And now for the sixteenth set of Dungeons & Sorcery spells. I finally get around to presenting the (long) writeups for Polymorph Other and Polymorph Self.

Emotion (SC)
Enchantment, Somatic, Verbal, Area (Fixed)
108 points
Casting Time: 4 seconds
Casting Roll: Innate Attack (Gaze) to aim
Range: 100 yards
Duration: 1 minute

The caster attempts to inspire one emotion in everyone in a 4-yard radius of the point he aimed at (see Scatter, B414, on a miss). The Sway Emotions skill (B192) has guidelines on what is possible, and in general reactions to this should be role-played.

However, there are mechanical benefits, which are also up to the GM’s discretion to apply. Every person in the area of effect rolls a Quick Contest of IQ (plus caster’s Talent), with victory exempting them from the effects of the spell, though they will still feel the emotion, just not at a level where it affects/controls actions. (A character can ‘choose not to resist’ a helpful emotion from a trusted caster, at which point, assume a “failure” of 3.)

Despite the first paragraph, there are mechanical benefits and penalties to being under the sway of this spell. The MoF of the Quick Contest is a die roll modifier to all rolls touching that emotion for the next minute. Notably, “courage” and “fear” will generate bonuses or penalties to Fright Checks within that time. Similar conditions can apply to many Reaction Rolls (e.g., an inexperienced hireling told to advance on the scary-looking monster may need a Reaction Roll to follow orders; proper use of emotion could help with this). This spell will never cause a Fright Check or similar, though it might make what was an “assumed” good or bad Reaction Roll into one that is actually rolled and modified.

Mind Control (Area Effect, 4 yd., +150%; Emotion Control, –50%; Independent, +70%; Requires Gestures, –10%; Requires Magic Words, –10%; Sorcery, –15%; Takes Extra Time, x4, –20%) [2.15×50] Note: I’m adding the modifiers to Emotion Control to give it some extra punch, and separate it from the cinematic enthrallment skill. Consider it a house rule.

Fumble (SC)
Enchantment, Somatic, Verbal, Area (Fixed)
90 points
Casting Time: 4 seconds
Casting Roll: Innate Attack (Gaze) to aim.
Range: 50 yards
Duration: 1 minute

Fumble causes trouble for everyone within an 8-yard radius of a point chosen by the caster (see Scatter, B414, if the caster misses). Objects seemingly become slippery and hard to hold, and everyone affected must roll a Quick Contest of their DX vs the caster’s IQ (plus Talent), and anyone who fails drops whatever they’re holding.

Weapons, lanterns, valuable items, etc, all will drop to the floor, where they must be picked up again (B383). Fragile items could break from the fall. In addition, everyone affected by this will have a harder time doing anything, suffering a –5 to DX for the next minute.

Mind Control (Area Effect, 8 yd, +150%; Based on DX, +20%; Link, +10%; One Task: Drop What You’re Holding, –80%; Requires Gestures, –10%; Requires Magic Words, –⁠10%; Sorcery, –15%; Takes Extra Time, x4, –20%) [1.25×50] + Affliction 1 (DX; Attribute Penalty, –5 DX (Magic, –10%), +45%; Area Effect, 8 yd, +150%; Based on DX, +20%; Fixed Duration, +0% Link +10%; Magical, –10%; Reduced Duration, 1/3, –10%; Requires Gestures, –10%; Requires Magic Words, –10%; Extra Time, x4, –20%) [2.65×10]

Ice Storm (SC)
Evocation, Somatic, Verbal, Area (Fixed)
23 points
Casting Time: 4 seconds
Casting Roll: Innate Attack (Gaze) to aim
Range 50 yards
Duration: 10 seconds

Upon casting this spell, the magic-user selects a point within 50 yards, and an ice storm starts with a radius of 8 yards. The storm lasts for 10 seconds, and everything in the area takes 2d crushing damage per second from large hailstones and sleet.

