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
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
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
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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