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Arcane Lore from DRAGON(R) issue #166 More pages from the Arch-Mages by Scott Waterhouse (C)1990 TSR, Inc. The battle raged across the plain beneath Astra's hill as legions of hollow-eyed corpses clashed and locked in battle with the human and elven armies of Sestar. The crashes and crescendos of shattering magicks mingled with the screams of dying mortals. A clap of thunder rang out above the tumultuous cries of the battle as the Arch-Mage hurled another fiery spell at the walking dead, then another thunderclap roared--from elsewhere in the battle--and a lull in activity fell for a moment, the concussions stunning even the skeletal contingents. The melee quickly resumed with renewed fury, only to be interrupted again as two figures sprang into existence--one of light, the other dark--rising above the armies, dwarfing them. An angelic creature, nearly 50' high and garbed in blinding white, and a gaunt, grotesque monstrosity, twice as tall and robed in light-stifling darkness, took to the field and swiftly wielded their coruscating magicks. The armies at their feet, both living and dead, staggered back to give them room. "The Arcane Contention," whispered the old wizard in awe, his words lost in the fury of the ultimate magical engagement. The following three magical works were created by powerful mages for use by the same. As a result, there are several points that the Dungeon Master should consider before these spell books are placed as treasure in a campaign. The value of these books is, perhaps, only exceeded by the potential power they will give to PCs. Many of the spells in these books are of high level, and the DM should carefully consider the effect of allowing characters to get their hands on these spells [before] they obtain the books. It is perfectly acceptable to omit one or more of the spells that are supposed to be in a book if deemed best for the campaign. It should be obvious that many characters will want to get these books, as demonstrated by the history of the tomes. But it is quite possible that a PC's problems will only begin when he acquires such a book, for any use of a unique spell will attract attention--perhaps much more than the spell-caster bargained for. Power is never free. As the spells detailed herein are unique, not all details on their effects may be available to the characters, even within the books in which such spells are found. There is no need for the DM to reveal everything about a spell to the players. Let them find out themselves--the hard way, if necessary. That is where the fun lies. Finally, the history of each volume may be adjusted to fit the nations, personalities, and circumstances of a DM's particular campaign world with little difficulty. Otherwise, the lands and personages referred to are assumed to lie outside the usual campaign area. Two previous books of this sort appeared in DRAGON(R) issue #139, in "Bazaar of the Bizarre." <Manor's Manual of Sight> <Appearance>: This book has no cover or spine, but consists rather of several plates of silver tied together with a cord woven from gold thread. Each sheet of silver is about 1 1/2' long and 1' wide. The front and back sheets are blank and are much thicker than the middle sheets. There are no distinguishing symbols or markings on either cover. <History and description: [Manor's Manual of Sight] has an ancient but relatively well-known history, traceable from many centuries back. The exact origin of the book is not precisely known, however, and it is acknowledged that either Manor "the Blind" or his apprentice, the elven lord Beltrin, could have fashioned the book. Manor is certainly the most likely author, for the theme of the work--vision--is in keeping with his personal interests. Manor was born blind, his eyes completely black in color, but he surmounted the odds and survived to become a powerful mage. Manor is probably most famous for his highly efficacious [crystal balls], in addition to the large number of spells he researched and perfected. If Manor truly did lay down the spells in the [Manual of Sight], he must have willed the book to Beltrin before his disappearance, for Beltrin is known to have wielded the [mind vision] spell during the attack on the Crystal Palace, in order to avoid the treachery of the priest Patoun. Upon his own death, Beltrin willed the book to the elven college of arcane arts in the Twilight Forest, bequeathing this and other powerful tomes to the university in hopes that other elves would not need to leave their homeland, as he did, to learn magic. Shortly thereafter, the [Manual of Sight] was stolen from the elves in an arrogant and brilliant act of thievery by the talented master thief Tribur, evidently so that he could gain profit from its sale to the dark elves of the Low Empire. It remained in the Silent School of the drow for over 300 years, during which time the dark elves