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- Caligula's Vitality Drain (Alteration)
- Level: 8
- Source: Great Net Spellbook, V3
- Range: Touch
- Components: V, S, M
- Duration: Special
- Casting Time: 7
- Area of Effect: Special
- Saving Throw: None
-
- This terrible spell allows the caster to drain the youth from a victim,
- revitalising himself, at the expense of aging the victim. Hardly a
- spell used by good aligned mages.
-
- The caster first prepares the spell, by casting the eight phase portion
- of it. He then has his level in rounds to make contact with the victim,
- and begin draining. To drain the youth of the victim, the caster must
- be in continuous contact with the flesh of the victim during the
- draining process. The act of being drained is extremely painful to the
- victim, and is sufficient to awaken sleeping victims, and allow charmed
- victims a new saving throw. Even if the victim is conscious, however,
- the draining will continue. The victim must break flesh contact with
- the mage to break the spell.
-
- The caster is able to drain a decade for every four levels he
- possesses, i.e. 20 years at fifth, 30 at ninth, 40 at 13th, etc. Each
- year takes a segment to drain, a decade drained per round. If the spell
- is broken during casting, the caster will still have drained a number
- of years dependent on time of casting (e.g. contact broken after 2
- rounds, 20 years drained). Due to the imperfect nature of the spell,
- however, the caster only reduces in age by a year for every three
- drained from the victim.
-
- Both caster and victim will be affected by the change in age. The
- victim will only suffer the disadvantages of aging (STR and CON loss),
- whereas the caster will only experience the benefits (STR and CON
- gain). After the spell, the victim will have visibly aged, with greying
- hair, and lined, shaggy skin. The caster will appear envigourated,
- with grey disappearing from his hair, and the obvious return of muscle
- tone. The victim must save vs. paralyse, or pass out for 1d4 turns, if
- he is drained more than 20 years. The caster will experience a
- temporary d4 increase in STR (not including that gained from becoming
- younger), which will fade by 1 point a turn. The caster will also feel
- as if inebriated, an affect which persists for d6 rounds.
-
- This spell is only effective on humans. Long lived races, such as elves
- and dwarves, as well as humanoid races, are immune from the spell, and
- the caster must save vs. paralysation, or be knocked unconscious if
- attempting to drain a member of these races.
-
- Finally, there is no known cure for this spell, save Wish. The material
- component of this spell is a scrap of flesh from a vampire, which must
- be consumed by the caster.
-
- ------------------------------------------------------------------------
- Fellstar's Flame Jet (Evocation)
- Level: 8
- Source: Great Net Spellbook, V3
- Range: 10 yards per level
- Components: V, S, M
- Duration: 1 round per 5 levels (4 rounds maximum)
- Casting Time: 5
- Area of Effect: Special
- Saving Throw: 1/2
-
- When this spell is cast, a jet of flames shoots forth from the caster's
- hand; this jet is 5' wide and has a length of up to 10 yards per level
- of the caster (the caster may vary the length from 1 foot up to the
- maximum range). The jet travels in a straight line and is blocked by
- normal obstacles (i.e. stone, metal, etc.). If the jet is blocked, it
- will it will not rebound, but may flow around the barrier if it is
- small enough (less than 5 feet across).
-
- Anyone struck by the jet suffers 1d10 points of damage per two levels
- of the caster (up to a maximum of 10d10). A successful save vs. spell
- reduces the damage by one half. If this save fails, all possessions
- must save vs. magical fire or be consumed.
-
- The flames from this spell will melt ice and ignite wood on contact;
- they are able to melt a hole in a all of Ice in a single round (though
- they will not destroy it), and can bring down a Wall of Fog instantly;
- other wall spells are not affected by this spell.
-
- The jet will remain in effect for one round for every 5 levels of the
- caster, up to a maximum of 4 rounds. A single creature must be chosen
- as the target for the jet (but others may be struck if they are in the
- path of the flames) and a new target may be selected each round the
- spell is in effect.
