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Delivane's Books of Dweomer, Part II:

by Carl Quaif

The following are further spells from Delivane Crookback's vast collection of magical lore:-

Level: 2
Range: Touch
Duration: 2 rounds (see below)
Effect: siphons heat from target
This is an antique spell, first used by the Flaemish settlers in what would one day become the Principalities of Glantri. Some Sages believe that the spell's origins predate the Flaem's migration from Old Alphatia, although no-one still living can confirm or deny this.

When the spell is cast, the Mage touches her target (requiring a normal "to hit" roll) and drains heat from the target's body into her own, causing 1d6 hp of chill damage. In the next round, the caster must again touch another to discharge the absorbed heat, this time causing 1d6 heat damage (or 1d4, if the original target is chosen, since this attack replenishes some of their lost heat). If the caster does not discharge in the next round, either by choice or because she fails her "to hit" roll, then she suffers the 1d6 damage herself.

This spell is still relatively common among Glantri's Flaemish Magi, although it is little-known or used elsewhere; even the Great School of Magic's copious libraries do not hold copies of the spell, merely long-buried and oblique references to it.

Corebin's Snarefire
Level: 5
Range: see below
Duration: special
Effect: creates magical trap
Another Flaemish spell, this time named for its creator, the Wizard Corebin of Bergdhoven. Corebin's Snarefire was designed as a trap-spell for protecting valuables, although enterprising Wizards have found other uses for it over time.

Before casting, the Mage draws a circle on the ground using a stick of charcoal; this may measure a maximum of 10' across, but can be smaller, if desired. The spell can be set to trigger whenever anyone steps within the circle, or restrictions can be made - react only when men/elves/goblins etc enter the circle, or do not react when so-and-so enters, for example. When triggered, a circular Wall of Fire springs up at the limits of the circle, trapping the intruder within. Creatures of less than 4HD cannot break through the Wall; those of 4HD or greater can, but take 1d6 damage in the process, unless protected from magical fire. Cold-using creatures take double damage. The Snarefire lasts for 6 Turns, once triggered.

The spell can remain dormant indefinitely, until triggered - or until the Day of Dread, when it fades away harmlessly - and many Mages are known to set up multiple Snarefire circles to protect their homes and valuables.

Castle of Time
Level: 8
Range: see below
Duration: see below
Effect: exchanges past and/or future selves
This unique spell was created 50 years ago by the Wizard Djoremyn during his quest for Immortality in the Sphere of Time (Sponsored by Khoronus). It permits the caster to exchange the current body of the recipient for a past or future version, for the duration of the spell.

The spell has two variations; a short-lived combat version, and a more powerful variant with an indefinite duration. The former, usually used as an attack, requires a "to hit" roll by the caster to touch the target. If the blow lands, the victim must make a Save vs. Spells or be transformed into a younger or older form (caster's choice). Only rough age-ranges can be chosen (infant, child, young, middle-aged, old, venerable); the caster normally attempts to transform his target into a helpless newborn or feeble old-timer. The spell lasts for 10 rounds, + 1 round per 2 levels of the caster. This spell is sometimes used to temporarily rejuvenate an ageing (or artificially aged, i.e. by a Haunt) caster, or his companion, to the prime of life.

The latter, permanent version requires an expensive (and accurate) full-length portrait of the subject to be painted - cost normally varies between 25,000 - 50,000 gp. The caster uses this to extrapolate the past or future form of the subject; checks against both Wisdom and Intelligence are required to cast the spell correctly. If either one fails, the spell is ruined, and a new portrait must be painted. Incorporating something of the subject - skin scrapings, perhaps, or ground-up nail clippings - in the paint grants a bonus of +1 to each roll.

If successful, the spell is then cast on the painting itself, which alters to represent the new form; simultaneously, the target likewise takes on that appearance (if the change is involuntary, the target is permitted a Save vs. Spells). Since the spell is cast on the painting, the target does not detect as magical; nor will a Dispel Magic, cast on the recipient, cancel the change (although a carefully-worded Wish will). If the painting is destroyed or Dispelled, the spell is shattered.

The spell may be used to create an impenetrable disguise, if necessary, or to Curse an enemy with old age; but its most common use is to rejuvenate an elderly being - the spell is more effective than Potions of Longevity, particularly if the painting is stored on some Plane other than the Prime (to avoid the effects of the Day of Dread). Both the target and the painting age together; the same painting may be used for further castings as the target grows old again, potentially granting eternal life. However, destruction of the painting will negate all such spells at once, causing a truly ancient target to crumble into unliving dust.

Castle of Time was created as part of Djoremyn's attempt to gain Khoronus as a Sponsor, in lieu of the more traditional physical Gift; since he sought Immortality in an unusual Sphere (for a Mage), Djoremyn felt an extra-ordinary tribute was required. Apparently, Khoronus was delighted with such a unique tribute, and accepted the Mage without delay. Djoremyn is now nearing the end of his Testimony, since the capital of his realm, Kalmaya (a small island realm, far to the South of Belissaria), is almost completed; with only his Task to complete - he has three young daughters, one of whom will most likely succeed him - he is likely to Ascend to the ranks of the Immortals within the next decade.

Note: The "temporal alternates" are not drawn from the target's own timeline - a target temporarily aged by 30 years will not, thirty years hence, briefly revert to a younger self - but from one of any number of alternate timelines. This effect was especially chosen by Djoremyn to avoid creating a temporal paradox, which would only serve to anger the very Immortal he was trying to impress!