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- From tjaden@blake (Jason Nelson) Mon Jun 4 19:34:55 1990
- From: tjaden@blake.acs.washington.edu (Jason Nelson)
- Newsgroups: rec.games.frp
- Subject: Addendum to the Spell Book
- Message-ID: <7181@blake.acs.washington.edu>
- Date: 31 May 90 21:43:21 GMT
- References: <449.2663b014@desire.wright.edu>
- Reply-To: tjaden@blake.acs.washington.edu (Jason Nelson)
- Organization: University of Washington, Seattle
- Lines: 1455
-
- The spells are all ones researched by a 10th lvl Lawful Good 1st Ed Magic-User
- of mine, who generally goes by Alpha (I dunno why I chose that name--I was
- 10 when I first made up the character). The spells have all been converted
- over to 2nd Ed format. The mage has been pretty much inactive, except for
- a few one-shot affairs, since sometime in 1984 when I went through the Against
- the Giants series of modules. Several of these spells have been ripped off
- from magic items (Spark Shower, Ball Lightning, Ray of Paralyis, Shooting
- Stars, Incantation of Elemental Domination, Elemental Form (a D&D potion)),
- and some have been ripped off from divine abilities of one sort or another,
- most notably those ripped off from the divine abilities of the Greyhawk deity
- Celestian (Star Gaze, Comet, Heat Lightning, Aurora Borealis, etc.). Dispel
- Silence didn't get the Alpha's ... prefix because somebody told me about the
- spell, but I didn't have a copy of it, so I researched it. It's pretty much
- the same as the Dispel Silence spell in the Forgotten Realms set (and presumably
- in the FR Adventures hardbound). Other than such adapted spells (there are
- others that are adapted, like Blue Blaze and Starblades), I made all of the
- rest of them up out of whole cloth, often drawing inspiration on something
- that I had read about in a book or something (those who read the Gord the
- Rogue books may find the Balefire spell very similar to the breath of the
- Shadow Dragon on the Plane of Shadow from Gord's adventures in "City of Hawks").
- I claim full originality on these spells. If anybody else uses these spells
- without giving due credit to the author, we will find you, and we will kill
- you. If anyone starts some sort of stupid argument about the validity of
- this or that symbol or statement of copyrighting, we will find you, and we
- will kill you. If anyone stands on their heads while eating raw cucumbers
- and juggling sixteen leeks as they read this, we will find you, and we will
- kill you. That said and done, on to the spells.
-
- Incidentally, there are 51 spells here, 6 each of 1st-2nd lvl, 12 each of
- 3rd-5th lvl, and 3 or 6th lvl. Of course, he hasn't actually researched
- the sixth level spells yet, since he can't, but this is the effect he is
- desiring to achieve. If wanting to incorporate this guy as an NPC, he
- lives in the Kingdom of Furyondy in the World of Greyhawk, with his 8th
- level paladin buddy, Tjaden Ludendorff. He's got a White Robe of the
- Arch-Magi, a +3 Ring of Protection, a Wand of Paralyzation (40), a scroll
- with Wish on it, and he may have a Ring of Wizardry for 3rd lvl, but I
- don't remember. I think that may have gotten toasted somewhere.
-
- **************************************************************
- * *
- * Spells Of Alpha The Mage, by Jason Nelson, Copyright 1990. *
- * *
- **************************************************************
-
- SPELLS RESEARCHED BY ALPHA:
-
- 1st Alpha's Acid Stream
- Alpha's Electric Arc
- Alpha's Hunting Hound
- Alpha's Sparkle Beam
- Alpha's Starlight
- Alpha's Wall of Darkness
-
- 2nd Alpha's Moonlight
- Alpha's Rainbow Beam
- Alpha's Spark Shower
- Alpha's Star Gaze
- Alpha's Starblades
- Dispel Silence
-
- 3rd Alpha's Comet
- Alpha's Darklight
- Alpha's Flames of the Faltine
- Alpha's Heat Lightning
- Alpha's Ice Bolt
- Alpha's Images of Ikonn
- Alpha's Lightwall
- Alpha's Lucent Lance
- Alpha's Night of the Leonids
- Alpha's Rolling Thunder
- Alpha's Silverlight
- Alpha's Starfire
-
- 4th Alpha's Acid Rainstorm
- Alpha's Acid Resistance
- Alpha's Ball Lightning
- Alpha's Chill of the Void
- Alpha's Elemental Form
- Alpha's Firefall
- Alpha's Flames of Falroth
- Alpha's Hunting Pack
- Alpha's Rainbow Blast
- Alpha's Ray of Paralysis
- Alpha's Shadowfire
- Alpha's Sheet Lightning
-
- 5th Alpha's Aurora Borealis
- Alpha's Balefire
- Alpha's Blue Blaze
- Alpha's Incantation of Elemental Domination
- Alpha's Lightningarmor
- Alpha's Moons of Munnopoor
- Alpha's Saint Elmo's Fire
- Alpha's Shooting Stars
- Alpha's Spectral Hound
- Alpha's Star-Powered Magery
- Alpha's Starshield
- Alpha's Wizard Light
-
- Planned Research:
-
- 6th Alpha's Firefountain
- Alpha's Rainbow Warrior
- Alpha's Starlight Citadel
-
-
- FIRST LEVEL SPELLS:
-
-
- Alpha's Acid Stream (Conjuration)
-
- Level: 1 Components: VSM
- R: 30 yards Casting Time: 1
- Duration: Instantaneous Saving Throw: Special
- Area of Effect: One target
-
- The spell causes a thin stream of purplish, hissing acid to shoot forth
- from the caster's outstretched hand, out to the maximum range of the spell.
- This acid causes 1d4 damage per level of the caster, up to a maximum of 8d4.
- The intended target may attempt a save vs. petrification to dodge the jet of
- acid (save at -4 if size G, -2 if size H, -1 if size L, +1 if size S, and +3
- if size T), and if successful the jet of acid will have been avoided, and will
- continue on in a straight line out to the extent of its range. Any creature
- in the path of the acid must save as above or be struck by the spell. The
- Acid Stream can affect only one target in any event. The material component
- is a drop of any acid.
-
-
- Alpha's Electric Arc (Evocation)
-
- Level: 1 Components: V,S
- Range: 10 yards + 10 yards/level Casting Time: 1
- Duration: Instantaneous Saving Throw: Special
- Area of Effect: One target
-
- This spell causes an arc of electricity to leap from the caster's
- extended fingertip. This electricity unerringly strikes one target of the
- caster's choice, inflicting 1d4 damage, plus one point per level of the
- caster (up to a maximum of +12), with no saving throw. A target in metal
- armor or wielding a large, mostly metallic weapon (e.g. any sword, battle
- axe) must save vs. spells and, if the save is failed, the bonus (i.e. per
- level) damage inflicted by the spell is doubled.
-
-
- Alpha's Hunting Hound (Conjuration/Summoning)
-
- Level: 1 Components: V,S,M
- Range: 10 yards Casting Time: 1 round
- Duration: 12 turns + 6 turns/level Saving Throw: none
- Area of Effect: One creature
-
- This spell calls a canine creature to be a helper and boon
- companion to the spell caster for the duration of the spell. The type
- of hound summoned depends upon the caster's level, but the hound will
- always understand verbal commands given it, so long as they are 12 words
- or less and relatively simple. The hound will further also be capable
- of tracking as if a ranger of half the level of the summoner, and can
- hunt sufficiently well to feed the spell-caster for one day, provided
- there is game extant in the caster's area.
-
- The type of hound summoned is as follows:
-
- 1st - 3rd level: jackal
- 4th - 7th level: wild dog
- 8th - 12th level: wolf
- 13th + level: dire wolf
-
- If the caster takes a lower-level hound (or a dire wolf when 18th
- level), it will have maximum hit points, be +1 to hit and on damage, track
- at +1 level, and can understand even relatively complex commands of up to
- 50 words in length. The material component is a piece of fresh meat.
-
-
- Alpha's Sparkle Beam (Evocation)
-
- Level: 1 Components: V,S,M
- Range: 0 Casting Time: 1
- Duration: Instantaneous Saving Throw: Special
- Area of Effect: 1' x 20' x 5' cone
-
- This spell draws upon the power of the Positive Material Plane and
- calls forth a ray of golden light. Anyone in the area of effect of the
- spell must save vs. petrification or be blinded for 1 round. The true
- function of this spell, however, is its use against undead, creatures of
- the Lower Planes, and those drawing power from the Negative Material Plane
- or the Plane of Shadow. Such creatures suffer 1d4 damage, plus an additional
- 1d4 at every even level of the caster (e.g. 4d4 at 8th), up to a maximum of
- 8d4. These creatures may save vs. spells to halve this damage. The material
- component is a bit of crushed sunstone.
