The Magic of House Crownguard

Spells of House Crownguard

Quentin's Foam of Fire-Quenching

Level: 1

School: Conjuration, Alteration, Elemental Water

Range: 30 yards

Duration: 4 rounds + 1 round/level

Area of Effect: 30-foot radius

Components: V, S, M

Casting Time: 2

Saving Throw: None

The original version of this spell was commonly used by the Wave Warriors of Westheath, a group of heroic hydromancers in Glantri's past. Since the group has become defunct, many of their spells were lost and forgotten, save for this one spell which has found its way to the hands of the mad Water Elementalist, Sir Quentin McGregor.

The spell was originally meant to conjure a cone of foam to cool and quench any non-magical fire. This foam also has a protective effect of providing +2 bonuses to saves vs. fire-based attacks within the area drenched with the foam.

But Sir Quentin McGregor tweaked this spell with just one malevolent twist: After the spell expires, the foam immediately evaporates, and all the fires extinguished by the spell flares up again, as if it had not been put out in the first place. Many Water Elementalists, believing they had been saved by the legacy of the Wave Warriors, found themselves horribly burned by their experience with this spell.

The material component of this spell is a small cake of soap, engraved with the seal of Westheath.

Quentin's Dampening of the Spirits

Level: 2

School: Abjuration, Necromancy, Elemental Water

Range: 20 yards

Duration: 1d4 rounds + 1 round/level

Area of Effect: 1 incorporeal undead

Components: V, S, M

Casting Time: 4

Saving Throw: Negates

Sir Quentin has used this spell many times against the ghosts of the Tower of Crownguard who would disturb him at his experiments on water elementalism. Despite its poetic name, this spell has a very literal meaning and a very practical effect. With this spell, the caster can enchant a volume of water, such that it will seep into the form of an incorporeal undead (i.e. ghost, wraith, specter, etc.) within range, temporarily giving it a physical, if semi-solid, body. The spell requires 10 cubic feet of water for every hit dice of the undead spirit.

While the spirit is embodied in this watery form, it loses many benefits of being incorporeal, such as passing through walls and invulnerability to many physical attacks. Its flight maneuverability is downgraded two classes and its movement rate is halved. Moreover, it becomes subject to double damage from fire-based attacks, although it does not gain any special defenses against other attacks.

Besides sufficient amounts of water to entrap the undead creature, the material component of the spell is a vial of morning dew collected from a graveyard.

Quentin's Inexplicable Absurd Sogginess

Level: 2

School: Alteration, Elemental Water

Range:

Duration: 1 round/level

Area of Effect:

Components: V, S, M

Casting Time: 4

Saving Throw: Negates

This quirky spell was borne from the quixotic mind of the mad Sir Quentin McGregor. When this spell is cast, a thin insidious mist scatters through the area of effect and seeps into all weapons and armor harder than leather, strangely softening them to the consistency of a wet sponge. The effects can often be ludicrous, but also greatly frustrating to physical combatants. All attacks by these pliant weapons are made at a –3 penalty, and all armor suffers from a +3 penalty to Armor Class rating. Magical weapons and armor may make a save vs. spell to resist this softening effect.

The material component of this a soggy piece of bread that is consumed in the casting.

Quentin's Madding Charm

Level: 2

School: Enchantment/Charm

Range: 120 yards

Duration: Special

Area of Effect: 1 person

Components: V, S

Casting Time: 1

Saving Throw: Negates

The psychotic Sir Quentin McGregor crafted this variant of the charm person spell, so that others may share in the unique experience of his madness. In the same way that charm person makes the target becomes favorably disposed towards the caster, the target of Quentin's madding charm develops a form of neurosis or strange behavior towards the caster. The target of this spell may become utterly avoidant of the caster's gaze or touch, as if the caster was cursed with a baneful disease; irresistibly attracted to the caster to the point of making lewd sexual advances beyond the rules of normal etiquette; insanely jealous of anyone's attention towards the caster short of physically restraining anyone from speaking, touching, or even looking at the cherished object of desire; convinced without a doubt that the caster is an Immortal avatar come down to this plane to be worshipped and showered with praise and magically-conjured flowers and floating gemstones; obsessed with the need to constantly touch the caster's skin, hair, or left nipple, such as the target feels faint and drained of all energy if contact is lost.

