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Old 05-21-2010, 12:20 AM   #453
Abe Sargent
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Join Date: Dec 2001
Location: Catonsville, MD
After two months, Alzar wants to get cracking with the next book – the level 5 one. He has spent one of the two months finishing it off and then the last month starting on the 6th level evil spells. He grabs the tome, having dropped 60 dispels on it. Has one worked?

Yes.


Level Five “Evil” Spells:

Animate Dead
Avoidance
Cloudkill
Domination
Magic Jar


Deathmaster’s Vial
Eyefire
Fiendform
Nystul’s Enveloping Darkness
Persona of Death
Vile Venom
Xult’s Magical Doom


Persona of Death is a necro spell and makes an undead zombie look like they are alive again, for a few hours. It can’t give them a mind or anything. A corpse looks sleeping. Eyefire, Cloudkill are evoc spells and not available. Xult’s Magical Doom is another way to protect books, maps and scrolls. It involves polymorphing, permanently, someone who messes with it. Vile Venom costs some weapons with poison. The Darkness makes a darkness that Alzar can see through, and that gives -2 to attack him in addition to darkness modifiers. Fiendform has a material component of 3000 crystal statuette, and turns the caster into a random powerful fiend that gains all of the powers thereof for a few rounds. Then the statuette is destroyed. Magic Jar is a classic necro spell that allows you to put your soul temporary in a vessel, and then try and jump into someone else’s body and control them, then jump back and keep it up, or turns to your normal body. Domination is a powerful enchantment charm that forces someone to do what you want. Unlike the second level spell Empathic Control, the person can be ordered to fight, it lasts for a long time, and no damage to the caster and the caster can do other things and doesn’t have to concentrate.

Here is the cool one he got:

Deathmaster's Vial
Level 5 Necromancy, Alchemy

Range: Touch
Duration: Special
Area of Effect: 1 or more vials
Components: V, S, M
Casting Time: 5
Saving Throw: None

This spell activates an evil fluid that has been sealed in a specially prepared vial. The activated concoction can be hurled as a grenadelike missile. A direct hit inflicts 2d8+3 points of rotting damage. A miss within 5 feet inflicts 1d4+1 points of rotting damage.

The casting activates one vial per 3 levels of the caster (round down, minimum of one), up to a total of five vials at 15th level. The vials must be used within two hours of exposure to direct sunlight, but they last for 2d10 days if kept in darkness. Exposing the liquid to the air after activation destroys it within a round. The vials radiate evil.

The material component of the spell is the base fluid, which is made from boiling the remains of a ghoul or ghast for 24 hours and adding various noxious substances worth about 300 gp. This yields enough liquid to fill 6 small vials (like those used to carry holy/unholy water).



Alzar learns Xult’s Magical Doom, Deathmaster’s Vial, Domination, Vile Venom, and Magic Jar. In the future, Alzar will be not automatically opening up spellbooks in case he runs across more trapped like Castanamir’s ,unless the caster appeared to be of low level.


After two months, Alzar has decided to sail a few weeks away to the island with the next slaver’s stronghold on it. That’s probably more time sensitive than the ruins on the island and investigating them.

5 days into the journey, they have bad weather and are blown off course by three days. It’s no longer the easy season to sail.

16 days later, they arrive at a medium sized island to the west and a bit north of the Isle of Dread. This is supposedly where the next foes are at. Alzar orders the ship to anchor a while away, and using his various scrying methods to see what’s up – in this case, the Crystal Ball. He can only search the area of the island he can just make out, but suddenly, it’s as if he’s there in the ball.
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