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Month Index: July, 1999


From:     Paul Arnold Stetzel <pas@????????.net>
Date:     Fri, 2 Jul 1999 11:45:09 -0500
Subject:  Re: New Spells
Here are a few new spells from Been Had the Fool.  The last one is the most
useful for spelljammers, as clouds are much less of a problem in wildspace.
Enjoy!

Dirimir's Undeniable Dagger

(Apportation) if you do not use the school of Apportation then Apportations
are Alterations
Level:  1st
Range:  60 yards + 10 yards/level
Duration:  1 round
Area of Effect:  1 or more creatures in a 5' diameter sphere
Components:  V, S, M
Casting Time:  1
Saving Throw:  none

	This spell projects the slice of the wizard's soul dagger upon the
flesh of up to five victims.  This includes enemy creatures in a melee.
The target creature must be seen or otherwise detected to be hit.
Near-total concealment, such as that offered by arrow slits can render the
spell ineffective.  Armor is no deterrent and a fully armored warrior, out
in the open, is affected by the spell.  The caster must select the specific
target by sight, sound or odor.  Specific parts of a creature cannot be
singled out to receive the cut.  Inanimate objects such as ropes, leather
straps or curtains are not affected and any attempt to do so wastes the cut
to no effect.  Animate objects such as golems or undead are affected by
this spell.  Each cut inflicts 1d4 + 1 points of damage.  For every two
levels of experience the wizard gains an additional cut, up to a maximum of
five cuts.  She has one cut at 1st level, two at 3rd level, three at 5th,
four at 7th and five at 9th.  A wizard with multiple cut capability can
have them affect a single creature or several creatures within the area of
effect as desired.  All cuts must be made during the round the spell is
cast.  The material components are the wizard's soul dagger and a handful
of coarse sand.  The sand is consumed by the spell and can not be used
again.  A variation of this spell, Alvence's Selective Slicer (devised by
Alvence Wordsmith of Arn), affects only inanimate objects which could
normally be cut by a dagger.  A thick rope or piece of leather will likely
require two or more cuts to completly sever.  Unlike Dirimir's spell, the
spell Alvence derived from it enables the caster to determine precicely
where the cut will occur and allows a caster of sufficient level up to
seven cuts.  Living creatures and parts of living creatures are not
affected, nor are undead or magical constructs such as golems.  All other
parameters and components are identical to Dirimir's Undeniable Dagger.

Bruise From Afar

(Necromancy)
Level:  2nd
Range:  sight
Duration:  Instantaneous
Area of Effect:  One person
Components:  V, S, M
Casting Time:  2 rounds
Saving Throw:  Neg.

With this spell a wizard is capable of making any one person seen to
develop 5-10 (d6+4) prominent bruises.  This is likely to give the
impression that the victim has been beaten.  The victim feels no pain from
the bruises and the spell causes no damage measured in hit points.  The
bruises are real; they are not an illusion and do not radiate magic.  A
Cure Light Wounds spell will cause them to instantly disappear, but they
will gradually fade on their own over the course of 2-5 (d4+1) days.
Bruise from Afar can be cast through scrying spells or devices.  The
material components are a piece of bruised fruit, a drop of dragon's blood,
the head of a toad, a red leaf and the wizard's soul dagger.

Soul Dagger

(Necromancy, Apportation, Enchantment/Charm)
Level:  3rd
Range:  Special
Duration:  Permanent
Area of Effect:  Special
Components:  V, S, M
Casting Time:  one day
Saving Throw:  none