-
-
- Alpha's Starlight (Evocation/Illusion)
-
- Level: 1 Components: VSM
- Range: 5 yds/lvl Casting Time: 1 round
- Duration: 1 turn/lvl Saving Throw: None
- Area of Effect: 10' square area/lvl
-
- This spell illuminates an area as a cloudless outdoor night sky filled
- with stars. This light is pale and wan, and dilutes vision mostly to black
- and white. Full visual acuity is possible only out to a range of 10 yards,
- but general identification can be made out to 20 yards. Stationary figures
- can be made out at 40 yards, and movement detected out to 80 yards. Inter-
- vening cover will, of course, reduce sighting distances accordingly. This
- light does not interfere with infravision, and there are ample shadows within
- the area of effect to hide in. The illusionary component of the spell creates
- the appearance of an actual starry night sky. The area of effect is stationary.
- The material component is a piece of black velvet and a few bits of glass.
-
-
- Alpha's Wall of Darkness (Alteration)
-
- Level: 1 Components: V,S,M
- Range: 60 yards Casting Time: 2
- Duration: 1 round/level Saving Throw: none
- Area of Effect: 10' x 10' sq./level
-
- This spell brings into being a wall of blackness which cannot
- be seen through, even with infravision or ultravision. It is dispelled
- instantly by a light or continual light (q.v.) spell. It has no physical
- existence, and does not hinder nor harm those passing through it. It
- does, however, block the passage of sound from one side to the other,
- assuming that the spell is not cast in such a way (such as in a field
- of grass) which would otherwise allow sound to move around the edges of
- the wall. The material component is some pitch and soot, or a lump of
- coal.
-
-
- SECOND LEVEL SPELLS:
-
-
- Alpha's Moonlight (Evocation)
-
- Level: 2 Components: VSM
- Range: 5 yds/lvl Casting Time: 1 round
- Duration: 1 turn/lvl Saving Throw: None
- Area of Effect: 10'/lvl radius circle
-
- This spell creates an area of soft blue-grey light, apparently coming
- downwards from above. This light effectively washes out all color, but clear
- vision is certainly possible within the area of effect. Vision is also possible
- out to 10 yards beyond the spell's radius, but such vision is dim and shadowy
- at best. The moonlight does not interfere in any way with infravision, but the
- nature of the light is such that creatures adversely affected by bright light
- suffer only half the normal penalties when within the Moonlight and none when
- within its shadowy fringes. The Moonlight spell may be centered on the caster,
- in which case it moves with him. Otherwise, the spell must be cast on an area
- and is stationary. The material component of this spell is a moonstone that
- has been exposed to actual moonlight for a full night.
-
-
- Alpha's Rainbow Beam (Evocation)
-
- Level: 2 Components: V,S,M
- Range: 10' + 5'/lvl Casting Time: 2
- Duration: Instantaneous Saving Throw: Neg.
- Area of Effect: One target
-
- This spell draws upon the power of the Quasi-Elemental Plane of
- Radiance and brings forth a beam of pure light. The color of the light
- making up the beam is normally randomly determined by a roll of a d8.
- However, the caster has a chance equal to 5% per level of being able
- to select the color of the beam (the caster may NOT select a multi-hued
- beam. Such occurs only as the result of an aberration in the magic).
- The colors of the beams are as follows:
-
- 1 red (cold) 5 blue (electrical)
- 2 orange (heat) 6 indigo (holy water)
- 3 yellow (acid) 7 violet (force)
- 4 green (poison) 8 multi-hued beam - roll twice
- ignoring 8's
-
- The beam does a base of 2d6, plus an additional point of damage
- for each level of the caster (e.g. a 7th level caster would inflict 9-19
- (2d6+7) points of damage). Any creature resistant to the attack form
- indicated by the color of the beam takes NO damage, while a creature
- vulnerable to the specific attack form (such as heat vs. a yeti) will
- suffer double damage. A saving throw indicates that the beam has missed
- and the intended victim is unaffected. Note that the beam may hit a
- target other than the one intended. Once the beam hits a solid object,
- it stops, even if that object is transparent. Any creature suffering
- damage from the spell must make item saving throws if appropriate.
- The material component of the spell is a small clear gem or crystal prism
- worth at least 50 g.p.
-
-
- Alpha's Spark Shower (Evocation)
-
- Level: 2 Components: V,S,M
- Range: 0 Casting Time: 2
- Duration: 1 round Saving Throw: 1/2
- Area of Effect: 5' x 20' long x 10'
- base wedge shape
-
- The caster extends his arms and speaks the spell, and a sheet of sizzling
- purple sparks shoots forth from the caster's hands. These sparks cause 1d4
- electrical damage per three levels of the caster, rounded up, to a maximum of
- 5d4. Those wielding metal weapons (swords, etc.) or wearing partially metal
- armor (ring, scale, chain) save at -2 and suffer +1 point of damage per die.
- Those wearing full metal armor (splint, banded, plate, etc.) save at -4 and
- suffer double damage. The material component is a bit of fur, glass, and
- copper.
-
-
- Alpha's Star Gaze (Evocation)
-
- Level: 2 Components: V
- Range: 60 yards Casting Time: 2
- Duration: Instantaneous Saving Throw: Special
- Area of Effect: 1 creature/2 levels
-
- This spell causes a blazing white sheet of light to issue from
- the caster's eyes. This sheet will envelop a number of creatures based
- on the caster's level. Those who fail a save vs. petrification will
- be blinded for a full turn. Those who do save are merely dazzled (-2
- on to hit and AC) for 1 round, having looked away just in time. Dark
- dependent creatures such as drow and gray dwarves save at a -4 vs.
- this spell, and the duration of its effects are doubled.
-
-
- Alpha's Starblades (Conjuration)
-
- Level: 2 Components: V,S,M
- Range: 10' + 10'/level Casting Time: 2
- Duration: 1 round/2 levels Saving Throw: none
- Area of Effect: Up to 1 target/3 levels
-
- This spell creates one magical star-shaped bladed weapon for each three
- levels of the caster, up to a maximum of seven. The caster may then throw
- these as weapons, out to the spell's maximum range. They are treated as
- Slashing weapons with respect to effectiveness vs. armor, and the caster's
- to hit rolls with them are at +3, in addition to any bonus for high dexterity.
- Each Starblade that strikes causes 2d4 damage, +2 vs. creatures with powers
- drawing on the negative material plane or plane of shadow. The material
- component is a small silver star.
-
-
- Dispel Silence (Abjuration)
-
- Level: 2 Components: S,M
- Range: 10 yards/level Casting Time: 2
- Duration: 1 round/level Saving Throw: None
- Area of Effect: 15' radius
-
- When cast, this spell automatically dispels any magical silence
- within its area of effect. Furthermore, no silence spell will have
- effect within the area of effect for the duration of the spell.
- The casting of this spell requires a small silver bell, chime,
- or gong, which must be struck twice, at the end of each segment of
- casting. The device must be worth at least 50 g.p., and is consumed
- in the casting.
-
-
- THIRD LEVEL SPELLS:
-
-
- Alpha's Comet (Evocation/Conjuration)
-
- Level: 3 Components: V,S,M
- Range: 10' + 5'/level Casting Time: 3
- Duration: Instantaneous Saving Throw: none
- Area of Effect: Special
-
- This spell creates a flaming missile with a trail of superheated noxious
- gases. The comet unerringly strikes one target, the impact causing 3d6 damage
- and the flames an additional 3d6. Furthermore, any creature within 5' of the
- comet's path will suffer 2d4 fire damage. All those within 5' of the point
- of impact will suffer 3d4. Anyone who suffers damage from this spell is also
- considered to have been engulfed in the noxious fumes, and will be at -2 on
- all rolls (10% spell failure chance) for 1-6 rounds due to coughing, choking,
- and blurred vision. The material component is a ball of pitch mixed with
- sulfur and phosphorus.
-
-
- Alpha's Darklight (Alteration)
-
- Level: 3 Components: V,S,M
- Range: 10 yards/level Casting Time: 3
- Duration: 1 turn + 1 round/level Saving Throw: None
- Area of Effect: 15' radius globe
-
- This spell is exactly the same as the second level magic-user spell
- darkness 15' radius (q.v.), except in that the caster can see normally
- through the darkness so created as if in normal lighting conditions.
- Alternatively, the caster can bestow the visual benefits to another
- character by crushing the material component and sprinkling the dust
- into the eyes of the recipient. The material component is a piece of
- coal or charcoal, which must be crushed and applied as above. Note
- that the spell only allows normal vision through the darkness caused
- by the particular casting, and lends no benefit towards other darness,
- either normal or magical.
