To: wsbusr1@urc.tue.nl
Subject: New spells for the Great Net Spell Book 
Date: Wed, 19 Jan 94 10:41:22 +0100
From: mennetea@acri.fr


Here are some spells for Quasi-Elemental Wizards of Radiance.


First-Level Spells
==================

Energy Beam
-----------
School: Evocation
Range: 60 yards + 10 yards/level
Component: V, S
Duration: Instantaneous
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: None (no MR)

    This spell is a variation to the  first-level  magic  missile
(q.v.) spell. Instead of magical energy, the missiles are made of
pure light drawn from the Quasi-Elemental Plane of  Radiance.  An
attack roll vs. AC 10 minus dexterity and magical bonus is needed
to touch the target. Undeads creatures must save vs. rod to avoid
taking maximum damage.

Lesser Aura of Protection
-------------------------
School: Evocation
Range: 0
Component: V, S
Duration: 1 turn/level
Casting Time: 1
Area of Effect: The caster
Saving Throw: None

    This spell creates a bright aura around  the  caster,  making
him  appear  more powerful and subtracting 2 from all attacks. It
also grants a +1 bonus to his saving throw for any targeting  at-
tacks.
    Note that none of the aura spells are  cumulative  with  each
other.

Lesser Healing Rays
-------------------
School: Necromancy
Range: 30 yards
Component: V, S
Duration: Permanent
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: None

    This spell cause a beam of healing  sunlight  to  caress  the
target, healing 1d6 points of damage.
    The spell has no reverse  effects,  and  cannot  be  used  at
night.

Projected Light
---------------
School: Alteration
Range: 0
Component: V, S
Duration: 1 turn/level
Casting Time: 1
Area of Effect: 50-foot long, 1-foot-radius wide beam
Saving Throw: None

    A beam of light (like a flashlight) springs from the casterUs
palm.  This  beam  is  not  powerful  enough  to  harm  or  blind
creatures.

Repel Lesser Quasi-Elemental
----------------------------
School: Abjuration
Range: 0
Component: V, S
Duration: 1 round/level
Casting Time: 1
Area of Effect: 10-foot radius centered around the caster
Saving Throw: None

    This spell prevent lesser  radiance,  lightning  and  mineral
quasi-elementals from entering the area of effect.

Stunning Flash
--------------
School: Evocation
Range: 10 yards
Component: V
Duration: Instantaneous
Casting Time: 1
Area of Effect: 10-foot-radius globe
Saving Throw: Negate

    Due to a flash of light that appears in their  eyes,  victims
failing  their saving throw vs. petrification are stunned for 1d6
- 1 rounds plus one per four level of the caster (up to a maximum
of 10 rounds).
    The saving throw is made with a +4 bonus minus one  per  four
level of the caster.

Second-Level Spells
===================

Lesser Light Control
--------------------
School: Alteration
Range: 60 yards
Component: V, S
Duration: Concentration
Casting Time: 2
Area of Effect: 10-foot-radius globe
Saving Throw: None

    Caster can control the intensity of light within the area  of
effect;  the intensity can vary from daylight to darkness (natur-
al), and it can be different in different parts of the radius.

Turn Lesser Quasi-Elemental
---------------------------
School: Abjuration
Range: 30 yards
Component: V, S, M
Duration: Varies
Casting Time: 2
Area of Effect: 1 creature
Saving Throw: Negate

    This spell causes a lesser  radiance,  lightning  or  mineral
quasi-elemental  to flee at its faster rate for a number of round
equal to the level of the caster.

Third-Level Spells
==================

Aura of Protection
------------------
School: Evocation
Range: 0
Component: V, S
Duration: 1 turn/level
Casting Time: 3
Area of Effect: The caster
Saving Throw: None

    This spell is a more potent version of  the  lesser  aura  of
protection spell, subtracting 3 from all attacks.

Conjure Lesser Radiance Quasi-Elemental
---------------------------------------
School: Conjuration/Summoning
Range: 30 yards
Components: V, S
Duration: 1 turn + 1 round/level
Casting Time: 3 rounds
Area of Effect: Special
Saving Throw: Special

    With this spell the caster may  freely  summon  one  or  more
lesser radiance quasi-elementals (see table below). The creatures
will do anything within their power to aid the caster.
    The lesser elemental can be sent back by the caster, one at a
time  or  all  at once, at any time. They automatically return to
their home plane after the duration of the spell. Conjured lesser
elemental  must  be controlled by the caster; otherwise they will
simply assume a defensive posture until they return to their  na-
tive planes. Lesser elemental will not attack the caster when un-
controlled. They may be controlled up to 30 yards away per  level
of the caster.
    Note that radiance elementals cannot be summoned at night.

