Post by StoryTeller on Jan 22, 2006 6:39:52 GMT
Lucifer's Advisor
(Enchantment/Charm, Necromancy) ƒ
Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: 9
Area of Effect: One person
Saving Throw: None
This spell turns the head of a person (separated from the body) into a magical reservoir, allowing the caster to draw knowledge from it. The
caster, when touching the head, may use the memories and knowledge of the head as though they were the caster's own (and if the head is that
of a wizard, the caster will be able to cast the head's spells in addition to his/her own!). The caster may use the head's knowledge directly, and
may use half (determined randomly) the
Int/Wis-based abilities the head had in life. Finally, whenever a spell is cast at the head or the owner of the head, the spell must overcome the resistance of *both* to succeed, and it will then affect both the head and it's owner. The component is a magically-enchanted crystal dagger, which must be used to kill the body
belonging to the head, and then remove the head in the round immediately following death (or unconsciousness). Reversal of this spell is difficult, and requires a High Priest to cast Restoration, Heal and Resurrection. The head will retain all memories and knowledge acquired during its separation from the body.
Lunitaris' Tortured Lands
(Necromancy,Alteration) o
Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: One hour per 10'x10' area of land
affected
Area of Effect: 10 feet x10 feet area of land per
level of caster
Saving Throw: None
This spell causes an area of land to wither and die. Trees and all other vegetation become blackened and mishapen...as do all creatures in the land. Creatures in the land cannot leave the land or be taken from it. Further within 2 days of the spells casting 6d6 hd of undead creatures are attracted to the land per level of the caster. These undead are totally under the control of the caster. The effects of this spell are permanent and the only way they can be cancelled is a wish spell.
Material component is lich dirt from a gravyard
Maggots (Necromancy, Conjuration) o
Range: 50 yards
Components: V, S
Duration: 2 rounds
Casting Time: 9
Area of Effect: Target’s mouth
Saving Throw: Neg.
The sphere of maggots is shot out of the hand of the caster. When it enters the target maggots begain to multiply at a rate of 10,000 per second. The maggots then procede to eat the victim from the inside out. Death is within 1 to 2 rounds.
Malifnae's Howl of the Demi-Lich
(Necromancy) o
Range: 0
Components: V,S,M
Duration: Instantaneous
Casting Time: 9
Area of Effect: 20-foot-radius sphere
Saving Throw: Neg.
When invoking this powerful spell, the necromancer howls like a demi-lich emitting a death ray that slays all creatures within the spell’s area of effect. A creature failing its saving throw vs. death magic is instantly and irrevocably slain! Resurrection or the like are impossible. The material component for this spell is a piece of bone that was once part of a demi-lich's remains.
Malifnae's Word of Death (Necromancy) o
Range: 10 feet/level
Components: V,S,M
Duration: Special
Casting Time: 1
Area of Effect: 1 creature/level within a 30' radius
sphere
Saving Throw: Special
When this dark spell is uttered, all creatures (intended or not) within the area of effect
must save vs. death magic or be slain. Even if the save is successful, all creatures (intended or
not) within the area of effect are smited by black crackling bolt of energy (see Enervation). The
material components for this spell are a piece of bone from a Lich or demi-lich, or the blood of a
greater or guardian Tanar'ri. Material components are consumed during the casting of this spell.
If the wizard does not have the Spellcraft proficiency, she must somehow acquire it in order to successfully cast this spell.
Mass Death (Necromancy) o
Range: 50 feet plus 10 feet per level
Components: V, S
Duration: Instantaneous
Casting Time: Special
Area of Effect: Special
Saving Throw: Negates
Mass Death is a modified version of Power Word, Kill. After one round of verbal and somatic preparations, the wizard is ready to utter the word
of death. This word can be uttered any time within one turn per level of the wizard, provided no other spells except shout or ventriloquism, are
cast in the intervening time.
All creatures (besides the wizard) within the range of the spell, including allies, having one third of the wizard's level or less, must save versus death magic or be instantly slain. A shout will double the
range, while ventriloquism will allow the wizard to move the centre of effect. Use of either spell grants the victims a +4 bonus on their saving throw due to the magical synergy.
