From: ez003387@george.ucdavis.edu
Subject: AD&D: Midway Campaign
Date: 4 Jan 91 03:57:11 GMT

This is the first in a hopefully regular series of posts, 
containing various bits of "hard" information from an
old, still-running AD&D campaign of mine.
     Future posts will include things like new magic
items, secondary skills, monsters, PC races, house
rules, and whatever else I can think of that might
be of interest. If there is anything in particular
a person or group of people are interested in seeing,
please Email me, and I'll see what I can do. I am also
intersted in hearing what people think of what I do
put up, so feel free to tell me, even if you thought
it stunk.
     Well, without further ado, here is the first
of many, concerning itself with a mage, and some
spells from the campaign. Forgive the stream-of-
consciousness nature of the spells.

Tim Prestero. Hill Giant with Club.
internet: ez003387@castor.ucdavis.edu

     
  Sonoric Newt, Head Mage, "Spellhounds"

     AC:2 (Cloak +4, Ring +3, DEX); MV:12; MU13; HP: 36^;
  THACO:16; D:3-12 +2 (Dagger of Tripling, +2); S8, D15, C10
  I18, W10, Ch6, Co7, P15; Align:LE
     Magic Items: Cloak of Protection +4 (+2 all saves),
  Dagger of Tripling +2, Ring of Stamina (30 HP), Crystal
  Ball (with Clairaudience and Clairvoyance), Figurine
  (Mercenary: F8; HP:48;), Gem of Seeing (in eyesocket),
  Ring of Teleportation (set for laboratory)

     Sonoric Newt is the bald-pated head of the city
  of Corinth's magician corps, the militia's magical
  investigative division, lovingly refered to as the
  "Spellhounds" or "baldies" by the population. Sonoric
  is strikingly ugly, with a stooped posture (which
  further diminshes his 5'6" height), a crooked nose,
  and several scars on his head, from shaving accidents.
  He speaks in a nasal whine that would put even the most
  saintly on edge.
     Sonoric long ago came to the conclusion that his
  respectable magical abilities would be best used in a
  manner that earned him money. Hardly an ambitious man,
  he was content to work for the city, for hardly the
  fee he could command eslewhere, Sonoric know enjoys
  the fact that he gets paid for being a peeping tom, 
  rather than losing respect for it, at his actions
  merited with the rest of the magical community.
     Of course, his new vocation didn't do much for 
  his social standing, but then, when did he and his 
  fellow Spellhounds ever have need of THAT!
     His spellbook contains mostly spells of a 
  divinatory nation, and he claims to even have invented
  a few. The spellbooks of his subordinates reflect his
  own, as most are copies of the spells he possesses.
 
Here are some of Sonoric's spells, as well as a few others
>from the campaign.

==============================================================

Sonoric's Fly on the Wall (Divination/ Necromantic)

Level: Fourth
Range: Special
Components: V, S, M
Duration: 2 rounds/ level
Casting Time: 1 turn
Area of Effect: Special
Saving Throw: None

     This spell creates a spying device out of an ordinary
flying insect.  Upon casting the spell upon an insect,
living or dead, the spell grants the abilities of limited
clairaudience and clairvoyance, centered on the insect.
The mage, while concentrating on the insect, can hear any
noise within 15' of the insect. Clairvoyance through the
insect, however, is rather disorientating, and the mage
is -2 to hit and AC for three rounds after breaking 
concentration. The insect has a flying movement rate of
6", and its movement is controlled by the concentrating
mage.
     If concentration is broken before the end of the spell
duration, the fly drops to the ground, and there is a 75%
chance that, if the mage resumes concentration, it will be
too damaged to fly again, although the clairaudience and
clairvoyance will still work for the remainder of the
duration. If the fly takes any damage during the spell,
such as being swatted or stepped on, the insect will no
longer fly, but, provided that at least half of the fly 
remains, the clairaudience and clairvoyance will still work.
     The material component of the spell is the body of
a winged insect, living or dead, which is slain in the
casting of the spell.