Die (d100)  Creatures
    1-10    Two 2 Hit Die lesser quasi-elemental
    11-50   Three 2 Hit Die lesser quasi-elemental
    51-80   Two 4 Hit Die lesser quasi-elemental
    81-00   One 6 Hit Die lesser quasi-elemental

INTELLIGENCE:       Semi- (2-4)
ALIGNMENT:          Neutral
ARMOR CLASS:        3
MOVEMENT:           Fl 18 (A)
HIT DICE:           2, 4 or 6
THAC0:              18, 16 or 15
NO. OF ATTACKS:     1
DAMAGE/ATTACK:      1d6 + 1 point per Hit Die
SPECIAL ATTACKS:    See below
SPECIAL DEFENSE:    +1 or better weapon to hit
MAGIC RESISTANCE:   Nil
SIZE:               S (1' sphere)
MORAL:              Elite (14)
XP VALUE:           270, 650 or 1,400

    Lesser radiance quasi-elementals inflict 1d6 points of energy
damage + 1 point per Hit Die (double damage vs. creature directly
affected by sunlight), and all within 10 feet must save  vs  pet-
rification or be -1 to hit from the blinding light. Light and en-
ergy attacks do not harm them. Fire and heat do only  half-normal
damage.  Cold  and water attacts do double damage. Darkness keeps
them at bay.

Energy Bolt
-----------
School: Invocation/Evocation
Range: 40 feet + 10 feet/level
Components: V, S, M
Duration: Instantaneous
Casting Time: 3
Area of Effect: Special
Saving Throw: 1/2 (no MR)

        This spell functions almost  identically  to  the  third-
level  lighting  bolt (q.v.) spell. However, as it is a pure beam
of light energy drawn from the Quasi-Elemental Plane of Radiance,
undead  creature must save twice vs. spell to take only half dam-
age.

Healing Rays
------------
School: Necromancy
Range: 30 yards
Component: V, S
Duration: Permanent
Casting Time: 3
Area of Effect: 1 creature
Saving Throw: None

    This spell is a more potent version  of  the  lesser  healing
rays spell, healing 3d6 points of damage.

Sunblade
--------
School: Conjuration
Range: 0
Components: V, M
Duration: 1 round/level
Casting Time: 3
Area of Effect: Special
Saving Throw: None (no MR)

    A brillant sword of fiery sunlight appears  in  the  casterUs
hands  when  this  spell  is  cast. The sword can be used without
penalty for non-proficiency, is equivalent to a  +3  weapon,  in-
flicts  1d8+3  points  of damage, and grants a +3 bonus to attack
rolls. blinding rays emanate from the flamming blade, subtracting
-1 from enemyUs attacks as long as the opponent remains in melee.
The sword does double damage to any creatures with  a  weaknesses
for sunlight.
    The material component is some light source.

Fourth-Level Spells
===================

Beacon
------
School: Alteration
Range: 60 yards
Component: V, S
Duration: 1 round/level
Casting Time: 4
Area of Effect: 5-mile long, 1-foot-radius wide beam
Saving Throw: None

    A ray of light of any color springs from the  casterUs  palm;
can  be  up to 5 miles long. This ray inflicts 2 points of damage
per level of the caster to any creature directly affected by sun-
light.

Dissolve Lesser Quasi-Elemental
-------------------------------
School: Abjuration
Range: 30 yards
Component: V, S, M
Duration: Varies
Casting Time: 4
Area of Effect: 1 creature
Saving Throw: Negate

    This spell cause a  lesser  radiance,  lightning  or  mineral
quasi-elemental to loose its internal integrity, i.e., the lesser
quasi-elemental dies.

Light Control
-------------
School: Alteration
Range: 60 yards
Component: V, S
Duration: Concentration
Casting Time: 4
Area of Effect: 50-foot-radius globe
Saving Throw: None

    This spell is a more potent version of the lesser light  con-
trol spell, allowing a control in a 50-foot-radius globe.

