Zwitterion's Spells - February '97

** WIZARD SPELLS **

The following spells are wizard spells my character (Zwitterion Quanta) researched. They are prepared for AD&D Second Edition and accepted by my own DM.
Hope you'll like them,

*********
LEVEL 3

Zwitterion's Accelerate Reflexes(Alteration)

Range: Touch
Components: VSM
Duration: Special
Casting Time: 6 rounds
Area of Effect: Creature touched
Saving Throw: None

This spell gives AC bonus to the subject. The bonus is one per three levels of the caster, up to a maximum of 6. This bonus is not cumulative with Dexterity bonus,instead it replaces it. Because of this property, it is cumulative with spells that are cumulative with Dex.Its duration is very long, 4 days/level, but if the subject is affected, willingly or not, by a spell or magical effect which makes a change in speed (Ex: Slow, Haste, Boots of Speed etc.), the spell immediately ends. The material component is a small amount of rabbit fur.


Zwitterion's Delay Death(Necromancy)

Range: Touch
Components: VSM
Duration: Special
Casting Time: 1 turn
Area of Effect: Creature Touched
Saving Throw: None

This spell is used if the optional "Hovering at Death's Door" rule is used. It prevents the subject from dying at -10, giving a bonus of Con/3 (round up) to this amount. For example, a character with 11 Con will not die at usual -10, but instead at -10- (11/3) = -14. This spell lasts until it is used up or a successful "Dispel Magic" is cast on the recipient. For instance the wizard casts this spell and a month passes. Her / his hit points change in this period but the spell continues. When s/he first reaches -10 or below, the spell activates. It functions until his / her hit points are brought back above -10, or s/he dies.


Zwitterion's Real Illusion(Alteration)

Range: 30+(3/level) yards
Components: VSM
Duration: 1 round/level
Casting Time: 1 round
Area of Effect: 40'cube+10'cube/level
Saving Throw: None

This spell is similar to 4th level priest spell "Solipsism" (From Tome of Magic). It works in the same fashion and requires the same material components, but there are some differences:
* Only the caster is affected.
* This spell does not produce an illusion itself, instead it gives an illusion previously prepared the properties mentioned in "Solipsism" spell. To cast this spell, the wizard should either cast the illusion spell himself/herself or should successfully disbelieve an illusion cast by another wizard.
Note: This spell will negate the 5th-level wizard spell "Zwitterion's Virtual Illusion".


Zwitterion's Resist Dispelling(Enchantment/Charm)

Range: Same as "Dispel Magic"
Components: VS
Duration: Special
Casting Time: 3
Area of Effect: Same as "Dispel Magic"
Saving Throw: None

The spell lasts until a "Dispel Magic" is used on the spells protected with this spell. The spell gives more magical energy to its area of effect. As a result, when a "Dispel Magic" is cast, the level of the spells - magical items are considered 4 levels higher.


*******
LEVEL 4

Zwitterion's Cloak of Silence(Alteration)

Range: 0
Components: SM
Duration: 2 rounds/level
Casting Time: 4
Area of Effect: Self
Saving Throw: None

This spell is the combination of a spell which silences a spherical volume centered on the caster, of radius 1 foot / level (to a maximum of 15 feet) [similar to second level priest spell "Silence, 15' Radius"] and 2nd-level wizard spell "Vocalize" (From Forgotten Realms Adventures). The material component is a small silver horn to be filled with gold dust of at least 30 gp value, during the casting. The dust is completely used while casting, but not the horn.


Zwitterion's Enchanted Robe(Alteration,Enchantment)

Range: 0
Components: VSM
Duration: Special
Casting Time: 1 turn
Area of Effect: 1 robe or cloak
Saving Throw: None

This spell is to be cast to a robe or cloak of finest quality available. That piece of cloth becomes lighter (level times) and very durable. It confers the wearer protection equivalent to plate mail (AC 3). For all purposes, it should be considered as so [For example, its saving throws are equal to that of hard metal.]. The wearer also gains saving throw bonuses (level/5 [round up]) as if wearing magical armor. The cloth also becomes a very good thermal insulator [allowing the wearer to use it summer and winter alike].
The spell ends when the wearer takes 16 + 2 * level hit points of damage (similar to 1st level "Armor" spell). With its ending, the cloth used crumbles in to dust.
Excluding the piece of garment, the material component for the spell is the same with that of "Armor" spell; with the exception that the blessing priest should be at least of 9th level.


Zwitterion's Minimizer(Alteration)

Range: Touch
Components: VS
Duration: Special
Casting Time: 1 round
Area of Effect: Item Touched
Saving Throw: None

Zwitterion devised this spell taking idea from 'Sheet of Smallness' which he once owned. This spell reduces any 'one-state' object both in volume and in weight. The reduction is level times. The item stays in that minimized form until a command word is uttered. Any object, magical or not can be affected, but magical objects should make a saving throw of 16 to receive the spell's benefit. This save is adjusted according to the items pluses etc. PS: One-state means one physical state: Liquid, solid, gas, etc. [Ex: For a vial of potion to be minimized, firts the liquid portion should be minimized, then with another casting of the spell, the vial should be minimized.]


