Squaring the Circle

Squaring the Circle

Saturday, January 24, 2015

DM Entry: New Spells for consideration

Here are some spells that I have created recently. They have been added to the Aryathan Jiil Libram of Magic IV.pdf and uploaded to the google drive. Along with these spells, I have also created a new category of spells.

I have thought for a long time for a way to revamp the crafting magic item system. However, I think by making this option (casting the following spells) and leaving the old system in tact, they can be used interchangeably. And at the same time satisfy those people who wish that creating magic items did not cost XPs.

Universal Spells


“Universal” is a new category of spells. Not to be confused with the universal school of magic, a universal spell appears on all spell lists, and can be learned and cast as normal as if it were on any other spell list. Thus a wizard could write a universal spell into his spellbook just as well as a cleric could pray for a universal spell during his daily prayer for spells. Universal spells are also of the Universal school of magic.

Create Magic Item I

New Spell, partially based on the enchant an item spell from the Player’s Handbook, AD&D 2nd edition.

Universal
Level: Universal 1
Components: V, S, M, F; see text
Casting Time: 1 day/2,000 gp price, minimum 1 day; see text
Range: Touch
Target: Object to be made into a magic item; see text
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
                Create magic item I allows you to magically create a magic item in half the time, does not require the expenditure of experience points, and emulates Item Creation feats (in other words, this spell replaces the need to have certain Item Creation feats, see below). In order to properly cast this spell, you must follow the formulae described below.
                Except where otherwise noted, create magic item I follows all the normal rules for crafting magic items.
                First: You must spend the casting time working within an alchemist’s laboratory (500 gp). You must work for 8 hours each day. You cannot rush the process by working longer each day. The days of the casting time must be consecutive, but you can use the rest of your time as you see fit. However the target item must not leave the alchemist’s laboratory before the casting time is complete.
                Second: You may cast, at most, a single create magic item spell (regardless of spell level) per day.
                Third: You must cast (or have cast on your behalf) any other spell required, as described in each magic item description, which may occur at any time during the casting time for create magic item spell you are casting.
                Fourth: Your caster level must be at least the caster level listed for the magic item you wish to create, as listed in the magic item description.
                Fifth: Then finally, at the last moment of the casting time, you must make a successful Craft (alchemy) check with a DC equal to 15 + ½ the item’s caster level. A successful check indicates you have a fully functional magic item. Failure on this check means you have expended the lapis lazuli, alchemical reagents, spell slot, and casting time (but not the focus component) with no beneficial result, and must begin all over if you wish to try again.
                Material Components: Lapis lazuli that replaces the normal XP cost, as well as alchemical reagents that replace the normal raw materials cost (but not the focus component; see below for each individual kind of item).
                Focus: The target item which then becomes the magic item when the spell is complete (see the individual emulated feat sections for the appropriate target, below). You may instead use a magic item that you wish to upgrade, see below for details.

                Create magic item I allows you magically craft the following items:

                Scribe Scroll: You can magically create a scroll of any spell that you know. The base price of a scroll is its spell level x its caster level x 25 gp. To magically create a scroll, you must spend half this base price in lapis lazuli and use up alchemical reagents costing half of this base price. Any scroll that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component or pay the XP when scribing the scroll.
                Focus: a heavy sheet of fine vellum (2 gp) or high-quality paper (4 gp). An area the size of a piece of modern-day notebook paper (about 8½ inches wide and 11 inches long) is sufficient to hold one spell. The sheet is reinforced at the top and bottom with strips of leather slightly longer than the sheet is wide. The scroll is placed in a tube of ivory, jade, leather, metal, or wood (1 gp).

Create Magic Item II

New Spell.

Universal
Level: Universal 2
                As create magic item I, except as noted here. Create magic item II allows you to magically create any item from a lower level create magic item spell as well as the following items.