It should be noted that the final word must be heard by its victims. The deaf are therefore totally immune to this spell. Magical silence can negate the spell's effect, while loud noises and ear plugs will offer partial protection, i.e. saving throw bonuses, at the DM's digression.
This spell does not affect undead or creatures without functioning auditory organs.
Metamorphosis (Alteration, Necromancy) ƒ
Range: Touch
Components: V,S,M
Duration: Permanent
Casting Time: 9
Area of Effect: One creature
Saving Throw: Negate
This spell is a more powerful and sinister version of Polymorph Other. However, unlike Polymorph Other, Metamorphosis is intended as a permanent change, and affects more than the outward appearance.
If the victim fails his saving throw (and even a willing victim of this spell will not willingly forgo a saving throw), he is transformed into the form the caster desires. This transformation is painful and mind-wracking, so if the victim fails a System Shock roll, he is reduced to a hideous, twisted mockery of the intended form, with little or no mind to speak of. Thankfully, such aberrations do not last long.
Upon completion of the transformation, the victim gains all inherent abilities of the new form - including special abilities such as breath weapons, gaze abilities, inherent resistances and magical abilities and the like. Purely mental abilities (such as wizard spells, psionics or mentally controlled magical abilities) or learned abilities (such as proficiencies) cannot be utilized by the character if he does not already possess them. Though a character can be transformed into the likeness of a specific person, and have all the physical abilities of that person, the character's mind remains that of the original character.
Note that spells such as force shapechange, dispel magic, true seeing and the like will have no effect on this spell. The spell can be used to lock lycanthropes or other shape-changing creatures into a single form - even a totally alien one - but reversal of the process is not possible short of another metamorphosis spell or the use of a wish.
The material component of the spell is a bit hide from the person or creature to be transformed into. It must be dipped in a cup of lycanthrope blood, and touched to the victim while the spell is spoken. The hide then becomes part of the transforming victim, and the blood in the cup becomes worthless.
Mystical's Fortification
(Abjuration, Alteration, Necromancy) ó
Range: 0
Components: V,S,M
Duration: 1 day
Casting Time: 1 hour
Area of Effect: The Caster
Saving Throw: None
This spell transforms one suit of full plate mail armor into a magical full plate mail with + 1 per level of the caster. The caster can "wear" this full plate mentally still allowing the wearer to cast spells normally. The "new" magical suit of armor has no weight or mass. In effect it affects Armor Class and saving throws as normal magical full plate. When the duration of this spell expires the suit of armor vanishes being consumed in the casting as the material component required for the successful casting of this spell. In addition when this spell is cast it grants the caster the eigth level spell Ironskin and grants the wearer the ability to Heal once per day at will, also the armor protects the wearer as a Globe Of Invulnerability and grants the wearer 2% magic resistance per level. The magic resistance granted by the armor is at a radius of 5 feet from the caster.
Misty Assassin (Alteration/Necromancy) o
Range: Special
Spell Componets: V,M
Duration: 1 Year
Casting Time: 9
Area of Effect: One creature
Saving Throw: Special
In order to be able to perform this particular spell, the caster must have first performed Prison of Mists. Next, the caster must find an individual that is loyal and willing to undergo this spell in order to become a superior assassin (and does not know the end-result of misty assassin), or an enemy that one wishes to torment with an inevitable, horrible fate. The target must be places inside a pentagram drawn with the blood of a Lawful Good individual. The caster must then use a knife of silver to cut away all clothing from the target, and use the same knife to shave away all hair, while reciting spells that serve to separate the individual from the world around him in an arcane sense, as the knife cuts away all signs of status, humanity, descent and soforth. The target may not yet perform a Save vs. magic-roll during the first 3 rounds, and must s u ffer the effects. If the spell is disrupted during these first 3 rounds by an outside source, the target suffers no damage or effects other than perhaps a few small nicks from the shaving - subtract half a Hit Point, for damages and lost pride. During the 4th round, the caster places the flat side of the knife on the target´s forehead and speaks the words that separate the person from the body. The target may roll versus magic now, but with a penalty of 5. Should this roll be successful, then the target escapes from the pentagram, but with loss of memory - the target´s experience of the last ten years will be erased, and the target will probably run away, rather than fight. Comrades must then attempt to restore the target´s memory by sorcerous or clerical means. If this roll is unsuccessful, then anyone trying to save the target in a later round must roll versus magic with a penalty of 10 to their roll. If this part of the spell is performed successfully, then the target will observe the rest of the ritual as if from afar, and have no control over his or her body. The target may no longer perform save versus magic rolls from this point on, but any would-be rescuer must do so if intending to save the target. Rescuing the ta r get can only occur through pushing the target out of the pentagram. If the saving roll is successful and the rescuers act during the 4th round, then the target escapes the spell, reintegrates with their body and suffers no penalties. If the attempt is made during the 5th round and saving roll is unsuccessful, then the target is freed, but may still suffer any one of the following debilities - roll a die to decide which one. 1: Complete loss of memory; target reverts to a childlike state.
