Showing posts with label Sorcerous Scrolls. Show all posts
Showing posts with label Sorcerous Scrolls. Show all posts

Socerous Scrolls: Alter Alignment


Alter Alignment (Reversible)

Level: 7
Type: Enchantment/Charm
Range: Touch
Duration: Permanent
AoE: Creature Touched
Comp: V, S, M
Speed: 1 turn per hit die of victim
Save: Neg.

Description: By means of this dweomer, the spellcaster is able to change the alignment of a creature. The spellcaster can seek to determine exactly what alignment the victim will become, in which case the victim receives a +4 to his saving throw. Otherwise, the new alignment of the creature is determined randomly:

d%
Roll
Alignment
Result
1-11%
Lawful Good
12-22%
Lawful Neutral
23-33%
Lawful Evil
34-44%
Neutral Good
45-56%
Neutral
57-67%
Neutral Evil
68-78%
Chaotic Good
79-89%
Chaotic Neutral
90-100%
Chaotic Evil

If the alignment rolled is the same as the alignment of the victim, then the alignment of the victim remains the same. A remove curse, limited wish, or wish can reverse the effects of an alter alignment spell. The reverse of this spell is restore alignment, which can also be used to restore the original alignment of the victim.

Note that creatures such as animals, insects, and so on are not effected by this spell, nor are undead, golems, or other unnatural, non- or animal intelligence creatures, or supernatural creatures for which an alignment change would radically alter the very nature of the creature. Only those beings that are able to freely choose and determine their own alignment, or change their alignment through the consequences of their actions, are effected by this spell.

The material components for this spell are a compass or a weather vane, a set of knucklebones, and a personal item belonging to the intended victim (a strand of hair, a drop of blood, fingernail, etc.; or an item that has been long-possessed and favored by the victim, such as a ring that is always worn, a favorite weapon, etc.)


Copyright GA Norris 2011

Sorcerous Scrolls: Ray of Frost

The following text & stats are designated Open Gaming Content as per the OGL:

Ray of Frost

Level: 1
Type: Evocation
Range: 1”
Duration: Instantaneous
AoE: 1 creature
Comp: V, S, M
Speed: 1 segment
Save: Neg.

Explanation/Description: A ray of frost deals 1d4 points of damage, plus 1 point per level of the caster, against a single opponent. A saving throw against breath attacks completely negates the damage.

Sorcerous Scrolls: Forked Lightning

The following text & stats are designated Open Gaming Content as per the OGL:

Forked Lightning

Level: 5
Type: Evocation
Range: 1”/level
Duration: Instant
AoE: Special
Comp: V, S, M
Speed: 3 segments
Save: ½ damage

Description: Similar to the spell lightning bolt, this spell allows the magic-user to expel a blast of electrical energy from his outstretched hands. However, the caster is able to hit multiple targets as long as they are within the range of the spell, as the lightning charge will split and extend to hit them. When this spell is initially acquired, a magic-user is able to hit up to 3 opponents for 1d6 points of damage per level, gaining another “fork” with which to strike another opponent every 2nd level thereafter. No to hit roll is necessary. A save against breath attacks reduces the damage by half. The material components for this spell are a steel rod and wool.

Sorcerous Scrolls: Alizaar's Arc of Lightning

Alizaar's Arc of Lightning

Level: 1
Type: Evocation
Range: 1
Duration: Instantaneous
AoE: 1 creature
Comp: V, S, M
Speed: 1 segment
Save: ½ damage

Explanation/Description: This spell allows the caster to produce an arc of electricity that can hit only a single opponent. The arc does 1d4 points of damage, plus 1 point per level of the caster. The arc of lightning strikes automatically (i.e., no attack roll is necessary), but the victim is allowed a save against breath weapons to avoid the strike. The material component for this spell is a living lightning bug.

Copyright GA Norris 2011

Socerous Scrolls: Magnetize

The following text & stats are designated Open Gaming Content as per the OGL:


Magnetize (Reversible)

Level: 5
Type: Enchantment
Range: Touch
Duration: 1 round/level
AoE: 1' by 1'/level
Comp: V, S, M
Speed: 5 segments
Save: None

Description: This spell allows the magic-user to magnetize an object so strongly that items of steel are irresistibly drawn to it and stuck fast until the spell duration runs its course, or a dispel magic is used. The area that can be effected is 1 foot by 1 foot per level beyond the 9th. Likewise, the range that the magnetized object will draw steel items to it is 1/2" per level beyond the 9th. The amount of weight that can be drawn to the magnetized object is 100 gold pieces per level of the caster; thus, most hand held items will be drawn to the magnetized object at 9th level, while at higher levels it is possible that even a man in metal armor or a larger metallic object could be irresistibly drawn to the magnetized object.

Sorcerous Scrolls: Assume Gaseous Form

The following text & stats are designated Open Gaming Content as per the OGL:

Assume Gaseous Form (Reversible)

Level: 4
Type: Alteration
Range: Creature touched
Duration: 1 turn per level
AoE: Creature touched
Comp: V, S, M
Speed: 3 segments
Save: None or Neg.

Description: This spell operates exactly as a potion of gaseous form (qv.), except the caster is able to cancel the effect of at will. Willing recipients of this dweomer must remain in gaseous form for the duration of the spell unless released by the caster or a dispel magic is cast. Unwilling recipients are allowed a save versus spells to negate the effect. Material components for this spell are a bit of bone or grave dust from a slain vampire, and an empty glass vial. The reverse of this spell will force those in gaseous form to revert to their natural form, with a save versus spells applicable for those unwilling to be so transformed.