Harper Spells

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The following are spells common to Harpers, but relatively rare among other spellcasters. Harpers consider the spells their own, and do not casually teach them to others outside of Those Who Harp.

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Bards

Analyze Portal (3 div)


Analyze Portal

3rd-level divination (ritual)
Casting Time: 1 minute
Range: 60 ft
Components: V, S, M (a crystal lens and a small mirror)
Duration: Concentration, up to 1 minute

You can tell if an area contains magical portals. If you study an area for 1 round, you know the sizes and locations of any portals in the area. Once you find a portal, you can study it. (If you find more than one portal, you can only study one at a time).

Each round you study a portal, you discover one property of the portal, making an ability check using your spellcasting ability against a DC 17. If successful, you gain learn one property, in this order. If a given property does not apply to a portal, skip to the next applicable topic.

  • Any key or command word needed to activate the portal.
  • Special circumstances governing the use of the portal.
  • Whether the portal is one-way or two-way.
  • Any unusual properties of the portal.
  • A glimpse of the area to where the portal leads, allowing you to view it for one round (though other divination spells may not be cast through it).

This spell interacts in different ways with variant types of portals, as follows:

  • Random portals are revealed only as random, and whether it can be activated now. It does not reveal when the portal starts or stops functioning.
  • Variable portals are revealed only as variable. If you study the portal's destination, the spell reveals only the destination to which the portal is currently set.
  • Creature-only portals are revealed as such. If you study the portal's destination, the spell reveals where the portal sends creatures. If it is the type of portal that sends creature one place and their equipment another place, the spell does not reveal where the equipment goes.
  • Malfunctioning portals are revealed as such, without detailing what sort of malfunction it produces.

Create Soundstaff

7th-level transmutation
Casting time: 10 minutes
Range: Touch
Components: V, S, M (a dark wooden staff with a blue stone at its tip worth 300gp)
Duration: 60 days
You fix a staff into the ground, which absorbs ambient noise within 300 feet. This creates an area of tranquility surrounding the staff for up to 60 days. All thunder attacks within 300 feet of the staff are made with disadvantage and saving throws against thunder are made with advantage; all creatures within 300 feet of the staff resist thunder damage. The spell ceases to function if the staff is moved before the 30th day. If the staff is removed after the 30th day, it functions as a limited staff of thunder and lightning, except it can only produce one thunder or thunderclap effect for each full 10 days that it was in place before the staff loses its potency. The staff ceases to have any magic after the 60th day.

Dunragarr's Steelstone

1st-level transmutation
Casting Time: 1 action
Range: Touch
Duration: 1 hour
You touch an item made of steel or iron, and it transforms into a strange amalgamation of stone and steel with a gout of (non-damaging) steam. This can transform items no heavier than 15lbs in weight. This transformation has the following effects:

  • Weapons inflict +1 damage.
  • Armor reduces all damage taken by 1 point (to a minimum of 1).
  • Metal barriers and objects inflict disadvantage to attempts to force, damage or destroy them.

At Higher Level: For each additional spell level above 1st used to cast this spell, add another 15lbs of weight that may be so transformed.

Dweomerflow

4th-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 1 round
One of the works of Wyara of Mystra, dweomerflow is a work of meta-magic, creating a field of magic that encompasses another spell and shifts them into or out of a receptacle without permitting the spell to manifest normally. There are two forms of this spell, which the caster chooses to use when the spell is cast.

Fill Receptacle: With this version, the spell causes the next spell the target casts to flow from the caster into a prepared receptacle instead of taking its usual effect. Only receptacles innately prepared to accept a spell can be targeted by this effect. These include a focal stone, a magic item into which spells can be stored, or other myriad items, such as crucibles empowered to accept enchantments, certain artifacts, and the like. If the magic item is one that can already accept spells (such as a ring of spell storing), the spell level limit of the item becomes equal to the level at which dweomerflow is cast instead of its normal limits. This function can also be used with effects such as glyph of warding; in that case, the subsequent spell cast is imbued into the glyph as a secondary magical effect that is triggered at the same time as its main effect.

Charge Transference: With this version, the caster may alter the charges contained by magic items that use them, such as wands. It functions as the Fill Receptacle effect above, but the spell that is cast into the item must be one of the spells that item can cast, and it regains a number of charges equal to the cost of casting that charge for the item. Alternately, it can be used to siphon charges from one item to another, transferring up to one charge per level of spell slot used in casting dweomerflow. Excess charges are wasted, and an item that is reduced to 0 charges has its normal effect. If one or both of these items are in the possession of an unwilling owner, that owner is permitted an Intelligence save to totally negate the effect.

At Higher Levels: When this spell is cast using a spell slot of 5th or higher, increase the possible spell levels of the effects noted above.

Examine the Weft

2nd-level divination (ritual)
Casting Time: Swift, or Reaction
Range: Self
Duration: Instantaneous
You immediately peruse a spell as it is being cast (as a Reaction), is currently in effect (if it has no visible effects, you must study it while using detect magic) or that is in written form before you. You tap into the Weave to discern the pattern of that magic, and then fill your mind with its weft. As long as you are able to prepare a spell of that level, you prepare the studied spell; if necessary, you lose a spell you already have prepared in order to make room for the new one. As long as you retain the prepared spell, you may scribe it or cast it as normal.

