DCC Spell - Aelovo's Arcane Foci


 In the book Lythande by Marion Zimmer Bradley, there's a story, the Incompetent Magician, that describes a wizard and their special magic wand -- DCC has Wizard's Staff as a 2nd level spell, but nothing for making a magic wand.  So, I made a spell -- it's a 1st level magic item creation spell, with very limited ability, but gives a wizard the ability to create a simple item that increases the reliability of their magic.  This item could be a wand, amulet, crystal ball, bronze torc with chaos symbols, or the like.

Thoughts, suggestions, tweaks?  Drop me a note at archadethered@gmail.com.


Aelovo’s Arcane Foci

Level:                            1                                                                                                  Range:                          Touched item          

Duration:                    Varies                                                                                       Casting Time:            1 hour      

Save:                             Not applicable

The wizard pours a portion of their own life energy and magical affinity into an item that will augment and focus their spellcasting abilities. Often this takes the form of an amulet, wand, crystal ball, staff, or similar item.  This spell requires a special spellburn of 1d6 INT and 1d6 PER when cast.

Manifestation: Any item of 2” physical size or more worth at least 50 gp becomes infused with a portion of the creator’s power.  If the item is destroyed the wizard suffers 2d6 damage to INT, and rolls on the minor corruption table.  The wizard can only have one Arcane Foci at any time, although they can recast the Arcane Foci on their existing item, or another wizard can subvert a foci by casting this spell on an existing foci and rolling at least a spell check result of 20+

Corruption: Roll 1d4: (1) caster's bond to the Foci is not maintained, causing him to take 1d4 points of damage to INT; (2) caster loses the ability to cast any spells for 1d3 days; (3) caster suffers a -1 penalty to spell checks for the next 1d6 days; (4) roll on the regular corruption table.

Misfire:    Roll 1d4: (1-2) the item explodes!  The caster and all within 10 feet take 2d4 of magical damage; (3-4) no effect.

Mercurial Magic:

 

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         The item if wielded or worn prominently (amulets, circles, torcs or bracelets worn openly) becomes as a temporary foci – it adds +1 bonus to a number of the next spell checks made equal to every 5 points of Spellburned points sacrificed during casting.  Once used, the item reverts to a non-magical state.

14-17         The item becomes a temporary foci – it adds +1 bonus to the next 1d6 spell checks made for every 3 points of Spellburned points sacrificed during casting.   After the number of spells allotted run out, the item reverts to a non-magical state.

18-19         The item becomes a temporary foci – it adds +1 bonus to the next 2d6 spell checks made for every 3 points of Spellburned points sacrificed during casting (rounding down to a minimum of +1).  After the number of spells allotted run out, the item reverts to a non-magical state.

20-23         The item becomes a permanent foci – it adds a +1 bonus to all spell checks made by the wizard who created the foci if wielded in hand.

24-27         The item becomes a permanent foci – if the object is worth at least 100 gp per caster level, it adds +2 to one chosen spell’s check chosen by the caster at the time of casting, and regardless of value provides a +1 bonus to all other spell checks.  If ever separated from the caster, it’s wizard knows the direction it lies in if within 500’.   The bonus to caster checks works for any who wield it in hand.

28-29         As 24-27, above, as well as gaining some sentience if the foci is worth at least 200 gp per caster level – the foci gains 1d6 INT, the alignment of the caster, and the ability to communicate through empathy, and a 20% chance of a minor power (use the magic sword minor power table 8-7, DCC p370).

30-31         As 28-29, above, except it grants a bonus of +3 to one specific spell’s check chosen by the caster at time of casting (if the foci is worth at least 300 gp per caster level), and a +1 bonus to all other spell checks.  It also has a 30% chance of a minor power.

32+             As 30-31, above, except the foci gains 1d10 INT, and if the foci is worth at least 500 gp per caster level, a 50% chance for 1d2 minor powers (use the magic sword minor power table 8-7, DCC p370).


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