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- From longley@theochem (Allan Longley) Wed Mar 18 18:05:24 1992
- From: longley@theochem.uwaterloo.ca (Allan Longley)
- Newsgroups: rec.games.frp
- Subject: AD&D: The spells of Pilpin the Black (long)
- Keywords: Net.spellbook spells evil
- Message-ID: <1992Mar18.074725.11800@watserv1.waterloo.edu>
- Date: 18 Mar 92 07:47:25 GMT
- Organization: University of Waterloo, Waterloo, Ontario
- Lines: 1151
- Originator: longley@theochem.waterloo.edu
-
-
- Well net.ad&d'rs, here's the spell list you've been waiting for! Have
- you ever noticed that there are few spells designed to be nothing but
- evil! The Arch-Mage Pilpin the Black has -- after much hesitation
- decided to release his spellbooks upon the multiverse and let the chips
- fall where they may .... he, he, he.
-
- Actually, Pilpin is an evil NPC warrior turned Arch-Mage in a campaign
- I've running for 10 years now. I've been meaning to post these spells
- for a while, but they weren't in postable format -- until tonight. All
- the spells entitled -- Pilpin's -- we're created by me for use in my
- campaign. All the spells intitled -- Noska Trades' -- we're created by
- Ted Dreibelbis for use by a character of his. Noska Trades is a
- Necromancer of great power.
-
- I like to add 2 things:
- (1) Keeper of the Net.Spellbook -- feel free. Did I make it in time for the
- 3rd release of the Net.Spellbook? Also, the standard copywrite applies.
- (2) Please don't flame me for the content of these spells -- you won't
- change my opinion, its only a game, and plus the spells are not really
- that evil.
-
- Enjoy
-
- -----------------------------------------------------------------------------
- Allan Longley, University of Waterloo, Department of Chemical Engineering
- e-mail: longley@theochem.uwaterloo.ca
- voice: (519) 885-1211 x3816 Finally!! They're Out!!! Ha! Ha!
- home: (519) 746-5747 Feel free to comment -- good/bad?
- ------------------------------------------------------------------------------
-
- ======================================================================
- Black Tome of Pilpin
- ======================================================================
-
- Spell Index
- ===========
-
- First Level
- -----------
-
- Pilpin's Mapper
- Pilpin's Prompt
-
- Second Level
- ------------
-
- Noska Trades' Blackfire
-
- Third Level
- ------------
-
- Noska Trades' Ghoul Arrow
- Pilpin's Infatuating Greed
-
- Fourth Level
- ------------
-
- Noska trades' Endoplasmic Quagmire
- Pilpin's Band
- Pilpin's Fire Carpet
-
- Fifth Level
- ------------
-
- Noska Trades' Bizarre Insemination
- Pilpin's Enhanced Alarm
- Pilpin's Insanity
- Pilpin's Power
-
- Sixth Level
- ------------
-
- Noska Trades' Immortal Mount
- Pilpin's Alignment Charm
- Pilpin's Etherealness
- Pilpin's Liquid Fire
- Pilpin's Massmorph
- Pilpin's Transformation
-
- Seventh Level
- ------------
-
- Noska Trades' Feign Dust
- Pilpin's Acidball
- Pilpin's Ravaging Spheres of Fire
-
- Eighth Level
- ------------
- Noska Trades' Mass Contagion
- Pilpin's Black Death
- Pilpin's Dark Wall
- Pilpin's Ephemeral Wand
-
- Ninth Level
- ------------
-
- Noska Trades' Selective Death Spell
- Pilpin's Nightmare
- Pilpin's Soul Exchange
-
-
- Spell Descriptions
- ==================
-
- Pilpin's Mapper
- ---------------
- (Conjuration/Summoning)
-
- Level: 1
- Range: 0
- Components: V,S,M
- Duration: 6 turns + 1 turn/level
- Casting Time: 1 segment
- Area of Effect: Special
- Saving Throw: None
-
- This spell will create a map of the caster's path for the duration of the
- spell. The map will record basic features (e.g., doors, stairs, windows,
- cliffs, rivers, etc.) on a piece of vellum provided by the caster.
- Unusual or special features (e.g., statues, paintings, smells, and noises)
- can be added at the will of the caster. The material components are a
- piece of vellum (that the map is created on) and a vial of ink.
-
-
- Pilpin's Prompt
- ---------------
- (Conjuration/Summoning)
-
- Level: 1
- Range: 0
- Components: V,S,M
- Duration: 1 week/level
- Casting Time: 1 segment
- Area of Effect: Caster
- Saving Throw: None
-
- This spell is used to remind the caster of an appointment or event. The
- caster decides when and what to be reminded of (within 1 week/level),
- and a voice only the caster can hear will deliver the reminder at that
- time. The reminding message can be uo to 20 words long. The
- material component is a small piece of elephant hide.
-
-
- Noska Trades' Blackfire
- -----------------------
- (Evocation,Necromantic)
-
- Level: 2
- Range: 0
- Components: V,S,M
- Duration: 1 turn/level
- Casting Time: 2
- Area of Effect: 1-foot-radius sphere
- Saving Throw: None
-
- When this spell is cast, a cold, black fire appears in the caster's hand,
- shedding violet coloured light equivalent to torchlight. The caster can
- hold the blackfire without taking damage or throw it at an opponent.
- Throwing it at an opponent requires a roll "to hit". If the sphere hits,
- the target ignites the creature's life force doing 1d6 hp damage the first
- round and 1d3 the following rounds until extinguished. The flames can
- be extinguished by padding them out, but water has no effect. The
- flames only consume living matter (creatures and plants) and have no
- effect on non-living material or undead. The end product of blackfire
- combustion is oxygen and a grey-blue ash.
