Alynna's Spell Research

Spells Already Completed
Spell Research In Progress
Items in the process of Enchantment
Spells To Be Researched (Approved by DM but research not yet started)
Items Planned to be Enchanted
Proposed Ideas for Spells (Spells not yet approved by DM)


Spells Already Completed


Contraception
(Alteration, Necromancy)

Level: 2
Range: TouchComponents: V, S, M
Duration: 12 hrs + 1 hr/levelCasting Time: 2
Area of Effect: female touchedSaving Throw: Neg.
This spell will prevent any conception in the being touched, either a female caster or another female being the caster touches. It may also be used as an "after the fact" pregnancy prevention if it is cast within the spell's duration after conception.


Empathic Sharing
(Divination, Enchantment)
Level: 1

Range: 10 yds./levelComponents: V, S
Duration: 1 turn + 1 rd/levelCasting Time: 1 round
Area of Effect: 1 creatureSaving Throw: Neg.
By means of this spell, the caster and the creature cast upon (of animal intelligence or higher) can sense each other's basic needs, drives, and emotions. Hunger, thirst, fear, fatigue, pain, pleasure, uncertainty, rage, hatred, curiosity, hostility, friendliness, love, and other emotional states all can be detected by this spell.
This spell will not work on creatures protected against such detection, psionic creatures who know at least one defense mode (unless they are willing recipients), and emotionless or mindless creatures such as undead, golems, and oozes, slimes, and jellies.


Empathic Bond
(Divination, Enchantment)
Level: 5

Range: infinite with both subjects on the same planeComponents: V, S
Duration: permanentCasting Time: 5 rounds
Area of Effect: 1 creatureSaving Throw: Neg.
By means of this spell, the caster and the creature cast upon (of animal intelligence or higher) will establish a permanent empathic bond through which they can sense each other's basic needs, drives, and emotions. Hunger, thirst, fear, fatigue, pain, pleasure, uncertainty, rage, hatred, curiosity, hostility, friendliness, love, and other emotional states all can be detected by this spell.
This spell will not work on creatures protected against such detection, psionic creatures who know at least one defense mode (unless they are willing recipients), and emotionless or mindless creatures such as undead, golems, and oozes, slimes, and jellies.


Alynna's Sure Grip
(Enchantment/Charm)

Level: 2
Range: TouchComponents: V, S, M
Duration: 1 round/levelCasting Time: 2
Area of Effect: one person or one objectSaving Throw: None
This spell may be cast either on one person or on one object that is intended to be gripped by the hand. The object is typically a weapon, but could be any other object that might be subject to fumbling during use. If cast upon a person, then for the duration of the spell that person cannot fumble or accidentally drop anything he is actually gripping in his hands. A critical failure rolled for an attack will at worst mean the character lost his own balance or overextended, but what he is gripping will not leave his hand. The person can, of course, release the object from his hand with intent. As long as the spell is still active, the person can change what he is holding and the spell will affect the new item gripped.
If cast on an object, then for the duration of the spell any person who wields that object cannot fumble or accidentally drop it, although he can set it down with a willful intent. If within the duration of the spell the object is passed from one person to another than the spell effect remains with the object, not the person originally holding it.
This spell will not protect against a disarming attack which forces the object out of the wielder's hand, but it will prevent the wielder from dropping it if his hand or wrist are wounded. The fingers would have to be severed before the sure grip would be disrupted in that fashion.
The material component is a pinch of gum arabic. The gum is expended in the casting.


Teleport to Person
(Alteration, Dimension)

Level: 7
Range: TouchComponents: V
Duration: InstantaneousCasting Time: 1
Area of Effect: SpecialSaving Throw: None
This is a variation of the Teleport Without Error spell. It works exactly the same as Teleport Without Error except that the destination the caster specifies is not a specific place, but a person. The caster will designate a person he wishes to teleport to, then he and the material within the spell effect will appear at the nearest safe location to the target person. Safe in this context simply means the caster will not teleport into any solid object. The target person cannot be unknown to the caster; the caster must at least know the target person's name and be able to visualize them.


Contingency on Person
Evocation

Level: 6
Range: TouchComponents: V, S, M
Duration: 1 day/levelCasting Time: 1 turn
Area of Effect: One personSaving Throw: Neg.
This spell works exactly the same as the standard Contingency spell except that it can be cast on any one person rather than just the caster. If the subject of the spell is unwilling, he may save vs. spell.