This specialized spell places a tiny portion of a wizard's soul into a
carefully prepared dagger.  Construction of the dagger takes at least a
month and requires a pint of the recipient's blood, smoke from incense made
with the breath of a moth, and the finest of silver ores.  Once the dagger
has been made it must be kept next to the skin of the proposed recipient
for one full week.  During this week the dagger cannot be used for any
purpose other than cutting a portion of the holder's hair, which must be
done at dawn and again at dusk every day during the week prior to the
casting of this spell.  Any enchantment placed upon the dagger prior to the
casting of this spell renders it useless for making a soul dagger.  Once
enchanted, a soul dagger cannot be further enchanted.  This stricture may
be bypassed by two methods.  The first method is to create settings for
gems in the hilt or pommel at the time of the dagger's construction, then
placing enchanted gems in the settings once the enchantment is complete.
The second method requires that Spellbinding be cast in advance and then
the desired additional enchantments be cast simultaneously with Soul
Dagger.  Note that any such enchantments which are not permanent or not
made permanent with a Permanency spell (which, fortunately, need not be
cast with the Spellbound enchantments) may cause all spells bound to them
to also expire, even those of permanent duration.  The caster of the spell
must remain within 5' of the recipient during the entire casting.  The
material components of the spell are two red candles, two white candles,
two black candles, a silver bell, the skull of a lizard, a drop of dragon's
blood and the caster's own soul dagger.  The caster can not cast Soul
Dagger upon himself and no wizard can ever possess more than one soul
dagger during his lifetime.  Soul Dagger can be cast only upon human
wizards of 1st level or higher without risk to the recipient.  Non-humans,
humans who are not wizards, including 0 level apprentices, and wizards who
have failed to perform the required preparations must make a system shock
roll to survive the casting of this spell upon them.  It can not be cast
upon an unwilling subject and an attempt to do so places such stress upon
the caster that a system shock roll must be made.  Failure places the
caster into a coma for 2-8 days.  At the end of this period another system
shock roll determines whether the caster wakes or slips from coma to death.
     A wizard's soul dagger has many uses.  Numerous spells require its use
in one fashion or another.  This is especially true in lands where every
wizard has one.  In such areas, spells common elsewhere may have minor
alterations in range, duration, area of effect or other parameter due to
alternate spell formulae.  However, in most areas this is a very rare
spell, used only by a few wizard guilds to identify members or indicate
status within a guild.  Counterfeit soul daggers are easily spotted by
these organizations because touching two soul daggers together produces a
harmless yet distinctive spark upon contact.  This effect lessens
considerably if either of the wizards whose soul daggers touch is more than
a few feet away, but even if the true owner of a soul dagger is dead or
several planes away there will be enough spark to identify it as a genuine
soul dagger.  When casting a spell that requires a soul dagger, a wizard
must use his own dagger.  No other soul dagger will do.  A wizard always
knows in which direction his soul dagger lies relative himself, even if it
is lost, stolen or deliberately placed upon someone the wizard would
follow.  A soul dagger taken to another plane without its owner retains its
enchantment and special properties, though its owner is aware only that it
is no longer on the same plane of existence.  A wizard with a soul dagger
who dies can always be contacted via Speak With Dead or similar magics
provided that the caster has the deceased wizard's soul dagger in her
immediate possession.  There are a handful of spells which require a dagger
for a material component and consume the dagger used.  If a wizard uses her
own soul dagger for one of these spells the dagger must save as the wizard
vs. death magic with a -2 penalty.  Failure to save means that the dagger
is consumed by the spell and the caster must make a system shock roll or
die.  If the save is successful, the dagger remains intact and the spell is
wasted.  Knowingly using the soul dagger of another wizard for such a spell
is an evil act and may have alignment repercussions for good or neutral
casters who do so.

Fantar's Starsight

(Divination, Evocation, Alteration)
Level:  7th
Range:  sight
Duration:  1 week + 1 day/level
Area of Effect:  one target
Components:  V, S, M
Casting Time:  3
Saving Throw:  none

Fantar's Starsight provides the caster with a faintly glowing spy in the
sky, 100 to 200 feet above the target.  Once in position, and the final
words of the spell spoken, the spy cannot be moved by caster.  If the
target is mobile, such as a ship or large wagon, the spy will move with it,
always maintaining exactly the same distance and direction from the target
as was specified by the caster.  The spy cannot follow a target which
teleports, travels to other dimensions or enters the Phlogiston.  Careful
casters will make certain that it is positioned directly between potential
observers and an existing star of medium luminosity in order to prevent
suspicious minds from noticing its presence.  Its light is faint enough
that it will not be noticed at all on a sunny day.  Cloudy conditions may
make its presence painfully obvious if the clouds cover the area of sky
behind the spy, especially at night.  To use the spy, the caster must light
the candle used during casting and concentrate upon its flame.  The view as
seen from the spy is limited to the area of the target.  Vision enhancing
spells such as the Infravision spell or Eagle Eyes can be used through the
flame.  Only the caster is permitted use of the candle for the purpose of
scrying.  The material components are a lit candle, a drop of dragon's
blood, an eye of a hawk and the wizard's soul dagger.  The dragon's blood
and the eye are consumed by the spell.


Been Had the Fool

"I lost my soul when I fell to Earth.  My planets call me to the Void of my
birth..."
	from 'Space Lord' by Monster Magnet



Previous Message: Re: Antships
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Month Index: July, 1999

SubjectFromDate (UTC)
New Spells    Paul Arnold Stetzel    02 Jul 1999 16:45:09
Re: New Spells    Paul Arnold Stetzel    03 Jul 1999 22:06:48
Re: New Spells    Nicole A.    03 Jul 1999 22:28:04
Re: New Spells    Adam Miller    04 Jul 1999 02:15:51
Re: New Spells    Leroy Van Camp III    04 Jul 1999 03:48:16
Re: New Spells    Paul Arnold Stetzel    04 Jul 1999 18:07:39
Re: New Spells    S. Wilson    05 Jul 1999 00:26:14
Re: New Spells    Paul Arnold Stetzel    05 Jul 1999 18:07:24

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