D&D Spellbooks
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Contents |
Theorems of Evocation
Evocation as basis of combat
Written in the years from 1248 to 1255 DR by the Drow Wizard Darizkan Baenre from Men-zoberranzan, this tome is quite common among the Mage of House Baenre and its allies. Numerous copies circulate in these cir-cles, partly duplicated by the author himself, but more often copied by others with a varying degree of accuracy and the occasional addi-tions or annotations.
For some time now, identical copies of the text have been appearing in Sembia and the Moonsea region, all of them apparently created by the same party. The are traded at prices around 30,000 GP.
Appearance
The cover of the original – now considered lost – is reported to have been created from the smelted Weapons and Armor of those slain with the spells recorded within. A pupil of the author told about magical energies discharging from the cover now and then, remnants of the enchantments that had been cast upon the weapons.
The copies vary in quality and appearance, but quite a few are bound in leather of magical beasts or other trophies collected by the users.
Contents
In the 250 pages of the tome, the author explains in a precise, but frequently awkward speech the concepts and methods he developed to invoke and control magical ener-gies.
Every chapter starts with a variation of the common Magic Missile spell. From this base, the way to more complicated and dangerous Formulas is deducted.
At the end of a chapter, the reader can usually find a collection of additional spells. These are not connected to the theories explained before, but were thought to be useful to the reader nonetheless, and have therefore been added to the tome. Sometimes, parallels are constructed between the invocational and the other spells, but more often than not these are quite confusing. The interested reader can, however, deduce something about the methodical differences between the different schools of magic.
Among the formulas, a number of passages is dedicated to illustrating the practical use of the imparted knowledge. These sections include hints for a tactically clever use of the tome's spells or known counterspells and defenses, clues about special resistances of some crea-tures against certain spells and the possibilities arising from combining other spells. A special focus is laid on the cooperation with mundane fighters – typically in a way putting the warriors in harm's way to protect the Wizard from any danger.
The author gives some formulas for comparing the value of the wizard's won soldiers and allies and the possible damage done to the enemy forces when throwing Fireballs or Lightning Bolts into melee fights. The casual way he does this allows some conclusions about his moral constitution and his opinion on sacrificing others for his own gain and safety.
These sections contain several praises about lolth and her priestesses, and advise the reader to adapt to the strategies and com-mands given by his supposed drow superiors. These sections have little inner relation with the remaining text, which may be interpreted as a hint to a lack of faith and obedience hidden by the author.
Mastering the Tome
DC 30, 35 days Level I: Endure Elements, Shield, Mage Ar-mor, Magic Missile, lesser Cold / Electric / Fire orb (T&B) Level II: Continual Flame, Darkness, Daylight, Flaming Sphere, Improved Magic Missile I (new spell), Levitate Level III: Protection from Elements, Fireball, Lightning Bolt, Fly, Improved Magic Missile II (new spell) Level IV: Cold / Electric / Fire Orb (T&B), Darizkan's Aura of Darkness, Darizkan's Strength of the, Minotaur, Dimension Door, Fire Shield, Ice storm, Improved Magic Missile III (new spell), Wall of Fire Level V: Cone of Cold, Improved Magic Missile IV (new spell), Wall of Force, Wall of Stone
Darizkan's Aura of Darkness
Abjuration Level: Sor/Wiz 5 Components: V, S Casting Time: 1 action Range: Touch Target: Creature Touched Duration: 2 hours/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless)
This spell was created by a drow researcher to allow raids on the surface world and to protect against light and daylight spells cast by enemy spellcasters. It creates shadows pouring from the casters body and surrounding him like a dark mist.
Otherwise, the spell's effects are identical to Cloak of Power (FR Campaign Setting, p. 68) except as noted above.
It can be dispelled by a spell with the light de-scriptor of 6th level directed at the subject pro-tected by the spell. If the subject fails his sav-ing throw, the spells ends as if dispelled with Dispel Magic. If the spell allows no saving throw, a will save is rolled to determine whether the Protective Aura was dispelled or not. Keep in mind that Cloak of Power grants a +4 resistance bonus on saves against light spells.
Darizkan's Greater Magic Missile I
Evocation [Force] Level: Sor/Wiz 2 Components: V, S Casting Time: 1 action Range: Medium (100 ft. + 10 ft./level) Targets: Up to ten creatures, no two of which can be more than 15 ft. apart Duration: Instantaneous Saving Throw: No Spell Resistance: Yes
As Magic Missile except as noted above. Addi-tionally, the maximum of missiles created is 10 missiles at caster level 14. Protections able to stop magic missiles (e. g. shield brooches, the shield spell, Spellblades) are effective against this spell. Improved Magic Missile counters, but is not countered by Magic Missile. The Missiles are colored purple.
