Klaus van der Kroft |
One thing I try to promote in my campaigns is the use of underdog spells and the creative use of combat ones, and gladly my players usually do so. Of course, sometimes you need to have a few Fireballs under the sleeve, but having people find new uses for Unseen Servant and Arcane Lock and actually managing to use them to solve complicated situations is always gratifying.
So, in such line, I decided to start making up some new utility spells of the underdog type. They are mostly low-level spells with rather non-vital uses, several of which have made an appearance or two in my campaigns, either as a spell cast by an NPC or something the spellcasters end up finding in the equivalent of the discount bin of the local mage shoppe.
Several of these spells come from our AD&D 2e days, so I'll be updating them a few at a time.
Ottolf’s Tavern Finder
Divination
Level: Brd 0, Sor/Wiz 1
Casting Time: 1 standard action
Components: V
Duration: 10 minutes
Saving Throw: None
Spell Resistance: No
During his years of adventuring, the wizard Ottolf always gave himself a moment to spend a while at a tavern in order to taste the local spirits. However, his sense of direction was particularly absent, so he had to make up a spell to assist him.
When Okham’s Tavern Finder is cast, a small, 1-foot wide orb of blue light appears in front of the caster. It will then start hovering toward the closest tavern, inn or bar, using the best logical route (it will never, for example, pass through walls or impassable obstacles), leaving a faint trail of blue mist behind. The orb will travel twice as fast as the caster’s base land speed, but will stop if it goes out of sight, to start moving when the caster finds it again. Once the orb has reached its destination, it will remain hovering in front of the locale’s entrance until the caster arrives. When he does, the orb dissipates in a puff of blue mist. If there is no tavern, inn or bar within a 1-mile radius, the spell has no effect.
Ottolf’s Nevermissing Ale
Transmutation
Level: Brd 0, Sor/Wiz 1
Casting Time: 1 minute per target
Components: V, M
Range: Touch
Target: One bottle per caster level or similar container weighting up to 2 lb.
Duration: 1 day per caster level
Saving Throw: None
Spell Resistance: No
After an ill-aimed pint toss at a certain tavern later to be known as The House of Flying Beer, Ottolf thought of a way to avoid further wasting of precious liquor.
In order to cast Ottolf’s Nevermissing Ale, the caster must hold a non-magical bottle, glass or similar container weighting no more than 2 pounds for a minute, while pouring inside a mixture of wine, mead and feathers. As many as 1 container per caster level may be simultaneously targeted by this spell, though the casting time is increased accordingly.
Containers subject to Ottolf’s Nevermissing Ale that are filled with liquid may be thrown in any manner and direction without spilling its content unless drank. Furthermore, before throwing it, whomever is holding the container may designate a target within 20 feet, who will find it landing safely within grasp (the target must be willing and aware of the toss, otherwise the container simply falls standing on the closest surface, without spilling). If the container is broken, subject to Dispel Magic or filled with clean water or milk, the spell immediately ends.
Material Component: Enough wine and mead to fill the contained, and two feathers from any bird.
Klaus van der Kroft |
Make Comfortable
Transmutation
Level: Brd 1, Sor/Wiz 1, Druid 1
Casting Time: 1 standard action
Components: V, S
Range: Touch
Target: A 10x10 feet square of solid ground
Duration: 1 day per caster level
Saving Throw: None
Spell Resistance: No
Quite often, traveling adventurers find themselves either unable to find a good resting place, or unable to gather the money to do so. Always short on coin, Gallard the bard devised this simple yet ingenious spell to allow him a comfortable rest almost anywhere.
Make Comfortable may be cast over any regular or semi-regular solid horizontal surface (not walls, pits, or otherwise highly irregular surfaces). When complete, a 10-by-10 square section of the target surface becomes as soft as a feather bed. This allows the caster –and anyone else who fits in- to get a full night of gentle sleep as if he were in an actual bed. Surfaces that would normally harm the caster, such as red-hot iron, still do. Since the surface will seem unaltered unless someone lies on it, anyone walking or running through it might trip and fall prone by failing a DC 15 Acrobatics check. Dispell Magic ends the spell.
Ralfast’s Ingenious Water Deflector
Abjuration
Level: Sor/Wiz 1, Druid 1, Ranger 1
Casting Time: 1 standard action
Components: V, S
Range: Personal
Effect: 5-foot radius sphere centered on the caster
Duration: 10 minutes per caster level
Saving Throw: Will Negates (water creatures)
Spell Resistance: Yes (water creatures)
Ralfast the hydrophobic mage inherited a tower in a rather drizzly coastal region when his uncle died. Panicked at the mere thought of getting either wet from the rain or drowned by the waves on the nearby beach, he cracked open his sorcerous grimoire and sought ideas for a solution.
Ralfast’s Ingenious Water Deflector creates a spherical field of faintly glowing blue energy around the caster that impedes any kind of water or liquid from getting in. Thus, if the caster walks under the rain, the drops will slide around the shield, while underwater he will push the liquid aside. This spell, however, does not grant him a limitless air supply, and will suffocate underwater within 1 minute. Additionally, the shield only protects the caster from water-dominant liquids, so otherwise liquid materials such as molten rock or acid can pass through normally. Also, non-liquid water such as ice is similarly unaffected.
The shield offers limited protection against creatures with the Water subtype. In order to break through the shield, they must succeed on a Will saving throw. If any creature succeeds, the shield pops and the spell immediately ends. Dispell Magic ends the spell.
Klaus van der Kroft |
Ralfast’s Hasty Desiccator
Abjuration
Level: Sor/Wiz 0
Casting Time: 1 standard action
Components: V, S
Range: Touch
Target: Creature or object touched
Duration: Instantaneous
Saving Throw: Fortitude Negates (water creatures)
Spell Resistance: Yes (water creatures)
Despite all his careful measures, Ralfast the hydrophobic mage would sometimes get wet. And the part he disliked the most about getting wet was the time it took for him to get dry again.