Sonoric's Magic Tracker (Divination)

Level: Three
Range: Special
Components: V, S, M
Duration: 1d4 rounds + 1 round/level
Casting Time: 3 
Area of Effect: 20' Radius
Saving Throw: None

     With this spell, the caster is able to illuminate the
tracks of any being of which he has a some item that was
in contact with the being a number of turns equal to the 
caster's level previously. The item could be anything from
a shirt, to a scrap of hair, or drop of blood. The tracks are
only visible to the caster, and only tracks within the area
of effect are visible.
     The spell only illuminates tracks within the spell's area
of effect (which moves with the caster), and will only illuminate
tracks made on a solid surface. (ie if the being being tracked
took to flight, or dove into water, the trail would end there).
However, if the caster is able to reach the spot where the trail
was resumed (ie the being being tracked wades out of a river at
a certain spot), the caster may resume tracking.
     It is up to the caster to determine which direction leads 
to the most recent tracks (ie which are coming and which are going),
although the spell does illuminate a "footprint" of the being
which is being tracked. The spell will allow the caster to track
the being if it climbed walls, and even if it tried to obscure its
path, by throwing dirt over it. Objects over 3" thick covering the
path, however, do obscure it.
     The material component of the spell is some thing which had
been in contact with the creature to be tracked, up to the caster's
level in turns previously. Once the spell is cast, the caster 
need not carry the item with him.

Sonoric' Lodestone (Divination)

Level: Two
Range: Special
Components: V, S, M
Duration: 1d4 rounds + 1 round/level
Casting Time: 2
Area of Effect: Special
Saving Throw: None

     Using this spell, the caster is able to determine the
general direction of a creature within the one mile, per
every three levels of the caster. (ie two mile range at
fourth level, three at seventh, etc). This direction
sense last for the duration of the spell, regardless of the
movement of the caster, or the creature. If the distance
between the caster and the target should exceed the maximum
range (target teleports, etc), the spell is broken.
    If the caster comes within three feet of the object of
the spell, he gets a sharp headache. If the caster actually
touches the object of the spell, the spell is broken.
     The material component of this spell is some item
which was in contact with the creature, up to the caster's
level in turns previously.

Kallesin's Spell Load (Evocation)

Level: Sixth
Range: Special
Components: V, S, M
Duration: Special
Casting Time: Special
Area of Effect: Caster
Saving Throw: None

     With this spell, the caster is able to "store" one spell
for every three levels he possess (ie two at fourth, three at
seventh, etc). The caster "paints" the spells around himself
as runes, in effect, casting them, a process taking one turn per
spell. The spells are now "hung" around the caster, and can be 
realeased by command, an action taking one segment.
     If the caster concentrates, glowing runes representing the
remaining spells in the load will appear about the caster,
visible only to the caster. The caster must specify in the 
casting of the load what the verbal or somatic commands are to
be for the realease of each spell. The caster also determines the
appearance of each representative rune. Detect magic will
reveal the presence of the spell load, and True Sight will 
allow the caster to see the rune representations of the spells
in the load.
     A spell load gets two saves versus a Dispel Magic cast at
it. First, it gets the mage's saving throw versus magic, and
if that fails, it has a 100% chance of being dispelled, minus 
5% for each level the spell load caster has greater than that
of the dispel magic caster.
     Releasing the spells by command takes only one segment for
initiative purposes, and the caster can release two spells
per round, although, if two spells are released, there is
a (50 - caster's level) chance that the load spell will be
broken, and they will all go off. No more than six spells
can be set into a spell load.
     Material components are a diamond tipped stylus, worth at
least 1000 GP, and an amount of molten gold, with which the
runes are painted. The gold is consumed in the casting of the
spell, but the stylus is still usable. The runes are visible
to all during the casting of the spell load, and they flare
briefly when the spell they represent is cast.