2: Complete loss of memory; target reverts to a completely animalistic state, alignment Chaotic, and is concerned only by animal drives, such as food, shelter and procreation. Total lack of morality and sense.
3: Reintegration with body, but all skills with weapons and tools are lost and must be relearned. 4: Reintegration with body, but loss of all magical/clerical abilities. These must be relearned. 5: The spirit turns into a level 1 Ghost, with all abilities of same, alignment Chaotic Good, and all spells or prayers that it possessed during life. The body reverts to a mindless state, like a living zombie, but with all of the abilities that the person possessed. The caster may try to use the body through a Charm spell - if comrades of the target can beat him to it, they may control the body and invite the wailing Ghost to come with them. A level 3 Dark Cleric or level 5 Good Cleric can reunite body and spirit. Until then, PCs must keep the body alive, performing a Dexterity-check every day to see how successful they are. They must also roll for Dexterity for keeping the mournful Ghost confident of the opportunity to put things back to rights. If either of these fails, the body will die a n d the Ghost will become Chaotic Evil - and likely to attack.
6: Target is released from the spell without damage. If the saving roll for the rescuers is successful, then the target is also released, but with 2 Hit Points worth of damage. In the 5th round, the caster presents the Glass Orb of Mists from the Prison of Mists spell. The caster must perform a dexterity check while opening the Orb - if unsuccessful, the Mists swell and surge and will carry both caster and target away to a remote and dangerous area within Ravenloft. If the dexterity-roll is successful, the Mists are bound by the magic and form a circle around the target, reacting to new spells uttered by the caster. The 6th round marks the completion of the spell, as the caster uses the silver knife to cut himself and spill a drp of blood into the pentagram. The Mists become tinged red and are absorbed into the target. There is no option to rescue the target during the 6th round. So you´ve completed the spell! What happens? All scores for the target are doubled or - if caster performs another successful dexterity-check - tripled, save for dexterity; this is automatically tripled, and may not be magnified by a greater factor even if the caster´s dexterity roll for improvement is successful. The target gains the ability to summon the Mists wherever they are, possessing the ability to command the Mists to carry the target into any location within Ravenloft. The target´s alignment changes into Lawful Evil, and it becomes completely subservient to the caster. In the
true spirit of Ravenloft, however, a formerly Good or Neutral character will remain completely aware of what has happened from the back of their head, and will be shrieking in horror at what has happened. Hair growth no longer occurs in the new Misty being. It no longer wears clothes, no longer suffers from cold or heat, is immune to any Charm, Holding or Hypnotic spells, and can become immaterial in o rder to pass through material walls. The target´s nails become sharp, silver claws, and its main weapons, which may deal 5 points´ worth of damage in a successful attack. Secundary weapon are the target´s teeth, which may deal 3 points´ worth of damage. Tertiary weapon is a cold body-shock, which will only be used once during combat, and then only to gain time for Misty escape; deals 10 points´ worth of damage unless victim performs save vs. death magic successfully, and always grants the targ e t a 1 round reprieve - 1 round is al it takes for the Misty Assasin to summon the Mists and escape. Immersion in the Mists restores all the target´s powers if it rests there for 4 days. The Misty Assassin is brutally effective, and may kill any being save for a Darklord. In any combat, it always surprises its victims through its ability to appear and disappear. Also, the appearance of a completely hairless, naked individual tends to catch people off guard. Beautiful women tend to make the most dangerous Misty Assassins, gaining a bonus of 2 on every attack roll. Misty Assassin does not give up until it is either destroyed, or its target lies dead at its feet. But it inevitabl y destructs; after a year, the spell´s power wastes away, and the Mists imprisoned/mingled with the body of the Assassin return home. The body dissolves, and all that is left is a Shrieking Spirit - half the scores of the original, magically altered being, but with special weapon Wailing, half the strength of a Banshee´s Wail. This Shrieking Spirit is Alignment Chaotic Evil, and will always turn on the one that originally changed it into a Misty Assassin. Unfortunately, Shrieking Spirits are no t difficult to defeat for a 10th level magic-user, and the Shrieking Spirit´s second target of choice are its former companions or kin... Any PC confronting a Shrieking Spirit must perform a Fear-check upon confrontation. If unsuccessful, this means the Spirit gains a bonus of 1 on its attack-roll. Shrieking Spirits may no more enter the Mists than a Darklord, so these might be seen as a safe refuge from the evil undead. Of course, there may be worse waiting on the other side...