-
-
- Alpha's Flames of the Faltine (Alteration/Evocation)
-
- Level: 3 Components: V,S,M
- Range: 0 Casting Time: 3
- Duration: 2 rounds + 1 round/level Saving Throw: None
- Area of Effect: Special
-
- This spell sheathes the caster in hot yellow flames and blurs the caster's
- features somewhat, causing them to assume a smooth and somewhat indistinct
- shape, also turning a dark red color. The flames will appear to be present
- even coming out of the caster's eyes and mouth. These flames give the caster
- no special protection, but they do shed bright light in a 30' radius. Further-
- more, any creature striking the caster with a claw, bite, or similar attack
- or a hand-held weapon less than 5 feet long will suffer damage as though
- contacting a Wall of Fire spell (q.v.)--2d6 damage + 1 point per level of
- the caster. Undead suffer double damage, and creatures especially susceptible
- to flame may also take additional damage. The caster may attempt a melee attack
- to burn others with this fire, a successful blow causing 1d6 damage + 1 point
- per two levels of the caster. Creatures passing within a 5' radius of the
- caster suffer 1d4 heat damage. By standing still and concentrating, the caster
- may extend this heat radiation, inflicting 2d4 within a 5' radius and 1d4
- within a 10' radius, but this falls back to the usual level if the caster stops
- concentrating or resumes moving. The caster can attempt to destroy inanimate
- objects by touching them, requiring a save vs. normal fire to avoid destruction.
- This may be attempted once per round, at a -1 cumulative penalty for each
- consecutive round of handling. Items on the caster's person at the time of
- the casting of this spell are unaffected by the flame. The caster may end this
- spell prematurely if desired. The material component for this spell is a flask
- of oil, poured over the caster's head during the casting of the spell, and an
- open flame of any size.
-
-
- Alpha's Heat Lightning (Evocation)
-
- Level: 3 Components: V,S,M
- Range: 10 yards/level Casting Time: 3
- Duration: Instantaneous Saving Throw: 1/2
- Area of Effect: One Creature
-
- This spell calls down a bolt of reddish-purple lightning which
- strikes a single creature within range. The bolt inflicts 1d6 of
- damage per level of the caster. Cold or water-based creatures suffer
- an additional 1 point of damage per die, while creatures resistant to
- heat OR electricity suffer 1/2 normal damage (1/4 with a successful
- save). All non-magical metal worn by the target must save vs. lightning
- (at +2 if the save was made, but at -2 if the save was failed) or be
- fused to any nearby metal (sword fused to gauntlet, pieces of armor
- fused together, preventing movement). The material component of this
- spell is a short glass rod, a bit of fur, and a bit of iron or lodestone.
-
-
- Alpha's Ice Bolt (Conjuration/Summoning)
-
- Level: 3 Components: V,S,M
- Range: 60 yards Casting Time: 3
- Duration: Instantaneous Saving Throw: Special
- Area of Effect: Special
-
- With this spell, the magic-user opens a small hole in the spatial
- fabric into the preternatural cold of the para-elemental plane of ice.
- It brings forth a shaft of solid para-elemental ice 6 inches thick and
- 10 feet long (the hole is opened for only a very brief time). This
- missile hits with great force, causing 3-30 points of damage from the
- impact alone. If the target saves vs. petrification, only a glancing
- blow is dealt, and the victim suffers only 1-10 points of damage.
- An additional save (also vs. petrification, and at +4 if only
- a glancing blow was suffered) must be made, or the victim will be stunned
- for 1-6 rounds from the force of the blow.
- The ice absorbs heat from the nearby air, and this causes 1-6 points
- of cold damage (no saving throw) to all within 5 feet of the bolt's path,
- and within a 10' radius of the target creature. The bolt shatters upon
- striking its target, and the victim will suffer an additional 4-24 points
- of cold damage (2-12 if only a glancing blow was suffered).
- Fire-using creatures take double damage from the cold caused by the
- bolt, while those resistant to cold take none. Both types of creatures
- suffer full damage from the bolt itself.
- Water-based creatures in liquid form will suffer only 1-10 points
- of damage from the blow, and cannot be stunned, but they will automatically
- be slowed for 2-8 melee rounds.
- If the target creature is struck fully (i.e. fails the initial saving
- throw), then exposed items on that side of the caster must make a save vs.
- crushing blow, and all items carried by the caster must save vs. magical
- frost (note also that items on the side struck by the bolt must save at
- -10, due to the cold and the blow).
- The material component of this spell is a clear gem worth not less
- than 100 g.p.
-
-
- Alpha's Images of Ikonn (Illusion/Phantasm)
-
- Level: 3 Components: V,S,M
- Range: 0 Casting Time: 3
- Duration: 2 rounds/level Saving Throw: None
- Area of Effect: 15' radius
-
- This spell is similar to the 2nd level Mirror Image spell (q.v.).
- The caster gains 1 mirror image for each level of experience, rather than
- rolling randomly. These images can appear anywhere within 15' of the
- caster, and a blurring distortion effect occurs in the casting of this
- spell and at the end of each melee round which prevents isolation of the
- true wizard in the new melee round, even if the wizard was successfully
- attacked in the previous round. Area effect attacks (Fireball, etc.) can
- still affect the caster even if his location is not known. As a final
- benefit, if one of the images is struck by an opponent, the caster may make
- an unmodified save vs. breath weapon. If successful, the image will not
- be dispelled by the blow. The material component of this spell is a small
- carving or doll of the caster and a broken mirror.
-
-
- Alpha's Lightwall (Evocation)
-
- Level:3 Components: V,S,M
- Range: 10 yards/level Casting Time: 3
- Duration: 1 round/level Saving Throw: Special
- Area of Effect: 10' x 10' sq./level
-
- This spell causes a wall of dazzling yellow-white light to come
- into being at any point within the range of the caster. Vision through
- the wall by any means is quite impossible, though it is negated by a
- darkness (q.v.) spell cast at it. When the wall first comes into being,
- all those within 10 feet of it who are not averting their eyes (thus a
- mage could warn his companions that he was about to cast this spell)
- must make a save vs. petrification to avert their gaze from the wall in
- time to avoid being dazzled by its brightness. This dazzling results
- in a -2 penalty to hit, a 20% spell failure chance for spell casters,
- and a -1 penalty on initiative dice rolls. These effects persist for
- as many rounds as the difference between the victim's die roll and the
- roll needed for him to save. These effects can persist even after the
- duration of the spell has elapsed. Naturally, blind or sightless
- creatures are unaffected by this spell, but subterranean or dark
- dependent creatures (e.g. drow, duergar, svirfneblin) suffer a -3
- on their saving throw. Further, they are not protected by thier normal
- magic resistance, as the spell is not cast directly at them. They are
- as vulnerable to its existence as any other creature would be. The
- light given off is equivalent to a continual light (q.v.) spell within
- 20', and equivalent to a light spell (i.e. normal torchlight) in an
- additional 80' radius. The lightwall, if cast out of doors, can be
- seen up to a mile away per level of the caster (reflecting the additional
- size of a larger caster's lightwall). The wall can, of course, be created
- smaller than the maximum size for the caster's level. The wall itself
- causes no damage to creatures passing through it. However, a character
- fighting someone with a lightwall directly behind him suffers a -1 on
- his or her chances to hit (note that this is cumulative with the
- dazzling effects described above). Similarly to the first level wall
- of darkness (q.v.) spell, sound is blocked by the lightwall, assuming
- that it does not allow sound waves to travel around the sides of it
- (as when cast outdoors, for example). It does not absorb sound or
- prevent spellcasting, it merely does not allow sound to pass through
- it (even if such sound is from a Horn of Blasting or a Shout spell).
- The material component is a clear gemstone or a sunstone worth not
- less than 100 g.p.
-
-
- Alpha's Lucent Lance (Alteration)
-
- Level: 3 Components: V,S,M
- Range: 10 yards Casting Time: 1 round
- Duration: 1 round Saving Throw: None
- Area of Effect: Special
-
- There must be some ambient light available in order for this spell to
- work. The effectiveness of this spell is determined by the amount of ambient
- light available. The caster must concentrate for a full round to focus the
- light into the Lucent Lance, after which its energy may be released. The power
- of the Lance is such that it can carve through wood or soft metal up to 4 inches
- thick, stone up to 1 inch thick, or hard metal up to .25 inch thick, this thick-
- ness multiplied by the appropriate modifier on the table below. Items carried
- by a living creature are partially protected by that creature's aura, and gain
- a save vs. magical fire (modified as below) to avoid being damaged by the Lance.
- Living creatures suffer a base of 1d6 damage, modified as below, with a maximum
- upper limit of not more than 1d6 per level of the caster. The Lucent Lance
- coalesces as a ball of light around the caster's hand holding the material
- component, and shoots forth until maximum range is reached or until a sufficient
- thickness of material blocks its progress. The Lucent Lance may be traversed
- over an arc up to 1' per level of the caster at its maximum range. The caster's
- hand glows brightly while the spell is being cast and while it is active.
