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Sneak Spells |
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Stutters |
1st
Level
Sneakabout's
Control Transfer
| Range: 60yds |
| Components: V,S |
| Duration: Variable |
| Casting Time: 4 |
| Area Of Effect: One mage |
| Saving Throw: None |
This spell is simply used for giving control of a spell like Charm Person
to another mage. Both mages must be of sufficient level to cast the spell and
cannot have cast it through scrolls or some such means. It can be cast through
Sneakabout's Passive Portal to a mage far away.
Spellbook
Ward
| Range: Touch |
| Components: V,S,M |
| Duration: 1 year |
| Casting Time: 1 turn/book |
| Area Of Effect: 1 book/level |
| Saving Throw: None |
This spell protects the mage's spellbooks from theft and damage. As the
mage goes up in level, so do the effects. A first level mage can only have a
mild illusion cast on his book to make it look plain, cheap and boring. A fifth
level mage can put a small harmful ward on it, causing the person touching it
with burglarious intent to be burnt for 2d4 damage. A 10th level mage can make
it teleport back to its shelf unless a dispel magic is cast. A 15th level mage
can put a mild Antipathy spell on it to drive away thieves and a 20th level
mage's books cause anyone reading them to become insane. All effects are
cumulative with the ones below. The spell requires 50gp of diamond dust per book
to be enchanted. It can be mixed with other spellbook protections.
3rd
Level
Fire/Acid Rain
| Range: 20yds/level |
| Components: V,S,M |
| Duration: 1 round |
| Casting Time: 6 |
| Area Of Effect: 10yds diameter/level |
| Saving Throw: 1/2 |
This spell causes a sphere which is red or green to shoot from the mages
finger and explode above the area of effect in a shower of acid for 1d4
dam./level or flaming oil for 1d6 dam./level. The acid lasts 2 rounds. If the
saving throw is made then they are presmed to have dodged most of the globules.
Flaming
Flowers
| Range: 30yds/level |
| Components: V,S,M |
| Duration: 3 rounds |
| Casting Time: 7 |
| Area Of Effect: 5 ft diameter |
| Saving Throw: 1/2 |
This spell causes a magical arrow to shoot from the caster's hand into
the ground at the designated point where it will seed for a round. After 1 round
it will burst in a flaming fountain which resembles a rose for 1d6/level damage.
In the next round it will seem to die and only does 1d2/level dam. The level of
the caster determines the color of the flames which go from red at the coolest
to pure white at the maximum of 15d6.
Sneakabout's
Balancing Act
| Range: 60yds |
| Components: V,S |
| Duration: 1 turn |
| Casting Time: 2 |
| Area Of Effect: One person/level |
| Saving Throw: None |
This spell allows the selected people within the range to be able to
balance in the thinnest ledge or even on a bit of string if it is strong enough.
It is nearly impossible to knock these people off ledges and they can cast
spells on them.
Sneakabout's
Shard Shotgun
| Range: 60yds |
| Components: V,S,M |
| Duration: 1 round |
| Casting Time: 2 |
| Area Of Effect: One gem |
| Saving Throw: 1/2 |
This spell fires a gem through a specially constructed tube within which
it splits up into shards which are lethal at close range. The damage is determined
by the value of the gem and the range is of a heavy crossbow:
| Value | Damage |
| 10 | 2d6 |
|
50 |
3d8 |
| 100 | 4d10 |
| 500 | 5d8 |
| 1000 | 10d6 |
| 2000 | 10d8 |
| 5000 | 10d10 |
| 10000 | 10d12 |
As you can see, DMs will have to rule that having the money doesn't mean
that you can find a gem of that value. The material components are the gem which
must be fitted into a carefully engraved tube with a hinged covering on one end
which costs 500gp and a leather glove which must be ran up and down the tube and
an arcane phrase said. The tube and glove are re-usable.
4th
Level
Gandalf's
Living Flame
| Range: 60yds |
| Components: V,S,M |
| Duration: 1 turn |
| Casting Time: 7 |
| Area Of Effect: One fire |
| Saving Throw: Neg. |
This spell makes a flame into a very small elemental under the caster's
control which can move around very fast and set light to lots of stuff. DMs
should use their discretion about what size fires can be animated for each level
of caster starting with a candle.
