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Old 05-09-2010, 01:08 AM   #275
Abe Sargent
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Join Date: Dec 2001
Location: Catonsville, MD
Okay, time for Alzar to do something he has been waiting for a long time. You see, everyday, when not adventuring, he has memorized Dispel Magic once and then, before retiring, he casts it on one of three of the spellbooks – 1st, 2nd and 3rd level evil books. He now unlocks the chest and reaches in and grasps the 1st level tome.

Did he dispel the protections? Yes. Alzar opens trhe book, casts Read Magic, and excitiedly looks over the contents. The following first level spells are in the book, classified by Castanamir as “evil.”

Charm Person
Hypnotism
Friends
Magic Missile
Nystul’s Magical Aura
Protection from Good
Sleep
Spook


Corpselight
Dance Macabre
Reflected Image
Spoil Holy Water
Wandbane

There are some goodies in here. Alzar grabs the next book, 2nd level evil spell. All dispelled.


2nd Level “Evil” Spells:


Darkness, 15’ Radius
Deafness
ESP
Fools’ Gold
Irritation
Ray of Enfeeblement
Stinking Cloud
Tasha’s Uncontrollable Hideous Laughter


Choke
Dark Mirror
Empathic Co ntrol
Ghost Pipes
Castanamir’s Magic Missile Reflection
Undead Mount
Wall of Gloom


Another score of some very useful, and some rare spells, and some Alzar is not familiar with. He grabs the third book, for 3rd level spells and…it is save too.


3rd Level “Evil” Spells:


Feign Death
Haste
Improved Magic Missile
Protection from Good, 10’ Radius
Suggestion
Vampiric Touch


Curse Tablet
Dire Charm
Minor Malison
Mummy Touch
Skulltrap
Watery Double
Whip of Pain


Again, some nice new spells here for Alzar to learn and use.

Let’s look at several of these spells.

3rd Level: Whip of Pain is an Evocation spell that Alzar can’t use, ditto Improved Magic Missile. Skulltrap, and Dire Charm he already has and he failed to learn Haste once. Minor Malison is simple – enemies get -1 to their saves. Protection from Good 10’s is just a reversed Protection from Evil, 10’. Feign Death just makes a person look dead, it’s an illusion spell and thus not accessible. Here are the interesting ones:

Vampiric Touch – Deal 1d6 per level to opponent, and gain that much in hit points. Nice, necromancy
Mummy Touch – Necro, can give mummy rot, which akes while to do anything, but is a disease
Suggestion – Force someone to do one thing – strong charm
Curse Tablet – Weird, awesome. Necro and artifice spell. Lasts 2 days per level, and each night, the target makes save. Failure, they wake up and lose half current hp rounding up. Make it three nights, and done with curse.
Watery Double – Conj, cast on body of liquid, 1st creature to csat reflection in it triggers the water to form a double of image maker. Animated for 1 rnd.level of caster. Attempts to touch caster, with Thaco andHP of creature it copies and AC6. Cannot use special abilities. If it manages to touch, it merges with the body, and covers body with film of water. Subject makes a save. Successful, the watery double dies. Failed? Take 1d8 suffocation per round autmaticlaly until it expires or someone dies. Striking it while it is around another does an equal amount of damage to the person.

Nice though, right?

2nd Level: Stinking Cloud cannot be gotten. ESP, Empathic Control already known. Darkness makes it dark, Deafness makes someone deaf, permanently, but can be dispelled. Save vs. to allow. Fool’s Gold illusion to make copper look like gold. Irritaion alteration to make creature itch badly, or have rash. The Ray makes a person weak, and can really hurt a major fighter in a combat, but not always worth it. The Ghost Pipes just waits to play a song on an instrument until someone touches it. The Reflection turns all magic missle back to source, for 2 rnds plus 1/rnd/level.


Interesting Stuff:

Tasha’s….Laughter – Enchantment/Charm spell, save to stop, Slowly begins to laugh a lot, eventually getting -2 to attacl and damage. 1 rnd/level. Save with Int modification. Affect one creature per 3 levels.
Wall of Gloom – Conj spell, lasts 2d4+1/lvl rounds. Barrier of shadow, dims sight almost completely through it, Scares creatures with 4 or less hs who roll save to pass or run away. 5-7 need to save to ente,r but no run.
Undead Mount – makes horse or pony or something animated into steed. Only lasts 2 hours +1 hour/level
Choke – Summons ghostly hands to attack a creature, lasts 1rnd/levl, save vs half each round, deals 1d4 damage from choking, cannot be attacked, victim at -2 to attack.
Dark Mirror – Can 1) Prevent Magic Darkness from forming around him, 2). Reflect darkness attack back, or 3). Allow caster to see perfectly in darkness.


1st Level Spells:

Alzar already knows Friends, Charm, Sleep and cannot cast Magic Missile or Spook or Nystul’s Magical Aura or Reflected Image. Pro Good is just reversed Pro Evil.


Interesting Spells

Hynotism allows the planting of a very small suggestion, such as drop your weapons or walk away. They will not do it that long, 1 rnd per level, and they will do nothing dangerous or complicated.
Corpselight – causes a corpse or part of a body to glow. Lasts 10 rnds.level. Looks spooky. Can affect 1 body per level. Can be cast on undead
Dance Macabre – Necro, causes dead body to animate and move according to caster’s wishes. Has 1d8 hp, and AC of armor. It cannot attack or perform delicate things.
Spoil Holy Water – Turns all holy water in 40 ft cube into normal water (only 50% chance of success if in font)
Wandbane – Bascially, a temporary Dispel Magic for wands, staffs and wands. Save or it cannot be used for 1 rnd/level.


Alzar smacks his chops and goes out and purchases a new spellbook to copy some spells into. (Down to 4000 gold)

He learns:

Spoil Holy Water
Hypnotism
Undead Mount
Tasha’s laughter
Choke
Wall of Gloom
Ray of Enfeeblement
Curse Tablet
Vampiric Touch
Watery Double
Suggestion



He Fails:

Protection from Good


He loves these 3rd level spells. Suggestion, Watery Double, Vampiric Touch, then he has Dire Charm, Skulltrap, Searing Serpent, and Undead Summoning I, so he’s got a lot of goods to play around with.
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