1d8 Spells of unseen Magi

Hunter/Gatherer Spell (Divination)

Level: 2

Range: party

Duration: 1 turn

Area of Effect: Special

Components: V, S, M

Casting Time: 1 round

Saving Throw: None

This spell combines the Hunter and Gatherer spells into a single spell and lets hunting/gathering party perform both functions without penalty.  See those spells for most specifics except where differences are noted below.

Let the User beware: As the other versions, this spell won’t discriminate between certain legal issues (like divining for the gatherers legally restricted poisonous plants or setting the hunters upon the trail of royally protected animals for instance) and ‘fair use’.

Druid version: hide 10% of the sought items in order to prevent over harvesting.  It also is reversible by Druids becoming a curse that discourages those who abuse nature by decreasing overall effectiveness for one day per sample item the Druid uses in casting that hunter has abused.  This can result in a long slow death unless the target encounters help or civilization.

 

Structural Armor Spell (Alteration)

Level: 3

Range: 10″ per level of caster

Duration: 1 turn per level or 1 day per level.

Area of Effect: One 10’x10’x10’ cube Section of a fortifiable area per level of the caster

Components: V, S, M

Casting Time: 1 round or 1 turn

Saving Throw: None

Once this spell is finalized in casting the area enchanted becomes structurally more sound by adding one point at levels 5 to the structural rating of the selected area, an additional point at 11, again at 17 and every 6 levels thereafter added.  This lasts for 1 turn per level if cast for one round. The spell lasts for one day per level if the caster has a full uninterrupted turn available for casting the spell should the enchanter so choose to continue the magics.

This spell does not alter the utility of unfortified spaces (an open window would still allow easy means on ingress while the shutters for a window upon closing would gain the structural benefit) or replace areas turned to rubble.  If the caster possesses skills or a background involving engineering, mining/sapping or similar education the caster may channel that expertise into gaining one of the following effects:  doubled range, +50% to duration, +25% to area of effect, either negate the inoperability of intended structural tricks or traps or allow structural repair.  This individual benefit does well in representing better understanding of the forces involved and places to focus the workings of the magic.

This spell also has an effect of reducing the likelihood of structurally involved or based tricks or traps functioning (pits work but falling rocks or collapsing ceilings/breaking floorboards won’t while sliding doors, walls, etc… have a 20% chance per +1 to structural reinforcement of being inoperable). If the problem when described is unintentional such as from decay, age or old damage it is likely countered by the spell otherwise the % check should be used. This enchantment halves the effect of spells designed to get around doors, walls and structures within its area of operation and at the DM’s option may increase the duration of Wizard Lock and similar defensive structural spells by up to 50% and vice versa.

The material requirements of the spell is a few loose chips of hardest granite and some adhesive to bind the chips together while the magi whistles a workman’s ditty.

Fallen Temple of Lakewood

Sharkhide Shielding spell (Alteration)

Level: 2

Range: 4”+1”/3 levels

Duration: 1 turn +1d20 rounds

Area of Effect: special

Components: V, S, M

Casting Time: 1 round

Saving Throw: Half

Unlike other defensive spells this shield has teeth in the form of aura based lashes which strike out at anyone who engages in deadly combat with a beneficiary of the spell.  If a protected character is hit in hand to hand combat, 1 lash strikes the attacker.  If the blow knocks out or kills the character all the remaining lashes strike the attacker. Each lash deals 1d3 damage to the target struck and once impacted by the spell any animal intelligence creature has a -2 to strike the target again and any humanoid has a -1 until they spend a full turn away from any magically altered aura.

The caster has 1d4 aura lashes per 2 levels gained, these must be split among those touched upon the shoulder as desired by the caster up and until the lashes are all given (including any kept by the caster for personal defense).

After the combat or spell expires (whichever is last), each individual must rest for one round per lash the character had, nether moving nor casting spells.

The material components for the spell are a piece of shark hide and a map to the chakra areas of the body upon 10 GP of vellum burned to ash that is then applied to the hands of the caster which is used to mark the shoulders of those so protected.

 

Weapon Force (Evocation)

Level: 4

Range: 3”

Duration: 1 combat

Area of Effect: Special

Components: V, S, M

Casting Time: 1 round

Saving Throw: None

This allows a mage to conjure what begins as amorphous weaponry the caster is familiar with for himself and others providing all benefits listed in the relevant charts and commentary including those notes specific to certain modules and expansion books allowed.  Much like the efficacy of illusionists, the mage must have been party to, not necessarily the wielder of, those mundane effects either being used for or against his group.  If a katana was never encountered it may not be used as an example.