                Brew Potion: You can magically create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures. Magically creating a potion takes one day, regardless of price. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. The base price of a potion is its spell level x its caster level x 50 gp. To magically create a potion, you must spend half this base price in lapis lazuli and use up alchemical reagents costing half this base price. When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell. Any potion that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component or pay the XP when creating the potion.
                Focus: A ceramic or glass vial fitted with a tight stopper (worth 1 gp). The stoppered container is usually no more than 1 inch wide and 2 inches high.

                Craft Wondrous Item: You can magically create any wondrous item whose prerequisites you meet. To magically create a wondrous item, you must spend half the item’s base price in lapis lazuli and use up alchemical reagents costing half of this base price. You can also mend a broken wondrous item if it is one that you could make. Doing so costs half the lapis lazuli, half the alchemical reagents, and half the casting time. Some wondrous items incur extra costs in material components or XP, as noted in their descriptions. These costs are in addition to those derived from the item’s base price. You must pay such a cost to create an item or to mend a broken one.
                Focus: A masterwork item appropriate to the item you are creating. The value of this item varies according to the item you are creating. Unless noted elsewhere, a masterwork article of clothing or a piece of masterwork jewelry should have a minimum value of 200 gp. A masterwork tool is worth 50 gp. If you cannot find the published value of a masterwork item that you wish to create, the DM has final say, but should be at least worth 50 gp.

Create Magic Item III

New Spell.

Universal
Level: Universal 3
                As create magic item I, except as noted here. Create magic item III allows you to magically create any item from a lower level create magic item spell as well as the following items.

                Craft Magic Arms and Armor: You can magically create any magic weapon, armor, or shield whose prerequisites you meet. Enhancing a weapon, suit of armor, or shield takes one day for each 2,000 gp in the price of its magical features. To enhance a weapon, suit of armor, or shield, you must spend half total base price in lapis lazuli and use up alchemical reagents costing half of this total price. The weapon, armor, or shield to be enhanced must be a masterwork item that you provide. Its cost is not included in the above cost. You can also mend a broken magic weapon, suit of armor, or shield if it is one that you could make. Doing so costs half the lapis lazuli, half the alchemical reagents, and half the casting time.
                Focus: A suit of masterwork armor, a masterwork shield, or a masterwork weapon, appropriate to the item you wish to create.

                Craft Wand: You can magically create a wand of any 4th-level or lower spell that you know. The base price of a wand is its caster level x the spell level x 750 gp. To magically create a wand, you must spend half this base price in lapis lazuli and use up alchemical reagents costing half of this base price. A new magically created wand has 50 charges. Any wand that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the cost derived from the base price, you must expend fifty copies of the material component and pay fifty times the XP cost.
                Focus: A typical wand is 6 inches to 12 inches long and about 1/4 inch thick, and often weighs no more than 1 ounce. Most wands are wood, but some are bone. A rare few are metal, glass, or even ceramic, but these are quite exotic. This item has no minimum value, and may be simply a stick.

Create Magic Item IV

New Spell.

Universal
Level: Universal 4
                As create magic item I, except as noted here. Create magic item IV allows you to magically create any item from a lower level create magic item spell as well as the following items.

                Craft Construct: You can magically create any construct whose prerequisites you meet. To magically create a construct, you must spend half the base price in lapis lazuli and use up alchemical reagents costing half of the base price (see individual construct monster entries for details). You can also repair constructs that have taken damage. In one day of work, you can repair up to 20 points of damage by expending 50 gp per point of damage repaired. A newly created construct has average hit points for its Hit Dice.
                Focus: Varies by construct and may include additional skill checks as well.

Create Magic Item V

New Spell.

Universal
Level: Universal 5
                As create magic item I, except as noted here. Create magic item V allows you to magically create any item from a lower level create magic item spell as well as the following items.

                Craft Rod: You can magically create any rod whose prerequisites you meet. To magically create a rod, you must spend half its base price in lapis lazuli and use up alchemical reagents costing half of its base price. Some rods incur extra costs in material components or XP, as noted in their descriptions. These costs are in addition to those derived from the rod’s base price.
                Focus: Rods weigh approximately 5 pounds. They range from 2 feet to 3 feet long and are usually made of iron or some other metal. Use the price of a masterwork light mace or a masterwork club.

