Chapter #607
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+ THE ADVENTURERS +
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+ Epic IV +
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+ Many of the locations, non-player characters, spells, and other +
+ terms used in these stories are the property of TSR, Inc. However, +
+ TSR has in no way endorsed or authorized their use, and any such +
+ items contained within these stories are not representative of TSR +
+ in any fashion. +
+ The player characters depicted in these stories are copyright +
+ 1991-2000 by Thomas A. Miller. Any resemblance to any persons +
+ or characters either real or fictional is utterly coincidental. +
+ Copying and/or distribution of these stories is permissible under +
+ the sole condition that no money is made in the process. In that +
+ case, I hope you enjoy them! +
+ +
+ Thomas A. Miller +
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+ Alindyar 17th level drow wizard +
+ Belphanior 14th/14th/14th level elven fighter/wizard/thief +
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+ Date: 1/6/579 C.Y. (Common Year) +
+ Time: late evening +
+ Place: the Free City of Greyhawk +
+ Climate: cold +
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+ "Well, look at this! Two of my favorite people in the whole +
+ wide world, talking to each other." +
+ - from _Silverado_ +
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DCVII. An Oft-Delayed Meeting
Although he is on the verge of leading his marshals and other fighting
companions on a series of campaigns, Belphanior has one thing to take
care of first. Otto, Mongo, and the rest are comfortably sequestered
at the Green Dragon Inn, and Belphanior has joined Alindyar in the
latter's study for an evening of magical research.
Alindyar: We have put this off for far too long.
Belphanior: Agreed.
Belphanior brought raw materials to the table: Kronos' spellbook,
which contained some strange and terrible formulae. As for Alindyar,
the dark elf brought his own superior intelligence, experience, and
knowledge to this meeting. Both hoped to walk away knowing more than
they had beforehand.
Alindyar: Well, for my part, I have invented no new magicks...only
that electricity golem. (he gestures to the glass sphere which
holds the flickering, arcing being)
Belphanior: Have you considered the possibility that that thing could
be neutralized by dumping a bucket of water over it?
Alindyar: (ponders this, raising an eyebrow)
Belphanior: Sorry.
Alindyar: Let us get on with the spell discussions.
Belphanior: Err, right. First up, here are a few useful spells that
I came up with on my own. This one is basically just to insult
someone...it's like a weak Bigby's hand.
Alindyar: (reading through the formula, he smiles) I see. A bit
tame for you, is it not?
Belphanior: (grins) And then there's this one, which causes the
ground to rise up and snag a victim, trapping him in place.
Alindyar: A useful enchantment, this.
Belphanior: Thanks. I call it "Feet of Lead."
Alindyar: Appropriate.
Belphanior: Didn't Lyra come up with a couple of variants on walls
of force and such?
Alindyar: Aye. One is simply an alarm, with the added benefit of
an instant wall of force. To bind the enchantment properly, she
found that the duration of the wall had to be diminished, but at
any rate, the spell allows plenty of time for sleepers to awaken
and make ready after an intrusion.
Belphanior: I see.
Alindyar: Her other barrier spell simply blocks all physical motion,
both incoming and outgoing. Spells get through fine.
Belphanior: Either way?
Alindyar: (nods) We're working on that.
Belphanior: Did she ever get that lightning-tongues spell working
properly?
Alindyar: Yes. It will undoubtedly prove quite useful when we are
confronted by a number of small, weak foes.
Belphanior: I know what you mean. Some enemies are more irritant
than threat.
Alindyar: Let us now proceed to the heart of the matter: you have
a spellbook from some ancient lich?
Belphanior: At least I think he was a lich. Truth to tell, we didn't
stick around to find out. Kronos is the name. (he sets a heavy,
silver-bound tome on the table) This book is full of history and
reflections as much as anything else, but I did find five unique
spells within its pages.
Alindyar: I trust that you have dismissed the possibility of any
traps or harmful enchantments?
Belphanior: Oh, long ago. I've already perused the book. It's just
that I can't understand the spells...not fully.
Alindyar: (his eyes light up) Ah!