-
- The material components are human fat and powdered magnesium.
-
-
- Noska Trades' Ghoul Arrow
- -------------------------
- (Evocation,Necromantic)
-
- Level: 3
- Range: 70 yards + 10 yards/level
- Components: V,S,M
- Duration: Instantaneous, paralysation 1d6+1 rounds
- Casting Time: 3
- Area of Effect: One creature per bolt
- Saving Throw: Negates
-
- A ghoul arrow spell brings into being one bolt of negative energy for
- every 5 levels of the caster. Each bolt can have a different target.
- Each bolt forms into three vaguely arrow shaped projectiles that hurl
- towards the caster's opponent. The arrows never miss their target and
- inflict 1d6, 1d3, and 1d3 damage respectively. The affected creature
- must save vs. paralysis or be paralysed in the areas hit by each of the
- arrows. Roll 1d6; 1 = left leg, 2 = right leg, 3 = left arm, 4 = right
- arm, 5-6 = body. Limbs paralysed are rendered useless. Body
- paralysis eliminates any dexterity bonus and results in the victim
- always acting at initiative 10. The paralysis lasts for 1d6+1 rounds.
-
- The material components are a handful of ghoul flesh and a drop of
- humanoid blood.
-
-
- Pilpin's Infatuating Greed
- --------------------------
- (Enchantment/Charm)
-
- Level: 3
- Range: 60 yards
- Components: V,S,M
- Duration: 1 day + 1 day/level
- Casting Time: 1 round
- Area of Effect: 1 creature
- Saving Throw: negates
-
- This spell causes a person (as defined in CHARM PERSON) to be
- overcome with tremendous greed. If the person fails a saving throw
- versus spells, they will want the first thing of value that they see, and if
- refused, will become very angary. They will not act against their
- alignment or foolishly risk their life to get what they want, but will not
- give up until they own the item or one just like it. The person will sell
- or trade anything they possess to get the item. Once in possession of
- the item or a replica, the affected person will then want the next item
- of value that they see, and this will continue until the spell runs out.
-
- For example, Mel,a lawful good ranger, affected by the spell becomes
- infatuated with a beautiful carriage he sees in the steet. Mel attempts to
- buy the carriage from its owner, but the owner refuses to sell the
- carriage on the grounds that its from a faraway kingdom. Mel
- denounces them as greedy and inconsiderate. Mel then starts to
- journey to the distant kingdom to get one for himself. Eleven days
- later the spell wears off (if cast by a 10th level mage) and he finds
- himself 11 days away from home attempting to buy a carriage he has
- no use for.
-
- Shandar, a chaotic evil fighter, affected by the spell spies a golden
- crown she just has to have. Unfortuately it belongs to her boss, a High
- Priet of Hisisi. Realizing that she can't just take it, she spends all the
- money she has to hire an assassin for the job. The mission is sucessful
- and she gets the crown. When the assassin hands her the crown,
- Shandar's attention is suddenly focused on the exquisite ring the
- assassin possesses. Quickly deciding that the assassin is no match for
- her in open combat, she immediately attacks the assassin. Bad move,
- the assassin kills her.
-
- The spell can negated by a HEAL, WISH, or a successful DISPEL
- MAGIC. The material components are a gold piece and a small piece
- of lodestone.
-
-
- Noska Trades' Endoplasmic Quagmire
- ----------------------------------
- (Conjuration, Necromancy)
-
- Level: 4
- Range: 10 yards/level
- Components: V,S,M
- Duration: One round per level
- Casting Time: 4
- Area of Effect: 80 foot diameter
- Saving Throw: Special
-
- When this spell is cast a clear mucous-like substance rains down upon
- the area of effect for one round until it reaches a depth of four feet.
- Any creature in the area of effect must save vs spell or be knocked to
- the ground by globs of slime and must take 1-3 rounds to regain their
- feet. Movement through the slime is 10 feet per round and it is 50%
- probable that a creature trying to move in the area slips and falls.
- Creatures with their heads beneath the slime must save vs constitution
- each round or take 1d4 points of drowning damage.
-
- Dispel magic, disintegrate, or transmute to dust will eliminate the
- endoplasmic quagmire. The material components are a piece of flesh,
- taken from a human within one round after death, and a vial of organic
- material rotten to the point of liquidification.
-
-
- Pilpin's Band
- -------------
- (Conjuration/Summoning)
-
- Level: 4
- Range: 60 yards
- Components: V,S,M
- Duration: 1/2 hour/level
- Casting Time: 1 round
- Area of Effect: Special
- Saving Throw: None
-
- This spell summons into existence up to 50 instruments that will play
- any piece of music for which sheet music is present. The specific
- instruments summoned are decided by the caster, so the nonweapon
- proficiency of artistic ability, or musical instrument is required by the
- caster, or a consultant. The sheet music is placed on a music stand
- before the band, as the music is played the pages are flipped
- automatically. When the piece of music is over, placing new music or
- flipping the present one to the beginning will start the band playing
- again. The sound volume of the band is controlled by the caster.
-
- The material components are a single, golden, miniature replica for
- every type of instrument summoned, a full sized silver music stand, and
- the appropriate sheet music.
-
-
- Pilpin's Fire Carpet
- --------------------
- (Evocation)
-
- Level: 4
- Range: 60 yards
- Components: V,S,M
- Duration: Concentration or 1 round/level
- Casting Time: 4
- Area of Effect: 20 foot-square/level
- Saving Throw: 1/2 damage or negates
-
- The fire carpet brings forth an immobile, blazing carpet of magical fire
- of shimmering colour -- violet or reddish-blue. The spell covers an
- area of the ground equal to one 20 foot square per level of the caster
- and the flames are 4 feet high.
