D'Sparil - Serpent Riders
| Statistic | Wimpy Rules | Power Rules |
|---|---|---|
| Frequency | extremely rare (according to legend, only three exist) | extremely rare (according to legend, only three exist) |
| Intelligence | supra-genius (19) | supra-genius (20) |
| Treasure | unknown (make it up) | unknown (make it up) |
| No. Appearing | 1 | 1 |
| Armor Class | 9 | 9 |
| Movement | 12 | 12 |
| Hit Dice | 9 HD + 28 | 22 HD + 5 |
| THAC0 | 2 | 2 |
| No. of Attacks | 1 | 1 |
| Damage/Attack | per spell | per spell |
| Special Attacks | spells -- see below | spells -- see below |
| Special Defenses | nil | nil |
| Magic Resistance | 85% | 85% |
| Size | M (6') | M (6') |
| Morale | 20 (fearless) | 20 (fearless) |
Description
Creature Statistics of D'Sparil / Serpent Riders
- Wimpy Rules: Should a DM desire to have D'Sparil as a part of a campaign, it is suggested that D'Sparil be treated as a 25th - level necromancer.
- Power Rules: Should a DM desire to have D'Sparil as a part of a campaign, it is suggested that D'Sparil be treated as a 30th - level necromancer.
D'Sparil's Attacks
This first type of attack consists of a more improved version of the improved magic missile spell he has taught his disciples, called D'Sparil's Much Improved Magic Missile, not to be confused with the two lesser spells with shorter names.
D'Sparil's Much Improved Magic Missile
| Field | Value |
|---|---|
| Wimpy | 4d4 per missile |
| Power | 7d8 per missile |
| Casting Level | 10th |
| Range | 90 yards + 15 yards/level |
| Components | V, S |
| Duration | Instantaneous |
| Casting Time | 1 |
| Area of Effect | 1 or more creatures in a 5 - yard cube |
| Saving Throw | none |
This spell is identical in execution as the other two except for the following: damage is increased to the amount specified above (WIMPY or POWER), and three missiles are discharged regardless of level. The amount of damage shown above applies only if a creature is hit with one magic missile; just as with the original spell, more than one missile can be directed towards a target and missiles can be directed to its own target.
D'Sparil often couples the casting of this spell with Summoning a Disciple of his into the midst of combat while the target has been temporarily distracted or disoriented by the attack. If that Disciple is accidentally killed by the magic missile or appears in solid rock or whatever, it is most unfortunate ... but their devotion and readiness to die for him is touching. From them D'Sparil expects everything, and that is what he receives.
Dominion
This artifact is a staff of meteoric iron sheathed in gold, ending in a spearhead with two tines on either side like a trident. D'Sparil uses Dominion to maintain his authoritarian power over his subordinates. It is also alternatively called the Staff of D'Sparil but Dominion is its proper name.
Dominion is an intelligent item; it has no great intellect (INT 7) but it is able to interact well with whomever owns it. Dominion has three powers:
- Cast an electrical ball - lightning discharge.
- Range: unknown
- Damage
- WIMPY: 4d12+12
- POWER: 5d8+75
- Teleport its wearer to any spot within a 100 - foot radius of its present location instantaneously.
- Allow its wielder to cast two spells simultaneously, with one additional spell on top of that for every five experience levels.
Anyone touching Dominion will instantly take 3d6+7 : 5d12+20 (WIMPY:POWER) points of damage per round unless they know the command word, but that information is privy only to D'Sparil and the most trusted members of his Court.
Also in this section of the source
V. Spells from Heretic Cheat Codes
This section is not really a part of the game of HERETIC. I merely allowed myself a bit of leeway and had some fun with it, while writing a NetBook that had to have exacting standards. But I think you will enjoy it at least a little.
With cheat codes, there is no randomness in their function and success is automatic. But it seems so much like casting a spell when I type in the cheat code MASSACRE on the keyboard, and hear the music of the deaths of all the monsters I have not killed so far on the current level, that I could not help but invision speaking the magical words and gesticulating. I get the same impression when I "cast" god mode on myself, via the cheat code QUICKEN.
