Lhomarrian Magic

 

Arthanell the Magus, to his apprentice

 

"Thenamir, listen now, and listen well! I will say this only once to you - what you do with the knowledge I impart to you now is up to you.

"There are certain things we have learned during our time on this new world, since our Homecoming - the way magic works on this world, for instance, and the power that Xeron grants to His followers. While it is true that we have lost much of the magic we once had in Old Lhomarr; we have learned much since our arrival here.

"Now I shall share with you some of what we have learned, my apprentice. Death unto those upstart cultures who think we have learned nothing during the past millenia!"

 

As with other cultures, the Lhomarrians have had to deal with the effects of the Hollow World on the laws of magic. Many of their old spells, now all but lost to the surface world, did not function in the new environment. As a result, some spells were adapted, and others replaced by entirely different ones. As worshippers of Ixion, much of their magic is based on fire, light, and the power of the sun.

 

First Level Spells:

 

Cause Pain:

Range: 50’

Duration: Concentration

Effect: Causes extreme pain to anyone within range.

This spell allows the caster, through concentration, to inflict severe pain on an opponent. The opponents may make a Save vs. Spells each round to ignore the sensation. The pain itself causes no physical damage, though the person affected will have a penalty of +5 to his or her AC, as well as a further -5 penalty to all actions. The caster is also able to switch targets at the beginning of each round, though only one person at a time may be affected. If the caster is injured in any way, the spell fails.

 

Lightbeam:

Range: 0’ (caster only)

Duration: 1 turn or until dispelled

Effect: Produces a beam of focused light.

This spell allows the caster to produce a beam of light from either of his or her hands, in the shape of a cone. It is the width of the caster’s palm at the source, and gradually widens over its 50’ length to a width of 20’. The light moves with the caster’s hand, so he or she can shine it wherever desired. To turn off the light, the caster need only close his or her palm, though the spell may be terminated early by thought. If the light is shone directly into the eyes of an opponent, they are considered blinded for 1d4 rounds. This spell is also available as a first level clerical spell for Lhomarrian clerics of Xeron.

 

Map:

Range: Touch

Duration: Permanent

Effect: Produces a detailled map of an area 30’x30’ on a piece of paper.

This spell allows the caster to create, on a blank sheet of paper, vellum, parchment, or any other pulp-based medium, a precise map of an area no bigger than 30’ on a side. The caster must have at least walked around this entire area, or have otherwise been there before. Unknown areas may not be mapped in this way. What is produced by this spell is an exact overhead view of the area in question. Secret passages, traps, inclines, and other features are not shown.

 

Restore from Fire:

Range: Touch

Duration: Permanent

Effect: Restores burned non-magical items 5’x5’x5’ or less to their original state.

This spell originated in Old Lhomarr, and was so simple, but so useful, that it soon became the staple of any starting mage’s spellbook, next to read magic. Upon completing this spell, any one item measuring less than 5’ cubed may be selected, and any burns on that item will be instantly removed, and the item restored to its original condition. Even a fragment of the item is sufficient, so long as it is more than 50% of the original item’s size, and the other charred remains are available.

 

Second Level Spells:

 

Navigate:

Range: 0’ (caster only)

Duration: 10 hours + 1 hour/level of caster

Effect: Tells the caster where his or her destination lies while at sea.

This spell was invented by Lhomarrian wizards during the first years after the Homecoming, after the older means of navigation by the stars and the position of the sun had proven themselves useless in the Hollow World. Upon casting this spell, the caster need only think about his or her destination, and its location in relation to his or her current position will become known. Impressions gained from this spell are vague, and the caster will only feel a certain "tugging" in the direction of the destination - as though he or she is being pulled there. In order for this spell to work, the caster must remain on deck for the duration of the spell. This spell only works at sea.

 

Wall of Smoke:

Range: 30’

Duration: 1 hour + 1 turn/level of caster

Effect: Produces a wall of smoke up to 10’x10’x10’.

This spell allows the caster to create, up to 30’ away, a wall of smoke measuring up to 10’ cubed. The smoke ranges from light grey to black in colour, and is totally opaque. The smoke is not dense, but anyone passing through it must Save vs. Dragon Breath at a +3 penalty or spend the next 1d4 rounds (determined by the DM) coughing in order to clear his or her lungs. Should this happen, the person in question will not be able to do anything else for the duration. All attacks within the wall are made under the rules for blindness, and any projectiles thrown through the wall are treated as being blindly thrown, with appropriate penalties (anywhere from -4 to -6 would be a good range).

 

Third Level Spells:

 

Acidic Blast:

Range: 100’

Duration: Instantaneous

Effect: Shoots a stream of acid at a selected target.

