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===Spells=== '''''Venom bite (Evocation)''''' ::Level: 2 ::Components: V,S ::Range: 5 yds. + 5 yds./lvl. ::CT: 1 ::Duration: Instant. ::Save: Special ::Area of Effect: 10' square This spell is the neogi version of a magic missile spell. When cast, the spell brings into being a small set of pointed teeth that are fired outward from the caster's body. One set of teeth is created for every two levels of experience beyond the 1st possessed by the caster (e.g., a 3rd-level caster would create two sets of teeth) to maximum of four sets of teeth. The teeth strike as 5-HD monsters; any creature struck by a set of teeth must save vs. spells or be slowed for 1-4 rounds. The caster can divide the sets of teeth among as many opponents as he desires so long as they are all within a 10' square selected as the focus for the spell. Hits from multiple sets of teeth require multiple saves, unless a save is failed and the victim is slowed. Further bites from the same casting of this spell have no effect once the victim has already been slowed. '''''Spider gout (Conjuration)''''' ::Level: 2 ::Components: V,S,M ::Range: 10 yds. ::CT: 2 ::Duration: Instant. ::Save: ½ ::Area of Effect: One creature This spell creates a magical glob of spider venom in the caster's mouth, which the caster spits out at any single target within range. The caster may retain the venom for a number of rounds equal to half his level. If he retains it longer, he suffers the damage detailed below, without any saving throw. The caster can spit the venom up to 10 yards, whether he normally is capable of such an action or not. The caster must make a successful attack roll to strike the target (no range penalties apply). Failure indicates the venom glob missed, causing it to dissolve harmlessly. Creatures struck must save vs. poison or suffer 2d4 hp damage plus 1 hp per level of the caster to a maximum of +10 hp damage at 10th level. A successful save indicates only half damage. The material component is the neogi's own poisonous saliva. '''''Arachnophobia (Illusion/Phantasm)''''' ::Level: 3 ::Components: V,S ::Range: 5 yds./level ::CT: 3 ::Duration: 1 rd./level ::Save: Neg. ::Area of Effect: Special Upon casting this spell, the caster creates the illusion of thousands upon thousands of crawling spiders. Only a number of creatures equal to the level of the caster can be affected by this illusion, and all must be within a 10'-diameter sphere. Any creature targeted by the spell must save vs. spells, success indicating that the spell has no effect. Any creature who fails its initial save must save vs. spells again. Success now indicates the creature flees from the area at its fastest possible movement rate for 2-5 rounds. Those who fail are so frightened that they are unable to do anything except try to remove the spiders they believe are crawling all over their bodies. The illusion this spell creates is different for each individual. It might be argued that, for example, umber hulks have little to fear from spiders. But when those spiders are 1' in diameter with armor-piercing fangs, there is much to fear. The neogi tend to use this spell to disrupt and disorganize enemy forces when boarding actions are taking place. Note: Regarding the initial saving throw, DMs must decide whether the target creature has reason to believe that what he is witnessing is an illusion. It is not unreasonable to assign a beneficial modifier to the initial save roll if the target has reason not to believe in the illusory spiders. '''''Identify race (Divination)''''' ::Level: 4 ::Components: V,S ::Range: Touch ::CT: 4 ::Duration: 1 rd./level ::Save: None ::Area of Effect: One creature This unusual spell is used by the neogi to identify the capabilities of a newly encountered race. The spell provides for the caster the name of the race (as it is known to the creature itself), its general combat abilities, a brief knowledge of the creature's customs, and what the creature needs to survive. The spell can identify only one piece of information (e.g., the usual methods of attack) per round. The DM must decide if the information being sought is available. The spell will only identify with that particular creature's life, not the race as a whole, so different readings are possible. For example, the lifestyle and abilities of a human wizard of Thay from the FORGOTTEN REALMS® setting will differ greatly from those of a human Knight of Solamnia from Krynn of the DRAGONLANCE® saga. This spell is used by the neogi to determine the abilities and needs of a potential slave without serious risk to the slave's life. Although this spell may seem somewhat trivial to other races, it has been witnessed that ships bearing neogi wizards capable of casting this spell have far more powerful slaves than those that do not. '''''Lethal hatchling (Necromancy)''''' ::Level: 5 ::Components: V,S ::Range: 10 yds ::CT: One round ::Duration: Special ::Save: Special ::Area of Effect: One creature Upon utterance of this spell, the caster conjures up a small, 1 -diameter egg that fires outward from the caster and toward the target. The target is then entitled to a save vs. death magic. If the save succeeds, the spell has no effect. Failure indicates a most gruesome fate: The egg enters the victim's body and begins to grow. For the next four rounds, the target is entitled to another save vs. death magic each round at a -2 cumulative penalty (i.e., -2 on the first save after the egg enters the body, -4 on the second, etc.). Each failed save results in a loss of 25% of the target's original hit-point total. If the target makes a successful save during this time, the spell is halted and the egg's growth stops and then deteriorates. If the target dies, a newborn neogi erupts out of its body. Some neogi wizards have been known to cast this spell to replace neogi lost in earlier combats. This is a rare occurrence, however, as it usually requires the sacrifice of a slave to do so.
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