Rumael’s Missile Spell Collection






Rumael, former apprentice of the Wizard Faoren, devised these spells after examining the Wild Wands created by his master.



Rumael’s Turnbolt


Level: 2

Range: 150’

Duration: 1 round

Effect: 1 bolt (+1 per 6 levels)


This spell creates a shimmering arrow which, if fired at an undead, acts as a Turn attempt from a Cleric one level lower than the Wizard who casts it - at its lowest, as a 2nd-level Cleric. The maximum Turn level granted is 6th (for a 7th-level Wizard). An additional bolt is gained at 8th level, and again at 14th level, for a total of 3. Multiple bolts may be cast at different targets (note: the Turning effect applies only to the single undead struck by the bolt), or at the same target, in which case additional bolts boost the Turning level by one per extra bolt (2 = 7th level; 3 = 8th level). This spell is experiencing a minor vogue amongst Glantrian mages, since it provides them with one of the major clerical advantages in a land where clerics are not permitted. The spell is now on the curriculum at the Great School of Magic.



Flare


Level: 2

Range: 50’

Duration: 1 round (and see below)

Effect: 1 bolt


This spell creates a glowing arrow which may be fired in any direction to a range of 50’ (or until it strikes an obstacle, whichever comes first); unlike the other spells in this collection, it does not automatically hit a living target. Upon impact, or at the limit of its range, the arrow explodes in a flash of light equivalent to a Continual Light spell, which remains for 3 rounds before fading. A bolt which strikes a moving target will be centred on it, and will move as it does; otherwise, the light will be stationary. Unlike a Light spell, a Flare missile cannot be used to blind a target. This spell has found various uses amongst war parties and armies, as it can be used to signal location, to provide clear sight of an enemy, or to frighten away night-dwelling creatures (goblins, kobolds etc). The light has no adverse effects on undead such as vampires. It is believed that Rumael has created, or is in the process of creating, a high-level version of this spell which generates light equivalent to sunlight, but this may simply be rumour.



Rumael’s Stunbolt


Level: 2

Range: 150’

Duration: 1 round

Effect: 1 bolt (+1 per 5 levels)


This spell creates a softly-glowing arrow which, upon striking its target, stuns the victim for 5-8 (1d4+4) rounds (saving throw vs. spells applies). During this period, the victim is unable to fight, cast spells, or defend him/herself. The caster gains an additional bolt every five levels after 3rd (at 8th, 13th, etc). These may be fired at separate foes, or at one target - additional strikes lower the saving throw by -1 per bolt after the first. Duration is not affected, no matter how may bolts strike the target. This spell has seen increasing use in quelling brawls in Alphatian towns, and has proved useful to monster-hunters who wish to bring their prey back alive and unharmed.



Rumael’s Sightblinder


Level: 2

Range: 150’

Duration: 1 round

Effect: 1 bolt (+1 per 5 levels)


This spell creates a brilliantly-glowing arrow which, upon striking its target, causes blindness in the target for 1-2 hours (1d6+6 turns). A saving throw vs. spells applies. The caster gains an additional bolt every five levels after 3rd (at 8th, 13th, etc). These may be fired at separate foes, or at one target - additional strikes extend the duration by 2 turns per bolt. A separate saving throw must be made for each missile striking the target. Like the Stunbolt, above, this spell is useful for vanquishing an opponent without causing lasting damage. A higher-level variant is currently being researched which can temporarily negate the gaze-attacks of certain monsters, such as Medusae, Basilisks, Nucklavees, etc.




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This material copyright 1999 Carl Quaif, based on material copyright TSR, Inc. All rights reserved. Webmastered by Jennifer Favia Guerra.