AD&D 2nd Edition » New SpellsNecrosphere Spell Level: 5 School: Summoning Range: 3 ft. Components: V, S, M Duration: 1 round per three levels Casting Time: 5 Area of Effect: Special Saving Throw: None When cast a small silver ball will explode from out of the ground. It will float next to the caster until commanded to do something. The necrosphere moves at lightning like speeds, it cannot be dodged or parried. This small silver ball will attack a target relentlessly until it is dead or the spell ends in either case the target will be attacked once per round doing 3D6 points of damage (blunt). Attack rolls are made using a Thac0 of a fight of equal. Even though the necrosphere is only 6 inches in diameter it weighs 3000lbs. beings able to catch missiles (both mundane and magical) will have a lot of trouble catching it if they can at all. The necrosphere isn't powered by magic alone it is also powered by necroplasm. When necroplasm is combined with it, it increases its power. The duration of the necrosphere is increased by one round per level on top of the spheres regular duration. One inch spikes will cover the outer area of the sphere increasing its damage to 5D6 per attack (piercing damage) and allowing 2 attacks per round. Beings able to catch missiles take 5D6 damage if they wish to catch it and automatically take the same damage every round until they let go. When the duration of the necroplasm runs out it will not explode like normal, due to the drain the sphere puts on the necroplasm it no longer has the unstable matrix to explode. All the bonuses from the necroplasm are gone when it expiries. The necrosphere will return to where it came from when the spells duration ends, no necrosphere has been found just laying on the ground. |