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reprinted from V2 N4 of the Ink Blot

Gootz's Baneful Blackfire


Gootz's Baneful Blackfire (Evocation, Necromancy)

Wizard Spell - Level 7

Range: 10 yds. + 2 yds./level
Components: V, S, M
Casting Time: 6
Area of Effect: 1 or more creatures in a 50' radius
Duration: Instantaneous (see below)
Saving Throw: Half or neg. (see below)

This devastating spell causes one "blackfire" ball per level of the caster (up to 10 balls maximum) to erupt from the palm of the wizard's hand. The "blackfire" appears as a jet black ball of energy which resembles normal fire on the outside but which emits a bone chilling aura of cold instead of heat. Each blackfire ball strikes its target (inanimate objects cannot be targeted) for 1d8 points of damage; cold resistant spells and preparations are useless against this spell, as the energy itself is responsible for damage, not the cold aura. The caster can target the blackfire balls in any manner he or she chooses so long as all opponents remain within the area of effect. For example, a 10th level mage would create the maximum of 10 blackfire balls; all of these could be centered on the same target (for 10d8 points of damage) or split up among as many as 10 different opponents--in which case damage would be 1d8 each. Any combination in between is also allowed so long as this is announced prior to casting the spell. A saving throw for half damage is allowed, but the nature of the magic is such that a separate roll is required for each blackfire ball which strikes a creature; magic resistance is also applied to each ball individually.

Further effects of this spell include the loss of one point of strength per blackfire ball striking a creature. Treat strength scores between 18 & 19, such as 18/75, as 19. Up to 5 strength points can be lost in this fashion; strength remains lost for 1 turn for every 2 levels of the caster to a maximum duration of 5 turns at 10th level. After this time the affected individual regains strength at a rate of 1 point per turn. For creatures with no strength rating or variable strength, the blackfire lowers its targets THAC0 by up to 5 points as described above. In both cases, some or all of the possible strength/THAC0 loss may be negated. A successful saving throw for half damage (see above) on a particular ball also negates the strength loss for that ball--no new save is required. However, the failure of such a saving throw causes the strength loss, for the ball involved, to take effect automatically--no additional saving throw is allowed. Hence, an individual taking full damage from a blackfire ball will also automatically lose one strength or THAC0 point; note that this applies only to the first five balls striking the creature.

Finally, this spell has a special effect on undead: Undead struck by the spell take only half damage (or one quarter damage if the saving throw is made) and receive no strength/THAC0 loss. However, all effected undead must successfully save vs. spell with a -1 penalty for every 2 levels of the caster (maximum of -5 at 10th level); only one such save is required per creature. A failed saving throw results in the following effects: Undead having 5 or less hit dice are magically held for 3d4 rounds; those with greater than 5 hit dice are forced to turn and flee for 2d4+1 rounds. If the caster is a necromancer, then undead with 5 or less hit dice take no damage but are automatically controlled (as per a Control Undead spell) for a number of rounds twice that of the casters level. No saving throw is allowed for this. Undead over 5 hit dice take damage as above (i.e., on half of one quarter damage depending on the save) and must save vs. spell at -4 or be held for one round per level of the caster. Vampires & liches are excluded from being held (they still take damage), but must save vs. spell at -2 or be forced into their coffin or phylactery for one full day. During this day, vampires cannot regenerate lost hit points and liches (including spell casting vampires) lose all memorized spells the moment their essence is forced into their phylactery (or coffin) -- the spells being wiped clean from their minds.

The material components for this spell are a black pearl of no less than 1000 g.p. value which must be crushed and powdered. This powder is then formed into an ink which is used to inscribe a magical circle on the caster's palm during the time of casting. This circle then becomes the area whereby the blackfire is emitted. Upon completion of the spell, the blackfire has consumed the circle and its ink, making a new pearl necessary for the spell to be cast again.

 

"The Gootz" was originally a necromancer of some repute from parts unknown. He was known to travel the Outer Planes rather extensively during his later years. "The Gootz", a highly chaotic individual with somewhat well developed evil tendencies, gained a reputation for subtle revenge and deviant planning; he almost seemed to enjoy traveling the Lower Outer Planes where he is said to have frequently caused much damage and chaos in his wake. Surprisingly, he never seemed to be around during the aftermath of his carnage--having long since escaped to another Plane using his "Amulet of the Planes" well before the significance of his life would come into serious question. Furthermore, he always appeared as a tall, thin man with exceptionally pale skin wearing a bright purple top hat with a green band around its base; his eyes were always covered with spectacles of exceptional craftsmanship--the lenses being tinted a deep, smoky black to protect his stare. Both of these facts, combined with his tendency to overtly exaggerate his physical cleanliness and body odor, led many to believe that he was actually a well disguised and dangerous creature from beyond the grave. Nonetheless, he originally developed this spell in order to assist him in combating the denizens of the Lower Planes--magic resistance being less of a factor as it was likely that at least one or two blackfire balls would breach this barrier. However, further research and experimentation led to the discovery of the spell having some interesting effects on undead as well. "The Gootz" perfected these effects and went out to both control and conquer (or destroy if need be) as many of the undead as he was fortunate enough to find. His current whereabouts are unknown, but at last report he was said to have ventured into the abyss for mysterious reasons. It has been three full years since and he has not yet returned.

(c) 1996 by David Pindel and Jeff Skanlan


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