Monday, October 10, 2016

DCC arcane spell: Zeloc's Marvelous Domicile

Introduction

I just put this together for my campaign based on a reward that a player requested.  Well, one character wanted a new spell and another wanted a nicer house, so their would-be employer suggested that he teach the wizard how to cast this.


Zeloc's Marvelous Domicile
Level: 2
Range: varies
Duration: varies
Casting time: 1 turn
Save: None


General
This spell can be cast by a wizard on a designated shelter, and transform it into something far more comfortable and secure.


Manifestation
Roll 1d5: (1) tiny faerie swarm from hiding to rapidly construct the new structure; (2) a glow spreads from the caster’s hands, beautifying everywhere it flows over; (3) everything changes in a sudden flash of light; (4) the scene changes as soon as an observer’s field of vision changes; (5) the structure will flow and remold before everyone’s eyes.
Corruption
Roll 1d6: (1-3) minor corruption; (4-5) major corruption; (6) greater corruption.
Misfire
Roll 1d5: (1) the caster’s bedding becomes infested with bedbugs, wherever he goes, for the next 1d6 days (sleeping in a bed with bedbugs requires a DC 10 Fortitude save or recover one less hp from rest); (2) room collapses, forcing those inside to make a Reflexes save vs. DC 15 or take 2d6 damage and get pinned by debris (half damage on a successful save and no pin) - pinned characters escape the round they make a DC 20 Strength test; (3) all perishables (food, wine, etc.) in the target structure become contaminated (treat as black widow poison); (4) any probabilities for encountering monsters doubled for the next 24 hours; (5) freak rainstorm soaks every surface within 1d10+10’ of the caster, including the caster (this happens even underground or indoors)


1
Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or less) corruption + patron taint + misfire; (1-2) corruption; (3) patron taint (or corruption if no patron); (4+) misfire.
2-11
Lost. Failure.
12-13
Failure, but spell is not lost.
14-17
An area of about 10’ radius around the caster becomes a haven for rest until the next sunrise.  In that space, comfortable surfaces for sleeping will be provided, as will a place for safely making a fire.  The space will be shaded and free from light winds and rains and irritating insects during the effect.  Those who wish to sleep or remain awake will receive +2 saving throws against all effects that would prevent this.
18-19
An area of about 15’ radius around the caster becomes a haven for rest until the next sunrise.  In that space, comfortable surfaces for sleeping will be provided, as will a place for safely making a fire.  The space will be shaded and free from moderate winds and rains and pests (insects, rodents, etc.) during the effect.  Those who wish to sleep or remain awake will receive +3 saving throws against all effects that would prevent this.  Wild animals will avoid the site.
20-23
An area of about 20’ radius around the caster becomes a haven for rest until the next sunrise.  In that space, comfortable surfaces for sleeping will be provided, as will a place for safely making a fire, fuel to keep it lit the whole time, and clean water.  The space will be shaded and free from heavy winds and rains and wild animals (except for hungry predators).  Those who wish to sleep or remain awake will receive +4 saving throws against all effects that would prevent this.  Those sleeping at the encampment get a Will save against a DC of 12 to wake up if anyone with hostile intent breaches the perimeter 50’.
24-27
An area of about 25’ radius around the caster becomes a haven for rest until the next two sunrises.  In that space, bedding and comfortable surfaces  for sleeping will be provided, as will a place for safely making a fire and fuel to keep it lit the whole time.  Clean water and bread will be available, enough of the latter for 12 rations (it will rot it carried beyond the bounds of the spell).  The space will be shaded and free from heavy winds and all wild creatures.  Those who wish to sleep or remain awake will receive +4 saving throws against all effects that would prevent this.  Those sleeping at the encampment get a Will save against a DC of 10 to wake up if anyone with hostile intent breaches the perimeter.  Wild animals will avoid the site.
28-29
The caster can designate a volume of approximately 50’x50’x50’ for the effect, which lasts a number of days equal to 1d3 + CL.  This place, if it wasn’t already, becomes an enclosed suite, with doors and windows that can be barred (but the caster can open at will).  The place is comfortable, with nice furnishings, enough fine foods for 48 + (12 x CL) rations.  Those within receive a +6 saving throw against hostile magic cast by those without.  If the region is breached without consent, the wizard is immediately aware, and anyone asleep in the suite when a hostile entity breaches it will awaken on a Will save at DC 8.  Wild animals and unintelligent monster will avoid the site.  Any fires burned within the region will not emit smoke or light past any shuttered portal.  Those within will be protected from all mundane weather effects, including desert heat and arctic cold.
30-31
The caster can designate a volume of approximately 75’x75’x75’ for the effect, which lasts a number of days equal to 2d6 + CL.  This area, if it wasn’t already, becomes an enclosed townhouse, with doors and windows that can only be opened by those designated by the wizard.  Otherwise, they cannot be opened by anything but extremely powerful magical creatures such as demon lords and dragons.  The place is opulent, with exceptional furnishings, enough fine foods to continuously feed those who can fit within the suites.  Those within receive a +8 saving throw against hostile magic cast by those without.  If the region is breached without consent, the wizard is immediately aware, and anyone asleep in the suite when a hostile entity breaches it will awaken on a Will save at DC 6.  Wild animals and unintelligent monster will avoid the site.  Any fires burned within the region will not emit smoke or light past any shuttered portal.  The building itself will not burn, and is as difficult to breach as the portals.  Those within will be protected from even apocalyptic conditions.  On successive nights after casting this spell, the character can summon the domicile to his location by a simple successful spell check.
32+
The caster can designate a volume of approximately 100’x100’x100’ for the effect, which lasts for 1d6 months.  This area, if it wasn’t already, becomes an enclosed mansion, with doors and windows that can only be opened by those designated by the wizard.  Otherwise, they cannot be opened by anything but gods.  The place is impossibly beautiful and fine enough to impress the wealthiest prince, enough delectable foods to continuously feed those who can fit within the suites.  Those within receive a +10 saving throw against hostile magic cast by those without.  If the region is breached without consent, the wizard is immediately aware, and anyone asleep in the suite when a hostile entity breaches it will awaken.  Wild animals and unintelligent monster will avoid the site.  Any fires burned within the region will not emit smoke or light past any shuttered portal.  The building itself will not burn, and is as difficult to breach as the portals.  Those within are protected from all environments, including the inside of an active volcano or the cold vacuum of space.  On successive nights after casting this spell, the character can summon the domicile to his location by a simple successful spell check.  The wizard may choose for the entire structure to be invisible, only appearing to those to whom he grants this permission.

Commentary

I was originally shooting for a level one spell, but I think some of the more powerful effects (i.e. giving the wizard his own invisible teleporting fortress/palace) are a bit much for that.  A PC could just spellburn at the start of the month in order to cast it again.  I may end up tweaking the power levels over time, since the results from marginally successful spell checks don't really justify a third-level spell.

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