234 lines
10 KiB
Plaintext
234 lines
10 KiB
Plaintext
The Dragon's Bestiary from DRAGON(R) issue #162
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A weaver of spells and disaster
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(C)1990 TSR, Inc. All Rights Reserved.
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by Ed O'Connell
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<Spell Weaver>
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CLIMATE/TERRAIN: [Any]
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FREQUENCY: [Very rare]
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ORGANIZATION: [Solitary]
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ACTIVITY CYCLE: [Any]
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DIET: [Herbivore]
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INTELLIGENCE: [Genius (17-18)]
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TREASURE TYPE: [Magical items (see text)]
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ALIGNMENT: [Neutral]
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NO. APPEARING: [1 (2-5 if on raid)]
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ARMOR CLASS: [2]
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MOVEMENT: [12]
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HIT DICE: [10]
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THACO: [11]
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NO. OF ATTACKS: [Variable (spells)]
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DAMAGE/ATTACK: [As per wizard spells]
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SPECIAL ATTACKS: [Surprise bonus when] invisible[ep]
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SPECIAL DEFENSES: [Immune to effects of pain and to psionic
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and fear-based attacks; planar impenetrability; innate spell
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powers] (detect magic [and] detect invisibility);
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invisibility [at will]
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MAGIC RESISTANCE: [50%]
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SIZE: [M (5' tall)]
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MORALE: [Champion (16)]
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XP VALUE: [10,000]
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Spell weavers are nonhuman spell-casters of great power,
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originating from an alternate Prime Material plane. Only vaguely
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humanoid in appearance, they have a combination of mammalian,
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reptilian, and insectoid features. Aloof and inscrutable, spell
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weavers are generally regarded as intelligent, if bizarre.
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Although the race usually expresses little interest in humanity,
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a history of destructive encounters has earned them mankind's
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fearful respect.
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Spell weavers are totally silent, using telepathy (10-mile
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radius) to communicate among themselves. Humans find that
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telepathic communication with spell weavers is extremely
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difficult and even dangerous, resulting in temporary insanity for
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any individual who attempts [ESP] or telepathic rapport and fails
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a save vs. spells (wisdom bonuses apply; insanity lasts 1d6 days,
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with effects as per the mage spell, [confusion]). Spell weavers
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have left written messages for humans, but such messages are
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often cryptic and confusing. Infrequent alliances with humans in
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order to acquire magical devices have been reported, however.
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Spell weavers possess a keen interest in magical items and
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phenomena of all kinds. A group will organize to steal a unique
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magical device in a commando-like raid of hellish ferocity,
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[invisibly] bypassing outer guards to appear near the item
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itself. The group will destroy or incapacitate the guards, then
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seize the item and escape. Spell weavers automatically [detect
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magic] and [detect invisibility] in a 100' radius. Each can
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[plane shift] once per day, shifting only from its home plane to
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an alternate one or back again (the latter usually at the end of
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a raid).
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Spell weavers are solitary creatures, though it is possible
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to meet more than one if they are on a raid. They reproduce
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through a magical fissioning process that results in two
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identical spell weavers of half the size and strength of the
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original. It would appear they have no control over this process,
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as they have been known to fission even during crisis situations
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(1% chance per meeting of this occurring; process takes 5-10
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rounds, during which time the individual makes no attacks). A
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spell weaver is immune to fear, including all magical fear-based
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attacks, though they will retreat if common sense so dictates.
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Their peculiar decentralized nervous systems render them
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resistant to pain and to all psionic attacks.
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All spell weaver activities appear to be confined to the
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Prime Material planes. Each spell weaver can create a region of
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planar impenetrability around itself (200' radius) once per day
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for 10 rounds. All scrying attempts and planar travel into, out
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of, or through this area, whether by spell, artifact, psionics,
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or intrinsic ability, results in failure. This ability requires
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no expenditure of energy on the part of the spell weaver,
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although this effect will not be activated in a round in which
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the spell weaver has been surprised. The activation of this
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planar shield takes a full round of concentration during which
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the spell weaver cannot cast any spells.
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Each spell weaver possesses a fixed assortment of spells that
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it casts solely through the use of complex arm and hand gestures,
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using no verbal or material components; the casting time for such
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spells is the same as for humans. Some of these spells are
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previously unknown to humanity, but usually they are mage spells
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of up to the 6th level (cast at the 12th level of ability). The
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segmented brain of a spell weaver supports magical multitasking,
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allowing it to cast multiple spells simultaneously. To cast a
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spell, a spell weaver uses as many arms as the spell has levels;
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thus a single creature could cast a fourth-level spell using four
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arms, while simultaneously casting a second-level spell with its
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other two arms. Spell weavers use this ability whenever they face
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multiple attackers. A spell weaver may cast two or more identical
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spells simultaneously (two [fireballs], for example).
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A spell weaver has a number of "spell points" (one point for
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each spell level, a first-level spell being equal to one, a
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second-level spell equal to two, etc.) equal to its hit points.
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It can use each spell in its arsenal any number of times within
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the limits of its spell-point total. Thus, a spell weaver with 43
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hp can cast a number of spells each day adding up to 43 spell
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points. Spells are selected at the time of casting.