Several spells were cast, allowing them to read the arcane text and
more completely understand what was being said. Shortly, the dark elf
began to make his assessments...
Alindyar: This spell, here...it is not surprising that you could
make nothing of it. The magic is of the clerical sort, though
with some aspects of wizardry.
Belphanior: (nods) But see these notes, here...where he discusses
the reversing of the undead condition?
Alindyar: Aye. One can only assume, from all of this chicken
scratch, that that is the subject of the clerical spell, as well.
Belphanior: I'll have to have Aja look at it, then. I just wanted
to get your opinion, first.
Alindyar: My honest opinion? This Kronos has found a way to tamper
with the very essence of undead...either accelerating or reversing
the transformations. (he shrugs) But I am no priest, much less
one who is familiar with death and undeath.
Belphanior: Good enough.
The second spell, several pages later, was a bit easier to understand.
Alindyar: A hasting that affects many subjects...
Belphanior: Yep. Handy spell, that.
Alindyar: I wonder why no one thought of this before.
Belphanior: Well, Kronos thought of it.
Alindyar: True. Let us see what else he thought of.
The next enchantment was a good deal more sinister...
Alindyar: I believe this to be a way to keep a soul here...trapped
on this plane, after its body perishes.
Belphanior: Hmm. All I could figure was that it had something to
do with the dead.
Alindyar: A spell such as this can only be used for foul purposes.
Keeping a soul from its rightful destination...I see no reason.
Belphanior: Maybe this spell was designed to work with that other
one, the one to bring the undead back to life.
Alindyar: Yet more sinister. (he turns another two pages) What
have we here...hmm. Hmmmmmm.
Belphanior: That's the last one I was able to comprehend. Seems
to be a more powerful enfeeblement.
Alindyar: That it is. Do you realize that in the hands of a mighty
caster, this spell could slay the average person?
Belphanior: Uh, yeah. That's kind of the point.
Alindyar: I still value the mass hasting over any of these others.
(he turns some more pages, and goes silent, reading intently) Oh.
Oh, my.
Belphanior: What? What?
Alindyar: You were unable to make sense of this last incantation?
Belphanior: Right. What is it?
Alindyar: Oh, dear. It would appear that our friend Kronos has
found a mechanism to break the chronological barrier.
Belphanior: You mean...
Alindyar: Aye. This spell enables one to travel through time!
They both had the same idea at once, then: what if Kronos had
known in the past to advance himself into the future and reclaim
his spellbook?
Belphanior: Whoa! (he sits back) I think I need a drink.
Alindyar: I would appreciate one, myself. (he snaps his fingers,
and unseen servants quickly fetch a decanter and two glasses,
filling the latter and handing them to the two wizards)
Belphanior: (sips the strong wine) Ahh.
Alindyar: You know, time travel is far from cut and dried. Even
in theory. Even a casual discussion of it can lead to paradoxes
and incongruencies which defy even the most-
Belphanior: Let's not talk about it, then.
Alindyar: Even if you could use it to prevent Ged's death?
Belphanior: Not even for that. If it would work now, it will work
later, and I'm not ready to delve into the topic anytime soon.
Alindyar: On top of which, only a mage of supreme power can have
any hope of casting that spell. I am not sure if _I_ could.
Belphanior: We'll revisit this. (he stands) I guess I'd better
get to the inn and get some rest. Tomorrow will be a busy day.
Alindyar: Aye.
Belphanior: You're sure you can't come with us?
Alindyar: Positive. I would love to, but it is simply impossible
right now. Perhaps in a few months?
Belphanior: I can't wait that long. (he frowns) You know, Baron
Albert's an illusionist...he'd likely have some mighty powerful
spells that would be right up your alley...
Alindyar: I am aware of that, but I fear that the answer is still no.
We simply cannot.
Belphanior: (silently cursing to himself)
Alindyar: Although I can offer you some useful bits of advice
regarding illusions and illusion-wielding foes. Not to mention
some protections against such. (he opens a desk drawer, briefly
looking through its contents before producing a scroll tube, which
he hands to the other elf)
Belphanior: What's this?
