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Zacarius: Wizard of Cathos| Spells

by Aoz

Zacarius's Seashell Voodoo
Level: 4
Range: Special
Components: V, S, M (a pair of Seashells)
Casting Time: 10-minute ritual
Duration: 1 day per level or until activated
Area of Effect: 1 person holding a Seashell
Saving Throw: None

Enchant two Seashells. When the caster destroys one of the two; the holder of the other shell will receive a Cure/cause: light wound, disease, paralysis, blindness or bestow/remove curse or a charm person depending on the will of the caster.

Dispel on the Seashell or anti-magic zone or an Immortal can prevent the spell.

Shellskin
Level: 5
Range: Touch
Components: V, S
Casting Time: 5
Duration: 10 minutes/level or until discharged
Area of Effect: 1 willing target
Saving Throw: None

Slightly improved stoneskin. The target creature skin, clothes, and hair took on a gray-like appearance.

Movement is half normal while this spell is active.

Once the spell prevents a total of 10 points of damage per caster level (maximum 360 points), it is discharged. However, a dispel magic can also nullify the spell.

Has a weakness verse salt while spell is active. Salt bypasses the spell. A handful of salt inflicts 4d6 hp in damage. A bucket of salt inflicts 20d6 in damage. Currently, only Zacarius knows this weakness. While in Saltwater takes 2d6 per round.

Grow Pearl
Level: 5
Range: Touch
Components: V, S, M
Casting Time: 10 minutes ritual
Duration: Special
Area of Effect: 1 clam
Saving Throw: None

Will create a pearl or pearls worth 4 + 1 GP per level up to 40 GP per spell.

The pearl will grow to full size in 1 week per level. A 40 GP Pearl will need to grow for 36 weeks.

Opening the pearl before, a dispel magic or the of Day of Dread will ruin the Pearl and spell.

Minotaur Horror
Level: 6
Range: Touch
Components: V, S, M (minotaur armor and a body)
Casting Time: 1 hour
Duration: Instantaneous
Area of Effect: 1 suit of armor and 1 corpse
Saving Throw: None

This spell transforms the corpse or partial remains of a single upright bipedal creature of any race into the animate force of a Minotaur Horror. The horror rises from the remains three rounds after spellcasting is complete.

The spellcaster after casting the spell and creating the Minotaur Horror, the wizard loses 8 points of Constitution. He must rest for one hour to recover each point of Constitution. If the 8-point loss drops the spellcaster below a constitution of 1, he falls unconscious. Consciousness is not regained until full Constitution is restored, which takes 24 hours (one point per three hours for an unconscious character).

Once the energy animates "the body", the Minotaur Horror has stats like a helmed horror. The remains need not he whole and are destroyed in the casting, they must be the remains of a creature of chaos for at least part of its life or the spell has no effect.

The spell destroys the remains forever, preventing resurrection, animation as an undead creature, speak with dead, and similar activities from affecting them. A Minotaur Horror is not an undead creature. It cannot be turned, affected or dispelled by holy beings or things. It is a construction.

Looks Similar to Riddling Minotaur| Image From wikimedia.org

Minotaur Horror: AC 3: MV 120 (40), HD 6; Thaco 14; Saves as 3rd level Fighter; #AT 1; 2d4 SD immune to illusions, Enchantment/Charm spells, poisons and mind affecting magic, healed by magic missile (excess reflects back at caster): immune to three specific spells chosen by creator: SZ L (7’ tall): ML 12; lnt 8+1d6: AL N (obey its creator); Understands creators languages but cannot speak however, can use sign language.