The spell does not have directly harmful effects, any more than the charm person spell does. The potential of damage on the reputation of the character is however much greater. The caster cannot control what form of psychosis he bestows on his victims (It is up to the DM to decide what and how best to role-play this madness.)

The target person may make a saving throw vs. spell to avoid the effect, with any adjustment due to Wisdom. The duration of the spell is a function of the target person's Intelligence, and is tied to the saving throw, much like the charm person spell.

Over the past two decades, there have been several sudden outbreaks of madness throughout the Principalities, and even a few reported cases in Darokin, which was attributed to the use of a certain charm spell. Authorities at the Great School of Magic believed the spell (entitled Alessa's enamored minion, Jessica's entrancing charisma, or simply improved charm person) could be traced back to a certain malicious wizard from Klantyre.

Sean's Acidic Bubbles

Level: 2

School: Evocation, Elemental Water

Range: 30 yards + 10 yards/level

Duration: 1 round/level

Area of Effect: 1-5 creatures

Components: V, S, M

Casting Time: 3

Saving Throw: None

The child prodigy, Sean McAllister, grandson of Prince Brannart McGregor of Klantyre, presented this spell for his advancement in the Secret Craft of Water Elementalism. In truth, he stole this spell from a visiting sea wizard from Ierendi, who was later found dead floating in the canals of Glantri City. Sean renamed the spell after himself, and in the style of his grandfather's spells, Brannart's acidic grasp.

Sean's acidic bubbles produces innocent-looking bubbles, each about 6 inches in diameter, which can float in the air, on the water surface, or even underwater. The bubbles lazily drift towards the target creature in the first round, hovering about non-threateningly until they pop.

When the spell duration ends, or any object touches the bubble, or the caster wills it, the bubbles pop, releasing caustic drops of a potent acid on the victim, causing 1d4+1 points of acid damage. The acid evaporates immediately and does not cause any more damage during the succeeding rounds. For every 2 levels of experience of the caster, the spell can produce one more bubble, to a maximum of 5 bubbles, each of which can target a different creature.

The only way to prevent the damage is by blowing them away with air or washing them away with water before they pop, by magical or mundane means.

The material component of this spell is a drop of acid.

Sean's Indecent Frightful Wetting

Level: 2

School: Enchantment/Charm

Range: 30 yards

Duration: 1 round/level

Area of Effect: 1 creature

Components: V, S, M

Casting Time: 2

Saving Throw: None

This spell induces such a fearful shock in the victim that the he loses control and urinate on himself. This embarrassing act occurs only on the first round of the spell, but the fear (and discomfiture) of the victim lasts the whole duration, giving him a penalty of –2 to reaction adjustments, and a penalty –1 to all attack rolls and saving throws. The spell also works on sleeping creatures, such that he will experience dreadful nightmares which trigger the wetting.

The spell has one strange quirk: For every time the victim is targeted by Sean's indecent frightful wetting, there is a 2% cumulative chance that he will permanently develop the habit of wetting himself every time he is experience shock or fright.

The material component of this spell is a drop of ammonia.

Sean's indecent frightful wetting sprung from the sick mind of Sir Quentin McGregor of Klantyre, who loved to torment his fearful nephew, Sean McAllister, after whom the spell was named. It is said that Sir Quentin was quite unsatisfied with the paltry effects of such spells as spook or scare, and thus crafted and popularized this more potent and more dramatic version, much to chagrin of Sir Sean.