Sonoric's Animal Awareness (Divination, Enchantment/ Charm)

Level: Fourth
Range: Special
Components: V, S, M
Duration: Special
Casting Time: 4
Area of Effect: One Animal
Saving Throw: Neg

     With this spell, the caster is able to take control
any any small (size Tiny) creature of less than 1+ HD in
his line of sight. If the creature is above animal 
intelligence, it gets a saving throw versus spells, a 
successful save indicating spell failure. The creature is 
at -4 to save if the caster has a good grip on it for the 
duration of the spells casting. Those creatures of a 
non-magical nature of less then animal intelligence do not 
get a save. Those of a magical nature get a save at -4.
     Once the caster has control of the animal, while
concentrating he can see, hear, etc through the animal's
senses. He can also control the animal's actions, even
special movement, such as flying, swimming and burrowing,
although the if the caster attempts to get the creature
to attack something not below itself on the food chain,
the animal has a (75 - minus caster's level) percent
chance of escaping the grip of the spell. While 
concentrating on the animal, the caster is incapable
of any other action.
     The caster can maintain control of the animal up to
100 yards away, per level of the caster. Those seeing the
controlled animal will notice any stange behavior it may
be exhibiting, if they make the appropriate perception
checks. (ie INT check, or save versus parylization). The
spell is broken if the caster ceases concentration, or 
if the animal takes more than 4 HP of damage. Otherwise, 
the spell lasts for a turn per three levels of the caster
(ie two turns at fourth, three at seventh, etc).
     The material component of the spell is a bit of
food, which the target animal would find appetizing,
which is consumed by the caster in the casting of the 
spell.

Sonoric's Illusionary Observer (Divination, Illusion/Phantasm)

Level: Fifth
Range: 100 yards/level
Components: V, S, M
Duration: Special
Casting Time: One Turn
Area of Effect: Special
Saving Throw: None

     This spell creates the illusion of a creature, up
to Medium in size, through which the caster gains the
advantage of a clairaudience and clairvoyance spell. The
caster must determine the appearance of the illusionary
observer, during the casting of the spell. If it is
a creature the caster is not familiar with, observers
of the illusion are at +4 to notice it as such. If the
caster has an accurate drawing or carving of the 
illusionary subject, observers are at -4 to spot the
illusion. Those successfully noticing the illusion
see it become merely become translucent, it does not
disappear. The illusion is incapable of making any 
sounds, and is completely insubstantial, even if
someone touching it is unawre that it is an illusion.
    The illusion has a movement rate of 30", and it
is capable of passing through solid objects, all save 
lead, the touch of which cancels the spell. The caster
must carefully concentrate on the illusion (ie incapable
of other action) to use the clairaudience and clairvoyance
powers, as well as keeping the appearance realistic. If
the caster breaks concentration for some reason, the
illusion freezes in whatever posistion it was in, until
the caster resumes concentration or the spell's expires.
     The material components for this spell are a bit
of fleece, and a humanoid eye and ear.

Gaseous Form (Alteration)

Level: Three
Range: Touch
Components: V, S
Duration: 1d6 rounds + 1 round/level
Casting Time: 3
Area of Effect: Creature Touched
Saving Throw: Neg

     This spell allows the caster to turn the creature
touched into a pink cloud of gas, for the duration of the
spell. If the creature touched is an unwilling recipient
of the spell, he gets a save, with a successful save negating
the spell.
     The spells effects are identical to that of the Potion
of gaseous form, with regards to movement rates, and the effects 
of a Gust of Wind spell, though the caster, if he casts the 
spell on himself, can turn non-gaseous at any time.

Kalessin's Long Arm (Conjuration)

Level: Fifth
Range: 20 Feet
Components: V, S, M
Duration: Special
Casting Time: 5
Area of Effect: Special
Saving Throw: None

     This spell allows the caster to cast various spells
requiring physical contact at range. The caster must have a
clear view of the creature to be "touched", and there can
be no obstructions between target and caster.
     To use this spell, the caster first casts Long Arm,
then whatever spell he wants to do at range, in the
following round. If the caster is disturbed following the
casting of Long Arm, the spell is ruined. Disturbance
could be anything from heavy jostling, to actually
taking damage. If the target moves out of sight before the
caster can get off the second spell, the the spell is ruined.
The target gets regular saving throws for the second spell.
     The material component of this spell is a jade tipped
wand, which disappears after casting.

