Post by StoryTeller on Jan 22, 2006 6:36:23 GMT
Pilpin's Nightmare
(Enchantment/Charm, Necromancy) ƒ
Range: Plane of casting
Components: V, S, M
Duration: Special
Casting Time: Special
Area of Effect: One creature
Saving Throw: Special
This spell allows the wizard to enter a creature's dream and attempt to control it, but the spell can backfire and destroy the wizard. Creatures that do not dream are not affected by this spell (i.e., undead, non-intelligent monsters, etc.). The creature must have been asleep for at least one hour before the spell will work.
The wizard goes into a deep trance for the duration of the spell and is totally oblivious to the surrounding environment. If the wizard is
disturbed, the spell ends.
The wizard projects from the trance into the creature's dream. The wizard will appear in the dream as an observer, unable to influence the
dream or say anything. There is a 5% chance that the dream projected into is hostile to the wizard (see below for the effects of a dream hostile to the wizard).
Once in the dream, the wizard attempts to take control of the dream. The target creature is allowed a saving throw at -4 to resist the wizard's attempt. If this first saving throw is successful, the wizard does not take control of the dream and cannot try again for a week. At this point, the wizard can leave, or remain as an observer. If the wizard
chooses to remain, there is a 5% chance per round that the dream turns hostile to the wizard. If the creature fails the saving throw, the wizard takes control of the dream and can make anything happen in that dream. If the wizard causes the dream to become hostile to the creature (i.e.: turning it into a nightmare), the target creature must make a saving throw versus death magic or die in its sleep. If the creature's saving throw is successful, the wizard loses control of the dream, but the target creature still takes physical damage equal to 25% of its maximum hit points. The target creature will not awaken due to the
physical damage caused by the nightmare, but may be awaken by another, who witnesses the damage suddenly appearing on the creature.
After the first attempt at turning the dream to a nightmare there is a 50% chance that the dream turns hostile to the wizard. The wizard can
again attempt to take control of the dream or leave. If the wizard regains control of the dream, he can again attempt to kill the target.
If the target saves versus death magic again, the wizard loses control of the dream and the target takes another 25% of its maximum hit points
in damage. The dream now automatically turns hostile to the wizard.
The wizard can continue to go through this, each time the creature can either fail its saving throw and die, or successfully save and take 25%
of its hit points in damage. If the target creature saves and takes damage four times, it dies from physical damage.
If at any time the dream turns hostile to the wizard, the wizard can attempt to control the dream in the usual manner, or attempt to leave
the dream. If the wizard chooses to leave, a successful saving throw versus spell is required (leaving a non-hostile dream does not require
a saving throw), if the saving throw fails, the wizard is trapped. If the wizard unsuccessfully attempts to control the dream (i.e., the target saves against the attempt), the wizard is trapped.
A wizard trapped in a dream hostile to himself cannot make the dream hostile to the target again and must make a successful saving throw
versus death magic or die for each round trapped. If the saving throw is successful, the wizard loses 25% of his hit points due to physical damage (a wise wizard will have somebody watching in case this starts to happen). If the wizard is not awoke by another, he must regain control of the dream before he can attempt escape. If unsuccessful in gaining control of the dream, the wizard will die in four rounds from physical damage, if not sooner from a failed saving throw versus death magic.
The material components are a personal possession from the target creature and a lock of hair from a night hag.
Pilpin's Soul Exchange (Alteration, Necromancy)
ƒ
Range: 0
Components: V, S, M
Duration: Permanent until wizard reverses
Casting Time: 1 turn
Area of Effect: Two creatures touched
Saving Throw: Special
This spell causes the life forces of two creatures to exchange. The wizard must touch both creatures simultaneously at the end of casting without having to make a to-hit roll. Any two creatures with a soul or spirit (eg., humans, elves, animals, birds, dragons, fish, etc.) can be affected. Examples of creatures that do not have souls or spirits (as we
understand them) are: undead, demons, devils, automatons such as golems, and extra-planar creatures in general. The saving throw against Pilpin's soul exchange depends on whether both,
one, or neither of the recipients are willing to undergo the exchange.
Treat indifferent as unwilling. If both recipients are willing, no saving throw is required. If one recipient is willing but the other is not, then the unwilling target is allowed a saving throw with a –2 penalty. If both are unwilling, then they are both allowed a normal saving throw. A successful saving throw by any one of the recipients negates the spell.
This spell is much more powerful when used in combination with the 8th-level Trap The Soul. Unwilling creatures that are trapped within a
gem prison have an additional -6 penalty on their saving throw. So if one recipient is willing and the other not, and the unwilling recipient is first imprisoned by Trap The Soul, the unwilling creature saves with a -8 penalty. If both recipients are unwilling and trapped in gem prisons, they both save with a -6 penalty. The spell does not release them from the gem prisons, only exchanges their souls.
