In My Campaign
New Spells

Version 1.0  2001/Jun/04

 

Spell Descriptions

This file describes each new or non-core spell used in my campaign in a format similar to that used in the Player's Handbook, and also describes house-rule modifications to core spells if necessary.

For quick reference, here is an index of the spells currently described in this file:

Equilibrium (aka: Sea Legs)#

Transmutation

Level: Brd 0, Drd 0, SRgr 1, Sor/Wis 0

Components: V, S

Casting Time: 1 action

Range: Close (25 ft + 5 ft/2 levels)

Target: One person

Duration: 20 minutes + 10 minutes/level

Saving Throw: Fortitude negates

Spell Resistance: Yes

Regions: Alphatia, Ierendi (as Sea Legs), Minrothad Guilds (as Sea Legs)

This spell can be used to increase or decrease the target's equilibrium, and thus their ability to balance. It is especially useful in unstable situations such as on the deck of a ship. The spellcaster chooses whether to increase or decrease the target's equilibrium at the moment of casting.

If the equilibrium is increased, the target receives a +2 bonus to all Balance, Climb, and Tumble checks attempted while the spell is active. This use of the spell also has the side effect of stopping the effects of oncoming or actual motion sickness, which explains the alternative name that this cantrip may be given among sea faring races.

If the equilibrium is decreased, the target receives a -2 penalty to all Balance, Climb, or Tumble checks attempted while the spell is active. In addition, the target must make a Balance check against the spell's DC in any round in which they attempt to move at a rate faster than one-half normal speed. Whenever the target fails a Balance, Climb, or Tumble check while the spell is in effect, they become nauseated from dizziness for the next round. If they fail their check by more than 5, they remain nauseated for an additional 1d3 rounds.

Sea Legs

See Equilibrium