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Old 10-17-2015, 12:54 AM   #363
Abe Sargent
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Join Date: Dec 2001
Location: Catonsville, MD
Spayle’s Book of Spellbook Spells – Animate Drawing, Copy, Erase, Organize Spellbook, Protection from Bookworms, Protection from Liquids, Read Magic, Ink Transfer, Explosive Runes, Illusionary Script, Ink Luminance, Secret Page, Sepia Snake Sigil, Fire Trap, Avoidance, Damage Link, Leomund’s Secret Chest, Spayle’s Pocket Spellbook, Temporal Corridor, Symbol

(From Dragon Mag #262)

This book, copied multiple times, has a variety of spells that Spayle created near the end of his adventuring days, after losing two traveling spellbooks when adventuring. He created and gathered together a compilation of spells that would be the ultimate protection for your spellbook.

Several of these are ones Alzar has never encountered, and of them, he likes these:

1st Level - Organize Spellbook Cast it on a Spellbook to reorder the spells as desired. You can do the same with a group of scrolls as well.
Protection from Bookworms – One item is protected from Bookworms and other paper eating pests for one week/spell level. You may also cast this to protect one area for the same duration

2nd Level – Ink Transfer – This spell moves a spell that is copied in one Spellbook to another. This can be used to organize a collection, consolidate, and more So if you needed to copy a spell down on a page in a Spellbook that’s normally for 4th level spells or adventuring, but which is not really an adventuring style spell, you can transfer it to another book.

3rd – Ink Luminance – This spell is used to add a substance to the ink before transcribing a spell, and it’s sort of like Continual Light and the spell combined. When commanded, the runes will glow with a translucence that can be made out in the dark in order to memorize and study in dark or at night.

5th – Damage Link – This is a great spell, and it lasts permanently. Two nonliving physical objects of roughly the same size are linked together. Each gains the physical properties of the other. You could link a book and a rock, and the rock would burn like paper and the book would resist like a rock. When one is destroyed, the link is gone. Initially created to protect a spellbook or precious tome, it can be used on lots of other stuff. Only a vial of molten silver is needed to link them, which is cheap, but limits where you can use the spell. So you couldn’t do it in the middle of battle, for example.

Temporal Corridor will shove an item into the future to protect it, and the Pocket spellbook works on just one book and requires a Portable Hole to use, not really something Alzar cares about. But these spells add a useful flexibility to his repertoire. When he returns he’ll teach Protection from Bookworms to the Magist, and she’ll begin to set up protections in the Royal Library.


Alzar also trades for:

5th Level – Temporary Youth – Alteration and Necromancy spell. If target fails the save (or chooses to voluntarily), loses one age category for 1 turn/spell casters level. This can be used to turn back the clock for someone to help them remember who they were, to make them strong again, or to weaken something like a dragon or a giant. If cast on a hearty young man for example, would turn him into a child, on a child, to a baby, on a middle aged man, to a young man, etc. Requires an part of the body of the target. From Dragon 1999 June (I think it’s 260.)


From a Dragon Hunter Mage.


He also interacted with an Abjurer who specializes in protection magic, and picked up THREE lower level spells from her:

1st Level – Innocent Bearing – Enchantment/Charm – Any intelligent creature of 30 feet radius makes a save. If they fail, they treat the caster as if an innocent and harmless creature. They won’t tell them secrets, or allow them into “dangerous” places, but won’t suspect them of any wrong doing or of any antagonistic action. They will not attack the target unless they are attacked first, even if in combat with that person’s party.

2nd Level - Wild Swing – Abjuration – Any opponent that connects with the caster in melee must make a save. If they fail the save, then that attack only does base damage of the weapon only. Any additions from skills, strength, or magic are not added. So a +1 magic sword would deal 1d8, not 1d8+1. It only works on melee attacks.

Bone Block – Necromancy – The caster grows 1 bone arm/7 levels (Alzar gets 4 at 21 caster level, and 5 when he gets to 28). The bone arm parries various attacks that come towards the caster. Each arm grown reduces the AC of the caster by one/arm against weapons like arrows, maces, daggers, and so forth. Not against natural attacks, or against really big stuff like a ballista bolt or something. So Alzar would get -4 AC while casting spell spell, for those attacks. Bone Block lasts 1 rnd/level, and each arm can be attacked for AC 6, and take 4 hp of damage before being destroyed.

(These are from Dungeon 271)


But the greatest thing Alzar leaves with? An Ally….
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