Heroes of Lastwall (Inactive)

Game Master Tilnar

The epic tale of the characters who answered the call of young Lord Kalthun, the would-be heroes who seek to deal with the growing orcish threat -- to win back some of the land that has been lost, and inspire others to take up the fight.

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New Spells:

Cannibalize, Lesser:

Level bard 3, cleric 3, druid 3, sorcerer/wizard 3, witch 3
School transmutation
Casting Time 2 hours (varies, see below)
Components V, S, M (75gp of special reagent oils), F (silver spigot worth at least 250gp)
Range touch
Target one permanent magic item touched
Duration instantaneous
Saving Throw None; Spell Resistance no

This spell allows the caster to draw the raw magic out from a permanent magical item in the form of residuum.

In order to cast the spell, the caster must first prepare the object to be harvested by treating it with the special oils and reagents, a process which takes 1 hour (included in the casting time). The caster then begins to cast the long and complex spell, willing the items magic to be drawn forth by way of the focus object. At the end of an hour of perfoming the ritual, the caster makes a caster level check (d20 + level) against the caster level of the object. If the caster fails, they may choose to continue casting, allowing another caster level check at the end of the next hour. The caster may make a number of attempts per casting equal to their level, however, ending the spell without success obliterates the spell focus.

If the caster succeeds, the inherent raw magic is drawn from the object, resulting in an amount of residuum equal to 85% of the cost to create the item (not the base cost), +2% for every point by which the caster level check result exceeds the DC (to a maximum of 95% of the construction cost).

Drawing the magic from an item is highly disruptive, even more so when dealing with powerful items, where the magic is woven in to the very core of the object. As such, there is a 5% per caster level (to create the item) that the object will crumble to dust as the magic leaves it. If the item survives, the caster is left with a now-mundane masterwork object. It is important to note that some items cannot exist without magic holding them together. Such items are automatically destroyed when the spell takes effect.

The caster may effect any weapon, shield or suit of armour with a total effective enchantment of +3 or less. Cursed items, relics and artifacts cannot be affected by this spell.

Cannibalize:

Level bard 5, cleric 5, druid 5, sorcerer/wizard 5, witch 5
School transmutation
Components V, S, M (250gp of special reagent oils), F (mithril spigot worth at least 1,000gp)

This spell functions as Lesser Cannibalize, except that it allows the caster to affect weapons, shields and armour with a total enchantment of +5 or less, and additionally allows the caster to affect minor wondrous items, rods and rings valued up to 10,000gp. In addition, the limit on the amount of residuum generated is increased to 97% of the crafting cost.

Cannibalize, Greater:

Level cleric 7, druid 7, sorcerer/wizard 7, witch 7
School transmutation
Components V, S, M (500gp of special reagent oils), F (adamantine spigot worth at least 2,500gp)

This spell functions as Lesser Cannibalize, except that it allows the caster to affect weapons, shields and armour with a total enchantment of +7 or less, and additionally allows the caster to affect wondrous items, rods, rings and staves with values up to 30,000gp. In addition, the limit on the amount of residuum generated is increased to 99% of the crafting cost.

Recalibrate Object:

Level antipaladin 2, bard 3, cleric 3, druid 3, inquisitor 3, paladin 2, ranger 2, sorcerer/wizard 3, witch 3
School transmutation
Casting Time 1 hour
Components V, S, M (see below)
Range touch
Target one weapon, suit of armor, shield, tool, or skill kit touched
Duration instantaneous
Saving Throw Will negates (harmless, object) (see below); Spell Resistance no

This spell allows the item touched to be resized by one size category as directed by the caster at the time of casting, down to a limit of tiny, and to a maximum of huge. For example, a small sized suit of armour could be made into a suit suitable for a tiny-sized or medium-sized creature by means of a casting of this spell. This spell does not only alter the size of the object, but also ensures that the item remains properly balanced in order to function appropriately with its new dimensions and weight. Adornments on the object are not resized, though the item will adjust to remain aesthetically pleasing based on the proportionally larger/smaller gemstones. This spell will not change the hardness or properties (such as fragile or broken) of the item affected, but resizing will adjust the item's hit points (maintaining the same percentage of maximum), as appropriate. This spell works automatically on non-magical items regardless of whether the item was of poor, standard or masterwork quality.

This spell cannot create mass. When objects are being increased in size, the caster must have on hand enough of the same raw material to reflect the larger size, or an additional 1,000gp worth of the required material component per pound of weight to be gained. When items are decreased in size, the excess mass is permanently lost.

The material component for the spell depends on the primary material of the item being resized. Items constructed of steel or iron require 100gp worth of hematite or platinum shavings. Items constructed of brass or bronze require 100gp of gold shavings. Items constructed of wood require 100gp of petrified wood or amber. Items constructed of leather, hide or bone require 100gp worth of furs or ivory. Items made of stone require 100gp of quartz, and items made of obsidian require 100gp of jet, onyx or obsidian. Items constructed of adamantite, gold, mithril, platinum or silver require 100gp of diamond dust.

Magical weapons, armour, shields can also be affected by this spell, so long as you have a caster level equal to or higher than that of the object to be affected. Recalibrating a magic item requires an additional material component: 500gp of crushed rubies or sapphires per +1 of effective enchantment (for example, a +1 holy sword would require 1,500gp to recalibrate).