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From: west@utcsrgv.UUCP (Thomas L. West)
Newsgroups: net.games.frp
Subject: Some new AD&D spells for MUs
Message-ID: <659@utcsrgv.UUCP>
Date: Sun, 13-Jan-85 00:11:31 EST
Article-I.D.: utcsrgv.659
Posted: Sun Jan 13 00:11:31 1985
Date-Received: Sun, 13-Jan-85 00:19:33 EST
Distribution: net
Organization: CSRI, University of Toronto
Lines: 257

<>
  In the campaign I'm in, my 16th level MU has had about a year to reseach
some spells.  The mage (Feanor by name) needed some blast'em spells tempered
with some spells useful for day-to-day survival.  He also wanted a few spells
that he can use for vengeance when necessary.  (as you'll see, some of the
spells are fairly twisted.)

Spells:
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Magic Missile Plus (Evocation)

Level: 2                                Components: V,S
Range: 6" + 1"/level                    Casting Time: 1 segment
Duration: Instantaneous                 Saving Throw: None
Area of Effect: 1 or more creatures

Explanation/Description:  This spell is identical to a magic missile, except
    the number of missiles permitted to the caster is increased by one.
    (e.g. a 9th level MU gets 6 missiles for 2-5 points of damage each.)

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Wizard Ways (Illusion/Phantasm)

Level: 2                                 Components: V,S,M
Range: 0                                 Casting Time: 5 segments
Duration: 1 turn/level                   Saving Throw: None
Area of Effect: Caster

Explanation/Description:  This spell makes the MU appear closer to the stereo-
    type of a powerful Wizard.  It's effects are psychological in all viewers
    who do not carefully look for the MU's true visage. 
    The spell makes the caster *seem*
     (1) To appear taller
     (2) To have a lower voice
     (3) To have a voice that resonates slightly
     (4) To have a voice that when raised is louder (yet not shouted) and
           resonates more strongly.
     (5) To have a slight twinkling in the air surrounding the MU
     (6) To be slightly less scruffy than the MU actually is

        Note:  Anyone who closely checks appearance (e.g. compares height of
    MU to a nearby wall, or closes eyes and listen to the MU's voice, or looks
    at the specks of light closely) will see the attributes as they truly are.
    However, the effects are not so great so as to make it obvious that they
    were magically generated.

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Magic Missile II (Evocation)

Level: 3                                   Components: V,S
Range: 6" + 1"/level                       Casting Time: 1 segment
Duration: Instantaneous                    Saving Throw: None
Area of Effect: 1 or more creatures

Explanation/Description:  This spell is identical to a magic missile, except
    that it does 1d6+1 damage/missile instead of 1d4+1.

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Magic Missile III (Evocation)

Level: 4                                    Components: V,S
Range: 6" + 1"/level                        Casting Time: 1 segment
Duration: Instantaneous                     Saving Throw: None
Area of Effect: 1 or more creatures

Explanation/Description:  This spell is identical to a magic missile, except
    that it does 1d8+1 damage/missile instead of 1d4+1.

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Feanor's Firestorm (Evocation)

Level: 4                                 Components: V,S,M
Range: 5" + 1"/level                     Casting Time: 4 segments
Duration: Instantaneous                  Saving Throw: 1/2
Area of Effect: 11 cubic "/level

Explanation/Description:   This spell causes the area affected to explode in 
    flames.  All those in the area take 3d6 damage (save for 1/2 damage).  The
    caster determines exactly the volume covered by the firestorm (min 1" in
    each dimension) and casts.  There is no need for the entire volume of the
    firestorm to be used.  Items engulfed must make a ST vs. normal fire (the
    flames aren't that hot).
        Note:  If the area of effect seems a little high, then calculate the
    volume * dice of damage a fireball does.  (33 cubic " * level).  This 
    spell does (11 cubic " * level * 3), the same amount.  It is generally
    used for cleaning out the cannon fodder so that we can concentrate on
    the powerful creatures.

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Feanor's Incineration (Evocation)

Level: 6                                        Components: V,S
Range: 1"/level                                 Casting Time: 1 segment
Duration: Instantaneous                         Saving Throw: Neg.
Area of Effect: 1 creature

Explanation/Description:  This spell causes 1 creature to make a ST vs spell
    or suffer 1d6/level of caster damage.  It causes extreme pain for that
    segment, disrupting spells even if the save is made.  The other effect
    is dependent on the number of hp the victim has after the spell.
                 HP               Effect
               0 to -10    Victim drops to the ground smoking from ears/mouth.
             -10 to -20    Victim bursts into flames and collapses.
             -20 and down  Victim explodes for 1d6 damage within 10'.  This
                           explosion is *highly* spectacular.
    In all cases, surrounding items aren't harmed.
        Note: Useful for destroying the enemy leader in the name of .  Tends to gain converts from witnesses.  (It doesn't 
    particularily look like you cast a spell, so claim it came from God.)

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Feanor's Self-Immolation (Evocation)

Level: 7                                     Components: V,S,M
Range: 0                                     Casting Time: 7 segments
Duration: 3 rounds/level                     Saving Throw: 1/2
Area of Effect: caster

Explanation/Description:  This spell causes the caster to be surrounded in
    flame in a 1" radius.  All within the radius take 1/2d6/level of caster
    (save for 1/2 damage).  Those attacking with hand-held or body weapons
    must survive the flames before being allowed to attack.
        Note: Non-living material is unaffected by this spell unless the caster
    specifically desires.