This doesn’t last long enough to really change the temperature, but any surfaces will become slick with water and unmelted ice, and it can put out small fires and cool any heated objects (deal 2d6 damage to the fire and compare to Catching Fire on B434 to judge).

Innate Attack 2d (cr; Area Effect, 8 yd radius, +150%; Persistent +40%; Reduced Range, 1/2, –10%; Requires Gestures, –10%; Requires Magic Words, –10%; Sorcery, –⁠15%; Takes Extra Time, x4, –20%)

Lesser Geas(SC)/Geas (UC)
Enchantment, Verbal, Resisted (Will)
40/41 points
Casting Time: 4 seconds/6 seconds
Casting Roll: IQ+Talent
Range: Touch
Duration: Permanent

This spell puts an intelligent creature under a magical command to carry out a task or service, or refrain from the same. The target is not under mental control, but does have a strong compulsion to do this. There is no self-control roll for this, but the person can approach this intelligently, and either try to end the terms of the geas as soon as possible, or work around any prohibitions, but cannot go directly against the stated geas. Under no circumstances can someone be geased to do self-harm, and all attempts automatically fail.

To do this, the caster must touch the subject and win a Quick Contest of IQ+Talent vs the target’s Will at the end of the casting time, and then pronounce the geas. This last does require the subject to understand the caster’s words, but not necessarily his meaning. The caster can give instructions that will only make sense later, and can use words (names, etc) that don’t necessarily have meaning to the subject. They will know what (who) is meant when it comes up.

The geas is also resistant to being dispelled, and can only be removed by a wish or lesser wish, dispel magic and remove curse will have no effect on the geas. In the meantime, the compulsion should be enforced, though it is recommended to let a player role-play going against it with the understanding that he will suffer progressive penalties to various (appropriate) primary characteristics while resisting it (HT for long-term resisting actions, ST during a prohibited sword fight, etc).

There are two versions of this spell, with the more common lesser geas only being able to impose a command with a relatively limited scope (something that should last a few days, or a couple of play session, such as, “assassinate the local mayor” or “hold this door against the next person to enter”). Geas takes six seconds to cast instead of four, costs one point more, and can compel the full range of tasks allowed in the first paragraph.

Affliction 1 (Will, +20% Disadvantage: Obsession, No Self-Control Roll, +25%; Accessibility, Must Share a Language, 10%; Accessibility: Only On Sapient Creatures, 10% Cosmic: Wish, +50%; Extended Duration, Permanent, +150%; Malediction 2, +150%; Melee Attack, C, 1, –20%; Requires Magic Words, –10%; Sorcery, –15%; Takes Extra Time, x2, –10%) [4.05×10] Lesser Geas uses the –5 point version of Obsession, for +13% instead. [3.93×10]

Leomund’s Secure Shelter (UC)
Alteration, Somantic, Verbal
31 points
Casting Time: 4 minutes
Casting Roll: None
Range: None
Duration: 10 hours

This spell requires a longer ritual (4 minutes) during which the caster outlines a rectangular 300 sq.ft. area (20’x15’ is common). At the end of the ritual, a small hut or similar building appears in this area. There needs to be enough room for the shelter to stand on it’s own (about 12 feet high), and ground that the caster can walk around; if on a slope, it will appear with a foundation to level it out.

The exact details of the internal layout are up to the player, but will not change from time to time without re-learning the spell (alternatively, it may be decided by the GM as part of the spellbook the player got their copy of the spell from). The shelter has an overall 3400 HP with DR 48 (about as tough as 6” brick, but appears to be made of local materials) with HT 12. There can be a fireplace, and other features, but any wood will have to be provided by the characters and a fire set by them. The shutters and door can be kept closed with hold portal at the will of the caster, and any chimney will be secured with a solid grate.

Furnishings are also up to the (and can change from time to time), but these will all be simple and inexpensive, with a writing desk and up to four chairs, or a large table with benches, and up to eight bunks. All will disappear when removed from the shelter, and when the spell expires so will the shelter from around the inhabitants (possibly dropping them a short distance if it was set above a slope or soft ground).