A creature's soul in a different body has that body's hit points or Hit Dice, Strength, Dexterity, Constitution, and Comeliness, but the soul's
Intelligence, Wisdom, Charisma (modified by the body's new Comeliness), memories, and Intelligence based skills (languages, nonweapon
proficiencies, spellcasting ability, etc.). The non-physical abilities can be used only if the body has the required physical attributes. If the body has extraordinary Strength, it can only be used if a warrior's soul enters the body. The body will not radiate magic. The alignment will be that of the soul. True seeing will reveal to a person that
previously knew the recipient of the soul exchange that it is no longer the same person.
The spell can only be reversed by a carefully worded and executed Wish (creatures must be touching each other), another Soul Exchange, or the
will of the original wizard. If a creature dies while in another's body, it can only be brought back with its own body, so if both creatures died this could be a reckless way to reverse the spell. The material
components are a diamond worth 1000 gp and a bit of fresh brain tissue from a mind flayer (not necessarily freshly acquired, possibly magically
preserved).
Phoenix (Necromancy, Alteration) ó
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 1 turn
Area of Effect: Special
Saving Throw: Special
This is a very powerful spell that activates only upon the death of the caster. One round after death, the remains of the body become extremely hot igniting any nearby combustibles. The spell will not function if less than 50% of the remains exist, whatever shape they may be in, or if body parts are spread out over a 10-foot radius. During the next nine rounds, the remains will continue to magically burn. At the end of one turn, the flames will erupt bursting into a huge fireball. The size of which is ¼" radius sphere per level of the caster. The blast will cause d6 damage per level to anyone or anything - ½ damage if a saving throw is made. Any remaining possessions of the caster or objects within 20 feet are totally destroyed in the blast.
From the flames, the spell enables the soul of the deceased to create a firebird - a flaming roc-like bird described below. The main objective is to fly home to a specially prepared nest to be reborn. However, the caster can use her new form to attack her enemies. She has a potent new body to fight with, but there is a price for quick revenge. Every round that is not spent flying towards the nest will reduce the chance of rebirth by 5%. (See example below)
The nest is usually located in some secret place known only to the caster. The location is usually stockpiled with water, clothes and a spare spell book, and is carefully warded against intruders. The nest is composed of chunks of jet (at least 10%) and stones from the caster's homeland stacked together in an oval shape. The size of which is about 5-6 feet long and 2-3 feet wide. The nest's bottom is sprinkled with 10,000gp worth of diamond dust and one pint of the caster's dried blood. When the firebird arrives at this nest, it immolates itself.
Within the ashes, an egg is formed and lies incubating. The egg incubates and grows a number of days equal to the number of levels the caster had. Note that the caster's egg is very vulnerable to attack during this time. At the end of the last day, the caster must make a system shock survival roll. Example: the recently deceased caster had a 12 constitution and spent 8 rounds fighting before flying away. Thus she needs to roll (80 - 40 = 40) 40% or less to live again. If she flew directly to the nest and didn't fight, her chance of making the system shock roll is 80%.
In addition, the spell must be renewed with ritual utterances every new moon. The spell is cast into a golden amulet shaped like a phoenix with deep blood red ruby eyes. The minimum value of which is 15,000gp. It must be worn singly (other magical amulets, medallions or necklaces will negate its effects) at the time of death for the spell to take effect.
Firebird
Activity Cycle: Any
Intelligence: Same as the caster
Treasure: None
Armor Class: 2
Movement: 3"/36" class B
Hit Dice: Same as the caster
THAC0: Attacks as a monster equal to caster's level
No. of Attacks: 2 claws or 1 bite
Damage/Attack: 2-12/2-12 or 3-18
Special Attacks: Excess heat causes all within 10' to take 1-6 points of damage/round.
Special Defenses: Ethereal at will, homing instinct for nest, hit only by +2 or better weapons.
Magic Resistance: Same as the caster
Size: Wingspan is 2' per every level of the caster
Power Drain (Evocation, Necromancy) ƒ
Range: 0
Components: V, S, M
Duration: 1 round per level
Casting Time: 3
Area of Effect: Creature touched
Saving Throw: Negates
This spell can be used to drain someone else's Constitution permanently and use this energy for certain spells such as permanency. To do this,
the wizard casts the spell and touches the subject, who gets a saving throw versus spell. If the saving throw fails, 1 point of Constitution of the subject is drained and stored in the material component: a
1000 gp black opal. This energy must then be used within the spell's duration or it is lost forever. When the point is used or the spell ends, the opal disintegrates. Casting this spell is very tiring for the wizard, causing him to lose 1d6 points of Constitution that can be regained by having 3 hours of rest for every point lost.