Detect Pregnancy
(Divination)

Level: 1
Range: TouchComponents: V, S
Duration: InstantaneousCasting Time: 1
Area of Effect: One female mammalSaving Throw: None
This spell allows the caster to determine whether the subject female mammal is pregnant or not, and if so, how many days it has been since conception. Additionally, the caster has a 5% chance per level to determine the sex of the child. The spell will never be incorrect in determining sex; it will either be correct or reveal nothing.


Summon Object
(Alteration, Dimension)

Level: 3
Range: Unlimited within the same plane or worldComponents: V, S
Duration: InstantaneousCasting Time: 2
Area of Effect: 1 object, 2 oz/levelSaving Throw: None
This spell is almost the exact inverse of the Teleport Object spell. Where the Teleport Object spell will teleport a small object touched by the caster to a remote location, the Summon Object spell will teleport a remote object that the caster knows the exact location of to his hands.
The differences from the Teleport Object spell are as follows:
(1) The probability of teleporting table has no application here. The caster must know exactly where the object is; he cannot retrieve an item if he does not know where it is regardless of how familiar he is with the item itself. If the object is not exactly where the caster thinks it is, the spell fails.
(2) The 'touch attack' to teleport away something in another's grasp does not apply here, however, if the caster can personally see the item in the grasp of another he can summon it out of the other's hands into his own. There is no saving throw.


Password/Token Lock
(Alteration)

Level: 5
Range: TouchComponents: V, S, M
Duration: PermanentCasting Time: 1 round
Area of Effect: One door, chest, or other closeable itemSaving Throw: None
A Password/Token Lock spell cast upon a door, chest or other closable item magically locks it and bars anyone not knowing the correct passwords and possessing the correct token from opening the locked item. Only someone who both speaks the correct password and touches the correct token to the door can open the door. The passwords must be spoken, but they may be spoken at a low whisper that only someone standing within a few feet can hear. Even the casting wizard, who will necessarily know the passwords, cannot open it without the token. Without both the password and the token, the door can only be passed by physically breaking through using brute force. Unlike the similar spell Wizard Lock, a knock spell or the mere presence of a wizard four or more levels higher than the caster have no effect.
This spell is also designed to be difficult to circumvent using a dispel magic. If an attempt is made to cast Dispel Magic on the door protected with Password/Token Lock, the mage who cast it will be considered to be of a level half again his actual level at the time of the casting for the purposes of the Dispel Magic. For example, if a twelfth- level wizard cast Password/Token Lock on a door, and another wizard later comes to dispel it, the casting wizard will be considered to be 18th level for the purposes of the Dispel Magic. This spell is also immune to the purported ability of the gemstone spodumene to open Wizard Locked doors on contact when sprinkled with holy water. [Note: this is just one idea for making it harder to get around this spell. I am open to others.]
During the casting of the spell, two passwords must be specified and the token must be touched to the door the entire time of the casting. One password is the one required to open the door. The second password is required in order to change the first password (using the companion spell Change Password).
The material component is the token, which is not consumed in the spellcasting and must be used to open the locked item. The token must be a piece of polished granite or gemstone worth at least 100gp and must have an identification rune carved into it.
[Note: This spell could use Wizard Lock as a base, but Alynna purposely researched it completely from scratch, making no reference to Wizard Lock, in order to make it more difficult for other wizards who know Wizard Lock to reverse-engineer this spell. This decision is an added security measure on Alynna's part.]


Enhance Enchantment
(Enchantment, Necromancy)
Level: 7

Range: TouchComponents: V, S, M
Duration: Duration of magical item creationCasting Time: One round per hit point transferred
Area of Effect: 1 item in process of enchantmentSaving Throw: None
This spell is used in conjunction with the 6th level spell Enchant an Item in order to increase the chance of succeeding at creating a magical item. This spell is cast on the item to be enchanted immediately after the Enchant an Item is cast but before any of the specific enchantment spells are cast, and uses a part of the life force of the caster to make the item more amenable to the magical energy of the enchantment. This spell affects the base chance of 60% for item enchantment before any of the other modifiers are applied. Like the Permanency spell, the Enhance Enchantment spell does not count against the success chance as do the specific enchantment spells.

The caster may increase the percent chance of success by one percent per hit point. The chance of success will not exceed 95% no matter how many hit points are spent. Each hit point spent reduces the MAXIMUM hit point total for the character as well as the current. If in the end the magical item enchantment is successful, this loss is not permanent and may be recovered at a rate of one hit point per day. These points may ONLY be recovered naturally - no magical healing of any sort will restore hit points spent in this way.