evidently benefited from its presence in their continued wars with the other members of the Underdark, as demonstrated by their brilliant tactical victories in the battles of Umphelyon and Dark Reach Caverns, both of which were fought in total darkness. After that, the [Manual of Sight] was stolen from the Silent School by the dark elf defectors Rathe and his brother Sallas (the latter named "the Seething" by his brethren) and taken along with several other magical tomes of great value to the surface realms of Shalom. Sallas retained possession of the book for several decades until he traded it back to the elves of the Twilight Forest in return for protection from reprisals from the Silent School. The Twilight elves maintained possession of the tome for several decades until they again relinquished the book, willingly this time, as they granted it to Iminthrese, the mage ruler of the free city of Blue Bay, in return for his gift of several lost elven tomes. The book was thought to have been lost in the fantastic and fatal magical duel Iminthrese waged decades later with a lich of unknown identity. Although the book was believed to have been destroyed in the fire that consumed the majority of Iminthrese's library, recently several of the Winter Wizards have appeared in strange locations, inexplicably avoided all manner of traps, and have made off with several valuable treasures, causing the wizard Needram to speculate that the mysterious Winter Wizards have gained possession of the [Manual of Sight]. The notes of the scholars of the Twilight elves, in addition to those of Iminthrese, provide full details about the magic found within the book. The script of the book is clean and flowing, perhaps showing that Beltrin wrote the book, not Manor, whose writing was somewhat stiff and difficult to read even after he gained his magical form of sight. The spells contained in the book are all in standard form, and each takes up one silver sheet. They are as follows: [clairvoyance, darksense] (unique spell), [infravision, Manor's mindsight] (unique spell), [Manor's mind vision] (unique spell), and [magic mirror]. The three unique spells in the [Manual of Sight] are detailed as follows. <Darksense >(Alteration) Level: 3 -- Components: V,S,M -- Range: 120' -- CT: 4 -- Duration: 1 hr./lvl. -- ST: None -- AE: Creature touched When a mage evokes the power of a [darksense] spell, he begins to transmit and receive high-pitched sounds, as many bats do. From the transmission and reception of these sounds, the caster is able to gain a clear "picture" of the physical area that surrounds him. Colors are not perceived, nor are variations in heat levels or distinctions between light and dark. Thus, some actions such as the reading of scrolls are not possible while the caster is under the influence of a [darksense] spell. The caster is unable to detect any visual illusions, colored gases, clouds of dust or mist, [mirror images], insubstantial beings such as certain undead, etc. Any spell of [silence] will nullify this spell. The caster does not need to use any other sensory organs besides his mouth and ears (thus he cannot be gagged or have plugged ears if he is to use this spell); indeed, the caster may even be blind, though he must close his eyes if he is not. No concentration is required to maintain the spell, but the caster may end the spell at any time before it expires. For the duration of the [darksense] spell, the mage will suffer no penalties for being in darkness or light. One drawback to this spell is that any creature that is gaseous or insubstantial in nature will be able to attack the caster as if he were blind, gaining a +4 to hit. The material components of the spell are two bats' ears and a small silver tuning fork, which must be rung audibly upon completion of the spell's casting. Neither component is consumed by casting the spell. {[Compare this spell with the druid's spell] bat sense, [from "Arcane Lore," DRAGON issue #132.}]. <Manor's Mindsight >(Alteration) Level: 5 -- Components: V,S,M -- Range: Special -- CT: 6 -- Duration: 1 turn/lvl. -- ST: None -- AE: Creature touched By means of this spell, a wizard gains the ability to "see" everything within a range of 20' plus 10' per two levels of the caster, regardless of intervening objects of any sort. No actual sensory organs are needed for the spell to function, and thus the mage may be blindfolded or in a completely dark room while using the [mindsight] spell. Furthermore, everything within the radius of the spell is perceived simultaneously; hence there is no need for the mage to look up or down to "see" objects above or below him. [Mindsight] does not light a darkened area, though, so the mage would still perceive a dark room as a dark room, not a lighted one. The mage may overcome this obstacle by using the [mindsight] spell in conjunction with a [darksense, infravision], or [ultravision] (as per [Unearthed