Saturday, September 22, 2018

Wizard Mark (spell)

Range: touch
Duration: permanent
Area of Effect: 1 rune per level
Casting Time: 1 round
Saving Throw: none
Level: mage (1st)

Inscribes a personal rune or mark into any object, including magical objects.  The rune may be visible to the ordinary eye or not, as chosen by the caster ~ the spells detect magicpenetrate disguise or true seeing will detect an invisible mark, among other potential means and spells.  Understanding the rune will require another mage (as other casters cannot read magical script) or the spell comprehend languages.

Any rune can be inscribed, though none have a specific effect.  The purpose is primarily to lead others to a specific location (for societies, cults or guilds), or to designate ownership should an object be stolen or go missing.  The object can also be used as identification if taken to another who knows the caster.

Unseen Servant (spell)

Range: 60 ft.
Duration: 2 hours +20 min. per level
Area of Effect: 1 servant
Casting Time: 1 round
Saving Throw: none
Level: mage (1st)

Creates an invisible entity that is able to act in the caster's stead where duties need to be performed.  The unseen servant is effectively able to do anything included in the caster's personal list of skills ~ excepting those things that involve some form of observation, problem solving or investigation.

For example, if the caster possessed skills in alchemy, the unseen servant would not be able to identify earths or prepare ingestive poisons, as these things require problem solving and observation.  However, the unseen servant could assist in passing substances as needed, placing the made poison safely into vessels or applying to weapons, collecting every speck of mineral or metal from a table top (even from within the cracks), then washing the instruments afterwards.

If the caster were a farmer, the unseen servant would not be able to select the best place to farm, but it would be able to hoe, sow seeds, pick weeds and even harvest the crop, as these things are straightforward.

Additionally, an unseen servant can hold a torch for light, carry up to a maximum of 20 lb. of equipment or treasure, fetch fallen weapons, open doors, clean and cook as well as the caster, hold animals, carry water from the river, bury a fire, act as an assistant for any operation, bind wounds, obtain an object from a backpack or a character's clothing, search bodies or otherwise perform any similar service.

The unseen servant cannot fight or be killed.  It can be magically dispelled, however.

Tenser's Floating Disc (spell)

Range: 20 ft. +5 ft. per level
Duration: 2 hours +1 hour per level
Area of Effect: 200 lbs. per level
Casting Time: 1 round
Saving Throw: none
Level: mage (1st)

Creates a circular, concave disc upon which items may be carried.  The disc is visible, 3 feet in diameter and of a color determined by the caster.   As the weight limitation of the spell expands, the disc will not change in size, but will continue to carry as much as before.  The disc will trick the eye, so that even as more and more is piled upon the disc, it will never make a pile higher than two feet deep - with any item specifically looked for proving to be plainly visible.  In effect, the disc acts somewhat like a bag of holding.

The disc will rest on the ground, float up to 3 feet above it, and move along at a speed no more than 3 combat hexes per round.  The disc can be used to carry wounded persons or animals.  The disc will shift to protect its load, so attacks against the disc or anything it carries are done at -4 to hit.  A combatant kneeling on the disc can hurl or fire missile weapons; but the disc is too wobbly to fight from hand-to-hand, and anyone attempting to do so will immediately fall off the disk and suffer 0-2 damage from the attempt.

The disc must have a flat surface upon which to move.  If moved over a vertical drop, the disc will tumble its contents, then disappear.  A similar effect will happen if the caster moves beyond the spell range, whereupon the disc will dispel.

Taunt (spell)

Range: self
Duration: 1 attack; see below
Area of Effect: 1 creature per level; see below
Casting Time: 1 round
Saving Throw: negates
Level: bard (1st)mage (1st)

Empowers the caster to “get under the skin” of a would-be enemy, encouraging them with japes and jeers to forsake their positions and attack directly and openly. This attack would be with such anger that it ensures the caster and allies would gain initiative.

Further, the first attack against the taunted creatures will be done at +3 to hit, as the creature is infuriated so that they are less able to defend themselves.

Creatures that are taunted must be within the voice range of the caster (12 combat hexes, or 60 ft.) and are entitled to a saving throw. Additionally, creatures with less than 5 intelligence are unaffected by the spell.
Taunted creatures will never act with a missile weapon, but will always seek hand-to-hand combat. If they can, they will prefer to attack the caster; if large enough, they are large enough to simply overstep smaller opponents. In all cases, they will continue to move forward until they can attack the source directly.

Note the spell duration is listed as “1 attack” ~ once the affected creature makes their first attack, they are free to act as they will. NPCs will often be subject to morale checks, if their situation is suddenly very bad.