If the item enchantment fails, the caster suffers a backlash of energy. The caster will suffer damage (just from the current total, not the maximum) equal to the number of hit points spent in the item creation and she must make a system shock check. If the check fails, then the loss of maximum hit points is permanent and cannot be regained short of a Wish spell. If the damage suffered reduces the caster to below half their pre-spell hit points, a system shock must be passed to avoid death just as in normal combat damage.

If, in the worst case, the caster fails critically (rolling 96+%), no system shock check is made and the loss of maximum hit points is automatically permanent. A system shock check is still needed if the damage suffered by the caster reduces him to less than half of the pre-spell total.

Note that it is very dangerous for a wizard to use more than half his total hit points with this spell because failure can mean automatic death.

Example: Jondoe the Anonymous has a total of 50 hit points, and begins work on enchanting an item. The item he is enchanting would have a success chance of 70%. He uses this spell, and 20 of his own hit points, to bring his success chance to 90%. At the end of the enchantment process he rolls for success. If he does succeed, his maximum hit point total is now 30, and will recover at one point per day so he will regain his full hit points in 20 days. if he fails in the enchantment with a roll of 91-95, then he will take another 20 points of damage, reducing his current hit points to 10 while his maximum remains at 30. He also must roll a system shock check. If this check succeeds, nothing happens. If it fails, then his new hit point maximum of 30 is permanent, and only a full wish can restore his previous 50-point maximum. Also, the damage from the enchantment failure reduces his current hit point total to 10, which is far less than half of the 50 points he had at the start of the spell. He must roll a system shock check to avoid death. If he rolls a critical failure by rolling 96 or higher, he still takes 20 points of damage in addition to the 20 point used for the spell, and the new hit point maximum of 30 is automatically permanent.

Note that any success roll of 96+% is an automatic and critical failure, and makes the item cursed. Normally, due to the nature of curses, the creator would not know of the failure, and believe the attempt a success until he encounters the effect of the curse (and sometimes not even then - depending on the nature of the failed enchantment it might require others to recognize the creator's personality has changed). Because this spell causes the caster damage for a failure, he will automatically know it failed thus will be aware of the possibility of the curse. Because of this, casters may use this spell and devote just one hit point to it, just so they will detect a cursed failure. Some item enchanters may think such knowledge worth the possible permanent loss of one hit point for important items.

The material component for this spell is freshly drawn blood from the caster that is rubbed into the magical item. One fluid ounce of the caster's blood must be used per hit point of life energy transferred. Keeping in mind that the average human has only 160 fluid ounces of blood in his body (5 quarts), and other races may have even less, additional CON checks may be required for blood loss at the DM's discretion. The blood is entirely consumed by the spell, and no trace of blood will remain on the item after the casting is finished.


Alynna's Complete Privacy
(Divination, Abjuration)

Level: 8
Range: 0Components: V, S, M
Duration: 1 hour/levelCasting Time: 2 turns
Area of Effect: One room or enclosed areaSaving Throw: None
Alynna's Complete Privacy offers complete privacy plus countersurveillance aid to the caster. The spell is cast on a room or similarly enclosed area that is up to 20,000 cubic feet in volume (e.g. a 40'x50'x10' room), and will block all scrying attempts of a magical nature. Divination spells such as (but not limited to) Clairvoyance, Clairaudience, Locate Object, ESP, and Magic Mirror will not penetrate the room, nor will Detection spells. Wizard Eyes will not penetrate the room. Magical devices such as (but not limited to) crystal balls will similarly not penetrate the room. If the enclosed area has openings or windows, neither light nor sound will escape the area. Beings outside the room cannot see into the room with normal vision, infravision, ultravision, X-ray vision, whether normal or magically enhanced. Beings outside the room will also not hear any sounds emananting from the room. Any person inside the enclosed area is still able to see out and hear sounds coming from outside, though. Wizards inside the enclosed area may similarly scrye out of the room.
Furthermore, If any person outside the room does attempt to use magical means to scrye in the room, the caster of the Complete Privacy will immediately know that such an attempt was made, how it was made (i.e. what type of spell or device), the identity of the person attempting to scrye and their approximate location.
In addition, the room has some protection from physical entry. All doors or windows that may be closed are closed and have a Wizard Lock in effect on them, but only for the duration of the spell. Only the casting wizard may open them during this time.
The caster must be within the enclosed area during the casting of the spell, but once cast he may freely leave and enter the area without affecting the duration of the spell. The material coponent is [one handful or n ounces] of the powdered remains of a crystal ball or a mirror suitable for magic scrying and that has been used for that purpose at least once.