Arcana]) spell. When using [Manor's mindsight], a mage may not perceive illusions or phantasms for what they really are (unless his intelligence would normally allow him to distinguish between the illusion and reality), nor may he distinguish between magical objects and nonmagical items, or make distinctions of alignment. Similarly, the mage cannot see traps, tricks, pits, magical symbols, or other invisible or magically concealed items or objects, unless he would be able to detect such items normally. (For example, if an 15th-level mage with an intelligence of 17 has a 95% chance to detect an invisible being, as decreed by the 1st Edition [DMG] (page 60), he would be have the same chance to see invisible beings up to 90' away, regardless of barriers, with the [mindsight] spell.) A mage may also surmount the problem by casting spells such as [detect invisible, detect evil, detect magic], etc. previous to the actual casting of [mindsight]. These spells may be used with [mindsight] even if the radius of such spells are not equal to the radius of the [mindsight] spell. The mage may maintain the [mindsight] spell without concentration, and may move, cast spells, and engage in other activities while [mindsight] is in effect. If the mage wishes to view anything through the spell, however, he must concentrate and is then unable to move, cast spells, or engage in any strenuous activities. If the mage is attacked while concentrating on the [mindsight], the spell is not ruined and the caster may resume viewing after combat is resolved. The material component of the spell is the preserved eye of a blink dog, which is reusable. <Manor's Mind Vision> (Alteration/Divination) Level: 7 -- Components: V,S,M -- Range: Special -- CT: 8 -- Duration: 3 rds./lvl. -- ST: None -- AE: Creature touched [Manor's mind vision] is essentially a more powerful version of [Manor's mindsight]. It is subject to the same restrictions and bonuses, in terms of movement, combat, and concentration, as the [mindsight] spell, and has the same range (20' plus 10' per two levels of the caster). The [mind vision] spell also allows the caster to view all objects within the radius of the spell simultaneously, as the [mindsight] spell does. However, while using the [mind vision] spell, the mage may also view unlit areas as if they were brightly light. Furthermore, any illusions viewed will be apparent as such, and the true form of any item or object viewed can be easily determined. In addition, all invisible objects and creatures may be seen, and all [polymorphed] objects and creatures are seen as they truly are, with a hazy image superimposed showing their [polymorphed] form. Any magical item viewed with a [mind vision] spell is recognized as such, as if the mage were seeing it while using a [detect magic] spell. Pits, traps, secret and concealed doors, [symbols], magical traps, and so on are seen for what they are. Furthermore, the mage correctly perceives the alignment of any creature viewed by the aura it projects (barring the use of psionic disciplines). Finally, the mage may opt to forgo the ability to view dark areas as if they were lit, and may instead view them with either infravision or ultravision, though once a particular type of vision is chosen it may not be changed for the duration of the spell. The mage does not need any functioning sensory organs for this spell to work, and he may in fact be blind, blindfolded, or even without eyes. The caster of the spell may view all objects within a line of sight that he would normally perceive, under existing light conditions and with his normal vision through the [mind vision], while casting other spells or engaging in combat. If he wishes to view more distant areas or areas on the other side of solid barriers, concentration must be maintained. The material component of the spell is two eyes of a being originating on a plane other than the Prime Material plane, immersed in a potion of [ESP] and a potion of [gaseous form]. The components of the spell are consumed upon the completion of the spell. <Tymessul's Enchiridion of Travel> <Appearance>: This "tome" actually consists of five waxen papyrus scrolls, each tied shut with a ribbon of red silk. Each ribbon has a small black symbol woven into it, in the form of Tymessul's rune. Each scroll is quite long, nearly 10', and each bears, at the top in silvery ink, the name of the work (the [Enchiridion of Travel]) and the number of the scroll (one through five). The five scrolls are held in a light-green box of oiled wood, with a simple yet devious lock on the front. The box is unremarkable except for the fact that it has survived for nearly 350 years without apparent ill effects from age. The box has a jade rune set in the top--Tymessul's symbol when he was alive. <History and description>: The rune of Tymessul "the Wanderer" on the box and each of the ribbons makes the origin of the work obvious to scholars of