[net.games.frp] More new spells

ekblaw@uiucdcs.UUCP (01/18/85)

A couple of days ago I read about new magic-user spells in this notesgroup.
Being an enthusiastic AD&D adventurer, I had created some new spells a couple
of years ago.  For the enjoment of all, I place them here...

First some background.  On one of my native worlds live a race of humanoid
advanced characters called Quiles.  The typical class of Quile characters is
a triple class of Fighter/Magic-User/Cleric.  As can be expected, it takes a
long time for leevel advancement, so high-level Quiles are rare.  However, I
was lucky enough to work one of these up to 14th level.  Unfortunately, his
courage and achievement in the adventure which earned him that level also
earned him another honor, and he became a provincal prince in his country.
The side effect of this action was that his adventuring has been greatly
curtailed.  Since his princely duties didn't take up all of his time, he had
to find something to help relieve the boredom.  Thus, he began a rigorous
task of creating spells.  After seven months, his first spell was successful.
After that it became easier.  After nearly two years, the following list is
the result of his research.  This Quile's name, by the way, was Quarles.  One
of the spells is named after him.

______________________________________________________________________________

CLERICAL SPELLS:

Convert
Level: 3                                   Components: S
Range: 1/3"                                Casting Time: 5 turns
Duration: Permanent                        Saving Throw: Special
Area of Effect: One creature

Explanation/Description: This is possibly the least understood spell in
clerical knowledge.  It is definitely the longest.  This is a somatic spell,
cast while in casual discussion with any character/non-player character or
other religiously-based creature.  Key words are different for each diety.
The key words are mentioned in the discussion.  The must be mentioned, though,
within a two-minute period of each other.  Upon utterance of the final word, the
'victim' makes a d20 saving throw against wisdom.  If the save fails, the 
character is permanently made a worshipper of the caster's diety.  Also, the
new worshipper loses a point of wisdom and the caster gains one.  A successful
casting of this spell is useful to appease the caster's diety.

(Note: the 'victim' must be of the caster's alignment or other alignment allow-
able by the caster's diety.  If this is not true, the spell automatically fails)


Cure Paralysis  (Reversible)
Level: 3                                    Components: V
Range: Touch                                Casting Time: 2 segments
Duration: Permanent                         Saving Throw: None (Neg.)
Area of Effect: One creature

Explanation/Description: The casting cleric will, upon utterance of the spell
and placing both hands upon the recipient, cause remobilization to paralyzed
characters.  This spell will not, however, help against petrification.  This
spell works against both spell-caused paralyzation and injury-caused paraly-
zation.  It will work against disease-caued paralyzation provided the disease
has already been cured.
     The reverse of this spell, Cause Paralyzation, will cause the intended
victim to become paralyzed provided the victim is touched by the cleric (as a
"to hit" roll) and the victim fails a saving throw against magic.

Empower  (Reversible)
Level: 5                                    Components: V,S
Range: Touch (or caster)                    Casting Time: 5 segments
Duration: 1 turn/level                      Saving Throw: None (Neg.)
Area of Effect: One creature

Explanation/Description: When casting this spell, the caster can empower any
other character or him/herself with 1d6 points of strength and 1d4 points of
desterity.  The recipient will, of course, receive all bonuses from the new
points while the spell lasts.
     The reverse of this spell, Unpower, will remove 1d6 points of strength
and 1d4 pointsof dexterity from one character, provided that character is 
touched and fails a save v. spell.


MAGIC-USER SPELLS: 

Chicken
Level: 3                                    Components: S,M
Range: 5"                                   Casting Time: 3 segments
Duration: 3 turns/level                     Saving Throw: Neg.
Area of Effect: One creature

Explanation/Description: When this spell is cast, there are two possible 
situations a magic-user can impart upon the surface consciousness of the
victim.  The situation depends upon the secondary component used in casting.
The two situations are:
     1. Chicken emotional: This spell situation makes the victim behave in a
        highly paranoid manner - believing that everyone is out to get him or
        her, that everything will go wrong, etc.  This person will also be
        deathly afraid of contact with another living thing; whether in combat,
        conversation, or social contact.  The secondary component for this
        situation is a lock of hair.
     2. Human chicken: This spell situation makes the victim behave like a
        chicken - scratch the ground, eat seeds, and will try to find a grassy
        or hay-filled area to sit down and lay an egg.  The secondary component
        for this situation is an egg.
The material component of this spell is a chicken feather.

Weaken
Level: 4                                    Components: V,S
Range: Touch                                Casting Time: 4 segments
Duration: 1 turn/level (or Permanent)       Saving Throw: 1/2
Area of Effect: One creature

Explanation/Description: Upon utterance of the code word and touching the 
creature, the magic-user is able to drain strength from the creature.  The
amount drained is designated based upon the creature's size and base class
as illustrated in the chart below:

               S           M          L             XL (like a Titan)
fighter       1-4         1-6        1-8           1-10
magic-user    1-2         1-3        1-4           1-6
cleric         1          1-2        1-3           1-4
thief          0           1         1-2           1-3
assassin      1-2         1-3        1-4           1-6

The effects of the spell are permanent if the caster maintains contact for
three rounds and the victim fails a saving throw against magic.  If the 
effects are made permanent, the lost points may only be regained through a
WISH, potion, or similar strong magic.