Change Password
(Alteration)

Level: 6
Range: TouchComponents: V, S, M
Duration: PermanentCasting Time: 1 round
Area of Effect: One door, chest, or other closeable item that has has the Password/Token Lock spell cast upon itSaving Throw: None
This spell is a companion to Password/Token Lock. It is required to change the open password on the door, chest or other closable item. The caster must know both passwords set in the original Password/Token Lock. The caster must touch the door's token to the door and, during the casting, give first the change password, then the old door password, then the new door password. If the caster wishes to remove the protection from the door, he can specify a null password for the door. If the door has a null entry password, then neither a password or the token is needed to open the door. The Change Password spell can be used to temporarily grant free access through a door, then the password can be reset later to restore the protection. Like the Password/Token Lock spell, the passwords must be spoken, although they can be spoken as softly as a whisper and still work. This is a special purpose spell that has no application other than on a pre-existing Password/Token Lock spell.
The material component is the token used to open the protected door, and is not consumed in the casting of this spell.


Force Labor
(Alteration)

Level: 2
Range: TouchComponents: V, S, M
Duration: InstantaneousCasting Time: 2
Area of Effect: female touchedSaving Throw: Neg.
This spell will immediately force a pregnant female mammal who is near term to begin labor. All it does is begin labor, starting with the "breaking of the water." The delivery process will take a normal amount of time. If the female is almost due anyway, the baby will be fully developed and will not be adversely affected by the spell. If the pregnant female is close but not quite near term, the baby will still be born, but it will be premature. If the woman is farther from her due date than this, the spell will result in a miscarriage.
Note that this spell only starts labor. Once labor has started, the process is entirely natural. The spell neither places any safeguards nor adds any extra risks to the birth process.
The material component it a piece of placenta weighing at least one ounce from any mammal and is consumed with the casting.


Scratch Pad
(Alteration, Evocation, Geometry)

Level: 2
Range: TouchComponents: V, S, M
Duration: 1 round/levelCasting Time: 1 round
Area of Effect: one page or map or document up to 5-foot x 4-foot in sizeSaving Throw: None
This spell creates a magical layer over any non-magical map or document, or even a blank piece of stationary. The caster may then draw on the document with any non-magical writing or painting implement (pen, pencil, marker, brush, or even pouring ink onto it from the bottle) without actually marking the document until the caster wishes. The caster may, with his hand or with a cloth wipe, completely remove any mark he makes without leaving a trace. Additionally, the spell comes with two command words: one which will clear everything that has been drawn and one which will terminate the spell and commit anything drawn to the document.
The material component for this spell is a small vial of paint or ink thinner with one drop of ink for each primary color mixed with it. The liquid (not the vial) is consumed in the casting even though it is not directly used to mark on the document. Fine quality (at least double the cost of standard) leads, inks and writing implements must be used to mark the document.


Alynna's Sharp Blade
(Alteration, Artifice)

Level: 6
Range: 0Components: VSM
Duration: 1 rd./levelCasting Time: 1 round
Area of Effect: 1 bladed weaponSaving Throw: None
This spell sharpens the edge of any bladed weapon, ranging in size from a dagger to a two-handed sword, to razor sharpness, giving it the same severing ability of a sword of sharpness. Any extremity except the head may be severed. This spell by itself does not give the other benefits of a sword of sharpness - the light or the attack or damage bonus - just the severing benefit.
Opponent isUnmodified To-Hit
Roll to Sever
Normal/Armored18-20
Larger than human size19-20
Solid matal or stone20
The material component for this spell is a small honing stone which must be rubbed along the edge to be sharpened during the casting. The honing stone is not destroyed in the casting and may be reused.



Teleport 10' Radius
(Alteration, Dimension)

Level: 6
Range: 10-foot radius of casterComponents:
Duration: Casting Time:
Area of Effect: Saving Throw:
This spell works exactly the same as the 5th level spell Teleport except that the caster does not have to touch the additional weight to teleport it with him. During the casting of the spell the caster may designate those persons or things he wishes to take with him, within the standard weight limit and within the radius of 10 feet of the caster's position.
Note that this does not replace the touch of the caster; the designation of the caster is simply an alternative form of touch, and the chain of touching can carry on from there. People and objects touching the caster will still be teleported without specific designation. If the total weight both touched and designated by the caster exceeds his weight limit, then those who are physically touched take preference to those who are designated. Within the weight limits those touching a designated person or object are also teleported without having to be designated themselves. Only those designated by the caster have to be within the 10-foot radius; the chain of physical touch may extend past that radius.