Shalomnese history. The enchiridion's origins are further substantiated in this respect by the fact that the work is written in the delicate spidery glyphs of a tongue used on the upper outer planes, for the Wanderer was the only resident of Tikkun Shalom to know this language at that time. The Wanderer did acknowledge a secondary source: Acheulea, an Arch-Mage from the para-elemental plane of Magma, who was a long-time associate of Tymessul and often accompanied Tymessul on his voyages to the outer planes. Previous to his disappearance, Tymessul was renowned for his prolonged trips to the outer planes, for his founding of the alliance of Green Mages, and for the spells he had researched and perfected (some of which are written in the [Enchiridion]). Indeed, his castle, whose magical defenses remain unbreached to this day, is rumored to contain numerous powerful magical items and artifacts from the outer planes which he collected during the decades of his voyaging, and must also contain several previously unknown spells. Furthermore, although the exact date of origin of the work is unknown, it is evident that the Wanderer completed the scrolls at a time very near his disappearance, for the scrolls contain many powerful spells, none of which he is known to have used. After Tymessul's official disappearance (which may have occurred at a much earlier date, but only became apparent when he failed to turn up for a meeting of the Green Mages), the enchiridion was examined by his colleagues, the Green Mages. The group is largely a neutral one, dedicated to the preservation of the natural order on the Prime Material plane, and the use of the combined magicks of mages and druids toward this end. Accordingly, the group worked closely with the Sorrow Sea druids in the southern part of Shalom, where the Green Mages are also located. It was in the joint library that the two groups maintain that the [Enchiridion of Travel] ended up, as did the rest of Tymessul's works, when his disappearance was acknowledged. This work apparently remained in that library until it was loaned to the secretive monks of Saint Shastri, who wished to examine the documents for clues that might help them in their private battle against the demon Nuckalavee; this almost 350 years after Tymessul disappeared. While the monks were examining the first two scrolls and consulting with Ghulam, a Hierophant of the Cabal allied with the Sorrow Sea Druids, a ball of bright red light, 2' in diameter, appeared in the room, scooped up the scrolls and the box, and disappeared with them. The Green Mages quickly instituted a magical search for the scrolls, which failed to turn up anything. Ghulam later speculated that it was Acheulea who abruptly took the scrolls to help his friend, but this theory must remain purely speculation, for neither Tymessul or Acheulea have been heard from in the intervening decade. Fortunately, the contents of the work are well documented by several of the members of the Green Mages who had occasion to study the scrolls during the time they were in their library. The notes of the Green Mages clearly show that the scrolls contained in the work were of the type that Tymessul favored. The scrolls also contain most of his major researches, to which he devoted much time in order that he could continue the love of his life: traveling to ever more exotic locations. From their notes then, it is apparent that the first two scrolls were filled entirely with text on the methods of traveling to the outer planes and with various warnings and pieces of advice for planar travelers. The next two scrolls contain numerous spells used for traveling of all sorts, including all of the following, in standard form and written in Common: [astral spell, blink, dimension door, fly, gate, levitate, mount, succor, teleport, teleport without error], and [Tymessul's cerulean traverse] (unique spell). The final scroll of the collection contains the spells that Tymessul found particularly useful during his travels, all of which are written in Common but are otherwise in standard form: [airy water, anti-magic shell, fireball, Leomund's secure shelter, sink], and [Tymessul's planar pacifier] (unique spell, apparently a gift from Acheulea). The two unique spells described in the [Enchiridion of Travel] are as follows: <Tymessul's Cerulean Traverse> (Alteration/Enchantment) Level: 9 -- Components: V,S,M -- Range: Touch -- CT: 3 rounds -- Duration: 1 day/lvl. -- ST: None -- AE: The caster plus special When a mage invokes this powerful enchantment, he enables himself and a limited number of companions to journey through space and across planar boundaries. The caster may affect one companion for every six levels he possesses, in addition to himself (all fractions rounded down). For example, a 23rd-level mage could cast the spell upon himself and three companions. Each recipient of the spell must hold hands with the caster for the