Morganna's Ghostwind
(Conjuration/Summoning, Geometry, Necromancy) o
Range: 10 yards
Components: V,S,M
Duration: Permanent until broken
Casting Time: Special + 1
Area of Effect: One creature
Saving Throw: Special
This spell is essentially the same as 8th level wizard spell, trap the soul except that the witch can tap into the victim's life force and enjoy one of the following abilities at any one time : magic resistance or hit points. The wizard may only have one Morganna's ghostwind in effect at a time. Hit points gained by the witch are added to her existing hit point total, and all damage inflicted on the witch is taken off the excess hit points first. If in the event that all of the excess hit points are lost, the victim dies. The victim will feel tortured when any damage is inflicted on the witch in this manner. If the victim's magic resistance is chosen by the witch then each time the witch uses the victim's magic resistance, he/she gets a percentage chance equal to its magic resistance to escape the "ghostwind". Clearly, the victim will want to get revenge on the witch if the "ghostwind" is ever broken. Note: only a witch may cast this spell.
(Enchantment/Charm, Necromancy) ƒ
Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: 9
Area of Effect: One person
Saving Throw: None
This spell turns the head of a person (separated from the body) into a magical reservoir, allowing the caster to draw knowledge from it. The
caster, when touching the head, may use the memories and knowledge of the head as though they were the caster's own (and if the head is that
of a wizard, the caster will be able to cast the head's spells in addition to his/her own!). The caster may use the head's knowledge directly, and
may use half (determined randomly) the
Int/Wis-based abilities the head had in life. Finally, whenever a spell is cast at the head or the owner of the head, the spell must overcome the resistance of *both* to succeed, and it will then affect both the head and it's owner. The component is a magically-enchanted crystal dagger, which must be used to kill the body
belonging to the head, and then remove the head in the round immediately following death (or unconsciousness). Reversal of this spell is difficult, and requires a High Priest to cast Restoration, Heal and Resurrection. The head will retain all memories and knowledge acquired during its separation from the body.
Lunitaris' Tortured Lands
(Necromancy,Alteration) o
Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: One hour per 10'x10' area of land
affected
Area of Effect: 10 feet x10 feet area of land per
level of caster
Saving Throw: None
This spell causes an area of land to wither and die. Trees and all other vegetation become blackened and mishapen...as do all creatures in the land. Creatures in the land cannot leave the land or be taken from it. Further within 2 days of the spells casting 6d6 hd of undead creatures are attracted to the land per level of the caster. These undead are totally under the control of the caster. The effects of this spell are permanent and the only way they can be cancelled is a wish spell.
Material component is lich dirt from a gravyard
Maggots (Necromancy, Conjuration) o
Range: 50 yards
Components: V, S
Duration: 2 rounds
Casting Time: 9
Area of Effect: Target’s mouth
Saving Throw: Neg.
The sphere of maggots is shot out of the hand of the caster. When it enters the target maggots begain to multiply at a rate of 10,000 per second. The maggots then procede to eat the victim from the inside out. Death is within 1 to 2 rounds.
