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THE CASTLE MAGE

page 2

By Tim Martin

Spectral War Engine Crew (Conjuration/Summoning)

 Range: 100 Comp
 Duration: 1 hour/level
 AE: special
 Comp: V,S,M
 CT: 1 round

This spell creates ghostly, tangible crews for a castle's ballista, catapults, and mangonels that cannot be harmed except via dispel magic or disintegrate spells. The gun crews hit the nearest target on the other side of whatever structure they are on (i.e. never firing into a castle yard, etc.) They fire and hit as a fighter of half the level of the castle mage casting it; i.e. a 10th level castle mage can create a spectral war engine crew of 5th level for purposes of "to hit."

The spell creates enough crew for only one siege engine.

This spell does not create the war engine nor the ammunition, and the war engine itself is still vulnerable to damage.

The material components are the war engine the spectral engine crew is to operate, and one piece of pure iron.

Wall of Wood (Evocation)

 Range: 10 yards/level
 Duration: Permanent
 AE: special
 Comp: V,S,M
 CT: 5

This spell brings into being a wooden wall, 10 feet long, 15 feet high, and 3 inches thick. One surface must touch the ground; it cannot be cast in the air, though it need not adjoin another wall of any kind.
Material components are a piece of tree bark and a handful of earth, both consumed in the casting.

War Engine Shield (Evocation)

 Range: 100 yards
 Duration: 1 turn/level
 AE: one catapult, mangonel, or ballista
 Comp: V,S,M
 CT: 1 round

This spell renders a war engine (catapult, ballista, mangonel, or trebuchet) invulnerable to all physical damage for the duration of the spell, and gives its wooden components a +5 save against being effected by a warp wood. The gun crew is afforded lesser protection; they are protected against 1d8 + 1 hit points per level of the caster. Even if the gun crew dies, the spell remains in effect to protect the siege engine in question, and a new gun crew could use the weapon, though not be under any extra protection themselves.

Material component is a piece of material from a destroyed war engine, which is consumed in the casting.

FIFTH LEVEL

Castleshock (Evocation)

 Range: Touch
 Duration: 1 turn/level + 1d6 turns
 AE: One wall or structure
 Comp: V,S,M
 CT: 1 round
 Saving throw: Half

This spell infuses a structure of any material with a field of electrical energy, not detectable for what it is (though a detect magic will show the existence of a spell). All those touching it the same round for 1 round suffer 1d6 hit points of damage per level of the caster, to a maximum of 14d6. Animal intelligent creatures cannot set the spell off. When cast, the castle mage can issue badges (which need not be visible), worth 10 gp each, to protect individuals from the shock; otherwise, defenders are just as vulnerable to the castleshock.

The material component is a small, amber rod and a bit of the castle wall in question. This is a variation of the shipshock spell in Al-Qadim: Arabian Adventures by Jeff Grubb.

Create Arrowslit (Evocation)

 Range: 30 yards
 Duration: Permanent
 AE: One wall
 Comp: V,S,M
 CT: 1 round

This spell creates either straight arrow slits, or a crossletted arrow slit for crossbows, 1 per 2 levels of the castle mage. Material component is two arrows and a small piece of marble, consumed in the casting.

Create Murder Hole (Evocation)

 Range: Touch
 Duration: Permanent
 AE: One wall
 Comp: V,S,M
 CT: 1 round

This spell creates a slit, crossletted slit, or similar opening in a floor to command a passageway below, used by defending troops to attack invaders once they have entered a structure. One per two levels of the castle mage is created. Material component is a piece of limestone and a drop of blood, both used up in the casting of the spell.

Repair Wooden Breech (Alteration)

 Range: Touch
 Duration: Permanent
 AE: special
 Comp: V,S,M
 CT: 1 round

Similar to the 5th level sea mage spell Repair Breech (from "Arcane I: Seas Spells"), other than of course there is no need to repair rigging and sails. It permanent restores 1d6 +1 points of structural damage to wood per level.

Phantom Artillerist (Illusion/Phantasm)

 Range: 50 yards
 Duration: 1 hour/level
 AE: special
 Comp: V,S,M
 CT: 5

This spell creates one phantom artillerist per level of the castle mage, in a manner similar to that Spectral War Engine Crew, except that the spectral warriors have "to hit" rolls equal to that of the castle mage if he or she was a fighter. The castle mage does not need to concentrate to maintain the phantom artillerist.

Material component is a broken piece of some metal weapon, and a bit of bone.

Repair Stone or Earth (Alteration)

 Range: Touch
 Duration: Permanent
 AE: special
 Comp: V,S,M
 CT: 1 round

This spell is a more powerful version of Restore Earth, being different in mainly that it does not function on metal and repairs 1d4 structural points per level of the castle mage.

Stonewall (Alteration)

 Range: 20 yards
 Duration: 1 turn + 1 round per level
 AE: One wooden wall or structure
 Comp: V,S,M
 CT: 6

This spell increases a wooden structure's or wall's structural points by 1d4 points per level of the caster. This spell is especially useful in strengthening a wooden wall before or during an attack.

SIXTH LEVEL

Create War Machine (Conjuration/Summoning)

 Range: 2"
 Duration: Permanent
 AE: special
 Comp: V,S,M
 CT: 6+ turns- see below

This spell, after its casting time of six turns has been completed, as well as the use of proper materials (wood, metal, etc.) can allow the castle mage to create a siege engine; a ballista in 6 turns, a light mangonel in 7 turns, a medium mangonel in 8 turns, a heavy mangonel in 9 turns, a light catapult in 10 turns, and a heavy catapult in 11 turns.

 

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