Ralfast’s Hasty Desiccator is designed to shove off any water currently on the target. Clothes, hair, skin and object become immediately dry, while the water falls in drops around the target. While it was designed to be used on a person, it can also be used on unattended objects, so long as they are smaller than a 5-by-5-by-5 feet cube.
When used on a creature with the Water subtype, the spell instead deals 1d4 points of damage, +1 per every caster level. A Fortitude saving throw negates this damage.
Klaus van der Kroft |
My thanks! Feel free to yoink them for whichever purpose you have in mind.
Touch of Second Guessing
Enchantment [Compulsion]
Level: Brd 0, Sor/Wiz 1
Casting Time: 1 standard action
Components: V, S
Range: Touch
Target: Creature touched
Duration: One roll or 1 hour per caster level
Saving Throw: Will negates
Spell Resistance: Yes
In his older years, Gallard the bard became increasingly keen on giving advice to other people, even –maybe especially- when they didn’t want any. Bothered after one particularly flamboyant swordsman disregarded him as a meddler and know-nothing, he perfected this magical trick to make people feel doubtful when dismissing his words.
The next time the target of a Touch of Second Guessing makes a roll, he must immediately reroll and take the new result. After this, the spell ends. If no roll is made by the target within 1 hour per caster level, the spell terminates. Dispel Magic can remove Touch of Second Guessing.
Ottolf’s Insufferable Guest
Illusion [Figment]
Level: Brd 3, Sor/Wiz 3
Casting Time: 1 standard action
Components: V, S, M, Special (see below)
Range: Short (25 feet +5 every 2 caster levels)
Effect: One illusory creature matching the caster’s race and size
Duration: 1 day
Saving Throw: Will disbelief
Spell Resistance: No
After spending a particularly unpleasant night at the Watery Nose Tavern, Ottolf thought of a way to punish those establishments where service was of notorious bad quality.
In order to cast Ottolf’s Insufferable Guest, the caster must have spent at least one night at a tavern, inn or similar for which he or someone else he knows paid for. He must then extend a blanket filled with fleas, cockroaches or any other kind of vermin on a bed –though a hammock and even a haystack also work- and utter the words and gestures. Once completed, a perfectly detailed illusion of a creature that matches the caster’s race and size (but not necessarily gender or features; these are left for the caster to decide) appears underneath the sheet, capable of speaking and moving on its own. The illusion will then behave as if it were a guest, trying to be as absurdly demanding and annoying as possible, and everyone in the establishment that doesn’t succeed at a Will saving throw will be convinced that it is an actual guest (though some evidences, such as the lack of a name in the registry book, might sprout some suspicion). Whether the owners will abide to its requests or simply kick it out is another matter altogether, although for social interaction purposes the illusion is treated as having a Charisma score of 10 + the caster’s level.
The Insufferable Guest cannot leave the premises of the establishment it was cast in, and though it can be touched, any attempt to physically harm it will terminate the spell. While it can pretend to eat and drink, food and water will pass right through it; the illusion is designed to be as careful as possible about revealing its falsehood, however, and will avoid conducting actions that could spark disbelief.
The caster can give it some basic instructions (such as “Sleep in this room”, “Complaint about this dish” or “Don’t go to the bar”), but nothing containing more than 10 words or orders that require the illusion to be physically harmful (such as scaring someone while walking up the stairs in order to make that person trip).
Material Component: A cloth blanket filled with vermin.
Klaus van der Kroft |
Assort and Arrange
Evocation
Level: Sor/Wiz 2
Casting Time: 1 standard action
Components: V, S
Range: Short (25 feet + 5 feet every 2 caster levels)
Target: Up to 10 objects per level, weighting no more than 10 pounds
Duration: Instantaneous
Saving Throw: Will Negates (object)
Spell Resistance: Yes (object)
Originally created by a long-forgotten wizard who fancied himself in collecting every single kind of thing he came upon –the last of which, depending on who tells the story, either ate him or catapulted him into another plane-, Assort and Arrange is a helpful tool for spellcasters who need something organized.
Before casting the spell, the caster must select a group of up to 10 objects per caster level weighting no more than 10 pounds each. While they don’t need to be contiguous to each other, all of them must be simultaneously within the spell’s range. The caster must then speak out loud which parameter he wishes to use for the objects to be organized accordingly. Examples include “Weight, from Lightest to Heaviest”, “Colour, from Brightest to Dullest” and “Age, from Oldest to Newest”. Immediately, the objects will begin to switch places, either moving through the floor or slowly floating around, until they have all been arranged in a fashion determined by the caster (such as in a straight line from left to right, in several rows or in concentric circles). Instructions must be precise and while the caster doesn’t need to know the specific characteristics of each object, he must have a point of comparison that he does know (so he cannot ask the objects to be arranged according to their current distance to a certain place if he doesn’t know how far that place is).
Klaus van der Kroft |
Haha, I'm glad you lads are liking these. Here with a few more.
Thromund’s Talking Book
Transmutation
Level: Brd 2, Sor/Wiz 2
Casting Time: 1 standard action
Components: V, S
Range: Touch
Target: One book, scroll or piece of written paper
Duration: 1 hour per caster level
Saving Throw: Will Negates (object)
Spell Resistance: Yes (object)
Thromund, famous book collector that travelled the world searching for the oddest of tomes and volumes, began suffering from sight problems quite early during his life. This spell helped him retain his much-beloved reading practice, while at the same time adding an entirely different layer of dramatic effect to the stories he picked.
Thromund’s Talking Book allows a tome, scroll or piece of paper to read itself out loud. In order to cast it, the target object must be held firmly within grasp, and the caster must be able to understand the language in which it’s written. If the caster is subject to a Comprehend Language or similar spell while casting Thromund’s Talking Book on a text he could not otherwise understand, the spell will work as long as the caster retains said capacity, terminating earlier if he can no longer understand it.
