EIGHTH DRAFT; updated to include “BOOOOM!! Love, Janis” and a consolidated list of Effects near Star
One-line descriptions are shown directly; anything two or more lines went into a spoiler.
Originals and copies:
The only Magic Item the copies have is ScryBubblegum (Link plus Mind Blank)
All non-Item-based Effects apply to copies as well as originals, including Positive Energy
From HalfazPolymorph Self – from the Ioun Crystal on Halfaz’s ship, on all originals and copies
In this description, “wizard” means you!
Polymorph Self
When this spell is cast the wizard is able to assume the form of any creature, save those that are noncorporeal, from as small as a wren to as large as a hippopotamus. Furthermore, the wizard gains its physical mode of locomotion and breathing as well. No system shock roll is required. The spell does not give the new form's other abilities (attack, magic, special movement, etc.). nor does it run the risk of the wizard changing personality and mentality.
When the polymorph occurs, the caster's equipment, if any, melds into the new form (in particularly challenging campaigns, the DM may allow protective devices, such as a Ring of Protection, to continue operating effectively {yes, all magical plusses apply}). The caster retains all mental abilities, including spell use, assuming the new form allows completion of the proper verbal and somatic components and the material components are available. A caster not used to a new form might be penalized at the DM's option (for example, -2 penalty to attack rolls {yes, this may apply situationally}) until he practices sufficiently to master it.
Thus, a wizard changed into an owl could fly, but his vision would be human; a change to a black pudding would enable movement under doors or along halls and ceilings, but not the pudding's offensive (acid) or defensive capabilities. Naturally, the strength of the new form is sufficient to enable normal movement. The spellcaster can change his form as often as desired for the duration of the spell, each change requiring a {half} round {or, Swift Action}. The wizard retains his own hit points, attack rolls, and saving throws. The wizard can end the spell at any time; when voluntarily returning to his own form and ending the spell, he regains 1d12 hit points {you get 1d12 HP when Halfaz releases the Spell}. The wizard also will return to his own form when slain or when the effect is dispelled, but no hit points are restored in these cases.
{Source: Mashup of 1st and 2nd Edition, to the players’ advantage.}
Elemental Form, Earth – Scroll + Halfaz’s ship’s Spell Cannon, on all originals and copies
Duration: 2 hours+; Earthglide 12; base of AC16 instead of 10; Magic weapon to be hit
4th level
Elemental Form (Alteration)
Province: Elemental
Range: Creature touched
Components: V, S, M
Duration: 1 turn + 1 turn/level
Casting Time: 4
Area of Effect: 1 creature
Saving Throw: Neg.
This spell has four forms, one for each element. The caster must choose which form to assume when memorizing the spell: air, earth, fire, or water {for a Scroll, the element is chosen at the time of reading it, not when it is written}. In each form, the recipient can move and act without hindrance in a specific elemental environment at a rate of 12. The creature retains its hit points, THAC0, and any spell-casting ability. It also gains a minimum base Armor Class of 4 {a base of AC16 in 3.5 instead of AC10} and an element-based hand-to-hand attack for 1-8 hit points of damage. Magical weapons are required to hit the creature. Unwilling recipients are entitled to a saving throw. A small vial of the essence of the appropriate type of elemental is required to cast the spell; these must either be researched and distilled as potions {or collected from the Plane} or bargained for with the genies.
{Source: AD&D Al-Qadim setting: Secrets of the Lamp, pp. 54-55, publication date 1993, AD&D 2nd Edition.}
From JanisLuck Bonus +2+2 Luck Bonus to almost all rolls except damage rolls: attacks, saves, skill checks, percentiles; it stacks with other Luck Bonuses. Area of Effect: The PlanTM
Aerial Combat Training, Circumstance bonus +4/+2 to hit, AC+2
Everyone who participated gets a Circumstance bonus from training with Janis that affects all your to-hit rolls for melee and ranged attacks, and AC: +4 to hit if you are in the air, and can make use of the 3-D maneuverability she taught you, +2 to hit on the ground, and +2 to AC. These bonuses stack with all other bonuses. If you are attacking from the air, and making multiple attacks in the round, your second attack if any is at full attack bonus, just like your first attack, instead of reduced; your third attack is like your normal second, fourth like third, etc.