Devised by wizards loyal to Galhossian the Tyrant during the Lhomarrian Civil War, this spell was intended as a means of weakening even the strongest and most heavily-armoured fighters. The caster is able to shoot a stream of acid, which hits the target automatically and clings to him or her, doing 1d8 damage per round. The victim may Save vs. Dragon Breath for half damage, but will continue taking damage until the acid is nullified by immersion in water, which renders it inert. In addition to taking damage, the victim’s clothing and armour are also affected - leather armour takes 3 rounds to dissolve, scale mail takes 4 rounds, chain mail takes 5 rounds, and so on - with every one point increase in armour class equalling an extra round before the armour becomes useless. For magical armour, add one round for every plus - i.e.: leather armour +1 takes 4 rounds to dissolve. Generally speaking, only evil wizard tend to use this spell, and some priests serving the Outer Beings have been known to cast it as well.

 

Aura of Fire:

Range: Caster, or one person within 10’

Duration: 1 turn

Effect: Creates ring of fire around recipient.

This spell has proven its effectiveness on the battlefield, when melee combat becomes necessary. Upon casting this spell the caster is able to creates a ring of fire around the recipient’s body, that moves as he or she does. This fire does not harm the caster or any possessions carried, but will do 1d6 points of damage per round to anyone in contact with it. If cast on a warrior, then anyone damaged by him or her will take this fire damage in addition to the damage received from the weapon. Also, any flammable items touched by the fire have a 50% chance of igniting in that round. This spell is also available to Lhomarrian clerics of Xeron as a third level spell.

 

Blazing Armour:

Range: Caster, or one person within 10’

Duration: 1 turn

Effect: Creates fiery armour around the recipient.

Recipients of this spell will find themselves encased in glowing, fiery armour that encases them totally. This armour renders the recipient impervious to all flame-based attacks (including the breath of a red dragon), but he or she will take double damage from cold- or water-based attacks. The armour confers an AC of 2, and has no weight. Anyone (apart from the recipient) who touches the armour takes 1d4 points of fire damage for that round, and any combustible items coming into contact with it have a 50% chance of igniting.

 

Identify Servitor:

Range: 20’ + 10’/level of caster

Duration: 6 turns

Effect: Reveals any servitors of the Outer Beings within range.

This spell allows the caster to identify the servitors of the Outer Beings, no matter what form they choose to take. Affected creatures are outlined with a greenish halo, which only the caster can see. Even human worshippers of the Outer Beings will have this effect appear on them. Also, the caster will be able to see the true forms of these servitors, if they are disguised. Those beings illuminated by this spell will not be aware of its effects, except in the case of more powerful servitors, who may be unaffected by the spell, but might notice it.

 

Fourth Level Spells:

 

Contact Outer Being:

Range: 0’ (caster only)

Duration: One question or one insight

Effect: Allows the caster to ask one question of an Outer Being, or to gain one insight.

This spell was originally used by the Carnifex wizards and priests of Y’hog to contact their masters, the Outer Beings, in order to gain instructions or to have questions answered. This spell fell into the hands of Brell’s crusaders, who arranged to have it sent back to Lhomarr. There it fell into the hands of worshippers of the Outer Beings, some of whom were sent to the Hollow World. The caster of this spell has a chance, determined on the table below, of contacting the Outer Beings, imprisoned as they are away from the minds of mortals.

 

D100 roll

Result

Notes for Caster (what DM tells player)

01-40

Nothing

Feels only blackness.

41-75

Disturbing images

Vague impressions, nightmares for 1d4 nights.

76-90

One insight

Learn something about current events that only They know.

91-95

One question

One question gets answered (answer comes in a weird dream).

96-99

Insight & question

Same as above two, but both happen together.

00

Sharing of minds

For one instant caster’s mind becomes one with Them - insanity.

 

Needless to say, the insights or answers gained from the Outer Beings are both highly abstract and disturbing - the caster could see bizarre vistas on unknown worlds, or other-dimensional realms occupied by the Outer Beings where things like gravity and geometry have no meaning. It is up to the player to find whatever hidden meaning there might be. In the final result, the caster, for the briefest moment, sees everything as the Outer Beings do, and knows what They know - something the average mortal mind is not equipped to handle. The caster would immediately go irretrievably mad, and would most likely spend the rest of his or her life muttering nonsensical but highly disturbing things. This spell is used primarily by worshippers of the Outer Beings, both in Selhomarr and on the surface world.

DM Note: While it may seem highly unfair to have a character get written off in this fashion, these rules do reflect what would most likely happen when a mortal mind tries to understand things that do not have any parallels in an normal universe - even in a fantasy universe. If you wish to give the character a chance, you should play things up until this spell is obtained, have him or her learn about the potential dangers - as with most other spells, one would normally learn the theory before the practice.

