|
|
|
THE
LIBRUM SUBTALIS
A 2nd Ed Spellbook
|
|
In the world of Greyhawk, the area
known as 'The Wild Coast' is currently split between defending humans
and invading orcs, and each side is about as bad as the other; the
Wild Coast has long been a haven of bandits and worse. Recently,
forces from the city of Greyhawk have entered the area, with the
intent of driving off the orcs, and perhaps civilising the locals.
In the wake of the Greyhawk forces came many natives of that city,
looking for trade, adventure or booty. One of these folk is Korokaz
Silverblade, Kaz to his friends. A representative of the Wizard's
Guild of Greyhawk (and a trusted contact with the Thieves' Guild,
which more or less runs the city), Kaz came to the Wild Coast with
the intention of buying materials and components for the Wizards'
Guild, but things didn't go to plan..Currently, he, along with his
comrades in the 'Wyvern Slayers' adventuring band, are engaged in
guerrilla warfare against the orcs, as well as trying to keep the
'Mob' in the port of Safeton from taking over.
What few people realise is that Silverblade
is an enchanter, when folk ask why he doesn't use Fireballs and
the like he merely explains that he abhors violent magic, besides
which, Monster Summoning I is much more fun. In an age of
war, where so many rely on direct attacks, Kaz's use of subtlety,
misdirection and downright chaos has proved quite effective. Being
somewhat vain, he decided that the magical community should hear
of his endeavours, but not the wizards of the world of Greyhawk,
the less they know of his activities the better! So he created a
spellbook filled with his own personal spells, and some of his favourite
tricks and tactics. This tome he gave to a friend, a captain of
a spelljamming ship, who took the book to the city of Waterdeep
in the Realms, and thence to Khelben Blackstaff, who had a chuckle
at it, and then passed it onto a colleague. At the present time,
no one is sure who's got the book, it was last reported to be in
the hands of a some adventurers in Luskan who were travelling North.
The DM can feel free to either slip it, or a few of its spells,
into an adventure.
The book is called 'The Librium Subtalis',
for that name is prominently displayed on its front cover, the title
being a bit of a joke, since the contents are subtle. Protected
by covers of brass that fold over to form a box around the tome,
the title, and its author's name, 'Silverblade of Greyhawk' (both
written in Common), are spelled out in mother-of-pearl. Strange,
shifting, ominous runes slide and shimmer over the metal, these
are harmless, and are caused by a Permanent Illusion. The
illusion hides the real defensive runes, these act as an Antipathy-Sympathy
spell (the effect is to cause Antipathy to Evil or Neutral
aligned creatures), and allow the book to save as Metal with a +4
bonus. If the book is ever touched by an undead creature, an 8 HD
fire elemental is summoned, it lingers for 3 turns, attacking the
offending creature and any other undead present, this effect can
be triggered once per day.
The first ten pages describe some useful
tips for low level wizards, 1st--6th level wizards who read the
book get 1,000 XP from these insights, which include: using a Scare
spell in conjunction with an illusion can create a frighteningly
realistic ghost; using Elixir of Stupefaction and charm spells
is a great way to avoid bar fights, or win them; sprinkling coins
covered with runes of hold person behind you is a great way
to stop pursuit; and if you really don't like someone, and happen
to have a deck of illusions or many things, cast suggestion,
say you're going to do a card trick, and ask them to pick five cards....
Some of Silverblade's tips are included in at the end of each of
the spells.
|
|
BEGUILING TOUCH
|
|
Level 1 (Charm) Range: Touch Components:
V, S
Duration: special (1 turn) Casting time:
2 Area of effect: 1 person Saving throw: Neg.
This spell allows the caster to duplicate
the effects of charm person, by touch. Once cast the wizard has
10 rounds in which to touch a target. The spell can affect only
1 person, it ends when triggered, regardless of whether the victim
made his save or not. Note that the caster could use the spell on
several different targets until it's ended with a successful touch.