Sonoric's Trance (Divination, Enchantment/ Charm)

Level: Three
Range: Special
Components: V, S, M
Duration: 1 round/level
Casting Time: 3
Area of Effect: 10 foot radius
Saving Throw: None
 
     This spell allows the caster to mimic the actions of
a creature, provided the actions occured within a number
of turns equal to the caster's level. During the casting of
the spell, the caster must touch some object which the target 
creature was in contact with for at least a round, and that 
contact must not have occured more than the caster's level 
in hours previously.
     Upon casting the spell, the caster goes into a trance,
during which he loses all control of his actions (save vs.
spells at -4 to break spell), and begins mimicing the most
recent actions of the target, provided the actions occured
within the area of effect. The spell does not allow the caster
to mimic actions of which he is incapable, such as climing
walls, or broad jumping 20', and the caster merely imitates
any spells the target may have cast, and doesn't actually
cast the spell (although observers may recognize the spell
he is attempting to cast). If the target did something
which would take it outside of the area of effect, such
as rapid movement beyind the abilities of the caster, or
teleportation, the spell is broken.
     The caster must decide how far back in time he would
like to begin mimicing the actions of the target. The actions
of the target may take the caster beyond the original area
of effect, but there is a 10' radius sphere over which
is determined whether or not the target left the area of 
effect.
     The caster has the option of casting such movement spells
as fly and feather fall, prior to Trance, to facilitate
movement such as climbing, and even flying, and to take
the pain out of such actions as falling (if the target was
a clutz). The target must be man sized, and humanoid.
     The caster's trance will be broken by such things as
damage, slapping, and other unpleasant stimuli.      

Mimic (Enchantment/Charm)

Level: Four
Range: 10 feet/level
Components: V, S, M
Duration: 1 round/level
Casting Time: Four
Area of Effect: One Creature
Saving Throw: Neg.

     This spell forces some humanoid creature in the caster's
line of sight to begin mimicing his actions. The creature's
actions will directly reflect those of the caster, regardless
of postion or orientation. The creature will be frozen 
momentarily at the onset of the spell, but after that segment
of inaction, the creature begins mimicing the caster.
     This can be potentially harmful for the target, if say
for example, the caster waves his hand in the vicinity of
his neck, and the target happens to be wielding a sword.
    Once the spell is cast, the caster need not be able to
see the target for the target to mimic his actions. The
target does get a second save if forced to do actions that
are obviously lethal, such as the aforementioned hand waving
example. If the target passes outside of the range of the
spell, the spell is broken.
     The material component of the spell is a small ivory
figurine, which is broken to bits in the casting of the
spell.


 

From ez003387@scooby-doo.ucdavis.edu Mon Jan 14 20:06:48 1991
Newsgroups: rec.games.frp
Subject: AD&D: Midway Campaign

Here are some more spells from the Diviner Sonoric's spellbook.
Some caution in using these spells, however. I would advise DMs
who wish to use these spells to edit them slightly, so that they
suit the campaign. If you use common sense in the ruling of these
spells, they can be rather useful, even humorous. I would urge
DMs to give the etherlings personality; make minor etherlings eager
to please, amusing simpletons. Their descriptions of events, though
accurate, will be colored by their personalities, much to the chagrin
of the caster, who must translate their rantings into useful
information. If you are an evil DM (heh), you might want to give
each spell a 10% chance or so of summoning a capricious etherling,
who will lie like crazy, and generally make a mess of things.

Those who missed the first bunch of Sonoric's spells, please Email
me if you want a copy. Please feel free to mail me any questions or
comments.

Tim Prestero. UC Davis
internet: ez003387@castor.ucdavis.edu

========================================================================


Sonoric's Spying Minions (Divination/ Conjuration / Summoning)

Level: Four
Range: Special
Components: V, S, M
Duration: 1 hour + 1 turn/level
Casting Time: 1 turn
Area of Effect: Special
Saving Throw: None

