

The Adept's Spellbook

Description: This remarkably small tome consists of specially treated
weather-resistant vellum sheets between two black metal plates bound
in blue dragon hide leather. A special latch keeps the covers tightly
bound and protects the inner contents. It clearly bears it's author's
personal rune on the spine and the front cover:
                                  _.._
                              _.-'    `-._
                           .-'    _--_    `-.
                           |   .-'    `-.   |
                           |  /    []    \  |
                           | /   /\  /\   \ |
                           |/    \ \/ /    \|
                                  \  /
                                   \/

Lore: The mage Dreamoore's spell book had once fallen from her possession,
much to the regret of the thieves once she caught them. The sage Abindal
briefly glimpsed its contents during this time and mentioned seeing a few
unique secrets and spells within, including the eldritch spheres. However,
he did not get the opportunity to actually record what he had seen, just
merely note the special contents.

Contents: Special magics were used to protect the tome from the elements,
including weather and water damage. Also, its special binding permits
the addition and removal of pages in the book, a very unusual feature
indeed. A casual glance will indicate the presence of several specialized
combat spells, usually concentrating effect vs. singular targets instead
of distributing it over a large area of effect, thus increasing damage
potential against singular foes (this philosophy has aided Dreamoore many
times, allowing her to slay several exceptionally powerful beings in the
past, including Azuracon, an old blue dragon which once ravaged the Valley
of Lost Souls). Furthermore, the following spells are found in the work,
one spell per page: 

     (3 blanks), magic missle, explosive missle*, fly, eldritch sphere*,
dimension door, enchanted weapon, greater eldritch sphere*, spellblade*,
telekinesis, blade summoning*, death spell, disintegrate, enchant an
item, missle tempest*, (3 blanks)



UNIQUE SPELLS

Dreamoore's Explosive Missle (Alteration/Evocation)
Level: 2                  Components: V, S, M
Range: 0"                 Casting Time: 2 segments
Duration: Special         Saving Throw: Special
Area of Effect: Special
Explanation/ Description: This spell actually has two variations. The first
produces a special dart which the magic-user hurls toward its target. The
dart has a +3 "to hit" bonus at 10' or less, +2 at 20', and +1 at 30'. A
successful hit does 3-6 damage points +1 hit point per caster's hit die.
The second version enchants an ordinary arrow or quarrel, making it magical
for hitting purposes, and delivering double normal damage +1 hit point per
caster's level. Both versions also have a residual blast radius, inflicting
2d4 damage, or 1d4 on a save vs. magic. Any item struck directly by an ex-
plosive missle must save vs. crushing blow to avoid damage. The material
components are sulfur, diamond dust, and the appropriate missle being en-
chanted. The first version requires a 10 gp silver dart as it's missle. The
explosive missle must be used within three rounds of creation, otherwise it
detonates and does damage to those immediately around it.



Dreamoore's Eldritch Sphere (Evocation)
Level: 3                  Components: V, S
Range: 2" + 1"/level      Casting Time: 3 segments
Duration: Special         Saving Throw: None
Area of Effect: 1' diameter sphere
Explanation/Description: This potent spell launches a mentally guided 1'
diameter globe which travels 0' - 60' per segment and turns up to 90
degrees per round. The sphere strikes as a monster of the caster's hit
dice, but even on a missed roll, the missle may return the following
round as long as the magic-user concentrates. Once it hits, the globe
disperses and inflicts 2d6 base damage + 2 damage points per level of
its caster to the first creature touched, up to 2d6 + 20 maximum potential
(e.g. an 8 hit die eldritch sphere inflicts 22-32 damage points). The
sphere harmlessly vanishes if the caster's concentration is broken or the
globe exceeds maximum range. Despite its limited area of effect, the
eldritch's sphere's true advantage is its damage potential and ability to
pursue and possibly corner single foes.



Dreamoore's Greater Eldritch Sphere (Evocation)
Level: 5                  Components: V, S
Range: 2" + 1"/level      Casting Time: 5 segments
Duration: Special         Saving Throw: None
Area of Effect: 1' diameter sphere
Explanation/Description: This spell is a similar but superior version
of the eldritch sphere, inflicting 2d6 base damage + 3 points per
level of the magic-user, up to 2d6 + 30 maximum (e.g. a 10 hit die
greater eldritch sphere does 32-42 damage points).



Dreamoore's Spellblade (Evocation)
Level: 5                  Components: V, S
Range: 5"                 Casting Time: 1 round
Duration: Special         Saving Throw: None
Area of Effect: Special
Explanation/Description: The spellblade is a 1' - 5' variable diameter
rotating circular blade of force which the magic-user mentally commands,
and he or she must concentrate to maintain it (thus any successful attack
against the magic-user ends the spellblade). There are actually two var-
iants for the spell, and the type must be selected at the start of casting.
The first strikes with a +1 to +5 "to hit" bonus (corresponding to the
blade's diameter) and attacks everything within the designated area of ef-
fect. It inflicts 1d10 base damage + 1 damage point per caster's level. The
second version directly attacks walls of force, having a 1% cumulative
chance per damage point inflicted of bringing down a barrier. It has no
effect upon other creatures.



