From: Tommy the Terrorist <[m--yd--y] at [super.zippo.com]> Newsgroups: rec.games.frp.dnd,rec.games.frp.misc Subject: Magic 101: A Taste of Necromancy (Part I) Date: 14 Jun 1998 07:37:04 GMT [Note: the following makes some references to rules of games put out by TSR Incorporated, but is *not* a TSR product and is not approved by TSR in any way, shape, or form. In fact, it runs contrary to several of their "rules of ethics", which is one reason why I wrote it. ;)] Anti-Copyright (A) 1993, Tommy the Terrorist. This document is explicitly a part of the public domain and can be copied, modified, used, etc. freely by all. Crystal Trap (Necromancy) Reversed Name: Author: Epidarius Level: 7 Frequency: Very rare Range: Touch Components: V, S, M Materials: Diamond (10,000 gp, specially enchanted), Diamond dust (10,000 gp crushed) Duration: Permanent until drained Casting Time: 1 round/hit point drained Area of Effect: 1 creature Saving Throw: (vs. death magic) Negates This innately evil spell allows a mage to store the lifeforce of a single victim within a magical gem and to call upon it without further spellcasting at the time of his need. In order to cast this spell, the caster must first acquire a captive victim --- a sentient, mobile creature which is conscious but incapable of escaping the caster's touch or of breaking his concentration. A creature of similar nature to the caster works best for purposes of this spell, but other creatures may be used with penalties explained below. The caster holds a specially enchanted diamond above the victim while chanting a word of power and grasping the victim. If the victim fails a save vs. death magic, an airy, blood-red emanation containing the victim's lifeforce oozes from the body into the crystal. As the spell progresses, a miniature image of the victim appears within the gem. When the spell is complete, the victim's body is dead, and his image is fully focused within the crystal. All nonmagical hit points possessed by the victim at the time of casting are stored for the caster's use. While within the crystal, the creature is effectively in stasis: it cannot eat, drink, sleep, excrete, heal or damage itself, has no difficulty breathing, and cannot use magical or psionic powers or call upon divine power. The creature can, however, gesticulate visibly, and is able to see what is going on outside the crystal, but cannot communicate using other senses. If the casting is interrupted, all lifeforce immediately flows back to the victim and the spell is wasted. To prepare the crystal used for this spell, the caster must obtain a diamond or other clear crystal of not less than 10,000 gp value, cut to a precise 30-sided shape, and inscribe it with magical runes equivalent to his true name and nature. Using an additional 10,000 gp in diamond dust he must draw a representation of the perfect shape in four dimensions possessing 120 dodecahedral sides of which the gem is a cross-section. To enchant the gem he must place it within the still-beating heart of an unborn babe within the still beating heart of its mother, and cast the crystal trap spell for the first time while chanting the power word he wishes to use in the future and standing in the center of the diagram of power holding the hearts and gem above his head. To avoid the stoppage of either heart or the misdrawing or smudging of the symbol, the caster must roll less than the sum of his intelligence and dexterity on 1d100, plus the amount by which a Healing proficiency check is made, if applicable. The caster may gain a bonus to this roll by the use of various strategems, e.g., standing on a wall of force to avoid smudging the lines. If this roll is failed, the gem will explode doing 3d20 damage (save vs. spell for 1/2) and destroying all components. Once the gem is enchanted, it must remain within one foot of the caster's skin at all times or else its attunement is immediately broken. If the gem contains any stored lifeforce at that time, it will explode 1d20 segments later doing damage equal to the stored lifeforce (1 hp per hp) to all within 10 feet (save for 1/2). Breakage of the gem has the same effect. While the caster and gem are attuned, both will be apparent to detect evil. The gem projects into all planes as the caster travels. In the astral plane, the gem is not subject to damage and cannot be removed from the caster, being an integral part of him there. To draw upon the stored lifeforce, the caster need only chant his chosen power word a number of segments equal to the desired hit points to be used. The reddish emanation will flow from the gem into him, his wounds will be healed, and equivalent wounds will appear on the victim within the gem, which may react appropriately. When all hit points are used up, the victim falls dead and fades away, though the gem may be reused. If the victim is substantially different from the caster (a dragon drained by a human), the DM may impose a penalty ratio on hit points recovered. The caster may also need to save vs. spell or heal with the appearance of the victim (scaly skin over the wound, etc.) Such change may be reversed with polymorph other, limited wish, or wish. Regenerate has unpredictable effects. The lifeforce within the gem may only be drained by its use to heal damage done to the caster, or by discarding the gem. [Notes from Mage Kalorc: Though I have not seen this spell used, a tale has reached me