Mandragoran
Spellcasting & Thistle
Camping & Mandrake's Elvish Grove
Mandrake will cast the 3 spells in concert. Mandrake usually starts this by lifting his arms and saying in elvish "May the Forest Rule All". With words that sound vaguely draconic, Mandrake calls on nature to summon the ancient grove of the elves. Immediately, the natural environment around him begin's responding as if to a druid's call. Grass and plants begin to grow, plants become large and grow into trees up to 40ft tall. The ground 20ft out begins to sink slightly and water begins to swell up creating a small 60 diameter pond (maximim depth of 10ft in the center) of clear blue water and the ground within 5ft of that turns to a soft comfortable brown sand. The terrain is reminiscent of Andelain and even mandrake's old small hut may appear at the edge of the beach. [A Major Image, Heightened to 9th level, Will save DC 34 with disbelief (33 if stilled) , (includes sounds, heat, olfactory components) is used to simulate the druidic spellcasting and natural response and a Mirage Arcana is then cast (higher level version of Hallucinatory Terrain) [same saves] , with Thistle using his ability to double the area of effect, to change the terrain of a 120ft x 160ft x 40 ft area to that of a dense forest. This illusion includes lasts 12 hours and includes audible, visual, oflactory, and tactile components (so even the feeling of the water on the skin is simulated if creatures choose to swim). The third spell may be a stilled Rope Trick which leads up towards what appears like a naturally grown elvish treeshouse. If the area in question before was rainy windy or in some other way harsh, mandrake may instead use shadow conjuration to create the effect of a Tiny Hut (lasts 24 hrs)which he will leave clear but the effect (in a 20ft radius of mandrake) will be enough to inhibit rains, dust, sandstorms, winds less than hurricane force, and temperatures of 100 F will feel like 70 F. 1-3 or on a sunny clear day celestial porposes can be made in the pond via Shadow Conjuration.
New Spell Ideas
Imaginize - Figment of Imagination
Spell transmutes one non living object into a figment of the caster's imagination. The item immediately diassapears and exists only in the caster's imagination. If the caster closes her eyes she can see the object by making a concentration check at DC 20. If she succeeds, she sees it as if it is at 30ft distance. For each 5 that the DC is made by, it appears 5 ft closer. ( At DC 50 the object is clear and observation is as if closely inspecting the object. The spell ends after casting but the transmuted object stays permanently in the imagination. It can only be made whole again through casting the reverse of this spell (DeImaginize, or Summon Figment). If the caster dies, there is a 5% chance per day that the object becomes lost on the astral planes.Imaginize Landscape - By closely observing an indor or outdoor area of up to 10ft radius per level and casting this spell. the caster imprints a perfect image of the area in his own mind. At any time during the durration of this spell (1 day/level) the caster may take a full round action to make a concentration check to imagine himself in the grove. At DC 30, the character can imagine it enough to feel an emotional connection. If the area was pleasant and thought of as a refuge, at that DC the character becomes calm and refocused and recieves a +5 competance bonus on concentration checks for the next 5 rounds. At DC 40 the character can choose to be so mentally within the landscape that the character feels no pain and cannot be affected by mind affecting spells or effects cast on his body. At this DC the character is not aware what is going on around his own body unless it is near death. at DC 60, the character can actually bring his physical body with him into the imaginary landscape in which case the character is treated as if on another plane. if the character ever physically brings himself to the landscape the spells remaining duration changes from hours to rounds. When the spell ends all things in the landscape that were once real are returned to the prime plane with the caster. Before the spell ends or as it is ending a new Imaginze Landscape may be cast to retain the imaginary landscape.
Greater Imaginize. ("Dream Portal")
Spell transmutes 1 target creature into a figment of the caster's imagination. The creature and all of its items cease to physically exist and appear in the casters imagination. The creature may be deposited in an Imaginary Landscape (see spell). While there, the creature can do nothing to affect the real world although they can try to distract or disturb the caster (contest of bluff, diplomacy, or intimidate vs sense motive) or even plant a suggestion (same contest only at -20). The caster may dismiss the creature from his imagination (creature is trapped in the Imaginary Landscape with any other creatures that are there) with a concentration check (DC = creatures hit die) and does not reappear for 1 hour for each one the DC was succeeded by or unless summoned back (conc DC = creatures hit die). The only way the character may be rematerialed is by casting the reverse of this spell or the death of the caster, in which case the creature and its items are dumped far off onto the astral plane.Animate Technological Device
Epic Spell. Through thaumaturgy and with an electrical power source the caster can control an electronic device. If the device has an artificial intelligence the caster must make a contest of computer programing checkvs will save, intelligence check, HD, or equivalent roll. Control lasts 1 turn/level in the case of non intelligent devices and 1 round per level for a.i. devices. (thuse with an electrical power source, Mandrake could drive and control a car for 23 turns. This spell will infuse enough magical energy to allow a technological device to work in a non technological area.
Thrice Spoken Once Fullfilled (The breath of the dragon)
Epic spell. Three of the same exact spell must be cast as this power is invoked. The targets must be the same. The spells must have a verbal component and in this casting they are spoken in High Draconic. A flame must be present. Fortitude save DC 20 or be fatigued. Use Magic Device DC 20 nescessary to speak the draconic words correctly. All three spells go of at once but then either the range, area of effect, duration or damage of each is doubled. Alternately, a +1 per level competance bonus can be added to a caster level check to overcome spell resistence or the DC of the spells are increased by 4.Possible adventure --- fix the ring of Gaxx -radiation = replicator? learn it needs dilithium?