Targets are treated as AC 10, only magic, Dexterity or cover adjustments
apply. Victims can be automatically touched if they aren't expecting
an attack, such as shaking their hands etc.
The caster's hand appears normal, unless
viewed with detect magic. The caster doesn't know if the spell affects
the target or not, but he does know when it has been discharged
or ended.
"Obviously, the spell is great when
your introducing yourself to folk, cast it before hand and you may
have great success in business!"
|
|
ALLURE OF THE ENCHANTER
|
|
Level 2 (Charm) Range: 0 Components: V, S,
M Duration: 1 hour/level Casting time: 1 turn Area of effect: the
caster Saving throw: None
When cast, the wizard's Charisma is temporarily
increased by +2, however, this can only increase the score to racial
maximums. If the caster is an enchanter however, the spell is more
powerful and can raise the Charisma to a maximum of 20.
The material component is a hair from a creature
that has both physical beauty and a natural charm ability, such
as a sirine.
"The spell's duration makes it great
around town, especially when you want to recruit a small army for
those 'difficult' jobs. "
|
|
BESTOW HOPE
|
|
Level 2 (Charm) Range: touch Components:
V, S Duration: 1 hour Casting time: 1 turn Area of effect: 1 creature
Saving throw: None
When cast on a willing creature, this dweomer
endows it with confidence, hope and spiritual vigour. All dice rolls
have a +1 bonus (attacks, initiative, damage etc.). Cumulative dice
rolls are also improved, for example, a 5d6 hp fireball would actually
do 5d6+5 hp. The spell is instantly ended by any power or spell
greater than 2nd level that causes despair, hopelessness or fear,
but for that round the recipient of bestow hope is not harmed by
the malign effect.
Any creature under the effects of this spell
is considered to have a Morale of at least 17.
"Besides its obvious combat uses,
this is a great spell to cast on some poorly old soul, making a
geriatric feel younger is more valuable to them than gold. Great
way to gain the confidence, and spell lists, of ancient wizards."
|
|
CLOAK OF MAIL
|
|
Level 3 (Enchantment, abjuration) Range:
touch Components: V, S, M Duration: special Casting time: 3 Area
of effect: the caster Saving throw: None
This spell is cast on a garment worn on the
torso, such as a shirt, jacket or even leather armour, but not metal
armour. The material is endowed with a magical field that provides
AC 2 all over the wizard's body. The spell lasts until the wizard
has taken physical damage equal to 5 hp per level. Spirit and mental
attacks do not affect the cloak of mail, so a Finger of Death
of Psychic Crush used against the wizard never reduce the spell's
hit point total, but an avalanche or Magic Missile would.
For example, a 5th level wizard's Cloak of Mail would end
if he takes 30 hp of damage, either cumulatively, or in one strike.
Note that unless the garment is almost totally
destroyed, the spell will cling to it, and that the item is protected
as well, getting +4 to saving throws.
Interestingly, this spell can be cast on
the wizard's familiar, presumably because they are so strongly linked,
naturally it must be wearing armour/clothing of some type.
The material component is a piece of plate
mail armour, costing 1 gp.
"A great way to protect your expensive
threads! "
|
|
ELIXIR OF STUPEFACTION
|
|
Level 3 (Enchantment/charm) Range: touch
Components: V, S, M Duration: special Casting time: 1 turn Area
of effect: special Saving throw: Neg.
When cast on any alcoholic fluid (including
some potions, as a few have alcoholic bases), the fluid is endowed
with a lingering enchantment that weakens a creature's willpower,
making it very susceptible to suggestions, mundane as well as magical.
When drunk, a victim must make a save vs. spell, adjusted by Wisdom,
if they fail, their Wisdom is reduced by half, rounded down. For
example, a warrior with Wisdom 7 could have the score reduced to
3, incurring a -3 save vs. Enchantment/Charm spells, as well as
making him easily swayed. The effect occurs within 1d4+4 rounds
of imbibing the liquid. Victim's never know that they have been
exposed to the spell, its effects are very subtle. Note that the
liquid is not a poison, the spell is merely held inside it.
