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The lost Grimoire of eternal health (or almost eternal health). For more knowledge about these spells check out dragon148 in arcane lore. Arnvid's Unseen Limb(Conjuration/Summoning) Level: 4Components: V,S,M Range: Touch CT: 1 round Duration: 6 turns/lvl. ST: None AE: Creature touched Explanation/Description: When Arnvid's unseen limb is cast, the magic-user causes an invisible limb (arm, hand, leg, or foot) to come into being. This limb may replace a missing limb, or it may be used to create an extra one.The invisible limb functions exactly as a normal limb, except that, at the option of the recipient of the spell, parts of it may become immaterial so as to pass through solid objects. For example, the limb could be used to uncork a potion inside a closed chest and dump the bottle out, but it could not remove the potion from the chest. The limb has normal touch sensations. It may be used to wield a weapon only if the limb is replacing a missing arm or hand. The limb bestows no extra senses other than touch, so it cannot be used, for example, to add a second shield arm in the middle of the recipient's back. The invisible limb has no hit points or armor class as such, and it cannot be harmed unless it is dispelled. The material component of the spell is the tail of a lizard (any type that regenerates lost body parts). This is touched to the place on the body where the limb is to be restored. Empath(Necromantic/Alteration) Level: 4 Components: V,S,M Range: Touch CT: 5 rounds Duration: Permanent ST: None AE: Creature touched Explanation/Description: The empath spell enables the caster to transfer a certain loss in hit points from another creature to himself, thus curing the recipient. Up to 2 hp per level of the spell-caster may be transferred, so a 10th-level magic-user could cure his friend of a 20-hp wound (but the magic-user will then take 20 hp in damage himself). The hit-point loss could have originally resulted from physical attacks, certain poisons, spell effects, diseases, or curses (except those that cannot be removed by remove curse). This spell cannot restore amputated limbs, drained life levels, or death. It also cannot undo any continuously acting poison or disease, so the spell only temporarily reverses such harm, which will then continue to affect the victim. If the caster is brought below zero hit points by use of empath, he begins to die. No effect results from casting empath on the deceased character.The material components of this spell are hair and blood from both the recipient and the caster, two newt eyes, and two wolf teeth (each from a different animal). The components disappear in the casting of the spell. Life Force Transfer(Necromantic) Level: 4 Components: V,S,M Range: 12" CT: 4 segments Duration: Instant ST: None AE: One creature Explanation/Description: This spell allows the caster to transfer some of his life-force to another creature. When cast, the spell transfers 1 hp/level of the caster to the target creature, plus an additional 1-4 hp. The hit points are added to the target's current hit-point total and deducted from the spell-caster's. Thus, a 7th-level magic-user can transfer 8-11 hp from himself to another creature. The caster can transfer only as many hit points as he currently has; if he purposefully or accidentally transfers more, his current hit-point total plus 1-4 hp are transferred to the target, while that amount is subtracted from the caster's total (and the caster begins to die). The target creature cannot gain more hit points than its full normal total; such extra hit points are merely lost. The magic-user's hit-point losses can be regained by normal healing or magic.After the transfer is complete, the magic-user loses four points of constitution temporarily; each point may be recovered by six turns of rest. If the caster's constitution drops below 3, unconsciousness results and full constitution is not regained for 24 hours. The material component of this spell is a glass tube filled with the caster's blood, which disappears when the spell is cast. Dispel Exhaustion(Illusion/Phantasm) Level: 5 Components: V,S Range: Touch CT: 5 segments Duration: 2 turns/lvl. ST: None AE: 1-3 persons Explanation/Description: Except as noted above, this spell is the same as the 4th-level illusionist spell of the same name.Accelerated Metabolism(Alteration) Level: 6 Components: V,S,M Range: Touch CT: 6 segments Duration: 1 turn/lvl. ST: None +1-6 turns AE: One creature Explanation/Description: This spell speeds up the life processes of the recipient at a rate of 1 day/turn for the duration of the spell. All life processes (sleeping, eating, healing, etc.) progress at this accelerated pace. If insufficient nourishment is provided, the recipient suffers from thirst and starvation. Three rounds of rest per turn must be allowed, otherwise exhaustion results and no healing is possible. The other seven rounds per turn must be spent eating and drinking a day's rations. The recipient regains 1 hp/turn for the first seven turns (minus any penalty due to poor constitution). In subsequent multiples of seven turns, characters with constitution bonuses additionally receive their constitution bonus score. In any case, 28 turns of accelerated metabolism heal a character completely. However, each turn ages the recipient a week (as opposed