-
- The carpet sends forth waves of heat, inflicting 1d4 points of damage
- upon creatures within 10 feet. In addition the carpet inflict 2d6 points
- of damage, plus 1 point of damage per level of the caster, upon any
- creature within the area of effect. For creatures moving through the
- area, the fire inflicts 2d6 points of damage per 20 feet of the area of
- effect crossed. A successful saving throw vs. spell (modified by
- dexterity bonus) will reduce damage to half, or none if the creature was
- close to the edge of the area of effect. For example; a 10th level mage
- centres the spell on a fighter. The area of effect is 50x40 feet. The
- fighter fails her save and takes 2d6+10 points of damage. The warrior
- then runs out of the area toward the closest edge which is 20 feet away.
- If the warrior was surprised she must again roll a saving throw. She
- again fails her save and takes another 2d6+10 points of damage.
-
- Creatures more than 8 feet tall take half damage. Creatures especially
- subject to fire may take additional damage, and undead always take
- twice normal damage. The wall of fire lasts as long as the wizard
- concentrates on maintaining it, or one round per level of experience of
- the wizard, in the event he does not wish to concentrate upon it.
-
- The material component of the spell is phosphorus.
-
-
- Noska Trades' Bizarre Insemination
- ----------------------------------
- (Conjuration, Necromancy)
-
- Level: 5
- Range: Special
- Components: V,S,M
- Duration: 1 month
- Casting Time: 6 hours
- Area of Effect: 1 creature
- Saving Throw: Negates
-
- This spell enables the caster to impregnate the recipient, be it man,
- women, or beast, with either;
- i) the prodigy of the spell-caster
- ii) a random type II monster.
- The impregnation forms anywhere on the creature, just under the skin.
- Over a period of one month the impregnation grows causing great pain
- to the recipient. The damage is 1 hp per day for the first 23 days and 2
- hp per day for the next 4 days. On the 28th day the impregnation
- breaks through the skin of the spell recipient, doing 5d4 hp damage,
- and appears as an infant of the creature chosen.
-
- Physically removing the impregnation prematurely instantly kills it but
- also does 4d4 hp damage to the recipient. Dispel evil cast in the first
- week of impregnation will eliminate the effect.
-
- The caster need know only the name of the recipient and posses some
- material of the type of creature being created and some material that
- was possessed by the spell recipient (with includes hair, etc.) within 24
- hours of casting.
-
-
- Pilpin's Enhanced Alarm
- -----------------------
- (Abjuration, Evocation)
-
- Level: 5
- Range: 0
- Components: V,S,M
- Duration: 2 hours + 1 hour/level
- Casting Time: 1 round
- Area of Effect: Special
- Saving Throw: None
-
- This spell is a more powerful version of the ALARM spell. The mage
- causes a one-story building, with a base dimension of 400 feet by 400
- feet, to react to the presence of any creature larger than one-half cubic
- foot in volume or about three pounds in weight. The mage can
- ALARM a multi-story building by reducing the base area
- proportionally. As soon as any creature enters the warded area, touches
- it, of otherwise contacts it without speaking a password established by
- the caster, the ENHANCED ALARM lets out a loud ringing that can be
- clearly heard throughout the area of effect and 100 yards beyond. The
- sound lasts for one round then ceases. Furthermore, if the mage is
- within the area of effect he/she will automatically know where the
- alarm was triggered. Ethereal or astrally projected creatures do not
- trigger the alarm, but flying or levitating, invisible, incorporeal, or
- gaseous creatures do.
-
- The material components are a tiny, silver bell, a very fine silver wire,
- a piece of the building to be warded, and a pinch of powdered pineal
- gland.
-
-
- Pilpin's Insanity
- -----------------
- (Enchantment//charm)
-
- Level: 5
- Range: 5 yards/level
- Components: V,S,M
- Duration: Permanent
- Casting Time: 5 segments
- Area of Effect: 1 creature
- Saving Throw: Negates
-
- This spell can be rather harmless, or fatal. A person (as defined in
- CHARM PERSON) that does not save versus spells is struck with a
- random type of insanity. Roll a d20 on the following table to
- determine type (consult DMG pp.83 for explanations):
-
- 1. dipsomania 11. mania
- 2. kleptomania 12. lunacy
- 3. schizoid 13. paranoia
- 4. pathological 14. manic-lair depressive
- 5. monomania 15. hallucinatory
- 6. dementia insanity praecox 16. sado-masochism
- 7. melancholia 17. homicidal
- 8. megalomania mania 18. hebephrenia insanity
- 9. delusional 19. suicidal mania
- 10 schizophrenia 20. catatonia
-
- A person affected by this spell will not notice anything different about
- themself, and depending on the type of insanity, those around them
- may not notice any difference. The insanity is permanent unless
- negated by a HEAL, RESTORATION, (LIMITED) WISH, or a
- successful DISPEL MAGIC.
-
- The material component of this spell is a nut shell from a tree standing
- alone in a field or plain, picked on a new moon, using a clean, white
- glove.
