Magic and Spells

History

Magical Legend

Spells

Delay Image

Earth Burst

Kais's Delayed Damage

Improved Floating Disk

Ro'Seks Bouyancy

Ro'Seks Preservation

Temporal Slippage



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Legend of the Magical Waterfall
Legend has it that the magic from the world is from a bottomless well that floats invisible above the world. This well pours forth magical energy on the land and spreads it around. This also gives reason to why the world rotates. Giving birth to both day and night. On the opposite side of the well there is a bottomless pool that it empties into. After much study and debate a old wizard decided that one well pouring onto the world would not work and the world would spin out of the fall of magical floating onto it. He thoerized that there was a second pool that spewed in the oposite direction providing a constant counter to the first magical flow. It would also mean that the magical energy is also used over and over rather than it pouring into the bottomless well and disappearing forever. He called this theory his Law of Conversation Magical Physics. Many in the community called him a fraud but as he got supporters it became generally accepted amount the mage guilds.

Errata for my game

Lutzaen's Frequent Jaunt: Lvl 5 : Magic of Faerun : page 106 :
I never liked the fact that dimensional door does not create a door. I can live with it because it is a 4th level spell. The idea that it will not allow you to take a actions until your next turn I can understand a bit. In magic of faerun there is a spell that does multiple dimensional doors called Lutzaen's frequent jaunt. I decided a long time ago I would remove the not being able to take a action after dimensional door'ing if they used this spell. Due to the fact that the range is shorter and that it is a higher spell.

Spells



Delay Image
Transmutation (Chronomancy)
Level :Sor/Wiz 2
Components : V S
Casting Time : 1 Standard action
Range : Touch
Effect : 1 Creature
Duration : 1 round /level
Saving throw :Will
Spell resistance : No
Effect

When delay image is cast, the recipient is surrounded by a thin magical aura that bends time slightly, causing the person's image to lag slightly behind the person by a second. This gives the person a AC dodge bonus of +2 and +2 to reflex.

Earth Burst
Transmutation
Level :Sor/Wiz 2 Cleric 2 Druid 2
Components : V S
Casting Time : 1 standard action
Range : touch
Effect : 20 ft burst around a stone the caster touches
Duration : 1 round /level
Saving throw : Reflex
Spell resistance : No
Effect

You transform a rock weighing between 1 and 5 lbs. into a dangerous weapon. Upon command, or when the spell's duration ends, the stone bursts, spraying small bits of rock in a 20ft radius. Anyone in the radius takes 1d6 points of damage per caster level(5d6max). Once you've cast the spell, you can throw the rock, drop it, place it where you wish and run, load it into a catapult, and so on. The stone is too large to throw with a medium or smaller sling.

Improved Floating Disk
Evocation
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 10 ft./2 levels)
Effect: 2-ft.-diameter disk of force
Duration: 20min/level
Saving Throw: None
Spell Resistance: No
Effect

You create a slightly concave, circular plane of force that follows you about and carries loads for you. You can sit on the disk and mentally direct it. It requires as much thought as walking does. The disk's maximum speed when riding on it is 30. The disk is 2 feet in diameter and 1 inch deep at its center. It can hold 100 pounds of weight per caster level. (If used to transport a liquid, its capacity is 2 gallons.) The disk floats approximately 3 feet above the ground at all times and remains level. It floats along horizontally within spell range. If not otherwise directed, it maintains a constant interval of 5 feet between itself and you. The disk winks out of existence when the spell duration expires. The disk also winks out if you move beyond range or try to take the disk more than 3 feet away from the surface beneath it. When the disk winks out, whatever it was supporting falls to the surface beneath it.
Material Component: A drop of mercury.

Ro'Seks buoyancy
Transmutation
Level : Sor/Wiz 1
Components : V F
Casting Time : 1 Free action
Range : Personal
Target : You
Duration : 1 min/Level

History of the spell.

Always a sea faring wizard RoSek found quite a few times where his lack of strenght hurt his ability to swim. Also casting spells while trying to maintain floating was quite a task. To combat this he did some research into the spell Featherfall. After a year of study and testing he finally achieved this result.

Effect.

This spell gives the target the bounancy of corkwood. You gain +20 to your swim checks and can maintain floating by simply doing nothing. Actually not matter what you do you float. If you try to dive under the water with this spell active you have to make a swim check(dc 40). You can cast this spell with an instant utterance, quickly enough to save yourself if you unexpectedly fall into water. Casting the spell is a free action, like casting a quickened spell, and it counts toward the normal limit of one quickened spell per round. You may even cast this spell when it isnít your turn.
Focus :Piece of corkwood.

Ro'Seks Preservation
Transmutation
Level : Sor/Wiz3
Components : V S M
Casting Time : 1 standard action
Range : Close (25 ft. + 5 ft./2 levels)
Target : Up to 10 cu. ft./level; see text
Duration : 1day per level(D)

History of the spell.

When Ro'sek was a young man he left his studies as a mage and snuck upon a sailing ship. He hoped to see the world. When the captian found him in the morning after they set out to sea he put young Ro'Sek to work as the ship cook. Finding cooking boring and dull he spent his free time trying to solve various issues that came up while sailing. During this tenure he created his first spell. One of the problems he encountered while sailing was food would spoil really quickly. Realizing the importantance of fruit and fresh vegetables he studied some spells and came up with a way to preserve food and preventing it from spoiling. When he prefected this spell the captian offered him a position as the ship cook and allow the ship wizard to take him up as a apprentice.

