Creative Casting

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Creative Casting Article

Transcript of Creative Casting

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by Joel E. RoosaArtwork by David O. Miller

Interesting uses for low-level wizard spellsWizards generally seek to perfect their

craft, striving for higher levels of power.In this quest, many wizards lose sight ofthe usefulness of lower-level spells. Evenspells of little power can be very useful ifcreatively applied, often in ways neverintended by their creators.

The following are unofficial examples ofinnovative uses for lower-level spells.Players should check with their DMs forfinal approval to use these in campaigns,as some may be subject to different inter-pretations.First-level spells

Audible glamer �Apart from creatingsounds to fool enemies, this spell can beused for entertainment (a great way togain needed cash for a low-level wizard).The caster can create the sounds of sing-ing voices, musical instruments, or both athigher levels. Four singing men can becreated at 1st level; and four singing menaccompanied by four instruments of onespecial type at 2nd level; and so on. Thequality depends on the skill of the caster.If the caster has a nonweapon proficiencyin singing, musical artistic ability, or anappropriate musical instrument (this fromthe priest�s group), he can make a skillcheck to see if each use of this spell pro-duces a harmonious work of music. Afailed roll means that sour notes, dishar-mony, and other problems appear. Experi-ence in working with animals, otherlanguages, and so forth may be applied toother uses of this spell; a wizard who hasworked with horses can make an aban-doned stable sound occupied, for instance,possibly allowing for saving-throw penal-ties for anyone hearing the noise.

Dancing lights �Used at night to simulatea party�s lanterns or torches, this spell canlead pursuers to their doom�over a cliff,onto an unsafe bridge, into quicksand orcarnivorous plants, etc. Since the castercontrols the movement of the lights, theycan also be used for signaling over longdistances at night�a real boon for large

armies. This may also be used as an enter-tainment spell to brighten up a perform-ance at a party, tavern, playhouse, musichall, etc.

Enlarge �Reversed, this spell can beused on large spearheads to reduce themto the size of arrowheads; when fittedonto shafts, they can then be fired asnormal arrows. Several could be reducedat once by having them forged into oneunit with thin strips of metal, then bebroken apart while small. They could alsobe given barbs to hold them in the woundswhen the shafts are pulled out (because ofthe pain, an injured being must make aconstitution check each round to removeone such barbed arrowhead; use a save vs.death magic for injured monsters). Whenthe spell ends, the arrowheads return tonormal size, causing 1-2 hp damage apiecefor every 10% by which they were re-duced. If the caster has a dispel magicready, the reduce spell could be negatedwhen desired. In a similar fashion, a magecould have giant darts made, the heads ofwhich would break off in wounds whilereduced. Hurling reduced boulders orballista bolts at enemies inside an antima-

Tenser�s floating disc �This spell can beused to attack foes, with a little work. Itcan�t cause damage by itself, but it can

Walking across spilled coinage in barefeet would allow the user to make off withseveral coins. The feet could also pick upitems from under tables with little dexteri-ty required.

Spider climb �This too has less thanhonest uses, apart from enabling the userto scale walls like a thief. Since it literallygives the user �sticky fingers� (and feet), itwill make certain thefts easier. Althoughactually picking pockets would becomevirtually impossible because the handswould stick to the clothing, small objectscould be palmed by merely touching them.Slippery objects may be easily grasped,too. Try this spell as an attack againstspell-casters, who will then be unable touse somatic components for a brief time.

gic field is a possibility. Placing a reducedmonster in a tiny stone or steel room withthick walls will guarantee death or mas-sive injury when the spell wears off (butremember to stand back). Consider theoptions for smuggling allies and equipmentpast guards, too.

Mending �Delicate wooden or ceramicobjects can be carved with secret mes-sages, then shattered. The pieces can bedelivered as packing material aroundsomething else. The spell will pull thepieces together so the message can bedeciphered. The pieces can also be sent bymultiple couriers, so it would be impos-sible to decipher the message without allthe pieces.

Mount �In a somewhat shady applica-tion, the animals summoned may be soldbefore the spell�s duration wears off. Thisis an easy way to make a profit with zeroinventory, but it�s best to be far awaywhen the spell ends. Remember that asummoned mount can also be made toattack foes; a 1st-level spell that can sum-mon a fighting elephant or griffon is atough spell, and even a war horse can dowell against orcs.

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Alternatively, the disc could be used as aweapon�s platform for a small ballista orother device crewed by a gnome or half-

by a careless mage.

carry weapons. A �sword wheel� (withswords as spokes, chained or roped to-gether) can be placed on it, the pointsprojecting over the rim. Although it can�tbe made to spin in place, it goes anywherewithin 20� of the caster, at a constant 3�above the ground. It can thus attack onceper round, hitting with 1-2 swords for halfdamage per sword (round fractions down).This sword wheel�s THAC0 would be thesame as that of the caster, less strengthbonuses and with a -4 penalty for theclumsiness of the attack. The caster couldhave more than one sword wheel going atonce, but could concentrate on only onesword wheel and victim at a time. Victimsmight dive under the disc, but such tacticscan be hindered by having more bladespointing down from the rim of the disc, toa point about 6� from the ground. In anarrow corridor, this spell and devicecombination could slow or stop pursuit.