Brannart's Bloody Waters

Level: 3

School: Illusion/Phantasm, Enchantment/Charm, Elemental Water

Range: Touch

Duration: 1 hour/level

Area of Effect: 10 cubic feet of water/level

Components: V, S, M

Casting Time: 2

Saving Throw: Special

Inspired by an old Kaelic legend of how the lich-necromancer Brannart "the Red" McGregor once poisoned the Fen River by dipping his cursed finger into it and turning the waters into blood, Sir Quentin McGregor created this gruesome spell which seems to duplicate that terrifying event. The caster of this spell must simply dip his finger, coated with a blood-red tincture, into any body of water, and immediately the water turns to blood—or so it seems.

This spell is actually a complex illusion that gives the water the appearance, the warmth, the smell, and the taste of blood. It is said that the illusion is so real that even vampires cannot tell the difference, until they drink the bloody water and find themselves strangely unnourished.

The beauty of this spell is that a powerful charm is interlaced in the enchantment, making the witnesses of the bloody waters react with awe, fear, disgust, or utter horror—as would be appropriate for their behavior, unless a successful save vs. spell is made, with Wisdom bonuses applying. As such, vampires are known to react with excitement, glee, or a sudden ravenous hunger! And unless this mind-affecting charm is dispelled, the illusionary component of this spell can be disbelieved with a –4 penalty.

The component of this spell is simply a drop of a blood-red liquid, such as wine or berry juice.

The secret of how this spell works is not commonly known, despite the fact that Prince Brannart McGregor's agents have used this often to trap the vampire minions of his enemy, Prince Morphail Gorevitch-Woszlany of Boldavia.

Quentin's Vengeance of Ice

Level: 3

School: Alteration, Elemental Water

Range: 10 yards

Duration: 1 turn/level

Area of Effect: Special

Components: V, S, M

Casting Time: 4

Saving Throw: Half-damage

This spell originated as a vicious prank by Sir Quentin McGregor, the less than sane son of Prince Brannart McGregor of Klantyre. It is a yearly tradition at the Great School of Magic, that at Spring Break, the students would go around Glantri City firing magic missiles and fireballs at the frozen canals of the city to break the ice. Quentin's vengeance of icy enchants an area of ice, 10 square feet per level of the caster, such that any magic missile, fireball or direct-damage spell fired at the ice will rebound at the caster.

The rebound spell is instantaneous, and takes a form appropriate to the original offensive spell, such as shards of ice for magic missiles or a massive wave of water for fireballs. The caster of the offensive spell, will receive as much damage as their original spell, but may save vs. spells for half-damage (even if the original spell does not allow this). Any adjustment for cold-based and water-based damage must be applied.

The ice is not protected in any way and receives damage normally. Once the ice is broken and the spell effect is triggered, the spell dissipates. Otherwise, the spell lasts a maximum of 1 turn per level of the caster.

The material component of this spell is the broken pieces from a glass mirror, which is ground into dust and spread over the ice.

Sean's Briny Sphere of Preserving

Level: 3

School: Conjuration/Summoning, Elemental Water

Range: 120 yards

Duration: 2 rounds/level

Area of Effect: 1–4 creatures in a 30-foot sphere

Components: V, S, M

Casting Time: 3

Saving Throw: Negates

This spell was plagiarized by the aspiring Water Elementalist, Sean McAllister, from a collection of sea magic spells from an Ierendi wizard. The spell is the sea wizard's version to the hold person spell.

Sean's briny sphere of preserving traps 1–4 target creatures in a sphere of salty seawater. The creatures are conscious, but do not need to breathe. However, they must not move (save for just floating about freely within the sphere) or they will start to drown in the brine, until they stop moving again. At the end of the spell, the sphere collapses, and the entrapped creatures are released unharmed but smelling of fish.

The targets may make a save vs. spells, to avoid being caught in the sphere. A single target makes the save at a –4 penalty, 2 targets at –3, 3 targets at –2, and 4 targets at –1. This spell does not affect salt-water creatures, or creatures with a water breathing spell, but can cause extra damage to fire-based creatures.