 

Fifth Level Spells:

 

Sunsword:

Range: 0’ (caster only)

Duration: 6 turns

Effect: Creates a sword of light.

This is a ancient duelling spell among Lhomarrian wizards of great power - one that was popular long before the Sinking. It allows the caster to create, around the hand of his or her choice, a 4’ long blade of white light, almost as bright as the Sun of the surface world. No proficiency is needed for this weapon, which does 2d6 points of damage upon a successful hit.

 

Sixth Level Spells:

 

Alter Gravity:

Range: 50’

Duration: 6 turns + 1 turn/level of caster

Effect: Alters the gravitational forces affecting one object or person.

Originally created by a Lhomarrian wizard 200 years ago as a means to amuse himself, the alter gravity spell has become very useful in many different situations. It enables the caster to "fool" an object into believing that another direction is "down" for the duration of the spell, with predictable results. Living beings are also affected, with their bodies suddenly finding a wall or the ceiling to be a floor, and falling sideways - or upwards - in that direction. This spell can be quite deadly in large rooms, where the walls and ceiling can be quite a distance away. Normal falling damage rules apply for any living being affected by this spell.

 

Solar Chariot:

Range: 0’ (caster only)

Duration: 6 hours + 1 hour/2 levels of caster

Effect: Creates one flying chariot.

This spell creates, for the duration of the spell, a fiery chariot, complete with steeds resembling flaming pegasi, which is capable of great speeds on the ground or in the air. The chariot, though dangerous in appearance, is actually harmless; no one touching it takes any damage whatsoever. The chariot can carry up to 6,000 coins of encumbrance at normal speed, or up to 12,000 coins of encumbrance at half speed. The chariot cannot hold more than two people with their belongings. Note that the stuff loaded in the chariot can fall down if the rider performs "acrobatic" maneuvers while flying.

SPEEDS

Level of the Caster

Ground

Air

1-12

210'/70'

360'/120'

13-15

240'/80'

390'/130'

16-19

270'/90'

420'/150'

20-23

300'/100'

450'/150'

24-27

330'/110'

480'/160'

28-31

360'/120'

510'/170'

32-34

390'/130'

540'/180'

35-36

420'/140'

570'/190'

 

Seventh Level Spells:

 

Share Consciousness:

Range: 200’

Duration: Special

Effect: Allows the caster to share the consciousness of another.

This spell allows the caster to enter into another person’s mind, and see, hear, taste, smell, and touch what that person does. The range for the spell applies only to distance at the time of casting - the target may travel farther after the spell succeeds and the caster may still remain "inside". If the target in question is willing to co-operate, the spell is automatically successful, and the caster may remain "inside" the other person’s mind until that person wishes them to leave, or until the caster wishes to return to his or her body. If the intended target is either unwilling to co-operate, or is unaware of what is intended, then he or she can make a successful Save vs. Spells to maintain a "closed" mind. Even if the caster succeeds in getting in, the duration of the spell is one hour/level of caster in this case. In either case, if the "host" body is killed, the caster must make a Save vs. Spells or die, with a successful check indicating a safe return to the original body. While this spell is in effect, the caster’s original body is in a trance-like state.

 

Eighth Level Spells:

 

Evilbane:

Range: Touch

Duration: 6 turns

Effect: Enchants a weapon.

This spell will enchant any weapon for its duration, giving it a +5 bonus to hit and damage against any servitor of the Outer Beings, no matter what their race might be. It should be noted that even human cultists would fall into this category. This spell is also available as an 7th level spell for clerics of Xeron.

 

Ninth Level:

 

Acid Rain:

Range: ˝ mile

Duration: 6 turns

Effect: Creates a downpour of acid rain over a 100’x100’ area.

This spell was first cast by Lhomarrian wizards against the Carnifex of Y’hog during the siege of that city. It allows the caster to create, up to half a mile away, a downpour of acid rain lasting 6 turns, covering an area 100 feet square. Anyone within this area takes 1d8 points of damage per round, with armour affected as with the acidic blast spell. As with the acidic blast spell, anyone within the area of effect may Save vs. Dragon Breath for half damage, though the only way to avoid the worst of the effects is to leave the affected area altogether and wash off the acid with water. One nasty side effect of this spell is that the land upon which the acid rain falls becomes blighted due to the poisons it absorbs, rendering it unusable for 10d10 years. Modern Lhomarrian wizards, with their greater appreciation for nature, would not even consider using this spell, and it has been banned by the various wizard councils across Selhomarr. Unscrupulous wizards have been known to use it, especially those in the service of Thanatos or the Outer Beings.

 

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