of regenerate being used to recover from a mismatched donor, as described above. In this case, a human caster drew on the life force of fire giant so often that her skin became deep red and her facial structure altered, becoming more coarse and bony. In desperation, she sought a regenerate spell which had a reversed effect of completing the transformation. Unfortunately, this resulted in her eventual loss of spell casting abilities as she converted to giant form in mind as well as body.] The body of the victim appears dead, and unless cared for suffers the normal damage of decay but cannot be returned to life while the victim remains in the gem. If the gem is taken from the caster and brought within 1 foot of the victim's body before it explodes, the victim will be restored to life with the total of all damage done to his image and his body (if this permits life). If the gem is destroyed, the victim is normally dead. If the gem is drained of all lifeforce, the victim utterly ceases to exist (his soul is destroyed) unless he makes a save vs. death magic. Even if he makes this save, he is still dead, and may suffer level drain or attribute loss at the DM's whim. Crystalline Plague (Alteration, Necromancy) Reversed Name: Plague of Flesh Author: Epidarius Level: 7 Frequency: Unique Range: 2 feet per caster level Components: S, M Materials: Ruby (powdered, 1000 gp or more) Duration: Until dispelled Casting Time: 5 Area of Effect: Special [1 creature + 1/ doubled gem value] Saving Throw: Neg. To prepare for this spell, the mage must powder a ruby of weight proportional to the number of creatures to be affected, and whose value is 1000 gp to affect a single creature, doubled for each additional creature to be affected. Thus, for 10 creatures, an amount of ruby equal to 500x210 or 512,000 gp. At casting, the powder is blown in the direction of the targets, where it bites into the targets' skins. Unless a save vs. death magic is made, the tiny fragments of ruby slowly grow into gems of many colors and types, reproducing and eating further into the victim until at last only a pile of "gems" is left. The target must make ability checks vs. constitution each day to determine whether 1 point of each attribute is lost, as well as sight, hearing, and smell. When any attribute is reduced to 0, the target dies. The spell may be ended and all effects reversed by a cure disease spell or a successful dispel magic, but remove curse only halts the progression of the disease for one day. The "gems" formed from the corpse appear as faceted rubies (1d100), opals (1d20), diamonds (1d8), and sapphires (2) which would be worth 1d20 x 1000 gp if genuine. Immediately after death the gems are soft and watery, and subject to decomposition; but if gradually heated to increasing temperatures they can be hardened into facsimiles of the real gems. Anyone succeeding with an Appraising skill check, or a Gemcutting skill check only if attempting to cut the gems, will recognize them as false (and will recognize their origin if such "gems" are known to them). Anyone handling the "gems" for any reason has a 1% chance per day of handling of contracting a localized case of the disease (unless a save vs. death magic is made), which will spread within one week to become a generalized case of the disease. However, these new (secondary) cases of the disease are not infectious and produce much cruder, less convincing "gems". The reverse of this spell, plague of flesh, affects glassy or crystalline creatures or objects in the same way. Objects should be treated according to the rule that one creature is approximately equal to a three square yard area. The material component for this version of the spell is a powdered tumor, which gives rise (after the death or destruction of the original recipient) to tumors with a slight (one foot / hour) degree of mobility, which can crawl across floor, walls, and ceilings. These tumors will move toward all glass and crystalline surfaces, with the same 1% chance of infection per day, per crystalline creature or equivalent area of crystalline surface. Unless a new infection is started all tumors die after 1d4 weeks. Tumors arising from a secondary infection are not infectious. The "tumors" formed appear marginally edible when dried, but have no nutritive value. Skeletal Command (Necromancy) Reversed Name: Author: Epidarius Level: 4 Frequency: Common Range: 60 yards Components: V, M Materials: Quartz skeleton (2000 gp), 1 HP caster's blood (fresh) Duration: Special [time of concentration, plus 3 rounds up to 1 round per 2 levels] Casting Time: 4 Area of Effect: 1 creature Saving Throw: Negates The skeletal command spell allows the caster to directly control the skeleton of the target as an undead creature --- even though it isn't dead yet! This allows the wizard to exert a crude control over the target's movement, based on direct manipulation of its bones. The target retains controls over its muscles and can oppose these movements, however; thus, very strong characters will be only slightly affected, while others may be helpless to resist. The caster may specify any course of action for the target's skeleton to take each round (attacking a compatriate or itself with a sword, ceasing to move, etc.); the character may make an ability check vs. Strength to resist. If this ability check is made by 0, 1, or 2, (e.g. a character with Strength 14 who rolls 12) the