Signature Gear (Status 1 HQ; Cosmic, Cheating, Portable Enhancements, +100%; Extended Duration, x600, +110%; Permanent, +150%; Preparation Time, 4 minutes, –⁠20%; Special Abilities, Magical Traits, +100%; Requires Gestures, –⁠10%; Requires Magic Words, –10%; Sorcery, –15%; Summonable, +100%) [6.05×5]

Lorloveim’s Creeping Shadow (SC)
Phantasm, Somatic, Verbal
95 points
Casting Time: 7 seconds
Casting Roll: IQ
Range: None
Duration: 10 minutes

The caster sends his consciousness into his shadow, seeing, hearing, and speaking from it for the duration of the spell, or until the caster decides to return to himself. This takes an IQ+Talent roll to do successfully, but once that is made, the caster’s shadow can stretch itself out one yard per second, and he can perceive the world from the current location of the shadow’s head. The shadow can go across any solid surface; along the ground, up walls, and even around corners into other shadows. The caster must have a distinct shadow to begin the spell, but a normal shadow is not needed for the movement, it will move and stretch as needed in defiance of normal behaviors.

The shadow can be attacked, and has HP equal to the caster’s IQ/10. If the shadow is destroyed, the spell ends, and the caster takes 1 point of injury.

Clairsentience (Accessiblity: Shadows, –20%; Clairenunciation, +25%; Extended Duration, x10, +40%; Increased Range, x10, +30%; Mobile, +40%; No Smell, –5%; No Strain, +25%; Normal Sight, –20%; Requires Gestures, –10%; Requires Magic Words, –10%; Second Nature, +70%; Sorcery, –15%; Takes Damage, –40%; Takes Extra Time, x4, –20%) [1.9×50]

Passwall (SC)
Alteration, Somatic, Verbal
80 points
Casting Time: 5 seconds
Casting Roll: None
Range: Touch
Duration: 1.5 hours

This spell creates a small passage straight through any stone, wood, or plaster barrier at the point where he touches it. While it lasts, any person can go right through this passage without any problem, but the wall/structure it goes through is not harmed or made unstable in any way despite the possibility of ‘missing’ support members and the like (i.e., going through a rubble-filled wall, the “unsupported” rubble will stay in place). However, this passage is only about 3 yards long (the GM should be generous if this is almost enough to get through), so multiple castings of this will be needed to get through especially thick walls.

This can be dispelled, and when that happens, or the duration expires, the passage will disappear from one end (the one closest to the caster) to the other, generally pushing anyone still in it out into any clear space at the other end.

Permeation (Stone; Extended: Plaster and Wood, +40%; Extended Duration, x100, +80%; Finite Thickness, 3-4 yards, –5%; Requires Gestures, –10%; Requires Magic Words, –10%; Sorcery, –15%; Takes Extra Time, x4, –20%; Tunnel, +40%) [2.0×40]

Polymorph Other (SC)
Alteration, Somatic, Verbal, Resisted (HT)
220 points + 20.75/level
Casting Time: 4 seconds
Casting Roll: Innate Attack (Gaze) to hit
Range: 20 yards
Duration: Permanent

This spell attempts to change the form of the subject into a different creature, absorbing all their gear (up to Light Encumbrance) into their body. This effectively swaps the subject’s racial template out for a new one specified by the caster. This must be a creature type that exists in the world, and the caster must be fairly familiar with the characteristics of the species, but doesn’t need a sample or other concrete example. The change itself takes ten seconds to happen, and is permanent unless dispelled or the subject is slain. This spell does not interfere with natural shapeshifters, who can simply transform back to one of their normal forms once the transformation completes.

