Date: Wed, 22 Dec 93 12:26:24 -0800 From: Joshua Rosenfeld X-Sender: emilus@carson.u.washington.edu To: wsbusr1@urc.tue.nl Here are some spells I've created for use in my world (Urlyne) for wizards...some of them are for a class I'm creating called the warpwizard... It was done using the TeX program...I went through it and took out a lot of the tex commands, but some are still there...if anything's confusing, don't hesitate to ask... --norvien (emilus@carson.u.washington.edu) First Level ----------- Skip Object (Alteration) Range: 60 feet \> Components: V, S \\ Duration: Level! + 1 rd \> Casting Time: 1 \\ Area of Effect: Special \> Saving Throw: Special This spell can be cast on any non-living object with a volume no greater than 1 cubic foot per level of the caster. Magical items and those items held or worn by an unwilling creature receive a saving throw of 12. Magical items with plusses or minuses receive a bonus to their saving throw equal to this modifier (which means that a cursed --2 sword would receive the same bonus as a +2 sword). Other magic items receive bonuses corresponding to the strength of their magic (as determined by the DM): +1 for weak magic, +2 to +3 for moderate magic, and +4 (or more) for strong magic. Artifacts and relics are not affected by this spell. For every third level of the caster, this saving throw is further modified by a --1 (--1 at 3rd level, --2 at 6th, etc.). The effect of this spell is to cause the object in question to be skipped forward in time a number of rounds equal to the factorial of the caster's level, plus one (a fifth level wizard, then, can skip an object forward 5 + 4 + 3 + 2 + 1 + 1, or 16, rounds). During the time the object is being skipped, it ceases to exist, and there is no way to affect it in any way. When it reappears, if something has moved to occupy the space it previously was in, it will move to the nearest open space. The caster can choose to bring the object back any time before the expiration of the spell, at which time the spell ends. Second Level ------------ Grimly's Prehensile Feet (Alteration) Range: Touch \> Components: V, S, M \\ Duration: 1 hour + 1 turn/level \> Casting Time: 3 \\ Area of Effect: One person \> Saving Throw: None This spell alters one person's feet so that they are able to grasp as well as his or her hands can. The recipient of this spell must not be wearing shoes, or 1d3 points of damage will be taken due to the lengthening of the feet in a cramped space (soft leather boots must save or rip apart). The recipient must also be human or humanoid for the spell to take effect, and unwilling victims are allowed a saving throw. The prehensile feet will add +30\% to climbing rolls. If in a position to use feet to attack with weapons, this is also possible, though at a non-proficient penalty even if the attacker is proficient with the weapon, and double the penalty if the attacker is not proficient. Somatic components of spells of third level or lower may be performed with prehensile feet. The material component for this spell is a bit of monkey fur. K\^aldane's Drowse (Enchantment/Charm) Range: 30 yds \> Components: V, S, M \\ Duration: 3 rds/level \> Casting Time: 3 \\ Area of Effect: Special \> Saving Throw: None The victims of this spell must be within 30~feet of each other, with a center determined by the caster. This spell affects 2d6 Hit Dice of creatures, affecting lower level creatures first, with partial effects ignored. Creatures of 6+3 Hit Dice or more are unaffected. The result of the spell is to make its victims feel sleepy, giving them a +2 penalty to their Armor Class, and a --2 penalty on their to hit rolls, with all Dexterity bonuses for combat negated. If a creature who has been subject to the {\sl Drowse} has more than 4+3 Hit Dice, it can be subject to {\sl Sleep} ({\it q.v.}), although it is allowed a saving throw (at --4). The material component of this spell is a pinch of fine sand. Skip Self (Alteration) Range: 0 \> Components: V, S \\ Duration: Level! + 3 rounds \> Casting Time: 3 \\ Area of Effect: Caster \> Saving Throw: None This is a variation on the 1st level spell {\sl Skip Object}, only this spell affects the caster, including any non-living object he is wearing or holding at the time of casting (except for artifacts and relics, which may not be skipped with this spell). The caster can skip himself forward in time a number of rounds equal to the factorial of his level plus three. He can decide to skip a lesser amount of time, but this must be stated when the spell is cast, for while he is ``skipping,'' for all intents and purposes, he does not exist. When the duration has expired, if something or someone occupies thhe space previously occupied by the spell caster, he will reappear instead in the nearest open space. Third Level ----------- Grimly's Outstretched Arms (Alteration) Range: Touch \> Components: V,S,M \\ Duration: 2 rounds/level \> Casting Time: 3 \\ Area of Effect: One person \> Saving Throw: None This spell allows one person the ability to stretch either or both of his or her arms up to 1 foot longer/level of the caster. The outstretched arms may be lengthened or shortened as often as desired while the spell is in effect, although they may not be shortened more than they were to begin with. The person affected may fight with outstretched arms at --1 to hit. Theiving abilities involving the hands may be performed with outstretched arms, although with a --5\% penalty for every 2 feet the arms are outstretched. If an outstretched arm takes more than 15~points of slashing damage in one blow, it is severed. This spell can only be cast once per person while the spell is in effect (that is, a caster may not cast this spell on the same person twice before the duration of the first spell is finished, and neither can another caster). The material component is a bit of gum arabic. K\^aldane's Instant Burden (Enchantment/Charm) Range: 30 yds \> Components: V, S, M \\ Duration: 2 rds/level \> Casting Time: 3 \\ Area of Effect: One person/2 levels \> Saving Throw: Neg. The victims of this spell will instantly feel twice the load that they thought they were carrying, slowing their movement and increasing encumbrance. If a character is suddenly burdened with one and a half their maximum encumbrance, there is a 50\% chance that damage will be taken. Damage incurred is 1d6 per 50~pounds above the maximum. If a character is suddenly burdened with twice maximum encumbrance, damage will automatically be taken, with a 30\% chance of causing a permanent limp or back injury. The material component is a piece of lead. K\^aldane's Instant Fatigue (Enchantment/Charm) Range: 20 yards \> Components: V, S, M \\ Duration: Special \> Casting Time: 2 \\ Area of Effect: 1d4 people/4 levels \> Saving Throw: Special Similar to K\^aldane's other spells, the victims of this spell must be within 30~feet of each other. For every four levels of the caster, 1d3 people/creatures can be affected. Each victim is allowed a Constitution check with a --4 penalty to try to negate the effects. This roll is further modified by a +1 bonus for every four levels of the victim (thus, a ninth level fighter with a 16~Constitution would have to roll a 14~or lower to negate the spell). The result of the spell is that the victim suffers immediate fatigue, as described in the \sc Wilderness Survival Guide (\it q.v.\rm ). This means a loss of 2~points in every Ability score, along with any bonuses gained by a higher score (to hit/damage adjustments for Strength, bonus spells for Wisdom, hit points for Constitution, \etc ); plus a further --2 on all attack rolls (to hit and damage). Note that these effects are temporary. After one hour of rest the victim is allowed another Constitution check (with no modifiers, using his or her lowered score). If the check is successful, then the fatigue has worn off, and all Ability scores are again back to normal; otherwise, the fatigue lasts for another hour, at which point another check is made. If a fatigued character continues to do strenuous activity, he or she must make a Constitution check once every turn or become exhausted. The fatigue will not last longer than three hours. The material component of this spell is sweat from some human or humanoid being (excluding that of the caster). K\^aldane's Peaceful Rest (Enchantment/Charm) {\dh Reversible} Range: 10 yards \> Components: V, S, M \\ Duration: Special \> Casting Time: 1 round \\ Area of Effect: One person/level \> Saving Throw: None This spell allows any type of rest to be more beneficial. Those affected can rest or sleep for an amount of time, and when the time is over, for all purposes, it will seem as though they have rested for three times the amount that they really did. For example, someone under the influence of {\sl K\^aldane's Peaceful Rest} can sleep for 2~ hours, and when he or she awakes, it will seem as if 6~hours of rest have passed. Hit points cannot be gained faster, but spell casters can benefit by sleeping shorter amounts of time than it normally takes before new spells can be memorized. Likewise, the effects of fatigue and exhaustion will wear off faster. The material components of this spell are a feather from a duck and a live cricket. The reverse of this spell, {\sl K\^aldane's Turbulent Rest}, makes it so that any amount of rest will not be beneficial (that is, spells cannot be memorized after such a turbulent night's sleep). Victims are allowed a saving throw, and the spell only affects the next night's sleep (provided the victims fall asleep within 6~hours) or the next period of rest (provided it occurs within