Thursday, August 16, 2018

Melf's Arrow (spell)

Range: 60 ft.
Duration: 1 round
Area of Effect: 1 creature
Casting Time: 1 round
Saving Throw: negates
Level: mage (2nd)

Conjures a magical arrow that materializes between the caster and the target before striking a creature and causing damage.  The arrow requires the caster to aim, so that a roll to hit must be made; however, the arrow only needs to hit AC 10, regardless of the creature's armor class.  The caster receives a +1 bonus to the die roll.

If the arrow misses, it is not lost, but may turn and attempt another strike the following round, if the caster continues to concentrate on the arrow.  In fact, the caster may make as many attempts to hit with the arrow as necessary, so long as the caster's concentration is not broken.  However, the caster may not attempt an alternative target after the first attempt.  If, for whatever reason, the initial target escapes and cannot be seen, or if the target is dead and there is no reason to use the arrow, then the magic will be broken and the arrow will evaporate.

The damage caused by the arrow on a hit will be 4-13 (3d4+1). 

Upon reaching 6th level, the caster will gain the ability to create and concentrate upon two Melf's Arrows, which may be fired at multiple targets if the caster chooses.  An additional arrow is then gained for every three levels above 6th: three arrows at 9th level, four arrows at 12th level, etcetera.

Levitation (spell)

Range: self
Duration: 10 rounds per level
Area of Effect: 1 composite object, up to a distance of 10 ft. per level from the caster
Casting Time: 1 round
Saving Throw: negates
Level: mage (2nd)

Enables the caster to affect any single living thing or object up to 100 lbs. per level of the caster.  This movement is strictly vertical, either up or down.  Unwilling creatures are entitled to a saving throw against magic if they do not wish to be levitated.

The movement rate cannot exceed 20 feet in a single round, but any lesser speed is equally possible.  Movement cannot be both upwards and downwards in a single round.  Multiple objects or creatures may not be moved with the spell.

To either stop or start movement, the caster must expend 1 action point.  The spell can be cancelled without any movement cost, allowing creatures to fall and suffer damage, or to smash objects or drop them on defenders.

Horizontal movement is not empowered by the spell, but if a creature is able to push or pull itself by some means, say along a vertical wall or with a rope, the levitation will continue to suspend the creature while this is done.  Forte, gust of wind or push will also cause the affected creature or object to move.  Objects levitated within reach from the ground can be pushed along ~ depending on their mass, they may be difficult to start moving, or difficult to stop once they've gained momentum.


Leomund's Trap (spell)

Range: touch
Duration: permanent; see below
Area of Effect: 1 object
Casting Time: 1 round
Saving Throw: none; see below
Level: mage (2nd)

This false trap is designed to fool any who attempt to pilfer or investigate past a certain point.  Regardless of the observer's ability to detect traps, it will become apparent that an object or place being investigated is clearly trapped.  The exact nature of the trap will not be evident to the observer, though they will be able to clearly see strands, tiny needles or hooks attached to purse strings, locks, hinges, handles, holes in the wall or other believable connection.  In fact, all of this apparatus is a mere illusion.

It will seem evident to most that Leomund's trap cannot be safely removed.  However, a character with sufficient knowledge of setting traps will recognize the dweomer for what it is and know that no real trap of any kind exists.

The caster of the spell may create a maximum of three traps per level; thereafter, any additional trap that is created will result in an earlier trap being dispelled (according to the caster's choice).

Irritation (spell)

Range: 10 ft. per level
Duration: 1 round per level
Area of Effect: 1 creature per level
Casting Time: 1 round
Saving Throw: negates
Level: mage (2nd)

Inflames the epidermis of creatures chosen by the caster so that an itching sensation takes hold, intensely aggravating any that fails to make saving throw against paralyzation.  Once irritation has taken effect, creatures will not be able to attack at all.  They will suffer 1 h.p. of damage per round.

Attackers in battle against those affected will receive a +4 to hit bonus.  If the sufferer is wearing armor, meanwhile, they will make every effort to pull it off, dropping shields first and thereafter reducing their armor class by 1 point every two rounds.  This latter armor class loss will persist until a time when the defendants can suit up again.