ScryBubblegum Linked mind to mind, and Mind Blank
On the Link: Very fast mind to mind contact to others sharing the same batch of ScryBubble gum, enabling all creatures on the Link to send and receive thoughts, images, and sight, sound and smell in continuous realtime. The Link is secure, it cannot be eavesdropped or detected, even by Spells and Effects with those specific abilities. Those on the Link have Mind Blank (d20SRD) in effect. They cannot send or receive Telepathy with others not on the Link. A creature can participate in more than one Link at the same time, however, by sharing in a different batch of gum, and can transfer information from one Link to the other. Area of Effect: No Planar or Dimensional restriction; the Link operates across Planes and Dimensional spaces.
Mind Blank against mind-affecting Effects; Non-Detection for Divination, Scrying
Level: Protection 8, Sor/Wiz 8
The subject is protected from all devices and spells that detect, influence, or read emotions or thoughts. This spell protects against all mind-affecting spells and effects as well as information gathering by divination spells or effects. Mind Blank even foils limited wish, miracle, and wish spells when they are used in such a way as to affect the subject’s mind or to gain information about it. In the case of scrying that scans an area the creature is in, such as arcane eye, the spell works but the creature simply isn’t detected. Scrying attempts that are targeted specifically at the subject do not work at all.
BOOOOM!! Love, Janis30d10 (30 structural points) vs large rigid inanimate objects; 20d6 in 10 ft radius (REFLEX 19 for half)
Janis’ instructions:
Demolitions ordnance, off-white stuff like clay. Just pull off a handful… that’s my size hands… and press it into the irregularities of the rock to bring down… it’s just a little tacky and will stick pretty easily, clinging to any tiny irregularities. But before that, take a stick of detonator ScryBubblegum… it’s a special batch, eat half, press the other half into the clay. Then get around a corner, or at least fifty feet away if possible, and tell it to blow, on the ScryBubblegum Link you just made with it – think BOOOOM at it, or something similarly suitable.
If you want multiple charges to blow simultaneously, tear the stick of gum into smaller pieces so you have more to spread around, it’ll still work. Also you can share the gum with more than one person, then either one can make the charges blow.
Don’t leave any of the off-white clay stuff behind, and don’t place any without a ScryBubblegum detonation stick already pressed into it, in case you get interrupted by the enemy while you are putting it in place. Then you can throw it at them like a grenade, hit the deck, and blow it with a thought… a little thank-you gift for them being rude enough to interrupt you while you were setting up to explode their lair. Do not let unexploded charges fall into enemy hands.
Detonation placement: Look for the underpinnings of load bearing points, stress fracture points that can spread with encouragement, pay attention to how things are leaning, and which way the mass will drop for the most damage below… the usual good demolitions practices when you’re going for maximum wreckage rather than a nice clean drop of a building.