target resists only at the expense of falling over, dropping its weapon, etc. The specific choice of action in such cases is up to the player, but must be limited to a convulsive, sacrifice manuever. This spell does not affect creatures without bones. In most cases, creatures of greater than Large size are virtually unaffected by this spell due to their innate strength. Finally, the caster must actually see the victim to exert coordinated actions, though such non-coordinated actions as holding limbs fixed or contricting breathing by clamping bones down on lungs may be maintained (though not initiated) even on creatures outside the caster's range of vision. The caster must maintain concentration for the duration of the spell, although the skeleton affected will continue to hold its position or to apply a constant force for three rounds after concentration is ended. (Such actions include standing still or pulling a rope, but not fighting or running.) It is not normally possible to stop the affected creature's breathing entirely; however, if the target is wearing highly confining armor or is otherwise restrained, the DM may rule that it begins to suffocate. In any case the dampening of the target's breathing makes a Strength check necessary for any speech louder than a conversational tone; a check made by 0, 1, or 2 yields an incomprehensible shriek. Spell-casting is made virtually impossible, as a Strength check must be made by 5 for each component of the spell. (Thus a spell with verbal, somatic, and material components requires 3 checks.) The material component for this spell is a quartz carving of a skeleton, with each bone finely articulated, of not less than 2000 gp value, which is not consumed in the casting. At the time of casting the mage must anoint the skeleton with blood flowing directly from a cut in his skin which has done at least 1 HP of damage in the making. (If the caster wishes to use a previously made wound rather than inflicting one himself, it must be no more than 1 turn old for fresh blood to still be available) Shark Torque (Necromancy, Alteration) Reversed Name: Author: Epidarius Level: 5 Frequency: Unique Range: 1 mile per caster level Components: V, M Materials: Necklace (Shark teeth, gold, gems, 5000 gp) Duration: Special Casting Time: Area of Effect: 1 creature Saving Throw: [Strength check] Negates The shark torque spell allows the caster to exercise control over a creature by convincing it that resistance will bring certain death, via a sharp-toothed torque which seems to know its every movement and which gives it the instructions it must follow. Before casting this spell, the mage must obtain or prepare a specially made torque, approximately 3/4 inch in diameter and large enough to fit over the target's head, containing a number of gems knit together with gold and silver wire, and concealing a in its interior a full set of teeth of a shark of equal or greater size than the intended victim. This costs at least 5000 gp to prepare, if man-sized humanoids are the intended target; the cost for larger or smaller creatures is proportional to the size of their heads, although greater than 2000 gp in any case. This spell, of course, cannot succeed against creatures without a neck or similar vital body part around which the shark torque can constrict. (e.g. xorns) The caster must retain a strand of gold from the same stock as the necklace for each casting of the spell. This spell may be cast a number of times using the same necklace, whether on the same or different targets. With a successful proficiency check, considering the rarity of this spell, a character with Spellcraft may recognize that a given torque externally resembles the type used in this spell, but such torques are relatively common. (1/12 of all normal jeweled torques appear like the type used in this spell, with parallel gold strands running lengthwise allowing slits through which concealed shark's teeth could extend.) The necklace remains wholly nonmagical (undetectable to trap-detection spells or abilities, although true sight would detect the hidden shark's teeth) until the spell is cast, at which time the caster gains the ability to see, hear, and smell through the various gems of the necklace. Note that the caster perceives what is apparent from the perspective of the necklace. For example, if the torque is covered, he cannot see, though hearing and smell may be only slightly restricted. However, if not so restricted, he can see behind the victim as well as in front. The caster also gains the ability to command the following functions of the necklace: to contract to as little as 10% of its original diameter, to extend the shark's teeth facing inward, and to project a rough, metallic sort of speech through the necklace. Of course, for these powers to be most useful, it should be placed around a neck, whether by simple deceit, strategic placement as a "treasure", charm person, etc. A creature wearing the necklace is entitled to a Strength check to escape death only when the caster commands the necklace to constrict so far as to kill; before this time, it is allowed only a single bend bars/lift gates check to attempt to break it. (Of course, until the caster commands the necklace to constrict at least partly, the necklace can be taken off normally.) Other characters may attempt a bend bars/lift gates check as well, and may add their chances if attempting