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miracle_max

Miracle Max

Miracle Max is the Imperial Alchemist.

Miracle Max is a Master of the Order Magica.

Max was brought to Arda by Aragorn after being thrown out by the old king's son.

Works with Nilua.

Alchemist L22 CG Human

Miracle Max's character sheet

Unique Spells by Miracle Max

Miracle Max's Appraising

(AKA: Mikki's Appraising)

(Divination)

  • Level: 1
  • Range: 0
  • Components: V, S, M
  • Duration: 1 turn + 1 round per level
  • Casting Time: 1 round
  • Area of Effect: Object touched
  • Saving Throw: None

The value of gems and art objects can be determined by the means of this spell. Objects must be well cleaned, which typically takes 5 rounds per object. Up to 3 items per level of the caster can be appraised. The chance of success is 50% + 5% per level of the caster. The material component is a bit of powdered silver.

(GNSB - Author: Samuli Mattila)

Miracle Max's Aura of Awe

(AKA: Aura of Awe)

(Conjuration/Summoning)

  • Level: 1
  • Area of Effect: The caster
  • Casting Time: 1
  • Components: V, S, M
  • Duration: 1 round
  • Range: 0
  • Saving Throw: None

This spell alters conditions around the caster, causing him/her to look very ethereal and powerful. The slightest waft of air will catch and billow the caster's cloak, his/her hair will blow about as if she is in a breeze, and her movements and voice will appear almost hypnotic. The dimmest light source silhouettes the character in a ghostly aura, and the overall effect is such that those in the caster's presence will be very impressed with him/her (+3 on reaction rolls). A penalty of 25% is assessed to a caster who seeks to hide in a shadowed area while under the effects of this spell, however. (Source: J. Quinn)

Miracle Max's Masturbation

(AKA: Masturbation)

(Enchantment)

  • Level: 1
  • Range: 10 yards
  • Components: S, M
  • Duration: 1 round per level
  • Casting Time: 1
  • Area of Effect: One creature
  • Saving Throw: Negates

This spell causes the horniness of Arousal with the added irresistible urge to masturbate with any and all external sexual organs. This spell functions like a combination of an arousal cantrip with a command to “masturbate!”. If no appendages are free for this purpose, the subject will rub the sexual organs against any nearby functional object. The material components are two pieces of cloth, rubbed quickly against one another.

(From Great Net Spellbook V6, Author: Mario R. Borelli)

Miracle Max's Smelt

(AKA: Smelt)

(Alteration)

  • Level: 1
  • Range: 0
  • Components: V, S, M
  • Duration: Permanent
  • Casting Time: 2 rounds
  • Area of Effect: Special
  • Saving Throw: None

This spell reduces a quantity of metal ore to the pure metal it represents. No slag is left, as it is consumed to provide energy for the spell.

A wizard may reduce an amount of metal, per level, as shown by the table below:

  • Metal: Ore Amount = Metal Resulting
  • Lead: 80 pounds = 60 pounds
  • Copper: 50 pounds = 30 pounds
  • Bronze: 40 pounds of copper + 10 pounds of tin = 30 pounds
  • Brass: 40 pounds of copper + 10 pounds of zinc = 30 pounds
  • Tin: 50 pounds = 30 pounds
  • Iron: 20 pounds = 10 pounds
  • Steel: 10 pounds of steel + 1 pound of charcoal = 5 pounds
  • Silver: 30 pounds = 20 pounds
  • Gold: 50 pounds = ¼ pound
  • Mithril: 1 pound = 1 ounce
  • Mercury: 1 pound = 1 ounce

By this method, low-level wizards should be able to smelt the daily products of a small mine. DMs should assign values to other metals based on their rarity, value, and usefulness as above.

When the spell is cast, the caster must place a small amount (a coin, drop, or small bar) of refined metal of the appropriate type on top the pile of ore. Then, as he speaks the words and makes motions of pumping a bellows or hammering, a bright light surrounds the ore, blinding all who look at it and fail to save versus paralysation for 1d6 rounds. No heat is produced by this.

When the light fades, a block of the pure metal of the indicated weight is seen resting on the same surface the ore was on. In the case of mercury, the caster must place the ore in a bowl before casting, or the fluid runs off.