     This spell summons minor etherlings from the Ethereal Plane, to
serve the caster's wishes. Etherlings, being rather stupid and weak,
are only suited for simple tasks, such as spying. Upon summoning the
creatures, the caster must detail, in simple language, what he service
he wishes the etherlings to perform. The etherlings, in their stupidity,
will be honored by the request for service, and will perform the task
to the best of their abilities and comprehension.
     A minor etherling (AC:2 MV:60 HD:2 #AT:1 D:1-3), is a small,
vaguely humanoid appearing creature, formed of the stuff of the plane
ethereal. On the prime material plane, it appears as a hazy, humanoid-
shape ghostly apparition, about 3' tall. It moves by flying, and is
unobstructed by walls and solid objects, save lead, the touch of which
sends it back to the ethereal plane. It is fairly stupid (INT: 5),
although extremely talkative, and puppy-ish in its affection of the
caster. The etherling will do its best to please the caster, to the
point of becoming annoying. It does have some special abilities, making
it particularly useful, however. It has a photographic memory, and will
never forget what it saw and heard during its period of service. It also
has the ability to turn small objects (one at a time), weighing less
than five pounds, ethereal, allowing it to transport the item. It can 
also turn itself invisible at will, although those able to see onto the 
ethereal plane will be able to see it clearly. It can push its movement 
rate up to 120, for up to a turn at a time. It can only attack things on 
the ethereal plane, and even there not very effectively. Finally, the
fact that it only partially exists on the Prime Material plane during the 
spell means that it is only hit by magic weapons, and spells.
     The spell summons one etherling per three levels of the caster, one
at first, two at fourth, three at seventh, etc. The caster can detail 
seperate task for each individual etherling summoned, and may cast the
spell more than once during its duration (allowing him to summon a virtual
horde), as the spell requires no concentration after the initial casting.
An etherlings instructions can be facilitated by pictures (as in "Follow
THIS *point* man...the one in the painting/phantasmal force"). It is
up to the DM to decide the chance of the etherling getting confused, and
screwing up the task. I suggest that it have a 100% chance of getting the
task right, -1% for each word in the description (ie 10 words, 70% chance),
giving a bonus for things such as pictures, and other helpful examples.
If the etherling should encounter any mentally straining problems, such
as if its "mark" (he whom it is tailing or spying upon) teleports away,
or disguises its features, casts illusions, etc, make an intelligence
check for the etherling, modified by the situation. If the etherling
fails, it is hopelessly confused, and returns to the Ethereal plane. The 
caster must take care to give the etherling tasks which it can complete
within the duration of the spell, as the etherling returns to the Ethereal
Plane at the end of the spells duration.
     Some examples of tasks given to etherlings would be "Go to the chamber
at the end of the hall, stay there, and return to me in 20 mins, to tell me 
what you heard and saw.", or "Go to this room in the tower of the castle, and
bring me back a book that looks like this...", or "Find this man, follow him 
for half an hour, and return to me, telling me what you witnessed.", or "Find 
this man, and tell him 'Banquo. The game is thick'", and similar such things. 
Etherlings are intelligent enough to follow the spirit of the commands, 
provided they are simple enough. Etherlings have an innate sense of direction, 
and will not get lost on the Prime Material plane. They have the mentalities of
young children. They will only perform service on the material plane. 
     The material components of the spell are small figurines, one for each
etherling to be summoned. They must be fairly detailed, and are comsumed in
the casting of the spell.    

Sonoric's Superior Minions (Divination/ Conjuration/ Summoning)

Level: Fifth
Range: Special
Components: V, S, M
Duration: 1 hour + 1 turn/level
Casting Time: 1 turn
Area of Effect: Special
Saving Throw: None

