Magic

Artefacts

Crystal-o-graph

This is a pair of devices. Together they from two halves of a window frame. The frame is double fronted. They users can talk through the devices when they are apart as if they are together. The amount of distance does not have any effect, though they will not work across planes.

Van Hil's Spherical Home Guard

This is a device that creates a protective sphere 10 kilometers in radius around the sphere. The sphere is a phase change in the underlying construction of the universe and makes the contents of the sphere effectively cease to exist in the current universe. Similar in some aspects to an ethereal projection except the contents are not transported to the ethereal plane.

The sphere is itself a sphere, 2 meters foot in radius, that is an intricate three dimensional maze of crystalline spheres. One inside the other. When all the spheres are aligned, the device is turned on.

The sphere is knocked out for 10 minutes every time Van Der Van's Van is activated.

Van der Van

This device looks like a 2.5 meters high and .5 meters feet round warp core. It is made of a matt, jet-black alloy that is as hard as Adamantine and is very heavy. It flares out at the ends. The metal work is covered with intricate veins, half protruding from the surface. Around the centre is a control panel. This panel consists of a display section with control surfaces above and below. The screen, which when triggered created a three dimensional hologram of all space, is touch sensitive.

Anyone can operate the primary circuits by pressing the coded sequence of keys. This sequence is a clockwise or counter-clockwise sequence, starting at any key. The sequence of keys is the set of primary numbers. The larger the set, the greater the amount of distance displayed in the hologram. The sequence is 1, 3, 5, 7, 11... The final number keyed is the horizontal distance of the device's display in thousands of kilometers. (So to activate the display at 5,000 km, press any key. Then press the third key in a clockwise direction, then the fifth key beyond that.)

The device is a teleporter. It can teleport once per day, all within thirty feet, to any known location. At the end of 24 hours the device will teleport everything that was teleported out back. During this time it cannot be used to do any other teleportation operation other than the return function. Any items gathered during the trip are not returned. From the resulting stress of the teleportation trip, the characters need to make a fortitude save (DC 20) or suffer one point of temporary constitution loss.

The device has two modes. In general teleportation mode, it will teleport to the location with an accuracy of .001% of the distance. The amount of error is equal in all three dimensions. Those teleported will be teleported to the nearest empty space to the destination. If there is no empty space within the error tolerance of the device, then the cargo is returned. Any characters so returned suffer half their hit points in damage from the stress.

Associated with the van der van is a set of teleportation pads, 20 meters across, that are used to teleport to the distant end. These devices are the key to the second mode of operation. They allow accurate teleportation to the surface of the device. The device is called a Van der Stop. 

The return function is activated by pressing the sequence of keys 2, 4, 6, 8. Again from any starting point and in any direction.

A character who takes more than 120g of spice, and survives, gains the ability to interpret the holographic map on the van. This means that the character can direct the van to teleport to the desired target disc or location. Without this ability only a random destination can be selected.

Rings

Magic Fang

This ring gives the wearer a permanent magic fang spell effect. The character gains +1 to attack and damage for a single attack. More powerful versions of this ring allow more than one attack to have a bonus.

Caster Level: 2; Prerequisites: Forge ring, magic fang, Caster must be at least twice the level of the number of attacks to have a bonus; Market Price: 2,000gp (+1), 6,000gp (+1/+1), 12,000 GP (+1/+1/+1)

Spells

Activate Spirit Connection

Divination
Level: Sha 2
Components: V, S
Casting time: 1 action
Range: Touch
Target: One living creature
Duration: Instantaneous
Saving Throw: Will negates
Spell resistance: Yes

This spell allows the caster to activate the spirit world connection of the character. This activation allows the character to gain the domain granted power and domain spells.

Change Epoch

Transmutation
Level: Tim 8
Components: V, S, M
Casting time: 1 action
Range: 0
Target: 10ft radius per level
Duration: 1 minute per level
Saving Throw: Will negates
Spell resistance: Yes

You change the epoch of the current locale. Those located within the area of effect, must save, or they start behaving as if they are in the different epoch. This can only be used for epochs in the past. For every caster level you can alter the epoch by up to 100 years.

For instance, if a person had been a ruler of a local town, 30 years before, by casting this spell to that epoch, those effected will believe that the specified person is currently the ruler of the local town.

Eliminate Prejudice

Charm
Level: Tol 9
Components: V, S, M
Casting time: 1 action
Range: Touch
Target: One Living Creature
Duration: Instantaneous
Saving Throw: Will negates
Spell resistance:Yes

You remove a prejudice permanently form the target. The prejudice must be specific rather than general. So an Dwarf who hates Elves and wants to remove them from the planet, would be cured of this curse; or a Paladin would no longer desire to remove all evil from the world. This does not mean that the character would change in outlook. The paladin would still despise evil, though want now perhaps to understand and re-educate the evil-doers rather than kill them. This spell only works against intolerances that result in the target wanting to cause physical harm and disruption to those they are intolerant against.

Generosity

Charm
Level: Tol 6
Components: V, S, M
Casting time: 1 action
Range: Touch
Target: One Living Creature
Duration: One hour per level.
Saving Throw: Will negates
Spell resistance:Yes

The target of this spell wants to be generous towards the spell caster as a good friend may be generous in times of need. This generosity can take the form of actions or material goods.

