The Guild of the Damned Spell Repository – Level Four

The Guild of the Damned Spell Repository – Level Four
LEVEL 4
NEZZARRON DARKRUNNER’S SHEET LIGHTNING
Range:
30 yards + 1 yard per level
Duration:
Instantaneous
Casting Time: 4
Area of Effect: 10-foot per level long by 10 foot wide sheet
Saving throw: Special
This spell creates a very bright flashing jolt of sheet lightning within the area of effect. All those in the area
receive 4d4 electrical damage with no saving throw. In addition, those within must save versus petrification to
avoid being blinded for 1d3 rounds and must save versus breath weapon to avoid being stunned for 1d3
rounds. Those carrying large, mostly metallic weapons (for example, swords or battle axes) or wearing
partial metal armor (studded chain) save at -2 versus the stunning and suffer +1 per die of damage. Those in
full metal armor (splint mail or better) save at -4 versus the stunning and suffer double damage. The material
component is a bit of fur and a sheet of fine crystal worth at least 50 gold pieces. The sheet of crystal is
consumed in the casting.
RAVEN’S AMULET COMMUNICATOR
Range:
Special
Duration:
Permanent
Casting Time: 1 hour
Area of Effect: 1 amulet
Saving throw: None
This is the spell with which Raven creates his communication devices that he loans to his most trusted
underlings when they go on missions that take them far from Guild territory. To start with, the caster must
craft (if he is capable) or have crafted a fine gold amulet worth a minimum of 500 gold pieces. The amulet
must be inscribed with specific runes of power to hold the enchantment that is to be cast upon it, and these
runes must be inscribed by someone who is skilled either in Gold Working or Jewelry Making. This amulet
must have a ruby of a value no less than 2000 gold pieces set securely into it. This portion of the preparation
must be performed by someone with a Jewelry Making proficiency or something similar, as it must be done
with absolute precision. The spell is then cast into the gem. From that point on, unless destroyed or
dispelled (though it is particularly resistant to dispelling, gaining a saving throw versus crushing blow at +5) it
can be carried or worn on a chain by any individual, who can, at any time, simply touch it and send a simple
message to the caster from anywhere on the same plane. This message must be short, being no more than
20 words or so. The caster of the spell will clearly and flawlessly hear the message in his head as soon as it
is sent. No spells can be cast through this connection between the amulet, and only verbal messages may
be transmitted.
RAVEN’S CIRCLE OF THAUMATURGIC PROTECTION
Range:
0
Duration:
Permanent
Casting Time: 1 turn
Area of Effect: Special
Saving throw: None
By means of this spell, the caster inscribes a circle of protection (usually with magically prepared chalk) to
which he "ties" a thaumaturgic triangle into which a demon or spirit or elemental may be summoned by other
spells. Once the summoned demon or creature is Inside the circle, the wizard cannot be hurt by the creature,
nor can that creature be loosed except by the wizard's will. An Intelligence check must be made to determine
if the circle was properly inscribed.
The Guild of the Damned Spell Repository – Level Four
The circle (along with any other merged inscriptions) may be temporarily neutralized by simply rubbing a
break. In this way, no creatures may find their way into the wizard's plane, though the circle may be easily
restored by casting a restore circle spell and inscribing out the break.
This spell can be made more durable by inscribing it instead with gold or silver inlay, using at least 1500 gp
worth of gold or silver work, and it must be inlaid into an exceptionally clean and flat stone surface. If a
Circle of this nature is made, rather than rubbing out a portion of it to nullify it, it can instead be cast to
activate and deactivate by means of a secret command word spoken by the caster.
Note that exceptionally powerful demons or creatures summoned into this Circle are likely to break free of its
boundaries if they are not properly subjugated with a Spiritwrack or similar dweomer.
The material component for this spell is some incense to be burnt, worth at least 100 gp plus whatever the
circle is to be inscribed with.
RAVEN’S DEATH TOUCH
Range:
Touch
Duration:
Instantaneous
Casting Time: 2
Area of Effect: One creature touched, of 4 HD or less
Saving throw: See Below
This necromantic spell, if the saving throw fails, will instantaneously kill the touched target as long as the
target creature is less than 4 hit dice. For creatures over 4 HD, the spell merely does 1d6 HP of damage per
level of caster. Paladins are immune to this spell. If the saving throw succeeds, the spell does 1d8 damage
to the target, regardless of their Hit Dice. In Ravenloft campaign settings, casting this spell requires a
Ravenloft Powers Check.