When commanded by the caster or anyone he designates, the book will read its content out loud, with a voice identical to that of the caster. Any part of the book might be requested for reading, such as a specific page or line, or reading it backwards. Furthermore, the book may be asked questions, which it will answer to the best of its ability, considering its content. While the questions can be as lengthy and specific as wanted, they cannot ask the book to think or draw conclusions; questions such as “How many characters appear in your story?” will find an answer, while others like “What would happen if the story was true?” will be answered with an “I do not know”. Similarly, inquiries such as “What secrets do you hold?” will result in no satisfying answer, as the book as no way of knowing what represents a secret to the caster.
A spellbook enchanted with Thromund’s Talking Book might be used slightly different, as it can complete the verbal component of a spell when the wizard is unable to speak. However, the release of arcane energies immediately ends Thromund’s Talking Book once the spell is cast. The caster must be within 10 feet of the spellbook for it to be able to complete the verbal component of a spell. Dispel Magic terminates the spell.
Thromund’s Faithful Library
Transmutation
Level: Brd 6, Sor/Wiz 6
Casting Time: 10 minutes per every 100 books
Components: V, S, M
Range: Medium (100 feet + 10 feet per caste level)
Target: Up to 100 books per caster level
Duration: Permanent (ends with planar travel; see below)
Saving Throw: Will Negates (object)
Spell Resistance: Yes (object)
Devised by Thromund so he would be able to carry his most precious books with him during his travels, this spell allows the caster to enchant a large amount of tomes so they can move along with him. As the mage found out, however, the books might be a bit hard to control at times.
Before casting Thromund’s Faithful Library, the caster needs to arrange all the books he wishes to enchant in a pyramid in front of him and within range of the spell. Up to 100 books per caster level may be affected, and casting the spell takes 10 minutes for every 100 books included (thus, a 15th level wizard will be able to affect up to 1.500 books, taking 150 minutes to cast the spell). When completed, each book will acquire a flying speed of 60 feet with Perfect maneuverability, and the stats of a Tiny Animated Object.
Unless otherwise commanded, the books will follow the caster around flying in a manner very similar to a flock of birds, flapping their covers as they course through the air–though this was merely a decorative element added by Thromund, since the books can levitate perfectly fine through magic-. They will try to avoid hazards such as fire and water when possible, but they will plunge into them if there is no other route to their owner. Whenever the caster stops moving, the books will quickly arrange themselves in random piles around him. The caster can issue some commands, however, such as ordering the books to stay in a specific location for a certain amount of time, asking them to follow him at a longer distance –though never more than a mile- or requesting a specific book to come forward. They cannot be ordered to attack a target or purposely get in its way.
While moving, the flock of books grants concealment (attacks have a 20% chance to miss) to anyone caught within, and the constant movement and bashing of the tomes makes it impossible to carry out any complex task while inside (spellcasters, including the owner of the books, must make a Concentration check DC 15 + level of the spell in order to cast anything).
The books will follow the caster anywhere within the same plane, no matter how far he manages to get away from them. If at any moment the caster and the books are separated by more than one mile, they will disregard any order given to them and take off to find their master. Even if specifically told to stay in one place until further notice, there is a 25% chance per day they will ignore that command, increasing by 5% for each additional day. The books will not follow the caster into a different plane, however; if the caster moves to another plane without having previously ordered the books to wait at a designated location, the spell ends and the books become inanimate instantly, dropping wherever they were at that moment. They can be caught and contained, but they will be industrious in finding an exit. A Greater Dispel Magic cancels the spell, but only those books targeted or within the area of effect are affected.
Material Component: A pair of tiny wings crafted out of crystal and gems with a cost of 8,000 gold pieces, which must be crushed inside a book when the spell is cast.
Klaus van der Kroft |
Hmm, well, I must have his old AD&D 2e sheet somewhere, but I do recall him being a rotund, long-bearded, rubicund human wizard with a a particularly low Wisdom score (hence his terrible sense of direction) and high Constitution (in order to sustain all the alcohol), Universalist with expertise in Brewing and Cooking. He was used for a rather shortlived campaign, as he fell asleep after a night of drinking games and half the party died in the hands of the assassins we were supposed to be tracking. And he had an animated tankard as his familiar, which he filled with "Liquid Magic", made in the glorious breweries of Valhalla by scantly-clad women, though it was actually just cheap brandy with peppermint, sold to him by the party's rogue at the start of the adventure. Cost me 20g, the bugger.
Feet for the Unfit
Transmutation
Level: Sor/Wiz 4
Casting Time: 1 minute per target
Components: V, S, M
Range: Long (400 feet + 40 feet per caster level)
Target: Special; see below
Duration: 1 day per caster level
Saving Throw: Will Negates (object)
Spell Resistance: Yes (object)
The Society of Delvers in the Mysteries of Unstable Magic was always a controversial thing to have around, and most cities they passed by ended up kicking them our after the third or fourth earthquake or firestorm they accidentally released upon the settlement. Such a nomadic lifestyle was becoming a burden to those mages, especially considering how hard it was getting to haul all that laboratory equipment around. Not to mention the difficulty of finding the appropriate facilities for them to work. So the High Delver came up with this spell to help them move their property around, in a very literal sense.
Feet for the Unfit allows the caster to grant walking appendices to just about any kind of otherwise inanimate object. The target must be a non-magical object up to 500 pounds in weight per caster level, though if more than one caster participates in the ritual they can add their capacities together (so while a single 4th level wizard could cast Feet for the Unfit on a 2,000-pound cast-iron kitchen stove, five wizards of the same level would be able to cast it on a 10,000-pound stone gazebo). Alternatively, the caster may select a number of targets equal to his caster level, although their total weight cannot exceed 500 pounds per caster level. If multiple casters are participating, the sum of their caster levels is the maximum limit of objects the spell can target (so in the previous case, the same five wizards would be able to target up to 20 objects weighting collectively no more than 10,000 pounds).