Sneakabout's
Mental Weapon
| Range: N/A |
| Components: V,S |
| Duration: Length of mental battle |
| Casting Time: 3 |
| Area Of Effect: One weapon |
| Saving Throw: N/A |
This conjures up a weapon for the caster to use when he has cast
Sneakbout's Mental Battle. PLEASE could someone help me in developing this
concept as I don't have a CLUE about psionics in ADnD and all I have is an idea
about how mages which cannot use psionics can fight people who do....
Sneakabout's
Musical Maestro
| Range: 20 ft |
| Components: V,S |
| Duration: 1 round/level |
| Casting Time: 2 |
| Area Of Effect: N/A |
| Saving Throw: Neg. |
This spell conjures up an image of a skilled bard wearing a wig and a
fancy suit. It can play an instrument as if it was a bard of half the caster's
level and use magical instruments as a bard.
Sneakabout's
Seeds of Courage
| Range: Touch |
| Components: V,S,M |
| Duration: 1 day |
| Casting Time: 1 turn |
| Area Of Effect: 1d8 seeds |
| Saving Throw: N/A |
This spell makes some ordinary seeds into seeds which can increase the
courage of a single soldier by a heck of a lot and he will not flee in battle
unless ordered to. The usual use is to mix the seeds into the stew pot for the
soldiers and one seed can increase the morale of a unit by 1. 1d8 seeds are
enchanted.
Sneakabout's
Seeds of Discontent
| Range: Touch |
| Components: V,S,M |
| Duration: 1 day |
| Casting Time: 1 turn |
| Area Of Effect: 1d6 seeds |
| Saving Throw: Neg. |
This spell creates seeds which will spread discontent throughout an enemy
army if put into their stew pot by reducing their morale by 1 and if they flee
then they have a 50% chance of turning on their superiors.
Utopia
(WARNING - casting this spell is an evil act and players should have an
alignment check)
| Range: Touch |
| Components: V,S |
| Duration: 1 round/level |
| Casting Time: 7 |
| Area Of Effect: One person |
| Saving Throw: Neg. |
This spell causes the recipient to imagine that they are in their
paradise but only for a short time. It is highly addictive and can cause
psychological disorders in the victims and discontent in ordinary life.
Sneakabout discovered this spell after destroying a circle of mages who were
blackmailing all the officials of the city with their addiction.
5th
Level
Sneakabout's
Capacitous Cart
| Range: Touch |
| Components: V,S,M |
| Duration: 1 day/500gp |
| Casting Time: 1 turn |
| Area Of Effect: One cart |
| Saving Throw: N/A |
This spell makes an ordinary cart carry twice as much. This spell
requires a diamond to be inset at the front of the cart which has 500gp worth of
its weight drained off each day.
Sneakabout's
Mental Armour
| Range: N/A |
| Components: V,S,M |
| Duration: Length of mental battle |
| Casting Time: 8 |
| Area Of Effect: Caster |
| Saving Throw: N/A |
This makes the caster wear armor which doesn't weigh anything in a mental
battle. See Sneakabout's Mental Battle.
Sneakabout's
Searing Light
| Range: 60yds |
| Components: V,S |
| Duration: 1 round |
| Casting Time: 5 |
| Area Of Effect: All in range |
| Saving Throw: Neg. |
This spell blinds everyone in the area of effect permanently unless they
have their eyes closed or their backs turned. It only inflicts 1 HP of damage.
Sneakabout's
Seeds of Happiness
| Range: Touch |
| Components: V,S,M |
| Duration: Permanent |
| Casting Time: 8 |
| Area Of Effect: 1d4 seeds |
| Saving Throw: Neg. |
This spell causes general happiness in the recipients who have eaten of a
meal in which seeds of happiness have been mixed. It allows those effected to be
able to throw off the addiction to the Utopia spell.
6th
Level
Sneakabout's
Air Conditioning
| Range: Touch |
| Components: V,S,M |
| Duration: 1 week |
| Casting Time: 1 turn |
| Area Of Effect: One building |
| Saving Throw: None |
This spell causes the temperature of a building to be increased or
decreased, whichever is the most comfortable for the occupants.
