Winning Spells

Congratulations to the Spell Contest Winners!
1st: Belarius,
Carceric Orb, Prize: For Duty and Deity
2nd: John Wright, Skeleton Key, Prize: For Duty and Deity
3rd: Truls Rostrup, Shared Sensation, Prize: Tales from the Infinite Staircase

What's this? Three prizes?
Yep -- in fact, Jarkman and I found this so tough to judge that I scraped
around and found an extra copy of For Duty and Deity to give away.
Couldn't go round flouting the Rule of Threes now, could we? ;-)

There were so many great entries -- which means the Pentacle Spellbook
will be crammed with wonderful goodies for all of you to use.

The following spells we felt deserved special mention.
I'm just sorry I couldn't give out more prizes.

Maybe next time....and there will be a next time ;-)

Runners Up

Best Planewalking Spell

Spell Key (John Wright)
Skeleton Key (John Wright)
Planar Anchor (John Wright)
Portal Scramble (Jim Barrett)
View Borderplane (Will McPherson)

Best Sigil-Related Spell

Rebusspeak (Alex Z)
Plunk's Sigilian Portals (Shaun Kelso)

Best Faction-Related Spell

Shared Sensation (Truls Rostrup)
Silent Scream (Leonid Zamdborg)

Honourable Mentions for
Consistent Good Submissions

Belarius
John Wright
Will McPherson

Best Racial Spell

Call to Victory (Autumn Skye Port)
Malicious Travellers (Greg Jensen)

Best Idea for a Magical Item

Faux Mimir (Eric Carlson)

Best Planar Adaptation
of an Existing Spell's Effects

Planar Reincarnation (Jim Barrett)

Coolest Idea for a Spell

Item to Thought/Thought to Item (Freyr Gunnar Ólafsson)
Spire's Repulsion (Belarius)
Summon Conjurer (Aidan Elliott-McCrea)
Faln's False Impression (Carlos Caro)
Free the Portal (Aidan Elliott-McCrea)

Best Priest Spell

Planewalker's Stability (Greg Jensen)
Web of Flesh (Rip Van Wormer)

Best Spell for Specific Plane

Wall of Gears (Belarius)
Carceric Orb (Belarius)
Conduit Breach (Will McPherson)

A huge THANK YOU to all of you who entered! It was a lot of fun reading your spells!
We'll be working our way through the entries and getting them online over the next few months.

The Winning Spells

FIRST PRIZE

Carceric Orb (Alteration, Invocation/Evocation)

by Belarius (belarius@juno.com)

Level: 3
Faction/Sect: none
Range: 15 yards
Components: V, S, M
Duration: Instantaneous
Casting Time: 3 (base)
Area of effect: 1 creature
Saving Throw: Half damage

This spell, when cast, creates a miniature version of a single, multi-layered orb of Carceri. This miniature is projected at the enemy with great force, shattering one or more of the layers when it hits the intended target. The shrapnel cuts at the victim like broken glass, doing a base amount of damage. Each layer broken also incurs a different effect on the victim.

The miniature orb can be any size, up to 3" in diameter per level of the caster. Orbs of differing size do different amounts of damage when they hit. The size of the orb, however, is determined by the length of time the caster spends growing it. For each foot of size past the first one, the casting time increases by 1. As such, forming a 3' orb (at 12th level) requires a casting time of 5.

The damage and effects of the orb are first based on size. The base damage of the spell runs on a differing die scale, based on the exact size. Each foot of size adds 1d6 damage to the spell. When there is not an even number of feet, however, the caster adds a 1d2 (for 3"), 1d3 (for 6") or 1d4 (for 9") to the damage. As such, when the spell is cast at fifth level, it does 1d6+1d2 damage (12" + 3"). Of course, the caster can make the orb smaller than that, if desired, reducing damage done.

Once damage has been determined, roll 1d6. This is the number of layers broken by the spell. Since each layer of Carceri has a differing but always hostile effect on travellers, Carceric Orb has a differing effect for each layer breached by the spell. These effects mimic the layers of Carceri they represent. Each broken layer is cumulative with those that came before it. That is to say, if a 5 is rolled on the above table, the victim suffers effects one through five. The following table shows the effects of each layer.

Carceric Orb Layers Table

1d6

Name

Effect

1

Othrys

Othrys is the only layer of Carceri upon which the Styx runs. As such, the first layer of the orb causes the victim to forget his next action. If the orb hits at the end of a round, the next round that person can do nothing but figure out what is going on. If the orb hits before the intended action of that round, that action is cancelled, but the victim may act normally on the following round.

2

Cathrys

Cathrys, the Scarlet Jungle, is best known for its acid-excreting plant life. Life those jungles, the second layer of the orb acts as an acid, doing 1 point of damage per foot of the orbs width (round to the nearest size). As such, a 15" orb would do 1 point of damage, while an 18" orb would do 2 points.

3

Minethys

Minethys the Blasted is known for flesh-searing sands and noxious fumes. The victim takes one point of damage per foot of the orb's width (as described above) from a powerful blast of sand, and must save vs. poison or be nauseated by the fumes of the layer for 1d2 rounds, unable to act and considered prone for the purpose of AC adjustment.