The targeted objects grow enough appendices to safely move around (so a long chest will grow several feet on each side, while a cooking pot will probably need only two), able to walk with a speed of 20 feet. If they carry on them more than one-half their own weight, their speed reduces to 10 feet; more than that makes them halt and unable to move. The exact nature of the appendices is left for the caster to decide (such as human feet, spider legs or tentacles), though they cannot climb sheer surfaces, jump, run or do anything other than walk. The caster can issue the following commands: Follow (the objects will follow the caster or anyone he designates), Stay (the objects will remain in place until further commands are given), and Go To (the objects will move to a designated location, so long as it is within range of the spell). Though they will follow the most logical route and avoid obvious danger, they will carry out the commands as strictly as possible, and will end up in bad spots if the caster is not careful with his orders. A Greater Dispel Magic is needed to end this spell, though it will end prematurely if the caster moves more than the spell’s range away from the objects.
Material Component: A bag filled with toenails of various exotic and rare creatures, with a total cost of 400 gold pieces, which must be crushed and sprinkled over the target objects.
Laddie |
Hmm, well, I must have his old AD&D 2e sheet somewhere, but I do recall him being a rotund, long-bearded, rubicund human wizard with a a particularly low Wisdom score (hence his terrible sense of direction) and high Constitution (in order to sustain all the alcohol), Universalist with expertise in Brewing and Cooking. He was used for a rather shortlived campaign, as he fell asleep after a night of drinking games and half the party died in the hands of the assassins we were supposed to be tracking. And he had an animated tankard as his familiar, which he filled with "Liquid Magic", made in the glorious breweries of Valhalla by scantly-clad women, though it was actually just cheap brandy with peppermint, sold to him by the party's rogue at the start of the adventure. Cost me 20g, the bugger.
Haha, he really is the greatest wizard ever. He'd make the perfect spell-caster tack-on NPC for combat-centric parties or a great professor at a low-rung academy.
Minor suggestion on Thromund's Faithful Library: Concentration check DC 15 + lvl seems about right for the caster, but along the lines of the swarm rules, concentration: DC 20 + lvl could be appropriate for other casters.
Sigurd |
Do you mind if I humbly offer a contribution.
Feel free to reject or modify as you see fit.
Ottolf’s Floating Cooler
School evocation [force]
Level sorcerer/wizard 1, Bard 1*
Casting Time 1 standard action
Components V, S, M (a keg or very large decanter)
Range close (25 ft. + 5 ft./2 levels)
Effect 3-ft.-diameter disk of force
Duration 1 hour/level
Saving Throw none; Spell Resistance no
The caster suspends a large drinking vessel (up to 100lbs per level) in a force field approximately 3' off the ground. The vessel remains upright but with concentration you may tip it slightly to facilitate pouring or serving. The vessel moves at no more than your normal speed up to 5 feet away from the caster.
Obtaining liquid from the vessel without the cooperation of the caster requires a DC10 + Caster Level acrobatics check.
The vessel may be rested on the ground for filling. If inside of the spell duration the vessel may be touched by the caster to lift again. At the conclusion of the spell the vessel floats softly to the ground.
* Ottolf's spell is more powerful in the hands of the bard. Subtle divine magic allows a bardic caster to cool the vessel as if it was filled with ice. This effect is not available to the arcane version of the spell.
Sigurd
Its a rework of the floating disk but for this you need a vessel.
Klaus van der Kroft |
Minor suggestion on Thromund's Faithful Library: Concentration check DC 15 + lvl seems about right for the caster, but along the lines of the swarm rules, concentration: DC 20 + lvl could be appropriate for other casters.
Hm, that's a good point. I'll change it.
PD: I notice I cannot edit my posts anymore. Is there a time limit on that?
Ottolf’s Floating Cooler
School evocation [force]
Level sorcerer/wizard 1, Bard 1*
Casting Time 1 standard action
Components V, S, M (a keg or very large decanter)
Range close (25 ft. + 5 ft./2 levels)
Effect 3-ft.-diameter disk of force
Duration 1 hour/level
Saving Throw none; Spell Resistance noThe caster suspends a large drinking vessel (up to 100lbs per level) in a force field approximately 3' off the ground. The vessel remains upright but with concentration you may tip it slightly to facilitate pouring or serving. The vessel moves at no more than your normal speed up to 5 feet away from the caster.
Obtaining liquid from the vessel without the cooperation of the caster requires a DC10 + Caster Level acrobatics check.The vessel may be rested on the ground for filling. If inside of the spell duration the vessel may be touched by the caster to lift again. At the conclusion of the spell the vessel floats softly to the ground.
* Ottolf's spell is more powerful in the hands of the bard. Subtle divine magic allows a bardic caster to cool the vessel as if it was filled with ice. This effect is not available to the arcane version of the spell.
Sigurd
Its a rework of the floating disk but for this you need a vessel.
It would be a great way of dispensing drinks among the party! Or fill it with holy water and use it to wreck havoc on a group of undead. And feel free to contribute with as many spells as you want! The more we get, the better. You can't have enough utility spells.
Here's another:
Tombstone Questionnaire
Divination [Necromancy]
Level: Sor/Wiz 2, Cleric 1
Casting Time: 1 standard action
Components: V, S, M
Range: Touch
Target: A single tombstone
Duration: 1 minute
Saving Throw: None
Spell Resistance: No
For the caretakers of the Holy Cemetery of Khum-Dalar, knowing who was buried where was a matter of utmost importance, since the swirling magical energies of the nearby academy tended to sometimes make the dead end up walking on their own, and identifying the wandering undead was a necessity of public safety, especially since the rich families had wills and wrights that made it illegal for others to destroy the unliving corpses of their relatives.
This spell lets the caster acquire certain bits of information about an interred person through the tombstone used to top his grave. The caster must first sprinkle ash or dust taken from a place where people often speak (such as the ashtray of a tavern or dirt from a public forum) over the tombstone, and then ask a single question, which cannot be more than 5 words long, such as “What was his name?”, “How did he die?”, and “Who killed him?”. Then the answer will appear written on the surface of the tombstone, consist of no more than 10 words –written in the language of the caster- and remain there for 1 minute.
The reach of the answers will be limited to the knowledge of the people involved in the crafting, buying and handling of the tombstone, not on that of the dead person himself. So, if the tombstone was bought by the deceased’s spouse, asking the name will probably result in a satisfactory answer, but not necessarily regarding the cause of death. This also means this spell may be used on any tombstone regardless of their current location, so long as it spent at least a year and a day placed in the grave it was supposed to be.