Power Word, Undeath (Necromancy) o
Range: 5 yards/ 2 levels
Components: V, S
Duration: Permanent
Casting Time: 1
Area of Effect: 10' radius
Saving Throw: None
When the Power Word, Undeath is uttered, one or more creatures of any type are instantly slain if the fall in the area of effect of the spell. The spell slays one creature with up to 40 hit points, or it kills two or more creatures with less than 10 hit points, up to a maximum of 100 hit points of creatures. Those slain by the spell are instantly raised up under the caster's control as zombies. The option to slay a single individual, or multiple individuals, must be stated before the spell is cast. The current hit points of the victim(s) is used to determine if the spell is effective.
Ralorn's Bolt of Dragon Slaying (Necromancy) o
Range: 20 yards per level
Components: V, S, M
Duration: Istantaneous
Casting Time: 9
Area of Effect: One dragon
Saving Throw: Negates
This spell launches a bolt of killing energy specifically tuned to slay dragons. Any dragon struck by this spell must save versus death magic or die. If the saving throw succeeded, it suffers 1d10 HP of damage per level of the wizard. Against any other creature, the spell inflicts 1d6
per level, save for half damage. The material component is the tooth of a wyrm or greater dragon slain by the wizard without using this spell.
Ray of Death (Necromancy) o
Range: 0
Components: V, S, M
Duration: Instantaneous
Casting Time: 9
Area of Effect: 10' wide path 60' long
Saving Throw: None
This spell is one that has seen many uses by evil wizards as a tool of assassination. It slays anything in its 10 feet wide, 60 feet long path. Those of lesser level than the spellcaster die without a saving throw, but those of equal level or greater than the spellcaster gain a saving throw vs. spells to avoid the effect. Those slain by the spell cannot be raised short of a Wish spell.
The material component of this spell is the eyes of a necromancer of no less than 21st level. The eyes are not destroyed in the casting of the spell.
Ray of Repeating Summoning (Necromancy) ƒ
Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: 10
Area of Effect: 50-feet radius
Saving Throw: None
Ray of Repeated Summoning turns all dead creatures within 50 feet of caster to zombies. If these are killed, they return to their undead state in 5 days, chasing after some major wizard.
Re-Animate (Necromancy) ƒ
Range: 5 feet
Components: V, S, M
Duration: Permanent
Casting Time: 9
Area of Effect: 15 – feet radius
Saving Throw: None
This spell restores 5-10 undead within the radius to full strength, even if they have been destroyed by a high level cleric.
The material component is the head or the skull of a priest (it can be from any priest, even an evil one).
Red Bomb (Invocation/Necromancy) o
Range: 30 feet
Components: V,M
Duration: Instantaneous
Casting Time: 9
Area of Effect: 200 ft per level of caster
Saving Throw: ½
Red Bomb is a spell for the magic-user who knows he or she is likely to lose a comming conflict, and wishes to take a few precautions. In the privacy of the caster´s favorite hidey-hole, the caster must draw a circle from the kidneys of puppies born in the fall, and within that draw runes with the livers of roosters hatched in the fall. Within the pentagram, the caster must write down the runes that will open a portal to the Plane of Fire. (Al drawing of runes must be performed wi t h the arm-bone of a 7th level Paladin.) In the spaces between pentagram and circle, the caster must draw the runes to open a portal to the Plane of Water. Now the caster must dig a trench around the circle, pouring in the blood of at least 20 plague-ridden beings, preferably sapients, and add any number of magical poisons to increase the strength of the mix. Caster must be careful to isolate themselves against infection during this part of the spell, which takes part in the 3d to 4th round. Ar o und this trench, the caster must write down runes to open a special portal to the Plane of Air, and open it in such a way that a Bloodspout is caused; as the streams of Air whirl up the contaminated blood, this liquid is forced into the shape of a massive globe, which hovers above the center of the pentagram. At the start of the 5th round, the caster must open the portal to the Plane of Fire, causing dangerous energies to be infused into the Red Bomb-Orb. In the 7th round, the caster must cast spells on the Red Bomb to make sure it will not explode of its own accord at some time. In the 7th round, the caster must sprinkle a mixture of their own blood and black dust on the runes of the Plane of Water, enabling the caster to open this wherever they happen to be. Now, using the arm-bone of a level 6 Dark Cleric, the caster must scratch runes into the earth outside the circle of runes already enclosing the empty blood-trench, while reciting the proper words of power. If this is successf u l, then the caster may at any time teleport to the exact center of the pentagram, wherever they happen to be at the time. 8 rounds have now passed and, after an appropriate resting period, the caster must seek out their enemies. If the battle goes as badly as the caster had expected, then the caster need only perform a 1-round ritual to be translocated to the absolute center of the pentagram, in their favorite hidey-hole. The Red Bomb, however, takes their place. During the 1 round that the ca s ter performed its escae-measure, by the way, the portal to the Plane of Water was opened, and showered the Red Bomb with icecold fluid. Add to this the energy-surge that occurs during the sudden transport, and the Red Bomb is extremely volatile when it arrives. It will explode, causing all beings within a circle with a 30 ft. radius 4 Hit Points worth of damage from the explosion, and showering them with blood. Temporarily reduce Charisma to 2, until the characters may wash themselves and thei r possessions clean. But the temporary loss of charisma is not the worst of it; these characters are now infected with virulent plague, and the only means to be rid of it, is to approach a level 3 Good Cleric, who may heal only one individual of this magical plague per day. And all the while, the caster may be spying on their enemies, laughing their head off at the devastation wrought...
