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SPELLS

BONE FUSE
CLERIC, DRUID, WIZARD/SORCEROR LEVEL: 7 CASTING TIME:7segments
RANGE:20 feet per level of caster AREA OF EFFECT:see below COMPONENTS:v, s
SAVING THROW:negate DURATION:permanent

EXPLANATION:When this spell is cast, the bones of those affected begin to fuse together. Those affected by this spell must make a fortitude save, (DC10 + casters level), to negate the effects of this spell. if the victim of this spell fails their saving throw, then the bones of their body fuse together permanently. While the bones are fused together, the victim can not move, and has a 60% chance of breaking a bone if they are hit or fall over. A well worded wish will negate the effects of this spell. a remove curse cast on the victim within three days will also negate the effects of this spell, and return the victim to normal. While the bones of the victim are fused together, the victim will also have a difficult time breathing as well and has a 10% chance of passing out from a lack of air getting into their body. Should this occur, they will lose one point of constitution per turn and also 6 hit points per turn until they are either dead, or the spell is negated. Those who have the spell negated will recover their lost points at the same rate as they lost them.


BONE MELT
CLERIC, DRUID, WIZARD/SORCEROR LEVEL: 8
CASTING TIME:9,10, 7 SEGMENTS RANGE:**special**, see below
AREA OF EFFECT:10 feet per level of caster. DURATION:1 round per level of caster.
COMPONENTS:v, s DURATION:one round per level of caster

DESCRIPTION:When this spell is cast, the victim(s) of this spell must make a fortitude save,(DC10 + casters level), at a -1 penalty on the roll or suffer 3D8 points of damage per round as the bones in their body begin to bubble, boil, and then melt painfully away. By the end of ten rounds, all the bones in the victim's body will have completely melted away to nothing but a gelatinous type substance. While under the effect of this spell, the victim is unable to do anything other than scream in pain and writhe around on the ground in agony as the effect continues to take it's toll on their body. A victim is entitled to a saving throw each round to try to stop the spell from proceeding any further on them. should this spell be cast on any type of non-inteligent undead, it will immediately destroy them with no saving throw allowed. a dispell magic or a successfull save will stop the effects of the spell from proceeding any further. A remove curse will completely and painlessly reverse the effects of this spell if cast within 10 rounds of it's onset. Those who are affected by this spell have a 5% cumulative chance per round of receiving permanent brain damage. Should this occur, the victims inteligence and wisdom will permanently drop by one point for every round that they were affected by this spell. should either of these scores reach zero, they become a living vegetable permanently with a 99%chance of dieing within a years time. A caster casting this spell makes a squeezing motion with one hand while uttering a low hiss. all those who are within the area of effect when the spell is cast are subject to the effects of this spell provided they are within sight of the caster at the time. invisibility does not stop the spell from affecting an individual if the caster is aware that they are within the area of of effect of the spell, and would normaly be in a direct line of sight if they were visible to the caster.


FLESH BURN
WIZARD/SORCEROR LEVEL:7 COMPONENTS:v, s, m
DURATION:1 round/casters level RANGE:3 feet per level of caster SAVING THROW:negate
AREA OF EFFECT:50 foot radius
EXPLANATION:When the mage casts this spell, they make a hissing noise and toss a handfull of sulphur and diamond dust into the air in front of them. Those affected by the spell must MAKE A FORTITUDE SAVE, (DC 10+CASTERS LEVEL), to negate the effects of the spell. The victim will get to make a save attempt once per round to prevent taking further damage from this spell. Those who fail to save take 2D6 points damage per round from this spell. The skin of the victim will begin to heat up and blister in the first two rounds. During the third and fourth rounds, the blisters will pop and bleed as the skin begins to slowly blacken painfully. it will also begin to crack and bleed as well. This will lower the charisma of a victim by one point for every two rounds they are affected by this spell. the victims of this spell must also make an additional fortitude save each round at DC 10 + 1 per round each round after the second to keep from passing out from shock to their body. by the begining of the fifth round, the victim's skin will begin to smoke and smoulder painfully. At the begining of the seventh round, the victim of this spell will literally burst into flames and begin taking 3D6 points damage per round untill they either save, die from the damage, or explosively vaporize in the tenth round, which automaticly means character death. Damage done by this spell can be healed in the normal manner. For unknown reasons, this spell has no effect on dragons, and non flesh based creatures such as stone gollems and the like.


FLASH FIRE

MAGE LEVEL:8 CASTING TIME:7segments COMPONENTS:v, s, m
RANGE:special. see below AREA OF EFFECT:special. see below
SAVING THROW:1/2damage
EXPLANATION:when this spell is cast, the caster throws a pinch of sulphur and a handfull of crushed fire opal dust into the air and makes a sizziling sound. This then drains all the memorized spells from the caster and channels their energy into this spell. All of the spell levels that are drained are added together to find the total dice level of this spell that they have been drained into. The range of this spell is 10 feet per level of each spell drained into this one. the area of effect is a radius of 5 feet per each spell level drained into this one. When this spell takes effect, it creates a fiery explosion of raw magical energy that does an amount of damage equal to 1D6 per point of spell energy drained into this spell. No types of non-magical barriers can stop the blast. All magical items caught in the blast area must save vs.fire at a -3 or become destroyed. All those caught within this blast zone may save for half damage. (REFLEX DC 12+1 PER CASTER LEVEL)