-
- If the caster chooses, two jets (one from each hand) may be employed
- instead of one; if this is the case, range and damage are halved (in
- some cases, one jet will do one more die of damage than the other). A
- separate target may be chosen for each of these jets each round they
- are in effect.
-
- At the beginning of each round the spell is in effect, the caster may
- split a single jet in two, or may combine two jets into a single one.
-
- The material components for this spell are a powdered ruby and a
- powdered fire opal which must be worth a least 500 GP together. The
- powdered gems are mixed together in the hand(s) of the caster at the
- time of the casting; all material components are consumed with the
- casting.
-
- ------------------------------------------------------------------------
- Jamye's Spell Reversal (Alteration)
- Level: 8
- Source: Great Net Spellbook, V3
- Range: Touch
- Components: V, S, M
- Duration: 1 round per level, minus 10 rounds
- Casting Time: 8
- Area of Effect: Creature touched
- Saving Throw: Special
-
- This spell affects the saving throws vs. spell of the subject in much
- the same way that the fifth level spell Jamye's Armour Reversal (q.v.)
- affects attack rolls, i.e. saving throw results that would normally
- indicate success will fail, and results that would normally fail will
- succeed. For example, a 19th-level mage normally needs a 6 or greater
- to save vs. a spell. If he is affected by a Spell Reversal spell, he
- will need a 5 or less (i.e. a failure under normal circumstances) to
- save vs. a spell. Protection devices, Wisdom bonuses, etc. all work to
- the benefit of the subject, i.e. if the above mage had a Ring of
- Protection +3 and a Wisdom of 16 (+2 magical defense), he would need an
- 8 or less to save vs. most spells (5 normally, +3 for the Ring) and a
- 10 or less to save vs. spells that would give him his Wisdom bonus.
- Likewise, penalties to saving throws still work to the detriment of the
- subject. If the subject is willing, there is no saving throw;
- otherwise, a normal save vs. spell (obviously, this is made before the
- spell takes effect) will negate it.
-
- There are certain special cases that apply to this spell. It is not
- affected by Spell Turning. The only thing that can dispel it is
- another Spell Reversal cast at the subject, who must make a save while
- under the influence of the original Spell Reversal. If the subject is
- under the influence of another spell that grants invulnerability to
- certain spells (Shield vs. Magic Missile, for instance, or any type of
- Globe of Invulnerability, but *not* Anti-Magic Shell), the subject
- takes full, maximum damage from that spell with no saving throw. For
- instance, a mage has both Shield and Spell Reversal cast upon him. If
- he is targeted for Magic Missiles during the time both spells are
- functioning, he will take 5 points of damage - the maximum possible -
- from *each* Missile that hits him.
-
- The material components for this spell are a piece of amber worth no
- less than 300 GP, and a doughnut made less than 24 hours previously.
-
- ------------------------------------------------------------------------
- Life Leech (Necromancy) Reversible
- Level: 8
- Source: Great Net Spellbook, V3
- Range: Special
- Components: V, S, M
- Duration: Special
- Casting Time: 8
- Area of Effect: Special
- Saving Throw: Negates
-
- This spell allows the death master to steal 2d6 years from a victim and
- add them to his own life. The victim must be human and of a level equal
- to or greater than that of the caster. If the victim is of lower level,
- the number of years transferred is multiplied by the victim's level and
- divided by the necromancer's. Since the victim must be in the center of
- a pentagram at the completion of the casting, it is useful to have him
- held or immobilised in some way. The reverse spell works in the same
- fashion, except that the caster ages 2d6 years while the recipient
- becomes younger, and the recipient must be willing. In either case, the
- material components are a black candle, a white candle, a drop of blood
- from both parties, and a specially prepared glass screen.
-
- ------------------------------------------------------------------------
- Long-Range Carrier (Alteration)
- Level: 8
- Source: Great Net Spellbook, V3
- Range: 100 miles per level
- Components: V, S
- Duration: Instantaneous
- Casting Time: 1 turn
- Area of Effect: Special
- Saving Throw: None
-
- Long-Range Carrier is like the 5-Mile Carrier but the range is 100
- miles per level of caster.
