Shen Long's Spell Research

Spells Already Completed
Spell Research In Progress
Items in the process of Enchantment
Spells To Be Researched (Approved by DM but research not yet started)
Items Planned to be Enchanted
Proposed Ideas for Spells (Spells not yet approved by DM)


Spells Already Completed

Proof from Dimensional Entry
(Abjuration, Dimension)

Level: 4
Range: 0Components: V, S, M
Duration: 2 hours/levelCasting Time: 2 turns
Area of Effect: 10 yard radius/levelSaving Throw: None
This spell is an improvement on the third level spell Proof from Teleportation It works exactly like Proof from Teleport except that it only secures an area from magical entry to the protected area. Any spellcaster already in the area of effect (having entered the area conventionally or was already there when the spell was cast) can use any such magic to leave the area.


Woodmerge
(Alteration)
Level: 4

Range: TouchComponents: V, S, M
Duration: PermanentCasting Time: Special
Area of Effect: one non-wooden item and one wooden itemSaving Throw: None
This spell allows the caster to work a non-wooden item (such as metal or a gem) into wood seamlessly so that it becomes 'part' of the wood and not simply attached or mounted on it. The two objects retain their distinct properties intact, and may be enchanted separately, but where they touch they merge and blend together so that they are a part of each other and cannot be separated. It is impossible to remove the metal or gem item from the wood without damaging or breaking both. A separate item that is simply glued, attached or otherwise mounted on the wood can be just as easily unattached or pried off, or might be knocked off by an impact.

The caster must continually chant the spell while rubbing the object into the wood with small back and forth motions without a break. If the wood is a soft wood, this spell casting will take 1 turn. If the wood is of medium hardness, it will take 3 turns. If the wood is a hard wood, it will take 6 turns, or 1 hour. Considering the lengthy and unceasing physical motion this requires, the DM may require a constitution or endurance check of the caster to complete the spell.

If the caster also has the Woodworking proficiency, the item could even be worked entirely into the wood so that it is entirely covered by the wood, making it visually undetectable, but this will multiply the casting time by 4.

The material component for this spell is an emulsion made of wood pulp of the type of wood used and of, slivers of the same type of object as will be joined with the wood, and a teaspoon of enchanted acid. This emulsion is placed between the wood and the object at the point of joining, is consumed in the process, and no trace of it will remain afterwards.

Shatterstone
(Evocation, Earth)

Level: 3
Range: 30 yardsComponents: V, S, M
Duration: InstantaneousCasting Time: 3
Area of Effect: 5-foot cube/two levelsSaving Throw: Special
This spell will cause a volume of stone to fracture and crack, losing structural integrity. This spell will not by itself move any material, just weaken its structure. Gravity itself may cause the rock to collapse, or it may take some physical force to bring about the collapse. For example, if the spell is cast on the roof of a stone cave, all the spell itself will do is cause cracks throughout the roof, but ordinary gravity may do the rest of the job and bring the roof down. Similarly, a stone bridge will be structurally weakened by this spell, but it may collapse by way of gravity or it may require the additional stress of a heavy load crossing it to cause the collapse.
The spell is also effective against creatures of earth and rock, particularly clay golems and tose from the Elemental Plane of Earth. When cast upon such a creature, it suffers 2d6 points of damage. A successful saving throw vs. spell reduced this damage to half.
The material component is a miniature sledge hammer, and disappears as the spell is cast.
[Note: This spell is a reduced version of the Dig spell, and as such knowledge of Dig should reduce research time by half.]


Detect Threat
(Divination, Abjuration, Mentalism)
Level: 4

Range: 0Components: V, S, M
Duration: 1 turn/levelCasting Time: Special
Area of Effect: 30' radius centered on casterSaving Throw: None
This spell will allow the caster to detect the presence of any creature within the range of the spell having the imminent intent to inflict bodily harm on the caster. To be detected, the creature must have a mind capable of such a conscious intent (intelligence rating of at least 3); thus traps, inanimate objects, magically animated objects possessed of no mind, or creatures with animal intelligence or less will not be detected. Intent is all that is necessary, though - the subject does not have to be looking at the caster. If the caster looks around to see the source of the threat, he will see a thin red aura outlining the being with such intent. No one but the caster will see the aura.
The material components for this spell are a copper piece and four drops of the caster's blood. The blood is consumed by the casting, but the copper piece is not.


