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Magic Spells | ![]() |
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Telnor's spellbook is bound in the hyde of a black dragon (the same baby in which he took the head for his staff) and is engraved with silver filled letters "Telnor's Draconomicon" The book itself has a set of clasps in the shape of tiny dragon claws, which hold the book closed unless the proper command words are spoken (Telnorous Rexus Draconous). The pages of the book have been made from the cut and dried skin of a dragons wing. |
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Telnors' Magic carpet ride (alteration) LVL-2
Telnors' Magic carpet ride (alteration) LVL-2 lvl-2,range-touch,comp-v.s.m,duration-1 turn+1 turn per level,C/T-1 round,AOE-a 10'square of cloth, S/T's-none, This spell allows the caster to energize a piece of cloth so that it acts as if a flying carpet (see DMG). Its move is 2" per level, per round (max of 30" per round at 15th level), and has a flight class of E, (raising by 1 class every 4 levels to a max of A at 20th level). Only the caster can command the carpet and he must be in contact with the carpet at all times or the spell ends regardless of duration remaining. The cloth is considered AC 6, and has 1 hp per casters level. The only component for this spell is the cloth to be enchanted. Telnors' Raft of 1000 fish (enchantment/charm) lvl-2,range-1 mile,comp's-v.s.m,duration-1 turn per lvl,C/T-1 round,aoe-10'x10' platform,S/T-none. This spell attracts 1000's of fish together to form a 10'x10' platform which can hold the caster and up to 20lbs per level (max of 400lbs at level 20). It has a move of 12, regardless of how fast or slow the individual fish are, and a morale equal to the casters level (max of 18). The raft will disperse if attacked by a large predator, or if it takes any form of damaging attack. The raft may be used above the water as a platform or below the water as a form of transportation (same movement rate) though its up to the caster to supply a way to breathe. Above the water and if not moving, the raft is steady enough to cast most spells and use missile weapons without any penalty. The caster is in mental control over the raft as long as he remains in physical contact with it. Sometimes giant seahorses,dolphins and other marine life may help to form the raft, but this grants no extra abilities or control. The material component for this spell are some form of fish food (worms, bread, etc...) Telnors' Ice cubed (conjuration) lvl-4,range-10",comp-v.s,dur-1 turn per lvl,C/T-4,AOE-30' cube per 4 lvls,S/T-special Telnors' Ice cubed allows the caster to encase a victum (who fails a S/T vs dex) in a 10' cube of clear ice. Once encased the victum takes an automatic d4+1 damage every round till free, and a system shock roll is required, if passed the victum is paralised until the duration expires. Failure means the victum takes double damage and drowing rules should be used to simulate the suffication brought on by being totally encased in the ice. For every 4 levels the caster may create another cube or add the mass to create one large cube (to a max of 5 cubes at lvl 20 or one large cube 50' on a side). Multiple cubes may be used to encase several beings or combined to encase one large being. The caster must pick one or the other, multiple cubes or one large cube, when this spell is cast. The amount of cubes needed to capture a being are 1 for sm-m sized creatures/objects, 2 or 3 for large size, and 4-5 for huge creatures. (I.E. 1 for a human or 2 goblins, 2 for an ogre, 3-4 for a giant, and 5 for a dragon). The cubes may be used seperatly to attack a large being, such as using two cubes to encase a giants legs, or four to encase all of a dragons feet. But the creature gets a save against each cube individually. In hot climates the cubes' duration is halved, while cold climates double it. Each cube is AC 6 and has hp's equal to the casters level. Fire and area attacks force the victum encased to save vs the attack or recieve half damage. |
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Telnor's MinoMorph |
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