From: tkelly@unix2.tcd.ie (Rincewind)
Newsgroups: rec.games.frp
Subject: AD+D spells.
Date: 9 Apr 92 12:51:25 GMT
Organization: Trinity College, Dublin


     This is the second instalment of Spells from Celestarion the
Sorceror,as transcribed by Rincewind the Wizard.

            Wonderlight (Enchantment/Charm /Illusion)

   level :5                             Casting Time:5
   Range :240 yards                   Area of effect:1 creature
   Components :v,s,m                    Duration :1 round/level 
   Save:None

    This spell is designed to help heal the mind of fears,especially
 Illusionary or Phantasmal fears,and other magical ones.
   When cast,the creature affected by fear sees a wondrous pattern of 
images and lights begin to suffuse his being,until eventually he
beleives himself to be some armored hero.The effect lasts until the
casters dispels it,or until the duration expires.
   The effects of this spell allow the creature an automatic save
against fear effects.It also allows him to disbelieve Phantasmal force
and a +4 saving throw per round against Phantasmal Killer.If the
Affected goes out of the spell range,the effects wear off and he returns
to his original state of mind.
   Also,the affected is allowed +2 to hit and damage in the first three
rounds,due to his new-found valour.
   material components are any light source,which is not extinguished,
 but continual light /light spells are not sufficient.



      Celestarion's Warding (Abjuration)

  level:7                         Casting time:7
 Range :0                         Area of effect:10'sphere around caster
 Duration:1 rnd/lvl               components:V,S,M
 Save :neg.


       This spell is designed to ward off undead creatures,and creatures
from the lower planes.When cast all such creatures within 10' of the
caster are subject to a save vs spells at -5.Magic Resistance counts.
Those failing their save are forcibly thrown out by a tremendous
force,and land 20' away.Thereafter,the creatures cannot enter the
sphere,or cast their powers into it.Spells and attacks can be cast at
these foul creatures from within,but not from without.
      The material components of this spell are a glass ball or a marble
of crystal.


         Demonstar   (Evocation)


   level:8                          Casting time:8
   Range:0                         Area of effect:One target
   Duration:1 rnd/lvl              Components:V,S,M
   Save :special


  This powerful attack spell is used exclusively against natives of the
lower planes.Against other creatures,it is absolutely harmless.
When the spell is cast star appears in the hand of the caster,and travels
at very high speeds to implant itself on the creature's forehead,or nearest
equivalent.Then the star glows very brightly and hotly.The demon gets to 
make his magic resistance roll,but at -30%.If he fails,he gets a Saving 
throw vs spells every round.The star does 10d6 hit points of
damage per round,and imobilises the demon in pain.The saving throw is
for half damage and the ability to act,despite the pain.
   The spell also blocks any gate attempts by the demon.It stops when 
 the spell duration is over or the demon is dead.
    Material components are a metal star of gold.

    

       
--
]]>>>Rincewind<<<[[          ]]>>tkelly@unix2.tcd.ie<<[[ 
"The picture's prettty bleak....The world's climates are changing,
the mammals are taking over,and we all have a brain about the size 
of a walnut"-Gary Larson 'Dinosaur convention'
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