The creature would not undertake an action that would be self harmful. So the target creature would allow the characters past a guard post without the proper authorisation. However, the creature would not do so if it would result sever punishment. Similarly the creature would give the party some financial assistance, but only within it's means.

Inspire Tolerance

Charm
Level: Tol 7
Components: V, S, M
Casting time: 1 action
Range: Touch
Target: One Living Creature
Duration: One hour per level
Saving Throw: Will negates
Spell resistance:Yes

You gain a temporary +10 to your charisma when trying to convince someone that they should act in a tolerant way. This charisma bonus flows onto your other skills such as diplomacy as normal.

Know Time

Divination
Level: Tim 1
Components: S, M
Casting time: 1 action
Range: 0
Target: Self
Duration: Instantaneous
Saving Throw: None
Spell resistance: No

This spell allows your to know the current time in your native time reference.

The material component is a time-piece of no less the 10gs in value.

Loveliness

Enchantment (compulsion) [Mind-effecting]
Level: Sor 6
Components: S
Casting time: 1 action
Range: Close (25ft + 5ft/2 levels)
Target: Any creature within range of the same type.
Duration: 1 hour per level.
Saving Throw: Will negates
Spell resistance: Yes

Creatures of the same type must make a will power save. When the opposite sex fail the creatures will protect the caster. When the same sex fails the creatures are enraged and attack the caster. Creatures will die attempting to achieve their goal.

Minor Reverse Time

Transmutation
Level: Tim 5
Components: V, S, M
Casting time: 1 action
Range: Touch
Target: One Living Creature
Duration: Instantaneous
Saving Throw: Will negates
Spell resistance:Yes

This spell allows you to reverse time for one character by one round. This effect undoes all the effects on that character in the last round. This only reverses the effect of the round immediately preceding the casing of the spell.

Ray of Tolerance

Charm
Level: Tol 4
Components: V, S, M
Casting time: 1 action
Range: Close (25ft + 5ft per 2 levels)
Effect: Ray
Target: One Living Creature
Duration: 5 minutes per level.
Saving Throw: Will negates
Spell resistance:Yes

A ray of light spring from your digit. You must succeed at a ranged touch attack. A creature effected by a ray of tolerance will no longer want to fight. The creature desires, instead, to talk about the issues at hand to see if a peaceful solution can be found. If one can, then the effect lasts beyond the time of the spell, until some other event causes the creature to revert back to normal.

For example: a bugbear is charging to attack and fails it's save. The party convince the bugbear, using superior bluff, that gnomish groups are indeed friendly and should be allowed to pass. The bluff stays in place until another gnomish group see and attack the bugbear. The bugbear now remembers that parties of gnomes are more like dinner than friends and the effect is removed.

Remove Prejudice

Charm
Level: Tol 5
Components: V, S, M
Casting time: 1 action
Range: Touch
Target: One Living Creature
Duration: 10 minutes per level.
Saving Throw: Will Saves
Spell resistance:Yes

You remove a prejudice form the target. The prejudice must be specific rather than general. So an Dwarf who hates Elves and wants to remove them from the planet, would be cured of this curse; or a Paladin would no longer desire to remove all evil from the world. This does not mean that the character would change in outlook. The paladin would still despise evil, though want now perhaps to understand and re-educate the evil-doers rather than kill them. This spell only works against intolerances that result in the target wanting to cause physical harm and disruption to those they are intolerant against.

Reverse Time

Transmutation
Level: Tim 6
Components: V, S, M
Casting time: 1 action
Range: Touch
Target: One Creature
Duration: Instantaneous
Saving Throw: Will negates
Spell resistance:Yes

This spell allows you to reverse time for one character by one round. This effect undoes all the effects on that character in the last round, including death. This only reverses the effect of the round immediately preceding the casing of the spell.

Minor Temporal Stasis

Transmutation
Level: Tim 2
Components: S
Casting time: Free Action, Quickened Spell
Range: Close (25ft + 5ft/2 levels)
Target: Any non-living object.
Duration: 1 minute per level.
Saving Throw: None
Spell resistance: No

You must succeed in a ranged touch attack. The object, weighing no more than 5 lb per caster level, is frozen in time for 1 minute per caster level. During this time, it cannot move or be moved. No force or action will effect the object. Other effects, such as dispel magic, will disrupt the magic field, as normal, and then the flow of time will resume.

This spell can be cast as a quick flick of the anatomy (say the eyebrows) allowing it to be cast as a free action. It counts as one quickened spell against the limit of quickened spells per round. 

Time Teleport

Divination
Level: Tim 7
Components: V, S, M
Casting time: 1 action
Range: Close (25ft + 5ft/2 levels)
Target: One Object
Duration: One year per level.
Saving Throw: Will negates
Spell resistance:   Yes

This spell will teleport one object forward within the time stream. The item literally ceases to exist, as it is moved to the plane of time. It reappears exactly where it disappeared from after the special duration.

If the target is living, then the target must make a fortitude save, DC 20 minus caster level, or suffer 3d6 of temporary constitution damage from the trauma of the teleport.

Uncover Spirit Connection

Divination
Level: Sha 1
Components: V, S
Casting time: 1 action
Range: Touch
Target: One living creature
Duration: Instantaneous
Saving Throw: Will negates
Spell resistance: Yes

This spell allows the caster to learn the spirit world connection of the character. This is usually the spirit connection that best matches the personality of the character.

 

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Copyright 2002 Brian yap. This game is distributed under the Open Conent Licence.