At heart, I am more a fighter than a wizard, so I must admit to no great experience in role-playing wizards or magic - users in general. What spells I have tried to create from HERETIC's cheat codes is hopefully original enough to be interesting. Because cheat codes really have no function other than to make the game easier, there are no "WIMPY" or "POWER rules as a means of having a check on the power of these spells. On the other hand, I tried to make them good enough to be useful, yet fair enough to prevent munchkins from abusing them too badly.
An astute observer may note that not all the HERETIC cheat codes have been added; this is because I could not find any use for it as a spell, or that all the ideas I could come up with for it were too powerful. Below is a list of all the cheat codes I know of, starred if they are used. A brief description of their use in HERETIC is also given. There are probably others that exist, but I don't know about them because I have never needed them and so eventually forgot all about them. The other codes are listed in case any users of this netguide wish to propose some use for them or want to make something up among the players in their own circle.
| Cheat Code | Used | Description | |
|---|---|---|---|
| A. | Massacre | * | kills everything on the current level. |
| B. | Quicken | * | god mode (can't be killed) |
| C. | Rambo | — | get all weapons and full ammo |
| D. | Kitty | * | allows walking through walls |
| E. | Skeleton | — | get all keys |
| F. | Ravmap | — | show full map of the current level |
| G. | Engage | * | warp to a given level |
I have done what I could to assign the new spells to an appropriate school or sphere and spell level. If the DM feels he has a better opinion of its proper position and learning level, then he can reassign it. The assignments provided are merely suggestions.
Also please note that the fact that Quicken is listed twice is not an accident. There is one spell for wizards and one for priests, but are not, I think, in any way interchangable. (grin)
Massacre
| Field | Value |
|---|---|
| Level | WZ VIII |
| School | Necromancy |
| Range | 0 |
| Components | V, S, M |
| Duration | Instantaneous |
| Casting Time | — |
| Area of Effect | All creatures within 6 feet per level of caster |
| Saving Throw | special |
When this spell is cast, all living creatures of fewer than 30 HD / 40th level within the area of affect instantly take eight times their HD or level in damage. Those saving vs. death magic take only four times. The bodies of creatures who die as a result are consumed in flames (any possessions on their persons either saving vs. fire or being destroyed).
Any living creatures greater than 30 HD / 30th level take only one point of damage per HD / level.
The material components of this spell are a Maulotaur's horn and a vial of fresh blood from the caster mixed with blood from a Maulotaur. The horn and blood need not be from the same Maulotaur.
Quicken (Priest Spell)
| Field | Value |
|---|---|
| Level | PR VI |
| Sphere | Protection |
| School | (Alteration) |
| Range | 0 |
| Components | V, S, M |
| Duration | Instantaneous |
| Casting Time | 6 |
| Area of Effect | Caster |
| Saving Throw | none |
Quicken transforms the caster into a liquid metal state. He retains almost all abilities and knowledge as before, but unless he is at least 15th level, he cannot cast spells or initiate any psionic powers (this does not apply to any spells already in effect or psionic powers requiring PSPs to be maintained), but he gains a 99% immunity to all spells cast directly at him or on him, but spells having an area of affect and such are not countered.
While he is in this alterated condition, he cannot be harmed by nonmagical weapons of any kind. Edged weapons merely pass through the permeable consistency of liquid metal like a knife through water; and bludgeoning weapons will do little more than cause a temporary dent. All such "injuries" reform within seconds. Magical weaponry, on the other hand, will inflict their plusses in damage, but no more.
Electrical attacks will heal instead of damage. Cold - based attacks will reduce the caster's DEX and movement rate by 1 for every seven points of damage it causes, but does not directly affect the caster's HP. When the movement rate is reduced to 0, his feet are frozen in place; when his DEX is 0, he is totally unable to move. At this point, his protection from nonmagical weapons is lost, and any damage taken from any melee weapon is quintupled (x5). Fire - based attacks operate completely the reverse of cold - based; movement and DEX can even be increased beyond their maximum, up to a limit of twice normal for movement and +1 for Dexterity.
This spell does not give the caster any unusual shapechanging or mimicing abilities; it is as if he is a living quicksilver image of himself, with all facial features remaining completely identifiable if eerily ghostlike.
The duration of this spell is three rounds plus one for every level of the caster.
