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Biamindua`s Spellbook |
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Levels 7-9
Starglow`s Attuned Blasts
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Range: 0 Components: V, S, M Duration: 1 round/level |
Casting Time: 7 Area of Effect: The caster Saving Throw: None |
By casting this spell, the wizard became more receptive to the mana, the energy behind all magic, thus utilizing
it to augment the power and damage of his missile-like combat spells, such as Magic Missile, Fireball or
Chain Lightning (The affected spells must cause damage somehow as well).
Such spells cast within the duration of Attuned Blasts receive +2 to each dice of damage rolled (not cumulative
with any other possible bonuses to these rolls), +4 to hit if the spell need an attack roll to strike the target (such as
Melf's Acid Arrow) and finally, the opponents will suffer a -4 penalty to their saving throws against such spells.
Unfortunately, there are some drawbacks for the caster as well: During the effect of this spell, he will not be able to cast
any other kind of spell other than missile-like combat spells; And just after its duration expires, the caster retains one point of damage
for each augmented spell cast (to a maximum of 6 points of damage).
The material component for casting this spell is a tiny piece of Soluakh crystal (tough probably will worth no less then 100gp) that
is consumed by the energies involving its casting.
Raven`s Call the Raven
(Conjuration/Summoning) Level 7
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Range: 10 yards Components: V, S, M Duration: One journey |
Casting Time: 5 rounds Area of Effect: One raven Saving Throw: None |
The mage Emanuel Raven created this spell for a journey because he was
plain lazy, and for the convenience of his name and reputation, he decided to have a
magical giant raven during his travels.
The spell summons a Giant Raven (10 yards long) with saddle, that will fly
with the wizard and 400 pounds of weight to any place within 10 miles/level from
the site of its conjuration. The name of the location must be said while casting the spell or the
bird will just fly anywhere it wants to.
The raven has the same statistics as a Wyvern (including flight speeds), but
can't fight a all, it can't fell no pain, so it will not fly away when
attacked (good or bad?). It will fly in a straight line between the two
points.
Material Components: a pinch of dimond dust (100gp, goes away). Two
opals (500 each, but don't go away, it is the eyes of the raven).
Sent by Martin Bech Nielsen
Redfield`s Ethereal Vision
(Divination, Evocation) Level 7
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Range: Unlimited Components: V, S, M Duration: 1 day/level |
Casting Time: 1 hour Area of Effect: 40` wide, 20` high, 20` deep cloudlike radiance Saving Throw: None |
By casting this highly useful spell, the wizard creates a cloudlike ethereal radiant form that moves itself at
a very high speed (up to 200 feet per round) to any direction specified by the caster. Its only half affected by winds, and
may bypass any solid. Upon high concentration, the wizard then may see anything in an area of 10-foot radius around the cloud...
But the caster must not be always concentrating, he does so only when he actually wants to see something.
While he is not concentrated on the cloud, it moves at high speed to any place specified by him (though he must be already familiar with that place).
Other than that, the wizard may change the color of the cloud`s radiance at will, which may be used to give specific orders or coded messages
to those who are seeing it. The cloud can`t be dispersed or destroyed by any kind of destructive spell nor melee attacks, only dispelling magic will
destroy it.
Material Components: A crystal ball(which is not consumed but must be used in conjunction with this spell) and a smoking incense.
The Norath
(Divination) Level 9
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Range: Self Components: V, S Duration: Permanent |
Casting Time: 1 week Area of Effect: The caster Saving Throw: None |
The Norath is not only a spell, but a ritual that marks the enlightenment of a channeler, marking his evolution
to another level of existence. That spell is obviously only known and available for channelers, mages which uses the magical
force of the forests to cast their spells.
After the long ritual, which takes one week of complete meditation, the caster body dies and decompose within a few minutes, but
his soul (or lifeforce, whatever) is permanently melt with the forces of the forest he had previously chosen (he must cast this spell
inside the specific forest). Now, acquiring a new level of life, the channeler becomes one with the entire forest extension, and may see,
hear and sense everything inside its woods. He may also animate any natural matter (such as mud, stone or wood) with his soul, creating
a humanoid creature which will resemble a golem with his previous life appearance. He will retain his previous hit points and physical abilities, but
once seriously hurt or destroyed, he will have to transfer his soul back to the forest essence, and survive (though he must be inside the forest, or he will be
dead for true).
Needless to say that many other secret powers will be developed by the channeler whose reaches the Norath, but as the character acquires this level of
power, it will be better to take him out of play and transform him into a NPC... Legends say that the forces behind the magic of the Mahul Maakh and its Council
are formed by ancient channelers who had archived the Norath long before the Red War.