The maximum volume affected is that of a
large barrel or small well (around 40 gallons). Duration is a function
of volume, if cast on a single glass the spell lasts for 1 month;
on a bottle it remains for 1d4 weeks; 1 gallon holds the enchantment
for 1 day and on larger amounts it lingers for 1 hour. The spell
affects a maximum of 2 creatures per caster level, but only one
saving throw is needed, no matter how much is drunk. Note that the
caster can add alcohol to water, rendering a well or horse trough
suitable for this spell's use, though the alteration may be noticed
and arouse suspicions.
This spell is devastating if cast on a barrel
of potent spirits, which is then drunk by folk who are already inebriated,
as their Wisdom would have already been reduced by alcohol.
The material component is 3 drops of distilled
alcohol, such as brandy or whisky.
"Slipping a couple of brandy barrels
enspelled with Elixir of Stupefaction into a party or enemy warband
can have interesting results, especially when combined with Confusion
or Emotion. "
|
|
RUNE OF HOLD PERSON
|
|
Level 3 (Enchantment/Charm) Range: touch
Components: V, S, M Duration: until triggered Casting time: 1 turn
Area of effect special Saving throw: Neg.
This rune is placed on any surface up to
the size of a large door (100' square), but not on a creature or
person, however, it may be placed on their clothing. The rune must
be written, scratched or in some way marked onto the item. It is
visible, but can be written extremely small, making it difficult
to notice. The rune only takes effect when a creature voluntarily
touches the item, it cannot be used offensively, for example, if
cast on a dagger which is the hurled at enemy the rune will not
be triggered, but if the enemy then picks the dagger up, it would
take effect.
The spell functions as a Hold Person
spell as cast by the wizard, with a duration of 2 rounds/level,
but the victim is allowed a normal saving throw, (there is no penalty
for it being a single creature), but other penalties, for low Wisdom
or the caster being an enchanter, still apply.
The caster never triggers his own rune, and
may set it so as to exclude certain individuals from its effects
as well. Normal wear and tear can't remove the rune, although a
thief could negate it with a Remove Traps roll at 1/2 the normal
chance.
The material component is iron dust, and
a hair from each person to be excluded from the spells effect.
"Besides hindering thieves, this
spell's best use is on coins, sprinkle a few dozen around an ambush
spot, or when being chased. "
|
|
BANE DEFLECTOR
|
|
Level 4 (Enchantment/Abjuration) Range: touch
Components: V, S, M Duration: special Casting time: 1 turn Area
of effect: the caster Saving throw: None
This spell is cast on a piece of jewellery
the caster wears, which must cost at least 10 gp. It endows the
item with the ability to 'absorb' damage that would otherwise harm
the caster. Physical injuries, poison and spells that cause hit
point loss are affected. Other types of harm (physical/hit point
loss) may be affected at the DM's option.
The item has 3 hp per caster level. Damage
done to the wizard is taken by the Bane Deflector item first,
though he is still jostled or affected in some way by the attack,
so spell disruption still occurs. Against poisons and other unusual
effects, a +4 save is allowed, this causes 4 hp of damage to the
Bane Deflector. If the Bane Deflector has less than
4 hp remaining, unusual attacks get a saving throw bonus equal to
the remaining hit points: +1, +2 or +3.
For example, a 9th-level wizard has casts
Bane Deflector on a ring, which can absorb 27 hp of damage.