Malifnae's Howl of the Demi-Lich
(Necromancy) o
Range: 0
Components: V,S,M
Duration: Instantaneous
Casting Time: 9
Area of Effect: 20-foot-radius sphere
Saving Throw: Neg.
When invoking this powerful spell, the necromancer howls like a demi-lich emitting a death ray that slays all creatures within the spell’s area of effect. A creature failing its saving throw vs. death magic is instantly and irrevocably slain! Resurrection or the like are impossible. The material component for this spell is a piece of bone that was once part of a demi-lich's remains.
Malifnae's Word of Death (Necromancy) o
Range: 10 feet/level
Components: V,S,M
Duration: Special
Casting Time: 1
Area of Effect: 1 creature/level within a 30' radius
sphere
Saving Throw: Special
When this dark spell is uttered, all creatures (intended or not) within the area of effect
must save vs. death magic or be slain. Even if the save is successful, all creatures (intended or
not) within the area of effect are smited by black crackling bolt of energy (see Enervation). The
material components for this spell are a piece of bone from a Lich or demi-lich, or the blood of a
greater or guardian Tanar'ri. Material components are consumed during the casting of this spell.
If the wizard does not have the Spellcraft proficiency, she must somehow acquire it in order to successfully cast this spell.
Mass Death (Necromancy) o
Range: 50 feet plus 10 feet per level
Components: V, S
Duration: Instantaneous
Casting Time: Special
Area of Effect: Special
Saving Throw: Negates
Mass Death is a modified version of Power Word, Kill. After one round of verbal and somatic preparations, the wizard is ready to utter the word
of death. This word can be uttered any time within one turn per level of the wizard, provided no other spells except shout or ventriloquism, are
cast in the intervening time.
All creatures (besides the wizard) within the range of the spell, including allies, having one third of the wizard's level or less, must save versus death magic or be instantly slain. A shout will double the
range, while ventriloquism will allow the wizard to move the centre of effect. Use of either spell grants the victims a +4 bonus on their saving throw due to the magical synergy.
It should be noted that the final word must be heard by its victims. The deaf are therefore totally immune to this spell. Magical silence can negate the spell's effect, while loud noises and ear plugs will offer partial protection, i.e. saving throw bonuses, at the DM's digression.
This spell does not affect undead or creatures without functioning auditory organs.
Metamorphosis (Alteration, Necromancy) ƒ
Range: Touch
Components: V,S,M
Duration: Permanent
Casting Time: 9
Area of Effect: One creature
Saving Throw: Negate
This spell is a more powerful and sinister version of Polymorph Other. However, unlike Polymorph Other, Metamorphosis is intended as a permanent change, and affects more than the outward appearance.
If the victim fails his saving throw (and even a willing victim of this spell will not willingly forgo a saving throw), he is transformed into the form the caster desires. This transformation is painful and mind-wracking, so if the victim fails a System Shock roll, he is reduced to a hideous, twisted mockery of the intended form, with little or no mind to speak of. Thankfully, such aberrations do not last long.
Upon completion of the transformation, the victim gains all inherent abilities of the new form - including special abilities such as breath weapons, gaze abilities, inherent resistances and magical abilities and the like. Purely mental abilities (such as wizard spells, psionics or mentally controlled magical abilities) or learned abilities (such as proficiencies) cannot be utilized by the character if he does not already possess them. Though a character can be transformed into the likeness of a specific person, and have all the physical abilities of that person, the character's mind remains that of the original character.
Note that spells such as force shapechange, dispel magic, true seeing and the like will have no effect on this spell. The spell can be used to lock lycanthropes or other shape-changing creatures into a single form - even a totally alien one - but reversal of the process is not possible short of another metamorphosis spell or the use of a wish.
The material component of the spell is a bit hide from the person or creature to be transformed into. It must be dipped in a cup of lycanthrope blood, and touched to the victim while the spell is spoken. The hide then becomes part of the transforming victim, and the blood in the cup becomes worthless.