entire time that the spell is being cast, or be a part of a circle that includes the recipients and the caster. Any interruption of the circle will ruin the spell. Once the dweomer is cast, the individuals affected by the spell may separate, though the recipients must rejoin in a circle if they wish to cross any planar boundaries. Although there is no saving throw against a [cerulean traverse], it will not work on an unwilling or unconscious subject; if this is tried, the entire spell will be ruined for all involved. The prime function of the [traverse] is to allow the mage and his companions to move to other planes, as if they had passed through a small, personalized [gate]. Each planar boundary that is crossed, through the power of the [traverse, ]must be crossed by all the subjects of the spell in unison. Concentration must also be maintained for one round while the planar boundary is crossed. Each planar boundary so crossed reduces the duration of the spell by one day. Furthermore, while under the influence of this spell, no person may cross a planar boundary by any means other than the [traverse], including [wish, gate], a [well of the worlds], or even through the presence of an artifact. This spell grants certain lesser powers that may be utilized by the recipients, with no need to stay in a circle. These actions include the ability to fly, as per the mage spell [fly], and the ability to enter into gaseous form at will (along with all equipment) and move thus at three times the normal movement rate. A person in gaseous form is extremely hard to damage, not being subject to most magical attack forms and virtually all physical attacks, but may not cross a magic circle or [anti-magic shell]. The use of this spell in no way guarantees the safety of its users once they reach their destination, and will in no way protect them from any damage they may take during their journey or while they are on a foreign plane. The material components of the spell are a circular platinum chain large enough for all who are to be affected by the spell to grasp, which must cost a minimum of 10,000 gp for each person the spell-caster wishes to enchant, and at least 1,000 gp of powdered emerald for each subject, to be sprinkled in a circle enclosing the subjects. The chain is not consumed by the spell, but the powdered emerald is. <Tymessul's Planar Pacifier> (Alteration/Evocation) Level: 9 -- Components: V,M -- Range: Touch -- CT: 1 per object -- Duration: 1 wk./lvl. -- ST: none -- AE: 1 object per 6 levels of the caster The casting of a [planar pacifier] by a mage enables some types of magical items to operate normally while being used on a foreign plane. The magical items a [planar pacifier] may affect include only those items that have "pluses" --e.g., swords, shields, armor, [rings] and [cloaks of protection] (but not [bracers of defense, luckstones], and so on. The protection extends across one planar boundary for every three levels of the mage casting the spell. While the objects so enchanted remain within this limit, they operate at their normal strength. Thus, a [shield +4] taken to the first layer of the Nine Hells is still +4 in strength. However, once the object becomes farther removed than this from its plane of origin, it will lose one "plus" for each additional plane it crosses, over and above the limit imposed by the level of the caster. Thus, if an 18th-level wizard were to protect a [sword +4], the sword would remain +4 on the Astral plane and on the first five layers of the Nine Hells; on the sixth layer, it would be reduced to +3; on the seventh, +2; the eighth, +1; and if it is taken to the ninth layer, it would lose all magical power for as long as it remains there. The spell-caster loses 1 hp for each item he protects with a [planar pacifier], investing this hit point as a bit of energy from the Prime Material plane which surrounds the object and simulates Prime Material plane conditions for the object. Furthermore, the mage may protect only half as many items as he has constitution points (even if he casts the [pacifier] multiple times). The mage may regain his lost hit points simply by touching the enspelled items within one day of the end of the dweomer. If the magic is dispelled or otherwise removed from the item (e.g., by means of [Mordenkainen's disjunction] or a [rod of cancellation]), the hit points are permanently lost and may be regained only by means of a [wish]. The [pacifier] cannot be removed by [dispel magic], though more powerful magicks may dispel it. Magical items from other planes may be protected in a similar manner, but only if the caster comes from the same plane as the item to be protected, or is able to expend a [wish] to enhance the [pacifier's] power (which will also make the [pacifier] permanent). In any case, the spell will work only if cast while on the item's plane of origin. The material components of this spell are a drop of