simultaneously, but each character may participate in only one attempt each. All such bend bars/lift gates rolls require 1d8 rounds to complete, successful or not; if successful, the necklace is removed, but it is only destroyed if it fails a save vs. crushing blow. (Otherwise, the torque is stretched to sufficient size to pull it over the victim's head without damaging it.) The necklace may also be removed by a successful dispel magic or remove curse spell. The mage retains control over the necklace for as long as he concentrates. Before ending the spell, however, he can give the necklace a set or sets of circumstances, usually quite intricate, under which the spell will briefly reactivate, much in the manner of those used for the magic mouth spell. Thus the necklace can react to any normal visual, auditory, or olfactory cues within five yards per level of caster, but cannot distinguish invisible creatures, nor can the torque react to characteristics of things within this range if they are not apparent to sight, hearing, or smell. For example, the conditions might state, "Constrict to 10% if the victim speaks or points at the torque," but not "Constrict to 10% whenever a paladin or priest of Pholtus comes within 10 yards." Inappropriate commands simply fail to function: the caster is not otherwise aware of this failure. The flashback lasts 1d10 segments, rolled secretly by the DM, and the caster must be conscious, within one mile per level of the torque, and willing to immediately concentrate on the spell (sacrificing any other action) in order to sense or command via the necklace. The caster is permitted to view for as many segments as he is willing to risk before giving a single command or set of simultaneous commands (for example "contract to 10%, extend shark's teeth, and say "Fool..."). No commands can be given afterward unless the spell is recast. Necromantic Resurrection (Necromancy) Reversed Name: Author: Epidarius Level: 7 Frequency: Unique Range: Touch Components: V, S, M Materials: Unholy Water, Phoenix blood Duration: 1 turn/caster level Casting Time: Special [1 round/required caster level] Area of Effect: Special Saving Throw: None This supremely evil spell briefly brings a creature back to "life"---without repairing any of the damage that caused it to die. This allows the caster to conduct interrogations, etc. on a much better footing than a speak with dead spell. The soul or spirit of the creature is directly bound to its corpse by the magic of the spell, with no intervening animus, shadow, or other energy. The condition of the deceased does not have an anaesthetic effect---quite to the contrary, the direct connection of body and soul causes the creature to be many times more sensitive to pain than in life, including to pain consequent to injuries received prior to death. Neither the will of the caster nor any amount of damage will restore the creature to death before the end of the spell duration, and only a full wish, or absolute destruction without even ash remaining, will dispel the energy of this magic before the duration expires. Severed parts will continue to move according to the will of the deceased, and even if his bones are ground into powder the victim of this spell will sense everything that happens to every particle of the powder. Note that while the dead flesh of the victim is able to function as if it were living, it neither heals in any way, nor is it specially animated or bound together in the fashion of a skeleton. Intellectual function and sense of touch is never impaired, regardless of the body's condition; other organs function only to the degree to which they are intact. Thus if the caster wishes to interrogate a pile of bones with this spell, he must either use some form of telepathy or take further measures to make the bones capable of communication. Such means include casting animate dead to give the skeleton motion and a means of perception (though not speech), or regenerate to restore the flesh of the skeleton. Heal or cure spells work to restore speech only if all necessary parts are present, at least as dust --- any parts removed or gnawed away will be missing. This spell may be cast on remains or a portion thereof in any condition, but it only works on creatures dead for less than 10 years per caster level. The spell requires 1 round of casting time per 10 years (or portion thereof) dead, reflecting the additional difficulty in withdrawing such a spirit from its resting place. There is a chance of 25%, +5% per 10 years dead, -1% per caster level, that the necromantic resurrection will be the immediate cause for the appearance of entities following the creature from its resting place, whose nature is at the DM's option. These creatures will usually seek to slay the caster and destroy all knowledge of the existence of this spell, although in some cases they may merely be using the rift opened by the spell energy to escape from their outer plane, or even may be accidentally transported and ignorant of what has happened. The creature restored, in some ways both living and dead, is susceptible to all undead-affecting spell effects except for a cleric's turn or dispel ability. It does not have the normal immunities from spells granted to undead, except that it is immune to all charm effects, or effects resulting in unconsciousness or disconnection from reality such as sleep. The creature has a cumulative 