Radiance Resistance
-------------------
School: Evocation/Alteration
Range: 0
Components: V, S
Duration: 1 round/level
Casting Time: 4
Area of Effect: The caster
Saving Throw: None

    The caster can totally ignore the presence of Radiance  (sun-
light and pure energy) for the duration of the spell.

Repel Greater Quasi-Elemental
-----------------------------
School: Abjuration
Range: 0
Component: V, S
Duration: 1 round/level
Casting Time: 4
Area of Effect: 10-foot radius around the caster
Saving Throw: None

    This spell prevent greater radiance,  lightning  and  mineral
quasi-elementals from entering the area of effect.

Sunbow
------
School: Conjuration
Range: 120 yards
Components: V, S, M
Duration: 1 round/level
Casting Time: 4
Area of Effect: Creatures touched
Saving Throw: None (no MR)

    The spell creates a shimmering composite  short  bow  in  the
casterUs hands. It is light and easy to pull, so that any charac-
ter can  use  it  without  penalty  for  non-proficiency.  It  is
equivalent to a +3 weapon, grants a +3 bonus to attack rolls, and
inflicts 1d8 + 3 points of damage (double damage to any creatures
with  a  weaknesses  for sunlight). The bow can fires one missile
per level of the caster before disappearing. It can be  fired  up
to four times per round.
    The material component is some light source.

Waiting Light
-------------
School: Alteration
Range: 30 yards
Component: V, S
Duration: Concentration
Casting Time: 4
Area of Effect: Special
Saving Throw: None

    In conjonction with any light spell (i.e., this spell is cast
and then the light spell is cast) it can delay the action of that
spell up to 24 hours; it can be triggered by one of the following
(decided  by  caster):  time  period,  certain movements, certain
sounds, touch, violent actions in the area, etc.

Fifth-Level Spells
==================

Conjure Greater Radiance Quasi-Elemental
----------------------------------------
School: Conjuration/Summoning
Range: 30 yards
Components: V, S
Duration: 1 turn + 1 round/level
Casting Time: 5 rounds
Area of Effect: Special
Saving Throw: Special

    This spell is similar to the 3th-level spell, conjure  lesser
radiance  quasi-elemental,  except that a greater quasi-elemental
is summoned (see table below), and the caster do not need to con-
trol it.

Die (d100)  Creature
    1-65    One  8 Hit Die greater quasi-elemental
    66-85   One 12 Hit Die greater quasi-elemental
    86-85   One  8 Hit Die Xag-Ya (MMII)
    96-00   One 16 Hit Die greater quasi-elemental

INTELLIGENCE:       Low (5-7)
ALIGNMENT:          Neutral
ARMOR CLASS:        2
MOVEMENT:           Fl 24 (A)
HIT DICE:           8, 12 or 16
THAC0:              13, 10 or 8
NO. OF ATTACKS:     1
DAMAGE/ATTACK:      4d6
SPECIAL ATTACKS:    See below
SPECIAL DEFENSE:    +2 or better weapon to hit
MAGIC RESISTANCE:   Nil
SIZE:               M (3' sphere)
MORAL:              Champion (15-16)
XP VALUE:           2,000, 6,000 or 10,000

    A greater radiance quasi-elemental inflicts 4d6 points of en-
ergy damage (double damage vs. creature directly affected by sun-
light), and all within 10 feet must save vs petrification  or  be
-2  to  hit  from the blinding light. Light and energy attacks do
not harm them. Fire and heat do only half-normal damage. Cold and
water  attacts do double damage. Continual Darkness keeps them at
bay.

Greater Aura of Protection
--------------------------
School: Evocation
Range: 0
Component: V, S
Duration: 1 turn/level
Casting Time: 5
Area of Effect: The caster
Saving Throw: None

    This spell is a very potent version of  the  lesser  aura  of
protection  spell, subtracting 4 from all attacks. It also grants
a +2 bonus to his saving throw for any targeting attacks.

Greater Healing Rays
--------------------
School: Necromancy
Range: 30 yards
Component: V, S
Duration: Permanent
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: None

    This spell is a very potent version  of  the  lesser  healing
rays spell, healing 5d6 points of damage.