-
-
- Pilpin's Power
- --------------
- (Enchantment)
-
- Level: 5
- Range: Touch
- Components: V,S,M
- Duration: Special
- Casting Time: Special
- Area of Effect: Person touched
- Saving Throw: None
-
- Pilpin, a greedy and jealous individual, saw that priests could imbue
- spells upon their followers. He decided that this ability could be used
- to increase his personal power and reach, as it has. This spell allows
- the mage to transfer a number of spells, and the ability to cast them, to
- a another person. Only non-spell-casters (including rangers under 8th
- level and paladins under 9th) with a minimum intelligence of 9 and at
- least one hit dice can receive this enchantment. The number and level
- of the spells transferred depends on the recipients level as follows:
-
- Level of Spells transferred
- Recipient
- 1st One 1st-level
- 3rd Two 1st-level
- 5th Two 1st & one 2nd
- 7th + Two 1st & two 2nd
-
- Only spells with casting times up to 1 round can be transferred (ie.,
- FIND FAMILIAR, IDENTIFY, LEOMUND'S TRAP, and STRENGTH
- cannot be transferred). The transferred spells variable characteristics
- (range, duration, area of effect, etc.) function according to the level of
- the mage originally transferring the spell.
-
- A mage who transfers spells to another creature loses the number of
- spells he has transferred until the recipient casts the transferred spells or
- is slain. For example, a 9th-level mage with four 1st- and three 2nd-
- level spells transfers MAGIC MISSILE, CHARM PERSON, and
- INVISIBILITY to a 6th-level thief. The mage can now have only two
- 1st- and two 2nd-level spells until the thief casts some of the
- transferred spells. If the thief casts MAGIC MISSILE and
- INVISIBILITY, the mage can now have three 1st- and all his 2nd-level
- spells (three).
-
- The casting time is 1 turn plus 1 round for every spell transferred. The
- material components are a drop of the caster's and recipient's blood.
-
-
- Noska Trades' Immortal Mount
- ----------------------------
- (Alteration, Necromancy)
-
- Level: 6
- Range: Touch
- Components: V,S,M
- Duration: Permanent
- Casting Time: 1 turn
- Area of Effect: 1 creature
- Saving Throw: Negates
-
- This spell enables the caster to convert his/her mount into a gruesome
- undead creature. The mount is allowed a save vs death magic. If this
- save fails the mount must make a system shock roll, if it fails this roll
- it dies before the spell is completed, thereby negating the effects of the
- spell.
-
- The mount turns jet black with glowing red eyes and appears as if its
- skin was pulled tightly over its bones. The mounts skin becomes
- leathery decreasing its AC by 2. It acquires an additional hit die and
- retains its previous movement rate and form (i.e, flying mounts can still
- fly). The mounts maximum encumbrance increases by 200 pounds and
- it also never grows tired.
-
- The caster needs a vial made from the bones of a creature the same as
- the mount. The vial must be filled with demon ichor.
-
-
- Pilpin's Alignment Charm
- ------------------------
- (Enchantment/Charm)
-
- Level: 6
- Range: 120 yards
- Components: V,S,M
- Duration: Permanent
- Casting Time: 6 segments
- Area of Effect: One creature
- Saving Throw: Special
-
- This spell causes a single person (as defined in CHARM PERSON) to
- act as if they were a different alignment than heir own. The specific
- alignment is the caster's choice, but must be chosen when the spell is
- memorized. An affected creature will wholeheartedly embrace the new
- alignment, seeing the error or foolishness of their past ways.
- Alignment detecting spells (such as DETECT EVIL/GOOD, TRUE
- SIGHT, etc.) will detect the creatures true alignment, but spells such as
- TRUE SEEING will also reveal that the creature is charmed.
-
- The base saving throw is made at -3 if the change is only by one
- division (ie., lawful good to lawful neutral or neutral good). The save is
- at -2 if the attempted alignment change is by two divisions (ie., lawful
- good to lawful evil, chaotic good, or neutral). If the attempted change
- is by three positions (ie., lawful good to neutral evil or chaotic neutral )
- the save is at -1. For diametrically opposed alignments the save is
- normal (ie., lawful good to chaotic evil). Furthermore, creatures and
- classes restricted to a specific alignment (ie., paladins, druids, demons,
- etc.) get a +3 bonus to their saving throw. Creatures or classes
- restricted to specific morals or ethics (ie., rangers, assassins, barbarians,
- etc.) get a +2 bonus to their save if the alignment change conflicts with
- the restriction.
-
- PILPIN'S ALIGNMENT CHARM is not affected by DISPEL MAGIC,
- REMOVE CURSE or HEAL, but a RESTORATION or WISH spell
- will negate it. The material component of the spell is a small piece of
- wool soaked in the blood of a creature with the desired alignment.
-
-
- Pilpin's Etherealness
- ---------------------
- (Alteration)
-
- Level: 6
- Range: Touch
- Components: V,S,M
- Duration: Permanent
- Casting Time: 6 segments
- Area of Effect: Caster + 1 creature per 2 levels of mage
- Saving Throw: Negates
-
-
- This spell allows the caster plus one other creature for every two levels
- of the caster to enter the Border Ethereal, slowly disappearing from
- view, taking a round to fade away. Creatures in the Border Ethereal
- exist simultaneously in both the prime material and the Ethereal plane.
- >From the Border Ethereal the creature can enter the Deep Ethereal and
- travel to the inner planes (refer to Manual of the Planes). Alternate
- prime materials cannot be reach through the Ethereal plane because
- each alternate Prime Material has an alternate Ethereal (travelling to
- alternate Prime Material planes can only be done through the inner
- planes or from the Prime Material). To enter the bordered plane the
- creature simply wills it so, the creature materializes in the adjoining
- plane in 1 segment.
-
- Creatures in the Border Ethereal are invisible to those on the bordering
- plane, although they can be detected from that plane by means of
- DETECT INVISIBILITY, TRUE SIGHT, and TRUE SEEING. Such a
- creature revealed would appear as a smoky, translucent shade.
