Recovered Spells of the Mad Archmage
Date: Fri, December 21, 2001
Topic: Spells of Oerth


From the library of Fioranna Ailestriel of Greyhawk, Elayne Mystica reveals an odd collection of spells attributed to none other than Greyhawk's own Mad-Archmage, Zagyg. These incantations, while strange beyond a doubt, may hold some usefulness to the creative spellcaster even now.

Author: manicmidwife



Recovered Spells of the Mad Archmage
by manicmidwife
rbird@1earth.net
Used with permission. Do not redistribute without prior consent of the author.

Elayne Mystica of Irongate is active for the cause of the Iron League. As a mighty spellcaster she is known to have created a number of spells of her own and is active in seeking new spells - especially any that might be of use in the defence of Irongate, Onwall and allied areas.

Recently, a small number of spells were passed on to her by Fioranna Ailestriel, former ambassador to Nyrond and current resident of the City of Greyhawk. Both wizards felt that these spells are particularly esoteric, but Mystica is at work experimenting with them (having copied them into her spellbook) to find out what use they may have - to the Iron League or to adventurers in general. Regardless, both are astounded by the spells and have had pause to wonder (once again) about the sanity of the creator.

Zagig's Tremulous Ticklers
Enchantment
Level: Sor/Wiz4
Components: V,S,M
Casting Time: 1 action
Range: Close
Target: One creature
Duration: Concentration
Saving Throw: Fort negates
Spell Resistance: yes

Not to be confused with any spells created by Bigby, this spell allows the caster to create a number of hand-like manifestations to encircle a target and subject it to constant tickling, tweaking and poking. The target suffers -1 to base attack rolls per 3 caster levels, and spell casters must make an additional Will save per round or else lose any spells that they may be attempting to cast. Though this spell may be maintained at a distance, the caster must make a successful touch attack.

Material Components: A pair of silk gloves and a fine powder of any ground material.

Zagig's Exploding Rodent
Conjuration
Level: Sor/Wiz 5
Components: V,S,M
Casting Time: 1 action
Range: Close
Effect: One creation per 5 levels
Duration: 5 minutes
Saving Throw: Reflex half
Spell Resistance: yes

This highly unusual spell creates a solid force in the shape of a common rodent (mouse, rat, gerbil, hamster) which may then be directed to attack an enemy. Although not a living creature, this force has the statistics of a normal rat (Monster Manual p. 201). Should it reach the opponent and make a touch attack (as if attacked by the caster) or if struck by the opponent it will explode into a fireball, this inflicting damage accordingly (1d6 points of fire damage per caster level to maximum of 10d6).

Note that the spell lasts only for five minutes after which the Exploding Rodent will explode whether it reaches the target or not. The Exploding Rodent has the advantage in that it may pass through cracks and obstacles that a rodent could pass through. For every 5 caster levels an additional Exploding Rodent may be created. Additional Exploding Rodents may be directed at the same or differing targets.

Material Component: a single live rodent or the caster's familiar (neither is consumed by the spell effects).

Zagig's Slime Barrier
Abjuration
Level: Sor/Wiz5
Components: V,S,M
Casting Time: 1 action
Range: See text
Effect: See text
Duration: 1 minute / level
Saving Throw: Reflex negates
Spell Resistance: Yes

The caster of this spell creates a stable dome of green slime (see Dungeon Masters Guide p. 117) that may either envelop the caster or a single target. The dome extends 3 feet from the spell target in every direction. The target may move safely and freely whilst within the dome but any attempts to move out of the dome (or an attempt by another to attack the target) whilst the dome is up will incur slime damage. Non magical weapon and missile attacks will not penetrate the Slime Barrier.

Material Component: A drop of green slime encased in a glass globe.

Zagig's Killer Rabbit
Conjuration
Level: Sor/Wiz6
Components: V,S,M
Casting Time: 1 action
Range: Close
Effect: One summoned creature
Duration: 1 round / level
Saving Throw: None
Spell Resistance: No

The caster of this spell creates a seemingly harmless and innofensive white rabbit. This animal undergoes a rapid tranformation and turns into a snarling, bloodthirsty and destructive creature (sprouting enormous teeth, gaining the ability to leap great distances etc) which will attack enemies as directed by the spellcaster. The statistics for such a creature (despite its size) are for those of a 5 HD Yeth Hound (Monster Manual p.188-189)

Material Component: a rabbits foot.



Zagyg, Lerara,



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