Thursday, April 21, 2016

A History of Magic: Eddies in Time and Space (D&D)

Bend Space
Divination cantrip (spatial)
Casting Time: 1 action
Range: 5 feet
Components: V, S, M (a small octachoron charm)
Duration: Concentration, up to 1 minute
You reach out and bend space, creating an empty extradimensional space next to you that is a cube large enough for a small or medium creature (25 cubic feet, roughly distributed as 5 foot by 5 foot by 5 foot by default).
From the outside this appears to be a portal with no depth which can be entered from either facing, but not the side. Observers can see and target into and through the space if they are at an appropriate angle. Those perpendicular to the entryways cannot see the space, simply looking past it, while those at various angles in between may note a distortion but may not be able to see various amounts of the internal space. If using a tactical mat with square spaces; select a side of the square you are in; the openings are along the length of that line. The optional rules for facing (DMG 252) may be useful.
From the inside the boundaries of the space are transparent, semi-elastic walls that expand and contract to accommodate occupants within the limits of the space’s maximum size. Through the walls viewers can see back out, though the spatial distortion does create something of a fisheye effect for viewers. Two opposing faces are openings as wide and tall as that side of the space; one facing the location where you cast the spell and one facing the next space adjacent to you in the direction which you cast it.
Anything inside the space is expelled through one of the openings at the end of the spell, as if it had fallen 5 feet.

Fold Space
Divination cantrip (spatial)
Casting Time: 1 action
Range: 5 feet
Components: V, S, M (a small octachoron charm)
Duration: Concentration, up to 1 minute
You choose an empty space 25 cubic feet (a cube roughly five foot on a side) in range. All spaces adjacent to that area are instead adjacent to one another in the same way they would normally be adjacent to the now inaccessible space.

Wizard’s Pouch
Divination cantrip (spatial)
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a small item in the form of a mobius strip)
Duration: Instant
You have located or created an extradimensional pocket which you can access by means of this cantrip. This space can accommodate up to 60 pounds of material, not to exceed a volume of 5 cubic feet. Each time you use this cantrip you access the same, singular extradimensional space.
The material component is a focus created when this cantrip is first learned and can be as simple as a strip of cloth sewn together roughly to make the necessary loop or can be a bejeweled bracelet or torc made from precious metals. If this item is lost or destroyed you can enchant another such focus through a process that takes 1 hour and consumes 10 gold pieces worth of rare oils and incense. You can only have one such focus at a time, however, and if you create a second the first loses its magical properties, destroying your access to that extradimensional space by means of this spell.

Wrinkle in Time
Divination cantrip (temporal)
Casting Time: 1 action
Range: Self
Components: V, S, M (a small pentachoron charm)
Duration: Instantaneous
You jump forward in time a few moments. During that time you simply do not exist and are returned to your location at the start of your next turn. For you, and all effects directly applied to you, no time passes and you are completely unharmed by this experience.
If the space you were in is occupied when they return the new occupant suffers 1d10 force damage and either drops prone or is pushed into an empty adjacent space, clearing the space for you to return. 

Bend Time
1st level divination (temporal)
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a small pentachoron charm)
Duration: Concentration, up to 1 minute
One target object or creature in range, which may be you, jumps forward in time a few moments. For the duration of this spell the subject simply does not exist. If the target is an unwilling creature they may make a Wisdom save to negate this effect, and may make the same save again at the beginning of each of their turns. For the subject, and all effects directly applied to them, no time passes and they are completely unharmed by this experience.
If the space they were in is occupied when they return the new occupant suffers 1d10 force damage and either drops prone or is pushed into an empty adjacent space, clearing the space for the returning subject of this spell.
If you target yourself with this spell you may chose the duration, up to one minute, before it begins and your concentration on this spell does not count as being broken when you cease to exist due to it.


Next: The History of Necromancy

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Yeah, so I wasn't quite done with "divination" spells it turns out.


So… the specific goal for the selected spells are to show early, evolutionary steps. I’m trying to get spells that are passable, but not fantastic. I really am looking for odd expressions of existing concepts. One of the challenges is that I’ve done a pretty significant amount of work spell building in off areas recently, so I keep bumping into my own previously used ideas in schools like necromancy, abjuration, and illusion. However, divination and time/space magic are one area that’s always been sparse, especially at that low-level, utility type, so I went somewhat crazy there and the result was an extra post just for MOAR SPELLS.

One of the up sides of the format I’ve gone with, classifying everything into subschools, is that if a DM just really loves time/space bending like I do, but hates what I’ve done to divination by adding time/space magic they can just excise it back out and parcel the temporal subschool back into transmutation and spatial back into conjuration. But why would you want to? Conformist.

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