High-Power Energy Bolt
----------------------
School: Invocation/Evocation
Range: 10 feet + 10 feet per level of caster
Components: V, S, M
Duration: Instantaneous
Casting Time: 5
Area of Effect: Special
Saving Throw: 1/2 (no MR)

    Except as noted above, this spell function identically to the
third-level  energy  bolt  spell but does 1d8 point of damage per
level, up to a maximum of 16d8.

Turn Greater Quasi-Elemental
----------------------------
School: Abjuration
Range: 30 yards
Component: V, S
Duration: Varies
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: Negate

    This spell causes a greater radiance,  lightning  or  mineral
quasi-elemental  to flee at its faster rate for a number of round
equal to the level of the caster.

Sixth-Level Spells
==================

Greater Light Control
---------------------
School: Alteration
Range: 60 yards
Component: V, S
Duration: Concentration
Casting Time: 6
Area of Effect: 100-foot-radius globe
Saving Throw: None

    This spell is a very potent version of the lesser light  con-
trol spell, allowing a control in a 100-foot-radius globe.

Mass Aura of Protection
-----------------------
School: Evocation
Range: 0
Component: V, S
Duration: 1 turn/level
Casting Time: 6
Area of Effect: The caster
Saving Throw: None

    As lesser aura of protection, except one target per four lev-
els of the caster can be affected.

Sunblade of Disruption
----------------------
School: Conjuration
Range: 0
Components: V, M
Duration: 1 round/level
Casting Time: 6
Area of Effect: Special
Saving Throw: Special (no MR)

    This spell is similar to the sunblade spell, except that  the
following  undead  creatures  are  utterly destroyed if they fail
their saving throw:

    Creature    Save
    Ghouls       20
    Shadows      19
    Whights      16
    Ghasts       14
    Wraiths      12
    Mummies      10
    Spectres      8
    Vampires      6
    Ghosts        4
    Liches        2

    Even if these saving throws are effective,  the  sunblade  of
disruption scores triple damage upon opponents of this sort.
    The material component is some light source.

Seventh-Level Spells
====================

Alktar of Protection
--------------------
School: Evocation
Range: 0
Component: V, S
Duration: 1 turn/level
Casting Time: 7
Area of Effect: The caster
Saving Throw: None

    As lesser aura of protection,  except  target  seems  like  a
minor  god, and the subtraction is 5 from all attacks. This spell
also grants a +3 bonus to the casterUs saving throw for any  tar-
geting attacks.

Dissolve Greater Quasi-Elemental
----------------------------
School: Abjuration
Range: 30 yards
Component: V, S
Duration: Varies
Casting Time: 7
Area of Effect: 1 creature
Saving Throw: Negate

    This spell cause a greater  radiance,  lightning  or  mineral
quasi-elemental to loose its internal integrity, i.e., the lesser
quasi-elemental dies.

Ninth-Level Spells
==================

True Aura
---------
School: Evocation
Range: 0
Components: V
Duration: 1 hour/level
Casting Time: 9
Area of Effect: The caster
Saving Throw: None

    This spell creates a bright aura three inches thick that cov-
ers the casterUs entire body. The aura has these effects:

 * immunity to light- and energy-based attacks
 * total protection from physical  attacks  by  creature  of  the
Quasi-Elemental Plane of Radiance, Lighting, and Mineral
 * ability to breathe and move at full movement rate  within  the
Quasi-Elemental Plane of Radiance
 * ability to cast alktar of protection once.

    The aura does not restrict the caster in any way. He is  free
to move and act normaly while under the influence of this spell.

Sunbow of Disruption
--------------------
School: Conjuration
Range: 120 yards
Components: V, S, M
Duration: 1 round/level
Casting Time: 9
Area of Effect: Creatures touched
Saving Throw: Special (no MR)

    This spell is similar to the sunbow spell,  except  that  the
following  undead  creatures  are  utterly destroyed if they fail
their saving throw:

    Creature    Save
    Ghouls       None (automatically disrupted)
    Shadows      20
    Whights      17
    Ghasts       15
    Wraiths      13
    Mummies      11
    Spectres      9
    Vampires      7
    Ghosts        5
    Liches        3

    Even if these saving throws are effective,  the  sunblade  of
disruption scores triple damage upon opponents of this sort.
    The material component is some light source.