These weapons are so notably light and efficient that they confer a +2 to counteract the penalties for untrained usage by true 0 level combatants or Fighters, +3 bonus of the same for Rogues and Priests and +4 for Mage type weapon wielders.   If skilled or better in the weapon, the benefit is applied to damage dealt.  Because of the magics the weapons so chosen may violate class restrictions and are magical enough to count as effective as both Silver and Cold iron but not enchanted to the +1 level.

Each possessor of the flexible magics may choose as they declare their actions which weapon to use, one round a two-handed sword, then when swallowed by monster having a dagger the next without the need to try to draw a weapon or expend effort sheathing/drawing a weapon.  If a wielder of a weapon is knocked out but not killed the weapon returns to an amorphous mass and may be picked up by one near the fallen to be used until they expire.

The material component is a small silver charm bracelet that has a sword, staff, axe, polearm, mace, whip and costing at least 25 gold to create which is consumed in the casting.

Door number three

Touch Carrier (Alteration)

Level: 2

Range: Touch

Duration: 1d4 rounds

Area of Effect: The directed surface area of 1 unliving Object no more than 5’x5’ per level of the caster

Components: V, S, M

Casting Time:  2 segments

Saving Throw: None

This allows a nonliving object touched to act as a magical conduit for touch only ranged spells for 1d4+1 rounds.  This time period is kept secret from the caster and any other character. While this spell is in effect any spell caster who casts a touch based spell upon the conductive surface applies the effects to all characters in contact with the surface area except for the caster.  The spell does not limit which casters may use the conduit nor may this spell be done secretly.

The chosen object so imbued must be a nonliving or otherwise enchanted single piece not composed of individual parts that may be replaced with reasonable effort and without major flaws in the object sought, thus a carpet would function but a carpet of pine needles would not, a burm of earth or gravel would not but a fitted stone wall or boulder would, a wood or flagstone floor would not work, but a mosaic would; the intact portion of a cracked cemented stone floor would  while across the division would not as a reasonably intact ladder would but individual rungs set into stone could not.

It does not matter what sort of energy the touch based magics are, whether they are Lightning, fire, Positive or negative plane energy etc. so long as the spell is listed as only touch range and generally a single target.  The spell does essentially duplicate the effects

The casting mage may choose the contiguous area to be conducive to their plans but cannot leave contact (by choice or force) with the area chosen without causing the spell to expire. The surface area must be expended in 5’x5’ areas except for one set of 5: 1’x5’ areas that allows contact on a round by round basis should they choose to as well as increasing overall distance of reach.  The caster must expend areas to reach through whatever needed distance if for example the caster was trying to operate through a wall but the difficulties of understanding what might be going on elsewhere should be enforced.

The material components are a silver nail and a strand of copper that is consumed in the casting of the spell by pushing the nail and wire into the object magically.

 

Route Spell restoration (Abjuration)

Level: 3

Range: touch

Duration: 1 day

Area of Effect: 1 target

Components: V, S, M

Casting Time: 1 round

Saving Throw: Neg.

This spell enables any non-divine spell caster who is the target of the casting to require only half as long to memorize his spell list so long as he does not change any of the spells to be relearned from what they were originally before this spell is cast.

If reversed it takes but a segment to cast, the caster still takes half as long to memorize all the spells the next time they memorize spells which must be different which can be a curse, since no spell of the same spell level may be found in the current list to be memorized.  If the recipient only knows a single spell of a given level the spell prevents any spells from being used for that spell level no matter other conditions unless the save is made.

The material component is the burning of a single handwritten piece of parchment or better materials which has a poem dedicated to memory or remembrance (forgetfulness for the reverse) upon it then steeping the ashes into a tea to be drunk by the target of the spell (tossing the ashes into a half full cup and splashing in the face of the caster).

 

Mirror Wall (Evocation)

Level: 3

Range: 6”+1d6”

Duration: 2 Rounds per level

Area of Effect: up to a 2″ by 2″ by 2″ area defined by the caster

Components: V, S, M

Casting Time: 3 segments

Saving Throw: None

This spell creates a visually reflective but quite insubstantial razor thin creation in order to alter several typical events to a different result.  From safely peering around corners to occasionally enabling otherwise impossible trick shots the visual abilities of the spell are quite remarkable while having little bearing on the physical world

Archers and spell casters may fire blindly at targets on the other side of the Mirrorwall unless cunning ideas are implemented at casting, which then only apply a penalty of -1 through -3 checked per shot, mages of 13th level or higher are learned enough to reduce the penalty to -1 or -2.

