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gerdie

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)

  • Level: 1
  • Area of Effect: One target creature/level
  • Casting Time: 1
  • Components: V, S, M
  • Duration: 1 hour/level
  • Range: Touch
  • Saving Throw: None

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)

  • Level: 3
  • Range: 1 foot
  • Components: V, S, M
  • Duration: Special
  • Casting Time: 1 turn
  • Area of Effect: One creature
  • Saving Throw: Special

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

  • up to 6 : 1 month - 3 rounds - 3
  • 7-8 : 1 year - 5 rounds - 5
  • 9-12 : 10 years - 1 turn - 7
  • 13-15 : 100 years - 1 turn - 9
  • 16-20 : 1000 years - 2 turns - 11
  • 21+ : any - 2 turns - 13

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)

  • Level: 3
  • Range: 60 yards
  • Components: V, S, M
  • Duration: Special
  • Casting Time: 3
  • Area of Effect: One creature
  • Saving Throw: Special

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)

  • Level: 5
  • Range: Special
  • Components: V, S, M
  • Duration: 1 hour per level
  • Casting Time: 1 turn
  • Area of Effect: Special
  • Saving Throw: None

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)

  • Level: 6
  • Range: 0
  • Components: V, S, M
  • Duration: 4d10 rounds
  • Casting Time: 1 round
  • Area of Effect: Special
  • Saving Throw: None

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:

  • · 01-50. Elemental plane. Roll 1d4 to determine which:
    • 1. Air. The weapon can release a gust of wind upon command, one per three rounds, and can thus keep vaporous creatures at bay. It allows one to attack aerial creatures normally. It does double damage to earth or rock based creatures.
    • 2. Earth. The weapon petrifies a creature on a natural 20. It can cleave through rock and soil with ease. It does double damage to gaseous or aerial creatures, and can attack earth-based or rock-like creatures normally.
    • 3. Fire. The weapon can emit a burst of flame into any adjacent 1-yard space upon command (this does burning hands damage as if cast at ninth level of experience), and can melt ice at the rate of 1 cubic yard per round. It allows one to attack flame-based creatures normally, but does double damage to liquid creatures, water-based, or cold-using creatures.
    • 4. Water. The weapon, if two successive hits are made on a single creature, can attempt to “drown” the creature (assuming it is air-breathing) by filling its lungs with water. Thereafter, it must make a successful Constitution check at -4 upon every hit or take an additional 2d8 drowning damage. It can soak any adjacent 1-yard square with water, extinguishing normal fires, upon command. It also allows one to attack liquid creatures normally. It does double damage to fire-based creatures.
  • · 51-60. Para-elemental plane. Roll 1d4 to determine which:
    • 1. Ice. The weapon causes a creature to freeze stiff for 4d8 rounds, taking 3d8 extra damage if it hits on a natural 20. It can freeze up to 10 cubic feet of liquid per round of touch. It allows one to attack creatures of ice normally, but does double damage to earth-based and air-based creatures.
    • 2. Magma. The weapon causes items touched to melt or become incinerated when it touches them, with only magical items obtaining a saving throw. On a natural 20, it does triple damage to normal creatures (quadruple to vulnerable creatures). It allows one to attack lava creatures normally, but does double damage to water-based or air-based creatures.
    • 3. Ooze. The weapon coats a creature with mud and slime, and causes its lungs to fill up with ooze (they must then make Constitution checks for 6 rounds or take 1d6 drowning damage per round). It allows one to attack slime or ooze creatures normally, but does double damage to fire-based and air-based creatures.
    • 4. Smoke. The weapon causes 3d6 extra suffocation damage on a natural 20. It can fill three 1-yard squares per round with smoke, which functions as normal smoke (the wielder is immune to negative effects of generated smoke). It allows one to attack mist or smoke-based creatures normally, and does double damage to water or earth-based creatures.
  • · 61-70. Positive quasi-elemental plane. Roll 1d4 to determine which:
    • 1. Lightning. The weapon knocks a creature back up to 10 yards on a natural 20, with a clap of thunder and 3d8 extra electrical damage. It allows one to attack electrical beings normally, and can do double damage to metallic, earth-based, or water-based creatures. Also, it is +4 to-hit against opponents with metal armour (because it is transmitted through such protections).
    • 2. Minerals. The weapon on a natural 20 has a 50 percent chance of severing (as a sword of sharpness), otherwise the creature is petrified. It allows one to attack crystalline or mineral creatures normally, but does double damage to air-based or particulate (dust or sand) creatures.
    • 3. Radiance. The weapon turns an undead or shadow-creature, and on a natural 20, blinds a normal creature for 4d8 rounds. It emits light out to a 90-foot radius. It allows one to attack creatures of light or radiance normally, and does double damage to shadow-based creatures or undead.
    • 4. Steam. The weapon causes a normal creature to pass out from heat exhaustion, taking 2d8 extra damage, on a natural 20. It emits three 1-yard squares per round full of vapour (which does not hinder the wielder at all). It allows one to attack mist or vaporous creatures normally, and does double damage to flame (not purely heat-based) creatures or to cold (not purely water-based) creatures.
  • · 71-80. Negative quasi-elemental plane. Roll 1d4 to determine which:
    • 1. Ash. The weapon causes 4d6 extra cold damage on a natural 20. It lowers the temperature in a 40-foot radius by 25 degrees F every round (except the caster's body temperature). It allows one to attack ash-based creatures normally, and does double damage to flame or heat-based creatures.
    • 2. Dust The weapon causes 4d6 extra deterioration damage on a natural 20. If held in contact with solid material, breaks down 2 cubic feet of such per round, leaving behind only fine dust. It allows one to attack particulate (sand or dust) creatures normally, and does double damage to crystalline, rock, or earth-based creatures.
    • 3. Salt. The weapon causes 4d6 extra dehydration damage on a natural 20. If held in contact with organic materials, desiccates them completely in 1 round. It allows one to attack salt elementals normally, and does double damage to water-based or liquid creatures.
    • 4. Vacuum. The weapon causes 4d6 decompression damage on a natural 20. It sucks 4 1-yard squares per round full of air into oblivion (the caster has no problems breathing), creating high winds and having worse effects in enclosed spaces. It allows one to attack creatures of vacuum normally, and does double damage to air-based creatures.
  • · 81-90. Border plane. Roll 1d2 to determine which:
    • 1. Astral. The weapon is invisible, but ignores all physical barriers to attack. It can cut a creature's silver cord on a natural 20 (assuming they are projected). It does double damage to creatures from the astral plane. A normal creature isn't able to heal from its wounds unless magically healed (as the damage is to the being's aura).
    • 2. Ethereal. The weapon is faintly visible as a ghostlike dagger, but ignores all physical barriers to attack. It attacks ethereal, spirit, or in-phase creatures for double damage. A normal creature isn't able to heal from its wounds unless magically healed (as the damage is to the being's spirit).
  • · 91-95. Material plane. Roll 1d2 to determine which:
    • 1. Negative material plane. The weapon drains two levels or Hit Dice of life energy on a natural 20. The weapon has no effect on undead creatures, but does double damage to creatures with a link to the positive material plane.
    • 2. Positive material plane. The weapon causes its special damage as healing to any living being, but if the being is already at full hit points, this applies as “damage”. This “damage” is actual, but does not count as pulling a creature below full hit points in terms of this spell. On a natural 19 or 20, it acts as a mace of disruption versus undead. Undead take double damage in any case from this weapon.
