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AD&D 2nd Edition » New Spells

Motes of Wonder
By:

Spell Level: 4

Sphere: Evocation/Combat

Range: Special

Components: V, S

Duration: Special

Casting Time: 3

Area of Effect: Special

Saving Throw: Special

This spell causes a stream of small, multi-colored motes to flash from the caster's outstretched hands in a 12-foot-wide stream that is 4-feet-long per level of the caster. The caster creates 2d4 motes, plus 1 mote per level of the caster. Creatures caught within the stream must Save vs. Spells to avoid touching a mote, saving against each in the stream in its turn. A creature that fails to make its Saving Throw comes into contact with a mote and suffers the following (d8 to determine effect): On a roll of 1 the target takes 1d4 points of damage and the Mote bursts into incandescence. It surrounds the struck creature with a bright light to a 20-foot-radius, equal in respects to a Light spell. If a Save vs. Spells fails the creature is blinded for 1d4 rounds, suffering penalties of -4 to hit and +4 on Armor Class for that length of time. On a roll of 2 the target takes 1d4 points of damage and the Mote creates a 10-foot-radius sphere of darkness centered on the struck creature. Only the caster can see in/into the sphere. Those within are blind (suffering penalties of -4 to hit and +4 on AC). The sphere also deadens sound, preventing spell use that requires sound. Duration is 1d4+1 rounds, Save vs. Spells for half duration. On a roll of 3 the target takes 2d4 points of damage and the Mote, which is a vibrant red color, with incandescent flames dancing along its outer edges, bursts into flames and ignites combustible materials with which it comes in contact. Affected creatures or objects must Save vs. Spells to avoid igniting. On a roll of 4 the target takes 2d4 points of damage and the Mote pulses with magic cold, creating a 10-foot-radius sphere, centered on the foe, in which the temperature drops to -40 f. for 1d4+1 rounds. Unless protected against cold, the foe loses 2 points of Strength for 1 turn, further, metal freezes to exposed skin and armor will freeze up (Movement reduced to 3 and all Dexterity bonuses are negated). Struck creatures must Save vs. Spells for half duration of effects. On a roll of 5 the target takes 1d4 points of damage and the Mote bursts in a stinging yellowish haze that causes the victim to go blind for 1 round per level of the caster (suffers penalties of -4 to hit and a +4 penalty on AC). A Save vs. Spells halves duration of effects. On a roll of 6 the target takes 1d4 points of damage and the Mote bursts in a sickly green flash that surrounds the foe with a 5-foot-radius cloud of noxious vapors. A failed Save means that the foe is reeling about and unable to attack until leaving the area of the vapors, which disperse in 1d4+1 rounds. On a roll of 7 the target takes 2d4+4 points of damage and the Mote flashes with blue and green sparks at the point of impact. If the foe is wearing metal armor (or an Iron Golem), it is magnetized for 3d4 rounds. Other iron objects within 3 feet of the struck creature will stick fast to the magnetized metal (or the Golem); only a Dispel Magic or a similar spell can release the objects. A Save vs. Spells will halve duration of effect. When the spell ends, the items fall free. On a roll of 8 the target takes 2d4+4 points of damage and the Mote pulses with a rich sapphire-blue flame. The struck creature will become paralyzed for 2d8+4 rounds. The struck creature must Save vs. Paralysis for half duration of effect.