     This spell summons a major etherling, from the Ethereal Plane, to do
the caster's bidding. Major Etherlings are fairly intelligent, although
they still suffer from summoner-awe. The caster summons one etherling per
five levels, for example two at sixth, three at eleventh, etc. The 
summoned etherlings are eager to serve the caster, and they are capable
of more complicated tasks than their lesser brethren. 
     A major etherling (AC:0 MV:60 HD:4 #AT:2 D: 1-3/1-3 INT:12) is a man-
sized, transparent, humanoid-appearing creature, formed of the stuff of the
plane ethereal. It has some control over its appearance on the Prime Material
plane, although, regardless of form, they have blurry outlines, and are
partially transparent. It also moves by flight, although it is sophisticated
enough to give the illusion of walking. Being mostly on the ethereal plane, it
is able to pass through solid objects, save lead, the touch of which, if it
fails a save versus paralyzation, returns it to the Ethereal plane, cancelling
the spell. Major etherlings are fairly intelligent, and have a 20% chance of
knowing any specific minor lore, although it will answer such a question only
once. A major etherling will be stricken with extreme respect for the summoner,
and will attempt to follow the spirit of its commands to the best of its
ability. It has the ability to turn small items, of less than ten pounds in
weight, ethereal, allowing it to transport the item. It may only carry one
such item at a time, however. It too has a photographic memory.
     Major etherlings are capable of performing complicated tasks, and can grasp
abstract concepts. Once given a task, it will remain on the Prime Material
plane until the task is complete, or its time runs out. One advantage the
major etherling possess over its lesser brethren. however, its ability to move
into the Ethereal Plane, and return to the Prime Material plane, essentailly
teleporting. It is also capable of completeing tasks on the Ethereal plane,
as well as the Prime Material. Again, an intelligence check is required for
particularly baffling problems encountered in its task, and if the task is
rendered somehow incompletealbe, and the etherling makes it INT check, it
will return to the caster, and inform him of the problem, before returning
to the ethereal plane (for good).
     Being dual-plane beings, they are only hit by magic weapons, and spells.
The material components of this spell are jade figurines, one for each 
etherling to be summoned.
 

From: ez003387@scooby-doo.ucdavis.edu
Subject: AD&D: Midway Campaign
Date: 12 Jan 91 03:03:58 GMT

Well, here is an extra stat we use in my campaign, that
I have found to be extremely useful as a DM. I also
use the Comliness stat, just for yuks.
     We have also tried, and rejected several other stats,
such as Rate (relative movement rate), and bizzare ones
like Singing, and Swimming. With the advent of Secondary
Skills in AD&D, most of these were dropped. I now rely
heavily on Secondary Skills to allow players to "flesh
out" what otherwise might be drab character classes.
     Well, if you like it, use it, and feel free to tell
me what you think about it.

Tim Prestero. UC Davis
internet: ez003387@castor.ucdavis.edu

Next: Spell point system.

=======================================================================

 

PERCEPTION
==========

     Perception (PER) measures a characters awareness,
their ablility to notice minor details, and generally a 
measure of how much attention they pay to the world around
them. It can affect a character's ability to notice things
like pick pockets attempts, hidden or concealed objects,
and general details about a person or object.

      Thief Find/   Thief Detect   Notice Secret    Bonus to Notice
PER   Remove Traps     Noise        doors on a*      pick pockets+
=======================================================================
 01     -30%          -20%           1 in 20            -20%
 02     -25%          -20%           2 in 16            -15%
 03     -20%          -15%           1 in 12            -10%
 04     -15%          -10%           1 in 10            -05%
 05     -10%          -05%           1 in 10            norm
 06     -05%          norm           1 in 8             norm
07-12   norm          norm           1 in 6             norm
 13     norm          norm           1 in 6             norm
 14     norm          norm           1 in 6             norm
 15     norm          +05%           3 in 12            +05%
 16     norm          +10%           3 in 12            +10%
 17     +5%           +10%           2 in 6             +15%
 18     +10%          +15%           5 in 12            +20%
 19     +15%          +15%           3 in 6             +25%

(above 19 is considered beyond the range of humanoid perception)
      * +1 to notice concealed doors
      + See complicated pick pockets version

     Elves and half elves, being rather sharp-eyed races, 
gain a +1 bonus to their initial perception stat. Half Orcs,
being rather ignorant and brutish, suffer a -1 penalty to
their initial perception stat.
     Elves use the perception-realted chance to notice secret
and concealed doors, not the PHB version.


Using Perception
================

     The perception stat can be used as a catch-all chance to
notice things in general, for example, being followed, or
obvious traps. Depending on the difficulty of noticing
whatever the DM is checking for, penalties and bonuses can
be applied to the characters chance. The DM rolls a twenty-
sided, and if the result is equal to or less than the 
modified stat, the check was successful. This is a great
way to inform characters of events transpiring about them,
without feeling too obvious.