the next 6~hours). The material component for the reverse is a pea. Fourth Level ------------ Grimly's Elasticity (Alteration) Range: Touch \> Components: V,S,M \\ Duration: 2 turns/level \> Casting Time: 5 \\ Area of Effect: One person \> Saving Throw: None By casting this spell, the mage alters the entire composition of one subject's body so that it becomes more elastic. The benefits gained by this elasticity are as follows. The affected person can turn his or her head 180~degrees in either direction, can stretch all of his or her limbs up to 3~feet further than normal, and only takes half damage from bludgeoning type weapons (with a minimum of 1~hit point of damage). Increased flexibility of all body parts is also gained. The material component is a lump of soft clay. K\^aldane's Lullaby (Enchantment/Charm) Range: 30 yards \> Components: V, S, M \\ Duration: 1 rd/level \> Casting Time: 6 \\ Area of Effect: Special \> Saving Throw: None This spell is similar to {\sl K\^aldane's Drowse} ({\it q.v.}) in that the victims must be within 30~feet of each other, with a center determined by the caster. The Lullaby affects 2d8 Hit Dice of creatures, affecting lower level creatures first, with partial effects ignored. Creatures of 8+3 Hit Dice or more are unaffected. This spell will not affect elves. The victims of the spell are subject to all the effects of a {\sl Slow} spell (+4 penalty to Armor Class, --4 penalty to hit, all Dexterity bonuses for combat negated, and half movement and weapon attacks). Victims will feel very tired, desiring to go to sleep, requiring a saving throw every other round (starting on the second round the spell is in effect) or suffer the effects of a {\sl Sleep} spell ({\it q.v.}). Creatures with 6+3 or more Hit Dice save at +2. The material component of this spell is several rose petals. Nimrod's Wondrous Trapeze Act (Alteration) Range: Touch \> Components: V, S, M \\ Duration: Special \> Casting Time: 1 round \\ Area of Effect: Special \> Saving Throw: None This spell can only be cast on a staff of not more than 8 feet in length. When a staff is so enchanted, it will upon command shoot forth lines of force from both ends perpendicular to the length of the staff and in the direction the caster desires. These lines will extend up to a maximum of 150 feet, and will attach to any inanimate non-living object (usually a wall or ceiling). The mage can then control the length of the lines at will, although they cannot pull an object faster than 5~feet per second. The lines can hold a maximum of 40~lbs per level of the caster. If the strength of the lines is exceeded, they will immediately vanish. After the lines have attached to something they will remain attached until their strength has been exceeded, they are dismissed by the caster, they are dispelled by a {\sl Dispel Magic} spell, or after a period of 24~hours (whichever comes first). Each time this spell is cast upon a staff, up to three sets of lines of force can be conjured as long as they are called within 8 hours per level of the caster. A staff can have only one of these spells cast upon it at a time (subsequent castings will not add more charges). Skip Group (Alteration) Range: 60 feet \> Components: V, S \\ Duration: Level! + 10 rounds \> Casting Time: 1 round \\ Area of Effect: 1 person/level \> Saving Throw: None This spell is an advanced version of {\sl Skip Self} (\qv). The caster can skip a number of people equal to his level for a number of rounds equal to the factorial of his level plus 10. All of the subjects must be willing, and within 60 foot radius of the caster. Any non-living object the group is wearing or holding at the time of the casting are skipped with them, excluding powerful magic items such as artifacts and relics. Unwilling subjects are not affected by this spell. If desired, the caster can place recipients of this spell at points in the future before the spell duration as expired, even placing different people at different times, although if he includes himself in the spell, he must state this intent at the time of casting. The experience of time skipping is disorienting for non-warpwizards; these characters must make a saving throw \vs spells (at +2) or be dazed for 1d3 rounds. During this time, no offensive action may be taken, AC is increase by 2, and all saves are made at --1. Skip Spell (Alteration) Range: Special \> Components: V, S \\ Duration: Level! $\times$ 2 \> Casting Time: 1 round \\ Area of Effect: Special \> Saving Throw: None With this spell the caster is able to project magical energy into the future, effectively delaying the onset of one spell. The spell to be skipped must be cast immediately after the casting of this spell; if there is any delay or interruption, {\sl Skip Spell} will fail. Once the magical energy for the second spell