Reinvest Unholy Soul (Necromancy) ƒ
Range: Touch
Duration: Permanent
Components: V, S
Casting Time: 1 turn
Area of Effect: One undead
Saving Throw: None
This spell is the equivalent of Resurrection for the undead. When this spell is cast upon an undead's remains, the creature's soul is reinvested into the body, which reforms into its original whole. The undead must make his/her Resurrection Survival in order to survive the transformation, and a system shock check or lose one point of constitution.
Relive (Necromancy) ó
Range: 1 foot/level
Components: V, S
Duration: Permanent
Casting Time: 7
Area of Effect: Special
Saving Throw: Special
This is a very powerful spell that deals with life and death, literally. This spell’s main purpose is to make an intelligent, undead creature become a normal, living, being. It will make the undead become the way they were before they became undead, but their minds will stay the same. The age and type of the undead determines its saving throw. First, consult the priest turning table and treat undead as if being turned by a 20th level priest. Then, if successful, roll above the undead’s level, if any, with a 1d100. Add 1 to the undead’s number for every 100 years of existence. If this roll is successful, the undead will be turned to a normal person.
Another use of this spell is to turn undead like a priest of the same level of the caster up to level 20.
The last use, and least known, is to bring a body back to life that is normally dead. The body must be in condition to live. So it must be in practically perfect condition. Poison, spell victims, and heart-attacks are some ways of dying that will leave the body fit to live, but not without help from this spell. If cast on an Immortal, it will slow their healing for 1 day to ½ of normal. The reason for this is unknown. If cast on an Immortal that has never returned, it will slay them, effectively making them Immortal. Note that this spell is extremely rare and is only known by a handful of wizards.
Remembrance
(Enchantment/Charm, Divination, Necromancy)
ƒ
Range: Touch
Components: V, S, M
Duration: Permanent
Casting time: 5 Rounds + special
Area of Effect: 1 creature
Saving Throw: None
This spell allows the wizard to plant a memory into a person so that they can remember it days, years, or even lifetimes later with perfect clarity. The person on which the spell is cast must be willing or the spell will fail. The subject must be given a symbol or phrase which will activate the memories, otherwise they simply are never activated and thus go unused. The amount of memories storied is up to the caster’s level, with the caster being able to get about five words, or a single image per level. The caster may repeat this spell several times, setto go off one after another to get a continuos stream of dialogue or images. The memories are normally copied from the caster’s mind, or from what the caster is currently describing, with the words spoken by the memories being the caster’s own or whoever was the designated speaker. This memory voice is always the speaker’s true voice and cannot be copied by another, nor can it impersonate another’s voice. The time period for which the is set off depends on the material components.
To be set off, the spell requires something dear of the person it is to be cast on. If a symbol (or condition) is to set off it must have a symbolic representation of that symbol or condition present as well. If the memory is to be set off in less than a year the material component is a feather from a owl. If the memory is to be set off in the same lifetime the material component is a piece of ivory from a elephant’s tusk. If the memory is to be set off in another lifetime, then the material is a piece of horn from a dragon, Ki-rin, or feather from either a Gynosphinx or a Couatl.
Restore (Necromancy) ó
Range: 0
Components: V, S
Duration: Permanent
Casting Time: 9
Area of Effect: 15 – feet radius
Saving Throw: None
This spell restores D% hit points to all undead and 2d20 hit points to all living creatures within the area of effect.
The material component are a vial of holy water and a vial of unholy water which must be mixed during casting.
Return (Necromancy) ó
Range: 0
Components: V
Duration: Until triggered
Casting Time: 1 day
Area of Effect: The caster
Saving Throw: None
This spell will remove 5 Hp from the caster's maximum permanently, but allows the caster to defy death once per casting. Once he dies from
grievous wounds (dying from old age isn't affected), he will arise fully healed by the return spell. This spell is jealously guarded by those
that know it.