Amazingly Simple System for Picking Pockets
===========================================

     When a thief attempts to pick someone's pocket, only one
roll of the percentile dice is required. First, compare the 
result to the thief's percentage chance. If the roll was equal
to or less than that number, the result was successful.
     Now, to see if the victim notices the attempt, first
subtract the victim's PER, plus the difference in levels between
thief and target from 100 (for example, Fighter 5, with 15 PER,
is robbed by a Thief 7. 15+(5-7)=13, 100-13=87). If the thief's
attempted roll for picking pockets is above this number, even if
the attempt was successful, the victim noticed the attempt, and 
the fun begins. Equal to, or below that number, and the thief is
off the hook.
     Now, this system makes it easier for the thief to pick 
pockets, but it is fairly simple. For those wanting complication...


Amazingly Comlicated System for Picking Pockets
===============================================

     Well, the chance for thief success is the same. As for the
victim noticing the attempt, here is how it works.
     Multiply the victim's level by three, add the victim's PER
adjustment (see table), and add or subtract the difference in
levels between thief and victim. Take this sum, and subtract it
>from 100. If the thief's roll was above this number, the excrement
doth hit the whirling blades, for the victim notices the attempt,
successful or not. Equal to or less than the number, the thief
lives to steal again.
     EXAMPLE: Fighter 10, 16PER (+10%), is "approached" by Thief 3,
with a 55% Pick Pocket. Poor Thief rolls 67%. Chance of Fighter
catching on is [30 (3xlevel) + 10 (PER adj) + (10-3) (Level diff)].
Subtracted from 100, this yeilds 53. Thief, having rolled 67, blows
the PP attempt, AND, is now being chased by enraged Fighter.
     In general, give bystanders a chance to notice the attempt as
well, by having them make a PER check at 1/2 PER in both systems. 

From: e5w127@muttly.ucdavis.edu (Tim Prestero)
Subject: AD&D: Midway Campaign
Date: 20 Jan 91 22:16:01 GMT

Well, here are some more spells from the campaign...
   Ahrvar is a rather infamous magic user/thief from
the campaign, with a reputation for chaotic recklessness.
He is wanted in most major cities, for a variety of
offenses. Caligula is an evil magus, on the Council of
Mages in Menidia (a magocracy). Caligula is known for
the variety of horrible, evil spells he has created.
Stats, anyone?

Tim Prestero. UC Davis.
internet: e5w127@castor.ucdavis.edu
  (or)    ez003387@castor.ucdavis.edu

Next: PC races, Secondary Skills

===============================================================================



Ahrvar's Instant Offensiveness (Enchantment/ Charm)

Level: Two
Range: 120 yards
Components: V, S
Duration: 2 rounds/level
Casting Time: 1
Area of Effect: 1 person
Saving Throw: Neg

     This spell effects any single intelligent being it is cast upon.  By
intelligent being, it is meant any creature with a rudimentary form of 
spoken language. This includes humans, demi humans, humanoids, intelligent 
monsters, etc.
     The victim recieves a saving throw vs. spell to avoid the effect, with
the appropriate adjustments due to Wisdom. If the victim fails his save,
the victim's speech immediately becomes offensive to all who can understand 
the language the victim is using. The victim, however, only hears what he 
thinks he is saying, and may become extremely curious as to why everybody 
is mad at him. The words of the victim become SO offensive, in fact, they
act as a low-power Taunt spell, with those hearing and comprehending the
victim's speech making a save vs magic at +4, or else be consumed with a
mindless desire to bash the victim's head in. Each person within hearing
of the victim will hear whatever would be considered most offensive by
them. The caster is the only one able to hear what is actually spoken by
the victim, and is thereby immune to the taunt effect.
     The components of this spell are the command word, and a subtle pointing
motion by the caster, at the target.


Ahrvar's Forgery (Alteration)

Level: One
Range: Touch
Components: V, S, M
Duration: 1 round/level
Casting Time: 1
Area of Effect: Caster
Saving Throw: None

     With this spell, the caster is able to perfectly duplicate the any
style of handwriting of which he has a sizable sample. The forgery is good
enough to fool even the closest scrutinization, although it does radiate
faint magic.
     The caster merely casts the spell, and begins writing. His handwriting
will perfectly match that of the sample, for the length of the spell's
duration. Those watching the caster write will believe that the handwriting
on the page is actually that of the caster, unless of course they witness
the casting of the spell, which may make them rather suspicious. The caster
need not be writing the entire duration of the spell; he is free to stop
and resume writing any number of times within the duration. Also, the caster
only needs the handwriting sample to be copied during the initial casting of
the spell.
     The material component of this spell is a sample of the handwriting to
be copied (containing an example of every letter in the alphabet to be used),
and a writing instrument.


