Mandragoran
Aura of Creativity 2
Transmutation (fortify and life seeds) [Emanation]
OLD Summary: Any coming
within the aura
have 6 years added to their current and future age categories - not
making them young but extending the time they can live in each age
category. Those that spend 3 rounds speaking with or listening
to and have a good
reaction towards the caster, gain a +2 luck bonus (or +6 enhancement)
to their intelligence, a +2 luck (or +6 enhancement) to skill checks,
and
5 temporary hit points. In that radius, up to one inanimate plant or
object will also become intelligent while it is in the area (randomly
determined)! Alternately the character may spend a full round talking
to a target plant or object and the caster must make a Will
save (DC 10 + the Hit Dice the target will have
once it comes to life (as determined by dm). At any time while the
object or plant is still in the area, the character may expend 1,000xp
to make the intelligence and annimance permanent.
New Summary: The Mandragoran Aura of Creativity
stimulates the imagination and extends the possibilities of those in
the aura to make a difference from their lives. Immediately, the
maximum lifespan of any creatures coming in the area is extended by 6
yrs. Those that spend 3 rounds speaking with or listening
to the caster gain a +2 luck (or +3 enhancement) to skill checks
and a +2 luck bonus (or +6 enhancement)
to their intelligence (note characters may already have enhancement
bonus, this does not stack). In the aura, there is a 20% chance
that one inanimate plant or
object has become intelligent and animated (determined by DM)! Is
the caster spends a full round talking
to a plant or object and makes a successful Will
save
(DC 10 + the Hit Dice the target will have
once it comes to life (as determined by dm) to animate it. Annimations
are at least mildly favorably disposed to the caster. At any time while
the
object or plant is still in the area, the character may expend 1,000xp
to make the intelligence and annimance permanent. If an ally is within
the Aura and currently receiving the spells benefits, once he may opt
to take a reroll on any roll. The new die roll result must be taken.
Using this reroll ends all the benefits & effects of this spell on
that character
and they cannot again benefit from the enhancement to skills or
intelligence until the spell is recast. It still continues to function
for those who have not used the reroll - in essence the character "uses
up" the extra fate granted by the spell.
Description
and Casting. the spell takes 10 minutes to cast. This spell
must
be cast within 1 mile of the heart of a volcanoe as the caster draws
upon that energy to power a prophetic emenation of the charms of
illusion of sorcery which draw upon the best teachers, the most
inspiring people, and the person who gave those that enter the field,
the most confidence. Each creature within the field
notices slightly differently things about the caster but those
features inspire creativity (skill bonuses), unconventional thought
(intelligence bonuses), and confidence (temperary hit points). The very
air around him seems to shake with possibility. First, the Archmage
must draw a pentagram on the floor and sit within it to hedge out all
extraneous forces of the fates. usually a protection from evil 10ft
radius is also placed upon it. A bowl of the volcano's lava
is
placed at each of the five points of the pentagram and upon each bowl
is enscribed one, different, Fifth Magic Symbol. In the event that
a volcanoa is not used the spell may be alternately cast with the aid
of at least five other spellcasters, each contributing a second level
or higher fire spell into the bowls. (remits 25 from DC). Each is then
lit
and the fire that permeates all things is focused into the wizard by
evoking his own true name. The fire purges the mage of extranous
energies. At this point any two potions are poured into a cup
with
the blood of a mandragoran (a cut that does 9d6 serves as backlash
damage). The caster must successfully read how the
Random Factors allign in order to become a conduit and
successfully
cast the spell. This requires a knowldge alchemy check of 20 to
identify potion, failure to do so means the caster misread the random
factors and the spell is wasted. If successful however, the caster is
attuned to the fates and may begin. Casting requires the use
of a
deck of many things to which the caster is immune. this spell does not
grant immunity to the deck by itself. A use magic device check is
performed to emulate a class feature (tarot card reader) and the caster
throws down several readings with the cards in the process of casting
the spell and gets clues as to how to aid his friends. Each
time The Star comes up (fortify seed) and The Moon (life seed
required when fortify gives int to non int objects), and the Idiot
(reverse of intelligence loss) the Archmagist draws upon its energy by
touching the card and using thaumaturgy. The continued use of
thaumaturgy requires a fortitude save DC 25 or be fatigued (or
exhausted if already fatigued). This continues for several minutes of
casting while the mage gathers up his
energies. Into
this he also pours 1 year of his life as sorcery's
cost in
ageing while he invokes the Charm of Illusion - your best teacher, the
person who gave you confidence, the most inspiring. The magical
energies of the volcano are combined with Mandrake's and
those gleaned from the cards and are infused to power the
emenation . When any creature (and up to one object)
comes within the 150ft radius it gains a bonus to its
intelligence
and adds 6 yrs to the maximum age for each of the future age
categories for every year of lifespan invested in the spell.
The age increase is permanent with each casting of
the spell while all other affects only apply while withing the aura.
All creatures gain +2 luck bonus to intelligence (or +6
enhancement bonus, whichever best) and up to one plants or objects that
is in the field can gain intelligence (roll 3d6 for base stats).
