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Alnor's Armorer

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(Alteration)

Level : 1
Range : Special
Components : V,S,M
Duration : Instantaneous
Casting Time : 1
Area of Effect : One suit of armor
Saving Throw : Special

With this spell the caster can animate a suit of armor. The suit of armor thus affected must be in the possession of the caster, but can be carried in any shut backpack, sack or the like, even in separate pieces, without interfering with the spell’s effect. The spell causes the suit of armor to rise from its confinements, and envelop the caster. Straps are automatically tightened, plates fitted and helms placed upon the casters head as appropriate. Alternately, the caster can cast the spell upon any other armor in possession of a willing creature, and help him speedily into his armor. The subject creature and suit of armor must be within 10 yards from the wizard casting the spell.
The reverse of the spell causes a suit of armor of the subject creature to loosen, separate and tuck itself away in any available backpacks and sacks worn by the target creature, if none are worn, the armor simply drops to the ground. Unwilling creatures receive a save versus this spell to avoid it’s effects.

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Alnor's Herald

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(Illusion/Phantasm)

Level : 1
Range : 5 yards
Components : S
Duration : 1 turn/level
Casting Time : 1
Area of Effect : 15 foot radius
Saving Throw : Special

This spell creates a special illusionary herald. The herald is of the casters race, and seemingly clad in the most magnificent of clothes. After casting the spell the herald will accompany the caster wherever he goes, until it is dismissed, or has performed it's function. Upon any sign from the caster, the herald will play a note on an appropriate illusionary instrument, which it carries with it, Thereafter it will begin to recite the proper honorific, complete with titles of the caster (real or imagined ones, as decided by the caster), with a lot of grandeur. After this, the herald disappears in a puff of blue smoke.

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Alnor's Minor Spell Coalescence

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(Alteration, Evocation)

Level : 3
Range : 0
Components : V,S,M
Duration : Special
Casting Time : Special
Area of Effect : The caster
Saving Throw : None

With this spell the caster combines the spell effects of several different spells into one single spell. The spells that the caster want to combine must be previously memorized and available to the caster. These spells are, together with the minor spell coalesence, wiped from the caster's memory after the casting. There are a number of restriction to combining several spells into one spell effect.
The first restriction is that the total number of spell levels that can be combined is four. For example one first and one third or two second level spells. The second restriction is that the spells must affect the caster. So while shield, mirror image and enlarge are possible choices, magic missile and fireball aren’t. The last restriction is that the spells take effect in order of increasing level. First the lower level spells, followed by the higher level spells. If spell levels are tied, the caster decides which takes effect takes place first.
The casting time of the minor spell coalesence is sum of the initiative modifiers of the spells that are to be combined plus 3. The combined spells work as if cast normally.
Alnor uses this spell to ready himself for combat quickly, usually by choosing the combination: enlarge, Alnor's armorer and mirror image.

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Alnor's Spectral Bow

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(Necromancy)

Level : 3
Range : 30 yards + 5 yards/level
Components : V,S,M
Duration : 2 rounds/level
Casting Time : 3
Area of Effect : One opponent
Saving Throw : None

A variant of the second-level spectral hand spell, this dweomer causes a ghostly glowing longbow, shaped from the casters life force, to materialize within the casters hands. Any touch spell subsequently cast by the wizard causes an arrow to appear on the bow. The touch spell can then be delivered by successfully hitting the target with the arrow. The caster attacks with a +2 bonus to his attack roll, plus possible dexterity or strength bonuses. The caster can fire up to two arrows per round, but as soon as a target is hit, no new arrows appear until the wizard has cast another touch spell. The caster cannot perform other actions in the same round that he attacks with the bow. If the caster chooses to perform another action in a round, the bow hovers next to the caster. The bow lasts the full spell duration unless dismissed by the caster. The bow is only vulnerable to magical attacks ( but it has an AC of -4 ). Any damage to the bow ends the spell, and inflicts 1d6 points of damage to the caster.
The material component is a small silver bow worth at least 100 gp.