Even low-level mages could thus have aweapon that lasts for over half an hourand does medium-distance killing. Onedisadvantage is having to carry the swordarrangement when the disc vanishes.Another is that the disc returns to within6� of the caster when not being specificallycontrolled, so companions could get sliced

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ling. Note that two or more wizards maycross unstable terrain (but not a chasm) byriding each other�s discs.

Unseen servant �The force summonedby the spell can be used to �animate� arobe. Although the servant is shapeless, itcan carry a light wooden framework togive the robe a manlike shape. The result-ing figure could be mistaken for a bodilessundead and would serve to frighten foes,since the servant can�t attack.S e c o n d - l e v e l s p e l l s

Continual light �Nearly everyone usesthis spell to produce everlasting lanternsand the like. If your DM allows it, severalcan be cast onto the front of a shield,giving +4 to defense by blinding frontalattackers. Sling stones with this spell onthem could be hurled far ahead of adven-turers traveling at night or undergroundto reveal hazards and monsters, if thecharacters don�t mind revealing theirpresence to everyone else as well.

This spell can also replace Nystul�s magi-cal aura, since the object on which thisspell is cast would radiate magic now (andpermanently at that); the light could behidden by paint or other methods.

Magic mouth �This spell can serve foran amusing bit of misdirection. Whenplaced on a broad arrowhead, a largestone, or the like, it may be hurled nearanyone you wish to distract. It can betriggered by the sound of its own impact,if sufficient noise is generated, or by thepresence of beings. It can say things like:�Guards, guards, over here!� or �Turn andmeet your doom!� A magic mouth on arobed, animated skeleton enhances itsresemblance to a lich.

Multiple castings on an object (like amirror, for instance) can make the objectappear to be an oracular item. The spellsmay be set to respond to certain questionsor questioners with vague or specificanswers.

Rope trick �If cast properly, this spellcan be used to go through an opening in anarrow wall. The wall would have to be atleast 5� high because of the conditions ofthe spell. The rope in which the spell iscast should rise until it is exactly level withthe opening, so that the extradimensionalspace created is immediately adjacent tothe opening to be passed through. Sincethe opening to the space is about 3� × 5�,those entering the space can look downand see on the other side of the wall, withthe wall seeming cut off where it inter-sects with the �floor� of the space. Thereshould be enough leeway to pull up therope and climb down on the other side ofthe wall, trailing the rope through the wallopening (it is assumed that the rope can bedropped only from the center of the�floor� of the space). The wall must benarrow enough to allow room for climbersto descend to the other side, of course.

Note that this spell offers proof againstdragon breath, meteor swarms, floods,fires, and other harmful effects, making it

Sit down with your copy of the Player�sHandbook some evening and see if youcan create a few new uses for the low-level spells your wizard carries around.And watch the expression on everyone�sface when you show them what it meansto be a wizard�even a third-level one.

Monster summoning I�Since the crea-tures may appear anywhere within 30yards of the caster, they can appear be-hind doors and other barriers. Only cer-tain types of magical barriers might keepthem out. They could open secret doorsfrom within, if physically able. Summonedhumanoids can commit thefts or take theblame for them; if captured, they soondisappear and can truly be said to haveescaped by magic. These effects will workequally well with the higher level monstersummoning spells.

If the DM allows the spell to work onliving beings, a volley of arrows could alsounleash a hoard of soldiers amidst sur-prised foes. It could also let someone slipassassins under doors, or disguise some-body as a bookmark. Small monsters, suchas green slime or various oozes, could belaunched or hidden away.

Item �The items changed to cloth can becarried until needed, and they are mosteffective if left as cloth until the last possi-ble second. Cloth items can be tied toarrows and fired at enemies. When strik-ing solid surfaces, they return to normal,without suffering any ill effects. Thus, halfthe arrows could carry buckets of oil, andthe other half could carry shrunken flam-ing torches. Containers of acid, water,poison, and other substances could behurled great distances. Imagine a clothbonfire slipped into a room full of flamma-ble or explosive materials, hidden betweentwo crates.

Clairaudience and clairvoyance �Eachcan be used in the same manner for long-distance communication. Two mages usingeither or both spells can communicatewith each other over any distance, so longas the location of each is known to theother. This is ideal for using on ships onlong voyages, since the ship is a knownlocale, regardless of how far away it is(some DMs may dispute this, saying thelocation selected must be a particular spoton the earth).

Blink �This can function as a short-range, inaccurate dimension door If thecaster positions himself before a door,there is at least a three-in-eight chance hewill go forward, beyond the door. He getsone try per level, unless he has difficultyreturning to his near-door position due tolow rolls when timing the blinks. A wizardcan escape entombment in this manner ifhe doesn�t mind appearing on the Etherealplane.

T h i r d - l e v e l s p e l l salmost the ultimate defensive spell.