Conversation
(Evocation, Mentalism)

Level: 6
Range: UnlimitedComponents: V, S, M
Duration: SpecialCasting Time: 1 turn
Area of Effect: 1 creatureSaving Throw: None
By means of this spell, the caster can contact and have a conversation with a single creature with whom he is familiar and whose name and appearance are known. The wizard and recipient can exchange a number of messages of 25 words or less, with the recipient responding in a like manner to the message received. The maximum number of message exchanges allowed per casting is based on the level of the caster. A twelfth level caster may have two exchanges with his recipient - the initial message, the recipient's reply, another message and another reply. For each full two levels above twelfth, the caster may have an additional exchange. For example, at fourteenth level the caster may have three exchanges and at sixteenth level the caster may have four exchanges. The spell may be ended before the maximum number of exchanges has occurred, and the spell may be ended by either the caster or the recipient refusing to respond. The recipient will at least hear the caster's initial message, but need not reply to it.
If the creature in question is not on the same plane of existence as the spellcaster, there is a base 5% chance that the conversation cannot happen. Local conditions on other planes may worsen this chance considerably, at the option of the DM. The conversation, if successful, can be understood by a creature with an Intelligence of at least 5 (low intelligence).
The material component for this spell consists of two tiny cylinders, each with one open end, connected by a short piece of fine copper wire.
[This spell is an improvement on the 5th level spell Sending.]


Hemispherical Barrier or Hemisphere of Force
(Evocation, Force)

Level: 7
Range: 30 yardsComponents: V, S, M
Duration: 1 turn + 1 round/levelCasting Time: 7
Area of Effect: Hemisphere up to 5-foot/levelSaving Throw: None
This spell is a more narrowly focused variation of the 5th level spell Wall of Force. It can only take the form of a hemisphere, but it may cover a larger area than the Wall of Force. The caster may specify any radius up to the maximum.
The spell functions just as the Wall of Force does, with some enhancements. A Disintegrate spell will not destroy the hemisphere. A Rod of Cancellation will destroy the hemisphere if the wall fails a saving throw per the description of the Rod of Cancellation. The hemisphere is considered a miscellaneous magical item for this save. The hemisphere is still destroyed by contact with a Sphere of Annihilation.
The material component for this spell is a pinch of powdered diamond dust worth 5,000 gp.


Spells Research In Progress


Items in the process of Enchantment


Spells To Be Researched

(Approved by DM but research not yet started)


Alynna's Complete Passworded Privacy
(Divination, Abjuration)

Level: 9
Range: 0Components: V, S, M
Duration: 1 hour/levelCasting Time: 2 turns
Area of Effect: One room or enclosed areaSaving Throw: None
This spell is identical to Alynna's Complete Privacy except that all doors and windows are protected with Password/Token Lock rather than Wizard Lock. This version of the spell is more suitable for being made permanent.


Proof from Normal Flight
(Alteration)

Level: 7
Range: 5 yards/levelComponents: V, S, M
Duration: 1 round/levelCasting Time: 7
Area of Effect: volume of space up to 45,000 cubic feet (30'x30'x50') per level of casterSaving Throw: None
Within the volume of effect, normal flight is not possible. Wings provide no lift at all, whether as small as a fly or as large as a dragon. Any creature that is on the ground within this volume cannot take flight, and any creature that flies into this volume will drop to the ground in accordance with the laws of motion and gravity. A creature that is nearly hovering will drop nearly straight to the ground upon entering the area and cannot slow its fall. A creature who enters this volume with a high horizontal speed component will fall in the normal parabolic trajectory of an inanimate object.
Any creature entering such an area at a high enough horizontal velocity to pass straight through the area proofed from flight before it hits the ground may or may not be able to regain controlled flight. If it is within six seconds (one tenth of a round) of impact there will be no time to regain controlled flight and it will hit. If it is over six seconds from impact it will have to roll some sort of check against their dexterity, maneuverability class or skill to see if it can regain controlled flight. If it is still very far from the ground (a round or more from impact), it might get more than one check to reflect the time it has to regain control. Note that this will not affect inanimate objects such as arrows, bolts, stones or balls as such things are already unpowered.
This spell cannot be cast entirely in the air. The caster may form the volume into any relatively simple shape of the given volume (rectangular, cylindrical, torus, sphere, cylindrical or spherical segment) but at least one edge must touch a physical object to fix the volume's location.
The material component of this spell is a broken feather from a wild bird known for power or speed, such as an eagle, falcon or roc.