Dreamoore's Blade Summoning (Evocation, Conjuration/Summoning)
Level: 6                  Components: V, S, M
Range: 0"                 Casting Time: 6 segments
Duration: 1 round/level   Saving Throw: None
Area of Effect: Special
Explanation/Description: This spell creates a 5' long shimmering blue 
shaft of force from the caster's outstretched hands. He or she must
physically wield the weapon in combat, thus spells with somatic compo-
nents cannot be cast while the summoned blade exists. The "sword", how-
ever, has no true material existence and does not conduct shock back to
its wielder, thus its overall speed factor is 1. It is neither an edged
nor blunt weapon and affects creatures normally immuned to either. The
blade strikes once per round with a +5 "to hit" bonus, inflicting 2d6
+ 5 damage points per successful hit. It lasts 1 round per level of the
spell caster and is subject to disintegrate and dispel magic. The mate-
rial component is a 500 gp. crystal sword which requires 2 weeks to
construct.



Dreamoore's Missle Tempest (Evocation)
Level: 6                  Components: V, S, M
Range: 1"/level           Casting Time: 6 segments
Duration: Instantaneous   Saving Throw: None
Area of Effect: Special
Explanation/Description: Also known as "Dreamoore's bolts of seeking,"
this spell creates a powerful enchanted bolt which has base 1d12 damage
plus 3 points per level of its caster, up to 1d12 + 36 maximum (e.g. a
12 hit die missle does 37-48 hit points damage). This bolt, however, can
divide into two or more missles striking single or multiple targets
(minimum 1 damage point per missle). Once the caster unleashes the bolt,
he need but point and close his fist. The missle then flashes outward,
dividing into smaller missles if so directed, and unerringly hits all
visible targets in a 90 degree arc before the caster. The material com-
ponent for this spell is a 500 gp. diamond which is hurled into the air
as spell casting is completed.


Dreamoore's Eldritch Decagon (Evocation, Alteration)
Level: 6                     Components: V, S, M  
Range: 1"/level              Casting Time: 1 round
Duration: Special            Saving Throw: 1/2
Area of Effect: One creature
Explanation/Description: When this spell is cast, the magic-user sets
up a brilliant array of pale blue, dancing rays which forms a decagon 
between both hands. The spell draws power directly from the psychic
winds of the astral and ethereal plane. Once complete, it may fire a 1'
wide beam of pure magical force every round, and this ray unerringly
strikes any single creature or object within 10'/level (invisible targets
require a "to hit" roll vs. base AC 6, modified by dexterity, etc.) and
inflicts 2-5 (1d4 + 1) damage points per level of the spell caster, up to
12d4 + 12 maximum. A successful save vs. spells halves damage. These
beams may be unleashed from the decagon:

     -Eldritch beam: magic missle energy; affects only animate targets. 
     -Impaling force ray: inflicts piercing/impaling damage.
     -Planar force beam: inflicts edged/slicing damage.
     -Spherical force bolt: inflicts blunt/crushing damage.
     -Vibration/shock wave: an ultrasonic bolt which affects only crystal,
           glass, stone, and other objects vunerable to vibration damage.
     -Wind blast: as the 3rd level magic-user spell, gust of wind, against
           a single target (c.f. gust of wind)

The magic-user must concentrate to maintain the eldritch decagon, thus any
successful attack against him negates the spell. The material component is
a small crystal in the shape of a 10-sided die set inside an iron ring,
and a lodestone.


Dreamoore's Viper Lance (Alteration)
Level: 6                   Components: V, S, M
Range: 10" + 1"/level      Casting Time: 6 segments
Duration: Special          Saving Throw: none
Area of Effect: Special
Explanation/Description: The viper lance spell launches a 2' long solid
metal shaft at extremely high velocity. This bolt always travels in a
straight line trajectory, its blinding speed making it near-invisible.
Any creature struck immediately suffers base 1d10 + 2 hp's damage, up
to 1d10 + 30 maximum. The caster may launch one bolt per six experience
level, though only one bolt may be fired per round. The material compo-
nent is a solid steel shaft engraved with the caster's personal rune,
with a mithril/adamatite tip, and zinc stabilizing fins. Each bolt re-
quires two weeks and 250 gp's construction cost.


Dreamoore's Warding Shield (Abjuration)
Level: 4                      Components: V, S, M
Range: 1"                     Casting Time: 4 segments
Duration: Special             Saving Throw: none
Area of Effect: 1 creature
Explanation/Description: The warding shield is a unique magical screen
which encompasses one creature and protects it from harm. The shield
remains completely invisible until struck by any attack, including
weapons and spells which cause direct damage. Then it then flares pale
blue, absorbing part or all of the attack (any damage which is not ab-
sorbed goes directly to the character using the shield). The warding
shield may absorb up to base 1d4 hp damage + 2 points per level of the
caster. If a magic resistant creature attacks the spell's host, then its
resistance is checked first. Success indicates that the shield is by-
passed during that attack, and damage goes directly to the person being
protected. However, the shield remains intact until it loses all hit
points, gets dispelled, or 1 turn/hit die ellapsed. A person may have
only one warding shield at a time. The material component is 50 gp's
worth of diamond dust which is thrown into the air as the spell is cast.