- Creatures in the Border Ethereal cannot verbally communicate with the
- inhabitants of the plane they border, nor can they use equipment, items,
- or spells to attack creatures in the plane they border. Likewise,
- inhabitants of the other plane cannot attack beings that are in the
- Border Ethereal (with a few exceptions, like the gaze attacks of
- Basilisks and Catoblepas). PHASE DOOR and DISPEL MAGIC will
- bring creatures out of the Border Ethereal.
- Travellers in the Border Ethereal can move through the plane they are
- bordering without problem, moving vertically or horizontally without
- need for support. They travel at the speed they would on the bordered
- plane. Travellers in the Border Ethereal can move through solid matter
- in the plane bordered, except dense metals (ie., gold, lead, etc.), living
- beings (above single celled), and certain spells that detect and ban the
- ethereal. Examples of spells that affect ethereal creatures include
- GLYPH OF WARDING and MORDENKAINEN'S FAITHFUL
- HOUND, which both detect and attack ethereal creatures.
-
- Travellers in the Border Ethereal can see into the adjoining plane, but
- all colours are reduced to shades of grey and sight is limited to 120
- yards. Infravision and ultravision work from the Border Ethereal.
- Divination spells can be cast against targets in the adjoining plane, but
- no other types of magic can affect creatures in the bordered plane.
- Spells in the Border Ethereal work under the restrictions of the Ethereal
- plane (refer to MP.).
-
- The material components are 200 gp worth of powdered silver and
- crushed phase spider hide, which disappear during casting.
-
-
- Pilpin's Liquid Fire
- --------------------
- (Evocation)
-
- Level: 6
- Range: 10 yards + 10 yards/level
- Components: V,S,M
- Duration: Special
- Casting Time: 6 segments
- Area of Effect: 15-foot radius
- Saving Throws: 1/2
-
- This spell is similar to the spell FIREBALL, except that it douses all
- creatures in a 15-foot radius with an incendiary liquid. The area of
- effect will be engulfed in non-magical fire for 1d6 rounds. Any
- combustibles within the area of effect instantly ignite. A creature in the
- area of effect that fails it's saving throw takes 1d4 hit points of fire
- damage per level of the caster on the first round, and the same damage
- each round until it saves. The round the creature saves it takes half
- damage, and the next round it takes none. All the creature's non-
- combustible possessions must save versus normal fire or be destroyed
- (the combustible ones don't get a save). A creature that successfully
- saves on the first round takes half damage for that round, and all it's
- possessions (including combustibles) are unaffected.
-
- For example, a creature failing it's first save against PILPIN'S LIQUID
- FIRE, cast by a 12th-level mage, takes 32 hps of damage (rolled on
- 12d4) on the first round. The creature fails it's save again on the
- second round and takes another 32 hps of damage. On the third round
- it saves and only takes 16 hps of damage and no damage on the fourth
- round.
-
- The mage must have a clear line of sight to the target area. The
- material components are a pinch of sulphur and the distillate of softy
- boiled lamp oil (dangerous to get).
-
-
- Pilpin's Massmorph
- ------------------
- (Alteration)
-
- Level: 6
- Range: 10 yards/level
- Components: V,S,M
- Duration: Permanent
- Casting Time: 6 segments
- Area of Effect: one 50-foot cube/level
- Saving Throw: None
-
- This spell is exactly the same as the 4th-level spell POLYMORPH
- OTHER, except that there is no saving throw, it only affects creature
- with less than 8+3 hit dice, and it affects many creatures
- simultaneously. Like DEATH SPELL the number of creatures that can
- be affected is a function of their hit dice.
-
- Creature's Number of
- Hit Dice Creatures Affected
-
- Under 2 12d10
- 2 to 4 6d10
- 4+1 to 6+3 3d4
- 6+4 to 8+3 1d6
-
- If creatures of differing hit dice are polymorphed, roll the dice (6d20)
- to determine now many creatures of under 2 hit dice are affected. If
- the number rolled is greater than the number of creatures under 2 hit
- dice, apply the remainder of the roll to the higher hit dice creatures by
- using the following conversion factors (see DEATH SPELL for
- example of this idea).
-
- Creature's Conversion
- Hit Dice Factor
-
- Under 2 1
- 2 to 4 2
- 4+1 to 6+3 10
- 6+4 to 8+3 20
-
- The material components are a 500 gp. diamond and a caterpillar's
- cocoon crushed together into a fine powder, which vanishes during
- casting.
-
-
- Pilpin's Transformation
- -----------------------
- (Alteration, Evocation)
-
- Level: 6
- Range: 0
- Components: V,S,M
- Duration: 1 round/level
- Casting Time: 6 segments
- Area of Effect: The caster
- Saving Throw: None
-
- Pilpin, a formidable mage/warrior, had no need for TENSER'S
- TRANSFORMATION, so he altered it to suit his own malevolent
- ways. This spell causes the mage to undergo an unnoticeable
- transformation, becoming an assassin. The caster's hit points do not
- change, but his dexterity does increase to 16, or if already 16, it
- increases one higher to a maximum of 18. The mage's armour class is
- adjusted accordingly.
-
- The mage gains all the abilities of an assassin (ie., pick pockets, open
- locks, backstabbing, assassination, etc.) of the same level as the mage
- except; poison making, disguise, and spying. All attacks are made
- using the combat values normally reserved for rogues, but the mage can
- only use his normal weapons of proficiency.
-
- The material component is the heart of an assassin, which must be
- eaten during casting.