5% chance per turn of developing a form of insanity, plus 1% for each 3 hp equivalent of torture imposed, and each form of insanity (DM's or PC's choice as appropriate for the character) has a 10% chance each turn of barring all activity, even the answering of questions. All creatures brought back with this spell are automatically monomaniacal, with their sole desire being to slay the caster of this magic (thus there is a base 10% chance that no activity will be performed in a turn). All creatures treated with this spell are at -50% to survive subsequent resurrection by normal means. The chance of obtaining useful information varies substantially depending on the type, alignment, and characteristics of the victim. To obtain information from the victim, the victim must first roll percentile dice to be able to act in a turn despite insanity, as described above. The victim must then make an intelligence check to be able to recall the information under these circumstances, which may be modified by up to +3 for information fully on his mind at the time of his death, or -3 or more for obscure information, if remembered at all. Finally, the victim makes a wisdom check, where success indicates unwillingness to divulge the information. Such victims, especially those of chaotic alignment, may even give false information. This check is at -1 per 6 hp equivalent of torture administered (if done skilfully---if the caster is not proficient with interrogation or fails a proficiency check, the bonus is halved, although the victim is no less likely to go insane from the torture) One attempt may be made to interrogate the victim per turn; if it is successful, up to ten questions may be asked (one per round) without further checks provided that they are somewhat related to the first and are not more sensitive topics to the victim. Note that the victim may also be scanned with mind-reading spells or psionic disciplines; if the victim is resisting (by making the wisdom roll) but is otherwise able to divulge the information, then the desired information may be read as surface thoughts, subject to the restrictions of those spells or effects. If the creature subjected to this spell is not restrained (bound, gagged, etc), it will immediately attack the caster in any way possible. Otherwise the creature is likely to attack any living thing nearby in a berzerk rage, with a base probability of 25% for good, 50% for neutral, and 75% for evil creatures, plus the probability of insanity-dominated behavior detailed above. (Although here this behavior is berzerk rage rather than inaction) Combat capability of such creatures is at DM's option, but generally the remains should be determined as 0-100% mobile (randomly if necessary). These creatures effectively have two times their total (living) hit points, multiplied by the percent intact, before they are chopped into pieces too small to be dangerous. Damage is determined as for the living creature, but multiplied by the percent intact. Spells, clerical powers, and psionics may be used by the creature if it succeeds in making a 2d100 roll vs. its percent intact rating for each such effect. Note that since these creatures are fully sentient and aware, it is possible, though difficult, to talk them out of a berzerk attack by convincing them that the person they are attacking is friendly and will help them attack the caster of the necromantic resurrection. The material components of this spell are unholy water (not sanctified by clerics of any death-god, however!) and the blood of a phoenix, which must be mingled and sprinkled over the remains to be affected. It is whispered that necromancers have cast this spell followed by permanency upon their especial enemies, but surely the gods would never permit this... There are also tales of demented necromancers who somehow cast this spell upon themselves and make it permanent in a mad desire for immortality. They then use healing spells and potions to keep themselves fully intact and mostly out of pain, (since they wouldn't heal naturally), and never age or die. Such tales never end well (indeed, they generally end with a piece of meat in the stew the listener has just eaten.) Mark of the Beast (Alteration/Necromancy) Reversed Name: Author: Epidarius Level: 9 Frequency: Rare Range: Touch Components: V, S, M Materials: Unicorn horn (broken while living), Maidenhead of a cleric sworn to celibacy, Diamond (uncut; flawed at center; 10000 gp), Miscarried babe (by natural means only), Fair maiden for sacrifice Duration: Special [Permanent + Special powers-1 day] Casting Time: 666 segments Area of Effect: One creature Saving Throw: Special This spell grants the powers of a lesser demon to the caster who binds himself to the power of the Abyss, increasing his power in combat and allowing him to begin scheming for a superior position in the afterlife. Before casting this spell for the first time, the mage must distill the magical essence of perdition from the horn of a unicorn that was broken off while the creature yet lived, the maidenhead (a few drops of blood or semen as appropriate or desired) of a cleric sworn to celibacy who was seduced into breaking that vow, an uncut diamond flawed at its center, and a naturally miscarried babe which is perfectly formed but never drew breath. This essence, brought into mystical rapport with the Negative Material Plane and the Abyss through laborious