|
Biamindua`s Spellbook |
|
Levels 4-6
Biamindua`s Magic Pigeon
|
Range: Immediate area (10 yards) Components: V, S, M Duration: 2 months/level |
Casting Time: 1 round Area of Effect: Special Saving Throw: None |
Through the means of a special incantation the spell caster is able to create a mystic facsimile of a pigeon. The magic
pigeon is able to deliver a spoken (30 words or less) or written message to anyone, anyplace in this world (in the same dimension
or plane). However, the spell caster must know at least the general location of the recipient of the message and a specific person
(or two) to receive the message. If the recipient of the message is not at the prescribed destination, it will wait until
he returns or until the spell duration elapsed and it fades away.
The magic pigeon looks exactly like a real pigeon but needs no food or rest; thus it can fly 720 miles every 24 hours at a speed of 30 mph.
Normal weapons cannot harm or capture the pigeon but magic spells of entrapment can capture it. Only a dispel magic can destroy it.
Material Components: A pigeon`s feather and a sheet of papyrus.
Biamindua`s Swords to Snakes
(Alteration) Level 5
|
Range: 120 yards Components: V, S Duration: 5 rounds/level |
Casting Time: 5 Area of Effect: Up to 60-foot cube Saving Throw: None |
Not only this spell transform swords (large or small including daggers) to snakes, but the snakes are extremely hostile; biting whoever holds them doing 1 point of damage each bite, and demanding a save to avoid its poison (1 attack per round). The snakes will not change back into swords until the spell elapses. Magic swords are not affected. The caster may transform one sword per level.
Raven`s Snake Arms
(Alteration) Level 5
|
Range: Touch Components: V, S, M Duration: 3 rounds + 1 round/level |
Casting Time: 5 Area of Effect: Self Saving Throw: Special |
The mage Emanuel Raven created this spell for a journey because he was
going to face alot of small creatures and he would like to use one spell that could
strike them all at once. He also decided that the spell would have some
sleeping effects... By means of this spell, the wizard can transform
both of his arms into two large snakes, that can bite for 2d8 points of damage (two attacks per round with +4 to hit),
plus its sleeping poisons (saving throw to negate effect). The downside is that the mage must forfeit all other actions
to use his arms for the duration of the spell. That little thing he forgot, and he discovered it later... Now he
has a scare over his chest to prove it!
Material Components: Two hides from a giant snake (can be found without
fighting one, they change hide once in a while), and two wooden sticks of 1
yard each.
Sent by Martin Bech Nielsen
Redfield`s Horrid Fever
(Necromancy) Level 5
|
Range: 30 yards Components: V, S Duration: Permanent |
Casting Time: 5 Area of Effect: 1 creature Saving Throw: Neg. |
Similar, though considerably more scary than the Contagion spell, this shunned spell
inflicts a horrible disease on a victim who fail his saving throws. It will cause serious headaches and
tenebrous fevers, reducing the victim to a prone like state, with -4 to Strength, Dexterity, attack rolls, armor class and all other actions.
The effect persists until the character receives a cure disease spell or spends 1d4 weeks taking
a complete rest to recover.
Characters ignoring the fever for more than a day will have to make system shock rolls to avoid death, and will also loose
one point of Constitution permanently for every 48 hours.
Biamindua`s Clap of Freedom
(Abjuration) Level 6
|
Range: 0 Components: S Duration: Instantaneous |
Casting Time: 6 Area of Effect: 10-foot radius Saving Throw: Special |
A wizard hates to be imprisoned or grappled by others, and this spell is the easiest way to avoid
those misfortunes. By only clapping his hand and thinking on the magical words, the caster gains instant freedom
from any kind of holding spell (including hold, web and slow), and anyone surrounding the target will
be thrown away by the force of the spell. Creatures who fails a saving throw versus spell will remain stun for 5d4
rounds as well.
This spell grants liberty only against the spells or creatures that were holding the caster at the moment he casts it, any
additional holding spells or attacks will function normally after the casting of this spell.