-
-
- Noska Trades' Feign Dust
- -------------------------
- (Necromantic, Conjuration)
-
- Level: 7
- Range: Touch
- Components: V,S
- Duration: 3 hours + 1 turn per level
- Casting Time: 1
- Area of Effect: Creature touched
- Saving Throw: None
-
- Upon casting this spell the recipient and all his/her belongings are
- reduced to a heap of dust with a skull resting on top. The skull is
- actually a conjured one and is not attached to the spell recipient in any
- way. The conjured skull may or may not be human, but will always be
- humanoid (cf reincarnation). Feigning creatures are able to smell and
- hear normally, but can only "see" in a 20' radius around themselves.
-
- Creatures feigning dust are unaffected by any attack form other than
- scattering by magical means (i.e., wind wall, gust of wind, polymorph
- any object, etc.) which causes 1d6 hp damage per level of the caster of
- the scattering spell.
-
-
- Pilpin's Ravaging Spheres of Fire
- ---------------------------------
- (Evocation)
-
- Level: 7
- Range: Special
- Components: V,S,M
- Duration: 1 round/level
- Casting Time: 1 round
- Area of Effect: one 3' radius sphere per level
- Saving Throw: Negates
-
- This spell is an enhancement of the second level spell FLAMING
- SPHERE. The spell creates one burning globe of fire per level of the
- mage, the globe all appear within 30 yards of the caster and roll in
- whichever direction the mage points, at a rate of 100 yards per round.
- The spheres can roll over any obstacle, even a city wall. Combustible
- substances are ignited by contact with a sphere. Creatures contacting a
- sphere must successfully roll a saving throw versus spells or suffer 2d4
- hits points of damage. Those within five feet of a must also save or
- suffer 1d4 points of damage. A successful saving throw means no
- damage is suffered.
-
- The spheres moves in the direction the caster directs, otherwise the
- spheres will wander aimlessly. Spheres can be extinguished by the
- same means as any normal fire of its size. The surface of the spheres
- have a spongy, yielding consistency and does not cause damage except
- by its flame. It can not push unwilling creatures aside or batter down
- large obstacles.
-
- If the spell is unleashed on a large source of easily combustible
- material (such as a city of at least 50% wooden buildings or a dry
- forest) the is a 25% chance that a firestorm will start. A firestorm will
- burn out of control for many days until at least 90% of the
- combustibles are burned. It will also be so hot that it will melt soft
- metals and crack thin stone walls.
- The material components are a pinch of sulphur, a bit of tallow, a
- dusting of powdered iron, and a live fire dwelling/using creature, such
- as a fire beetle or fire bat, which is slain during casting.
-
-
- Pilpin's Acidball
- -----------------
- (Evocation)
-
- Level: 7
- Range: 100 yards + 10 yards/level
- Components: V,S,M
- Duration: Instantaneous
- Casting Time: 7 segments
- Area of Effect: 20-foot-radius globe
- Saving Throw: Half damage
-
- This spell is similar to fireball except that it causes a burst of acid in a
- 20 foot radius globe. Pilpin created this spell for security measures in
- his regular dealings with lower plane creatures.
-
- Creatures within the area of effect will take 1d8 points of damage per
- level of the caster unless they make a successful saving throw, in which
- case they will take half damage. Any paper, parchment, or soft metals
- within the area of effect are destroyed, other items are allowed a saving
- throw. Possessions of a creature that successfully saves are unaffected
- by the acidball. The caster must have a clear line of sight to the target
- area.
-
- The material components are a drop of water and a scale from a black
- dragon.
-
-
- Noska Trades' Mass Contagion
- ----------------------------
- (Necromancy)
-
- Level: 8
- Range: 5 yards/level
- Components: V,S
- Duration: Permanent
- Casting Time: 8
- Area of Effect: 1 creature per level
- Saving Throw: Negates
-
- This spell causes a major disease and weakness in one or more
- creatures in the same way as the contagion spell. Up to one creature
- per experience level of the caster can be effected, provided that all
- subject creatures are within the spell range.
-
- The afflicted individual is immediately stricken with painful and
- distracting symptoms: boils, blotches, lesions, seeping abscesses, and so
- on. Strength, Dexterity, and Charisma are reduced by 2. Attack rolls
- are decreased by 2. The effect persists until the character receives a
- cure disease spell or spends 1d3 weeks taking a complete rest to
- recover. Characters ignoring the contagion for more than a day or so
- may be susceptible to worse diseases at the discretion of the DM.
-
- Saving throws against the spell suffer a penalty of -1, and if a single
- creature is to be affected, its saving throw suffers a -4 penalty.
-
-
- Pilpin's Dark Wall
- ------------------
- (Conjuration/Summoning)
-
- Level: 8
- Range: 200 yards
- Components: V,S,M
- Duration: 1 day/level
- Casting Time: 7 segments
- Area of Effect: 50,000 square feet
- Saving Throw: Special
-
- The spell conjures a 1 foot thick wall of black mist that causes death to
- most creatures that touch it. The wall cannot be seen through, but
- sound or objects will pass through it. Any living creature that touches
- or attempts to pass through the wall must roll a saving throw versus
- death, modified depending on their level as follows:
-
- Creature's Hit Saving Throw
- Dice
-
- less than 1 none
- 1 to 2 -4
- 3 to 4 -3
- 4 to 6 -2
- 6 to 8 -1
- more than 8 normal
-
- The wall can be shaped into a rectangle, box, hemisphere, sphere, or
- just one huge wall, as long as the surface area is 50,000 square feet.
- The wall cannot be physically disturbed (ie., blow away, pushed, etc.),
- but parts of it can be negated by a successful DISPEL MAGIC. It can
- penetrated using an ANTI-MAGIC SHELL, or totally negated with a
- WISH. The material components are a crushed black pearl and a vial
- of gaseous death poison.