preparation (2d8 days) which includes the casting of Gate, Permanency, and Binding, takes on a life of its own. When forced into an incision in the caster's forehead, it grants him the power to use this spell. When cast at the full moon, this spell allows the caster to assume the form of a Type I, II, or III lesser demon at any time during the next month. The caster may retain this form for up to one day. During this time, the caster enjoys the innate abilities of lesser demons: telepathic comprehension of all languages, 1/2 resistance to fire, cold, electricity, and gas attacks, infravision, darkness at will in a 15' radius depending on type chosen, teleportation with no error, and the ability to gate in other demons of type I, II, or III with 30% probability. During this time the caster is equally at home on the Prime Material plane and in the Abyss. The caster may plane shift to the Abyss (and back) once while in demonic form. While in the Abyss the caster is treated by other demons as a demon of his chosen type. The effects of this spell in no way interfere with any power that the caster has in his normal (e.g., human) form. The casting of the Mark of the Beast spell proper requires the sacrifice of a maiden or virgin man, the subsequent animation (animate dead or, preferably, necromantic resurrection), and the violent rape thereof. The actual mark made to permit this spell is permanent and seems to have a life of its own. After activation by the first casting, it will block any effect that would change the alignment of the person marked up to, but not including, the effects of an artifact or diety, and will forcibly stop the person marked from attempting any good or lawful act, whether done voluntarily or as the result of magical coercion, by imposing the equivalent of a hold person effect. Not even a wish can remove the mark. It is rumoured that after hundreds or thousands of years a mage affected by some variant of this spell (for the hand of demons has inspired many a mage to this same end) may be little more than a thin shell of skin surrounding a black fibrous mass derived from the mark, and that the deaths of such mages release monstrous offspring which seek to corrupt the innocent and strengthen the guilty. It is also rumored that, after hundreds of years, such mages eventually are able to gain the powers of greater demons or remain in this form for longer periods, and that in fact some of the higher powers of the Abyss are still-living necromancers. Further advancement of demon form is left up to the DM. Affinity Burn (Conjuration) Reversed Name: Author: InterMage Spellware, Inc. Level: 5 Frequency: Very Rare Range: Special [Unlimited on this plane] Components: V, S, M Materials: Iron crucible, engraved; Bonfire, raging hot Duration: Special [1 round warning, 1 round effect, fire] Casting Time: 5 Area of Effect: Special [all direct copies of text] Saving Throw: Special This spell is but one of the many ways InterMage Spellware is working to make your intellectual property more secure. At our facilities a new breed of mages, with mercurochrome blood and adding-machine souls, works night and day to provide spellware security at a price at least we firmly believe to be too reasonable. As a special service to our customers, we have partially translated technical data concerning this spell from the original Japanese. Casting spell with large pot iron. Etch you pentagram see further page bottom pot. Lighting fire and wait. To put now original copy in pot, all copies just as hot and burn. Ha He spellbook go on fire. Instructions copyright (C) InterMage Spellware, Inc. 481 A.E. All rights reserved. [Epidarius notes: This scroll was a real bitch to crack. I'm ashamed to say it took me almost a full week to get it into a spellbook. There are some things they don't mention in their instructions, like that the copies elsewhere smoke for a full round before they go up in flames, and that since they use an iron pot the copies can't get any hotter than iron, and above all that you're only guaranteed to burn a direct copy made using a copy spell or by someone who just transcribed the text directly without thinking about it (which you can't even do with magic!) If a mage learns a spell over a few days the normal way and copies it into his spell book he gets a save vs. spell to see whether he copied even a small part blindly; otherwise it doesn't burn. And this spell doesn't affect copies of copies at all, so you can just copy something twice to be sure. I actually ended up re-researching the spell myself, then recreating their errors to make it consistent when I was cracking the scroll. Most of the scroll (and the most interesting part) was one big mess of self-scrambling magic as copy protection. In any case, the version I came up with didn't give the person the 1-round warning with the smoke, let you use any material you wanted for the crucible so that with a suitable heat source you could melt metal if the text was written on it, and didn't give the mages the saving throw. (Although it had the disadvantage that since it went through their minds they immediately knew some spell had been cast on the text). It even seemed like with proper modification and a little extra power that you could use it to set a wizard's head on fire. In the end I burned the better version I came up with. There are just some things man was not meant to know!---Epidarius]