Mage Spell
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Bon Javelin (Alteration/Evocation) Duration: 1 round/level
Level: 7 Casting Time: 3 segments
Range: Special Area of Effect: Special
Components: V,S,M Saving Throw: None

This magic requires a drop of the caster's blood, a tiny carved replica of a javelin fashioned of any organic material, and a bone or bone fragment. A javelin of bone springs into being in the air above one of the caster's hands (caster's choice) and flashes (at a speed of 300'/round) in the direction pointed by the caster. The javelin turns after striking a living creature or obstacle, or when it reaches its maximum range, then returns at the same speed to the caster. It then floats above the caster's hand until directed forth again. Spell casting or other activities may be undertaken without unintentionally sending forth or dissipating the javelin.

A bone javelin strikes only once per round. A successful to-hit roll is required (all creatures in the javelin's path are imperiled if the javelin misses the target chosen by  the caster). A bone javelin is AC -4, shatters if dealt at least 7 hp damage, and does 1 hp damage per level of the caster to creatures it strikes. It can damage Ethereal, undead, other-planer, and Prime Material plane creatures alike. A bone javelin can twist and turn as necessary to overcome barriers and return to its caster.

Negative Plane Protection (Adjuration/Necromany) Duration: 1 turn/level
Level: 7 Casting Time: 1 segment
Range: Touch Area of Effect: Special
Components: V,S,M Saving Throw: None

By means of three drops of the caster's blood (pluse one drop from the creature to be protected by the spell, if it is not the caster), this magic protects against energy drain spells and undead powers. The caster or any eligible creature touched by the caster is partially protected against one undead attack per level of the caster (this differs from the priest spell of the same name).

Undead that exist partially on the Negative Material plane (such as shadows, wights, wraiths, specters, and vampires) do physical damage by any attack, but if the protected being saves vs. death magic, no drain of experience or strength results. Instead, the attacking undead suffers 2-12 hp damage (attackers using energy drain spells are not so harmed). Unlike the clerical spell, failure to save vs. death magic does not cause the protected being double physical damage.

Repel Undead (Adjuration/Necromany) Duration: 1 round/level
Level: 7 Casting Time: 4 segment
Range: Touch Area of Effect: Special
Components: V,S,M Saving Throw: Special

This spell enables a caster to force undead away from his person. Repelled undead move away at their full movement rate to the limit of the spell's range and cannot move closer. If solid barriers prevent their fleeing out of spell range, the undead are held against the barrier until the spell expires or the caster moves away. The spell effect remains on and moves with the caster.

Undead that are able to launch missile or spell attacks are free to do so, but even by magical means they cannot approach creatures who are within this spell's range, regardless of further spell casting, slumber, or unconsciousness on the part of the caster, and regardless of attacks made against the undead.

Undead who successfully save vs. spells at -3 may enter or remain in spell range (and attack other creatures or otherwise take normal actions) for one round, but they must save each and every round. On any round in which the save fails, the magic forces the undead to move directly away from the caster at full movement rate. In places dedicated to evil, evil undead may save at -2, -1, or normally, at the DM's discretion. The material component of this spell is a magnet in bar form, with a drop of the caster's blood placed on one end and a fragment of bone or tissue from any undead wired to the other end.

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