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Alnor's Interplanar Conduit

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(Abjuration, Enchantment/Charm)

Level : 5
Range : 0
Components : V,S
Duration : 1 day/level
Casting Time : 1 turn
Area of Effect : One Item
Saving Throw : None

Also known as Alnor’s protection from plane travelling effects, this spell can protect certain items from the detrimental effects of crossing planar boundaries, and thus losing part of their power. The spell creates a special conduit, through which the affected items maintain contact with their home plane. This conduit prevents these items from being reduced in pluses when the possessor crosses planar boundaries. Special functions of items which normally do not work in the outer or inner planes due to the nature of the plane, are still inoperable while the caster is on that plane, the planar conduit spell only preserves pluses of items such as magical weapons and rings of protection.
The caster can only enchant one item per level of experience with this spell. The spell uses a small bit of the casters life force when establishing the conduit, and whenever a item under the influence of this spell is destroyed, the caster loses 1 hit point permanently, and must make a system shock, or be stunned for 1d4 rounds. Lost hit points can only be restored through means of a restoration, limited wish, or more powerful magic.
This spell is similar to the clerical native item spell, introduced in the Paladin in Hell adventure from TSR (prod. # 9586).

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Alnor's Steelskin

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(Alteration)

Level : 5
Range : 0
Components : V,S,M
Duration : Special
Casting Time : 1
Area of Effect : The caster
Saving Throw : None

This spell is a more powerful variant of the fourth level wizard spell stoneskin, except for the fact that it protects against 1d4 + 1 attack per 4 caster levels. Furthermore, before a steelskin is reduced by one, the recipient must actually be hit by a physical attack, or fail a save against a magical attack, opposed to just being 'attacked'. This spell does not work in conjunction with the stoneskin spell.
Its material component is 200 gp. worth of ruby or bloodstone dust.
A similar spell was introduced as a priestly spell in the Dragon Kings supplement by TSR, it is called ironskin. It is more powerful and of lower level than the spell presented here.

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Alnor's Energy Lances

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(Evocation)

Level : 6
Range : 10 yards/level
Components : V,S,M
Duration : Special
Casting Time : 6
Area of Effect : One or more creatures
Saving Throw : �

This spell generates the power to shoot one or more blasts of pure energy from the wizard’s hands. These blast of energy look like radiant and shimmering orange-yellow javelins which speed unerringly towards their targets. The target must be in the line of sight of the caster. The incandescent rods of energy strike unerringly, and cannot be intercepted by any physical means.
The energy lances created by this spell cause 4 points of damage per level of the caster, with a maximum of 80 points of damage at 20th level. The energy contained in such an energy lance is for three-fourths (i.e. 3 points of damage) drawn from the positive material plane and for one-fourth (i.e. one point of damage) drawn from the elemental plane of fire. This has several effects. Creatures immune or especially resistant to fire receive no damage from the fire component of the lance. Conversely, creatures susceptible to fire receive double damage from the fire component of the lance. Creatures hailing from the positive material plane or the upper planes receive no damage from the positive energy component while creatures especially susceptible to positive energy (such as those from the lower planes and those drawing power from or being native to the negative energy planes - like most intelligent undead) receive double damage from the positive energy.
The caster does not have to expend the energy created by the spell in a single shot, but can release them in multiple blasts. The minimum damage potential from such a blast 4 points - one energy lance level. The energy by the spell can be conserved within the body of the caster for a maximum of six rounds, during which the casters eyes shimmer slightly. Each round beyond the sixth the caster takes one energy lance level damage as long as the energy remains within his body. While the caster is 'burning' in this way, he cannot cast spells, attacks at -3 to hit, but can expend the remaining energy lance levels normally.
The caster can fire up to two burst of energy in a round at two different target creatures. The caster cannot take any other action which requires concentration during the round he fires the bursts. The bursts cannot be used to light fires, melt metal or otherwise affect objects.
A successful saving throw versus spells halves the damage, fractions rounded up.
For example: Alnor the fighter/mage is attacked by Orcus and some of his minions; three mummies, a wraith and a number of duergar. He casts a energy lances spell. As Alnor is a 15th level mage, he creates 15 ‘energy lance levels’. In the first round he uses 3 lance levels on one of the mummies. The mummy, being especially susceptible to fire, but not to the positive energy fails its save and takes 15 points of damage (3 times 3 for the positive energy component and 3 times 2 for the fire component in the lance). Next round, Alnor targets the wraith. He decides to use 2 energy lance levels on the wraith. The wraith makes it save and takes 7 points of damage, being especially susceptible to positive energy, but not to fire. (2 times 6 for the positive energy component, 2 times 1 for the fire component, then halved because the wraith makes its save). The next three rounds, Alnor defeats several minions in hand to hand combat. In the sixth, he attacks two fleeing duergar, using two energy lance levels on each. The duergar fail their save, and drop dead, each taking 8 points of damage, being neither immune nor especially susceptible to positive energy and/or fire. (2 times 3 for the positive energy component and 2 times 1 for the fire component). The seventh round Alnor begins to burn as he cannot longer contain the energy within him. He immediately takes 4 points of damage and another energy lance level is lost. He decides to use the remaining energy on Orcus. Orcus the Tanar’ri lord fails his magic resistance and subsequently fails his save. Being especially susceptible to positive energy but resistant to fire, he takes 30 points of damage and slumps heavily to the floor (5 times 6 from the positive energy component and 5 times 0 for the fire component). The day is saved.
The material component for this spell is a small golden rod with a minimum value of 100 gp.

