Friday, August 25, 2017

Arcane Spells: Rasa Mon's Personal Spells, Level VIII

Rasa Mon's Personal Spells, Volume VIII


     Greetings friends, This series of posts will contains several spells I have created for a personal character I have played for 28 years. The character, Rasa Mon Fry, is an generalist Elf Mage of high level. He has focused much of his magical studies on plant based magics. I have played this character in many different settings and with many different DMs, needless to say he is well traveled.
     All of these spells are available to use in your campaigns, I only ask that you keep the "Rasa Mon's <blank>" titles. The character is one who will freely teach these spells to any wizard who would like to learn them. He can be summoned by a special amulet.
     If, as a DM, you feel that these spells would be harmful to the balance of your campaign, feel free to ignore any or all of them!

Eighth Level Arcane Spells List


Elemental Transmutation
Range: 30 yards
Components: V, S, M
Duration: Permanent
Casting Time: 8
Area of Effect: 10 cubic feet per level
Saving Throw: Negates
Reversible: No

     This spell transforms one type of element into a different type of element of the caster's choice. The caster can turn a fire into earth, ash, magma, lightning, etc. The transmutation from one element to another requires 1 gp per 10 cu' to be transmuted. This spell cannot be used to turn an element into gold or other pure metals, though gold or other metals can be turned into another element. This spell is effective against elementals. The elemental will get a save vs spells to avoid the transmutation.

Lair Bonding
Range: Special
Components: V, M
Duration: Special
Casting Time: Special
Area of Effect: Caster and 10 cubic feet per level
Saving Throw: None
Reversible: No

     The caster gains an intimate knowledge of his wizard tower/lair. With the casting of the spell he falls into a deep sleep from which he cannot be awakened until the spell is completed. While asleep he learns more and more about every room, hallway, cabinet and item. He starts with a base chance of 40% to recognize missing items. This chance increases by 5% with each new casting of the spell (11 times maximum 95% chance), as does the area covered by the spell.
     The connection formed between the spell caster and lair allows him to know when something is missing, to recall specific details about favorite treasures and to subliminally “see” and listen to sounds in his lair, even when the caster is away. With concentration he can view and hear everything happening within his lair regardless of his own whereabouts. So strong is his connection he can even feel and smell what is within his lair. He is granted True Seeing within his lair, can detect invisible objects or persons, as well as see through any illusions. While within his lair he can never be surprised and will always have initiative in any combat within its confines. The bond is strong enough that teleport spells will always succeed when used to travel to this lair.
     The material components of this spell are a scale from a dragon & a hoard of treasure with a value of no less than 1,000,000 gp (per casting) and it must include at least 1 magical item, 1 art object (worth no more than 100,000 gp) & 3 gems (worth at least 500 gp each). The wizard must cast the spell while standing within this hoard, at this time he will fall into a magical slumber for 10 months, which will bond him to this hoard and his lair.
     If the caster loses even a single piece of this bonded hoard, major problems occur. First, he cannot advance from his current level without an intact bonded hoard. Second, for each portion of a bonded hoard that is missing from his lair, he will begin to lose power and abilities, starting with those gained for casting the spell and advancing to losing spell slots. The caster’s own connection to the missing item(s) can be used to locate it, provided he is on the same plane as its present location and makes his recognition roll (base 35% chance, plus 5% per additional casting). If this roll is successful he can attempt to teleport to the item's location with at least a 75% chance of success. Once the item is recovered and returned to the bonded hoard within the wizard’s lair, all lost abilities return immediately.

Summon Planar Plant
Range: 30 yards
Components: V, S
Duration: 2 rounds, plus 1 round per level
Casting Time: 8
Area of Effect: 1d4 plants
Saving Throw: None
Reversible: No

     By means of this spell the caster is able to summon 1d4 plants from either the Inner planes or the Outer planes. The summoning will be from a random plane and be random plants (DM Discretion). If the caster has knowledge of planar flora their chance of summoning a specific species of plant increases (Base 10% +5% per point of Int, +10% per Proficiency slot in Planar Knowledge, Planar Herbalism, Etc). If they possess a sample of the desired plant then they can summon that species of plant with 100% accuracy. The summoned plants, if Intelligent, get a save vs spell to resist control, should it fail to save it can be commanded to do anything that it would normally be capable of doing. This spell carries a danger that the summoned plant may leave a part of itself in the prime material and begin to take root (DM Discretion).

Tree of Souls
Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: 1 week
Area of Effect: Caster or creature touched
Saving Throw: None
Reversible: No

     This spell transforms one normal tree of any type into a receptacle for the life force of the creature touched. If said creature is slain their soul will travel to the tree and begin the process of regenerating. After 3 months the creature emerges, without gear or clothing, from the tree. All physical traits and memories intact. If the affected creature is slain on a plane other than the plane that the tree is on then the bond is considered broken and they are forever slain, only a Wish spell can bring them back.
     This enchantment also give the affected creature a longer lifespan. Their aging will slow down keeping them healthy as long as the tree is also kept healthy. If the affected creature dies of old age (or in the case of elves travels to Arvanaith) then they are free of the spell and are allowed to pass on to the next world.
     Any damage done to the tree will immediately be felt by the recipient of this spell. Should the tree be killed the recipient will also perish. The material components of this spell are a piece of amber worth 1000 gp, the blood of a Treant and a lock of hair from a Nymph.

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