the caster's blood and 5,000 gp worth of powdered diamond for each item to be protected. Both substances are consumed when the spell is cast. <Mylsibis' Codex of Contention> <Appearance>: The [Codex of Contention] is a small magical volume, 6" long and 3" wide. Both covers and the spine of the book are fashioned from burnished and oiled shadow wood, which still possesses a dull gray shine despite the book's antiquity. On the inside is a spine made of leather, glued to the wooden spine, to which are sewn 28 pages of high quality vellum. The corners of the covers are reinforced by silver corner caps. Silver hinges attach the covers to the spine, and both covers are joined together on the right side by a silver clasp with a simple lock on it, which was broken the last time the book was examined. The symbol of Mylsibis (a red rose) has been scribed on the cover of the book with crimson lacquer. <History and description>: The [Codex of Contention] was first mentioned in history when the elven sage Anfiel acknowledged its existence in his diary 82 years ago, after visiting the mage Mylsibis. Anfiel died shortly thereafter under mysterious circumstances. No other known record exists from that time that describes the book. Mylsibis seems to have shown it to no other, and none of her six apprentices ever mentioned seeing the text. Two years later, following the death of her friend Anfiel, Mylsibis journeyed north to fight a lich--Atropos, master of the mages of the Black Circle, and conjectured to be an avatar--who had reunited the forces of the Circle after several hundred years of inactivity. Mylsibis was convinced that Atropos was involved in the death of Anfiel, and she vowed to avenge her friend's death and bring down the much hated and feared Black Circle. Mylsibis met the lich in a sorcerous battle, bested him in the previously unheard-of [Arcane Contention], and scattered the remains of the alliance of evil mages. She returned to her tower in Wraith Vale to heal from her wounds, but was surprised by the Shadowflight assassins of Urckene, hired by the remnants of the Black Circle, and she fell under their poisonous blades. The [Codex of Contention] vanished after her death and was not among the works recorded by her apprentices as being in her library. Three decades later, the work was apparently seen by the bard Vadour in the library of the oracle at Starfall, though the sighting was never verified. Vadour returned to "liberate" the book but could not find it. Twelve years after this, the book was found among other treasures in the lair of the red dragon Sthicyns, after the mighty worm was brought down by a dwarven war party from the Emerald Mountains assembled for that purpose. The dwarves apparently retained possession of the book for nearly a century, until recently when the dwarven king gave the book to the mysterious figure named the Mountain Mage (thought by some to be a dwarf) in return for his services in fashioning a new magical throne for the dwarf king. The Mountain Mage is believed to still possess the book. The court magist of the dwarf king renders a complete description of the book, a copy of which was sent to the Sestarian Imperial University. The magist claims that the book set forth many great offensive incantations, seemingly all that Mylsibis knew. The book also apparently contained a scrap of papyrus upon which Mylsibis had hastily written down a new spell, [balance], that she had just finished researching. The other spells were all set down in standard form, one per page, and included: [burning hands, Bigby's clenched fist, Bigby's crushing hand, Bigby's forceful hand, Bigby's grasping hand, Bigby's interposing hand, chain lightning, cone of cold, cloudkill, crystalbrittle, delayed blast fireball, energy drain, eyebite, feeblemind, fireball, ice storm, incendiary cloud, lightning bolt, magic missile, Melf's acid arrow, Melf's minute meteors, meteor swarm, Mylsibis' arcane contention] (unique spell), [Otiluke's freezing sphere, power word blind, power word stun, ray of enfeeblement], and [shocking grasp]. The two unique spells found in Mylsibis' [Codex of Contention] follow. <Balance> (Enchantment) Level: 1 -- Components: V,S,M -- Range: Touch -- CT: 2 -- Duration: 2 rds./lvl. -- ST: none -- AE: 1 person When a mage casts a [balance] spell, he enables a person to balance on one or both feet in a precarious position where that person would otherwise fall. Thus, the mage or a companion may walk a tightrope, cross a narrow or unstable ledge, or fight near the edge of a cliff with no fear of falling. Any unhindered balancing action requiring a dexterity check will automatically pass. This spell does not modify the recipient's armor class, fighting, missile bonuses, or climbing bonuses, though no penalties to these factors are taken from balancing. If other factors are introduced, such as being pushed, injured, or exposed to high winds, the recipient