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Alnor's Mantle of Invulnerability

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(Abjuration)

Level : 6
Range : 0
Components : V,S,M
Duration : 1 round/2 levels
Casting Time : 1
Area of Effect : The caster
Saving Throw : None

With the use of this spell the caster generates a protective aura around his whole body akin to a wall of force. This field, as opposed to a wall of force, is pliable and moveable and not stationary. The casters movements are not severely hindered while within the protective field. The force aura of the mantle of invulnerability is very thin, 2 inches at its most dense spot. The mantle creates an occasional bluish shimmer around the casters body, but is otherwise transparent.
The mantle of invulnerability, and the wizard enveloped by it, is impervious to all attacks mentioned under the 5th level wizard spell, wall of force. Magical spells and physical objects cannot get into or out of the aura. This effectively renders the caster invulnerable to any weapon attacks and all spells save disintegrate and the like. As air cannot enter the aura of force, the spells provides it for the caster. The caster also cannot hear anything through the aura.
The spell functions as a sort of last-ditch defense, and as such, the caster is severely limited in the number of spells he can use. Only those spells which affect his body or mind, without altering the casters proportions much have any effect. enlarge for example cannot be used while wearing a mantle of invulnerability. Mirror image could also not be used as the magic must project the images outside, and thereby through the aura of force. Strength, for example is a spell that could be cast normally while wearing a mantle of invulnerability as could teleport.
The caster is also limited in other actions. He attacks at -2 to hit, piercing weapons do no damage, slashing weapons do 1 point of damage plus strength bonus, and bludgeoning weapons do half damage. In no case is the magical bonus of a weapon added to attack or damage rolls, if applicable. Specialized functions depending on actual touch of the weapon or its keen edge will also be rendered useless (sword of sharpness, wounding, etc.).
For example: Alnor the fighter/mage is faced by the green dragon Skuthosiin. Having few spells left and having no defense against the dragon’s chlorine breath, Alnor quickly casts the mantle of invulnerability spell. The dragon the breathes on Alnor, but he is completely unharmed within his mantle of invulnerability, not even having to make a saving throw versus dragon breath. He then draws his vorpal sword and squares of against Skuthosiin. Attacking first he hits the dragon, but does little damage, his vorpal weapon doing only one point of damage, not being able to add it’s +3 magical bonus. The dragon retaliates by biting and clawing at Alnor. Alnor is not worried in the least as the dragons claws and fangs harmlessly bounce of the mantle of invulnerability. Alnor decides to flee and begins running away. Easily overtaken by the dragon, and beginning to run out of bright ideas, he decides to cast a teleport spell. Unhindered by the dragon’s repeated ferocious attacks, Alnor escapes to a save place.