Sneakabout's
Mental Battle
| Range: Touch |
| Components: V,S |
| Duration: Length of battle |
| Casting Time: 5 |
| Area Of Effect: Two people |
| Saving Throw: Neg. |
This spell was conceived when Sneakabout was inadvertently trapped in a
mind-flayer's den and was only saved by a handy earthquake by a cleric friend.
He decided to take a mind flayer home and examine it to prevent him from being
trapped like that again. The result was this series of spells which transmit
both combatants to a strange where psionic powers appear as weapons which can be
wielded physically. The other spells in this series are to provide the mage with
means to attack and defend himself from his psionic opponent. In this dimension
then Int. is used as Dex. and Wis. is used as Str. Sneakabout is now working on
some way to get to that dimension by a different means. The battle occurs in a
split second.
Sneakabout's
Speedy Surfer
| Range: 30ft |
| Components: V,S,M |
| Duration: 1 hour |
| Casting Time: 5 |
| Area Of Effect: One plane of force/level |
| Saving Throw: None |
This spell causes some oval planes of
force to appear under the people within range. These move at the same speed as a
water elemental in water. It requires a Dexterity check to stay on each turn
unless they are riding a wave in which case the check is every round. This is
amazing when combined with Sneakabout's Balancing Act!
7th
Level
Immobilizer
| Range: Touch |
| Components: V,S |
| Duration: 1 round/level |
| Casting Time: 9 |
| Area Of Effect: One person |
| Saving Throw: Neg. |
This spell makes the chosen person
blind, deaf, dumb and paralyzed. (dumb=unable to speak)
Sneakabout's
Flamboyant Thrower of Flame
| Range: 30ft |
| Components: V,S,M |
| Duration: 1 round/level |
| Casting Time: 7 |
| Area Of Effect: Ball of fire |
| Saving Throw: 1/2 |
This spell forces lamp oil or alcohol down a narrow tube and ignites it,
producing a 'thrown' ball of flame. This is a fireball which can be released
once a round. There must be a sufficient quantity of oil/alcohol. This produces
something which is usually stationary or mounted on something. The fireballs do
4d6 damage each.
Sneakabout's
Mental Suppressant
| Range: 30 ft |
| Components: V,S,M |
| Duration: 1 turn |
| Casting Time: 7 |
| Area Of Effect: 20 ft diameter sphere |
| Saving Throw: Neg. |
This spell suppresses 10 PSPs/level in the area of effect.
Sneakabout's
Opinion Poll (Wild)
| Range: 1000yds |
| Components: V,S,M |
| Duration: Instantaneous |
| Casting Time: 1 round |
| Area Of Effect: 100 people/level |
| Saving Throw: None |
This spell ascertains the opinion of the people on a yes or no issue. It
gives the percentage to within 5% but has a one in ten chance of being totally
inaccurate. It cannot be used on less than 100 people.
8th
Level
Sneakabout's
Marvellous Mob Control
| Range: N/A |
| Components: V,S,M |
| Duration: 1 day |
| Casting Time: 1 round |
| Area Of Effect: 1 mob |
| Saving Throw: Neg. |
This spell allows the caster to control a mob perfectly or to defuse a
dangerous situation involving a mob. The DM should use his discretion about what
qualifies as a mob.
Sneakabout's
Passive Portal
| Range: 60 ft |
| Components: V,S,M |
| Duration: 1 round/4 levels |
| Casting Time: 9 |
| Area Of Effect: 10 ft diameter circle |
| Saving Throw: N/A |
This spell creates a magical doorway which can be held open and people on
both sides can pass through. It is extremely exhausting for the mage to hold
open the doorway and afterwards he has to rest for 1 turn for every round he
held the portal open. There is no chance of error but it can only transport on
the same plane. The mage must be the last person to cross through.