-
- Type of light Damage Modifier Save Modifier
-
- Candlelight x.5 +3
- Single torch or lantern x 1 +1
- Multiple torches, Light spell, starlight, x 2 +0
- magical dagger
- Large bonfire, bright moonlight, Continual x 4 -1
- Light spell, magical sword
- Multiple magical light sources, indirect x 6 -2
- or filtered sunlight
- Direct sunlight, Sunray spell x12 -4
-
- If the light source used is a fire of some sort, that fire has a 50%
- chance of going out. A permanent light effect (e.g. magical sword or dagger)
- will lose its power to shed light for 1d10 rounds. A spell used as the light
- source will be automatically dispelled if it's a 1st-3rd level spell, and
- will have its duration cut by 25% if a higher level spell. The material
- component is a small, oblong corundum rod worth at least 100 g.p.
-
-
- Alpha's Night of the Leonids (Conjuration/Summoning)
-
- Level: 3 Components: V,S,M
- Range: 30 yards + 10 yards/level Casting Time: 3
- Duration: 1 round Saving Throw: None
- Area of Effect: Special
-
- This spell can only be cast outdoors at night. It calls down a number
- of flaming meteorites to strike unerringly any targets within range. The
- caster can call down 1d4 meteorites, plus another for every five levels of
- experience (d4+1 at 5th-9th, d4+2 at 10th-14th, etc.). Each meteorite
- strikes a single target, though more than one may strike any given target.
- Each of these `leonids' comes blazing down from the heavens, striking for
- d6+1 impact damage and an additional d6+1 fire damage. The material
- component for this spell is a bit of meteoric iron.
-
-
- Alpha's Rolling Thunder (Evocation)
-
- Level: 3 Components: S
- Range: 0 Casting Time: 1
- Duration: Special Saving Throw: Special
- Area of Effect: 5'/level radius circle
-
- The caster need but throw his arms heavenward and a great rolling
- thunderclap will sound directly overhead. All creatures within 10' of
- the caster must save vs. petrification or be knocked prone, suffering
- d4+1 damage, and are automatically stunned for 1 round and deafened for
- d4+1 rounds. Those within one-half the radius of the spell (e.g. within
- 25' of a 10th level caster) but not within 10' must save vs. spells or
- be stunned for 1 round, and are automatically deafened for d4+1 rounds.
- All others in the area of effect must save vs. spells or be deafened for
- d4+1 rounds.
-
-
- Alpha's Silverlight (Evocation)
-
- Level: 3 Components: V,S,M
- Range: 60 yards Casting Time: 3
- Duration: 2 rounds/level Saving Throw: Special
- Area of Effect: 30' radius sphere
-
- This spell is similar to the 2nd level Continual Light spell in that it
- creates a very bright light (almost as bright as full daylight). However, any
- creature within the area of light which is vulnerable to silver (e.g. wights,
- wraithes, lycanthropes, devils) will suffer 1d6 damage every round that it
- remains in the area of effect, and will be at -2 to on to hit rolls and +2 to
- be hit due to the intense discomfort felt by such creatures while within the
- Silverlight. Alternatively, the caster may throw the spell directly at a
- single target. Such a creature must save vs. spells or be blinded for the
- duration of the spell. If the save is made, the spell forms as per usual
- about one foot behind the intended target, and its duration is halved. A
- creature vulnerable to silver who is thus targeted need not save vs. blinding,
- but will instead suffer d6+1 (2-7) points of damage per level of the caster,
- up to a maximum of 10d6+10, and will be stunned for 1d4 rounds. A successful
- saving throw vs. spells at -2 will halve the damage and reduce the duration of
- the stun to a single round. If thrown thus at a creature vulnerable to silver,
- the spell will not form normally, regardless of the saving throw, as its magic
- is used up in the attack on the creature. The material component is a bit of
- pure silver.
-
-
- Alpha's Starfire (Evocation)
-
- Level: 3 Components: V,S,M
- Range: 30 yards Casting Time: 1
- Duration: 1 round Saving Throw: Special
- Area of Effect: 5' diameter column, 30' high
-
- This spell creates a column of brilliant, blazing silvery-white flames.
- All within 10' of the column not looking away must save vs. petrification or
- be blinded for 1 round and dazzled (-2 to hit, +2 to be hit) for an additional
- 1d3 rounds. Creatures adversely affected by bright light (e.g drow, duergar)
- save at -3 vs. this effect. Any creature within the narrow column of fire
- (most likely only a single creature) is automatically blinded and dazzled as
- above, and additionally suffers 1d6 damage per level of the caster, up to
- a maximum of 10d6. A save vs. spells will halve this damage. If the spell
- is cast outdoors under a night sky, a bonus of +1 per die of damage is added.
- The material component for this spell is a bit of silver and a shard of crystal.
-
-
- FOURTH LEVEL SPELLS:
-
-
- Alpha's Acid Rainstorm (Conjuration/Summoning)
-
- Level: 4 Components: V,S,M
- Range: 240 yards Casting Time: 5
- Durations: Instantaneous Saving Throw: 1/2
- Area of Effect: 30' x 30' square
-
- This spell, which functions only out of doors, causes thin streams
- of hissing violet acid to fall within its area of effect. All within
- the area must save vs. spells or suffer full damage. The spell inflicts
- 1d8/two levels of the caster (rounded up). All exposed items in the
- area must also save vs. acid or be destroyed.
- Characters under heavy cover which is not destroyed by the acid
- are fully shielded from the effects of the spell. The acid, once it
- strikes the ground, harmlessly disappears. The material component for
- the spell is a small vial of aqua regia and a strip of zinc.
-
-
- Alpha's Acid Resistance (Abjuration)
-
- Level: 4 Components: V,S,M
- Range: Touch Casting Time: 1 round
- Duration: Special Saving Throw: None
- Area of Effect: Creature touched
-
- This spell grants the subject complete immunity to acid, up to a point.
- The spell's basic duration is 10 rounds per level of the caster. However, for
- every point of acid damage that would have been suffered by the character
- (after saving throws and any other protections have been considered), the
- duration of this spell is reduced by one round for every point of acid neutral-
- ized by the spell. This spell also protects the subjects equipment from needing
- to make any Item Saving Throws vs. acid for as long as the spell is in effect.
- The material component is a small glass vial containing lye and water.
-
-
- Alpha's Ball Lightning (Evocation)
-
- Level: 4 Components: V,S
- Range: 10 yards + 10 yards/level Casting Time: 5
- Duration: 4 rounds Saving Throw: 1/2
- Area of Effect: Special
-
- The caster of this spell can create one to four spheres of glowing
- electrical energy. These spheres resemble Dancing Lights (q.v.), and the
- caster can control them in the same way. The spheres can be moved up to
- 120'/round. Each ball is about 5' in diameter, and any creature(s) approaching
- within 5' will dissipate that ball's charge. A save vs. spells results in
- half damage, indicating that contact was across an air gap. Note that more
- than one creature approaching within 5' in a single round can be affected
- by the ball is that occurs.
-
- The charge values are: 1 lightning ball 4d12
- 2 lightning balls 5d4 each
- 3 lightning balls 2d6 each
- 4 lightning balls 2d4 each
-
-
- Alpha's Chill of the Void (Evocation/Alteration)
-
- Level: 4 Components: V,S,M
- Range: 0 Casting Time: 5
- Duration: 1 round Saving Throw: None
- Area of Effect: 20' wide path, 5'/level long
-
- This spell brings forth a wave of preternatural cold, rolling forth
- from the caster's outstretched arms to the maximum area of effect. Its
- cold vacuum kills all normal vegetation in the area except for trees, which
- have a 50%-100% chance to survive (DM's discretion, based on size and native
- environment). This cold inflicts 3d4 damage and the vacuum an additional
- 3d4 to all living creatures within the area of effect. Vegetable and fungoid
- monsters suffer double damage from this spell. The material component is
- a piece of ice.
-
-
- Alpha's Elemental Form (Alteration)
-
- Level: 4 Components: V,S,M
- Range: Touch Casting Time: 1 turn
- Duration: Special Saving Throw: None
- Area of Effect: One creature
-
- Use of this spell enable the spellcaster to transform the matter of
- a creature's body into the stuff of a particular elemental plane. The
- elemental form enables the character to engage in normal combat with an
- elemental of the same or opposite form (i.e. water would allow combat vs.
- water or fire elementals), or an elemental creature, without needing a
- magical weapon to hit. It also provides protection vs. the same element
- as if a ring of warmth (+2 on saves, -1 per die of damage, regenerate 1 hp
- of elemental-caused damage per turn). The subject can also exist without
- danger on the appropriate elemental plane, and can move normally there.
- It does NOT empower the subject with perceptions not normally possessed
- (e.g. seeing through the rock of elemental earth), but it does prevent
- elemental damage. A character possessing a ring of elemental command
- who assumes Elemental Form of the same type gains the cumulative effects
- of both, and IS empowered with senses on the appropriate plane as if
- in normal air.