-
-
- Pilpin's Ephemeral Wand
- -----------------------
- (Enchantment)
-
- Level: 8
- Range: Touch
- Components: V,S,M
- Duration: 24 hours
- Casting Time: Special
- Area of Effect: Wand
- Saving Throw: None
-
- This dangerous spell turns a specially prepared wand into a magical
- wand for one day. The wand can be used by anyone who knows the
- command word, which is decided by the caster.
-
- The power the wand contains depends on what spell the caster decided
- to enchant the wand with. The wand can be made to cast any single
- spell, chosen by the caster, of up to 5th-level that has a casting time of
- up to 1 round (ie., FIND FAMILIAR, STRENGTH, PHANTOM
- STEED, HALLUCINARY TERRAIN, CONJURE ELEMENTAL, etc.,
- could not be used). The number of charges the wand contains depends
- on the number of times the caster casts the chosen spell into the
- EPHEMERAL WAND (ie., obviously it cannot be more than five
- charges). The caster must have previously memorized the appropriate
- spells. For example, a 16th-level mage creates an EPHEMERAL
- WAND that casts the 5th-level spell WALL OF IRON. If the mage
- wanted to put five charges in the wand he would have to use all five of
- his 5th-level spell slots to memorize five WALL OF IRONs. He would
- then use all five of his WALL OF IRONs to give the wand five
- charges. The wand cannot have different spells in it, a different mage
- cannot add charges to it, nor can it be recharged. The spell in the
- wand takes as long to activate as the casting time of the spell, and the
- spell performs at the experience level of its creator. There is a 5%
- chance per usage that the spell cast from the EPHEMERAL WAND
- backfires, the exact details depending on the spell being cast (DM's
- love this kind of thing!).
-
- The casting time for this spell is 1 turn plus 1 round per charge added.
- The material component is an ivory wand, inlaid with a special gold
- pattern (minimum 1,000 gp. in craftsmanship), and topped with a
- diamond worth at least 1000 gp. The wand does not disappear at the
- end of the spell (but it could very well get stolen), it simply become
- non-magical.
-
-
- Pilpin's Black Death
- --------------------
- (Conjuration/Summoning)
-
- Level: 8
- Range: 120 yards
- Components: V,S,M
- Duration: Special
- Casting Time: 1 round
- Area of Effect: Special
- Saving Throw: None
-
- This spell conjures 250, flea infested rats that carry the bacteria
- Yersinia pestis, commonly known as the Black Death or bubonic
- plague. These rats will act as normally and simply scurry away. If this
- spell is cast in a humanoid community, it will cause a number of
- humanoids to become infected with the disease and probably die. The
- number of people infected depends on the size of the community, the
- season, and a little bit of chance. In the following table, the column
- entitled "Number Infected" gives a number of creatures infected in the
- community or a percentage of creatures infected, use the value that
- gives the smallest number. For example, if the spell was cast in a
- village of 200 elves in the middle of summer, the choice from the table
- is 300 elves or 60 elves (30% of 200), the number infected is then 60
- (because its' the smaller number and 300 is impossible). It will take
- 2d6 days for the creatures to become infected.
-
- Season Number Infected Plague
-
- Winter 50 or 5% 0%
- Spring/Fall 200 or 20% 1%
- Summer 300 or 30% 3%
-
- The final column ("Plague") gives the chance that the disease actually
- reaches epidemic proportions. If this happens 1 in 3 humanoid
- creatures (33%) in a 100 mile radius will be infected by the disease.
- The caster can be infected by his/her own disease.
-
- An diseased creature will lose 2 points of constitution, 1 point of
- strength and 1 point of dexterity per day of infection until death. The
- rats and disease are not magical and therefore cannot be dispelled. A
- creature does not get a saving throw to resist being infected, its' strictly
- by chance. The disease can be cured by a character with healing
- proficiency that makes a successful proficiency check, or by magical
- means. A cured creature will regain 1 point of each ability per day.
-
- The material components are a tiny rat skin bag containing rotting
- humanoid flesh, which both disappear upon casting.
-
-
- Noska Trades' Selective Death Spell
- -----------------------------------
- (Necromantic)
-
- Level: 9
- Range: 0
- Components: V,S,M
- Duration: 1 round
- Casting Time: 6 hours
- Area of Effect: 1/2 mile per level
- Saving Throw: None
-
- This spell will slay a selected type of creatures in the designated area
- of effect with the effectiveness of a double strength death spell (with
- respect to numbers of creatures slain). For example, all the first born
- of a specific race could be slain in the area of effect.
-
- During the 6 hour casting time, black storm clouds form over the
- casters location and slowly pillar to the ground. Upon completion of
- the casting the cloud touches the ground and vanishes and the selected
- group of creatures slowly dies over the period one round.
-
- The first material component is a blade of grass from the grave of a
- creature of the type to be selected. The single blade of grass must be
- picked in the direct light of a full moon. The second material
- component is 5,000 gp worth of powdered diamond.
-
-
- Pilpin's Nightmare
- ------------------
- (Enchantment/Charm, Necromancy)
-
- Level: 9
- Range: Plane of casting
- Components: V,S,M
- Duration: Special
- Casting Time: Special
- Area of Effect: One creature
- Saving Throw: Special
-
- This spell allows the mage to enter a creature's dream and attempt to
- control it, but the spell can backfire and destroy the mage. Creatures
- that do not dream are not affected by this spell (ie., undead, non-
- intelligent monsters, etc.). The creature must have been asleep for at
- least one hour before the spell will work.
