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Alasdair McAllisters Spells

by Ohad Shaham

Alasdair's Measurer of Time
Level: 1
Range: 1 foot
Components: V, S
Duration: 1 hour
Casting Time: 1
Area of Effect: one 20cm high hourglass
Saving Throws: none

This spell creates a three dimensional image of a luminescent green hourglass. The sand in the hourglass falls at the most accurate pace imaginable. The sand runs out in exactly 1 hour. The accuracy of the hourglass comes from its link to the pulsation of the Nucleus of the Spheres. It only functions where Radiance can be used (through a receptacle or a summon Radiance spell). The hourglass offers the same light as a regular light spell although the colour of the light is greenish.

Using this spell cannot cause the Radiance disease.

Stigma of Radiance
Level: 2
Range: 20 meters + 10 m/level
Components: V, S
Duration: 5 hours per level
Casting Time: 4
Area of Effect: 1 object or creature
Saving Throw: None

With the casting of this spell, the caster paints an invisible pentagram made of Radiance upon one object or creature. If cast on a creature or a moving object, the stigma would move along with it. The stigma can be viewed with detect magic, locate Radiance or true seeing. A creature painted with stigma of Radiance may not be aware of its casting and is not entitled a saving throw. The stigma can be used in many ways, but the most obvious one is in combination with locate Radiance. The stigma can be removed by a successful dispel magic or similar spell. Use of this spell may cause the Radiance-related disease on the caster but not on the targets.

Locate Radiance
Level: 2
Range: Special
Duration: 2 rounds
Components: V, S
Area of Effect: allows location of Radiance
Saving Throw: None

This spell has two uses. First, it allows the caster to see all things related to the Radiance as glowing with a soft blue light. This includes stigma of Radiance, a Radiance receptacle, areas affected by Discharge, the rotting disease and the liches of the Radiance. All Radiance within 20 meters can be detected in this fashion.

The second use of this spell (which can be used combined with the first use) enables the caster to locate all stigmata within limits of the capital or with the caster's receptacle with distances given in the summon Radiance spell description. The caster will know what the exact direction and distance of the stigma is from either the capital or receptacle.

This spell cannot cause the Radiance-related disease.

Alasdair's Disease Banisher
Level: 4
Range: Touch
Duration: Permanent
Components: V, S
Casting Time: 1 round
Area of Effect: one creature
Saving Throw: None

Through major usage of the Radiance, this spell can mimics a priest's curative powers. In order to cast this spell the caster must first gather enough Radiance power within his body by casting the retain power spell. Then, an amount of "Rad Points" (Rads) can be used in order to cure one living being chosen by the caster and touched. For every Rad the caster expends, one hit point of damage is cured from the target. In addition if the caster expands more than 10 Rads, any non-magical disease may be removed, much like the clerical cure disease spell. This spell can even cure magical diseases such as lycanthropy and mummy rot through the expenditure of 20 Rads. The spell however has no effect on the rotting disease of the Radiance.

Every creature cured by this spell must roll a Radiance Contamination check: For every Rad used on the target, there is a 1% chance of gaining the Radiance rotting disease in the body part touched by the caster. Note that this spell may also be harmful to the caster himself, as retaining high amounts of Rads is extremely dangerous.

This spell can be used only through the caster's receptacle and not through the summon Radiance spell.

Alasdair's Heating Ray
Level: 4
Range: 50 meters
Components: V, S
Duration: 3 rounds
Casting Time: 4
Area of Effect: one ray of heat 15 meters long and 1 meter wide
Saving Throw: Negates

This spell was crafted by Alasdair McAllister of the Brotherhood of the Radiance, and belongs to his collection of special low-level Radiance spells. With this spell, the caster agitates all matter in a ray starting at a given location within range and extending 15 more meters away from the caster. Every substance within the ray's area of effect will become very hot. Different substances react differently to the ray. Water heats to slightly below boiling level, air becomes warm but harmless, metals become red and cause 1d4 hp of damage per round of touch, leather and wood are not effected.

If a living creature is in the ray's field it receives 1d6 points of damage per round and has to save for poison with a bonus of +2 every round. If failed the target is infected by the Radiance rotting disease in a randomly chosen body part. This spell also has a devastating effect on metallic magical items. If such an item fails a saving throw versus heat (if no rolls are used, just consider a 25% chance) the item is ruined, becoming a regular item.

This spell requires use of the summon Radiance spell if away from the receptacle.

Alasdair's Minor Discharge
Level: 5
Range: 10 meters per level
Components: V, S
Duration: Instantaneous
Casting Time: 8
Area of Effect: poisonous energy blast and a cloud of poison 200 meters in diameter
Saving Throw: Halves damage

This spell is mostly identical to discharge and requires a reserve of Rads. Minor discharge causes only 1d6 of damage per Rad stored (changing damage to materials as in discharge). The smoke rising to the sky only effects a radius of 100 meters (thus effecting an area not larger than a small village), and remains in effect for only 6 hours. Chances of getting the disease are the same as with discharge.

Edward's Mindpiercer
Level: 9
Range: 50 meters + 10 per level
Components: V, S
Duration: instantaneous
Casting Time: 4
Area of Effect: one creature
Saving Throw: Negates

This powerful spell was crafted by Lord Edward McAllister, great-grandfather of Lord Alasdair McAllister of Klantyre. The spell unleashes large amounts of magical energy against one creature's mind. The victim of this spell must save against spells at -4 or become unconscious. An unconscious being remains so indefinitely (or until it dies), and is in all terms a vegetable.

This spell is so powerful it can penetrate the effects of any mind protecting mortal spell or magical item of less than artifact or Immortal status (ie mind barrier would not help, while the Feather of Maat could).

Mindpiercer effects all living creatures of animal intelligence or greater. It will have no effect against undead, constructs or mindless creatures (oozes, slimes and such). However, this spell will effect intelligent planar creatures such as elementals and planar spiders. This spell cannot be negated with dispel magic. The only way to restore a victim's mind is to have cure disease or dispel evil cast on him by a cleric of level 20 or higher (15 or higher AD&D).