The material component of this spell is a piece of fish preserved in brine.

Quentin's Infective Touch of Madness

Level: 4

School: Enchantment/Charm

Range: Touch

Duration: Special

Area of Effect: 1 person/level of the caster

Components: V, S, M

Casting Time: 1 round

Saving Throw: Negates

Inspired by the complicated characters and twisted plots of the famed playwright, Sir Hamilton Kent, Sir Quentin McGregor crafted this outrageous spell that recreates the melodrama of the plays of the Bard of Fenswick. Based on his earlier spell, Quentin's madding charm, this spell inflicts a neurosis or odd behavior on a target the caster touches. The next person that the target touches will then also suffer a mental affliction, often appropriate and complementary to the first victim's condition.

For example, the first victim the caster touches becomes horrible repulsed at the caster, believing the caster had just emerged from a cesspool in the Pits. The next person touched by the first victim develops the delusion that he is the personal champion of the first victim, and will valiantly challenge anybody who tries to approach his ward. The third target touched goes into a hysterical fit of jealousy, bewailing the fact the champion has foresworn the secret love for him, and persistently threatens to attempt suicide if the champion does not requite his love.

The chain of madness continues until the spell's power is exhausted, or if an intended victim makes a successful save and resists the charm. Similarly, if a dispel magic or more powerful spell is successfully cast on the last touched person, the spell ceases to spreading its effect. To remove the effect of the spell requires a separate dispelling. This enchantment is based on the charm person spell, and as such, its saves and duration of effect are subject to the same mechanisms.

The material component of this spell is a garland of dead flowers, one for each level of the caster, each of a different variety,. This is consumed in the casting.

Quentin's Hazardous Gruesome Bloating

Level: 5

School: Enchantment/Charm, Necromancy, Elemental Water

Range: 60 yards

Damage: 1d4 rounds + 1 round/level

Area of Effect: 1 creature

Components: V, S, M

Casting Time: 4

Saving Throw: Negates

Sir Quentin McGregor authored this macabre corruption of another Elemental Water spell, retain the protective girth. When Quentin's hazardous gruesome bloating is cast, the victim must make a saving throw vs. death magic at –3 penalty. Otherwise, the spell causes all the water in the victim to expand, effectively doubling the body mass of the victim. It takes 1d4 rounds for the water mass to double, during which the victim must remove all clothing, armor, jewelry or other constraints, which may rip or snap off—or worse, constrict the victim, possibly choking him (DM's option).

At end of this time, the victim is fully bloated, with double the mass and girth (Height is not necessarily affected). The victim loses 1d4 points of Dexterity and all Armor Class bonuses from Dexterity. The victim also loses 2d4 points of Charisma. The victim's movement rate on land is halved. All other forms of movement (flying, burrowing, moving across a web), is impossible in this shape, unless aided by magical means. Swimming is unaffected.

On the last round of the spell duration, the excess water starts to violently force its way out of the victim's body, and the victim suffers from uncontrollable crying, sweating, runny nose, vomiting, diarrhea, and urination for this round. The character must roll a successful System Shock check or else is severely weakened and dehydrated. If the victim fails the roll, he loses 2d4 points of Constitution (to a minimum score of 1), until he rests for one full day.

The material component of this spell is piece of flesh from the bloated body of a creature that drowned.

Quentin's Sea of Blood

Level: 5

School: Alteration, Necromancy, Elemental Water

Range: Touch

Duration: 1 day or night

Area of Effect: 10 cubic feet of water/level

Components: V, S, M

Casting Time: 1 hour

Saving Throw: None

The story of Brannart "the Red" turning the Fen River into blood was not entirely legend. Led by the ghosts of the McGregors long dead, Sir Quentin McGregor found an ancient dweomer engraved in stone among the catacombs beneath the Tower of Crownguard. The original spell was a horrific opus of dark power and beyond Sir Quentin's magical ability—and the strength of his fragile will. But for some unknown reason, the undead spirits haunting Crownguard urged, goaded, and compelled Quentin to study the ancient spell and duplicate the nightmarish ritual. After many sleepless nights of toiling, Sir Quentin finally formulated his version of the spell, combining elements of transmutation, necromancy, and his expertise in Water Elementalism.