-
- ------------------------------------------------------------------------
- Lorth's Sending (Alteration)
- Level: 8
- Source: Great Net Spellbook, V3
- Range: Touch
- Components: V, S
- Duration: Special
- Casting Time: 8
- Area of Effect: One creature per 2 levels
- Saving Throw: Negates
-
- The Sending spell was created by Lorth the Traveller as a more
- versatile form of the Teleport spell. When the spell is cast, one
- creature for every two levels of the mage (rounded down) is Sent to a
- place defined by the caster as for a Teleport spell (the caster must
- have a mental image of the place). The creatures must be touching the
- mage, but "chains" are possible. The mage does not have to accompany
- them, but he may if he so desires. There is no chance of error for
- this spell.
-
- If any of the creatures "sent" is harmed within 5 minutes of arrival,
- all of them will be bounced back to the place from which they were Sent
- (whether they want to go or not). Any damage incurred during those five
- minutes, to themselves or their equipment, is erased. Note that this
- does not allow the spell to be used as a quick and easy messenger
- spell; anything dropped during the five minute grace period is returned
- with its owner. This can be used as a fail-safe teleport. After the
- five minute period elapses, the spell expires and the "protected"
- individuals are on their own. The Sending will not work across planar
- boundaries. Unwilling creatures receive a saving throw vs. magic to
- resist this spell.
-
- ------------------------------------------------------------------------
- Major Globe of Invulnerability (Abjuration)
- Level: 8
- Source: Great Net Spellbook, V3
- Range: 0
- Components: V, S, M
- Duration: 1 round per level
- Casting Time: 4
- Area of Effect: 1" diameter sphere
- Saving Throw: None
-
- This spell is the same as the fourth level Minor Globe of
- Invulnerability (q.v.), except with regards to casting time. This spell
- prevents the function of first to fifth level spells passing through
- and affecting the mage within the sphere, while allowing the mage to
- cast spells through it.
-
- ------------------------------------------------------------------------
- Mystyk's Halflife (Necromancy)
- Level: 8
- Source: Great Net Spellbook, V3
- Range: 5 yards per level
- Components: V, S, M
- Duration: Instantaneous
- Casting Time: 8
- Area of Effect: One creature
- Saving Throw: Negates
-
- When this spell is cast, a crackling, black bolt shoots from the
- caster's palm towards its victim. The caster must make a successful "to
- hit" roll (with a +2 bonus) in order to hit the target; if this roll
- misses, use the grenade scatter diagram to determine if anyone else is
- hit by the bolt. If anyone is in the area of the miss, a normal "to
- hit" roll (with no bonus) is used to determine if the stray bolt hits
- anyone.
-
- Anyone who is hit by the bolt must make a saving throw vs. spell; if
- this roll is successful, the spell has no effect and the bolt
- dissipates. If the save fails, the victim immediately loses half of his
- current hit points (round fractions down), and is rendered unconscious
- by the shock. These lost hit points may be regained through normal
- means.
-
- The material component for this spell is an onyx gem worth at least 500
- GP. The gem is held in the hand of the caster, and is consumed when
- the spell is cast.
-
- ------------------------------------------------------------------------
- Mystyk's Major Backlash (Abjuration, Invocation/Evocation)
- Level: 8
- Source: Great Net Spellbook, V3
- Range: 0
- Components: V, S, M
- Duration: 1 round per level
- Casting Time: 8
- Area of Effect: Caster
- Saving Throw: None
-
- This spell is identical to Mystyk's Improved Backlash except for the
- following: when the caster is hit in melee, any damage suffered is
- halved; in addition, if the caster makes a successful save vs. rods,
- the attack inflicts no damage at all. Also, the energy bursts inflict
- 10d6 points of damage on any attacker; a successful save vs. spell
- reduces this damage by half.
-
- The material component for this spell is the same as that for Mystyk's
- Backlash except the gem must be worth at least 800 GP.