Effect

When casting this spell you wave your hands over a amount of food and it stop aging until the spell runs out. Food eaten before the spell duration runs out tastes bland.
Material Component :A pinch of salt.

Temporal Slippage
Transmutation (Chronomancy)
Level: Sor/Wiz 7
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 + 1 round/3 levels
Saving Throw: None
Spell Resistance: No
History
One day when Kais was watching a demostration of the powerful spell Time Stop. When it was cast he noticed haze where the mage was standing. He asked the professor if there was any chance that a timestop spell could damage the flow of magic. After being laughed at for a few minutes the professor never answered the question. Later that night Kais aquired a scroll of time stop and a haste scroll. Wanting to do some tests he cast the haste scroll then tried to cast the time stop. While he was sped up he noticed that magic flowed differently when in the time stop. After careful study and the purchase of two more time stop scrolls he did further research. This spell is the result of 2 years of study.
Effect
When you cast this spell you alter the flow of time around you. To everyone else you look like your moving extremely fast. While the spell is in effect your movement speed is doubled. Immediately when this spell is cast you gain +4 to your initiative.

Round 1 +8 initiative +1 dodge bonus to AC +1 to attack
Round 2 +12 initiative +2 dodge bonus to AC +1 to attack
Round 3 +14 initiative +3 dodge bonus to AC +2 to attack
Round 4 +16 initiative +4 dodge bonus to AC +2 to attack
Round 5 +20 initiative +5 dodge bonus to AC +3 to attack + 1 extra Move action
Round 6 +24 initiative +6 dodge bonus to AC +3 to attack
Round 7 +28 initiative +7 dodge bonus to AC +4 to attack
Round 8 +32 initiative +8 dodge bonus to AC +4 to attack
Round 9 +36 initiative +9 dodge bonus to AC +5 to attack
Round 10 +40 initiative +10 dodge bonus to AC +5 to attack +1 extra standard action

After the first 5 rounds of using this spell you must make a fortitude save vs DC 15 then each round after that make one equal to DC (10 + # rounds in Temporal Slippage). After the 10th round if the spell goes into a 11th round the player falls unconcious to the ground and cannot be awakened for 2d6 hours. If the spell ends between round 1-4 the caster suffers fatigue for 1d4 rounds. If it ends between 5-7 the fatigue lasts 3d4 rounds. 8-10 it lasts 6d6 rounds. When used with Haste you skip the odd numbered rounds. So the first round a hasted caster entered the slippage he would gain +12 initiative +2 dodge bonus to AC and +1 to attack. Note these benfits take effect at the begining of the players turn.
Material Component :Sand from a hourglass.

Kais's Delayed Damage
Transmutation (Chronomancy)
Level Sor/Wiz 7
components : VS
Casting time : 1 standard action
Range : Personal
Target : You
Duration : 5 round + 2d6 rounds
Saving Throw : None
Spell REsistance : No

History
Kais was thrown out of his guild for this spell. He created the spell then used it to great efficency. He knew what to expect and many believe his version of the spell lasted longer. He then gave a copy of the spell to the guild so the mages could test spells against each other and not have to worry about killing each other. After a tragic accident a inquiry was made. The inquiry found out the spell was not as stable as Kais has proclaimed it to be. On the day of the inquiry another fatal accident that involved two mages practicing a modified version of chained lightning turned the tide. The majority of the guild decided this spell was not suitable and the creator did not give enough warning of the spell when he started sharing it. Kais firmly told everyone there is risk in even the simplest of spells and that each mage took a chance in dabbling in the magical flow. He claimed he was breaking new ground with his spells and if they were too blind and dumb to see that then perhaps the guild should replace its leaders. Kais was then banned from his guild. A further inquiry in his tower to gather his person effects revealed he did not own a spellbook. It was at that time his disguise was up. He was revealed to be a sorcerer who dabbled a bit into the study of magic. It was due to his magical power that he was able to escape from the island alive. He is not welcome back nor are his spells.
Effect
This spell creates a field of temporal flux about the caster. This field intercepts physical attacks and shifts all or part of the effects into the future, allowing the caster time to prepare. The magnitude of the shift depends on the type of the attack. If the attack inflicts physical damage, half is applied immediately, and the other half is put off for the duration of the spell. This delays the need for healing, but casters are cautioned not to lose track of the time since casting. After the first few rounds, the spell could expire at any moment and all deferred damage is then applied at once. This could easily kill the caster. Healing potions and spells are applied first to received damage, then to deferred damage. If the attack produces a spell effect (imprisonment and energy drain inflict no physical damage but require a touch), then the spell's effect is delayed for half (rounded down) the remainder of the spell's duration. Any preventative action taken (the caster casting Freedom before the imprisonment takes effect for instance) negates the upcoming effect. this spell cannot be used in conjunction with any contingency spells. Any spells of this nature placed on the caster dispels Kais's Delayed damage automatically. NOTE: The 2d6 is rolled by the DM and the player is not informed of the results of the roll.