Mage-Killer
Level: 8
Range: 10'
Duration: 3 days
Effect: Creates Mage-Killer
This nasty, provocatively-named spell was devised by a reclusive, chaotic Blackheart-based wizard known as "the Ebon Cowl"; it creates a short-lived simulacrum, whose sole purpose is to kill one particular wizard. The spell requires the caster to sculpt a candle in the shape of the mage he wishes to slay. This requires pure, virgin beeswax, crushed amethysts, rare spices and other esoteric ingredients (the total cost of the candle should be between 5,000 - 10,000gp), plus a strand of hair or nail clipping from the victim. A Save vs. Spells (or, if you use skills in your campaign, a successful skill roll) must be made upon completion; if it fails, the candle is useless, and the caster must start again. The spell itself takes 12 hours to cast (another Save vs. Spells to see if the caster falters), then the candle is lit; a Mage-Killer will form from the smoke in 1d4+3 rounds. When first created, a Mage-Killer is a brutish, mindless, unformed creature, driven by instinct to seek out its prey; as it draws closer to the victim, however, its mental link with the victim enables it to gain both intelligence and appearance approximating that of its target. The Mage-Killer has three major advantages in combat; firstly, its strength (18 in oD&D, 18/00 in AD&D), which few wizards can match; secondly, the Mage-Killer has access to the entire spell selection of its foe at the moment it was created (so the creature will probably retain more spells than its adversary); thirdly and most importantly, the mental link allows the Mage-Killer to know its opponent's plans the moment they are formed, and can counter them accordingly. The Mage-Killer vanishes in a puff of smoke once it has killed its opponent; it also vanishes if the candle which created it is snuffed out, or burns out - a Mage-Killer candle burns for exactly three days from the time it is first lit.
The Ebon Cowl is currently the only wizard with knowledge of this spell. He (or she) has successfully used it to kill other wizards five times in the last 10 years. Since the use of this spell counts as a Wizard's Duel, it is possible that the Cowl is using the spell to help complete his/her Task in a bid for Immortality. PCs might come into conflict with the Ebon Cowl, and gain awareness of the spell, if hired to protect a paranoid Blackheart wizard who fears for his life, or perhaps they are hired by said mage's executors to quietly solve the mystery of his murder. Once they have their hands on this information, of course, they have a decision to make; do they destroy the information to keep it out of the hands of other evil wizards, sell it to the highest bidder (which might result in more assassinations at a later date), or keep it for their own use (which could be very dangerous if powerful enemies learn of the spell's existence...)
Note: Since the Mage-Killer's form is so dependent of its target, I haven't bothered to work up stats for it; if you use it in your campaign, the creature should have maximum human strength (see above), dexterity at least 1 or 2 points above its opponent, and +1 to its saving throws (to reflect its foreknowledge of its victim's battle plan). All other stats, hp, spells, innate powers, etc. are as per the target mage, but the creature has none of the target's magical items.
Fate of the Melkur
Level: 9
Range: 250’ radius
Duration: permanent
Effect: All living things within area of effect, see below
This spell, created by the Alphatian wizard Tremas, is designed to be a "smart" defence for a wizard’s tower or other private area. It is cast on the foundation stone of a building, on a gemstone of some kind which is then buried, or on a natural feature of the landscape - anything solid and stationary (the spell cannot be cast on a living creature or otherwise mobile object, like a cart or ship). When casting, the wizard chooses an ethos or alignment which will be affected by the spell. This cannot later be amended. Consequently, any living being of that alignment who enters the area of effect must make a Save vs. Spells, or turn to stone. Even if he/she makes their save, the interloper must make another at the start of each turn (if of higher level/greater hit dice than the caster) or each round (if of lower level/hit dice). Although immobile, the victim is aware of his/her surroundings, and retains their ability to think - if psionics are available in your campaign, they may be used without problem. The transformation is permanent so long as the victim remains within the area of effect - if removed, they may again attempt to Save vs. Spells as outlined above until they succeed, at which point they revert to normal with no ill effects (unless they are damaged in statue form - see the spell Flesh to Stone for details). This spell is often used to keep evil beings from a place or object important to good wizards, or vice versa.
Optionally, the DM may decide that being trapped in stone form whilst still being able to think results in a descent into madness. Victims of this spell must make a save against going insane for every month, year, century etc. They remain entrapped. Those who have access to Geoff Gander’s excellent insanity rules may wish to use them to determine the form that madness takes.