Polymorph other will not (if all goes well) change the subject’s mentality, so all IQ modifiers and mental abilities in the new racial template are ignored. Similarly, the subject will not gain any magical powers of the target creature type (the GM will have to make the final call; most ‘supernatural’ abilities will not be gained, and any abilities with a “Magic” modifier definitely won’t be gained; things like winged flight that would technically need magic to work because the wings are too small, but doesn’t have the modifier, will work).

Also, ST should remain proportional to the new form. A ST 20 human will not turn into a ST 15 halfling or a ST 12 pixie. Instead, divide the subject’s ST by his racial ST and multiply that by the base racial ST of the new form. When going to a larger/stronger form, ST can optionally be translated directly (to save points).
At base level, attempting to polymorph to a form that costs more (after all the above adjustments) than the subject’s base form will fail. Each level of the spell past the first raises this limit by 10 character points.

This spell has a complicated execution: First, it has a 20 yard range, and uses Innate Attack (Gaze) (plus Talent) to hit the subject. Assuming success, this spell requires two Quick Contests against the subject. First, to see if the spell works at all, roll your Will+Talent versus the subject’s HT; if you win, the subject will be transformed; the subject may choose to not resist this part of the spell, and let it automatically be successful, but this will not happen without a high degree of trust. If the spell is successful, the subject must make a second Quick Contest of the caster’s Will+Talent vs his Will. If the subject fails this Quick Contest, they will forget their previous life, and believe they’ve always been this new creature!

This last effect is (truly) permanent, and will persist even if the polymorph is dispelled (the subject will then believe they’ve been transformed from their “true” form, and may go to some lengths to get it back). Note that this could basically turn a player character into an NPC. The old person is gone, and the new creature will act accordingly, including knowing that the caster just attempted a spell on them, and strenuously resisting any attempt at a “cure” for the condition.

At this point, the lack of mental effects should be scrapped, with all appropriate mental advantages/disadvantages being swapped out, and IQ subject to the same guidelines given for ST above. Other special abilities are also on the table, especially if there were leftover character points in the initial polymorph. The GM may also elect to not follow character point guidelines very strictly, as the new creature may easily be hostile; in fact, the more likely the creature is to be hostile to the caster, the more it should be allowed to exceed the old point total to gain abilities.

Affliction (HT; Advantage: Morph (Accessibility: No Supernatural Advantages & No Mental Features, –20%; Flawed, –10%; Limited Use 1 (Fast Reload), –20%; Magical, –10%; No Memorization Required, +50%; Once On, Stays On (Not On Death, –10%), +45%), +1350%; Extended Duration, Permanent, +150%; Malediction 2, +150%; Reduced Range, 1/5, –20%; Requires Gestures, –10%; Requires Magic Words, –10%; Sorcery, –15%; Takes Extra Time, x4, –20%). [16.75×10] + Affliction (Will +20%; Disadvantage: Delusion: “I Really Am A [Blank]” +15%; Extended Duration, Permanent, +300%; Follow-Up, +100%; Requires Gestures, –⁠10%; Requires Magic Words, –10%; Sorcery, –15%) [5.2×10]

Polymorph Self (SC)
Alteration, Verbal
215 points + 21.5/level
Casting Time: 4 seconds
Casting Roll: None
Range: None
Duration: 100 minutes

This spell attempts to change the form of the caster into a different creature, absorbing all his gear (up to Heavy Encumbrance) into his body. This effectively swaps the caster’s racial template out for a new one specified by the caster. This must be a creature type that exists in the world, and the caster must be fairly familiar with the characteristics of the species, but doesn’t need a sample or other concrete example present. The change itself takes ten seconds to happen, and will last 100 minutes, or until the caster decides to cancel the spell and shift back to his normal form, or when he is killed.

All IQ modifiers and mental abilities in the new racial template are ignored. Similarly, the caster will not gain any any innate magical powers of the target creature type (the GM will have to make the final call; most ‘supernatural’ abilities will not be gained, and any abilities with a ‘Magic’ modifier definitely won’t be gained; things like winged flight that technically need magic to work because the wings are too small, but don’t have a power modifier, will work), though the caster will keep his Sorcerous Empowerment, and can cast any spells he can manage the somatic and verbal components of.