(From Great Net Spellbook V6, Author: Keith C. McCormic (Darktooth))

Miracle Max's Sandstorm

AKA: Sand Storm

(Alteration)

  • Level: 3
  • Range: 60 yards
  • Components: V, S, M
  • Duration: 1 turn + 1 round per level
  • Casting Time: 4
  • Area of Effect: 50-foot radius
  • Saving Throw: Special

This spell creates a sand storm from any convenient source of sand, gravel or loose topsoil in the area of effect, which may be used either defensively or offensively. In its defensive capacity, the sandstorm may be used as a cloak for an escape or as a means of blocking pursuit. In an offensive capacity, it may be centred on one or more persons and have effects on them. The degree of the storm created is variable, based on a 1d20 roll on the table below. For every 3 levels of the wizard casting the spell, the wizard may add or subtract a 1 modifier. Unless noted as such, there is no saving throw for effects.

  • D20 Roll: Type of Storm = Effects
  • 01-04: Light = Obscured vision, ¾ movement rate
  • 05-12: Moderate = Obscured vision, ½ movement rate, 1 HP per round damage
  • 13-17: Heavy = Obscured vision, ½ movement rate, 1d4 HP per round damage
  • 18-19: Turbulent = Obscured vision, ¼ movement rate, 1d6 HP per round damage, save versus death magic +2 or choke on dust, etc. for 1d10 damage extra (roll each round until the saving throw is made)
  • 20: Extreme = Obscured vision, _ movement rate, 1d8 HP per round damage, save versus death magic or choke on dust, etc. for 1d10 damage extra (roll each round until the saving throw is made), save versus spell or be blinded (save once)

Note that any man-sized or smaller flying creature is downed by a heavy storm, large creatures are downed by a turbulent storm and gargantuan creatures are downed by an extreme storm.

The material component of the spell is a handful of fine sand which is blown off the hand in the direction in which you wish the sand storm to rise.

(GNSB, Author: Michael Kenyon)

Miracle Max's Alarm

AKA: Pobithakor's Alarm

(Divination)

  • Reversible
  • Level: 4
  • Range: 0
  • Components: V, S, M
  • Duration: 1 day per level
  • Casting Time: 1 round
  • Area of Effect: One person
  • Saving Throw: None

This spell, when cast, will detect and instantly alert the wizard whenever the wizard is the subject of information-gathering spells or divination spells such as ESP or know alignment. The wizard will have a general idea of what is being used (mind reading, truth detection, etc.) upon him.

The reverse of the spell, Pobithakor's soothing, will cause the wizard to have no chance to discover that such spells are being used upon him, i.e., the wizard would not be able to detect someone scrying upon him.

The material components of the spell is an eye from a very keen eyed creature such as a hawk or a dragon. The reverse of the spell requires that the eye be punctured.

(GNSB, Author: Paul D. Walker)

Miracle Max's Blood Scent

AKA: Blood Scent

(Alteration)

  • Level: 4
  • Range: 0
  • Components: V, S, M
  • Duration: 9 rounds
  • Casting Time: 4
  • Area of Effect: Creature touched
  • Saving Throw: None

This spell causes the recipient to give off the strong smell of blood as if they were bleeding profusely. The victim will take no damage from the spell and there are no visible effects, only the scent of blood. The smell attracts carnivorous creatures in the area - usually sharks. The spell has a 10% chance of attracting wandering monsters on the first round after casting, with an additional 10% each round thereafter. This chance increases to a maximum of 90% on the ninth and last round of the spell duration. The type of creatures appearing depends on the area the spell is cast. The DM can do a wandering monsters check to determine what shows up. The creatures that appear will be so strongly attracted to the spell victim that they will ignore all other living things in the area. When the spell duration expires, the scent immediately disappears and the attracted carnivores will no longer be attracted to the individual. However, if they successfully drew blood from the victim, chances are they will continue to attack.

The material component for this spell is a shark's tooth.

Note: this spell was created for use underwater. If the DM allows, the spell can be used in a land-based campaign to attract carnivorous creatures. The spell may not be as effective out of the water - at the DM's discretion.

(GNSB, Author: Steve Bartell)

Miracle Max's Firebolts

AKA: Telurian's Firebolts

(Invocation/Evocation)

  • Level:4
  • Range: 120 feet + 10 feet per level
  • Components: V, S, M
  • Duration: Instantaneous
  • Casting Time: 1 round
  • Area of Effect: Special
  • Saving Throw: ½

This spell, unsurprisingly, creates bolts of fire. That may be a single bolt from the caster to one target, or any number of independently targeted bolts, up to one per level. If fired at one person, damage is 1d6 + 1 per level of the caster. If fired at multiple targets, the damage is 1d6 per bolt (more than one bolt can be fired simultaneously at a target giving an xd6 total damage, but only one saving throw is made and the additional damage comes into play only if there is but a single bolt).