Time Gate
Level: 9
Range: 30’
Duration: 24 hours
Effect: creates temporal aperture
This mighty spell was devised by a great mage, his name
is now lost to history, who lived during the height of
Blackmoorian civilisation. It involves aspects of
Technomancy in its operation. An expansion of the
still-used Gate spell, this dweomer creates a temporary
portal into the past. The caster must build or commission a
large, arch-shaped structure, at least 12’ tall by 6’ wide,
constructed of steel or marble and inlaid with filigree and
wire of gold, silver, and electrum. The arch should cost no
less than 250,000 gp and takes at least 6 months to make.
This arch is the focus for the spell, and may be reused.
The caster must select how far into the past he wishes to
reach; there is a base 20% chance of reaching the correct
time, +/-5 years, with +1% per two levels (rounded up) of
the caster; a further 5% for each successful trip the
caster has made before; and a base 20% extra if the caster
has an item from the period in hand, either a relic or a
souvenir of a previous trip (this is consumed in the
casting). The maximum chance of success is 85%. Once cast,
the spell creates a portal to the past time which lasts for
24 hours. During this time, any number of beings or objects
may pass through from either side, but those who are still
in the past when the spell expires are trapped - no arch
exists at this end. NB: the spell does not permit spatial
travel, except to allow the traveller to arrive at ground
level - building the arch on a mountain and travelling back
to a period before it appeared will not cause the portal to
terminate in mid-air. However, a traveller might find
himself emerging at the surface of a long-vanished
ocean....
This spell was originally designed to enable travel into one’s own past; however, the Immortals of Time, realising the potential for abuse this spell provided, altered its effect. The spell actually creates a portal to an alternate past, fundamentally identical to the real period, but not connected to this universe’s timeline - hence, for example, a legendary figure might be killed or saved, or even come through to the future-time, but the Mystaran past remains inviolate. Repeated visits to the same period through the same arch will occur in the same altered universe. A regular time-traveller who later visits a more recent period might find a world far different from the one in the history books...
The Immortals placed a few booby-traps into the spell; any attempt to bring Carnifex, active Burrowers, or other world-threatening creatures through to the present day will cause the arch to explode, possibly killing anyone within 50’ of the portal on either side and certainly trapping the forbidden beings in the past (This trap may also apply to forbidden lore, deadly Blackmoorian technology, or anything else likely to screw up the DM’s campaign).
The Time Gate spell has been lost since the destruction of Blackmoor, but copies might still exist - inscribed on metal sheets, locked in a vacuum-sealed case, etc - for the PCs to find. Discovering its existence, locating a copy of the spell, building the arch (plans included in the spell, of course) and visiting a particular "past" might form a major part of a quest for Immortality.
Calomon’s Heredity
Level: 9
Range: touch
Duration: special
Effect: 1 female creature
This unique variant of the Clone spell was devised by the powerful War Wizard Calomon, a hero of great renown now resident in Norwold. Having devoted his life first to his Art, then later to carving his Domain from the wilderness, the 55-year-old Mage had never found time for romance, let alone marriage, in his life. Realising that he had no-one to leave his land, fortune and knowledge to, but by now too set in his ways to ever be anything but a confirmed bachelor, Calomon naturally turned to magic to provide an answer. After months of research, he managed to devise a spell which, he felt, would solve all his problems.
Calomon’s Heredity requires the brewing and enchanting of a potion which, in addition to some extremely rare herbs and other esoteric ingredients (total cost should be around 1000 gp per level of the caster), includes nine drops of the prospective "parent’s" blood (which may be the caster, or some other being of either sex). This potion must be consumed by a consenting female of childbearing age, and of the same species as the "parent" (although an immoral Mage might easily Charm an unwilling female to perform the same function). The caster must then make a Save vs. Spells; if he fails, the spell is wasted and the caster must start again. If successful, however, the spell takes effect, and the female spontaneously conceives a child of the same sex and race of the "parent" - a child, in fact, who is effectively a Clone of that person. Unlike the Clone spell, the duplicate does not attempt to kill the original if both are on the same plane, having come into the world "naturally", and is not born with the memories, abilities and statistics of the original - to all intents and purposes, it is a normal baby of its species. However, the child will grow up with the same appearance, the same basic personality, and the same interests as the original - a Mage’s child will grow up to be a Mage, with exactly the same potential as the "parent". If two children are gestated at the same time (with different host-mothers) using this spell, they will grow up more alike than the closest identical twins.
This spell has, so far, been cast only once; Calomon used it to gestate his "son", Calodar, now a sturdy five-year-old boy, with the willing aid of his housekeeper, Maharene. Most people believe the child to be her natural son, and neither adult is willing to dispel that impression...not yet, anyway.
This material copyright 1999 Carl Quaif, based on material copyright TSR, Inc. All rights reserved. Webmastered by Jennifer Favia Guerra.