Material Component: Dust, ash, powder or any similar substance taken from a place where talking happens often, which must be sprinkled over the tombstone.
Urizen |
Haha, I'm glad you lads are liking these. Here with a few more.
Thromund’s Faithful Library
Transmutation
Level: Brd 6, Sor/Wiz 6
Casting Time: 10 minutes per every 100 books
Components: V, S, M
Range: Medium (100 feet + 10 feet per caste level)
Target: Up to 100 books per caster level
Duration: Permanent (ends with planar travel; see below)
Saving Throw: Will Negates (object)
Spell Resistance: Yes (object)Devised by Thromund so he would be able to carry his most precious books with him during his travels, this spell allows the caster to enchant a large amount of tomes so they can move along with him.
I like the idea, but I don't think it balances well with regard to Arcane Mark and the retrieval by such items with Instant Summons (which is 7th level).
Klaus van der Kroft |
I had a Cleric years ago with Cure Serious Hangover as a spell. He use to reverse it just for fun now and again.
Haha! Now there is a good idea for a spell!
I like the idea, but I don't think it balances well with regard to Arcane Mark and the retrieval by such items with Instant Summons (which is 7th level).
Aye, I get your meaning. However, I thought that, since the spell is limited specifically to books and also has several other physical limitations when compared to Instant Summon (since the books, while they will follow the caster, can be potentially left out in many situations, such as when scouting a dungeon or getting trapped. The books will be a mile away at worst, but still out of reach), it should sort of balance out. I see the reason of having Instant Summons being so high in level and so expensive in materials (1,000 gold per use) as the result of its rather limitless possibilities in terms of the things it can affect. Also, Thromund's Faithful Library is useless across planes, and terminates upon planar travel if the appropriate measures aren't taken (while a wizard can order the books to stay, if he goes too far away within the same plane to take a portal the books might break lose, which means the spell will terminate instantly if he moves out of the plane, which potentially means the books could end up anywhere within the former plane, with no way of knowing where exactly).
Of course, it is a pretty sketchy spell in the best of cases due to its unusual nature. But asides from having easy access to a lot of information (which for a level 10 character shouldn't be too much of an issue either with the appropriate ranks) and a flock of books that grant concealment and make actions fail, maybe it shouldn't sprout too much of a balance issue.
Though it could be bumped up a level or two, considering it is a permanent effect that includes quite a lot of targets.
Urizen |
Aye, I get your meaning. However, I thought that, since the spell is limited specifically to books and also has several other physical limitations when compared to Instant Summon (since the books, while they will follow the caster, can be potentially left out in many situations, such as when scouting a dungeon or getting trapped. The books will be a mile away at worst, but still out of reach), it should sort of balance out. I see the reason of having Instant Summons being so high in level and so expensive in materials (1,000 gold per use) as the result of its rather limitless possibilities in terms of the things it can affect. Also, Thromund's Faithful Library is useless across planes, and terminates upon planar travel if the appropriate measures aren't taken (while a wizard can order the books to stay, if he goes too far away within the same plane to take a portal the books might break lose, which means the spell will terminate instantly if he moves out of the plane, which potentially means the books could end up anywhere within the former plane, with no way of knowing where exactly).
Of course, it is a pretty sketchy spell in the best of cases due to its unusual nature. But asides from having easy access to a lot of information (which for a level 10 character shouldn't be too much of an issue either with the appropriate ranks) and a flock of books that grant concealment and make actions fail, maybe it shouldn't sprout too much of a balance
Maybe it could be scaled down by not having as many books available in the retrieval, which would then lessen the casting and material allowed to retrieve it. My thought would be that you have one book that is sort of like an index and certain contents could be retrieved from the extra dimensional archive and fill its pages. I'm sure there could be better fluff to describe this... Hm. Like you're writing down something and the rest of the text eventually appears based on the gp and/or spell level involved. And it would stay permanent in the book you're carrying.
You would need those accessible by the arcane mark and an initial craft wonderous item feat to create this special spellbook.
What do I know? :)
Klaus van der Kroft |
Maybe it could be scaled down by not having as many books available in the retrieval, which would then lessen the casting and material allowed to retrieve it. My thought would be that you have one book that is sort of like an index and certain contents could be retrieved from the extra dimensional archive and fill its pages. I'm sure there could be better fluff to describe this... Hm. Like you're writing down something and the rest of the text eventually appears based on the gp and/or spell level involved. And it would stay...
Hm, or perhaps simply remove the capacity to call one particular book to jump out of the flock and have the caster find it on his own? Or more in the line of what you sugest, have the caster use an Arcane Mark on a specific book, and being able to call it forward by doing something that costs a certain material component (but noticeably cheaper than Instant Summon)?
Urizen |
Hm, or perhaps simply remove the capacity to call one particular book to jump out of the flock and have the caster find it on his own? Or more in the line of what you sugest, have the caster use an Arcane Mark on a specific book, and being able to call it forward by doing something that costs a certain material component (but noticeably cheaper than Instant Summon)?
The latter that you mentioned. Something less cumbersome. Let's say you need that spell, but you just don't have it in your spell book and you're carrying a light load. But you got that one back o'er yonder on the other continent with an arcane mark and if you open up your attuned spellbook or parchment and scribble a couple words or runes as a trigger, the necessary spell begins to appear on the page as if someone were ghost writing it rapidly.
You can choose to keep it there unless you explicitly want to dismiss it in case it might get in the hands of a captor for whatever reason.
Justy |
Thromund’s Talking Book
Transmutation
Thromund’s Talking Book allows a tome, scroll or piece of paper to read itself out loud.
I'm sorry, you can't do that.
As a member of the Golarion Authors Guild, I must point out that you are interfering with the copyright on my work. The audio performance rights for my stories (including "Voyages On The Atlantic Sea," set in a fantasy world beyond the Dark Tapestry with powerful nations astride a vast ocean, available at finer merchants across Varisia) belong to my publisher. Anyone desiring an audio performance must purchase the enchanted story reading item made available by my publisher - with considerably higher royalties for me, which your spell denies me.