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Alnor's Red Tentacles

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(Conjuration/Summoning)

Level : 7
Range : 30 yards
Components : V,S,M
Duration : 1 hour/level
Casting Time : 1 round
Area of Effect : 30 sq. feet/level
Saving Throw : None

This spell creates many supple steel-like red tentacles in the area of effect. These waving members seem to spring forth from the earth, floor, or whatever surface is underfoot-including water. Each tentacle is 25 feet long , AC 2, and requires as many points of damage to destroy as the level of the wizard who cast the spell. There are 1d4 such tentacles, plus one per experience level of the spellcaster. Each tentacle is considered a size M creature when considering how many tentacles can attack a single target. The target of a tentacle attack must roll a saving throw versus spell for each tentacle that attacks it. If this succeeds the subject suffers 1d6 points of damage from contact with the tentacle, and then the tentacle is destroyed. Failure to save indicates that the damage inflicted is 2d6 points, the crimson member is wrapped around its subject, and damage will be 3d6 points on the second and succeeding rounds.
If a tentacle is wrapped around a bipedal creature of large size or smaller, there is a 50% probability that one arm is captured by the tentacle, rendering it useless for combat, a 25% probability that 2 arms are captured and a 25% probability that no arms are caught by the tentacle.
The tentacles sense movement, and will only attack moving targets. The tentacles have no intelligence and cannot discriminate between friend and foe, with the exception that the tentacles will not entangle the wizard who cast the spell. If the tentacle entangles a target, and it doesn’t move for two rounds after the entanglement, the tentacle will let go, and seek other targets within it’s reach. If a target keeps perfectly still for two rounds while being constricted, the tentacle is programmed to assume that the target is dead, and continues to search for other victims within reach.
The component for the spell is a piece of tentacle from a Mind Flayer or Grell.

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Alnor's Omnipoten Globe

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(Abjuration)

Level : 8
Range : 0
Components : V,S,M
Duration : 1 round/level
Casting Time : 1 round
Area of Effect : 5-foot-radius sphere
Saving Throw : None

This spell is akin to the globe of invulnerability spell (PHB p.177 and p.160). It creates a faintly shimmering, magical sphere around the caster that prevents any 1st-, 2nd-, 3rd-, or 4th-level spell effects from penetrating. Thus the area of effect of any such spell does not include the area of the omnipotent globe. This includes innate spell- like abilities and effects from devices. However, any type of spell can be cast out of the magical sphere, and these pass from the caster of the globe to the subject without effect on the globe. Fifth and higher level spells are not affected by the globe. The globe moves with the caster and cannot be brought down by a dispel magic.
For example: Alnor, the renowned elven warrior/mage and Aerin, a female mage are walking through the chambers of a wizard’s academy. As they enter the next chamber they are beset by the evil Arch-Mage Null and his apprentices. Alnor immediately casts an omnipotent globe, protecting himself and Aerin, who is standing next to him. Next round Null and his apprentices begin casting all manner of spells at the pair. As Null’s apprentices are all of 7th level or less, none of their spells can affect Alnor or Rebecca while they are inside the omnipotent globe. Even Null’s hastily cast fireball is negated where it enters the area of effect of the globe. Aerin and Alnor wreak havoc under the apprentices by means of a few well placed fireball and magic missile spells, which can pass through the globe from the inside unhindered. The next round Null’s apprentices take up their daggers and quarterstaves to pummel the pair heroes into submission by physical means, while Null prepares to cast a dispel magic in hope of bringing down the globe. Alnor draws his weapons and starts weeding out the apprentices that enter the globe, unskilled in combat as they are. Null’s dispel magic fails to work against the globe, as it and those within it are immune to it’s effect. The following round Null decides to cast disintegrate at Aerin, while Alnor’s opponents take flight in the face of his ferocious opposition. The disintegrate spell penetrates the globe, as it is a 6th level spell, and Aerin, failing her save, is disintegrated. Enraged, Alnor rushes towards Null who was preparing a lightning bolt, thinking Alnor would leave the protection of the globe behind, but reconsiders as he notices the shimmering of the globe moving with his opponent and he decides to cast power word, kill instead, gambling to slay the fighter/mage before he comes within meleeing range.
The material component of the spell is a small pearl at least 50 gp. value that shatters at the expiration of the spell.

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