Caligula's Vitality Drain (Alteration)

Level: Eight
Range: Touch
Components: V, S, M
Duration: Special
Casting Time: 7
Area of Effect: Special
Saving Throw: None

     This terrible spell allows the caster to drain the youth from a victim,
revitalizing himself, at the expense of aging the victim. Hardly a spell
used by good aligned mages.
     The caster first prepares the spell, by casting the eight phase portion
of it. He then has his level in rounds to make contact with the victim, and
begin draining. To drain the youth of the victim, the caster must be in
continuous contact with the flesh of the victim during the draining process. 
The act of being drained is extremly painful to the victim, and is sufficient 
to awaken sleeping victims, and allow charmed victims a new saving throw. Even 
if the victim is conscious, however, the draining will continue. The victim 
must break flesh contact with the mage to break the spell.
     The caster is able to drain a decade for every four levels he possesses,
ie 20 years at fifth, 30 at ninth, 40 at 13th, etc.  Each year takes a 
segment to drain, a decade drained per round. If the spell is broken during
casting, the caster will still have drained a number of years dependant on
time of casting (eg contact broken after 2 rounds, 20 years drained). Due to
the imperfect nature of the spell, however, the caster only reduces in age
by a year for every three drained from the victim.
     Both caster and victim will be affected by the change in age. The victim
will only suffer the disadvantages of aging (STR and CON loss), whereas the
caster will only experience the benefits (STR and CON gain). After the spell,
the victim will have visibly aged, with greying hair, and lined, saggy skin.
The caster will appear envigourated, with grey disappearing from his hair,
and the obvious return of muscle tone. The victim must save vs. paralyze,
or pass out for 1d4 turns, if he is drained more than 20 years. The caster
will experience a temporary d4 increase in STR (not including that gained from
becoming younger), which will fade by 1 point a turn. The caster will also
feel as if inebriated, an affect which persists for d6 rounds.
     This spell is only effective on humans. Long lived races, such as elves
and dwarves, as well as humanoid races, are immune from the spell, and the
caster must save vs. paralyzation, or be knocked unconscious if attempting
to drain a member of these races.
     Finally, there is no known cure for this spell, save Wish. The material
component of this spell is a scrap of flesh from a vampire, which must be
consumed by the caster.


Inertia (Alteration)

Level: Four
Range: 20 yards/level
Components: V, S, M
Duration: 1 turn/level
Casting Time: 4
Area of Effect: I creature or object
Saving Throw: Neg

     This spell allows the caster to freeze one creature or object up to 100
pounds per level, limit regardless of orientation. Creatures flying through 
the air would be frozen in place (remaining in the air), immovable until the 
second command word. The caster is free to cast this spell upon himself.
f the subject of the spell is unwilling, it recieves a saving throw vs. magic,
a successful save negating.
     The caster must point at the creature or object to be stopped, and utters
the first command word. If the spell is successful (guaranteed in the case of
objects within the caster's weight limit), the item is frozen in the air, 
immovable, unless a dispel magic, or other such spell is cast, or until the
caster utters the second command word. Upon saying the second command word, the
object or creature resumes its initial motion. For example, cast upon a falling
chest, would stop the chest in the air. Upon the seccond command, the chest
would resume falling, even if someone had climbed on top of it. If some poor
slob happened to be standing directly beneath the chest at the time of the 
second command...If cast at a knight on a horse, for example, the caster must
specify mount or rider. If cast at the mount, the rider would probably continue
in nhis original direction, just without his mount. Cast on the rider, he
would stay hanging in the air, as his mount ran away.
     Physical force is insufficient to move frozen objects, so they could, for
example, be used as anchors for ropes, etc. The caster MUST be able to see
the majority of the object of the spell, so he couldn't, for example, cast it 
upon something in somebody's backpack.
     The material component of the spell is a silver whistle, which is blown
prior to shouting the command word.