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Spell weavers have the unsettling habit of lying dormant and
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[invisible] for months in various areas of magical interest
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(magical temples, castles, portals, dungeons, etc.), becoming
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active only if detected. When encountered in this fashion, they
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are generally murderous and implacable. They always carry magical
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items (1-2 per creature); one item is always of the conventional
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sort (random roll for type, none cursed), and the additional item
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(if any) is a unique device that humans call the [chromatic
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disk], described later. Any magical item may be employed at the
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same time a spell weaver casts any spells, devoting one or two
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arms (as necessary) to the effort.
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A [chromatic disk] is a 6"-diameter disc of an
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unknown, indestructible substance; it glows with a bright light
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that slowly shifts through the visible spectrum, becoming red,
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orange, yellow, green, blue, indigo, and violet in a matter of
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seconds. The disk is a vessel of magical power that spell weavers
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can tap, thus increasing their effective spell-point total by a
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total of 10 points. Each disk releases magical energy as it is
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used, allowing the spell weaver to cast more of its spells. The
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disk is consumed in the process, evaporating as its energy is
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exhausted. A spell weaver may employ a disk in combat, devoting
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one arm to holding the disk.
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All recorded human attempts at employing [chromatic disks]
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have resulted in explosive disaster (10d4 hp explosion in a 30'
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radius; material items must save vs. crushing blow). It is
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rumored that spell weavers use arcane means of their own to
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create such disks by drawing the magic out of enchanted items
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(such as swords, wands, or scrolls) that they have captured. This
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process permanently destroys the magical properties of the
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objects so used.
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Spell weavers make their lairs in a bewildering variety of
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locations, including underground, outdoors within giant mutated
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trees, on magical floating platforms disguised as clouds, etc.
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All spell-weaver lairs contain 1-8 unusual pillars, being
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10'-tall stone or wood columns covered with magical runes that
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are indecipherable to humans. Stolen magical items are sometimes
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(10%) found atop a pylon. While prolonged study of the runes on a
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column can be mentally damaging (save vs. petrification once per
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round or be [confused] for d10 rounds), incidental viewing
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produces only mild headaches. Touching the runes may have
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unpredictable magical effects (at the DM's whimsy).
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The accompanying tables may be used to generate a spell
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weaver's bank of usable spells. A 1d4 roll is made on the Spell
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Weaver's Spells table for each being; then the particular spells
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each spell weaver has are generated using the Spell Selection
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Tables. A spell weaver can cast only these spells and no others.
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Feel free to augment the lists and manipulate the results in
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order to produce an interesting spell weaver.
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Spell Weaver's Spells
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<1d4 -- Spell selection>
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1 -- 2 offensive, 2 defensive, 1 utility (maximum spell level
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5) --
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2 -- 3 offensive, 3 defensive, 2 utility (maximum spell level
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6) --
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3 -- 4 offensive, 4 defensive, 3 utility (maximum spell level
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6) --
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4 -- 4 offensive, 4 defensive, 4 utility (maximum spell level
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6) --
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Spell Selection Table:
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Offensive Spells
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<1d20 -- Spell (level)>
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1-2 -- [Magic missile] (1) --
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3 -- [Web] (2) --
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4 -- [Ray of enfeeblement] (2) --
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5 -- [Fireball] (3) --
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6 -- [Hold person] (3) --
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7 -- [Lightning bolt] (3) --
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8 -- [Slow] (3) --
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9 -- [Confusion] (4) --
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10 -- [Evard's black tentacles] (4) --
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11 -- [Fear] (4) --
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12 -- [Ice storm] (4) --
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13 -- [Cloudkill] (5) --
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14 -- [Cone of cold] (5) --
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15 -- [Conjure elemental] (5) --
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16 -- [Chain lightning] (6) --
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17 -- [Death spell] (6) --
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18 -- [Disintegrate] (6) --
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19 -- [Stone to flesh] (6) --
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20 -- Unique spell (DM's creation) (1-6) --
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Spell Selection Table:
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Defensive Spells
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<1d20 -- Spell (level)>
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1 -- [Armor] (1) --
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2 -- [Feather fall] (1) --
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3 -- [Shield] (1) --
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4-6 -- [Invisibility] (2) --
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7 -- [Wizard lock] (2) --
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8-12 -- [Dispel magic] (3) --
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13 -- [Protection from normal missiles] (3) --
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14 -- [Fire shield] (4) --
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15 -- [Polymorph self] (4) --
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16 -- [Stoneskin] (4) --
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17 -- [Wall of fire] (4) --
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18 -- [Anti-magic shell] (6) --
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19 -- [Globe of invulnerability] (6) --
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20 -- Unique spell (DM's creation) (1-6) --
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Spell Selection Table:
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Utility Spells
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<1d20 -- Spell (level)>
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1 -- [Darkness, 15' radius] (2) --
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2-3 -- [Levitate] (2) --
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4 -- [Clairvoyance] (3) --
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5 -- [Fly] (3) --
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6 -- [Dimension door] (4) --
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7 -- [Wizard eye] (4) --
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8-10 -- [Passwall] (5) --
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11-15 -- [Teleport] (5) --
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16 -- [Wall of iron] (5) --
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17-18 -- [Contingency] (6) --
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19 -- [Invisible stalker] (6) --
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20 -- Unique spell (DM's creation) (1-6) --
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END FILE
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