has been conjured, it is projected into the future a maximum number of rounds equal to two times the factorial of the caster's level (a 10th level wizard, then, can skip a spell 110 rounds, or 11 turns, into the future---10! $\times$ 2 = 110). The caster must determine when he wants the spell to be released at the time of casting, although he does have the option of bringing the spell into effect sooner, if he desires. This is a bit tricky, and there is a base 100\% chance that the spell will actually be released 2--5 rounds later than desired. This percentage is modified by --5\% for every caster level, down to a minimum of 25\%. If the spell to be skipped is aimed at a specific target, and that target moves out of the spell's range, it will fail. Fifth Level ----------- Dweomervessel (Alteration-Enchantment) Range: Special \> Components: V, S, M \\ Duration: 1 hour/level \> Casting Time: 1 turn \\ Area of Effect: Special \> Saving Throw: None This spell must be cast on a container of some sort, no larger than a wine cask, which has a lid or some other means of being closed up. It takes one turn to cast the spell, preparing the container to receive another spell, of any level below 7th, which must be cast in the following round. If a second spell is not cast immediately, the magic of {\sl Dweomervessel} will dissipate. Once the second spell has been cast, the container must be closed immediately, or the second spell will be activated. If the vessel is closed properly, it will effectively trap the magic for a period of time equal to 1 hour per level of the caster. While the vessel is closed, there is a 5\% chance per hour (not cumulative) that the magic contained therein will burst the lid or seal of the container and be activated; otherwise, the magic will remain trapped for the duration of the spell or until somebody opens the container. There is a 3\% chance per spell level that the magic will not work properly, usually fizzling or causing some minor effect. Spells requiring contact with the spell recipient will only work properly if someone is holding the container when the spell is activated. Area of effect spells will be centered on the vessel. Only one {\sl Dweomervessel} spell may be cast on a single container at any one time. If two or more such vessels are within 10 feet of each other for an extended amount of time, the magics of the containers will start to clash, and the chance that it will be spontaneously release is increased to 5\% per turn. The material components of this spell are a pint of wine, a bar of soap, a powdered emerald of at least 50 gp value, and the container itself. K\^aldane's Insomnia (Enchantment/Charm) {\dh Reversible} Range: 40 yds \> Components: V, S, M \\ Duration: 1 day/level \> Casting Time: 4 \\ Area of Effect: One person \> Saving Throw: Neg. This spell makes it impossible for the person affected to fall asleep during the duration. A saving throw is allowed at --5, although for every two levels of the victim this penalty is decreased by 1 (two Hit Dice creatures save at --4, four Hit Dice creatures save at --3, \etc ). Even elves are affected by this spell. The only way to stop the effects is by the use of a {\sl Remove Curse} spell cast by someone of equal or higher level than the mage who cast the original spell, or some more powerful spell (such as \sl Limited Wish, \rm or \sl Wish\rm ). The material component is a handful of rose thorns. The reverse of the spell, {\sl K\^aldane's Somnolence}, causes the victim to fall asleep for the set amount of time. The save for this spell, however, is at +1 for every two levels of the victim. The victim need not be fed while the spell is in effect, as his or her metabolism is considerably lowered. {\sl Remove Curse} will dispel the effects. The material component is a handful of belladonna leaves. K\^aldane's Instant Exhaustion (Enchantment/Charm) Range: 30 yds \> Components: V, S, M \\ Duration: Special \> Casting Time: 4 \\ Area of Effect: See below \> Saving Throw: Special This spell is similar to {\sl K\^aldane's Instant Fatigue} in that the victims of the spell's effects must be within 30~feet of each other, with a center determined by the caster, and it affects 2--4 creatures per four levels of the caster. Victims are allowed a Constitution check at --4 (+1 per four levels). Creature of size {\bf L} or larger suffer fatigue if the check is failed; smaller creatures suffer the effects of exhaustion. They lose 4~points of all ability scores, including any bonuses gained by higher scores, plus --4 on all attack rolls (including damage), and saving throws. Exhausted characters will not be able to perform any physical activity besides defending themselves for more than 1d4 rounds or risk losing consciousness. If a character rests for one hour, and then makes a Constitution check (using the modified score), he or she will become fatigued; otherwise, the character remains exhausted for another hour. Exhaustion will last no longer than 6 hours. The material component of this spell is a drop of dwarf blood mixed with tree sap. K\^aldane's Sleep (Enchantment/Charm) Range: 30 yds \> Components: V, S, M \\ Duration: 5 rds/level \> Casting Time: 4 \\ Area of Effect: Special \> Saving Throw: None Except as noted above, and for the fact that this spell affects up to 2d10 Hit Dice of creatures (8+3 Hit Dice and above are unaffected), this spell is exactly the same as the 1st level {\sl Sleep} spell ({\it q.v.