Thus I inform you that you have 30 days to confiscate every spellbook, scroll, songbook or magic item enabling the use of your spell "Thromund's Talking Book," after which the Golarion Author's Guild will dispose of these materials via bonfire, using your spell for Kindle.
Sigurd |
I'm sorry, you can't do that.
Too scary. That is the societal change some are trying to make.
In Britain there was a shopkeeper sued for singing to herself while she worked. They'd already sent her notice for playing a cd player.
They apologized when she raised a stink but they wanted her to obtain performance rights for singing while she stacked cans.
Sigurd
Sigurd |
IGNORE the previous, devilishly, handsome individual!
I have a question about a utility spell. Is there an existing Sorc\Wiz spell at 1st or 2nd level that can feed a few people? It's sort of a cleric thing but I'd like one for a wizard.
I'm cool with seeing a homebrew but I'd really love a reference to something published.
Help me Obi-Wan-Kenobi you're my only hope!
Sigurd
Klaus van der Kroft |
The latter that you mentioned. Something less cumbersome. Let's say you need that spell, but you just don't have it in your spell book and you're carrying a light load. But you got that one back o'er yonder on the other continent with an arcane mark and if you open up your attuned spellbook or parchment and scribble a couple words or runes as a trigger, the necessary spell begins to appear on the page as if someone were ghost writing it rapidly.You can choose to keep it there unless you explicitly want to dismiss it in case it might get in the hands of a captor for whatever reason.
That sounds like a plan. When I get back from classes, I'll get to work on rewriting the spell, adding the creation of said Index as part of the casting process.
I'm sorry, you can't do that.
As a member of the Golarion Authors Guild, I must point out that you are interfering with the copyright on my work. The audio performance rights for my stories (including "Voyages On The Atlantic Sea," set in a fantasy world beyond the Dark Tapestry with powerful nations astride a vast ocean, available at finer merchants across Varisia) belong to my publisher. Anyone desiring an audio performance must purchase the enchanted story reading item made available by my publisher - with considerably higher royalties for me, which your spell denies me.
Thus I inform you that you have 30 days to confiscate every spellbook, scroll, songbook or magic item enabling the use of your spell "Thromund's Talking Book," after which the Golarion Author's Guild will dispose of these materials via bonfire, using your spell for Kindle.
What if we negotiate a mutually benefitial deal? You grant me the license for magical audio performances in exchange of, say... subliminal messages embeded in every spell cast? They could increase your sales!
I wish that a compendium called The Manual of Mundane Magic or something would be put together.
I love stuff like this.
If it counts for anything, I've been working on a Tome of Wonder for a while, that incorporates mostly mundane magic intended specifically to fill campaigns targeted at roleplaying-dominant gameplay. It delves into an expanded system for alchemy, magical studies and research, wizardly flair, hedge magic, and stuff like that. These spells are, actually, part of the text's repertoire. Though it is still a while away from being complete, I'm afraid.
Laddie |
Call me crazy, but some of this discussion on Thromund's Faithful Library is giving me some concepts on a spellbook familiar. The bonded item stuff wouldn't really be appropriate for a spellbook, but some of the bits for the faithful library could stand in for lack of familiar creatureness. I could try to hammer something basic out soon, does anyone mind if I post it in this thread later?
Urizen |
Call me crazy, but some of this discussion on Thromund's Faithful Library is giving me some concepts on a spellbook familiar. The bonded item stuff wouldn't really be appropriate for a spellbook, but some of the bits for the faithful library could stand in for lack of familiar creatureness. I could try to hammer something basic out soon, does anyone mind if I post it in this thread later?
I'm not the OP, but I don't think he'll mind. You got me curious.
Klaus van der Kroft |
Call me crazy, but some of this discussion on Thromund's Faithful Library is giving me some concepts on a spellbook familiar. The bonded item stuff wouldn't really be appropriate for a spellbook, but some of the bits for the faithful library could stand in for lack of familiar creatureness. I could try to hammer something basic out soon, does anyone mind if I post it in this thread later?
Not at all! I once DMed a player who had a spellbook familiar, though we simply used the rules for a Tiny Animated Object and the standard familiar rules. It would be great to have something properly done in that regard. Feel free to post it here.
mdt |
LOL
Very nice. My own contribution is very very derivative, but, it is exactly what my players would modify the spell to. :)
Ottolf’s Brothel Finder
Divination
Level: Brd 0, Sor/Wiz 1
Casting Time: 1 standard action
Components: V, MF (piece of lace or silk, or vial of perfume)
Duration: 10 minutes
Saving Throw: None
Spell Resistance: No
During his years of adventuring, the wizard Ottolf always gave himself a moment to spend a while at a brothel in order to sample the local culture. However, his sense of direction was particularly absent, so he had to make up a spell to assist him.
When Ottolf’s Brothel Finder is cast, a small, 1-foot wide orb of reddish light appears in front of the caster. It will then start hovering toward the closest brothel, street of ill repute, or woman of negotiable virtue, using the best logical route (it will never, for example, pass through walls or impassable obstacles), leaving a faint trail of red mist behind. The orb will travel twice as fast as the caster’s base land speed, but will stop if it goes out of sight, to start moving when the caster finds it again. Once the orb has reached its destination, it will remain hovering in front of the locale’s entrance (or lady, depending on the situation) until the caster arrives. When he does, the orb dissipates in a puff of pink mist. If there is no such companionship to be found within a 1-mile radius, the spell has no effect.
:) :)
Laddie |
Not at all! I once DMed a player who had a spellbook familiar, though we simply used the rules for a Tiny Animated Object and the standard familiar rules. It would be great to have something properly done in that regard. Feel free to post it here.
Lessee here...Tiny animated object seems like it would work pretty well as a base. I'm thinking it could have the flight(clumsy) quality in keeping with Thromund's Library without stacking too many flight exploits on top of the construct qualities. Give it a little 'eye' on the cover too for some 'empathy' communication.