Mystical's Fortification
(Abjuration, Alteration, Necromancy) ó
Range: 0
Components: V,S,M
Duration: 1 day
Casting Time: 1 hour
Area of Effect: The Caster
Saving Throw: None
This spell transforms one suit of full plate mail armor into a magical full plate mail with + 1 per level of the caster. The caster can "wear" this full plate mentally still allowing the wearer to cast spells normally. The "new" magical suit of armor has no weight or mass. In effect it affects Armor Class and saving throws as normal magical full plate. When the duration of this spell expires the suit of armor vanishes being consumed in the casting as the material component required for the successful casting of this spell. In addition when this spell is cast it grants the caster the eigth level spell Ironskin and grants the wearer the ability to Heal once per day at will, also the armor protects the wearer as a Globe Of Invulnerability and grants the wearer 2% magic resistance per level. The magic resistance granted by the armor is at a radius of 5 feet from the caster.
Misty Assassin (Alteration/Necromancy) o
Range: Special
Spell Componets: V,M
Duration: 1 Year
Casting Time: 9
Area of Effect: One creature
Saving Throw: Special
In order to be able to perform this particular spell, the caster must have first performed Prison of Mists. Next, the caster must find an individual that is loyal and willing to undergo this spell in order to become a superior assassin (and does not know the end-result of misty assassin), or an enemy that one wishes to torment with an inevitable, horrible fate. The target must be places inside a pentagram drawn with the blood of a Lawful Good individual. The caster must then use a knife of silver to cut away all clothing from the target, and use the same knife to shave away all hair, while reciting spells that serve to separate the individual from the world around him in an arcane sense, as the knife cuts away all signs of status, humanity, descent and soforth. The target may not yet perform a Save vs. magic-roll during the first 3 rounds, and must s u ffer the effects. If the spell is disrupted during these first 3 rounds by an outside source, the target suffers no damage or effects other than perhaps a few small nicks from the shaving - subtract half a Hit Point, for damages and lost pride. During the 4th round, the caster places the flat side of the knife on the target´s forehead and speaks the words that separate the person from the body. The target may roll versus magic now, but with a penalty of 5. Should this roll be successful, then the target escapes from the pentagram, but with loss of memory - the target´s experience of the last ten years will be erased, and the target will probably run away, rather than fight. Comrades must then attempt to restore the target´s memory by sorcerous or clerical means. If this roll is unsuccessful, then anyone trying to save the target in a later round must roll versus magic with a penalty of 10 to their roll. If this part of the spell is performed successfully, then the target will observe the rest of the ritual as if from afar, and have no control over his or her body. The target may no longer perform save versus magic rolls from this point on, but any would-be rescuer must do so if intending to save the target. Rescuing the ta r get can only occur through pushing the target out of the pentagram. If the saving roll is successful and the rescuers act during the 4th round, then the target escapes the spell, reintegrates with their body and suffers no penalties. If the attempt is made during the 5th round and saving roll is unsuccessful, then the target is freed, but may still suffer any one of the following debilities - roll a die to decide which one. 1: Complete loss of memory; target reverts to a childlike state.
2: Complete loss of memory; target reverts to a completely animalistic state, alignment Chaotic, and is concerned only by animal drives, such as food, shelter and procreation. Total lack of morality and sense.
3: Reintegration with body, but all skills with weapons and tools are lost and must be relearned. 4: Reintegration with body, but loss of all magical/clerical abilities. These must be relearned. 5: The spirit turns into a level 1 Ghost, with all abilities of same, alignment Chaotic Good, and all spells or prayers that it possessed during life. The body reverts to a mindless state, like a living zombie, but with all of the abilities that the person possessed. The caster may try to use the body through a Charm spell - if comrades of the target can beat him to it, they may control the body and invite the wailing Ghost to come with them. A level 3 Dark Cleric or level 5 Good Cleric can reunite body and spirit. Until then, PCs must keep the body alive, performing a Dexterity-check every day to see how successful they are. They must also roll for Dexterity for keeping the mournful Ghost confident of the opportunity to put things back to rights. If either of these fails, the body will die a n d the Ghost will become Chaotic Evil - and likely to attack.
