Table of Contents

Dame Gerdie

Lady Mother of Witcheim

Dame Gerdie is a member of the Order Magika.

Gerdie is Malinde's Mother.

Mage(Witch) L13 NG Human

Gerdie's character sheet

Unique Spells by Gerdie

Gerdie's Cast-iron Stomach

AKA: Cast-iron Stomach

(Invocation/Evocation)

This spell allows the recipient to eat basically any food without fear of upset stomach or other violent gastric protest. This spell was developed by mages who were attempting to establish trade contracts among the many small islands of the Archipelagos. The spell provides no protection against the effects of alcohol or toxins. It simply prevents unfortunate involuntary reactions to unusual or spicy food.

Source: Dragon Magazine, Issue #235.53 (Nov 96)

Gerdie's Speak With Dead

AKA: Speak with Dead

(Necromancy)

This spell is similar in operation to the 3rd-level priest spell. The wizard must have the majority of the remains of the body, including the head or skull. The dead are as evasive as possible when questioned. Though the dead cannot tell outright lies, they will tell half-truths or be very cryptic. The dead will have great though not total knowledge of the wizard and his goals (the DM should assume that whatever he knows, the dead person also knows). This spell is more powerful than the priest spell, but the dead tend to be as unhelpful as possible. Even dead people who agree with the necromancer will dislike being summoned. This spell cannot be cast more than once per month on any single creature, and any creature summoned more than once in any given year by the same necromancer receives a +3 to its saving throw.

Wizard's Level : Maximum Length of Time Dead - Time Questioned - Number of Questions

A necromancer specialist always casts this spell as if he were one level higher. Players should be forewarned of possible side effects of casting this spell (loosing spirits, attracting the attention of lower planar powers, etc.) that occur at the discretion of the DM.

(GNSB, Author: Peter Gourlay)

Gerdie's Teeth and Claws

AKA: Teeth and Claws

(Illusion/Phantasm, Necromancy)

After casting teeth and claws, the caster merely has to advance towards his intended target, baring his teeth and hands predatorily before tossing a tooth or claw at the target. If the creature fails its saving throw versus spell, it sees the advancing spellcaster as something or someone inimitable and flees.

What follows is not entirely in its mind. The sound of claws scrabbling over the ground and teeth snapping are audible to all within hearing range. Outside of the target's mind, teeth and claws has no physical body aside from four sets of claws and a mouth full of teeth. Teeth and claws is 90% invisible in shadows and darkness. It is fuelled by the target's imagination and fears, and continues pursuit until the target successfully disbelieves in it. Therefore, doors and other barriers would only delay pursuit. Teeth and claws will pace and claw at the barriers. Should these barriers be removed and the victim continues to believe in it, teeth and claws resumes pursuit.

If it catches up with the target, it will attack as a 1 HD creature (4 claws at 1d2, teeth at 1d4). Teeth and claws can only be attacked with +1 weapons or better. The spell expires when the target successfully disbelieves it or if it takes 8 points of damage. The creature has AC 4.

The material component is the a tooth or claw from some predatory creature - prepare yourself - and turns to dust in either case. It does not affect the phantasm's appearance because it has none outside of teeth and claws.

(Source: GNSB, Author: lrw5)

Gerdie's Dweomervessel

AKA: Dweomervessel

(Alteration, Enchantment/Charm)

This spell must be cast on a container of some sort, no larger than a wine cask, which has a lid or some other means of being closed up. It takes one turn to cast the spell, preparing the container to receive another spell, of any level below seventh, which must be cast in the following round. If a second spell is not cast immediately, the magic of dweomervessel will dissipate. Once the second spell has been cast, the container must be closed immediately, or the second spell will be activated. If the vessel is closed properly, it will effectively trap the magic for a period of time equal to 1 hour per level of the caster.

While the vessel is closed, there is a 5% chance per hour (not cumulative) that the magic contained therein will burst the lid or seal of the container and be activated; otherwise, the magic will remain trapped for the duration of the spell or until somebody opens the container. There is a 3% chance per spell level that the magic will not work properly, usually fizzling or causing some minor effect. Spells requiring contact with the spell recipient will only work properly if someone is holding the container when the spell is activated. Area-of-effect spells will be centred on the vessel. Only one dweomervessel spell may be cast on a single container at any one time.

If two or more such vessels are within 10 feet of each other for an extended amount of time, the magics of the containers will start to clash, and the chance that it will be spontaneously released is increased to 5% per turn. The material components of this spell are a pint of wine, a bar of soap, a powdered emerald of at least 50 gp value, and the container itself.

(Source: GNSB, Author: Joshua Rosenfeld)

Gerdie's Planar Weapon

AKA: Darklight's Planar Weapon

(Conjuration, Wild Magic)

This spell is similar to Darklight's minor planar weapon, but it conjures a medium-sized weapon no larger than a staff or longsword, of a type the caster is proficient in. It acts as a weapon, +3 in all respects, save that it does 3d6 extra damage of special planar type.

The plane whose energies are drawn upon is determined below:

The material component is as with lesser planar weapon.

(Source: GNSB, Author: Keith Taylor)