Otherwise, here's some loose ideas for switching abilities out from a standard Pathfinder familiar:
Skills -> Resource library - I like the idea of being able to scribe other mundane tomes into an intangible library that could be indexed and accessed on the fly through a few pages of the familiar book. Appropriate books within the 'library' could give a circumstance bonus to certain knowledge, craft, or professions skill checks. Hmm...maybe the wizard would have to tear pages out of a book and feed them to the familiar one by one. This process might ruin magic texts, so the wizard still needs to manually transcribe spells. Text remains untranslated though.
Familiar Bonus Ability -> Increased spell storage - Base of 100 pages + 10 spell-ready pages per wizard level? A magical indexing system could be used or the book could just get physically get fatter.
Empathic Link -> Cryptic report - The book doesn't really have the emotive capabilities for empathy, but it could still work in a more literary context. Reports could be wordled cryptically as it tries to fit as much detail as possible into ten words or less while maintaining its literary flair.
Speak with kind -> Translation of library - Now text that the familiar eats will be translated to the wizard's natural language. GM's could give it a minor chance of the book itself taking liberties with the translation if there's certain information they want left alone.
Deliver Touch Spells -> Ranged touch attacks - Sending one's spellbook out to deliver touch attacks seems like a -very very- bad idea, so I'm thinking give some range to the wizards touch spells while pulling back on the familiar's possible touch attack range. The wizard directs a touch spell on the familiar and it spits out a paper talisman he can throw at targets. No idea what the range should be on this, but the talisman gets some decent tossing ability in exchange for fizzling out soon after.
Urizen |
LOL
Very nice. My own contribution is very very derivative, but, it is exactly what my players would modify the spell to. :)
Ottolf’s Brothel Finder
Divination
Level: Brd 0, Sor/Wiz 1
Casting Time: 1 standard action
Components: V, MF (piece of lace or silk, or vial of perfume)
Duration: 10 minutes
Saving Throw: None
Spell Resistance: No
Ahahahaa.... Once again, an at-will cantrip for the bard at 0 level. Lovin' this Ottolf! He definitely needs a compendium.
*****
"Hey, waitasec, this brothel's ran by doppelgangers. The one across the street are altered zombies. What gives?"
"You need a higher level spell for five star joints, buddy."
Urizen |
How about adding this to the Pathfinder Database?
Everytime I am reminded to check it out, I'm usually at work and the firewall monster holds it hostage. *sighs*
[ties string to finger to remind to pour through contents when @ home]
Dragonborn3 |
Make Comfortable
Transmutation
Level: Brd 1, Sor/Wiz 1, Druid 1
Casting Time: 1 standard action
Components: V, S
Range: Touch
Target: A 10x10 feet square of solid ground
Duration: 1 day per caster level
Saving Throw: None
Spell Resistance: NoQuite often, traveling adventurers find themselves either unable to find a good resting place, or unable to gather the money to do so. Always short on coin, Gallard the bard devised this simple yet ingenious spell to allow him a comfortable rest almost anywhere.
Make Comfortable may be cast over any regular or semi-regular solid horizontal surface (not walls, pits, or otherwise highly irregular surfaces). When complete, a 10-by-10 square section of the target surface becomes as soft as a feather bed. This allows the caster –and anyone else who fits in- to get a full night of gentle sleep as if he were in an actual bed. Surfaces that would normally harm the caster, such as red-hot iron, still do. Since the surface will seem unaltered unless someone lies on it, anyone walking or running through it might trip and fall prone by failing a DC 15 Acrobatics check. Dispell Magic ends the spell.
I like this one, I really do.
Klaus van der Kroft |
LOL
Very nice. My own contribution is very very derivative, but, it is exactly what my players would modify the spell to. :)
Ottolf’s Brothel Finder
Divination
Level: Brd 0, Sor/Wiz 1
Casting Time: 1 standard action
Components: V, MF (piece of lace or silk, or vial of perfume)
Duration: 10 minutes
Saving Throw: None
Spell Resistance: NoDuring his years of adventuring, the wizard Ottolf always gave himself a moment to spend a while at a brothel in order to sample the local culture. However, his sense of direction was particularly absent, so he had to make up a spell to assist him.
When Ottolf’s Brothel Finder is cast, a small, 1-foot wide orb of reddish light appears in front of the caster. It will then start hovering toward the closest brothel, street of ill repute, or woman of negotiable virtue, using the best logical route (it will never, for example, pass through walls or impassable obstacles), leaving a faint trail of red mist behind. The orb will travel twice as fast as the caster’s base land speed, but will stop if it goes out of sight, to start moving when the caster finds it again. Once the orb has reached its destination, it will remain hovering in front of the locale’s entrance (or lady, depending on the situation) until the caster arrives. When he does, the orb dissipates in a puff of pink mist. If there is no such companionship to be found within a 1-mile radius, the spell has no effect.:) :)
Haha, good spell. Though it might become a bit erratic in areas brimming with women of ill repute!
Klaus van der Kroft wrote:Not at all! I once DMed a player who had a spellbook familiar, though we simply used the rules for a Tiny Animated Object and the standard familiar rules. It would be great to have something properly done in that regard. Feel free to post it here.Lessee here...Tiny animated object seems like it would work pretty well as a base. I'm thinking it could have the flight(clumsy) quality in keeping with Thromund's Library without stacking too many flight exploits on top of the construct qualities. Give it a little 'eye' on the cover too for some 'empathy' communication.
Otherwise, here's some loose ideas for switching abilities out from a standard Pathfinder familiar:
Skills -> Resource library - I like the idea of being able to scribe other mundane tomes into an intangible library that could be indexed and accessed on the fly through a few pages of the familiar book. Appropriate books within the 'library' could give a circumstance bonus to certain knowledge, craft, or professions skill checks. Hmm...maybe the wizard would have to tear pages out of a book and feed them to the familiar one by one. This process might ruin magic texts, so the wizard still needs to manually transcribe spells. Text remains untranslated though.