must make a dexterity check on 1d20, with a 20 indicating failure (otherwise, the recipient is assumed to simply move his body to recover from the force exerted on him). The material component of the spell is the hoof of a mountain goat, which is reusable. <Mylsibis' Arcane Contention> (Enchantment, Evocation, Illusion/Phantasm) Level: 9 -- Components: V,S,M -- Range: 10'/level -- CT: special -- Duration: Special -- ST: Special -- AE: Special When a mage or pair of mages unleashes the spell of [arcane contention], they enter into a magical duel of extreme efficacy and potentially catastrophic effects for the participants. The [arcane contention] creates twin phantasmal creatures of awesome size, controlled by the participants, which vie magically and physically to determine a victor. The spell has been used historically primarily as a means for settling disputes between powerful mages, and as a device to keep the devastating forces mages wield against each other limited in effect to the mages involved. At the same time, the [contention] will not significantly reduce the magical arsenal of the victor, and is also useful in its capacity to inspire awe or fear among any onlookers. When the [contention] is initially entered, only one mage needs to have memorized the spell of [contention], although both participants may do so. If only one mage has memorized the spell, or if but one of the dueling mages undertakes to cast the spell, that mage must initially issue challenge to his opponent. The challenging mage must then cast the first part of the spell, including the challenge. A challenge may be issued to any mage within the range of the normal vision of the challenger (thus, items such as a [crystal ball] or [eyes of the eagle] may not be employed), regardless of intervening magical barriers or mundane obstacles that would otherwise prevent the opponent from hearing the challenge. The challenge may then be either accepted or denied by the opponent. If the challenge is accepted, the mage who is challenged to the [contention] must cast at least 10 spell levels of spells (e.g., one eighth-level spell and one second-level spell, or five second-level spells), or respond by casting an [arcane contention] spell himself. All of these spells are absorbed to power the [contention], and none of their normal effects manifest in any way whatsoever. Once the mage has accepted the challenge, he must make all possible effort to cast the spells as soon as possible; if he delays, he will find himself [compelled] to cast the necessary levels of spells. When the mage which has been challenged completes the casting of the requisite spell levels, the [arcane contention] proper is joined. If the opponent desires to deny the challenge, he must make a saving throw vs. spells to avoid being inadvertantly drawn into the contention. If his saving throw is successful, he may ignore the challenge, and the spell will be lost from the challenger's mind. If he fails his saving throw, however, he is automatically drawn into the [contention] and is compelled to cast the necessary spell levels to power the [contention]. If two mages simultaneously cast [Mylsibis' arcane contention], or if one mage casts the [spell] in response to another's challenge (instead of casting 10 levels of spells), then no saving throw applies for either mage, and the [contention] must be joined without further delay. Once the [arcane contention] proper begins, both mages become immobile and absolutely vulnerable. Thus, although the honor of most creatures will prevent them from attacking the vulnerable mage (much as they would not throw an axe at the back of a dueling fighter), it is best for a mage to be in a friendly territory when the [contention] begins or to have prepared some form of magical defense. As the duel begins, each mage must choose a monster type to represent him in the battle. Any monster may be chosen, but it must be a monster that the mage has observed before or has read or heard about in detail. The monster cannot be one that the mage has only heard about in passing or from legend. The monster does not need to be of the same alignment as the mage, but it cannot be a unique being or specific individual. Once both mages have selected their "champion monster," an insubstantial phantasm (apparently "real" to observers) of each monster forms, at 10 times the creature's normal size (which affects apparent size, number of hit dice, and other applicable factors by a factor of 10, except damage per attack, which is but three times normal). Hit points are rolled for the monsters, and 2 hp are added to each monster's total for each level of the controlling mage. Each champion monster that is created has several abilities it may use during the [contention]. Primary among these is the ability to cast spells as the mage controlling it can, with the actual type and level of spells available to the champion corresponding