Imbue Innateness
(Enchantment, Evocation)
Level: 6

Range: TouchComponents: V, S
Duration: SpecialCasting Time: Special
Area of Effect: item being enchantedSaving Throw: Special
This spell is used on some item with an innate power or ability during the enchantment of that item. This enchantment will allow the wearer or holder of the item being enchanted to possess the innate power or ability of the item (or portion thereof at the DM's discretion). For example, a silver item might allow the wearer to inflict damage on lycanthropes with his bare hands, a cockatrice feather might allow the holder to be immune to the petrifying ability of a cockatrice, or a piece of red dragon scale might reduce the holder's armor class or make him immune to fire.
This spell cannot be used independently. It will only work when cast upon an item that has had Enchant an Item (or similar preparatory spells for item enchantment) cast on it, and it will not take effect until a Permanency spell is cast to fix the enchantment in the item. The Imbue Innateness spell will last, dormant in the item, so long as the item enchantment is in process. The spell will be lost once either the overall enchantment fails or the enchantment process is abandoned before the Permanency is cast. Since the spell cannot be cast independently of Enchant an Item, the casting time is part of the 2d4 hours per level of spell the item is being enchanted with; in this case, 12d4 hours in addition to any other spells being laid on the item.


Spells Research In Progress


Items in the process of Enchantment


Spells To Be Researched

(Approved by DM but research not yet started)


Dimensional Pocket
(Alteration, Enchantment, Dimension)
Level: 3

Range: TouchComponents: V, S, M
Duration: 12 hours + 1 hour/levelCasting Time: 1 round
Area of Effect: Saving Throw: None
This spell will create an extra-dimensional space inside of any container. For the purpose of this spell, a container is any enclosed space with a single opening. This includes pockets, bags, backpacks, chests, pouches or any other such storage space. The normal capacity of the container may not exceed a number of cubic feet per equal to one eighth of the cube of the caster level, but may be any size less than that. The capacity of the dimensional pocket will be ten times the normal volume of the container, and may contain up to 10 pounds per cubic foot of the dimensional space. The container will appear to weigh only one tenth the weight of the objects contained therein. If the objects placed into the container exceed either the volume or weight limits, or the container is pierced or punctured, the spell is broken and the contents of the container are lost to nilspace.
Once the spell's duration is reached, all objects contained in the Dimensional Pocket that exceed the normal capacity of the container will be expelled out of the container's opening. If the opening is sealed, tied or fastened securely enough to exceed the structural integrity of the container itself, the container will break to make space for the expelled items.
This spell will automatically fail if cast on any container that has already been magically altered in any dimensional way.
The material component for this spell is a strip of fine cloth equal in length to the perimeter of the opening of the object, given a half twist then fastened at the ends (i.e. a Moebius strip).