Familiar Bonus Ability -> Increased spell storage - Base of 100 pages + 10 spell-ready pages per wizard level? A magical indexing system could be used or the book could just get physically get fatter.
Empathic Link -> Cryptic report - The book doesn't really have the emotive capabilities for empathy, but it could still work in a more literary context. Reports could be wordled cryptically as it tries to fit as much detail as possible into ten words or less while maintaining its literary flair.
Speak with kind -> Translation of library - Now text that the familiar eats will be translated to the wizard's natural language. GM's could give it a minor chance of the book itself taking liberties with the translation if there's certain information they...
I like the the way you are taking it, particularly the Cryptic Report part. Could really help a caster through gathering information, though I'm not sure if the owners of the archives would be happy with his method.
As for the ability to turn touch attacks into ranged touch attacks, it could turn out to be particularly powerful, so I would keep the range rather low, never more than 25 feet. But the concept is intriguing.
"Hey, waitasec, this brothel's ran by doppelgangers. The one across the street are altered zombies. What gives?""You need a higher level spell for five star joints, buddy."
Hahaha
How about adding this to the Pathfinder Database?
Hmm, I had no idea such place existed. Just sent my registration in order to upload these things. Thanks for the heads-up.
mdt |
Haha, good spell. Though it might become a bit erratic in areas brimming with women of ill repute!
Welllll..... if the area is brimming with women of ill repute, do you really need the spell to find them? If so, you might want to put some of those attribute boost points into Wisdom. :) :)
Urizen |
Klaus van der Kroft wrote:Welllll..... if the area is brimming with women of ill repute, do you really need the spell to find them? If so, you might want to put some of those attribute boost points into Wisdom. :) :)
Haha, good spell. Though it might become a bit erratic in areas brimming with women of ill repute!
Your new spell and your 'avy' gives a new meaning to the term, go get 'em, tiger! ;P
mdt |
mdt wrote:Your new spell and your 'avy' gives a new meaning to the term, go get 'em, tiger! ;PKlaus van der Kroft wrote:Welllll..... if the area is brimming with women of ill repute, do you really need the spell to find them? If so, you might want to put some of those attribute boost points into Wisdom. :) :)
Haha, good spell. Though it might become a bit erratic in areas brimming with women of ill repute!
LOL
Laddie |
I like the the way you are taking it, particularly the Cryptic Report part. Could really help a caster through gathering information, though I'm not sure if the owners of the archives would be happy with his method.
Well, they ought to be gaining a little bit more info than the regular familiar empathy link; if a player tunes into his spellbook and feels, 'Anger! Danger!' that just feels a little contrary to the idea of taking a spellbook, or a construct in general, as a familiar. The cryptic bit inserts a more cerebral fluff into the empathic link without giving up exploitable tactical info.
As for the ability to turn touch attacks into ranged touch attacks, it could turn out to be particularly powerful, so I would keep the range rather low, never more than 25 feet. But the concept is intriguing.
Yeah, I was figuring 25 - 30 feet at most. It may be worth just completely dropping the touch attack through familiar ability in favour of something completely different...maybe some sort of unique lore ability?
Sigurd |
Dingles Ladder Enchantment
Conjuration
Level: Brd 2, Sor/Wiz 1
Casting Time: 1 standard action
Components: V, Caster's spit rubbed between hands and placed on Ladder
Duration: 10 minutes\level
Range:Touch
Saving Throw: None
Spell Resistance: No
Dingles spent a great deal of time in caverns and caves. Frustrated with endless ladder climbs, he invented this spell. Through a twisting of space all ladders under the affects of this spell are half as long, yet cover the same distance. This spell only affects ladders of wood, rope or metal. It does no affect single ropes, bridges or any other type of construction.
The spell may affect multiple ladders in succession but only so long as the caster has a hand on a ladder wrung.
Perhaps because its component must be fresh, this spell has resisted all attempts to place into magic items, even scrolls. It may only be cast.
Ladders under the affects of this spell are vaguely blurry from a distance. To those upon the ladder they are clear, although travel is slightly disconcerting.
Sigurd |
Dingles Ladder Enchantment
Because this spell actually conjures a magical replacement ladder for the caster, it has the very useful affect of reinforcing as it shortens. Ladders under the affects of this spell still must be properly anchored and supported but individual wrungs are all enchanted to support 500lbs of weight. So long as the whole ladder does not pull from its place the contiguous structure is made secure and regular.
Sigurd
This might actually be a huge benefit in mines etc....
Sysryke |
Assort and Arrange
Evocation
Level: Sor/Wiz 2
Casting Time: 1 standard action
Components: V, S
Range: Short (25 feet + 5 feet every 2 caster levels)
Target: Up to 10 objects per level, weighting no more than 10 pounds
Duration: Instantaneous
Saving Throw: Will Negates (object)
Spell Resistance: Yes (object)Originally created by a long-forgotten wizard who fancied himself in collecting every single kind of thing he came upon –the last of which, depending on who tells the story, either ate him or catapulted him into another plane-, Assort and Arrange is a helpful tool for spellcasters who need something organized.
Before casting the spell, the caster must select a group of up to 10 objects per caster level weighting no more than 10 pounds each. While they don’t need to be contiguous to each other, all of them must be simultaneously within the spell’s range. The caster must then speak out loud which parameter he wishes to use for the objects to be organized accordingly. Examples include “Weight, from Lightest to Heaviest”, “Colour, from Brightest to Dullest” and “Age, from Oldest to Newest”. Immediately, the objects will begin to switch places, either moving through the floor or slowly floating around, until they have all been arranged in a fashion determined by the caster (such as in a straight line from left to right, in several rows or in concentric circles). Instructions must be precise and while the caster doesn’t need to know the specific characteristics of each object, he must have a point of comparison that he does know (so he cannot ask the objects to be arranged according to their current distance to a certain place if he doesn’t know how far that place is).
Sorry. Very late to this thread. Didn't know how else to save this where I could find it, so doing a quick reply. Have a character that I want able to do clean upnwith more than prestidigitation. This is great. Thanks.