  • · 96-98. Outer plane. Roll 1d20 to determine which:
    • 1. Seven Heavens. This weapon is gleaming white, and radiates golden light. It repels evil creatures as a fear spell, 10-yard radius. It does double damage to chaotic evil creatures, and cannot strike lawful good creatures. It can spray holy water upon command in a cone 10-foot base by 50 feet long with a 30-foot maximum spread.
    • 2. Twin Paradises. This weapon is of entwined silver and white marble. It can cure serious wounds three times per summoning upon lawful good and neutral good creatures, and cannot strike such. It does double damage to chaotic evil and neutral evil creatures.
    • 3. Elysium. This weapon is of pure, glowing silver. It can turn undead and evil lycanthropes as a 12th-level priest. It does double damage to neutral evil creatures, and can disrupt undead creatures on a successful hit, although it cannot strike neutral good creatures.
    • 4. Beastlands (Happy Hunting Grounds). This weapon is made of stout oaken wood. It radiates a 6-yard radius field of animal friendship aimed towards the caster. It cannot strike neutral good and chaotic good creatures, but does double damage to lawful evil and neutral evil creatures. It can cure serious wounds to any normal plant or animal it touches, once per round.
    • 5. Olympus. This weapon is made of fine, polished steel. It cannot strike chaotic good creatures, but does double damage to lawful evil creatures. It can create food and wine upon command, as the priest spell (cast at twelfth level). It also does damage as if swung by one with 21 Strength.
    • 6. Gladsheim. This weapon crackles with lightning and fire, and is made of fine steel. It cannot strike chaotic good and chaotic neutral creatures, but does double damage to lawful neutral and lawful evil creatures. It gives a +4 to-hit and -4 on AC to any chaotic good and chaotic neutral warrior within 4 yards.
    • 7. Limbo. This weapon randomly shifts colour, composition, and radiance every round. It can strike any creature who can be hit by +4 weapons. Any spell effect directed at the wielder changes into a wild surge. It randomly polymorphs any substance or object it touches twice per round, and on a natural 19 or 20 polymorphs a creature randomly. It does double damage to lawful neutral creatures.
    • 8. Limbo.
    • 9. Limbo.
    • 10. Pandemonium. This weapon is made of howling wind and darkness. On a natural 19 or 20, it blinds and confuses (as the spells) its target. It cannot strike chaotic neutral and chaotic evil creatures, but does double damage to lawful neutral and lawful good creatures.
    • 11. The Abyss. This weapon drips acid and venom, and is seemingly composed of demon-parts. On a natural 19 or 20, it causes the target to save versus poison or take 3d20 poisonous acid damage, regardless of magical or natural resistance to poison or acid. It cannot strike chaotic evil creatures, but does double damage to lawful good creatures.
    • 12. Tartarus. This weapon is composed of stagnant black liquid. On a natural 19 or 20, it causes complete amnesia which can only be removed by a heal. It cannot strike neutral evil and chaotic evil creatures, but does double damage to lawful good and neutral good creatures.
    • 13. Hades. This weapon is composed of bone and blood. On a natural 19 or 20, the victim must save versus death magic or be transformed into an undead creature. It cannot strike neutral evil creatures, but does double damage to neutral good creatures.
    • 14. Gehenna. This weapon is composed of mingled brimstone and shadow. It cannot strike neutral evil and lawful evil creatures, but does double damage to neutral good and chaotic good creatures. On a natural 19 or 20, it inflicts a rotting disease upon its victim (as per a mummy's touch).
    • 15. Nine Hells. This weapon is composed of fire and brimstone. On a natural 19 or 20, the creature struck takes 3d20 flame damage, regardless of magical or natural resistance to fire. It cannot strike lawful evil creatures, but does double damage to chaotic good creatures.
    • 16. Acheron. This weapon is made of cold iron which glows with a red radiance. On a natural 19 or 20, it paralyses its victim. It cannot strike lawful neutral and lawful evil creatures, but does double damage to chaotic good and chaotic neutral creatures.
    • 17. Nirvana. This weapon is perfectly symmetrical along at least two axes, and appears to be made of grey crystal. On a natural 19 or 20, its victim is held for 3d6 rounds. It cannot strike lawful neutral creatures, but does double damage to chaotic neutral creatures.
    • 18. Arcadia. This weapon appears to be made of wood which has been turned into precious metal. When it touches any poison or acid, the latter is instantly nullified. It cannot strike lawful good and lawful neutral creatures, but does double damage to chaotic neutral and chaotic evil creatures. It can cure poison twice per round when it is touched to any creature.
    • 19. Concordant Opposition. This weapon is of pure white crystal, fine steel, and polished obsidian intertwined. It cannot strike druids or other creatures who protect the balance. It does double damage to lawful good, chaotic good, chaotic evil and lawful evil creatures. Its attack ignores the defences of a creature whose powers are based on strong alignment, such as demons, paladins, and slaadi.
    • 20. Concordant Opposition.
  • · 99-00. Unusual, demi-planar. Roll 1d4 to determine which:
    • 1. Demi-plane of electromagnetism. The weapon is +5 to-hit against opponents clad in metallic armour. It can repel or attract metal objects with 17 Strength within a 5-yard radius at command. On a natural 20, it knocks back an opponent up to 8 yards for 3d6 extra impact damage. It does double damage to creatures of a ferrous composition.
    • 2. Demi-plane of shadow. The weapon is actually only quasi-real, but appears to be made of solid blackness. A creature struck must disbelieve or take double actual damage. It does double damage against creatures of light or any illusory “beings”. On a natural 19 or 20, blinds a creature for 3d6 turns.
    • 3. Demi-plane of time. The weapon appears to be simply a wavering violet outline. It ages a creature 2 years for each point of damage accrued (random direction, 50% chance each hit of ageing older or younger). On a natural 20, throws an opponent 1d4x1d100 turns into the future (or the past - at the DM's option).
    • 4. DM's option. This can be as strange as you like. It can be a weapon composed of the mists of Ravenloft, of the phlogiston, or of some far-distant and really bizarre plane of the DM's own devising.

The material component is as with lesser planar weapon.

(Source: GNSB, Author: Keith Taylor)

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