}) Elves are affected by {\sl K\^aldane's Sleep}. The material components are a small amount of wine (which is drunk in the casting) and a pinch of sand. Quentin's Accumulation (Alteration) Range: 0 \> Components: V, S, M \\ Duration: 1 turn \> Casting Time: 4 \\ Area of Effect: Special \> Saving Throw: None While this spell is in effect, the wizard casting it is able to cast any two spells of first through third level (or the same spell twice) which are not normally cumulative, and they will accumulate. Only the effects of the two spells are cumulative---duration and range are determined for both spells, and the longer and larger of the two are used. This spell remains in effect until two such spells are cast or until one turn passes, whichever happens first. The material component is a small flask filled with oil and water, which is shaken vigorously when the spell is cast. Space Blending (Alteration) Range: 0 \> Components: V, S \\ Duration: Special \> Casting Time: 1 round \\ Area of Effect: Special \> Saving Throw: None This spell can be cast on a room or open space with an area no larger than 160 square feet, and which is near another room or space of equal or lesser area. The second space must be no further than 30 feet away from the first, and may not contain any extradimensional devices or gates (if it does, the spell will fail, and there is a 25\% chance that the device or gate will explode, causing 4d10 points of damage to all within a 20 foot radius; a saving throw \vs spells will reduce this damage in half). After the initial round of casting, the two areas will begin to blend---that is, the spaces they occupy will begin to overlap. Occupants of both areas will witness the same thing: 1 round after the spell is cast, everything from the other area will appear as a vague and transparent image, possibly even overlapping solid objects and/or creatures. During the next two rounds, the images will begin to solidify, moving aside any objects or people that they are overlapping. If, for any reason, it is not possible to move an object with a reasonable amount of force (walls, floors, and ceilings fall into this category), the overlapping image will remain transparent until the spell is over. This phenomenon will affect the second area as well, although objects from the first room will appear to occupy its space. After 3 rounds, all objects and creatures will be solid (within the limits of the spell) and can interact as if they were in the same space. During this entire time, the caster must remain still and concentrate deeply, or the spell will immediately be negated. The two spaces will stay blended for as long as the caster concentrates on the spell, up to a maximum duration of 1 turn per caster level. If the caster voluntarily stops the spell, he will have 1d3 segments in which to grab an object or creature from the other space, thereby bringing it back with him into his space. Otherwise, everything that was in the first space remains there, and everything that was in the second space returns there. The material components are two squares of cloth, sewn one on top of the other, which are consumed in the casting. Sixth Level ----------- K\^aldane's Eternal Sleep (Enchantment/Charm) Range: Touch \> Components: V, S, M \\ Duration: Special \> Casting Time: 1 round \\ Area of Effect: One person \> Saving Throw: Special This spell will not affect lycanthropes, undead, enchanted creatures, or creatures from other planes. It will, however, affect elves. Creatures with hit dice or levels less than half of the caster's levels are not allowed a saving throw; otherwise a save negates the spell's effects. When the person touched fails a save, he or she immediately falls into a deep sleep, very similar to the {\sl Feign Death} spell (especially with respect to poisons, paralysis, \etc ). The sleep is permanent until a limited wish or wish spell is used to awaken him or her, or until the prescribed conditions set by the caster are met. These conditions must be reasonable (that is, possible). The material components are a handful of chamomille and a small amount of wine, in which is placed a ruby of no less than 500~gp value.