MELT FLESH

CLERIC, DRUID, WIZARD LEVEL:8
RANGE:special, see below AREA OF EFFECT:10 feet per caster level
DURATION:one round per level of caster SAVING THROW:negate
CASTING TIME: 9 segments COMPONENTS: v, s
DESCRIPTION:Upon casting this spell, the victim(s) of this spell must make a fortitude save (DC10+caster's level) or take 5D6 damage per round as their flesh begins to bubble, boil, and then run off of their bones. The extreme pain caused by this spell makes it almost impossible for any victim(s) to do anything other than scream in pain and writhe in agony. all concentration checks are made at a -5 penalty on the die roll. The victim(s) of this spell are entitled to a saving throw each round untill they succeed or they die, or the spell duration expires. Those who manage to save vs. spell still lose one point of constitution, strength, dexterity, and charisma permanently for each round they were under the affect of the spell. Should the victim(s) have either their strength or constitution reach zero while they are being affected by this spell, they will automaticly die. For each round that a victim is under the effect the spell, there is a 10% chance of permanent brain damage causing a loss of inteligence and wisdom equal to the number of rounds they were affected by the spell. This percentage chance will increase by 5% per round that they are affected by the spell. Those who survive this spell have their movement reduced permanently by 10 feet for every round they were under the spell's effect. All those in the area of effect when the spell is cast are subject to the effects of this spell. The victim(s) must however be within sight of the caster when the spell is cast or they will not be affected. invisibility is no defense against this spell. Certain types of creatures such as skeletons and non flesh based constructs are immune to this spell. non inteligent undead such as zombies are immediately destroyed by this spell.




WARP FLESH

CLERIC, DRUID, WIZARD
LEVEL:7 RANGE:special, see below AREA OF EFFECT:10 feet/LVL
COMPONENTS:v,s CASTING TIME: 7 segments SAVING THROW:negate
When this spell is cast at a victim or group of victims, those targeted must make a fortitude save, (DC 10+casters level), or take 2D6 points damage per round as their flesh twists and warps drasticly and painfully. The caster makes a twisting gesture with his hands while uttering a low sound of pain. This spell causes the flesh of the victim(s) to twist and warp in multiple directions all at once. The warping of the victim's flesh is extremely painfull and prevents those affected by the spell from doing anything other than falling to the ground and screaming, and writhing in agony. Each round that the victim's flesh is twisting and warping, they must make a fortitude save at DC 10+1 per round to keep from passing out from pain. Those who survive the spell are permanently disfigured and also have a 25% chance of becoming insane from the pain of the spell, or suffering permanent brain damage. if the victim suffers brain damage, they loose 2D4 points of inteligence permanently. effects of this spell include permanent disfiguration, possible brain damage, reduced health, and reduced movement rate. The victim's charisma drops by 3 points for every round that they are affected by the spell, but can never go below one. The dexterity is also reduced by one point per round that they were affected by this spell. The constitution drops 2 points per every round they were affected. The strength drops by 2 points for every round they were affected. The number of victims that can be affected by the caster at any one time is equal to half the casters experience level rounded down.




REMOVE IMMUNITY

LEVEL:sor/wiz 8
COMPONENTS:v, s, dragon magic
CASTING TIME:1 action
RANGE:10 feet/hd or caster level
TARGET:one living creature
DURATION:1 round/hd or caster level
SAVING THROW:fortitude negates
SPELL RESISTANCE:yes
SPECIAL:dragon magic feat required as well as speak languages (draconic)
When this spell is cast, the dragon chooses a victim and then points at them while making a loud hissing sound. The victim must then make a fortitude check to avoid having an immunity of some type negated by the spell. the save is DC8+casters level or hit dice, whichever is higher. if the save is successfull then the victim of the spell still takes 1-10 points damage and looses 1 point of constitution temporarily. Those who fail the save take 2 points of constitution damage temporarily and loose 2-12 hit points permanently. the victim is at this point no longer immune to a certain effect such as fire, acid, poison, etc... that the caster designates. The immunity returns after the spell runs out.




SOUL BIND

SORCEROR/WIZARD, CLERIC LEVEL:8 CASTING TIME:9 DURATION:permanent COMPONENTS:v,s,m SAVE:negate RANGE:L.O.S. When cast, the victim of the spell must make a will save, DC 14+ casters level, or they will be afected as described below. A successfull save negates the spell. When cast, the caster holds up a fresh heart of the type of being they are casting the spell on. The caster then speaks the victim's true name while crushing the heart in their hand. When cast succesfully, the victim's soul is bound to some object or body. If the soul is bound to an object, then the victims soul is painfully and brutally yanked out of their body and forever bound to the object. Should this object afterwards be destroyed, then the soul of the victim suffers the same fate as the object. When the soul is bound to a body, then the victim is able to carry on as normal untill they are dropped to -10 hit points. At this point, they can no longer be healed or ressurected. The body of the victim will cease to be alive, but the victim's soul is still bound to it. They will be able to move and act as normal with one exception, they can not heal from damage done to the body. The body will also begin to decompose at half the normal rate as well. Whenever the body takes damage, the victim will still feel the pain inflicted upon it for up to three rounds after the incident. Once the body is nothing more than merely a skeleton, then their movement rate is reduced to half normal. Once the bones finaly decompose entirely to just dust or are crushed to a powder, then the soul is finally free. at this point, nothing short of a wish can hold the soul to the remains or any other place, or object. It should be noted however, that even in skeletal form, the victim still feels the pain of all wounds inflicted upon it, and still retains all of it's memories and inteligence. This spell is so horribly painfull to the victim, that most go insane shortly after the death of their body.


TALES FROM THE DEPTHS OF LIMBO

DARK THOUGHTS OF PAIN AND SUFFERING

GAMES PLAYED IN LIMBO

FONTS USED IN LIMBO