-
- ------------------------------------------------------------------------
- Mystyk's Plane Survival (Abjuration, Alteration)
- Level: 8
- Source: Great Net Spellbook, V3
- Range: Touch
- Components: V, S, M
- Duration: 1 day per level
- Casting Time: 1 hour
- Area of Effect: One creature per 5 levels
- Saving Throw: None
-
- This spell provides the caster with a means of surviving on a hostile
- plane of existence. In order for this spell to work, the wizard must
- have access to a library or other source of information on the plane in
- question. This information must then be studied for an extended length
- of time; this period is equal to: 24 weeks - 1 week per level of the
- caster (to a minimum of one week). After this time has passed, the
- wizard is ready to cast the spell.
-
- Each time this spell is cast for use on a new plane, the normal study
- time is required. If cast for use on a previously studied plane, and
- less than a week has passed since the last casting with respect to that
- plane, no additional studying is necessary as the information is still
- fresh in the wizard's mind; however, if more than a week has elapsed
- since the previous casting, a day of "brushing up" is required.
-
- If the wizard is a sage with expertise in the plane in question, normal
- research times are required (see section on sages in the DMG) the first
- time this spell is cast for use on that plane. If cast again within two
- weeks, no additional time for studying is needed; if cast more than two
- weeks later, only 12 hours of brushing up is necessary. These times
- also apply if the wizard is obtaining this information from another
- sage.
-
- Using the information gained from his studies, the caster prepares the
- Plane Survival spell. After one hour has passed, the spell is complete;
- at this time, the DM (secretly) rolls percentile dice; a result of 5 or
- lower indicates the wizard has used erroneous information in the
- casting of the spell which will reduce the protection afforded by the
- spell, and may even cause it to fail altogether (the exact effects
- depend on the source of information and other factors, and it is left
- to the DM to decide the exact results). If some or all of the planar
- information was obtained by a sage who misdirected the wizard, the
- percentile roll has a -25% penalty applied to it. Even if correct
- information is obtained from a sage, a -5% penalty applies, since the
- wizard is using secondhand information. In any case, if the roll
- results in a 1, the spell fails altogether (although the caster will
- not know this until attempting to make use of the spell's protection).
-
- If the spell was successfully cast, it will grant the caster (along
- with others, if the caster's level is high enough) protection from the
- hostile environment of the studied plane of existence. The recipients
- may move about in the plane as if they were in the prime material
- plane; conditions that would make it hazardous or impossible to exist
- in the plane are negated by this spell. Spells have a chance of having
- normal affects while under the influence of the Plane Survival spell:
- when a spell is cast, if the caster makes a successful save vs.
- paralysation, his spell will have normal affects (as if it were cast on
- the prime material plane) instead of the affects it usually has on that
- plane.
-
- If the recipients are still on the plane when this spell expires,
- normal characteristics for that plane go into effect immediately. Note
- that this spell provides no way of moving from one plane to another; it
- only provides a means of survival once a plane is reached. The caster
- may have more than one of these spells in affect at a time, as long as
- the appropriate amount of time has been spent studying each plane.
-
- The material components for this spell are a diamond worth at least
- 1000 GP and a specimen of a substance related to the plane in
- question (i.e some fire for the plane of fire, darkness for the
- negative material plane, etc.). Alternately, something symbolising the
- plane may be used (i.e. a balance for the plane of concordant
- opposition). All material components are consumed when the spell is
- cast.
-
- ------------------------------------------------------------------------
- Power Link (Necromancy)
- Level: 8
- Source: Great Net Spellbook, V3
- Range: 10 yards
- Components: V, S, M
- Duration: 1 turn per level
- Casting Time: 10
- Area of Effect: Creature touched
- Saving Throw: Negates
-
- This spell creates a link between the caster and the victim through
- which magical energy can flow. Thus the wizard can cast spells centered
- on the recipient, as if he were a projected image. Also, the wizard can
- route malevolent spell side-effects, such as magical aging, to the
- victim. The material components of the spell are a chip of jet, an
- herbal tea of spearmint and devil's dung, and a wooden disc. The
- recipient must be an intelligent, living native of the wizard's home
- plane.
