />
saving throws vs. acid with a -2 penalty or be destroyed<br />
and living beings to make saving throws vs.<br />
poison with a -2 penalty or suffer 3d4 points <strong>of</strong> corrosive<br />
damage per round <strong>of</strong> contact. If a being dives,<br />
falls, or is otherwise immersed in the pool, 6d4<br />
points <strong>of</strong> damage automatically are inflicted for each<br />
round <strong>of</strong> contact, and the victim must make a successful<br />
saving throw vs. poison each round or be<br />
blinded. Such blindness lasts for 1d4 turns after the<br />
being was last in contact with the mist or water.<br />
All spells <strong>of</strong> 6th level or less directed against the<br />
black mist <strong>of</strong> the well are reflected back 100% for<br />
full effect on the caster. The black mist cannot be<br />
separated into smaller portions, nor can any <strong>of</strong> it be<br />
taken away from the well; the magic <strong>of</strong> the spell gen-<br />
erates it continuously from the pool itself.<br />
A moonveil can be destroyed by a specially cast<br />
variant <strong>of</strong> the sunray spell, sanctify sacred site (a 7thlevel<br />
priest spell <strong>of</strong> the church <strong>of</strong> Chauntea). No<br />
other means <strong>of</strong> destroying a moonveil has been found.<br />
It cannot be reversed or negated by the will <strong>of</strong> the<br />
caster.<br />
The material components <strong>of</strong> this spell are a piece<br />
<strong>of</strong> burned bone from any creature native to the<br />
Moonshaes, the blood <strong>of</strong> one living creature per<br />
round <strong>of</strong> the ritual (each creature must be slain during<br />
the ritual), a pinch <strong>of</strong> dung, a pinch <strong>of</strong> ashes, a<br />
dried snakeskin and a small vial <strong>of</strong> liquid poison.<br />
Reaving Blades<br />
(Evocation, Necromancy)<br />
Level: 4<br />
Sphere: Combat (Iyachtu Xvim)<br />
Range: 10 yards/level<br />
Components: V,S,M<br />
Duration: 2 rounds<br />
Casting Time: 7<br />
Area <strong>of</strong> Effect: Special<br />
Saving Throw: None<br />
This spell creates two whirling black blades <strong>of</strong><br />
force that spin end over end as they fly through the<br />
air at MV Fl 18 (B) to strike at whatever targets the<br />
caster wills them to-either two separate beings or a<br />
single foe. The blades <strong>of</strong> force vanish at the end <strong>of</strong><br />
the second round. These magical weapons do no<br />
damage to inanimate objects, but each one silently<br />
slices twice during a round at undead and living<br />
things. The reaving blades strike with the caster’s<br />
THAC0, but with +6 attack bonus, and deal 2d12<br />
points <strong>of</strong> damage on a successful strike. Reaving<br />
blades does no damage to items worn or carried by attacked<br />
beings, though fragile items could well be<br />
harmed if dropped by a struck target.<br />
The material components <strong>of</strong> this spell are two<br />
raven’s feathers and a fragment <strong>of</strong> or an entire bladed<br />
weapon.