Alindyar: A special magic...reading this scroll will confer upon
you and yours a degree of resistance to illusions.
Belphanior: Err...thanks! (he rummages through his pack) And in
return, a gift of my own.
Alindyar: (takes the scroll)
Belphanior: It contains enchantments to protect you from electricity
and lightning.
Alindyar: Ah! My thanks.
Belphanior: Well, I'm off. We'll do this again after one or both
of us finds some more long-lost magic.
Alindyar: A good idea. (they clasp hands)
Belphanior: (departs, whistling to himself as he ponders the things
he could do if he ever mastered time travel)
next: we shift characters again
ftp: ftp.peldor.com
ftp.intertex.net in /pub/users/zac/rpg/adventurers/
www: http://www.peldor.com/download.html
homepage: http://www.peldor.com/
email: tmiller@peldor.com
tmiller@cimmeria.ns.gatech.edu
released: 1/24/2000
notes: Following are all of the new spells introduced since 600.
along with when they appeared and who has them:
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WIZARD SPELLS
1st Smack (Belphanior, first mentioned in this episode)
4th Feet of Lead (Belphanior, indirectly mentioned in 603)
5th Safe and Sound (Lyra, mentioned in 604)
6th Mass Haste (Kronos/Belphanior, mentioned in 606)
Tongues of Lightning (Lyra, mentioned in 604)
7th Spirit Binding (Kronos/Belphanior, mentioned in 606)
Wither (Kronos/Belphanior, mentioned in 606)
Wizard's Cocoon (Lyra, mentioned in 604)
9th Time Walk (Kronos/Belphanior, mentioned in 606)
PRIEST SPELLS
6th Vinusa's New Lease on Life (Kronos/Belphanior, mentioned in
603)
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Smack
(Belphanior)
(1st level wizard spell)
(Evocation)
Range 30'
Components V
Duration instantaneous
Casting Time 2
Area of Effect one target
Saving Throw none
This spell enables the caster to insult an annoyance by slapping
them with an invisible hand. The damage is a mere 1 hp, but the sound
of the slap is always quite loud.
-----
Feet of Lead
(Belphanior)
(4th level wizard spell)
(Alteration/Evocation)
Range 10 yards
Components V,S,M
Duration 1 round/level
Casting Time 7
Area of Effect one target
Saving Throw n/a
This spell causes the ground or floor that the target is standing on
to shift and flow around its feet, re-hardening to trap the victim and
prevent walking or running. A successful bend bars/lift gates check
indicates that the victim has shattered the bonds, and an attempt may
be made each round. Based on the composition of the ground or floor
beneath the victim's feet, a modifier to the roll applies (remember
that lower rolls are better for bend bars/life gates checks) :
loose dirt or sand -10%
mud - 5
normal packed earth + 0
clay + 5
stone +10
hard stone (granite) +15
metal +25
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Safe and Sound
(Lyra)
(5th level wizard spell)
(Evocation/Divination)
Range n/a
Components V,S,M
Duration 8 hours, or 1 round (see below)
Casting Time 1 round
Area of Effect see below
Saving Throw n/a
This is a simple but powerful spell used to secure a campsite or
other place of rest. If anyone or anything approaches within 50'
of the caster, two things happen: the loud and clear sound of bells
begins, and a domed wall of force pops up, centered around the caster.
This wall of force only lasts for a single round, however.
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Mass Haste
(Belphanior)
(6th level wizard spell)
(Invocation)
Range 30'
Components V,S,M
Duration 1 round/level
Casting Time 8
Area of Effect 10' cube per level, up to 10 creatures in each
Saving Throw n/a
This spell functions exactly like the 3rd level Haste spell, save
that it affects more creatures. All recipients are aged a year, as
per the common Haste spell.
-----
Tongues of Lightning
(Lyra)
(6th level wizard spell)
(Evocation/Divination)
Range 100'
Components V,S,M
Duration instantaneous
Casting Time 4
Area of Effect see below
Saving Throw half damage
This spell generates multiple forks of lightning (1/caster level)
which issue forth at different targets within range. If there are
more bolts than targets, multiple bolts will arc to the same target,
to a maximum of four bolts per one target (the excess bolts simply
ground themselves out.) Each bolt inflicts 1d8 damage (save vs spells
for half damage.)
