The Neogi Have a Few Surprises in Store for SPELLJAMMER® Campaigns

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The Neogi Have a Few Surprises in Store for SPELLJAMMER® Campaigns The neogi are among the most feared creatures in the AD&D® SPELLJAMMER® settings Known Spheres. Their xenophob- ic attitude makes them the enemies of all that live. Although the SPELLJAMMER boxed set mentions the neogis magical abilities, little is said about these powers other than what their limits are. Described herein are a few new spells and magical items as well as a very rare magical crea- ture, all created and used exclusively by the neogi. Magic With an Evil Bite by Jason M. Walker Artwork by Thomas Baxa The neogi have a few surprises in store for SPELLJAMMER® campaigns New spells This spell creates a magical glob of spi- has no effect. Any creature who fails its der venom in the casters mouth, which initial save must save vs. spells again. Venom bite (Evocation) the caster spits out at any single target Success now indicates the creature flees Level: 2 Components: V,S within range. The caster may retain the from the area at its fastest possible move- Range: 5 yds. CT: 1 venom for a number of rounds equal to ment rate for 2-5 rounds. Those who fail + 5 yds./lvl. half his level. If he retains it longer, he are so frightened that they are unable to Duration: Instant. Save: Special suffers the damage detailed below, with- do anything except try to remove the Area of Effect: 10 square out any saving throw. spiders they believe are crawling all over This spell is the neogi version of a magic The caster can spit the venom up to 10 their bodies. missile spell. When cast, the spell brings yards, whether he normally is capable of The illusion this spell creates is different into being a small set of pointed teeth that such an action or not. The caster must for each individual. It might be argued are fired outward from the casters body. make a successful attack roll to strike the that, for example, umber hulks have little One set of teeth is created for every two target (no range penalties apply). Failure to fear from spiders. But when those levels of experience beyond the 1st pos- indicates the venom glob missed, causing it spiders are 1 in diameter with armor- sessed by the caster (e.g., a 3rd-level caster to dissolve harmlessly. Creatures struck piercing fangs, there is much to fear. The would create two sets of teeth) to maxi- must save vs. poison or suffer 2d4 hp neogi tend to use this spell to disrupt and mum of four sets of teeth. The teeth strike damage plus 1 hp per level of the caster to disorganize enemy forces when boarding as 5-HD monsters; any creature struck by a maximum of +10 hp damage at 10th actions are taking place. a set of teeth must save vs. spells or be level. A successful save indicates only half Note: Regarding the initial saving throw, slowed for 1-4 rounds. The caster can damage. The material component is the DMs must decide whether the target crea- divide the sets of teeth among as many neogis own poisonous saliva. ture has reason to believe that what he is opponents as he desires so long as they witnessing is an illusion. It is not unrea- are all within a 10 square selected as the Arachnophobia (Illusion/Phantasm) sonable to assign a beneficial modifier to focus for the spell. Hits from multiple sets Level: 3 Components: V,S the initial save roll if the target has reason of teeth require multiple saves, unless a Range: 5 yds./level CT: 3 not to believe in the illusory spiders. save is failed and the victim is slowed. Duration: 1 rd./level Save: Neg. Further bites from the same casting of this Area of Effect: Special Identify race (Divination) spell have no effect once the victim has Upon casting this spell, the caster cre- Level: 4 Components: V,S already been slowed. ates the illusion of thousands upon thou- Range: Touch CT: 4 sands of crawling spiders. Only a number Duration: 1 rd./level Save: None Spider gout (Conjuration) of creatures equal to the level of the caster Area of Effect: One creature Level: 2 Components: V,S,M can be affected by this illusion, and all This unusual spell is used by the neogi to Range: 10 yds. CT: 2 must be within a 10-diameter sphere. Any identify the capabilities of a newly encoun- Duration: Instant. Save: ½ creature targeted by the spell must save tered race. The spell provides for the Area of Effect: One creature vs. spells, success indicating that the spell caster the name of the race (as it is known 92 AUGUST 1992 to the creature itself), its general combat abilities, a brief knowledge of the crea- tures 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 creatures life, not the race as a whole, so different read- ings 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 deter- mine the abilities and needs of a potential slave without serious risk to the slaves life. Although this spell may seem some- what 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 cast at the 8th level of ability. The neogi This item neither has nor requires the target. The target is then entitled to a can attempt this hold on any single target charges. Neogi who possess these rare save vs. death magic. If the save succeeds, he can physically see. The target of the items will go to great lengths to keep them the spell has no effect. Failure indicates a hold is entitled to a save vs. spells. If suc- out of the hands of other neogi as well as most gruesome fate: The egg enters the cessful, the target is unaffected. If the save adventuring parties. victims body and begins to grow. For the is failed, the target is unable to take any XP Value: Nil (cannot be made by PCs) next four rounds, the target is entitled to actions until the following round. another save vs. death magic each round The neogi are very fond of this item, as Bands of the arachnid at a -2 cumulative penalty (i.e., -2 on the it often buys them an extra moment to These bands are always found in pairs first save after the egg enters the body, escape from the clutches of an enemy or and are very similar in appearance to the -4 on the second, etc.). Each failed save distract the foe long enough for the neogis bands of the serpent. The bands are worn results in a loss of 25% of the targets umber hulks to rip them apart. around the spiderlike legs of the neogi. original hit-point total. If the target makes XP Value: Nil (cannot be made by PCs) Only those of that race who possess magi- a successful save during this time, the cal ability can make use of them. The spell is halted and the eggs growth stops Bands of the serpent wearer gains the following abilities: and then deteriorates. If the target dies, a Only neogi possessing magical ability can 1. The wearer receives a +2 bonus on all newborn neogi erupts out of its body. make use of this item. These metal bands, saving throws vs. poison. This is cumulative Some neogi wizards have been known to always found in pairs, are worn around with other forms of magical protection. cast this spell to replace neogi lost in earli- the spiderlike legs of the neogi and bestow 2. The wearer is immune to the effects er combats. This is a rare occurrence, upon the wearer the following abilities: of any spell or spell-like ability that affects however, as it usually requires the sacri- 1. The wearer of the bands receives a movement (e.g., slow, hold, etc.). This fice of a slave to do so. +1 bonus on all saves vs. poison. This power is always in effect, regardless of the bonus is cumulative with other forms of wishes of the wearer. A side effect of this protection. ability is that the wearer can move freely New magical items 2. The wearer can communicate with through any web, magical or otherwise, as any form of reptile through a limited form if he were an actual spider. Charm of distraction of telepathy. This includes lizard men and 3. The wearer can transform himself into This minor magical item is usually other sentient reptiles as well as the mun- a giant spider. The wearer gains all of the shaped as a pendant in the form of a dane forms. This telepathy does not give abilities listed in the Monstrous Compendi- neogis head looped through a chain. The the neogi any ability to control reptiles, um under Spider, giant.
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