If a sufferer has no armor, or they have successfully shucked off their armor, the sufferer will move away at half speed for the remaining duration of the spell, helplessly scratching themselves and continuing to suffer damage.

Survivors of the spell will then suffer from a rash that will persist for 1 to 4 days, which will for that period lower the character's charisma by 1 to 4 points.  This rash may be cleared by cure disease.  A germicide brewed by a herbalist will also reduce the effects of the rash by 1 day and reduce the charisma penalty by 1 point.  The rash is not magical and is not affected by dispel magic.

Wednesday, August 15, 2018

Fool's Gold (spell)

Range: 10 ft.
Duration: 3 hours per level
Area of Effect: 1 lb. of original metal per level
Casting Time: 1 round
Saving Throw: none
Level: illusionist (2nd)mage (2nd)

Creates the illusion that any existing metal will have the appearance of real gold, though no alteration is made to the physical shape of the metal.  Wrought iron or lead would appear to be wrought gold, powdered metal would appear to be powdered gold, copper coins would appear to be gold coins and so on.

Because the shape remains the same, however, a copper coin made to appear gold would still have the recognizeable mint stamp of a copper coin, giving reason for the observer to doubt.  However, the weight of the coin would seem to be the density of gold.  This means that a pound of iron would create the illusion of 2.46 lbs. of gold, while a pound of lead would only create the illusion of 1.7 lbs. of gold, when the specific density of the originating metal is taken into account.

Naturally, any good assayer has the potential of recognizing the dweomer, and for this reason it is always a danger to foist the illusion upon any expert person.  As well, it would be rare to receive the full value of the illusionary metal affected.  As a bartering tool, however, the spell may be employed to great effect, particularly in any obscure backwater, where the residents might be more gullible and less able to pursue the matter later when the spell's effect wears off.

There is no saving throw associated with the dweomer; but the DM is encouraged to consider the worldiness of the mark, the place and whether the character's efforts to make the presence of the faux-gold, and their willingness to trade it, are believable.

Flaming Sphere (spell)

Range: 10 ft.
Duration: 1 round per level
Area of Effect: 5 ft. diameter sphere; see below
Casting Time: 1 round
Saving Throw: objects must make save vs. normal fire
Level: mage (2nd)

Creates a globe of ordinary fire approximately one foot in diameter, that will affect objects within a 30-inch radius from its center.  If disregarded, the ball will float three feet above the ground, unmoving. If the caster wishes, and will spend one action point of concentration each round, the sphere can be made to rise up to six feet above the ground, or rest on surface, but no higher or lower.  The sphere may also be moved up to five feet from its location per round, as far as the caster is able for the duration of the spell.  Vertical and horizontal movement may both be accomplished simultaneously.

Objects within the area of effect must make save vs. normal fire each round that they are within the spell's area of effect.  Porcelain or pottery will be cracked, glass will break, items will be charred or blackened, flammable objects will burst into normal flames and so on. 

Combatants in combat hexes adjacent to the sphere will feel compelled to break off their attacks and retreat away at least one hex, though this is merely a natural instinct and not a feature of the spell.  Any creature trapped or unconcious, that is touched by the sphere will suffer 2-8 damage per round of contact.  Carried equipment must then make saving throws as any other object.

Note that neither the caster, nor any of the caster's allies, is immune to the spell's effects.  The caster may, however, dispel the sphere with a single action point.  The fires created by the sphere are entirely natural, however, and cannot be dispelled.

ESP (spell)

Range: self
Duration: 10 rounds/level
Area of Effect: 1 creature per level; 10 ft. per level
Casting Time: 1 round
Saving Throw: none
Level: mage (2nd)

Enables the caster to read the immediate thoughts of creatures of intelligence within the spell's range, as chosen by the caster.  The caster can only concentrate on one thinker at a time, but may change to another entity for each individual round.