If the spell is too high in level for you to cast, you take 1d6 radiant damage per spell level above your ability from the attempt to read and incorporate something of spell power too great for you to manage.
Gods Granted: Any god that can grant the Arcane Domain.

Glyph of Revealing

2nd-level evocation (ritual)
Casting Time: 1 action
Range: Touch
Duration: 1 hour
You write a glyph upon any surface that will retain the ink necessary to cast the spell, even for just a few seconds. When it is complete, the glyph glows for a moment and then sends out a wave of white light 120' in every direction and then vanishes. When the wave of light touches anything magical, it begins to glow with a white radiance the same brightness as faerie fire. The outlines of magically hidden inscriptions or magical writing of any kind is immediately revealed. This allows them to be read without triggering their effects.
Material Components: An ink made of the juiced of crushed eyebright, white chalk and crushed quartz.
Gods Granted: Any god that can grant the Arcana, Knowledge or Logos Domains.

Holy Star

7th-level abjuration
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
You create a gleaming magical construct about the size of a dinner plate in the shape of a star. It stays near your shoulder, providing light out to 20', and dim light for a further 20'. This star has the following three functions, and you can designate which function to activate as a free action on your turn.

Protection. You gain a +3 AC bonus from the holy star, which swerves to intercept attacks against you.

Starbolt. As an action, you may cause the holy star to fire a bolt of searing white-blue stellar fire at a target within 90 feet. This attack uses your spell attack bonus, and inflicts 8d6 radiant and lightning damage (creatures must be resistant or immune to both to apply such defenses).

Spell Reflection. As a reaction, you can cause the holy star to reflect back a spell directed at you or that includes you in its area of effect. The holy star may reflect up to six levels worth of spells; as a spell is reflected, the level of that spell is subtracted from the remaining levels worth of spell turning available. When a spell is reflected, its target is simply moved to the originator of the spell - all other effects are as though the original caster were still its caster. If there are not enough levels left to reflect a spell, they may still be expended to instead counter it, as though by a counterspell cast at a level equal to the number of spell levels available. If the last spell level of a holy star's spell reflection is used, the spell ends early.

Gods Granted: Mystra, Azuth

Mantle of Mystra

4th-level abjuration
Casting Time: 10 minutes
Range: Self
Duration: 1 year, or until discharged
The spell creative an invisible protective aura around you. Choose any spell that you have cast, felt the effects of or observed cast, or a spell that you know the specific name of, of any level equal to or lower than the spell slot level used to cast this spell. The first time you are struck by this spell, the mantle of Mystra absorbs it perfectly, negating its effects and then rechannels it into an immediate casting of another spell that you know how to cast and sends that spell back at the original caster. The spell that is sent against the target must be equal to or lower in level than the one it absorbed. Both of these spell selections must be made when the mantle of Mystra is cast.
Higher Level: This spell may be cast at higher levels in order to absorb and reflect spells of higher than 4th level.
Gods Granted: Mystra, Azuth

Spellmantle

6th-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 2 hours
You place a magical aura around the target of the spell, a single creature that must be touched as the spell is cast. As part of casting, you may designate any combination of warded or activated spells.

Warded spells are spells of 4th level or lower that you can prepare (wizards may choose any spell in their spell books, for instance) that you wish to protect the target from. When the target of the spell is subject to one of the designated spells, the spellmantle absorbs the incoming spell's energy completely without any action.

Activated spells are spells of 4th level or lower that you currently know or have prepared that will be cast on the target when a warded spell of at least equal level is absorbed. This spell is cast on the target of the spell as a reaction, triggered by the absorption of a warded spell. Activated spells may even be spells with a Range of Self, allowing the subject of the spell to receive spells a caster couldn't normally cast on them. Warded spells cannot be used to trigger activated spells higher in level than the warded spell.

For example, Evendur casts spellmantle on Glim. He chooses fireball and lightning bolt as the warded spells, and blink and magic weapon as the activated spells. When Glim is targeted by a fireball or a lightning bolt, she may choose - as a reaction - to immediately be targeted by a casting of blink or magic weapon.

At Higher Levels. When you cast this spell using a spell slot of 7th or higher level, gain one additional spell to your allotment of spells that can be designated as warded or activated spells for each spell level beyond the 6th. Additionally, the spells' maximum level becomes two less than the spell slot used, rather than 4th.

Stars of Mystra

4th-level conjuration
Casting Time: 1 action
Range: 60 ft.
Components: V, S
Duration: 1 hour
You create six twinkling stars that orbit your head like ioun stones, casting light in a 10' radius, and dim light out another 10'. Beginning on the turn you cast the spell, you can launch one star as a bonus action at a target you designate within range, making a spell attack roll to hit.

Each time a target is struck by a star, they must make a Charisma save at your spell save DC or lose a 4th level spell slot as if the target had used it to cast a spell. If the target has no 4th-level spell slots, they lose a spell slot of their next highest spell level. If they have no spell slots of 1st through 4th levels, the star instead inflicts 2d4 radiant damage and bursts in a distinctive way, communicating this fact to you.

Gods Granted: Mystra, Azuth