RAVEN’S INTERNAL FIRE
Range:
5 yards per level
Duration:
Special
Casting Time: 4
Area of Effect: 1 person within range per 5 levels
Saving throw: Special
This spell causes the recipients innards to become consumed in a magical fire. The victim suffers one point
of damage per level of the caster, regardless of whether he saves versus spell or not. In addition, if the
intended victim misses his saving throw roll, he becomes racked with intense pain and falls to the ground,
incapacitated for 1d4 rounds +1 round per level of the caster. The victim of the spell is unable to function in
any coherent manner during this time period. Observers may notice a stench of burning flesh and see wisps
of smoke emerging from the victims orifices during this period. After the effects of the spell expire, the victim
may begin functioning coherently again, however, the pain does not completely subside for 24 hours, during
which time the victim suffers from a –1 penalty to his/her Dexterity. If the victim made his saving throw
versus spell, he is still in plenty of pain, but is able to avoid the incapacitation and work through the pain.
The material component is a bit of rotten food which is tossed in the general direction of the intended victim
(s) as a part of the casting.
The Guild of the Damned Spell Repository – Level Four
RAVEN’S MINOR LIFE FORCE TRANSFER
Range:
Touch
Duration:
Instantaneous
Casting Time: 5
Area of Effect: One or two people
Saving throw: None and see below
This spell takes ¼ of the mage’s current hit points, and transfers them to a willing target. It can also be used
with two targets to transfer ¼ of Target #1’s Current hit points to Target #2 (Target #1 gets a saving throw
versus Death to negate).
RAVEN’S PHOBIA CREATION
Range:
180 Feet
Duration:
Until cancelled, either by the caster or a Remove Curse spell
Casting Time: 2 rounds
Area of Effect: One person
Saving Throw: Neg.
This spell can also be used as an opening for Raven’s Phobia Exploit (q.v.). The phobia, if successfully
created in the target (i.e., if the target fails his saving throw), is permanent and very severe, unless a
Remove Curse is cast upon the target.
Roll 1d10 to figure out what phobia is created.
1: Arachnophobia (fear of spiders)
2: Agoraphobia (fear of wide-open spaces or fear of crowds)
3: Equinophobia (fear of horses)
4: Hydrophobia (fear of water)
5: Hematophobia (fear of blood)
6: Gynophobia/Androphobia (fear of the opposite sex)
7: Acrophobia (fear of heights)
8: Photophobia (fear of light)
9: Pediophobia (fear of children)
10: Claustrophobia (fear of closed-in spaces)
RAVEN’S PORTAL PREPARATION
Range:
Special
Duration:
Special
Casting Time: 1 day and special
Area of Effect: Special
Saving Throw: None
This rather complex spell is used much like Enchant an Item to prepare a portal for enchantment. First the
actual physical framework for the portal structures must be fashioned by the caster himself, though this is
usually a fairly simple construction of a basic doorframe with three sides (the left, the right, and the top). Two
must be made, one for each end of the portal once it is set up. The portal frameworks must be made of
quality rare hardwood or fine metal containing no less than 10,000 gold pieces in materials and, and they
must be very securely assembled with either nails or pegs, or rivets or welds in the case of metal. The
frames are then inscribed with arcane runes describing the intended destination of the portal, as well as the
required incantations and runes of power that will be needed to hold the power of the Portal Preparation
spell. The Portal Preparation spell must then be cast on both frames, which prepares the frames to accept
the enchantment that will actually create the conduit to the destination that the portal is being created for.
The casting time for Raven’s Portal Preparation (not including the actual physical construction and inscription
of the frames) is a base of one full day (8 hours) of undisturbed casting, at the end of which the caster makes
a check for success or failure by rolling percentile dice. The base chance for success is 20%, adjusted
The Guild of the Damned Spell Repository – Level Four
upwards by 1% per level of the caster. This chance of success can be improved by 1% for every additional
1000 gold pieces spent on crafting the portal frames.
If the check reveals success, the caster then has one day for each of his levels attained to cast the next
required enchantment, Raven’s Permanent Portal (q.v.) on the frames before the Portal Preparation fades
and must be re-cast.
If the check reveals failure, then another full day must be spent re-casting the Portal Preparation on the
frames, at the end of which the caster can make another check for success. This continues until success is
achieved, or until the caster gives up and pursues other endeavors.
THOTH-AMMON’S DEATHPROBE
Range:
Touch
Duration:
Special
Casting Time: 1 turn
Area of Effect: Corpse touched
Saving throw: None
This is essentially telepathy with a corpse, as the wizard probes the brain of the deceased for specific data.
The DM must decide if the information sought is basic, well known, merely known, or forgotten. The table
below lists the chance of finding the information and the amount of time required by the search (if location is
in fact possible), but the DM can alter these numbers if the body is in a particularly advanced state of
decomposition.
Type of
Chance of
Time Required Examples
Information Finding
Basic
96%
1
Name and profession
Well Known 70%
2d4
Relating to current mission
Known
30%
3d4
Relating to previous missions
Forgotten
2%
1d10+10
Overheard once
This spell will continue as long as the wizard concentrates.