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Month Index: February, 2001


From:     Bart Dedecker <dragoth_dm@?????.com>
Date:     Wed, 31 Jan 2001 04:23:22 -0800
Subject:  Re: New Spell: Ardums Spirits
Hya

one of my players has recently developped a new spell.
we've talked this one through but some outside
oppinions would be appriciated.

thx

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Dragoth was here!!!

*Born Daemonic and loving it*

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Level 6

Ardum's Spirits
( necromancy / conjuration)

range:
    10 yards + 10 yards / level
duration:
    Special
area of effect:
    5 yards per level
Components:
    V,S,M
casting time:
    1 round
saving throw:
    special

By means of this spell, the caster conjurs up to 10 spirits through a rift between
the planes.
1 spirit per 2 levels of the caster, maximum 10. The caster can decide to summon less
spirits if he wants so (e.g. a 9th level mage conjuring 4 or less spirits),
The spirits will remain for 1 round for each 5 levels of the caster, so a 10th
level mage casting Ardum's spirits will summon 5 spirits that will appear uppon
the round after the casting began and will stay for 2 rounds, attacking each round.
These spirits wil attack all those near the point where they appear.
The number of spirits able to attack a single target depends on the size of the target

Tiny creatures: max 1 spirit / creature
Small creatures: max 2 spirit / creature
Medium creatures: max 3 spirits / creature
Large creatures: max 4 spirits / creature
Huge creatures: max 6 spirits / creature
Gargantuous creatures: 6 or more / creature

If an ally (allies are designated or stated during casting)happens
to be in the area of effect, there is a 50% chance that he will be
attacked by the spirits as well. Each spirit deals 1d6 + 1 for each 5 levels of
the caster of chilling damage by passing through the target, this hit is automatic and
does not require any roll on the part of the caster or the spirit (e.g. spirits
summoned by a 20th level mage will do 1d6+4 damage for 4 continuous rounds after
having been summoned).
Note that this only affects living targets. Targets resieve no saving throw, but
targets protected from evil (as the spell) are immune to the spirits.
The material component of this spell are teeth from corpses, taken from them
only moments (max 5 rounds) after their deaths. Each spirit requires a different
tooth, so summoning 10 spirits requires 10 teeth all off different corpses.


Previous Message: Re: [Spelljammer] New Spell
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Month Index: February, 2001

SubjectFromDate (UTC)
New Spell: Ardums Spirits    Bart Dedecker    31 Jan 2001 12:23:22
New Spell: Ardums Spirits    Bart Dedecker    31 Jan 2001 12:23:22

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