-
- ------------------------------------------------------------------------
- Sarius' Ethereal Gateway (Conjuration/Summoning)
- Level: 8
- Source: Great Net Spellbook, V3
- Range: 2" per level
- Components: V, S
- Duration: Special
- Casting Time: Special
- Area of Effect: Special
- Saving Throw: None
-
- This spell allows a mage to create a 10' x 10' x 1" invisible magical
- gateway which will provide access to the ethereal plane of existence,
- or alternatively, provide a gateway from the ethereal plane to a
- connecting plane of existence. The duration of this gateway is a base
- 24 hours. It must be cast in an area of gaseous or waterous makeup
- (i.e., not in the earth or in solid rock), although, it may be cast so
- as to lay on the floor (giving a chance of creatures falling into it)
- or against a wall or portal. For every two levels above 16th a mage
- gains the ability to create an additional 10' x 10' area (two if a
- Conjurer specialist) which must either be used to increase the surface
- area of the gateway or increase the power of the original 10' x 10'
- area by infusing the two gateways together. The effects of increasing
- the power level of a gateway are listed in the table below.
-
- If a gateway is larger than 10' x 10' then all of its surface area
- blocks must be increased to the same level of power to allow the
- gateway the next higher power rating. For example, a 26th level mage
- creates a gateway with dimensions of 30' x 10' and has three slots
- left, so he will be able to double the surface area power rating to 2
- if he so chooses. But, if he were to use one of the remaining slots to
- make an add an additional 10' x 10' block to the surface are he would
- have no chance of raising the power rating of the gateway to 2. Note
- that if a gateway is too small for a creature to fit through it will
- not be able to totally go through the portal, though, it will be able
- to poke part of its body through and exist simultaneously on both
- planes.
-
- Power
- Rating Duration Comments (Cumulative Effects)
- ------ ----------- -----------------------------------
- 1 1 day Visible on the exit side
- 2 10 days Invisible on exit side
- 3 100 days Allows magic items to keep powers *
- 4 1,000 days 10% more resistant to Dispel Magic
- 5 10,000 days 20% more resistant to Dispel Magic
- 6 Permanent 30% more resistant to Dispel Magic
- 7 Permanent 40% more resistant to Dispel Magic
- 8 Permanent (each power slot adds another 10%)
-
- * Usually magical swords and similar items lose a plus for plane
- crossing.
-
- Each additional power slot beyond a rating of 3 adds a 10% extra
- percentage that this spell will resist a Dispel Magic. For game
- purposes, this is added onto the dispeller's percentage as a penalty.
-
- Casting time is one turn for the initial gateway area and is doubled
- every time another 10' x 10' block is added onto the area (i.e., 2
- turns for 2 10' x 10' blocks or slots, 4 turns for 3 10' x 10' blocks
- or slots, 8 turns for 4 10' x 10' blocks or slots, etc.). Therefore,
- casting a gateway that uses 6 slots would take a total of 32 turns. If
- the casting is interrupted after any slots have been created only
- further creation of gateway surface areas or power slots is disrupted.
-
- For every 6 turns the caster spends casting this spell the mage's
- constitution score is reduced by one point. If the mage's constitution
- reaches 0 he becomes unconscious and only a week of complete bed rest
- will allow him to start regaining lost constitution. Otherwise, these
- points are replaced at a rate of 1 point for every two days of complete
- bed rest. The point is not taken unless a full 6 turns of casting has
- expired. A Heal spell will negate the unconsciousness and raise the
- mage's constitution to 1 point. A Restoration will totally negate the
- effects of any lost constitution.
-
- Gateways, once created, may not be altered by further castings of this
- spell on the same area of effect. Only a successful Dispel Magic is
- capable of destroying a gateway, although higher level power ratings
- can make a gateway resistant to this spell. Power rating 1 gateways are
- visible to creatures on the exit side of the gateway (usually the
- ethereal plane) and may attract wandering monsters, though they will
- most likely not be able to pass through. Anyone may pass through the
- portal on the invisible entrance side, but only the mage may freely
- take creatures back through the exit side by touching them as they pass
- through. The mage may create magical amulets (base 500 GP value) which
- will allow any creature to freely use gateways cast by him as though he
- were touching them. On the ethereal plane, the caster and anyone
- possessing an amulet will be able to find any portal of the caster in
- 5-50 hours.