Also, ST should remain proportional to the new form. A ST 20 human will not turn into a ST 15 halfling or a ST 12 pixie. Instead, divide the caster’s ST by his racial ST and multiply that by the base racial ST of the new form (note that lost points are available for use elsewhere in the new form). When going to a larger/stronger form, ST can optionally be translated directly (to save points).

At base level, attempting to polymorph into a form that costs more (after all the adjustments above) than the caster’s base form will fail. Each level of the spell past the first raises this limit by 10 character points.

Morph (Absorptive Change (Heavy), +20%; Accessibility: No Supernatural Advantages, –10%; Extended Duration, x100, +80%; Flawed, –10%; Limited Use 2 (Fast Reload), –⁠15%; No Memorization Required, +50%; Once On, Stays On (Not On Death, –10%), +45%; Requires Magic Words, –10%; Sorcery, –15%; Takes Extra Time, x4, –20%) [2.15×100] Each level adds a 10-point Morph pool. [2.15×10]

Wizard Eye (SC)
Alteration, Somatic, Verbal
138 points
Casting Time: 4 seconds
Casting Roll: IQ
Range: Special
Duration: 10 minutes

After casting this spell, the magic-user will be able to “see” from two viewpoints, his own, and that of the wizard eye. The wizard eye is not visible, but will be noticed by detect magic, detect invisibility and effects that can detect various forms of scrying.

The eye can move at the caster’s Move, and cannot move through solid objects, but can pass through holes around one inch in diameter. It will also see in the infrared spectrum, granting the advantage Infravision (B60), but is otherwise just as sharp as the caster’s, including (the lack of) Peripheral Vision, Night Vision, Bad Sight, etc., and all rolls to notice things use the caster’s Per.

While the spell is active, the caster is receiving his normal vision and the eye’s, and the caster will need to give priority to one set or the other. Moving around the wizard eye is reflexive enough that it can be done even while giving priority to normal vision, but whichever sense does not have priority has a –4 to all rolls, including Per for the eye, and Per, attack, defense, etc for the caster’s body.

Clairsentience (Clairvoyance, –10%; Aware, +50%; Extended Duration, x10, +40%; Increased Range, x200, +70%; Fixed Range, –5%; Infravision, +10%; No Strain, +25%; Normal Sight, –20%; Requires Gestures, –10%; Requires Magic Words, –10%; Second Nature, +70%; Sorcery, –15%; Takes Extra Time, x4, –20%) [2.75×50]


I’ve had the two polymorphs on the docket for a while. I’m fairly happy with them, but would have liked to have put in a leveled points pool that either increases the Morph pool, or goes to increasing the Affliction level. But, that was more complication than I bothered with, and you’d need to have quite a large pool to be able to afford Affliction 2. The idea, of course, is to emulate the idea that the more powerful the creature someone is polymorphed into, the more likely they are to forget their previous life. As it is, that “drawback” adds another 52 points because it can be used as a personality murder machine. “You say that dragon showed up when the mayor disappeared? Very suspicious, he must have killed the mayor!”

The Geas pair is based on Enraged Eggplant’s writeup. The more I looked at it, the more sense Obsession made as the base trait. The fact that the two versions barely differ in cost at all shows some of the failings of RAW Afflictions. Probably, a base cost should be figured out by what you’re afflicting (like Innate Attack has different costs per damage type), and then apply modifiers.

Wizard’s Eye is essentially a rework of Clairvoyance, just buffed up with a longer duration and the ability to move your extra vision around. Since you have to “walk” it around, you don’t need to worry about penalties for “blind” shifts. Technically, the Clairsentience advantage always has a maximum range, and it is boosted to 2000 yards here as a normal caster should not be able to get past about 1500 in ten minutes, and it is unlikely someone will be using it in a straight line from their initial position in the first place.