6: Target is released from the spell without damage. If the saving roll for the rescuers is successful, then the target is also released, but with 2 Hit Points worth of damage. In the 5th round, the caster presents the Glass Orb of Mists from the Prison of Mists spell. The caster must perform a dexterity check while opening the Orb - if unsuccessful, the Mists swell and surge and will carry both caster and target away to a remote and dangerous area within Ravenloft. If the dexterity-roll is successful, the Mists are bound by the magic and form a circle around the target, reacting to new spells uttered by the caster. The 6th round marks the completion of the spell, as the caster uses the silver knife to cut himself and spill a drp of blood into the pentagram. The Mists become tinged red and are absorbed into the target. There is no option to rescue the target during the 6th round. So you´ve completed the spell! What happens? All scores for the target are doubled or - if caster performs another successful dexterity-check - tripled, save for dexterity; this is automatically tripled, and may not be magnified by a greater factor even if the caster´s dexterity roll for improvement is successful. The target gains the ability to summon the Mists wherever they are, possessing the ability to command the Mists to carry the target into any location within Ravenloft. The target´s alignment changes into Lawful Evil, and it becomes completely subservient to the caster. In the
true spirit of Ravenloft, however, a formerly Good or Neutral character will remain completely aware of what has happened from the back of their head, and will be shrieking in horror at what has happened. Hair growth no longer occurs in the new Misty being. It no longer wears clothes, no longer suffers from cold or heat, is immune to any Charm, Holding or Hypnotic spells, and can become immaterial in o rder to pass through material walls. The target´s nails become sharp, silver claws, and its main weapons, which may deal 5 points´ worth of damage in a successful attack. Secundary weapon are the target´s teeth, which may deal 3 points´ worth of damage. Tertiary weapon is a cold body-shock, which will only be used once during combat, and then only to gain time for Misty escape; deals 10 points´ worth of damage unless victim performs save vs. death magic successfully, and always grants the targ e t a 1 round reprieve - 1 round is al it takes for the Misty Assasin to summon the Mists and escape. Immersion in the Mists restores all the target´s powers if it rests there for 4 days. The Misty Assassin is brutally effective, and may kill any being save for a Darklord. In any combat, it always surprises its victims through its ability to appear and disappear. Also, the appearance of a completely hairless, naked individual tends to catch people off guard. Beautiful women tend to make the most dangerous Misty Assassins, gaining a bonus of 2 on every attack roll. Misty Assassin does not give up until it is either destroyed, or its target lies dead at its feet. But it inevitabl y destructs; after a year, the spell´s power wastes away, and the Mists imprisoned/mingled with the body of the Assassin return home. The body dissolves, and all that is left is a Shrieking Spirit - half the scores of the original, magically altered being, but with special weapon Wailing, half the strength of a Banshee´s Wail. This Shrieking Spirit is Alignment Chaotic Evil, and will always turn on the one that originally changed it into a Misty Assassin. Unfortunately, Shrieking Spirits are no t difficult to defeat for a 10th level magic-user, and the Shrieking Spirit´s second target of choice are its former companions or kin... Any PC confronting a Shrieking Spirit must perform a Fear-check upon confrontation. If unsuccessful, this means the Spirit gains a bonus of 1 on its attack-roll. Shrieking Spirits may no more enter the Mists than a Darklord, so these might be seen as a safe refuge from the evil undead. Of course, there may be worse waiting on the other side...
Morganna's Ghostwind
(Conjuration/Summoning, Geometry, Necromancy) o
Range: 10 yards
Components: V,S,M
Duration: Permanent until broken
Casting Time: Special + 1
Area of Effect: One creature
Saving Throw: Special
This spell is essentially the same as 8th level wizard spell, trap the soul except that the witch can tap into the victim's life force and enjoy one of the following abilities at any one time : magic resistance or hit points. The wizard may only have one Morganna's ghostwind in effect at a time. Hit points gained by the witch are added to her existing hit point total, and all damage inflicted on the witch is taken off the excess hit points first. If in the event that all of the excess hit points are lost, the victim dies. The victim will feel tortured when any damage is inflicted on the witch in this manner. If the victim's magic resistance is chosen by the witch then each time the witch uses the victim's magic resistance, he/she gets a percentage chance equal to its magic resistance to escape the "ghostwind". Clearly, the victim will want to get revenge on the witch if the "ghostwind" is ever broken. Note: only a witch may cast this spell.