- If this spell is cast on the prime material, the spell will last
- 1 turn per level of the caster. If cast on the appropriate elemental plane,
- or in the border Ethereal of that plane, it will last 12 turns/level. If
- cast while on an elemental or para-elemental plane different from the form
- assumed, start with the base of 12 turns/level and halve the duration for
- each plane removed. An Elemental Form in opposition to the plane the
- caster is on (air vs. earth, fire vs. water) cannot be assumed at all.
- The material component is a small amount of the appropriate element
- on hand (a handful of clay or earth or a torch flame will suffice).
-
-
- Alpha's Firefall (Alteration)
-
- Level: 4 Components: V,S,M
- Range: 10 yds/level Casting Time: 4
- Duration: Special Saving Throw: Special
- Area of Effect: Special
-
- This spell is an improved version of the 2nd level Pyrotechnics spell
- (q.v.), specifically the "fireworks" application of that spell. That portion
- of the spell functions exactly as the Pyrotechnics spell does with respect
- to duration, area of effect, saving throw, and the blinding effect created.
- However, the "fireworks" created by this spell are more along the lines of
- a geyser of brightly burning liquid fire, arcing upwards approximately 60'
- into the air and raining down within a 30' area surrounding the perimeter of
- the basic fire source. All in this area of effect suffer 2d6 fire damage
- with no saving throw allowed. Further, a central prominence of flame is
- thrown upwards by this spell, and the caster may direct this column of fire
- at a single target within 60' of the fire source. This plume of fire will
- inflict 4d10 damage to the victim, although a saving throw vs. breath weapon
- is possible to halve this damage.
- The liquid fire continues to burn during the following round, under the
- same conditions as during the first round, although the fire is less intense
- and causes only half the damage caused during the first round. Combustibles
- in the area of effect must save vs. normal fire (if struck only by the burning
- spray) or magical fire (if the victim of the central plume fails his or her
- saving throw or if the central plume is directed at an inanimate object) to
- avoid being set afire. A creature who is within the area of the spray who
- is targeted by the central plume will not also suffer fire damage from the
- spray, as this minor flame is all but lost in the fury of the central promin-
- ence. The spray does not fall within the area of the original fire source,
- but only within 30' of the perimeter of the fire source. An aerial creature
- flying within 60' above the rising geyser of liquid fire is affected just
- as a creature on the ground would be, and may also be targeted with the
- central plume, if the caster so desires. The material component for this
- spell is a lump of pitch mixed with sulfur, saltpeter, and magnesium, as
- well as an existing fire source.
-
-
- Alpha's Flames of Falroth (Alteration/Evocation)
-
- Level: 4 Components: V,S,M
- Range: 10 yards Casting Time: 1 round
- Duration: 1 round/level Saving Throw: Special
- Area of Effect: Special
-
- This spell conjures an extra-dimensional black flame to surround a single
- object or creature within range. This fire has exactly the opposite effect of
- normal fire, in that it restores creatures or objects burned to destruction by
- fire or acid to their original state. This will not restore life to a person
- slain by a Fireball spell, but it will restore the body to full health, such
- that a Raise Dead spell will bring the character back to full physical health
- (though an amount of time equal to the time dead must be spent recovering from
- the psychological shock). Similarly, it will not restore enchantment to a once-
- destroyed magic item, though a Limited Wish spell is capable of restoring the
- lost enchantment to the item reconstructed by the Flames of Falroth.
- In order to restore an item or creature, the target must fail a saving
- throw of the same type that resulted in its destruction. Hence, plate mail
- destroyed by the breath of a black dragon must fail a saving throw vs. acid,
- and an adventurer felled by a Fireball must fail a save vs. spells. For
- effects against which there is no save (e.g. Wall of Fire), assume the save
- to be as against breath weapon for creatures or magical fire for items. It is
- thus more difficult to restore items that were more difficult to destroy in
- the first place. One such save may be attempted each round, and as many saves
- as desired may be attempted during the use of this spell. No object can ever
- be affected by this spell after the spell has been used on it once, whether or
- not it was successful. Once the save is failed, the object will take 2 rounds
- to be fully reconstructed from its remains. The Flames of Falroth may be
- moved to another object or creature at any time during the spell's duration,
- with 1 round of concentration on the part of the caster.
- The Flames of Falroth are very hostile to ordinary fire. They may be
- used as a fire extinguisher or sorts, and will extinguish a 10' cube of normal
- flame every round. Magical fire spells must be checked as per Dispel Magic,
- but multiplying the caster's level by 2 for the purposes of determining
- whether the target spell has resisted the effects of the Flames of Falroth.
- If this Dispelling attempt is unsuccessful, the Flames of Falroth will vanish
- back from whence they came.
- If cast at an elemental fire creature of any sort, the Flames of Falroth
- will automatically cause 6d6 damage to that creature. After this initial
- attack, the target creature may make a save vs. spell at -3. If successful,
- the Flames disappear without causing further harm. If failed, however, the
- Flames continue to attack the creature's very substance, causing 3d6 damage
- every round. A new saving throw is allowed each round, the chance to save
- improving by 1 each round (-2 after the second round, then -1, etc.). This
- continues until the creature is dead, the caster moves the flames away (after
- which time that creature will no longer be affected by the Flames of Falroth),
- or until the spell expires or a save is made--in both of these cases, the Flames
- disappear.
- A fire-using or dwelling creature that uses fire but is not native to
- the Elemental Plane of Fire (e.g. fire giant, red dragon, chimera) will not
- be harmed by the Flames of Falroth, but any external fire powers (fire breath,
- spells, immolation, etc.) will cause only half normal damage, as their effect-
- iveness is mitigated by the Flames. The material component is a bit of green
- wood, a handful of ashes, a smoky quartz crystal, and a piece of obsidian.
-
-
- Alpha's Hunting Pack (Conjuration/Summoning)
-
- Level: 4 Components: V,S,M
- Range: 30 yards Casting Time: 1 round
- Duration: 5 rounds/level Saving Throw: None
- Area of Effect: Special
-
- This spell summons into the caster's vicinity a pack of canines who
- will fight on behalf of the caster, if such is required. The composition
- of the pack will be as follows:
-
- 01-10 4-16 jackals 61-90 2-8 wolves
- 11-60 3-12 wild dogs 91-00 1-4 dire wolves
-
- The pack will follow commands to the best of its ability, so long
- as they are relatively simple (attack, return, heel, etc.). If attacked
- by the caster or his fellows, all creatures summoned will instantly
- disappear. The hounds can track as well as a 5th level ranger, and
- can be commanded to perform this activity if it is requested of them
- (such as by allowing them to smell an article of clothing from the
- creature to be tracked, etc.). The hounds will arrive 1-10 rounds after
- the spell is cast. The material components are a piece of fresh, uncooked
- meat and a finely crafted silver or ivory hunting horn, worth not less
- than 100 g.p., which must be sounded during the casting of the spell.
-
-
- Alpha's Rainbow Blast (Evocation)
-
- Level: 4 Components: V,S,M
- Range: 10' + 5'/level Casting Time: 4
- Duration: Instantaneous Saving Throw: Neg.
- Area of Effect: 1' wide beam
-
- This spell is very much like the second level Rainbow Beam spell,
- but is much more powerful. Besides a slightly larger area of effect, and
- the fact that a solid object will not stop the beam unless larger than 2'
- wide AND formed of solid stone or some such similar dense material, i.e.
- the beam is not stopped by mere flesh, even if armored, but would be stopped
- by a stone wall.
- The spell does 2-7 (1d6+1) points of damage per level of the caster.
- The swirling, coruscating tendrils of multi-hued light also have properties
- as listed under the Rainbow Beam spell. A target resistant to one or more
- of these forms of attack takes -1 point of damage per die per attack that
- it is resistant to. The obverse applies for creatures that are particularly
- vulnerable to a certain form of attack (e.g. a frost giant is immune to cold,
- but is not particularly vulnerable to fire, so it would take -1 point of
- damage per die. A green slime, vulnerable only to fire and cold, would
- take -5 points of damage per die.) The indigo (holy water) beam does normal
- damage except to creatures affected by unholy water (paladins, lammasu, etc.,
- who are considered as being resistant), and those affected by holy water
- (undead, demons, etc., who are considered as specifically vulnerable).
- The victim is entitled to a saving throw, which, if successful,
- indicates that the beam has missed. It may hit another target, though.
- Also, if a target is struck by the beam, he or she must save vs. petrification
- or be struck in the face and blinded for 3-6 rounds.
- The material component for this spell is a small diamond worth not less
- than 100 g.p.
-
-
- Alpha's Ray of Paralysis (Alteration)
-
- Level: 4 Components: V,S,M
- Range: 10' + 5'/level Casting Time: 1
- Duration: 2 rounds/level Saving Throw: Neg.
- Area of Effect: One creature
-
- The caster extends his arm, points his finger, and speaks a word to
- cast the spell. A thin, light blue ray leaps from the caster's finger.