The wizard is struck by a sword for 8 hp, reducing the total to
19 hp, he is knocked about by the blow and loses the spell he was
currently casting. Later he is hit by a beholder's Disintegration,
Flesh To Stone and Cause Serious Wounds eye beams,
the Bane Deflector takes 8 hp of damage from the first two
attacks, leaving it with 11 hp (and giving +4 to saves), and the
Cause Serious Wounds does another 10 hp. The next round the
beholder hits him with a Death Ray, the Bane Deflector
has no effect on this type of power, but the wizard makes his saving
throw, so the monster hits him with Flesh to Stone again,
he gets a +1 save as the Bane Deflector has only 1 hp remaining,
and the spell is ended.
Note that critical hits cannot be inflicted
if the damage is absorbed, though the victim can still suffer a
knockdown. Criticals that are partially absorbed get a +1 saving
throw bonus per hit point absorbed.
The material component is the piece of jewellery,
which is slowly damaged as the spell loses hit points. Note that
physically repairing the item destroys both it and the spell, and
magically repairing it will break the spell, unless a Limited
Wish is used. Only one Bane Deflector can ever be in operation,
casting more shatters the preceeding spells as they are linked to
the caster arcanely.
|
|
FLAMING MISSILE
|
|
Level 4 (Enchantment/Alteration) Range: touch
Components: V, S, M Duration: until triggered Casting time: 1 turn
Area of effect: 1 item/level Saving throw: None
This spell is cast on any missile weapon
up to the size of a hand axe or spear. It can only be used on non-magical
items, and lasts until the weapon is used in a missile attack. When
launched, thrown etc., the missile gets normal attack/damage rolls,
but then it ignites, and is completely incinerated, causing an additional
4 hp of damage to the victim (no save). If the attack roll missed
by 4 or less, it is assumed the weapon struck the target, but not
well enough to cause damage, but incineration still occurs, but
the target takes only 2 hp of damage. Note that if the weapon misses
it still ignites on impact, possibly starting fires. Saving throws
vs. Normal Fire may be required. The flames from the incinerating
item extend for only 1' , so other creatures are rarely endangered,
2 hp could be caused by close proximity.
The material components are the items, and
the hot coals of a fire, the items are touched to the coals, drawing
the heat inside themselves.
"Who says enchanters can't deal
with the undead!"
|
|
SILVERBLADE'S MINDKILLER
|
|
Level 4 (Charm) Range: 10 yards/level Components:
V, S Duration: 1 turn Casting time: 4 Area of effect: 1 creature
Saving throw: Special
This spell causes the victim to believe it
has been hit by a tremendous, deadly spell. The victim must save
vs. Spell, adjusted by Wisdom. Those who fail are left with only
1 hp! Those who make the save are reduced to half their current
hit points. The damage is purely in the mind however, and is considered
stun damage. Creatures reduced to 0 hp by this spell are only rendered
unconscious for 10 rounds. Hit points lost to this spell are recovered
after 1 turn, when the victim believes he's 'overcome' the dastardly
attack.
For example, a hill giant with 62 hp is attacked
with this spell, it has 6 Intelligence and presumably 7 Wisdom since
they do have some degree of cunning, so a -1 penalty applies. It
fails the roll and is reduced to 1 hp, in its mind! Believing that
it's close to death, the giant may flee or surrender. Should the
caster and his allies attack it for 10 hp, the brute would collapse,
thinking itself mortally wounded, when in fact it still has 52 hp,
and will awaken in 10 rounds. If it made its saving throw it would
have been reduced to 31 hp, taking 31 hp stun damage that would
be recovered in 1 turn.
"This spell is ideal for capturing
opponents, or scaring very tough ones into leaving, or at least
hesitating."
|
| SILVERBLADE'S
WOE |
|
Level 4 (Charm) Range: 10 yards/level Components:
V, S Duration: 3 round +1 round/level Casting time: 4 Area of effect:
20' cube/level or 1 creature Saving throw: special
When cast, Silverblade's Woe doesn't
affect the wizard's allies, only his enemies. It causes fear, doubt,
hesitation and uncertainty in its victims' minds. Those who fail
to save vs. Spell, adjusted for Wisdom, have all dice rolls reduced
by -2, including attack, damage, initiative, saves, morale etc.