The spell will not instantly reveal the life history of the thinker, but only those thoughts that exist in the thinker's mind for the moment the caster concentrates on that individual.  These thoughts are unlikely to be full of exposition, such as giving the thinker's name, address, overall purpose, goals, detailed accounts of objects held and so on.  However, the spell will reveal the thinker's immediate motivations, any lies being told, intended targets in a fight, spells meant to be cast, strategies about to be employed, ruminations and doubts.

It is most effective as an interrogation tool.  When asked questions or matters are brought up, the thinker's thoughts will settle on that subject and whatever truths about the thinker's beliefs will immediately become evident.

The spell will have no useful effect on creatures with a 4 intelligence or less (semi-intelligent, animal intelligent or non-intelligent creatures).

Bind (spell)

Range: 40 ft.
Duration: 2 rounds per level
Area of Effect: 1 creature per level
Casting Time: 1 round
Saving Throw: negates
Level: mage (2nd)

Animates the clothes and equipment worn by creatures so that they will twist, constrict and wrap themselves tightly around the recipient's body.  Working animals will be affected by their harnesses or belly belts.  Within a round, creatures that fail to make their saving throw will be bound and tied, and therefore subject to an attack as helpless defenders.  However, once the initial attack has been made, and damage sustained, the spell will be broken so that the defender will no longer be helpless.

Creatures with unusual strength, such as giants, receive a bonus to their saving throws equal to their "to hit" bonus (a hill giant with a 19 strength would receive a bonus of +3).  Creatures also receive a +1 bonus per 500 lbs. of weight they possess (this would be in addition to their strength).  Finally, creatures with claws, such as griffons or hippogriffs, will destroy their harnesses before being bound by them (but this will unseat riders and delay any further use of these creatures as mounts).

Creatures that have no accouterments or carry no equipment will not be affected by the spell.

Deeppockets (spell)

Range: touch
Duration: 6 hours + 1 hour per level
Area of Effect: 1 cloth cavity per level
Casting Time: 1 round
Saving Throw: none
Level: mage (2nd)

Transforms a tailored pouch, pocket, sack or similar tailored cavity, so that it will hold ten times as much as would normally be possible.  The effect is much like the magical item, bag of holding.  While the capacity is improved, however, the actual weight of the object reflects what the weight would be if it were carrying the normal amount.

For example, a sack typically carries 20 lbs.  If the spell deeppockets were cast on the sack, the sack would then have a capacity of 200 lbs ... but the adjusted weight of the sack would be 1/10th of the weight it actually carried.  Therefore, if the affected sack carried 130 lbs., the actual weight would only be 13 lbs.

Take note that the transformed cavity can only carry objects that would normally fit through its opening, which is unaffected by the spell.  Consequently, while a transformed sack might have the capacity to carry a full grown man, the man would not fit into the sack and therefore could not be carried.  The spell will not affect objects - such as a sheet of untailored cloth - not normally intended to carry things.

The spell will not affect wooden objects such as chests or coffers.

When the spell's duration has passed, the cloth cavity will cough out the excess weight carried, without destroying the affected item.  It is therefore paramount that the place in which the contents will be spewed forth is not a location where such contents are likely to be lost.

Stoneskin (spell)

Range: touch
Duration: 1 round per level
Area of Effect: 1 creature
Casting Time: 2 rounds
Saving Throw: none
Level: mage (4th)

Improves the recipient's base armor class to 0 (zero) for the duration of the spell.  Dexterity and armor bonuses would then apply to the character, if worn.  Thus, if the recipient of the spell were to wear chain mail, which offers a +5 armor class bonus, the recipient with stoneskin would have a total armor class of -5.

As well, recipients of the stoneskin spell are entitled to choose to make saving throws against certain attack forms as they affect objects, if these saving throws are an improvement over the character's normal save chance.  The attack forms affected are (with their saving throws): acid (3); fireball (5); magical fire (3); normal fire (2); frost (1); lightning (14); and electricity (2).

Thus, for example, if the recipient were a 7th level mage, with a normal saving throw of 10 against fireball, would in fact have a saving throw of 5 while influenced by the spell.