(Note: If strength is greater than 18, it is lost at 10% X the amount shown on
       the table; i.e. lost in 10% decrements)

Transfer
Level: 4                                        Components: V,S
Range: Touch                                    Casting Time: 1 round
Duration: Permanent                             Saving Throw: full
Area of Effect: One or two creatures

Explanation/Description: This spell is similar to Weaken with a few exceptions:
     1. The code word is different.
     2. Permanent effects occur with only one round of contact if saving throw
        is successful.
     3. Saving throw eliminates effects rather than just halving them.
     4. The strength points removed can be given (transferred) to another
        character if the mage touches him or her, too.  If the mage doesn't
        touch another character, the caster gains the strength points.

Suicide
Level: 5                                        Components: V
Range: 4"                                       Casting Time: 5 segments
Duration: 1 hour/level                          Saving Throw: Special
Area of Effect: One creature
 
Explanation/Description: Upon utterance of this spell, the target victim makes
a 3d6 save v. wisdom.  If the save fails, the victim has a strong mental-based
compulsion to kill him or herself anyway possible.  Despite the surface thought,
though, subconsciously the victim still wishes to remain alive, so all saves 
against certain attempts (i.e. dexterity save if person leaps off cliff) are
still done out of reflex action.

Quarles' Laser Light
Level: 7                                        Components: V,S,M
Range: 20"                                      Casting Time: 2 segments
Duration: 1 melee round                         Saving Throw: None
Area of Effect: One creature

Explanation/Description: This spell fires a beam of coherent light of high 
energy at one creature.  The bolt must be rolled to hit as a weapon.  If it
hits, it does 1d6/level of caster to the victim.  The material component of
this spell is a small sliver of red quartz.

Improved Power Word-Kill
Level: 9                                        Components: V
Range: 1/2"/level                               Casting Time: 2 segments
Duration: Permanent                             Saving Throw: None
Area of Effect: 4" diameter

Explanation/Description: Except as noted, it is exactly like the plain Power
Word-Kill spell.  When uttered, one or more creatures within the area of effect
will be slain.  The Improved Power Word-Kill will destroy a single creature 
up to 80 hit points or it will kill 2 or more creatures with 30 or fewer hit 
points, up to a total of 150 hit points.

(Note: This spell can only be learned at least one level after the caster learns
the plain Power Word-Kill)
 
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If anyone has questions about this or comments, they can write to me.

Robert A. Ekblaw (uiucdcs/ekblaw)
ALias: Ace the Champion

("Never argue with your DM unless your character likes arguing with Asmodeus!")

west@utcsrgv.UUCP (Thomas L. West) (01/21/85)

<>
   I think that spells that change characteristics at 3rd (convert) or 5th(the
weaken derivative) level on a permanent basis are way out of line.  I really
can't see any cleric having less than 25 wisdom after level 7.  Just find unwise
people to convert.
   The other spell is even worse.  The way that I read it was that the entire
party of a 9th level MU would have 25 strength (or 18/00 if racial limits 
apply) by capturing a tribe of kobolds and draining them all.

    As an aside, I have received a bit of mail that the some of the spells
I posted were a bit out of line as far as power goes.  As far as the Magic
Missile derivates are concerned, I agree.  I haven't used them yet, and I
expect the DM didn't think them through when he allowed them.  I imagine that
he'll also revoke it when I use it for the first time.  Hence I am saving
it for a "So this is it, we're going to die." type situation.  As for the
Feanor's Fireball, I would point out that at my level (16), it does 56 
points of damage.  A 17th level FTR with double proficiency in L.Sword,
L. Sword +4 and Strengthed up to 18/00 will do, on a triple attack
round (due to the double proficiency), an average of
   ( 4.5(dam) + 4(sword) + 6(strength) + 2(double prof) ) x3= 49 hp damage.
(Remember she is hitting AC:-5 on a 1 so she misses rarely)

   I have assumed that the creature attacked by the FFB would make its save,
but then, at 16th level, one is fighting creatures with saves of 1, anyway.
And that is ignoring the mandatory 50% MR that it seems everybody and his 
uncle have at this level. (Except us, of course.)  When was the last time you
met a creature with sword resistance?  As well, a 16th level MU would get
1 FFB a day.  How many times can a FTR attack?  As far as multiple
targets go, at 18th level and above, people and monsters are smart
enough to space themselves out, so only 1 or *maybe* 2 creatures are
liable to get caught in a FFB.

   As far as immolation goes...  Well, it *looks* like the MU is being
immolated (ie burned up in flame).  Okay, okay, feeble excuse.  But then
Common isn't Feanor's first language.

  Tom West                       aka Feanor the Xenophobic Elf
 { allegra cornell decvax ihnp4 linus utzoo }!utcsrgv!west