-
- Any mage familiar with this spell (i.e., either possessing the spell as
- a castable spell in his spellbook, or having used a Write spell to put
- the spell in his spellbook) is capable of trying to force their way
- through the exit side back to the entrance side by force of will. There
- is a base chance of 50% modified by plus or minus 5% for every point of
- difference between the mage's current level and the level of the caster
- at the time of casting, though Conjuration specialists have a base 70%
- chance. There are no material components to the spell, and the magical
- amulets may be created at any time the mage wishes, whether before or
- after the casting of this spell. This spell will not work with the 8th
- level Permanency spell.
-
- The source of this spell is Sarius Mendlekine.
-
- ------------------------------------------------------------------------
- Sheath (Alteration, Conjuration/Summoning)
- Level: 8
- Source: Great Net Spellbook, V3
- Range: Touch
- Components: V, S, M
- Duration: Permanent
- Casting Time: 8
- Area of Effect: One object
- Saving Throw: None
-
- When this spell is cast, it empowers strong magics between a creature
- and an item. What the effect of this spell is to allow a creature to
- store a favoured item into an extra-dimensional space and bring it
- forth at will.
-
- The object, while it is in it's space, is completely non-detectable,
- by any means, except by use of a wish. It will also be perfectly safe
- in the space where it is held.
-
- During the casting of the spell, two command words and a physical
- gesture must be specified. The command words are those to make leave
- and enter the "storage" space. The gesture is used with the command to
- bring the object back into the owners possession. For example, a
- creature would make a "sword holding gesture while using the proper
- command to retrieve his sword.
-
- The material components for this spell is a 5000 GP of blue sapphire
- dust which is sprinkled on a phase spider web. The web is then wrapped
- around the object and the enchantments are completed.
-
- This is a great way to carry around important equipment. Magic Users
- are prone to cast this upon their spell books to always keep them
- handy.
-
- ------------------------------------------------------------------------
- Sillvatar's Dragon Armour (Conjuration/Summoning)
- Level: 8
- Source: Great Net Spellbook, V3
- Range: 0
- Components: V, S, M
- Duration: 1 round per level
- Casting Time: 8
- Area of Effect: Caster
- Saving Throw: None
-
- When this spell is cast, the caster will be covered by a semi-real
- coating of dragon scales. The type of dragon that provided the material
- component determines the protection afforded by this spell: the armour
- class of the caster is equal to the appropriate dragon's armour class
- at age category 1-6. For example, if the material component was
- obtained from a green dragon, and a 6 is rolled for the age category,
- the caster would have armour class -2 for the duration of this spell.
-
- The material component for this spell is a small pouch of scales from
- any type of dragon; this component is consumed when the spell is cast.
-
- ------------------------------------------------------------------------
- Stargate (Alteration)
- Level: 8
- Source: Great Net Spellbook, V3
- Range: Infinite
- Components: V, S, M
- Duration: 1 hour per level
- Casting Time: 1 turn
- Area of Effect: 2 gates
- Saving Throw: None
-
- This spell creates a gate between the caster's current location and any
- location which the caster has been before. The gate can be freely
- crossed in either direction and will last one hour per level of caster.
- Range is not an issue (hence the name of the spell). Anyone can cross
- the Stargate, as long as it is in existence.
-
- ------------------------------------------------------------------------
- Summon Wraiths (Conjuration/Summoning, Necromancy)
- Level: 8
- Source: Great Net Spellbook, V3
- Range: 10 yards
- Components: V, S, M
- Duration: 1 round + 1 round per level
- Casting Time: 5
- Area of Effect: 10 foot high cube
- Saving Throw: None
-
- This spell is identical to the fifth-level spell Summon Shadow, except
- that it conjures up one wraith for every three levels the death master
- has attained. These monsters are under the control of the wizard until
- they are slain or the spell expires.
