Friday, September 1, 2017

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

Rasa Mon's Personal Spells, Volume IX


     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!

Ninth Level Arcane Spells List


Conjure Nature Elemental
Range: Special
Components: V, S, M
Duration: 1 day
Casting Time: 1 turn
Area of Effect: 1 mile
Saving Throw: None
Reversible: No

     This spell allows the caster to summon a Nature Elemental (page 49 of Monstrous Compendium Annual Volume 2). The nature elemental actually restructures its immediate environment. New plants grow to a mature state in its wake almost immediately, animals are attracted overnight to the location, water sources are purified, signs of destruction, cultivation and civilized habitation or influence disappear. Which will turn a 1 mile area back to a natural state. Things such as villages, buildings, even human and humanoid creatures are destroyed by the elemental in the process of performing its duty. Even the smallest grass hut is not above the notice of the elemental. The Nature Elemental never tires, but will disperse after its 1-mile area is "renovated" or 24 hours have elapsed. The only persons immune to the elemental's fury are the caster of the summoning spell and up to 10 people per caster level within a 100-yard radius, designated by the summoner upon executing the spell. The caster has no control over the Nature Elemental other than to protect those chosen. Should anyone leave the area of protection they will be at risk of being a target of the Nature Elemental's fury. The material components of the spell are burning incense, soft clay, sulphur, phosphorus, water, sand and wood from a naturally fallen tree.

Entform
Range: 0
Components: V
Duration: 2 rounds per level
Casting Time: 9
Area of Effect: Caster
Saving Throw: None
Reversible: No

     When this spell is cast, the wizard is able to take the form of a Treant. They gain all of the powers and HD of a treant (considered at 12HD). When the caster returns to their normal form they will be at the hit points they had before the transformation took place. If they reach 0 hit points while in Treant form they must make a system shock roll to regain their normal form. If they fail the roll they die before returning to normal.

Mystical Transference
Range: Special
Components: V, S, M
Duration: Permanent
Casting Time: Special
Area of Effect: Special
Saving Throw: Special
Reversible: Yes

     By means of this spell the caster can transfer magical energy from one item to another item. Such as taking the energy from a Ring of Mind Shielding and putting it into a pair of boots. Thus making Boots of Mind Shielding. If an item has multiple effects the caster can pick and choose. For example a Staff of the Magi has multiple effects, the caster takes the Whirlwind, Fireball, and Detect Magic effects and puts them into the aforementioned Boots. Now the Boots have multiple effects.
     Even potions can be altered this way. Scrolls cannot be affected in this manner. Magical constructs such as Golems and Lich's Phylacetries can be altered in this fashion, although a lich may be a little upset about it. Even artifacts and relics can be altered in this fashion. But doing so is a very dangerous proposition as the powers connected to it HATE when people tamper with their artifacts and relics.
     To accomplish this the wizard must have the items in question in his possession. He must then cleanse them (8 hrs) and study them (DM Discretion) to determine how the magic is constructed and weaved. Then he must gather the material components necessary for the transference. The material components are different for each item or items (DM Discretion), but will cost no less than what the original cost of building the items in question were.
     Once the components are gathered the wizard must cleanse the items and components again (8 hrs). Then the casting can begin. For every "Power" being transferred the casting takes one hour. Also for every "Power" transferred the caster makes a wisdom check at at -1. So for 3 powers it is made at a -3. If this check fails the spell is ruined and the items explode (Retributive strike p. 154 DMG). Any "normal" magic items are destroyed. Magical constructs and artifacts are not harmed (but still do explosive damage).
     The reverse of this spell will restore altered items to their original state. It takes 1r to cast. The item must be within 1 yard per level of the caster and he must be able to see the item in question. The item is allowed a saving throw vs. Disintegration to avoid the effects of the reversal. There are no material components to this version of the spell only vocal and somatic.

