Amplification


(Level 10 Alteration Spell)

Range: Special
Duration: Special (maximum of 3 turns)
Area of Effect: Special
Components: VSM
Casting Time: 2
Saving Throw: None

This spell multiplies by twelve any factors of another spell, cast immediately after amplification. Damage, range, area of effect, duration, and any other numeric qualities of a spell (except saves) are all multiplied by twelve (12). After the spell is cast, the next spell cast by the wizard will be affected by amplification.

At the time amplification is cast, it drains energy from the mage, reducing him to 1d4 Hit Points. If the mage’s Hit Points are less than whole (100%), then the spell may kill him; a successful system shock roll will mean that the spell fizzles, the wizard is reduced to 1d4 Hit Points, and that he will remain unconcious for 2d4 days. Rings of regeneration or priestly healing may restore the lost Hit Points, and as soon as those Hit Points are at the normal maximum for the wizard, he may cast amplification again (causing an amplification of 144x normal), providing that he has it memorized. The spell may not be cast more than twice in a row, or all the amplifications will fizzle with no effect.

It is possible to bypass the ‘two in a row’ policy, through the use of wish spells, but the maximum damage from any amplification enhanced spell is 1,728x normal for all factors. And, of course, a deity may decide not to grant the Invocation spell wish.

In all cases, each amplification spell induces a saving throw penalty to the next spell cast, where applicable, of 6 (for a -6 penalty).

Amplification cannot be made permanent, except by deitific intervention.

The material component for this spell is a large emerald cut into a dodecahedron (it must have a final diameter of not less than one inch, or two point five-four centimeters

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