Proof from Magical Flight
(Alteration)

Level: 7
Range: 5 yards/levelComponents: V, S, M
Duration: 1 round/levelCasting Time: 7
Area of Effect: volume of space up to 45,000 cubic feet (30'x30'x50') per level of casterSaving Throw: None
Within the volume of effect, magical flight is not possible. Fly, Levitation, Jump, Featherfall or any similar spells fail to function. Any such spell cast upon a person within the volume of affect has no effect and is wasted. A person affected by such a spell who enters the proofed area in flight will find the spell nullified and will immediately begin falling normally under gravity's influence. The person's trajectory will be that of an inanimate object, based solely on the velocity at the time the spell was nullified and the acceleration of gravity.
If the person was moving at a high enough horizontal velocity to pass through the affected volume before hitting the ground and before his spell would have normally expired, the spell will resume but he may or may not be able to resume controlled flight. If he is within six seconds (one tenth of a round) of impact, he will not have time to regain control and will hit. If he is over that time from impact he must make a saving throw vs. spell to regain controlled flight. If he is significantly over that time (for example, over a round), he may be given a second chance roll if the first fails due to the extra time he has to try to regain control.
This spell cannot be cast entirely in the air. The caster may form the volume into any relatively simple shape of the given volume (rectangular, cylindrical, torus, sphere, cylindrical or spherical segment) but at least one edge must touch a physical object to fix the volume's location.
The material component for this spell is a couple of ounces of powdered lead, and is consumed in the casting.


Trace Teleport
(Divination, Dimension)

Level: 5
Range: 0Components: V, S
Duration: InstantaneousCasting Time: 5
Area of Effect: CasterSaving Throw: None
This spell, when cast in the same position in which any teleport (Teleport, Teleport Without Error, Teleport Other, Teleport Object, etc.) spell was cast and within 1 turn after the teleport was cast, will allow the caster to visualize the destination of the teleport. If the caster does not personally know the scene himself, the spell will provide the approximate knowledge of where the destination is, in terms of within a specific city or near a specific geographical landmark. If the caster wishes to use this knowledge to teleport to the destination himself, he may do so with the "Studied Carefully" probability if the spell he will use has such categories.


Alynna's Vorpal Blade
(Alteration, Enchantment, Artifice)

Level: 8
Range: 0Components: VSM
Duration: 1 rd./levelCasting Time: 1 round
Area of Effect: 1 bladed weaponSaving Throw: None
This spell sharpens the edge of any bladed weapon, ranging in size from a short sword to a two-handed sword, to razor sharpness and causes it to seek the neck of an opponent in combat, possibly to sever the opponent's head. This spell by itself does not give the other benefits of a sword of sharpness - the light or the attack or damage bonus - just the severing benefit.
Opponent isUnmodified To-Hit
Roll to Sever
Normal/Armored17-20
Larger than human size18-20
Solid matal or stone19-20
The material component for this spell is a small honing stone, intricately carved into the detailed shape of a head of any humanoid or animal, which must be rubbed along the edge to be sharpened during the casting. The quality of the carving of the honing stone will make it cost at least 100 gp, and it crumbles to dust upon completion of the casting.


Items Planned to be Enchanted

Dwarven Battleaxe (on hand)
Enchantments to be cast: 5 x 4/Enchanted Weapon, 2/Alynna's Sure Grip, 6/Alynna's Sharp Blade, 3/Shatterstone, 6/Object Contingency
Description: The magical battleaxe will be called the Stonereaver, a fitting weapon for a dwarf. It is a +5 battleaxe that cannot be fumbled and has the limb-severing ability of a Sword of Sharpness. In addition, three times a day the wielder can call upon the axe to shatter stone which it strikes as per the Shatterstone spell. Also, if the axe is used against stone normally and fails a save for breaking, the axe will automatically call upon the Shatterstone ability (via the Object Contingency) if any uses for that day are left to avoid the breakage.

Silver dagger (on hand)

Silver dagger with jewel holder in pommel. (on hand)

Silver dagger with jewel holder in pommel. (on hand)


Proposed Ideas for Spells

(Spells not yet approved by DM)