9th
Level
Sneakabout's
Living Tower
| Range: Touch |
| Components: V,S,M |
| Duration: Permanent |
| Casting Time: 1 day |
| Area Of Effect: One Tower |
| Saving Throw: None |
This spell allows one person (Not the mage) to share in the mind of the
tower. It takes 10,000 gp to prepare the tower for this enchantment by engraving
runes in it etc. and the person to be bonded to the tower must stand in the
center of the tower whilst the spell is cast. Once it has been cast then the
person is permanently bonded to the tower and only a very carefully phrased WISH
can unbind them and that would nearly kill the person. The person can Teleport
Without Error once a month back to the tower and must spend at least 2 weeks
every 6 months at the tower. He also gains 10 hp extra and a +1 to AC. These
benefits, however, mean that the person must protect the tower at all costs and
will probably spend a lot of money improving the tower since it is them self! If
the tower is destroyed then the person must make a system shock roll and a
saving throw verses Death Magic with a -4 penalty or die but even if they make
these then they are immediately rendered unconscious and reduced to 1 hp and
lose all benefits they received from the tower. Sneakabout, of course, bonded
his tower to The King Tiger! ( See Sneakabout humor file)
Sneakabout's
Malevolent Curse
| Range: N/A |
| Components: V,S,M |
| Duration: Permanent |
| Casting Time: 1 day |
| Area Of Effect: One victim who has really pissed off the caster |
| Saving Throw: None |
This spell allows the caster to put a curse of unrivalled malevolence on
the victim i.e. curse him to immediately become an undead beast and hunt down
and kill mercilessly all who he has ever liked. Use your imagination! Magic
resistance applies but the material component is why there is no saving throw.
This spell requires a pint of the mage's blood, a pint of the victim's blood and
dust from the bones of a LICH or DEMILICH!
Sneakabout's
Mana Bolt
| Range: 200yds/level |
| Components: V,S |
| Duration: up to 3 rounds |
| Casting Time: 7 |
| Area Of Effect: One annoying mage |
| Saving Throw: See Below |
This spell was invented to deal with those very annoying mages who have
meteor swarm memorized 3 times and have so many magical protections that you
cannot get through them with a sledgehammer. If they fail a saving throw verses
death magic with a -4 penalty then the fun begins as the spell dispels all of
their magical protections for a turn. If they fail a second saving throw verses
rods then they are f**k*d as their memorized spells are used up in a wild surge.
If they fail the last one verses spell with a +4 then they are affected by a localized
(5ft) Mordenkainen's Disjunctionment which gets rid of all of those nasty Rings
of Wishes...
Sneakabout's
Sea of Flames
| Range: 200yds/level |
| Components: V,S,M |
| Duration: 1 turn |
| Casting Time: 1 round |
| Area Of Effect: 10*10/level yds |
| Saving Throw: None |
This spell causes an expance of ground to turn into a sea of flames which
will cause 10d4 damage to anyone foolish enough to walk on it. arrows fired
above the sea of flames vaporise but the sea of flames cannot be cast directly
underneath anyone.
Sneakabout's
Sneaky Randomiser (Wild)
| Range: 60yds |
| Components: V,S,M |
| Duration: 1 day |
| Casting Time: 7 |
| Area Of Effect: One mage |
| Saving Throw: Neg. |
This spell causes any spell cast by the
victim to have a random target/go in a random direction, EVEN BENEFICIAL SPELLS!
Wishes are not affected by this spell.
Authors
Note:
This collection of spells contains some very nasty
spells for use against other mages and a lot of 9th level spells. Deal out these
spells with caution and feel free to bump some of them up a level or two. The
author of this document does not take any responsibility for what happens when
mages try to collect the bone dust of a demilich or lich but would like to hear
what happened if someone tries to. Any similarity to any spells, alive or dead
is not intentional and the author claims credit for thinking up all of the
spells except for Fire/Acid Rain, Flaming
Flowers and Gandalf's Living Flame which were inspired by Andrew Howarth and
Tolkien respectively. I hope that Ed Greenwood doesn't mind that I used his
character to introduce the document and all hail to TSR, Wizards of the Coast,
Hasbro International and anyone else who might hold copyright on something.
Sorry if Sneakabout appears like a copy of Drizzt Do'Urden but "Imitation
is the most sincere form of flattery" so I hope that is all right. I will
probably next be typing up my sub-school for Necromancy - Life Creation.
--- Stutters