Give life to fiction spell.


Homebrew and House Rules

Scarab Sages

I do like the enter the winnie the pooh part of kingdom hearts so I figured I'd make a spell to do it. I made it mythic because that seemed the easiest way to keep it from common use, then I got silly. Thoughts?

Give life to fiction.
School conjuration (creation), Level sorcerer/wizard 9
Casting Time 1 Year.
Components V, S, M (see text), a book or other fictional record (stone tablets, enchanted crystals, etc), some object to form a key.
EFFECTS
Range touch
Target Book (or other) touched
Duration instantaneous
Saving Throw none; Spell Resistance no

DESCRIPTION
You enchant a book (or other) to allow those possessing the correct key to enter into the story and interact with it merely by pressing the key to the book. The inhabitants inside will act and react to your actions as they would in real life (based on their personalities e.g. someone who always gloats isn't going to suddenly stop but they can learn not to do this now).

Any changes are reflected in the specific book so enchanted so that someone without the key would read the story as if you were in there. The spell can be ended at any time by the person who entered the book as a free action though this can result in a disconnect between the section they changed and ones they didn't e.g. if you end the spell before the end of the story your actions and changes at at that point and the next paragraph may suddenly have someone you killed alive again as the orignal story resumes.

Holding the key and looking at a book will outline it in a blue, yellow or red glow. A blue glow indicates that the person holding the key will be in no more danger than they are normally, a yellow glow indicates the world of the story contains potentially hazardrous situations (these may by physical such as a viral outbreak or spiritual demon hordes that corrupt) to the keyholder while a red glow indicates that entering the story will kill the key holder instantly. If the key holder is killed in the story the key is lost forever along with their death. Most books will glow blue or red as it is rare that a fictional universe contains threats that don't exist in the material world of the caster.

Time in the novel and time on the material plane pass at a 1 for 1 ratio with a day in the story equalling a day in real time. The person holding the key can move outside the bounds of the story to see what happened in time skips or other areas but it is important to note that this can greatly increase the size of the novel as "10 years passed" becomes a description of what they key holder see's and does in that 10 years.

Any new or changed information are recorded as if the original author/creator had done the writing in their wording and focus.

This spell consumes 25,000 gp worth of precious objects gemstones, metal, minerals, etc when cast.

Augment (10th). You can expend 25 uses of mythic power instead of 10 and 100,000 gold instead of 25,000 to transform the book into a plane where that reality exists. In this case the key becomes a tuning fork attuned to the new dimension allowing planar travel to that destination. It is important to note that if this is done the dimension will contain to exist and change even if the caster of the spell has no involvement with the inhabitants living their lives and possibly interacting with other planar travellers and changes resulting from that interaction. Similarly beings in that world with the ability to travel between planes may start reaching out and exploring the new ones around them.

However a transformation of this scale seems to require in addition to the precious materials and mythic power an infusion of belief similar to that which powers gods. Only tales that are believed in by a large amount of people seem to allow a mage to give that universe life and if there is insufficient belief the spell fails consuming the materials and power as if it were cast. Note: This means the GM must say yes to the creation of the plane and it should be a world that a large group of people have believed in over a prolonged period of time e.g. startrek, starwars, tokein's the middle earth, the simpsons, my little pony, winnie the pooh, etc. A mage writing a story detailing the vast pile of treasure on an island then trying to make it real will fail.


Casting Time 1 Year?

Scarab Sages

It was originally 1 month but then I moved it up. A year is probably too much but on the other hand the augmented version can create a universe far bigger than demiplane. On the other hand I do have some other balance things. What do you think week, month, year is better?

Scarab Sages

Ok, I'll switch it to a month and go with this.


Personally, I think the Focus should be a bookmark instead of a key which is placed in the book where the caster wishes to start. If it's removed, the spell ends.

I think this spell needs a few more mitigators or clarification though. I understand it's 9th level but there's no indication of whether a caster enters the story with their gear or spells or what they can come out with. I think it's safe to assume no items, like a story about finding Excalibur, but what about knowledge or training or spells learned?

