Forcecage (Evocation)
Range: 10’/2 lvl; Components: V, S; Duration: 6 turns + 1/lvl; Casting Time: 4 seg; Area of Effect: 20’ cube; Saving Throw: None
Explanation/Description: This powerful spell enables the caster to bring into being a cube of force, but it is unlike the magic item of that name in one important respect: The forcecage does not have solid walls of force; it has alternating bands of force with ½’ gaps between. Thus, it is truly a cage rather than an enclosed space with solid walls. Creatures within the area of effect of the dweomer are caught and contained unless they are able to pass through the openings - and of course all spells and breath weapons can pass through the gaps in the bars of force of the forcecage. Furthermore, creatures with a magic resistance can apply that resistance in a single attempt to pass through the walls of the cage. If resistance fails, then the creature in question is caged. Regardless of success, any and all other creatures also in the area of effect of the spell are trapped unless they also have magic resistance which allows them to escape. The forcecage is also unlike the solid-walled protective device, cube of force, in that it can be gotten rid of only by means of a dispel magic spell or by expiration of the dweomer. Although the actual casting of the spell requires no material component, the study of the spell required to commit it to memory does demand that the magic-user powder a diamond of at least 1,000gp value, using the diamond dust to trace the outlines of the cage he or she desires to create via spell casting at some later time. Thus, in memorization, the diamond dust is employed and expended, for upon completion of study, the magicuser must then toss the dust into the air and it will disappear.
Banishment (Abjuration - Evocation)
Range: 20’; Components: V, S, M; Duration: Permanent; Casting Time: 7 seg; Area of Effect: 2 levels/HD of creature(s)/lvl; Saving Throw: Special
Explanation/Description: A banishment spell enables the caster to force some creature from another plane to return to its own abode. The effect is instantaneous, and the subject cannot come back without some special summoning or means of egress from its own plane to the one from which it was banished. More than one creature can be forced into magical banishment, providing the spell caster is of sufficient strength (levels of experience) to do so, and providing that the potential subjects are within range of the spell. The spell requires that the magic-user both name the type of creature(s) to be sent away, give its true and proper name as well, and call upon powers opposed to the creature). In any event, the target creature’s magic resistance must be defeated for the spell to be effective. The material components of the spell are substances harmful, hateful, and/or opposed to the nature of the subject(s) of the dweomer. For every such substance included in the casting, a subject creature loses -2 from the dice rolled to determine its Saving Throw vs. Spells. For example, if iron, holy water, sunstone, and a sprig of rosemary were used in casting a banishment upon a demon, its Saving Throw vs. Spells would be made at -8 (four substances times the factor of 2). Special items, such as hair from the tail of a ki-rin, or couatl feathers, could also be added to bring the factor up to -3 or -4 per such item. In contrast, a devil’s scale or titan’s hair, or mistletoe blessed by a druid might lower the factor to -1 with respect to a demon. If the subject creature makes its Saving Throw vs. Spells, the caster will be stung by a backlash of energy, take 2-t2 points of damage, and be stunned for 2-12 segments.
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