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Saturday 17 October 2015

Repost


DMG: n/a

In My Campaign: The original version of this spell, Ensorcelled Arms Alteration, differs from the more common modern version of the spell, Enchanted Weapons, as follows; The weapons are enchanted according to the level of the magic user casting the spell.  Level 7 - 10 +1, level 11 - 14 +2, level 15 and above +3.  The magic user can enchant additional weapons as follows; 4 small or 2 large at 11th level, 6 small or 3 large at 15th level and above.  Enchanted weapons get the bonus to hit and damage.  Missile weapons keep their enchantment until the duration of the spell expires.

Spell comonet rules

To harvest monster parts a PC must:
A. Obtain a special set of vivisectionist's tools; a base set costs 300 gp. When an attempt is made to remove a component (e.g. extract the eyes of a basilisk, the heart of a chimera, etc.) a saving throw versus breath weapon must be made, with a dexterity modifier (e.g. defensive adjustment) and a modifier of +1 for every point of intelligence above 14. If the save is made the component has been removed successfully; if it is not made the component is destroyed in the extraction attempt. For every 100gp more than the base cost spent on the vivisection tools a +1 is added to the save (to a max of +4). 

B. Obtain a special set of sealable metal containers to maintain the parts for transfer. Containers cost 500gp for 5, each is the size of a flagon of ale, and they have an encumbrance of 10gp each. Note that storage of components outside of such container but in a Portable Hole/Leomund's Secret Chest, etc. will only work if these extra-dimensional spaces are airless.

C. Store those components in a laboratory or pay to have the components permanently stored at the caster's guild/coven/church; base cost is 200gp/year, +50gp for components which must be dry, +100 gp for hot or cold. If stored in the PC's laboratory add 500gp for proper storage facilities to the base laboratory cost.

D. Each year in storage the components have a 5%-15% chance of spoiling.







Beringel’s Beefsplosion (Invocation/Evocation)
Level: 4 (magic-user) Components: V,S,M
Range: 6” plus 1”/level Casting Time: 4 segments
Duration: instant Saving Throw: Special
Target: One Bovine Creature

Explanation/Description: Upon casting this spell, the caster designates one bovine creature of animal or semi intelligence (cow, yak, buffalo, etc.) within range. That animal swells like a balloon before bursting in a forceful explosion of meat, bone and gore. The bovine target is instantly slain (no save) and all other creatures within 1” of the target take 1d6 points of damage per level of the caster (a save vs. spells will reduce this damage by ½). More intelligent and/or magical creatures of a bovine or semi-bovine nature (such as minotaurs, shedu, and so forth) can also be targeted by this spell, but such creatures get a save vs. death magic to avoid blowing up and dying (of course if they do not explode, no secondary damage is inflicted). the material components are a bit of leather and a bit of horn from a bovine creature.