Everyday Magic
In the Book
of Eldritch Might III I included a handful of non-adventuring spells.
Spells with titles like keep dry, keep fresh, and so on. Ever since then,
I've wanted to create more such spells. It stands to reason that, in a world
where magic works, not every spell is going to be designed to blast foes, heal
wounds, or make someone harder to harm. Many would have no battle applications
at all.
The following eight spells
are a start, but really just a sampling of what could be done. I tried to cover
a wide variety of topics. But the possibilities do not stop here. The know
talent spell alone suggests a whole type of magic unto itself devoted to
predicting or even shaping a child's future. You could develop spells to help
a child grow taller, smarter, kinder, or anything else. Spells that grant children
musical talent or an affinity with animals. And much more.
These spells may never get
used in a normal game, but just knowing this sort of magic exists amid the magic
missiles and fireballs adds a bit of believability to any game world.
Bless Relationship
Enchantment (Charm)
Level: Clr 1
Components: S, V
Casting Time: One minute
Range: Touch
Target: Two creatures
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
You put your deity's blessing
on a relationship, most likely during a ceremony such as a marriage. Henceforth,
the two subjects gain a +1 inherent bonus to Diplomacy checks made in regard
to each other.
Discern Preference
Divination
Level: Brd 1, Sor/Wiz 1
Components: V
Casting Time: One minute
Range: Unlimited
Target: One creature known to you
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
You learn the subject's
preference regarding an issue you specify at the time of casting. For example,
if you specified, "What is the king's favorite color?" and then cast
the spell, you would learn the king's favorite color so you could prepare a
gift to present to him when you are called to court the next day. Likewise,
you could specify, "Does Charnoth want to go into the Tower of Terephon?"
and learn whether or not he does (although he still might go there, even if
he does not want to).
Dream Learning
Divination
Level: Brd 2, Sor/Wiz 3
Components: S
Casting Time: One standard action
Range: Touch
Target: One sleeping creature
Duration: Eight hours (or until creature awakens)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
A sleeping creature you
touch studies a subject of your choice while it sleeps. The target learns what
you know about the subject, and nothing more. The target learns as much during
sleep as it would during a full day of instruction, but it cannot learn anything
that it couldn't learn while awake. In other words, while you can teach arithmetic
to a sleeping human, you can't teach it to a sleeping dog. Used long-term, a
creature could learn new skills or lore without taking time out of the day for
lessons. Use of this spell does not confer any special bonuses to skills or
extra skill points, but it does potentially confer extra free time.
Instill Music
Enchantment (Compulsion)
Level: Brd 1
Components: V
Casting Time: One standard action
Range: Close (25 feet + 5 feet/level)
Target: One creature
Duration: One minute/level
Saving Throw: Will negates
Spell Resistance: Yes
You put a song of your choosing
into another creature's mind. For the duration, the song runs through the creature's
head, unbidden. The spell does not compel the creature to enjoy it, but it cannot
have any special helpful or adverse effects either (it could not be a harpy's
song, for example). It must be a song you can sing or play.
Know Talent
Divination
Level: Clr 0, Sor/Wiz 0
Components: V
Casting Time: One standard action
Range: Touch
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
You learn which skill the
target has the most ranks in, if any. Alternatively, if cast on a child, you
know what the child's highest ability score will be, and which class and skills
he may excel at. This spell does not predict the future, however-learning what
a child is best at is not always an indicator of what he will actually do.
Preserve Ice
Transmutation
Level: Drd 0, Sor/Wiz 0
Components: S
Casting Time: One standard action
Range: Touch
Target: 1-foot cube of ice
Duration: 24 hours
Saving Throw: None
Spell Resistance: No
Ice you touch will not melt.
It remains wet and cold, but does not diminish in mass.
Remove Minor Malady
Transmutation
Level: Clr 0, Drd 0
Components: S, V
Casting Time: One standard action
Range: Touch
Target: One living creature
Duration: Instantaneous
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
You remove a wart, blemish,
mole, or other minor physical malady from the target touched. The malady must
be visible and natural, not caused by magic. This spell is not powerful enough
to deal with anything that actually harms the target (like a disease).
Shelter
From the Storm
Abjuration
Level: Drd 1, Sor/Wiz 1
Components: S, V
Casting Time: One standard action
Range: Close (25 feet + 5 feet/level)
Effect: 3 foot convex shield
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: No
You create an umbrella-like
shield of force over the head of a single creature that protects it from natural
rain, snow, or hail. It provides no protection against a spell, such as ice
storm, or an unnatural rain (such as an acid rain). Any solid blow destroys
the shield (it has 1 hit point). The shield moves with the creature you assign
it to, but it remains parallel with the ground at all times. You may change
the assigned creature as a standard action.
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