Also, targets of affected creatures' spells or powers get a +2 saving
throw bonus. It also influences Encounter Reaction rolls by 2, making
the victims less likely to be hostile, and more inclined towards
flight.
Alternatively, the spell can be cast on a
single creature, if it fails to save its rolls are reduced by -4.
Even if the victim makes the saving throw its rolls are still reduced
by -2.
For example, a 9th-level wizard is individually
targeted, he makes his save but has a -2 on all rolls. His initiative
goes up by 2, then he casts a 9d6 hp fireball, he rolls a '4' on
the d6, but this is reduced to '2', so his victims get +2 to their
saves and take 9 or 18 hp instead of 18 or 36.
"While great in battle, this dweomer
can give you a real edge when dealing with some hardcase, all of
a sudden, he doesn't feel quite so secure, and you can really play
on his paranoias..."
|
|
CHARM THE CROWD
|
|
Level 4 Range: 120 yards Components: V, S
Duration: Special Casting time: 4 Area of effect: 20' radius Saving
throw: Negates
This spell functions as per Charm Person,
so Charm the Crowd only affects bipedal, man-sized or smaller
humanoids, and creatures that fail their initial saving throw are
allowed a new save at different intervals depending on their Intelligence
(see charm person for details).
What makes Charm the Crowd different
is that it affects 4d4 creatures, starting with those closest to
the centre of the effect and working outwards.
"This spell is very effective when
cast at the rear of a group of attacking humanoids, such as orcs.
Assuming that you can communicate with the Charmed folk, pointing
at the attackers and shouting, "Help! These guys are trying
to kill me!", generally results in the Charmed ones trying
to pull their comrades away, then arguements break out, and generally
blood flows in short order. Note that this won't break the Charm,
you haven't asked anything unreasonable of them--most goblinoids
don't have much love for one another, (even their comrades in arms),
and their natural animosity soon turns disputes into a pitched battle.
Also, by casting the spell at the rear of a group, you may well
get the leaders. "
|
|
GOLD RUSH
|
|
Level 4 (Enchantment/Charm) Range: 10 yards
Components: V, S, M Duration: 2 rounds/level Casting time: 4 Area
of effect: 1 object/20' radius Saving throw: Negates.
This spell is cast on any reasonably valuable
item worth 5 gp or more. Thereafter, every creature who is within
20' of the item, and that sees it even for a split second, must
make a save vs. Spell, adjusted by Wisdom. This saving throw is
adjusted by the creatures' greed: orcs and similar monsters save
at -1 due to their lust for wealth, where as a red dragon would
have a -4 penalty due to its colossal appetite for treasure, however,
a humble monk would get a +4 bonus as he has little desire for material
wealth. The saving throw is further modified by the item's value:
500+ gp = -1 save; 1,000+ gp = -2 save; 2,000 gp = -3; 5,000+ gp
= -4 save. The penalties and bonuses can be cumulative. Only one
saving throw is needed, no matter how often a creature sees the
enspelled item.
Those who fail their saving throw see the
item as incredibly desirable and valuable. They will do all they
can, within their alignment and moral codes, to get it. Under the
effects of the Gold Rush, creatures will only fight to
defend themselves, ignoring everything but their desire for the
item. Good aligned creatures may bargain for the item, play dice
for it, or even steal it. Evil characters are very likely to fight
or murder one another.
Note that only creatures interested in wealth
can be influenced by a Gold Rush, so it wouldn't be much
use against a black pudding. An unusual aspect of this spell is
that it can affect the undead, provided they are very greedy.
The material component is a gold coin.
"Casting gold rush on a small, flashy,
expensive item, like a magical or gem-covered dagger, ensures that
it will catch the eye, and can be hurled into the midst of the enemy.
The resulting chaos makes a Confusion spell look tame! Just don't
let the item come too close to your friends though...."
|
|