Objects so enlivened are animated as per animate object and are
favorably disposed towards, although not controlled by, the
caster. The intelligence remains while in the area of the caster and
may be made permanent only with a 1,000xp ependiture made by the
caster, Allies also gain +2 luck bonus to skill checks (or +6
enhancement, whichever best), and their max hit points are increasd by
5 whenever they are in the field but the caster must spend 3 rounds
using sorcery to understand how to best aid them and allow this
effect. For every year invested in the casting of the spell,
lifespan is increased by
6. At the time of castng the caster may opt not to invest ageing into
the
spell, in which case it has all other effects except it does not
increase lifespan.
Base DC: 44 [fortify
seed(17), life seed: 27 to add life seed, - once per day it
can add sentience to one
otherwise unsentient creature permanently or to other
objects while
just in range] base: 1 minute to cast range touch target creature
touched duration 20 hrs, will negates,
remitting
factors:
-2 to dc for possibility of being fatgued
or exhausted
-10 to DC for requiring 5 successful checks (-2
per check)
-6 to DC for requiring a power source (volcano)
-4 for potion requiremnt (-2x2)
-10 tapping power of the decks
(adds 50 to DC of spell)
-20 for ten min casting
-8
for 1 yr of ageing (-2 to DC per 3 months of ageing)
-9 9d6 backlash dam
costing
factors
+50 working with deck of many things
+10 to
change target to area,
+20
to change area from 20ft to 150ft radius - +2 (+4 per 20ft incriment
beyond 20)(+42) 20=2,40=6,80=10,150=20 ( i had to pick this so it could
cover the draco)
ad hoc negs: +4 DC for each
creature being able to choose between luck or
enhancement
+12 for adding on 6 yrs to
lifespan
+12
for + 2 luck bonus to intelligence (use of luck raises base dc to
17+6=23 and costs +6 for 1 addtnl) or 6 enhancement bonus (at +1 with
DC 17 and additional 5 at +2 each = +10 with an ad hoc cost of +2 paid
to be able to choose),
+12 for +2 luck bonus to skill
checks (use
of luck raises base dc to 17+6=23 and costs +6 for 1
addtnl) or 6
enhancement) bonus (at +1 with DC 17 and additional 5 at +2
each =
+10 with an ad hoc cost of +2 paid to be able to choose),
+10
to raise an ability score it doesnt posses (base changes from 17 to 27)
+8
to increase max hit points by +5 hit ponts (+1 hit points with
dc 17 +2 per additional )
+6
durration to 7 days
+2 alternative casting (volcanoe or ritual)
+2 option to expend 1,000 xp to
make animation of inanimate objects permanent. (seed actually specifies
its permanent)
Appropriate text from fortify
Seed:
"the fortify seed grants the target a
permanent +1 year to its current
age category. For each additional +1 year added to the
creature’s
current age category, increase the Spellcraft DC by +2. Incremental
adjustments to a creature’s maximum age do not stack; they
overlap.
When a spell increases a creature’s current age category, all
higher
age categories are also adjusted accordingly."
"If a
spell with the fortify seed grants an inanimate object an ability
score it would not normally possess (such as Intelligence), the spell
must also incorporate the life seed."
Appropriate text from life seed:
"The
caster can give inanimate plants and animals a soul, personality,
and humanlike sentience. To succeed, the caster must make a Will
save (DC 10 + the target’s Hit Dice, or the Hit
Dice a plant will have once it comes to life)."
"The
newly living object, intelligent animal, or sentient plant is
friendly toward the caster. An object or plant has characteristics as
if it were an animated object, except that its Intelligence, Wisdom,
and Charisma scores are all 3d6. Animated objects and plants gain the
ability to move their limbs, projections, roots, carved legs and arms,
or other appendages, and have senses similar to a human’s. A
newly
intelligent animal gets 3d6 Intelligence, +1d3 Charisma, and +2 HD.
Objects, animals, and plants speak one language that the caster knows,
plus one additional language that he or she knows per point of
Intelligence bonus (if any)."
requiring an active power
source (-2), ageing every 3 months of ageing -2 (1
yr = 4 X-2 = -8) each yr of ageing gives -8, potion as a material
component, -2 DC or more depending on the potion (ie a potion
of time
travel might add a lot), requiring a unique magical item as a
component, -2DC or more depending on the item required, generally
unique items created specifically for the spell give -2 DC for each
1000 experience points to craft. DC is x2 if the item is consumed in
process.
req power source +2, potion -2,
9,000X
final spellcraft dc
History
of the Spell
The Mandragorans travel dimensions
in order to incite change and growth. Because of that they are
Memorable (Mandragoran Feat) and meeting them is often life changing
(Mandragora Feat). They are also incredibly related to the fates in
their most random form (+100 spellcraft with fate magics like a Deck,
although the spell here does not make use of that bonus). The Aura of
the Mandragoran swirls with
possibility and those that come within it are bound for long and
interesting lives. Mandrake has spent much time teaching and enhancing
others around him - Aaron, Kothlun, Thistle, and the Loresraat. He has
most recently gave up increased spell capacity so that he could spend
more time as a role model with his students. In gaining a new level of
thaumaturgy after using it at length to enhance the bonuses and
movement of others, and after aquiring a new mini feat that allows him
to create mirror images with their own intelligence and spending much
time around the latent volcano firestorm peak, he has developed a new
epic combination of the five magics into the form of an aura. This aura
appeared afterthe second battle of harnian ragnarok.