Dreamoore's War Disk (Evocation)
Level: 2                      Components: V, S
Range: 6"                     Casting Time: 2 segments
Duration: Special             Saving Throw: none
Area of Effect: Special
Explanation/Description: The war disk is a small hand hurled missle
which the magic-user throws toward its target. It's "to hit" bonus is
+3 at less than 2", +2 from 2" - 4", and +1 from 4" - 6". The caster
must declare which version he or she is casting prior to the throw. The
first type hits only once for 1d4 base damage + 1 hit point per level
of the caster. The second may be thrown once per round for 1d4 + 1 point
of damage per successful hit and automatically returns at the end of
the round. Its duration is one round/level.


Dreamoore's Eldritch Shield (Abjuration)
Level: 4                      Components: V, S, M
Range: 3"                     Casting Time: 1 segment
Duration: Special             Saving Throw: none
Area of Effect: One creature
Explanation/Description: This spell protects the recipient from any
magic energy based attacks. Each individual manifestation (e.g. magic
missles, eldritch spheres, etc.) directed at the recipient is absorbed
by the shield, whether or not they successfully hit. The eldritch
shield can withstand up to 1d4 + 1 attack per three levels. Note that
regular attacks also reduce an eldritch shield without any penalty,
and the shield may only absorb spells which the caster has sufficient
levels to cast. (e.g. a 9 hit die eldritch shield can protect from
5-8 magic missles or similar spells, while a griffon would take off
three from the shield and still inflict normal damage). The material
component is saphire and diamond dust which is sprinkled upon the 
creature to be protected.


Azura's Death Shadow (Necromancy, Conjuration/Summoning)
Level: 5                     Components: V, S, M
Range: Touch                 Casting Time: 1 round
Duration: 1 day/level        Saving Throw: none
Area of Effect: One person
Explanation/Description: Upon casting a death shadow, the magic-user
brings forth a special creature from the elemental plane of shadow.
The recipient of the death shadow feels a chilling sensation followed
by warmth as it merges with his actual shadow. Thereafter, once a
situation occurs where the recipient takes a death stroke of any sort
(failing to save vs. poison, taking damage from an attack which causes
death etc.) the shadow pushes him or her to a place of safety and takes
the death stroke itself, disappearing in a black puff of smoke. The
spell may last up to one day per spell level of the caster before the
shadow departs. Note that the death shadow does not provide an instant
escape route from certain death (e.g., being immersed in acid, falling
off a cliff, etc.). It merely takes one death blow which would have
normally killed the character, and there must be an immediate place of
safety within 10' for the shadow to place its host. The material
components for this spell are coal, special incense (value 200 gp's),
and a drop of blood, all of which are burned at the start of casting.




Azura's Soul Whip (Necromancy, Evocation)
Level: 5                      Components: V, S, M
Range: 2"                     Casting Time: 5 segments
Duration: 1 round/ 2 levels   Saving Throw: none
Area of Effect: Special
Explanation/Description: When the magic-user casts the soul ship, he or
she creates a shimmering ebon tendril which lashes out at one specific
creature within 20'. A "to hit" roll is necessary, but the whip strikes
once per round as a monster of the caster's hit dice, and on an unmodi-
fied roll of 20, the whip entagles its victim for 2-5 rounds (no "to hit"
needed during that time). Whenever the weapon touches its target, it
inflicts 1d8 + 3 damage points, and these points are immediately gained
by the spell caster and heals any damage previously incurred. If the cas-
ter's hit points rise above maximum normal hit points, then the extra
points will remain for only 1 turn. The material component is a small
leather whip.



Azura's Black Scythe (Necromancy, Evocation)
Level: 6                      Components: V, S
Range: 1"                     Casting time: 6 segments
Duration: 1 round/ 2 levels   Saving Throw: Special
Area of Effect: 1" x 180 degree arc
Explanation/Description: The black scythe is a fearsome weapon to behold,
stretching 8' and immolated in wispy green flames. It sweeps a 10' long,
180 degree arc and can hit all targets within its area as a monster of
the caster's hit die. Creatures up to 4+1 hit dice are slain instantly,
while those above 4+1 hit dice but below 8+3 must save vs. spells or be
stunned for 2-5 round. Those who possess 8+3 hit dice up to 10 hit dice
must save vs. spells or be slowed for 1-4 rounds. All effects are cumu-
lative. The scythe inflicts 1d10 damage in addition to its other effects.
The material component is a miniature sickle with an ebony shaft and an
adamantite blade costing 500 gp's to construct.