- The intended target must save vs. petrification. If the save is failed,
- then the creature is struck by the beam and, unless the creature possesses
- some innate magic resistance, is paralyzed for 2 rounds per level of the
- caster. If the save is made, the pencil-thin ray has missed its original
- target and continues on in a straight line to the extent of its range. Any
- creature in the path of the beam must make the same saving throw or be
- struck and paralyzed. If the ray actually strikes, there is no save vs.
- its effects. Size L creatures must save at -1, size H at -2, and size
- G at -4. Conversely, size S creatures save at +1 and size T at +3. The
- ray can affect only target in any event. The material component is a
- clear gem or a piece of amber worth at least 100 g.p.
-
-
- Alpha's Shadowfire (Evocation/Necromancy)
-
- Level: 4 Components: V,S,M
- Range: 0 Casting Time: 4
- Duration: Instantaneous Saving Throw: 1/2
- Area of Effect: 1' diameter ray, 5'/level long
-
- This spell calls forth a seething black ray shot through with veins of
- green fire. All creatures in the path of the spell will suffer d4 damage
- per level of the caster, up to a maximum of 20d4. A successful save vs.
- breath weapon will result in only half damage. A creature that is immune
- to fire or to energy drain will suffer only one-half damage (one-quarter
- if a successful save is made). If the damage rolled exceeds a target's
- remaining hit points, that target is disintegrated. The material component
- is a black opal worth at least 500 g.p.
-
-
- Alpha's Sheet Lightning (Evocation)
-
- Level: 4 Components: V,S,M
- Range: 30 yds Casting Time: 4
- Duration: Instantaneous Saving Throw: Special
- Area of Effect: 10' square area per level
-
- This spell creates a very bright flashing jolt of sheet lightning within
- the area of effect. All those in the area receive 4d4 electrical damage with
- no saving throw. In addition, those within must save vs. petrification to
- avoid being blinded for 1d3 rounds and must save vs. breath weapon to avoid
- being stunned for 1d3 rounds. Those carrying large, mostly metallic weapons
- (e.g. swords, battle axes) or wearing partial metal armor (studded-chain)
- save at -2 vs. the stunning and suffer +1 per die of damage. Those in full
- metal armor (splint or better) save at -4 vs. the stunning and suffer double
- damage. The material component is a bit of fur and a sheet of fine crystal
- worth at least 50 g.p.
-
-
- FIFTH LEVEL SPELLS:
-
-
- Alpha's Aurora Borealis (Evocation)
-
- Level: 5 Components: V,S,M
- Range: 0 Casting Time: 3
- Duration: Special Saving Throw: Special
- Area of Effect: 1'/level radius ring
-
- This spell causes a sheet of dancing, shifting light to spring up
- around the caster, encompassing any area up to the maximum indicated by
- the caster's level. The Aurora will last as long as the caster concentrates
- on it (concentration can be maintained while moving at half-speed, but the
- caster cannot fight or cast other spells, though speech is allowed), and
- for an additional 1 round per level after he or she ceases concentration.
- Any intelligent creature which views the shifting, dancing patterns
- of light must save vs. spells or stand fascinated, watching the interplay
- of colors and lights (cf. Hypnotic Pattern). A maximum of 2 HD/levels of
- creatures per level of the caster can be so affected.
- Any creature actually touching the Aurora will suffer 2-12 points of
- damage, +1 point per level of the caster. Fungoid monsters, undead, and
- creatures native to the plane of shadow suffer 2-12 points of damage, +2
- points per level, from the effects of this spell.
- The material component of this spell is a clear gemstone or crystal
- prism worth not less than 100 g.p., a glowworm, and a pinch of phosphorus.
-
-
- Alpha's Balefire (Conjuration/Summoning)
-
- Level: 5 Components: V,S,M
- Range: 0 Casting Time: 5
- Duration: Special Saving Throw: Special
- Area of Effect: 5' x 30' x 15' cone
-
- This spell draws upon a nearly colorless arcane effluvium from the Plane
- of Shadow. This mystical stuff burns very hot and is extremely viscous, but
- rapidly dissolves in the thick substance of the Prime Material Plane. Those
- in the area of effect may attempt a save vs. breath weapon to avoid being
- covered in the stuff. If this save is successful, they are merely splashed
- with it. Even this small amount, however, is sufficient to cause half damage
- for the initial round, but it burns out in that single round. Those that fail
- to save and are struck fully by this ghastly stuff suffer d6 fire damage per
- two levels of the caster (rounded up), up to a maximum of 12d6. The Balefire
- clings to these poor victims and continues to inflict damage. The damage is
- reduced by 2d6 each round, and the it burns until all damage potential is
- exhausted. This shadow-stuff burns with a colorless fire that can only be
- extinguished by magical means (e.g. Wand of Flame Extinguishing, Fire Quench,
- Dispel Magic, or a magical cold spell such as Ice Storm, Cone of Cold, Wall of
- Ice, or Otiluke's Freezing Sphere, although spells involving ice may also
- cause impact damage to the would-be rescuee); even total immersion in water
- will have no effect on it. This flame is so hostile to natural (i.e. Prime
- Material) matter that it will burn through one inch of wood or soft metal,
- one quarter inch of hard metal, or one eighth inch of stone per die of damage
- that it would inflict to living targets each round it is active. Any
- individual who is struck fully (i.e. fails to save) must make item saving
- throws vs. magical fire for all exposed equipment in each round that the
- Balefire clings to him, though these saves are at +1 cumulative for each
- round after the first. Occasional dark green or red flickerings can be
- observed in an active Balefire. The material component is a standard opal
- (not a black or fire opal) worth at least 500 g.p. and a bit of pitch.
-
-
- Alpha's Blue Blaze (Evocation/Conjuration)
-
- Level: 5 Components: V,S
- Range: 0 Casting Time: 5
- Duration: Instantaneous Saving Throw: Special
- Area of Effect: Fan-shaped area 50' long,
- 20' at terminus
-
- By utterance and extending either arm, the caster causes a fan-like
- sheet of heated, purplish, acidic vapors and blue flames to leap forth
- from his or her outstretched hand. Any creature in the area of effect
- must save twice (once vs. the fire, once vs. the acid) or suffer 1d6/2
- levels of the caster (rounding up) from each effect.
- All exposed items must save vs. acid, regardless of the result of
- the save. Item saves vs. magical fire are only necessary if the a victim
- fails his save vs. that effect.
-
-
- Alpha's Incantation of Elemental Domination (Abjuration/Enchantment)
-
- Level: 5 Components: V,S,M
- Range: 0 Casting Time: 1 turn
- Duration: 3 turns/level Save: None
- Area of Effect: Caster only
-
- In the casting of this spell, the wizard must choose one element to
- have dominance over. Elementals of this plane cannot approach within 5'
- of the caster or attack the caster in any way. The caster can forego this
- protection if desired, and attempt to charm the elemental (cf. Charm Monster),
- applying a -2 penalty to the save. If this is attempted, than this total
- ward against elementals is lost.
- In any event, any elemental creature (water weird, xorn, etc.) is at
- -1 to hit and -1 per die of damage when attacking the caster. The caster
- makes all saves vs. thier attacks at +2. The casters own attacks are at
- +4 to hit (or -4 to the target's save) and +6 to damage. He can further
- affect any elemental creature with any weapon, regardless of its level of
- enchantment.
- The caster may converse with creatures of the chosen element, and they
- will respect him if alignments are similar, or fear (if the caster appears
- strong) or hate and desire to slay (if the caster appears weak) if alignments
- are dissimilar.
- The spell's association with one element results in a saving throw
- penalty to the caster while the spell is in effect, depending on which element
- is chosen. Air = -2 vs. fire; Earth = -2 vs. petrification; Fire = -2 vs.
- water or cold; Water = -2 vs. electricity.
- The material component is a substantial amount (at least 1 cu' foot)
- of the element in opposition to the element the caster desires to dominate.
-
-
- Alpha's Lightningarmor (Abjuration/Evocation)
-
- Level: 5 Comp: V,S,M
- Range: Touch Casting Time: 1 round
- Duration: 3 rounds/level Saving Throw: None
- Area of Effect: Creature touched
-
- Ths subject of this spell cannot be wearing metal armor of any sort, nor
- carrying a metallic weapon larger than a shortsword. Bracers are permissible.
- The creature touched is completely protected from electrical damage of any sort
- so long as the spell is in effect. This protection is not absolute, having a
- maximum absorption of 10 points of electrical damage per level of the caster.