(Enchantment/Charm, Necromancy) ƒ
Range: Plane of casting
Components: V, S, M
Duration: Special
Casting Time: Special
Area of Effect: One creature
Saving Throw: Special
This spell allows the wizard to enter a creature's dream and attempt to control it, but the spell can backfire and destroy the wizard. Creatures that do not dream are not affected by this spell (i.e., undead, non-intelligent monsters, etc.). The creature must have been asleep for at least one hour before the spell will work.
The wizard goes into a deep trance for the duration of the spell and is totally oblivious to the surrounding environment. If the wizard is
disturbed, the spell ends.
The wizard projects from the trance into the creature's dream. The wizard will appear in the dream as an observer, unable to influence the
dream or say anything. There is a 5% chance that the dream projected into is hostile to the wizard (see below for the effects of a dream hostile to the wizard).
Once in the dream, the wizard attempts to take control of the dream. The target creature is allowed a saving throw at -4 to resist the wizard's attempt. If this first saving throw is successful, the wizard does not take control of the dream and cannot try again for a week. At this point, the wizard can leave, or remain as an observer. If the wizard
chooses to remain, there is a 5% chance per round that the dream turns hostile to the wizard. If the creature fails the saving throw, the wizard takes control of the dream and can make anything happen in that dream. If the wizard causes the dream to become hostile to the creature (i.e.: turning it into a nightmare), the target creature must make a saving throw versus death magic or die in its sleep. If the creature's saving throw is successful, the wizard loses control of the dream, but the target creature still takes physical damage equal to 25% of its maximum hit points. The target creature will not awaken due to the
physical damage caused by the nightmare, but may be awaken by another, who witnesses the damage suddenly appearing on the creature.
After the first attempt at turning the dream to a nightmare there is a 50% chance that the dream turns hostile to the wizard. The wizard can
again attempt to take control of the dream or leave. If the wizard regains control of the dream, he can again attempt to kill the target.
If the target saves versus death magic again, the wizard loses control of the dream and the target takes another 25% of its maximum hit points
in damage. The dream now automatically turns hostile to the wizard.
The wizard can continue to go through this, each time the creature can either fail its saving throw and die, or successfully save and take 25%
of its hit points in damage. If the target creature saves and takes damage four times, it dies from physical damage.
If at any time the dream turns hostile to the wizard, the wizard can attempt to control the dream in the usual manner, or attempt to leave
the dream. If the wizard chooses to leave, a successful saving throw versus spell is required (leaving a non-hostile dream does not require
a saving throw), if the saving throw fails, the wizard is trapped. If the wizard unsuccessfully attempts to control the dream (i.e., the target saves against the attempt), the wizard is trapped.
A wizard trapped in a dream hostile to himself cannot make the dream hostile to the target again and must make a successful saving throw
versus death magic or die for each round trapped. If the saving throw is successful, the wizard loses 25% of his hit points due to physical damage (a wise wizard will have somebody watching in case this starts to happen). If the wizard is not awoke by another, he must regain control of the dream before he can attempt escape. If unsuccessful in gaining control of the dream, the wizard will die in four rounds from physical damage, if not sooner from a failed saving throw versus death magic.
The material components are a personal possession from the target creature and a lock of hair from a night hag.
Pilpin's Soul Exchange (Alteration, Necromancy)
ƒ
Range: 0
Components: V, S, M
Duration: Permanent until wizard reverses
Casting Time: 1 turn
Area of Effect: Two creatures touched
Saving Throw: Special
This spell causes the life forces of two creatures to exchange. The wizard must touch both creatures simultaneously at the end of casting without having to make a to-hit roll. Any two creatures with a soul or spirit (eg., humans, elves, animals, birds, dragons, fish, etc.) can be affected. Examples of creatures that do not have souls or spirits (as we
understand them) are: undead, demons, devils, automatons such as golems, and extra-planar creatures in general. The saving throw against Pilpin's soul exchange depends on whether both,
one, or neither of the recipients are willing to undergo the exchange.
Treat indifferent as unwilling. If both recipients are willing, no saving throw is required. If one recipient is willing but the other is not, then the unwilling target is allowed a saving throw with a –2 penalty. If both are unwilling, then they are both allowed a normal saving throw. A successful saving throw by any one of the recipients negates the spell.
This spell is much more powerful when used in combination with the 8th-level Trap The Soul. Unwilling creatures that are trapped within a
gem prison have an additional -6 penalty on their saving throw. So if one recipient is willing and the other not, and the unwilling recipient is first imprisoned by Trap The Soul, the unwilling creature saves with a -8 penalty. If both recipients are unwilling and trapped in gem prisons, they both save with a -6 penalty. The spell does not release them from the gem prisons, only exchanges their souls.
