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AD&D 2nd Edition » New Spells

Du Traval's Deadly Thirteen
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Spell Level: 6

School: Evocation, Alteration

Range: Within 6 feet of the caster, out to 60 feet per level

Components: V, S

Duration: 3 rounds per level or when all

Casting Time: 3

Area of Effect: Special

Saving Throw: Special

This spell was created by Andrei Du Traval, and he considers it his greatest magical achievement. It creates a number of daggers of enchanted force, which whirl and flash in orbits around the caster. These daggers can never harm the caster as sudden movement on the caster's part is mirrored by the daggers, which alter their orbits accordingly. The spell creates 13 Daggers, of varied hues and different powers, which are detailed below. The caster may continue to fight in melee combat and even cast other spells, with only slight concentration necessary to maintain this spell (equivalent to a -1 penalty to hit). These Daggers may act as both weapons and defenses as follows:

  • The Daggers can be made to alter their orbit and strike an opponent in melee combat. Any strike with a Dagger does 1d4+1 points of damage, plus bonuses from Dagger-type (c.f.). The Dagger strikes as a Fighter of equal level, plus bonuses if any. Up to 3 attacks per round may be made in this manner.
  • The Daggers can be made to streak out of their orbits and fly toward a target, striking as a Fighter of equal level, with a bonus for Dexterity. In addition the caster receives a +2 bonus to hit if the target creature is closer than 30 feet. 3 daggers may be fired per round.
  • The Daggers can, with a thought on the caster's part, alter their orbits and act like a Blade Barrier, doing 6d6 points of damage per round of contact, plus bonuses from type (c.f.).
  • The Dagger's whirling orbits make the caster harder to strike in combat, giving him a bonus of +2 on Armor Class and +2 on Saving Throws against all physical attacks. Further, missile attacks are made at -4 to hit. 
  • The Warding Daggers (c.f.) have the ability to parry and negate spells aimed at the caster, and in some cases even reflect them back onto their caster. Daggers created by this spell: Number Color of Damage from Special Created:     Dagger:             Dagger:                Power:      3           Black/silver       1 point/2 levels     Warding      2           Crimson            1 point/level          Flame      2           Blue/white         1 point/level          Cold      2           Turquoise          2d8                      Electricity      2           Grey/black        Double damage    Shadowfire      1           Sapphire           Double damage    Paralyzation      1           Silver                Special                 Death Notes on Special Powers:
  • Warding: These Daggers are a silver streaked black in color. They do 1 point of damage for every 2 levels of the caster. There is no Save for this portion of the effect. These Daggers have the ability to parry and negate spells. To parry a spell, the caster must make a Save vs. Spells, with bonuses if any. If successful the spell aimed at the caster is negated, in a burst of magical energy and harmless sparks. If the Save succeeds by 6 or more, or the character rolls a natural 20 on his Save, the spell is reflected back upon the original caster, with no Save possible. A successful parry will destroy the Dagger. If the Save fails the Spell takes effect and the Dagger explodes in a shower of sparks doing 1d6 points of damage. 
  • Flame: These Daggers are a vibrant crimson in color, with incandescent flames dancing along the blade's edges. A strike with this Dagger does an additional 1 point of damage per level of the caster, from the flaming blade. Any combustible material touched by the blade will burst into flames, unless a Save vs. Spell is made. 
  • Cold: These Daggers are a flickering blue and white in color. A strike with this Dagger does an additional 1 point of damage per level of the caster, from the numbing cold. Further, in a 10-foot-radius circle, centered on the struck creature, the temperature suddenly drops to -40 degrees and remains at this level for 1 round per level of the caster. Once the effect's duration elapses the temperature rises back to normal. Creatures not protected from cold lose 2 points of Strength for 1 turn, exposed metal will freeze to exposed skin and any armor will freeze up (reducing Movement to 3 and negating all Dexterity bonuses). Affected creatures may Save vs. Spells for half duration of effects.
  • Electricity: These Daggers are a vibrant turquoise in color. In addition to normal damage, these blades will do 2d8 points of electrical damage, as blue and green sparks flash from the blade. If the target is wearing ferrous metal armor or is an Iron Golem, it will be magnetized for 3d4 rounds, unless a Save vs. Spells is successful. Magnetized metal will stick fast to other magnetized metal items, and non-magnetized ferrous metal items will cling until pulled free.
  • Shadow: These Daggers are a shifting gray-black in color and their edges dance with flickering tongues of flame. This incarnation of the blade does double damage (2d4+2) and the shadowy blade, with its flickering flames, burns alternately with magical fire and cold, which will ignite any combustibles it strikes and will temporarily drain 1 point of strength, from the freezing chill, for 1d6 rounds. Affected creatures may Save vs. Spells for half duration of effects.
  • Paralyzation: This Dagger is a rich, sapphire in color. It does double damage (2d4+2) and unless a Save vs. Paralyzation is made, it will be paralyzed for 2d6 rounds.
  • Death: This final Dagger is an incandescent silvery color. Any creature struck by this incarnation of the blade will die, unless a Saving Throw vs. Death Magic is made (at a -4 penalty on the attempt). If the Save is successful, the struck creature will take 4d4+4 damage and be paralyzed for 1d4+1 rounds.