New Spells

Posted by EarthDragon on 11th October 2015.

Whilst not common, there are a few new spells which are specific to this campaign that do not appear in any published sourcebooks. This page provides the details of these spells and may grow over time as new spells are created for the campaign by either the players or the DMs.

Deplete

Transmutation

Level: San-li 6
Components: V, S
Casting Time: 1 round
Range: Touch
Target: One item of cinnabryl
Duration: Permanent
Saving Throw: None
Spell Resistance: No

This rarely used spell depletes cinnabryl. As much as one week's worth (one ounce) per three levels of the caster can be instantly depleted (four week's worth at 12th level, five week's worth at 13th-15th level, etc.). The caster can choose to deplete a lesser amount of cinnabryl at the time of casting. The spell is used infrequently because cinnabryl is better used than wasted. It is generally used to quickly turn raw cinnabryl into red steel, but can also be used as a form of attack against Inheritors, depleting their protective cinnabryl amulets.

The caster must touch the item to be depleted. If the item is worn by someone who does not want to be touched, the caster must make an attack roll against the target's touch Armour Class, with a -4 penalty to the attack roll to touch the specific item the target is carrying or wearing (as opposed to just touching the target creature). The spell remains active for one round after casting. If the caster does not touch a target within that time, he or she must make a successful saving throw against spells, or the deplete spell affects cinnabryl worn by the caster. If the amount of undepleted cinnabryl in the item is less than the amount the caster can affect, any leftover depletion applies instantaneously to the Time of Loss and Change (as detailed in "Manifestation of Effects" in The Red Curse section). For instance, if a san-li depletes four week's worth of cinnabryl , and the target is wearing only two week's worth, the target instantly suffers the effects of two weeks of the Time of Loss and Change. Since the effects can be so devastating, depletion that places the target into the Time of Loss and Change is considered an evil act.

This spell does not speed the production of crimson essence, which depends on the amount of time spent near a person with a Legacy as well as time spent bathing in the magical radiance of the cinnabryl.

Interruptable Light

Enchantment/Transmutation

Level: San-li 3, Veratni/Vraedun 4
Components: V, S, M
Casting Time: 1 round
Range: Touch
Target: Special
Duration: Permanent
Saving Throw: None
Spell Resistance: No

Created by the eivonar, this spell creates a round spot that radiates a beam of bright light. The spell must be cast on a person or item. The beam created is about four inches in diameter and illuminates an area in a direct line from the place it originates, to a range of 60 feet. (Of course, the light can be seen by others for a much greater distance.) The light is as bright as full daylight and lasts until negated by magical darkness or dispel magic. In addition, the caster, or another person named at the time of casting, has mental control over the light, and can order it to turn off or come back on, at will.

In a somber ceremony, the spell is cast by elders on young eivonar when they reach maturity. It is placed on the chest of the recipient, who is named by the caster as the controller of the light. The eivonar use the spell to light their way or to confuse or frighten enemies. Creatures who suffer penalties in bright light suffer them if the beam is directed at their eyes. Creatures that try to avoid looking at the light are allowed a DC 25 Reflex saving throw, with success indicating that the beam missed them.

Maintain

Abjuration/Necromancy

Level: San-li 6, Veratni/Vraedun 4
Components: V, S, M
Casting Time: 10 minutes
Range: Touch
Target: One creature
Duration: 1 day per caster level
Saving Throw: None
Spell Resistance: No

Since cinnabryl is difficult to find in some places, vraedun developed a spell to counteract some of the effects of the Red Curse. After some work, san-li were able to duplicate the spell's effects.

The caster must touch the target individual to activate the spell, and must recite the spell's verbal component while doing so. The material component of the spell is at least a week's worth of undepleted cinnabryl. This must be touched to the recipient's head at the end of casting, but is not consumed in the casting.

The target is maintained at his or her current stage of Red Curse effect for the duration of the spell. A recipient in the Time of Grace remains there (except for suffering the loss of a single ability point) ; a recipient in the Time of Loss or the Time of Change stays at exactly the same point as when the spell is cast. The use of a Legacy by a recipient of maintain immediately dispels the maintain spell.

As mentioned, this spell does not prevent the loss of the initial 1 point from the appropriate ability score, nor does it eliminate or heal any detrimental effects. It does not work on Inheritors. If the recipient is the victim of a successful deplete spell (for which the caster need make only a normal attack roll, without the -4 penalty), the maintain spell is immediately eliminated, and the full time called for by the deplete spell is instantaneously applied to the Time of Loss and Change.

This spell is used throughout The Unification, but is more common in some areas than other, especially small, rural areas where cinnabryl is hard to find. In several small towns, the village priest or wizard makes rounds, casting the spell on all who need it. This holds off detrimental effects, and also keeps most of the common folk in those small towns from using Legacies.

Measure Cinnabryl

Divination

Level: San-li 2, Veratni/Vraedun 2
Components: V, S, M
Casting Time: 1 standard action
Range: 10 feet
Target: One item of cinnabryl
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

With this spell, the caster can measure the amount of time for which a single, visible item of cinnabryl will remain useful in holding off affliction of the Red Curse. The amount of time comes to the caster's mind as if suddenly remembered.

Minor Glassteel

Transmutation

Level: San-li 5
Components: V, S, M
Casting Time: 10 minutes
Range: Touch
Target: Object(s) touched
Duration: Permanent
Saving Throw: None
Spell Resistance: No

Created by ancient and powerful eivonar san-li, this spell is a lesser version of the 8th-level san-li's spell glassteel. Like the greater spell, minor glassteel turns normal, nonmagical crystal or glass into a transparent substance that has the tensile strength and unbreakability of actual steel. Eivonar use this spell to create glass weapons and armor.

The caster can affect a single, whole object that weighs five pounds or less. (Since the substance created has half the weight of steel for the same mass, an item equivalent in size to a 10-pound steel item can be created.). Alternately, a pound of smaller, linked items (such as glass links for glassteel mail) can be enchanted with a single casting of the spell. An eivonar making glassteel chain mail creates the rings in small amounts, enchants them, attaches the next batch, enchants them, and so forth, until finished.

The material components for this spell are the glass item to be affected, a small piece of steel, and a gem worth at least 10 gp.