- Damage is absorbed by the Lightningarmor after saving throws and any other
- protections have been taken into account. The creature under the effects of
- this spell carry a negative electrical charge, and skin-to-skin contact with
- another creature will cause 1d4 electrical damage with no saving throw, as will
- contact through a conductor. Anyone striking the protected creature with a con-
- ductive object must save vs. paralyzation at +1 or drop the object due to temp-
- orary numbness in the member holding the weapon. Those within 5' of of a char-
- acter with this spell in effect may catch a faint scent of ozone and feel their
- hair standing a bit on end. The material component of this spell is a bit of
- copper wire and glass thread wrapped in clay.
-
-
- Alpha's Moons of Munnopoor (Evocation/Invocation/Alteration)
-
- Level: 5 Comp: V,S,M
- Range: 0 Casting Time: 2 rounds
- Duration: Special Saving Throw: None
- Area of Effect: Special
-
- By the use of this spell, the caster calls upon the magical influences
- of the other-dimensional Moons of Munnopoor. The caster can call upon the
- power of one, two, or all three of the Moons. This spell always creates an
- area of light equal to the Moonlight spell, centered on the caster and moving
- with him or her. However, the area of effect is only 50% that of the normal
- Moonlight spell if one moon's power is invoked, 100% normal is two moons are
- called upon, and 150% normal if all three moons are utilized. This Moonlight
- has all of the effects of actual moonlight under a full moon, including effects
- on lycanthropes. The duration of this spell is also determined by the number of
- Moons called upon: if one Moon, the duration is 2 rounds per level of the cas-
- ter; if two, it's 1 round per level; and, if all three, it's 1 round per 2
- levels of the caster. Besides the light produced by the images of the appropri-
- ate Moons appearing above the caster, each Moon provides a specific magic-
- enhancing effect as follows:
-
- Blue Moon: All water-related (including fog-, ice-, and steam-related)
- spells used by the caster gain a bonus of +1/die of damage (though not
- exceeding the normal maximum--e.g. an Ice Storm spell would inflict 3d10+3
- damage, up to a maximum of 30) if the spell causes physical damage, in-
- cluding the damage caused by summoned water elemental creatures; applies
- a penalty of -4 to saving throws and -20% to magic resistance to targets
- of spells which cause no hit point damage but do affect an unwilling tar-
- get in some way; or increases the duration of other spells of this genre
- which do not fall into the above categories (e.g. Water Breathing, Wall
- of Fog), doubling duration if a 1st-3rd level spell, increasing by 50%
- if the spell is 4th-6th level.
-
- Bright Moon: All spells relating to stars, moons, and other astronomical
- phenomena are affected in the same way that water-related spells are
- affected by the Blue Moon.
-
- Silvery Moon: All mind-controlling and influencing spells used by the
- caster apply a -4 penalty to saves and a -20% penalty to magic resistance
- checks by targets of such spells.
-
- The material components for this spell are a white pearl or sapphire to
- invoke the Blue Moon, a diamond for the Bright Moon, and a silver pearl or
- moonstone for the Silvery Moon. Whatever the combination of moons invoked,
- the spell also requires a piece of black velvet along with a crushed pearl
- and a crushed moonstone, and a pinch of diamond dust.
-
-
- Alpha's Saint Elmos' Fire (Evocation)
-
- Level: 5 Components: V,S,M
- Range: 5 yards/level Casting Time: 5
- Duration: 1 round/2 levels Saving Throw: Special
- Area of Effect: Special
-
- This spell ionizes the air around the target of the spell, surrounding him
- or her with a blue-white, glowing nimbus of electrically charged air in a 5'
- radius. The target of the spell may save vs. breath weapon at -2 to avoid the
- spell. This save is at an additional -2 if the target is carrying large, mostly
- metallic weapons (e.g. swords, battle axes) or wearing partial metal armor (e.g.
- studded, ring), and at -4 if wearing full metal armor (scale or heavier). If
- successful, the target will suffer only 3d6 electrical damage as he or she dod-
- ges out of the area of effect, and the spell will then dissipate that round
- without a focus to coalesce about. If the save is failed, the victim will suf-
- fer 5d6 damage every round until a save vs. breath weapon (with modifiers as
- for the initial save, but with a +1 cumulative per round bonus) is successful,
- at which point the spell will dissipate. Any creature entering the 5' radius
- nimbus suffers 1d6 electrical damage with no save. Any creature that touches
- or is touched by the victim of the spell will suffer 3d6 damage with no save if
- the contact was skin-to-skin, or 2d6 if it was through a conductor. If the
- target is in water, the electricity will inflict 3d6 damage with any contact,
- 2d6 within 5', and 1d6 within 15'. The target of this spell may, if desired,
- intentionally try to use the nimbus of electricity and the personal electrical
- charge as a weapon. The caster may end this spell at any point, if desired.
- The material components are phosphorus, a bit of fur, amber, and a bit of cold
- iron.
-
-
- Alpha's Shooting Stars (Conjuration/Summoning)
-
- Level: 5 Components: V,S,M
- Range: 5'/level Casting Time: 5
- Duration: Instantaneous Save: Special
- Area of Effect: Special
-
- This spell creates glowing missiles with flaming trails, one for each
- six levels of the caster (dropping all fractions). The victim of the spell
- receives no saving throw, and suffers 4d6 damage from the impact and 8d6
- from the fiery blast that accompanies the impact. All within 5 feet of the
- impact point are also in the blast radius, but they may save for half
- damage. The original intended target may attempt to save vs. petrification
- to avoid being struck, this save at -4 if within 20' and at -2 if within
- 40'. If this save fails, he suffers as above. If he succeeds, however,
- the shooting star(s) directed at him continue on in a straight line to the
- extent of their range, at which point they explode in a fiery burst as
- above. Anyone else in the path of the shooting star(s) must save as for
- the original intended target, or become the victim of the spell. If the
- caster has more than one missile, he may direct them at one or several
- targets as desired. Anyone within 5' of the path of the missile will suffer
- 2d6 (save for half) fire damage simply from the heat of the passage of the
- shooting star. The material component is a bit of meteoric iron and a piece
- of igneous rock.
-
-
- Alpha's Spectral Hound (Conjuration/Phantasm)
-
- Level: 5 Components: V,S,M
- Range: Special Casting Time: 1 turn
- Duration: 6 turns/level Saving Throw: None
- Area of Effect: Special
-
- This spell brings into being a quasi-real beast appearing as a war dog
- with black fur, gray ruff and tail, milky gray eyes, and insubstantial paws
- which make no sound. The creature will have average (8-10) intelligence and
- can converse with the caster in the common tongue. The creature can fight,
- attacking as a 2+2 HD monster and inflicting 2-8 points of damage per hit.
- It can, however, affect creatures struck only by magical weapons. The
- beast itself is AC 0, and can take up to half the caster's full hit points
- (rounding up) before being dispelled.
- The Hound can track any creature known to the caster, provided the
- caster concentrates on a mental picture of the figure for 2 full rounds.
- The Hound can follow the trail of such a creature with 100% certainty, -5%
- per hour the trail is old. The Hound also has infravision to 90', can
- spot hidden (such as in shadows) things 80% of the time, invisible objects
- 65% of the time, and astral, ethereal, or out-of-phase things 50% of the
- time. The Hound normally moves at 12", though it can run at 24" for 3
- rounds each hour. Further, the Hound may cross muddy or swampy ground,
- or even water, as if were solid, dry ground. The Hound leaves no tracks.
- By concentrating for 1 full round, the caster can make use of the
- Hound's sensory abilities for as long as desired, though this does not
- allow communication beyond normal vocal range.
- The Hound is unaffected by any spells which alter its form (flesh
- to stone, polymorph, etc.) or restrict or affect its movement (haste, slow,
- hold, etc.). If a mind control spell is cast upon the creature and it
- fails its save (saving throws of the Hound are as for the caster), then
- it wills itself out of existence. It is further immune to poison and
- death magics. The hound will speak only to the caster, and, if the caster
- is killed, feebleminded, charmed, or otherwise mentally incapacitated,
- then the hound will immediately cease to exist.
- The material components of this spell are three canine statuettes;
- one of ivory or alabaster, one of silver or platinum, and one of jet, onyx,
- obsidian, or ebony. These statuettes must be worth at least 200 g.p.
- each, and, in the course of the spell, the three merge to become the
- Spectral Hound. When the spell ends, the Hound simply fades slowly out of
- existence.
-
-
- Alpha's Star-Powered Magery (Invocation)
-
- Level: 5 Components: V,S,M
- Range: 0 Casting Time: Special
- Duration: Permanent Saving Throw: None
- Area of Effect: Self only
-
- This spell can only be cast outdoors under a night sky where stars are
- visible. The spell requires 2 turns to cast for each level of spells the
- caster is able to cast (e.g. a 12th level wizard can cast 6 levels of spells,
- and so would require 12 turns). Upon completion of the spell, the caster's
- mind and body are refreshed and restored as though the caster had rested a
- full day. 1-3 hit points, plus the caster's CON bonus, if any, are restored
- if the caster is at less than full health. The power of the spell also allows
- the caster to memorize spells in one-half the usual time, save for first level
- spells, which may be memorized in a single round. During the lengthy casting
- of this spell, the wizard is suffused with a pale white glow, and is fully
- aware of things going on nearby. If the spell is interrupted, either by being
- struck by an attack or voluntarily by the caster, then the effect is wasted
- and the caster must sleep for spells as usual. The material component is
- a diamond worth at least 1,000 g.p.