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Spirit Binding
(Belphanior)
(7th level wizard spell)
(Necromancy)
Range 10'
Components V,S,M
Duration see below
Casting Time 9
Area of Effect one person
Saving Throw negates
This spell is cast just before a person dies; it keeps them in the
Prime Material as a trapped spirit, essentially an undead without any
powers or physical body. This is the ultimate torture for a deceased
and should-be-departed soul, as it prevents ascension to whatever outer
plane that soul was headed to. This spell is typically used to glean
information from the deceased, perhaps as the condition for freeing
its soul.
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Wither
(Belphanior)
(7th level wizard spell)
(Necromancy)
Range 80'
Components V,S
Duration permanent
Casting Time 5
Area of Effect one person
Saving Throw negates
By means of this spell, a wizard can drain the very life-force from a
victim. The caster simply points at the target, and a black ray issues
forth from his outstretched finger. The target gets a saving throw vs
rods/staves/wands. Success indicates a successful dodge (note that any
other beings behind that target may be hit) while failure indicates a
direct hit. The effects of the beam on a living being are horrific:
the victim is aged _one age category_ per 5 levels of the caster (round
down) with corresponding losses in statistics and abilities. Extremely
powerful casters can slay most targets with one of these spells.
-----
Wizard's Cocoon
(Lyra)
(7th level wizard spell)
(Evocation)
Range n/a
Components V,S,M
Duration 1 round/level
Casting Time 8
Area of Effect 20' radius sphere
Saving Throw n/a
This barrier is much like a wall of force, except that only physical
objects are blocked by it. Magic and spells of all sorts can pass
freely, in or out. This spell's purpose is to protect spellcasters
during large-scale melee battles. Its one drawback (aside from the
fact that it can be dispelled as a Wall of Force) is that its field
of protection is stationary - to enjoy its benefits, the caster cannot
run around the battlefield.
-----
Time Walk
(Belphanior)
(9th level wizard spell)
(Alteration)
Range 20'
Components V,S,M
Duration see below
Casting Time 1 turn
Area of Effect see below
Saving Throw none
This obscenely powerful and dangerous incantation actually warps the
fabric of time, allowing the caster and up to 100 lbs/level of additional
weight (living or otherwise) to move into the future or past. There is
no saving throw - anyone and anything within 20' of the caster (up to the
maximum weight limit) at the time of the spell's completion are carried
along with him. The material component of this spell is some object from
the past, held as the spell is completed; the time of origin of the item
determines the time period to which the caster is transported. If no
such object is used as a focal point for this spell, the caster is hurled
(1d10 x 1d10 x 1d10) years into the future.
To return to his own time, the caster must work another of these
spells, using as a focal point an item from his own time. Since the
item to be used as a token must be enchanted ahead of time, it is rather
important that it be kept safe. If this token is lost or destroyed,
return is impossible.
NOTE: the concept of time travel brings with it numerous logical
uncertainties, paradoxes, and problems. Be careful if you allow your
PCs to possess this spell!
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Vinusa's New Lease on Life
(6th level priest spell)
(Necromancy)
Range touch
Components V,S,M
Duration permanent
Casting Time 1 turn
Area of Effect one undead creature
Saving Throw none
This holy incantation can reverse the undeath process in a single minor
undead: a skeleton, zombie, ghoul, wraith, or wight (or more uncommon
undead of comparable strength.) A complicated ritual is necessary before
the spell can be cast, and it requires physically touching the subject
(the spell confers immunity to any harmful effects of physical contact
with the subject, though only for that one touch.) Although there is no
saving throw, the undead creature must pass a system shock roll. If it
succeeds, it is transformed into a normal zero-level human (or demi-human
or humanoid if it was such in its first life) of neutral alignment. If
the roll fails, the undead is slain and can never be returned to life or
unlife.
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next chapter (#608)