Rasa Mon's Improved Plant Warrior
Range: Touch
Components: V, S, M
Duration:1d4 rounds, plus 1 round per level
Casting Time: 1 round
Area of Effect: Plant touched
Saving Throw: None
Reversible: No

     This spell is similar in most ways to the 7th level version with the following exceptions. The created warrior possesses an Int of 7, Can only be hit by a magic weapon of +1 or better, their base AC is 5 and can control other plants in a 20' radius at will. The material components of this spell are a gemstone worth at least 5,000 gp and the plant that is to be transformed.

Rasa Mon's Instantaneous Harvest
Range: Special
Components: V, S, M
Duration: Instantaneous
Casting Time: 1 Turn
Area of Effect: 10 acres per level
Saving Throw: None
Reversible: No

     This spell allows the caster to make the acreage within the area of effect produce a fully grown planting of the type determined by the material components used. So, for example if the acreage is to make corn, hops and apples then the spell will produce a full harvest of those items. Once the spell is used the area of effect must lie fallow for one year from the day used. The harvest created is magically protected from spoilage, disease, and pests until workers can complete collecting all of the harvest, or one month elapses. Once it is taken from the acreage it is no longer protected. This spell can be used in any type of terrain and at any time of year to get a harvest. The material components of this spell are the seeds, leaves, stem or plants to be grown, a pound of dung, and a gallon of water per acre to be used in the enchantment.

Rasa Mon's Simulacrum Extraordinaire
Range: Touch
Components: V, S, M
Duration: Permanent
Casting Time: Special
Area of Effect: 1 Tree
Saving Throw: None
Reversible: No

     By means of this spell, the wizard is able to create a duplicate of himself. The duplicate appears to be exactly the same as the wizard, but there are differences: The simulacrum extraordinaire has only 76% to 88% (75% + 2d6%) of the hit points of the real wizard, there are areas of knowledge that the duplicate does not have (-1d3 proficiencies), it will not posses any of the magic items of the wizard (unless provided), it will not have all of the racial or magical abilities of the wizard (-2d4 of the racial or other abilities), and a true seeing spell will instantly reveal it as a simulacrum extraordinaire. At all times the simulacrum extraordinaire remains under the absolute command of the wizard who created it. A special telepathic link exists so that command can be exercised. The spell creates the form of the wizard, but it is only a golem-like creation. A wish spell must be used to give the duplicate a vital force, and a to empower the duplicate with 70% to 95% (65% +5d6%) of the knowledge and hit points of the original. The level of the simulacrum extraordinaire is from 75% to 90% of that of the original creature. A wizard can have no more than their Intelligence score of these simulacrum extraordinaire at one time. The duplicate is formed from a living tree. This spell is cast over the tree and some piece of the caster, at least a finger or toe, must be placed inside the tree. Additionally, the spell requires powdered diamond (20,000 gp), emerald (10,000 gp), and ruby (5,000 gp). The simulacrum extraordinaire has no ability to become more powerful; it cannot increase its level or abilities. If destroyed, it reverts to rotting tree pulp. Damage to the simulacrum extraordinaire can be repaired by a complex process requiring at least one day, 300 gp per hit point, and a fully equipped laboratory.

And a special bonus for all!
 

 Tenth Level Psionic Enchantment


Rasa Mon's Dome of Restoration
Range: 0
Components: V, S, M
Duration: 1 Day per level
Casting Time: 1 Turn
Area of Effect: 3 yards vertically per level
Saving Throw: None
Reversible: No

     This spell has a Preparation time of 3 Days during which the caster must spend 8 hours each day fashioning the crystal ball. This spell creates an enormous mobile magical sphere centered around the caster. The globe extends 3 yards per level vertically and extends out from there. Rasa Mon’s Dome of Restoration will restore to life all undead that wander into the area of effect. Undead creatures must save vs spell. Those that succeed are restored to life with memories intact, those that fail are restored with no memory of their previous life. An interesting side effect of this psionic enchantment is that any dead animals or plants within the area have a chance for resurrection. To be resurrected there has to be at least 25% of the body remains available and a resurrection survival check must succeed. Those restored to life from death, if intelligent, have no memory of their previous life. The caster of the spell is immune to all death magics and instantly regenerates to full hit points each round while the spell is in effect. The caster is free to move about at any desired speed leaving a swath of restored area behind them.

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