"Go to the sign of Marvel's Axe, a dubious inn on the edge of the Thieves Quarter, in the City of Greyhawk, and look to your own wrist. If you perceive a bracelet and dangling dice, watch for the next throw in the war between Law and Chaos and be prepared to follow the compelling geas." -Signal
Monday, March 26, 2012
AD&D 2e Arms and Equipment Guide, Bestow Essence
The 2e Arms & Equipment Guide (DMGR3) is one of both the most informative and at the same time least useful of the "splat" books. The information contained in the book is accurate and informative but the book does not really offer much more than the information. The image of the book I have does not have the DMGR3 designation on it so I am not sure what printing of the book this actually is. In the end I am not sure it matters unless there is some level of rarity that comes into plae and I sort of doubt that. As I said the book is useful in the information it provides but at the same time it is merely that....an informative text. In 1991 when the book was initially published that might have been enough. In the world of Wikipedia and Google finding out the difference between splint mail, banded mail and ring mail can be found easily enough and quicker than going to the book shelf to get this.
Published: 1991
Pages: 128
From the back of the book:
At one time or another every Dungeon Master faces questions like "What's the difference between banded mail and splint mail?" and "What do all these pole arms look like?" The DM and players alike will be thrilled to find answers to these and other equipment questions all in this book, the Arms and Equipment Guide. Lavishly illustrated, this book provides valuable descriptions and diagrams for a variety of armors, weapons and barding, as well as important items of clothing and equipment. This is the essential volume for the well-equipped character!
Spell:
Bestow Essence
Level: Eighth
Range: Touch
Duration: Instantaneous
Area of Effect: Creature Touched
Components: V,S
Casting Time: 2 Segments
Saving Throw: None
With the casting of this spell the magic user bestows the target of the spell with a portion of their life essence. The gift is great but comes with a hefty cost to the caster in what they have to give up.
The casting of this spell will grant the recipient a number of hit points equal to twice the caster's level. In addition to the hit points it will halt and damage or other detrimental effects for a number of turns equal to the caster's level. In addition to all of this the spell will also keep the target from dying do an any current affects for a period of time equal to the caster's level in hours. This will affect damage from items such as poisons and wasting diseases but it will not prevent damage from new sources such as combat and/or spells.
This boon does not come without a cost to the caster though. When the spell is complete the caster is required to make a system shock check and if this fails they will fall into a coma like state for 2d6 rounds. In addition to this and even if the roll is made they will suffer 2d6 points of damage with no save allowed. Finally and most dramatically the caster will be dropped to the next lowest level of experience. If their roll was made this will be to the halfway point and if not the the very beginning.
Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.
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