-
- The mage goes into a deep trance for the duration of the spell and is
- totally oblivious to the surrounding environment. If the mage is
- disturbed, the spell ends.
-
- The mage projects from the trance into the creature's dream. The mage
- will appear in the dream as an observer, unable to influence the dream
- or say anything. There is a 5% chance that the dream projected into is
- hostile to the mage (see below for the effects of a dream hostile to the
- mage).
-
- Once in the dream, the mage attempts to take control of the dream.
- The target creature is allowed a saving throw at -4 to resist the mage's
- attempt. If this first save is successful, the mage does not take control
- of the dream and cannot try again, he can remain as an observer or
- leave. If the mage chooses to remain, there is a 5% chance per round
- that the dream turns hostile to the mage. If the creature fails the save,
- the mage takes control of the dream and can make anything happen in
- that dream. If the mage causes the dream to become hostile to the
- creature (ie., turning it into a nightmare), the target creature must make
- a saving throw versus death magic or die in it's sleep. If the creature's
- save is successful, the mage loses control of the dream, but the target
- creature takes physical damage equal to 25% of it's maximum hit
- points. The target creature will not awaken due to the physical damage
- caused by the nightmare, but may be awaken by another who witnesses
- the damage suddenly appearing on the creature. After the first attempt
- at turning the dream to a nightmare there is a 50% chance that the
- dream turns hostile to the mage. The mage can again attempt to take
- control of the dream or leave. If the mage regains control of the
- dream, he can again attempt to kill the target. If the target saves versus
- death magic again, the mage loses control of the dream and the target
- takes another 25% of it's maximum hit points in damage. The dream
- now automatically turns hostile to the mage. The mage can continue to
- go through this , each time the creature can either fail it's save and die,
- or successfully save and take 25% of it's hit points in damage. If the
- target creature saves and takes damage four times, it dies from physical
- damage.
-
- If at any time the dream turns hostile to the mage, the mage can
- attempt to control the dream in the usual manner, or attempt to leave
- the dream. If the mage chooses to leave, a successful saving throw
- versus spells is required (leaving a non-hostile dream does not require a
- save), if the save fails, the mage is trapped. If the mage unsuccessfully
- attempts to control the dream (ie., the target saves against the attempt),
- the mage is trapped. A mage trapped in a hostile cannot make the
- dream hostile to the target again, and must make a successful saving
- throw versus death magic or die for each round trapped. If the save is
- successful the mage loses 25% of his/her hit points due to physical
- damage (a wise mage will have somebody watching in case this starts
- to happen). If the mage is not woken by another, he/she must regain
- control of the dream before he/she can attempt escape. If unsuccessful
- in gaining control of the dream, the mage will die in four rounds from
- physical damage, if not sooner from a failed save versus death.
-
- The material components are a personal possession from the target
- creature and a lock of hair from a night hag.
-
-
- Pilpin's Soul Exchange
- ----------------------
- (Necromancy, Alteration)
-
- Level: 9
- Range: Touch
- Components: V,S,M
- Duration: Permanent until caster reverses
- Casting Time: 1 turn
- Area of Effect: Two creatures
- Saving Throw: Special
-
- This spell causes the life forces of two creatures to exchange. The
- caster must touch both creatures simultaneously, at the end of casting
- without having to make a roll to hit. Any two creatures with a soul or
- spirit (eg., humans, elves, animals, birds, dragons, fish, etc.) can be
- affected. Examples of creature's that do not have souls or spirits (as
- we understand them) are; undead, demons, devils, automatons such as
- golems, and extra-planar creatures in general.
-
- The saving throw against PILPIN'S SOUL EXCHANGE depends on
- whether both, one, or neither of the recipients are willing to undergo
- the exchange. Treat indifferent as unwilling. If both recipients are
- willing than no saving throw is required. If one recipient is willing but
- the other is not, then the unwilling target is allowed a saving throw
- with a -2 penalty. If both are unwilling, then they are both allowed a
- normal save. A successful saving throw by one or both recipients
- negates the spell.
-
- This spell is much more powerful when used in combination with the
- 8th-level spell TRAP THE SOUL. Unwilling creatures that are trapped
- within a gem prison have an additional -6 penalty on their saving
- throw. So if one recipient is willing and the other not, and the
- unwilling recipient is first imprisoned by TRAP THE SOUL, the
- unwilling creature saves with a -8 penalty. If both recipients are
- unwilling and trapped in gem prisons, they both save with a -6 penalty.
- The spell does not release them from the gem prisons, only exchanges
- their souls.
-
- A creature's soul in a different body has that body's strength, dexterity,
- constitution, and comeliness, but the soul's intelligence, wisdom,
- charisma (modified by body's comeliness), memories, and intelligence
- based skills (ie., languages, non-weapon proficiencies, spell-casting
- ability providing the body has require attributes, etc.). If the body has
- extraordinary strength, it can only be used if a warrior's soul enters the
- body. The body will not radiate magic. The alignment will be that of
- the soul. TRUE SIGHT, or TRUE SEEING will reveal to a person that
- previously knew the recipient of the SOUL EXCHANGE that they are
- no longer the same person.
-
- The spell can only be reversed by a carefully worded and executed
- WISH (creatures must be touching each other), another SOUL
- EXCHANGE, or the will of the original caster. If a creature dies while
- in another's body, it can only be brought back with it's own body, so if
- both creatures died this could be a reckless way to reverse the spell.
- The material components are a diamond worth 1,000 gp. and a bit of
- fresh brain tissue from a mind flayer (not necessarily freshly acquired,
- possibly magically preserved).
-
- So, what'd ya think?
- alongley@cape.uwaterloo.ca
-
-