From Star – (1) Effects gained near her, (2) Potions, Scrolls, Items **Benefits to Allies Within Distance from Star** |
**Any Distance, Even Off-Plane** |
12 allies (and Star) gain Protection from Plane we are on, or going to |
If Linked with Star and receiving her Combat Map: Roll all attacks and Saves twice, take better roll +2 Time bonus; +2 Time Bonus to Initiative rolls; these effects stack with all bonuses and extra rolls |
**Within 100 Feet** |
Roll twice and take better, with +5 Insight bonus, once per round as immediate action |
+6 Resistance bonus to all Saves; 1 is never automatic failure; once per round roll Save twice and take better, with the +6 |
+3 Morale bonus to all attacks, Saves, Skill checks |
+8 Enhancement bonus to STR; may use weapons 1 size larger than normal; as if 2 sizes larger for Grapple checks, stacks with size increase |
Greater/Improved Invisibility; does not end if you attack |
Affect incorporeal: Your armor and shield bonuses to AC also apply against incorporeal touch attacks, and your attacks are treated as Ghost Touch against incorporeal creatures |
**Within 60 Feet** |
Darkvision 60 feet, and see in Magical Darkness 30 Feet |
Lightning curves toward Star instead of hitting other targets/areas |
Heal 2 points of lethal damage per round, converted to half as much non-lethal; if within 40 ft, Heal 2 points for every ally within 20 feet of you (10 allies including Star = Heal 20 lethal, get 10 non-lethal; Effect transmits through allies for 60 feet) |
Gain Profession: Sail even if untrained, with +4 Competence bonus, as long as within 20 feet of crew (who is within 20 feet of crew who is within 20 feet of Star; Effect transmits through the crew for 60 feet) |
**Within 30 Feet** |
Roll all attacks and Saves twice, take better roll +2 Time bonus; +2 Time Bonus to Initiative rolls; these effects stack with all bonuses and extra rolls |
No Ranged penalties for Ranged weapons |
+6 Deflection bonus to AC; use Deflect Arrows feat |
SR 25 vs. Evil Spells |
Protection from all Time Effects, including beneficial ones like Haste (unless Star allows the Effect) |
Immune to Curses, Disease, Poison; any you already have are suppressed |
Water Breathing; gain Swim = Land speed and +8 Racial bonus to Swim |
+5 Enhancement bonus to Escape Artist |
**Within 20 Feet** |
Attacks ignore concealment (even total) but must still aim for correct square |
Provoke no attacks of opportunity while moving |
First charge attack in a round does double damage on a hit |
You understand all spoken and written languages |
Search as Free Action once per round, with +2 Insight bonus |
All Charm and Compulsion Effects affecting you are suppressed |
Perform music even if untrained, with +4 Competence bonus |
**Within 10 Feet** |
+4 Competence bonus to Spot |
+4 Competence bonus to Listen |
+4 Competence bonus to Spellcraft; use even if untrained |
+4 Competence bonus to Psicraft; use even if untrained |
**By Touch** |
Cure Blindness |
Stone to Flesh |
Neutralize Poison, but take 2d4+12 damage from neutralization |
|
From Star – (2) Potions, Scrolls, Items, Etc.Positive Energy – bathing
briefly in it gives:
Double minus 1d4 temporary HP, glow till all used
Essense of Darkness – tiny cylindrical vial, 18 available for party to mask Positive glow
Matte black in color for a little more than half an hour
Wall of Mirror Wand – reflective Spell Effect painted on, 99 available for party
First 120 HP damage reflected back onto source; includes non-targeted
Black Leather – may wear under armor as padding, or separately as clothing
+4 bonus to AC and all saves, stacks with all other types of bonuses; no penalties
Iridescent Spindle Ioun CrystalSustains a creature without air
Protection Scroll, Slow/Delay PoisonDuration: 12 hours. The subject becomes temporarily immune to poison. Any poison in its system or any poison to which it is exposed during the spell’s duration does not affect the subject until the spell’s duration has expired. Delay poison does not cure any damage that poison may have already done.