to those currently memorized by the mage controlling it (material spell components are not needed, and the monsters may not learn [Mylsibis' arcane contention]). The magical monsters are in all other respects identical to the stock from which they are envisioned, including aspects such as special abilities, resistances, intelligence, immunities, and so on, and hence may draw on these often considerable powers during the combat. Fortunately, the magical monsters may only damage each other, whether the damage is caused by weapons, natural weaponry, or spells, and may only take damage from another phantasmal monster created by an [arcane contention] spell. The champion monsters proceed to do battle with each other, under the direction of the controlling mages, who select which type of attack the monsters will make and the spells they will cast. All movements, to-hit rolls, damage rolls, saving throws, etc., are made exactly as they would be for a normal battle. During the battle, each mage must maintain his concentration, or control of his monster will be lost during the interruption. If "uncontrolled," a monster may only attack physically (i.e., it cannot employ spells unless the mage maintains concentration). Each monster may not attempt to end the battle prematurely by using spells or physical movement to leave, and may not willingly move out of sight of the opponent or either of the controlling mages. The battle is concluded when one monster dies as a result of damage accrued from the other monster. The efficacy of the monsters is not totally predetermined by the conditions mentioned, and each mage may affect the condition or effectiveness of his phantasm in one of several ways, though at considerable loss to himself in many cases. The hit-point total of the monsters may be increased by channeling hit points from the controlling mage to the phantasm, at a direct one-to-one ratio, for hit points gained per hit points lost. Also, the damage caused by spells or other attacks cast by the phantasms may be increased in strength if the mage is willing to suffer a loss of ability-score points. The mage may use all of his ability scores for this purpose; every point so sacrificed increases the damage of the attack by 1 hp. Lost ability-score points are regained at the rate of one every two rounds for each ability below normal. This loss of ability points is only illusory, but no score may be reduced below zero; if any score is still at zero at the end of the battle, the mage will die. Additionally, the mages involved may also influence the monsters by expending charges from any magical items they possess. Each charge so used may increase the monster's hit-point total by 1 hp, or increase the amount of damage done in an attack by 1 hp. Any healing that the mage receives during the [contention] may optionally be applied to his champion, with the exception of a [heal] spell. Magical healing so received by the monster becomes ineffective once more than twice the monster's original number of hit points has been received in total. For example: A mage with 56 hp wishes to increase the hit-point total of his monster (which currently has 200 hp) by 40 hp. The mage's new total will be 16 hp, and the monster's new total will be 240. The mage also has a strength of 16 and a constitution of 17. If the champion monster is directed to cast a [fireball] spell that would normally do 67 hp damage, the mage may opt to reduce both his strength and constitution scores by 10 to 6 and 7, respectively, and have the monster cause 87 hp damage to its opponent (saving throw applicable). Much later, the monster is severely wounded and has but 42 hp remaining. The mage drinks a potion of [extra-healing] and opts to use half of the 20 hp he gains to heal himself, bringing his total up to 26 hp, and the monster's hit-point total up to 52. When the battle is concluded, both phantasms vanish, and the mage whose champion has lost the battle (i.e., is the first monster to die) takes damage equal to one-tenth of the total number of hit points in damage his champion suffered (no saving throw), and loses from memory all the spells his champion cast during the battle. The victor of the [arcane contention] loses one-twentieth of the total hit-point damage his champion suffered, but does not lose any spells from his memory (besides [Mylsibis' arcane contention], of course). The victor also gains experience points equal to half the experience-point value of the vanquished mage. Additionally, all enemies of the victor under 2 HD who viewed the battle must make morale checks or suffer from the effects of [fear] spell, and all those of 2-4 HD must make saving throws vs. spells or suffer from the effects of a [scare] spell. All those friendly to the victor gain a bonus of +1 on their next morale check; this may be applied during a BATTLESYSTEM(TM) supplement or D&D Companion Set "War Machine" battle.> END FILE