Darizkan's Greater Magic Missile II
Evocation [Force] Level: Sor/Wiz 3 Components: V, S Casting Time: 1 action Range: Medium (100 ft. + 10 ft./level) Targets: Up to ten creatures, no two of which can be more than 15 ft. apart Duration: Instantaneous Saving Throw: No Spell Resistance: Yes
As Magic Missile except as noted above. Addi-tionally, the maximum of missiles created is 10 missiles at caster level 14. each missile deals 1d6+1 points of damage. Protections able to stop magic missiles (e. g. shield brooches, the shield spell, Spellblades) are effective against this spell. Improved Magic Missile counters, but is not countered by Magic Missile. The Missiles are colored bright yellow.
Darizkan's Greater Magic Missile III
Evocation [Force] Level: Sor/Wiz 4 Components: V, S Casting Time: 1 action Range: Long (400 ft. + 40 ft./level) Targets: Up to fifteen creatures, no two of which can be more than 15 ft. apart Duration: Instantaneous Saving Throw: No Spell Resistance: Yes
As Magic Missile except as noted above. Addi-tionally, the maximum of missiles created is 15 missiles at caster level 19. each missile deals 1d6+1 points of damage. Protections able to stop magic missiles (e. g. shield brooches, the shield spell, Spellblades) are effective against this spell. Improved Magic Missile counters, but is not countered by Magic Missile. The Missiles are colored light blue.
Darizkan's Greater Magic Missile IV
Evocation [Force] Level: Sor/Wiz 5 Components: V, S Casting Time: 1 action Range: Long (400 ft. + 40 ft./level) Targets: Up to fifteen creatures, no two of which can be more than 15 ft. apart Duration: Instantaneous Saving Throw: No Spell Resistance: Yes
As Magic Missile except as noted above. Addi-tionally, the maximum of missiles created is 15 missiles at caster level 19. each missile deals 1d6+1 points of damage. The Missiles pierce Shield spells, circumvent shield brooches and other defenses meant to stop magic missiles. Additionally, they grant a +2 bonus on the check to breach spell resis-tance (a circumstance bonus). Improved Magic Missile counters, but is not countered by Magic Missile. The Missiles are colored dark blue.
Darizkan's Strength of the Minotaur
Alteration Level: Sor/Wiz 4 Components: V, S, m Casting Time: 1 action Range: Touch Targets: Creature touched Duration: 1 hour/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless)
As Bull's strength except as noted above. Ad-ditionally, the target's strength is increased by 2d4+2 points. Arcane Material Component: A few hairs from a minotaur or a splinter of a minotaur's horn
Specialties
In a addition to a number of new spells, some sound theoretical basics are covered by this book. These might prove useful in developing variations of old spells or even completely new spells. When using the book, a wizard developing new spells gains a +2 competence bonus on his spellcraft checks if the researched spell is from the school of evocation.
The hints about defense mechanisms of some creatures against magical attacks grant a +2 competence bonus on Knowledge (Nature) and Knowledge (Monstrology) checks when looking for answers to related questions. To gain the bonus, the user has to invest an hour of study.
Excerpt: How to kill Ogres
Oftentimes, the user will be re-lied upon if an ogre needs to be slain. With their physical strength and immense courage, ogres are superior melee fighters. Only a few swordfighters can even hope to survive a close combat with one these brutish beasts. Armed even with a simple club, it can crush even a well armored war-rior with a single strike. Therefore, the user should not rely on his soldiers to bring the beast down. They are put in a better use distracting the beast from him, surrounding it with some distance, so that they can take cover or retreat as soon as the ogre advances on them, but near enough to take advantage of any openings in its cover. Crossbows are especially valu-able, as the Ogre is often puz-zled with the attackers ability to hurt it from a distance. The user should never get near the ogre, using all the available spells to hold distance between them. Levitation and flying spells are especially useful, as the ogre's inferior intellect is not suited for dealing with attacks from three dimensions. Having taken a safe position, Fireballs and other flaming pro-jectiles prove useful, as the hides the ogre covers himself with are quite easy to set aflame. The danger of getting caught in the flames themselves reminds the soldiers to avoid unneces-sary heroism and keep their distance. If his soldiers carry crossbows, a Wall of Fire is of special value. The primitive Ogres fear fire and often lack the courage to break through the flames. The user should not, however, follow the ogre in its stupid assessment of the situation, as the fire of such a spell are typically not hot enough to kill an ogre outright. Even severely wounded, its rage might allow him to continue the fight after jumping through the Wall – if it dares to. Less helpful are invocations of light radiation. Contrary to com-mon belief, ogres are not a member of the goblinoid family, but the least of the giant races. Giants, however, endure exposi-tion to light with ease.