Create Magic Item VI

New Spell.

Universal
Level: Universal 6
Target: Creature touched; see text
                As create magic item I, except as noted here. Create magic item VI allows you to magically create any item from a lower level create magic item spell as well as the following items.

                Craft Contingent Spell: You can magically create any spell that you know as a contingent spell. The base price of a contingent spell  is equal to its spell level × caster level × 100 gp. To magically create a contingent spell, you must spend half this base price in lapis lazuli and use up alchemical reagents costing half the base price. Some spells incur extra costs in material components or XP (as noted in their descriptions), which must be paid when the contingent spell is created. A contingent spell is a single-use, one-spell magical effect instilled within a specific willing creature. It doesn’t take up space on the body or have a physical form, and it remains inactive until triggered (similar to the effect created by a contingency spell). Once triggered, a contingent spell takes immediate effect upon the bearer (or is centered in the bearer’s square if the spell affects an area). Triggers for contingent spells are usually events that happen to the bearer of the spell, and can include death, contracting disease, exposure to a breath weapon or to energy damage, falling, exposure to poison, exposure to a dangerous environment (trapped by fire, plunged underwater, and so forth), succumbing to sleep or fear effects, gaining negative levels, or being rendered helpless, deafened, or blinded. A contingent spell must be prepared in the presence of the person to bear it, and the bearer is subject to the same restrictions as the creator (unable to cast any other spells while the contingent spell is being prepared, must be present for 8 hours each day, and so on). Once assigned to a bearer, a contingent spell cannot be transferred to another creature, although it can be destroyed (see below). A contingent spell is tied to the bearer’s body, alive or dead, and stories circulate among adventurers of contingent spells remaining quiet for hundreds of years on a slain bearer’s remains, only to suddenly activate when the proper trigger condition arises. If the bearer of a contingent spell is the target of dispel magic, the contingent spell might be permanently dispelled (but not triggered), as if it were an active spell in effect on the target creature. In an antimagic field, contingent spells are temporarily suppressed as all other magic items are. At any one time, a creature can bear a number of contingent spells equal to its Hit Dice. Attempts to apply additional contingent spells beyond this limit simply fail.
                Focus: The target creature.

Create Magic Item VII

New Spell.

Universal
Level: Universal 7
                As create magic item I, except as noted here. Create magic item VII allows you to magically create any item from a lower level create magic item spell as well as the following items.

                Craft Staff: You can magically create any staff whose prerequisites you meet. To magically craft a staff, you must spend half its base price in lapis lazuli and use up alchemical reagents costing half of its base price. A new magically created staff has 50 charges. Some staffs incur extra costs in material components or XP, as noted in their descriptions. These costs are in addition to those derived from the staff’s base price.
                Focus: A typical staff is 4 feet to 7 feet long and 2 inches to 3 inches thick, weighing about 5 pounds. Most staffs are wood, but a rare few are bone, metal, or even glass. (These are extremely exotic.) Staffs often have a gem or some device at their tip or are shod in metal at one or both ends. Staffs are often decorated with carvings or runes. There is no minimum value for a staff and may simply be a quarterstaff.

                Forge Ring: You can magically create any ring whose prerequisites you meet. To magically create a ring, you must spend half its base price in lapis lazuli and use up alchemical reagents costing half of its base price. You can also mend a broken ring if it is one that you could make. Doing so costs half the lapis lazuli, half the alchemical reagents, and half the casting time. Some magic rings incur extra costs in material components or XP, as noted in their descriptions. You must pay such a cost to forge such a ring or to mend a broken one.
                Focus: Rings have no appreciable weight. Although exceptions exist that are crafted from glass or bone, the vast majority of rings are forged from metal—usually precious metals such as gold, silver, and platinum. A ring should have a minimum value of at least 200 gp unless noted otherwise.

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