Wedgerocket’s Embarrassing Trap

The almost unnoticeable glyph of a trap has been laid.

Wedgerocket’s Embarrassing Trap
Abjuration
Level: Sor/Wiz 0
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: Object touched
Duration: 1 minute
Saving Throw: Reflex negates
Spell Resistance: Yes

This amusing cantrip was the first spell created by Wedgerocket, a clever gnomish wizard and spell inventor. During his early adventures, this spell led to some higly amusing pranks being played on a group of senile dwarves.

This spell creates a tiny magical “trap” of more than one six-inch square on the object or area touched. Popular targets among pranksters include door handles, frequently-passed spots on the ground. The trap has a search DC of 25, appearing as an almost unnoticeable magical symbol, and has a disable device DC of 20. The next person to touch the trapped object (generally by stepping on it or picking up the trapped item) sets it off. The spell duration ends once the trap has been set off.

The spell has one of two effects when activated. When used in combat, it deals one point of damage to its victim, reflex negates. If simply used as a prank, however, the victim must make a reflex save or his trousers fall down. The prank version of the trap cannot be used against foes in combat, nor against someone who is not wearing trousers.

Focus: The object to be “trapped”.


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Wedgerocket’s Alchemial Accident

Nothing appears to have happened to your flask of alchemist’s fire.

Wedgerocket’s Alchemial Accident
Transmutation
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: One unopened flask of alchemist’s fire
Duration: Instantaneous (see text)
Saving Throw: Reflex negates
Spell Resistance: Yes

Wedgerocket, the gnome wizard, is known throughout his homeland of Lantan for his infamous alchemy lab accident. While he was not seriously injured, the explosion did manage to destroy several hundred gold pieces worth of equipment. One bored weekend, he decided to duplicate this effect in a dangerous spell - and as far as anyone knows, it has only ever been used once.

One round after casting the spell on a flask of alchemists’ fire (or if directly strikes a target before this) it explodes violently, dealing 1d6 slashing damage and 2d6 fire damage to any person directly struck (or holding the flask), and 1d6 fire damage to anyone within five feet. The flask explodes at the end of the round after the spell has been cast on it, whether or not the caster is still holding the flask - hence, they would be advised to throw the flask at an enemy soon as possible.

Additionally, anyone suffering fire damage from a direct hit must succeed at a DC15 reflex save or be set alight. Failure means that they take another 1d6 fire damage and remain alight, success means that the flames are extinguished. Each round that the character remains on fire, they must make another DC15 reflex save or take another 1d6 fire damage. (See DMG page 303 for the rules on catching on fire.)

Material component: A vial of alchemist’s fire.

Skewering Surprise

A familiar spear is summoned into existence.

Skewering Surprise
Conjuration (Summoning)
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Medium (100ft. + 10ft./level)
Effect: One spear, shortspear or longspear
Duration: 1 minute/level
Saving Throw: Reflex negates (see text)
Spell Resistance: No

This spell summons a spear, shortspear or longspear to appear anywhere within the spell’s range, typically either directly above an opponent at the maximum possible height, or in the caster’s hand. If summoned above an enemy, he must make a Reflex save or be struck by the falling spear, taking the spear’s normal damage, plus the spear’s falling damage (1d6 damage for every 60 feet it falls, or 1d6 per 70 feet for a shortspear). The spear then remains on the ground for the spell’s duration, allowing anyone to pick it up and use it as a normal weapon.

At the caster’s option, hey may summon any spear, shortspear or longspear which he already owns and has prepared in a special ritual costing 50gp. The spell functions as long as the spear is stored anywhere on the same plane as the caster (even in the caster’s posession), and is useful for allowing the caster to summon magical and/or poisoned weapons. The weapon’s enhancement bonus to damage and special properties still apply to an enemy it strikes, although it cannot score a critical hit. The caster may only have one such spear prepared at any one time.


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Silver Bullet

A deadly silver pellet bolts toward your opponent from your outstretched finger.

Silver Bullet
Conjuration (Creation)
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft.+10 ft./level)
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes

A tiny silver pellet shoots from the caster’s pointed finger, dealing 1d6 damage to the opponent struck. The caster must make a successful ranged touch to hit. For every two caster levels above 1st, the pellet deals an additional 1d6 damage to the opponent struck, to a maximum of 5d6 at 9th level.

This spell has an additional effect against creatures with a weakness to silver - lycanthropes, vampires and the like. Against such creatures, the spell deals an extra point of damage per bullet (1d6+1) and the save DC is increased by +1. This spell was created by wizards whose homeland was plagued by werewolves, and they now use this spell almost entirely as a replacement for magic missile.

Material component: A silver piece.

Peace Agreement

You feel your opponent become infused with a sense of non-violence and an unwillingness to fight.

Peace Agreement
Enchantment [Mind-Affecting]
Level: Clr 4
Components: V, S, F, DF
Casting Time: 1 standard action
Range: Touch
Target: One creature
Duration: 1 hour/level (D)
Saving Throw: Will negates
Spell Resistance: Yes

The target of this spell is sheathed in a faint white glow. For the duration of the spell, the creature is unable to deliberately cause harm to another creature. They may not attack with either melee or ranged attacks, nor use a spell or other special ability to affect an unwilling creature. Nor may they take other actions which directly harm another creature, such as activating a trap with the intent of injuring someone. They are not, however, prevented from indirectly harming foes, such as summoning monsters to fight on their behalf or casting beneficial spells on allies.

Should any creature attempt to attack the target of this spell directly (such as by one of the methods described above), the spell no longer applies with regards to this creature, and the target of peace agreement may attack them as if the spell was not in effect. If the spell’s caster attacks the victim, the spell ends entirely.