4

Colothys

Because Colothys is so rocky, this layer does extra damage when it shatters, in the form of 1 extra point per foot of the orbs diameter, as described above. This is considered bludgeoning damage.

5

Porphathys

Porphathys is both cold and acidic. A blast of wintry acid snow and ice does 1 point of cold damage and 1 point of acid damage, both per foot of the orbs width. In most (but not all) cases, this equates to two points of damage per foot.

 6

 Agathys

The coldest layer of the plane, this last layer does 2 points of cold damage per foot of the orbs width.

The material component is an empty eggshell, which is crushed as the spell is cast.

Author: Belarius (belarius@juno.com)
1st Prize Winner of the Mimir.Net Spell Competition

[Author's Note: This spell appears to have been designed with fiends in mind. Baatezu and tanar'ri take full damage from acid, and yugoloths take double damage from cold, the two additional attack forms in this spell. While the primary damage effects all creatures, half of the listed effects have no effect on most gehreleths. The spell might have been researched by the gehreleths or by a human slave to be used defensively against other fiends. The gehreleths' affinity with Carceri also might account for the painstaking detail of this spell.

PLAYER's OPTION: Spells & Magic parameters: subtlety factor: +6 to +8; knockdown die: 1d10; sensory components: medium visual, small olfactory, large auditory, small tactile; critical type: impact.

SECOND PRIZE

Skeleton Key (Necromancy)

by John Wright (jtwright@sysnet.net)

Level: 3
Faction/Sect: none
Range: Touch
Components: V, S, M
Duration: 1 round
Casting Time: 3
Area of effect: 1 portal
Saving Throw: None

This spell has caused more tomb-robbing and covert assassinations over the centuries since its creation than almost any other. Many sages now speculate that it originates with the Yugoloths, who allegedly distributed it just to cause that effect.

The trouble-making aspect of this spell is its material component: a major bone from an accomplished planewalker. The magic of the spell turns that bone into a 'skeleton portal key' that can open up any portal the original owner of the bone (i.e., the dead planewalker) knew how to open.

Once cast, this spell causes the bone to act as the true portal key for the portal to be used. However, the cutter from which the bone has been taken (who doesn't necessarily have to be dead - just missing an arm or such) has to have known what the proper key is. Whether or not this is so is totally within the DM's adjudication. However, a rough guide would be a 5% chance per level of the planewalker for commonly used portals, 1% for uncommon ones.

Wizards desiring to get through rare or very rare portals should research whether or not a bone's owner knew about that portal in advance. The bone component is not consumed with the spell's casting. But each time it is used, there is a 10% chance it crumbles to dust afterwards, becoming useless for future casting of this spell.

This spell will not open portals that have shifted or which are sealed in any way. It only provides a necromantic duplicate of the portal key.

Author: J.T.Wright, a.k.a. "Mr Niceguy" (jtwright@sysnet.net)
2nd Prize Winner of the Mimir.Net Spell Competition

THIRD PRIZE

Shared Sensation (Enchantment/Charm)

by Truls Rostrup (ssptr@alf.uib.no)

Level: 3
Faction/Sect: Society of Sensation
Range: Touch
Components: V, S, M
Duration: 1 turn per level
Casting Time: 3
Area of effect:
1 creature
Saving Throw: Negates

This spell creates an intimate link between the caster and the target, allowing the caster to experience the target's emotional responses to sensations. Note that the caster does not get to see through the target's eyes, nor does he gain any extra hearing - he only feels the target's reactions to stimuli, be they visual, audio, tactile or otherwise. If unwilling, the target gets a saving throw versus spells to avoid the effect and any magical defence adjustment applies. At the time of the casting, the caster can choose to also let the target experience the caster's sensations, creating a two-way flow of feelings. If the caster and target ever move beyond 10' from each other before the end of duration, the spell is prematurely broken, causing a mental shock of 1d4 points of damage to both parties.

The material component is a small silk rope that is looped around the target's hand.

Author: Truls Rostrup (ssptr@alf.uib.no)
3rd Prize Winner of the Mimir.Net Spell Competition

[Author's Note: This spell first surfaced in Sigil a couple of centuries ago in Sensate circles, but sages cannot agree on the actual origins of the spell. The spell has proved popular among the Sensates because of its enormous potential. For instance, artists lacking inspiration have been known to cast the spell upon an infant or a Clueless, and through them be allowed to again feel the original wonder of a cascading waterfall, or the horror of a fiendish visage. Even jaded Sensates speak of the fantastic experience resulting from two beings joining together under the influence of this spell. A few voices, however, hold that this is unnatural and that some things should remain hidden. Regrettably, the spell can also be put to vicious use. Particularly sadistic tanar'ri able to cast Shared Sensation like to cast the spell on their victims, driving the poor berks insane from the chaotic waves of joyful violence flooding their minds. Eladrin and faeries enjoy imparting their sensations of unbounded freedom upon mortals, but often fail to understand the effect this can have on unprepared minds. Perhaps the use of this spell is behind the common Prime legends of mortals wandering in a daze after having encountered the fey folk.]

Picture of the prizes


Consult the Mimir Again