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Month Index: March, 1997


From:     Tavenji@???.com
Date:     Wed, 5 Mar 1997 02:54:40 -0500 (EST)
Subject:  Re: Mutators: Low Level Spells p2
Level 3

Dark Eyes

Range: Touch
Components: V,S,M
Duration: Permanent
Casting Time: 1 round
Area of Effect: Creature touched
Saving Throw: None

   This spell causes the recipient's eyes to become totally black, enabling
that person to see in natural darkness (not necessarily with infravision) up
to 80 yards.  Bright light causes temporary blindness to the recipient, as
the new eyes are for night vision.  The effect is permanent, but can be
reversed with the revert spell.
	The material component for this spell is a black gemstone and an owl
feather.


Detect Natural Weapons

Range: 60 yards
Components: S,M
Duration: 2 rounds/level
Casting Time: 1 round
Area of Effect: 1 creature
Saving Throw: None

   This spell gives the caster an insight to the natural (non-magical)
weapons of any creature.  These include claw and bite attacks, vocal or
breath weapons, and any other body part that can be used in combat.  The
caster perceives a yellow glow around the weapons (claws, teeth, throat) and
has a 5% chance per level to determine the exact nature of the attack (rake,
poison fangs, deafening roar, etc.).
   The material component for this spell is an animal claw or tooth and a
pinch or gold dust.


Irradiate

Range: 10 yards + 10 yards/level
Components: V,S,M
Duration: Instantaneous
Casting Time: 3
Area of Effect: Special
Saving Throw: 1/2

   An excellent offensive spell, this creates waves of luminous green energy
that shoot forth from the caster's hand, either directed at one target or
with an area effect of up to 20' in radius.  The waves damage organic matter
proportionally to the level of the wizard who casts it: 1d6 points per level
to a maximum of 10d6.  Victims are allowed a saving throw for half damage,
but for every 10 hit points of damage taken, 1 point of Charisma is lost (due
to the flesh-damaging effects of the ray).  This damage can't be regenerated,
and only a heal spell will restore the lost Charisma.  Irradiate can be
blocked by 1/2 inch of metal, but can penetrate up to half a foot of wood or
an inch of solid stone.  The spell primarily effects flesh and organic
matter, but if used in an area effect, that area is contaminated for up to a
maximum of 5 rounds (1 per every 2 levels of the caster) and will cause
contagion (like the Level 4 Wizard spell), causing skin afflictions, lowering
attack rolls, Strength, Dexterity, and Charisma by 2.  A cure disease spell
will negate these effects.
   The material components for this spell are two small, crystal balls that
are rubbed together in one hand.


Revert

Range: Touch
Components: V,S
Duration: Permanent
Casting Time: 1 round
Area of Effect: Creature touched
Saving Throw: None

   This spell negates the effects of many mutation spells up to level 5,
reverting the subject to normal.  Spells that revert effects are: mutate
size, dark eyes, beastial force, eagle eyes, infuse metal in flesh, and race
change.


More Later....


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