Necropolis

After an arduous day-long ritual, the ground for a full mile in every direction now stands forevermore as a graveyard of undeath.

Necropolis
Necromancy [Evil]
Level: Clr 9, Sor/Wiz 9
Components: V, S, M, XP
Casting Time: 24 hours
Range: Touch
Area: Up to a 1 mile radius emanating from the touched point
Duration: Permanent
Saving Throw: None
Spell Resistance: None

This dark spell permanently corrupts an area the size of a small town with an unholy necromantic curse. Firstly, the ground within the area is permanently affected with something similar to both desecrate spell and an unhallow spell. Any animate dead spell cast within the area may animate twice the normal hit dice of undead (4HD/level instead of 2HD/level). Checks to turn undead within the area take a -8 profane penalty, while rebuking checks gain a +4 profane bonus. Undead within the area gain +1 profane bonus to attack rolls, damage rolls and saving throws, and any undead created within or summoned into the area gain +1 hit point per hit die.

If the area contains one or more permanent temples dedicated to an evil deity, up to one temple per four caster levels is protected by a magic circle against good. Undead within the area gain a +2 profane bonus on attack rolls, damage rolls and saving throws, and any undead created in or summoned into the area have +2 hit points per hit die.

Secondly, any corporeal creature with a skeletal system who dies within the area is automatically raised at midnight as a zombie or skeleton (caster’s choice). If the caster wishes, created undead can be added to his own set of controlled undead as if he had animated them himself with animate dead, with any excess undead remaining uncontrolled. The caster may leave simple standing orders for the undead, such as “guard this area” or “attack the nearby city”. Upon casting the spell, the caster decides what the orders are, and whether or not he wishes to add them to his own set of controlled undead. He may change these undead-creation options by undertaking a special 24-hour ritual at the site.

This spell supersedes and supresses any desecrate or unhallow spells within its area. Consecrate or hallow spells are dispelled, with the exception of hallow spells already in effect within the grounds of good aligned temples, which remain unaffected by necropolis and may be renewed normally. A consecrate spell cast within the area supresses its effects within the consecrate spell’s area for 1d4 minutes, and likewise a hallow supresses its effect within its area for 1d4 hours. Necropolis cannot be dispelled in the standard manner, a miracle spell cast by a good-aligned caster is required to permanently lift the curse.

Material component: 5,000gp worth of black onyx mixed with unholy water
XP cost: 1,000XP.


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Merciful Blade

Your weapon is surrounded with a soft white aura that abhors bloodshed.

Merciful Blade
Transmutation
Level: Clr 2, Pal 2, Sor/Wiz 2
Components: V, S, F, DF
Casting Time: 1 standard action
Range: Touch
Target: Weapon touched
Duration: 1 minute/level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)

As magic weapon, but all damage the weapon deals for the spell’s duration is nonlethal damage. This spell is favoured by pacifist clerics who prefer to avoid unnecessary bloodshed, and also useful in situations where the caster needs to take a foe alive.

Lich’s Accompaniment

You find yourself surrounded by your own undead doppelgangers.

Lich’s Accompaniment
Illusion
Level: Sor/Wiz 6
Components: V, S
Casting Time: 1 full round
Range: Close (25 ft. + 5 ft./2 levels)
Target: Up to one undead under the caster’s control per 2 levels
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: Yes

Even lowly clerics of the evil deities of undeath know the advantages of hiding behind their mindless zombie minions in a fight, but the more powerful spellcasters have developed more sophisticated magical methods of using their undead as bodyguards. Through long and arduous magical research and testing, this spell was created.

All subjects of the spell are transmuted to appear, feel and sound exactly as the caster himself. Only undead of roughly the same size as the caster and under the caster’s complete control are affected. The caster makes a disguise check (with a +10 circumstance bonus) when creating the skeletons’ disguises to determine the spot DC for viewers to determine which is the real caster and which are the fakes. This bonus increases to +15 for undead which actually resemble the caster’s natural form - for example, a lich casting the spell on skeletons, hence the spell’s name.

For the duration of the spell, all of the caster’s doubles copy his sounds and movements exactly, similar to a mirror image spell. Any spells he casts also appear to be cast by all of the doubles as well - for example, a ray spell appears to be fired by all of the doubles at once as well as by the caster himself. The doubles move with the caster to the best of their ability, but may be unable to follow if their master moves too quickly by using movement spells such as fly or dimension door.

True seeing reveals the undead as their true form and shows the visual effects of any spells the doubles “cast” to be illusory, but they still copy their master’s movements. However, particularly clever liches have been known to outwit opponents by using mundane disguises in conjunction with this spell, such as dressing themselves and their undead minions in identical nondescript robes.

Anyone interacting with one or more of the doubles is allowed a Will save to recognise those individual undead as fakes.

Jinx

A single word silences your opponent.

Jinx
Enchantment [Mind-Affecting]
Level: Sor/Wiz 1
Components: V
Casting Time: 1 standard action
Range: Close (25ft. + 5ft./2 levels)
Target: One humanoid creature of up to Large size
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes

The target of this spell is cursed with a complete inability to speak. The spell is automatically ended, however, if the victim hears someone speak his name. The spell ends if they are attacked.

If the target is threatened or in a dangerous situation such as combat, they may speak normally but take 2d4 damage as they feel an invisible fist punch them on the arm, which ends the jinx spell. The target is aware of the jinx effect, and creatures intelligent enough to cast spells easily realise that they can speak as a free action to trigger the hit before casting their spell.

Jinx does not prevent the caster from using forms of nonverbal communication, such as telepathy or writing.


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