A creature's soul in a different body has that body's hit points or Hit Dice, Strength, Dexterity, Constitution, and Comeliness, but the soul's
Intelligence, Wisdom, Charisma (modified by the body's new Comeliness), memories, and Intelligence based skills (languages, nonweapon
proficiencies, spellcasting ability, etc.). The non-physical abilities can be used only if the body has the required physical attributes. If the body has extraordinary Strength, it can only be used if a warrior's soul enters the body. The body will not radiate magic. The alignment will be that of the soul. True seeing will reveal to a person that
previously knew the recipient of the soul exchange that it is no longer the same person.
The spell can only be reversed by a carefully worded and executed Wish (creatures must be touching each other), another Soul Exchange, or the
will of the original wizard. If a creature dies while in another's body, it can only be brought back with its own body, so if both creatures died this could be a reckless way to reverse the spell. The material
components are a diamond worth 1000 gp and a bit of fresh brain tissue from a mind flayer (not necessarily freshly acquired, possibly magically
preserved).
Phoenix (Necromancy, Alteration) ó
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 1 turn
Area of Effect: Special
Saving Throw: Special
This is a very powerful spell that activates only upon the death of the caster. One round after death, the remains of the body become extremely hot igniting any nearby combustibles. The spell will not function if less than 50% of the remains exist, whatever shape they may be in, or if body parts are spread out over a 10-foot radius. During the next nine rounds, the remains will continue to magically burn. At the end of one turn, the flames will erupt bursting into a huge fireball. The size of which is ¼" radius sphere per level of the caster. The blast will cause d6 damage per level to anyone or anything - ½ damage if a saving throw is made. Any remaining possessions of the caster or objects within 20 feet are totally destroyed in the blast.
From the flames, the spell enables the soul of the deceased to create a firebird - a flaming roc-like bird described below. The main objective is to fly home to a specially prepared nest to be reborn. However, the caster can use her new form to attack her enemies. She has a potent new body to fight with, but there is a price for quick revenge. Every round that is not spent flying towards the nest will reduce the chance of rebirth by 5%. (See example below)
The nest is usually located in some secret place known only to the caster. The location is usually stockpiled with water, clothes and a spare spell book, and is carefully warded against intruders. The nest is composed of chunks of jet (at least 10%) and stones from the caster's homeland stacked together in an oval shape. The size of which is about 5-6 feet long and 2-3 feet wide. The nest's bottom is sprinkled with 10,000gp worth of diamond dust and one pint of the caster's dried blood. When the firebird arrives at this nest, it immolates itself.
Within the ashes, an egg is formed and lies incubating. The egg incubates and grows a number of days equal to the number of levels the caster had. Note that the caster's egg is very vulnerable to attack during this time. At the end of the last day, the caster must make a system shock survival roll. Example: the recently deceased caster had a 12 constitution and spent 8 rounds fighting before flying away. Thus she needs to roll (80 - 40 = 40) 40% or less to live again. If she flew directly to the nest and didn't fight, her chance of making the system shock roll is 80%.
In addition, the spell must be renewed with ritual utterances every new moon. The spell is cast into a golden amulet shaped like a phoenix with deep blood red ruby eyes. The minimum value of which is 15,000gp. It must be worn singly (other magical amulets, medallions or necklaces will negate its effects) at the time of death for the spell to take effect.
Firebird
Activity Cycle: Any
Intelligence: Same as the caster
Treasure: None
Armor Class: 2
Movement: 3"/36" class B
Hit Dice: Same as the caster
THAC0: Attacks as a monster equal to caster's level
No. of Attacks: 2 claws or 1 bite
Damage/Attack: 2-12/2-12 or 3-18
Special Attacks: Excess heat causes all within 10' to take 1-6 points of damage/round.
Special Defenses: Ethereal at will, homing instinct for nest, hit only by +2 or better weapons.
Magic Resistance: Same as the caster
Size: Wingspan is 2' per every level of the caster
Power Drain (Evocation, Necromancy) ƒ
Range: 0
Components: V, S, M
Duration: 1 round per level
Casting Time: 3
Area of Effect: Creature touched
Saving Throw: Negates
This spell can be used to drain someone else's Constitution permanently and use this energy for certain spells such as permanency. To do this,
the wizard casts the spell and touches the subject, who gets a saving throw versus spell. If the saving throw fails, 1 point of Constitution of the subject is drained and stored in the material component: a
1000 gp black opal. This energy must then be used within the spell's duration or it is lost forever. When the point is used or the spell ends, the opal disintegrates. Casting this spell is very tiring for the wizard, causing him to lose 1d6 points of Constitution that can be regained by having 3 hours of rest for every point lost.