The casting of this spell must be performed an hour before dawn or in the last hour before twilight, near a body of water the caster wants to affect. By dipping a bloodstained finger into the water, the caster transmutes the water to blood. This ghastly effect lasts until sundown or sunrise.

The material component of this spell is a drop of blood from the caster, from an undead creature, and from an innocent slain at sunset or sunrise.

Brannart's Well-Kept Secret

Level: 7

School: Abjuration

Range: Touch

Duration: Permanent

Area of Effect: One person

Components: V, S, M

Casting Time: 1 round

Saving Throw: None

This spell was devised by Prince Brannart McGregor, but is now taught at high levels of the Great School of Magic. Brannart's well-kept secret is a strong abjuration against divination magic. By use of this spell, the person in question receives absolute protection from any form of divining about one fact. Only one well-kept secret can be cast on a person.

The fact should be said out loud at the moment of casting and wording is important. All divinations that would reveal the specified fact will not work. ESP used against the person, no thoughts about the secret will be picked up. True seeing will not reveal a secret identity and detect magic will not even show a spell cast on the subject. Higher divinations such as commune or contact outer plane will only allow questions that do not directly concern the fact, and they may give false or ambiguous answers to questions directly concerning the well-kept secret.

For example Prince Brannart's well-kept secret is "I am undead." A priest casting a commune has three questions. The priest asks, "Can Brannart die of old age?" and the answer is "No." He asks, "Is Brannart serving Entropy?" and the answer is "Yes." He asks, "Is Brannart a lich?" and the answer is "No," since a "yes" would mean Brannart is undead.

The material component of this spell is a small silver key worth at least 5,000 gp, which is consumed in the casting.

Treasures of House Crownguard

Brannart's Mindfeeder

This singular device is a foot-long wand of blackened mahogany with a yellow diamond at the tip. The command word ("Lhomond") is inscribed along its side. It was created by Prince Brannart McGregor, and incorporates the power of the Radiance in its construction (making it detectable by any magic that detects the Radiance, of course). It was designed to be an easily rechargeable wand of magic missiles.

The wielder, assuming he were a spellcaster, could recharge it by casting spells into the wand, which would then convert that magical energy into stored charges. However, since the Nucleus of the Spheres was altered to draw its power from the Sphere of Entropy, the wand's abilities have changed.

When first found, Brannart's mindfeeder appears to be a normal wand of magic missiles, and holds 1d6+5 charges. Once exhausted, however, its curse comes into effect: The wand will randomly drain 1d6 spells from the mind of its wielder if he were a spellcaster. Otherwise, it draws its power from the nearest available friendly spellcaster, typically one allied to the wielder, never a spellcasting opponent.

No matter the level of the spells it absorbs, the wand always gains 1d6+5 charges from its feeding. After the first time the wand has fed, the wielder of the wand becomes irrationally attached to it and will not willingly give it up, despite its unfortunate side-effect (particularly unfortunate, if it is a companion who suffers the spell-draining effect!). In fact, it will become a favored weapon, supplanting any other missile weapon in the bearer's affections. Its owner may even give it a pet name. If stolen or lost, the distraught bearer will go to great lengths to recover it; however, if not found within 3 months, the effect of the curse fades, although the former bearer will always feel a pang of longing when he/she thinks of it.

An early experiment, Prince Brannart lost it years ago—long before the Wrath of the Immortals—and therefore never experienced the curse. He has in all probability forgotten its existence by now.

References: 

Spells of the Secret Craft of Water Elementalism

Spells of the Secret Craft of Necromancy

Author: Kit Navarro, Ohad Shaham, and Carl Quaif