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Feanor's Absorption (Abjuration)

Level: 7                                   Components: V,S,M
Range: 0                                   Casting Time: 1 round
Duration: 2 rounds/level                   Saving Throw: None
Area of Effect: 1 person

Explanation/Description:  This spell causes the person touched to be affected
    by magic just as if he or she had a rod of absorption in his or her hand
    with 2 charges/level of the caster *without* the ability to cast absorbed
    spells.

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Feanor's Ear Manipulation (Alteration)   NOTE: FEANOR IS AN ELF...

Level: 7                                   Components: V (V,S,M)
Range: 1"/level                            Casting Time: 1 segment (1 turn)
Duration: Permanent until Dispelled        Saving Throw: Neg.
Area of Effect: 1 person

Explanation/Description:  This spell has two forms.  the active form causes 1
    person to save or have his or her ears turned to elvish shaped ears (or 
    vice versa).  The verbal component of the spell
    is *not* obvious.  The transformation will take place over 1 round to
    1 day at the caster's will at the time of casting. The second form of the
    spell forces a ST vs spells or have ears transformed to the first person
    to use an ear based racial epithet within spell range. (e.g. We don't serve
    you *pointy eared* ********s here.)  The transformation in this case takes
    place over 1 day, and requires no concentration on the part of the caster
    when it's activated.  The second form of the spell "protects" the caster
    for 1 day.
        Note: The caster can reverse the spell at any time.  He doesn't have
    to be within visual sight.
              There is no system shock roll ever involved in this.

--------------------------------------------------------------------------------

Feanor's Fireball (Evocation)

Level: 8                                     Components: V,S,M
Range: 10" + 1"/level                        Casting Time: 3 segments
Duration: Instantaneous                      Saving Throw: 1/2
Area of Effect: 2" radius

Explanation/Description:  This spell acts exactly as a fireball except that
    two dice of damage per level is done instead of one.

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Feanor's Alignment Alteration (Abjuration)

Level: 8                                    Components: V,S,M
Range: 0                                    Casting Time: 1 turn
Duration: 1 week/level                      Saving Throw: Special
Area of Effect: 1 creature

Explanation/Description:  This spell is used by casting the spell and then
    touching the victim with 1 turn/level.  This spell causes all detection
    spells of *any* sort up to wishes to detect as if the victim had an
    alignment that was specified by the caster when the victim was touched.
    Note that the strength of the alignment is also adjustable. (e.g. down
    to evil to make Orcus blanche... Well maybe not quite, but close, anyway.)
    The saving throw is standard but added to the roll is the victims level or
    hit dice and subtracted from it is the casters level. e.g. a 17th level
    MU casts it on a 15th level FTR.  The FTR saves at -2.  Remember that a
    1 is always a fail and a 20 always a save regardless of level differences.
    The alignment change lasts 1 week/level or until the caster dispels it.
        Note: Try giving this to an evil MU before he goes to meet his friends.
    If they're at all paranoid, they'll blow him to bits when they detect that
    he's become super-palidanly good. (There's no way he'd *pretend* to be, so
    he actually must be good...)
              This spell can be counter-acted with a limited wish, wish,
    alter reality or restoration.  All others (dispel magic, remove curse, etc.)
    fail to restore the alignment.

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Feanor's Curse (Abjuration)

Level: 8                                    Components: V,S,M
Range: 0 (1000 miles)                       Casting Time: 1 turn (1 day)
Duration: Permanent                         Saving Throw: Special
Area of Effect: 1 creature

Explanation/Description:  This spell has two forms.  One has the range of touch
    and works by the caster casting the spell and touching the victim within
    1 turn per level and activating the spell.  The other method requires a
    piece of the victim (usually a drop of blood, or a lock of hair).  In 
    both cases, the caster can cast it on a given victim only once for a
    given level of the caster. (Once *total*, not once for each method).
    When the caster gains a new level, he or she may cast it again, but
    each subsequent attempt gives a cumulative +2 to the save of the victim.
        The effect of the curse is to slowly and permanently destroy the
    victim's ability to feel pleasure.  Over the next 14 days, the victim will
    lose his or her ability to feel pleasure, happiness or satisfaction.
    This is accomplished by destroying certain centres in the brain responsible
    for these emotions.  A dispel magic or limited wish will stop the effects
    (d.m. will do it if it dispels according to level) but not reverse the
    damage that has already been done.  Note that the victim 
    does not detect magic during the 14 days (or after).  The effects can only
    be reversed by a regenerate (50% chance) or a wish (100% chance).
        The net effect of the spell is up to the DM, but it should be remembered
    that (1) The spell is gradual.  The victim probably won't notice the effect
    for quite a while.  (2) Try to imagine life where absolutely nothing brings
    even the slightest satisfaction or happiness.  (Even the most depressed
    people usually manage a smile at some form of humour sometime during the 
    day.)  Suicide after some period of time appears not entirely unlikely.
        The saving throw is standard except that the level of the victim is
    added to the roll and the level of the caster subtracted.  Remember that
    a 1 is always a fail and a 20 always a success regardless of level 
    differences.

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  That's it.  By the way, for those interested, Feanor's alignment is
NG with some N tendencies.  It's just that he deals with a lot of *very*
unpleasant people who have done a lot of *very* unpleasant things to his
friends.  (= They are all dead).  He's certainly not above a spot of
revenge if he gets the chance.

  Tom West
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