to a day), due to the stresses of the artificially high metabolic rate. Note that the character does not move or fight any faster than normal. Also, if the recipient of the spell is unwilling, a saving throw is applicable.The material component for this spell is a candle, which must be lit at both ends. The candle must burn for the duration of the spell; if it is extinguished, the spell ends prematurely. The candle is completely burned if the spell runs its normal course. Vampire Dagger(Necromantic) Level: 6 Components: V,S,M Range: 0 CT: 6 segments Duration: 1 rnd./lvl. ST: Neg. AE: Personal Explanation/Description: By casting this spell on a specially prepared nonmagical dagger, the magic-user is able to drain hit points from other creatures that he strikes with it and bestow those hit points on himself. The magic-user must attack the creature normally with the dagger. If the hit is successful, the creature takes normal damage from the dagger (1-4 for small-and man-sized creatures, 1-3 for large-sized creatures, plus any strength bonus), plus bonus damage of 1 hp for every two levels the spell-caster has. The magic-user in turn gains this bonus damage as curative hit points. If the victim makes its saving throw vs. death magic, it takes damage from the dagger but no hit points are transferred to the spell-caster. If the save is a natural 20, the magic-user takes the bonus damage instead of the victim. If this spell drains more hit points from a victim than remain in that victim, the victim dies; only those hit points left to the victim after the dagger's damage (with strength bonuses) is subtracted are transferred to the magic-user. The magic-user cannot gain hit points above his normal hit-point total; all extra hit points are lost. For example, a 16th-level magic-user hits a minotaur with 26 hp and rolls a 2 for damage, doing a total of 10 hp damage. The minotaur fails its saving throw, and the magic-user gains 8 hp (he lost 10 hp in a previous fight). The next round, the magic-user hits again and does 1 + 8 = 9 hp damage. The minotaur makes its save, so no hit points are transferred. On the next round, the magic-user hits again and does 2 + 8 = 10 hp damage. The minotaur fails its save and dies, having had only 7 hp left. Thus, only 7 - 2 = 5 hp can transfer to the caster. The caster gains only 2 hp, however, since this increase puts him at his maximum hit-point total. This spell is ineffective against creatures that can be harmed only by magical weapons (undead excluded) and creatures that have no blood (e.g., golems). If the dagger is used in an attempt to drain an undead being, the magic-user must save vs. death magic with each strike or die himself; the undead being only takes damage from the dagger and associated strength bonuses. One of the material components of the spell is a dagger that has a channel inside it running from the tip through to the handle. The dagger must be forged from an alloy of silver and steel that has been mixed with the crushed bone of a vampire. The minimum cost of such a dagger is 2,000 gp. Blood from the dagger's wound must travel through the channel and touch the bare flesh of the magic-user's hand for the hit points to be transferred. The dagger remains after the completion of the spell. The other material component of this spell is the claw of a vampire, which disappears after the spell is cast. The effects of this spell do not protect the caster from any unusual effects of the victim's blood. Exchange(Necromantic/Alteration) Level: 8 Components: V,S,M Range: Touch CT: 5 rounds Duration: Permanent ST: Neg. AE: Two creatures Explanation/Description: This spell is similar to the empath spell, except that it allows the caster to transfer a hit-point disability (of up to 2 hp/level of the caster) between any two creatures, excluding the caster. The magic-user must be able to grasp both the creature with the disability and the creature about to receive the disability without having to make to-hit rolls, so the two beings involved must either be willing to undergo the spell or else be sleeping or unconscious. The recipient of the disability is entitled to a saving throw vs. spells if unwilling. If the recipient's saving throw succeeds, the exchange is incomplete and nothing further happens. If the recipient fails the saving throw, the disability passes through the magic-user, inflicting him for an instant. If such a wound would normally place the magic-user below zero hit points, it immediately does so, and the spell ceases; the creature that first bore the hit-point loss is healed, and the recipient is unharmed. The material components for the spell are the same as the empath spell, except for a ruby (worth at least 5,000 gp), which is shattered as the disability passes through the caster. If the risks of some of these spells seem to outweigh the benefits, remember that these spells deal with life and death - dangerous territory for magic-users. But these spells offer new options in role-playing. Empath and life force transfer allow magic-users to perform heroic acts of self-sacrifice without stepping on the hem of the cleric's cloak. Arnvid's unseen limb allows limbless victims to limp along until a high-level cleric can be found. With exchange, black wizards can trade lives and white wizards can save them. Based on material copyright TSR, Inc. All rights reserved. |