Advanced Dungeons and Dragons 2nd edition: Wizard class: Spells: School of Rhabdomancy sixth-level spells
border

 

Level 6 Rhabdomancy

Dweomer Divest (Rhabdomancy, Evocation)
Level: 6
Range: 20 yds.
Components: V, S, M
Duration: Instantaneous
Casting Time: 1 round
Area of Effect: Special
Saving Throw: Neg.
This is perhaps the most infamous spell in a rhabdomancer’s possession. Using this powerful magic, the wizard can steal away the dweomer from an enchanted object and use it for his own ends. The caster must aim his dowsing rod at the magical item and intone this spell. Then he must make a saving throw vs. magic adjusted as listed below:

Item type

Saving throw adjustment
wand or rod 0
staff -2
potion -2
ring -4
miscellaneous -4
weapon/armor -6
artifact spell fails
The rhabdomancer’s saving throw determines the spell’s effects. An abysmal failure, a roll of 1 (which may be a modified roll), means that the magic was stolen, but the power cannot be contained or controlled by the caster, and the magic “detonates” on the caster. Offensive spells are resolved normally, though the rhabdomancer still receives any relevant saving throws. Other magical effects are twisted so as to be detrimental in some fashion to the mage. For example, an invisibility spell divested from a ring may only cause the caster to be invisible to his own sight!).
A failed saving throw, but not an abysmal roll, results in no power being divested, and the caster suffers a -2 on all saves against that item should be used against him within the next 24 hours.
A successful saving throw indicates that a small portion of that item’s power is taken by the rhabdomancer. Defensive magic (like that of a cloak of protection) is automatically applied to the caster. All other magic is released immediately in the phase following the dweomer divest, with target of the spell decided at the rhabdomancer’s whim. All stolen magic functions at a level of ability equal to 6th-level for wands, 8th-level for rods, 12th-level for potions, rings, staves, and miscellaneous items. This affects duration, range, and possible inflicted damage (though some offensive spells, like fireball, will still have an instantaneous effect).
A critical success, a natural roll of 20, means that the rhabdomancer has greater control of the magic, as long as the dweomer is not from the schools of Conjuration/Summoning or Illusion, and the magic in question is of a spell level (or approximate power level, at the DM’s discretion) that the rhabdomancer can cast. When the caster meets these requirements, he may choose to memorize the magic as a bonus fixed magic rather than immediately cast it. The caster may exceed his maximum spell points when taking such an action, but in any case, the points are only a temporary bonus and the power to cast the fixed magic will fade if not used after one day per caster level. The caster may possess only one such bonus spell (of any level) at any given time.
A potion that has been divested loses the equivalent of one dose, while charged items lose one charge with each successful casting of this spell. All other items become nonoperational for 1d4 rounds following the casting should their dweomer be lifted.

previousnext

Links | Search Site | Guestbook | Webrings | Vote for this Site | Subscribe to Archives | Contact Webmaster | Home | Entry Page

Advanced Dungeons and Dragons (AD&D) 2nd Edition Site