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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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