True Seeing Scroll, 120 yards, duration 20 minutes
All things within the area of the True Seeing Effect appear as they actually are. The range of vision conferred is 120 yards. The Spell penetrates normal and Magical darkness. Secret doors become plain. The exact location of Displaced things is obvious. Invisible things and those which are Astral or Ethereal become quite visible. Illusions and apparitions are seen through. Polymorphed, Changed, Enchanted, and Magicked things are apparent; Magical Auras are seen and may be analyzed. Even the Auras projected by creatures becomes visible, so that Alignment is known. Further, the recipient can focus his vision to see into the Ethereal Plane or the bordering areas of other adjacent Planes. True Seeing, however, does not penetrate solid objects; it in no way confers X-ray vision or its equivalent. . It does not negate concealment, including that caused by fog and the like. True Seeing does not help the viewer see through mundane disguises, or spot creatures who are simply hiding behind solid objects, though hiding in shadows is revealed. {Source: A mashup of 1e and 2e, to the players’ best advantage.}
Airy Water Scrolls, 10ft radius or 60ft radius, duration 2 hours
Airy Water
(Alteration)
Range: 0
Duration: 1 turn/level
Area of Effect: (a) 10ft. radius or (b) 60ft. radius
Components: V, S, M
Casting Time: 5
Saving Throw: None
The Airy Water Spell turns normal liquid, such as water or water-based solutions, into a less dense, breathable substance. Thus, if the Wizard wanted to enter an underwater place, he would step into the water, Cast the Spell, and sink downward in a globe of bubbling water. He and any companions in the Spell's area of Effect can move freely and breathe just as if the bubbling water were air. The globe is (a) 10ft. in diameter, centered on and moving with the caster, or (b) 60ft. in diameter, moving with the caster as desired. Water-breathing creatures avoid a sphere of Airy Water, although intelligent ones can enter it if they are able to move by means other than swimming. No water-breathers can breathe in an area affected by this Spell. There is only one word that needs to be spoken to actuate the Magic; thus, it can be cast under water. The spell does not filter or remove solid particles of matter. The material component of the Spell is a small handful of alkaline or bromine salts.
{Source: (a) is 2e and (b) is 1e, Scrolls of both provided, to the players’ best advantage.}
RainBowstring +2Range: Line of sight. +2 to hit and damage; bolts do 1D6 of damage; double damage +4 to creatures matching the Color. The colors begin in the cycle at random, 1D7. Red: Fire-using creatures. Orange: Earth-using creatures. Yellow: Plant-based. Green: Water-based. Blue: both Air-based and Electricity-using creatures. Indigo: Acid and Poison-using creatures. Violet: Metal and Regenerating creatures. Effectiveness against two does double the double damage if a creature has both; Blue Dragons are very susceptible to Blue bolts and take quadruple damage from them. Since the bolts are the Light of Radiance, all Undead, including non-corporeal, take double maximum damage from a bolt, 16 HP per hit.
Spell Cannon, Mini x3Range, area, damage times three. Crit range 19-20, superseding the input source’s Crit range. No effect on casting time. Works on Divine, Arcane, Psi, etc. Six Spells/Effects may be tuned for proper focusing and resonance at any given time; Retributive Strike, or worse, if you try something else, so... don't! It takes years of training to tune, but pretty much none to use: Point and shoot.
Omega, +3/+3, +Alignment damage; double damage vs Evil and Giants
Omega: a huge two-handed sword, with a scrolled pattern of laurel leaves up the blade. +3 to hit/+3 damage, double damage, +6/+6 vs. Evil and vs. Giants. It also inflicts Alignment damage equal to the wielder’s CL, if the target’s Alignment is different from the wielder’s. A CL15 character does +15HP extra damage per hit, double damage vs Evil and Giants, +30HP. The sword changes size and shifts Alignment to honor the last who touched it, usually the current wielder.
Heimdall’s Rainbow Armor +3, Aura of Rainbow on Invisible, 60 ft radius+3 Full Plate, and +3 Chain, several sets of both are there. It is rainbow-colored but may take on a single Color you choose, which you can change at a thought, a Free Action. It Negates Magical Darkness. Invisible objects and creatures are completely covered in an Aura of Rainbow Light within a 60 foot radius. Made in the Outer Plane of Arvandor, the woven Rainbows were from a Holy Waterfall in a tributary of the Oceanus, the River of Good that runs through the Upper Plains. The Armor will radiate Protection from Evil when Heimdall Blesses it, but not yet, so it's not at full strength. It has some small extra resistance from its own Holy nature: vs. Evil, an additional +1AC, +1 to Saves vs Evil Effects, and –1 per die of damage from Evil casters' Effects or anything with the Evil descriptor.