From: Tommy the Terrorist <[m--yd--y] at [super.zippo.com]> Newsgroups: rec.games.frp.dnd,rec.games.frp.misc Subject: Magic 101: How Mages Do Healing B) Date: 14 Jun 1998 07:56:52 GMT Anti-Copyright (A) 1993, Tommy the Terrorist. This post is explicitly public domain. [well, actually, as it says on my Web page, *all* my posts are explicitly public domain, but given that despite explicit default-copyright status in international treaties there are three copyright symbols and four registered trademark symbols on a box of Raisin Bran, I decided to repeat the public-domain notice here so people can be sure about it!] Leech (Summoning, Alteration) Reversed Name: Author: Laurel Ann Level: 3 Frequency: Very Rare Range: Touch Components: V, S, M Materials: Blood (1 drop) Duration: Special [1 turn, but nonmagical leech remains] Casting Time: 3 Area of Effect: Special [1 wound or creature] Saving Throw: Special This spell summons a large tropical leech approximately one foot long into the caster's grip, and endows it with the ability to suck a wound clean of a particular sort of unwanted matter. The effect desired must be memorized beforehand, and can be: Poison: The leech can suck a wound completely clean of poison. This only works if the poison has not yet entered the bloodstream (generally half the time required for the poison to take effect). Contact poison may also be removed if confined to a small area. If applied to the mouth while the nose is held tightly closed, this leech has a 50% chance of removing a recently ingested poison. Infection: A festering wound can be sucked clean of all pus by this spell. Any nonmagical disease (and magical diseases at DM's option) may be sucked away if localized to a single site. Afterward the wound is neither more nor less susceptible to infection than a normal wound. Parasites: All foreign creatures and objects connected by a burrow or channel to a wound may be removed by applying this leech, which pulls them back the way they came with a powerful suction. Powerful magical items and burrowing creatures with 2 or more hit dice are entitled to a save vs. spell to resist the effects of this spell. For purposes of magical items, use the chances for effective dispel magic: 50% plus 5% per level difference between the two casters. If applied to the anus the leech is 50% likely to cure a creature of intestinal parasites (tapeworm, etc.) (and 100% likely to cure constipation!) In all variants of the spell, the benefit is obtained after the leech has sucked the wound for one round, during which the leech does 2-8 points of damage. If poison, disease, putrid matter, or dangerous creatures or objects are in fact drawn out, the leech feels the full possible effects of these conditions at the end of the round, regardless of normal incubation time. If these effects would be in any way incapacitating the leech drops from the wound immediately (before becoming capable of transmitting any infection). Otherwise the leech continues to do 2-8 points per round until removed by a bend bars/lift gates roll or slain as a 2 HD, AC 2 creature. Note that most attacks on the leech (excepting magic missile and similarly targeted spell effects) will damage the victim if a hit is not scored or if the roll is made exactly. If used offensively, this spell requires only a successful to hit roll to work --- magic resistance or save vs. spell do not apply to the summoned leech. A previously cast protection from evil/good makes it impossible for the leech to touch a creature regardless of the caster's intent. The material component of the spell is a drop of blood from any source, used while the caster makes kissing and beckoning noises and braces for a good grip. The leech must be used within one turn to be effective for healing, although it remains present indefinitely (until destroyed).