-
- If the wraiths are turned, they continue to serve in any capacity which
- does not require them to confront the cleric who resisted them.
-
- The material component of this spell is a piece of black jet.
-
- ------------------------------------------------------------------------
- Teleport Block (Abjuration)
- Level: 8
- Source: Great Net Spellbook, V3
- Range: 10 yards per level
- Components: V, S, M
- Duration: 1 hour per level
- Casting Time: 1 turn
- Area of Effect: 1000 cubic feet per level
- Saving Throw: Special
-
- This spell prevents teleportation into or out of the region specified
- by the caster, which may be of any shape and any size, up to 1000 cubic
- feet per level of the abjurer. No character can enter or leave the
- region by means of dimension door, teleport, or other-planar travel.
- Teleportation within the region is not restricted, and teleport without
- error has a chance of success equal to 1% per level of the caster,
- though it has the same chance of failure as a regular teleport
- attempted under normal conditions. A full wish will also provide
- transportation across the boundary, as of course will walking, riding,
- and flying.
-
- Any attempt to teleport or dimension door across the block will
- automatically fail; all memory of the spell will be lost; and the
- caster must make a system shock check or be killed by the shock of the
- rebound. Attempts at transplanar travel will also fail, but not in so
- dramatic a fashion. The material component is a glass globe.
-
- ------------------------------------------------------------------------
- Teleport Warp (Alteration)
- Level: 8
- Source: Great Net Spellbook, V3
- Range: 10 yards per level
- Components: V, S, M
- Duration: 1 day per level
- Casting Time: 1 round
- Area of Effect: 10-yard per level radius globe
- Saving Throw: None
-
- This spell causes all creatures teleporting into or out of the area of
- effect to arrive in a prepared area. The area which the caster wishes
- people to appear in must also be in the area of effect.
-
- The space the caster wishes incoming teleporters to arrive at must be
- open area, free from objects. It can be in the air however, causing
- incomers to fall. Should a person teleporting into an area effected by
- this spell be larger than the area he would be sent to, then he is
- effectively blocked and would not be able to teleport at all to the
- area.
-
- Example: Archmage Istle casts Teleport Warp on his tower. He wishes
- all people who unexpectedly arrive to be placed in his dungeon cell
- which is 10' x 10' x 10'. The cell is also in the area of effect, at
- the bottom of his tower, which totally is under the spell. Thus a
- person who teleports to his tower will arrive in a dungeon cell instead
- of the wizards guest chambers. If Golstein the Chaotic decides to send
- his 18 foot tall iron golem over to Istle's bed chamber, he will find
- the golem still there, unmoved.
-
- All forms of teleport magic are affected, thus Dimension door, Pattern
- teleports and the like also would be warped. This is a great spell for
- the mage wishing to "block" an area for outside aid coming in short of
- all out planar travel.
-
- Material component is a lodestone which must be placed in the location
- the caster wishes teleporters to arrive. It is consumed upon casting.
-
- ------------------------------------------------------------------------
- Vandergast's Vacuous Void (Alteration)
- Level: 8
- Source: Great Net Spellbook, V3
- Range: 10 yards per level
- Components: V, S, M
- Duration: Instantaneous
- Casting Time: 8
- Area of Effect: 5' per level radius sphere
- Saving Throw: Special
-
- This spell creates a momentary vacuum inside the area of effect. Anyone
- caught inside this area must save vs. spell to avoid the crushing
- effects of the vacuum. If the save fails, the victim suffers 8d8 points
- of crushing damage; all possessions must save vs. crushing blow at -4
- or be destroyed. Anyone who dies outright from this spell has more than
- likely (65%) been torn ass-under from the pressure differential. Note
- that this may make regeneration difficult, if not impossible. If the
- save is successful, the target suffers 4d8 points of damage, and
- possessions are not affected.
-
- The material components for this spell is an empty vial which is
- unstoppered and broken at the time of the casting.
-