See Also,
Bard 1st Level (spells)
Mage 1st Level (spells)

Spider Climb (spell)

Range: touch
Duration: 1 round +1 round per level
Area of Effect: 1 creature
Casting Time: 1 round
Saving Throw: none
Level: mage (1st)

Enables the recipient to climb and travel upon vertical surfaces, even the underside of ceilings, just as a giant spider is able to do.  Movement cost for ceilings, walls or similar surfaces is 2 action points (AP) per 5 ft. distance.

While the recipient's hands and feet must be free in order to climb, neither must be bare; the spell recipient will be able to climb just as well in heavy boots or gloves.  As well, so long as the recipient holds immobile, one hand can be removed from the surface (even upside down) and used to manipulate an object.  However, both hands and feet must be again employed to move further along a surface, or the recipient will fall.

The spell has no effect on the character's ability to take hold or release objects, as no "stickiness" is imparted to the recipient's limbs.  The character is simply able to climb walls.  Slippery surfaces have no affect on the spell, or the actual surface being moved over.

Sleeping for Rest

Most characters need to sleep at least six hours per 24-hour cycle, if they wish to avoid negative effects from forced march, heal their hit points through rest or regain their spells.

Sleeping must be managed under reasonably comfortable conditions.  Characters cannot sleep in their armor, or while wearing anything uncomfortable; they may not sleep in the open if it is raining; they may not sleep in temperatures that cannot be properly insulated against.  Decibel levels cannot be above 40 dB.  If these conditions are not met, characters may try to sleep, but it is presumed the sleep is ineffective and not restful.

Characters that are sleeping have a chance to awake if roused or if conditions change.  These rules, as well as the sort of sleeper an individual is (heavy, normal, light) are covered under Rouse Sleeping Creatures.

For attacking sleeping persons who will not wake due to approaching stealthily, see Helpless Defenders.

When waking, a formerly sleeping character should be counted as prone and unarmed.  Until 4 action points (AP) are expended by the character to fully awaken themselves, the character should be counted as groggy for combat purposes (-2 to hit).  Rising from a prone position requires 2 AP, while rising from a chair requires 1 AP.  If the character's weapon was laying within reach or beside the character when the character was sleeping, it requires 1 AP to take hold of it, regardless of the weapon's weight or length.

See Also,
Sleep (spell)

Sleep (spell)

Range: 30 ft. + 10 ft. per level
Duration: 5 rounds per level; see below
Degree of Effect: 2-8 hit dice +1 HD per level
Casting Time: 1 round
Saving Throw: negates
Level: mage (1st)

Causes a light comatose slumber to come upon one or more creatures designated by the caster.  Creatures so designated must be within the spell range.  Once the spell is discharged, each individual must make save or collapse into sleep, wherever they are.  In some cases, this may result in dire consequences, such as if the individual is upon a moving horse, above a precipitous drop or in some other danger.

More than one creature may be affected, so long as the total does not exceed whatever number of hit dice the caster can influence.  Those who make save will be unaffected by the spell.

Those affected should not be treated as helpless, particularly if there is a battle continuing around them when the spell is discharged.  Though the spell's duration is 5 rounds per level, if any non-stealthy stranger is moving near them, those affected by the spell should be considered to have woken up almost the moment they have fallen asleep (see Rouse Sleeping Creatures: light sleepers).

This means that during their next turn, though they may have fallen asleep at the caster's discharge, they will open their eyes among the noise of melee (or for some other reason), and begin to act again as detailed under rules for Sleep.

However, if put to sleep under normal conditions, the duration of the spell will be 5 rounds per level as shown above.

Run (spell)

Range: touch
Duration: 1 hour per level
Area of Effect: 1 creature per 2 levels above 1st
Casting Time: 1 round
Saving Throw: none
Level: mage (1st)

Enables the recipient to run for long distances without experiencing exhaustion.  The speed moved is slightly better than combat running, as each combat hex costs ⅖ action point.  The total distance that may be run in an hour is 8.52 miles, about the equivalent of a good marathon-runner.  The spell is not affected by encumbrance, so that the affected character can be carrying up to their maximum load and still run for the duration of the spell as though they are unencumbered.

For each hour of running, the character must spend double that number of hours in additional sleep that night, in order to achieve complete rest.  Thus, a character that had run two hours would have to sleep four hours, plus the usual minimum of six hours (a total of ten) before they were fully rested, so that they were able to heal or relearn spells.

The caster may affect two creatures at 3rd level, three creatures at 5th level, four creatures at 7th level and so on.