Power Word, Undeath (Necromancy) o
Range: 5 yards/ 2 levels
Components: V, S
Duration: Permanent
Casting Time: 1
Area of Effect: 10' radius
Saving Throw: None
When the Power Word, Undeath is uttered, one or more creatures of any type are instantly slain if the fall in the area of effect of the spell. The spell slays one creature with up to 40 hit points, or it kills two or more creatures with less than 10 hit points, up to a maximum of 100 hit points of creatures. Those slain by the spell are instantly raised up under the caster's control as zombies. The option to slay a single individual, or multiple individuals, must be stated before the spell is cast. The current hit points of the victim(s) is used to determine if the spell is effective.
Ralorn's Bolt of Dragon Slaying (Necromancy) o
Range: 20 yards per level
Components: V, S, M
Duration: Istantaneous
Casting Time: 9
Area of Effect: One dragon
Saving Throw: Negates
This spell launches a bolt of killing energy specifically tuned to slay dragons. Any dragon struck by this spell must save versus death magic or die. If the saving throw succeeded, it suffers 1d10 HP of damage per level of the wizard. Against any other creature, the spell inflicts 1d6
per level, save for half damage. The material component is the tooth of a wyrm or greater dragon slain by the wizard without using this spell.
Ray of Death (Necromancy) o
Range: 0
Components: V, S, M
Duration: Instantaneous
Casting Time: 9
Area of Effect: 10' wide path 60' long
Saving Throw: None
This spell is one that has seen many uses by evil wizards as a tool of assassination. It slays anything in its 10 feet wide, 60 feet long path. Those of lesser level than the spellcaster die without a saving throw, but those of equal level or greater than the spellcaster gain a saving throw vs. spells to avoid the effect. Those slain by the spell cannot be raised short of a Wish spell.
The material component of this spell is the eyes of a necromancer of no less than 21st level. The eyes are not destroyed in the casting of the spell.
Ray of Repeating Summoning (Necromancy) ƒ
Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: 10
Area of Effect: 50-feet radius
Saving Throw: None
Ray of Repeated Summoning turns all dead creatures within 50 feet of caster to zombies. If these are killed, they return to their undead state in 5 days, chasing after some major wizard.
Re-Animate (Necromancy) ƒ
Range: 5 feet
Components: V, S, M
Duration: Permanent
Casting Time: 9
Area of Effect: 15 – feet radius
Saving Throw: None
This spell restores 5-10 undead within the radius to full strength, even if they have been destroyed by a high level cleric.
The material component is the head or the skull of a priest (it can be from any priest, even an evil one).
Red Bomb (Invocation/Necromancy) o
Range: 30 feet
Components: V,M
Duration: Instantaneous
Casting Time: 9
Area of Effect: 200 ft per level of caster
Saving Throw: ½
Red Bomb is a spell for the magic-user who knows he or she is likely to lose a comming conflict, and wishes to take a few precautions. In the privacy of the caster´s favorite hidey-hole, the caster must draw a circle from the kidneys of puppies born in the fall, and within that draw runes with the livers of roosters hatched in the fall. Within the pentagram, the caster must write down the runes that will open a portal to the Plane of Fire. (Al drawing of runes must be performed wi t h the arm-bone of a 7th level Paladin.) In the spaces between pentagram and circle, the caster must draw the runes to open a portal to the Plane of Water. Now the caster must dig a trench around the circle, pouring in the blood of at least 20 plague-ridden beings, preferably sapients, and add any number of magical poisons to increase the strength of the mix. Caster must be careful to isolate themselves against infection during this part of the spell, which takes part in the 3d to 4th round. Ar o und this trench, the caster must write down runes to open a special portal to the Plane of Air, and open it in such a way that a Bloodspout is caused; as the streams of Air whirl up the contaminated blood, this liquid is forced into the shape of a massive globe, which hovers above the center of the pentagram. At the start of the 5th round, the caster must open the portal to the Plane of Fire, causing dangerous energies to be infused into the Red Bomb-Orb. In the 7th round, the caster must cast spells on the Red Bomb to make sure it will not explode of its own accord at some time. In the 7th round, the caster must sprinkle a mixture of their own blood and black dust on the runes of the Plane of Water, enabling the caster to open this wherever they happen to be. Now, using the arm-bone of a level 6 Dark Cleric, the caster must scratch runes into the earth outside the circle of runes already enclosing the empty blood-trench, while reciting the proper words of power. If this is successf u l, then the caster may at any time teleport to the exact center of the pentagram, wherever they happen to be at the time. 8 rounds have now passed and, after an appropriate resting period, the caster must seek out their enemies. If the battle goes as badly as the caster had expected, then the caster need only perform a 1-round ritual to be translocated to the absolute center of the pentagram, in their favorite hidey-hole. The Red Bomb, however, takes their place. During the 1 round that the ca s ter performed its escae-measure, by the way, the portal to the Plane of Water was opened, and showered the Red Bomb with icecold fluid. Add to this the energy-surge that occurs during the sudden transport, and the Red Bomb is extremely volatile when it arrives. It will explode, causing all beings within a circle with a 30 ft. radius 4 Hit Points worth of damage from the explosion, and showering them with blood. Temporarily reduce Charisma to 2, until the characters may wash themselves and thei r possessions clean. But the temporary loss of charisma is not the worst of it; these characters are now infected with virulent plague, and the only means to be rid of it, is to approach a level 3 Good Cleric, who may heal only one individual of this magical plague per day. And all the while, the caster may be spying on their enemies, laughing their head off at the devastation wrought...
