Spells to Research
Paul ElvenStier is the highest level player character mage ever in Bob's campaign, though not the most powerful in many way. One nice thing is with his intelligence, he can learn unlimited number of spells. Also being a general mage, he can learn/research spells of any school. I want him to be the mage behind the scene, making items for the party to use. That becomes expensive and not really party adventures, so the next best thing is to research new spells, mainly the the first series of spells.
12/22
In the short term, unless the party wants Keith to make scrolls, the next spell he will learn is Trollish Fortitude. With his ring, it will give him the regeneration of a troll. Even if I get down to 0 or less hit point, I do not loose spells, it says so in the description. That still does not help stop taking damage, but it will be like Daddy Khan.
There is another spell that will require discussion, so I will start that here: Armor Spells
Imbue with Minor Magic
Mage level 3
Abjuration
Sphere:Enchantment\Charm
Duration: 24 hours
Range: Touch
AoE: One non spell caster
Components: V,S, M - blood of spell caster
Casting time: 1 turn
Similar to the Priest Spell of similar name, this spell gives the ability of a non magic using character the basic skills of a mage. Namely the ability to use simple magic items intended reserved only for mages. Included are scrolls and single use magic items not already allowed by other classes.
Similar to the Priest spell, the mage casting this spell looses the use of one 1st level spell for the duration of the spell.
revised 10/30/09 and successfully researched by Keith
I like the spell above (Minor Magic) with one minor change with not giving the proficiency of Cantrip. I am fairly positive there is already a spell that grants temporary proficiency use. When we are online we can make the checks and pay the costs to add it to the spell book.
BOB still considering the other spell (spell ability) at this time
Imbue with Spell Ability
Mage level 4
Duration: Permanent until used or dispelled
Similar to the Priest spell of the same name, this spell gives the ability of a non-spell caster, the ability to cast spells. The particular spells must be chosen at the time of casting and the spells are counted against the casters maximum spells per day until cast by the recipient. Only a total of 3 spell levels can be Imbued; ie. 1-3rd level or 1-2nd level & 1-1st level, or 3-1st level spells. The spells are cast as if cast by the original mage for purposed of duration, range and damage.
6/9/08
These look like good spells.
Fritz
New 10/17/09
Infuse with Magic Ability Mage Level 5 Duration: special Similar to the 3rd level Imbue with Minor Magic spell, Infuse goes further to put a small part of the life fore of the mage into the subject allowing the subject to have the abilities detailed in Imbue with Minor Magic for up to one day per level of the caster. The caster looses the use of a 5th level spell for as long as the spell lasts. Plus, if the recipient dies while the spell is in effect, the caster takes 2d8 damage from the shock. (which can be healed as normal)
Vessel Mage level 7 The main concept is that the cast switches bodies with a willing vessel, allowing each to experience a different physical life. Vessel, a less criptic spell is similar to the necromantic spell Magic Jar, with several important differences. First, the Vessel subject MUST be willing and not charmed or quested in any way. Second, the Vessel must have a Constitution score of at least 14 to be able to handle the transfer. Third, the casting involves a direct contact between caster and vessel and that contact is maintain for the duration of the spell through the astral plane. The forth significant difference is there is a time limit on the transfer equal to the level of the caster or the constitution of the vessel, which ever is lower, in days. These restrictions and effects can cause numerous issues for the caster while in the vessel. Some examples include, if for any reason the constitution of the vessel is lowered beyond the limit, the spell is ended and the spirits return to their own body via the astral plane. There is also no planer travel while in a vessel and any spell that blocks the astral plane, also blocks the vessel.
(more to come)