The wall reflects 100% of mundane and magical light and darkness effects, in addition for each level of the mage there is a 1d4 percent chance that magical effect checked for at the time the particular effect crossed the outer boundary will rebound as if the spell behaved similar to a Lightning Bolt striking a surface it could not penetrate.  Typically, this is at the angle of incidence from the mirrored surface but may vary according to the laws that govern such magics and should be handled appropriately.  Casters of this magic themselves are not immune to this effect upon their own spells.

Multiple castings may be linked together whether by differing mages or the same mage over a period of time, but the lowest reflective value is used. This spell may have Permanency (C.F.) used upon it with the previous restriction for linking noted.

The material Component is two handfuls of any suitable combination of metal and or sand based products that can create reflective surfaces, Silver and glass being the best, mirrors being expected but if inferior quality product is used drop the effects by 1d6% in efficacy per handful of inferior material.  If liquid is substituted the reflective chances are halved (switch to 1d2 per level), but there is a 1% per caster level chance of grounding the spell instead and negating both spells harmlessly.  Somatic components include the material grinding itself to powder then floating in the air to be drawn into the reflective shape and thence to nothingness that it is composed of.

 

Remarkable Reflection (Evocation)

Level: 4

Range: 6”

Duration: 1 Turn per level

Area of Effect: up to a 2” by 2” by 2” Cube

Components: V, S, M

Casting Time: 1 round

Saving Throw: None

A more advanced version of the Mirrorwall spell this creates a sphere that after construction the caster can manipulate mentally into any desired form, shape or imaginable construct including complex mobile imagery (even unto non-elucidian geometric idealizations), detailed objects (seeing the veins on every leaf upon a tree, every cog in an automated steam calliope etc. fit within the area of effect) but ones which are easily determined to be spell constructs despite similarity in appearances of objects or beings with identical descriptions to the effects of this spell.

Archers and spell casters may aim blindly at targets on the other side of the reflective surface unless cunning ideas are implemented, which then apply a penalty of -1 through -3 checked per shot to allies and a penalty of -2 to -4 for opposing individuals, mages of 13th level or higher are learned enough to reduce the penalty to -1 or -2 for allies and -3 or -4 for those opposed to the intents of the caster.

The wall reflects 100% of mundane and magical light and darkness effects, yet unlike Mirror Wall this spell only has a 1% chance per level of the caster altering the intended direction of a spell passing through, checked for at the time the particular effect would have crossed the outer boundary will rebound as if the spell behaved similar to a Lightning Bolt striking a surface it could not penetrate.  Even if there are multiple lines of reflection to be crossed in a single spell, the percentages remain the same and do not increase either the odds of reflection or the angle of incidence (which is set to the outermost area) Unless the mage makes a saving throw vs. paralysis in which case the targeted are may be adjusted by 2” in any desired direction because of willful altering of the angles involved but may vary according to the laws that govern such magics and should be handled appropriately.  Casters of this magic themselves are not immune to this effect upon their own spells.

The reflective surface has two options for physical form.  It may have either no mass preventing it from reacting to or being impacted upon by many forces that operate in the universe or it may have a limited mass form that enables the reflective surface to coat tactile objects precisely including invisible ones, with the limited mass effect applying a -1 penalty to all hand to hand within 5’ of any portion of the spell.

Multiple castings may be linked together whether by differing mages or the same mage over a period of time, but the lowest reflective value is used. This spell may be ruled to not have Permanency (C.F.) used upon the spell as that may violate the mobility function, but if allowed or properly researched it may become a static imagery of whatever form it had at the casting of the Permanency spell 50% of the time.

The material Component is two handfuls of any suitable combination of metal and or sand based products that can create reflective surfaces, Silver, liquid mercury and glass being the best, mirrors being expected but if inferior quality product is used drop the effects by 1d6% in efficacy per handful of inferior material including broken mirrors (bad luck and all).  If a liquid other than mercury is substituted the reflective chances are halved (switch to 1d2 per level), but there is a 1% per caster level chance of grounding the spell instead and negating both spells harmlessly.  Somatic components include the material grinding itself to powder then floating in the air to be drawn into the reflective shape and thence to nothingness that it is composed of.

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