Stonemerge
(Alteration)
Level: 5

Range: TouchComponents: V, S, M
Duration: PermanentCasting Time: Special
Area of Effect: one non-stone item and one stone itemSaving Throw: None
This spell allows the caster to work a non-stone item (such as wood, metal or a gem - this spell refers to stone as common rock, not gems) into stone seamlessly so that it becomes 'part' of the stone and not simply attached or mounted on it. The two objects retain their distinct properties intact, and may be enchanted separately, but where they touch they merge and blend together so that they are a part of each other and cannot be separated. It is impossible to remove the non-stone item from the stone without damaging or breaking both. A separate item that is simply glued, attached or otherwise mounted on the stone can be just as easily unattached or pried off, or might be knocked off by an impact.
The caster must continually chant the spell while rubbing the object into the stone with small back and forth motions without a break. If the wood is a soft stone (e.g. sandstone), this spell casting will take 6 turns, or 1 hour. If the stone is of medium hardness, it will take 18 turns, or 3 hours. If the stone is a hard stone (e.g. granite), it will take 36 turns, or 6 hours. Considering the lengthy and unceasing physical motion this requires, the DM may require a constitution or endurance check of the caster to complete the spell.
If the caster also has the Stoneworking proficiency, the item could even be worked entirely into the stone so that it is entirely covered by the stone, making it visually undetectable, but this will multiply the casting time by 4.
The material component for this spell is an thin mud made of powdered stone of the type of stone used and of, powder of the same type of object as will be joined with the stone, and a teaspoon of enchanted acid. This mud is placed between the stone and the object at the point of joining, is consumed in the process, and no trace of it will remain afterwards.


Lightning of Doom
(Evocation)
Level: 8 maybe 9

Range: 40 yds. + 5 yds./levelComponents: V, S, M
Duration: InstantaneousCasting Time: 8
Area of Effect: SpecialSaving Throw: 1/2
This spell works as a Chain Lightning spell, with the following exceptions.
First, the bolt initially inflicts a number of d6 equal to only one third (rounded down) the caster's level.
Second, a creature may be struck more than once by the bold and suffer damage from each strike. If there is no other creature within half the maximum range of the spell the bolt will arc back and hit the same target again. For example, an 18th level mage casts Lightning of Doom at a target 100 hards away. The first bolt strikes that target to do 6d6 points of damage. If there is no other target within 65 yards, the bolt will arc back and strike the same target again to do 5d6 points, then again for 4d6, and so on until the bolt exhausts itself after having inflicted a total of 21d6 points. If there is only one other creature within 65 yards from the original target, then that other creature will take 5d6. If there is a third creature within 65 yards of the second creature, then the bolt will move on to that third creature; otherwise the bolt will arc back to the first creature then back to the second then back to the first and so on. Within the range of the bolt (half the range of the spell) the bolt will first strike a creature that has not yet been struck, arcing back to the nearest already-hit creature only if there are none unhit within that range. If a creature is struck more than once, a separate saving throw must be made for each strike.
Third, there is no upper limit to the number of damage dice.


Items Planned to be Enchanted


Circlet of Counterscrying
Enchantments to be cast: Nondetection, Detect Scrying
Description: This is a metal circlet (a band of metal, not quite big enough to be considered a crown), finely engraved with magical symbols. When worn on the head, the circlet will prevent the wearer from being scryed in the same way the Nondetection spell does. In addition, if anyone does attempt to scrye on the wearer, he will know who is making the attempt even though that person will not be able to scrye. Amulet of Threat Awareness
Enchantments to be cast: 4/Detect Threat
Description: This is a copper amulet and chain with a ruby set into the amulet. When worn, this amulet acts as if a Detect Threat spell were continually active. Bracers of the Red Dragon
Enchantments to be cast: 2 x 6/Imbue Innateness, plus two special processes.
Description: This is a pair of large bracers, covering the forearm from wrist to elbow, made from the scales of a red dragon. It gives the wearer a significantly reduced armor class (just 4 points below that of the dragon the scales came from) and immunity to fire.
Details of making: Shen Long must find a red dragon no younger than a young adult. Once the red dragon is killed, he harvests a goodly number of scales, blood and phlegm of the dragon. He takes the scales to a knowledgeable smith. The smith cuts and shapes a pair of scales into rather largish bracers that wrap around the entire lower arm from elbow to wrist. The shaped scales are then cured in the boiling blood of the dragon. Once cured, they are then soaked in the phlegm of the dragon for, oh, a day. Once that is done, Shen Long would cast the Enchant an Item then the Imbue Innateness. No permanency should be needed because the Imbue Innateness should itself be a permanent spell. If the enchantments take, then the item is finished. Two special processes in addition to the enchantments.


Proposed Ideas for Spells

(Spells not yet approved by DM)