Reinvest Unholy Soul (Necromancy) ƒ
Range: Touch
Duration: Permanent
Components: V, S
Casting Time: 1 turn
Area of Effect: One undead
Saving Throw: None
This spell is the equivalent of Resurrection for the undead. When this spell is cast upon an undead's remains, the creature's soul is reinvested into the body, which reforms into its original whole. The undead must make his/her Resurrection Survival in order to survive the transformation, and a system shock check or lose one point of constitution.
Relive (Necromancy) ó
Range: 1 foot/level
Components: V, S
Duration: Permanent
Casting Time: 7
Area of Effect: Special
Saving Throw: Special
This is a very powerful spell that deals with life and death, literally. This spell’s main purpose is to make an intelligent, undead creature become a normal, living, being. It will make the undead become the way they were before they became undead, but their minds will stay the same. The age and type of the undead determines its saving throw. First, consult the priest turning table and treat undead as if being turned by a 20th level priest. Then, if successful, roll above the undead’s level, if any, with a 1d100. Add 1 to the undead’s number for every 100 years of existence. If this roll is successful, the undead will be turned to a normal person.
Another use of this spell is to turn undead like a priest of the same level of the caster up to level 20.
The last use, and least known, is to bring a body back to life that is normally dead. The body must be in condition to live. So it must be in practically perfect condition. Poison, spell victims, and heart-attacks are some ways of dying that will leave the body fit to live, but not without help from this spell. If cast on an Immortal, it will slow their healing for 1 day to ½ of normal. The reason for this is unknown. If cast on an Immortal that has never returned, it will slay them, effectively making them Immortal. Note that this spell is extremely rare and is only known by a handful of wizards.
Remembrance
(Enchantment/Charm, Divination, Necromancy)
ƒ
Range: Touch
Components: V, S, M
Duration: Permanent
Casting time: 5 Rounds + special
Area of Effect: 1 creature
Saving Throw: None
This spell allows the wizard to plant a memory into a person so that they can remember it days, years, or even lifetimes later with perfect clarity. The person on which the spell is cast must be willing or the spell will fail. The subject must be given a symbol or phrase which will activate the memories, otherwise they simply are never activated and thus go unused. The amount of memories storied is up to the caster’s level, with the caster being able to get about five words, or a single image per level. The caster may repeat this spell several times, setto go off one after another to get a continuos stream of dialogue or images. The memories are normally copied from the caster’s mind, or from what the caster is currently describing, with the words spoken by the memories being the caster’s own or whoever was the designated speaker. This memory voice is always the speaker’s true voice and cannot be copied by another, nor can it impersonate another’s voice. The time period for which the is set off depends on the material components.
To be set off, the spell requires something dear of the person it is to be cast on. If a symbol (or condition) is to set off it must have a symbolic representation of that symbol or condition present as well. If the memory is to be set off in less than a year the material component is a feather from a owl. If the memory is to be set off in the same lifetime the material component is a piece of ivory from a elephant’s tusk. If the memory is to be set off in another lifetime, then the material is a piece of horn from a dragon, Ki-rin, or feather from either a Gynosphinx or a Couatl.
Restore (Necromancy) ó
Range: 0
Components: V, S
Duration: Permanent
Casting Time: 9
Area of Effect: 15 – feet radius
Saving Throw: None
This spell restores D% hit points to all undead and 2d20 hit points to all living creatures within the area of effect.
The material component are a vial of holy water and a vial of unholy water which must be mixed during casting.
Return (Necromancy) ó
Range: 0
Components: V
Duration: Until triggered
Casting Time: 1 day
Area of Effect: The caster
Saving Throw: None
This spell will remove 5 Hp from the caster's maximum permanently, but allows the caster to defy death once per casting. Once he dies from
grievous wounds (dying from old age isn't affected), he will arise fully healed by the return spell. This spell is jealously guarded by those
that know it.