Quicken (Wizard Spell)
| Field | Value |
|---|---|
| Level | WIZ II |
| Range | 0 |
| Components | V, S, M |
| Duration | One day |
| Casting Time | 2 |
| Area of Effect | Caster |
| Saving Throw | neg. |
This is a wizard spell which enables its target to perform any number of mathematical calculations instantaneously without any physical aid whatsoever, able to balance ledgers without error. Under the influence of this spell, the target is able to detect any numerical miscalculation merely by a quick glance over the pages of such documents. He becomes a master accountant.
This spell lasts one day, or until the caster falls asleep or is rendered unconscious.
The material component for this spell is a miniature working abacus and a clay tablet or a page of papyrus.
Kitty
| Field | Value |
|---|---|
| Level | WIZ I |
| Range | 30 yards |
| Components | V, S |
| Duration | One round |
| Casting Time | 1 |
| Area of Effect | Target |
| Saving Throw | neg. |
By use of this spell, the caster enables the target to become partially out of phase with normal matter for one round. This means that the creature or character can pass through up to one foot of matter without difficulty, provided the density of such solid matter is approximately that of normal earth. Solid stone is much more difficult to pass through; more than one inch in thickness cannot be passed. Extraordinarily dense matter, like lead, is impenetrable regardless of thickness. Regardless of density, there is no way to see beyond the solid matter except by passing one's head all the way through the rock.
If any part of the solid matter through which the creature is passing is subject to a stone to flesh or disintegrate spell, or other such alteration or abjuration magic, the creature dies instantly.
Engage
| Field | Value |
|---|---|
| Level | PR V |
| Range | 0 |
| Components | V, S, M |
| Duration | special |
| Casting Time | 1 |
| Area of Effect | Caster plus one creature per level up to four |
| Saving Throw | neg. |
When this spell is cast, all creatures subject to the spell will instantly vanish as if they were teleported. What really happens is that they are warped into some point in the future, but their location remains unchanged. So the caster and his followers eventually rematerialize after some predetermined passage of time, effectively time travelling into the future, hopefully to a point in time when their foes have given up and left the area, or when a certain creature or character is expected to be nearby at that instant, or whatever. There is no passage of time for those affected by the Engage spell; the only thing noticeable is a brief shimmering of light all around them. But depending on the strength of the spell, the world around them has aged hours, days, perhaps even months.
However much time the caster chooses to remain "out of the timeline," he is magically aged by five times that amount.
VI. Disclaimer
I, as a lover of our system of free exchange of ideas in balance with the sacred rights of owners over their property, do cheerfully include this disclaimer: Any and all copyrights contained herein remain the exclusive property of their owners. The creator of this NetBook in no way intends any theft or abuse of their rights to their own intellectual property. Imitation is the best form of flattery. This information is free; it will never be for sale.
Heretic is (c) 1994, 1996 Raven Software, Inc. All Rights Reserved. Hexen is similarly protected by law under the same copyright. Heretic and Hexen is published by ID Software, Inc., and distributed by GT Interactive SOftware, Corp.
In no way is the author of this netbook endorsed or supported by the creators or owners of Heretic, Hexen, and related copyrights. Questions regarding the original information contained herein should be directed at the author rather than said creators and owners, the latter having no responsibility or liability for such information.
The author of this work is in no way responsible for any consequences resulting from the use, misuse, abuse, harrassment, or verbal assault of this netguide.
The readers of this netguide are encouraged to freely distribute this netguide so long as they do nothing to the actual text thereof. Margins, HTML codes, and spacing between the lines and among the words may be altered as the editor sees fit, but woe to ye if a word is added, altered, or omitted ... ! The author does not like to reminded of any words which have been misspelled, as he is ever so proud of his diction.
Also, if you happen to be reading this and are among those responsible for the splendid creation of said games, I entreat you to consider the possibility that this guide might even enhance the demand for your products. (grin)
NetBook Created: 29 October 1996 (c) 1996, 1997 by Xeno, where applicable. Last Revision: 23 January 1997 http://www.people.memphis.edu/~mlsheltn mlsheltn@cc.memphis.edu
Thanx to the University of Memphis and the Computer Services Department for their computer services which aid in the distribution of this NetBook!
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