What's to stop a caster from just writing a fictional story about a magical fountain that grants Intelligence, knowledge, or every spell in existence and then jumping into the story and drinking from it?

Can someone outside the story alter it by crossing out or erasing an upcoming part and write in a different occurrence?
"Gorthax, just as you grab the woodcutter's axe and split the hairy form in the bed in two, you realize it wasn't a big bad wolf. It was just granny in a wolf fur nightgown. You don't remember that in the story. Red Riding Hood screams and the roof bursts inward as a saucer-shaped UFO crashes into the cottage and gray-skinned creatures in shiny suits with bulbous heads burst out firing beams of light chanting, "Death to Gorthax, love The Brothers Grimm."

Scarab Sages

I generally in terms of planar or the like travel use key in the sense of unlocking access, the actual physical object is often not a key (tuning forks, crystals, statues, a specific stone obelisk on a blue moon, etc). In this case a bookmark works well I'll use that thanks.

I was basing this on the spell in Neverwinter nights where you can take anything in or out (in the game you get 3 options of writing a setting to retrieve an artifact hidden in a book, if you have a high enough int you get a 4th option to make the setting a storm wracked coast with a treasure chest that you can then loot and take the treasure out). However there is a risk obviously that if something obeys different rules bringing it out could be dangerous as your mixing realities. The other catch would be that its based on that stories world so just writing about a fountain that grants every spell in existence wouldn't help as there are no spells in that story.

You do have a valid point and a GM would need to rein in those kind of actions, though on the flip side by 17th level plus your starting to reach the point where you generally have a lot of options to break the game in canon if you want to go that route.

You could always adapt the heightened rules about belief in that the more specific the world the wider it needs to be believed in to come to life. So writing about a magic fountain that grants every spell in existence if very specific and needs a high level of belief so the wizard could do it if they wrote and distributed a book widely that got a lot of people invested in the story and world. However a lost treasure is a very generic concept that they already have the belief to draw upon as a lot of people beleieve in tales of lost treasure. Alternatively you could rule that for it to be something that can come back it has to obey your realities rules so while a fountain can make you more intelligent it can only do so up to the +5 inherent limit of spells like wish. You could do both needing belief so existing works can be entered but a new one requires you to create that belief and if you plan to bring it out you need to have it work by real world rules or it fades, stops working, explodes in your face.

Yes and no someone outside the book can affect it by altering situations before entering it but if someone is inside the book its difficult since the book is altering itself in response to their actions. Change a future event and when they reach that point in time it gets rewritten to fit the altered past, change a past event and its only affecting future visits. You might be able to rewrite a part exactly as it shifts in response to the person inside as times passing on a 1 for 1 basis e.g. "Tom tried the door and it was locked" . . . "The door clicked open allowing Tom access" you have rewritten the story around Tom so the door is now open rather than him having to find another way around. Generally though by the time you've erased and written new situations in the opportunity has passed and that's assuming the person hasn't taken precautions to ensure the book is protected from outside interference while they're in it.


1 person marked this as a favorite.

Comparing it to existing spells could help simplify it. The only thing that really makes trapping someone in a book different from trapping them in a demiplane is the book is populated and potentially has valuable stuff in it. The valuables can be handled by making them become mundane items (they're powered by the magic of the book or something like that) and work like stuff created by Marvelous Pigments if taken outside the book.

Quote:
Objects of value depicted by the pigments—precious metals, gems, jewelry, ivory, and so on—appear to be valuable but are really made of tin, lead, glass, brass, bone, and other such inexpensive materials

The time can be a subset of erratic time.

The size isn't as big as you'd think. Only the scenes in the book would have a physical presence, everything else would be some kind of fade to black as they transition between places. The key would just give the holder the ability to go to places outside of linear order.

Community / Forums / Pathfinder / Pathfinder First Edition / Homebrew and House Rules / Give life to fiction spell. All Messageboards

Want to post a reply? Sign in.
Recent threads in Homebrew and House Rules