This spell's advantage over fireball is its ability to strike only the desired targets during melee. Its level is higher due to the fact that thousands of wizards have spent centuries refining fireball, making it easier to cast whereas this spell is considered very rare.

Material components are as for fireball whilst somatic are both hands crossed at the wrists in front of the body swept rapidly apart. Intervening solid objects between caster and target take damage instead of the target.

(GNSB, Author: Warlock's Cave)

Miracle Max's Steal Skill

AKA: Steal Skill

(Conjuration)

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

This spell lets a wizard steal the class-related skills of a willing humanoid victim and transfer them either to the wizard or to a special container. The victim drops to first level, and regains levels at a rate of 1 per four hours thereafter. The wizard gains half the class-related skills of the victim (if stealing from a fighter, the wizard will gain the ability to wear armour and attack with a THAC0 halfway between the fighter's and the default 20 with any weapon with which the fighter is proficient; if stealing from a thief the wizard will gain thief abilities which are the average of the thief's abilities and the base of 4; in no case will abilities go down because of this). Abilities which are granted by a deity cannot be transferred this way, nor can spellcasting abilities. The transferred abilities fade after one turn per level.

The material component is a symbol of the class to be transferred, specially prepared and costing not less than 10 gp per level of the target. If the wizard wishes, he may imbue the symbol with these skills rather than using them at the time (in which case it will not disappear). The primary purpose of this use is to provide the material component for Spirit Skill.

(GNSB, Author: Unknown)

Miracle Max's Absorb Level Drain

AKA: Absorb Level Drain

(Abjuration)

  • Level: 5
  • Range: 0
  • Components: V, S, M
  • Duration: 3 turns per level or until dispelled
  • Casting Time: 5
  • Area of Effect: Creature touched
  • Saving Throw: Negates

When cast on a subject, this spell absorbs the next level drain attack on the subject and is then used up. Eg., if the spell were cast on a target who was then later hit by two spectres in the same round, the first hit would only do damage and not drain levels but the second hit would drain levels as normal. The material component of this spell is a bit of sponge.

(GNSB, Author: Unknown)

Miracle Max's Forest Fireball

AKA: Symkalr's Forest Fireball

(Invocation/Evocation)

  • Level: 5
  • Area of Effect: 20-foot-radius globe
  • Casting Time: 5
  • Components: V, S, M
  • Duration: Instantaneous
  • Range: 10 yards + 10 yards/level
  • Saving Throw: 1/2
  • (Reversible)

Identical in visual and casting effects to a standard fireball spell (see the Player's Handbook), this spell alters the effects of the saidd spell's magical flames and explosion so they are utterly ineffective against plant and vegetable matter of all kinds. The only distinct difference between the forest fireball spell and its parent spell is the lack of lingering fires; the explosion and blossoming fire of this spell implodes, drawing in and snuffing out its own fires at the end of the round. In other words, the mage points a finger, speaks the range in distance and height, and a streak of flame arcs from the pointing digit to the range at which the spell is to detonate. Once it explodes, the forest fireball deals 1d6 of damage per experience level of the caster to all animal and mineral matter within its area of effect (save vs. spell for half damage). All trees, grass, wood (including wooden weapons, axe handles, wands, and even parchment from wood pulp or leaves) is unaffected by either the explosion or the flames. All vegetable-based beings (treants, dryads, shambling mounds, etc.) are immune to the effects of the forest fireball, as are any items they carry (like the immune items on a PC who makes a successful saving throw vs. a standard fireball). If the spell is memorized and the casting is reversed, the forest-raze fireball harms only plants, plant-based material, vegetable matter, and plant- and vegetable-based beings. All plant material must make item saving throws against magical fire or be consumed. Plant-based creatures suffer damage (of half-damage, if saved) as normal characters.

(AD&D Source Unknown “TSR, Inc. Books”, poss. Myth Drannor, not in WSC)

Miracle Max's Rune of Magic Resistance

AKA: Whisper's Rune of Magic Resistance

(Abjuration)

  • Level: 5
  • Range: 0
  • Components: V, S
  • Duration: 1 day per level
  • Casting Time: 2 turns
  • Area of Effect: One creature
  • Saving Throw: None

When this spell is cast, a garish green glowing rune appears on the target creature. This rune gives the wearer a magic resistance of 5%.

However, a creature's body is only able to withstand the magic of up to one such rune per two Hit Dice or level. Should one cast any more of these runes onto a creature, every additional rune drains 1 point of Constitution, 1 point of Strength and 2d4 hit points per hour (those not rating Strength and Constitution lose 3d4 hit points and have a penalty of -1 to-hit per hour). For more information on runes see Whisper's rune of protection versus weapons.

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