*******
LEVEL 5

Zwitterion's Flaming Eyes(Alteration,Evocation)

Range: Special
Components: VM
Duration: Level/2 rounds
Casting Time: 3
Area of Effect: Caster
Saving Throw: None

When this spell is cast, the eyes of the caster change color. The pupils become light violet flames and the remaining parts of the eyes become dark blue. For the spell's duration the caster gains the following benefits and abilities:
1 - Ultravision up to 18 feet + 1 foot / level (max: 35 feet).
2 - +1 / 5 levels of caster (round down) bonus to saving throws versus gaze attacks and spells that cause blindness.
3 - The caster can use his / her eyes as weak light sources (Range: 1 foot + 1/3 feet / level [max: 6 feet]).
4 - In the beginning of every round, s/he can shoot a blue,violet or green coloured light beam from each of her / his eyes. Shooting of the beams have no effect on the other actions of the caster, it merely works on act of will and has an initiative modifier of 1. They can reach up to 10 yards + 8 yards / level. To give damage to the victim, the caster must make an attack roll with THAC0 of a fighter of equal level. When this roll is made, caster's dexterity adjustments to missle attack and victim's dexterity adjustments to defense (AC) are not applied; because of the missles' nature. They always hit, but they may or may not penetrate armor. They give 1d2 damage each. Apart from this, if they hit up to 3 inches near the victim's eyes and the victim fails a saving throw versus spells with -1 penalty, then s/he is blinded for 1d3+1 rounds.
5 - If the caster wants to end the spell, s/he can shoot all the remaining light beams (infact, not all, to a maximum of 5 missles per eye) in one round. This requires uninterrupted concentration and has an initivative modifier of 1 per 2 missles. They can be used to hit specific points on the victim. Also, if they are sent to an item, the item should make a saving throw versus magical fire with -1 penalty per 2 missles, or burn.
6 - If directed to the source of any magical darkness, each missle has a 5% / level (up to 85%) chance of dispelling it. The spell requires flint,steel and blue or purple coloured dust to cast.
The following notes should be considered when the spell is used:
a - The spell does not give any damage to creatures from the quasi-elemental plane of radiance, but always scores double damage to creatures vulnerable to light (ex:shadows).
b - Someone in magical darkness will not be affected from the blinding effect. c - If the missles are directed to the eyes of someone protected by the 1st-level wizard spell "Gaze Reflection", the missles hit their owner.
d - A "Sheild" spell has a 15% chance of negating a missle coming from the front of the victim.
e - If the caster is of 12th level or higher, s/he can control and change the intensity of the eyes' colours.


Zwitterion's Virtual Illusion(Illusion/Phantasm)

Range: 50+(2/level) yards
Components: VSM
Duration: Special
Casting Time: 5
Area of Effect: 40'cube+10'cube/level
Saving Throw: Special

This potent spell causes a real thing to appear as if virtual. A normal illusion spell works in the following fashion: It makes an image, a virtual object to appear as if it is real. This spell makes completely the opposite. The caster can use olfactory, audio and thermal components when casting the spell, but s/he purposefully makes a mistake, which causes victims to think that what they are seeing is an illusion of 1st, 2nd or 3rd level. When the victims attempt to disbelieve the "virtual" illusion, they gain a saving throw. While making this save, things that give saving throw bonuses give penalties (Spells like "Prayer", items like "Stone of Good Luck", "Scarab of Protection" etc.). Things that normally give penalties (such as cursed items) give bonuses. If they make their saving throws, they really think that what they are seeing is an illusion. If any unfortunate victim sucessfully (???) disbelieves and communicates this fact (???) to other viewers, each such viewer gains a saving throw vs. spell with a +4 bonus. As a result successful saving throws are indeed "unsuccessful", because this means that the spell has reached its aim. If someone understands that this is a "Virtual Illusion" spell, then s/he can make a normal saving throw to believe the illusion. The spell lasts for 3 rounds after concentration ceases. Material component of the spell is a transparent gem of not less than 500 gp value.
Note: To cast this spell, the caster should have a minimum of intelligence 14. This minimum is 9 for illusionists. If the minimums are not met, the caster is also effected. Note that victims with 21+ Int are completely "vulnerable" to this spell, whereas people with less than 7 Int or people using "True Seeing" spell or a "Gem of Seeing" are immune to it.


Zwitterion's Weapon Charger(Enchantment)

Range: Touch
Components: VSM
Duration: Special
Casting Time: 5 rounds
Area of Effect: Weapon Touched
Saving Throw: None

This spell enables the caster to put a 'non-missle', 'one-creature' spell into a weapon. That spell remains in the weapon until a succesful hit is scored. When the spell discharges; it is considered to have been cast by the weapon's wielder, with affects calculated according to the original caster's level. The weapon to be enchanted must be at least partially metallic and should be magical. An exceptional quality weapon which was blessed by a high priest can also be used. After 'Weapon Charger' is cast, the weapon makes a saving throw versus magical lightning with -1 penalty per 2 levels of the spell to be loaded or the spell fails. The spell to be loaded has the following limitations:
* It must be a wizard spell.
* The spell cannot have a casting time of more than 1 round.
* The spell cannot be of a higher level than caster's level / 2 (round down) [to a maximum of 6th level spells].
* If the weapon weighs less than 1 pound, it can only receive cantrips. For heavier weapons, the maximum level is calculated as follows: Weight of weapon(in pounds) / 2 + 1 (round down).
It should be noted that a "Stoneskin" spell will not be protective against the activation of the loaded spell. The material component is a pinch of diamond dust [the same amount used in "Stoneskin" spell] and a metallic miniature of any weapon [which is not consumed].

Back to main page
Zwi's Priest Spells


This page hosted by GeoCities Get your own Free Home Page