Endurance Running I (sage ability)

Enables the physical power necessary to run very long distances, provided the character has sufficient water to drink and is minimally encumbered - that is, the character is carrying little enough that they have the full potential movement, typically 5 action points (AP).

The speed that can be maintained is equal to a cost of ⅖ AP per combat hex.  This equals a distance of 8.52 miles per hour, which can be maintained for a period of up to 3 hours.

During this time, the runner will sweat considerably, double the amount normally lost in perspiration due to dehydration.  This water must be replaced no more than every ten minutes, continuously, either by water that is found or carried.

For example, a 150 lb. character running in warm weather is losing 0.9 lbs. of water every hour, or 13.8 fluid ounces (1.72 cups, or 431 ml).  This equals 2.3 fl. oz. per ten minutes, a little more than a quarter of a cup or 72 ml.  This is about 4 swallows of water (which ranges from 16 to 20 ml per swallow).  Running in this temperature is more or less feasible.

Of course, the runner can stop at any time and search for water.  If the amount of necessary hydration is not achieved, however, movement while running is reduced to normal running speed (½ cost per combat hex) for the following ten minutes.  After that, the runner must reduce their speed to a normal pace.  Once the necessary amount of water has been imbibed to replace all that has been lost since the run began, the character may begin running again, until the three-hour limit has been reached.

See Running (athletic ability)

Nystul's Magic Aura (spell)

Range: touch
Duration: 1 hour per level
Area of Effect: 1 object up to 5 lbs. per level
Casting Time: 1 round
Saving Throw: none
Level: mage (1st)

Invests any object with magic, so that for the duration of the spell it will exhibit properties of true magic (not an illusion).  A detect magic spell will reveal the aura as strong magic, but will not reveal the source.  An identify spell will identify the source of the magic.

Weapons affected by Nystul's aura will successfully damage monsters that can only be hit by magic weapons.

Push (spell)

Range: 20 ft. + 10 ft. per level
Duration: 1 round
Area of Effect: 200 lb. per level; 1d6 damage per level; see below
Casting Time: 1 round
Saving Throw: dexterity check
Level: mage (1st)

Causes an invisible force to lift and hurl back whatever object the caster desires, whether animate or no.  The force of the push is not great: it is enough to push back the maximum weight affected by the caster a total of only 10 feet.  The direction of the push is always directly away from the caster.

The push spell can be used to push things in any direction, including vertically.  Creatures will only be stun-locked if they suffer sufficient damage.  Up to one object or creature per level may be pushed.

However, the push is greater against things progressively smaller in weight.  For example, a 1st level caster could push a 200 lb. box only 10 feet, but a 100 lb. box could be pushed 20 feet.  However, the greatest distance that anything can be hurled, regardless of how small, cannot exceed the caster's spell range.  Therefore, though a 50 lb. weight should logically be thrown back 40 feet, a 1st level spellcaster's range is only 30 feet; therefore, anything smaller than 67 lbs. would be thrown a 30 foot distance and no more.

When creatures are hurled back, they will suffer damage 1d6 damage per level from the initial push.  They must then make a dexterity check, or else tumble, potentially suffering more damage.  This could also result in crashes or collisions with other persons.

The caster may wish to specifically affect persons who are lined up, so that a crash or collision is certain to occur.  Small objects, able to be pushed the full range of the spell, can be "thrown" at targets for the spell's damage (regardless of the distance or size).  The caster must roll to hit AC 10 in these cases, but a +4 bonus is given if the affected object is held in the caster's hand before pushed.

The spell can be used by the caster to push objects or creatures without harming them.

Friday, September 21, 2018

Mount (spell)

Range: 10 ft.
Duration: 4 hours + 2 hours per level; see below
Area of Effect: 1 mount
Casting Time: 1 round
Saving Throw: none
Level: mage (1st)

Conjures a creature that will serve any rider as a mount.  Though magical in substance, the conjured animal will appear in all ways to be completely natural and real; only a spell will reveal its true nature.  The animal can be destroyed by hit point damage; it will have the maximum number of hit points for a creature of its species.  The conjured mount is unable to attack in any manner.

The mount will serve any rider willingly and well.  Provided the rider wishes to use the mount solely as a conveyance from one place to another, no special sage abilities or skills are required.  If the rider intends to use the mount in combat, however, actual skill in riding and managing a like mount is a necessity.  No riding gear is necessary for either purpose.

The table gives the form of the animal that may be called forth by the caster that has reached that level or greater.  Any potential mount may be called, though water creatures may only be called when the caster is actually hip deep in water, while land creatures cannot be conjured in a watery environment.  The caster may choose the species of dragon that is called, though it must be brass, bronze, copper, silver or gold.