Wednesday, July 25, 2012

The Blackheart Storage Spell Chain, part two

Higher level variations

 Blackheart's Better Balls
SPELL TYPE: Level four mage spell
SCHOOLS: Enchantment
ELEMENTS: Elemental Magic
RANGE:0
COMPONENTS:V,S,M
DURATION:1 turn
CASTING TIME: 1 turn
AREA OF EFFECT: 1 marble/level
SAVING THROW: None
SOURCE: Aaron Blackheart (Aaron the Mad)
HANDEDNESS: G
INQUEST STATUS: Approved
SPELL DESCRIPTION: Aaron the Mad's spell storage spells vary greatly in type and number, but this one, an improvement on marvelous marbles, stores one spell effect per ball, and the spell effect is released upon shattering the glass ball. The spell effect can be preserved indefinately, but lasts the length of time a normal spell might last once triggered. Blackheart's peals of laughter as he named this spell might have been a warning about how he'd eventually end up being called 'the mad.' Only spells below level four may be stored in this way. A mage can prepare one glass ball per spell, with a total number of spells per casting equal to his level. The balls can be prepared by blowing glass in the laboratory or by having the spell Craft Glass Vessel in effect. It was not uncommon for Aaron to have an apprentice running the Craft Glass Vessel spell as he prepared these spells. It takes a total of two turns to fully run this spell: the turn of casting the spell and the turn in which one can use the dweomer to manipulate magic. The mage must be largely undisturbed at this time. A 10th level mage could prepare ten spells, but the spell's casting time must fit within the one turn of this spell's duration. To make, for example, three marbles each having the spell Fireball the mage would need to have three glass vessels for fireball, three small balls of bat guano (the material component for fireball) and have fireball memorized three times. He'd need a minimum of nine segments (the three segments needed to cast fireball [casting time of 3] times three) of time to cast the spell three times. Thus he could easily make ten vessels with quick to cast combat spells, but he couldn't even make one ball with the spell Identify. In addition to any material components needed for the spells added to the balls, the material components of this spell are hollow glass balls, no smaller than 2 inches in diameter, a piece of paper with the spell's name written on it and the spell itself. The spell and the paper are destroyed during casting (the mage can rememorize the spell another day.) All spells are captured by the balls at the moment of detonatation or the start of the effect. Thus a fireball enclosed in a Better Ball would explode the moment the ball shattered, and be centered where the mage threw or rolled the ball. Unlike marvelous marbles, where the cantrip effect goes off when the marble is shattered, a Better Ball can be detonated with a trigger word. Thus the ball can be thrown and shattered and detonate the spell in that manner, or the ball can be gently rolled or placed anywhere within the mage's normal sight and detonated with the power word for that ball. So a mage that could not throw a ball far enough to have the fireball clear the party could instead roll the ball and trigger it when it was close to the enemy or even have a party member (a halfling with a sling, for example) throw the ball and trigger it above the enemy for the idea affect. The mage must be able to see the ball when he triggers it. Speaking the trigger word without looking at the ball will do nothing. Thus, if the mage had a Better Ball with fireball in his pocket and accidentally spoke the trigger word nothing would happen.  Note that the spell in the ball cannot require directing the magic during the casting of the spell at a specific target. Spells must have an area (sphere, cube, circle, etc.) or cone effect to be used inside a Better Ball. Cone spells cast into a Better Ball will always point away from the mage, and originate at the ball itself, area effect spells will always have the Ball at the center of its area. Spells which normally allow the mage to direct the expenditure of energy must have their directions stated during their placement in the ball. Thus a mage could make a ball with the spell Lake Effect, but he would need to phrase it in terms of the ball and he could not alter how it went off, perhaps trapping himself in the blizzard. Spells that summon creatures may also be placed inside Better Balls, and the summoned creatures will be drawn to the spot where the ball detonates. Note, however, that the summoned creatures will be dependent on where the spell was cast, not where it went off. The spell inside the ball cannot be determined by normal means, but the caster can note the unique color/texture combinations each spell effect leaves, and keep track of them. The same effect, from the same mage, will be the same color/texture inside the ball every time. Gem access will also reveal the spell. While generally safe, there is a 50% chance that a Better Ball will react explosively if placed inside a bag of holding, unleashing its spell effect. 

Blackheart’s Nullentropy Sphere
Reversible
SPELL TYPE: Level four mage spell
SCHOOLS: Alteration
ELEMENTS: Elemental Magic, Time
RANGE:  10 feet    
COMPONENTS:  V, S, M, Special          
DURATION: One week/level  (see below)
CASTING TIME: 3 rounds       
AREA OF EFFECT: See below
SAVING THROW: None         
SOURCE: Aaron Blackheart (Aaron the Mad)
HANDEDNESS: G
INQUEST STATUS: Approved
SPELL DESCRIPTION:  This spell requires an opaque glass or metal ball of up to 1inch per caster level in diameter (thus a 10th level mage could make one of 10 inches in diameter.) The ball need not be perfectly spherical, but the interior space must be. The ball must be able to be opened in the center, dividing into two halves. Most commonly, a steel ball that can be screwed and unscrewed is used. When an item is placed in the sphere it is timestopped. A flame ceases to burn, but does not go out, a sandwich stays at room temperature, an ice cube doesn’t melt, a cup of coffee stays hot and freshly brewed. Items stored in the sphere do not interact with each other, although the nullentropy effect ceases when the sphere is opened. A sphere may be opened once a day during the duration of the spell. A nullentropy sphere can be rendered permanent with permanency. The reverse of this spell,
Blackheart’s Extra-entropy sphere creates a sphere in which time moves at 60 times its normal rate. Thus a sandwich left inside for one minute would be an hour old.

Blackheart’s Lowentropy Flame
SPELL TYPE: Level five mage spell
SCHOOLS: Alteration
ELEMENTS: Fire
RANGE: 0               
COMPONENTS:  V, S, M, Special          
DURATION: One week/level  (see below)
CASTING TIME: 3 rounds       
AREA OF EFFECT: See below
SAVING THROW: None         
SOURCE: Aaron Blackheart (Aaron the Mad)
HANDEDNESS: G
INQUEST STATUS: Approved
SPELL DESCRIPTION: A variation on the incense sphere and Nullentropy sphere, the Lowentropy flame slows the burning of a flame down to a fragment of its speed. The result is a flame that emits only a dull light and a mild warmth. It can be stored in a metal or glass container with very little air, and will flicker into normal light/warmth at will. These attributes make it perfect for carrying as a spell component with spells that need a flame but do not extinguish it in the casting. This was Aaron the mad’s most common usage for it, and he carried it contained in a marble in a pouch of such things. If the flame is touched while in a lowentropy state, it will go out, so it is not uncommon to store lowentropy flames (such as that on the tip of a candle) in spheres or even bottles which hold the fuel source (in this example, a candle) in place and provide space around the flame. The material components of the spell are a flame and source (a lit lantern wick, torch or candle) and three hairs from a sloth, or the hand from a broken watch. Permanency cast on the flame extends the state until the fuel is exhausted. The lowentropy state takes about one year to burn a minute’s worth of fuel, but flaring the flame for lighting fires or touching off spells usually burns it away before that point. A mage can prepare a lowentropy flame for another that uses a control word, but usually they are keyed to the creator’s thoughts.


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