-
-
- Alpha's Starshield (Alteration/Abjuration)
-
- Level: 5 Components: V,S,M
- Range: 0 Casting Time: 1 round
- Duration: 4 rounds + 1 round/level Saving Throw: None
- Area of Effect: Caster only
-
- When this spell is cast, the wizard's body is sheathed in a nearly skin-
- tight magical screen. This screen has the appearance of a black night sky
- filled with stars. Whenever a light-related spell of any sort is cast at the
- creature using the Starshield, the spell will be harmlessly absorbed and re-
- directed back at the caster of the spell. This includes such spells as Light
- (if cast so as to blind), Color Spray, Sunray, and Prismatic Spray. An area-
- effect spell where the caster is the sole target will automatically be reflected
- in this way. Area-effect light spells in which others are also targeted have a
- chance of being intercepted and redirected by the caster as above equal to the
- caster's chance to negate the spell with a Dispel Magic spell. The protected
- wizard will be unaffected by the spell in any event and, if the spell is suc-
- cessfully absorbed, those behind the caster who would have been in the area of
- effect are spared the effects of the spell. By making a successful check as if
- to Dispel Magic, the caster may attempt to pass through a Prismatic Sphere or
- a Prismatic Wall. Darkness spells (e.g. Darkness 15' radius, Nystul's Black-
- mote, priest's Continual Darkness) will also be reflected, just as light spells
- are, and the caster may attempt a saving throw vs. death magic each round to
- attempt to see through any area of magical darkness within normal vision range.
- If outdoors under the night sky, the caster can see as if in broad daylight,
- even through magical areas of darkness, and also absorbs stellar radiation,
- regenerating 1 hit point per round that the spell is in effect. The material
- component for this spell is a black sapphire and a star sapphire, both of which
- must be worth not less than 1000 g.p.
-
-
- Alpha's Wizard Light (Evocation/Alteration)
-
- Level: 5 Components: V,S,M
- Range: 10 yards/level Casting Time: 1 round
- Duration: 1 turn/level Saving Throw: None
- Area of Effect: 30' radius sphere
-
- This spell creates a pearly-white globe of light equivalent to Continual
- Light (q.v.). Within the area of effect, all shadow and darkness (even of
- magical origin) is dispelled, and all hidden or invisible creatures or
- objects are outlined in a pale blue radiance which lasts as long as the
- Wizard Light itself, even if the object or creature so limned moves out of
- the area of effect. Further, all glyphs of warding, symbols, and other
- magical writings and wards are revealed, glowing a luminous blue, and the
- area of effect of such wards is similarly outlined. This spell does not
- reveal astral, ethereal, or out-of-phase creatures, nor does it reveal purely
- mechanical traps and secret doors, although traps or secret doors disguised
- by or utilizing magic will be revealed. A mage using the Duo-Dimesion (q.v.)
- spell would appear as a thin line of blue radiance in mid-air. This spell
- does not reveal what an illusion is hiding nor the appearance of an invis-
- ible creature (except for its outline), but merely reveals reveals its
- presence and location. Hence, a Cloak of Displacement is useless within
- the Wizard Light. The light does not "set off" magical guards, but it
- does reveal the form of glyphs and such things for possible identification
- and deactivation. The material component for this spell is a diamond worth
- at least 500 g.p.
-
-
- SIXTH LEVEL SPELLS: (To be researched upon attaining 12th level)
-
-
- Alpha's Firefountain (Alteration)
-
- Level: 6 Components: V,S,M
- Range: 10 yards/level Casting Time: 6
- Duration: Special Saving Throw: Special
- Area of Effect: Special
-
- This spell is similar to the 4th level Alpha's Firefall spell, but is
- more powerful in two ways. First, the spray of liquid fire burns for a total
- of three rounds, inflicting 3d6 damage the first round, 2d6 the second, and
- 1d6 the third. There is no saving throw vs. the damage inflicted by the spray.
- Second, the caster is able to throw up one prominence of flame (for 4d10 fire
- damage the first round, and 2d10 the second, with a save vs. breath weapon to
- halve damage) for every six levels of the caster (rounding off all fractions).
- The material component is a lump of pitch, sulfur, saltpeter, and magnesium
- and an available fire source.
-
-
- Alpha's Rainbow Warrior (Evocation/Summoning)
-
- Level: 6 Components: V,S,M
- Range: 5 yards/level Casting Time: 1 round
- Duration: 1 round/level Saving Throw: None
- Area of Effect: Special
-
- This spell invokes energy and the spirit of a creature from the Quasi-
- Elemental Plane of Radiance. The Rainbow Warrior has as many hit points as the
- caster would at full health, and attacks as a fighter of half the caster's
- level. The Warrior has an Armor Class of 0, and can only be struck by magical
- weapons. It attacks with a spear of radiance, which causes damage the same
- way as the 2nd level Rainbow Beam spell if the target is struck. As with that
- spell, the caster has a 5% per level chance of selecting the color of the spear,
- otherwise it is random. The Rainbow Warrior may fly at a movement rate of 24,
- but it has no real substance and cannot touch nor carry any material object.
- Creatures dwelling on or drawing power from the Negative Material Plane or
- Plane of Shadow suffer 1d6 damage every round that they are within 20' of
- the Rainbow Warrior, as it sheds a bright globe of light strongly infused with
- energy from the Positive Material Plane. The Rainbow Warrior is unaffected by
- poison, paralysis, petrification, fire, electricity, gas, or acid. Unholy water
- causes it 2d4 damage, and cold attacks do full normal damage. Negative energy
- attacks gain a bonus of +1/die of damage, and any spells involving darkness
- cause the Rainbow Warrior 2d6 damage per level of the spell, though the darkness
- spell will then be dispelled. Any darkness spell coming into contact with
- the 20' globe of light surrounding the Rainbow Warrior must be checked as if
- Dispel Magic was being cast at the level of the summoner of the Warrior. Only
- one such dispelling attempt is possible for each darkness spell that could be
- affected, although the Warrior can automatically dispel any darkness spell by
- touching the area of effect, but it will suffer damage as if the spell had been
- cast specifically at him. Dark-dwelling creatures (e.g. drow, duergar) are
- affected by the Rainbow Warrior's globe of light as they would be by Continual
- Light. The material component of this spell is a clear diamond worth not less
- than 5000 g.p.
-
-
- Alpha's Starlight Citadel (Conjuration/Summoning)
-
- Level: 6 Components: V,S,M
- Range: 30 yards Casting Time: 1 turn
- Duration: Special Saving Throw: None
- Area of Effect: Special
-
- This spell can only be cast in an area under star- or moonlight. When
- cast, it brings into being a deep blue-black tower of magical metal, with many
- faint silvery gleams. This tower is in all respects similar to a Daern's
- Instant Fortress (q.v.) except that it grows slowly during the course of the
- casting, and so no creature able to move could possibly be harmed by its expan-
- sion. The door to the Citadel is Wizard Locked at the caster's level. One
- creature for each level of experience of the caster may be designated in the
- casting of the spell, and such creatures may freely open the door, though the
- caster may override this at any time by mental command. The magic of the
- walls of the citadel prevents the passage of any creature ethereal, astral,
- or out-of-phase creature. Teleportation into and out of the tower is still
- possible. This spell lasts until the first rays of direct sunlight strike
- the tower, but it cannot last longer than 2 hours + 1 hour per level of the
- caster in any event. The material component is a star sapphire and a small
- steel carving of a tower.
-
- -------------------------------------------------------------------------------
-
- To those who trudged through the entire ridiculous thing, my congratulations
- and thanks. Some of these spells may be over-powered. I dunno. I've never
- had any other DM look them over with sharp criticism or anything. I attempted
- to keep these spells comparable to other spells of the same level. Ice Bolt,
- for example, causes a set amount of damage, and has a smaller area of effect
- than Fireball or Lightning Bolt, but also causes collateral damage (stunning,
- etc.) to a single target. Similarly, Heat Lightning affects only a single
- target, but has collateral effects (DMs will have to decide for themselves
- exactly how severe you want to have the effects of the metal-fusing be).
-
- Hopefully some of these will filter into use, if you find them useful. I
- hadn't originally attached Alpha's ... to all of the spells. My fiancee
- (now wife) told me that I should, after she had seen the Greyhawk Adventures
- book and all of the silly Drawmij's and Otto's and (et al.) spells.
-
- Once again, have at them, and have fun.
-
- Jason Nelson
- tjaden@blake.acs.washington.edu
-